VimpNativesEntity
@vimp-mp/types 2.0.1ts
interface VimpNativesEntityMembers
_getLastEntityHitByEntity
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_getLastEntityHitByEntity(entity: number): number_setEntityNoCollisionWithNetworkedEntity
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_setEntityNoCollisionWithNetworkedEntity(entity1: number, entity2: number): voidapplyForceToEntity
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applyForceToEntity(entity: number, forceflags: number, x: number, y: number, z: number, offx: number, offy: number, offz: number, boneindex: number, isdirectionrel: boolean, ignoreupvec: boolean, isforcerel: boolean, p12: boolean, p13: boolean): voidapplyForceToEntityCenterOfMass
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applyForceToEntityCenterOfMass(entity: number, forcetype: number, x: number, y: number, z: number, p5: boolean, isdirectionrel: boolean, isforcerel: boolean, p8: boolean): voidattachEntityBoneToEntityBone
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attachEntityBoneToEntityBone(entity1: number, entity2: number, boneindex1: number, boneindex2: number, p4: boolean, p5: boolean): voidattachEntityBoneToEntityBoneYForward
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attachEntityBoneToEntityBoneYForward(entity1: number, entity2: number, boneindex1: number, boneindex2: number, p4: boolean, p5: boolean): voidattachEntityToEntity
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attachEntityToEntity(entity1: number, entity2: number, boneindex: number, xpos: number, ypos: number, zpos: number, xrot: number, yrot: number, zrot: number, p9: boolean, usesoftpinning: boolean, collision: boolean, isped: boolean, vertexindex: number, fixedrot: boolean, p15: number): voidattachEntityToEntityPhysically
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attachEntityToEntityPhysically(entity1: number, entity2: number, boneindex1: number, boneindex2: number, xpos1: number, ypos1: number, zpos1: number, xpos2: number, ypos2: number, zpos2: number, xrot: number, yrot: number, zrot: number, breakforce: number, fixedrot: boolean, p15: boolean, collision: boolean, p17: boolean, p18: number): voidattachEntityToEntityPhysicallyOverrideInverseMass
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attachEntityToEntityPhysicallyOverrideInverseMass(firstentityindex: number, secondentityindex: number, firstentityboneindex: number, secondentityboneindex: number, secondentityoffsetx: number, secondentityoffsety: number, secondentityoffsetz: number, firstentityoffsetx: number, firstentityoffsety: number, firstentityoffsetz: number, vecrotationx: number, vecrotationy: number, vecrotationz: number, physicalstrength: number, constrainrotation: boolean, doinitialwarp: boolean, collidewithentity: boolean, addinitialseperation: boolean, rotorder: number, invmassscalea: number, invmassscaleb: number): voidclearEntityLastDamageEntity
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clearEntityLastDamageEntity(entity: number): voidcreateForcedObject
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createForcedObject(x: number, y: number, z: number, p3: number, modelhash: number, p5: boolean): voidcreateModelHide
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createModelHide(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): voidcreateModelHideExcludingScriptObjects
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createModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): voidcreateModelSwap
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createModelSwap(x: number, y: number, z: number, radius: number, originalmodel: number, newmodel: number, p6: boolean): voiddeleteEntity
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deleteEntity(): { entity: number }detachEntity
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detachEntity(entity: number, dynamic: boolean, collision: boolean): voiddoesEntityBelongToThisScript
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doesEntityBelongToThisScript(entity: number, p1: boolean): booleandoesEntityExist
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doesEntityExist(entity: number): booleandoesEntityHaveAnimDirector
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doesEntityHaveAnimDirector(entity: number): booleandoesEntityHaveDrawable
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doesEntityHaveDrawable(entity: number): booleandoesEntityHavePhysics
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doesEntityHavePhysics(entity: number): booleandoesEntityHaveSkeleton
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doesEntityHaveSkeleton(entity: number): booleanenableEntityBulletCollision
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enableEntityBulletCollision(entity: number): voidfindAnimEventPhase
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findAnimEventPhase(animdictionary: string, animname: string, p2: string): { p3: number; p4: number; return: boolean }forceEntityAiAndAnimationUpdate
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forceEntityAiAndAnimationUpdate(entity: number): voidfreezeEntityPosition
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freezeEntityPosition(entity: number, toggle: boolean): voidgetAnimDuration
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getAnimDuration(animdict: string, animname: string): numbergetCollisionNormalOfLastHitForEntity
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getCollisionNormalOfLastHitForEntity(entity: number): { x: number; y: number; z: number }getEntityAlpha
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getEntityAlpha(entity: number): numbergetEntityAnimCurrentTime
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getEntityAnimCurrentTime(entity: number, animdict: string, animname: string): numbergetEntityAnimTotalTime
