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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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