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VimpNativesEntity

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesEntity

Members

_getLastEntityHitByEntity

ts
_getLastEntityHitByEntity(entity: number): number

_setEntityNoCollisionWithNetworkedEntity

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_setEntityNoCollisionWithNetworkedEntity(entity1: number, entity2: number): void

applyForceToEntity

ts
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): void

applyForceToEntityCenterOfMass

ts
applyForceToEntityCenterOfMass(entity: number, forcetype: number, x: number, y: number, z: number, p5: boolean, isdirectionrel: boolean, isforcerel: boolean, p8: boolean): void

attachEntityBoneToEntityBone

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attachEntityBoneToEntityBone(entity1: number, entity2: number, boneindex1: number, boneindex2: number, p4: boolean, p5: boolean): void

attachEntityBoneToEntityBoneYForward

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attachEntityBoneToEntityBoneYForward(entity1: number, entity2: number, boneindex1: number, boneindex2: number, p4: boolean, p5: boolean): void

attachEntityToEntity

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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): void

attachEntityToEntityPhysically

ts
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): void

attachEntityToEntityPhysicallyOverrideInverseMass

ts
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): void

clearEntityLastDamageEntity

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clearEntityLastDamageEntity(entity: number): void

createForcedObject

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createForcedObject(x: number, y: number, z: number, p3: number, modelhash: number, p5: boolean): void

createModelHide

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createModelHide(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): void

createModelHideExcludingScriptObjects

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createModelHideExcludingScriptObjects(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): void

createModelSwap

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createModelSwap(x: number, y: number, z: number, radius: number, originalmodel: number, newmodel: number, p6: boolean): void

deleteEntity

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deleteEntity(): { entity: number }

detachEntity

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detachEntity(entity: number, dynamic: boolean, collision: boolean): void

doesEntityBelongToThisScript

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doesEntityBelongToThisScript(entity: number, p1: boolean): boolean

doesEntityExist

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doesEntityExist(entity: number): boolean

doesEntityHaveAnimDirector

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doesEntityHaveAnimDirector(entity: number): boolean

doesEntityHaveDrawable

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doesEntityHaveDrawable(entity: number): boolean

doesEntityHavePhysics

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doesEntityHavePhysics(entity: number): boolean

doesEntityHaveSkeleton

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doesEntityHaveSkeleton(entity: number): boolean

enableEntityBulletCollision

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enableEntityBulletCollision(entity: number): void

findAnimEventPhase

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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): void

freezeEntityPosition

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freezeEntityPosition(entity: number, toggle: boolean): void

getAnimDuration

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getAnimDuration(animdict: string, animname: string): number

getCollisionNormalOfLastHitForEntity

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getCollisionNormalOfLastHitForEntity(entity: number): { x: number; y: number; z: number }

getEntityAlpha

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getEntityAlpha(entity: number): number

getEntityAnimCurrentTime

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getEntityAnimCurrentTime(entity: number, animdict: string, animname: string): number

getEntityAnimTotalTime

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getEntityAnimTotalTime(entity: number, animdict: string, animname: string): number

getEntityAttachedTo

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getEntityAttachedTo(entity: number): number

getEntityBoneCount

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getEntityBoneCount(entity: number): number

getEntityBoneIndexByName

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getEntityBoneIndexByName(entity: number, bonename: string): number

getEntityBoneObjectPostion

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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): boolean

getEntityCollisionDisabled

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getEntityCollisionDisabled(entity: number): boolean

getEntityCoords

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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): number

getEntityForwardY

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getEntityForwardY(entity: number): number

getEntityHeading

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getEntityHeading(entity: number): number

getEntityHeadingFromEulers

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getEntityHeadingFromEulers(entity: number): number

getEntityHealth

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getEntityHealth(entity: number): number

getEntityHeight

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getEntityHeight(entity: number, x: number, y: number, z: number, attop: boolean, inworldcoords: boolean): number

getEntityHeightAboveGround

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getEntityHeightAboveGround(entity: number): number

getEntityLodDist

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getEntityLodDist(entity: number): number

getEntityMatrix

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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): number

getEntityModel

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getEntityModel(entity: number): number

getEntityOfTypeAttachedToEntity

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getEntityOfTypeAttachedToEntity(entity: number, modelhash: number): number

getEntityPitch

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getEntityPitch(entity: number): number

getEntityPopulationType

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getEntityPopulationType(entity: number): number

