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VimpNativesPlayer

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesPlayer

Members

addPlayerTargetableEntity

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

allowEvasionHudIfDisablingHiddenEvasionThisFrame

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

arePlayerFlashingStarsAboutToDrop

ts
arePlayerFlashingStarsAboutToDrop(player: number): boolean

arePlayerStarsGreyedOut

ts
arePlayerStarsGreyedOut(player: number): boolean

assistedMovementCloseRoute

ts
assistedMovementCloseRoute(): void

assistedMovementFlushRoute

ts
assistedMovementFlushRoute(): void

canPedHearPlayer

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

canPlayerStartMission

ts
canPlayerStartMission(player: number): boolean

changePlayerPed

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

clearPlayerHasDamagedAtLeastOneNonAnimalPed

ts
clearPlayerHasDamagedAtLeastOneNonAnimalPed(player: number): void

clearPlayerHasDamagedAtLeastOnePed

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clearPlayerHasDamagedAtLeastOnePed(player: number): void

clearPlayerParachuteModelOverride

ts
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

ts
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

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

forceCleanup

ts
forceCleanup(cleanupflags: number): void

forceCleanupForAllThreadsWithThisName

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

forceCleanupForThreadWithThisId

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

forceStartHiddenEvasion

ts
forceStartHiddenEvasion(player: number): void

getAchievementProgress

ts
getAchievementProgress(achievementid: number): number

getAreCameraControlsDisabled

ts
getAreCameraControlsDisabled(): boolean

getCauseOfMostRecentForceCleanup

ts
getCauseOfMostRecentForceCleanup(): number

getEntityPlayerIsFreeAimingAt

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

getIsMoppingAreaFreeInFrontOfPlayer

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

getIsPlayerDrivingOnHighway

ts
getIsPlayerDrivingOnHighway(player: number): boolean

getIsPlayerDrivingWreckless

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

getIsUsingFpsThirdPersonCover

ts
getIsUsingFpsThirdPersonCover(): boolean

getIsUsingHoodCamera

ts
getIsUsingHoodCamera(): boolean

getMaxWantedLevel

ts
getMaxWantedLevel(): number

getNumberOfPlayers

ts
getNumberOfPlayers(): number

getNumberOfPlayersInTeam

ts
getNumberOfPlayersInTeam(team: number): number

getPlayerCurrentStealthNoise

ts
getPlayerCurrentStealthNoise(player: number): number

getPlayerDebugInvincible

ts
getPlayerDebugInvincible(player: number): boolean

getPlayerFakeWantedLevel

ts
getPlayerFakeWantedLevel(player: number): number

getPlayerGroup

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getPlayerGroup(player: number): number

getPlayerHasReserveParachute

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getPlayerHasReserveParachute(player: number): boolean

getPlayerHealthRechargeMaxPercent

ts
getPlayerHealthRechargeMaxPercent(player: number): number

getPlayerIndex

ts
getPlayerIndex(): number

getPlayerInvincible

ts
getPlayerInvincible(player: number): boolean

getPlayerMaxArmour

ts
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

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

getPlayerParachuteTintIndex

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

getPlayerPed

ts
getPlayerPed(player: number): number

getPlayerPedScriptIndex

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getPlayerPedScriptIndex(player: number): number

getPlayerReceivedBattleEventRecently

ts
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

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

getPlayersLastVehicle

ts
getPlayersLastVehicle(): number

getPlayerSprintStaminaRemaining

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getPlayerSprintStaminaRemaining(player: number): number

getPlayerSprintTimeRemaining

ts
getPlayerSprintTimeRemaining(player: number): number

getPlayerTargetEntity

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

getPlayerTargetingMode

ts
getPlayerTargetingMode(): number

getPlayerTeam

ts
getPlayerTeam(player: number): number

getPlayerUnderwaterTimeRemaining

ts
getPlayerUnderwaterTimeRemaining(player: number): number

getPlayerWantedCentrePosition

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

getPlayerWantedLevel

ts
getPlayerWantedLevel(player: number): number

getTimeSinceLastArrest

ts
getTimeSinceLastArrest(): number

getTimeSinceLastDeath

ts
getTimeSinceLastDeath(): number

getTimeSincePlayerDroveAgainstTraffic

ts
getTimeSincePlayerDroveAgainstTraffic(player: number): number

getTimeSincePlayerDroveOnPavement

ts
getTimeSincePlayerDroveOnPavement(player: number): number

getTimeSincePlayerHitPed

ts
getTimeSincePlayerHitPed(player: number): number

getTimeSincePlayerHitVehicle

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getTimeSincePlayerHitVehicle(player: number): number

