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VimpNativesPed

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesPed

Members

_hasPedClearLosToEntity

ts
_hasPedClearLosToEntity(ped: number, entity: number, x: number, y: number, z: number, p5: number, p6: boolean, p7: boolean): boolean

_setBlockAmbientPedsFromDroppingWeaponsThisFrame

ts
_setBlockAmbientPedsFromDroppingWeaponsThisFrame(): void

_setPedSurvivesBeingOutOfWater

ts
_setPedSurvivesBeingOutOfWater(ped: number, toggle: boolean): boolean

addArmourToPed

ts
addArmourToPed(ped: number, amount: number): void

addPedDecorationFromHashes

ts
addPedDecorationFromHashes(ped: number, collection: number, overlay: number): void

addPedDecorationFromHashesInCorona

ts
addPedDecorationFromHashesInCorona(ped: number, collection: number, overlay: number): void

addRelationshipGroup

ts
addRelationshipGroup(name: string): { grouphash: number; return: boolean }

addScenarioBlockingArea

ts
addScenarioBlockingArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: number): number

applyDamageToPed

ts
applyDamageToPed(ped: number, damageamount: number, p2: boolean, p3: number, weapontype: number): void

applyPedBlood

ts
applyPedBlood(ped: number, boneindex: number, xrot: number, yrot: number, zrot: number, woundtype: string): void

applyPedBloodByZone

ts
applyPedBloodByZone(ped: number, p1: number, p2: number, p3: number, p4: string): void

applyPedBloodDamageByZone

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applyPedBloodDamageByZone(ped: number, p1: number, p2: number, p3: number, p4: number): void

applyPedBloodSpecific

ts
applyPedBloodSpecific(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: string): void

applyPedDamageDecal

ts
applyPedDamageDecal(ped: number, damagezone: number, xoffset: number, yoffset: number, heading: number, scale: number, alpha: number, variation: number, fadein: boolean, decalname: string): void

applyPedDamagePack

ts
applyPedDamagePack(ped: number, damagepack: string, damage: number, mult: number): void

attachSynchronizedSceneToEntity

ts
attachSynchronizedSceneToEntity(sceneid: number, entity: number, boneindex: number): void

blockPedFromGeneratingDeadBodyEventsWhenDead

ts
blockPedFromGeneratingDeadBodyEventsWhenDead(ped: number, toggle: boolean): void

canCreateRandomBikeRider

ts
canCreateRandomBikeRider(): boolean

canCreateRandomCops

ts
canCreateRandomCops(): boolean

canCreateRandomDriver

ts
canCreateRandomDriver(): boolean

canCreateRandomPed

ts
canCreateRandomPed(p0: boolean): boolean

canKnockPedOffVehicle

ts
canKnockPedOffVehicle(ped: number): boolean

canPedInCombatSeeTarget

ts
canPedInCombatSeeTarget(ped: number, target: number): boolean

canPedRagdoll

ts
canPedRagdoll(ped: number): boolean

canPedSeeHatedPed

ts
canPedSeeHatedPed(ped1: number, ped2: number): boolean

canPedShuffleToOrFromExtraSeat

ts
canPedShuffleToOrFromExtraSeat(ped: number): { p1: number; return: boolean }

canPedShuffleToOrFromTurretSeat

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canPedShuffleToOrFromTurretSeat(ped: number): { p1: number; return: boolean }

clearAllPedProps

ts
clearAllPedProps(ped: number, p1: number): void

clearAllPedVehicleForcedSeatUsage

ts
clearAllPedVehicleForcedSeatUsage(ped: number): void

clearCoverPointForPed

ts
clearCoverPointForPed(ped: number): void

clearFacialIdleAnimOverride

ts
clearFacialIdleAnimOverride(ped: number): void

clearPedAlternateMovementAnim

ts
clearPedAlternateMovementAnim(ped: number, stance: number, p2: number): void

clearPedAlternateWalkAnim

ts
clearPedAlternateWalkAnim(ped: number, p1: number): void

clearPedBloodDamage

ts
clearPedBloodDamage(ped: number): void

clearPedBloodDamageByZone

ts
clearPedBloodDamageByZone(ped: number, p1: number): void

clearPedDamageDecalByZone

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

clearPedDecorations

ts
clearPedDecorations(ped: number): void

clearPedDecorationsLeaveScars

ts
clearPedDecorationsLeaveScars(ped: number): void

clearPedDriveByClipsetOverride

ts
clearPedDriveByClipsetOverride(ped: number): void

clearPedEnvDirt

ts
clearPedEnvDirt(ped: number): void

clearPedFallUpperBodyClipsetOverride

ts
clearPedFallUpperBodyClipsetOverride(ped: number): void

clearPedLastDamageBone

ts
clearPedLastDamageBone(ped: number): void

clearPedMotionInCoverClipsetOverride

ts
clearPedMotionInCoverClipsetOverride(ped: number): void

clearPedNonCreationArea

ts
clearPedNonCreationArea(): void

clearPedParachutePackVariation

ts
clearPedParachutePackVariation(ped: number): void

clearPedProp

ts
clearPedProp(ped: number, propid: number, p2: number): void

clearPedScubaGearVariation

ts
clearPedScubaGearVariation(ped: number): void

clearPedStoredHatProp

ts
clearPedStoredHatProp(ped: number): void

clearPedWetness

ts
clearPedWetness(ped: number): void

clearRagdollBlockingFlags

ts
clearRagdollBlockingFlags(ped: number, blockingflag: number): void

clearRelationshipBetweenGroups

ts
clearRelationshipBetweenGroups(relationship: number, group1: number, group2: number): void

clonePed

ts
clonePed(ped: number, isnetwork: boolean, bscripthostped: boolean, copyheadblendflag: boolean): number

clonePedAlt

ts
clonePedAlt(ped: number, isnetwork: boolean, bscripthostped: boolean, copyheadblendflag: boolean, p4: boolean): number

clonePedToTarget

ts
clonePedToTarget(ped: number, targetped: number): void

clonePedToTargetAlt

ts
clonePedToTargetAlt(ped: number, targetped: number, p2: boolean): void

countPedsInCombatWithTarget

ts
countPedsInCombatWithTarget(ped: number): number

countPedsInCombatWithTargetWithinRadius

ts
countPedsInCombatWithTargetWithinRadius(ped: number, x: number, y: number, z: number, radius: number): number

createGroup

ts
createGroup(unused: number): number

createNmMessage

ts
createNmMessage(startimmediately: boolean, messageid: number): void

createParachuteBagObject

ts
createParachuteBagObject(ped: number, p1: boolean, p2: boolean): number

createPed

ts
createPed(pedtype: number, modelhash: number, x: number, y: number, z: number, heading: number, isnetwork: boolean, bscripthostped: boolean): number

createPedInsideVehicle

ts
createPedInsideVehicle(vehicle: number, pedtype: number, modelhash: number, seat: number, isnetwork: boolean, bscripthostped: boolean): number

createRandomPed

ts
createRandomPed(posx: number, posy: number, posz: number): number

createRandomPedAsDriver

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createRandomPedAsDriver(vehicle: number, returnhandle: boolean): number

createSynchronizedScene

ts
createSynchronizedScene(x: number, y: number, z: number, roll: number, pitch: number, yaw: number, p6: number): number

createSynchronizedSceneAtMapObject

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createSynchronizedSceneAtMapObject(x: number, y: number, z: number, radius: number, object: number): number

deletePed

ts
deletePed(): { ped: number }

detachSynchronizedScene

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detachSynchronizedScene(sceneid: number): void

disableHeadBlendPaletteColor

ts
disableHeadBlendPaletteColor(ped: number): void

disablePedHeatscaleOverride

ts
disablePedHeatscaleOverride(ped: number): void

disablePedInjuredOnGroundBehaviour

ts
disablePedInjuredOnGroundBehaviour(ped: number): void

doesGroupExist

ts
doesGroupExist(groupid: number): boolean

doesRelationshipGroupExist

ts
doesRelationshipGroupExist(grouphash: number): boolean

doesScenarioBlockingAreaExists

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

dropAmbientProp

ts
dropAmbientProp(ped: number): void

enableMpLight

ts
enableMpLight(ped: number, toggle: boolean): void

explodePedHead

ts
explodePedHead(ped: number, weaponhash: number): void

finalizeHeadBlend

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finalizeHeadBlend(ped: number): void

