VimpNativesPlayer
@vimp-mp/types 2.0.1ts
interface VimpNativesPlayerMembers
addPlayerTargetableEntity
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addPlayerTargetableEntity(player: number, entity: number): voidallowEvasionHudIfDisablingHiddenEvasionThisFrame
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allowEvasionHudIfDisablingHiddenEvasionThisFrame(player: number, p1: number): voidarePlayerFlashingStarsAboutToDrop
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arePlayerFlashingStarsAboutToDrop(player: number): booleanarePlayerStarsGreyedOut
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arePlayerStarsGreyedOut(player: number): booleanassistedMovementCloseRoute
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assistedMovementCloseRoute(): voidassistedMovementFlushRoute
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assistedMovementFlushRoute(): voidcanPedHearPlayer
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canPedHearPlayer(player: number, ped: number): booleancanPlayerStartMission
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canPlayerStartMission(player: number): booleanchangePlayerPed
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changePlayerPed(player: number, ped: number, p2: boolean, resetdamage: boolean): voidclearPlayerHasDamagedAtLeastOneNonAnimalPed
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clearPlayerHasDamagedAtLeastOneNonAnimalPed(player: number): voidclearPlayerHasDamagedAtLeastOnePed
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clearPlayerHasDamagedAtLeastOnePed(player: number): voidclearPlayerParachuteModelOverride
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clearPlayerParachuteModelOverride(player: number): voidclearPlayerParachutePackModelOverride
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clearPlayerParachutePackModelOverride(player: number): voidclearPlayerParachuteVariationOverride
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clearPlayerParachuteVariationOverride(player: number): voidclearPlayerReserveParachuteModelOverride
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clearPlayerReserveParachuteModelOverride(player: number): voidclearPlayerWantedLevel
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clearPlayerWantedLevel(player: number): voiddisableCameraViewModeCycle
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disableCameraViewModeCycle(player: number): voiddisablePlayerFiring
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disablePlayerFiring(player: number, toggle: boolean): voiddisablePlayerHealthRecharge
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disablePlayerHealthRecharge(player: number): voiddisablePlayerThrowGrenadeWhileUsingGun
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disablePlayerThrowGrenadeWhileUsingGun(): voiddisablePlayerVehicleRewards
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disablePlayerVehicleRewards(player: number): voiddisplaySystemSigninUi
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displaySystemSigninUi(p0: boolean): voidenableSpecialAbility
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enableSpecialAbility(player: number, toggle: boolean, p2: number): voidextendWorldBoundaryForPlayer
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extendWorldBoundaryForPlayer(x: number, y: number, z: number): voidforceCleanup
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forceCleanup(cleanupflags: number): voidforceCleanupForAllThreadsWithThisName
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forceCleanupForAllThreadsWithThisName(name: string, cleanupflags: number): voidforceCleanupForThreadWithThisId
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forceCleanupForThreadWithThisId(id: number, cleanupflags: number): voidforceStartHiddenEvasion
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forceStartHiddenEvasion(player: number): voidgetAchievementProgress
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getAchievementProgress(achievementid: number): numbergetAreCameraControlsDisabled
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getAreCameraControlsDisabled(): booleangetCauseOfMostRecentForceCleanup
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getCauseOfMostRecentForceCleanup(): numbergetEntityPlayerIsFreeAimingAt
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getEntityPlayerIsFreeAimingAt(player: number): { entity: number; return: boolean }getIsMoppingAreaFreeInFrontOfPlayer
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getIsMoppingAreaFreeInFrontOfPlayer(player: number, p1: number): booleangetIsPlayerDrivingOnHighway
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getIsPlayerDrivingOnHighway(player: number): booleangetIsPlayerDrivingWreckless
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getIsPlayerDrivingWreckless(player: number, p1: number): booleangetIsUsingFpsThirdPersonCover
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getIsUsingFpsThirdPersonCover(): booleangetIsUsingHoodCamera
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getIsUsingHoodCamera(): booleangetMaxWantedLevel
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getMaxWantedLevel(): numbergetNumberOfPlayers
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getNumberOfPlayers(): numbergetNumberOfPlayersInTeam
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getNumberOfPlayersInTeam(team: number): numbergetPlayerCurrentStealthNoise
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getPlayerCurrentStealthNoise(player: number): numbergetPlayerDebugInvincible
