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VimpNativesEntity ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesEntity

Members ​

_getLastEntityHitByEntity ​

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_getLastEntityHitByEntity(entity: number): number

_setEntityNoCollisionWithNetworkedEntity ​

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

applyForceToEntity ​

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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): void

applyForceToEntityCenterOfMass ​

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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 ​

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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): void

attachEntityToEntityPhysicallyOverrideInverseMass ​

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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): 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 ​

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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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