forceAllHeadingValuesToAlign

ts
forceAllHeadingValuesToAlign(ped: number): void

forceInstantLegIkSetup

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forceInstantLegIkSetup(ped: number): void

forcePedAiAndAnimationUpdate

ts
forcePedAiAndAnimationUpdate(ped: number, p1: boolean, p2: boolean): void

forcePedMotionState

ts
forcePedMotionState(ped: number, motionstatehash: number, p2: boolean, p3: number, p4: boolean): boolean

forcePedToOpenParachute

ts
forcePedToOpenParachute(ped: number): void

forceZeroMassInCollisions

ts
forceZeroMassInCollisions(ped: number): void

getAnimInitialOffsetPosition

ts
getAnimInitialOffsetPosition(animdict: string, animname: string, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, p8: number, p9: number): { x: number; y: number; z: number }

getAnimInitialOffsetRotation

ts
getAnimInitialOffsetRotation(animdict: string, animname: string, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, p8: number, p9: number): { x: number; y: number; z: number }

getCanPedBeGrabbedByScript

ts
getCanPedBeGrabbedByScript(ped: number, p1: boolean, p2: boolean, p3: boolean, p4: boolean, p5: boolean, p6: boolean, p7: boolean, p8: number): boolean

getClosestPed

ts
getClosestPed(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p7: boolean, p8: boolean, pedtype: number): { outped: number; return: boolean }

getCombatFloat

ts
getCombatFloat(ped: number, p1: number): number

getDeadPedPickupCoords

ts
getDeadPedPickupCoords(ped: number, p1: number, p2: number): { x: number; y: number; z: number }

getDefaultSecondaryTintForBarber

ts
getDefaultSecondaryTintForBarber(colorid: number): number

getDefaultSecondaryTintForCreator

ts
getDefaultSecondaryTintForCreator(colorid: number): number

getFmFemaleShopPedApparelItemIndex

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getFmFemaleShopPedApparelItemIndex(p0: number): number

getFmMaleShopPedApparelItemIndex

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getFmMaleShopPedApparelItemIndex(p0: number): number

getGroupSize

ts
getGroupSize(groupid: number): { p1: number; sizeinmembers: number }

getHeadBlendEyeColor

ts
getHeadBlendEyeColor(ped: number): number

getJackTarget

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getJackTarget(ped: number): number

getMeleeTargetForPed

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getMeleeTargetForPed(ped: number): number

getMount

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getMount(ped: number): number

getMpLightEnabled

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getMpLightEnabled(ped: number): boolean

getMpOutfitDataFromMetadata

ts
getMpOutfitDataFromMetadata(): { p0: number; p1: number; return: boolean }

getNumberOfPedDrawableVariations

ts
getNumberOfPedDrawableVariations(ped: number, componentid: number): number

getNumberOfPedPropDrawableVariations

ts
getNumberOfPedPropDrawableVariations(ped: number, propid: number): number

getNumberOfPedPropTextureVariations

ts
getNumberOfPedPropTextureVariations(ped: number, propid: number, drawableid: number): number

getNumberOfPedTextureVariations

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getNumberOfPedTextureVariations(ped: number, componentid: number, drawableid: number): number

getNumPedHairTints

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getNumPedHairTints(): number

getNumPedMakeupTints

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getNumPedMakeupTints(): number

getPedAccuracy

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getPedAccuracy(ped: number): number

getPedAlertness

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getPedAlertness(ped: number): number

getPedArmour

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getPedArmour(ped: number): number

getPedAsGroupLeader

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getPedAsGroupLeader(groupid: number): number

getPedAsGroupMember

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getPedAsGroupMember(groupid: number, membernumber: number): number

getPedBoneCoords

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getPedBoneCoords(ped: number, boneid: number, offsetx: number, offsety: number, offsetz: number): { x: number; y: number; z: number }

getPedBoneIndex

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getPedBoneIndex(ped: number, boneid: number): number

getPedCauseOfDeath

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getPedCauseOfDeath(ped: number): number

getPedCombatMovement

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getPedCombatMovement(ped: number): number

getPedCombatRange

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getPedCombatRange(ped: number): number

getPedConfigFlag

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getPedConfigFlag(ped: number, flagid: number, p2: boolean): boolean

getPedCurrentMoveBlendRatio

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getPedCurrentMoveBlendRatio(ped: number): { return: boolean; speedx: number; speedy: number }

getPedDecorationsState

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getPedDecorationsState(ped: number): number

getPedDecorationZoneFromHashes

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getPedDecorationZoneFromHashes(collection: number, overlay: number): number

getPedDefensiveAreaPosition

ts
getPedDefensiveAreaPosition(ped: number, p1: boolean): { x: number; y: number; z: number }

getPedDiesInWater

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getPedDiesInWater(ped: number): boolean

getPedDrawableVariation

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getPedDrawableVariation(ped: number, componentid: number): number

getPedEmissiveScale

ts
getPedEmissiveScale(ped: number): number

getPedEnveffScale

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getPedEnveffScale(ped: number): number

getPedExtractedDisplacement

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getPedExtractedDisplacement(ped: number, worldspace: boolean): { x: number; y: number; z: number }

getPedGroupIndex

ts
getPedGroupIndex(ped: number): number

getPedHairTintColor

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getPedHairTintColor(haircolorindex: number): { outb: number; outg: number; outr: number }

getPedHeadBlendData

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getPedHeadBlendData(ped: number): { headblenddata: number; return: boolean }

getPedHeadBlendFirstIndex

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getPedHeadBlendFirstIndex(type: number): number

getPedHeadBlendNumHeads

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getPedHeadBlendNumHeads(type: number): number

getPedHeadOverlay

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getPedHeadOverlay(ped: number, overlayid: number): number

getPedHeadOverlayNum

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getPedHeadOverlayNum(overlayid: number): number

getPedheadshotTxdString

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getPedheadshotTxdString(id: number): string

getPedHelmetStoredHatPropIndex

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getPedHelmetStoredHatPropIndex(ped: number): number

getPedHelmetStoredHatTexIndex

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getPedHelmetStoredHatTexIndex(ped: number): number

getPedLastDamageBone

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getPedLastDamageBone(ped: number): { outbone: number; return: boolean }

getPedMakeupTintColor

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getPedMakeupTintColor(makeupcolorindex: number): { outb: number; outg: number; outr: number }

getPedMaxHealth

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getPedMaxHealth(ped: number): number

getPedMoney

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getPedMoney(ped: number): number

getPedNearbyPeds

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getPedNearbyPeds(ped: number, ignore: number): { return: number; sizeandpeds: number }

getPedNearbyVehicles

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getPedNearbyVehicles(ped: number): { return: number; sizeandvehs: number }

getPedPaletteVariation

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getPedPaletteVariation(ped: number, componentid: number): number

getPedParachuteLandingType

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getPedParachuteLandingType(ped: number): number

getPedParachuteState

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getPedParachuteState(ped: number): number

getPedParachuteTintIndex

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getPedParachuteTintIndex(ped: number): { outtintindex: number }

getPedPropIndex

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getPedPropIndex(ped: number, componentid: number, p2: number): number

getPedPropTextureIndex

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getPedPropTextureIndex(ped: number, componentid: number): number

getPedRagdollBoneIndex

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getPedRagdollBoneIndex(ped: number, bone: number): number

getPedRelationshipGroupDefaultHash

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getPedRelationshipGroupDefaultHash(ped: number): number

getPedRelationshipGroupHash

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getPedRelationshipGroupHash(ped: number): number

getPedResetFlag

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getPedResetFlag(ped: number, flagid: number): boolean

getPedsJacker

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getPedsJacker(ped: number): number

