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VimpNativesCam

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesCam

Members

_activateCamWithInterpAndFovCurve

ts
_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): void

addCamSplineNode

ts
addCamSplineNode(camera: number, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, length: number, smoothingstyle: number, rotationorder: number): void

addCamSplineNodeUsingCamera

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addCamSplineNodeUsingCamera(cam: number, cam2: number, length: number, p3: number): void

addCamSplineNodeUsingCameraFrame

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addCamSplineNodeUsingCameraFrame(cam: number, cam2: number, length: number, p3: number): void

addCamSplineNodeUsingGameplayFrame

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addCamSplineNodeUsingGameplayFrame(cam: number, length: number, p2: number): void

allowMotionBlurDecay

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allowMotionBlurDecay(p0: number, p1: boolean): void

animatedShakeCam

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animatedShakeCam(cam: number, p1: string, p2: string, p3: string, amplitude: number): void

animatedShakeScriptGlobal

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animatedShakeScriptGlobal(p0: string, p1: string, p2: string, p3: number): void

areWidescreenBordersActive

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areWidescreenBordersActive(): boolean

attachCamToEntity

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attachCamToEntity(cam: number, entity: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): void

attachCamToPedBone

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attachCamToPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, heading: boolean): void

attachCamToVehicleBone

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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): void

blockFirstPersonOrientationResetThisUpdate

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blockFirstPersonOrientationResetThisUpdate(): void

bypassCameraCollisionBuoyancyTestThisUpdate

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bypassCameraCollisionBuoyancyTestThisUpdate(): void

bypassCutsceneCamRenderingThisUpdate

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bypassCutsceneCamRenderingThisUpdate(): void

cameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate

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cameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate(): void

createCam

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createCam(camname: string, p1: boolean): number

createCamera

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createCamera(camhash: number, p1: boolean): number

createCameraWithParams

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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): number

createCamWithParams

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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): number

createCinematicShot

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createCinematicShot(p0: number, time: number, p2: boolean, entity: number): void

destroyAllCams

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destroyAllCams(bscripthostcam: boolean): void

destroyCam

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destroyCam(cam: number, bscripthostcam: boolean): void

detachCam

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detachCam(cam: number): void

disableAimCamThisUpdate

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disableAimCamThisUpdate(): void

disableCamCollisionForObject

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disableCamCollisionForObject(entity: number): void

disableCinematicBonnetCameraThisUpdate

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disableCinematicBonnetCameraThisUpdate(): void

disableCinematicSlowMoThisUpdate

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disableCinematicSlowMoThisUpdate(): boolean

disableCinematicVehicleIdleModeThisUpdate

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disableCinematicVehicleIdleModeThisUpdate(): void

disableFirstPersonCameraWaterClippingTestThisUpdate

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disableFirstPersonCameraWaterClippingTestThisUpdate(): void

disableFirstPersonFlashEffectThisUpdate

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disableFirstPersonFlashEffectThisUpdate(): void

disableGameplayCamAltitudeFovScalingThisUpdate

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disableGameplayCamAltitudeFovScalingThisUpdate(): void

disableNearClipScanThisUpdate

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disableNearClipScanThisUpdate(): void

disableOnFootFirstPersonViewThisUpdate

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disableOnFootFirstPersonViewThisUpdate(): void

doesCamExist

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doesCamExist(cam: number): boolean

doScreenFadeIn

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doScreenFadeIn(duration: number): void

doScreenFadeOut

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doScreenFadeOut(duration: number): void

forceBonnetCameraRelativeHeadingAndPitch

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forceBonnetCameraRelativeHeadingAndPitch(p0: number, p1: number): void

forceCameraRelativeHeadingAndPitch

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forceCameraRelativeHeadingAndPitch(roll: number, pitch: number, yaw: number): void

forceCamFarClip

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forceCamFarClip(cam: number, p1: number): void

forceCinematicRenderingThisUpdate

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forceCinematicRenderingThisUpdate(toggle: boolean): void

forceTightspaceCustomFramingThisUpdate

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forceTightspaceCustomFramingThisUpdate(): void

