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