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getPlayerDebugInvincible(player: number): booleangetPlayerFakeWantedLevel
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getPlayerFakeWantedLevel(player: number): numbergetPlayerGroup
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getPlayerGroup(player: number): numbergetPlayerHasReserveParachute
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getPlayerHasReserveParachute(player: number): booleangetPlayerHealthRechargeMaxPercent
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getPlayerHealthRechargeMaxPercent(player: number): numbergetPlayerIndex
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getPlayerIndex(): numbergetPlayerInvincible
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getPlayerInvincible(player: number): booleangetPlayerMaxArmour
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getPlayerMaxArmour(player: number): numbergetPlayerName
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getPlayerName(player: number): stringgetPlayerParachuteModelOverride
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getPlayerParachuteModelOverride(player: number): numbergetPlayerParachutePackTintIndex
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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): numbergetPlayerPedScriptIndex
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getPlayerPedScriptIndex(player: number): numbergetPlayerReceivedBattleEventRecently
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getPlayerReceivedBattleEventRecently(player: number, p1: number, p2: boolean): booleangetPlayerReserveParachuteModelOverride
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getPlayerReserveParachuteModelOverride(player: number): numbergetPlayerReserveParachuteTintIndex
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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(): numbergetPlayerSprintStaminaRemaining
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getPlayerSprintStaminaRemaining(player: number): numbergetPlayerSprintTimeRemaining
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getPlayerSprintTimeRemaining(player: number): numbergetPlayerTargetEntity
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getPlayerTargetEntity(player: number): { entity: number; return: boolean }getPlayerTargetingMode
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getPlayerTargetingMode(): numbergetPlayerTeam
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getPlayerTeam(player: number): numbergetPlayerUnderwaterTimeRemaining
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getPlayerUnderwaterTimeRemaining(player: number): numbergetPlayerWantedCentrePosition
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getPlayerWantedCentrePosition(player: number): { x: number; y: number; z: number }getPlayerWantedLevel
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getPlayerWantedLevel(player: number): numbergetTimeSinceLastArrest
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getTimeSinceLastArrest(): numbergetTimeSinceLastDeath
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getTimeSinceLastDeath(): numbergetTimeSincePlayerDroveAgainstTraffic
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getTimeSincePlayerDroveAgainstTraffic(player: number): numbergetTimeSincePlayerDroveOnPavement
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getTimeSincePlayerDroveOnPavement(player: number): numbergetTimeSincePlayerHitPed
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getTimeSincePlayerHitPed(player: number): numbergetTimeSincePlayerHitVehicle
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getTimeSincePlayerHitVehicle(player: number): numbergetWantedLevelRadius
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getWantedLevelRadius(player: number): numbergetWantedLevelThreshold
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getWantedLevelThreshold(wantedlevel: number): numbergetWantedLevelTimeToEscape
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getWantedLevelTimeToEscape(): numbergiveAchievementToPlayer
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giveAchievementToPlayer(achievementid: number): booleangivePlayerRagdollControl
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givePlayerRagdollControl(player: number, toggle: boolean): voidhasAchievementBeenPassed
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hasAchievementBeenPassed(achievementid: number): booleanhasForceCleanupOccurred
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hasForceCleanupOccurred(cleanupflags: number): booleanhasPlayerBeenSpottedInStolenVehicle
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hasPlayerBeenSpottedInStolenVehicle(player: number): booleanhasPlayerDamagedAtLeastOneNonAnimalPed
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hasPlayerDamagedAtLeastOneNonAnimalPed(player: number): booleanhasPlayerDamagedAtLeastOnePed
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hasPlayerDamagedAtLeastOnePed(player: number): booleanhasPlayerLeftTheWorld
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hasPlayerLeftTheWorld(player: number): booleanincreasePlayerJumpSuppressionRange
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increasePlayerJumpSuppressionRange(player: number): voidintToParticipantindex
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intToParticipantindex(value: number): numberintToPlayerindex
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intToPlayerindex(value: number): numberisPlayerBattleAware