getPedSourceOfDeath

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getPedSourceOfDeath(ped: number): number

getPedStealthMovement

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getPedStealthMovement(ped: number): boolean

getPedTargetFromCombatPed

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getPedTargetFromCombatPed(ped: number, p1: number): number

getPedTextureVariation

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getPedTextureVariation(ped: number, componentid: number): number

getPedTimeOfDeath

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getPedTimeOfDeath(ped: number): number

getPedType

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getPedType(ped: number): number

getPedVisualFieldCenterAngle

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getPedVisualFieldCenterAngle(ped: number): number

getPlayerPedIsFollowing

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getPlayerPedIsFollowing(ped: number): number

getPosFromFiredEvent

ts
getPosFromFiredEvent(ped: number, eventtype: number): { outdata: number; return: boolean }

getRandomPedAtCoord

ts
getRandomPedAtCoord(x: number, y: number, z: number, xradius: number, yradius: number, zradius: number, pedtype: number): number

getRelationshipBetweenGroups

ts
getRelationshipBetweenGroups(group1: number, group2: number): number

getRelationshipBetweenPeds

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getRelationshipBetweenPeds(ped1: number, ped2: number): number

getSeatPedIsTryingToEnter

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getSeatPedIsTryingToEnter(ped: number): number

getSynchronizedScenePhase

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getSynchronizedScenePhase(sceneid: number): number

getSynchronizedSceneRate

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getSynchronizedSceneRate(sceneid: number): number

getTimePedDamagedByWeapon

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getTimePedDamagedByWeapon(ped: number, weaponhash: number): number

getTintIndexForLastGenHairTexture

ts
getTintIndexForLastGenHairTexture(modelhash: number, drawableid: number, textureid: number): number

getTrackedPedPixelcount

ts
getTrackedPedPixelcount(ped: number): number

getVehiclePedIsEntering

ts
getVehiclePedIsEntering(ped: number): number

getVehiclePedIsIn

ts
getVehiclePedIsIn(ped: number, includeentering: boolean): number

getVehiclePedIsTryingToEnter

ts
getVehiclePedIsTryingToEnter(ped: number): number

getVehiclePedIsUsing

ts
getVehiclePedIsUsing(ped: number): number

givePedHelmet

ts
givePedHelmet(ped: number, cannotremove: boolean, helmetflag: number, textureindex: number): void

givePedNmMessage

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givePedNmMessage(ped: number): void

hasActionModeAssetLoaded

ts
hasActionModeAssetLoaded(asset: string): boolean

hasPedHeadBlendFinished

ts
hasPedHeadBlendFinished(ped: number): boolean

hasPedheadshotImgUploadFailed

ts
hasPedheadshotImgUploadFailed(): boolean

hasPedheadshotImgUploadSucceeded

ts
hasPedheadshotImgUploadSucceeded(): boolean

hasPedPreloadPropDataFinished

ts
hasPedPreloadPropDataFinished(ped: number): boolean

hasPedPreloadVariationDataFinished

ts
hasPedPreloadVariationDataFinished(ped: number): boolean

hasPedReceivedEvent

ts
hasPedReceivedEvent(ped: number, eventid: number): boolean

hasStealthModeAssetLoaded

ts
hasStealthModeAssetLoaded(asset: string): boolean

haveAllStreamingRequestsCompleted

ts
haveAllStreamingRequestsCompleted(ped: number): boolean

hidePedBloodDamageByZone

ts
hidePedBloodDamageByZone(ped: number, p1: number, p2: boolean): void

instantlyFillPedPopulation

ts
instantlyFillPedPopulation(): void

isAnyHostilePedNearPoint

ts
isAnyHostilePedNearPoint(ped: number, x: number, y: number, z: number, radius: number): boolean

isAnyPedNearPoint

ts
isAnyPedNearPoint(x: number, y: number, z: number, radius: number): boolean

isAnyPedShootingInArea

ts
isAnyPedShootingInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: boolean, p7: boolean): boolean

isConversationPedDead

ts
isConversationPedDead(ped: number): boolean

isCopPedInArea3d

ts
isCopPedInArea3d(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): boolean

isCurrentHeadPropAHelmet

ts
isCurrentHeadPropAHelmet(p0: number): boolean

isMobilePhoneToPedEar

ts
isMobilePhoneToPedEar(ped: number): boolean

isPedAimingFromCover

ts
isPedAimingFromCover(ped: number): boolean

isPedAPlayer

ts
isPedAPlayer(ped: number): boolean

isPedBeingJacked

ts
isPedBeingJacked(ped: number): boolean

isPedBeingStealthKilled

ts
isPedBeingStealthKilled(ped: number): boolean

isPedBeingStunned

ts
isPedBeingStunned(ped: number, p1: number): boolean

isPedBlushFacepaintTintForBarber

ts
isPedBlushFacepaintTintForBarber(colorid: number): boolean

isPedBlushTintForBarber

ts
isPedBlushTintForBarber(colorid: number): boolean

isPedBlushTintForCreator

ts
isPedBlushTintForCreator(colorid: number): boolean

isPedClimbing

ts
isPedClimbing(ped: number): boolean

isPedComponentVariationValid

ts
isPedComponentVariationValid(ped: number, componentid: number, drawableid: number, textureid: number): boolean

isPedDeadOrDying

ts
isPedDeadOrDying(ped: number, p1: boolean): boolean

isPedDefensiveAreaActive

ts
isPedDefensiveAreaActive(ped: number, p1: boolean): boolean

isPedDiving

ts
isPedDiving(ped: number): boolean

isPedDoingABeastJump

ts
isPedDoingABeastJump(p0: number): boolean

isPedDoingDriveby

ts
isPedDoingDriveby(ped: number): boolean

isPedDucking

ts
isPedDucking(ped: number): boolean

isPedEvasiveDiving

ts
isPedEvasiveDiving(ped: number): { evadingentity: number; return: boolean }

isPedFacingPed

ts
isPedFacingPed(ped: number, otherped: number, angle: number): boolean

isPedFalling

ts
isPedFalling(ped: number): boolean

isPedFatallyInjured

ts
isPedFatallyInjured(ped: number): boolean

isPedFleeing

ts
isPedFleeing(ped: number): boolean

isPedGesturing

ts
isPedGesturing(p0: number): boolean

isPedGettingIntoAVehicle

ts
isPedGettingIntoAVehicle(ped: number): boolean

isPedGoingIntoCover

ts
isPedGoingIntoCover(ped: number): boolean

isPedGroupMember

ts
isPedGroupMember(ped: number, groupid: number): boolean

isPedHairTintForBarber

ts
isPedHairTintForBarber(colorid: number): boolean

isPedHairTintForCreator

ts
isPedHairTintForCreator(colorid: number): boolean

isPedHangingOnToVehicle

ts
isPedHangingOnToVehicle(ped: number): boolean

isPedHeadingTowardsPosition

ts
isPedHeadingTowardsPosition(ped: number, x: number, y: number, z: number, p4: number): boolean

