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MTA.d.ts
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MTA.d.ts
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type Var = object;
type Player = object;
type Ped = object;
type Vehicle = object;
type _Object = object;
type Pickup = object;
type Marker = object;
type Colshape = object;
type Blip = object;
type RadarArea = object;
type Projectile = object;
type Team = object;
type Serverconsole = object;
type Button = object;
type Checkbox = object;
type Combobox = object;
type Editfield = object;
type Gridlist = object;
type Memo = object;
type Progressbar = object;
type Radiobutton = object;
type Scrollbar = object;
type Scrollpane = object;
type Staticimage = object;
type Tabpanel = object;
type Tab = object;
type Textlabel = object;
type _Window = object;
type TXD = object;
type DFF = object;
type COL = object;
type Sound = object;
type Texture = object;
type Shader = object;
type DXfont = object;
type GUIfont = object;
type Weapon = object;
type Camera = object;
type Effect = object;
type Browser = object;
type Light = object;
type Searchlight = object;
type Material = object;
type Color = number;
type Font = object;
type element = object;
type table = object;
declare const exports: table;
declare const resource: element;
declare const resourceRoot: element;
declare const root: element;
declare const guiRoot: element;
declare const localPlayer: element;
declare const source: element;
declare const eventName: string;
declare const client: element;
declare const sourceResourceRoot: element;
declare const sourceResource: element;
declare const sourceTimer: element;
declare namespace table {
export function insert(this: void, table: object, item: any): number;
export function remove(this: void, table: object, index: number): number;
}
declare function Vector2(x: number, y: number): boolean
declare module "mta" {
export const enum Locales {
Arabic = "ar",
Belarusian = "by",
Czech = "cz",
German = "de",
English = "en",
Spanish = "es",
Farsi = "fa",
French = "fr",
Hebrew = "he",
Hungarian = "hu",
Indonesian = "id",
Hindi = "hi_in",
Malayalam = "ml_in",
Telugu = "te_in",
Tamil = "ta_in",
Italian = "it",
Lithuanian = "lt",
Latvian = "lv",
NorwegianBokmal = "nb_no",
NorwegianNynorsk = "nn_no",
Polish = "pl",
Portugese = "pt",
BrazilianPortuguese = "pt_br",
Romanian = "ro",
Serbian = "sr",
Russian = "ru",
Slovak = "sk",
Thai = "th",
Turkish = "tr",
Ukrainian = "uk",
ChineseSimplified = "zh_cn",
ChineseTraditional = "zh_tw"
}
export function addCommandHandler(this: void, commandName: string, handlerFunction: Function, restricted?: false, caseSensitive?: true): boolean
export function addCommandHandler(this: void, commandName: string, handlerFunction: Function, caseSensitive?: true): boolean
export function outputChatBox(this: void, text: string, visibleTo?: element, r?: 231, g?: 217, b?: 176, colorCoded?: false): boolean
export function outputChatBox(this: void, text: string, r?: 231, g?: 217, b?: 176, colorCoded?: false): boolean
export function addEvent(this: void, eventName: string, allowRemoteTrigger?: false): boolean
export function addEventHandler(this: void, eventName: string, attachedTo: element, handlerFunction: Function, getPropagated?: true, priority?: "normal"): boolean
export function getEventHandlers(this: void, eventName: string, attachedTo: element): table
export function cancelEvent(this: void, cancel?: true, reason?: ""): boolean
export function cancelEvent(this: void): boolean
export function getCancelReason(this: void): string
export function removeEventHandler(this: void, eventName: string, attachedTo: element, functionVar: Function): boolean
export function triggerClientEvent(this: void, sendTo: element, name: string, sourceElement: element, ...args: any[]): boolean
export function triggerClientEvent(this: void, sendTo: table, name: string, sourceElement: element, ...args: any[]): boolean
export function triggerClientEvent(this: void, name: string, sourceElement: element, ...args: any[]): boolean
