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VimpNativesWeapon ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesWeapon

Members ​

_getAmmoInVehicleWeaponClip ​

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_getAmmoInVehicleWeaponClip(vehicle: number, seat: number): { ammo: number; return: boolean }

_getTimeBeforeVehicleWeaponReloadFinishes ​

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_getTimeBeforeVehicleWeaponReloadFinishes(vehicle: number, seat: number): number

_getVehicleWeaponReloadTime ​

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_getVehicleWeaponReloadTime(vehicle: number, seat: number): number

_hasWeaponReloadingInVehicle ​

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_hasWeaponReloadingInVehicle(vehicle: number, seat: number): boolean

_setAmmoInVehicleWeaponClip ​

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_setAmmoInVehicleWeaponClip(vehicle: number, seat: number, ammo: number): boolean

_setWeaponPedDamageModifier ​

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_setWeaponPedDamageModifier(weapon: number, damagemodifier: number): void

_triggerVehicleWeaponReload ​

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_triggerVehicleWeaponReload(vehicle: number, seat: number, ped: number): boolean

addAmmoToPed ​

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addAmmoToPed(ped: number, weaponhash: number, ammo: number): void

addPedAmmoByType ​

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addPedAmmoByType(ped: number, ammotypehash: number, ammo: number): void

canUseWeaponOnParachute ​

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canUseWeaponOnParachute(weaponhash: number): boolean

clearEntityLastWeaponDamage ​

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clearEntityLastWeaponDamage(entity: number): void

clearPedLastWeaponDamage ​

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clearPedLastWeaponDamage(ped: number): void

createAirDefenceAngledArea ​

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createAirDefenceAngledArea(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, radius: number, weaponhash: number): number

createAirDefenceSphere ​

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createAirDefenceSphere(x: number, y: number, z: number, radius: number, p4: number, p5: number, p6: number, weaponhash: number): number

createWeaponObject ​

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createWeaponObject(weaponhash: number, ammocount: number, x: number, y: number, z: number, showworldmodel: boolean, scale: number, p7: number, p8: number, p9: number): number

doesAirDefenceSphereExist ​

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doesAirDefenceSphereExist(zoneid: number): boolean

doesWeaponTakeWeaponComponent ​

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doesWeaponTakeWeaponComponent(weaponhash: number, componenthash: number): boolean

enableLaserSightRendering ​

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enableLaserSightRendering(toggle: boolean): void

explodeProjectiles ​

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explodeProjectiles(ped: number, weaponhash: number, p2: boolean): void

fireAirDefenceSphereWeaponAtPosition ​

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fireAirDefenceSphereWeaponAtPosition(zoneid: number, x: number, y: number, z: number): void

getAmmoInClip ​

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getAmmoInClip(ped: number, weaponhash: number): { ammo: number; return: boolean }

getAmmoInPedWeapon ​

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getAmmoInPedWeapon(ped: number, weaponhash: number): number

getBestPedWeapon ​

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getBestPedWeapon(ped: number, p1: boolean): number

getCurrentPedVehicleWeapon ​

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getCurrentPedVehicleWeapon(ped: number): { return: boolean; weaponhash: number }

getCurrentPedWeapon ​

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getCurrentPedWeapon(ped: number, p2: boolean): { return: boolean; weaponhash: number }

getCurrentPedWeaponEntityIndex ​

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getCurrentPedWeaponEntityIndex(ped: number, p1: number): number

getIsPedGadgetEquipped ​

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getIsPedGadgetEquipped(ped: number, gadgethash: number): boolean

getLockonDistanceOfCurrentPedWeapon ​

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getLockonDistanceOfCurrentPedWeapon(ped: number): number

getMaxAmmo ​

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getMaxAmmo(ped: number, weaponhash: number): { ammo: number; return: boolean }

getMaxAmmoByType ​

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getMaxAmmoByType(ped: number, ammotypehash: number): { ammo: number; return: boolean }

getMaxAmmoInClip ​

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getMaxAmmoInClip(ped: number, weaponhash: number, p2: boolean): number

getMaxRangeOfCurrentPedWeapon ​

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getMaxRangeOfCurrentPedWeapon(ped: number): number

getPedAmmoByType ​

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getPedAmmoByType(ped: number, ammotypehash: number): number

getPedAmmoTypeFromWeapon ​

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getPedAmmoTypeFromWeapon(ped: number, weaponhash: number): number

getPedLastWeaponImpactCoord ​

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getPedLastWeaponImpactCoord(ped: number): { coords: { x: number; y: number; z: number }; return: boolean }

getPedOriginalAmmoTypeFromWeapon ​

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getPedOriginalAmmoTypeFromWeapon(ped: number, weaponhash: number): number

getPedWeaponCamoIndex ​

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getPedWeaponCamoIndex(ped: number, weaponhash: number): number

getPedWeaponComponentTintIndex ​

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getPedWeaponComponentTintIndex(ped: number, weaponhash: number, camocomponenthash: number): number