getEntityProofs

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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): number

getEntityRotation

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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): number

getEntitySpeedVector

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getEntitySpeedVector(entity: number, relative: boolean): { x: number; y: number; z: number }

getEntitySubmergedLevel

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getEntitySubmergedLevel(entity: number): number

getEntityType

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getEntityType(entity: number): number

getEntityUprightValue

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getEntityUprightValue(entity: number): number

getEntityVelocity

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getEntityVelocity(entity: number): { x: number; y: number; z: number }

getLastMaterialHitByEntity

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getLastMaterialHitByEntity(entity: number): number

getNearestParticipantToEntity

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getNearestParticipantToEntity(entity: number): number

getNearestPlayerToEntity

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getNearestPlayerToEntity(entity: number): number

getNearestPlayerToEntityOnTeam

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getNearestPlayerToEntityOnTeam(entity: number, team: number): number

getObjectIndexFromEntityIndex

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getObjectIndexFromEntityIndex(entity: number): number

getOffsetFromEntityGivenWorldCoords

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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

ts
getPedIndexFromEntityIndex(entity: number): number

getVehicleIndexFromEntityIndex

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getVehicleIndexFromEntityIndex(entity: number): number

getWorldPositionOfEntityBone

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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): boolean

hasCollisionLoadedAroundEntity

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hasCollisionLoadedAroundEntity(entity: number): boolean

hasEntityAnimFinished

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hasEntityAnimFinished(entity: number, animdict: string, animname: string, p3: number): boolean

hasEntityBeenDamagedByAnyObject

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hasEntityBeenDamagedByAnyObject(entity: number): boolean

hasEntityBeenDamagedByAnyPed

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hasEntityBeenDamagedByAnyPed(entity: number): boolean

hasEntityBeenDamagedByAnyVehicle

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hasEntityBeenDamagedByAnyVehicle(entity: number): boolean

hasEntityBeenDamagedByEntity

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hasEntityBeenDamagedByEntity(entity1: number, entity2: number, p2: boolean): boolean

hasEntityClearLosToEntity

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hasEntityClearLosToEntity(entity1: number, entity2: number, tracetype: number): boolean

hasEntityClearLosToEntityAdjustForCover

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hasEntityClearLosToEntityAdjustForCover(entity1: number, entity2: number, tracetype: number): boolean

hasEntityClearLosToEntityInFront

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hasEntityClearLosToEntityInFront(entity1: number, entity2: number): boolean

hasEntityCollidedWithAnything

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hasEntityCollidedWithAnything(entity: number): boolean

isAnEntity

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isAnEntity(handle: number): boolean

isEntityAMissionEntity

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isEntityAMissionEntity(entity: number): boolean

isEntityAnObject

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isEntityAnObject(entity: number): boolean

isEntityAPed

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isEntityAPed(entity: number): boolean

isEntityAtCoord

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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): boolean

isEntityAtEntity

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isEntityAtEntity(entity1: number, entity2: number, xsize: number, ysize: number, zsize: number, p5: boolean, p6: boolean, p7: number): boolean

isEntityAttached

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isEntityAttached(entity: number): boolean

isEntityAttachedToAnyObject

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isEntityAttachedToAnyObject(entity: number): boolean

isEntityAttachedToAnyPed

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isEntityAttachedToAnyPed(entity: number): boolean

isEntityAttachedToAnyVehicle

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isEntityAttachedToAnyVehicle(entity: number): boolean

isEntityAttachedToEntity

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isEntityAttachedToEntity(from: number, to: number): boolean

isEntityAVehicle

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isEntityAVehicle(entity: number): boolean

isEntityDead

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isEntityDead(entity: number, p1: boolean): boolean

isEntityInAir

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isEntityInAir(entity: number): boolean

isEntityInAngledArea

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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): boolean

isEntityInArea

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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): boolean

isEntityInWater

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isEntityInWater(entity: number): boolean

isEntityInZone

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isEntityInZone(entity: number, zone: string): boolean

isEntityOccluded

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isEntityOccluded(entity: number): boolean

isEntityOnScreen

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isEntityOnScreen(entity: number): boolean

isEntityPlayingAnim

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isEntityPlayingAnim(entity: number, animdict: string, animname: string, taskflag: number): boolean

isEntityStatic

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isEntityStatic(entity: number): boolean

isEntityTouchingEntity

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isEntityTouchingEntity(entity: number, targetentity: number): boolean