export function triggerServerEvent(this: void, name: string, sourceElement: element, ...args: any[]): boolean
export function triggerEvent(this: void, eventName: string, baseElement: element, ...args: any[]): boolean
export function wasEventCancelled(this: void): boolean
export function triggerLatentClientEvent(this: void, sendTo: element, name: string, bandwidth?: 50000, persist?: false, theElement?: element, ...args: any[]): boolean
export function triggerLatentClientEvent(this: void, sendTo: table, name: string, bandwidth?: 50000, persist?: false, theElement?: element, ...args: any[]): boolean
export function triggerLatentClientEvent(this: void, name: string, bandwidth?: 50000, persist?: false, theElement?: element, ...args: any[]): boolean
export function getLatentEventHandles(this: void, thePlayer: Player): table
export function getLatentEventHandles(this: void): table
export function getLatentEventStatus(this: void, thePlayer: Player, handle: number): table
export function getLatentEventStatus(this: void, handle: number): table
export function cancelLatentEvent(this: void, thePlayer: Player, handle: number): boolean
export function cancelLatentEvent(this: void, handle: number): boolean
export function createBlip(this: void, x: number, y: number, z: number, icon?: 0, size?: 2, r?: 255, g?: 0, b?: 0, a?: 255, ordering?: 0, visibleDistance?: 99999.0, visibleTo?: element): Blip
export function createBlipAttachedTo(this: void, elementToAttachTo: element, icon?: 0, size?: 2, r?: 255, g?: 0, b?: 0, a?: 255, ordering?: 0, visibleDistance?: 99999.0, visibleTo?: element): Blip
export function getBlipColor(this: void, theBlip: Blip): [number, number, number, number]
export function getBlipIcon(this: void, theBlip: Blip): number
export function getBlipSize(this: void, theBlip: Blip): number
export function setBlipColor(this: void, theBlip: Blip, red: number, green: number, blue: number, alpha: number): boolean
export function setBlipIcon(this: void, theBlip: Blip, icon: number): boolean
export function setBlipSize(this: void, theBlip: Blip, iconSize: number): boolean
export function getBlipOrdering(this: void, theBlip: Blip): number
export function setBlipOrdering(this: void, theBlip: Blip, ordering: number): boolean
export function getBlipVisibleDistance(this: void, theBlip: Blip): number
export function setBlipVisibleDistance(this: void, theBlip: Blip, theDistance: number): boolean
export function createColCircle(this: void, fX: number, fY: number, radius: number): Colshape
export function createColCuboid(this: void, fX: number, fY: number, fZ: number, fWidth: number, fDepth: number, fHeight: number): Colshape
export function createColRectangle(this: void, fX: number, fY: number, fWidth: number, fHeight: number): Colshape
export function createColSphere(this: void, fX: number, fY: number, fZ: number, fRadius: number): Colshape
export function createColTube(this: void, fX: number, fY: number, fZ: number, fRadius: number, fHeight: number): Colshape
export function createColPolygon(this: void, fX: number, fY: number, fX1: number, fY1: number, fX2: number, fY2: number, ...args: number[]): Colshape
export function createMarker(this: void, x: number, y: number, z: number, theType?: "checkponumber", size?: 4.0, r?: 0, g?: 0, b?: 255, a?: 255, visibleTo?: element): Marker
export function getMarkerColor(this: void, theMarker: Marker): [number, number, number, number]
export function getMarkerCount(this: void): number
export function getMarkerIcon(this: void, theMarker: Marker): string
export function getMarkerSize(this: void, theMarker: Marker): number
export function getMarkerTarget(this: void, theMarker: Marker): [number, number, number]
export function getMarkerType(this: void, theMarker: Marker): string
export function setMarkerColor(this: void, theMarker: Marker, r: number, g: number, b: number, a: number): boolean
export function setMarkerIcon(this: void, theMarker: Marker, icon: string): boolean
