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VimpNativesPlayer ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesPlayer

Members ​

addPlayerTargetableEntity ​

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addPlayerTargetableEntity(player: number, entity: number): void

allowEvasionHudIfDisablingHiddenEvasionThisFrame ​

ts
allowEvasionHudIfDisablingHiddenEvasionThisFrame(player: number, p1: number): void

arePlayerFlashingStarsAboutToDrop ​

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arePlayerFlashingStarsAboutToDrop(player: number): boolean

arePlayerStarsGreyedOut ​

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arePlayerStarsGreyedOut(player: number): boolean

assistedMovementCloseRoute ​

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assistedMovementCloseRoute(): void

assistedMovementFlushRoute ​

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assistedMovementFlushRoute(): void

canPedHearPlayer ​

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canPedHearPlayer(player: number, ped: number): boolean

canPlayerStartMission ​

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canPlayerStartMission(player: number): boolean

changePlayerPed ​

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changePlayerPed(player: number, ped: number, p2: boolean, resetdamage: boolean): void

clearPlayerHasDamagedAtLeastOneNonAnimalPed ​

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clearPlayerHasDamagedAtLeastOneNonAnimalPed(player: number): void

clearPlayerHasDamagedAtLeastOnePed ​

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clearPlayerHasDamagedAtLeastOnePed(player: number): void

clearPlayerParachuteModelOverride ​

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clearPlayerParachuteModelOverride(player: number): void

clearPlayerParachutePackModelOverride ​

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clearPlayerParachutePackModelOverride(player: number): void

clearPlayerParachuteVariationOverride ​

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clearPlayerParachuteVariationOverride(player: number): void

clearPlayerReserveParachuteModelOverride ​

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clearPlayerReserveParachuteModelOverride(player: number): void

clearPlayerWantedLevel ​

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clearPlayerWantedLevel(player: number): void

disableCameraViewModeCycle ​

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disableCameraViewModeCycle(player: number): void

disablePlayerFiring ​

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disablePlayerFiring(player: number, toggle: boolean): void

disablePlayerHealthRecharge ​

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disablePlayerHealthRecharge(player: number): void

disablePlayerThrowGrenadeWhileUsingGun ​

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disablePlayerThrowGrenadeWhileUsingGun(): void

disablePlayerVehicleRewards ​

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disablePlayerVehicleRewards(player: number): void

displaySystemSigninUi ​

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displaySystemSigninUi(p0: boolean): void

enableSpecialAbility ​

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enableSpecialAbility(player: number, toggle: boolean, p2: number): void

extendWorldBoundaryForPlayer ​

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extendWorldBoundaryForPlayer(x: number, y: number, z: number): void

forceCleanup ​

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forceCleanup(cleanupflags: number): void

forceCleanupForAllThreadsWithThisName ​

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forceCleanupForAllThreadsWithThisName(name: string, cleanupflags: number): void

forceCleanupForThreadWithThisId ​

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forceCleanupForThreadWithThisId(id: number, cleanupflags: number): void

forceStartHiddenEvasion ​

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forceStartHiddenEvasion(player: number): void

getAchievementProgress ​

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getAchievementProgress(achievementid: number): number

getAreCameraControlsDisabled ​

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getAreCameraControlsDisabled(): boolean

getCauseOfMostRecentForceCleanup ​

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getCauseOfMostRecentForceCleanup(): number

getEntityPlayerIsFreeAimingAt ​

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getEntityPlayerIsFreeAimingAt(player: number): { entity: number; return: boolean }

getIsMoppingAreaFreeInFrontOfPlayer ​

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getIsMoppingAreaFreeInFrontOfPlayer(player: number, p1: number): boolean

getIsPlayerDrivingOnHighway ​

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getIsPlayerDrivingOnHighway(player: number): boolean

getIsPlayerDrivingWreckless ​

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getIsPlayerDrivingWreckless(player: number, p1: number): boolean

