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VimpNativesMisc

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesMisc

Members

_getContentPropType

ts
_getContentPropType(model: number): number

_isXboxpcVersion

ts
_isXboxpcVersion(): boolean

_setContentPropType

ts
_setContentPropType(model: number, type: number): void

absf

ts
absf(value: number): number

absi

ts
absi(value: number): number

acos

ts
acos(p0: number): number

actionManagerEnableAction

ts
actionManagerEnableAction(hash: number, enable: boolean): void

activityFeedActionStartWithCommandLine

ts
activityFeedActionStartWithCommandLine(p0: string, p1: string): void

activityFeedActionStartWithCommandLineAdd

ts
activityFeedActionStartWithCommandLineAdd(p0: string): void

activityFeedAddIntToCaption

ts
activityFeedAddIntToCaption(p0: number): void

activityFeedAddLiteralSubstringToCaption

ts
activityFeedAddLiteralSubstringToCaption(p0: string): void

activityFeedAddSubstringToCaption

ts
activityFeedAddSubstringToCaption(p0: string): void

activityFeedCreate

ts
activityFeedCreate(p0: string, p1: string): void

activityFeedLargeImageUrl

ts
activityFeedLargeImageUrl(p0: string): void

activityFeedOnlinePlayedWithPost

ts
activityFeedOnlinePlayedWithPost(p0: string): void

activityFeedPost

ts
activityFeedPost(): void

addDispatchSpawnAngledBlockingArea

ts
addDispatchSpawnAngledBlockingArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number): number

addDispatchSpawnSphereBlockingArea

ts
addDispatchSpawnSphereBlockingArea(x1: number, y1: number, x2: number, y2: number): number

addHospitalRestart

ts
addHospitalRestart(x: number, y: number, z: number, p3: number, p4: number): number

addPoliceRestart

ts
addPoliceRestart(p0: number, p1: number, p2: number, p3: number, p4: number): number

addPopMultiplierArea

ts
addPopMultiplierArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: number, p7: number, p8: boolean, p9: boolean): number

addPopMultiplierSphere

ts
addPopMultiplierSphere(x: number, y: number, z: number, radius: number, pedmultiplier: number, vehiclemultiplier: number, p6: boolean, p7: boolean): number

addReplayStatValue

ts
addReplayStatValue(value: number): void

addStuntJump

ts
addStuntJump(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number, camx: number, camy: number, camz: number, p15: number, p16: number, p17: number): number

addStuntJumpAngled

ts
addStuntJumpAngled(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, radius1: number, x3: number, y3: number, z3: number, x4: number, y4: number, z4: number, radius2: number, camx: number, camy: number, camz: number, p17: number, p18: number, p19: number): number

addTacticalNavMeshPoint

ts
addTacticalNavMeshPoint(x: number, y: number, z: number): void

allowMissionCreatorWarp

ts
allowMissionCreatorWarp(toggle: boolean): void

areCreditsRunning

ts
areCreditsRunning(): boolean

areProfileSettingsValid

ts
areProfileSettingsValid(): boolean

areStringsEqual

ts
areStringsEqual(string1: string, string2: string): boolean

asin

ts
asin(p0: number): number

atan

ts
atan(p0: number): number

atan2

ts
atan2(p0: number, p1: number): number

beginReplayStats

ts
beginReplayStats(p0: number, p1: number): void

blockDispatchServiceResourceCreation

ts
blockDispatchServiceResourceCreation(dispatchservice: number, toggle: boolean): void

cancelOnscreenKeyboard

ts
cancelOnscreenKeyboard(): void

cancelStuntJump

ts
cancelStuntJump(): void

cleanupAsyncInstall

ts
cleanupAsyncInstall(): void

clearAngledAreaOfVehicles

ts
clearAngledAreaOfVehicles(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, p7: boolean, p8: boolean, p9: boolean, p10: boolean, p11: boolean, p12: number, p13: number): void

clearArea

ts
clearArea(x: number, y: number, z: number, radius: number, p4: boolean, ignorecopcars: boolean, ignoreobjects: boolean, p7: boolean): void

clearAreaLeaveVehicleHealth

ts
clearAreaLeaveVehicleHealth(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p6: boolean, p7: boolean): void

