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VimpNativesStats ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesStats

Members ​

_getStatHashForCharacterStat ​

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_getStatHashForCharacterStat(datatype: number, statindex: number, charslot: number): number

_playstatsAcidMissionEnd ​

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_playstatsAcidMissionEnd(p0: number): void

_playstatsAcidRnd ​

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_playstatsAcidRnd(p0: number): void

_playstatsAlert ​

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_playstatsAlert(): { data: number }

_playstatsAttritionStageEnd ​

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_playstatsAttritionStageEnd(p0: number): void

_playstatsDeathInfo ​

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_playstatsDeathInfo(victimped: number, killerped: number, mentalstate: number, revengekill: boolean, victimkvk: number, killerkvk: number): void

_playstatsFlowHigh ​

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_playstatsFlowHigh(posx: number, posy: number, posz: number, action: string, p4: boolean, p5: number): void

_playstatsFlowLow ​

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_playstatsFlowLow(posx: number, posy: number, posz: number, action: string, p4: boolean, p5: number): void

_playstatsFlowMedium ​

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_playstatsFlowMedium(posx: number, posy: number, posz: number, action: string, p4: boolean, p5: number): void

_playstatsIdle ​

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_playstatsIdle(p0: number, p1: number, p2: number): void

_playstatsInitMultiplayer ​

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_playstatsInitMultiplayer(p0: number, p1: number, p2: number): void

_playstatsNamedUserContent ​

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_playstatsNamedUserContent(isboss: boolean, bosstype: number, bossid1: number, bossid2: number, texttype: number, textstring: string, textsource: number): void

_playstatsPimenuNav ​

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_playstatsPimenuNav(): { data: number }

_playstatsPlayerStyle ​

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_playstatsPlayerStyle(p0: number): void

_playstatsRandomEvent ​

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_playstatsRandomEvent(p0: number): void

_playstatsRecoverVehicle ​

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_playstatsRecoverVehicle(): { data: number }

_playstatsScriptEventFpom ​

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_playstatsScriptEventFpom(): { data: number }

_playstatsShopmenuNav ​

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_playstatsShopmenuNav(p0: number, p1: number, p2: number, p3: number): void

_playstatsShowroomNav ​

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_playstatsShowroomNav(p0: number, p1: number, entity: number): void

_playstatsShowroomOverview ​

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_playstatsShowroomOverview(): { data: number }

changeGoonLookingForWork ​

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changeGoonLookingForWork(p0: number): void

changeUniform ​

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changeUniform(p0: number, p1: number, p2: number): void

endBeingBoss ​

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endBeingBoss(p0: number, p1: number, p2: number): void

endBeingGoon ​

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endBeingGoon(p0: number, p1: number, p2: number, p3: number, p4: number): void

forceCloudMpStatsDownloadAndOverwriteLocalSave ​

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forceCloudMpStatsDownloadAndOverwriteLocalSave(): void

getBossGoonUuid ​

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getBossGoonUuid(characterslot: number, p1: number, p2: number): void

getPackedIntStatKey ​

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getPackedIntStatKey(index: number, spstat: boolean, charstat: boolean, character: number): number

getPackedNgIntStatKey ​

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getPackedNgIntStatKey(index: number, spstat: boolean, charstat: boolean, character: number, section: string): number

getPackedStatBoolCode ​

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getPackedStatBoolCode(index: number, characterslot: number): boolean

getPackedStatIntCode ​

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getPackedStatIntCode(index: number, characterslot: number): number

getPackedTuIntStatKey ​

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getPackedTuIntStatKey(index: number, spstat: boolean, charstat: boolean, character: number): number

getPlayerHasDrivenAllVehicles ​

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getPlayerHasDrivenAllVehicles(): boolean

hiredLimo ​

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

leaderboards2ReadByHandle ​

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leaderboards2ReadByHandle(): { p0: number; p1: number; return: boolean }

leaderboards2ReadByPlaform ​

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leaderboards2ReadByPlaform(gamerhandlecsv: string, platformname: string): { p0: number; return: boolean }

leaderboards2ReadByRadius ​

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leaderboards2ReadByRadius(p1: number): { p0: number; p2: number; return: boolean }

leaderboards2ReadByRank ​

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leaderboards2ReadByRank(p1: number, p2: number): { p0: number; return: boolean }

