init
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35
RAGE/Gameplay.d.ts
vendored
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35
RAGE/Gameplay.d.ts
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/**
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* Gameplay Functions
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* @public
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* @noSelf
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*/
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declare namespace gameplay {
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function get_hash_key(input: string): Hash;
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function display_onscreen_keyboard(title: string, default_text: string, maxLength: int): void;
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function update_onscreen_keyboard(): boolean;
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function get_onscreen_keyboard_result(): string;
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function is_onscreen_keyboard_active(): boolean;
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function set_override_weather(weatherIndex: int): void;
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function clear_override_weather(): void;
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function set_blackout(toggle: boolean): void;
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function set_mobile_radio(toggle: boolean): void;
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function get_game_state(): int;
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function is_game_state(num: int): boolean;
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function clear_area_of_objects(coord: v3, radius: float, flags: int): void;
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function clear_area_of_vehicles(coord: v3, radius: float, a3: boolean, a4: boolean, a5: boolean, a6: boolean, a7: boolean): void;
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function clear_area_of_peds(coord: v3, radius: float, a3: boolean): void;
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function clear_area_of_cops(coord: v3, radius: float, a3: boolean): void;
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function set_cloud_hat_opacity(opacity: float): void;
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function get_cloud_hat_opacity(): float;
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function preload_cloud_hat(szName: string): void;
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function clear_cloud_hat(): void;
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function load_cloud_hat(szName: string, transitionTime: float): void;
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function unload_cloud_hat(szName: string, a2: float): void;
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function get_ground_z(pos: v3): [boolean,float];
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function get_frame_count(): uint64_t;
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function get_frame_time(): float;
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function shoot_single_bullet_between_coords(start: v3, end: v3, damage: int32_t, weapon: Hash, owner: Ped, audible: boolean, invisible: boolean, speed: float): boolean;
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}
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