clearAreaOfCops

ts
clearAreaOfCops(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfObjects

ts
clearAreaOfObjects(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfPeds

ts
clearAreaOfPeds(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfProjectiles

ts
clearAreaOfProjectiles(x: number, y: number, z: number, radius: number, flags: number): void

clearAreaOfVehicles

ts
clearAreaOfVehicles(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: number): void

clearBit

ts
clearBit(offset: number): { address: number }

clearCodeRequestedAutosave

ts
clearCodeRequestedAutosave(): void

clearOverrideWeather

ts
clearOverrideWeather(): void

clearReplayStats

ts
clearReplayStats(): void

clearRestartCoordOverride

ts
clearRestartCoordOverride(): void

clearScenarioSpawnHistory

ts
clearScenarioSpawnHistory(): void

clearTacticalNavMeshPoints

ts
clearTacticalNavMeshPoints(): void

clearWeatherTypeNowPersistNetwork

ts
clearWeatherTypeNowPersistNetwork(milliseconds: number): void

clearWeatherTypePersist

ts
clearWeatherTypePersist(): void

compareStrings

ts
compareStrings(str1: string, str2: string, matchcase: boolean, maxlength: number): number

copyScriptStruct

ts
copyScriptStruct(size: number): { dst: number; src: number }

createIncident

ts
createIncident(dispatchservice: number, x: number, y: number, z: number, numunits: number, radius: number, p7: number, p8: number): { outincidentid: number; return: boolean }

createIncidentWithEntity

ts
createIncidentWithEntity(dispatchservice: number, ped: number, numunits: number, radius: number, p5: number, p6: number): { outincidentid: number; return: boolean }

deleteIncident

ts
deleteIncident(incidentid: number): void

deleteStuntJump

ts
deleteStuntJump(p0: number): void

disableHospitalRestart

ts
disableHospitalRestart(hospitalindex: number, toggle: boolean): void

disablePoliceRestart

ts
disablePoliceRestart(policeindex: number, toggle: boolean): void

disableScreenDimmingThisFrame

ts
disableScreenDimmingThisFrame(): void

disableStuntJumpSet

ts
disableStuntJumpSet(p0: number): void

displayOnscreenKeyboard

ts
displayOnscreenKeyboard(p0: number, windowtitle: string, p2: string, defaulttext: string, defaultconcat1: string, defaultconcat2: string, defaultconcat3: string, maxinputlength: number): void

displayOnscreenKeyboardWithLongerInitialString

ts
displayOnscreenKeyboardWithLongerInitialString(p0: number, windowtitle: string, defaulttext: string, defaultconcat1: string, defaultconcat2: string, defaultconcat3: string, defaultconcat4: string, defaultconcat5: string, defaultconcat6: string, defaultconcat7: string, maxinputlength: number): { p2: number }

doAutoSave

ts
doAutoSave(): void

doesPopMultiplierAreaExist

ts
doesPopMultiplierAreaExist(id: number): boolean

doesPopMultiplierSphereExist

ts
doesPopMultiplierSphereExist(id: number): boolean

enableDispatchService

ts
enableDispatchService(dispatchservice: number, toggle: boolean): void

enableStuntJumpSet

ts
enableStuntJumpSet(p0: number): void

enableTennisMode

ts
enableTennisMode(ped: number, toggle: boolean, p2: boolean): void

endReplayStats

ts
endReplayStats(): void

findSpawnPointInDirection

ts
findSpawnPointInDirection(posx: number, posy: number, posz: number, fwdvecx: number, fwdvecy: number, fwdvecz: number, distance: number): { return: boolean; spawnpoint: { x: number; y: number; z: number } }

forceGameStatePlaying

ts
forceGameStatePlaying(): void

forceLightningFlash

ts
forceLightningFlash(): void

getAllocatedStackSize

ts
getAllocatedStackSize(): number

getAngleBetween2dVectors

ts
getAngleBetween2dVectors(x1: number, y1: number, x2: number, y2: number): number

getBaseElementLocationFromMetadataBlock

ts
getBaseElementLocationFromMetadataBlock(p2: number, p3: boolean): { p0: number; p1: number; return: boolean }

