VimpNativesCam
@vimp-mp/types 2.0.1ts
interface VimpNativesCamMembers
_activateCamWithInterpAndFovCurve
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_activateCamWithInterpAndFovCurve(camto: number, camfrom: number, duration: number, easelocation: number, easerotation: number, easefov: number): void_getThirdPersonCamMaxOrbitDistanceSpring
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_getThirdPersonCamMaxOrbitDistanceSpring(): number_getThirdPersonCamMinOrbitDistanceSpring
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_getThirdPersonCamMinOrbitDistanceSpring(): number_interpolateCamWithParams
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_interpolateCamWithParams(camera: number, camposx: number, camposy: number, camposz: number, camrotx: number, camroty: number, camrotz: number, fov: number, duration: number, poscurvetype: number, rotcurvetype: number, rotorder: number, fovcurvetype: number): voidaddCamSplineNode
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addCamSplineNode(camera: number, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, length: number, smoothingstyle: number, rotationorder: number): voidaddCamSplineNodeUsingCamera
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addCamSplineNodeUsingCamera(cam: number, cam2: number, length: number, p3: number): voidaddCamSplineNodeUsingCameraFrame
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addCamSplineNodeUsingCameraFrame(cam: number, cam2: number, length: number, p3: number): voidaddCamSplineNodeUsingGameplayFrame
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addCamSplineNodeUsingGameplayFrame(cam: number, length: number, p2: number): voidallowMotionBlurDecay
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allowMotionBlurDecay(p0: number, p1: boolean): voidanimatedShakeCam
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animatedShakeCam(cam: number, p1: string, p2: string, p3: string, amplitude: number): voidanimatedShakeScriptGlobal
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animatedShakeScriptGlobal(p0: string, p1: string, p2: string, p3: number): voidareWidescreenBordersActive
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areWidescreenBordersActive(): booleanattachCamToEntity
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attachCamToEntity(cam: number, entity: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): voidattachCamToPedBone
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attachCamToPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, heading: boolean): voidattachCamToVehicleBone
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attachCamToVehicleBone(cam: number, vehicle: number, boneindex: number, relativerotation: boolean, rotx: number, roty: number, rotz: number, offsetx: number, offsety: number, offsetz: number, fixeddirection: boolean): voidblockFirstPersonOrientationResetThisUpdate
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blockFirstPersonOrientationResetThisUpdate(): voidbypassCameraCollisionBuoyancyTestThisUpdate
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bypassCameraCollisionBuoyancyTestThisUpdate(): voidbypassCutsceneCamRenderingThisUpdate
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bypassCutsceneCamRenderingThisUpdate(): voidcameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate
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cameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate(): voidcreateCam
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createCam(camname: string, p1: boolean): numbercreateCamera
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createCamera(camhash: number, p1: boolean): numbercreateCameraWithParams
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createCameraWithParams(camhash: number, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fov: number, p8: boolean, p9: number): numbercreateCamWithParams
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createCamWithParams(camname: string, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fov: number, p8: boolean, p9: number): numbercreateCinematicShot
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createCinematicShot(p0: number, time: number, p2: boolean, entity: number): voiddestroyAllCams
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destroyAllCams(bscripthostcam: boolean): voiddestroyCam
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destroyCam(cam: number, bscripthostcam: boolean): voiddetachCam
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detachCam(cam: number): voiddisableAimCamThisUpdate
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disableAimCamThisUpdate(): voiddisableCamCollisionForObject
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disableCamCollisionForObject(entity: number): voiddisableCinematicBonnetCameraThisUpdate
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disableCinematicBonnetCameraThisUpdate(): voiddisableCinematicSlowMoThisUpdate
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disableCinematicSlowMoThisUpdate(): booleandisableCinematicVehicleIdleModeThisUpdate
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disableCinematicVehicleIdleModeThisUpdate(): voiddisableFirstPersonCameraWaterClippingTestThisUpdate
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disableFirstPersonCameraWaterClippingTestThisUpdate(): voiddisableFirstPersonFlashEffectThisUpdate
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disableFirstPersonFlashEffectThisUpdate(): voiddisableGameplayCamAltitudeFovScalingThisUpdate
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disableGameplayCamAltitudeFovScalingThisUpdate(): voiddisableNearClipScanThisUpdate
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disableNearClipScanThisUpdate(): voiddisableOnFootFirstPersonViewThisUpdate
