VimpNativesWeapon
@vimp-mp/types 2.0.1ts
interface VimpNativesWeaponMembers
_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): booleanaddAmmoToPed
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addAmmoToPed(ped: number, weaponhash: number, ammo: number): voidaddPedAmmoByType
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addPedAmmoByType(ped: number, ammotypehash: number, ammo: number): voidcanUseWeaponOnParachute
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canUseWeaponOnParachute(weaponhash: number): booleanclearEntityLastWeaponDamage
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clearEntityLastWeaponDamage(entity: number): voidclearPedLastWeaponDamage
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clearPedLastWeaponDamage(ped: number): voidcreateAirDefenceAngledArea
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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): numbercreateAirDefenceSphere
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createAirDefenceSphere(x: number, y: number, z: number, radius: number, p4: number, p5: number, p6: number, weaponhash: number): numbercreateWeaponObject
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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): numberdoesAirDefenceSphereExist
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doesAirDefenceSphereExist(zoneid: number): booleandoesWeaponTakeWeaponComponent
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doesWeaponTakeWeaponComponent(weaponhash: number, componenthash: number): booleanenableLaserSightRendering
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enableLaserSightRendering(toggle: boolean): voidexplodeProjectiles
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explodeProjectiles(ped: number, weaponhash: number, p2: boolean): voidfireAirDefenceSphereWeaponAtPosition
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fireAirDefenceSphereWeaponAtPosition(zoneid: number, x: number, y: number, z: number): voidgetAmmoInClip
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getAmmoInClip(ped: number, weaponhash: number): { ammo: number; return: boolean }getAmmoInPedWeapon
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getAmmoInPedWeapon(ped: number, weaponhash: number): numbergetBestPedWeapon
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getBestPedWeapon(ped: number, p1: boolean): numbergetCurrentPedVehicleWeapon
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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): numbergetIsPedGadgetEquipped
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getIsPedGadgetEquipped(ped: number, gadgethash: number): booleangetLockonDistanceOfCurrentPedWeapon
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getLockonDistanceOfCurrentPedWeapon(ped: number): numbergetMaxAmmo
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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): numbergetMaxRangeOfCurrentPedWeapon
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getMaxRangeOfCurrentPedWeapon(ped: number): numbergetPedAmmoByType
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getPedAmmoByType(ped: number, ammotypehash: number): numbergetPedAmmoTypeFromWeapon
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getPedAmmoTypeFromWeapon(ped: number, weaponhash: number): numbergetPedLastWeaponImpactCoord
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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): numbergetPedWeaponCamoIndex
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getPedWeaponCamoIndex(ped: number, weaponhash: number): numbergetPedWeaponComponentTintIndex
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getPedWeaponComponentTintIndex(ped: number, weaponhash: number, camocomponenthash: number): numbergetPedWeaponTintIndex
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getPedWeaponTintIndex(ped: number, weaponhash: number): numbergetPedWeapontypeInSlot
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getPedWeapontypeInSlot(ped: number, weaponslot: number): numbergetSelectedPedWeapon
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getSelectedPedWeapon(ped: number): numbergetWeaponClipSize
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getWeaponClipSize(weaponhash: number): numbergetWeaponComponentHudStats
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getWeaponComponentHudStats(componenthash: number): { outdata: number; return: boolean }getWeaponComponentTypeModel
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getWeaponComponentTypeModel(componenthash: number): numbergetWeaponComponentVariantExtraCount
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getWeaponComponentVariantExtraCount(componenthash: number): numbergetWeaponComponentVariantExtraModel
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getWeaponComponentVariantExtraModel(componenthash: number, extracomponentindex: number): numbergetWeaponDamage
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getWeaponDamage(weaponhash: number, componenthash: number): numbergetWeaponDamageType
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getWeaponDamageType(weaponhash: number): numbergetWeaponHudStats