getBenchmarkIterations

ts
getBenchmarkIterations(): number

getBenchmarkPass

ts
getBenchmarkPass(): number

getBitsInRange

ts
getBitsInRange(var_: number, rangestart: number, rangeend: number): number

getCityDensity

ts
getCityDensity(): number

getClosestPointOnLine

ts
getClosestPointOnLine(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, clamp: boolean): { x: number; y: number; z: number }

getCloudsAlpha

ts
getCloudsAlpha(): number

getContentIdIndex

ts
getContentIdIndex(contentid: number): number

getContentToLoad

ts
getContentToLoad(): string

getCoordsOfProjectileTypeInAngledArea

ts
getCoordsOfProjectileTypeInAngledArea(vecangledareapoint1x: number, vecangledareapoint1y: number, vecangledareapoint1z: number, vecangledareapoint2x: number, vecangledareapoint2y: number, vecangledareapoint2z: number, distanceofoppositeface: number, weapontype: number, bisplayer: boolean): { positionout: { x: number; y: number; z: number }; return: boolean }

getCoordsOfProjectileTypeInArea

ts
getCoordsOfProjectileTypeInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, projectilehash: number, ownedbyplayer: boolean): { projectilepos: { x: number; y: number; z: number }; return: boolean }

getCoordsOfProjectileTypeWithinDistance

ts
getCoordsOfProjectileTypeWithinDistance(ped: number, weaponhash: number, distance: number, p4: boolean): { outcoords: { x: number; y: number; z: number }; return: boolean }

getCurrWeatherState

ts
getCurrWeatherState(): { percentweather2: number; weathertype1: number; weathertype2: number }

getDistanceBetweenCoords

ts
getDistanceBetweenCoords(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, usez: boolean): number

getFakeWantedLevel

ts
getFakeWantedLevel(): number

getFrameCount

ts
getFrameCount(): number

getFrameTime

ts
getFrameTime(): number

getGameTimer

ts
getGameTimer(): number

getGroundZAndNormalFor3dCoord

ts
getGroundZAndNormalFor3dCoord(x: number, y: number, z: number): { groundz: number; normal: { x: number; y: number; z: number }; return: boolean }

getGroundZExcludingObjectsFor3dCoord

ts
getGroundZExcludingObjectsFor3dCoord(x: number, y: number, z: number, p4: boolean, p5: boolean): { groundz: number; return: boolean }

getGroundZFor3dCoord

ts
getGroundZFor3dCoord(x: number, y: number, z: number, ignorewater: boolean, p5: boolean): { groundz: number; return: boolean }

getHashKey

ts
getHashKey(string: string): number

getHeadingFromVector2d

ts
getHeadingFromVector2d(dx: number, dy: number): number

getIndexOfCurrentLevel

ts
getIndexOfCurrentLevel(): number

getIsAutoSaveOff

ts
getIsAutoSaveOff(): boolean

getIsPlayerInAnimalForm

ts
getIsPlayerInAnimalForm(): boolean

getLinePlaneIntersection

ts
getLinePlaneIntersection(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number): { p12: number; return: boolean }

getMissionFlag

ts
getMissionFlag(): boolean

getModelDimensions

ts
getModelDimensions(modelhash: number): { maximum: { x: number; y: number; z: number }; minimum: { x: number; y: number; z: number } }

getNextWeatherTypeHashName

ts
getNextWeatherTypeHashName(): number

getNumberOfFreeStacksOfThisSize

ts
getNumberOfFreeStacksOfThisSize(stacksize: number): number

getNumberResourcesAllocatedToWantedLevel

ts
getNumberResourcesAllocatedToWantedLevel(dispatchservice: number): number

getNumSuccessfulStuntJumps

ts
getNumSuccessfulStuntJumps(): number

getOnscreenKeyboardResult

ts
getOnscreenKeyboardResult(): string

getPointAreaOverlap

ts
getPointAreaOverlap(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12: number, p13: number): boolean

getPrevWeatherTypeHashName

ts
getPrevWeatherTypeHashName(): number

getProfileSetting

ts
getProfileSetting(profilesetting: number): number

getProjectileOfProjectileTypeWithinDistance

ts
getProjectileOfProjectileTypeWithinDistance(ped: number, weaponhash: number, distance: number, p5: boolean): { outcoords: { x: number; y: number; z: number }; outprojectile: number; return: boolean }

