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VimpNativesObject

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesObject

Members

_setObjectTargettableByPlayer

ts
_setObjectTargettableByPlayer(object: number, setflag34: boolean, setflag35: boolean): void

_setPickupGlowDisabled

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_setPickupGlowDisabled(pickup: number, toggle: boolean): void

addDoorToSystem

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addDoorToSystem(doorhash: number, modelhash: number, x: number, y: number, z: number, p5: boolean, scriptdoor: boolean, islocal: boolean, p8: number): void

addExtendedPickupProbeArea

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addExtendedPickupProbeArea(x: number, y: number, z: number, radius: number): void

allowAllPlayersToCollectPickupsOfType

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allowAllPlayersToCollectPickupsOfType(pickuphash: number): void

allowDamageEventsForNonNetworkedObjects

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allowDamageEventsForNonNetworkedObjects(value: boolean): void

allowPickupArrowMarkerWhenUncollectable

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allowPickupArrowMarkerWhenUncollectable(pickup: number, toggle: boolean): void

allowPickupByNoneParticipant

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allowPickupByNoneParticipant(pickup: number, toggle: boolean): void

allowPortablePickupToMigrateToNonParticipants

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allowPortablePickupToMigrateToNonParticipants(pickup: number, toggle: boolean): void

areEntitiesEntirelyInsideGarage

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areEntitiesEntirelyInsideGarage(garagehash: number, p1: boolean, p2: boolean, p3: boolean, p4: number): boolean

attachPortablePickupToPed

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attachPortablePickupToPed(pickupobject: number, ped: number): void

blockPlayersForAmbientPickup

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

breakObjectFragmentChild

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breakObjectFragmentChild(p0: number, p1: number, p2: boolean): void

clearAllPickupRewardTypeSuppression

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clearAllPickupRewardTypeSuppression(): void

clearExtendedPickupProbeAreas

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clearExtendedPickupProbeAreas(): void

clearGarage

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clearGarage(garagehash: number, isnetwork: boolean): void

clearObjectsInsideGarage

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clearObjectsInsideGarage(garagehash: number, vehicles: boolean, peds: boolean, objects: boolean, isnetwork: boolean): void

clearPickupRewardTypeSuppression

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clearPickupRewardTypeSuppression(rewardtype: number): void

closeAllBarriersForRace

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closeAllBarriersForRace(): void

closeSafehouseGarages

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closeSafehouseGarages(): void

convertOldPickupTypeToNew

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convertOldPickupTypeToNew(pickuphash: number): number

createAmbientPickup

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createAmbientPickup(pickuphash: number, posx: number, posy: number, posz: number, flags: number, value: number, modelhash: number, p7: boolean, p8: boolean): number

createMoneyPickups

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createMoneyPickups(x: number, y: number, z: number, value: number, amount: number, model: number): void

createNonNetworkedAmbientPickup

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createNonNetworkedAmbientPickup(pickuphash: number, posx: number, posy: number, posz: number, flags: number, value: number, modelhash: number, p7: boolean, p8: boolean): number

createNonNetworkedPortablePickup

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createNonNetworkedPortablePickup(pickuphash: number, x: number, y: number, z: number, placeonground: boolean, modelhash: number): number

createObject

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createObject(modelhash: number, x: number, y: number, z: number, isnetwork: boolean, bscripthostobj: boolean, dynamic: boolean): number

createObjectNoOffset

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createObjectNoOffset(modelhash: number, x: number, y: number, z: number, isnetwork: boolean, bscripthostobj: boolean, dynamic: boolean, p7: number): number

createPickup

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createPickup(pickuphash: number, posx: number, posy: number, posz: number, p4: number, value: number, p6: boolean, modelhash: number): number

createPickupRotate

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createPickupRotate(pickuphash: number, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, flag: number, amount: number, p9: number, p10: boolean, modelhash: number): number

createPortablePickup

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createPortablePickup(pickuphash: number, x: number, y: number, z: number, placeonground: boolean, modelhash: number): number

