/** * AI Functions * @remarks https://pastebin.com/2gFqJ3Px * @public * @noSelf */ declare namespace ai { /** * @remarks https://pastebin.com/2gFqJ3Px */ enum CTask { HandsUp = 0, ClimbLadder = 1, ExitVehicle = 2, CombatRoll = 3, AimGunOnFoot = 4, MovePlayer = 5, PlayerOnFoot = 6, Weapon = 8, PlayerWeapon = 9, PlayerIdles = 10, AimGun = 12, Complex = 12, FSMClone = 12, MotionBase = 12, Move = 12, MoveBase = 12, NMBehaviour = 12, NavBase = 12, Scenario = 12, SearchBase = 12, SearchInVehicleBase = 12, ShockingEvent = 12, TrainBase = 12, VehicleFSM = 12, VehicleGoTo = 12, VehicleMissionBase = 12, VehicleTempAction = 12, Pause = 14, DoNothing = 15, GetUp = 16, GetUpAndStandStill = 17, FallOver = 18, FallAndGetUp = 19, Crawl = 20, ComplexOnFire = 25, DamageElectric = 26, TriggerLookAt = 28, ClearLookAt = 29, SetCharDecisionMaker = 30, SetPedDefensiveArea = 31, UseSequence = 32, MoveStandStill = 34, ComplexControlMovement = 35, MoveSequence = 36, AmbientClips = 38, MoveInAir = 39, NetworkClone = 40, UseClimbOnRoute = 41, UseDropDownOnRoute = 42, UseLadderOnRoute = 43, SetBlockingOfNonTemporaryEvents = 44, ForceMotionState = 45, SlopeScramble = 46, GoToAndClimbLadder = 47, ClimbLadderFully = 48, Rappel = 49, Vault = 50, DropDown = 51, AffectSecondaryBehaviour = 52, AmbientLookAtEvent = 53, OpenDoor = 54, ShovePed = 55, SwapWeapon = 56, GeneralSweep = 57, Police = 58, PoliceOrderResponse = 59, PursueCriminal = 60, ArrestPed = 62, ArrestPed2 = 63, Busted = 64, FirePatrol = 65, HeliOrderResponse = 66, HeliPassengerRappel = 67, AmbulancePatrol = 68, PoliceWantedResponse = 69, Swat = 70, SwatWantedResponse = 72, SwatOrderResponse = 73, SwatGoToStagingArea = 74, SwatFollowInLine = 75, Witness = 76, GangPatrol = 77, Army = 78, ShockingEventWatch = 80, ShockingEventGoto = 82, ShockingEventHurryAway = 83, ShockingEventReactToAircraft = 84, ShockingEventReact = 85, ShockingEventBackAway = 86, ShockingPoliceInvestigate = 87, ShockingEventStopAndStare = 88, ShockingNiceCarPicture = 89, ShockingEventThreatResponse = 90, TakeOffHelmet = 92, CarReactToVehicleCollision = 93, CarReactToVehicleCollisionGetOut = 95, DyingDead = 97, WanderingScenario = 100, WanderingInRadiusScenario = 101, MoveBetweenPointsScenario = 103, ChatScenario = 104, CowerScenario = 106, DeadBodyScenario = 107, SayAudio = 114, WaitForSteppingOut = 116, CoupleScenario = 117, UseScenario = 118, UseVehicleScenario = 119, Unalerted = 120, StealVehicle = 121, ReactToPursuit = 122, HitWall = 125, Cower = 126, Crouch = 127, Melee = 128, MoveMeleeMovement = 129, MeleeActionResult = 130, MeleeUpperbodyAnims = 131, MoVEScripted = 133, ScriptedAnimation = 134, SynchronizedScene = 135, ComplexEvasiveStep = 137, WalkRoundCarWhileWandering = 138, ComplexStuckInAir = 140, WalkRoundEntity = 141, MoveWalkRoundVehicle = 142, ReactToGunAimedAt = 144, DuckAndCover = 146, AggressiveRubberneck = 147, InVehicleBasic = 150, CarDriveWander = 151, LeaveAnyCar = 152, ComplexGetOffBoat = 153, CarSetTempAction = 155, BringVehicleToHalt = 