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VimpNativesStats

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesStats

Members

_getStatHashForCharacterStat

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

_playstatsAcidMissionEnd

ts
_playstatsAcidMissionEnd(p0: number): void

_playstatsAcidRnd

ts
_playstatsAcidRnd(p0: number): void

_playstatsAlert

ts
_playstatsAlert(): { data: number }

_playstatsAttritionStageEnd

ts
_playstatsAttritionStageEnd(p0: number): void

_playstatsDeathInfo

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

_playstatsFlowHigh

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

_playstatsFlowLow

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

_playstatsFlowMedium

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

_playstatsIdle

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

_playstatsInitMultiplayer

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

_playstatsNamedUserContent

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

_playstatsPimenuNav

ts
_playstatsPimenuNav(): { data: number }

_playstatsPlayerStyle

ts
_playstatsPlayerStyle(p0: number): void

_playstatsRandomEvent

ts
_playstatsRandomEvent(p0: number): void

_playstatsRecoverVehicle

ts
_playstatsRecoverVehicle(): { data: number }

_playstatsScriptEventFpom

ts
_playstatsScriptEventFpom(): { data: number }

_playstatsShopmenuNav

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

_playstatsShowroomNav

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

_playstatsShowroomOverview

ts
_playstatsShowroomOverview(): { data: number }

changeGoonLookingForWork

ts
changeGoonLookingForWork(p0: number): void

changeUniform

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

endBeingBoss

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

endBeingGoon

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

forceCloudMpStatsDownloadAndOverwriteLocalSave

ts
forceCloudMpStatsDownloadAndOverwriteLocalSave(): void

getBossGoonUuid

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

getPackedIntStatKey

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

getPackedNgIntStatKey

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

getPackedStatBoolCode

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

getPackedStatIntCode

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

getPackedTuIntStatKey

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

getPlayerHasDrivenAllVehicles

ts
getPlayerHasDrivenAllVehicles(): boolean

hiredLimo

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

leaderboards2ReadByHandle

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

leaderboards2ReadByPlaform

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

leaderboards2ReadByRadius

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

leaderboards2ReadByRank

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

leaderboards2ReadByScoreFloat

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

leaderboards2ReadByScoreInt

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

leaderboards2ReadFriendsByRow

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

leaderboards2ReadGetRowDataEnd

ts
leaderboards2ReadGetRowDataEnd(): void

leaderboards2ReadGetRowDataFloat

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

leaderboards2ReadGetRowDataInfo

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

leaderboards2ReadGetRowDataInt

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

leaderboards2ReadGetRowDataStart

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

leaderboards2ReadRankPrediction

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

leaderboards2WriteData

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

leaderboards2WriteDataForEventType

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

leaderboardsCacheDataRow

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

leaderboardsClearCacheData

ts
leaderboardsClearCacheData(): void

leaderboardsClearCacheDataId

ts
leaderboardsClearCacheDataId(p0: number): void

leaderboardsGetCacheDataRow

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

leaderboardsGetCacheExists

ts
leaderboardsGetCacheExists(p0: number): boolean

leaderboardsGetCacheNumberOfRows

ts
leaderboardsGetCacheNumberOfRows(p0: number): number

leaderboardsGetCacheTime

ts
leaderboardsGetCacheTime(p0: number): number

leaderboardsGetColumnId

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

leaderboardsGetColumnType

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

leaderboardsGetNumberOfColumns

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

leaderboardsReadAnyPending

ts
leaderboardsReadAnyPending(): boolean

leaderboardsReadClear

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

leaderboardsReadClearAll

ts
leaderboardsReadClearAll(): number

leaderboardsReadPending

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

leaderboardsReadSuccessful

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

leaderboardsWriteAddColumn

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

leaderboardsWriteAddColumnLong

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

orderBossVehicle

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

packedStatGetIntStatIndex

ts
packedStatGetIntStatIndex(p0: number): number

playstatsAbandonedMc

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

playstatsAcquiredHiddenPackage

ts
playstatsAcquiredHiddenPackage(p0: number): void

playstatsActivityDone

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

playstatsAppendDirectorMetric

ts
playstatsAppendDirectorMetric(): { p0: number }

playstatsArcadeCabinet

ts
playstatsArcadeCabinet(p0: number): void

playstatsArcadeGame

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

playstatsArcadeLoveMatch

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

playstatsArenaWarsEnded