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disableOnFootFirstPersonViewThisUpdate(): voiddoesCamExist
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doesCamExist(cam: number): booleandoScreenFadeIn
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doScreenFadeIn(duration: number): voiddoScreenFadeOut
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doScreenFadeOut(duration: number): voidforceBonnetCameraRelativeHeadingAndPitch
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forceBonnetCameraRelativeHeadingAndPitch(p0: number, p1: number): voidforceCameraRelativeHeadingAndPitch
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forceCameraRelativeHeadingAndPitch(roll: number, pitch: number, yaw: number): voidforceCamFarClip
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forceCamFarClip(cam: number, p1: number): voidforceCinematicRenderingThisUpdate
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forceCinematicRenderingThisUpdate(toggle: boolean): voidforceTightspaceCustomFramingThisUpdate
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forceTightspaceCustomFramingThisUpdate(): voidforceVehicleCamStuntSettingsThisUpdate
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forceVehicleCamStuntSettingsThisUpdate(): voidgetCamActiveViewModeContext
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getCamActiveViewModeContext(): numbergetCamAnimCurrentPhase
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getCamAnimCurrentPhase(cam: number): numbergetCamCoord
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getCamCoord(cam: number): { x: number; y: number; z: number }getCamDofStrength
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getCamDofStrength(cam: number): numbergetCamFarClip
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getCamFarClip(cam: number): numbergetCamFarDof
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getCamFarDof(cam: number): numbergetCamFov
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getCamFov(cam: number): numbergetCamNearClip
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getCamNearClip(cam: number): numbergetCamNearDof
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getCamNearDof(cam: number): numbergetCamRot
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getCamRot(cam: number, rotationorder: number): { x: number; y: number; z: number }getCamSplineNodeIndex
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getCamSplineNodeIndex(cam: number): numbergetCamSplineNodePhase
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getCamSplineNodePhase(cam: number): numbergetCamSplinePhase
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getCamSplinePhase(cam: number): numbergetCamViewModeForContext
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getCamViewModeForContext(context: number): numbergetDebugCam
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getDebugCam(): numbergetFinalRenderedCamCoord
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getFinalRenderedCamCoord(): { x: number; y: number; z: number }getFinalRenderedCamFarClip
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getFinalRenderedCamFarClip(): numbergetFinalRenderedCamFarDof
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getFinalRenderedCamFarDof(): numbergetFinalRenderedCamFov
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getFinalRenderedCamFov(): numbergetFinalRenderedCamMotionBlurStrength
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getFinalRenderedCamMotionBlurStrength(): numbergetFinalRenderedCamNearClip
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getFinalRenderedCamNearClip(): numbergetFinalRenderedCamNearDof
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getFinalRenderedCamNearDof(): numbergetFinalRenderedCamRot
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getFinalRenderedCamRot(rotationorder: number): { x: number; y: number; z: number }getFinalRenderedRemotePlayerCamFov
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getFinalRenderedRemotePlayerCamFov(player: number): numbergetFinalRenderedRemotePlayerCamRot
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getFinalRenderedRemotePlayerCamRot(player: number, rotationorder: number): { x: number; y: number; z: number }getFirstPersonAimCamZoomFactor
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getFirstPersonAimCamZoomFactor(): numbergetFocusPedOnScreen
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getFocusPedOnScreen(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number): numbergetFollowPedCamViewMode
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getFollowPedCamViewMode(): numbergetFollowPedCamZoomLevel
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getFollowPedCamZoomLevel(): numbergetFollowVehicleCamViewMode
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getFollowVehicleCamViewMode(): numbergetFollowVehicleCamZoomLevel
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getFollowVehicleCamZoomLevel(): numbergetGameplayCamCoord
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getGameplayCamCoord(): { x: number; y: number; z: number }getGameplayCamFov
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getGameplayCamFov(): numbergetGameplayCamRelativeHeading
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getGameplayCamRelativeHeading(): numbergetGameplayCamRelativePitch
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getGameplayCamRelativePitch(): numbergetGameplayCamRot
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getGameplayCamRot(rotationorder: number): { x: number; y: number; z: number }getRenderingCam
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getRenderingCam(): numberhardAttachCamToEntity