leaderboards2ReadByScoreFloat ​

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leaderboards2ReadByScoreFloat(p1: number, p2: number): { p0: number; return: boolean }

leaderboards2ReadByScoreInt ​

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leaderboards2ReadByScoreInt(p1: number, p2: number): { p0: number; return: boolean }

leaderboards2ReadFriendsByRow ​

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leaderboards2ReadFriendsByRow(p2: number, p3: boolean, p4: number, p5: number): { p0: number; p1: number; return: boolean }

leaderboards2ReadGetRowDataEnd ​

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leaderboards2ReadGetRowDataEnd(): void

leaderboards2ReadGetRowDataFloat ​

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leaderboards2ReadGetRowDataFloat(p0: number, p1: number): number

leaderboards2ReadGetRowDataInfo ​

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leaderboards2ReadGetRowDataInfo(p0: number): { p1: number; return: boolean }

leaderboards2ReadGetRowDataInt ​

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leaderboards2ReadGetRowDataInt(p0: number, p1: number): number

leaderboards2ReadGetRowDataStart ​

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leaderboards2ReadGetRowDataStart(): { p0: number; return: boolean }

leaderboards2ReadRankPrediction ​

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leaderboards2ReadRankPrediction(): { p0: number; p1: number; p2: number; return: boolean }

leaderboards2WriteData ​

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leaderboards2WriteData(): { p0: number; return: boolean }

leaderboards2WriteDataForEventType ​

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leaderboards2WriteDataForEventType(): { p0: number; p1: number; return: boolean }

leaderboardsCacheDataRow ​

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leaderboardsCacheDataRow(): { p0: number; return: boolean }

leaderboardsClearCacheData ​

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leaderboardsClearCacheData(): void

leaderboardsClearCacheDataId ​

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leaderboardsClearCacheDataId(p0: number): void

leaderboardsGetCacheDataRow ​

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leaderboardsGetCacheDataRow(p0: number, p1: number): { p2: number; return: boolean }

leaderboardsGetCacheExists ​

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leaderboardsGetCacheExists(p0: number): boolean

leaderboardsGetCacheNumberOfRows ​

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leaderboardsGetCacheNumberOfRows(p0: number): number

leaderboardsGetCacheTime ​

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leaderboardsGetCacheTime(p0: number): number

leaderboardsGetColumnId ​

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leaderboardsGetColumnId(p0: number, p1: number, p2: number): number

leaderboardsGetColumnType ​

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leaderboardsGetColumnType(p0: number, p1: number, p2: number): number

leaderboardsGetNumberOfColumns ​

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leaderboardsGetNumberOfColumns(p0: number, p1: number): number

leaderboardsReadAnyPending ​

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leaderboardsReadAnyPending(): boolean

leaderboardsReadClear ​

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leaderboardsReadClear(p0: number, p1: number, p2: number): number

leaderboardsReadClearAll ​

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leaderboardsReadClearAll(): number

leaderboardsReadPending ​

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leaderboardsReadPending(p0: number, p1: number, p2: number): boolean

leaderboardsReadSuccessful ​

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leaderboardsReadSuccessful(p0: number, p1: number, p2: number): boolean

leaderboardsWriteAddColumn ​

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leaderboardsWriteAddColumn(p0: number, p1: number, p2: number): void

leaderboardsWriteAddColumnLong ​

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leaderboardsWriteAddColumnLong(p0: number, p1: number, p2: number): void

orderBossVehicle ​

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orderBossVehicle(p0: number, p1: number, vehiclehash: number): void

packedStatGetIntStatIndex ​

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packedStatGetIntStatIndex(p0: number): number

playstatsAbandonedMc ​

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playstatsAbandonedMc(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsAcquiredHiddenPackage ​

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playstatsAcquiredHiddenPackage(p0: number): void

playstatsActivityDone ​

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playstatsActivityDone(p0: number, activityid: number, p2: number): void

playstatsAppendDirectorMetric ​

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playstatsAppendDirectorMetric(): { p0: number }

playstatsArcadeCabinet ​

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playstatsArcadeCabinet(p0: number): void

playstatsArcadeGame ​

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

playstatsArcadeLoveMatch ​

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

playstatsArenaWarsEnded ​

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playstatsArenaWarsEnded(): { data: number }

playstatsArenaWarsSpectator ​

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playstatsArenaWarsSpectator(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsAwardBadSport ​

