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