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@altv/natives

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This package contains the type definitions for the alt:V JS module v2 natives types

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// This file was generated on 19.8.2024, 21:45:19 - DO NOT MODIFY MANUALLY /// <reference types="@altv/client" /> /** * @module @altv/natives */ declare module "@altv/natives" { import { Entity, Player, LocalPlayer, Ped, Vector3, Vehicle } from "@altv/client"; /** * Pauses execution of the current script, please note this behavior is only seen when called from one of the game script files(ysc). In order to wait an asi script use "static void WAIT(DWORD time);" found in main.h */ export function wait(ms: number): void; /** * Examples: * g_384A = SYSTEM::START_NEW_SCRIPT("cellphone_flashhand", 1424); * l_10D = SYSTEM::START_NEW_SCRIPT("taxiService", 1828); * SYSTEM::START_NEW_SCRIPT("AM_MP_YACHT", 5000); * SYSTEM::START_NEW_SCRIPT("emergencycall", 512); * SYSTEM::START_NEW_SCRIPT("emergencycall", 512); * SYSTEM::START_NEW_SCRIPT("FM_maintain_cloud_header_data", 1424); * SYSTEM::START_NEW_SCRIPT("FM_Mission_Controller", 31000); * SYSTEM::START_NEW_SCRIPT("tennis_family", 3650); * SYSTEM::START_NEW_SCRIPT("Celebrations", 3650); * Decompiled examples of usage when starting a script: * SCRIPT::REQUEST_SCRIPT(a_0); * if (SCRIPT::HAS_SCRIPT_LOADED(a_0)) { * SYSTEM::START_NEW_SCRIPT(a_0, v_3); * SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(a_0); * return 1; * } * or: * v_2 = "MrsPhilips2"; * SCRIPT::REQUEST_SCRIPT(v_2); * while (!SCRIPT::HAS_SCRIPT_LOADED(v_2)) { * SCRIPT::REQUEST_SCRIPT(v_2); * SYSTEM::WAIT(0); * } * sub_8792(36); * SYSTEM::START_NEW_SCRIPT(v_2, 17000); * SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(v_2); */ export function startNewScript(scriptName: string | null, stackSize: number): number; /** * return : script thread id, 0 if failed * Pass pointer to struct of args in p1, size of struct goes into p2 */ export function startNewScriptWithArgs(scriptName: string | null, args: any | null, argCount: number, stackSize: number): [number, any]; export function startNewScriptWithNameHash(scriptHash: number, stackSize: number): number; export function startNewScriptWithNameHashAndArgs(scriptHash: number, args: any | null, argCount: number, stackSize: number): [number, any]; /** * Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)). */ export function timera(): number; export function timerb(): number; export function settimera(value: number): void; export function settimerb(value: number): void; /** * Gets the current frame time. */ export function timestep(): number; export function sin(value: number): number; export function cos(value: number): number; export function sqrt(value: number): number; export function pow(base: number, exponent: number): number; export function log10(value: number): number; /** * Calculates the magnitude of a vector. */ export function vmag(x: number, y: number, z: number): number; /** * Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster) */ export function vmag2(x: number, y: number, z: number): number; /** * Calculates distance between vectors. */ export function vdist(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): number; /** * Calculates distance between vectors but does not perform Sqrt operations. (Its way faster) */ export function vdist2(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): number; export function shiftLeft(value: number, bitShift: number): number; export function shiftRight(value: number, bitShift: number): number; export function floor(value: number): number; /** * I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down */ export function ceil(value: number): number; export function round(value: number): number; export function toFloat(value: number): number; /** * THREAD_PRIO_HIGHEST = 0 * THREAD_PRIO_NORMAL = 1 * THREAD_PRIO_LOWEST = 2 * THREAD_PRIO_MANUAL_UPDATE = 100 */ export function setThisThreadPriority(priority: number): void; export function appDataValid(): boolean; export function appGetInt(property: string | null): number; export function appGetFloat(property: string | null): number; export function appGetString(property: string | null): string | null; export function appSetInt(property: string | null, value: number): void; export function appSetFloat(property: string | null, value: number): void; export function appSetString(property: string | null, value: string | null): void; /** * Called in the gamescripts like: * APP::APP_SET_APP("car"); * APP::APP_SET_APP("dog"); */ export function appSetApp(appName: string | null): void; export function appSetBlock(blockName: string | null): void; export function appClearBlock(): void; export function appCloseApp(): void; export function appCloseBlock(): void; export function appHasLinkedSocialClubAccount(): boolean; export function appHasSyncedData(appName: string | null): boolean; export function appSaveData(): void; export function appGetDeletedFileStatus(): number; export function appDeleteAppData(appName: string | null): boolean; /** * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/RFb4GTny * AUDIO::PLAY_PED_RINGTONE("Remote_Ring", PLAYER::PLAYER_PED_ID(), 1); * AUDIO::PLAY_PED_RINGTONE("Dial_and_Remote_Ring", PLAYER::PLAYER_PED_ID(), 1); */ export function playPedRingtone(ringtoneName: string | null, ped: Ped | Player | LocalPlayer | number, p2: boolean): void; export function isPedRingtonePlaying(ped: Ped | Player | LocalPlayer | number): boolean; export function stopPedRingtone(ped: Ped | Player | LocalPlayer | number): void; export function isMobilePhoneCallOngoing(): boolean; export function isMobileInterferenceActive(): boolean; export function getCurrentTvShowPlayTime(): number; export function createNewScriptedConversation(): void; /** * NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs, * GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts. * p0 is -1, 0 - 35 * p1 is a char or string (whatever you wanna call it) * p2 is Global 10597 + i * 6. 