isPedheadshotImgUploadAvailable

ts
isPedheadshotImgUploadAvailable(): boolean

isPedheadshotReady

ts
isPedheadshotReady(id: number): boolean

isPedheadshotValid

ts
isPedheadshotValid(id: number): boolean

isPedHeadtrackingEntity

ts
isPedHeadtrackingEntity(ped: number, entity: number): boolean

isPedHeadtrackingPed

ts
isPedHeadtrackingPed(ped1: number, ped2: number): boolean

isPedHelmetVisorUp

ts
isPedHelmetVisorUp(ped: number): boolean

isPedHuman

ts
isPedHuman(ped: number): boolean

isPedHurt

ts
isPedHurt(ped: number): boolean

isPedInAnyBoat

ts
isPedInAnyBoat(ped: number): boolean

isPedInAnyHeli

ts
isPedInAnyHeli(ped: number): boolean

isPedInAnyPlane

ts
isPedInAnyPlane(ped: number): boolean

isPedInAnyPoliceVehicle

ts
isPedInAnyPoliceVehicle(ped: number): boolean

isPedInAnySub

ts
isPedInAnySub(ped: number): boolean

isPedInAnyTaxi

ts
isPedInAnyTaxi(ped: number): boolean

isPedInAnyTrain

ts
isPedInAnyTrain(ped: number): boolean

isPedInAnyVehicle

ts
isPedInAnyVehicle(ped: number, atgetin: boolean): boolean

isPedInCombat

ts
isPedInCombat(ped: number, target: number): boolean

isPedInCover

ts
isPedInCover(ped: number, exceptuseweapon: boolean): boolean

isPedInCoverFacingLeft

ts
isPedInCoverFacingLeft(ped: number): boolean

isPedInFlyingVehicle

ts
isPedInFlyingVehicle(ped: number): boolean

isPedInGroup

ts
isPedInGroup(ped: number): boolean

isPedInHighCover

ts
isPedInHighCover(ped: number): boolean

isPedInjured

ts
isPedInjured(ped: number): boolean

isPedInMeleeCombat

ts
isPedInMeleeCombat(ped: number): boolean

isPedInModel

ts
isPedInModel(ped: number, modelhash: number): boolean

isPedInParachuteFreeFall

ts
isPedInParachuteFreeFall(ped: number): boolean

isPedInVehicle

ts
isPedInVehicle(ped: number, vehicle: number, atgetin: boolean): boolean

isPedJacking

ts
isPedJacking(ped: number): boolean

isPedJumping

ts
isPedJumping(ped: number): boolean

isPedJumpingOutOfVehicle

ts
isPedJumpingOutOfVehicle(ped: number): boolean

isPedLanding

ts
isPedLanding(p0: number): boolean

isPedLipstickTintForBarber

ts
isPedLipstickTintForBarber(colorid: number): boolean

isPedLipstickTintForCreator

ts
isPedLipstickTintForCreator(colorid: number): boolean

isPedMale

ts
isPedMale(ped: number): boolean

isPedModel

ts
isPedModel(ped: number, modelhash: number): boolean

isPedOnAnyBike

ts
isPedOnAnyBike(ped: number): boolean

isPedOnFoot

ts
isPedOnFoot(ped: number): boolean

isPedOnMount

ts
isPedOnMount(ped: number): boolean

isPedOnSpecificVehicle

ts
isPedOnSpecificVehicle(ped: number, vehicle: number): boolean

isPedOnVehicle

ts
isPedOnVehicle(ped: number): boolean

isPedOpeningDoor

ts
isPedOpeningDoor(ped: number): boolean

isPedPerformingACounterAttack

ts
isPedPerformingACounterAttack(ped: number): boolean

isPedPerformingMeleeAction

ts
isPedPerformingMeleeAction(ped: number): boolean

isPedPerformingStealthKill

ts
isPedPerformingStealthKill(ped: number): boolean

isPedPlantingBomb

ts
isPedPlantingBomb(ped: number): boolean

isPedProne

ts
isPedProne(ped: number): boolean

isPedRagdoll

ts
isPedRagdoll(ped: number): boolean

isPedReloading

ts
isPedReloading(ped: number): boolean

isPedRespondingToEvent

ts
isPedRespondingToEvent(ped: number, event: number): boolean

isPedRunningMeleeTask

ts
isPedRunningMeleeTask(ped: number): boolean

isPedRunningMobilePhoneTask

ts
isPedRunningMobilePhoneTask(ped: number): boolean

isPedRunningRagdollTask

ts
isPedRunningRagdollTask(ped: number): boolean

isPedShaderReady

ts
isPedShaderReady(ped: number): boolean

isPedSheltered

ts
isPedSheltered(ped: number): boolean

isPedShooting

ts
isPedShooting(ped: number): boolean

isPedShootingInArea

ts
isPedShootingInArea(ped: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p7: boolean, p8: boolean): boolean

isPedSittingInAnyVehicle

ts
isPedSittingInAnyVehicle(ped: number): boolean

isPedSittingInVehicle

ts
isPedSittingInVehicle(ped: number, vehicle: number): boolean

isPedStopped

ts
isPedStopped(ped: number): boolean

isPedSwimming

ts
isPedSwimming(ped: number): boolean

isPedSwimmingUnderWater

ts
isPedSwimmingUnderWater(ped: number): boolean

isPedSwitchingWeapon

ts
isPedSwitchingWeapon(ped: number): boolean

isPedTakingOffHelmet

ts
isPedTakingOffHelmet(ped: number): boolean

isPedTracked

ts
isPedTracked(ped: number): boolean

isPedTryingToEnterALockedVehicle

ts
isPedTryingToEnterALockedVehicle(ped: number): boolean

isPedUsingActionMode

ts
isPedUsingActionMode(ped: number): boolean

isPedUsingAnyScenario

ts
isPedUsingAnyScenario(ped: number): boolean

isPedUsingScenario

ts
isPedUsingScenario(ped: number, scenario: string): boolean

isPedVaulting

ts
isPedVaulting(ped: number): boolean

isPedWearingHelmet

ts
isPedWearingHelmet(ped: number): boolean

isScriptedScenarioPedUsingConditionalAnim

ts
isScriptedScenarioPedUsingConditionalAnim(ped: number, animdict: string, anim: string): boolean

isSynchronizedSceneHoldLastFrame

ts
isSynchronizedSceneHoldLastFrame(sceneid: number): boolean

isSynchronizedSceneLooped

ts
isSynchronizedSceneLooped(sceneid: number): boolean

isSynchronizedSceneRunning

ts
isSynchronizedSceneRunning(sceneid: number): boolean

isTargetPedInPerceptionArea

ts
isTargetPedInPerceptionArea(ped: number, targetped: number, p2: number, p3: number, p4: number, p5: number): boolean

