/** * Vehicle Functions * @public * @noSelf */ declare namespace vehicle { function set_vehicle_tire_smoke_color(vehicle: Vehicle, r: int, g: int, b: int): void; function get_ped_in_vehicle_seat(vehicle: Vehicle, seat: int): Ped; function get_free_seat(vehicle: Vehicle): int; function is_vehicle_full(vehicle: Vehicle): boolean; function set_vehicle_stolen(vehicle: Vehicle, toggle: boolean): void; function set_vehicle_color(v: Vehicle, p: BYTE, s: BYTE, pearl: BYTE, wheel: BYTE): boolean; function get_mod_text_label(veh: Vehicle, modType: int, modValue: int): string; function get_mod_slot_name(veh: Vehicle, modType: int): string; function get_num_vehicle_mods(veh: Vehicle, modType: int): int; function set_vehicle_mod(vehicle: Vehicle, modType: int, modIndex: int, customTires: boolean): boolean; function get_vehicle_mod(vehicle: Vehicle, modType: int): int; function set_vehicle_mod_kit_type(vehicle: Vehicle, type: int): boolean; function set_vehicle_extra(veh: Vehicle, extra: int, toggle: boolean): void; function does_extra_exist(veh: Vehicle, extra: int): boolean; function is_vehicle_extra_turned_on(veh: Vehicle, extra: int): boolean; function toggle_vehicle_mod(veh: Vehicle, mod: int, toggle: boolean): void; function set_vehicle_bulletproof_tires(veh: Vehicle, toggle: boolean): void; function is_vehicle_a_convertible(veh: Vehicle): boolean; function get_convertible_roof_state(veh: Vehicle): boolean; function set_convertible_roof(veh: Vehicle, toggle: boolean): void; function set_vehicle_indicator_lights(veh: Vehicle, index: int, toggle: boolean): void; function set_vehicle_brake_lights(veh: Vehicle, toggle: boolean): void; function set_vehicle_can_be_visibly_damaged(veh: Vehicle, toggle: boolean): void; function set_vehicle_engine_on(veh: Vehicle, toggle: boolean, instant: boolean, noAutoTurnOn: boolean): void; function set_vehicle_fixed(veh: Vehicle): void; function set_vehicle_deformation_fixed(veh: Vehicle): void; function set_vehicle_undriveable(veh: Vehicle, toggle: boolean): void; function set_vehicle_on_ground_properly(veh: Vehicle): boolean; function set_vehicle_forward_speed(veh: Vehicle, speed: float): void; function set_vehicle_number_plate_text(veh: Vehicle, text: string): void; function set_vehicle_door_open(veh: Vehicle, doorIndex: int, loose: boolean, openInstantly: boolean): void; function set_vehicle_doors_shut(veh: Vehicle, closeInstantly: boolean): void; function is_toggle_mod_on(veh: Vehicle, index: int): boolean; function set_vehicle_wheel_type(veh: Vehicle, type: int): void; function set_vehicle_number_plate_index(veh: Vehicle, index: int): void; function set_vehicle_tires_can_burst(veh: Vehicle, toggle: boolean): void; function set_vehicle_tire_burst(veh: Vehicle, index: int, onRim: boolean, unk0: float): void; function get_num_vehicle_mod(veh: Vehicle, modType: int): int; function is_vehicle_engine_running(veh: Vehicle): boolean; function set_vehicle_engine_health(veh: Vehicle, health: float): void; function is_vehicle_damaged(veh: Vehicle): boolean; function is_vehicle_on_all_wheels(veh: Vehicle): boolean; function create_vehicle(model: Hash, pos: v3, heading: float, networked: boolean, unk2: boolean): Vehicle; function set_vehicle_doors_locked(vehicle: Vehicle, lockStatus: int): boolean; function set_vehicle_neon_lights_color(vehicle: Vehicle, color: int): boolean; function get_vehicle_neon_lights_color(vehicle: Vehicle): int; function set_vehicle_neon_light_enabled(vehicle: Vehicle, index: int, toggle: boolean): boolean; function is_vehicle_neon_light_enabled(vehicle: Vehicle, index: int, toggle: boolean): boolean; function set_vehicle_density_multipliers_this_frame(mult: float): void; function set_random_vehicle_density_multiplier_this_frame(mult: float): void; function set_parked_vehicle_density_multiplier_this_frame(mult: float): void; function set_ambient_vehicle_range_multiplier_this_frame(mult: float): void; function is_vehicle_rocket_boost_active(veh: Vehicle): boolean; function set_vehicle_rocket_boost_active(veh: Vehicle, toggle: boolean): void; function set_vehicle_rocket_boost_percentage(veh: Vehicle, percentage: float): void; function set_vehicle_rocket_boost_refill_time(veh: Vehicle, refillTime: float): void; function