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playstatsAwardBadSport(id: number): void

playstatsAwardNav ​

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playstatsAwardNav(p0: number, p1: number, p2: number, p3: number): void

playstatsAwardXp ​

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playstatsAwardXp(amount: number, type: number, category: number): void

playstatsBackgroundScriptAction ​

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playstatsBackgroundScriptAction(action: string, value: number): void

playstatsBanAlert ​

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playstatsBanAlert(p0: number): void

playstatsBcCarJacking ​

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playstatsBcCarJacking(p0: number): void

playstatsBcCashing ​

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playstatsBcCashing(p0: number): void

playstatsBcFindersKeepers ​

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playstatsBcFindersKeepers(p0: number): void

playstatsBcMostWanted ​

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playstatsBcMostWanted(p0: number): void

playstatsBcPointToPoint ​

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playstatsBcPointToPoint(p0: number): void

playstatsBcProtectionRacket ​

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playstatsBcProtectionRacket(p0: number): void

playstatsBcSalvage ​

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playstatsBcSalvage(p0: number): void

playstatsBcSmashAndGrab ​

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playstatsBcSmashAndGrab(p0: number): void

playstatsBusinessBattleEnded ​

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playstatsBusinessBattleEnded(p0: number): void

playstatsBuyContrabandMission ​

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playstatsBuyContrabandMission(): { data: number }

playstatsBwAirFreight ​

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playstatsBwAirFreight(p0: number): void

playstatsBwAssault ​

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playstatsBwAssault(p0: number): void

playstatsBwBellyOfTheBeast ​

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playstatsBwBellyOfTheBeast(p0: number): void

playstatsBwBossonbossdeathmatch ​

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playstatsBwBossonbossdeathmatch(p0: number): void

playstatsBwFragileGoods ​

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playstatsBwFragileGoods(p0: number): void

playstatsBwHeadHunter ​

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playstatsBwHeadHunter(p0: number): void

playstatsBwHuntTheBoss ​

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playstatsBwHuntTheBoss(p0: number): void

playstatsBwSightseer ​

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playstatsBwSightseer(p0: number): void

playstatsBwYatchattack ​

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playstatsBwYatchattack(p0: number): void

playstatsCarclubChallenge ​

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playstatsCarclubChallenge(p0: number, p1: number, p2: number, p3: number): void

playstatsCarclubPoints ​

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playstatsCarclubPoints(p0: number): void

playstatsCarclubPrize ​

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playstatsCarclubPrize(p0: number, vehiclemodel: number): void

playstatsCasinoBlackjack ​

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playstatsCasinoBlackjack(p0: number): void

playstatsCasinoBlackjackLight ​

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playstatsCasinoBlackjackLight(p0: number): void

playstatsCasinoChip ​

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playstatsCasinoChip(p0: number): void

playstatsCasinoInsideTrack ​

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playstatsCasinoInsideTrack(p0: number): void

playstatsCasinoInsideTrackLight ​

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playstatsCasinoInsideTrackLight(p0: number): void

playstatsCasinoLuckySeven ​

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playstatsCasinoLuckySeven(p0: number): void

playstatsCasinoRoulette ​

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playstatsCasinoRoulette(p0: number): void

playstatsCasinoRouletteLight ​

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playstatsCasinoRouletteLight(p0: number): void

playstatsCasinoSlotMachine ​

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playstatsCasinoSlotMachine(p0: number): void

playstatsCasinoSlotMachineLight ​

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playstatsCasinoSlotMachineLight(p0: number): void

playstatsCasinoStoryMissionEnded ​

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

playstatsCasinoThreeCardPoker ​

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playstatsCasinoThreeCardPoker(p0: number): void

playstatsCasinoThreeCardPokerLight ​

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playstatsCasinoThreeCardPokerLight(p0: number): void

playstatsChangeMcOutfit ​

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playstatsChangeMcOutfit(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsChangeMcRole ​

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playstatsChangeMcRole(p0: number, p1: number, p2: number, p3: number, role: number, p5: number, p6: number): void

playstatsCheatApplied ​

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playstatsCheatApplied(cheat: string): void

playstatsClothChange ​

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playstatsClothChange(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsCollectiblePickedUp ​