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getWeaponHudStats(weaponhash: number): { outdata: number; return: boolean }getWeaponObjectComponentTintIndex
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getWeaponObjectComponentTintIndex(weaponobject: number, camocomponenthash: number): numbergetWeaponObjectFromPed
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getWeaponObjectFromPed(ped: number, p1: boolean): numbergetWeaponObjectTintIndex
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getWeaponObjectTintIndex(weapon: number): numbergetWeaponTimeBetweenShots
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getWeaponTimeBetweenShots(weaponhash: number): numbergetWeaponTintCount
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getWeaponTintCount(weaponhash: number): numbergetWeapontypeGroup
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getWeapontypeGroup(weaponhash: number): numbergetWeapontypeModel
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getWeapontypeModel(weaponhash: number): numbergetWeapontypeSlot
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getWeapontypeSlot(weaponhash: number): numbergiveDelayedWeaponToPed
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giveDelayedWeaponToPed(ped: number, weaponhash: number, ammocount: number, bforceinhand: boolean): voidgiveLoadoutToPed
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giveLoadoutToPed(ped: number, loadouthash: number): voidgiveWeaponComponentToPed
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giveWeaponComponentToPed(ped: number, weaponhash: number, componenthash: number): voidgiveWeaponComponentToWeaponObject
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giveWeaponComponentToWeaponObject(weaponobject: number, componenthash: number): voidgiveWeaponObjectToPed
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giveWeaponObjectToPed(weaponobject: number, ped: number): voidgiveWeaponToPed
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giveWeaponToPed(ped: number, weaponhash: number, ammocount: number, ishidden: boolean, bforceinhand: boolean): voidhasEntityBeenDamagedByWeapon
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hasEntityBeenDamagedByWeapon(entity: number, weaponhash: number, weapontype: number): booleanhasPedBeenDamagedByWeapon
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hasPedBeenDamagedByWeapon(ped: number, weaponhash: number, weapontype: number): booleanhasPedGotWeapon
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hasPedGotWeapon(ped: number, weaponhash: number, p2: boolean): booleanhasPedGotWeaponComponent
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hasPedGotWeaponComponent(ped: number, weaponhash: number, componenthash: number): booleanhasVehicleGotProjectileAttached
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hasVehicleGotProjectileAttached(driver: number, vehicle: number, weaponhash: number, p3: number): booleanhasWeaponAssetLoaded
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hasWeaponAssetLoaded(weaponhash: number): booleanhasWeaponGotWeaponComponent
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hasWeaponGotWeaponComponent(weapon: number, componenthash: number): booleanhidePedWeaponForScriptedCutscene
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hidePedWeaponForScriptedCutscene(ped: number, toggle: boolean): voidisAirDefenceSphereInArea
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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): booleanisPedArmed
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isPedArmed(ped: number, typeflags: number): booleanisPedCurrentWeaponSilenced
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isPedCurrentWeaponSilenced(ped: number): booleanisPedWeaponComponentActive
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isPedWeaponComponentActive(ped: number, weaponhash: number, componenthash: number): booleanisPedWeaponReadyToShoot
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isPedWeaponReadyToShoot(ped: number): booleanisWeaponValid
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isWeaponValid(weaponhash: number): booleanmakePedReload
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makePedReload(ped: number): booleanrefillAmmoInstantly
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refillAmmoInstantly(ped: number): booleanremoveAirDefenceSphere
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removeAirDefenceSphere(zoneid: number): booleanremoveAllAirDefenceSpheres
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removeAllAirDefenceSpheres(): voidremoveAllPedWeapons
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removeAllPedWeapons(ped: number, p1: boolean): voidremoveAllProjectilesOfType
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removeAllProjectilesOfType(weaponhash: number, explode: boolean): voidremoveWeaponAsset
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removeWeaponAsset(weaponhash: number): voidremoveWeaponComponentFromPed
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removeWeaponComponentFromPed(ped: number, weaponhash: number, componenthash: number): voidremoveWeaponComponentFromWeaponObject
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removeWeaponComponentFromWeaponObject(object: number, componenthash: number): voidremoveWeaponFromPed