export function setMarkerSize(this: void, theMarker: Marker, size: number): boolean
export function setMarkerTarget(this: void, theMarker: Marker, x: number, y: number, z: number): boolean
export function setMarkerType(this: void, theMarker: Marker, markerType: string): boolean
export function createObject(this: void, modelid: number, x: number, y: number, z: number, rx?: number, ry?: number, rz?: number, isLowLOD?: false): _Object
export function moveObject(this: void, theObject: _Object, time: number, targetx: number, targety: number, targetz: number, moverx?: number, movery?: number, moverz?: number, strEasingType?: string, fEasingPeriod?: number, fEasingAmplitude?: number, fEasingOvershoot?: number): boolean
export function stopObject(this: void, theobject: _Object): boolean
export function getObjectScale(theObject: _Object): number
export function setObjectScale(theObject: _Object, scale: number, scaleY?: number, scaleZ?: number): boolean
export function getPedFightingStyle(thePed: Ped): number
export function getPedAmmoInClip(thePed: Ped, weaponSlot?: number): number
export function getPedGravity(thePed: Ped): number
export function isPedFrozen(thePed: Ped): boolean
export function getPedOccupiedVehicle(thePed: Ped): Vehicle
export function setPedStat(thePed: Ped, stat: number, value: number): boolean
export function addPedClothes(thePed: Ped, clothesTexture: string, clothesModel: string, clothesType: number): boolean
export function isPedDucked(thePed: Ped): boolean
export function isPedHeadless(thePed: Ped): boolean
export function getPedContactElement(thePed: Ped): element
export function createPed(modelid: number, x: number, y: number, z: number, rot?: 0.0, synced?: true): Ped
export function createPed(modelid: number, x: number, y: number, z: number, rot?: 0.0): Ped
export function getPedArmor(thePed: Ped): number
export function setPedOnFire(thePed: Ped, isOnFire: boolean): boolean
export function getPedClothes(thePed: Ped, clothesType: number): string
export function isPedInVehicle(thePed: Ped): boolean
export function isPedInWater(thePed: Ped): boolean
export function isPedOnFire(thePed: Ped): boolean
export function doesPedHaveJetPack(thePed: Ped): boolean
export function getValidPedModels(): table
export function getPedWeaponSlot(thePed: Ped): number
export function killPed(thePed: Ped, theKiller?: Ped, weapon?: 255, bodyPart?: 255, stealth?: false): boolean
export function reloadPedWeapon(thePed: Ped): boolean
export function isPedOnGround(thePed: Ped): boolean
export function getPedWeapon(thePed: Ped, weaponSlot?: number): number
export function getPedTarget(thePed: Ped): element
export function isPedDoingGangDriveby(thePed: Ped): boolean
export function givePedJetPack(thePed: Ped): boolean
export function getPedWalkingStyle(thePed: Ped): number
export function getPedStat(thePed: Ped, stat: number): number
export function isPedChoking(thePed: Ped): boolean
export function removePedJetPack(thePed: Ped): boolean
export function getPedOccupiedVehicleSeat(thePed: Ped): number
export function isPedDead(thePed: Ped): boolean
export function setPedAnalogControlState(thePed: Ped, control: string, state: number): boolean
export function setPedWeaponSlot(thePed: Ped, weaponSlot: number): boolean
export function setPedDoingGangDriveby(thePed: Ped, state: boolean): boolean
export function setPedFightingStyle(thePed: Ped, style: number): boolean
export function setPedChoking(thePed: Ped, choking: boolean): boolean
export function getPedTotalAmmo(thePed: Ped, weaponSlot?: number): number
export function setPedArmor(thePed: Ped, armor: number): boolean
export function setPedAnimation(thePed: Ped, block?: string, anim?: string, time?: -1, loop?: true, updatePosition?: true, numbererruptable?: true, freezeLastFrame?: true, blendTime?: 250): boolean
export function removePedFromVehicle(thePed: Ped): boolean
export function setPedFrozen(thePed: Ped, frozen: boolean): boolean
export function setPedGravity(thePed: Ped, gravity: number): boolean