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hardAttachCamToEntity(cam: number, entity: number, xrot: number, yrot: number, zrot: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): voidhardAttachCamToPedBone
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hardAttachCamToPedBone(cam: number, ped: number, boneindex: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean): voidignoreMenuPreferenceForBonnetCameraThisUpdate
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ignoreMenuPreferenceForBonnetCameraThisUpdate(): voidinvalidateCinematicVehicleIdleMode
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invalidateCinematicVehicleIdleMode(): voidinvalidateIdleCam
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invalidateIdleCam(): voidisAimCamActive
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isAimCamActive(): booleanisAimCamActiveInAccurateMode
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isAimCamActiveInAccurateMode(): booleanisAllowedIndependentCameraModes
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isAllowedIndependentCameraModes(): booleanisBonnetCinematicCamRendering
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isBonnetCinematicCamRendering(): booleanisCamActive
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isCamActive(cam: number): booleanisCamInterpolating
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isCamInterpolating(cam: number): booleanisCamPlayingAnim
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isCamPlayingAnim(cam: number, animname: string, animdictionary: string): booleanisCamRendering
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isCamRendering(cam: number): booleanisCamShaking
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isCamShaking(cam: number): booleanisCamSplinePaused
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isCamSplinePaused(cam: number): booleanisCinematicCamInputActive
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isCinematicCamInputActive(): booleanisCinematicCamRendering
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isCinematicCamRendering(): booleanisCinematicCamShaking
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isCinematicCamShaking(): booleanisCinematicFirstPersonVehicleInteriorCamRendering
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isCinematicFirstPersonVehicleInteriorCamRendering(): booleanisCinematicIdleCamRendering
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isCinematicIdleCamRendering(): booleanisCinematicShotActive
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isCinematicShotActive(p0: number): booleanisCodeGameplayHintActive
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isCodeGameplayHintActive(): booleanisFirstPersonAimCamActive
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isFirstPersonAimCamActive(): booleanisFollowPedCamActive
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isFollowPedCamActive(): booleanisFollowVehicleCamActive
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isFollowVehicleCamActive(): booleanisGameplayCamLookingBehind
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isGameplayCamLookingBehind(): booleanisGameplayCamRendering
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isGameplayCamRendering(): booleanisGameplayCamShaking
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isGameplayCamShaking(): booleanisGameplayHintActive
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isGameplayHintActive(): booleanisInterpolatingFromScriptCams
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isInterpolatingFromScriptCams(): booleanisInterpolatingToScriptCams
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isInterpolatingToScriptCams(): booleanisInVehicleMobilePhoneCameraRendering
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isInVehicleMobilePhoneCameraRendering(): booleanisScreenFadedIn
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isScreenFadedIn(): booleanisScreenFadedOut
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isScreenFadedOut(): booleanisScreenFadingIn
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isScreenFadingIn(): booleanisScreenFadingOut
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isScreenFadingOut(): booleanisScriptGlobalShaking
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isScriptGlobalShaking(): booleanisSphereVisible
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isSphereVisible(x: number, y: number, z: number, radius: number): booleanoverrideCamSplineMotionBlur
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overrideCamSplineMotionBlur(cam: number, p1: number, p2: number, p3: number): voidoverrideCamSplineVelocity
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overrideCamSplineVelocity(cam: number, p1: number, p2: number, p3: number): voidplayCamAnim
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playCamAnim(cam: number, animname: string, animdictionary: string, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, p9: boolean, p10: number): booleanplaySynchronizedCamAnim
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playSynchronizedCamAnim(p0: number, p1: number, animname: string, animdictionary: string): booleanpointCamAtCoord
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pointCamAtCoord(cam: number, x: number, y: number, z: number): voidpointCamAtEntity
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pointCamAtEntity(cam: number, entity: number, p2: number, p3: number, p4: number, p5: boolean): voidpointCamAtPedBone
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pointCamAtPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, p6: boolean): voidrenderScriptCams