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playstatsCollectiblePickedUp(p0: number, objecthash: number, p2: number, p3: number, moneyamount: number, rpamount: number, chipsamount: number, p7: number, p8: number, p9: number, p10: number): void

playstatsCopyRankIntoNewSlot ​

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

playstatsCrateCreated ​

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playstatsCrateCreated(p0: number, p1: number, p2: number): void

playstatsCrateDropMissionDone ​

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

playstatsCreateMatchHistoryId2 ​

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playstatsCreateMatchHistoryId2(): { playeraccountid: number; posixtime: number; return: boolean }

playstatsDarCheckpoint ​

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playstatsDarCheckpoint(): { data: number }

playstatsDefendContrabandMission ​

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playstatsDefendContrabandMission(): { data: number }

playstatsDjMissionEnded ​

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playstatsDjMissionEnded(p0: number): void

playstatsDjUsage ​

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

playstatsDroneUsage ​

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playstatsDroneUsage(p0: number, p1: number, p2: number): void

playstatsDupeDetected ​

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playstatsDupeDetected(): { data: number }

playstatsEarnedMcPoints ​

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playstatsEarnedMcPoints(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number): void

playstatsEnterSessionPack ​

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playstatsEnterSessionPack(): { data: number }

playstatsExtraEvent ​

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playstatsExtraEvent(p0: number): void

playstatsFastTrvl ​

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playstatsFastTrvl(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number, p10: number): void

playstatsFmEventAtob ​

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playstatsFmEventAtob(p0: number): void

playstatsFmEventChallenges ​

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playstatsFmEventChallenges(p0: number): void

playstatsFmEventCheckpointcollection ​

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playstatsFmEventCheckpointcollection(p0: number): void

playstatsFmEventCompetitiveurbanwarfare ​

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playstatsFmEventCompetitiveurbanwarfare(p0: number): void

playstatsFmEventCriminaldamage ​

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playstatsFmEventCriminaldamage(p0: number): void

playstatsFmEventDeaddrop ​

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playstatsFmEventDeaddrop(p0: number): void

playstatsFmEventHotproperty ​

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playstatsFmEventHotproperty(p0: number): void

playstatsFmEventHuntbeast ​

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playstatsFmEventHuntbeast(p0: number): void

playstatsFmEventKingofthecastle ​

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playstatsFmEventKingofthecastle(p0: number): void

playstatsFmEventPasstheparcel ​

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playstatsFmEventPasstheparcel(p0: number): void

playstatsFmEventPennedin ​

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playstatsFmEventPennedin(p0: number): void

playstatsFmEventUrbanwarfare ​

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playstatsFmEventUrbanwarfare(p0: number): void

playstatsFmEventVehicletarget ​

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playstatsFmEventVehicletarget(p0: number): void

playstatsFmHeistPrepEnded ​

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playstatsFmHeistPrepEnded(): { data: number }

playstatsFmMissionEnd ​

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playstatsFmMissionEnd(p0: number, p1: number, p2: number, p3: number): void

playstatsFreemodeCasinoMissionEnded ​

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playstatsFreemodeCasinoMissionEnded(): { data: number }

playstatsFriendActivity ​

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playstatsFriendActivity(p0: number, p1: boolean): void

playstatsGunrunningMissionEnded ​

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playstatsGunrunningMissionEnded(): { data: number }

playstatsGunrunningRnd ​

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playstatsGunrunningRnd(p0: number): void

playstatsHeist3Drone ​

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playstatsHeist3Drone(p0: number): void

playstatsHeist3Finale ​

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playstatsHeist3Finale(p0: number): void

playstatsHeist3Hack ​

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playstatsHeist3Hack(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number): void

playstatsHeist3Prep ​

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playstatsHeist3Prep(p0: number): void

playstatsHeist4Finale ​

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playstatsHeist4Finale(p0: number): void

playstatsHeist4Hack ​

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playstatsHeist4Hack(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsHeist4Prep ​

