VimpNativesPed
@vimp-mp/types 2.0.1ts
interface VimpNativesPedMembers
_hasPedClearLosToEntity
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_hasPedClearLosToEntity(ped: number, entity: number, x: number, y: number, z: number, p5: number, p6: boolean, p7: boolean): boolean_setBlockAmbientPedsFromDroppingWeaponsThisFrame
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_setBlockAmbientPedsFromDroppingWeaponsThisFrame(): void_setPedSurvivesBeingOutOfWater
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_setPedSurvivesBeingOutOfWater(ped: number, toggle: boolean): booleanaddArmourToPed
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addArmourToPed(ped: number, amount: number): voidaddPedDecorationFromHashes
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addPedDecorationFromHashes(ped: number, collection: number, overlay: number): voidaddPedDecorationFromHashesInCorona
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addPedDecorationFromHashesInCorona(ped: number, collection: number, overlay: number): voidaddRelationshipGroup
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addRelationshipGroup(name: string): { grouphash: number; return: boolean }addScenarioBlockingArea
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addScenarioBlockingArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: boolean, p7: boolean, p8: boolean, p9: boolean, p10: number): numberapplyDamageToPed
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applyDamageToPed(ped: number, damageamount: number, p2: boolean, p3: number, weapontype: number): voidapplyPedBlood
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applyPedBlood(ped: number, boneindex: number, xrot: number, yrot: number, zrot: number, woundtype: string): voidapplyPedBloodByZone
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applyPedBloodByZone(ped: number, p1: number, p2: number, p3: number, p4: string): voidapplyPedBloodDamageByZone
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applyPedBloodDamageByZone(ped: number, p1: number, p2: number, p3: number, p4: number): voidapplyPedBloodSpecific
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applyPedBloodSpecific(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: string): voidapplyPedDamageDecal
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applyPedDamageDecal(ped: number, damagezone: number, xoffset: number, yoffset: number, heading: number, scale: number, alpha: number, variation: number, fadein: boolean, decalname: string): voidapplyPedDamagePack
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applyPedDamagePack(ped: number, damagepack: string, damage: number, mult: number): voidattachSynchronizedSceneToEntity
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attachSynchronizedSceneToEntity(sceneid: number, entity: number, boneindex: number): voidblockPedFromGeneratingDeadBodyEventsWhenDead
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blockPedFromGeneratingDeadBodyEventsWhenDead(ped: number, toggle: boolean): voidcanCreateRandomBikeRider
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canCreateRandomBikeRider(): booleancanCreateRandomCops
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canCreateRandomCops(): booleancanCreateRandomDriver
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canCreateRandomDriver(): booleancanCreateRandomPed
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canCreateRandomPed(p0: boolean): booleancanKnockPedOffVehicle
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canKnockPedOffVehicle(ped: number): booleancanPedInCombatSeeTarget
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canPedInCombatSeeTarget(ped: number, target: number): booleancanPedRagdoll
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canPedRagdoll(ped: number): booleancanPedSeeHatedPed
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canPedSeeHatedPed(ped1: number, ped2: number): booleancanPedShuffleToOrFromExtraSeat
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canPedShuffleToOrFromExtraSeat(ped: number): { p1: number; return: boolean }canPedShuffleToOrFromTurretSeat
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canPedShuffleToOrFromTurretSeat(ped: number): { p1: number; return: boolean }clearAllPedProps
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clearAllPedProps(ped: number, p1: number): voidclearAllPedVehicleForcedSeatUsage
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clearAllPedVehicleForcedSeatUsage(ped: number): voidclearCoverPointForPed
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clearCoverPointForPed(ped: number): voidclearFacialIdleAnimOverride
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clearFacialIdleAnimOverride(ped: number): voidclearPedAlternateMovementAnim
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clearPedAlternateMovementAnim(ped: number, stance: number, p2: number): voidclearPedAlternateWalkAnim
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clearPedAlternateWalkAnim(ped: number, p1: number): voidclearPedBloodDamage
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clearPedBloodDamage(ped: number): voidclearPedBloodDamageByZone
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clearPedBloodDamageByZone(ped: number, p1: number): voidclearPedDamageDecalByZone
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clearPedDamageDecalByZone(ped: number, p1: number, p2: string): voidclearPedDecorations
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clearPedDecorations(ped: number): voidclearPedDecorationsLeaveScars
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clearPedDecorationsLeaveScars(ped: number): voidclearPedDriveByClipsetOverride
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clearPedDriveByClipsetOverride(ped: number): voidclearPedEnvDirt
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clearPedEnvDirt(ped: number): voidclearPedFallUpperBodyClipsetOverride
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clearPedFallUpperBodyClipsetOverride(ped: number): voidclearPedLastDamageBone
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clearPedLastDamageBone(ped: number): voidclearPedMotionInCoverClipsetOverride
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clearPedMotionInCoverClipsetOverride(ped: number): voidclearPedNonCreationArea
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clearPedNonCreationArea(): voidclearPedParachutePackVariation
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clearPedParachutePackVariation(ped: number): voidclearPedProp
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clearPedProp(ped: number, propid: number, p2: number): voidclearPedScubaGearVariation
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clearPedScubaGearVariation(ped: number): voidclearPedStoredHatProp
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clearPedStoredHatProp(ped: number): voidclearPedWetness
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clearPedWetness(ped: number): voidclearRagdollBlockingFlags
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clearRagdollBlockingFlags(ped: number, blockingflag: number): voidclearRelationshipBetweenGroups
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clearRelationshipBetweenGroups(relationship: number, group1: number, group2: number): voidclonePed
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clonePed(ped: number, isnetwork: boolean, bscripthostped: boolean, copyheadblendflag: boolean): numberclonePedAlt
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clonePedAlt(ped: number, isnetwork: boolean, bscripthostped: boolean, copyheadblendflag: boolean, p4: boolean): numberclonePedToTarget
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clonePedToTarget(ped: number, targetped: number): voidclonePedToTargetAlt
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clonePedToTargetAlt(ped: number, targetped: number, p2: boolean): voidcountPedsInCombatWithTarget
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countPedsInCombatWithTarget(ped: number): numbercountPedsInCombatWithTargetWithinRadius
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countPedsInCombatWithTargetWithinRadius(ped: number, x: number, y: number, z: number, radius: number): numbercreateGroup
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createGroup(unused: number): numbercreateNmMessage
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createNmMessage(startimmediately: boolean, messageid: number): voidcreateParachuteBagObject
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createParachuteBagObject(ped: number, p1: boolean, p2: boolean): numbercreatePed
