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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 { BaseEntity } from "./entities/BaseEntity"; import { Ped } from "./entities/Ped"; import type { Vehicle } from "./entities/Vehicle"; import type { AnimationFlags, IkControlFlags } from "./enums/AnimationFlags"; import { DrivingStyle } from "./enums/Driving"; import { FiringPatterns } from "./enums/FiringPatterns"; import { VehicleSeat } from "./enums/VehicleSeat"; 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; jump(): void; climb(): void; cruiseWithVehicle(vehicle: Vehicle, 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, distance?: number, duration?: number, fleeType?: number, fleeSpeed?: number, fleeFrom?: Ped): 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; lookAt(targetOrPosition: BaseEntity | Vector3, duration?: number): void; playAnimation(animDict: string, animName: string, blendInSpeed: number, blendOutSpeed: number, duration: number, playbackRate: number, animFlags: AnimationFlags, ikFlags: IkControlFlags): Promise<void>; reloadWeapon(): void; shootAt(targetOrPosition: Ped | Vector3, duration?: number, pattern?: FiringPatterns, affectCockedState?: boolean): void; shuffleToNextVehicleSeat(vehicle: Vehicle): void; slideTo(position: Vector3, heading: number, duration?: number): void; standStill(duration: number): 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: EnterExitVehicleFlags): void; isPlayingAnim(dict: string, anim: string, taskFlag?: number): boolean; clearAll(): void; clearAllImmediately(): void; clearLookAt(): void; clearSecondary(): void; clearAnimation(animDict: string, animName: string): void; }