isTrackedPedVisible

ts
isTrackedPedVisible(ped: number): boolean

isUsingPedScubaGearVariation

ts
isUsingPedScubaGearVariation(p0: number): boolean

knockOffPedProp

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

knockPedOffVehicle

ts
knockPedOffVehicle(ped: number): void

markPedDecorationsAsClonedFromLocalPlayer

ts
markPedDecorationsAsClonedFromLocalPlayer(ped: number, p1: boolean): void

pedHasSexinessFlagSet

ts
pedHasSexinessFlagSet(ped: number, sexinessflag: number): boolean

playFacialAnim

ts
playFacialAnim(ped: number, animname: string, animdict: string): void

registerHatedTargetsAroundPed

ts
registerHatedTargetsAroundPed(ped: number, radius: number): void

registerPedheadshot

ts
registerPedheadshot(ped: number): number

registerPedheadshotHires

ts
registerPedheadshotHires(ped: number): number

registerPedheadshotTransparent

ts
registerPedheadshotTransparent(ped: number): number

registerTarget

ts
registerTarget(ped: number, target: number): void

releasePedheadshotImgUpload

ts
releasePedheadshotImgUpload(id: number): void

releasePedPreloadPropData

ts
releasePedPreloadPropData(ped: number): void

releasePedPreloadVariationData

ts
releasePedPreloadVariationData(ped: number): void

removeActionModeAsset

ts
removeActionModeAsset(asset: string): void

removeGroup

ts
removeGroup(groupid: number): void

removePedDefensiveArea

ts
removePedDefensiveArea(ped: number, toggle: boolean): void

removePedElegantly

ts
removePedElegantly(): { ped: number }

removePedFromGroup

ts
removePedFromGroup(ped: number): void

removePedHelmet

ts
removePedHelmet(ped: number, instantly: boolean): void

removePedPreferredCoverSet

ts
removePedPreferredCoverSet(ped: number): void

removeRelationshipGroup

ts
removeRelationshipGroup(grouphash: number): void

removeScenarioBlockingArea

ts
removeScenarioBlockingArea(p0: number, p1: boolean): void

removeScenarioBlockingAreas

ts
removeScenarioBlockingAreas(): void

removeStealthModeAsset

ts
removeStealthModeAsset(asset: string): void

requestActionModeAsset

ts
requestActionModeAsset(asset: string): void

requestPedheadshotImgUpload

ts
requestPedheadshotImgUpload(id: number): boolean

requestPedRestrictedVehicleVisibilityTracking

ts
requestPedRestrictedVehicleVisibilityTracking(ped: number, p1: boolean): void

requestPedUseSmallBboxVisibilityTracking

ts
requestPedUseSmallBboxVisibilityTracking(ped: number, p1: boolean): void

requestPedVehicleVisibilityTracking

ts
requestPedVehicleVisibilityTracking(ped: number, p1: boolean): void

requestPedVisibilityTracking

ts
requestPedVisibilityTracking(ped: number): void

requestRagdollBoundsUpdate

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

requestStealthModeAsset

ts
requestStealthModeAsset(asset: string): void

resetAiMeleeWeaponDamageModifier

ts
resetAiMeleeWeaponDamageModifier(): void

resetAiWeaponDamageModifier

ts
resetAiWeaponDamageModifier(): void

resetFacialIdleAnim

ts
resetFacialIdleAnim(ped: number): void

resetGroupFormationDefaultSpacing

ts
resetGroupFormationDefaultSpacing(grouphandle: number): void

resetPedInVehicleContext

ts
resetPedInVehicleContext(ped: number): void

resetPedLastVehicle

ts
resetPedLastVehicle(ped: number): void

resetPedMovementClipset

ts
resetPedMovementClipset(ped: number, p1: number): void

resetPedRagdollTimer

ts
resetPedRagdollTimer(ped: number): void

resetPedStrafeClipset

ts
resetPedStrafeClipset(ped: number): void

resetPedVisibleDamage

ts
resetPedVisibleDamage(ped: number): void

resetPedWeaponMovementClipset

ts
resetPedWeaponMovementClipset(ped: number): void

resurrectPed

ts
resurrectPed(ped: number): void

reviveInjuredPed

ts
reviveInjuredPed(ped: number): void

setAiMeleeWeaponDamageModifier

ts
setAiMeleeWeaponDamageModifier(modifier: number): void

setAiWeaponDamageModifier

ts
setAiWeaponDamageModifier(value: number): void

setAllowLockonToPedIfFriendly

ts
setAllowLockonToPedIfFriendly(ped: number, toggle: boolean): void

setAllowStuntJumpCamera

ts
setAllowStuntJumpCamera(ped: number, toggle: boolean): void

setAmbientLawPedAccuracyModifier

ts
setAmbientLawPedAccuracyModifier(multiplier: number): void

setAmbientPedsDropMoney

ts
setAmbientPedsDropMoney(p0: boolean): void

setBlockingOfNonTemporaryEvents

ts
setBlockingOfNonTemporaryEvents(ped: number, toggle: boolean): void

setBlockingOfNonTemporaryEventsForAmbientPedsThisFrame

ts
setBlockingOfNonTemporaryEventsForAmbientPedsThisFrame(p0: boolean): void

setCanAttackFriendly

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

setCombatFloat

ts
setCombatFloat(ped: number, combattype: number, p2: number): void

setCopPerceptionOverrides

ts
setCopPerceptionOverrides(seeingrange: number, seeingrangeperipheral: number, hearingrange: number, visualfieldminazimuthangle: number, visualfieldmaxazimuthangle: number, fieldofgazemaxangle: number, p6: number): void

setCorpseRagdollFriction

ts
setCorpseRagdollFriction(ped: number, p1: number): void

setCreateRandomCops

ts
setCreateRandomCops(toggle: boolean): void

setCreateRandomCopsNotOnScenarios

ts
setCreateRandomCopsNotOnScenarios(toggle: boolean): void

setCreateRandomCopsOnScenarios

ts
setCreateRandomCopsOnScenarios(toggle: boolean): void

setDisableHighFallDeath

ts
setDisableHighFallDeath(ped: number, toggle: boolean): void

setDisablePedMapCollision

ts
setDisablePedMapCollision(ped: number): void

setDriverAbility

ts
setDriverAbility(driver: number, ability: number): void

setDriverAggressiveness

ts
setDriverAggressiveness(driver: number, aggressiveness: number): void

setDriverRacingModifier

ts
setDriverRacingModifier(driver: number, modifier: number): void

setEnableBoundAnkles

ts
setEnableBoundAnkles(ped: number, toggle: boolean): void

setEnableHandcuffs

ts
setEnableHandcuffs(ped: number, toggle: boolean): void

setEnablePedEnveffScale

ts
setEnablePedEnveffScale(ped: number, toggle: boolean): void

setEnableScuba

ts
setEnableScuba(ped: number, toggle: boolean): void

setFacialClipset

ts
setFacialClipset(ped: number, animdict: string): void

setFacialIdleAnimOverride

ts
setFacialIdleAnimOverride(ped: number, animname: string, animdict: string): void

setForceFootstepUpdate

ts
setForceFootstepUpdate(ped: number, toggle: boolean): void

setForceStepType

ts
setForceStepType(ped: number, p1: boolean, type: number, p3: number): void

setGroupFormation

ts
setGroupFormation(groupid: number, formationtype: number): void

setGroupFormationSpacing

ts
setGroupFormationSpacing(groupid: number, x: number, y: number, z: number): void

setGroupSeparationRange

ts
setGroupSeparationRange(grouphandle: number, separationrange: number): void

setHeadBlendEyeColor

ts
setHeadBlendEyeColor(ped: number, index: number): void

setHeadBlendPaletteColor

ts
setHeadBlendPaletteColor(ped: number, r: number, g: number, b: number, id: number): void

setHealthSnacksCarriedByAllNewPeds

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

setIkTarget

ts
setIkTarget(ped: number, ikindex: number, entitylookat: number, bonelookat: number, offsetx: number, offsety: number, offsetz: number, p7: number, blendinduration: number, blendoutduration: number): void

setLadderClimbInputState

ts
setLadderClimbInputState(ped: number, p1: number): void

setMovementModeOverride

ts
setMovementModeOverride(ped: number, name: string): void

setPedAccuracy

ts
setPedAccuracy(ped: number, accuracy: number): void

setPedAlertness

ts
setPedAlertness(ped: number, value: number): void

setPedAllowedToDuck

ts
setPedAllowedToDuck(ped: number, toggle: boolean): void

setPedAllowHurtCombatForAllMissionPeds

ts
setPedAllowHurtCombatForAllMissionPeds(toggle: boolean): void

setPedAllowMinorReactionsAsMissionPed

ts
setPedAllowMinorReactionsAsMissionPed(ped: number, toggle: boolean): void

setPedAllowVehiclesOverride

ts
setPedAllowVehiclesOverride(ped: number, toggle: boolean): void

setPedAlternateMovementAnim

ts
setPedAlternateMovementAnim(ped: number, stance: number, animdictionary: string, animationname: string, p4: number, p5: boolean): void

setPedAlternateWalkAnim

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

setPedAngledDefensiveArea

ts
setPedAngledDefensiveArea(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean, p9: boolean): void

setPedAoBlobRendering

ts
setPedAoBlobRendering(ped: number, toggle: boolean): void

setPedArmour

ts
setPedArmour(ped: number, amount: number): void

setPedAsCop

ts
setPedAsCop(ped: number, toggle: boolean): void

setPedAsEnemy

ts
setPedAsEnemy(ped: number, toggle: boolean): void

setPedAsGroupLeader

ts
setPedAsGroupLeader(ped: number, groupid: number): void

setPedAsGroupMember

ts
setPedAsGroupMember(ped: number, groupid: number): void

setPedBlendFromParents

ts
setPedBlendFromParents(ped: number, p1: number, p2: number, p3: number, p4: number): void

setPedBlocksPathingWhenDead

ts
setPedBlocksPathingWhenDead(ped: number, toggle: boolean): void

setPedBoundsOrientation

ts
setPedBoundsOrientation(ped: number, p1: number, p2: number, x: number, y: number, z: number): void