damageObjectFragmentChild

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damageObjectFragmentChild(p0: number, p1: number, p2: number): void

deleteObject

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deleteObject(): { object: number }

detachPortablePickupFromPed

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detachPortablePickupFromPed(pickupobject: number): void

disableTidyingUpInGarage

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disableTidyingUpInGarage(id: number, toggle: boolean): void

doesObjectOfTypeExistAtCoords

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doesObjectOfTypeExistAtCoords(x: number, y: number, z: number, radius: number, hash: number, p5: boolean): boolean

doesPickupExist

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doesPickupExist(pickup: number): boolean

doesPickupObjectExist

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doesPickupObjectExist(pickupobject: number): boolean

doesPickupOfTypeExistInArea

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doesPickupOfTypeExistInArea(pickuphash: number, x: number, y: number, z: number, radius: number): boolean

doesRayfireMapObjectExist

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doesRayfireMapObjectExist(object: number): boolean

doorSystemFindExistingDoor

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doorSystemFindExistingDoor(x: number, y: number, z: number, modelhash: number): { outdoorhash: number; return: boolean }

doorSystemGetAutomaticDistance

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doorSystemGetAutomaticDistance(doorhash: number): number

doorSystemGetDoorPendingState

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doorSystemGetDoorPendingState(doorhash: number): number

doorSystemGetDoorState

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doorSystemGetDoorState(doorhash: number): number

doorSystemGetIsPhysicsLoaded

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doorSystemGetIsPhysicsLoaded(p0: number): boolean

doorSystemGetIsSpringRemoved

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doorSystemGetIsSpringRemoved(doorhash: number): boolean

doorSystemGetOpenRatio

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doorSystemGetOpenRatio(doorhash: number): number

doorSystemSetAutomaticDistance

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doorSystemSetAutomaticDistance(doorhash: number, distance: number, requestdoor: boolean, forceupdate: boolean): void

doorSystemSetAutomaticRate

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doorSystemSetAutomaticRate(doorhash: number, rate: number, requestdoor: boolean, forceupdate: boolean): void

doorSystemSetDoorOpenForRaces

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doorSystemSetDoorOpenForRaces(doorhash: number, p1: boolean): void

doorSystemSetDoorState

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doorSystemSetDoorState(doorhash: number, state: number, requestdoor: boolean, forceupdate: boolean): void

doorSystemSetHoldOpen

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doorSystemSetHoldOpen(doorhash: number, toggle: boolean): void

doorSystemSetOpenRatio

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doorSystemSetOpenRatio(doorhash: number, ajar: number, requestdoor: boolean, forceupdate: boolean): void

doorSystemSetSpringRemoved

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doorSystemSetSpringRemoved(doorhash: number, removed: boolean, requestdoor: boolean, forceupdate: boolean): void

enableSavingInGarage

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enableSavingInGarage(garagehash: number, toggle: boolean): void

fixObjectFragment

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fixObjectFragment(object: number): void

forceActivatePhysicsOnUnfixedPickup

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forceActivatePhysicsOnUnfixedPickup(pickup: number, toggle: boolean): void

forcePickupRegenerate

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forcePickupRegenerate(p0: number): void

forcePickupRotateFaceUp

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forcePickupRotateFaceUp(): void

forcePortablePickupLastAccessiblePositionSetting

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forcePortablePickupLastAccessiblePositionSetting(object: number): void

getClosestObjectOfType

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getClosestObjectOfType(x: number, y: number, z: number, radius: number, modelhash: number, ismission: boolean, p6: boolean, p7: boolean): number

getCoordsAndRotationOfClosestObjectOfType

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getCoordsAndRotationOfClosestObjectOfType(x: number, y: number, z: number, radius: number, modelhash: number, rotationorder: number): { outposition: { x: number; y: number; z: number }; outrotation: { x: number; y: number; z: number }; return: boolean }

getDefaultAmmoForWeaponPickup

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getDefaultAmmoForWeaponPickup(pickuphash: number): number