getPedWeaponTintIndex ​

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getPedWeaponTintIndex(ped: number, weaponhash: number): number

getPedWeapontypeInSlot ​

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getPedWeapontypeInSlot(ped: number, weaponslot: number): number

getSelectedPedWeapon ​

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getSelectedPedWeapon(ped: number): number

getWeaponClipSize ​

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getWeaponClipSize(weaponhash: number): number

getWeaponComponentHudStats ​

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getWeaponComponentHudStats(componenthash: number): { outdata: number; return: boolean }

getWeaponComponentTypeModel ​

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getWeaponComponentTypeModel(componenthash: number): number

getWeaponComponentVariantExtraCount ​

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getWeaponComponentVariantExtraCount(componenthash: number): number

getWeaponComponentVariantExtraModel ​

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getWeaponComponentVariantExtraModel(componenthash: number, extracomponentindex: number): number

getWeaponDamage ​

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getWeaponDamage(weaponhash: number, componenthash: number): number

getWeaponDamageType ​

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getWeaponDamageType(weaponhash: number): number

getWeaponHudStats ​

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getWeaponHudStats(weaponhash: number): { outdata: number; return: boolean }

getWeaponObjectComponentTintIndex ​

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getWeaponObjectComponentTintIndex(weaponobject: number, camocomponenthash: number): number

getWeaponObjectFromPed ​

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getWeaponObjectFromPed(ped: number, p1: boolean): number

getWeaponObjectTintIndex ​

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getWeaponObjectTintIndex(weapon: number): number

getWeaponTimeBetweenShots ​

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getWeaponTimeBetweenShots(weaponhash: number): number

getWeaponTintCount ​

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getWeaponTintCount(weaponhash: number): number

getWeapontypeGroup ​

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getWeapontypeGroup(weaponhash: number): number

getWeapontypeModel ​

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getWeapontypeModel(weaponhash: number): number

getWeapontypeSlot ​

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getWeapontypeSlot(weaponhash: number): number

giveDelayedWeaponToPed ​

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giveDelayedWeaponToPed(ped: number, weaponhash: number, ammocount: number, bforceinhand: boolean): void

giveLoadoutToPed ​

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giveLoadoutToPed(ped: number, loadouthash: number): void

giveWeaponComponentToPed ​

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giveWeaponComponentToPed(ped: number, weaponhash: number, componenthash: number): void

giveWeaponComponentToWeaponObject ​

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giveWeaponComponentToWeaponObject(weaponobject: number, componenthash: number): void

giveWeaponObjectToPed ​

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giveWeaponObjectToPed(weaponobject: number, ped: number): void

giveWeaponToPed ​

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giveWeaponToPed(ped: number, weaponhash: number, ammocount: number, ishidden: boolean, bforceinhand: boolean): void

hasEntityBeenDamagedByWeapon ​

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hasEntityBeenDamagedByWeapon(entity: number, weaponhash: number, weapontype: number): boolean

hasPedBeenDamagedByWeapon ​

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hasPedBeenDamagedByWeapon(ped: number, weaponhash: number, weapontype: number): boolean

hasPedGotWeapon ​

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hasPedGotWeapon(ped: number, weaponhash: number, p2: boolean): boolean

hasPedGotWeaponComponent ​

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hasPedGotWeaponComponent(ped: number, weaponhash: number, componenthash: number): boolean

hasVehicleGotProjectileAttached ​

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hasVehicleGotProjectileAttached(driver: number, vehicle: number, weaponhash: number, p3: number): boolean

hasWeaponAssetLoaded ​

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hasWeaponAssetLoaded(weaponhash: number): boolean

hasWeaponGotWeaponComponent ​

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hasWeaponGotWeaponComponent(weapon: number, componenthash: number): boolean

hidePedWeaponForScriptedCutscene ​

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hidePedWeaponForScriptedCutscene(ped: number, toggle: boolean): void

isAirDefenceSphereInArea ​

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isAirDefenceSphereInArea(x: number, y: number, z: number, radius: number): { outzoneid: number; return: boolean }

isFlashLightOn ​

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isFlashLightOn(ped: number): boolean

isPedArmed ​

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isPedArmed(ped: number, typeflags: number): boolean

isPedCurrentWeaponSilenced ​

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isPedCurrentWeaponSilenced(ped: number): boolean

isPedWeaponComponentActive ​

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isPedWeaponComponentActive(ped: number, weaponhash: number, componenthash: number): boolean

isPedWeaponReadyToShoot ​

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isPedWeaponReadyToShoot(ped: number): boolean

isWeaponValid ​

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isWeaponValid(weaponhash: number): boolean

makePedReload ​

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makePedReload(ped: number): boolean

refillAmmoInstantly ​

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refillAmmoInstantly(ped: number): boolean

removeAirDefenceSphere ​

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removeAirDefenceSphere(zoneid: number): boolean

removeAllAirDefenceSpheres ​

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removeAllAirDefenceSpheres(): void