'i' is a while(i < 70) loop * p3 is again -1, 0 - 35 * p4 is again -1, 0 - 35 * p5 is either 0 or 1 (bool ?) * p6 is either 0 or 1 (The func to determine this is bool) * p7 is either 0 or 1 (The func to determine this is bool) * p8 is either 0 or 1 (The func to determine this is bool) * p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c) * p10 is either 0 or 1 (The func to determine this is bool) * p11 is either 0 or 1 (The func to determine this is bool) * p12 is unknown as in TU27 X360 scripts it only goes to p11. */ export function addLineToConversation(index: number, p1: string | null, p2: string | null, p3: number, p4: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean, p9: number, p10: boolean, p11: boolean, p12: boolean): void; /** * 4 calls in the b617d scripts. The only one with p0 and p2 in clear text: * AUDIO::ADD_PED_TO_CONVERSATION(5, l_AF, "DINAPOLI"); * ================================================= * One of the 2 calls in dialogue_handler.c p0 is in a while-loop, and so is determined to also possibly be 0 - 15. */ export function addPedToConversation(index: number, ped: Ped | Player | LocalPlayer | number, p2: string | null): void; export function setPositionForNullConvPed(p0: any, p1: number, p2: number, p3: number): void; export function setEntityForNullConvPed(p0: number, entity: Entity | number): void; /** * This native controls where the game plays audio from. By default the microphone is positioned on the player. * When p0 is true the game will play audio from the 3 positions inputted. * It is recommended to set all 3 positions to the same value as mixing different positions doesn't seem to work well. * The scripts mostly use it with only one position such as in fbi3.c: * AUDIO::SET_MICROPHONE_POSITION(true, ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true)); */ export function setMicrophonePosition(toggle: boolean, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number): void; export function setConversationAudioControlledByAnim(p0: boolean): void; export function setConversationAudioPlaceholder(p0: boolean): void; export function startScriptPhoneConversation(p0: boolean, p1: boolean): void; export function preloadScriptPhoneConversation(p0: boolean, p1: boolean): void; export function startScriptConversation(p0: boolean, p1: boolean, p2: boolean, p3: boolean): void; export function preloadScriptConversation(p0: boolean, p1: boolean, p2: boolean, p3: boolean): void; export function startPreloadedConversation(): void; export function getIsPreloadedConversationReady(): boolean; export function isScriptedConversationOngoing(): boolean; export function isScriptedConversationLoaded(): boolean; export function getCurrentScriptedConversationLine(): number; export function pauseScriptedConversation(p0: boolean): void; export function restartScriptedConversation(): void; export function stopScriptedConversation(p0: boolean): number; export function skipToNextScriptedConversationLine(): void; /** * Example from carsteal3.c: AUDIO::INTERRUPT_CONVERSATION(PLAYER::PLAYER_PED_ID(), "CST4_CFAA", "FRANKLIN"); * Voicelines can be found in GTAV\x64\audio\sfx in files starting with "SS_" which seems to mean scripted speech. */ export function interruptConversation(ped: Ped | Player | LocalPlayer | number, voiceline: string | null, speaker: string | null): void; /** * One call found in the b617d scripts: * AUDIO::INTERRUPT_CONVERSATION_AND_PAUSE(NETWORK::NET_TO_PED(l_3989._f26F[0/*1*\/]), "CONV_INTERRUPT_QUIT_IT", "LESTER"); */ export function interruptConversationAndPause(ped: Ped | Player | LocalPlayer | number, p1: string | null, speaker: string | null): void; export function getVariationChosenForScriptedLine(p0?: any | null): [number, any]; export function setNoDuckingForConversation(p0: boolean): void; /** * This native does absolutely nothing, just a nullsub */ export function registerScriptWithAudio(p0: number): void; /** * This native does absolutely nothing, just a nullsub */ export function unregisterScriptWithAudio(): void; /** * All occurrences and usages found in b617d: https://pastebin.com/NzZZ2Tmm * Full list of mission audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/missionAudioBankNames.json * p2 is always -1 */ export function requestMissionAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; /** * All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/XZ1tmGEz * Full list of ambient audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientAudioBankNames.json * p2 is always -1 */ export function requestAmbientAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; /** * All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/AkmDAVn6 * Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json * p2 is always -1 */ export function requestScriptAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; /** * p2 is always -1 */ export function hintMissionAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; /** * p2 is always -1 */ export function hintAmbientAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; /** * p2 is always -1 */ export function hintScriptAudioBank(audioBank: string | null, p1: boolean, p2: any): boolean; export function releaseMissionAudioBank(): void; export function releaseAmbientAudioBank(): void; /** * Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json */ export function releaseNamedScriptAudioBank(audioBank: string | null): void; export function releaseScriptAudioBank(): void; export function unhintAmbientAudioBank(): void; export function unhintScriptAudioBank(): void; export function unhintNamedScriptAudioBank(audioBank: string | null): void; export function getSoundId(): number; export function releaseSoundId(soundId: number): void; /** * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/A8Ny8AHZ * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function playSound(soundId: number, audioName: string | null, audioRef: string | null, p3: boolean, p4: any, p5: boolean): void; /** * List: https://pastebin.com/DCeRiaLJ * All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function playSoundFrontend(soundId: number, audioName: string | null, audioRef: string | null, p3: boolean): void; /** * Only call found in the b617d scripts: * AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET"); * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function playDeferredSoundFrontend(soundName: string | null, soundsetName: string | null): void; /** * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/f2A7vTj0 * No changes made in b678d. * gtaforums.com/topic/795622-audio-for-mods * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function playSoundFromEntity(soundId: number, audioName: string | null, entity: Entity | number, audioRef: string | null, isNetwork: boolean, p5: any): void; /** * Only used with "formation_flying_blips_soundset" and "biker_formation_blips_soundset". * p1 is always the model of p2 */ export function playSoundFromEntityHash(soundId: number, model: number, entity: Entity | number, soundSetHash: number, p4: any, p5: any): void; /** * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/eeFc5DiW * gtaforums.com/topic/795622-audio-for-mods * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function playSoundFromCoord(soundId: number, audioName: string | null, x: number, y: number, z: number, audioRef: string | null, isNetwork: boolean, range: number, p8: boolean): void; export function updateSoundCoord(soundId: number, x: number, y: number, z: number): void; export function stopSound(soundId: number): void; /** * Could this be used alongside either, * SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES or _SET_NETWORK_ID_SYNC_TO_PLAYER to make it so other players can hear the sound while online? It'd be a bit troll-fun to be able to play the Zancudo UFO creepy sounds globally. */ export function getNetworkIdFromSoundId(soundId: number): number; export function getSoundIdFromNetworkId(netId: number): number; export function setVariableOnSound(soundId: number, variable: string | null, p2: number): void; /** * From the scripts, p0: * "ArmWrestlingIntensity", * "INOUT", * "Monkey_Stream", * "ZoomLevel" */ export function setVariableOnStream(variable: string | null, p1: number): void; export function overrideUnderwaterStream(p0: string | null, p1: boolean): void; /** * AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0); * AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0); */ export function setVariableOnUnderWaterStream(variableName: string | null, value: number): void; export function hasSoundFinished(soundId: number): boolean; /** * Plays ambient speech. See also _0x444180DB. * ped: The ped to play the ambient speech. * speechName: Name of the speech to play, eg. "GENERIC_HI". * speechParam: Can be one of the following: * SPEECH_PARAMS_STANDARD * SPEECH_PARAMS_ALLOW_REPEAT * SPEECH_PARAMS_BEAT * SPEECH_PARAMS_FORCE * SPEECH_PARAMS_FORCE_FRONTEND * SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND * SPEECH_PARAMS_FORCE_NORMAL * SPEECH_PARAMS_FORCE_NORMAL_CLEAR * SPEECH_PARAMS_FORCE_NORMAL_CRITICAL * SPEECH_PARAMS_FORCE_SHOUTED * SPEECH_PARAMS_FORCE_SHOUTED_CLEAR * SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL * SPEECH_PARAMS_FORCE_PRELOAD_ONLY * SPEECH_PARAMS_MEGAPHONE * SPEECH_PARAMS_HELI * SPEECH_PARAMS_FORCE_MEGAPHONE * SPEECH_PARAMS_FORCE_HELI * SPEECH_PARAMS_INTERRUPT * SPEECH_PARAMS_INTERRUPT_SHOUTED * SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR * SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL * SPEECH_PARAMS_INTERRUPT_NO_FORCE * SPEECH_PARAMS_INTERRUPT_FRONTEND * SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND * SPEECH_PARAMS_ADD_BLIP * SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT * SPEECH_PARAMS_ADD_BLIP_FORCE * SPEECH_PARAMS_ADD_BLIP_SHOUTED * SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE * SPEECH_PARAMS_ADD_BLIP_INTERRUPT * SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE * SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED * SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR * SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL * SPEECH_PARAMS_SHOUTED * SPEECH_PARAMS_SHOUTED_CLEAR * SPEECH_PARAMS_SHOUTED_CRITICAL * Note: A list of Name and Parameters can be found here https://pastebin.com/1GZS5dCL * Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json */ export function playPedAmbientSpeechNative(ped: Ped | Player | LocalPlayer | number, speechName: string | null, speechParam: string | null, p3: any): void; /** * Plays ambient speech. See also _0x5C57B85D. * See PLAY_PED_AMBIENT_SPEECH_NATIVE for parameter specifications. * Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json */ export function playPedAmbientSpeechAndCloneNative(ped: Ped | Player | LocalPlayer | number, speechName: string | null, speechParam: string | null, p3: any): void; /** * This is the same as PLAY_PED_AMBIENT_SPEECH_NATIVE and PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals. * EX (C#): * GTA.Native.Function.Call(Hash.PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE, Game.Player.Character, "GENERIC_INSULT_HIGH", "s_m_y_sheriff_01_white_full_01", "SPEECH_PARAMS_FORCE_SHOUTED", 0); * The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0. * Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json */ export function playPedAmbientSpeechWithVoiceNative(ped: Ped | Player | LocalPlayer | number, speechName: string | null, voiceName: string | null, speechParam: string | null, p4: boolean): void; /** * Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json */ export function playAmbientSpeechFromPositionNative(speechName: string | null, voiceName: string | null, x: number, y: number, z: number, speechParam: string | null): void; /** * This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect` */ export function overrideTrevorRage(voiceEffect: string | null): void; export function resetTrevorRage(): void; export function setPlayerAngry(ped: Ped | Player | LocalPlayer | number, toggle: boolean): void; /** * Needs another parameter [int p2]. The signature is PED::PLAY_PAIN(Ped ped, int painID, int p1, int p2); * Last 2 parameters always seem to be 0. * EX: Function.Call(Hash.PLAY_PAIN, TestPed, 6, 0, 0); * Known Pain IDs * ________________________ * 1 - Doesn't seem to do anything. Does NOT crash the game like previously said. (Latest patch) * 6 - Scream (Short) * 7 - Scared Scream (Kinda Long) * 8 - On Fire */ export function playPain(ped: Ped | Player | LocalPlayer | number, painID: number, p1: number, p3: any): void; export function releaseWeaponAudio(): void; /** * mode can be any of these: * SLOWMO_T1_TRAILER_SMASH * SLOWMO_T1_RAYFIRE_EXPLOSION * SLOWMO_PROLOGUE_VAULT * NIGEL_02_SLOWMO_SETTING * JSH_EXIT_TUNNEL_SLOWMO * SLOWMO_BIG_SCORE_JUMP * SLOWMO_FIB4_TRUCK_SMASH * SLOWMO_EXTREME_04 * SLOW_MO_METH_HOUSE_RAYFIRE * BARRY_02_SLOWMO * BARRY_01_SLOWMO */ export function activateAudioSlowmoMode(mode: string | null): void; /** * see ACTIVATE_AUDIO_SLOWMO_MODE for modes */ export function deactivateAudioSlowmoMode(mode: string | null): void; /** * Audio List * gtaforums.com/topic/795622-audio-for-mods/ * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/FTeAj4yZ */ export function setAmbientVoiceName(ped: Ped | Player | LocalPlayer | number, name: string | null): void; export function setAmbientVoiceNameHash(ped: Ped | Player | LocalPlayer | number, hash: number): void; export function getAmbientVoiceNameHash(ped: Ped | Player | LocalPlayer | number): number; /** * Assigns some ambient voice to the ped. */ export function setPedVoiceFull(ped: Ped | Player | LocalPlayer | number): void; export function setPedRaceAndVoiceGroup(ped: Ped | Player | LocalPlayer | number, p1: number, voiceGroup: number): void; /** * From the scripts: * AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("PAIGE_PVG")); * AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("TALINA_PVG")); * AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_BLACK_PVG")); * AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_WHITE_PVG")); */ export function setPedVoiceGroup(ped: Ped | Player | LocalPlayer | number, voiceGroupHash: number): void; /** * Dat151RelType == 29 */ export function setPedVoiceGroupFromRaceToPvg(ped: Ped | Player | LocalPlayer | number, voiceGroupHash: number): void; /** * BOOL p1: 0 = Female; 1 = Male */ export function setPedGender(ped: Ped | Player | LocalPlayer | number, p1: boolean): void; export function stopCurrentPlayingSpeech(ped: Ped | Player | LocalPlayer | number): void; export function stopCurrentPlayingAmbientSpeech(ped: Ped | Player | LocalPlayer | number): void; export function isAmbientSpeechPlaying(ped: Ped | Player | LocalPlayer | number): boolean; export function isScriptedSpeechPlaying(p0: Ped | Player | LocalPlayer | number): boolean; export function isAnySpeechPlaying(ped: Ped | Player | LocalPlayer | number): boolean; export function isAnyPositionalSpeechPlaying(): boolean; /** * Checks if the ped can play the speech or has the speech file, p2 is usually false. */ export function doesContextExistForThisPed(ped: Ped | Player | LocalPlayer | number, speechName: string | null, p2: boolean): boolean; export function isPedInCurrentConversation(ped: Ped | Player | LocalPlayer | number): boolean; /** * Sets the ped drunk sounds. Only works with PLAYER_PED_ID * ==================================================== * As mentioned above, this only sets the drunk sound to ped/player. * To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET * Below is an example * if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, "move_m@drunk@verydrunk")) * { * Function.Call(Hash.REQUEST_ANIM_SET, "move_m@drunk@verydrunk"); * } * Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, "move_m@drunk@verydrunk", 0x3E800000); * And to stop the effect use * RESET_PED_MOVEMENT_CLIPSET */ export function setPedIsDrunk(ped: Ped | Player | LocalPlayer | number, toggle: boolean): void; /** * Plays sounds from a ped with chop model. For example it used to play bark or sniff sounds. p1 is always 3 or 4294967295 in decompiled scripts. By a quick disassembling I can assume that this arg is unused. * This native is works only when you call it on the ped with right model (ac_chop only ?) * Speech Name can be: CHOP_SNIFF_SEQ CHOP_WHINE CHOP_LICKS_MOUTH CHOP_PANT bark GROWL SNARL BARK_SEQ */ export function playAnimalVocalization(pedHandle: Ped | Player | LocalPlayer | number, p1: number, speechName: string | null): void; export function isAnimalVocalizationPlaying(pedHandle: Ped | Player | LocalPlayer | number): boolean; /** * mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal. */ export function setAnimalMood(animal: Ped | Player | LocalPlayer | number, mood: number): void; export function isMobilePhoneRadioActive(): boolean; export function setMobilePhoneRadioState(state: boolean): void; /** * Returns 255 (radio off index) if the function fails. */ export function getPlayerRadioStationIndex(): number; /** * Returns active radio station name */ export function getPlayerRadioStationName(): string | null; /** * Converts radio station index to string. Use HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION to get the user-readable text. */ export function getRadioStationName(radioStation: number): string | null; export function getPlayerRadioStationGenre(): number; export function isRadioRetuning(): boolean; export function isRadioFadedOut(): boolean; /** * Tune Forward... */ export function setRadioRetuneUp(): void; /** * Tune Backwards... */ export function setRadioRetuneDown(): void; /** * List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k * An older list including hidden radio stations: https://pastebin.com/Kj9t38KF */ export function setRadioToStationName(stationName: string | null): void; /** * List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k * An older list including hidden radio stations: https://pastebin.com/Kj9t38KF */ export function setVehRadioStation(vehicle: Vehicle | number, radioStation: string | null): void; export function setVehHasNormalRadio(vehicle: Vehicle | number): void; export function isVehicleRadioOn(vehicle: Vehicle | number): boolean; export function setVehForcedRadioThisFrame(vehicle: Vehicle | number): void; /** * Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json */ export function setEmitterRadioStation(emitterName: string | null, radioStation: string | null, p2: any): void; /** * Example: * AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_01_STAGE", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM", false); * This turns off surrounding sounds not connected directly to peds. * Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json */ export function setStaticEmitterEnabled(emitterName: string | null, toggle: boolean): void; /** * Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json */ export function linkStaticEmitterToEntity(emitterName: string | null, entity: Entity | number): void; /** * Sets radio station by index. */ export function setRadioToStationIndex(radioStation: number): void; export function setFrontendRadioActive(active: boolean): void; /** * "news" that play on the radio after you've done something in story mode(?) */ export function unlockMissionNewsStory(newsStory: number): void; export function isMissionNewsStoryUnlocked(newsStory: number): boolean; export function getAudibleMusicTrackTextId(): number; export function playEndCreditsMusic(play: boolean): void; export function skipRadioForward(): void; export function freezeRadioStation(radioStation: string | null): void; export function unfreezeRadioStation(radioStation: string | null): void; export function setRadioAutoUnfreeze(toggle: boolean): void; export function setInitialPlayerStation(radioStation: string | null): void; export function setUserRadioControlEnabled(toggle: boolean): void; /** * Only found this one in the decompiled scripts: * AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS"); */ export function setRadioTrack(radioStation: string | null, radioTrack: string | null): void; export function setRadioTrackWithStartOffset(radioStationName: string | null, mixName: string | null, p2: number): void; export function setNextRadioTrack(radioName: string | null, radioTrack: string | null, p2: string | null, p3: string | null): void; export function setVehicleRadioLoud(vehicle: Vehicle | number, toggle: boolean): void; export function canVehicleReceiveCbRadio(vehicle: Vehicle | number): boolean; export function setMobileRadioEnabledDuringGameplay(toggle: boolean): void; export function doesPlayerVehHaveRadio(): boolean; export function isPlayerVehRadioEnable(): boolean; /** * can't seem to enable radio on cop cars etc */ export function setVehicleRadioEnabled(vehicle: Vehicle | number, toggle: boolean): void; export function setPositionedPlayerVehicleRadioEmitterEnabled(p0: any): void; /** * Examples: * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_TREVOR", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_SAVE_MICHAEL_TREVOR", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_06_COUNTRY", "MAGDEMO2_RADIO_DINGHY", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE", "SEA_RACE_RADIO_PLAYLIST", 1); * AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1); */ export function setCustomRadioTrackList(radioStation: string | null, trackListName: string | null, p2: boolean): void; /** * 3 calls in the b617d scripts, removed duplicate. * AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE"); * AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK"); */ export function clearCustomRadioTrackList(radioStation: string | null): void; export function getNumUnlockedRadioStations(): number; export function findRadioStationIndex(stationNameHash: number): number; /** * 6 calls in the b617d scripts, removed identical lines: * AUDIO::SET_RADIO_STATION_MUSIC_ONLY("RADIO_01_CLASS_ROCK", 1); * AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 0); * AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 1); */ export function setRadioStationMusicOnly(radioStation: string | null, toggle: boolean): void; export function setRadioFrontendFadeTime(fadeTime: number): void; /** * AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED"); */ export function unlockRadioStationTrackList(radioStation: string | null, trackListName: string | null): void; export function lockRadioStationTrackList(radioStation: string | null, trackListName: string | null): void; /** * Just a nullsub (i.e. does absolutely nothing) since build 1604. */ export function updateUnlockableDjRadioTracks(enableMixes: boolean): void; /** * Disables the radio station (hides it from the radio wheel). */ export function lockRadioStation(radioStationName: string | null, toggle: boolean): void; /** * Doesn't have an effect in Story Mode. */ export function setRadioStationAsFavourite(radioStation: string | null, toggle: boolean): void; export function isRadioStationFavourited(radioStation: string | null): boolean; export function getNextAudibleBeat(out1?: number | null, out2?: number | null, out3?: number | null): [boolean, number, number, number]; /** * Changes start time of a tracklist (milliseconds) * R* uses a random int: MISC::GET_RANDOM_INT_IN_RANGE(0, 13) * 60000) */ export function forceMusicTrackList(radioStation: string | null, trackListName: string | null, milliseconds: number): void; export function getCurrentTrackPlayTime(radioStationName: string | null): number; export function getCurrentTrackSoundName(radioStationName: string | null): number; export function setVehicleMissileWarningEnabled(vehicle: Vehicle | number, toggle: boolean): void; /** * Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json */ export function setAmbientZoneState(zoneName: string | null, p1: boolean, p2: boolean): void; /** * This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2); * Still needs more research. * Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json */ export function clearAmbientZoneState(zoneName: string | null, p1: boolean): void; export function setAmbientZoneListState(ambientZone: string | null, p1: boolean, p2: boolean): void; export function clearAmbientZoneListState(ambientZone: string | null, p1: boolean): void; /** * Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json */ export function setAmbientZoneStatePersistent(ambientZone: string | null, p1: boolean, p2: boolean): void; /** * Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json */ export function setAmbientZoneListStatePersistent(ambientZone: string | null, p1: boolean, p2: boolean): void; /** * Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json */ export function isAmbientZoneEnabled(ambientZone: string | null): boolean; export function refreshClosestOceanShoreline(): void; /** * All occurrences found in b617d, sorted alphabetically and identical lines removed: * AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_AK"); * AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_CUSTOM"); * AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_TOOTHLESS"); * Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json */ export function setCutsceneAudioOverride(name: string | null): void; export function setVariableOnSynchSceneAudio(variableName: string | null, value: number): void; /** * Plays the given police radio message. * All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/GBnsQ5hr * Full list of police report names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/policeReportNames.json */ export function playPoliceReport(name: string | null, p1: number): number; export function cancelAllPoliceReports(): void; /** * Plays the siren sound of a vehicle which is otherwise activated when fastly double-pressing the horn key. * Only works on vehicles with a police siren. */ export function blipSiren(vehicle: Vehicle | number): void; /** * Overrides the vehicle's horn hash. * When changing this hash on a vehicle, it will not return the 'overwritten' hash. It will still always return the default horn hash (same as GET_VEHICLE_DEFAULT_HORN) * vehicle - the vehicle whose horn should be overwritten * mute - p1 seems to be an option for muting the horn * p2 - maybe a horn id, since the function AUDIO::GET_VEHICLE_DEFAULT_HORN(veh) exists? */ export function overrideVehHorn(vehicle: Vehicle | number, override: boolean, hornHash: number): void; /** * Checks whether the horn of a vehicle is currently played. */ export function isHornActive(vehicle: Vehicle | number): boolean; /** * Makes pedestrians sound their horn longer, faster and more agressive when they use their horn. */ export function setAggressiveHorns(toggle: boolean): void; /** * Does nothing (it's a nullsub). */ export function setRadioPositionAudioMute(p0: boolean): void; /** * SET_VEHICLE_CONVERSATIONS_PERSIST? */ export function setVehicleConversationsPersist(p0: boolean, p1: boolean): void; export function setVehicleConversationsPersistNew(p0: boolean, p1: boolean, p2: boolean): void; export function isStreamPlaying(): boolean; export function getStreamPlayTime(): number; /** * Example: * AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET"); * All found occurrences in the b678d decompiled scripts: https://pastebin.com/3rma6w5w * Stream names often ends with "_MASTER", "_SMALL" or "_STREAM". Also "_IN", "_OUT" and numbers. * soundSet is often set to 0 in the scripts. These are common to end the soundSets: "_SOUNDS", "_SOUNDSET" and numbers. * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function loadStream(streamName: string | null, soundSet: string | null): boolean; /** * Example: * AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS"); * Only called a few times in the scripts. * Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json */ export function loadStreamWithStartOffset(streamName: string | null, startOffset: number, soundSet: string | null): boolean; export function playStreamFromPed(ped: Ped | Player | LocalPlayer | number): void; export function playStreamFromVehicle(vehicle: Vehicle | number): void; /** * Used with AUDIO::LOAD_STREAM * Example from finale_heist2b.c4: * TASK::TASK_SYNCHRONIZED_SCENE(l_4C8[2/*14*\/], l_4C8[2/*14*\/]._f7, l_30A, "push_out_vault_l", 4.0, -1.5, 5, 713, 4.0, 0); * PED::SET_SYNCHRONIZED_SCENE_PHASE(l_4C8[2/*14*\/]._f7, 0.0); * PED::FORCE_PED_AI_AND_ANIMATION_UPDATE(l_4C8[2/*14*\/], 0, 0); * PED::SET_PED_COMBAT_ATTRIBUTES(l_4C8[2/*14*\/], 38, 1); * PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_4C8[2/*14*\/], 1); * if (AUDIO::LOAD_STREAM("Gold_Cart_Push_Anim_01", "BIG_SCORE_3B_SOUNDS")) { * AUDIO::PLAY_STREAM_FROM_OBJECT(l_36F[0/*1*\/]); * } */ export function playStreamFromObject(object: number): void; export function playStreamFrontend(): void; export function playStreamFromPosition(x: number, y: number, z: number): void; export function stopStream(): void; export function stopPedSpeaking(ped: Ped | Player | LocalPlayer | number, shaking: boolean): void; export function blockAllSpeechFromPed(ped: Ped | Player | LocalPlayer | number, p1: boolean, p2: boolean): void; export function stopPedSpeakingSynced(ped: Ped | Player | LocalPlayer | number, p1: boolean): void; export function disablePedPainAudio(ped: Ped | Player | LocalPlayer | number, toggle: boolean): void; /** * Common in the scripts: * AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID()); */ export function isAmbientSpeechDisabled(ped: Ped | Player | LocalPlayer | number): boolean; export function blockSpeechContextGroup(p0: string | null, p1: number): void; export function unblockSpeechContextGroup(p0: string | null): void; export function setSirenWithNoDriver(vehicle: Vehicle | number, toggle: boolean): void; export function setSirenBypassMpDriverCheck(vehicle: Vehicle | number, toggle: boolean): void; export function triggerSirenAudio(vehicle: Vehicle | number): void; export function setHornPermanentlyOn(vehicle: Vehicle | number): void; export function setHornEnabled(vehicle: Vehicle | number, toggle: boolean): void; export function setAudioVehiclePriority(vehicle: Vehicle | number, p1: any): void; export function setHornPermanentlyOnTime(vehicle: Vehicle | number, time: number): void; export function useSirenAsHorn(vehicle: Vehicle | number, toggle: boolean): void; /** * This native sets the audio of the specified vehicle to the audioName (p1). * Use the audioNameHash found in vehicles.meta * Example: * _SET_VEHICLE_AUDIO(veh, "ADDER"); * The selected vehicle will now have the audio of the Adder. */ export function forceUseAudioGameObject(vehicle: Vehicle | number, audioName: string | null): void; export function preloadVehicleAudioBank(vehicleModel: number): void; export function setVehicleStartupRevSound(vehicle: Vehicle | number, p1: string | null, p2: string | null): void; export function resetVehicleStartupRevSound(vehicle: Vehicle | number): void; export function setVehicleForceReverseWarning(p0: any, p1: any): void; export function isVehicleAudiblyDamaged(vehicle: Vehicle | number): boolean; export function setVehicleAudioEngineDamageFactor(vehicle: Vehicle | number, damageFactor: number): void; /** * intensity: 0.0f - 1.0f, only used once with 1.0f in R* Scripts (nigel2) * Makes an engine rattling noise when you decelerate, you need to be going faster to hear lower values */ export function setVehicleAudioBodyDamageFactor(vehicle: Vehicle | number, intensity: number): void; export function enableVehicleFanbeltDamage(vehicle: Vehicle | number, toggle: boolean): void; export function enableVehicleExhaustPops(vehicle: Vehicle | number, toggle: boolean): void; /** * SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0); * SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0); * Will give a boost-soundeffect. */ export function setVehicleBoostActive(vehicle: Vehicle | number, toggle: boolean): void; export function setPlayerVehicleAlarmAudioActive(vehicle: Vehicle | number, toggle: boolean): void; export function setScriptUpdateDoorAudio(doorHash: number, toggle: boolean): void; /** * doorId: see SET_VEHICLE_DOOR_SHUT */ export function playVehicleDoorOpenSound(vehicle: Vehicle | number, doorId: number): void; /** * doorId: see SET_VEHICLE_DOOR_SHUT */ export function playVehicleDoorCloseSound(vehicle: Vehicle | number, doorId: number): void; /** * Works for planes only. */ export function enableStallWarningSounds(vehicle: Vehicle | number, toggle: boolean): void; export function enableDragRaceStationaryWarningSounds(vehicle: Vehicle | number, enable: boolean): void; /** * Hardcoded to return 1 */ export function isGameInControlOfMusic(): boolean; export function setGpsActive(active: boolean): void; /** * Called 38 times in the scripts. There are 5 different audioNames used. * One unknown removed below. * AUDIO::PLAY_MISSION_COMPLETE_AUDIO("DEAD"); * AUDIO::PLAY_MISSION_COMPLETE_AUDIO("FRANKLIN_BIG_01"); * AUDIO::PLAY_MISSION_COMPLETE_AUDIO("GENERIC_FAILED"); * AUDIO::PLAY_MISSION_COMPLETE_AUDIO("TREVOR_SMALL_01"); */ export function playMissionCompleteAudio(audioName: string | null): void; export function isMissionCompletePlaying(): boolean; export function isMissionCompleteReadyForUi(): boolean; export function blockDeathJingle(toggle: boolean): void; /** * Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound. * List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: https://pastebin.com/MtM9N9CC * Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json */ export function startAudioScene(scene: string | null): boolean; /** * Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json */ export function stopAudioScene(scene: string | null): void; /** * ?? */ export function stopAudioScenes(): void; /** * Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json */ export function isAudioSceneActive(scene: string | null): boolean; /** * Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json */ export function setAudioSceneVariable(scene: string | null, variable: string | null, value: number): void; export function setAudioScriptCleanupTime(time: number): void; /** * All found occurrences in b678d: * https://pastebin.com/ceu67jz8 */ export function addEntityToAudioMixGroup(entity: Entity | number, groupName: string | null, p2: number): void; export function removeEntityFromAudioMixGroup(entity: Entity | number, p1: number): void; export function audioIsMusicPlaying(): boolean; /** * This is an alias of AUDIO_IS_MUSIC_PLAYING. */ export function audioIsScriptedMusicPlaying(): boolean; /** * All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P * Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json */ export function prepareMusicEvent(eventName: string | null): boolean; /** * All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P * Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json */ export function cancelMusicEvent(eventName: string | null): boolean; /** * List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: https://pastebin.com/RzDFmB1W * All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P * Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json */ export function triggerMusicEvent(eventName: string | null): boolean; export function isMusicOneshotPlaying(): boolean; export function getMusicPlaytime(): number; export function setGlobalRadioSignalLevel(p0: any): void; export function recordBrokenGlass(x: number, y: number, z: number, radius: number): void; export function clearAllBrokenGlass(): void; export function scriptOverridesWindElevation(p0: boolean, p1: any): void; export function setPedWallaDensity(p0: number, p1: number): void; export function setPedInteriorWallaDensity(p0: number, p1: number): void; export function forcePedPanicWalla(): void; /** * Example: * bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS"); * Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json */ export function prepareAlarm(alarmName: string | null): boolean; /** * Example: * This will start the alarm at Fort Zancudo. * AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1); * First parameter (char) is the name of the alarm. * Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1. * ---------- * It DOES make a difference but it has to do with the duration or something I dunno yet * ---------- * Found in the b617d scripts: * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0); * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1); * AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0); * AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0); * AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1); * AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0); * AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0); * AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1); * AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0); * AUDI