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createPed(pedtype: number, modelhash: number, x: number, y: number, z: number, heading: number, isnetwork: boolean, bscripthostped: boolean): numbercreatePedInsideVehicle
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createPedInsideVehicle(vehicle: number, pedtype: number, modelhash: number, seat: number, isnetwork: boolean, bscripthostped: boolean): numbercreateRandomPed
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createRandomPed(posx: number, posy: number, posz: number): numbercreateRandomPedAsDriver
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createRandomPedAsDriver(vehicle: number, returnhandle: boolean): numbercreateSynchronizedScene
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createSynchronizedScene(x: number, y: number, z: number, roll: number, pitch: number, yaw: number, p6: number): numbercreateSynchronizedSceneAtMapObject
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createSynchronizedSceneAtMapObject(x: number, y: number, z: number, radius: number, object: number): numberdeletePed
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deletePed(): { ped: number }detachSynchronizedScene
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detachSynchronizedScene(sceneid: number): voiddisableHeadBlendPaletteColor
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disableHeadBlendPaletteColor(ped: number): voiddisablePedHeatscaleOverride
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disablePedHeatscaleOverride(ped: number): voiddisablePedInjuredOnGroundBehaviour
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disablePedInjuredOnGroundBehaviour(ped: number): voiddoesGroupExist
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doesGroupExist(groupid: number): booleandoesRelationshipGroupExist
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doesRelationshipGroupExist(grouphash: number): booleandoesScenarioBlockingAreaExists
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doesScenarioBlockingAreaExists(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): booleandropAmbientProp
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dropAmbientProp(ped: number): voidenableMpLight
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enableMpLight(ped: number, toggle: boolean): voidexplodePedHead
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explodePedHead(ped: number, weaponhash: number): voidfinalizeHeadBlend
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finalizeHeadBlend(ped: number): voidforceAllHeadingValuesToAlign
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forceAllHeadingValuesToAlign(ped: number): voidforceInstantLegIkSetup
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forceInstantLegIkSetup(ped: number): voidforcePedAiAndAnimationUpdate
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forcePedAiAndAnimationUpdate(ped: number, p1: boolean, p2: boolean): voidforcePedMotionState
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forcePedMotionState(ped: number, motionstatehash: number, p2: boolean, p3: number, p4: boolean): booleanforcePedToOpenParachute
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forcePedToOpenParachute(ped: number): voidforceZeroMassInCollisions
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forceZeroMassInCollisions(ped: number): voidgetAnimInitialOffsetPosition
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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
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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
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getCanPedBeGrabbedByScript(ped: number, p1: boolean, p2: boolean, p3: boolean, p4: boolean, p5: boolean, p6: boolean, p7: boolean, p8: number): booleangetClosestPed
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getClosestPed(x: number, y: number, z: number, radius: number, p4: boolean, p5: boolean, p7: boolean, p8: boolean, pedtype: number): { outped: number; return: boolean }getCombatFloat
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getCombatFloat(ped: number, p1: number): numbergetDeadPedPickupCoords
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getDeadPedPickupCoords(ped: number, p1: number, p2: number): { x: number; y: number; z: number }getDefaultSecondaryTintForBarber
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getDefaultSecondaryTintForBarber(colorid: number): numbergetDefaultSecondaryTintForCreator
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getDefaultSecondaryTintForCreator(colorid: number): numbergetFmFemaleShopPedApparelItemIndex
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getFmFemaleShopPedApparelItemIndex(p0: number): numbergetFmMaleShopPedApparelItemIndex
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getFmMaleShopPedApparelItemIndex(p0: number): numbergetGroupSize
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getGroupSize(groupid: number): { p1: number; sizeinmembers: number }getHeadBlendEyeColor
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getHeadBlendEyeColor(ped: number): numbergetJackTarget
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getJackTarget(ped: number): numbergetMeleeTargetForPed
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getMeleeTargetForPed(ped: number): numbergetMount
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getMount(ped: number): numbergetMpLightEnabled
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getMpLightEnabled(ped: number): booleangetMpOutfitDataFromMetadata
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getMpOutfitDataFromMetadata(): { p0: number; p1: number; return: boolean }getNumberOfPedDrawableVariations
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getNumberOfPedDrawableVariations(ped: number, componentid: number): numbergetNumberOfPedPropDrawableVariations
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getNumberOfPedPropDrawableVariations(ped: number, propid: number): numbergetNumberOfPedPropTextureVariations
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getNumberOfPedPropTextureVariations(ped: number, propid: number, drawableid: number): numbergetNumberOfPedTextureVariations
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getNumberOfPedTextureVariations(ped: number, componentid: number, drawableid: number): numbergetNumPedHairTints
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getNumPedHairTints(): numbergetNumPedMakeupTints
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getNumPedMakeupTints(): numbergetPedAccuracy
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getPedAccuracy(ped: number): numbergetPedAlertness
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getPedAlertness(ped: number): numbergetPedArmour
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getPedArmour(ped: number): numbergetPedAsGroupLeader
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getPedAsGroupLeader(groupid: number): numbergetPedAsGroupMember
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getPedAsGroupMember(groupid: number, membernumber: number): numbergetPedBoneCoords
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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): numbergetPedCauseOfDeath
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getPedCauseOfDeath(ped: number): numbergetPedCombatMovement
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getPedCombatMovement(ped: number): numbergetPedCombatRange
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getPedCombatRange(ped: number): numbergetPedConfigFlag
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getPedConfigFlag(ped: number, flagid: number, p2: boolean): booleangetPedCurrentMoveBlendRatio
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getPedCurrentMoveBlendRatio(ped: number): { return: boolean; speedx: number; speedy: number }getPedDecorationsState
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getPedDecorationsState(ped: number): numbergetPedDecorationZoneFromHashes
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getPedDecorationZoneFromHashes(collection: number, overlay: number): numbergetPedDefensiveAreaPosition
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getPedDefensiveAreaPosition(ped: number, p1: boolean): { x: number; y: number; z: number }getPedDiesInWater
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getPedDiesInWater(ped: number): booleangetPedDrawableVariation
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getPedDrawableVariation(ped: number, componentid: number): numbergetPedEmissiveScale
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getPedEmissiveScale(ped: number): numbergetPedEnveffScale