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isPlayerBattleAware(player: number): booleanisPlayerBeingArrested
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isPlayerBeingArrested(player: number, atarresting: boolean): booleanisPlayerBluetoothEnable
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isPlayerBluetoothEnable(player: number): booleanisPlayerClimbing
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isPlayerClimbing(player: number): booleanisPlayerControlOn
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isPlayerControlOn(player: number): booleanisPlayerDead
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isPlayerDead(player: number): booleanisPlayerFreeAiming
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isPlayerFreeAiming(player: number): booleanisPlayerFreeAimingAtEntity
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isPlayerFreeAimingAtEntity(player: number, entity: number): booleanisPlayerFreeForAmbientTask
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isPlayerFreeForAmbientTask(player: number): booleanisPlayerLoggingInNp
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isPlayerLoggingInNp(): booleanisPlayerOnline
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isPlayerOnline(): booleanisPlayerPlaying
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isPlayerPlaying(player: number): booleanisPlayerPressingHorn
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isPlayerPressingHorn(player: number): booleanisPlayerReadyForCutscene
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isPlayerReadyForCutscene(player: number): booleanisPlayerRidingTrain
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isPlayerRidingTrain(player: number): booleanisPlayerScriptControlOn
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isPlayerScriptControlOn(player: number): booleanisPlayerTargettingAnything
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isPlayerTargettingAnything(player: number): booleanisPlayerTargettingEntity
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isPlayerTargettingEntity(player: number, entity: number): booleanisPlayerTeleportActive
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isPlayerTeleportActive(): booleanisPlayerVehicleWeaponToggledToNonHoming
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isPlayerVehicleWeaponToggledToNonHoming(p0: number): booleanisPlayerWantedLevelGreater
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isPlayerWantedLevelGreater(player: number, wantedlevel: number): booleanisRemotePlayerInNonClonedVehicle
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isRemotePlayerInNonClonedVehicle(player: number): booleanisSpecialAbilityActive
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isSpecialAbilityActive(player: number, p1: number): booleanisSpecialAbilityEnabled
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isSpecialAbilityEnabled(player: number, p1: number): booleanisSpecialAbilityMeterFull
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isSpecialAbilityMeterFull(player: number, p1: number): booleanisSpecialAbilityUnlocked
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isSpecialAbilityUnlocked(playermodel: number): booleanisSystemUiBeingDisplayed
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isSystemUiBeingDisplayed(): booleanisWantedAndHasBeenSeenByCops
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isWantedAndHasBeenSeenByCops(player: number): booleannetworkPlayerIdToInt
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networkPlayerIdToInt(): numberplayerAttachVirtualBound
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playerAttachVirtualBound(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number): voidplayerDetachVirtualBound
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playerDetachVirtualBound(): voidplayerId
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playerId(): numberplayerPedId
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playerPedId(): numberremovePlayerHelmet
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removePlayerHelmet(player: number, p2: boolean): voidremovePlayerTargetableEntity
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removePlayerTargetableEntity(player: number, entity: number): voidremoveScriptFirePosition
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removeScriptFirePosition(): voidreportCrime
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reportCrime(player: number, crimetype: number, wantedlvlthresh: number): voidreportPoliceSpottedPlayer
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reportPoliceSpottedPlayer(player: number): voidresetLawResponseDelayOverride
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resetLawResponseDelayOverride(): voidresetPlayerArrestState
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resetPlayerArrestState(player: number): voidresetPlayerInputGait
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resetPlayerInputGait(player: number): voidresetPlayerStamina
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resetPlayerStamina(player: number): voidresetWantedLevelDifficulty
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resetWantedLevelDifficulty(player: number): voidresetWantedLevelHiddenEscapeTime
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resetWantedLevelHiddenEscapeTime(player: number): voidresetWorldBoundaryForPlayer
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resetWorldBoundaryForPlayer(): voidrestorePlayerStamina
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restorePlayerStamina(player: number, p1: number): voidsetAchievementProgress