getRainLevel

ts
getRainLevel(): number

getRandomEventFlag

ts
getRandomEventFlag(): boolean

getRandomFloatInRange

ts
getRandomFloatInRange(startrange: number, endrange: number): number

getRandomIntInRange

ts
getRandomIntInRange(startrange: number, endrange: number): number

getRandomMwcIntInRange

ts
getRandomMwcIntInRange(startrange: number, endrange: number): number

getRatioOfClosestPointOnLine

ts
getRatioOfClosestPointOnLine(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, clamp: boolean): number

getRealWorldTime

ts
getRealWorldTime(): number

getReplayStatAtIndex

ts
getReplayStatAtIndex(index: number): number

getReplayStatCount

ts
getReplayStatCount(): number

getReplayStatMissionId

ts
getReplayStatMissionId(): number

getReplayStatMissionType

ts
getReplayStatMissionType(): number

getSaveHouseDetailsAfterSuccessfulLoad

ts
getSaveHouseDetailsAfterSuccessfulLoad(): { fadeinafterload: boolean; p0: { x: number; y: number; z: number }; p1: number; p3: boolean; return: boolean }

getSizeOfSaveData

ts
getSizeOfSaveData(p0: boolean): number

getSnowLevel

ts
getSnowLevel(): number

getStatusOfManualSave

ts
getStatusOfManualSave(): number

getStatusOfMissionRepeatSave

ts
getStatusOfMissionRepeatSave(): number

getSystemTimeStep

ts
getSystemTimeStep(): number

getTennisSwingAnimCanBeInterrupted

ts
getTennisSwingAnimCanBeInterrupted(ped: number): boolean

getTennisSwingAnimComplete

ts
getTennisSwingAnimComplete(ped: number): boolean

getTennisSwingAnimSwung

ts
getTennisSwingAnimSwung(ped: number): boolean

getTotalSuccessfulStuntJumps

ts
getTotalSuccessfulStuntJumps(): number

getWindDirection

ts
getWindDirection(): { x: number; y: number; z: number }

getWindSpeed

ts
getWindSpeed(): number

hasAsyncInstallFinished

ts
hasAsyncInstallFinished(): boolean

hasBulletImpactedInArea

ts
hasBulletImpactedInArea(x: number, y: number, z: number, p3: number, p4: boolean, p5: boolean): boolean

hasBulletImpactedInBox

ts
hasBulletImpactedInBox(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: boolean, p7: boolean): boolean

hasCheatWithHashBeenActivated

ts
hasCheatWithHashBeenActivated(hash: number, amount: number): boolean

hasCodeRequestedAutosave

ts
hasCodeRequestedAutosave(): boolean

hasGameInstalledThisSession

ts
hasGameInstalledThisSession(): boolean

hasPcCheatWithHashBeenActivated

ts
hasPcCheatWithHashBeenActivated(hash: number): boolean

hasResumedFromSuspend

ts
hasResumedFromSuspend(): boolean

haveCreditsReachedEnd

ts
haveCreditsReachedEnd(): boolean

haveReplayStatsBeenStored

ts
haveReplayStatsBeenStored(): boolean

ignoreNextRestart

ts
ignoreNextRestart(toggle: boolean): void

informCodeOfContentIdOfCurrentUgcMission

ts
informCodeOfContentIdOfCurrentUgcMission(p0: string): void

isAreaOccupied

ts
isAreaOccupied(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: boolean, p11: number, p12: boolean): boolean

isAreaOccupiedSlow

ts
isAreaOccupiedSlow(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12: number): boolean

isAussieVersion

ts
isAussieVersion(): boolean

isAutoSaveInProgress

ts
isAutoSaveInProgress(): boolean

isBulletInAngledArea

ts
isBulletInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, ownedbyplayer: boolean): boolean

isBulletInArea

ts
isBulletInArea(x: number, y: number, z: number, radius: number, ownedbyplayer: boolean): boolean

isBulletInBox

ts
isBulletInBox(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, ownedbyplayer: boolean): boolean