getWantedLevelRadius

ts
getWantedLevelRadius(player: number): number

getWantedLevelThreshold

ts
getWantedLevelThreshold(wantedlevel: number): number

getWantedLevelTimeToEscape

ts
getWantedLevelTimeToEscape(): number

giveAchievementToPlayer

ts
giveAchievementToPlayer(achievementid: number): boolean

givePlayerRagdollControl

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

hasAchievementBeenPassed

ts
hasAchievementBeenPassed(achievementid: number): boolean

hasForceCleanupOccurred

ts
hasForceCleanupOccurred(cleanupflags: number): boolean

hasPlayerBeenSpottedInStolenVehicle

ts
hasPlayerBeenSpottedInStolenVehicle(player: number): boolean

hasPlayerDamagedAtLeastOneNonAnimalPed

ts
hasPlayerDamagedAtLeastOneNonAnimalPed(player: number): boolean

hasPlayerDamagedAtLeastOnePed

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hasPlayerDamagedAtLeastOnePed(player: number): boolean

hasPlayerLeftTheWorld

ts
hasPlayerLeftTheWorld(player: number): boolean

increasePlayerJumpSuppressionRange

ts
increasePlayerJumpSuppressionRange(player: number): void

intToParticipantindex

ts
intToParticipantindex(value: number): number

intToPlayerindex

ts
intToPlayerindex(value: number): number

isPlayerBattleAware

ts
isPlayerBattleAware(player: number): boolean

isPlayerBeingArrested

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

isPlayerBluetoothEnable

ts
isPlayerBluetoothEnable(player: number): boolean

isPlayerClimbing

ts
isPlayerClimbing(player: number): boolean

isPlayerControlOn

ts
isPlayerControlOn(player: number): boolean

isPlayerDead

ts
isPlayerDead(player: number): boolean

isPlayerFreeAiming

ts
isPlayerFreeAiming(player: number): boolean

isPlayerFreeAimingAtEntity

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

isPlayerFreeForAmbientTask

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isPlayerFreeForAmbientTask(player: number): boolean

isPlayerLoggingInNp

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isPlayerLoggingInNp(): boolean

isPlayerOnline

ts
isPlayerOnline(): boolean

isPlayerPlaying

ts
isPlayerPlaying(player: number): boolean

isPlayerPressingHorn

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isPlayerPressingHorn(player: number): boolean

isPlayerReadyForCutscene

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isPlayerReadyForCutscene(player: number): boolean

isPlayerRidingTrain

ts
isPlayerRidingTrain(player: number): boolean

isPlayerScriptControlOn

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isPlayerScriptControlOn(player: number): boolean

isPlayerTargettingAnything

ts
isPlayerTargettingAnything(player: number): boolean

isPlayerTargettingEntity

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

isPlayerTeleportActive

ts
isPlayerTeleportActive(): boolean

isPlayerVehicleWeaponToggledToNonHoming

ts
isPlayerVehicleWeaponToggledToNonHoming(p0: number): boolean

isPlayerWantedLevelGreater

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

isRemotePlayerInNonClonedVehicle

ts
isRemotePlayerInNonClonedVehicle(player: number): boolean

isSpecialAbilityActive

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

isSpecialAbilityEnabled

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

isSpecialAbilityMeterFull

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

isSpecialAbilityUnlocked

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isSpecialAbilityUnlocked(playermodel: number): boolean