setPedCanArmIk

ts
setPedCanArmIk(ped: number, toggle: boolean): void

setPedCanBeDraggedOut

ts
setPedCanBeDraggedOut(ped: number, toggle: boolean): void

setPedCanBeKnockedOffBike

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

setPedCanBeKnockedOffVehicle

ts
setPedCanBeKnockedOffVehicle(ped: number, state: number): void

setPedCanBeShotInVehicle

ts
setPedCanBeShotInVehicle(ped: number, toggle: boolean): void

setPedCanBeTargetedWhenInjured

ts
setPedCanBeTargetedWhenInjured(ped: number, toggle: boolean): void

setPedCanBeTargetedWithoutLos

ts
setPedCanBeTargetedWithoutLos(ped: number, toggle: boolean): void

setPedCanBeTargetted

ts
setPedCanBeTargetted(ped: number, toggle: boolean): void

setPedCanBeTargettedByPlayer

ts
setPedCanBeTargettedByPlayer(ped: number, player: number, toggle: boolean): void

setPedCanBeTargettedByTeam

ts
setPedCanBeTargettedByTeam(ped: number, team: number, toggle: boolean): void

setPedCanCowerInCover

ts
setPedCanCowerInCover(ped: number, toggle: boolean): void

setPedCanEvasiveDive

ts
setPedCanEvasiveDive(ped: number, toggle: boolean): void

setPedCanHeadIk

ts
setPedCanHeadIk(ped: number, toggle: boolean): void

setPedCanLegIk

ts
setPedCanLegIk(ped: number, toggle: boolean): void

setPedCanLosePropsOnDamage

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

setPedCanPeekInCover

ts
setPedCanPeekInCover(ped: number, toggle: boolean): void

setPedCanPlayAmbientAnims

ts
setPedCanPlayAmbientAnims(ped: number, toggle: boolean): void

setPedCanPlayAmbientBaseAnims

ts
setPedCanPlayAmbientBaseAnims(ped: number, toggle: boolean): void

setPedCanPlayGestureAnims

ts
setPedCanPlayGestureAnims(ped: number, toggle: boolean): void

setPedCanPlayInCarIdles

ts
setPedCanPlayInCarIdles(ped: number, toggle: boolean): void

setPedCanPlayVisemeAnims

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

setPedCanRagdoll

ts
setPedCanRagdoll(ped: number, toggle: boolean): void

setPedCanRagdollFromPlayerImpact

ts
setPedCanRagdollFromPlayerImpact(ped: number, toggle: boolean): void

setPedCanSmashGlass

ts
setPedCanSmashGlass(ped: number, p1: boolean, p2: boolean): void

setPedCanSwitchWeapon

ts
setPedCanSwitchWeapon(ped: number, toggle: boolean): void

setPedCanTeleportToGroupLeader

ts
setPedCanTeleportToGroupLeader(pedhandle: number, grouphandle: number, toggle: boolean): void

setPedCanTorsoIk

ts
setPedCanTorsoIk(ped: number, toggle: boolean): void

setPedCanTorsoReactIk

ts
setPedCanTorsoReactIk(ped: number, p1: boolean): void

setPedCanTorsoVehicleIk

ts
setPedCanTorsoVehicleIk(ped: number, p1: boolean): void

setPedCanUseAutoConversationLookat

ts
setPedCanUseAutoConversationLookat(ped: number, toggle: boolean): void

setPedCapsule

ts
setPedCapsule(ped: number, value: number): void

setPedClothPackageIndex

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

setPedClothPinFrames

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

setPedClothProne

ts
setPedClothProne(p0: number, p1: boolean): void

setPedCombatAbility

ts
setPedCombatAbility(ped: number, abilitylevel: number): void

setPedCombatAttributes

ts
setPedCombatAttributes(ped: number, attributeid: number, enabled: boolean): void

setPedCombatMovement

ts
setPedCombatMovement(ped: number, combatmovement: number): void

setPedCombatRange

ts
setPedCombatRange(ped: number, combatrange: number): void

setPedComponentVariation

ts
setPedComponentVariation(ped: number, componentid: number, drawableid: number, textureid: number, paletteid: number): void

setPedConfigFlag

ts
setPedConfigFlag(ped: number, flagid: number, value: boolean): void

setPedCoordsKeepVehicle

ts
setPedCoordsKeepVehicle(ped: number, posx: number, posy: number, posz: number): void

setPedCoordsNoGang

ts
setPedCoordsNoGang(ped: number, posx: number, posy: number, posz: number): void

setPedCowerHash

ts
setPedCowerHash(ped: number, p1: string): void

setPedDefaultComponentVariation

ts
setPedDefaultComponentVariation(ped: number): void

setPedDefensiveAreaAttachedToPed

ts
setPedDefensiveAreaAttachedToPed(ped: number, attachped: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean): void

setPedDefensiveAreaDirection

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

setPedDefensiveSphereAttachedToPed

ts
setPedDefensiveSphereAttachedToPed(ped: number, target: number, xoffset: number, yoffset: number, zoffset: number, radius: number, p6: boolean): void

setPedDefensiveSphereAttachedToVehicle

ts
setPedDefensiveSphereAttachedToVehicle(ped: number, target: number, xoffset: number, yoffset: number, zoffset: number, radius: number, p6: boolean): void

setPedDensityMultiplierThisFrame

ts
setPedDensityMultiplierThisFrame(multiplier: number): void

setPedDesiredHeading

ts
setPedDesiredHeading(ped: number, heading: number): void

setPedDiesInSinkingVehicle

ts
setPedDiesInSinkingVehicle(ped: number, toggle: boolean): void

setPedDiesInstantlyInWater

ts
setPedDiesInstantlyInWater(ped: number, toggle: boolean): void

setPedDiesInVehicle

ts
setPedDiesInVehicle(ped: number, toggle: boolean): void

setPedDiesInWater

ts
setPedDiesInWater(ped: number, toggle: boolean): void

setPedDiesWhenInjured

ts
setPedDiesWhenInjured(ped: number, toggle: boolean): void

setPedDriveByClipsetOverride

ts
setPedDriveByClipsetOverride(ped: number, clipset: string): void

setPedDucking

ts
setPedDucking(ped: number, toggle: boolean): void

setPedEmissiveScale

ts
setPedEmissiveScale(ped: number, intensity: number): void

setPedEnableCrewEmblem

ts
setPedEnableCrewEmblem(ped: number, toggle: boolean): void

setPedEnableWeaponBlocking

ts
setPedEnableWeaponBlocking(ped: number, toggle: boolean): void

setPedEnveffColorModulator

ts
setPedEnveffColorModulator(ped: number, p1: number, p2: number, p3: number): void

setPedEnveffCpvAdd

ts
setPedEnveffCpvAdd(ped: number, p1: number): void

setPedEnveffScale

ts
setPedEnveffScale(ped: number, value: number): void

setPedFiringPattern

ts
setPedFiringPattern(ped: number, patternhash: number): void

setPedFleeAttributes

ts
setPedFleeAttributes(ped: number, attributeflags: number, enable: boolean): void

setPedGeneratesDeadBodyEvents

ts
setPedGeneratesDeadBodyEvents(ped: number, toggle: boolean): void

setPedGestureGroup

ts
setPedGestureGroup(ped: number, animgroupgesture: string): void

setPedGetOutUpsideDownVehicle

ts
setPedGetOutUpsideDownVehicle(ped: number, toggle: boolean): void

setPedGravity

ts
setPedGravity(ped: number, toggle: boolean): void

setPedGroupMemberPassengerIndex

ts
setPedGroupMemberPassengerIndex(ped: number, index: number): void

setPedHairTint

ts
setPedHairTint(ped: number, colorid: number, highlightcolorid: number): void

setPedHeadBlendData

ts
setPedHeadBlendData(ped: number, shapefirstid: number, shapesecondid: number, shapethirdid: number, skinfirstid: number, skinsecondid: number, skinthirdid: number, shapemix: number, skinmix: number, thirdmix: number, isparent: boolean): void

setPedHeadOverlay

ts
setPedHeadOverlay(ped: number, overlayid: number, index: number, opacity: number): void