removeAllPedWeapons ​

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removeAllPedWeapons(ped: number, p1: boolean): void

removeAllProjectilesOfType ​

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removeAllProjectilesOfType(weaponhash: number, explode: boolean): void

removeWeaponAsset ​

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removeWeaponAsset(weaponhash: number): void

removeWeaponComponentFromPed ​

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removeWeaponComponentFromPed(ped: number, weaponhash: number, componenthash: number): void

removeWeaponComponentFromWeaponObject ​

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removeWeaponComponentFromWeaponObject(object: number, componenthash: number): void

removeWeaponFromPed ​

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removeWeaponFromPed(ped: number, weaponhash: number): void

requestWeaponAsset ​

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requestWeaponAsset(weaponhash: number, p1: number, p2: number): void

requestWeaponHighDetailModel ​

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requestWeaponHighDetailModel(weaponobject: number): void

setAmmoInClip ​

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setAmmoInClip(ped: number, weaponhash: number, ammo: number): boolean

setCanPedSelectAllWeapons ​

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setCanPedSelectAllWeapons(ped: number, toggle: boolean): void

setCanPedSelectInventoryWeapon ​

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setCanPedSelectInventoryWeapon(ped: number, weaponhash: number, toggle: boolean): void

setCurrentPedVehicleWeapon ​

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setCurrentPedVehicleWeapon(ped: number, weaponhash: number): boolean

setCurrentPedWeapon ​

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setCurrentPedWeapon(ped: number, weaponhash: number, bforceinhand: boolean): void

setEqippedWeaponStartSpinningAtFullSpeed ​

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setEqippedWeaponStartSpinningAtFullSpeed(ped: number): void

setFlashLightActiveHistory ​

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setFlashLightActiveHistory(ped: number, toggle: boolean): void

setFlashLightFadeDistance ​

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setFlashLightFadeDistance(distance: number): boolean

setPedAmmo ​

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setPedAmmo(ped: number, weaponhash: number, ammo: number, p3: boolean): void

setPedAmmoByType ​

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setPedAmmoByType(ped: number, ammotypehash: number, ammo: number): void

setPedAmmoToDrop ​

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setPedAmmoToDrop(ped: number, p1: number): void

setPedChanceOfFiringBlanks ​

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setPedChanceOfFiringBlanks(ped: number, xbias: number, ybias: number): void

setPedCurrentWeaponVisible ​

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setPedCurrentWeaponVisible(ped: number, visible: boolean, deselectweapon: boolean, p3: boolean, p4: boolean): void

setPedCycleVehicleWeaponsOnly ​

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setPedCycleVehicleWeaponsOnly(ped: number): void

setPedDropsInventoryWeapon ​

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setPedDropsInventoryWeapon(ped: number, weaponhash: number, xoffset: number, yoffset: number, zoffset: number, ammocount: number): void

setPedDropsWeapon ​

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setPedDropsWeapon(ped: number): void

setPedDropsWeaponsWhenDead ​

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setPedDropsWeaponsWhenDead(ped: number, toggle: boolean): void

setPedGadget ​

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setPedGadget(ped: number, gadgethash: number, p2: boolean): void

setPedInfiniteAmmo ​

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setPedInfiniteAmmo(ped: number, toggle: boolean, weaponhash: number): void

setPedInfiniteAmmoClip ​

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setPedInfiniteAmmoClip(ped: number, toggle: boolean): void

setPedShootOrdnanceWeapon ​

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setPedShootOrdnanceWeapon(ped: number, p1: number): number

setPedStunGunFiniteAmmo ​

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

setPedWeaponComponentTintIndex ​

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setPedWeaponComponentTintIndex(ped: number, weaponhash: number, camocomponenthash: number, colorindex: number): void

setPedWeaponTintIndex ​

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setPedWeaponTintIndex(ped: number, weaponhash: number, tintindex: number): void

setPickupAmmoAmountScaler ​

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setPickupAmmoAmountScaler(p0: number): void

setPlayerTargettableForAirDefenceSphere ​

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setPlayerTargettableForAirDefenceSphere(player: number, zoneid: number, enable: boolean): void

setWeaponAnimationOverride ​

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setWeaponAnimationOverride(ped: number, animstyle: number): void

setWeaponAoeModifier ​

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setWeaponAoeModifier(weaponhash: number, multiplier: number): void

setWeaponDamageModifier ​

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setWeaponDamageModifier(weaponhash: number, damagemultiplier: number): void

setWeaponEffectDurationModifier ​

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

setWeaponObjectCamoIndex ​

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setWeaponObjectCamoIndex(weaponobject: number, p1: number): void

setWeaponObjectComponentTintIndex ​

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setWeaponObjectComponentTintIndex(weaponobject: number, camocomponenthash: number, colorindex: number): void

setWeaponObjectTintIndex ​

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setWeaponObjectTintIndex(weapon: number, tintindex: number): void

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