ts
playstatsArenaWarsEnded(): { data: number }

playstatsArenaWarsSpectator

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

playstatsAwardBadSport

ts
playstatsAwardBadSport(id: number): void

playstatsAwardNav

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

playstatsAwardXp

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

playstatsBackgroundScriptAction

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

playstatsBanAlert

ts
playstatsBanAlert(p0: number): void

playstatsBcCarJacking

ts
playstatsBcCarJacking(p0: number): void

playstatsBcCashing

ts
playstatsBcCashing(p0: number): void

playstatsBcFindersKeepers

ts
playstatsBcFindersKeepers(p0: number): void

playstatsBcMostWanted

ts
playstatsBcMostWanted(p0: number): void

playstatsBcPointToPoint

ts
playstatsBcPointToPoint(p0: number): void

playstatsBcProtectionRacket

ts
playstatsBcProtectionRacket(p0: number): void

playstatsBcSalvage

ts
playstatsBcSalvage(p0: number): void

playstatsBcSmashAndGrab

ts
playstatsBcSmashAndGrab(p0: number): void

playstatsBusinessBattleEnded

ts
playstatsBusinessBattleEnded(p0: number): void

playstatsBuyContrabandMission

ts
playstatsBuyContrabandMission(): { data: number }

playstatsBwAirFreight

ts
playstatsBwAirFreight(p0: number): void

playstatsBwAssault

ts
playstatsBwAssault(p0: number): void

playstatsBwBellyOfTheBeast

ts
playstatsBwBellyOfTheBeast(p0: number): void

playstatsBwBossonbossdeathmatch

ts
playstatsBwBossonbossdeathmatch(p0: number): void

playstatsBwFragileGoods

ts
playstatsBwFragileGoods(p0: number): void

playstatsBwHeadHunter

ts
playstatsBwHeadHunter(p0: number): void

playstatsBwHuntTheBoss

ts
playstatsBwHuntTheBoss(p0: number): void

playstatsBwSightseer

ts
playstatsBwSightseer(p0: number): void

playstatsBwYatchattack

ts
playstatsBwYatchattack(p0: number): void

playstatsCarclubChallenge

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

playstatsCarclubPoints

ts
playstatsCarclubPoints(p0: number): void

playstatsCarclubPrize

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

playstatsCasinoBlackjack

ts
playstatsCasinoBlackjack(p0: number): void

playstatsCasinoBlackjackLight

ts
playstatsCasinoBlackjackLight(p0: number): void

playstatsCasinoChip

ts
playstatsCasinoChip(p0: number): void

playstatsCasinoInsideTrack

ts
playstatsCasinoInsideTrack(p0: number): void

playstatsCasinoInsideTrackLight

ts
playstatsCasinoInsideTrackLight(p0: number): void

playstatsCasinoLuckySeven

ts
playstatsCasinoLuckySeven(p0: number): void

playstatsCasinoRoulette

ts
playstatsCasinoRoulette(p0: number): void

playstatsCasinoRouletteLight

ts
playstatsCasinoRouletteLight(p0: number): void

playstatsCasinoSlotMachine

ts
playstatsCasinoSlotMachine(p0: number): void

playstatsCasinoSlotMachineLight

ts
playstatsCasinoSlotMachineLight(p0: number): void

playstatsCasinoStoryMissionEnded

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

playstatsCasinoThreeCardPoker

ts
playstatsCasinoThreeCardPoker(p0: number): void

playstatsCasinoThreeCardPokerLight

ts
playstatsCasinoThreeCardPokerLight(p0: number): void

playstatsChangeMcOutfit

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

playstatsChangeMcRole

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

playstatsCheatApplied

ts
playstatsCheatApplied(cheat: string): void

playstatsClothChange

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

playstatsCollectiblePickedUp

ts
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

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

playstatsCrateCreated

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

playstatsCrateDropMissionDone

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

playstatsCreateMatchHistoryId2

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

playstatsDarCheckpoint

ts
playstatsDarCheckpoint(): { data: number }

playstatsDefendContrabandMission

ts
playstatsDefendContrabandMission(): { data: number }

playstatsDjMissionEnded

ts
playstatsDjMissionEnded(p0: number): void

playstatsDjUsage

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

playstatsDroneUsage

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

playstatsDupeDetected

ts
playstatsDupeDetected(): { data: number }

playstatsEarnedMcPoints

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

playstatsEnterSessionPack

ts
playstatsEnterSessionPack(): { data: number }

playstatsExtraEvent

ts
playstatsExtraEvent(p0: number): void

playstatsFastTrvl

ts
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

ts
playstatsFmEventAtob(p0: number): void

playstatsFmEventChallenges

ts
playstatsFmEventChallenges(p0: number): void

playstatsFmEventCheckpointcollection

ts
playstatsFmEventCheckpointcollection(p0: number): void

playstatsFmEventCompetitiveurbanwarfare

ts
playstatsFmEventCompetitiveurbanwarfare(p0: number): void

playstatsFmEventCriminaldamage

ts
playstatsFmEventCriminaldamage(p0: number): void

playstatsFmEventDeaddrop

ts
playstatsFmEventDeaddrop(p0: number): void

playstatsFmEventHotproperty

ts
playstatsFmEventHotproperty(p0: number): void

playstatsFmEventHuntbeast

ts
playstatsFmEventHuntbeast(p0: number): void

playstatsFmEventKingofthecastle

ts
playstatsFmEventKingofthecastle(p0: number): void

playstatsFmEventPasstheparcel

ts
playstatsFmEventPasstheparcel(p0: number): void

playstatsFmEventPennedin

ts
playstatsFmEventPennedin(p0: number): void

playstatsFmEventUrbanwarfare

ts
playstatsFmEventUrbanwarfare(p0: number): void

playstatsFmEventVehicletarget

ts
playstatsFmEventVehicletarget(p0: number): void

playstatsFmHeistPrepEnded

ts
playstatsFmHeistPrepEnded(): { data: number }

playstatsFmMissionEnd

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

playstatsFreemodeCasinoMissionEnded

ts
playstatsFreemodeCasinoMissionEnded(): { data: number }

playstatsFriendActivity

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

playstatsGunrunningMissionEnded