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getEntityAnimTotalTime(entity: number, animdict: string, animname: string): numbergetEntityAttachedTo
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getEntityAttachedTo(entity: number): numbergetEntityBoneCount
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getEntityBoneCount(entity: number): numbergetEntityBoneIndexByName
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getEntityBoneIndexByName(entity: number, bonename: string): numbergetEntityBoneObjectPostion
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getEntityBoneObjectPostion(entity: number, boneindex: number): { x: number; y: number; z: number }getEntityBoneObjectRotation
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getEntityBoneObjectRotation(entity: number, boneindex: number): { x: number; y: number; z: number }getEntityBonePostion
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getEntityBonePostion(entity: number, boneindex: number): { x: number; y: number; z: number }getEntityBoneRotation
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getEntityBoneRotation(entity: number, boneindex: number): { x: number; y: number; z: number }getEntityCanBeDamaged
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getEntityCanBeDamaged(entity: number): booleangetEntityCollisionDisabled
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getEntityCollisionDisabled(entity: number): booleangetEntityCoords
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getEntityCoords(entity: number, alive: boolean): { x: number; y: number; z: number }getEntityForwardVector
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getEntityForwardVector(entity: number): { x: number; y: number; z: number }getEntityForwardX
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getEntityForwardX(entity: number): numbergetEntityForwardY
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getEntityForwardY(entity: number): numbergetEntityHeading
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getEntityHeading(entity: number): numbergetEntityHeadingFromEulers
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getEntityHeadingFromEulers(entity: number): numbergetEntityHealth
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getEntityHealth(entity: number): numbergetEntityHeight
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getEntityHeight(entity: number, x: number, y: number, z: number, attop: boolean, inworldcoords: boolean): numbergetEntityHeightAboveGround
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getEntityHeightAboveGround(entity: number): numbergetEntityLodDist
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getEntityLodDist(entity: number): numbergetEntityMatrix
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getEntityMatrix(entity: number): { forwardvector: { x: number; y: number; z: number }; position: { x: number; y: number; z: number }; rightvector: { x: number; y: number; z: number }; upvector: { x: number; y: number; z: number } }getEntityMaxHealth
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getEntityMaxHealth(entity: number): numbergetEntityModel
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getEntityModel(entity: number): numbergetEntityOfTypeAttachedToEntity
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getEntityOfTypeAttachedToEntity(entity: number, modelhash: number): numbergetEntityPitch
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getEntityPitch(entity: number): numbergetEntityPopulationType
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getEntityPopulationType(entity: number): numbergetEntityProofs
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getEntityProofs(entity: number): { bulletproof: boolean; collisionproof: boolean; drownproof: boolean; explosionproof: boolean; fireproof: boolean; meleeproof: boolean; p7: boolean; return: boolean; steamproof: boolean }getEntityQuaternion
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getEntityQuaternion(entity: number): { w: number; x: number; y: number; z: number }getEntityRoll
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getEntityRoll(entity: number): numbergetEntityRotation
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getEntityRotation(entity: number, rotationorder: number): { x: number; y: number; z: number }getEntityRotationVelocity
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getEntityRotationVelocity(entity: number): { x: number; y: number; z: number }getEntityScript
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getEntityScript(entity: number): { return: string; script: number }getEntitySpeed
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getEntitySpeed(entity: number): numbergetEntitySpeedVector
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getEntitySpeedVector(entity: number, relative: boolean): { x: number; y: number; z: number }getEntitySubmergedLevel
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getEntitySubmergedLevel(entity: number): numbergetEntityType
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getEntityType(entity: number): numbergetEntityUprightValue
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getEntityUprightValue(entity: number): numbergetEntityVelocity
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getEntityVelocity(entity: number): { x: number; y: number; z: number }getLastMaterialHitByEntity
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getLastMaterialHitByEntity(entity: number): numbergetNearestParticipantToEntity
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getNearestParticipantToEntity(entity: number): numbergetNearestPlayerToEntity
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getNearestPlayerToEntity(entity: number): numbergetNearestPlayerToEntityOnTeam
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getNearestPlayerToEntityOnTeam(entity: number, team: number): numbergetObjectIndexFromEntityIndex
