@nativewrappers/fivem
Version:
Native wrappers and utilities for use with FiveM.
72 lines (71 loc) • 4.04 kB
TypeScript
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;
}