ts
playstatsGunrunningMissionEnded(): { data: number }

playstatsGunrunningRnd

ts
playstatsGunrunningRnd(p0: number): void

playstatsHeist3Drone

ts
playstatsHeist3Drone(p0: number): void

playstatsHeist3Finale

ts
playstatsHeist3Finale(p0: number): void

playstatsHeist3Hack

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

playstatsHeist3Prep

ts
playstatsHeist3Prep(p0: number): void

playstatsHeist4Finale

ts
playstatsHeist4Finale(p0: number): void

playstatsHeist4Hack

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

playstatsHeist4Prep

ts
playstatsHeist4Prep(p0: number): void

playstatsHeistSaveCheat

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

playstatsHitContrabandDestroyLimit

ts
playstatsHitContrabandDestroyLimit(p0: number): void

playstatsHoldUpMissionDone

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

playstatsHubEntry

ts
playstatsHubEntry(p0: number): void

playstatsHubExit

ts
playstatsHubExit(p0: number): void

playstatsIdleKick

ts
playstatsIdleKick(msstoodidle: number): void

playstatsImpexpMissionEnded

ts
playstatsImpexpMissionEnded(p0: number): void

playstatsImportExportMissionDone

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

playstatsInstancedHeistEnded

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

playstatsInstMissionEnd

ts
playstatsInstMissionEnd(p0: number): void

playstatsInventory

ts
playstatsInventory(p0: number): void

playstatsJobActivityEnd

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

playstatsJobBend

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

playstatsJobLtsEnd

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

playstatsJobLtsRoundEnd

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

playstatsLeaveJobChain

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

playstatsMasterControl

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

playstatsMatchStarted

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

playstatsMcClubhouseActivity

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

playstatsMcFormationEnds

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

playstatsMcKilledRivalMcMember

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

playstatsMcRequestBike

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

playstatsMinigameUsage

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

playstatsMissionCheckpoint

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

playstatsMissionEnded

ts
playstatsMissionEnded(p0: number): void

playstatsMissionOver

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

playstatsMissionStarted

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

playstatsMissionVote

ts
playstatsMissionVote(p0: number): void

playstatsNightclubMissionEnded

ts
playstatsNightclubMissionEnded(p0: number): void

playstatsNjvsVote

ts
playstatsNjvsVote(p0: number): void

playstatsNpcInvite

ts
playstatsNpcInvite(p0: string): void

playstatsNpcPhone

ts
playstatsNpcPhone(): { p0: number }

playstatsOddjobDone

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

playstatsPegasusAsPersonalAircraft

ts
playstatsPegasusAsPersonalAircraft(modelhash: number): void

playstatsPimenuHideOptions

ts
playstatsPimenuHideOptions(): { data: number }

playstatsPropChange

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

playstatsQuickfixTool

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

playstatsQuitMode

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

playstatsRaceCheckpoint

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

playstatsRaceToPointMissionDone

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

playstatsRandomMissionDone

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

playstatsRankUp

ts
playstatsRankUp(rank: number): void

playstatsRecoverContrabandMission

ts
playstatsRecoverContrabandMission(): { data: number }

playstatsRivalBehavior

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

playstatsRobberyFinale

ts
playstatsRobberyFinale(p0: number): void

playstatsRobberyPrep

ts
playstatsRobberyPrep(p0: number): void

playstatsRosBet

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

playstatsSellContrabandMission

ts
playstatsSellContrabandMission(): { data: number }

playstatsSetJoinType

ts
playstatsSetJoinType(jointype: number): void

playstatsShopItem

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

playstatsSmugglerMissionEnded

ts
playstatsSmugglerMissionEnded(): { data: number }

playstatsSpentPiCustomLoadout

ts
playstatsSpentPiCustomLoadout(amount: number): void

playstatsSpinWheel

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

playstatsStartedSessionInOfflinemode

ts
playstatsStartedSessionInOfflinemode(): void

playstatsStartTrackingStunts

ts
playstatsStartTrackingStunts(): void

playstatsStoneHatchetEnded

ts
playstatsStoneHatchetEnded(): { data: number }

playstatsStopTrackingStunts

ts
playstatsStopTrackingStunts(): void

playstatsSubWeap

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

playstatsSwitchMcEmblem

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

playstatsSwitchPassiveMode

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

playstatsVehDel

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

playstatsWarehouseMissionEnded

ts
playstatsWarehouseMissionEnded(p0: number): void

playstatsWeaponModeChange

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

playstatsWebsiteVisited

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

presenceEventUpdatestatFloat

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

presenceEventUpdatestatInt

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

presenceEventUpdatestatIntWithString

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

sendMetricGhostingToPlayer

ts
sendMetricGhostingToPlayer(p0: number): void

sendMetricPunishBodyguard

ts
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