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setAchievementProgress(achievementid: number, progress: number): booleansetAirDragMultiplierForPlayersVehicle
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setAirDragMultiplierForPlayersVehicle(player: number, multiplier: number): voidsetAllNeutralRandomPedsFlee
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setAllNeutralRandomPedsFlee(player: number, toggle: boolean): voidsetAllNeutralRandomPedsFleeThisFrame
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setAllNeutralRandomPedsFleeThisFrame(player: number): voidsetAllRandomPedsFlee
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setAllRandomPedsFlee(player: number, toggle: boolean): voidsetAllRandomPedsFleeThisFrame
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setAllRandomPedsFleeThisFrame(player: number): voidsetApplyWaypointOfPlayer
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setApplyWaypointOfPlayer(player: number, hudcolor: number): voidsetAutoGiveParachuteWhenEnterPlane
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setAutoGiveParachuteWhenEnterPlane(player: number, toggle: boolean): voidsetAutoGiveScubaGearWhenExitVehicle
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setAutoGiveScubaGearWhenExitVehicle(player: number, toggle: boolean): voidsetDisableAmbientMeleeMove
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setDisableAmbientMeleeMove(player: number, toggle: boolean): voidsetDispatchCopsForPlayer
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setDispatchCopsForPlayer(player: number, toggle: boolean): voidsetEveryoneIgnorePlayer
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setEveryoneIgnorePlayer(player: number, toggle: boolean): voidsetIgnoreLowPriorityShockingEvents
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setIgnoreLowPriorityShockingEvents(player: number, toggle: boolean): voidsetLawPedsCanAttackNonWantedPlayerThisFrame
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setLawPedsCanAttackNonWantedPlayerThisFrame(player: number): voidsetLawResponseDelayOverride
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setLawResponseDelayOverride(p0: number): voidsetMaxWantedLevel
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setMaxWantedLevel(maxwantedlevel: number): voidsetPlayerBluetoothState
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setPlayerBluetoothState(player: number, state: boolean): voidsetPlayerCanBeHassledByGangs
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setPlayerCanBeHassledByGangs(player: number, toggle: boolean): voidsetPlayerCanCollectDroppedMoney
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setPlayerCanCollectDroppedMoney(player: number, p1: boolean): voidsetPlayerCanDamagePlayer
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setPlayerCanDamagePlayer(player1: number, player2: number, toggle: boolean): voidsetPlayerCanDoDriveBy
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setPlayerCanDoDriveBy(player: number, toggle: boolean): voidsetPlayerCanLeaveParachuteSmokeTrail
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setPlayerCanLeaveParachuteSmokeTrail(player: number, enabled: boolean): voidsetPlayerCanUseCover
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setPlayerCanUseCover(player: number, toggle: boolean): voidsetPlayerClothLockCounter
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setPlayerClothLockCounter(value: number): voidsetPlayerClothPackageIndex
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setPlayerClothPackageIndex(index: number): voidsetPlayerClothPinFrames
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setPlayerClothPinFrames(player: number, p1: number): voidsetPlayerControl
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setPlayerControl(player: number, bhascontrol: boolean, flags: number): voidsetPlayerExplosiveDamageModifier
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setPlayerExplosiveDamageModifier(player: number, p1: number): voidsetPlayerFallDistanceToTriggerRagdollOverride
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setPlayerFallDistanceToTriggerRagdollOverride(player: number, p1: number): voidsetPlayerForcedAim
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setPlayerForcedAim(player: number, toggle: boolean): voidsetPlayerForcedZoom
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setPlayerForcedZoom(player: number, toggle: boolean): voidsetPlayerForceSkipAimIntro
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setPlayerForceSkipAimIntro(player: number, toggle: boolean): voidsetPlayerHasReserveParachute
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setPlayerHasReserveParachute(player: number): voidsetPlayerHealthRechargeMaxPercent
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setPlayerHealthRechargeMaxPercent(player: number, limit: number): voidsetPlayerHealthRechargeMultiplier
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setPlayerHealthRechargeMultiplier(player: number, regenrate: number): voidsetPlayerHomingDisabledForAllVehicleWeapons
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setPlayerHomingDisabledForAllVehicleWeapons(p0: number, p1: number): voidsetPlayerInvincible
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setPlayerInvincible(player: number, toggle: boolean): voidsetPlayerInvincibleButHasReactions
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setPlayerInvincibleButHasReactions(player: number, toggle: boolean): voidsetPlayerLeavePedBehind