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getPedEnveffScale(ped: number): numbergetPedExtractedDisplacement
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getPedExtractedDisplacement(ped: number, worldspace: boolean): { x: number; y: number; z: number }getPedGroupIndex
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getPedGroupIndex(ped: number): numbergetPedHairTintColor
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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): numbergetPedHeadBlendNumHeads
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getPedHeadBlendNumHeads(type: number): numbergetPedHeadOverlay
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getPedHeadOverlay(ped: number, overlayid: number): numbergetPedHeadOverlayNum
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getPedHeadOverlayNum(overlayid: number): numbergetPedheadshotTxdString
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getPedheadshotTxdString(id: number): stringgetPedHelmetStoredHatPropIndex
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getPedHelmetStoredHatPropIndex(ped: number): numbergetPedHelmetStoredHatTexIndex
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getPedHelmetStoredHatTexIndex(ped: number): numbergetPedLastDamageBone
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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): numbergetPedMoney
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getPedMoney(ped: number): numbergetPedNearbyPeds
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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): numbergetPedParachuteLandingType
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getPedParachuteLandingType(ped: number): numbergetPedParachuteState
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getPedParachuteState(ped: number): numbergetPedParachuteTintIndex
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getPedParachuteTintIndex(ped: number): { outtintindex: number }getPedPropIndex
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getPedPropIndex(ped: number, componentid: number, p2: number): numbergetPedPropTextureIndex
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getPedPropTextureIndex(ped: number, componentid: number): numbergetPedRagdollBoneIndex
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getPedRagdollBoneIndex(ped: number, bone: number): numbergetPedRelationshipGroupDefaultHash
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getPedRelationshipGroupDefaultHash(ped: number): numbergetPedRelationshipGroupHash
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getPedRelationshipGroupHash(ped: number): numbergetPedResetFlag
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getPedResetFlag(ped: number, flagid: number): booleangetPedsJacker
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getPedsJacker(ped: number): numbergetPedSourceOfDeath
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getPedSourceOfDeath(ped: number): numbergetPedStealthMovement
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getPedStealthMovement(ped: number): booleangetPedTargetFromCombatPed
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getPedTargetFromCombatPed(ped: number, p1: number): numbergetPedTextureVariation
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getPedTextureVariation(ped: number, componentid: number): numbergetPedTimeOfDeath
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getPedTimeOfDeath(ped: number): numbergetPedType
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getPedType(ped: number): numbergetPedVisualFieldCenterAngle
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getPedVisualFieldCenterAngle(ped: number): numbergetPlayerPedIsFollowing
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getPlayerPedIsFollowing(ped: number): numbergetPosFromFiredEvent
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getPosFromFiredEvent(ped: number, eventtype: number): { outdata: number; return: boolean }getRandomPedAtCoord
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getRandomPedAtCoord(x: number, y: number, z: number, xradius: number, yradius: number, zradius: number, pedtype: number): numbergetRelationshipBetweenGroups
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getRelationshipBetweenGroups(group1: number, group2: number): numbergetRelationshipBetweenPeds
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getRelationshipBetweenPeds(ped1: number, ped2: number): numbergetSeatPedIsTryingToEnter
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getSeatPedIsTryingToEnter(ped: number): numbergetSynchronizedScenePhase
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getSynchronizedScenePhase(sceneid: number): numbergetSynchronizedSceneRate
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getSynchronizedSceneRate(sceneid: number): numbergetTimePedDamagedByWeapon
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getTimePedDamagedByWeapon(ped: number, weaponhash: number): numbergetTintIndexForLastGenHairTexture
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getTintIndexForLastGenHairTexture(modelhash: number, drawableid: number, textureid: number): numbergetTrackedPedPixelcount
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getTrackedPedPixelcount(ped: number): numbergetVehiclePedIsEntering
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getVehiclePedIsEntering(ped: number): numbergetVehiclePedIsIn
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getVehiclePedIsIn(ped: number, includeentering: boolean): numbergetVehiclePedIsTryingToEnter
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getVehiclePedIsTryingToEnter(ped: number): numbergetVehiclePedIsUsing
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getVehiclePedIsUsing(ped: number): numbergivePedHelmet
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givePedHelmet(ped: number, cannotremove: boolean, helmetflag: number, textureindex: number): voidgivePedNmMessage
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givePedNmMessage(ped: number): voidhasActionModeAssetLoaded
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hasActionModeAssetLoaded(asset: string): booleanhasPedHeadBlendFinished
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hasPedHeadBlendFinished(ped: number): booleanhasPedheadshotImgUploadFailed
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hasPedheadshotImgUploadFailed(): booleanhasPedheadshotImgUploadSucceeded
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hasPedheadshotImgUploadSucceeded(): booleanhasPedPreloadPropDataFinished
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hasPedPreloadPropDataFinished(ped: number): booleanhasPedPreloadVariationDataFinished
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hasPedPreloadVariationDataFinished(ped: number): booleanhasPedReceivedEvent
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hasPedReceivedEvent(ped: number, eventid: number): booleanhasStealthModeAssetLoaded
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hasStealthModeAssetLoaded(asset: string): booleanhaveAllStreamingRequestsCompleted
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haveAllStreamingRequestsCompleted(ped: number): booleanhidePedBloodDamageByZone
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hidePedBloodDamageByZone(ped: number, p1: number, p2: boolean): voidinstantlyFillPedPopulation
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instantlyFillPedPopulation(): voidisAnyHostilePedNearPoint
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isAnyHostilePedNearPoint(ped: number, x: number, y: number, z: number, radius: number): booleanisAnyPedNearPoint
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isAnyPedNearPoint(x: number, y: number, z: number, radius: number): booleanisAnyPedShootingInArea
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isAnyPedShootingInArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p6: boolean, p7: boolean): booleanisConversationPedDead
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isConversationPedDead(ped: number): booleanisCopPedInArea3d
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isCopPedInArea3d(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): booleanisCurrentHeadPropAHelmet
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isCurrentHeadPropAHelmet(p0: number): booleanisMobilePhoneToPedEar
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isMobilePhoneToPedEar(ped: number): booleanisPedAimingFromCover
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isPedAimingFromCover(ped: number): booleanisPedAPlayer
