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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 ​

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_setBlockAmbientPedsFromDroppingWeaponsThisFrame(): void

_setPedSurvivesBeingOutOfWater ​

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

addArmourToPed ​

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

addPedDecorationFromHashes ​

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

addPedDecorationFromHashesInCorona ​

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

addRelationshipGroup ​

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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): number

applyDamageToPed ​

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

applyPedBlood ​

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

applyPedBloodByZone ​

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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 ​

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

applyPedDamageDecal ​

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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): void

applyPedDamagePack ​

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

attachSynchronizedSceneToEntity ​

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

blockPedFromGeneratingDeadBodyEventsWhenDead ​

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

canCreateRandomBikeRider ​

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canCreateRandomBikeRider(): boolean

canCreateRandomCops ​

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canCreateRandomCops(): boolean

canCreateRandomDriver ​

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canCreateRandomDriver(): boolean

canCreateRandomPed ​

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canCreateRandomPed(p0: boolean): boolean

canKnockPedOffVehicle ​

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canKnockPedOffVehicle(ped: number): boolean

canPedInCombatSeeTarget ​

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

canPedRagdoll ​

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canPedRagdoll(ped: number): boolean

canPedSeeHatedPed ​

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

canPedShuffleToOrFromExtraSeat ​

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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): void

clearAllPedVehicleForcedSeatUsage ​

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clearAllPedVehicleForcedSeatUsage(ped: number): void

clearCoverPointForPed ​

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clearCoverPointForPed(ped: number): void

clearFacialIdleAnimOverride ​

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clearFacialIdleAnimOverride(ped: number): void

clearPedAlternateMovementAnim ​

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

clearPedAlternateWalkAnim ​

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

clearPedBloodDamage ​

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clearPedBloodDamage(ped: number): void

clearPedBloodDamageByZone ​

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

clearPedDamageDecalByZone ​

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

clearPedDecorations ​

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clearPedDecorations(ped: number): void

clearPedDecorationsLeaveScars ​

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clearPedDecorationsLeaveScars(ped: number): void

clearPedDriveByClipsetOverride ​

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clearPedDriveByClipsetOverride(ped: number): void

clearPedEnvDirt ​

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clearPedEnvDirt(ped: number): void

clearPedFallUpperBodyClipsetOverride ​

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clearPedFallUpperBodyClipsetOverride(ped: number): void

clearPedLastDamageBone ​

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clearPedLastDamageBone(ped: number): void

clearPedMotionInCoverClipsetOverride ​

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clearPedMotionInCoverClipsetOverride(ped: number): void

clearPedNonCreationArea ​

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clearPedNonCreationArea(): void

clearPedParachutePackVariation ​

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clearPedParachutePackVariation(ped: number): void

clearPedProp ​

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

clearPedScubaGearVariation ​

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clearPedScubaGearVariation(ped: number): void

clearPedStoredHatProp ​

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clearPedStoredHatProp(ped: number): void

clearPedWetness ​

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clearPedWetness(ped: number): void

clearRagdollBlockingFlags ​

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

clearRelationshipBetweenGroups ​

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

clonePed ​

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

clonePedAlt ​

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

clonePedToTarget ​

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

clonePedToTargetAlt ​

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

countPedsInCombatWithTarget ​

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countPedsInCombatWithTarget(ped: number): number

countPedsInCombatWithTargetWithinRadius ​

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

createGroup ​

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createGroup(unused: number): number

createNmMessage ​

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

createParachuteBagObject ​

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

createPed ​

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

createPedInsideVehicle ​

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

createRandomPed ​

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

createRandomPedAsDriver ​

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

createSynchronizedScene ​

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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 ​