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renderScriptCams(render: boolean, ease: boolean, easetime: number, p3: boolean, p4: boolean, p5: number): voidreplayGetMaxDistanceAllowedFromPlayer
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replayGetMaxDistanceAllowedFromPlayer(): numberresetGameplayCamFullAttachParentTransformTimer
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resetGameplayCamFullAttachParentTransformTimer(): voidsetAllowCustomVehicleDriveByCamThisUpdate
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setAllowCustomVehicleDriveByCamThisUpdate(p0: boolean): voidsetCamActive
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setCamActive(cam: number, active: boolean): voidsetCamActiveWithInterp
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setCamActiveWithInterp(camto: number, camfrom: number, duration: number, easelocation: number, easerotation: number): voidsetCamAffectsAiming
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setCamAffectsAiming(cam: number, toggle: boolean): voidsetCamAnimCurrentPhase
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setCamAnimCurrentPhase(cam: number, phase: number): voidsetCamControlsMiniMapHeading
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setCamControlsMiniMapHeading(cam: number, toggle: boolean): voidsetCamCoord
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setCamCoord(cam: number, posx: number, posy: number, posz: number): voidsetCamDeathFailEffectState
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setCamDeathFailEffectState(p0: number): voidsetCamDebugName
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setCamDebugName(camera: number, name: string): voidsetCamDofFnumberOfLens
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setCamDofFnumberOfLens(camera: number, p1: number): voidsetCamDofFocalLengthMultiplier
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setCamDofFocalLengthMultiplier(camera: number, multiplier: number): voidsetCamDofFocusDistanceBias
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setCamDofFocusDistanceBias(camera: number, p1: number): voidsetCamDofMaxNearInFocusDistance
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setCamDofMaxNearInFocusDistance(camera: number, p1: number): voidsetCamDofMaxNearInFocusDistanceBlendLevel
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setCamDofMaxNearInFocusDistanceBlendLevel(camera: number, p1: number): voidsetCamDofOverriddenFocusDistance
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setCamDofOverriddenFocusDistance(camera: number, p1: number): voidsetCamDofOverriddenFocusDistanceBlendLevel
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setCamDofOverriddenFocusDistanceBlendLevel(p0: number, p1: number): voidsetCamDofPlanes
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setCamDofPlanes(cam: number, p1: number, p2: number, p3: number, p4: number): voidsetCamDofShouldKeepLookAtTargetInFocus
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setCamDofShouldKeepLookAtTargetInFocus(camera: number, state: boolean): voidsetCamDofStrength
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setCamDofStrength(cam: number, dofstrength: number): voidsetCamFarClip
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setCamFarClip(cam: number, farclip: number): voidsetCamFarDof
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setCamFarDof(cam: number, fardof: number): voidsetCamFov
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setCamFov(cam: number, fieldofview: number): voidsetCamInheritRollVehicle
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setCamInheritRollVehicle(cam: number, p1: boolean): voidsetCamIsInsideVehicle
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setCamIsInsideVehicle(cam: number, toggle: boolean): voidsetCamMotionBlurStrength
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setCamMotionBlurStrength(cam: number, strength: number): voidsetCamNearClip
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setCamNearClip(cam: number, nearclip: number): voidsetCamNearDof
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setCamNearDof(cam: number, neardof: number): voidsetCamParams
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setCamParams(cam: number, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fieldofview: number, p8: number, p9: number, p10: number, p11: number): voidsetCamRot
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setCamRot(cam: number, rotx: number, roty: number, rotz: number, rotationorder: number): voidsetCamShakeAmplitude
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setCamShakeAmplitude(cam: number, amplitude: number): voidsetCamSplineDuration
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setCamSplineDuration(cam: number, timeduration: number): voidsetCamSplineNodeEase
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setCamSplineNodeEase(cam: number, easingfunction: number, p2: number, p3: number): voidsetCamSplineNodeExtraFlags
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setCamSplineNodeExtraFlags(cam: number, p1: number, flags: number): voidsetCamSplineNodeVelocityScale
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setCamSplineNodeVelocityScale(cam: number, p1: number, scale: number): voidsetCamSplinePhase
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setCamSplinePhase(cam: number, p1: number): voidsetCamSplineSmoothingStyle
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setCamSplineSmoothingStyle(cam: number, smoothingstyle: number): voidsetCamUseShallowDofMode
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setCamUseShallowDofMode(cam: number, toggle: boolean): voidsetCamViewModeForContext
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setCamViewModeForContext(context: number, viewmode: number): voidsetCinematicButtonActive
