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rock-mod

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Rock-Mod is a powerful framework designed for creating and managing mods for Grand Theft Auto (GTA) games.

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import { type IRageEntityOptions, RageEntity } from "../entity/RageEntity"; import { type IPlayer } from "../../../entities"; import { type RageVehicle } from "../../../entities/ragemp/vehicle/RageVehicle"; import { type IVector3D } from "../../../../shared/common/utils"; interface IRagePlayerOptions extends IRageEntityOptions<PlayerMp> { } export declare class RagePlayer extends RageEntity<PlayerMp> implements IPlayer { get name(): string; get health(): number; get armour(): number; get isDead(): boolean; constructor(options: IRagePlayerOptions); get vehicle(): RageVehicle | null; get isVoice3DEnabled(): boolean; get voiceVolume(): number; get isVoiceActive(): boolean; setVoice3D(enable: boolean): void; setVoiceVolume(volume: number): void; get isReloading(): boolean; get weapon(): number; getAmmoInClip(weapon: number): number; getWeaponAmmo(weapon: number): number; getBoneIndex(boneId: number): number; setDecoration(collection: string, overlay: string): void; removeDecoration(collection: string, overlay: string): void; clearDecorations(): void; setHeadBlendData(shapeFirstId: number, shapeSecondId: number, shapeThirdId: number, skinFirstId: number, skinSecondId: number, skinThirdId: number, shapeMix: number, skinMix: number, thirdMix: number, isParent: boolean): void; setFaceFeature(index: number, value: number): void; setHeadOverlay(overlayId: number, index: number, opacity: number, firstColor: number, secondColor: number): void; setHeadOverlayColor(overlayId: number, colorTypeId: number, firstColor: number, secondColor: number): void; setEyeColor(eyeColor: number): void; setHairColor(colorId: number, highlightColorId: number): void; setComponentVariation(componentId: number, drawableId: number, textureId: number, paletteId: number): void; setPropertyVariation(componentId: number, drawableId: number, textureId: number, attach: boolean): void; clearProp(componentId: number): void; get isLocalPlayer(): boolean; clearTasks(): void; clearTasksImmediately(): void; stopAnim(dictionary: string, name: string, blendOutSpeed: number): void; resetMovementClipset(blendDuration: number): void; setMovementClipset(clipset: string, speed: number): void; taskEnterVehicle(vehicleHandle: number, timeout: number, seat: number, speed: number, flag: number, p6: number): void; taskPlayAnim(dictionary: string, name: string, blendInSpeed: number, blendOutSpeed: number, duration: number, flag: number, playbackRate: number, lockX: boolean, lockY: boolean, lockZ: boolean): void; taskSwapWeapon(): void; getBoneCoords(boneId: number, offsetX: number, offsetY: number, offsetZ: number): IVector3D; setNoCollision(otherHandle: number, thisFrameOnly: boolean): void; } export {};