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fivem-js

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Javascript/Typescript wrapper for the FiveM natives

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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; }