isCommandlineEndUserBenchmark

ts
isCommandlineEndUserBenchmark(): boolean

isDurangoVersion

ts
isDurangoVersion(): boolean

isFrontendFading

ts
isFrontendFading(): boolean

isIncidentValid

ts
isIncidentValid(incidentid: number): boolean

isJapaneseVersion

ts
isJapaneseVersion(): boolean

isMemoryCardInUse

ts
isMemoryCardInUse(): boolean

isMinigameInProgress

ts
isMinigameInProgress(): boolean

isNextWeatherType

ts
isNextWeatherType(weathertype: string): boolean

isOrbisVersion

ts
isOrbisVersion(): boolean

isPcVersion

ts
isPcVersion(): boolean

isPointObscuredByAMissionEntity

ts
isPointObscuredByAMissionEntity(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number): boolean

isPopMultiplierAreaNetworked

ts
isPopMultiplierAreaNetworked(id: number): boolean

isPositionOccupied

ts
isPositionOccupied(x: number, y: number, z: number, range: number, p4: boolean, checkvehicles: boolean, checkpeds: boolean, p7: boolean, p8: boolean, ignoreentity: number, p10: boolean): boolean

isPrevWeatherType

ts
isPrevWeatherType(weathertype: string): boolean

isProjectileInArea

ts
isProjectileInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, ownedbyplayer: boolean): boolean

isProjectileTypeInAngledArea

ts
isProjectileTypeInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, p7: number, ownedbyplayer: boolean): boolean

isProjectileTypeInArea

ts
isProjectileTypeInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, type: number, ownedbyplayer: boolean): boolean

isProjectileTypeWithinDistance

ts
isProjectileTypeWithinDistance(x: number, y: number, z: number, projectilehash: number, radius: number, ownedbyplayer: boolean): boolean

isProsperoVersion

ts
isProsperoVersion(): boolean

isPs3Version

ts
isPs3Version(): boolean

isScarlettVersion

ts
isScarlettVersion(): boolean

isScePlatform

ts
isScePlatform(): boolean

isSniperBulletInArea

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

isSniperInverted

ts
isSniperInverted(): boolean

isSteamVersion

ts
isSteamVersion(): boolean

isStringNull

ts
isStringNull(string: string): boolean

isStringNullOrEmpty

ts
isStringNullOrEmpty(string: string): boolean

isStuntJumpInProgress

ts
isStuntJumpInProgress(): boolean

isStuntJumpMessageShowing

ts
isStuntJumpMessageShowing(): boolean

isTennisMode

ts
isTennisMode(ped: number): boolean

isThisAMinigameScript

ts
isThisAMinigameScript(): boolean

isXbox360Version

ts
isXbox360Version(): boolean

isXboxPlatform

ts
isXboxPlatform(): boolean

landingScreenStartedEndUserBenchmark

ts
landingScreenStartedEndUserBenchmark(): boolean

loadCloudHat

ts
loadCloudHat(name: string, transitiontime: number): void

networkSetScriptIsSafeForNetworkGame

ts
networkSetScriptIsSafeForNetworkGame(): void

nextOnscreenKeyboardResultWillDisplayUsingTheseFonts

ts
nextOnscreenKeyboardResultWillDisplayUsingTheseFonts(p0: number): void

overrideFreezeFlags

ts
overrideFreezeFlags(p0: boolean): void

overrideSaveHouse

ts
overrideSaveHouse(p0: boolean, p1: number, p2: number, p3: number, p4: number, p5: boolean, p6: number, p7: number): boolean

pauseDeathArrestRestart

ts
pauseDeathArrestRestart(toggle: boolean): void

playTennisDiveAnim

ts
playTennisDiveAnim(ped: number, p1: number, p2: number, p3: number, p4: number, p5: boolean): void

playTennisSwingAnim

ts
playTennisSwingAnim(ped: number, animdict: string, animname: string, p3: number, p4: number, p5: boolean): void