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setCinematicButtonActive(p0: boolean): voidsetCinematicCamShakeAmplitude
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setCinematicCamShakeAmplitude(p0: number): voidsetCinematicModeActive
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setCinematicModeActive(toggle: boolean): voidsetCinematicNewsChannelActiveThisUpdate
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setCinematicNewsChannelActiveThisUpdate(): voidsetCutsceneCamFarClipThisUpdate
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setCutsceneCamFarClipThisUpdate(p0: number): voidsetFirstPersonAimCamNearClipThisUpdate
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setFirstPersonAimCamNearClipThisUpdate(p0: number): voidsetFirstPersonAimCamRelativeHeadingLimitsThisUpdate
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setFirstPersonAimCamRelativeHeadingLimitsThisUpdate(p0: number, p1: number): voidsetFirstPersonAimCamRelativePitchLimitsThisUpdate
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setFirstPersonAimCamRelativePitchLimitsThisUpdate(p0: number, p1: number): voidsetFirstPersonAimCamZoomFactor
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setFirstPersonAimCamZoomFactor(zoomfactor: number): voidsetFirstPersonAimCamZoomFactorLimitsThisUpdate
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setFirstPersonAimCamZoomFactorLimitsThisUpdate(p0: number, p1: number): voidsetFirstPersonFlashEffectType
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setFirstPersonFlashEffectType(p0: number): voidsetFirstPersonFlashEffectVehicleModelHash
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setFirstPersonFlashEffectVehicleModelHash(vehiclemodel: number): voidsetFirstPersonFlashEffectVehicleModelName
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setFirstPersonFlashEffectVehicleModelName(vehiclename: string): voidsetFirstPersonShooterCameraHeading
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setFirstPersonShooterCameraHeading(yaw: number): voidsetFirstPersonShooterCameraPitch
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setFirstPersonShooterCameraPitch(pitch: number): voidsetFlyCamCoordAndConstrain
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setFlyCamCoordAndConstrain(cam: number, x: number, y: number, z: number): voidsetFlyCamHorizontalResponse
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setFlyCamHorizontalResponse(cam: number, p1: number, p2: number, p3: number): voidsetFlyCamMaxHeight
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setFlyCamMaxHeight(cam: number, height: number): voidsetFlyCamVerticalControlsThisUpdate
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setFlyCamVerticalControlsThisUpdate(cam: number): voidsetFlyCamVerticalResponse
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setFlyCamVerticalResponse(cam: number, p1: number, p2: number, p3: number): voidsetFollowCamIgnoreAttachParentMovementThisUpdate
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setFollowCamIgnoreAttachParentMovementThisUpdate(): voidsetFollowPedCamLadderAlignThisUpdate
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setFollowPedCamLadderAlignThisUpdate(): voidsetFollowPedCamThisUpdate
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setFollowPedCamThisUpdate(camname: string, p1: number): booleansetFollowPedCamViewMode
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setFollowPedCamViewMode(viewmode: number): voidsetFollowVehicleCamHighAngleModeEveryUpdate
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setFollowVehicleCamHighAngleModeEveryUpdate(p0: boolean, p1: boolean): voidsetFollowVehicleCamHighAngleModeThisUpdate
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setFollowVehicleCamHighAngleModeThisUpdate(p0: boolean): voidsetFollowVehicleCamSeatThisUpdate
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setFollowVehicleCamSeatThisUpdate(seatindex: number): voidsetFollowVehicleCamViewMode
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setFollowVehicleCamViewMode(viewmode: number): voidsetFollowVehicleCamZoomLevel
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setFollowVehicleCamZoomLevel(zoomlevel: number): voidsetGameplayCamAltitudeFovScalingState
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setGameplayCamAltitudeFovScalingState(p0: boolean): voidsetGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate
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setGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate(entity: number): voidsetGameplayCamFollowPedThisUpdate
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setGameplayCamFollowPedThisUpdate(ped: number): voidsetGameplayCamIgnoreEntityCollisionThisUpdate
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setGameplayCamIgnoreEntityCollisionThisUpdate(entity: number): voidsetGameplayCamMaxMotionBlurStrengthThisUpdate
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setGameplayCamMaxMotionBlurStrengthThisUpdate(p0: number): voidsetGameplayCamMotionBlurScalingThisUpdate
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setGameplayCamMotionBlurScalingThisUpdate(p0: number): voidsetGameplayCamRelativeHeading
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setGameplayCamRelativeHeading(heading: number): voidsetGameplayCamRelativePitch
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setGameplayCamRelativePitch(angle: number, scalingfactor: number): voidsetGameplayCamShakeAmplitude
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setGameplayCamShakeAmplitude(amplitude: number): voidsetGameplayCoordHint
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setGameplayCoordHint(x: number, y: number, z: number, duration: number, blendoutduration: number, blendinduration: number, p6: number): voidsetGameplayEntityHint