isEntityTouchingModel

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isEntityTouchingModel(entity: number, modelhash: number): boolean

isEntityUpright

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isEntityUpright(entity: number, angle: number): boolean

isEntityUpsidedown

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isEntityUpsidedown(entity: number): boolean

isEntityVisible

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isEntityVisible(entity: number): boolean

isEntityVisibleToScript

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isEntityVisibleToScript(entity: number): boolean

isEntityWaitingForWorldCollision

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isEntityWaitingForWorldCollision(entity: number): boolean

playEntityAnim

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playEntityAnim(entity: number, animname: string, animdict: string, p3: number, loop: boolean, stayinanim: boolean, p6: boolean, delta: number, bitset: number): boolean

playSynchronizedEntityAnim

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playSynchronizedEntityAnim(entity: number, syncedscene: number, animation: string, propname: string, p4: number, p5: number, p6: number, p7: number): boolean

playSynchronizedMapEntityAnim

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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): boolean

processEntityAttachments

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processEntityAttachments(entity: number): void

removeForcedObject

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removeForcedObject(x: number, y: number, z: number, p3: number, modelhash: number): void

removeModelHide

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removeModelHide(x: number, y: number, z: number, radius: number, modelhash: number, p5: boolean): void

removeModelSwap

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removeModelSwap(x: number, y: number, z: number, radius: number, originalmodel: number, newmodel: number, p6: boolean): void

resetEntityAlpha

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resetEntityAlpha(entity: number): void

resetPickupEntityGlow

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resetPickupEntityGlow(entity: number): void

setAllowMigrateToSpectator

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setAllowMigrateToSpectator(entity: number, p1: number): void

setCanAutoVaultOnEntity

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setCanAutoVaultOnEntity(entity: number, toggle: boolean): void

setCanClimbOnEntity

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setCanClimbOnEntity(entity: number, toggle: boolean): void

setEntityAlpha

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setEntityAlpha(entity: number, alphalevel: number, skin: boolean): void

setEntityAlwaysPrerender

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setEntityAlwaysPrerender(entity: number, toggle: boolean): void

setEntityAngularVelocity

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setEntityAngularVelocity(entity: number, x: number, y: number, z: number): void

setEntityAnimCurrentTime

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setEntityAnimCurrentTime(entity: number, animdictionary: string, animname: string, time: number): void

setEntityAnimSpeed

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setEntityAnimSpeed(entity: number, animdictionary: string, animname: string, speedmultiplier: number): void

setEntityAsMissionEntity

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setEntityAsMissionEntity(entity: number, p1: boolean, p2: boolean): void

setEntityAsNoLongerNeeded

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setEntityAsNoLongerNeeded(): { entity: number }

setEntityCanBeDamaged

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setEntityCanBeDamaged(entity: number, toggle: boolean): void

setEntityCanBeDamagedByRelationshipGroup

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setEntityCanBeDamagedByRelationshipGroup(entity: number, bcanbedamaged: boolean, relgroup: number): void

setEntityCanBeTargetedWithoutLos

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setEntityCanBeTargetedWithoutLos(entity: number, toggle: boolean): void

setEntityCanOnlyBeDamagedByEntity

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setEntityCanOnlyBeDamagedByEntity(entity1: number, entity2: number): void

setEntityCanOnlyBeDamagedByScriptParticipants

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setEntityCanOnlyBeDamagedByScriptParticipants(entity: number, toggle: boolean): void

setEntityCantCauseCollisionDamagedEntity

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setEntityCantCauseCollisionDamagedEntity(entity1: number, entity2: number): void

setEntityCollision

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setEntityCollision(entity: number, toggle: boolean, keepphysics: boolean): void

setEntityCompletelyDisableCollision

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setEntityCompletelyDisableCollision(entity: number, toggle: boolean, keepphysics: boolean): void

setEntityCoords

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setEntityCoords(entity: number, xpos: number, ypos: number, zpos: number, xaxis: boolean, yaxis: boolean, zaxis: boolean, cleararea: boolean): void

setEntityCoordsNoOffset

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setEntityCoordsNoOffset(entity: number, xpos: number, ypos: number, zpos: number, xaxis: boolean, yaxis: boolean, zaxis: boolean): void

setEntityCoordsWithoutPlantsReset

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setEntityCoordsWithoutPlantsReset(entity: number, xpos: number, ypos: number, zpos: number, alive: boolean, deadflag: boolean, ragdollflag: boolean, cleararea: boolean): void

