@nativewrappers/redm
Version:
Native wrappers and utilities for use with RedM.
62 lines (61 loc) • 2.74 kB
TypeScript
import type { StateBagChangeHandler } from "../cfx/StateBagChangeHandler";
import { CommonPed } from "./CommonPed";
import type { CommonEntity } from "./CommonEntityType";
export declare class CommonPlayer {
private handle;
private ped?;
private pvp;
private stateBagCookies;
private source;
private type;
static AllPlayers(excludeLocalPlayer?: boolean): IterableIterator<CommonPlayer>;
/**
* @param handle the handoe of the ped to get the player of
* @returns the player, or null if the player doesn't exist
*/
static fromPedHandle(handle: number): CommonPlayer | null;
/**
* @param serverId the server id to get the player of
* @returns the player, or null if the player doesn't exist
*/
static fromServerId(serverId: number): CommonPlayer | null;
/**
* @param [minimumDistance=Number.MAX_VALUE] the minimum distance this should check
* @param [fromPlayer=GameConstants.Player] the player to get the distance from
* @returns the closest player from {@param fromPlayer} and the distance the player was
*/
static getClosestPlayerPedWithDistance(minimumDistance?: number, fromPlayer?: CommonPlayer): [CommonPed | null, number];
/**
* @param [minimumDistance=Number.MAX_VALUE] the minimum distance this should check
* @param [fromPlayer=GameConstants.Player] the player to get the distance from
* @returns the closest player from {@param fromPlayer} and the distance the player was
*/
static getClosestPlayerPed(minimumDistance?: number, fromPlayer?: CommonPlayer): CommonPed | null;
/**
* @param handle the player handle, or if on the server, their source.
*/
constructor(handle?: number);
get Handle(): number;
/**
* This is here for compatibility with older versions.
*/
get Character(): CommonPed;
get Ped(): CommonPed;
get ServerId(): number;
get State(): StateBagInterface;
AddStateBagChangeHandler(keyFilter: string | null, handler: StateBagChangeHandler<unknown>): number;
/**
* A short hand function for AddStateBagChangeHandler, this gets automatically cleaned up on entity deletion.
* @param keyFilter the key to filter for or null
* @param handler the function to handle the change
* @returns a cookie to be used in RemoveStateBagChangeHandler
*/
listenForStateChange(keyFilter: string | null, handler: StateBagChangeHandler<unknown>): number;
removeStateListener(tgtCookie: number): void;
removeAllStateListeners(): void;
get Name(): string;
get IsDead(): boolean;
set DisableFiring(value: boolean);
get EntityPlayerIsAimingAt(): CommonEntity | null;
get StealthNoise(): number;
}