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isPedAPlayer(ped: number): booleanisPedBeingJacked
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isPedBeingJacked(ped: number): booleanisPedBeingStealthKilled
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isPedBeingStealthKilled(ped: number): booleanisPedBeingStunned
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isPedBeingStunned(ped: number, p1: number): booleanisPedBlushFacepaintTintForBarber
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isPedBlushFacepaintTintForBarber(colorid: number): booleanisPedBlushTintForBarber
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isPedBlushTintForBarber(colorid: number): booleanisPedBlushTintForCreator
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isPedBlushTintForCreator(colorid: number): booleanisPedClimbing
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isPedClimbing(ped: number): booleanisPedComponentVariationValid
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isPedComponentVariationValid(ped: number, componentid: number, drawableid: number, textureid: number): booleanisPedDeadOrDying
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isPedDeadOrDying(ped: number, p1: boolean): booleanisPedDefensiveAreaActive
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isPedDefensiveAreaActive(ped: number, p1: boolean): booleanisPedDiving
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isPedDiving(ped: number): booleanisPedDoingABeastJump
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isPedDoingABeastJump(p0: number): booleanisPedDoingDriveby
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isPedDoingDriveby(ped: number): booleanisPedDucking
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isPedDucking(ped: number): booleanisPedEvasiveDiving
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isPedEvasiveDiving(ped: number): { evadingentity: number; return: boolean }isPedFacingPed
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isPedFacingPed(ped: number, otherped: number, angle: number): booleanisPedFalling
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isPedFalling(ped: number): booleanisPedFatallyInjured
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isPedFatallyInjured(ped: number): booleanisPedFleeing
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isPedFleeing(ped: number): booleanisPedGesturing
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isPedGesturing(p0: number): booleanisPedGettingIntoAVehicle
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isPedGettingIntoAVehicle(ped: number): booleanisPedGoingIntoCover
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isPedGoingIntoCover(ped: number): booleanisPedGroupMember
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isPedGroupMember(ped: number, groupid: number): booleanisPedHairTintForBarber
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isPedHairTintForBarber(colorid: number): booleanisPedHairTintForCreator
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isPedHairTintForCreator(colorid: number): booleanisPedHangingOnToVehicle
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isPedHangingOnToVehicle(ped: number): booleanisPedHeadingTowardsPosition
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isPedHeadingTowardsPosition(ped: number, x: number, y: number, z: number, p4: number): booleanisPedheadshotImgUploadAvailable
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isPedheadshotImgUploadAvailable(): booleanisPedheadshotReady
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isPedheadshotReady(id: number): booleanisPedheadshotValid
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isPedheadshotValid(id: number): booleanisPedHeadtrackingEntity
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isPedHeadtrackingEntity(ped: number, entity: number): booleanisPedHeadtrackingPed
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isPedHeadtrackingPed(ped1: number, ped2: number): booleanisPedHelmetVisorUp
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isPedHelmetVisorUp(ped: number): booleanisPedHuman
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isPedHuman(ped: number): booleanisPedHurt
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isPedHurt(ped: number): booleanisPedInAnyBoat
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isPedInAnyBoat(ped: number): booleanisPedInAnyHeli
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isPedInAnyHeli(ped: number): booleanisPedInAnyPlane
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isPedInAnyPlane(ped: number): booleanisPedInAnyPoliceVehicle
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isPedInAnyPoliceVehicle(ped: number): booleanisPedInAnySub
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isPedInAnySub(ped: number): booleanisPedInAnyTaxi
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isPedInAnyTaxi(ped: number): booleanisPedInAnyTrain
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isPedInAnyTrain(ped: number): booleanisPedInAnyVehicle
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isPedInAnyVehicle(ped: number, atgetin: boolean): booleanisPedInCombat
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isPedInCombat(ped: number, target: number): booleanisPedInCover
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isPedInCover(ped: number, exceptuseweapon: boolean): booleanisPedInCoverFacingLeft
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isPedInCoverFacingLeft(ped: number): booleanisPedInFlyingVehicle
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isPedInFlyingVehicle(ped: number): booleanisPedInGroup
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isPedInGroup(ped: number): booleanisPedInHighCover
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isPedInHighCover(ped: number): booleanisPedInjured
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isPedInjured(ped: number): booleanisPedInMeleeCombat
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isPedInMeleeCombat(ped: number): booleanisPedInModel
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isPedInModel(ped: number, modelhash: number): booleanisPedInParachuteFreeFall
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isPedInParachuteFreeFall(ped: number): booleanisPedInVehicle
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isPedInVehicle(ped: number, vehicle: number, atgetin: boolean): booleanisPedJacking
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isPedJacking(ped: number): booleanisPedJumping
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isPedJumping(ped: number): booleanisPedJumpingOutOfVehicle
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isPedJumpingOutOfVehicle(ped: number): booleanisPedLanding
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isPedLanding(p0: number): booleanisPedLipstickTintForBarber
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isPedLipstickTintForBarber(colorid: number): booleanisPedLipstickTintForCreator
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isPedLipstickTintForCreator(colorid: number): booleanisPedMale
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isPedMale(ped: number): booleanisPedModel
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isPedModel(ped: number, modelhash: number): booleanisPedOnAnyBike
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isPedOnAnyBike(ped: number): booleanisPedOnFoot
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isPedOnFoot(ped: number): booleanisPedOnMount
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isPedOnMount(ped: number): booleanisPedOnSpecificVehicle
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isPedOnSpecificVehicle(ped: number, vehicle: number): booleanisPedOnVehicle
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isPedOnVehicle(ped: number): booleanisPedOpeningDoor
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isPedOpeningDoor(ped: number): booleanisPedPerformingACounterAttack
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isPedPerformingACounterAttack(ped: number): booleanisPedPerformingMeleeAction
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isPedPerformingMeleeAction(ped: number): booleanisPedPerformingStealthKill
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isPedPerformingStealthKill(ped: number): booleanisPedPlantingBomb
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isPedPlantingBomb(ped: number): booleanisPedProne
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isPedProne(ped: number): booleanisPedRagdoll
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isPedRagdoll(ped: number): booleanisPedReloading