isSystemUiBeingDisplayed

ts
isSystemUiBeingDisplayed(): boolean

isWantedAndHasBeenSeenByCops

ts
isWantedAndHasBeenSeenByCops(player: number): boolean

networkPlayerIdToInt

ts
networkPlayerIdToInt(): number

playerAttachVirtualBound

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

playerDetachVirtualBound

ts
playerDetachVirtualBound(): void

playerId

ts
playerId(): number

playerPedId

ts
playerPedId(): number

removePlayerHelmet

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

removePlayerTargetableEntity

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

removeScriptFirePosition

ts
removeScriptFirePosition(): void

reportCrime

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

reportPoliceSpottedPlayer

ts
reportPoliceSpottedPlayer(player: number): void

resetLawResponseDelayOverride

ts
resetLawResponseDelayOverride(): void

resetPlayerArrestState

ts
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

ts
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

ts
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

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

setLawPedsCanAttackNonWantedPlayerThisFrame

ts
setLawPedsCanAttackNonWantedPlayerThisFrame(player: number): void

setLawResponseDelayOverride

ts
setLawResponseDelayOverride(p0: number): void

setMaxWantedLevel

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setMaxWantedLevel(maxwantedlevel: number): void

setPlayerBluetoothState

ts
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

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

setPlayerClothLockCounter

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setPlayerClothLockCounter(value: number): void

setPlayerClothPackageIndex

ts
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

ts
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

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

setPlayerPreviousVariationData

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

setPlayerReserveParachuteModelOverride

ts
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

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

setPlayerStealthPerceptionModifier

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

setPlayerTargetingMode

ts
setPlayerTargetingMode(targetmode: number): void

setPlayerTargetLevel

ts
setPlayerTargetLevel(targetlevel: number): void

setPlayerTeam

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

setPlayerUnderwaterBreathPercentRemaining

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

setPlayerVehicleDamageModifier

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

setPlayerVehicleDefenseModifier

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

setPlayerVehicleWeaponToNonHoming

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setPlayerVehicleWeaponToNonHoming(p0: number): void

setPlayerWantedCentrePosition

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

setPlayerWantedLevel

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

setPlayerWantedLevelNoDrop

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

setPlayerWantedLevelNow

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

setPlayerWeaponDamageModifier

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

setPlayerWeaponDefenseModifier

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

setPlayerWeaponMinigunDefenseModifier

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

setPlayerWeaponTakedownDefenseModifier

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

setPoliceIgnorePlayer

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

setPoliceRadarBlips

ts
setPoliceRadarBlips(toggle: boolean): void

setRunSprintMultiplierForPlayer

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

setScriptFirePosition

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

setSpecialAbilityMp

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

setSpecialAbilityMultiplier

ts
setSpecialAbilityMultiplier(multiplier: number): void

setSwimMultiplierForPlayer

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

setWantedLevelDifficulty

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

setWantedLevelHiddenEscapeTime

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

setWantedLevelMultiplier

ts
setWantedLevelMultiplier(multiplier: number): void

simulatePlayerInputGait

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

specialAbilityActivate

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

specialAbilityChargeAbsolute

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

specialAbilityChargeContinuous

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

specialAbilityChargeLarge

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

specialAbilityChargeMedium

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

specialAbilityChargeNormalized

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

specialAbilityChargeOnMissionFailed

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

specialAbilityChargeSmall

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

specialAbilityDeactivate

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

specialAbilityDeactivateFast

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

specialAbilityDeactivateMp

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

specialAbilityDepleteMeter

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

specialAbilityFillMeter

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

specialAbilityLock

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

specialAbilityReset

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

specialAbilityUnlock

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

startFiringAmnesty

ts
startFiringAmnesty(duration: number): void

startPlayerTeleport

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

stopPlayerTeleport

ts
stopPlayerTeleport(): void

suppressCrimeThisFrame

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

suppressLosingWantedLevelIfHiddenThisFrame

ts
suppressLosingWantedLevelIfHiddenThisFrame(player: number): void

suppressWitnessesCallingPoliceThisFrame

ts
suppressWitnessesCallingPoliceThisFrame(player: number): void

updatePlayerTeleport

ts
updatePlayerTeleport(player: number): boolean

updateSpecialAbilityFromStat

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

updateWantedPositionThisFrame

ts
updateWantedPositionThisFrame(player: number): void

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