plmGetConstrainedDurationMs

ts
plmGetConstrainedDurationMs(): number

plmIsInConstrainedMode

ts
plmIsInConstrainedMode(): boolean

populateNow

ts
populateNow(): void

preloadCloudHat

ts
preloadCloudHat(name: string): void

preventArrestStateThisFrame

ts
preventArrestStateThisFrame(): void

queueMissionRepeatLoad

ts
queueMissionRepeatLoad(): boolean

queueMissionRepeatSave

ts
queueMissionRepeatSave(): boolean

queueMissionRepeatSaveForBenchmarkTest

ts
queueMissionRepeatSaveForBenchmarkTest(): boolean

quitGame

ts
quitGame(): void

registerBoolToSave

ts
registerBoolToSave(name: string): { p0: number }

registerEnumToSave

ts
registerEnumToSave(name: string): { p0: number }

registerFloatToSave

ts
registerFloatToSave(name: string): { p0: number }

registerInt64ToSave

ts
registerInt64ToSave(name: string): { p0: number }

registerIntToSave

ts
registerIntToSave(name: string): { p0: number }

registerSaveHouse

ts
registerSaveHouse(x: number, y: number, z: number, p3: number, p4: string, p5: number, p6: number): number

registerTextLabel15ToSave

ts
registerTextLabel15ToSave(name: string): { p0: number }

registerTextLabel23ToSave

ts
registerTextLabel23ToSave(name: string): { p0: number }

registerTextLabel31ToSave

ts
registerTextLabel31ToSave(name: string): { p0: number }

registerTextLabel63ToSave

ts
registerTextLabel63ToSave(name: string): { p0: number }

registerTextLabelToSave

ts
registerTextLabelToSave(name: string): { p0: number }

removeDispatchSpawnBlockingArea

ts
removeDispatchSpawnBlockingArea(p0: number): void

removePopMultiplierArea

ts
removePopMultiplierArea(id: number, p1: boolean): void

removePopMultiplierSphere

ts
removePopMultiplierSphere(id: number, p1: boolean): void

resetDispatchIdealSpawnDistance

ts
resetDispatchIdealSpawnDistance(): void

resetDispatchSpawnBlockingAreas

ts
resetDispatchSpawnBlockingAreas(): void

resetDispatchSpawnLocation

ts
resetDispatchSpawnLocation(): void

resetDispatchTimeBetweenSpawnAttempts

ts
resetDispatchTimeBetweenSpawnAttempts(p0: number): void

resetEndUserBenchmark

ts
resetEndUserBenchmark(): void

resetWantedResponseNumPedsToSpawn

ts
resetWantedResponseNumPedsToSpawn(): void

restartGame

ts
restartGame(): void

saveEndUserBenchmark

ts
saveEndUserBenchmark(): void

scriptRaceGetPlayerSplitTime

ts
scriptRaceGetPlayerSplitTime(player: number): { p1: number; p2: number; return: boolean }

scriptRaceInit

ts
scriptRaceInit(p0: number, p1: number, p2: number, p3: number): void

scriptRacePlayerHitCheckpoint

ts
scriptRacePlayerHitCheckpoint(player: number, p1: number, p2: number, p3: number): void

scriptRaceShutdown

ts
scriptRaceShutdown(): void

setBeastJumpThisFrame

ts
setBeastJumpThisFrame(player: number): void

setBit

ts
setBit(offset: number): { address: number }

setBitsInRange

ts
setBitsInRange(rangestart: number, rangeend: number, p3: number): { var_: number }

setCloudsAlpha

ts
setCloudsAlpha(opacity: number): void

setCloudSettingsOverride

ts
setCloudSettingsOverride(p0: string): void

setContentIdIndex

ts
setContentIdIndex(contentid: number, index: number): void

setCreditsActive

ts
setCreditsActive(toggle: boolean): void

setCreditsFadeOutWithScreen

ts
setCreditsFadeOutWithScreen(toggle: boolean): void

setCurrWeatherState

ts
setCurrWeatherState(weathertype1: number, weathertype2: number, percentweather2: number): void