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isPedReloading(ped: number): booleanisPedRespondingToEvent
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isPedRespondingToEvent(ped: number, event: number): booleanisPedRunningMeleeTask
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isPedRunningMeleeTask(ped: number): booleanisPedRunningMobilePhoneTask
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isPedRunningMobilePhoneTask(ped: number): booleanisPedRunningRagdollTask
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isPedRunningRagdollTask(ped: number): booleanisPedShaderReady
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isPedShaderReady(ped: number): booleanisPedSheltered
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isPedSheltered(ped: number): booleanisPedShooting
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isPedShooting(ped: number): booleanisPedShootingInArea
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isPedShootingInArea(ped: number, x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, p7: boolean, p8: boolean): booleanisPedSittingInAnyVehicle
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isPedSittingInAnyVehicle(ped: number): booleanisPedSittingInVehicle
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isPedSittingInVehicle(ped: number, vehicle: number): booleanisPedStopped
ts
isPedStopped(ped: number): booleanisPedSwimming
ts
isPedSwimming(ped: number): booleanisPedSwimmingUnderWater
ts
isPedSwimmingUnderWater(ped: number): booleanisPedSwitchingWeapon
ts
isPedSwitchingWeapon(ped: number): booleanisPedTakingOffHelmet
ts
isPedTakingOffHelmet(ped: number): booleanisPedTracked
ts
isPedTracked(ped: number): booleanisPedTryingToEnterALockedVehicle
ts
isPedTryingToEnterALockedVehicle(ped: number): booleanisPedUsingActionMode
ts
isPedUsingActionMode(ped: number): booleanisPedUsingAnyScenario
ts
isPedUsingAnyScenario(ped: number): booleanisPedUsingScenario
ts
isPedUsingScenario(ped: number, scenario: string): booleanisPedVaulting
ts
isPedVaulting(ped: number): booleanisPedWearingHelmet
ts
isPedWearingHelmet(ped: number): booleanisScriptedScenarioPedUsingConditionalAnim
ts
isScriptedScenarioPedUsingConditionalAnim(ped: number, animdict: string, anim: string): booleanisSynchronizedSceneHoldLastFrame
ts
isSynchronizedSceneHoldLastFrame(sceneid: number): booleanisSynchronizedSceneLooped
ts
isSynchronizedSceneLooped(sceneid: number): booleanisSynchronizedSceneRunning
ts
isSynchronizedSceneRunning(sceneid: number): booleanisTargetPedInPerceptionArea
ts
isTargetPedInPerceptionArea(ped: number, targetped: number, p2: number, p3: number, p4: number, p5: number): booleanisTrackedPedVisible
ts
isTrackedPedVisible(ped: number): booleanisUsingPedScubaGearVariation
ts
isUsingPedScubaGearVariation(p0: number): booleanknockOffPedProp
ts
knockOffPedProp(ped: number, p1: boolean, p2: boolean, p3: boolean, p4: boolean): voidknockPedOffVehicle
ts
knockPedOffVehicle(ped: number): voidmarkPedDecorationsAsClonedFromLocalPlayer
ts
markPedDecorationsAsClonedFromLocalPlayer(ped: number, p1: boolean): voidpedHasSexinessFlagSet
ts
pedHasSexinessFlagSet(ped: number, sexinessflag: number): booleanplayFacialAnim
ts
playFacialAnim(ped: number, animname: string, animdict: string): voidregisterHatedTargetsAroundPed
ts
registerHatedTargetsAroundPed(ped: number, radius: number): voidregisterPedheadshot
ts
registerPedheadshot(ped: number): numberregisterPedheadshotHires
ts
registerPedheadshotHires(ped: number): numberregisterPedheadshotTransparent
ts
registerPedheadshotTransparent(ped: number): numberregisterTarget
ts
registerTarget(ped: number, target: number): voidreleasePedheadshotImgUpload
ts
releasePedheadshotImgUpload(id: number): voidreleasePedPreloadPropData
ts
releasePedPreloadPropData(ped: number): voidreleasePedPreloadVariationData
ts
releasePedPreloadVariationData(ped: number): voidremoveActionModeAsset
ts
removeActionModeAsset(asset: string): voidremoveGroup
ts
removeGroup(groupid: number): voidremovePedDefensiveArea
ts
removePedDefensiveArea(ped: number, toggle: boolean): voidremovePedElegantly
ts
removePedElegantly(): { ped: number }removePedFromGroup
ts
removePedFromGroup(ped: number): voidremovePedHelmet
ts
removePedHelmet(ped: number, instantly: boolean): voidremovePedPreferredCoverSet
ts
removePedPreferredCoverSet(ped: number): voidremoveRelationshipGroup
ts
removeRelationshipGroup(grouphash: number): voidremoveScenarioBlockingArea
ts
removeScenarioBlockingArea(p0: number, p1: boolean): voidremoveScenarioBlockingAreas
ts
removeScenarioBlockingAreas(): voidremoveStealthModeAsset
ts
removeStealthModeAsset(asset: string): voidrequestActionModeAsset
ts
requestActionModeAsset(asset: string): voidrequestPedheadshotImgUpload
ts
requestPedheadshotImgUpload(id: number): booleanrequestPedRestrictedVehicleVisibilityTracking
ts
requestPedRestrictedVehicleVisibilityTracking(ped: number, p1: boolean): voidrequestPedUseSmallBboxVisibilityTracking
ts
requestPedUseSmallBboxVisibilityTracking(ped: number, p1: boolean): voidrequestPedVehicleVisibilityTracking
ts
requestPedVehicleVisibilityTracking(ped: number, p1: boolean): voidrequestPedVisibilityTracking
ts
requestPedVisibilityTracking(ped: number): voidrequestRagdollBoundsUpdate
ts
requestRagdollBoundsUpdate(p0: number, p1: number): voidrequestStealthModeAsset
ts
requestStealthModeAsset(asset: string): voidresetAiMeleeWeaponDamageModifier
ts
resetAiMeleeWeaponDamageModifier(): voidresetAiWeaponDamageModifier
ts
resetAiWeaponDamageModifier(): voidresetFacialIdleAnim
ts
resetFacialIdleAnim(ped: number): voidresetGroupFormationDefaultSpacing
ts
resetGroupFormationDefaultSpacing(grouphandle: number): voidresetPedInVehicleContext
ts
resetPedInVehicleContext(ped: number): voidresetPedLastVehicle
ts
resetPedLastVehicle(ped: number): voidresetPedMovementClipset
ts
resetPedMovementClipset(ped: number, p1: number): voidresetPedRagdollTimer
ts
resetPedRagdollTimer(ped: number): voidresetPedStrafeClipset
ts
resetPedStrafeClipset(ped: number): voidresetPedVisibleDamage
ts
resetPedVisibleDamage(ped: number): voidresetPedWeaponMovementClipset
ts
resetPedWeaponMovementClipset(ped: number): voidresurrectPed
ts
resurrectPed(ped: number): voidreviveInjuredPed
ts
reviveInjuredPed(ped: number): voidsetAiMeleeWeaponDamageModifier
ts
setAiMeleeWeaponDamageModifier(modifier: number): voidsetAiWeaponDamageModifier
ts
setAiWeaponDamageModifier(value: number): voidsetAllowLockonToPedIfFriendly
ts
setAllowLockonToPedIfFriendly(ped: number, toggle: boolean): voidsetAllowStuntJumpCamera
ts
setAllowStuntJumpCamera(ped: number, toggle: boolean): voidsetAmbientLawPedAccuracyModifier
ts
setAmbientLawPedAccuracyModifier(multiplier: number): voidsetAmbientPedsDropMoney
ts
setAmbientPedsDropMoney(p0: boolean): voidsetBlockingOfNonTemporaryEvents
ts
setBlockingOfNonTemporaryEvents(ped: number, toggle: boolean): voidsetBlockingOfNonTemporaryEventsForAmbientPedsThisFrame
ts
setBlockingOfNonTemporaryEventsForAmbientPedsThisFrame(p0: boolean): voidsetCanAttackFriendly
ts
setCanAttackFriendly(ped: number, toggle: boolean, p2: boolean): voidsetCombatFloat
ts
setCombatFloat(ped: number, combattype: number, p2: number): voidsetCopPerceptionOverrides
ts
setCopPerceptionOverrides(seeingrange: number, seeingrangeperipheral: number, hearingrange: number, visualfieldminazimuthangle: number, visualfieldmaxazimuthangle: number, fieldofgazemaxangle: number, p6: number): voidsetCorpseRagdollFriction
ts
setCorpseRagdollFriction(ped: number, p1: number): voidsetCreateRandomCops
ts
setCreateRandomCops(toggle: boolean): voidsetCreateRandomCopsNotOnScenarios
ts
setCreateRandomCopsNotOnScenarios(toggle: boolean): voidsetCreateRandomCopsOnScenarios
ts
setCreateRandomCopsOnScenarios(toggle: boolean): voidsetDisableHighFallDeath
ts
setDisableHighFallDeath(ped: number, toggle: boolean): voidsetDisablePedMapCollision
ts
setDisablePedMapCollision(ped: number): voidsetDriverAbility
ts
setDriverAbility(driver: number, ability: number): voidsetDriverAggressiveness
ts
setDriverAggressiveness(driver: number, aggressiveness: number): voidsetDriverRacingModifier
ts
setDriverRacingModifier(driver: number, modifier: number): voidsetEnableBoundAnkles
ts
setEnableBoundAnkles(ped: number, toggle: boolean): voidsetEnableHandcuffs
ts
setEnableHandcuffs(ped: number, toggle: boolean): voidsetEnablePedEnveffScale
ts
setEnablePedEnveffScale(ped: number, toggle: boolean): voidsetEnableScuba
ts
setEnableScuba(ped: number, toggle: boolean): voidsetFacialClipset
ts
setFacialClipset(ped: number, animdict: string): voidsetFacialIdleAnimOverride
ts
setFacialIdleAnimOverride(ped: number, animname: string, animdict: string): voidsetForceFootstepUpdate
ts