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setGameplayEntityHint(entity: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number, p8: number): voidsetGameplayHintBaseOrbitPitchOffset
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setGameplayHintBaseOrbitPitchOffset(value: number): voidsetGameplayHintCameraBlendToFollowPedMediumViewMode
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setGameplayHintCameraBlendToFollowPedMediumViewMode(toggle: boolean): voidsetGameplayHintCameraRelativeSideOffset
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setGameplayHintCameraRelativeSideOffset(xoffset: number): voidsetGameplayHintCameraRelativeVerticalOffset
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setGameplayHintCameraRelativeVerticalOffset(yoffset: number): voidsetGameplayHintFollowDistanceScalar
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setGameplayHintFollowDistanceScalar(value: number): voidsetGameplayHintFov
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setGameplayHintFov(fov: number): voidsetGameplayObjectHint
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setGameplayObjectHint(object: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number): voidsetGameplayPedHint
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setGameplayPedHint(ped: number, x1: number, y1: number, z1: number, p4: boolean, duration: number, blendoutduration: number, blendinduration: number): voidsetGameplayVehicleHint
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setGameplayVehicleHint(vehicle: number, offsetx: number, offsety: number, offsetz: number, p4: boolean, time: number, easeintime: number, easeouttime: number): voidsetInVehicleCamStateThisUpdate
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setInVehicleCamStateThisUpdate(p0: number, p1: number): voidsetScriptedCameraIsFirstPersonThisFrame
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setScriptedCameraIsFirstPersonThisFrame(p0: boolean): voidsetTableGamesCameraThisUpdate
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setTableGamesCameraThisUpdate(hash: number): booleansetThirdPersonAimCamNearClipThisUpdate
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setThirdPersonAimCamNearClipThisUpdate(p0: number): voidsetThirdPersonCamOrbitDistanceLimitsThisUpdate
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setThirdPersonCamOrbitDistanceLimitsThisUpdate(p0: number, distance: number): voidsetThirdPersonCamRelativeHeadingLimitsThisUpdate
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setThirdPersonCamRelativeHeadingLimitsThisUpdate(minimum: number, maximum: number): voidsetThirdPersonCamRelativePitchLimitsThisUpdate
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setThirdPersonCamRelativePitchLimitsThisUpdate(minimum: number, maximum: number): voidsetUseHiDof
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setUseHiDof(): voidsetUseHiDofOnSyncedSceneThisUpdate
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setUseHiDofOnSyncedSceneThisUpdate(): voidsetWidescreenBorders
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setWidescreenBorders(p0: boolean, p1: number): voidshakeCam
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shakeCam(cam: number, type: string, amplitude: number): voidshakeCinematicCam
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shakeCinematicCam(shaketype: string, amount: number): voidshakeGameplayCam
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shakeGameplayCam(shakename: string, intensity: number): voidshakeScriptGlobal
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shakeScriptGlobal(p0: string, p1: number): voidstopCamPointing
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stopCamPointing(cam: number): voidstopCamShaking
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stopCamShaking(cam: number, p1: boolean): voidstopCinematicCamShaking
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stopCinematicCamShaking(p0: boolean): voidstopCinematicShot
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stopCinematicShot(p0: number): voidstopCodeGameplayHint
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stopCodeGameplayHint(p0: boolean): voidstopCutsceneCamShaking
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stopCutsceneCamShaking(p0: number): voidstopGameplayCamShaking
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stopGameplayCamShaking(p0: boolean): voidstopGameplayHint
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stopGameplayHint(p0: boolean): voidstopGameplayHintBeingCancelledThisUpdate
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stopGameplayHintBeingCancelledThisUpdate(p0: boolean): voidstopRenderingScriptCamsUsingCatchUp
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stopRenderingScriptCamsUsingCatchUp(render: boolean, p1: number, p2: number, p3: number): voidstopScriptGlobalShaking
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stopScriptGlobalShaking(p0: boolean): voidtriggerVehiclePartBrokenCameraShake
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triggerVehiclePartBrokenCameraShake(vehicle: number, p1: number, p2: number): voiduseDedicatedStuntCameraThisUpdate
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useDedicatedStuntCameraThisUpdate(camname: string): voiduseScriptCamForAmbientPopulationOriginThisFrame
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useScriptCamForAmbientPopulationOriginThisFrame(p0: boolean, p1: boolean): voiduseVehicleCamStuntSettingsThisUpdate
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useVehicleCamStuntSettingsThisUpdate(): voidwasFlyCamConstrainedOnPreviousUdpate
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wasFlyCamConstrainedOnPreviousUdpate(cam: number): boolean