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playstatsHeist4Prep(p0: number): void

playstatsHeistSaveCheat ​

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playstatsHeistSaveCheat(hash: number, p1: number): void

playstatsHitContrabandDestroyLimit ​

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playstatsHitContrabandDestroyLimit(p0: number): void

playstatsHoldUpMissionDone ​

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playstatsHoldUpMissionDone(p0: number, p1: number, p2: number, p3: number): void

playstatsHubEntry ​

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playstatsHubEntry(p0: number): void

playstatsHubExit ​

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playstatsHubExit(p0: number): void

playstatsIdleKick ​

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playstatsIdleKick(msstoodidle: number): void

playstatsImpexpMissionEnded ​

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playstatsImpexpMissionEnded(p0: number): void

playstatsImportExportMissionDone ​

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playstatsImportExportMissionDone(p0: number, p1: number, p2: number, p3: number): void

playstatsInstancedHeistEnded ​

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playstatsInstancedHeistEnded(p1: number, p2: number, p3: number): { data: number }

playstatsInstMissionEnd ​

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playstatsInstMissionEnd(p0: number): void

playstatsInventory ​

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playstatsInventory(p0: number): void

playstatsJobActivityEnd ​

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playstatsJobActivityEnd(): { p0: number; p1: number; p2: number; p3: number }

playstatsJobBend ​

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playstatsJobBend(): { p0: number; p1: number; p2: number; p3: number }

playstatsJobLtsEnd ​

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playstatsJobLtsEnd(): { p0: number; p1: number; p2: number; p3: number }

playstatsJobLtsRoundEnd ​

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playstatsJobLtsRoundEnd(): { p0: number; p1: number; p2: number; p3: number }

playstatsLeaveJobChain ​

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playstatsLeaveJobChain(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsMasterControl ​

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playstatsMasterControl(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsMatchStarted ​

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playstatsMatchStarted(p0: number, p1: number, p2: number): void

playstatsMcClubhouseActivity ​

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

playstatsMcFormationEnds ​

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

playstatsMcKilledRivalMcMember ​

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playstatsMcKilledRivalMcMember(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsMcRequestBike ​

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playstatsMcRequestBike(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsMinigameUsage ​

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playstatsMinigameUsage(p0: number, p1: number, p2: number): void

playstatsMissionCheckpoint ​

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playstatsMissionCheckpoint(p0: string, p1: number, p2: number, p3: number): void

playstatsMissionEnded ​

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playstatsMissionEnded(p0: number): void

playstatsMissionOver ​

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playstatsMissionOver(p0: string, p1: number, p2: number, p3: boolean, p4: boolean, p5: boolean): void

playstatsMissionStarted ​

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playstatsMissionStarted(p0: string, p1: number, p2: number, p3: boolean): void

playstatsMissionVote ​

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playstatsMissionVote(p0: number): void

playstatsNightclubMissionEnded ​

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playstatsNightclubMissionEnded(p0: number): void

playstatsNjvsVote ​

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playstatsNjvsVote(p0: number): void

playstatsNpcInvite ​

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playstatsNpcInvite(p0: string): void

playstatsNpcPhone ​

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playstatsNpcPhone(): { p0: number }

playstatsOddjobDone ​

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playstatsOddjobDone(totaltimems: number, p1: number, p2: boolean): void

playstatsPegasusAsPersonalAircraft ​

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playstatsPegasusAsPersonalAircraft(modelhash: number): void

playstatsPimenuHideOptions ​

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playstatsPimenuHideOptions(): { data: number }

playstatsPropChange ​

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playstatsPropChange(p0: number, p1: number, p2: number, p3: number): void

playstatsQuickfixTool ​

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playstatsQuickfixTool(element: number, item: string): void

playstatsQuitMode ​

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playstatsQuitMode(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsRaceCheckpoint ​

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playstatsRaceCheckpoint(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsRaceToPointMissionDone ​

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playstatsRaceToPointMissionDone(p0: number, p1: number, p2: number, p3: number): void

playstatsRandomMissionDone ​

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playstatsRandomMissionDone(name: string, p1: number, p2: number, p3: number): void

playstatsRankUp ​

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playstatsRankUp(rank: number): void

playstatsRecoverContrabandMission ​

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playstatsRecoverContrabandMission(): { data: number }

playstatsRivalBehavior ​

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playstatsRivalBehavior(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: number): void

playstatsRobberyFinale ​

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playstatsRobberyFinale(p0: number): void

playstatsRobberyPrep ​

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playstatsRobberyPrep(p0: number): void

playstatsRosBet ​

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playstatsRosBet(amount: number, act: number, player: number, cm: number): void

playstatsSellContrabandMission ​

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playstatsSellContrabandMission(): { data: number }

playstatsSetJoinType ​

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playstatsSetJoinType(jointype: number): void

playstatsShopItem ​

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playstatsShopItem(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsSmugglerMissionEnded ​

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playstatsSmugglerMissionEnded(): { data: number }

playstatsSpentPiCustomLoadout ​

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playstatsSpentPiCustomLoadout(amount: number): void

playstatsSpinWheel ​

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playstatsSpinWheel(p0: number, p1: number, p2: number, p3: number): void

playstatsStartedSessionInOfflinemode ​

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playstatsStartedSessionInOfflinemode(): void

playstatsStartTrackingStunts ​

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playstatsStartTrackingStunts(): void

playstatsStoneHatchetEnded ​

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playstatsStoneHatchetEnded(): { data: number }

playstatsStopTrackingStunts ​

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playstatsStopTrackingStunts(): void

playstatsSubWeap ​

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playstatsSubWeap(p0: number, p1: number, p2: number, p3: number): void

playstatsSwitchMcEmblem ​

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playstatsSwitchMcEmblem(p0: number, p1: number, p2: number, p3: number, p4: number): void

playstatsSwitchPassiveMode ​

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playstatsSwitchPassiveMode(p0: boolean, p1: number, p2: number, p3: number): void

playstatsVehDel ​

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playstatsVehDel(bossid1: number, bossid2: number, bosstype: number, vehicleid: number, reason: number): void

playstatsWarehouseMissionEnded ​

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playstatsWarehouseMissionEnded(p0: number): void

playstatsWeaponModeChange ​

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playstatsWeaponModeChange(weaponhash: number, componenthashto: number, componenthashfrom: number): void

playstatsWebsiteVisited ​

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playstatsWebsiteVisited(scaleformhash: number, p1: number): void

presenceEventUpdatestatFloat ​

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presenceEventUpdatestatFloat(stathash: number, value: number, p2: number): void

presenceEventUpdatestatInt ​

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presenceEventUpdatestatInt(stathash: number, value: number, p2: number): void

presenceEventUpdatestatIntWithString ​

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presenceEventUpdatestatIntWithString(stathash: number, value: number, p2: number, string: string): void

sendMetricGhostingToPlayer ​

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sendMetricGhostingToPlayer(p0: number): void

sendMetricPunishBodyguard ​

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sendMetricPunishBodyguard(p0: number): void

sendMetricVipPoach ​

ts
sendMetricVipPoach(p0: number, p1: number, p2: number): void

setFreemodePrologueDone ​

ts
setFreemodePrologueDone(p0: number, characterslot: number): void

setFreemodeStrandProgressionStatus ​

ts
setFreemodeStrandProgressionStatus(profilesetting: number, settingvalue: number): void

setHasPostedAllVehiclesDriven ​

ts
setHasPostedAllVehiclesDriven(): void

setHasSpecialeditionContent ​

ts
setHasSpecialeditionContent(value: number): void

setJobActivityIdStarted ​

ts
setJobActivityIdStarted(p0: number, characterslot: number): void

setPackedStatBoolCode ​

ts
setPackedStatBoolCode(index: number, value: boolean, characterslot: number): void

setPackedStatIntCode ​

ts
setPackedStatIntCode(index: number, value: number, characterslot: number): void

