@nativewrappers/fivem
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Native wrappers and utilities for use with FiveM.
296 lines (295 loc) • 9.41 kB
TypeScript
import { Vector3 } from "./common/utils/Vector";
import { Blip } from "./Blip";
import type { Control } from "./enums/Control";
import { InputMode } from "./enums/InputMode";
import type { Language } from "./enums/Language";
import { RadioStation } from "./enums/RadioStation";
import { Ped } from "./models/Ped";
import { Prop } from "./models/Prop";
import { Vehicle } from "./models/Vehicle";
import { Player } from "./models/Player";
export declare abstract class Game {
static useHashCache: boolean;
static hashCache: Map<string, number>;
/**
* Calculate the Jenkins One At A Time (joaat) has from the given string.
*
* @param input The input string to calculate the hash
*/
static generateHash(input: string): number;
static setLocalPlayerGhosted(isGhosted: boolean, inverseGhost: boolean): void;
static setGhostAlpha(alpha: number): void;
static resetGhostAlpha(): void;
static setGhostingInverted(isInverted: boolean): void;
/**
* Gets the game language
*/
static get Language(): Language;
/**
* Gets how many milliseconds the game has been open this session
*/
static get GameTime(): number;
/**
* Sets the time scale of the Game.
*
* @param time The time scale, only accepts values between 0.0 and 1.0
*/
static set TimeScale(time: number);
/**
* Gets the total amount of frames rendered in this session
*/
static get FrameCount(): number;
/**
* Gets the current frame rate per second
*/
static get FPS(): number;
/**
* Gets the time it currently takes to render a frame, in seconds;
*/
static get LastFrameTime(): number;
/**
* Get the local player's Player object.
*/
static get Player(): Player;
/**
* Get the local player character's Ped object.
* @returns A local player's character.
*/
static get PlayerPed(): Ped;
/**
* Get an iterable list of players currently on server.
* @returns Iterable list of Player objects.
*/
static playerList(excludeLocalPlayer?: boolean): IterableIterator<Player>;
/**
* Get whether PvP is enabled.
* @returns True if enabled.
*/
static get PlayerVersusPlayer(): boolean;
/**
* Set whether PvP is enabled.
*/
static set PlayerVersusPlayer(value: boolean);
/**
* Get the maximum wanted level.
*/
static get MaxWantedLevel(): number;
/**
* Set the maximum wanted level the local client can get.
*/
static set MaxWantedLevel(value: number);
/**
* Set the multiplier of the wanted level.
*/
static set WantedMultiplier(value: number);
/**
* Set whether police blips should show on minimap.
*/
static set ShowPoliceBlipsOnRadar(toggle: boolean);
/**
* Get if nightvision is active.
*/
static get Nightvision(): boolean;
/**
* Toggle nightvision.
*/
static set Nightvision(toggle: boolean);
/**
* Get if thermal (heat) vision is active.
*/
static get ThermalVision(): boolean;
/**
* Toggle thermal (heat) vision.
*/
static set ThermalVision(toggle: boolean);
static get IsMissionActive(): boolean;
static set IsMissionActive(toggle: boolean);
static get IsRandomEventActive(): boolean;
static set IsRandomEventActive(toggle: boolean);
static get IsCutsceneActive(): boolean;
/**
* Is a waypoint set on the map.
*/
static get IsWaypointActive(): boolean;
/**
* Is the player in the pause menu (ESC).
*/
static get IsPaused(): boolean;
/**
* Force enable pause menu.
*/
static set IsPaused(toggle: boolean);
/**
* Get if a loading screen is active.
*/
static get IsLoading(): boolean;
/**
* Get current input mode.
* @returns InputMode: Mouse & Keyboard or GamePad.
*/
static get CurrentInputMode(): InputMode;
/**
* Gets the player's current radio station.
*
* @returns A radio station.
*/
static get RadioStation(): RadioStation;
/**
* Sets the player's radio station.
*
* @param station A radio station.
*/
static set RadioStation(station: RadioStation);
/**
* Check whether a control is currently pressed.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isControlPressed(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a disabled control is currently pressed.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isDisabledControlPressed(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a control has been pressed since last check.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isControlJustPressed(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a disabled control has been pressed since last check.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isDisabledControlJustPressed(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a control is being released.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isControlReleased(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a disabled control is being released.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isDisabledControlReleased(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a control has been released since last check.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isControlJustReleased(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a disabled control has been released since last check.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isDisabledControlJustReleased(inputMode: InputMode, control: Control): boolean;
/**
* Check whether a control is enabled this frame.
*
* @param inputMode InputMode
* @param control Control
* @returns True or False.
*/
static isControlEnabled(inputMode: InputMode, control: Control): boolean;
/**
* Makes the Game Engine respond to the given Control this frame
*
* @param inputMode InputMode
* @param control Control
*/
static enableControlThisFrame(inputMode: InputMode, control: Control): void;
/**
* Makes the Game Engine ignore the given Control this frame
*
* @param inputMode InputMode
* @param control Control
*/
static disableControlThisFrame(inputMode: InputMode, control: Control): void;
/**
* Disables all Controls this frame.
*
* @param inputMode InputMode
*/
static disableAllControlsThisFrame(inputMode: InputMode): void;
/**
* Enables all Controls this frame.
*
* @param inputMode InputMode
*/
static enableAllControlsThisFrame(inputMode: InputMode): void;
/**
* Get an entity object from an entity handle.
*
* @param handle Handle of entity
* @returns A Ped, Vehicle or Prop object. `undefined` if entity handle doesn't exist.
*/
static entityFromHandle(handle: number): Ped | Vehicle | Prop | null;
/**
* Play a sound. Same as Audio.playSound
*
* @param soundFile Name of sound
* @param soundSet The set where the sound is in
*/
static playSound(soundFile: string, soundSet: string): void;
/**
* Play music. Same as Audio.playSound
*
* @param musicFile Music file.
*/
static playMusic(musicFile: string): void;
/**
* Stop music. If `musicFile` is not given, last played music is stopped. Same as Audio.playSound
*
* @param musicFile (optional) Music file.
*/
static stopMusic(musicFile?: string): void;
/**
* Determines the game language files contain a entry for the specified GXT key
*
* @param entry - The GXT key.
* @returns true if GXT entry exists; otherwise, false
* @constructor
*/
static doesGXTEntryExist(entry: number | string): boolean;
/**
* Returns a localised string from the games language files with a specified GXT key
*
* @param entry - The GXT key.
* @returns The localised string if the key exists; otherwise, empty string
*/
static getGXTEntry(entry: number | string): string;
/**
* Sets the max boundry the local player can go to before they get killed
*
* @param vec - the max bounds for the local player
*/
set ExtendWorldBoundry(vec: Vector3);
get LastVehicle(): Vehicle | null;
static getWaypointBlip(): Blip | null;
static removeWaypoint(): void;
static get WaypointPosition(): Vector3;
static set WaypointPosition(position: Vector3);
static getGroundHeight(position: Vector3): number;
protected static cachedPlayer: Player;
}