setPedHeadOverlayTint

ts
setPedHeadOverlayTint(ped: number, overlayid: number, colortype: number, colorid: number, secondcolorid: number): void

setPedHealthPendingLastDamageEventOverrideFlag

ts
setPedHealthPendingLastDamageEventOverrideFlag(toggle: boolean): void

setPedHearingRange

ts
setPedHearingRange(ped: number, value: number): void

setPedHeatscaleOverride

ts
setPedHeatscaleOverride(ped: number, heatscale: number): void

setPedHelmet

ts
setPedHelmet(ped: number, canwearhelmet: boolean): void

setPedHelmetFlag

ts
setPedHelmetFlag(ped: number, helmetflag: number): void

setPedHelmetPropIndex

ts
setPedHelmetPropIndex(ped: number, propindex: number, p2: boolean): void

setPedHelmetTextureIndex

ts
setPedHelmetTextureIndex(ped: number, textureindex: number): void

setPedHelmetVisorPropIndices

ts
setPedHelmetVisorPropIndices(ped: number, p1: boolean, p2: number, p3: number): void

setPedHighlyPerceptive

ts
setPedHighlyPerceptive(ped: number, toggle: boolean): void

setPedIdRange

ts
setPedIdRange(ped: number, value: number): void

setPedIncreasedAvoidanceRadius

ts
setPedIncreasedAvoidanceRadius(ped: number): void

setPedInjuredOnGroundBehaviour

ts
setPedInjuredOnGroundBehaviour(ped: number, p1: number): void

setPedIntoVehicle

ts
setPedIntoVehicle(ped: number, vehicle: number, seatindex: number): void

setPedInVehicleContext

ts
setPedInVehicleContext(ped: number, context: number): void

setPedIsAvoidedByOthers

ts
setPedIsAvoidedByOthers(p0: number, p1: boolean): void

setPedIsIgnoredByAutoOpenDoors

ts
setPedIsIgnoredByAutoOpenDoors(ped: number, p1: boolean): void

setPedKeepTask

ts
setPedKeepTask(ped: number, toggle: boolean): void

setPedLegIkMode

ts
setPedLegIkMode(ped: number, mode: number): void

setPedLodMultiplier

ts
setPedLodMultiplier(ped: number, multiplier: number): void

setPedMaxHealth

ts
setPedMaxHealth(ped: number, value: number): void

setPedMaxMoveBlendRatio

ts
setPedMaxMoveBlendRatio(ped: number, value: number): void

setPedMaxTimeInWater

ts
setPedMaxTimeInWater(ped: number, value: number): void

setPedMaxTimeUnderwater

ts
setPedMaxTimeUnderwater(ped: number, value: number): void

setPedMicroMorph

ts
setPedMicroMorph(ped: number, index: number, scale: number): void

setPedMinGroundTimeForStungun

ts
setPedMinGroundTimeForStungun(ped: number, ms: number): void

setPedMinMoveBlendRatio

ts
setPedMinMoveBlendRatio(ped: number, value: number): void

setPedModelIsSuppressed

ts
setPedModelIsSuppressed(modelhash: number, toggle: boolean): void

setPedMoney

ts
setPedMoney(ped: number, amount: number): void

setPedMotionBlur

ts
setPedMotionBlur(ped: number, toggle: boolean): void

setPedMotionInCoverClipsetOverride

ts
setPedMotionInCoverClipsetOverride(ped: number, p1: string): void

setPedMoveAnimsBlendOut

ts
setPedMoveAnimsBlendOut(ped: number): void

setPedMovementClipset

ts
setPedMovementClipset(ped: number, clipset: string, transitionspeed: number): void

setPedMoveRateInWaterOverride

ts
setPedMoveRateInWaterOverride(ped: number, p1: number): void

setPedMoveRateOverride

ts
setPedMoveRateOverride(ped: number, value: number): void

setPedNameDebug

ts
setPedNameDebug(ped: number, name: string): void

setPedNeverLeavesGroup

ts
setPedNeverLeavesGroup(ped: number, toggle: boolean): void

setPedNonCreationArea

ts
setPedNonCreationArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): void

setPedNoTimeDelayBeforeShot

ts
setPedNoTimeDelayBeforeShot(p0: number): void

setPedPanicExitScenario

ts
setPedPanicExitScenario(p0: number, p1: number, p2: number, p3: number): boolean

setPedParachuteTintIndex

ts
setPedParachuteTintIndex(ped: number, tintindex: number): void

setPedPhonePaletteIdx

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

setPedPinnedDown

ts
setPedPinnedDown(ped: number, pinned: boolean, i: number): boolean

setPedPlaysHeadOnHornAnimWhenDiesInVehicle

ts
setPedPlaysHeadOnHornAnimWhenDiesInVehicle(ped: number, toggle: boolean): void

setPedPreferredCoverSet

ts
setPedPreferredCoverSet(ped: number, itemset: number): void

setPedPreloadPropData

ts
setPedPreloadPropData(ped: number, componentid: number, drawableid: number, textureid: number): number

setPedPreloadVariationData

ts
setPedPreloadVariationData(ped: number, slot: number, drawableid: number, textureid: number): number

setPedPrimaryLookat

ts
setPedPrimaryLookat(ped: number, lookat: number): void

setPedPropIndex

ts
setPedPropIndex(ped: number, componentid: number, drawableid: number, textureid: number, attach: boolean, p5: number): void

setPedRagdollForceFall

ts
setPedRagdollForceFall(ped: number): void

setPedRagdollOnCollision

ts
setPedRagdollOnCollision(ped: number, toggle: boolean): void

setPedRandomComponentVariation

ts
setPedRandomComponentVariation(ped: number, p1: number): void

setPedRandomProps

ts
setPedRandomProps(ped: number): void

setPedRelationshipGroupDefaultHash

ts
setPedRelationshipGroupDefaultHash(ped: number, hash: number): void

setPedRelationshipGroupHash

ts
setPedRelationshipGroupHash(ped: number, hash: number): void

setPedReserveParachuteTintIndex

ts
setPedReserveParachuteTintIndex(ped: number, p1: number): void

setPedResetFlag

ts
setPedResetFlag(ped: number, flagid: number, doreset: boolean): void

setPedScubaGearVariation

ts
setPedScubaGearVariation(ped: number): void

setPedSeeingRange

ts
setPedSeeingRange(ped: number, value: number): void

setPedShootRate

ts
setPedShootRate(ped: number, shootrate: number): void

setPedShootsAtCoord

ts
setPedShootsAtCoord(ped: number, x: number, y: number, z: number, toggle: boolean): void

setPedShouldIgnoreScenarioExitCollisionChecks

ts
setPedShouldIgnoreScenarioExitCollisionChecks(ped: number, p1: boolean): void

setPedShouldIgnoreScenarioNavChecks

ts
setPedShouldIgnoreScenarioNavChecks(p0: number, p1: boolean): void

setPedShouldPlayDirectedNormalScenarioExit

ts
setPedShouldPlayDirectedNormalScenarioExit(p0: number, p1: number, p2: number, p3: number): boolean

setPedShouldPlayFleeScenarioExit

ts
setPedShouldPlayFleeScenarioExit(ped: number, p1: number, p2: number, p3: number): boolean

setPedShouldPlayImmediateScenarioExit

ts
setPedShouldPlayImmediateScenarioExit(ped: number): void

setPedShouldPlayNormalScenarioExit

ts
setPedShouldPlayNormalScenarioExit(ped: number): void

setPedShouldProbeForScenarioExitsInOneFrame

ts
setPedShouldProbeForScenarioExitsInOneFrame(p0: number, p1: boolean): void

setPedSphereDefensiveArea

ts
setPedSphereDefensiveArea(ped: number, x: number, y: number, z: number, radius: number, p5: boolean, p6: boolean): void