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setPlayerLeavePedBehind(player: number, toggle: boolean): voidsetPlayerLockon
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setPlayerLockon(player: number, toggle: boolean): voidsetPlayerLockonRangeOverride
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setPlayerLockonRangeOverride(player: number, range: number): voidsetPlayerMaxArmour
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setPlayerMaxArmour(player: number, value: number): voidsetPlayerMaxExplosiveDamage
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setPlayerMaxExplosiveDamage(player: number, p1: number): voidsetPlayerMayNotEnterAnyVehicle
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setPlayerMayNotEnterAnyVehicle(player: number): voidsetPlayerMayOnlyEnterThisVehicle
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setPlayerMayOnlyEnterThisVehicle(player: number, vehicle: number): voidsetPlayerMeleeWeaponDamageModifier
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setPlayerMeleeWeaponDamageModifier(player: number, modifier: number, p2: boolean): voidsetPlayerMeleeWeaponDefenseModifier
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setPlayerMeleeWeaponDefenseModifier(player: number, modifier: number): voidsetPlayerModel
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setPlayerModel(player: number, model: number): voidsetPlayerNoiseMultiplier
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setPlayerNoiseMultiplier(player: number, multiplier: number): voidsetPlayerParachuteModelOverride
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setPlayerParachuteModelOverride(player: number, model: number): voidsetPlayerParachutePackModelOverride
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setPlayerParachutePackModelOverride(player: number, model: number): voidsetPlayerParachutePackTintIndex
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setPlayerParachutePackTintIndex(player: number, tintindex: number): voidsetPlayerParachuteSmokeTrailColor
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setPlayerParachuteSmokeTrailColor(player: number, r: number, g: number, b: number): voidsetPlayerParachuteTintIndex
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setPlayerParachuteTintIndex(player: number, tintindex: number): voidsetPlayerParachuteVariationOverride
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setPlayerParachuteVariationOverride(player: number, p1: number, p2: number, p3: number, p4: boolean): voidsetPlayerPhonePaletteIdx
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setPlayerPhonePaletteIdx(player: number, idx: number): voidsetPlayerPreviousVariationData
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setPlayerPreviousVariationData(player: number, p1: number, p2: number, p3: number, p4: number, p5: number): voidsetPlayerReserveParachuteModelOverride
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setPlayerReserveParachuteModelOverride(player: number, model: number): voidsetPlayerReserveParachuteTintIndex
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setPlayerReserveParachuteTintIndex(player: number, index: number): voidsetPlayerSimulateAiming
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setPlayerSimulateAiming(player: number, toggle: boolean): voidsetPlayerSneakingNoiseMultiplier
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setPlayerSneakingNoiseMultiplier(player: number, multiplier: number): voidsetPlayerSpectatedVehicleRadioOverride
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setPlayerSpectatedVehicleRadioOverride(p0: boolean): voidsetPlayerSprint
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setPlayerSprint(player: number, toggle: boolean): voidsetPlayerStealthPerceptionModifier
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setPlayerStealthPerceptionModifier(player: number, value: number): voidsetPlayerTargetingMode
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setPlayerTargetingMode(targetmode: number): voidsetPlayerTargetLevel
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setPlayerTargetLevel(targetlevel: number): voidsetPlayerTeam
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setPlayerTeam(player: number, team: number): voidsetPlayerUnderwaterBreathPercentRemaining
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setPlayerUnderwaterBreathPercentRemaining(player: number, time: number): numbersetPlayerVehicleDamageModifier
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setPlayerVehicleDamageModifier(player: number, modifier: number): voidsetPlayerVehicleDefenseModifier
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setPlayerVehicleDefenseModifier(player: number, modifier: number): voidsetPlayerVehicleWeaponToNonHoming
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setPlayerVehicleWeaponToNonHoming(p0: number): voidsetPlayerWantedCentrePosition
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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): voidsetPlayerWantedLevelNoDrop
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setPlayerWantedLevelNoDrop(player: number, wantedlevel: number, p2: boolean): voidsetPlayerWantedLevelNow
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setPlayerWantedLevelNow(player: number, p1: boolean): voidsetPlayerWeaponDamageModifier
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setPlayerWeaponDamageModifier(player: number, modifier: number): voidsetPlayerWeaponDefenseModifier
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setPlayerWeaponDefenseModifier(player: number, modifier: number): voidsetPlayerWeaponMinigunDefenseModifier