getIsUsingFpsThirdPersonCover ​

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getIsUsingFpsThirdPersonCover(): boolean

getIsUsingHoodCamera ​

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getIsUsingHoodCamera(): boolean

getMaxWantedLevel ​

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getMaxWantedLevel(): number

getNumberOfPlayers ​

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getNumberOfPlayers(): number

getNumberOfPlayersInTeam ​

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getNumberOfPlayersInTeam(team: number): number

getPlayerCurrentStealthNoise ​

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getPlayerCurrentStealthNoise(player: number): number

getPlayerDebugInvincible ​

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getPlayerDebugInvincible(player: number): boolean

getPlayerFakeWantedLevel ​

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getPlayerFakeWantedLevel(player: number): number

getPlayerGroup ​

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getPlayerGroup(player: number): number

getPlayerHasReserveParachute ​

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getPlayerHasReserveParachute(player: number): boolean

getPlayerHealthRechargeMaxPercent ​

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getPlayerHealthRechargeMaxPercent(player: number): number

getPlayerIndex ​

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getPlayerIndex(): number

getPlayerInvincible ​

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getPlayerInvincible(player: number): boolean

getPlayerMaxArmour ​

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getPlayerMaxArmour(player: number): number

getPlayerName ​

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getPlayerName(player: number): string

getPlayerParachuteModelOverride ​

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getPlayerParachuteModelOverride(player: number): number

getPlayerParachutePackTintIndex ​

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getPlayerParachutePackTintIndex(player: number): { tintindex: number }

getPlayerParachuteSmokeTrailColor ​

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getPlayerParachuteSmokeTrailColor(player: number): { b: number; g: number; r: number }

getPlayerParachuteTintIndex ​

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getPlayerParachuteTintIndex(player: number): { tintindex: number }

getPlayerPed ​

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getPlayerPed(player: number): number

getPlayerPedScriptIndex ​

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getPlayerPedScriptIndex(player: number): number

getPlayerReceivedBattleEventRecently ​

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getPlayerReceivedBattleEventRecently(player: number, p1: number, p2: boolean): boolean

getPlayerReserveParachuteModelOverride ​

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getPlayerReserveParachuteModelOverride(player: number): number

getPlayerReserveParachuteTintIndex ​

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getPlayerReserveParachuteTintIndex(player: number): { index: number }

getPlayerRgbColour ​

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getPlayerRgbColour(player: number): { b: number; g: number; r: number }

getPlayersLastVehicle ​

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getPlayersLastVehicle(): number

getPlayerSprintStaminaRemaining ​

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getPlayerSprintStaminaRemaining(player: number): number

getPlayerSprintTimeRemaining ​

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getPlayerSprintTimeRemaining(player: number): number

getPlayerTargetEntity ​

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getPlayerTargetEntity(player: number): { entity: number; return: boolean }

getPlayerTargetingMode ​

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getPlayerTargetingMode(): number

getPlayerTeam ​

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getPlayerTeam(player: number): number

getPlayerUnderwaterTimeRemaining ​

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getPlayerUnderwaterTimeRemaining(player: number): number

getPlayerWantedCentrePosition ​

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getPlayerWantedCentrePosition(player: number): { x: number; y: number; z: number }

getPlayerWantedLevel ​

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getPlayerWantedLevel(player: number): number

getTimeSinceLastArrest ​

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getTimeSinceLastArrest(): number

getTimeSinceLastDeath ​

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getTimeSinceLastDeath(): number

getTimeSincePlayerDroveAgainstTraffic ​

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getTimeSincePlayerDroveAgainstTraffic(player: number): number

getTimeSincePlayerDroveOnPavement ​

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getTimeSincePlayerDroveOnPavement(player: number): number

getTimeSincePlayerHitPed ​

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getTimeSincePlayerHitPed(player: number): number