156, CarDrive = 157, PlayerDrive = 159, EnterVehicle = 160, EnterVehicleAlign = 161, OpenVehicleDoorFromOutside = 162, EnterVehicleSeat = 163, CloseVehicleDoorFromInside = 164, InVehicleSeatShuffle = 165, ExitVehicleSeat = 167, CloseVehicleDoorFromOutside = 168, ControlVehicle = 169, MotionInAutomobile = 170, MotionOnBicycle = 171, MotionOnBicycleController = 172, MotionInVehicle = 173, MotionInTurret = 174, ReactToBeingJacked = 175, ReactToBeingAskedToLeaveVehicle = 176, TryToGrabVehicleDoor = 177, GetOnTrain = 178, GetOffTrain = 179, RideTrain = 180, MountThrowProjectile = 190, GoToCarDoorAndStandStill = 195, MoveGoToVehicleDoor = 196, SetPedInVehicle = 197, SetPedOutOfVehicle = 198, VehicleMountedWeapon = 199, VehicleGun = 200, VehicleProjectile = 201, SmashCarWindow = 204, MoveGoToPoint = 205, MoveAchieveHeading = 206, MoveFaceTarget = 207, ComplexGoToPointAndStandStillTimed = 208, MoveGoToPointAndStandStill = 208, MoveFollowPointRoute = 209, MoveSeekEntity_CEntitySeekPosCalculatorStandard = 210, MoveSeekEntity_CEntitySeekPosCalculatorLastNavMeshIntersection = 211, //MoveSeekEntity_CEntitySeekPosCalculatorLastNavMeshIntersection = 212, MoveSeekEntity_CEntitySeekPosCalculatorXYOffsetFixed = 213, //MoveSeekEntity_CEntitySeekPosCalculatorXYOffsetFixed = 214, ExhaustedFlee = 215, GrowlAndFlee = 216, ScenarioFlee = 217, SmartFlee = 218, FlyAway = 219, WalkAway = 220, Wander = 221, WanderInArea = 222, FollowLeaderInFormation = 223, GoToPointAnyMeans = 224, TurnToFaceEntityOrCoord = 225, FollowLeaderAnyMeans = 226, FlyToPoint = 228, FlyingWander = 229, GoToPointAiming = 230, GoToScenario = 231, SeekEntityAiming = 233, SlideToCoord = 234, SwimmingWander = 235, MoveTrackingEntity = 237, MoveFollowNavMesh = 238, MoveGoToPointOnRoute = 239, EscapeBlast = 240, MoveWander = 241, MoveBeInFormation = 242, MoveCrowdAroundLocation = 243, MoveCrossRoadAtTrafficLights = 244, MoveWaitForTraffic = 245, MoveGoToPointStandStillAchieveHeading = 246, MoveGetOntoMainNavMesh = 251, MoveSlideToCoord = 252, MoveGoToPointRelativeToEntityAndStandStill = 253, HelicopterStrafe = 254, GetOutOfWater = 256, MoveFollowEntityOffset = 259, FollowWaypointRecording = 261, MotionPed = 264, MotionPedLowLod = 265, HumanLocomotion = 268, MotionBasicLocomotionLowLod = 269, MotionStrafing = 270, MotionTennis = 271, MotionAiming = 272, BirdLocomotion = 273, FlightlessBirdLocomotion = 274, FishLocomotion = 278, QuadLocomotion = 279, MotionDiving = 280, MotionSwimming = 281, MotionParachuting = 282, MotionDrunk = 283, RepositionMove = 284, MotionAimingTransition = 285, ThrowProjectile = 286, Cover = 287, MotionInCover = 288, AimAndThrowProjectile = 289, Gun = 290, AimFromGround = 291, AimGunVehicleDriveBy = 295, AimGunScripted = 296, ReloadGun = 298, WeaponBlocked = 299, EnterCover = 300, ExitCover = 301, AimGunFromCoverIntro = 302, AimGunFromCoverOutro = 303, AimGunBlindFire = 304, CombatClosestTargetInArea = 307, CombatAdditionalTask = 308, InCover = 309, AimSweep = 313, SharkCircle = 318, SharkAttack = 319, Agitated = 320, AgitatedAction = 321, Confront = 322, Intimidate = 323, Shove = 324, Shoved = 325, CrouchToggle = 327, Revive = 328, Parachute = 334, ParachuteObject = 335, TakeOffPedVariation = 336, CombatSeekCover = 339, CombatFlank = 341, Combat = 342, CombatMounted = 343, MoveCircle = 344, MoveCombatMounted = 345, Search = 346, SearchOnFoot = 347, SearchInAutomobile = 348, SearchInBoat = 349, SearchInHeli = 350, ThreatResponse = 351, Investigate = 352, StandGuardFSM = 353, Patrol = 354, ShootAtTarget = 355, SetAndGuardArea = 356, StandGuard = 357, Separate = 358, StayInCover = 359, VehicleCombat = 360, VehiclePersuit = 361, VehicleChase = 362, DraggingToSafety = 363, DraggedToSafety = 364, VariedAimPose = 365, MoveWithinAttackWindow = 366, MoveWithinDefensiveArea = 367, ShootOutTire = 368, ShellShocked = 369, BoatChase = 370, BoatCombat = 371, BoatStrafe = 372, HeliChase = 373, HeliCombat = 374, SubmarineCombat = 375, SubmarineChase = 376, PlaneChase = 377, TargetUnreachable = 378, TargetUnreachableInInterior = 379, TargetUnreachableInExterior = 380, StealthKill = 381, Writhe = 382, Advance = 383, Charge = 384, MoveToTacticalPoint = 385, ToHurtTransit = 386, AnimatedHitByExplosion = 387, NMRelax = 388, NMPose = 390, NMBrace = 391, NMBuoyancy = 392, NMInjuredOnGround = 393, NMShot = 394, NMHighFall = 395, NMBalance = 396, NMElectrocute = 397, NMPrototype = 398, NMExplosion = 399, NMOnFire = 400, NMScriptControl = 401, NMJumpRollFromRoadVehicle = 402, NMFlinch = 403, NMSit = 404, NMFallDown = 405, BlendFromNM = 406, NMControl = 407, NMDangle = 408, NMGenericAttach = 411, NMDrunk = 412, NMDraggingToSafety = 413, NMThroughWindscreen = 414, NMRiverRapids = 415, NMSimple = 416, RageRagdoll = 417, JumpVault = 420, Jump = 421, Fall = 422, ReactAimWeapon = 424, Chat = 425, MobilePhone = 426, ReactToDeadPed = 427, SearchForUnknownThreat = 429, Bomb = 431, Detonator = 432, AnimatedAttach = 434, CutScene = 440, ReactToExplosion = 441, ReactToImminentExplosion = 442, DiveToGround = 443, ReactAndFlee = 444, Sidestep = 445, CallPolice = 446, ReactInDirection = 447, ReactToBuddyShot = 448, VehicleGoToAutomobileNew = 453, VehicleGoToPlane = 454, VehicleGoToHelicopter = 455, VehicleGoToSubmarine = 456, VehicleGoToBoat = 457, VehicleGoToPointAutomobile = 458, VehicleGoToPointWithAvoidanceAutomobile = 459, VehiclePursue = 460, VehicleRam = 461, VehicleSpinOut = 462, VehicleApproach = 463, VehicleThreePointTurn = 464, VehicleDeadDriver = 465, VehicleCruiseNew = 466, VehicleCruiseBoat = 467, VehicleStop = 468, VehiclePullOver = 469, VehiclePassengerExit = 470, VehicleFlee = 471, VehicleFleeAirborne = 472, VehicleFleeBoat = 473, VehicleFollowRecording = 474, VehicleFollow = 475, VehicleBlock = 476, VehicleBlockCruiseInFront = 477, VehicleBlockBrakeInFront = 478, VehicleBlockBackAndForth = 479, VehicleCrash = 480, VehicleLand = 481, VehicleLandPlane = 482, VehicleHover = 483, VehicleAttack = 484, VehicleAttackTank = 485, VehicleCircle = 486, VehiclePoliceBehaviour = 