setDispatchIdealSpawnDistance

ts
setDispatchIdealSpawnDistance(distance: number): void

setDispatchSpawnLocation

ts
setDispatchSpawnLocation(x: number, y: number, z: number): void

setDispatchTimeBetweenSpawnAttempts

ts
setDispatchTimeBetweenSpawnAttempts(p0: number, p1: number): void

setDispatchTimeBetweenSpawnAttemptsMultiplier

ts
setDispatchTimeBetweenSpawnAttemptsMultiplier(p0: number, p1: number): void

setExplosiveAmmoThisFrame

ts
setExplosiveAmmoThisFrame(player: number): void

setExplosiveMeleeThisFrame

ts
setExplosiveMeleeThisFrame(player: number): void

setFadeInAfterDeathArrest

ts
setFadeInAfterDeathArrest(toggle: boolean): void

setFadeInAfterLoad

ts
setFadeInAfterLoad(toggle: boolean): void

setFadeOutAfterArrest

ts
setFadeOutAfterArrest(toggle: boolean): void

setFadeOutAfterDeath

ts
setFadeOutAfterDeath(toggle: boolean): void

setFakeWantedLevel

ts
setFakeWantedLevel(fakewantedlevel: number): void

setFireAmmoThisFrame

ts
setFireAmmoThisFrame(player: number): void

setForcedJumpThisFrame

ts
setForcedJumpThisFrame(player: number): void

setGamePaused

ts
setGamePaused(toggle: boolean): void

setGravityLevel

ts
setGravityLevel(level: number): void

setIdealSpawnDistanceForIncident

ts
setIdealSpawnDistanceForIncident(incidentid: number, p1: number): void

setIncidentRequestedUnits

ts
setIncidentRequestedUnits(incidentid: number, dispatchservice: number, numunits: number): void

setInstancePriorityHint

ts
setInstancePriorityHint(flag: number): void

setInstancePriorityMode

ts
setInstancePriorityMode(p0: number): void

setMinigameInProgress

ts
setMinigameInProgress(toggle: boolean): void

setMissionFlag

ts
setMissionFlag(toggle: boolean): void

setOverrideWeather

ts
setOverrideWeather(weathertype: string): void

setOverrideWeatherex

ts
setOverrideWeatherex(weathertype: string, p1: boolean): void

setPlayerIsInAnimalForm

ts
setPlayerIsInAnimalForm(toggle: boolean): void

setPlayerIsRepeatingAMission

ts
setPlayerIsRepeatingAMission(toggle: boolean): void

setRain

ts
setRain(intensity: number): void

setRandomEventFlag

ts
setRandomEventFlag(toggle: boolean): void

setRandomSeed

ts
setRandomSeed(seed: number): void

setRandomWeatherType

ts
setRandomWeatherType(): void

setRestartCoordOverride

ts
setRestartCoordOverride(x: number, y: number, z: number, heading: number): void

setRiotModeEnabled

ts
setRiotModeEnabled(toggle: boolean): void

setSaveHouse

ts
setSaveHouse(savehousehandle: number, p1: boolean, p2: boolean): void

setSaveMenuActive

ts
setSaveMenuActive(ignorevehicle: boolean): void

setScriptHighPrio

ts
setScriptHighPrio(toggle: boolean): void

setSnow

ts
setSnow(level: number): void

setStuntJumpsCanTrigger

ts
setStuntJumpsCanTrigger(toggle: boolean): void

setSuperJumpThisFrame

ts
setSuperJumpThisFrame(player: number): void

setTennisMoveNetworkSignalFloat

ts
setTennisMoveNetworkSignalFloat(ped: number, p1: string, p2: number): void

setThisIsATriggerScript

ts
setThisIsATriggerScript(toggle: boolean): void

setThisScriptCanBePaused

ts
setThisScriptCanBePaused(toggle: boolean): void

setThisScriptCanRemoveBlipsCreatedByAnyScript

ts
setThisScriptCanRemoveBlipsCreatedByAnyScript(toggle: boolean): void

setTickerJohnmarstonIsDone

ts
setTickerJohnmarstonIsDone(): void

setTimeScale

ts
setTimeScale(timescale: number): void

setWantedResponseNumPedsToSpawn

ts
setWantedResponseNumPedsToSpawn(p0: number, p1: number): void

setWeatherTypeNow

ts
setWeatherTypeNow(weathertype: string): void

setWeatherTypeNowPersist

ts
setWeatherTypeNowPersist(weathertype: string): void

setWeatherTypeOvertimePersist

ts
setWeatherTypeOvertimePersist(weathertype: string, time: number): void

setWeatherTypePersist

ts
setWeatherTypePersist(weathertype: string): void

setWind

ts
setWind(speed: number): void

setWindDirection

ts
setWindDirection(direction: number): void

setWindSpeed

ts
setWindSpeed(speed: number): void

shootSingleBulletBetweenCoords

ts
shootSingleBulletBetweenCoords(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number): void