setProfileSettingCreatorCtfDone ​

ts
setProfileSettingCreatorCtfDone(value: number): void

setProfileSettingCreatorDmDone ​

ts
setProfileSettingCreatorDmDone(value: number): void

setProfileSettingCreatorRacesDone ​

ts
setProfileSettingCreatorRacesDone(value: number): void

setProfileSettingPrologueComplete ​

ts
setProfileSettingPrologueComplete(): void

setProfileSettingSpChopMissionComplete ​

ts
setProfileSettingSpChopMissionComplete(): void

setSaveMigrationTransactionIdWarning ​

ts
setSaveMigrationTransactionIdWarning(transactionid: number): void

startBeingBoss ​

ts
startBeingBoss(p0: number, p1: number, p2: number): void

startBeingGoon ​

ts
startBeingGoon(p0: number, p1: number, p2: number): void

statClearDirtyReadDetected ​

ts
statClearDirtyReadDetected(): void

statClearPendingSaves ​

ts
statClearPendingSaves(p0: number): void

statClearSlotForReload ​

ts
statClearSlotForReload(statslot: number): boolean

statCloudSlotLoadFailed ​

ts
statCloudSlotLoadFailed(p0: number): boolean

statCloudSlotLoadFailedCode ​

ts
statCloudSlotLoadFailedCode(p0: number): number

statCloudSlotSaveFailed ​

ts
statCloudSlotSaveFailed(p0: number): boolean

statCommunityGetHistory ​

ts
statCommunityGetHistory(statname: number, p1: number): { outvalue: number; return: boolean }

statCommunityStartSynch ​

ts
statCommunityStartSynch(): boolean

statCommunitySynchIsPending ​

ts
statCommunitySynchIsPending(): boolean

statDeleteSlot ​

ts
statDeleteSlot(p0: number): boolean

statDisableStatsTracking ​

ts
statDisableStatsTracking(): void

statEnableStatsTracking ​

ts
statEnableStatsTracking(): void

statGetBlockSaves ​

ts
statGetBlockSaves(): boolean

statGetBool ​

ts
statGetBool(stathash: number, p2: number): { outvalue: boolean; return: boolean }

statGetCancelSaveMigrationStatus ​

ts
statGetCancelSaveMigrationStatus(): number

statGetChallengeFlyingDist ​

ts
statGetChallengeFlyingDist(): number

statGetCurrentDriveNocrashDistance ​

ts
statGetCurrentDriveNocrashDistance(): number

statGetCurrentDrivingReverseDistance ​

ts
statGetCurrentDrivingReverseDistance(): number

statGetCurrentFrontWheelDistance ​

ts
statGetCurrentFrontWheelDistance(): number

statGetCurrentJumpDistance ​

ts
statGetCurrentJumpDistance(): number

statGetCurrentNearMissNocrashPrecise ​

ts
statGetCurrentNearMissNocrashPrecise(): number

statGetCurrentRearWheelDistance ​

ts
statGetCurrentRearWheelDistance(): number

statGetCurrentSkydivingDistance ​

ts
statGetCurrentSkydivingDistance(): number

statGetCurrentSpeed ​

ts
statGetCurrentSpeed(): number

statGetDate ​

ts
statGetDate(stathash: number, numfields: number, p3: number): { outvalue: number; return: boolean }

statGetFloat ​

ts
statGetFloat(stathash: number, p2: number): { outvalue: number; return: boolean }

statGetFlyingAltitude ​

ts
statGetFlyingAltitude(): { outvalue: number; return: boolean }

statGetInt ​

ts
statGetInt(stathash: number, p2: number): { outvalue: number; return: boolean }

statGetLicensePlate ​

ts
statGetLicensePlate(statname: number): string

statGetLoadSafeToProgressToMpFromSp ​

ts
statGetLoadSafeToProgressToMpFromSp(): boolean

statGetMaskedInt ​

ts
statGetMaskedInt(stathash: number, p2: number, p3: number, p4: number): { outvalue: number; return: boolean }

statGetNumberOfDays ​

ts
statGetNumberOfDays(statname: number): number

statGetNumberOfHours ​

ts
statGetNumberOfHours(statname: number): number

statGetNumberOfMinutes ​

ts
statGetNumberOfMinutes(statname: number): number

statGetNumberOfSeconds ​

ts
statGetNumberOfSeconds(statname: number): number

statGetPos ​

ts
statGetPos(statname: number, p4: number): { outx: number; outy: number; outz: number; return: boolean }