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deletePed(): { ped: number }

detachSynchronizedScene ​

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detachSynchronizedScene(sceneid: number): void

disableHeadBlendPaletteColor ​

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disableHeadBlendPaletteColor(ped: number): void

disablePedHeatscaleOverride ​

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disablePedHeatscaleOverride(ped: number): void

disablePedInjuredOnGroundBehaviour ​

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disablePedInjuredOnGroundBehaviour(ped: number): void

doesGroupExist ​

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doesGroupExist(groupid: number): boolean

doesRelationshipGroupExist ​

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doesRelationshipGroupExist(grouphash: number): boolean

doesScenarioBlockingAreaExists ​

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

dropAmbientProp ​

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dropAmbientProp(ped: number): void

enableMpLight ​

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

explodePedHead ​

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

finalizeHeadBlend ​

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finalizeHeadBlend(ped: number): void

forceAllHeadingValuesToAlign ​

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forceAllHeadingValuesToAlign(ped: number): void

forceInstantLegIkSetup ​

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forceInstantLegIkSetup(ped: number): void

forcePedAiAndAnimationUpdate ​

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

forcePedMotionState ​

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

forcePedToOpenParachute ​

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forcePedToOpenParachute(ped: number): void

forceZeroMassInCollisions ​

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forceZeroMassInCollisions(ped: number): void

getAnimInitialOffsetPosition ​

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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 ​

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 ​

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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): number

getDeadPedPickupCoords ​

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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): number

getDefaultSecondaryTintForCreator ​

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getDefaultSecondaryTintForCreator(colorid: number): number

getFmFemaleShopPedApparelItemIndex ​

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getFmFemaleShopPedApparelItemIndex(p0: number): number

getFmMaleShopPedApparelItemIndex ​

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getFmMaleShopPedApparelItemIndex(p0: number): number

getGroupSize ​

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

getHeadBlendEyeColor ​

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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 ​

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

getNumberOfPedDrawableVariations ​

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

getNumberOfPedPropDrawableVariations ​

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

getNumberOfPedPropTextureVariations ​

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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 ​

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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 ​

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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 ​

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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 ​

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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): number

getRelationshipBetweenGroups ​

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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 ​

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

getTrackedPedPixelcount ​

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getTrackedPedPixelcount(ped: number): number

getVehiclePedIsEntering ​

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getVehiclePedIsEntering(ped: number): number

getVehiclePedIsIn ​

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

getVehiclePedIsTryingToEnter ​

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getVehiclePedIsTryingToEnter(ped: number): number

getVehiclePedIsUsing ​

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getVehiclePedIsUsing(ped: number): number

givePedHelmet ​

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

givePedNmMessage ​

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givePedNmMessage(ped: number): void

hasActionModeAssetLoaded ​

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hasActionModeAssetLoaded(asset: string): boolean

hasPedHeadBlendFinished ​

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hasPedHeadBlendFinished(ped: number): boolean

hasPedheadshotImgUploadFailed ​

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hasPedheadshotImgUploadFailed(): boolean

hasPedheadshotImgUploadSucceeded ​

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hasPedheadshotImgUploadSucceeded(): boolean

hasPedPreloadPropDataFinished ​

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hasPedPreloadPropDataFinished(ped: number): boolean

hasPedPreloadVariationDataFinished ​

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hasPedPreloadVariationDataFinished(ped: number): boolean

hasPedReceivedEvent ​

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

hasStealthModeAssetLoaded ​

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hasStealthModeAssetLoaded(asset: string): boolean

haveAllStreamingRequestsCompleted ​

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haveAllStreamingRequestsCompleted(ped: number): boolean

hidePedBloodDamageByZone ​

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

instantlyFillPedPopulation ​

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instantlyFillPedPopulation(): void

isAnyHostilePedNearPoint ​

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

isAnyPedNearPoint ​

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

isAnyPedShootingInArea ​

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

isConversationPedDead ​

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isConversationPedDead(ped: number): boolean

isCopPedInArea3d ​

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

isCurrentHeadPropAHelmet ​

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isCurrentHeadPropAHelmet(p0: number): boolean

isMobilePhoneToPedEar ​

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isMobilePhoneToPedEar(ped: number): boolean

isPedAimingFromCover ​

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isPedAimingFromCover(ped: number): boolean