shootSingleBulletBetweenCoordsIgnoreEntity

ts
shootSingleBulletBetweenCoordsIgnoreEntity(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number, entity: number, p14: number): void

shootSingleBulletBetweenCoordsIgnoreEntityNew

ts
shootSingleBulletBetweenCoordsIgnoreEntityNew(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, damage: number, p7: boolean, weaponhash: number, ownerped: number, isaudible: boolean, isinvisible: boolean, speed: number, entity: number, p14: boolean, p15: boolean, targetentity: number, p17: boolean, p18: number, p19: number, p20: number): void

shouldUseMetricMeasurements

ts
shouldUseMetricMeasurements(): boolean

slerpNearQuaternion

ts
slerpNearQuaternion(t: number, x: number, y: number, z: number, w: number, x1: number, y1: number, z1: number, w1: number): { outw: number; outx: number; outy: number; outz: number }

startEndUserBenchmark

ts
startEndUserBenchmark(): void

startSaveArrayWithSize

ts
startSaveArrayWithSize(size: number, arrayname: string): { p0: number }

startSaveData

ts
startSaveData(p1: number, p2: boolean): { p0: number }

startSaveStructWithSize

ts
startSaveStructWithSize(size: number, structname: string): { p0: number }

stopEndUserBenchmark

ts
stopEndUserBenchmark(): void

stopSaveArray

ts
stopSaveArray(): void

stopSaveData

ts
stopSaveData(): void

stopSaveStruct

ts
stopSaveStruct(): void

stringToInt

ts
stringToInt(string: string): { outinteger: number; return: boolean }

supressRandomEventThisFrame

ts
supressRandomEventThisFrame(eventtype: number, suppress: boolean): void

tan

ts
tan(p0: number): number

terminateAllScriptsWithThisName

ts
terminateAllScriptsWithThisName(scriptname: string): void

toggleShowOptionalStuntJumpCamera

ts
toggleShowOptionalStuntJumpCamera(toggle: boolean): void

uiStartedEndUserBenchmark

ts
uiStartedEndUserBenchmark(): boolean

unloadAllCloudHats

ts
unloadAllCloudHats(): void

unloadCloudHat

ts
unloadCloudHat(name: string, p1: number): void

updateOnscreenKeyboard

ts
updateOnscreenKeyboard(): number

useActiveCameraForTimeslicingCentre

ts
useActiveCameraForTimeslicingCentre(): void

usingMissionCreator

ts
usingMissionCreator(toggle: boolean): void

waterOverrideFadeIn

ts
waterOverrideFadeIn(p0: number): void

waterOverrideFadeOut

ts
waterOverrideFadeOut(p0: number): void

waterOverrideSetOceannoiseminamplitude

ts
waterOverrideSetOceannoiseminamplitude(minamplitude: number): void

waterOverrideSetOceanwaveamplitude

ts
waterOverrideSetOceanwaveamplitude(amplitude: number): void

waterOverrideSetOceanwavemaxamplitude

ts
waterOverrideSetOceanwavemaxamplitude(maxamplitude: number): void

waterOverrideSetOceanwaveminamplitude

ts
waterOverrideSetOceanwaveminamplitude(minamplitude: number): void

waterOverrideSetRipplebumpiness

ts
waterOverrideSetRipplebumpiness(bumpiness: number): void

waterOverrideSetRippledisturb

ts
waterOverrideSetRippledisturb(disturb: number): void

waterOverrideSetRipplemaxbumpiness

ts
waterOverrideSetRipplemaxbumpiness(maxbumpiness: number): void

waterOverrideSetRippleminbumpiness

ts
waterOverrideSetRippleminbumpiness(minbumpiness: number): void

waterOverrideSetShorewaveamplitude

ts
waterOverrideSetShorewaveamplitude(amplitude: number): void

waterOverrideSetShorewavemaxamplitude

ts
waterOverrideSetShorewavemaxamplitude(maxamplitude: number): void

waterOverrideSetShorewaveminamplitude

ts
waterOverrideSetShorewaveminamplitude(minamplitude: number): void

waterOverrideSetStrength

ts
waterOverrideSetStrength(strength: number): void

VIMP developer documentation