VimpNativesInterior
@vimp-mp/types 2.0.1ts
interface VimpNativesInteriorMembers
activateInteriorEntitySet
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activateInteriorEntitySet(interior: number, entitysetname: string): voidactivateInteriorGroupsUsingCamera
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activateInteriorGroupsUsingCamera(): voidaddPickupToInteriorRoomByName
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addPickupToInteriorRoomByName(pickup: number, roomname: string): voidcapInterior
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capInterior(interior: number, toggle: boolean): voidclearInteriorStateOfEntity
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clearInteriorStateOfEntity(entity: number): voidclearRoomForEntity
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clearRoomForEntity(entity: number): voidclearRoomForGameViewport
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clearRoomForGameViewport(): voiddeactivateInteriorEntitySet
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deactivateInteriorEntitySet(interior: number, entitysetname: string): voiddisableInterior
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disableInterior(interior: number, toggle: boolean): voiddisableMetroSystem
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disableMetroSystem(toggle: boolean): voidenableExteriorCullModelThisFrame
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enableExteriorCullModelThisFrame(mapobjecthash: number): voidenableShadowCullModelThisFrame
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enableShadowCullModelThisFrame(mapobjecthash: number): voidenableStadiumProbesThisFrame
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enableStadiumProbesThisFrame(toggle: boolean): voidforceActivatingTrackingOnEntity
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forceActivatingTrackingOnEntity(p0: number, p1: number): voidforceRoomForEntity
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forceRoomForEntity(entity: number, interior: number, roomhashkey: number): voidforceRoomForGameViewport
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forceRoomForGameViewport(interiorid: number, roomhashkey: number): voidgetInteriorAtCoords
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getInteriorAtCoords(x: number, y: number, z: number): numbergetInteriorAtCoordsWithType
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getInteriorAtCoordsWithType(x: number, y: number, z: number, interiortype: string): numbergetInteriorAtCoordsWithTypehash
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getInteriorAtCoordsWithTypehash(x: number, y: number, z: number, typehash: number): numbergetInteriorFromCollision
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getInteriorFromCollision(x: number, y: number, z: number): numbergetInteriorFromEntity
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getInteriorFromEntity(entity: number): numbergetInteriorFromPrimaryView
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getInteriorFromPrimaryView(): numbergetInteriorGroupId
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getInteriorGroupId(interior: number): numbergetInteriorHeading
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getInteriorHeading(interior: number): numbergetInteriorLocationAndNamehash
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getInteriorLocationAndNamehash(interior: number): { namehash: number; position: { x: number; y: number; z: number } }getKeyForEntityInRoom
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getKeyForEntityInRoom(entity: number): numbergetOffsetFromInteriorInWorldCoords
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getOffsetFromInteriorInWorldCoords(interior: number, x: number, y: number, z: number): { x: number; y: number; z: number }getRoomKeyForGameViewport
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getRoomKeyForGameViewport(): numbergetRoomKeyFromEntity
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getRoomKeyFromEntity(entity: number): numberisCollisionMarkedOutside
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isCollisionMarkedOutside(x: number, y: number, z: number): booleanisInteriorCapped
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isInteriorCapped(interior: number): booleanisInteriorDisabled
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isInteriorDisabled(interior: number): booleanisInteriorEntitySetActive
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isInteriorEntitySetActive(interior: number, entitysetname: string): booleanisInteriorReady
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isInteriorReady(interior: number): booleanisInteriorScene
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isInteriorScene(): booleanisValidInterior
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isValidInterior(interior: number): booleanpinInteriorInMemory
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pinInteriorInMemory(interior: number): voidrefreshInterior
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refreshInterior(interior: number): voidretainEntityInInterior
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retainEntityInInterior(entity: number, interior: number): voidsetInteriorEntitySetTintIndex
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setInteriorEntitySetTintIndex(interior: number, entitysetname: string, color: number): voidsetInteriorInUse
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setInteriorInUse(interior: number): booleansetIsExteriorOnly
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setIsExteriorOnly(entity: number, toggle: boolean): voidsetRoomForGameViewportByKey
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setRoomForGameViewportByKey(roomhashkey: number): voidsetRoomForGameViewportByName
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setRoomForGameViewportByName(roomname: string): voidunpinInterior
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unpinInterior(interior: number): void