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removeWeaponFromPed(ped: number, weaponhash: number): voidrequestWeaponAsset
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requestWeaponAsset(weaponhash: number, p1: number, p2: number): voidrequestWeaponHighDetailModel
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requestWeaponHighDetailModel(weaponobject: number): voidsetAmmoInClip
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setAmmoInClip(ped: number, weaponhash: number, ammo: number): booleansetCanPedSelectAllWeapons
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setCanPedSelectAllWeapons(ped: number, toggle: boolean): voidsetCanPedSelectInventoryWeapon
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setCanPedSelectInventoryWeapon(ped: number, weaponhash: number, toggle: boolean): voidsetCurrentPedVehicleWeapon
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setCurrentPedVehicleWeapon(ped: number, weaponhash: number): booleansetCurrentPedWeapon
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setCurrentPedWeapon(ped: number, weaponhash: number, bforceinhand: boolean): voidsetEqippedWeaponStartSpinningAtFullSpeed
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setEqippedWeaponStartSpinningAtFullSpeed(ped: number): voidsetFlashLightActiveHistory
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setFlashLightActiveHistory(ped: number, toggle: boolean): voidsetFlashLightFadeDistance
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setFlashLightFadeDistance(distance: number): booleansetPedAmmo
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setPedAmmo(ped: number, weaponhash: number, ammo: number, p3: boolean): voidsetPedAmmoByType
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setPedAmmoByType(ped: number, ammotypehash: number, ammo: number): voidsetPedAmmoToDrop
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setPedAmmoToDrop(ped: number, p1: number): voidsetPedChanceOfFiringBlanks
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setPedChanceOfFiringBlanks(ped: number, xbias: number, ybias: number): voidsetPedCurrentWeaponVisible
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setPedCurrentWeaponVisible(ped: number, visible: boolean, deselectweapon: boolean, p3: boolean, p4: boolean): voidsetPedCycleVehicleWeaponsOnly
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setPedCycleVehicleWeaponsOnly(ped: number): voidsetPedDropsInventoryWeapon
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setPedDropsInventoryWeapon(ped: number, weaponhash: number, xoffset: number, yoffset: number, zoffset: number, ammocount: number): voidsetPedDropsWeapon
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setPedDropsWeapon(ped: number): voidsetPedDropsWeaponsWhenDead
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setPedDropsWeaponsWhenDead(ped: number, toggle: boolean): voidsetPedGadget
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setPedGadget(ped: number, gadgethash: number, p2: boolean): voidsetPedInfiniteAmmo
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setPedInfiniteAmmo(ped: number, toggle: boolean, weaponhash: number): voidsetPedInfiniteAmmoClip
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setPedInfiniteAmmoClip(ped: number, toggle: boolean): voidsetPedShootOrdnanceWeapon
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setPedShootOrdnanceWeapon(ped: number, p1: number): numbersetPedStunGunFiniteAmmo
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setPedStunGunFiniteAmmo(p0: number, p1: number): voidsetPedWeaponComponentTintIndex
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setPedWeaponComponentTintIndex(ped: number, weaponhash: number, camocomponenthash: number, colorindex: number): voidsetPedWeaponTintIndex
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setPedWeaponTintIndex(ped: number, weaponhash: number, tintindex: number): voidsetPickupAmmoAmountScaler
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setPickupAmmoAmountScaler(p0: number): voidsetPlayerTargettableForAirDefenceSphere
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setPlayerTargettableForAirDefenceSphere(player: number, zoneid: number, enable: boolean): voidsetWeaponAnimationOverride
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setWeaponAnimationOverride(ped: number, animstyle: number): voidsetWeaponAoeModifier
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setWeaponAoeModifier(weaponhash: number, multiplier: number): voidsetWeaponDamageModifier
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setWeaponDamageModifier(weaponhash: number, damagemultiplier: number): voidsetWeaponEffectDurationModifier
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setWeaponEffectDurationModifier(p0: number, p1: number): voidsetWeaponObjectCamoIndex
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setWeaponObjectCamoIndex(weaponobject: number, p1: number): voidsetWeaponObjectComponentTintIndex
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setWeaponObjectComponentTintIndex(weaponobject: number, camocomponenthash: number, colorindex: number): voidsetWeaponObjectTintIndex
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setWeaponObjectTintIndex(weapon: number, tintindex: number): void