getHasObjectBeenCompletelyDestroyed

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getHasObjectBeenCompletelyDestroyed(p0: number): boolean

getIsArticulatedJointAtMaxAngle

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getIsArticulatedJointAtMaxAngle(p0: number, p1: number): boolean

getIsArticulatedJointAtMinAngle

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getIsArticulatedJointAtMinAngle(object: number, p1: number): boolean

getObjectFragmentDamageHealth

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getObjectFragmentDamageHealth(p0: number, p1: boolean): number

getObjectTintIndex

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getObjectTintIndex(object: number): number

getOffsetFromCoordAndHeadingInWorldCoords

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getOffsetFromCoordAndHeadingInWorldCoords(xpos: number, ypos: number, zpos: number, heading: number, xoffset: number, yoffset: number, zoffset: number): { x: number; y: number; z: number }

getPickupCoords

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getPickupCoords(pickup: number): { x: number; y: number; z: number }

getPickupGenerationRangeMultiplier

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getPickupGenerationRangeMultiplier(): number

getPickupObject

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getPickupObject(pickup: number): number

getPickupTypeFromWeaponHash

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getPickupTypeFromWeaponHash(weaponhash: number): number

getRayfireMapObject

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getRayfireMapObject(x: number, y: number, z: number, radius: number, name: string): number

getRayfireMapObjectAnimPhase

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getRayfireMapObjectAnimPhase(object: number): number

getSafePickupCoords

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getSafePickupCoords(x: number, y: number, z: number, p3: number, p4: number): { x: number; y: number; z: number }

getStateOfClosestDoorOfType

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getStateOfClosestDoorOfType(type: number, x: number, y: number, z: number): { heading: number; locked: boolean }

getStateOfRayfireMapObject

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getStateOfRayfireMapObject(object: number): number

getWeaponTypeFromPickupType

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getWeaponTypeFromPickupType(pickuphash: number): number

hasClosestObjectOfTypeBeenBroken

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hasClosestObjectOfTypeBeenBroken(p0: number, p1: number, p2: number, p3: number, modelhash: number, p5: number): boolean

hasClosestObjectOfTypeBeenCompletelyDestroyed

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

hasObjectBeenBroken

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hasObjectBeenBroken(object: number, p1: number): boolean

hasPickupBeenCollected

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hasPickupBeenCollected(pickup: number): boolean

hidePortablePickupWhenDetached

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hidePortablePickupWhenDetached(pickupobject: number, toggle: boolean): void

isAnyEntityEntirelyInsideGarage

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isAnyEntityEntirelyInsideGarage(garagehash: number, p1: boolean, p2: boolean, p3: boolean, p4: number): boolean

isAnyObjectNearPoint

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isAnyObjectNearPoint(x: number, y: number, z: number, range: number, p4: boolean): boolean

isDoorClosed

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isDoorClosed(doorhash: number): boolean

isDoorRegisteredWithSystem

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isDoorRegisteredWithSystem(doorhash: number): boolean

isGarageEmpty

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isGarageEmpty(garagehash: number, p1: boolean, p2: number): boolean

isObjectAPickup

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isObjectAPickup(object: number): boolean

isObjectAPortablePickup

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isObjectAPortablePickup(object: number): boolean

isObjectEntirelyInsideGarage

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isObjectEntirelyInsideGarage(garagehash: number, entity: number, p2: number, p3: number): boolean

isObjectNearPoint

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isObjectNearPoint(objecthash: number, x: number, y: number, z: number, range: number): boolean

isObjectPartiallyInsideGarage

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isObjectPartiallyInsideGarage(garagehash: number, entity: number, p2: number): boolean

isObjectVisible

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isObjectVisible(object: number): boolean

isPickupWeaponObjectValid

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isPickupWeaponObjectValid(object: number): boolean

isPlayerEntirelyInsideGarage

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isPlayerEntirelyInsideGarage(garagehash: number, player: number, p2: number, p3: number): boolean

isPlayerPartiallyInsideGarage

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isPlayerPartiallyInsideGarage(garagehash: number, player: number, p2: number): boolean