forceVehicleCamStuntSettingsThisUpdate

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forceVehicleCamStuntSettingsThisUpdate(): void

getCamActiveViewModeContext

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getCamActiveViewModeContext(): number

getCamAnimCurrentPhase

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getCamAnimCurrentPhase(cam: number): number

getCamCoord

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getCamCoord(cam: number): { x: number; y: number; z: number }

getCamDofStrength

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getCamDofStrength(cam: number): number

getCamFarClip

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getCamFarClip(cam: number): number

getCamFarDof

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getCamFarDof(cam: number): number

getCamFov

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getCamFov(cam: number): number

getCamNearClip

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getCamNearClip(cam: number): number

getCamNearDof

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getCamNearDof(cam: number): number

getCamRot

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getCamRot(cam: number, rotationorder: number): { x: number; y: number; z: number }

getCamSplineNodeIndex

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getCamSplineNodeIndex(cam: number): number

getCamSplineNodePhase

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getCamSplineNodePhase(cam: number): number

getCamSplinePhase

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getCamSplinePhase(cam: number): number

getCamViewModeForContext

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getCamViewModeForContext(context: number): number

getDebugCam

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getDebugCam(): number

getFinalRenderedCamCoord

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getFinalRenderedCamCoord(): { x: number; y: number; z: number }

getFinalRenderedCamFarClip

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getFinalRenderedCamFarClip(): number

getFinalRenderedCamFarDof

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getFinalRenderedCamFarDof(): number

getFinalRenderedCamFov

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getFinalRenderedCamFov(): number

getFinalRenderedCamMotionBlurStrength

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getFinalRenderedCamMotionBlurStrength(): number

getFinalRenderedCamNearClip

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getFinalRenderedCamNearClip(): number

getFinalRenderedCamNearDof

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getFinalRenderedCamNearDof(): number

getFinalRenderedCamRot

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getFinalRenderedCamRot(rotationorder: number): { x: number; y: number; z: number }

getFinalRenderedRemotePlayerCamFov

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getFinalRenderedRemotePlayerCamFov(player: number): number

getFinalRenderedRemotePlayerCamRot

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getFinalRenderedRemotePlayerCamRot(player: number, rotationorder: number): { x: number; y: number; z: number }

getFirstPersonAimCamZoomFactor

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getFirstPersonAimCamZoomFactor(): number

getFocusPedOnScreen

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getFocusPedOnScreen(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number): number

getFollowPedCamViewMode

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getFollowPedCamViewMode(): number

getFollowPedCamZoomLevel

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getFollowPedCamZoomLevel(): number

getFollowVehicleCamViewMode

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getFollowVehicleCamViewMode(): number

getFollowVehicleCamZoomLevel

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getFollowVehicleCamZoomLevel(): number

getGameplayCamCoord

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getGameplayCamCoord(): { x: number; y: number; z: number }

getGameplayCamFov

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getGameplayCamFov(): number

getGameplayCamRelativeHeading

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getGameplayCamRelativeHeading(): number

getGameplayCamRelativePitch

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getGameplayCamRelativePitch(): number

getGameplayCamRot

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getGameplayCamRot(rotationorder: number): { x: number; y: number; z: number }

getRenderingCam

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getRenderingCam(): number

hardAttachCamToEntity

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hardAttachCamToEntity(cam: number, entity: number, xrot: number, yrot: number, zrot: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): void

hardAttachCamToPedBone

ts
hardAttachCamToPedBone(cam: number, ped: number, boneindex: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean): void

ignoreMenuPreferenceForBonnetCameraThisUpdate

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ignoreMenuPreferenceForBonnetCameraThisUpdate(): void

invalidateCinematicVehicleIdleMode

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invalidateCinematicVehicleIdleMode(): void

invalidateIdleCam

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invalidateIdleCam(): void

isAimCamActive

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isAimCamActive(): boolean

isAimCamActiveInAccurateMode

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isAimCamActiveInAccurateMode(): boolean

isAllowedIndependentCameraModes

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isAllowedIndependentCameraModes(): boolean

isBonnetCinematicCamRendering

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isBonnetCinematicCamRendering(): boolean

isCamActive

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isCamActive(cam: number): boolean