export function setPedHeadless(thePed: Ped, headState: boolean): boolean
export function removePedClothes(thePed: Ped, clothesType: number, clothesTexture?: string, clothesModel?: string): boolean
export function setPedAnimationProgress(thePed: Ped, anim?: string, progress?: number): boolean
export function createPickup(x: number, y: number, z: number, theType: number, amount_weapon_model: number, respawnTime?: 30000, ammo?: 50): Pickup
export function getPickupAmmo(thePickup: Pickup): number
export function getPickupAmount(thePickup: Pickup): number
export function getPickupType(thePickup: Pickup): number
export function getPickupWeapon(thePickup: Pickup): number
export function setPickupType(thePickup: Pickup, theType: number, amount_weapon_model: number, ammo?: number): boolean
export function getPickupRespawnnumbererval(thePickup: Pickup): number
export function isPickupSpawned(thePickup: Pickup): boolean
export function setPickupRespawnnumbererval(thePickup: Pickup, ms: number): boolean
export function usePickup(thePickup: Pickup, thePlayer: Player): boolean
export function createRadarArea(startPosX: number, startPosY: number, sizeX: number, sizeY: number, r?: 255, g?: 0, b?: 0, a?: 255, visibleTo?: element): RadarArea
export function getRadarAreaColor(theRadararea: RadarArea): [number, number, number, number]
export function getRadarAreaSize(theRadararea: RadarArea): [number, number]
export function isInsideRadarArea(theRadararea: RadarArea, posX: number, posY: number): boolean
export function isRadarAreaFlashing(theRadararea: RadarArea): boolean
export function setRadarAreaColor(theRadarArea: RadarArea, r: number, g: number, b: number, a: number): boolean
export function setRadarAreaFlashing(theRadarArea: RadarArea, flash: boolean): boolean
export function setRadarAreaSize(theRadararea: RadarArea, x: number, y: number): boolean
export function setVehicleColor(theVehicle: Vehicle, r1: number, g1: number, b1: number, r2?: number, g2?: number, b2?: number, r3?: number, g3?: number, b3?: number, r4?: number, g4?: number, b4?: number): boolean
export function setTrainSpeed(train: Vehicle, speed: number): boolean
export function setVehiclePanelState(theVehicle: Vehicle, panelID: number, state: number): boolean
export function detachTrailerFromVehicle(theVehicle: Vehicle, theTrailer?: Vehicle): boolean
export function setVehicleTurretPosition(turretVehicle: Vehicle, positionX: number, positionY: number): boolean
export function setVehicleDoorOpenRatio(theVehicle: Vehicle, door: number, ratio: number, time?: 0): boolean
export function setVehicleRespawnPosition(theVehicle: Vehicle, x: number, y: number, z: number, rx?: number, ry?: number, rz?: number): boolean
export function setVehicleRespawnDelay(theVehicle: Vehicle, timeDelay: number): boolean
export function setVehicleHandling(theVehicle: element, property: string, value: object): boolean
export function setVehiclePlateText(theVehicle: element, numberplate: string): boolean
export function setVehicleHeadLightColor(theVehicle: Vehicle, red: number, green: number, blue: number): boolean
export function setTrainDirection(train: Vehicle, clockwise: boolean): boolean
export function setTrainDerailable(derailableVehicle: Vehicle, derailable: boolean): boolean
export function fixVehicle(theVehicle: Vehicle): boolean
export function addVehicleUpgrade(theVehicle: Vehicle, upgrade: number): boolean
export function createVehicle(model: number, x: number, y: number, z: number, rx?: number, ry?: number, rz?: number, numberplate?: string, bDirection?: boolean, variant1?: number, variant2?: number): Vehicle
export function setVehicleSirensOn(theVehicle: Vehicle, sirensOn: boolean): boolean
export function getVehicleSirens(theVehicle: Vehicle): table
export function setVehicleWheelStates(theVehicle: Vehicle, frontLeft: number, rearLeft?: -1, frontRight?: -1, rearRight?: -1): boolean
export function isVehicleDamageProof(theVehicle: Vehicle): boolean
export function getVehiclePlateText(theVehicle: Vehicle): string
