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@nativewrappers/fivem

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Native wrappers and utilities for use with FiveM.

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import { Vector3 } from "./common/utils/Vector"; import type { TaskSequence } from "./TaskSequence"; import type { AnimationFlags } from "./enums/AnimationFlags"; import { DrivingStyle } from "./enums/Driving"; import { FiringPattern } from "./enums/FiringPattern"; import type { LeaveVehicleFlags } from "./enums/LeaveVehicleFlags"; import { VehicleSeat } from "./enums/Vehicle"; import type { BaseEntity } from "./models/BaseEntity"; import type { Ped } from "./models/Ped"; import type { Vehicle } from "./models/Vehicle"; export declare class Tasks { private ped; constructor(ped: Ped | null); achieveHeading(heading: number, timeout?: number): void; blockTemporaryEvents(block?: boolean): void; aimAt(target: BaseEntity | Vector3, duration: number): void; arrest(ped: Ped): void; chatTo(ped: Ped): void; jump(): void; climb(): void; climbLadder(): void; cower(duration: number): void; chaseWithGroundVehicle(target: BaseEntity): void; chaseWithHelicopter(target: BaseEntity, offset: Vector3): void; chaseWithPlane(target: BaseEntity, offset: Vector3): void; cruiseWithVehicle(vehicle: Vehicle, speed: number, drivingstyle?: DrivingStyle): void; driveTo(vehicle: Vehicle, target: Vector3, radius: number, speed: number, drivingstyle?: DrivingStyle): void; enterAnyVehicle(seat?: VehicleSeat, timeout?: number, speed?: number, flag?: number): void; static everyoneLeaveVehicle(vehicle: Vehicle): void; fightAgainst(target: Ped, duration?: number): void; fightAgainstHatedTargets(radius: number, duration?: number): void; fleeFrom(pedOrPosition: Ped | Vector3, duration?: number): void; followPointRoute(points: Vector3[]): void; followToOffsetFromEntity(target: BaseEntity, offset: Vector3, timeout: number, stoppingRange: number, movementSpeed?: number, persistFollowing?: boolean): void; goTo(position: Vector3, ignorePaths?: boolean, timeout?: number, speed?: number, targetHeading?: number, distanceToSlide?: number, flags?: number): void; goToEntity(target: BaseEntity, offset?: Vector3 | null, timeout?: number): void; guardCurrentPosition(): void; handsUp(duration: number): void; landPlane(startPosition: Vector3, touchdownPosition: Vector3, plane?: Vehicle | null): void; lookAt(targetOrPosition: BaseEntity | Vector3, duration?: number): void; parachuteTo(position: Vector3): void; parkVehicle(vehicle: Vehicle, position: Vector3, heading: number, radius?: number, keepEngineOn?: boolean): void; performSequence(sequence: TaskSequence): void; playAnimation(animDict: string, animName: string, blendInSpeed: number, blendOutSpeed: number, duration: number, playbackRate: number, flags: AnimationFlags): Promise<void>; reactAndFlee(ped: Ped): void; reloadWeapon(): void; shootAt(targetOrPosition: Ped | Vector3, duration?: number, pattern?: FiringPattern): void; shuffleToNextVehicleSeat(vehicle: Vehicle): void; skyDive(): void; slideTo(position: Vector3, heading: number, duration?: number): void; standStill(duration: number): void; startScenario(name: string, position: Vector3, heading?: number, duration?: number, sittingScenario?: boolean, teleport?: boolean): void; swapWeapon(): void; turnTo(targetOrPosition: BaseEntity | Vector3, duration?: number): void; useParachute(): void; useMobilePhone(duration?: number): void; putAwayParachute(): void; putAwayMobilePhone(): void; vehicleChase(target: Ped): void; vehicleShootAtPed(target: Ped): void; wait(duration: number): void; wanderAround(position?: Vector3, radius?: number): void; warpIntoVehicle(vehicle: Vehicle, seat: VehicleSeat): void; warpOutOfVehicle(vehicle: Vehicle, flags: LeaveVehicleFlags): void; isPlayingAnim(dict: string, anim: string, taskFlag?: number): boolean; clearAll(): void; clearAllImmediately(): void; clearLookAt(): void; clearSecondary(): void; clearAnimation(animDict: string, animName: string): void; }