getTimeSincePlayerHitVehicle ​

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getTimeSincePlayerHitVehicle(player: number): number

getWantedLevelRadius ​

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getWantedLevelRadius(player: number): number

getWantedLevelThreshold ​

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getWantedLevelThreshold(wantedlevel: number): number

getWantedLevelTimeToEscape ​

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getWantedLevelTimeToEscape(): number

giveAchievementToPlayer ​

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giveAchievementToPlayer(achievementid: number): boolean

givePlayerRagdollControl ​

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givePlayerRagdollControl(player: number, toggle: boolean): void

hasAchievementBeenPassed ​

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hasAchievementBeenPassed(achievementid: number): boolean

hasForceCleanupOccurred ​

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hasForceCleanupOccurred(cleanupflags: number): boolean

hasPlayerBeenSpottedInStolenVehicle ​

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hasPlayerBeenSpottedInStolenVehicle(player: number): boolean

hasPlayerDamagedAtLeastOneNonAnimalPed ​

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hasPlayerDamagedAtLeastOneNonAnimalPed(player: number): boolean

hasPlayerDamagedAtLeastOnePed ​

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hasPlayerDamagedAtLeastOnePed(player: number): boolean

hasPlayerLeftTheWorld ​

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hasPlayerLeftTheWorld(player: number): boolean

increasePlayerJumpSuppressionRange ​

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increasePlayerJumpSuppressionRange(player: number): void

intToParticipantindex ​

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intToParticipantindex(value: number): number

intToPlayerindex ​

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intToPlayerindex(value: number): number

isPlayerBattleAware ​

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isPlayerBattleAware(player: number): boolean

isPlayerBeingArrested ​

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isPlayerBeingArrested(player: number, atarresting: boolean): boolean

isPlayerBluetoothEnable ​

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isPlayerBluetoothEnable(player: number): boolean

isPlayerClimbing ​

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isPlayerClimbing(player: number): boolean

isPlayerControlOn ​

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isPlayerControlOn(player: number): boolean

isPlayerDead ​

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isPlayerDead(player: number): boolean

isPlayerFreeAiming ​

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isPlayerFreeAiming(player: number): boolean

isPlayerFreeAimingAtEntity ​

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isPlayerFreeAimingAtEntity(player: number, entity: number): boolean

isPlayerFreeForAmbientTask ​

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isPlayerFreeForAmbientTask(player: number): boolean

isPlayerLoggingInNp ​

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isPlayerLoggingInNp(): boolean

isPlayerOnline ​

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isPlayerOnline(): boolean

isPlayerPlaying ​

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isPlayerPlaying(player: number): boolean

isPlayerPressingHorn ​

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isPlayerPressingHorn(player: number): boolean

isPlayerReadyForCutscene ​

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isPlayerReadyForCutscene(player: number): boolean

isPlayerRidingTrain ​

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isPlayerRidingTrain(player: number): boolean

isPlayerScriptControlOn ​

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isPlayerScriptControlOn(player: number): boolean

isPlayerTargettingAnything ​

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isPlayerTargettingAnything(player: number): boolean

isPlayerTargettingEntity ​

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isPlayerTargettingEntity(player: number, entity: number): boolean

isPlayerTeleportActive ​

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isPlayerTeleportActive(): boolean

isPlayerVehicleWeaponToggledToNonHoming ​

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isPlayerVehicleWeaponToggledToNonHoming(p0: number): boolean

isPlayerWantedLevelGreater ​

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isPlayerWantedLevelGreater(player: number, wantedlevel: number): boolean

isRemotePlayerInNonClonedVehicle ​

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isRemotePlayerInNonClonedVehicle(player: number): boolean

isSpecialAbilityActive ​

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isSpecialAbilityActive(player: number, p1: number): boolean

isSpecialAbilityEnabled ​

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isSpecialAbilityEnabled(player: number, p1: number): boolean