setPedStayInVehicleWhenJacked

ts
setPedStayInVehicleWhenJacked(ped: number, toggle: boolean): void

setPedStealthMovement

ts
setPedStealthMovement(ped: number, p1: boolean, action: string): void

setPedSteerBias

ts
setPedSteerBias(ped: number, value: number): void

setPedSteersAroundDeadBodies

ts
setPedSteersAroundDeadBodies(ped: number, toggle: boolean): void

setPedSteersAroundObjects

ts
setPedSteersAroundObjects(ped: number, toggle: boolean): void

setPedSteersAroundPeds

ts
setPedSteersAroundPeds(ped: number, toggle: boolean): void

setPedSteersAroundVehicles

ts
setPedSteersAroundVehicles(ped: number, toggle: boolean): void

setPedStrafeClipset

ts
setPedStrafeClipset(ped: number, clipset: string): void

setPedSuffersCriticalHits

ts
setPedSuffersCriticalHits(ped: number, toggle: boolean): void

setPedSweat

ts
setPedSweat(ped: number, sweat: number): void

setPedTargetLossResponse

ts
setPedTargetLossResponse(ped: number, responsetype: number): void

setPedToInformRespectedFriends

ts
setPedToInformRespectedFriends(ped: number, radius: number, maxfriends: number): void

setPedToLoadCover

ts
setPedToLoadCover(ped: number, toggle: boolean): void

setPedToRagdoll

ts
setPedToRagdoll(ped: number, time1: number, time2: number, ragdolltype: number, p4: boolean, p5: boolean, p6: boolean): boolean

setPedToRagdollWithFall

ts
setPedToRagdollWithFall(ped: number, time: number, p2: number, ragdolltype: number, x: number, y: number, z: number, velocity: number, p8: number, p9: number, p10: number, p11: number, p12: number, p13: number): boolean

setPedTreatedAsFriendly

ts
setPedTreatedAsFriendly(p0: number, p1: number, p2: number): void

setPedUpperBodyDamageOnly

ts
setPedUpperBodyDamageOnly(ped: number, toggle: boolean): void

setPedUsingActionMode

ts
setPedUsingActionMode(ped: number, p1: boolean, p2: number, action: string): void

setPedVehicleForcedSeatUsage

ts
setPedVehicleForcedSeatUsage(ped: number, vehicle: number, seatindex: number, flags: number, p4: number): void

setPedVisualFieldCenterAngle

ts
setPedVisualFieldCenterAngle(ped: number, angle: number): void

setPedVisualFieldMaxAngle

ts
setPedVisualFieldMaxAngle(ped: number, value: number): void

setPedVisualFieldMaxElevationAngle

ts
setPedVisualFieldMaxElevationAngle(ped: number, angle: number): void

setPedVisualFieldMinAngle

ts
setPedVisualFieldMinAngle(ped: number, value: number): void

setPedVisualFieldMinElevationAngle

ts
setPedVisualFieldMinElevationAngle(ped: number, angle: number): void

setPedVisualFieldPeripheralRange

ts
setPedVisualFieldPeripheralRange(ped: number, range: number): void

setPedWeaponMovementClipset

ts
setPedWeaponMovementClipset(ped: number, clipset: string): void

setPedWetness

ts
setPedWetness(ped: number, wetlevel: number): void

setPedWetnessEnabledThisFrame

ts
setPedWetnessEnabledThisFrame(ped: number): void

setPedWetnessHeight

ts
setPedWetnessHeight(ped: number, height: number): void

setPedWillOnlyAttackWantedPlayer

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

setPopControlSphereThisFrame

ts
setPopControlSphereThisFrame(x: number, y: number, z: number, min: number, max: number): void

setRagdollBlockingFlags

ts
setRagdollBlockingFlags(ped: number, blockingflag: number): void

setRelationshipBetweenGroups

ts
setRelationshipBetweenGroups(relationship: number, group1: number, group2: number): void

setRelationshipGroupAffectsWantedLevel

ts
setRelationshipGroupAffectsWantedLevel(group: number, p1: boolean): void

setScenarioPedDensityMultiplierThisFrame

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

setScenarioPedsSpawnInSphereArea

ts
setScenarioPedsSpawnInSphereArea(x: number, y: number, z: number, range: number, p4: number): void

setScenarioPedsToBeReturnedByNextCommand

ts
setScenarioPedsToBeReturnedByNextCommand(value: boolean): void

setScriptedAnimSeatOffset

ts
setScriptedAnimSeatOffset(ped: number, p1: number): void

setScriptedConversionCoordThisFrame

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

setSynchronizedSceneHoldLastFrame

ts
setSynchronizedSceneHoldLastFrame(sceneid: number, toggle: boolean): void

setSynchronizedSceneLooped

ts
setSynchronizedSceneLooped(sceneid: number, toggle: boolean): void

setSynchronizedSceneOrigin

ts
setSynchronizedSceneOrigin(sceneid: number, x: number, y: number, z: number, roll: number, pitch: number, yaw: number, p7: boolean): void

setSynchronizedScenePhase

ts
setSynchronizedScenePhase(sceneid: number, phase: number): void

setSynchronizedSceneRate

ts
setSynchronizedSceneRate(sceneid: number, rate: number): void

setTreatAsAmbientPedForDriverLockon

ts
setTreatAsAmbientPedForDriverLockon(ped: number, p1: boolean): void

setUseCameraHeadingForDesiredDirectionLockOnTest

ts
setUseCameraHeadingForDesiredDirectionLockOnTest(ped: number, toggle: boolean): void

spawnpointsCancelSearch

ts
spawnpointsCancelSearch(): void

spawnpointsGetNumSearchResults

ts
spawnpointsGetNumSearchResults(): number

spawnpointsGetSearchResult

ts
spawnpointsGetSearchResult(randomint: number): { x: number; y: number; z: number }

spawnpointsGetSearchResultFlags

ts
spawnpointsGetSearchResultFlags(p0: number): { p1: number }

spawnpointsIsSearchActive

ts
spawnpointsIsSearchActive(): boolean

spawnpointsIsSearchComplete

ts
spawnpointsIsSearchComplete(): boolean

spawnpointsIsSearchFailed

ts
spawnpointsIsSearchFailed(): boolean

spawnpointsStartSearch

ts
spawnpointsStartSearch(p0: number, p1: number, p2: number, p3: number, p4: number, interiorflags: number, scale: number, duration: number): void

spawnpointsStartSearchInAngledArea

ts
spawnpointsStartSearchInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, interiorflags: number, scale: number, duration: number): void

specialFunctionDoNotUse

ts
specialFunctionDoNotUse(ped: number, p1: boolean): void

stopAnyPedModelBeingSuppressed

ts
stopAnyPedModelBeingSuppressed(): void

stopPedWeaponFiringWhenDropped

ts
stopPedWeaponFiringWhenDropped(ped: number): void

suppressAmbientPedAggressiveCleanupThisFrame

ts
suppressAmbientPedAggressiveCleanupThisFrame(): void

takeOwnershipOfSynchronizedScene

ts
takeOwnershipOfSynchronizedScene(scene: number): void

tellGroupPedsInAreaToAttack

ts
tellGroupPedsInAreaToAttack(ped: number, p1: number, p2: number, hash: number, p4: number, p5: number): void

toggleScenarioPedCowerInPlace

ts
toggleScenarioPedCowerInPlace(ped: number, toggle: boolean): void

triggerIdleAnimationOnPed

ts
triggerIdleAnimationOnPed(ped: number): void

triggerPedScenarioPanicexittoflee

ts
triggerPedScenarioPanicexittoflee(p0: number, p1: number, p2: number, p3: number): boolean

unregisterPedheadshot

ts
unregisterPedheadshot(id: number): void

updatePedHeadBlendData

ts
updatePedHeadBlendData(ped: number, shapemix: number, skinmix: number, thirdmix: number): void

wasPedKilledByStealth

ts
wasPedKilledByStealth(ped: number): boolean

wasPedKilledByTakedown

ts
wasPedKilledByTakedown(ped: number): boolean

wasPedKnockedOut

ts
wasPedKnockedOut(ped: number): boolean

wasPedSkeletonUpdated

ts
wasPedSkeletonUpdated(ped: number): boolean

VIMP developer documentation