control_landing_gear(veh: Vehicle, state: int32_t): void; function get_landing_gear_state(veh: Vehicle): int32_t; function get_vehicle_livery(veh: Vehicle): int32_t; function set_vehicle_livery(veh: Vehicle, index: int32_t): boolean; function is_vehicle_stopped(veh: Vehicle): boolean; function get_vehicle_number_of_passengers(veh: Vehicle): int32_t; function get_vehicle_max_number_of_passengers(veh: Vehicle): int32_t; function get_vehicle_model_number_of_seats(modelHash: Hash): int32_t; function get_vehicle_livery_count(veh: Vehicle): int32_t; function get_vehicle_roof_livery_count(veh: Vehicle): int32_t; function is_vehicle_model(veh: Vehicle, model: Hash): boolean; function is_vehicle_stuck_on_roof(veh: Vehicle): boolean; function set_vehicle_doors_locked_for_player(veh: Vehicle, player: Player, toggle: boolean): void; function get_vehicle_doors_locked_for_player(veh: Vehicle, player: Player): boolean; function set_vehicle_doors_locked_for_all_players(veh: Vehicle, toggle: boolean): void; function set_vehicle_doors_locked_for_non_script_players(veh: Vehicle, toggle: boolean): void; function set_vehicle_doors_locked_for_team(veh: Vehicle, team: int32_t, toggle: boolean): void; function explode_vehicle(veh: Vehicle, isAudible: boolean, isInvisible: boolean): void; function set_vehicle_out_of_control(veh: Vehicle, killDriver: boolean, explodeOnImpact: boolean): void; function set_vehicle_timed_explosion(veh: Vehicle, ped: Ped, toggle: boolean): void; function add_vehicle_phone_explosive_device(veh: Vehicle): void; function has_vehicle_phone_explosive_device(): boolean; function detonate_vehicle_phone_explosive_device(): void; function set_taxi_lights(veh: Vehicle, state: boolean): void; function is_taxi_light_on(veh: Vehicle): boolean; function set_vehicle_colors(veh: Vehicle, primary: int32_t, secondary: int32_t): boolean; function set_vehicle_extra_colors(veh: Vehicle, pearl: int32_t, wheel: int32_t): boolean; function get_vehicle_primary_color(veh: Vehicle): int32_t; function get_vehicle_secondary_color(veh: Vehicle): int32_t; function get_vehicle_pearlecent_color(veh: Vehicle): int32_t; function get_vehicle_wheel_color(veh: Vehicle): int32_t; function set_vehicle_fullbeam(veh: Vehicle, toggle: boolean): boolean; function set_vehicle_custom_primary_colour(veh: Vehicle, color: uint32_t): void; function get_vehicle_custom_primary_colour(veh: Vehicle): uint32_t; function clear_vehicle_custom_primary_colour(veh: Vehicle): void; function is_vehicle_primary_colour_custom(veh: Vehicle): boolean; function set_vehicle_custom_secondary_colour(veh: Vehicle, color: uint32_t): void; function get_vehicle_custom_secondary_colour(veh: Vehicle): uint32_t; function clear_vehicle_custom_secondary_colour(veh: Vehicle): void; function is_vehicle_secondary_colour_custom(veh: Vehicle): boolean; function set_vehicle_custom_pearlescent_colour(veh: Vehicle, color: uint32_t): void; function get_vehicle_custom_pearlescent_colour(veh: Vehicle): uint32_t; function set_vehicle_custom_wheel_colour(veh: Vehicle, color: uint32_t): void; function get_vehicle_custom_wheel_colour(veh: Vehicle): uint32_t; function get_livery_name(veh: Vehicle, livery: int32_t): string; function set_vehicle_window_tint(veh: Vehicle, t: int32_t): void; function get_vehicle_window_tint(veh: Vehicle): int32_t; /** * gets the model hash of every vehicle type */ function get_all_vehicle_model_hashes(): vector; /** * gets all vehicle objects loaded, like traffic or personal vehicles */ function get_all_vehicles(): vector; function modify_vehicle_top_speed(veh: Vehicle, f: float): void; function set_vehicle_engine_torque_multiplier_this_frame(veh: Vehicle, f: float): void; function get_vehicle_headlight_color(v: Vehicle): int32_t; function set_vehicle_headlight_color(v: Vehicle, color: int32_t): boolean; function set_heli_blades_full_speed(v: Vehicle): void; function set_heli_blades_speed(v: Vehicle, speed: float): void; function set_vehicle_parachute_active(v: Vehicle, toggle: boolean): void; function does_vehicle_have_parachute(v: Vehicle): boolean; function can_vehicle_parachute_be_activated(v: Vehicle): boolean; function set_vehicle_can_be_locked_on(veh: Vehicle, toggle: boolean, skipSomeCheck: boolean): void; }