isCamInterpolating

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isCamInterpolating(cam: number): boolean

isCamPlayingAnim

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isCamPlayingAnim(cam: number, animname: string, animdictionary: string): boolean

isCamRendering

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isCamRendering(cam: number): boolean

isCamShaking

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isCamShaking(cam: number): boolean

isCamSplinePaused

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isCamSplinePaused(cam: number): boolean

isCinematicCamInputActive

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isCinematicCamInputActive(): boolean

isCinematicCamRendering

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isCinematicCamRendering(): boolean

isCinematicCamShaking

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isCinematicCamShaking(): boolean

isCinematicFirstPersonVehicleInteriorCamRendering

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isCinematicFirstPersonVehicleInteriorCamRendering(): boolean

isCinematicIdleCamRendering

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isCinematicIdleCamRendering(): boolean

isCinematicShotActive

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isCinematicShotActive(p0: number): boolean

isCodeGameplayHintActive

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isCodeGameplayHintActive(): boolean

isFirstPersonAimCamActive

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isFirstPersonAimCamActive(): boolean

isFollowPedCamActive

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isFollowPedCamActive(): boolean

isFollowVehicleCamActive

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isFollowVehicleCamActive(): boolean

isGameplayCamLookingBehind

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isGameplayCamLookingBehind(): boolean

isGameplayCamRendering

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isGameplayCamRendering(): boolean

isGameplayCamShaking

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isGameplayCamShaking(): boolean

isGameplayHintActive

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isGameplayHintActive(): boolean

isInterpolatingFromScriptCams

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isInterpolatingFromScriptCams(): boolean

isInterpolatingToScriptCams

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isInterpolatingToScriptCams(): boolean

isInVehicleMobilePhoneCameraRendering

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isInVehicleMobilePhoneCameraRendering(): boolean

isScreenFadedIn

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isScreenFadedIn(): boolean

isScreenFadedOut

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isScreenFadedOut(): boolean

isScreenFadingIn

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isScreenFadingIn(): boolean

isScreenFadingOut

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isScreenFadingOut(): boolean

isScriptGlobalShaking

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isScriptGlobalShaking(): boolean

isSphereVisible

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isSphereVisible(x: number, y: number, z: number, radius: number): boolean

overrideCamSplineMotionBlur

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overrideCamSplineMotionBlur(cam: number, p1: number, p2: number, p3: number): void

overrideCamSplineVelocity

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overrideCamSplineVelocity(cam: number, p1: number, p2: number, p3: number): void

playCamAnim

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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): boolean

playSynchronizedCamAnim

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playSynchronizedCamAnim(p0: number, p1: number, animname: string, animdictionary: string): boolean

pointCamAtCoord

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pointCamAtCoord(cam: number, x: number, y: number, z: number): void

pointCamAtEntity

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pointCamAtEntity(cam: number, entity: number, p2: number, p3: number, p4: number, p5: boolean): void

pointCamAtPedBone

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pointCamAtPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, p6: boolean): void

renderScriptCams

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renderScriptCams(render: boolean, ease: boolean, easetime: number, p3: boolean, p4: boolean, p5: number): void

replayGetMaxDistanceAllowedFromPlayer

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replayGetMaxDistanceAllowedFromPlayer(): number

resetGameplayCamFullAttachParentTransformTimer

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resetGameplayCamFullAttachParentTransformTimer(): void

setAllowCustomVehicleDriveByCamThisUpdate

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setAllowCustomVehicleDriveByCamThisUpdate(p0: boolean): void

setCamActive

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setCamActive(cam: number, active: boolean): void

setCamActiveWithInterp

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setCamActiveWithInterp(camto: number, camfrom: number, duration: number, easelocation: number, easerotation: number): void

setCamAffectsAiming

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setCamAffectsAiming(cam: number, toggle: boolean): void

setCamAnimCurrentPhase

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setCamAnimCurrentPhase(cam: number, phase: number): void

setCamControlsMiniMapHeading

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setCamControlsMiniMapHeading(cam: number, toggle: boolean): void

setCamCoord

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setCamCoord(cam: number, posx: number, posy: number, posz: number): void