isSpecialAbilityMeterFull ​

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isSpecialAbilityMeterFull(player: number, p1: number): boolean

isSpecialAbilityUnlocked ​

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isSpecialAbilityUnlocked(playermodel: number): boolean

isSystemUiBeingDisplayed ​

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isSystemUiBeingDisplayed(): boolean

isWantedAndHasBeenSeenByCops ​

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isWantedAndHasBeenSeenByCops(player: number): boolean

networkPlayerIdToInt ​

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networkPlayerIdToInt(): number

playerAttachVirtualBound ​

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playerAttachVirtualBound(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number): void

playerDetachVirtualBound ​

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playerDetachVirtualBound(): void

playerId ​

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playerId(): number

playerPedId ​

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playerPedId(): number

removePlayerHelmet ​

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removePlayerHelmet(player: number, p2: boolean): void

removePlayerTargetableEntity ​

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removePlayerTargetableEntity(player: number, entity: number): void

removeScriptFirePosition ​

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removeScriptFirePosition(): void

reportCrime ​

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reportCrime(player: number, crimetype: number, wantedlvlthresh: number): void

reportPoliceSpottedPlayer ​

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reportPoliceSpottedPlayer(player: number): void

resetLawResponseDelayOverride ​

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resetLawResponseDelayOverride(): void

resetPlayerArrestState ​

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resetPlayerArrestState(player: number): void

resetPlayerInputGait ​

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resetPlayerInputGait(player: number): void

resetPlayerStamina ​

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resetPlayerStamina(player: number): void

resetWantedLevelDifficulty ​

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resetWantedLevelDifficulty(player: number): void

resetWantedLevelHiddenEscapeTime ​

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resetWantedLevelHiddenEscapeTime(player: number): void

resetWorldBoundaryForPlayer ​

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resetWorldBoundaryForPlayer(): void

restorePlayerStamina ​

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restorePlayerStamina(player: number, p1: number): void

setAchievementProgress ​

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setAchievementProgress(achievementid: number, progress: number): boolean

setAirDragMultiplierForPlayersVehicle ​

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setAirDragMultiplierForPlayersVehicle(player: number, multiplier: number): void

setAllNeutralRandomPedsFlee ​

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setAllNeutralRandomPedsFlee(player: number, toggle: boolean): void

setAllNeutralRandomPedsFleeThisFrame ​

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setAllNeutralRandomPedsFleeThisFrame(player: number): void

setAllRandomPedsFlee ​

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setAllRandomPedsFlee(player: number, toggle: boolean): void

setAllRandomPedsFleeThisFrame ​

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setAllRandomPedsFleeThisFrame(player: number): void

setApplyWaypointOfPlayer ​

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setApplyWaypointOfPlayer(player: number, hudcolor: number): void

setAutoGiveParachuteWhenEnterPlane ​

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setAutoGiveParachuteWhenEnterPlane(player: number, toggle: boolean): void

setAutoGiveScubaGearWhenExitVehicle ​

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setAutoGiveScubaGearWhenExitVehicle(player: number, toggle: boolean): void

setDisableAmbientMeleeMove ​

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setDisableAmbientMeleeMove(player: number, toggle: boolean): void

setDispatchCopsForPlayer ​

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setDispatchCopsForPlayer(player: number, toggle: boolean): void

setEveryoneIgnorePlayer ​

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setEveryoneIgnorePlayer(player: number, toggle: boolean): void

setIgnoreLowPriorityShockingEvents ​

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setIgnoreLowPriorityShockingEvents(player: number, toggle: boolean): void

setLawPedsCanAttackNonWantedPlayerThisFrame ​

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setLawPedsCanAttackNonWantedPlayerThisFrame(player: number): void

setLawResponseDelayOverride ​

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setLawResponseDelayOverride(p0: number): void

setMaxWantedLevel ​

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setMaxWantedLevel(maxwantedlevel: number): void