export function isTrainChainEngine(theTrain: Vehicle): boolean
export function getVehicleTurnVelocity(theVehicle?: Vehicle): [number, number, number]
export function respawnVehicle(theVehicle: Vehicle): boolean
export function isTrainDerailable(vehicleToCheck: Vehicle): boolean
export function getTrainDirection(train: Vehicle): boolean
export function getVehicleTowedByVehicle(theVehicle: Vehicle): Vehicle
export function resetVehicleExplosionTime(theVehicle: Vehicle): boolean
export function isTrainDerailed(vehicleToCheck: Vehicle): boolean
export function resetVehicleIdleTime(theVehicle: Vehicle): boolean
export function spawnVehicle(theVehicle: Vehicle, x: number, y: number, z: number, rx?: number, ry?: number, rz?: number): boolean
export function isVehicleFuelTankExplodable(theVehicle: Vehicle): boolean
export function setVehicleOverrideLights(theVehicle: Vehicle, value: number): boolean
export function setTrainPosition(train: Vehicle, position: number): boolean
export function setModelHandling(modelId: number, property: string, value: object): boolean
export function addVehicleSirens(theVehicle: Vehicle, sirenCount: number, sirenType: number, visible360flag?: false, checkLosFlag?: true, useRandomiser?: true, silentFlag?: false): boolean
export function removeVehicleUpgrade(theVehicle: Vehicle, upgrade: number): boolean
export function blowVehicle(vehicleToBlow: Vehicle, explode?: true): boolean
export function blowVehicle(vehicleToBlow: Vehicle): boolean
export function attachTrailerToVehicle(theVehicle: Vehicle, theTrailer: Vehicle): boolean
export function getVehiclesOfType(model: number): table
export function setVehicleSirens(theVehicle: Vehicle, sirenPonumber: number, posX: number, posY: number, posZ: number, red: number, green: number, blue: number, alpha?: 255, minAlpha?: 0.0): boolean
export function setTrainDerailed(vehicleToDerail: Vehicle, derailed: boolean): boolean
export function removeVehicleSirens(theVehicle: Vehicle): boolean
export function setVehicleTaxiLightOn(taxi: Vehicle, LightState: boolean): boolean
export function getVehicleTowingVehicle(theVehicle: Vehicle): Vehicle
export function setVehicleDamageProof(theVehicle: Vehicle, damageProof: boolean): boolean
export function getVehicleOverrideLights(theVehicle: Vehicle): number
export function getVehicleType(theVehicle: Vehicle): string
export function setVehicleVariant(theVehicle: Vehicle, variant1?: number, variant2?: number): boolean
export function toggleVehicleRespawn(theVehicle: Vehicle, Respawn: boolean): boolean
export function isVehicleTaxiLightOn(taxi: Vehicle): boolean
export function getVehicleSirenParams(theVehicle: Vehicle): table
export function isVehicleOnGround(theVehicle: Vehicle): boolean
export function getVehicleOccupant(theVehicle: Vehicle, seat?: 0): Player
export function isVehicleBlown(theVehicle: Vehicle): boolean
export function getTrainSpeed(train: Vehicle): number
export function setVehicleLightState(theVehicle: Vehicle, light: number, state: number): boolean
export function getTrainPosition(train: Vehicle): number
export function getVehicleHandling(theVehicle: element): table
export function getVehicleCompatibleUpgrades(theVehicle: Vehicle, slot?: number): table
export function getVehicleDoorState(theVehicle: Vehicle, door: number): number
export function getVehiclePanumberjob(theVehicle: Vehicle): number
export function getModelHandling(modelId: number): table
export function isVehicleLocked(theVehicle: Vehicle): boolean
export function getVehicleMaxPassengers(theVehicle: Vehicle): number
export function getVehicleMaxPassengers(modelID: number): number
export function getVehicleHeadLightColor(theVehicle: Vehicle): [number, number, number]
export function getVehicleWheelStates(theVehicle: Vehicle): [number, number, number, number]
export function getVehicleName(theVehicle: Vehicle): string
export function getVehiclePanelState(theVehicle: Vehicle, panel: number): number
export function getVehicleModelFromName(name: string): number