setForceFootstepUpdate(ped: number, toggle: boolean): voidsetForceStepType
ts
setForceStepType(ped: number, p1: boolean, type: number, p3: number): voidsetGroupFormation
ts
setGroupFormation(groupid: number, formationtype: number): voidsetGroupFormationSpacing
ts
setGroupFormationSpacing(groupid: number, x: number, y: number, z: number): voidsetGroupSeparationRange
ts
setGroupSeparationRange(grouphandle: number, separationrange: number): voidsetHeadBlendEyeColor
ts
setHeadBlendEyeColor(ped: number, index: number): voidsetHeadBlendPaletteColor
ts
setHeadBlendPaletteColor(ped: number, r: number, g: number, b: number, id: number): voidsetHealthSnacksCarriedByAllNewPeds
ts
setHealthSnacksCarriedByAllNewPeds(p0: number, p1: number): voidsetIkTarget
ts
setIkTarget(ped: number, ikindex: number, entitylookat: number, bonelookat: number, offsetx: number, offsety: number, offsetz: number, p7: number, blendinduration: number, blendoutduration: number): voidsetLadderClimbInputState
ts
setLadderClimbInputState(ped: number, p1: number): voidsetMovementModeOverride
ts
setMovementModeOverride(ped: number, name: string): voidsetPedAccuracy
ts
setPedAccuracy(ped: number, accuracy: number): voidsetPedAlertness
ts
setPedAlertness(ped: number, value: number): voidsetPedAllowedToDuck
ts
setPedAllowedToDuck(ped: number, toggle: boolean): voidsetPedAllowHurtCombatForAllMissionPeds
ts
setPedAllowHurtCombatForAllMissionPeds(toggle: boolean): voidsetPedAllowMinorReactionsAsMissionPed
ts
setPedAllowMinorReactionsAsMissionPed(ped: number, toggle: boolean): voidsetPedAllowVehiclesOverride
ts
setPedAllowVehiclesOverride(ped: number, toggle: boolean): voidsetPedAlternateMovementAnim
ts
setPedAlternateMovementAnim(ped: number, stance: number, animdictionary: string, animationname: string, p4: number, p5: boolean): voidsetPedAlternateWalkAnim
ts
setPedAlternateWalkAnim(ped: number, animdict: string, animname: string, p3: number, p4: boolean): voidsetPedAngledDefensiveArea
ts
setPedAngledDefensiveArea(ped: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: boolean, p9: boolean): voidsetPedAoBlobRendering
ts
setPedAoBlobRendering(ped: number, toggle: boolean): voidsetPedArmour
ts
setPedArmour(ped: number, amount: number): voidsetPedAsCop
ts
setPedAsCop(ped: number, toggle: boolean): voidsetPedAsEnemy
ts
setPedAsEnemy(ped: number, toggle: boolean): voidsetPedAsGroupLeader
ts
setPedAsGroupLeader(ped: number, groupid: number): voidsetPedAsGroupMember
ts
setPedAsGroupMember(ped: number, groupid: number): voidsetPedBlendFromParents
ts
setPedBlendFromParents(ped: number, p1: number, p2: number, p3: number, p4: number): voidsetPedBlocksPathingWhenDead
ts
setPedBlocksPathingWhenDead(ped: number, toggle: boolean): voidsetPedBoundsOrientation
ts
setPedBoundsOrientation(ped: number, p1: number, p2: number, x: number, y: number, z: number): voidsetPedCanArmIk
ts
setPedCanArmIk(ped: number, toggle: boolean): voidsetPedCanBeDraggedOut
ts
setPedCanBeDraggedOut(ped: number, toggle: boolean): voidsetPedCanBeKnockedOffBike
ts
setPedCanBeKnockedOffBike(p0: number, p1: number): voidsetPedCanBeKnockedOffVehicle
ts
setPedCanBeKnockedOffVehicle(ped: number, state: number): voidsetPedCanBeShotInVehicle
ts
setPedCanBeShotInVehicle(ped: number, toggle: boolean): voidsetPedCanBeTargetedWhenInjured
ts
setPedCanBeTargetedWhenInjured(ped: number, toggle: boolean): voidsetPedCanBeTargetedWithoutLos
ts
setPedCanBeTargetedWithoutLos(ped: number, toggle: boolean): voidsetPedCanBeTargetted
ts
setPedCanBeTargetted(ped: number, toggle: boolean): voidsetPedCanBeTargettedByPlayer
ts
setPedCanBeTargettedByPlayer(ped: number, player: number, toggle: boolean): voidsetPedCanBeTargettedByTeam
ts
setPedCanBeTargettedByTeam(ped: number, team: number, toggle: boolean): voidsetPedCanCowerInCover
ts
setPedCanCowerInCover(ped: number, toggle: boolean): voidsetPedCanEvasiveDive
ts
setPedCanEvasiveDive(ped: number, toggle: boolean): voidsetPedCanHeadIk
ts
setPedCanHeadIk(ped: number, toggle: boolean): voidsetPedCanLegIk
ts
setPedCanLegIk(ped: number, toggle: boolean): voidsetPedCanLosePropsOnDamage
ts
setPedCanLosePropsOnDamage(ped: number, toggle: boolean, p2: number): voidsetPedCanPeekInCover
ts
setPedCanPeekInCover(ped: number, toggle: boolean): voidsetPedCanPlayAmbientAnims
ts
setPedCanPlayAmbientAnims(ped: number, toggle: boolean): voidsetPedCanPlayAmbientBaseAnims
ts
setPedCanPlayAmbientBaseAnims(ped: number, toggle: boolean): voidsetPedCanPlayGestureAnims
ts
setPedCanPlayGestureAnims(ped: number, toggle: boolean): voidsetPedCanPlayInCarIdles
ts
setPedCanPlayInCarIdles(ped: number, toggle: boolean): voidsetPedCanPlayVisemeAnims
ts
setPedCanPlayVisemeAnims(ped: number, toggle: boolean, p2: boolean): voidsetPedCanRagdoll
ts
setPedCanRagdoll(ped: number, toggle: boolean): voidsetPedCanRagdollFromPlayerImpact
ts
setPedCanRagdollFromPlayerImpact(ped: number, toggle: boolean): voidsetPedCanSmashGlass
ts
setPedCanSmashGlass(ped: number, p1: boolean, p2: boolean): voidsetPedCanSwitchWeapon
ts
setPedCanSwitchWeapon(ped: number, toggle: boolean): voidsetPedCanTeleportToGroupLeader
ts
setPedCanTeleportToGroupLeader(pedhandle: number, grouphandle: number, toggle: boolean): voidsetPedCanTorsoIk
ts
setPedCanTorsoIk(ped: number, toggle: boolean): voidsetPedCanTorsoReactIk
ts
setPedCanTorsoReactIk(ped: number, p1: boolean): voidsetPedCanTorsoVehicleIk
ts
setPedCanTorsoVehicleIk(ped: number, p1: boolean): voidsetPedCanUseAutoConversationLookat
ts
setPedCanUseAutoConversationLookat(ped: number, toggle: boolean): voidsetPedCapsule
ts
setPedCapsule(ped: number, value: number): voidsetPedClothPackageIndex
ts
setPedClothPackageIndex(p0: number, p1: number): voidsetPedClothPinFrames
ts
setPedClothPinFrames(p0: number, p1: number): voidsetPedClothProne
ts
setPedClothProne(p0: number, p1: boolean): voidsetPedCombatAbility
ts
setPedCombatAbility(ped: number, abilitylevel: number): voidsetPedCombatAttributes
ts
setPedCombatAttributes(ped: number, attributeid: number, enabled: boolean): voidsetPedCombatMovement
ts
setPedCombatMovement(ped: number, combatmovement: number): voidsetPedCombatRange
ts
setPedCombatRange(ped: number, combatrange: number): voidsetPedComponentVariation
ts
setPedComponentVariation(ped: number, componentid: number, drawableid: number, textureid: number, paletteid: number): voidsetPedConfigFlag
ts
setPedConfigFlag(ped: number, flagid: number, value: boolean): voidsetPedCoordsKeepVehicle
ts
setPedCoordsKeepVehicle(ped: number, posx: number, posy: number, posz: number): voidsetPedCoordsNoGang
ts
setPedCoordsNoGang(ped: number, posx: number, posy: number, posz: number): voidsetPedCowerHash
ts
setPedCowerHash(ped: number, p1: string): voidsetPedDefaultComponentVariation
ts
setPedDefaultComponentVariation(ped: number): voidsetPedDefensiveAreaAttachedToPed
ts
setPedDefensiveAreaAttachedToPed(ped: number, attachped: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean, p10: boolean): voidsetPedDefensiveAreaDirection
ts
setPedDefensiveAreaDirection(ped: number, p1: number, p2: number, p3: number, p4: boolean): voidsetPedDefensiveSphereAttachedToPed
ts
setPedDefensiveSphereAttachedToPed(ped: number, target: number, xoffset: number, yoffset: number, zoffset: number, radius: number, p6: boolean): voidsetPedDefensiveSphereAttachedToVehicle
ts
setPedDefensiveSphereAttachedToVehicle(ped: number, target: number, xoffset: number, yoffset: number, zoffset: number, radius: number, p6: boolean): voidsetPedDensityMultiplierThisFrame
ts
setPedDensityMultiplierThisFrame(multiplier: number): voidsetPedDesiredHeading
ts
setPedDesiredHeading(ped: number, heading: number): voidsetPedDiesInSinkingVehicle
ts
setPedDiesInSinkingVehicle(ped: number, toggle: boolean): voidsetPedDiesInstantlyInWater
ts
setPedDiesInstantlyInWater(ped: number, toggle: boolean): voidsetPedDiesInVehicle
ts
setPedDiesInVehicle(ped: number, toggle: boolean): voidsetPedDiesInWater
ts
setPedDiesInWater(ped: number, toggle: boolean): voidsetPedDiesWhenInjured
ts
setPedDiesWhenInjured(ped: number, toggle: boolean): voidsetPedDriveByClipsetOverride
ts
setPedDriveByClipsetOverride(ped: number, clipset: string): voidsetPedDucking
ts
setPedDucking(ped: number, toggle: boolean): voidsetPedEmissiveScale
ts
setPedEmissiveScale(ped: number, intensity: number): voidsetPedEnableCrewEmblem
ts
setPedEnableCrewEmblem(ped: number, toggle: boolean): voidsetPedEnableWeaponBlocking
ts
setPedEnableWeaponBlocking(ped: number, toggle: boolean): voidsetPedEnveffColorModulator
ts
setPedEnveffColorModulator(ped: number, p1: number, p2: number, p3: number): voidsetPedEnveffCpvAdd
ts
setPedEnveffCpvAdd(ped: number, p1: number): voidsetPedEnveffScale
ts
setPedEnveffScale(ped: number, value: number): voidsetPedFiringPattern
ts