isPointInAngledArea

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isPointInAngledArea(xpos: number, ypos: number, zpos: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, debug: boolean, includez: boolean): boolean

isPropLightOverriden

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isPropLightOverriden(object: number): boolean

onlyCleanUpObjectWhenOutOfRange

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onlyCleanUpObjectWhenOutOfRange(object: number): void

openAllBarriersForRace

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openAllBarriersForRace(p0: boolean): void

placeObjectOnGroundOrObjectProperly

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placeObjectOnGroundOrObjectProperly(object: number): boolean

placeObjectOnGroundProperly

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placeObjectOnGroundProperly(object: number): boolean

playObjectAutoStartAnim

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playObjectAutoStartAnim(p0: number): void

preventCollectionOfPortablePickup

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preventCollectionOfPortablePickup(object: number, p1: boolean, p2: boolean): void

removeAllPickupsOfType

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removeAllPickupsOfType(pickuphash: number): void

removeDoorFromSystem

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removeDoorFromSystem(doorhash: number, p1: number): void

removeObjectHighDetailModel

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removeObjectHighDetailModel(object: number): void

removePickup

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removePickup(pickup: number): void

renderFakePickupGlow

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renderFakePickupGlow(x: number, y: number, z: number, colorindex: number): void

rotateObject

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rotateObject(object: number, p1: number, p2: number, p3: boolean): boolean

setActivateObjectPhysicsAsSoonAsItIsUnfrozen

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setActivateObjectPhysicsAsSoonAsItIsUnfrozen(object: number, toggle: boolean): void

setCustomPickupWeaponHash

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setCustomPickupWeaponHash(pickuphash: number, pickup: number): void

setCutscenesWeaponFlashlightOnThisFrame

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setCutscenesWeaponFlashlightOnThisFrame(object: number, toggle: boolean): void

setDisableCollisionsBetweenCarsAndCarParachute

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setDisableCollisionsBetweenCarsAndCarParachute(p0: number): void

setDriveArticulatedJoint

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setDriveArticulatedJoint(object: number, toggle: boolean, p2: number): void

setDriveArticulatedJointWithInflictor

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setDriveArticulatedJointWithInflictor(object: number, toggle: boolean, p2: number, ped: number): void

setEntityFlagRenderSmallShadow

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setEntityFlagRenderSmallShadow(object: number, toggle: boolean): void

setEntityFlagSuppressShadow

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

setForceObjectThisFrame

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setForceObjectThisFrame(x: number, y: number, z: number, p3: number): void

setIsObjectArticulated

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setIsObjectArticulated(object: number, toggle: boolean): void

setIsObjectBall

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setIsObjectBall(object: number, toggle: boolean): void

setLocalPlayerCanCollectPortablePickups

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setLocalPlayerCanCollectPortablePickups(toggle: boolean): void

setLocalPlayerPermittedToCollectPickupsWithModel

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setLocalPlayerPermittedToCollectPickupsWithModel(modelhash: number, toggle: boolean): void

setLockedUnstreamedInDoorOfType

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setLockedUnstreamedInDoorOfType(modelhash: number, x: number, y: number, z: number, locked: boolean, xrotmult: number, yrotmult: number, zrotmult: number): void

setMaxNumPortablePickupsCarriedByPlayer

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setMaxNumPortablePickupsCarriedByPlayer(modelhash: number, number: number): void

setObjectAllowLowLodBuoyancy

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setObjectAllowLowLodBuoyancy(object: number, toggle: boolean): void

setObjectForceVehiclesToAvoid

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setObjectForceVehiclesToAvoid(object: number, toggle: boolean): void

setObjectGlowInSameTeam

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setObjectGlowInSameTeam(pickup: number): void

setObjectIsAPressurePlate

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setObjectIsAPressurePlate(object: number, toggle: boolean): void

setObjectIsSpecialGolfball

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setObjectIsSpecialGolfball(object: number, toggle: boolean): void