export function getVehicleNameFromModel(model: number): string
export function getOriginalHandling(modelID: number): table
export function getVehicleEngineState(theVehicle: Vehicle): boolean
export function getVehicleLandingGearDown(theVehicle: Vehicle): boolean
export function getVehicleLightState(theVehicle: Vehicle, light: number): number
export function getVehicleColor(theVehicle: Vehicle): [number, number, number, number]
export function getVehicleController(theVehicle: Vehicle): Player
export function getVehicleUpgrades(theVehicle: Vehicle): table
export function getVehicleSirensOn(theVehicle: Vehicle): boolean
export function getVehicleTurretPosition(turretVehicle: Vehicle): [number, number]
export function setVehiclePanumberjob(theVehicle: Vehicle, value: number): boolean
export function setVehicleDoorsUndamageable(theVehicle: Vehicle, state: boolean): boolean
export function setVehicleLandingGearDown(theVehicle: Vehicle, gearState: boolean): boolean
export function setVehicleDoorState(theVehicle: Vehicle, door: number, state: number): boolean
export function getVehicleOccupants(theVehicle: Vehicle): table
export function getVehicleUpgradeOnSlot(theVehicle: Vehicle, slot: number): number
export function setVehicleLocked(theVehicle: Vehicle, locked: boolean): boolean
export function getVehicleUpgradeSlotName(slot_or_upgrade: number): string
export function setVehicleEngineState(theVehicle: Vehicle, engineState: boolean): boolean
export function setVehicleIdleRespawnDelay(theVehicle: Vehicle, timeDelay: number): boolean
export function setVehicleFuelTankExplodable(theVehicle: Vehicle, explodable: boolean): boolean
export function getVehicleVariant(theVehicle: Vehicle): [number, number]
export function setVehicleTurnVelocity(theVehicle: Vehicle, rx: number, ry: number, rz: number): boolean
export function getVehicleDoorOpenRatio(theVehicle: Vehicle, door: number): number
export function attachElements(theElement: element, theAttachToElement: element, xPosOffset?: 0, yPosOffset?: 0, zPosOffset?: 0, xRotOffset?: 0, yRotOffset?: 0, zRotOffset?: 0): boolean
export function createElement(elementType: string, elementID: string): element
export function destroyElement(elementToDestroy: element): boolean
export function detachElements(theElement: element, theAttachToElement: element): boolean
export function getAttachedElements(theElement: element): table
export function getElementAttachedOffsets(theElement: element): [number, number, number, number, number, number]
export function getElementAlpha(theElement: element): number
export function getElementCollisionsEnabled(theElement: element): boolean
export function getElementAttachedTo(theElement: element): element
export function getElementBoundingBox(theElement: element): [number, number, number, number, number, number]
export function getElementByID(id: string, index?: 0): element
export function getElementChild(parent: element, index: number): element
export function getElementChildren(parent: element, theType: string): table
export function getElementChildrenCount(parent: element): number
export function getElementColShape(theElement: element): Colshape
export function getElementData(theElement: element, key: string, inherit: true): Var
export function getElementDimension(theElement: element): number
export function getElementDistanceFromCentreOfMassToBaseOfModel(theElement: element): number
export function getElementHealth(theElement: element): number
export function getElementID(theElement: element): string
export function getElementInterior(theElement: element): number
export function getElementMatrix(theElement: element, legacy: true): table
export function getElementModel(theElement: element): number
export function getElementParent(theElement: element): element
export function getElementPosition(theElement: element): [number, number, number]
export function getElementRotation(theElement: element, rotOrder?: "default"): [number, number, number]
export function getElementRadius(theElement: element): number