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setPlayerWeaponMinigunDefenseModifier(player: number, modifier: number): voidsetPlayerWeaponTakedownDefenseModifier
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setPlayerWeaponTakedownDefenseModifier(player: number, p1: number): voidsetPoliceIgnorePlayer
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setPoliceIgnorePlayer(player: number, toggle: boolean): voidsetPoliceRadarBlips
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setPoliceRadarBlips(toggle: boolean): voidsetRunSprintMultiplierForPlayer
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setRunSprintMultiplierForPlayer(player: number, multiplier: number): voidsetScriptFirePosition
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setScriptFirePosition(coordx: number, coordy: number, coordz: number): voidsetSpecialAbilityMp
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setSpecialAbilityMp(player: number, p1: number, p2: number): voidsetSpecialAbilityMultiplier
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setSpecialAbilityMultiplier(multiplier: number): voidsetSwimMultiplierForPlayer
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setSwimMultiplierForPlayer(player: number, multiplier: number): voidsetWantedLevelDifficulty
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setWantedLevelDifficulty(player: number, difficulty: number): voidsetWantedLevelHiddenEscapeTime
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setWantedLevelHiddenEscapeTime(player: number, wantedlevel: number, losstime: number): voidsetWantedLevelMultiplier
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setWantedLevelMultiplier(multiplier: number): voidsimulatePlayerInputGait
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simulatePlayerInputGait(player: number, amount: number, gaittype: number, speed: number, p4: boolean, p5: boolean, p6: number): voidspecialAbilityActivate
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specialAbilityActivate(player: number, p1: number): voidspecialAbilityChargeAbsolute
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specialAbilityChargeAbsolute(player: number, p1: number, p2: boolean, p3: number): voidspecialAbilityChargeContinuous
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specialAbilityChargeContinuous(player: number, p1: number, p2: number): voidspecialAbilityChargeLarge
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specialAbilityChargeLarge(player: number, p1: boolean, p2: boolean, p3: number): voidspecialAbilityChargeMedium
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specialAbilityChargeMedium(player: number, p1: boolean, p2: boolean, p3: number): voidspecialAbilityChargeNormalized
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specialAbilityChargeNormalized(player: number, normalizedvalue: number, p2: boolean, p3: number): voidspecialAbilityChargeOnMissionFailed
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specialAbilityChargeOnMissionFailed(player: number, p1: number): voidspecialAbilityChargeSmall
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specialAbilityChargeSmall(player: number, p1: boolean, p2: boolean, p3: number): voidspecialAbilityDeactivate
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specialAbilityDeactivate(player: number, p1: number): voidspecialAbilityDeactivateFast
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specialAbilityDeactivateFast(player: number, p1: number): voidspecialAbilityDeactivateMp
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specialAbilityDeactivateMp(player: number, p1: number): voidspecialAbilityDepleteMeter
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specialAbilityDepleteMeter(player: number, p1: boolean, p2: number): voidspecialAbilityFillMeter
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specialAbilityFillMeter(player: number, p1: boolean, p2: number): voidspecialAbilityLock
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specialAbilityLock(playermodel: number, p1: number): voidspecialAbilityReset
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specialAbilityReset(player: number, p1: number): voidspecialAbilityUnlock
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specialAbilityUnlock(playermodel: number, p1: number): voidstartFiringAmnesty
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startFiringAmnesty(duration: number): voidstartPlayerTeleport
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startPlayerTeleport(player: number, x: number, y: number, z: number, heading: number, p5: boolean, findcollisionland: boolean, p7: boolean): voidstopPlayerTeleport
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stopPlayerTeleport(): voidsuppressCrimeThisFrame
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suppressCrimeThisFrame(player: number, crimetype: number): voidsuppressLosingWantedLevelIfHiddenThisFrame
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suppressLosingWantedLevelIfHiddenThisFrame(player: number): voidsuppressWitnessesCallingPoliceThisFrame
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suppressWitnessesCallingPoliceThisFrame(player: number): voidupdatePlayerTeleport
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updatePlayerTeleport(player: number): booleanupdateSpecialAbilityFromStat
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updateSpecialAbilityFromStat(player: number, p1: number): voidupdateWantedPositionThisFrame
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updateWantedPositionThisFrame(player: number): void