setEntityDynamic

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setEntityDynamic(entity: number, toggle: boolean): void

setEntityHasGravity

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setEntityHasGravity(entity: number, toggle: boolean): void

setEntityHeading

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setEntityHeading(entity: number, heading: number): void

setEntityHealth

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setEntityHealth(entity: number, health: number, instigator: number, weapontype: number): void

setEntityInvincible

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setEntityInvincible(entity: number, toggle: boolean, dontresetoncleanup: boolean): void

setEntityIsInVehicle

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setEntityIsInVehicle(entity: number): void

setEntityIsTargetPriority

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setEntityIsTargetPriority(entity: number, p1: boolean, p2: number): void

setEntityLights

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setEntityLights(entity: number, toggle: boolean): void

setEntityLoadCollisionFlag

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setEntityLoadCollisionFlag(entity: number, toggle: boolean, p2: number): void

setEntityLodDist

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setEntityLodDist(entity: number, value: number): void

setEntityMaxHealth

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setEntityMaxHealth(entity: number, value: number): void

setEntityMaxSpeed

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setEntityMaxSpeed(entity: number, speed: number): void

setEntityMirrorReflectionFlag

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setEntityMirrorReflectionFlag(entity: number, p1: boolean): void

setEntityMotionBlur

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setEntityMotionBlur(entity: number, toggle: boolean): void

setEntityNoCollisionEntity

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setEntityNoCollisionEntity(entity1: number, entity2: number, thisframeonly: boolean): void

setEntityNoweapondecals

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setEntityNoweapondecals(entity: number, p1: boolean): void

setEntityOnlyDamagedByPlayer

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setEntityOnlyDamagedByPlayer(entity: number, toggle: boolean): void

setEntityOnlyDamagedByRelationshipGroup

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setEntityOnlyDamagedByRelationshipGroup(entity: number, p1: boolean, p2: number): void

setEntityProofs

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setEntityProofs(entity: number, bulletproof: boolean, fireproof: boolean, explosionproof: boolean, collisionproof: boolean, meleeproof: boolean, steamproof: boolean, dontresetoncleanup: boolean, waterproof: boolean): void

setEntityQuaternion

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setEntityQuaternion(entity: number, x: number, y: number, z: number, w: number): void

setEntityRecordsCollisions

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setEntityRecordsCollisions(entity: number, toggle: boolean): void

setEntityRenderScorched

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setEntityRenderScorched(entity: number, toggle: boolean): void

setEntityRequiresMoreExpensiveRiverCheck

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setEntityRequiresMoreExpensiveRiverCheck(entity: number, toggle: boolean): void

setEntityRotation

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setEntityRotation(entity: number, pitch: number, roll: number, yaw: number, rotationorder: number, p5: boolean): void

setEntityShouldFreezeWaitingOnCollision

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setEntityShouldFreezeWaitingOnCollision(entity: number, toggle: boolean): void

setEntitySortBias

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setEntitySortBias(entity: number, p1: number): void

setEntityTrafficlightOverride

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setEntityTrafficlightOverride(entity: number, state: number): void

setEntityUseMaxDistanceForWaterReflection

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setEntityUseMaxDistanceForWaterReflection(entity: number, p1: boolean): void

setEntityVelocity

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setEntityVelocity(entity: number, x: number, y: number, z: number): void

setEntityVisible

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setEntityVisible(entity: number, toggle: boolean, p2: boolean): void

setEntityWaterReflectionFlag

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setEntityWaterReflectionFlag(entity: number, toggle: boolean): void

setObjectAsNoLongerNeeded

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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): void

setPickupCollidesWithProjectiles

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

setVehicleAsNoLongerNeeded

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setVehicleAsNoLongerNeeded(): { vehicle: number }

setWaitForCollisionsBeforeProbe

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setWaitForCollisionsBeforeProbe(entity: number, toggle: boolean): void

stopEntityAnim

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stopEntityAnim(entity: number, animation: string, animgroup: string, p3: number): boolean

stopSynchronizedEntityAnim

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stopSynchronizedEntityAnim(entity: number, p1: number, p2: boolean): boolean

stopSynchronizedMapEntityAnim

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stopSynchronizedMapEntityAnim(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): boolean

wouldEntityBeOccluded

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wouldEntityBeOccluded(entitymodelhash: number, x: number, y: number, z: number, p4: boolean): boolean

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