isPedAPlayer ​

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isPedAPlayer(ped: number): boolean

isPedBeingJacked ​

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isPedBeingJacked(ped: number): boolean

isPedBeingStealthKilled ​

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isPedBeingStealthKilled(ped: number): boolean

isPedBeingStunned ​

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

isPedBlushFacepaintTintForBarber ​

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isPedBlushFacepaintTintForBarber(colorid: number): boolean

isPedBlushTintForBarber ​

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isPedBlushTintForBarber(colorid: number): boolean

isPedBlushTintForCreator ​

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isPedBlushTintForCreator(colorid: number): boolean

isPedClimbing ​

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isPedClimbing(ped: number): boolean

isPedComponentVariationValid ​

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

isPedDeadOrDying ​

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

isPedDefensiveAreaActive ​

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

isPedDiving ​

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isPedDiving(ped: number): boolean

isPedDoingABeastJump ​

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isPedDoingABeastJump(p0: number): boolean

isPedDoingDriveby ​

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isPedDoingDriveby(ped: number): boolean

isPedDucking ​

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isPedDucking(ped: number): boolean

isPedEvasiveDiving ​

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

isPedFacingPed ​

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

isPedFalling ​

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isPedFalling(ped: number): boolean

isPedFatallyInjured ​

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isPedFatallyInjured(ped: number): boolean

isPedFleeing ​

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isPedFleeing(ped: number): boolean

isPedGesturing ​

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isPedGesturing(p0: number): boolean

isPedGettingIntoAVehicle ​

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isPedGettingIntoAVehicle(ped: number): boolean

isPedGoingIntoCover ​

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isPedGoingIntoCover(ped: number): boolean

isPedGroupMember ​

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

isPedHairTintForBarber ​

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isPedHairTintForBarber(colorid: number): boolean

isPedHairTintForCreator ​

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isPedHairTintForCreator(colorid: number): boolean

isPedHangingOnToVehicle ​

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isPedHangingOnToVehicle(ped: number): boolean

isPedHeadingTowardsPosition ​

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

isPedheadshotImgUploadAvailable ​

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isPedheadshotImgUploadAvailable(): boolean

isPedheadshotReady ​

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isPedheadshotReady(id: number): boolean

isPedheadshotValid ​

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isPedheadshotValid(id: number): boolean

isPedHeadtrackingEntity ​

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

isPedHeadtrackingPed ​

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

isPedHelmetVisorUp ​

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isPedHelmetVisorUp(ped: number): boolean

isPedHuman ​

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isPedHuman(ped: number): boolean

isPedHurt ​

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isPedHurt(ped: number): boolean

isPedInAnyBoat ​

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isPedInAnyBoat(ped: number): boolean

isPedInAnyHeli ​

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isPedInAnyHeli(ped: number): boolean

isPedInAnyPlane ​

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isPedInAnyPlane(ped: number): boolean

isPedInAnyPoliceVehicle ​

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isPedInAnyPoliceVehicle(ped: number): boolean

isPedInAnySub ​

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isPedInAnySub(ped: number): boolean

isPedInAnyTaxi ​

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isPedInAnyTaxi(ped: number): boolean

isPedInAnyTrain ​

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isPedInAnyTrain(ped: number): boolean

isPedInAnyVehicle ​

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

isPedInCombat ​

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

isPedInCover ​

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

isPedInCoverFacingLeft ​

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isPedInCoverFacingLeft(ped: number): boolean

isPedInFlyingVehicle ​

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isPedInFlyingVehicle(ped: number): boolean

isPedInGroup ​

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isPedInGroup(ped: number): boolean

isPedInHighCover ​

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isPedInHighCover(ped: number): boolean

isPedInjured ​

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isPedInjured(ped: number): boolean

isPedInMeleeCombat ​

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isPedInMeleeCombat(ped: number): boolean

isPedInModel ​

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

isPedInParachuteFreeFall ​

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isPedInParachuteFreeFall(ped: number): boolean

isPedInVehicle ​

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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