statGetRecordedValue ​

ts
statGetRecordedValue(): { return: boolean; value: number }

statGetSaveMigrationConsumeContentStatus ​

ts
statGetSaveMigrationConsumeContentStatus(): { p0: number; return: number }

statGetSaveMigrationStatus ​

ts
statGetSaveMigrationStatus(): { data: number; return: number }

statGetString ​

ts
statGetString(stathash: number, p1: number): string

statGetUserId ​

ts
statGetUserId(stathash: number): string

statGetVehicleBailDistance ​

ts
statGetVehicleBailDistance(): number

statIncrement ​

ts
statIncrement(statname: number, value: number): void

statIsPlayerVehicleAboveOcean ​

ts
statIsPlayerVehicleAboveOcean(): boolean

statIsRecordingStat ​

ts
statIsRecordingStat(): boolean

statIsStatsTrackingEnabled ​

ts
statIsStatsTrackingEnabled(): boolean

statLoad ​

ts
statLoad(statslot: number): boolean

statLoadDirtyReadDetected ​

ts
statLoadDirtyReadDetected(): boolean

statLoadPending ​

ts
statLoadPending(statslot: number): boolean

statLocalResetAllOnlineCharacterStats ​

ts
statLocalResetAllOnlineCharacterStats(p0: number): void

statMigrateCheckAlreadyDone ​

ts
statMigrateCheckAlreadyDone(): boolean

statMigrateCheckGetIsPlatformAvailable ​

ts
statMigrateCheckGetIsPlatformAvailable(p0: number): number

statMigrateCheckGetPlatformStatus ​

ts
statMigrateCheckGetPlatformStatus(p0: number): { p1: number; return: number }

statMigrateCheckStart ​

ts
statMigrateCheckStart(): boolean

statMigrateClearForRestart ​

ts
statMigrateClearForRestart(): void

statMigrateSavegameGetStatus ​

ts
statMigrateSavegameGetStatus(): number

statMigrateSavegameStart ​

ts
statMigrateSavegameStart(platformname: string): boolean

statNetworkIncrementOnSuicide ​

ts
statNetworkIncrementOnSuicide(p0: number, p1: number): void

statResetAllOnlineCharacterStats ​

ts
statResetAllOnlineCharacterStats(p0: number): void

statRollbackSaveMigration ​

ts
statRollbackSaveMigration(): boolean

statSave ​

ts
statSave(p0: number, p1: boolean, p2: number, p3: boolean): boolean

statSaveMigrationCancelPendingOperation ​

ts
statSaveMigrationCancelPendingOperation(): boolean

statSaveMigrationConsumeContent ​

ts
statSaveMigrationConsumeContent(contentid: number, srcplatform: string, srcgamerhandle: string): boolean

statSavePending ​

ts
statSavePending(): boolean

statSavePendingOrRequested ​

ts
statSavePendingOrRequested(): boolean

statsCompletedCharacterCreation ​

ts
statsCompletedCharacterCreation(p0: number): void

statSetBlockSaves ​

ts
statSetBlockSaves(toggle: boolean): void

statSetBool ​

ts
statSetBool(statname: number, value: boolean, save: boolean): boolean

statSetCheatIsActive ​

ts
statSetCheatIsActive(): void

statSetCurrentPosixTime ​

ts
statSetCurrentPosixTime(statname: number, p1: boolean): boolean

statSetDate ​

ts
statSetDate(statname: number, numfields: number, save: boolean): { return: boolean; value: number }

statSetFloat ​

ts
statSetFloat(statname: number, value: number, save: boolean): boolean

statSetGxtLabel ​

ts
statSetGxtLabel(statname: number, value: string, save: boolean): boolean

statSetInt ​

ts
statSetInt(statname: number, value: number, save: boolean): boolean

statSetLicensePlate ​

ts
statSetLicensePlate(statname: number, str: string): boolean

statSetMaskedInt ​

ts
statSetMaskedInt(statname: number, p1: number, p2: number, p3: number, save: boolean): boolean

statSetOpenSavetypeInJob ​

ts
statSetOpenSavetypeInJob(p0: number): void

statSetPos ​

ts
statSetPos(statname: number, x: number, y: number, z: number, save: boolean): boolean

statSetProfileSettingValue ​

ts
statSetProfileSettingValue(profilesetting: number, value: number): void

statSetString ​

ts
statSetString(statname: number, value: string, save: boolean): boolean

statSetUserId ​

ts
statSetUserId(statname: number, value: string, save: boolean): boolean

statSlotIsLoaded ​

ts
statSlotIsLoaded(statslot: number): boolean

statStartRecordStat ​

ts
statStartRecordStat(stattype: number, valuetype: number): boolean

statStopRecordStat ​

ts
statStopRecordStat(): boolean

VIMP developer documentation