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34
RAGE/Weapon.d.ts
vendored
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34
RAGE/Weapon.d.ts
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/**
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* Weapon Functions
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* @public
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* @noSelf
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*/
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declare namespace weapon {
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function give_delayed_weapon_to_ped(ped: Ped, hash: Hash, time: int, equipNow: boolean): void;
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function get_weapon_tint_count(weapon: Hash): int;
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function get_ped_weapon_tint_index(ped: Ped, weapon: Hash): int;
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function set_ped_weapon_tint_index(ped: Ped, weapon: Hash, index: int): void;
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function give_weapon_component_to_ped(ped: Ped, weapon: Hash, component: Hash): void;
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function remove_all_ped_weapons(ped: Ped): void;
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function remove_weapon_from_ped(ped: Ped, weapon: Hash): void;
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function get_max_ammo(ped: Ped, weapon: Hash): [boolean,int];
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function set_ped_ammo(ped: Ped, weapon: Hash, ammo: int): boolean;
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function remove_weapon_component_from_ped(ped: Ped, weapon: Hash, component: Hash): void;
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function has_ped_got_weapon_component(ped: Ped, weapon: Hash, component: Hash): boolean;
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function get_ped_ammo_type_from_weapon(ped: Ped, weapon: Hash): Hash;
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function set_ped_ammo_by_type(ped: Ped, type: Hash, amount: uint32_t): void;
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function has_ped_got_weapon(ped: Ped, weapon: Hash): boolean;
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function get_all_weapon_hashes(): vector<Hash>;
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function get_weapon_name(weapon: Hash): string;
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function get_weapon_weapon_wheel_slot(weapon: Hash): int;
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function get_weapon_model(weapon: Hash): Hash;
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function get_weapon_audio_item(weapon: Hash): Hash;
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function get_weapon_slot(weapon: Hash): Hash;
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function get_weapon_ammo_type(weapon: Hash): int;
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function get_weapon_weapon_group(weapon: Hash): Hash;
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function get_weapon_weapon_type(weapon: Hash): Hash;
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function get_weapon_pickup(weapon: Hash): Hash;
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}
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