@nativewrappers/redm
Version:
Native wrappers and utilities for use with RedM.
45 lines (44 loc) • 2.65 kB
TypeScript
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;
}