setCamDeathFailEffectState

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setCamDeathFailEffectState(p0: number): void

setCamDebugName

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setCamDebugName(camera: number, name: string): void

setCamDofFnumberOfLens

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setCamDofFnumberOfLens(camera: number, p1: number): void

setCamDofFocalLengthMultiplier

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setCamDofFocalLengthMultiplier(camera: number, multiplier: number): void

setCamDofFocusDistanceBias

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setCamDofFocusDistanceBias(camera: number, p1: number): void

setCamDofMaxNearInFocusDistance

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setCamDofMaxNearInFocusDistance(camera: number, p1: number): void

setCamDofMaxNearInFocusDistanceBlendLevel

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setCamDofMaxNearInFocusDistanceBlendLevel(camera: number, p1: number): void

setCamDofOverriddenFocusDistance

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setCamDofOverriddenFocusDistance(camera: number, p1: number): void

setCamDofOverriddenFocusDistanceBlendLevel

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setCamDofOverriddenFocusDistanceBlendLevel(p0: number, p1: number): void

setCamDofPlanes

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setCamDofPlanes(cam: number, p1: number, p2: number, p3: number, p4: number): void

setCamDofShouldKeepLookAtTargetInFocus

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setCamDofShouldKeepLookAtTargetInFocus(camera: number, state: boolean): void

setCamDofStrength

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setCamDofStrength(cam: number, dofstrength: number): void

setCamFarClip

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setCamFarClip(cam: number, farclip: number): void

setCamFarDof

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setCamFarDof(cam: number, fardof: number): void

setCamFov

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setCamFov(cam: number, fieldofview: number): void

setCamInheritRollVehicle

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setCamInheritRollVehicle(cam: number, p1: boolean): void

setCamIsInsideVehicle

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setCamIsInsideVehicle(cam: number, toggle: boolean): void

setCamMotionBlurStrength

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setCamMotionBlurStrength(cam: number, strength: number): void

setCamNearClip

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setCamNearClip(cam: number, nearclip: number): void

setCamNearDof

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setCamNearDof(cam: number, neardof: number): void

setCamParams

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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): void

setCamRot

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setCamRot(cam: number, rotx: number, roty: number, rotz: number, rotationorder: number): void

setCamShakeAmplitude

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setCamShakeAmplitude(cam: number, amplitude: number): void

setCamSplineDuration

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setCamSplineDuration(cam: number, timeduration: number): void

setCamSplineNodeEase

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setCamSplineNodeEase(cam: number, easingfunction: number, p2: number, p3: number): void

setCamSplineNodeExtraFlags

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setCamSplineNodeExtraFlags(cam: number, p1: number, flags: number): void

setCamSplineNodeVelocityScale

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setCamSplineNodeVelocityScale(cam: number, p1: number, scale: number): void

setCamSplinePhase

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setCamSplinePhase(cam: number, p1: number): void

setCamSplineSmoothingStyle

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setCamSplineSmoothingStyle(cam: number, smoothingstyle: number): void

setCamUseShallowDofMode

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setCamUseShallowDofMode(cam: number, toggle: boolean): void

setCamViewModeForContext

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setCamViewModeForContext(context: number, viewmode: number): void

setCinematicButtonActive

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setCinematicButtonActive(p0: boolean): void

setCinematicCamShakeAmplitude

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setCinematicCamShakeAmplitude(p0: number): void

setCinematicModeActive

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setCinematicModeActive(toggle: boolean): void

setCinematicNewsChannelActiveThisUpdate

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setCinematicNewsChannelActiveThisUpdate(): void

setCutsceneCamFarClipThisUpdate

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setCutsceneCamFarClipThisUpdate(p0: number): void

setFirstPersonAimCamNearClipThisUpdate

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setFirstPersonAimCamNearClipThisUpdate(p0: number): void

setFirstPersonAimCamRelativeHeadingLimitsThisUpdate

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setFirstPersonAimCamRelativeHeadingLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonAimCamRelativePitchLimitsThisUpdate

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setFirstPersonAimCamRelativePitchLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonAimCamZoomFactor

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setFirstPersonAimCamZoomFactor(zoomfactor: number): void

setFirstPersonAimCamZoomFactorLimitsThisUpdate

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setFirstPersonAimCamZoomFactorLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonFlashEffectType

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setFirstPersonFlashEffectType(p0: number): void

setFirstPersonFlashEffectVehicleModelHash

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setFirstPersonFlashEffectVehicleModelHash(vehiclemodel: number): void

setFirstPersonFlashEffectVehicleModelName

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setFirstPersonFlashEffectVehicleModelName(vehiclename: string): void

setFirstPersonShooterCameraHeading

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setFirstPersonShooterCameraHeading(yaw: number): void

setFirstPersonShooterCameraPitch

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setFirstPersonShooterCameraPitch(pitch: number): void

setFlyCamCoordAndConstrain

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setFlyCamCoordAndConstrain(cam: number, x: number, y: number, z: number): void

setFlyCamHorizontalResponse

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setFlyCamHorizontalResponse(cam: number, p1: number, p2: number, p3: number): void

setFlyCamMaxHeight

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setFlyCamMaxHeight(cam: number, height: number): void

setFlyCamVerticalControlsThisUpdate

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setFlyCamVerticalControlsThisUpdate(cam: number): void

setFlyCamVerticalResponse

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setFlyCamVerticalResponse(cam: number, p1: number, p2: number, p3: number): void

setFollowCamIgnoreAttachParentMovementThisUpdate

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setFollowCamIgnoreAttachParentMovementThisUpdate(): void

setFollowPedCamLadderAlignThisUpdate

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setFollowPedCamLadderAlignThisUpdate(): void

setFollowPedCamThisUpdate

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setFollowPedCamThisUpdate(camname: string, p1: number): boolean

setFollowPedCamViewMode

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setFollowPedCamViewMode(viewmode: number): void

setFollowVehicleCamHighAngleModeEveryUpdate

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setFollowVehicleCamHighAngleModeEveryUpdate(p0: boolean, p1: boolean): void

setFollowVehicleCamHighAngleModeThisUpdate

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setFollowVehicleCamHighAngleModeThisUpdate(p0: boolean): void

setFollowVehicleCamSeatThisUpdate

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setFollowVehicleCamSeatThisUpdate(seatindex: number): void

setFollowVehicleCamViewMode

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setFollowVehicleCamViewMode(viewmode: number): void

setFollowVehicleCamZoomLevel

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setFollowVehicleCamZoomLevel(zoomlevel: number): void

setGameplayCamAltitudeFovScalingState

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setGameplayCamAltitudeFovScalingState(p0: boolean): void

setGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate

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setGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate(entity: number): void

setGameplayCamFollowPedThisUpdate

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setGameplayCamFollowPedThisUpdate(ped: number): void

setGameplayCamIgnoreEntityCollisionThisUpdate

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setGameplayCamIgnoreEntityCollisionThisUpdate(entity: number): void

setGameplayCamMaxMotionBlurStrengthThisUpdate

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setGameplayCamMaxMotionBlurStrengthThisUpdate(p0: number): void

setGameplayCamMotionBlurScalingThisUpdate

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setGameplayCamMotionBlurScalingThisUpdate(p0: number): void

setGameplayCamRelativeHeading

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setGameplayCamRelativeHeading(heading: number): void

setGameplayCamRelativePitch

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setGameplayCamRelativePitch(angle: number, scalingfactor: number): void

setGameplayCamShakeAmplitude

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setGameplayCamShakeAmplitude(amplitude: number): void

setGameplayCoordHint

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setGameplayCoordHint(x: number, y: number, z: number, duration: number, blendoutduration: number, blendinduration: number, p6: number): void

setGameplayEntityHint

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setGameplayEntityHint(entity: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number, p8: number): void

setGameplayHintBaseOrbitPitchOffset

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setGameplayHintBaseOrbitPitchOffset(value: number): void

setGameplayHintCameraBlendToFollowPedMediumViewMode

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setGameplayHintCameraBlendToFollowPedMediumViewMode(toggle: boolean): void

setGameplayHintCameraRelativeSideOffset

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setGameplayHintCameraRelativeSideOffset(xoffset: number): void

