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@nativewrappers/redm

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Native wrappers and utilities for use with RedM.

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import { Vector3 } from "../common/utils/Vector"; import { CommonBaseEntity } from "./entities/CommonBaseEntity"; import { CommonPed } from "./entities/CommonPed"; import type { CommonVehicle } from "./entities/CommonVehicle"; import { VehicleSeat } from "./enums/VehicleSeat"; import { IHandle } from "./entities/IHandle"; export declare class CommonTasks { protected ped: IHandle; constructor(ped: IHandle | null); achieveHeading(heading: number, timeout?: number): void; blockTemporaryEvents(block?: boolean): void; aimAt(target: CommonBaseEntity | Vector3, duration: number): void; arrest(ped: CommonPed): void; jump(): void; climb(): void; cruiseWithVehicle(vehicle: CommonVehicle, speed: number, drivingStyle?: number): void; enterAnyVehicle(seat?: VehicleSeat, timeout?: number, speed?: number, flag?: number): void; static everyoneLeaveVehicle(vehicle: CommonVehicle): void; fightAgainst(target: CommonPed, duration?: number): void; fightAgainstHatedTargets(radius: number, duration?: number): void; fleeFrom(pedOrPosition: CommonPed | Vector3, distance?: number, duration?: number, fleeType?: number, fleeSpeed?: number, fleeFrom?: IHandle): void; goTo(position: Vector3, ignorePaths?: boolean, timeout?: number, speed?: number, targetHeading?: number, distanceToSlide?: number, flags?: number): void; goToEntity(target: CommonBaseEntity, offset?: Vector3, timeout?: number): void; guardCurrentPosition(): void; handsUp(duration: number): void; lookAt(targetOrPosition: CommonBaseEntity | Vector3, duration?: number): void; playAnimation(animDict: string, animName: string, blendInSpeed: number, blendOutSpeed: number, duration: number, playbackRate: number, animFlags: number, ikFlags?: number): Promise<void>; reloadWeapon(): void; shootAt(targetOrPosition: IHandle | Vector3, duration?: number, pattern?: number, affectCockedState?: boolean): void; shuffleToNextVehicleSeat(vehicle: CommonVehicle): void; slideTo(position: Vector3, heading: number, duration?: number): void; standStill(duration: number): void; vehicleShootAtPed(target: CommonPed): void; wait(duration: number): void; wanderAround(position?: Vector3, radius?: number): void; warpIntoVehicle(vehicle: CommonVehicle, seat: VehicleSeat): void; warpOutOfVehicle(vehicle: CommonVehicle, flags: number): void; isPlayingAnim(dict: string, anim: string, taskFlag?: number): boolean; clearAll(): void; clearAllImmediately(): void; clearLookAt(): void; clearSecondary(): void; clearAnimation(animDict: string, animName: string): void; }