setPlayerBluetoothState ​

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setPlayerBluetoothState(player: number, state: boolean): void

setPlayerCanBeHassledByGangs ​

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setPlayerCanBeHassledByGangs(player: number, toggle: boolean): void

setPlayerCanCollectDroppedMoney ​

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setPlayerCanCollectDroppedMoney(player: number, p1: boolean): void

setPlayerCanDamagePlayer ​

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setPlayerCanDamagePlayer(player1: number, player2: number, toggle: boolean): void

setPlayerCanDoDriveBy ​

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setPlayerCanDoDriveBy(player: number, toggle: boolean): void

setPlayerCanLeaveParachuteSmokeTrail ​

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setPlayerCanLeaveParachuteSmokeTrail(player: number, enabled: boolean): void

setPlayerCanUseCover ​

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setPlayerCanUseCover(player: number, toggle: boolean): void

setPlayerClothLockCounter ​

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setPlayerClothLockCounter(value: number): void

setPlayerClothPackageIndex ​

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setPlayerClothPackageIndex(index: number): void

setPlayerClothPinFrames ​

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setPlayerClothPinFrames(player: number, p1: number): void

setPlayerControl ​

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setPlayerControl(player: number, bhascontrol: boolean, flags: number): void

setPlayerExplosiveDamageModifier ​

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setPlayerExplosiveDamageModifier(player: number, p1: number): void

setPlayerFallDistanceToTriggerRagdollOverride ​

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setPlayerFallDistanceToTriggerRagdollOverride(player: number, p1: number): void

setPlayerForcedAim ​

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setPlayerForcedAim(player: number, toggle: boolean): void

setPlayerForcedZoom ​

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setPlayerForcedZoom(player: number, toggle: boolean): void

setPlayerForceSkipAimIntro ​

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setPlayerForceSkipAimIntro(player: number, toggle: boolean): void

setPlayerHasReserveParachute ​

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setPlayerHasReserveParachute(player: number): void

setPlayerHealthRechargeMaxPercent ​

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setPlayerHealthRechargeMaxPercent(player: number, limit: number): void

setPlayerHealthRechargeMultiplier ​

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setPlayerHealthRechargeMultiplier(player: number, regenrate: number): void

setPlayerHomingDisabledForAllVehicleWeapons ​

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

setPlayerInvincible ​

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setPlayerInvincible(player: number, toggle: boolean): void

setPlayerInvincibleButHasReactions ​

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setPlayerInvincibleButHasReactions(player: number, toggle: boolean): void

setPlayerLeavePedBehind ​

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setPlayerLeavePedBehind(player: number, toggle: boolean): void

setPlayerLockon ​

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setPlayerLockon(player: number, toggle: boolean): void

setPlayerLockonRangeOverride ​

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setPlayerLockonRangeOverride(player: number, range: number): void

setPlayerMaxArmour ​

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setPlayerMaxArmour(player: number, value: number): void

setPlayerMaxExplosiveDamage ​

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setPlayerMaxExplosiveDamage(player: number, p1: number): void

setPlayerMayNotEnterAnyVehicle ​

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setPlayerMayNotEnterAnyVehicle(player: number): void

setPlayerMayOnlyEnterThisVehicle ​

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setPlayerMayOnlyEnterThisVehicle(player: number, vehicle: number): void

setPlayerMeleeWeaponDamageModifier ​

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setPlayerMeleeWeaponDamageModifier(player: number, modifier: number, p2: boolean): void

setPlayerMeleeWeaponDefenseModifier ​

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setPlayerMeleeWeaponDefenseModifier(player: number, modifier: number): void

setPlayerModel ​

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setPlayerModel(player: number, model: number): void

setPlayerNoiseMultiplier ​

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setPlayerNoiseMultiplier(player: number, multiplier: number): void

setPlayerParachuteModelOverride ​

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setPlayerParachuteModelOverride(player: number, model: number): void