setPedFiringPattern(ped: number, patternhash: number): voidsetPedFleeAttributes
ts
setPedFleeAttributes(ped: number, attributeflags: number, enable: boolean): voidsetPedGeneratesDeadBodyEvents
ts
setPedGeneratesDeadBodyEvents(ped: number, toggle: boolean): voidsetPedGestureGroup
ts
setPedGestureGroup(ped: number, animgroupgesture: string): voidsetPedGetOutUpsideDownVehicle
ts
setPedGetOutUpsideDownVehicle(ped: number, toggle: boolean): voidsetPedGravity
ts
setPedGravity(ped: number, toggle: boolean): voidsetPedGroupMemberPassengerIndex
ts
setPedGroupMemberPassengerIndex(ped: number, index: number): voidsetPedHairTint
ts
setPedHairTint(ped: number, colorid: number, highlightcolorid: number): voidsetPedHeadBlendData
ts
setPedHeadBlendData(ped: number, shapefirstid: number, shapesecondid: number, shapethirdid: number, skinfirstid: number, skinsecondid: number, skinthirdid: number, shapemix: number, skinmix: number, thirdmix: number, isparent: boolean): voidsetPedHeadOverlay
ts
setPedHeadOverlay(ped: number, overlayid: number, index: number, opacity: number): voidsetPedHeadOverlayTint
ts
setPedHeadOverlayTint(ped: number, overlayid: number, colortype: number, colorid: number, secondcolorid: number): voidsetPedHealthPendingLastDamageEventOverrideFlag
ts
setPedHealthPendingLastDamageEventOverrideFlag(toggle: boolean): voidsetPedHearingRange
ts
setPedHearingRange(ped: number, value: number): voidsetPedHeatscaleOverride
ts
setPedHeatscaleOverride(ped: number, heatscale: number): voidsetPedHelmet
ts
setPedHelmet(ped: number, canwearhelmet: boolean): voidsetPedHelmetFlag
ts
setPedHelmetFlag(ped: number, helmetflag: number): voidsetPedHelmetPropIndex
ts
setPedHelmetPropIndex(ped: number, propindex: number, p2: boolean): voidsetPedHelmetTextureIndex
ts
setPedHelmetTextureIndex(ped: number, textureindex: number): voidsetPedHelmetVisorPropIndices
ts
setPedHelmetVisorPropIndices(ped: number, p1: boolean, p2: number, p3: number): voidsetPedHighlyPerceptive
ts
setPedHighlyPerceptive(ped: number, toggle: boolean): voidsetPedIdRange
ts
setPedIdRange(ped: number, value: number): voidsetPedIncreasedAvoidanceRadius
ts
setPedIncreasedAvoidanceRadius(ped: number): voidsetPedInjuredOnGroundBehaviour
ts
setPedInjuredOnGroundBehaviour(ped: number, p1: number): voidsetPedIntoVehicle
ts
setPedIntoVehicle(ped: number, vehicle: number, seatindex: number): voidsetPedInVehicleContext
ts
setPedInVehicleContext(ped: number, context: number): voidsetPedIsAvoidedByOthers
ts
setPedIsAvoidedByOthers(p0: number, p1: boolean): voidsetPedIsIgnoredByAutoOpenDoors
ts
setPedIsIgnoredByAutoOpenDoors(ped: number, p1: boolean): voidsetPedKeepTask
ts
setPedKeepTask(ped: number, toggle: boolean): voidsetPedLegIkMode
ts
setPedLegIkMode(ped: number, mode: number): voidsetPedLodMultiplier
ts
setPedLodMultiplier(ped: number, multiplier: number): voidsetPedMaxHealth
ts
setPedMaxHealth(ped: number, value: number): voidsetPedMaxMoveBlendRatio
ts
setPedMaxMoveBlendRatio(ped: number, value: number): voidsetPedMaxTimeInWater
ts
setPedMaxTimeInWater(ped: number, value: number): voidsetPedMaxTimeUnderwater
ts
setPedMaxTimeUnderwater(ped: number, value: number): voidsetPedMicroMorph
ts
setPedMicroMorph(ped: number, index: number, scale: number): voidsetPedMinGroundTimeForStungun
ts
setPedMinGroundTimeForStungun(ped: number, ms: number): voidsetPedMinMoveBlendRatio
ts
setPedMinMoveBlendRatio(ped: number, value: number): voidsetPedModelIsSuppressed
ts
setPedModelIsSuppressed(modelhash: number, toggle: boolean): voidsetPedMoney
ts
setPedMoney(ped: number, amount: number): voidsetPedMotionBlur
ts
setPedMotionBlur(ped: number, toggle: boolean): voidsetPedMotionInCoverClipsetOverride
ts
setPedMotionInCoverClipsetOverride(ped: number, p1: string): voidsetPedMoveAnimsBlendOut
ts
setPedMoveAnimsBlendOut(ped: number): voidsetPedMovementClipset
ts
setPedMovementClipset(ped: number, clipset: string, transitionspeed: number): voidsetPedMoveRateInWaterOverride
ts
setPedMoveRateInWaterOverride(ped: number, p1: number): voidsetPedMoveRateOverride
ts
setPedMoveRateOverride(ped: number, value: number): voidsetPedNameDebug
ts
setPedNameDebug(ped: number, name: string): voidsetPedNeverLeavesGroup
ts
setPedNeverLeavesGroup(ped: number, toggle: boolean): voidsetPedNonCreationArea
ts
setPedNonCreationArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number): voidsetPedNoTimeDelayBeforeShot
ts
setPedNoTimeDelayBeforeShot(p0: number): voidsetPedPanicExitScenario
ts
setPedPanicExitScenario(p0: number, p1: number, p2: number, p3: number): booleansetPedParachuteTintIndex
ts
setPedParachuteTintIndex(ped: number, tintindex: number): voidsetPedPhonePaletteIdx
ts
setPedPhonePaletteIdx(p0: number, p1: number): voidsetPedPinnedDown
ts
setPedPinnedDown(ped: number, pinned: boolean, i: number): booleansetPedPlaysHeadOnHornAnimWhenDiesInVehicle
ts
setPedPlaysHeadOnHornAnimWhenDiesInVehicle(ped: number, toggle: boolean): voidsetPedPreferredCoverSet
ts
setPedPreferredCoverSet(ped: number, itemset: number): voidsetPedPreloadPropData
ts
setPedPreloadPropData(ped: number, componentid: number, drawableid: number, textureid: number): numbersetPedPreloadVariationData
ts
setPedPreloadVariationData(ped: number, slot: number, drawableid: number, textureid: number): numbersetPedPrimaryLookat
ts
setPedPrimaryLookat(ped: number, lookat: number): voidsetPedPropIndex
ts
setPedPropIndex(ped: number, componentid: number, drawableid: number, textureid: number, attach: boolean, p5: number): voidsetPedRagdollForceFall
ts
setPedRagdollForceFall(ped: number): voidsetPedRagdollOnCollision
ts
setPedRagdollOnCollision(ped: number, toggle: boolean): voidsetPedRandomComponentVariation
ts
setPedRandomComponentVariation(ped: number, p1: number): voidsetPedRandomProps
ts
setPedRandomProps(ped: number): voidsetPedRelationshipGroupDefaultHash
ts
setPedRelationshipGroupDefaultHash(ped: number, hash: number): voidsetPedRelationshipGroupHash
ts
setPedRelationshipGroupHash(ped: number, hash: number): voidsetPedReserveParachuteTintIndex
ts
setPedReserveParachuteTintIndex(ped: number, p1: number): voidsetPedResetFlag
ts
setPedResetFlag(ped: number, flagid: number, doreset: boolean): voidsetPedScubaGearVariation
ts
setPedScubaGearVariation(ped: number): voidsetPedSeeingRange
ts
setPedSeeingRange(ped: number, value: number): voidsetPedShootRate
ts
setPedShootRate(ped: number, shootrate: number): voidsetPedShootsAtCoord
ts
setPedShootsAtCoord(ped: number, x: number, y: number, z: number, toggle: boolean): voidsetPedShouldIgnoreScenarioExitCollisionChecks
ts
setPedShouldIgnoreScenarioExitCollisionChecks(ped: number, p1: boolean): voidsetPedShouldIgnoreScenarioNavChecks
ts
setPedShouldIgnoreScenarioNavChecks(p0: number, p1: boolean): voidsetPedShouldPlayDirectedNormalScenarioExit
ts
setPedShouldPlayDirectedNormalScenarioExit(p0: number, p1: number, p2: number, p3: number): booleansetPedShouldPlayFleeScenarioExit
ts
setPedShouldPlayFleeScenarioExit(ped: number, p1: number, p2: number, p3: number): booleansetPedShouldPlayImmediateScenarioExit
ts
setPedShouldPlayImmediateScenarioExit(ped: number): voidsetPedShouldPlayNormalScenarioExit
ts
setPedShouldPlayNormalScenarioExit(ped: number): voidsetPedShouldProbeForScenarioExitsInOneFrame
ts
setPedShouldProbeForScenarioExitsInOneFrame(p0: number, p1: boolean): voidsetPedSphereDefensiveArea
ts
setPedSphereDefensiveArea(ped: number, x: number, y: number, z: number, radius: number, p5: boolean, p6: boolean): voidsetPedStayInVehicleWhenJacked
ts
setPedStayInVehicleWhenJacked(ped: number, toggle: boolean): voidsetPedStealthMovement
ts
setPedStealthMovement(ped: number, p1: boolean, action: string): voidsetPedSteerBias
ts
setPedSteerBias(ped: number, value: number): voidsetPedSteersAroundDeadBodies
ts
setPedSteersAroundDeadBodies(ped: number, toggle: boolean): voidsetPedSteersAroundObjects
ts
setPedSteersAroundObjects(ped: number, toggle: boolean): voidsetPedSteersAroundPeds
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setPedSteersAroundPeds(ped: number, toggle: boolean): voidsetPedSteersAroundVehicles
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setPedSteersAroundVehicles(ped: number, toggle: boolean): voidsetPedStrafeClipset
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setPedStrafeClipset(ped: number, clipset: string): voidsetPedSuffersCriticalHits
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setPedSuffersCriticalHits(ped: number, toggle: boolean): voidsetPedSweat
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setPedSweat(ped: number, sweat: number): voidsetPedTargetLossResponse
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setPedTargetLossResponse(ped: number, responsetype: number): voidsetPedToInformRespectedFriends