setGameplayHintCameraRelativeVerticalOffset

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setGameplayHintCameraRelativeVerticalOffset(yoffset: number): void

setGameplayHintFollowDistanceScalar

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setGameplayHintFollowDistanceScalar(value: number): void

setGameplayHintFov

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setGameplayHintFov(fov: number): void

setGameplayObjectHint

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setGameplayObjectHint(object: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number): void

setGameplayPedHint

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setGameplayPedHint(ped: number, x1: number, y1: number, z1: number, p4: boolean, duration: number, blendoutduration: number, blendinduration: number): void

setGameplayVehicleHint

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setGameplayVehicleHint(vehicle: number, offsetx: number, offsety: number, offsetz: number, p4: boolean, time: number, easeintime: number, easeouttime: number): void

setInVehicleCamStateThisUpdate

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setInVehicleCamStateThisUpdate(p0: number, p1: number): void

setScriptedCameraIsFirstPersonThisFrame

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setScriptedCameraIsFirstPersonThisFrame(p0: boolean): void

setTableGamesCameraThisUpdate

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setTableGamesCameraThisUpdate(hash: number): boolean

setThirdPersonAimCamNearClipThisUpdate

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setThirdPersonAimCamNearClipThisUpdate(p0: number): void

setThirdPersonCamOrbitDistanceLimitsThisUpdate

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setThirdPersonCamOrbitDistanceLimitsThisUpdate(p0: number, distance: number): void

setThirdPersonCamRelativeHeadingLimitsThisUpdate

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setThirdPersonCamRelativeHeadingLimitsThisUpdate(minimum: number, maximum: number): void

setThirdPersonCamRelativePitchLimitsThisUpdate

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setThirdPersonCamRelativePitchLimitsThisUpdate(minimum: number, maximum: number): void

setUseHiDof

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setUseHiDof(): void

setUseHiDofOnSyncedSceneThisUpdate

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setUseHiDofOnSyncedSceneThisUpdate(): void

setWidescreenBorders

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setWidescreenBorders(p0: boolean, p1: number): void

shakeCam

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shakeCam(cam: number, type: string, amplitude: number): void

shakeCinematicCam

ts
shakeCinematicCam(shaketype: string, amount: number): void

shakeGameplayCam

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shakeGameplayCam(shakename: string, intensity: number): void

shakeScriptGlobal

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shakeScriptGlobal(p0: string, p1: number): void

stopCamPointing

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stopCamPointing(cam: number): void

stopCamShaking

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stopCamShaking(cam: number, p1: boolean): void

stopCinematicCamShaking

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stopCinematicCamShaking(p0: boolean): void

stopCinematicShot

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stopCinematicShot(p0: number): void

stopCodeGameplayHint

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stopCodeGameplayHint(p0: boolean): void

stopCutsceneCamShaking

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stopCutsceneCamShaking(p0: number): void

stopGameplayCamShaking

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stopGameplayCamShaking(p0: boolean): void

stopGameplayHint

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stopGameplayHint(p0: boolean): void

stopGameplayHintBeingCancelledThisUpdate

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stopGameplayHintBeingCancelledThisUpdate(p0: boolean): void

stopRenderingScriptCamsUsingCatchUp

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stopRenderingScriptCamsUsingCatchUp(render: boolean, p1: number, p2: number, p3: number): void

stopScriptGlobalShaking

ts
stopScriptGlobalShaking(p0: boolean): void

triggerVehiclePartBrokenCameraShake

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triggerVehiclePartBrokenCameraShake(vehicle: number, p1: number, p2: number): void

useDedicatedStuntCameraThisUpdate

ts
useDedicatedStuntCameraThisUpdate(camname: string): void

useScriptCamForAmbientPopulationOriginThisFrame

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useScriptCamForAmbientPopulationOriginThisFrame(p0: boolean, p1: boolean): void

useVehicleCamStuntSettingsThisUpdate

ts
useVehicleCamStuntSettingsThisUpdate(): void

wasFlyCamConstrainedOnPreviousUdpate

ts
wasFlyCamConstrainedOnPreviousUdpate(cam: number): boolean

VIMP developer documentation