487, VehiclePoliceBehaviourHelicopter = 488, VehiclePoliceBehaviourBoat = 489, VehicleEscort = 490, VehicleHeliProtect = 491, VehiclePlayerDriveAutomobile = 493, VehiclePlayerDriveBike = 494, VehiclePlayerDriveBoat = 495, VehiclePlayerDriveSubmarine = 496, VehiclePlayerDriveSubmarineCar = 497, VehiclePlayerDrivePlane = 498, VehiclePlayerDriveHeli = 499, VehiclePlayerDriveAutogyro = 500, VehiclePlayerDriveDiggerArm = 501, VehiclePlayerDriveTrain = 502, VehiclePlaneChase = 503, VehicleNoDriver = 504, VehicleAnimation = 505, VehicleConvertibleRoof = 506, VehicleParkNew = 507, VehicleFollowWaypointRecording = 508, VehicleGoToNavmesh = 509, VehicleReactToCopSiren = 510, VehicleGotoLongRange = 511, VehicleWait = 512, VehicleReverse = 513, VehicleBrake = 514, VehicleHandBrake = 515, VehicleTurn = 516, VehicleGoForward = 517, VehicleSwerve = 518, VehicleFlyDirection = 519, VehicleHeadonCollision = 520, VehicleBoostUseSteeringAngle = 521, VehicleShotTire = 522, VehicleBurnout = 523, VehicleRevEngine = 524, VehicleSurfaceInSubmarine = 525, VehiclePullAlongside = 526, VehicleTransformToSubmarine = 527, AnimatedFallback = 528 } function task_goto_entity(e: Entity, target: Entity, duration: int, distance: float, speed: float): void; function task_combat_ped(ped: Ped, target: Ped, a3: int, a4: int): boolean; function task_go_to_coord_by_any_means(ped: Ped, coords: v3, speed: float, p4: any, p5: boolean, walkStyle: int, a7: float): any; function task_wander_standard(ped: Ped, unk0: float, unk1: boolean): boolean; function task_vehicle_drive_wander(ped: Ped, vehicle: Vehicle, speed: float, driveStyle: int): void; function task_start_scenario_in_place(ped: Ped, name: string, unkDelay: int, playEnterAnim: boolean): void; function task_start_scenario_at_position(ped: Ped, name: string, coord: v3, heading: float, duration: int, sittingScenario: boolean, teleport: boolean): void; function task_stand_guard(ped: Ped, coord: v3, heading: float, name: string): void; function play_anim_on_running_scenario(ped: Ped, dict: string, name: string): void; function does_scenario_group_exist(name: string): boolean; function is_scenario_group_enabled(name: string): boolean; function set_scenario_group_enabled(name: string, b: boolean): boolean; function reset_scenario_groups_enabled(): void; function set_exclusive_scenario_group(name: string): boolean; function reset_exclusive_scenario_group(): boolean; function is_scenario_type_enabled(name: string): boolean; function set_scenario_type_enabled(name: string, b: boolean): boolean; function reset_scenario_types_enabled(): void; function is_ped_active_in_scenario(ped: Ped): boolean; function task_follow_to_offset_of_entity(ped: Ped, entity: Entity, offset: v3, speed: float, timeout: int, stopRange: float, persistFollowing: boolean): void; function task_vehicle_drive_to_coord_longrange(ped: Ped, vehicle: Vehicle, pos: v3, speed: float, mode: int, stopRange: float): void; function task_shoot_at_entity(entity: Entity, target: Entity, duration: int, firingPattern: Hash): void; function task_vehicle_escort(ped: Ped, vehicle: Vehicle, targetVehicle: Vehicle, mode: int, speed: float, drivingStyle: int, minDistance: float, a8: int, noRoadsDistance: float): void; function task_vehicle_follow(driver: Ped, vehicle: Vehicle, targetEntity: Entity, speed: float, drivingStyle: int, minDistance: int): void; function task_vehicle_drive_to_coord(ped: Ped, vehicle: Vehicle, coord: v3, speed: float, a5: int, vehicleModel: Hash, driveMode: int, stopRange: float, a9: float): void; function task_vehicle_shoot_at_coord(ped: Ped, coord: v3, a3: float): void; function task_vehicle_shoot_at_ped(ped: Ped, target: Ped, a3: float): void; function task_vehicle_aim_at_coord(ped: Ped, coord: v3): void; function task_vehicle_aim_at_ped(ped: Ped, target: Ped): void; function task_stay_in_cover(ped: Ped): void; function task_go_to_coord_while_aiming_at_coord(ped: Ped, gotoCoord: v3, aimCoord: v3, moveSpeed: float, a5: boolean, a6: float, a7: float, a8: boolean, flags: any, a10: boolean, firingPattern: Hash): void; function task_go_to_coord_while_aiming_at_entity(ped: Ped, gotoCoord: v3, target: Entity, moveSpeed: float, a5: boolean, a6: float, a7: float, a8: boolean, flags: any, a10: boolean, firingPattern: Hash): void; function task_go_to_entity_while_aming_at_coord(ped: Ped, gotoEntity: Entity, aimCoord: v3, a4: float, shoot: boolean, a6: float, a7: float, a8: boolean, a9: boolean, firingPattern: Hash): void; function task_go_to_entity_while_aiming_at_entity(ped: Ped, gotoEntity: Entity, target: Entity, a4: float, shoot: boolean, a6: float, a7: float, a8: boolean, a9: boolean, firingPattern: Hash): void; function task_open_vehicle_door(ped: Ped, vehicle: Vehicle, timeOut: int, doorIndex: int, speed: float): void; function task_enter_vehicle(ped: Ped, vehicle: Vehicle, timeout: int, seat: int, speed: float, flag: uint32_t, p6: any): void; function task_leave_vehicle(ped: Ped, vehicle: Vehicle, flag: uint32_t): void; function task_sky_dive(ped: Ped, a2: boolean): void; function task_parachute(ped: Ped, a2: boolean, a3: boolean): void; function task_parachute_to_target(ped: Ped, coord: v3): void; function set_parachute_task_target(ped: Ped, coord: v3): void; function set_parachute_task_thrust(ped: Ped, thrust: float): void; function task_rappel_from_heli(ped: Ped, a2: float): void; function task_vehicle_chase(driver: Ped, target: Entity): void; function set_task_vehicle_chase_behaviour_flag(ped: Ped, flag: int, set: boolean): void; function set_task_vehicle_chase_ideal_persuit_distance(ped: Ped, dist: float): void; function task_shoot_gun_at_coord(ped: Ped, coord: v3, duration: int, firingPattern: Hash): void; function task_aim_gun_at_coord(ped: Ped, coord: v3, time: int, a4: boolean, a5: boolean): void; function task_turn_ped_to_face_entity(ped: Ped, entity: Entity, duration: int): void; function task_aim_gun_at_entity(ped: Ped, entity: Entity, duration: int, a4: boolean): void; function is_task_active(ped: Ped, taskId: any): boolean; }