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setPedToInformRespectedFriends(ped: number, radius: number, maxfriends: number): voidsetPedToLoadCover
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setPedToLoadCover(ped: number, toggle: boolean): voidsetPedToRagdoll
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setPedToRagdoll(ped: number, time1: number, time2: number, ragdolltype: number, p4: boolean, p5: boolean, p6: boolean): booleansetPedToRagdollWithFall
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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): booleansetPedTreatedAsFriendly
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setPedTreatedAsFriendly(p0: number, p1: number, p2: number): voidsetPedUpperBodyDamageOnly
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setPedUpperBodyDamageOnly(ped: number, toggle: boolean): voidsetPedUsingActionMode
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setPedUsingActionMode(ped: number, p1: boolean, p2: number, action: string): voidsetPedVehicleForcedSeatUsage
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setPedVehicleForcedSeatUsage(ped: number, vehicle: number, seatindex: number, flags: number, p4: number): voidsetPedVisualFieldCenterAngle
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setPedVisualFieldCenterAngle(ped: number, angle: number): voidsetPedVisualFieldMaxAngle
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setPedVisualFieldMaxAngle(ped: number, value: number): voidsetPedVisualFieldMaxElevationAngle
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setPedVisualFieldMaxElevationAngle(ped: number, angle: number): voidsetPedVisualFieldMinAngle
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setPedVisualFieldMinAngle(ped: number, value: number): voidsetPedVisualFieldMinElevationAngle
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setPedVisualFieldMinElevationAngle(ped: number, angle: number): voidsetPedVisualFieldPeripheralRange
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setPedVisualFieldPeripheralRange(ped: number, range: number): voidsetPedWeaponMovementClipset
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setPedWeaponMovementClipset(ped: number, clipset: string): voidsetPedWetness
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setPedWetness(ped: number, wetlevel: number): voidsetPedWetnessEnabledThisFrame
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setPedWetnessEnabledThisFrame(ped: number): voidsetPedWetnessHeight
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setPedWetnessHeight(ped: number, height: number): voidsetPedWillOnlyAttackWantedPlayer
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setPedWillOnlyAttackWantedPlayer(p0: number, p1: number): voidsetPopControlSphereThisFrame
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setPopControlSphereThisFrame(x: number, y: number, z: number, min: number, max: number): voidsetRagdollBlockingFlags
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setRagdollBlockingFlags(ped: number, blockingflag: number): voidsetRelationshipBetweenGroups
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setRelationshipBetweenGroups(relationship: number, group1: number, group2: number): voidsetRelationshipGroupAffectsWantedLevel
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setRelationshipGroupAffectsWantedLevel(group: number, p1: boolean): voidsetScenarioPedDensityMultiplierThisFrame
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setScenarioPedDensityMultiplierThisFrame(p0: number, p1: number): voidsetScenarioPedsSpawnInSphereArea
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setScenarioPedsSpawnInSphereArea(x: number, y: number, z: number, range: number, p4: number): voidsetScenarioPedsToBeReturnedByNextCommand
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setScenarioPedsToBeReturnedByNextCommand(value: boolean): voidsetScriptedAnimSeatOffset
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setScriptedAnimSeatOffset(ped: number, p1: number): voidsetScriptedConversionCoordThisFrame
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setScriptedConversionCoordThisFrame(x: number, y: number, z: number): voidsetSynchronizedSceneHoldLastFrame
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setSynchronizedSceneHoldLastFrame(sceneid: number, toggle: boolean): voidsetSynchronizedSceneLooped
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setSynchronizedSceneLooped(sceneid: number, toggle: boolean): voidsetSynchronizedSceneOrigin
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setSynchronizedSceneOrigin(sceneid: number, x: number, y: number, z: number, roll: number, pitch: number, yaw: number, p7: boolean): voidsetSynchronizedScenePhase
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setSynchronizedScenePhase(sceneid: number, phase: number): voidsetSynchronizedSceneRate
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setSynchronizedSceneRate(sceneid: number, rate: number): voidsetTreatAsAmbientPedForDriverLockon
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setTreatAsAmbientPedForDriverLockon(ped: number, p1: boolean): voidsetUseCameraHeadingForDesiredDirectionLockOnTest
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setUseCameraHeadingForDesiredDirectionLockOnTest(ped: number, toggle: boolean): voidspawnpointsCancelSearch
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spawnpointsCancelSearch(): voidspawnpointsGetNumSearchResults
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spawnpointsGetNumSearchResults(): numberspawnpointsGetSearchResult
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spawnpointsGetSearchResult(randomint: number): { x: number; y: number; z: number }spawnpointsGetSearchResultFlags
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spawnpointsGetSearchResultFlags(p0: number): { p1: number }spawnpointsIsSearchActive
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spawnpointsIsSearchActive(): booleanspawnpointsIsSearchComplete
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spawnpointsIsSearchComplete(): booleanspawnpointsIsSearchFailed
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spawnpointsIsSearchFailed(): booleanspawnpointsStartSearch
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spawnpointsStartSearch(p0: number, p1: number, p2: number, p3: number, p4: number, interiorflags: number, scale: number, duration: number): voidspawnpointsStartSearchInAngledArea
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spawnpointsStartSearchInAngledArea(x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, width: number, interiorflags: number, scale: number, duration: number): voidspecialFunctionDoNotUse
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specialFunctionDoNotUse(ped: number, p1: boolean): voidstopAnyPedModelBeingSuppressed
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stopAnyPedModelBeingSuppressed(): voidstopPedWeaponFiringWhenDropped
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stopPedWeaponFiringWhenDropped(ped: number): voidsuppressAmbientPedAggressiveCleanupThisFrame
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suppressAmbientPedAggressiveCleanupThisFrame(): voidtakeOwnershipOfSynchronizedScene
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takeOwnershipOfSynchronizedScene(scene: number): voidtellGroupPedsInAreaToAttack
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tellGroupPedsInAreaToAttack(ped: number, p1: number, p2: number, hash: number, p4: number, p5: number): voidtoggleScenarioPedCowerInPlace
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toggleScenarioPedCowerInPlace(ped: number, toggle: boolean): voidtriggerIdleAnimationOnPed
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triggerIdleAnimationOnPed(ped: number): voidtriggerPedScenarioPanicexittoflee
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triggerPedScenarioPanicexittoflee(p0: number, p1: number, p2: number, p3: number): booleanunregisterPedheadshot
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unregisterPedheadshot(id: number): voidupdatePedHeadBlendData
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updatePedHeadBlendData(ped: number, shapemix: number, skinmix: number, thirdmix: number): voidwasPedKilledByStealth
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wasPedKilledByStealth(ped: number): booleanwasPedKilledByTakedown
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wasPedKilledByTakedown(ped: number): booleanwasPedKnockedOut
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wasPedKnockedOut(ped: number): booleanwasPedSkeletonUpdated
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wasPedSkeletonUpdated(ped: number): boolean