@nativewrappers/client
Version:
Javascript/Typescript wrapper for the FiveM natives
195 lines (194 loc) • 8.06 kB
TypeScript
import { Player, Vector3 } from '../';
import { DrivingStyle, FiringPattern, Gender, HelmetType, RagdollType, SpeechModifier, VehicleSeat } from '../enums';
import { WeaponHash } from '../hashes';
import { Tasks } from '../Tasks';
import { Entity, PedBoneCollection, Vehicle } from './';
import { WeaponCollection } from '../weapon/WeaponCollection';
export declare class Ped extends Entity {
static exists(ped: Ped): boolean;
private pedBones;
private weapons;
private readonly speechModifierNames;
private tasks;
constructor(handle: number);
get Player(): Player;
get Money(): number;
set Money(amount: number);
get Gender(): Gender;
get Armor(): number;
set Armor(amount: number);
get Accuracy(): number;
set Accuracy(accuracy: number);
get Health(): number;
set Health(amount: number);
get MaxHealth(): number;
set MaxHealth(amount: number);
set Sweat(value: number);
set WetnessHeight(value: number);
set Voice(value: string);
set ShootRate(value: number);
get WasKilledByStealth(): boolean;
get WasKilledByTakedown(): boolean;
get SeatIndex(): VehicleSeat;
get CurrentVehicle(): Vehicle | null;
get LastVehicle(): Vehicle | null;
get VehicleTryingToEnter(): Vehicle | null;
get IsJumpingOutOfVehicle(): boolean;
set StaysInVehicleWhenJacked(value: boolean);
set MaxDrivingSpeed(value: number);
get IsHuman(): boolean;
set IsEnemy(value: boolean);
set IsPriorityTargetForEnemies(value: boolean);
get IsPlayer(): boolean;
get IsCuffed(): boolean;
get IsWearingHelmet(): boolean;
get IsRagdoll(): boolean;
get IsIdle(): boolean;
get IsProne(): boolean;
set IsDucking(value: boolean);
get IsDucking(): boolean;
get IsGettingUp(): boolean;
get IsClimbing(): boolean;
get IsJumping(): boolean;
get IsFalling(): boolean;
get IsStopped(): boolean;
get IsWalking(): boolean;
get IsRunning(): boolean;
get IsSprinting(): boolean;
get IsDiving(): boolean;
get IsInParachuteFreeFall(): boolean;
get IsSwimming(): boolean;
get IsSwimmingUnderWater(): boolean;
get IsVaulting(): boolean;
get IsOnBike(): boolean;
get IsOnFoot(): boolean;
get IsInSub(): boolean;
get IsInTaxi(): boolean;
get IsInTrain(): boolean;
get IsInHeli(): boolean;
get IsInPlane(): boolean;
get IsInFlyingVehicle(): boolean;
get IsInBoat(): boolean;
get IsInPoliceVehicle(): boolean;
get IsJacking(): boolean;
get IsBeingJacked(): boolean;
get IsGettingIntoAVehicle(): boolean;
get IsTryingToEnterALockedVehicle(): boolean;
get IsInjured(): boolean;
get IsFleeing(): boolean;
get IsInCombat(): boolean;
get IsInMeleeCombat(): boolean;
get IsInStealthMode(): boolean;
get IsAmbientSpeechPlaying(): boolean;
get IsScriptedSpeechPlaying(): boolean;
get IsAnySpeechPlaying(): boolean;
get IsAmbientSpeechEnabled(): boolean;
set IsPainAudioEnabled(value: boolean);
get IsPlantingBomb(): boolean;
get IsShooting(): boolean;
get IsAiming(): boolean;
get IsReloading(): boolean;
get IsDoingDriveby(): boolean;
get IsGoingIntoCover(): boolean;
get IsBeingStunned(): boolean;
get IsBeingStealthKilled(): boolean;
get IsPerformingStealthKill(): boolean;
get IsAimingFromCover(): boolean;
isInCover(expectUseWeapon?: boolean): boolean;
get IsInCoverFacingLeft(): boolean;
set FiringPattern(value: FiringPattern);
set DropsWeaponsOnDeath(value: boolean);
set DrivingSpeed(value: number);
set DrivingStyle(style: DrivingStyle);
set IsDrunk(isDrunk: boolean);
set MotionBlur(value: boolean);
get Task(): Tasks | undefined;
get DeathCause(): number;
get TaskSequenceProgress(): number;
set BlockPermanentEvents(block: boolean);
isInAnyVehicle(): boolean;
isInVehicle(vehicle: Vehicle): boolean;
isSittingInAnyVehicle(): boolean;