setPlayerParachutePackModelOverride ​

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setPlayerParachutePackModelOverride(player: number, model: number): void

setPlayerParachutePackTintIndex ​

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setPlayerParachutePackTintIndex(player: number, tintindex: number): void

setPlayerParachuteSmokeTrailColor ​

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setPlayerParachuteSmokeTrailColor(player: number, r: number, g: number, b: number): void

setPlayerParachuteTintIndex ​

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setPlayerParachuteTintIndex(player: number, tintindex: number): void

setPlayerParachuteVariationOverride ​

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setPlayerParachuteVariationOverride(player: number, p1: number, p2: number, p3: number, p4: boolean): void

setPlayerPhonePaletteIdx ​

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setPlayerPhonePaletteIdx(player: number, idx: number): void

setPlayerPreviousVariationData ​

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setPlayerPreviousVariationData(player: number, p1: number, p2: number, p3: number, p4: number, p5: number): void

setPlayerReserveParachuteModelOverride ​

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setPlayerReserveParachuteModelOverride(player: number, model: number): void

setPlayerReserveParachuteTintIndex ​

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setPlayerReserveParachuteTintIndex(player: number, index: number): void

setPlayerSimulateAiming ​

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setPlayerSimulateAiming(player: number, toggle: boolean): void

setPlayerSneakingNoiseMultiplier ​

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setPlayerSneakingNoiseMultiplier(player: number, multiplier: number): void

setPlayerSpectatedVehicleRadioOverride ​

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setPlayerSpectatedVehicleRadioOverride(p0: boolean): void

setPlayerSprint ​

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setPlayerSprint(player: number, toggle: boolean): void

setPlayerStealthPerceptionModifier ​

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setPlayerStealthPerceptionModifier(player: number, value: number): void

setPlayerTargetingMode ​

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setPlayerTargetingMode(targetmode: number): void

setPlayerTargetLevel ​

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setPlayerTargetLevel(targetlevel: number): void

setPlayerTeam ​

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setPlayerTeam(player: number, team: number): void

setPlayerUnderwaterBreathPercentRemaining ​

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setPlayerUnderwaterBreathPercentRemaining(player: number, time: number): number

setPlayerVehicleDamageModifier ​

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setPlayerVehicleDamageModifier(player: number, modifier: number): void

setPlayerVehicleDefenseModifier ​

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setPlayerVehicleDefenseModifier(player: number, modifier: number): void

setPlayerVehicleWeaponToNonHoming ​

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setPlayerVehicleWeaponToNonHoming(p0: number): void

setPlayerWantedCentrePosition ​

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setPlayerWantedCentrePosition(player: number, p2: boolean, p3: boolean): { position: { x: number; y: number; z: number } }

setPlayerWantedLevel ​

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setPlayerWantedLevel(player: number, wantedlevel: number, disablenomission: boolean): void

setPlayerWantedLevelNoDrop ​

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setPlayerWantedLevelNoDrop(player: number, wantedlevel: number, p2: boolean): void

setPlayerWantedLevelNow ​

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setPlayerWantedLevelNow(player: number, p1: boolean): void

setPlayerWeaponDamageModifier ​

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setPlayerWeaponDamageModifier(player: number, modifier: number): void

setPlayerWeaponDefenseModifier ​

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setPlayerWeaponDefenseModifier(player: number, modifier: number): void

setPlayerWeaponMinigunDefenseModifier ​

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setPlayerWeaponMinigunDefenseModifier(player: number, modifier: number): void

setPlayerWeaponTakedownDefenseModifier ​

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setPlayerWeaponTakedownDefenseModifier(player: number, p1: number): void

setPoliceIgnorePlayer ​

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setPoliceIgnorePlayer(player: number, toggle: boolean): void

setPoliceRadarBlips ​

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setPoliceRadarBlips(toggle: boolean): void

setRunSprintMultiplierForPlayer ​

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setRunSprintMultiplierForPlayer(player: number, multiplier: number): void