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getObjectIndexFromEntityIndex(entity: number): numbergetOffsetFromEntityGivenWorldCoords
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getOffsetFromEntityGivenWorldCoords(entity: number, posx: number, posy: number, posz: number): { x: number; y: number; z: number }getOffsetFromEntityInWorldCoords
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getOffsetFromEntityInWorldCoords(entity: number, offsetx: number, offsety: number, offsetz: number): { x: number; y: number; z: number }getPedIndexFromEntityIndex
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getPedIndexFromEntityIndex(entity: number): numbergetVehicleIndexFromEntityIndex
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getVehicleIndexFromEntityIndex(entity: number): numbergetWorldPositionOfEntityBone
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getWorldPositionOfEntityBone(entity: number, boneindex: number): { x: number; y: number; z: number }hasAnimEventFired
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hasAnimEventFired(entity: number, actionhash: number): booleanhasCollisionLoadedAroundEntity
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hasCollisionLoadedAroundEntity(entity: number): booleanhasEntityAnimFinished
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hasEntityAnimFinished(entity: number, animdict: string, animname: string, p3: number): booleanhasEntityBeenDamagedByAnyObject
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hasEntityBeenDamagedByAnyObject(entity: number): booleanhasEntityBeenDamagedByAnyPed
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hasEntityBeenDamagedByAnyPed(entity: number): booleanhasEntityBeenDamagedByAnyVehicle
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hasEntityBeenDamagedByAnyVehicle(entity: number): booleanhasEntityBeenDamagedByEntity
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hasEntityBeenDamagedByEntity(entity1: number, entity2: number, p2: boolean): booleanhasEntityClearLosToEntity
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hasEntityClearLosToEntity(entity1: number, entity2: number, tracetype: number): booleanhasEntityClearLosToEntityAdjustForCover
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hasEntityClearLosToEntityAdjustForCover(entity1: number, entity2: number, tracetype: number): booleanhasEntityClearLosToEntityInFront
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hasEntityClearLosToEntityInFront(entity1: number, entity2: number): booleanhasEntityCollidedWithAnything
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hasEntityCollidedWithAnything(entity: number): booleanisAnEntity
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isAnEntity(handle: number): booleanisEntityAMissionEntity
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isEntityAMissionEntity(entity: number): booleanisEntityAnObject
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isEntityAnObject(entity: number): booleanisEntityAPed
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isEntityAPed(entity: number): booleanisEntityAtCoord
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isEntityAtCoord(entity: number, xpos: number, ypos: number, zpos: number, xsize: number, ysize: number, zsize: number, p7: boolean, p8: boolean, p9: number): booleanisEntityAtEntity
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isEntityAtEntity(entity1: number, entity2: number, xsize: number, ysize: number, zsize: number, p5: boolean, p6: boolean, p7: number): booleanisEntityAttached
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isEntityAttached(entity: number): booleanisEntityAttachedToAnyObject
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isEntityAttachedToAnyObject(entity: number): booleanisEntityAttachedToAnyPed
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isEntityAttachedToAnyPed(entity: number): booleanisEntityAttachedToAnyVehicle
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isEntityAttachedToAnyVehicle(entity: number): booleanisEntityAttachedToEntity
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isEntityAttachedToEntity(from: number, to: number): booleanisEntityAVehicle
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isEntityAVehicle(entity: number): booleanisEntityDead
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isEntityDead(entity: number, p1: boolean): booleanisEntityInAir
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isEntityInAir(entity: number): booleanisEntityInAngledArea
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isEntityInAngledArea(entity: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, debug: boolean, includez: boolean, p10: number): booleanisEntityInArea
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isEntityInArea(entity: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p7: boolean, p8: boolean, p9: number): booleanisEntityInWater
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isEntityInWater(entity: number): booleanisEntityInZone
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isEntityInZone(entity: number, zone: string): booleanisEntityOccluded
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isEntityOccluded(entity: number): booleanisEntityOnScreen
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isEntityOnScreen(entity: number): booleanisEntityPlayingAnim
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isEntityPlayingAnim(entity: number, animdict: string, animname: string, taskflag: number): booleanisEntityStatic
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isEntityStatic(entity: number): booleanisEntityTouchingEntity
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isEntityTouchingEntity(entity: number, targetentity: number): booleanisEntityTouchingModel
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isEntityTouchingModel(entity: number, modelhash: number): booleanisEntityUpright
