fivem-js
Version:
Javascript/Typescript wrapper for the FiveM natives
94 lines (93 loc) • 3.78 kB
TypeScript
import { Blip } from '../Blip';
import { ForceType } from '../enums';
import { WeaponHash } from '../hashes';
import { Model } from '../Model';
import { Quaternion, Vector3 } from '../utils';
import { EntityBoneCollection, Ped, Prop, Vehicle } from './';
import { EntityBone } from './EntityBone';
export declare class Entity {
static fromHandle(handle: number): Ped | Vehicle | Prop;
static fromNetworkId(networkId: number): Ped | Vehicle | Prop;
protected handle: number;
protected bones: EntityBoneCollection;
constructor(handle: number);
get Handle(): number;
get NetworkId(): number;
get Health(): number;
set Health(amount: number);
get MaxHealth(): number;
set MaxHealth(amount: number);
isDead(): boolean;
isAlive(): boolean;
get Model(): Model;
get Position(): Vector3;
set Position(position: Vector3);
set PositionNoOffset(position: Vector3);
get Rotation(): Vector3;
set Rotation(rotation: Vector3);
get Quaternion(): Quaternion;
set Quaternion(quaternion: Quaternion);
get Heading(): number;
set Heading(heading: number);
set IsPositionFrozen(value: boolean);
get Velocity(): Vector3;
set Velocity(velocity: Vector3);
get RotationVelocity(): Vector3;
set MaxSpeed(value: number);
set HasGravity(value: boolean);
get HeightAboveGround(): number;
get SubmersionLevel(): number;
get LodDistance(): number;
set LodDistance(value: number);
get IsVisible(): boolean;
set IsVisible(value: boolean);
get IsOccluded(): boolean;
get IsOnScreen(): boolean;
get IsUpright(): boolean;
get IsUpsideDown(): boolean;
get IsInAir(): boolean;
get IsInWater(): boolean;
get IsPersistent(): boolean;
set IsPersistent(value: boolean);
get IsOnFire(): boolean;
set IsInvincible(value: boolean);
set IsOnlyDamagedByPlayer(value: boolean);
get Opacity(): number;
set Opacity(value: number);
resetOpacity(): void;
get HasCollided(): boolean;
get IsCollisionEnabled(): boolean;
set IsCollisionEnabled(value: boolean);
set IsRecordingCollisions(value: boolean);
get Bones(): EntityBoneCollection;
get AttachedBlip(): Blip;
attachBlip(): Blip;
setNoCollision(entity: Entity, toggle: boolean): void;
hasClearLosToEntity(entity: Entity, traceType?: number): boolean;
hasClearLosToEntityInFront(entity: Entity): boolean;
hasBeenDamagedBy(entity: Entity): boolean;
hasBeenDamagedByWeapon(weapon: WeaponHash): boolean;
hasBeenDamagedByAnyWeapon(): boolean;
hasBeenDamagedByAnyMeleeWeapon(): boolean;
clearLastWeaponDamage(): void;
isInArea(minBounds: Vector3, maxBounds: Vector3): boolean;
isInAngledArea(origin: Vector3, edge: Vector3, angle: number): boolean;
isInRangeOf(position: Vector3, range: number): boolean;
isNearEntity(entity: Entity, bounds: Vector3): boolean;
isTouching(entity: Entity): boolean;
isTouchingModel(model: Model): boolean;
getOffsetPosition(offset: Vector3): Vector3;
getPositionOffset(worldCoords: Vector3): Vector3;
attachTo(entity: Entity, position: Vector3, rotation: Vector3): void;
attachToBone(entityBone: EntityBone, position: Vector3, rotation: Vector3): void;
detach(): void;
isAttached(): boolean;
isAttachedTo(entity: Entity): boolean;
getEntityAttachedTo(): Entity;
applyForce(direction: Vector3, rotation: Vector3, forceType?: ForceType): void;
applyForceRelative(direction: Vector3, rotation: Vector3, forceType?: ForceType): void;
removeAllParticleEffects(): void;
exists(): boolean;
delete(): void;
markAsNoLongerNeeded(): void;
}