setScriptFirePosition ​

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setScriptFirePosition(coordx: number, coordy: number, coordz: number): void

setSpecialAbilityMp ​

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setSpecialAbilityMp(player: number, p1: number, p2: number): void

setSpecialAbilityMultiplier ​

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setSpecialAbilityMultiplier(multiplier: number): void

setSwimMultiplierForPlayer ​

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setSwimMultiplierForPlayer(player: number, multiplier: number): void

setWantedLevelDifficulty ​

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setWantedLevelDifficulty(player: number, difficulty: number): void

setWantedLevelHiddenEscapeTime ​

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setWantedLevelHiddenEscapeTime(player: number, wantedlevel: number, losstime: number): void

setWantedLevelMultiplier ​

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setWantedLevelMultiplier(multiplier: number): void

simulatePlayerInputGait ​

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simulatePlayerInputGait(player: number, amount: number, gaittype: number, speed: number, p4: boolean, p5: boolean, p6: number): void

specialAbilityActivate ​

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specialAbilityActivate(player: number, p1: number): void

specialAbilityChargeAbsolute ​

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specialAbilityChargeAbsolute(player: number, p1: number, p2: boolean, p3: number): void

specialAbilityChargeContinuous ​

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specialAbilityChargeContinuous(player: number, p1: number, p2: number): void

specialAbilityChargeLarge ​

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specialAbilityChargeLarge(player: number, p1: boolean, p2: boolean, p3: number): void

specialAbilityChargeMedium ​

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specialAbilityChargeMedium(player: number, p1: boolean, p2: boolean, p3: number): void

specialAbilityChargeNormalized ​

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specialAbilityChargeNormalized(player: number, normalizedvalue: number, p2: boolean, p3: number): void

specialAbilityChargeOnMissionFailed ​

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specialAbilityChargeOnMissionFailed(player: number, p1: number): void

specialAbilityChargeSmall ​

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specialAbilityChargeSmall(player: number, p1: boolean, p2: boolean, p3: number): void

specialAbilityDeactivate ​

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specialAbilityDeactivate(player: number, p1: number): void

specialAbilityDeactivateFast ​

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specialAbilityDeactivateFast(player: number, p1: number): void

specialAbilityDeactivateMp ​

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specialAbilityDeactivateMp(player: number, p1: number): void

specialAbilityDepleteMeter ​

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specialAbilityDepleteMeter(player: number, p1: boolean, p2: number): void

specialAbilityFillMeter ​

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specialAbilityFillMeter(player: number, p1: boolean, p2: number): void

specialAbilityLock ​

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specialAbilityLock(playermodel: number, p1: number): void

specialAbilityReset ​

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specialAbilityReset(player: number, p1: number): void

specialAbilityUnlock ​

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specialAbilityUnlock(playermodel: number, p1: number): void

startFiringAmnesty ​

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startFiringAmnesty(duration: number): void

startPlayerTeleport ​

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startPlayerTeleport(player: number, x: number, y: number, z: number, heading: number, p5: boolean, findcollisionland: boolean, p7: boolean): void

stopPlayerTeleport ​

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stopPlayerTeleport(): void

suppressCrimeThisFrame ​

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suppressCrimeThisFrame(player: number, crimetype: number): void

suppressLosingWantedLevelIfHiddenThisFrame ​

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suppressLosingWantedLevelIfHiddenThisFrame(player: number): void

suppressWitnessesCallingPoliceThisFrame ​

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suppressWitnessesCallingPoliceThisFrame(player: number): void

updatePlayerTeleport ​

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updatePlayerTeleport(player: number): boolean

updateSpecialAbilityFromStat ​

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updateSpecialAbilityFromStat(player: number, p1: number): void

updateWantedPositionThisFrame ​

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updateWantedPositionThisFrame(player: number): void

VIMP developer documentation