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isEntityUpright(entity: number, angle: number): booleanisEntityUpsidedown
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isEntityUpsidedown(entity: number): booleanisEntityVisible
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isEntityVisible(entity: number): booleanisEntityVisibleToScript
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isEntityVisibleToScript(entity: number): booleanisEntityWaitingForWorldCollision
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isEntityWaitingForWorldCollision(entity: number): booleanplayEntityAnim
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playEntityAnim(entity: number, animname: string, animdict: string, p3: number, loop: boolean, stayinanim: boolean, p6: boolean, delta: number, bitset: number): booleanplaySynchronizedEntityAnim
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playSynchronizedEntityAnim(entity: number, syncedscene: number, animation: string, propname: string, p4: number, p5: number, p6: number, p7: number): booleanplaySynchronizedMapEntityAnim
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playSynchronizedMapEntityAnim(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: string, p7: string, p8: number, p9: number, p10: number, p11: number): booleanprocessEntityAttachments
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processEntityAttachments(entity: number): voidremoveForcedObject
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removeForcedObject(x: number, y: number, z: number, p3: number, modelhash: number): voidremoveModelHide
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removeModelHide(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): voidremoveModelSwap
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removeModelSwap(x: number, y: number, z: number, radius: number, originalmodel: number, newmodel: number, p6: boolean): voidresetEntityAlpha
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resetEntityAlpha(entity: number): voidresetPickupEntityGlow
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resetPickupEntityGlow(entity: number): voidsetAllowMigrateToSpectator
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setAllowMigrateToSpectator(entity: number, p1: number): voidsetCanAutoVaultOnEntity
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setCanAutoVaultOnEntity(entity: number, toggle: boolean): voidsetCanClimbOnEntity
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setCanClimbOnEntity(entity: number, toggle: boolean): voidsetEntityAlpha
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setEntityAlpha(entity: number, alphalevel: number, skin: boolean): voidsetEntityAlwaysPrerender
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setEntityAlwaysPrerender(entity: number, toggle: boolean): voidsetEntityAngularVelocity
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setEntityAngularVelocity(entity: number, x: number, y: number, z: number): voidsetEntityAnimCurrentTime
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setEntityAnimCurrentTime(entity: number, animdictionary: string, animname: string, time: number): voidsetEntityAnimSpeed
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setEntityAnimSpeed(entity: number, animdictionary: string, animname: string, speedmultiplier: number): voidsetEntityAsMissionEntity
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setEntityAsMissionEntity(entity: number, p1: boolean, p2: boolean): voidsetEntityAsNoLongerNeeded
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setEntityAsNoLongerNeeded(): { entity: number }setEntityCanBeDamaged
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setEntityCanBeDamaged(entity: number, toggle: boolean): voidsetEntityCanBeDamagedByRelationshipGroup
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setEntityCanBeDamagedByRelationshipGroup(entity: number, bcanbedamaged: boolean, relgroup: number): voidsetEntityCanBeTargetedWithoutLos
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setEntityCanBeTargetedWithoutLos(entity: number, toggle: boolean): voidsetEntityCanOnlyBeDamagedByEntity
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setEntityCanOnlyBeDamagedByEntity(entity1: number, entity2: number): voidsetEntityCanOnlyBeDamagedByScriptParticipants
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setEntityCanOnlyBeDamagedByScriptParticipants(entity: number, toggle: boolean): voidsetEntityCantCauseCollisionDamagedEntity
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setEntityCantCauseCollisionDamagedEntity(entity1: number, entity2: number): voidsetEntityCollision
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setEntityCollision(entity: number, toggle: boolean, keepphysics: boolean): voidsetEntityCompletelyDisableCollision
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setEntityCompletelyDisableCollision(entity: number, toggle: boolean, keepphysics: boolean): voidsetEntityCoords
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setEntityCoords(entity: number, xpos: number, ypos: number, zpos: number, xaxis: boolean, yaxis: boolean, zaxis: boolean, cleararea: boolean): voidsetEntityCoordsNoOffset
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setEntityCoordsNoOffset(entity: number, xpos: number, ypos: number, zpos: number, xaxis: boolean, yaxis: boolean, zaxis: boolean): voidsetEntityCoordsWithoutPlantsReset
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setEntityCoordsWithoutPlantsReset(entity: number, xpos: number, ypos: number, zpos: number, alive: boolean, deadflag: boolean, ragdollflag: boolean, cleararea: boolean): voidsetEntityDynamic
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setEntityDynamic(entity: number, toggle: boolean): voidsetEntityHasGravity
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setEntityHasGravity(entity: number, toggle: boolean): voidsetEntityHeading