isSittingInVehicle(vehicle: Vehicle): boolean;
setIntoVehicle(vehicle: Vehicle, seat: VehicleSeat): void;
isHeadtracking(entity: Entity): boolean;
isInCombatAgainst(target: Ped): boolean;
getJacker(): Ped;
getJackTarget(): Ped;
getMeleeTarget(): Ped;
getKiller(): Entity | null;
kill(): void;
resurrect(): void;
resetVisibleDamage(): void;
clearBloodDamage(): void;
get IsInGroup(): boolean;
set NeverLeavesGroup(value: boolean);
leaveGroup(): void;
playAmbientSpeed(speechName: string, voiceName?: string, modifier?: SpeechModifier): void;
applyDamage(damageAmount: number, armorFirst?: boolean): void;
hasBeenDamagedByWeapon(weapon: WeaponHash): boolean;
hasBeenDamagedByAnyWeapon(): boolean;
hasBeenDamagedByAnyMeleeWeapon(): boolean;
clearLastWeaponDamage(): void;
get Bones(): PedBoneCollection;
/**
* Ped Weapons
*
* @constructor
*/
get Weapons(): WeaponCollection;
giveWeapon(weapon: WeaponHash, ammoCount?: number, isHidden?: boolean, equipNow?: boolean): void;
removeWeapon(weapon: WeaponHash): void;
removeAllWeapons(): void;
getLastWeaponImpactPosition(): Vector3;
get CanRagdoll(): boolean;
set CanRagdoll(value: boolean);
ragdoll(duration?: number, ragdollType?: RagdollType): void;
cancelRagdoll(): void;
giveHelmet(canBeRemovedByPed: boolean, helmetType: HelmetType, textureIndex: number): void;
removeHelmet(instantly: boolean): void;
openParachute(): void;
getConfigFlag(flagId: number): boolean;
setConfigFlag(flagId: number, value: boolean): void;
resetConfigFlag(flagId: number): void;
clone(): Ped;
exists(ped?: Ped): boolean;
isFacingPed(ped: Ped, angle?: number): boolean;
setComponentVariation(componentId: number, drawableId: number, textureId: number, paletteId?: number): void;
setRandomComponentVariation(): void;
setDefaultComponentVariation(): void;
getDrawableVariation(componentId: number): number;
getNumberOfDrawableVariations(componentId: number): number;
getTextureVariation(componentId: number): number;
getNumberTextureVariations(componentId: number, drawableId?: number): number;
setRandomProps(): void;
setPropIndex(propId: number, drawableId: number, textureId: number, attach?: boolean): void;
clearProp(propId: number): void;
clearAllProps(): void;
knockPropOff(p1: boolean, p2: boolean, p3: boolean, p4: boolean): void;
isPropValid(propId: number, drawableId: number, textureId: number): boolean;
getPropIndex(propId: number): number;
getNumberOfPropDrawableVariations(propId: number): number;
getNumberOfPropTextureVariations(propId: number, drawableId?: number): number;
getPropTextureIndex(propId: number): number;
setHelmetPropIndex(propIndex: number): void;
setEyeColor(color: number): void;
getEyeColor(): number;
setHairColors(primary: number, highlight: number): void;
setHairColor(color: number): void;
getHairColor(): number;
setHairHighlightColor(color: number): void;
getHairHighlightColor(): number;
getHeadOverlayNum(overlayId: number): number;
getHeadOverlayValue(overlayId: number): number;
setHeadOverlayValue(overlayId: number, value: number): void;
getHeadOverlay(overlayId: number): [number, number, number, number, number] | void;
setHeadOverlay(overlayId: number, index: number, opacity: number): void;
getHeadOverlayOpacity(overlayId: number): number;
setHeadOverlayOpacity(overlayId: number, opacity: number): void;
setHeadOverlayColor(overlayId: number, color: number): void;
setHeadBlend(shapeFirstID: number, shapeSecondID: number, shapeThirdID: number, skinFirstID: number, skinSecondID: number, skinThirdID: number, shapeMix: number, skinMix: number, thirdMix: number, isParent?: boolean): void;
getHeadBlend(): [number, number, number, number, number, number, number, number, number, boolean] | void;
finalizeHeadBlend(): void;
hasHeadBlendFinished(): boolean;
}