setObjectIsVisibleInMirrors

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setObjectIsVisibleInMirrors(object: number, toggle: boolean): void

setObjectPhysicsParams

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setObjectPhysicsParams(object: number, weight: number, p2: number, p3: number, p4: number, p5: number, gravity: number, p7: number, p8: number, p9: number, p10: number, buoyancy: number): void

setObjectSpeedBoostAmount

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setObjectSpeedBoostAmount(object: number, p1: number): void

setObjectSpeedBoostDuration

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setObjectSpeedBoostDuration(object: number, duration: number): void

setObjectTakesDamageFromCollidingWithBuildings

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setObjectTakesDamageFromCollidingWithBuildings(p0: number, p1: boolean): void

setObjectTargettable

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setObjectTargettable(object: number, targettable: boolean, p2: number): void

setObjectTintIndex

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setObjectTintIndex(object: number, texturevariation: number): void

setOnlyAllowAmmoCollectionWhenLow

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setOnlyAllowAmmoCollectionWhenLow(p0: boolean): void

setPickupGenerationRangeMultiplier

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setPickupGenerationRangeMultiplier(multiplier: number): void

setPickupGlowOffset

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setPickupGlowOffset(pickup: number, p1: number): void

setPickupHiddenWhenUncollectable

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setPickupHiddenWhenUncollectable(pickup: number, toggle: boolean): void

setPickupObjectAlphaWhenTransparent

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setPickupObjectAlphaWhenTransparent(p0: number): void

setPickupObjectArrowMarker

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setPickupObjectArrowMarker(pickup: number, toggle: boolean): void

setPickupObjectCollectableInVehicle

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setPickupObjectCollectableInVehicle(pickup: number): void

setPickupObjectGlowOffset

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setPickupObjectGlowOffset(pickup: number, p1: number, p2: boolean): void

setPickupObjectGlowWhenUncollectable

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setPickupObjectGlowWhenUncollectable(pickup: number, toggle: boolean): void

setPickupObjectTransparentWhenUncollectable

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setPickupObjectTransparentWhenUncollectable(pickup: number, toggle: boolean): void

setPickupRegenerationTime

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setPickupRegenerationTime(pickup: number, duration: number): void

setPickupTrackDamageEvents

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setPickupTrackDamageEvents(pickup: number, toggle: boolean): void

setPickupTransparentWhenUncollectable

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setPickupTransparentWhenUncollectable(pickup: number, toggle: boolean): void

setPickupUncollectable

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setPickupUncollectable(pickup: number, toggle: boolean): void

setPlayerPermittedToCollectPickupsOfType

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setPlayerPermittedToCollectPickupsOfType(player: number, pickuphash: number, toggle: boolean): void

setPortablePickupPersist

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setPortablePickupPersist(pickup: number, toggle: boolean): void

setProjectilesShouldExplodeOnContact

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

setPropLightColor

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setPropLightColor(object: number, p1: boolean, r: number, g: number, b: number): boolean

setPropTintIndex

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

setStateOfClosestDoorOfType

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setStateOfClosestDoorOfType(type: number, x: number, y: number, z: number, locked: boolean, heading: number, p6: boolean): void

setStateOfRayfireMapObject

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setStateOfRayfireMapObject(object: number, state: number): void

setTeamPickupObject

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setTeamPickupObject(object: number, p1: number, p2: boolean): void

setTintIndexClosestBuildingOfType

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setTintIndexClosestBuildingOfType(x: number, y: number, z: number, radius: number, modelhash: number, texturevariation: number): boolean

setWeaponImpactsApplyGreaterForce

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setWeaponImpactsApplyGreaterForce(object: number, p1: boolean): void

slideObject

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slideObject(object: number, tox: number, toy: number, toz: number, speedx: number, speedy: number, speedz: number, collision: boolean): boolean

suppressPickupRewardType

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suppressPickupRewardType(rewardtype: number, suppress: boolean): void

suppressPickupSoundForPickup

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

trackObjectVisibility

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trackObjectVisibility(object: number): void

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