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setEntityHeading(entity: number, heading: number): voidsetEntityHealth
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setEntityHealth(entity: number, health: number, instigator: number, weapontype: number): voidsetEntityInvincible
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setEntityInvincible(entity: number, toggle: boolean, dontresetoncleanup: boolean): voidsetEntityIsInVehicle
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setEntityIsInVehicle(entity: number): voidsetEntityIsTargetPriority
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setEntityIsTargetPriority(entity: number, p1: boolean, p2: number): voidsetEntityLights
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setEntityLights(entity: number, toggle: boolean): voidsetEntityLoadCollisionFlag
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setEntityLoadCollisionFlag(entity: number, toggle: boolean, p2: number): voidsetEntityLodDist
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setEntityLodDist(entity: number, value: number): voidsetEntityMaxHealth
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setEntityMaxHealth(entity: number, value: number): voidsetEntityMaxSpeed
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setEntityMaxSpeed(entity: number, speed: number): voidsetEntityMirrorReflectionFlag
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setEntityMirrorReflectionFlag(entity: number, p1: boolean): voidsetEntityMotionBlur
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setEntityMotionBlur(entity: number, toggle: boolean): voidsetEntityNoCollisionEntity
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setEntityNoCollisionEntity(entity1: number, entity2: number, thisframeonly: boolean): voidsetEntityNoweapondecals
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setEntityNoweapondecals(entity: number, p1: boolean): voidsetEntityOnlyDamagedByPlayer
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setEntityOnlyDamagedByPlayer(entity: number, toggle: boolean): voidsetEntityOnlyDamagedByRelationshipGroup
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setEntityOnlyDamagedByRelationshipGroup(entity: number, p1: boolean, p2: number): voidsetEntityProofs
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setEntityProofs(entity: number, bulletproof: boolean, fireproof: boolean, explosionproof: boolean, collisionproof: boolean, meleeproof: boolean, steamproof: boolean, dontresetoncleanup: boolean, waterproof: boolean): voidsetEntityQuaternion
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setEntityQuaternion(entity: number, x: number, y: number, z: number, w: number): voidsetEntityRecordsCollisions
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setEntityRecordsCollisions(entity: number, toggle: boolean): voidsetEntityRenderScorched
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setEntityRenderScorched(entity: number, toggle: boolean): voidsetEntityRequiresMoreExpensiveRiverCheck
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setEntityRequiresMoreExpensiveRiverCheck(entity: number, toggle: boolean): voidsetEntityRotation
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setEntityRotation(entity: number, pitch: number, roll: number, yaw: number, rotationorder: number, p5: boolean): voidsetEntityShouldFreezeWaitingOnCollision
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setEntityShouldFreezeWaitingOnCollision(entity: number, toggle: boolean): voidsetEntitySortBias
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setEntitySortBias(entity: number, p1: number): voidsetEntityTrafficlightOverride
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setEntityTrafficlightOverride(entity: number, state: number): voidsetEntityUseMaxDistanceForWaterReflection
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setEntityUseMaxDistanceForWaterReflection(entity: number, p1: boolean): voidsetEntityVelocity
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setEntityVelocity(entity: number, x: number, y: number, z: number): voidsetEntityVisible
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setEntityVisible(entity: number, toggle: boolean, p2: boolean): voidsetEntityWaterReflectionFlag
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setEntityWaterReflectionFlag(entity: number, toggle: boolean): voidsetObjectAsNoLongerNeeded
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setObjectAsNoLongerNeeded(): { object: number }setPedAsNoLongerNeeded
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setPedAsNoLongerNeeded(): { ped: number }setPickUpByCargobobDisabled
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setPickUpByCargobobDisabled(entity: number, toggle: boolean): voidsetPickupCollidesWithProjectiles
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setPickupCollidesWithProjectiles(p0: number, p1: number): voidsetVehicleAsNoLongerNeeded
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setVehicleAsNoLongerNeeded(): { vehicle: number }setWaitForCollisionsBeforeProbe
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setWaitForCollisionsBeforeProbe(entity: number, toggle: boolean): voidstopEntityAnim
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stopEntityAnim(entity: number, animation: string, animgroup: string, p3: number): booleanstopSynchronizedEntityAnim
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stopSynchronizedEntityAnim(entity: number, p1: number, p2: boolean): booleanstopSynchronizedMapEntityAnim
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stopSynchronizedMapEntityAnim(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): booleanwouldEntityBeOccluded
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wouldEntityBeOccluded(entitymodelhash: number, x: number, y: number, z: number, p4: boolean): boolean