export function getElementsByType(theType: string, startat?: element): table
export function getElementsByType(theType: string, startat?: element, streamedIn?: false): table
export function getElementsWithinColShape(shape: Colshape, elemType?: string): table
export function getElementType(theElement: element): string
export function getElementVelocity(theElement: element): [number, number, number]
export function getLowLODElement(theElement: element): element
export function getRootElement(): element
export function getResourceRootElement(theResource?: object): element
export function isElement(theValue: object): boolean
export function isElementAttached(theElement: element): boolean
export function isElementCallPropagationEnabled(theElement: element): boolean
export function isElementCollidableWith(theElement: element, withElement: element): boolean
export function isElementDoubleSided(theElement: element): boolean
export function isElementFrozen(theElement: element): boolean
export function isElementLocal(theElement: element): boolean
export function isElementLowLOD(theElement: element): boolean
export function isElementInWater(theElement: element): boolean
export function isElementOnScreen(theElement: element): boolean
export function isElementStreamable(theElement: element): boolean
export function isElementStreamedIn(theElement: element): boolean
export function isElementSyncer(theElement: element): boolean
export function isElementWaitingForGroundToLoad(theElement: element): boolean
export function isElementWithinColShape(theElement: element, theShape: Colshape): boolean
export function isElementWithinMarker(theElement: element, theMarker: Marker): boolean
export function setElementAlpha(theElement: element, alpha: number): boolean
export function setElementAttachedOffsets(theElement: element, xPosOffset?: number, yPosOffset?: number, zPosOffset?: number, xRotOffset?: number, yRotOffset?: number, zRotOffset?: number): boolean
export function setElementCallPropagationEnabled(theElement: element, enabled: boolean): boolean
export function setElementCollidableWith(theElement: element, withElement: element, enabled: boolean): boolean
export function setElementCollisionsEnabled(theElement: element, enabled: boolean): boolean
export function setElementData(theElement: element, key: string, value: Var, synchronize?: true): boolean
export function setElementDimension(theElement: element, dimension: number): boolean
export function setElementDoubleSided(theElement: element, enable: boolean): boolean
export function setElementFrozen(theElement: element, freezeStatus: boolean): boolean
export function setElementHealth(theElement: element, newHealth: number): boolean
export function setElementID(theElement: element, name: string): boolean
export function setElementInterior(theElement: element, interior: number, x?: number, y?: number, z?: number): boolean
export function setElementMatrix(theElement: element, theMatrix: table): boolean
export function setElementModel(theElement: element, model: number): boolean
export function setElementParent(theElement: element, parent: element): boolean
export function setElementPosition(theElement: element, x: number, y: number, z: number, warp?: true): boolean
export function setElementRotation(theElement: element, rotX: number, rotY: number, rotZ: number, rotOrder?: "default", conformPedRotation?: false): boolean
export function setElementStreamable(theElement: element, streamable: boolean): boolean
export function setElementVelocity(theElement: element, speedX: number, speedY: number, speedZ: number): boolean
export function setLowLODElement(theElement: element, lowLODElement: element): boolean
////////// SERVER ONLY
export function clearElementVisibleTo(theElement: element): boolean
export function cloneElement(theElement: element, xPos?: 0, yPos?: 0, zPos?: 0, cloneChildren?: false): element
export function getElementByIndex(theType: string, index: number): element
export function getElementZoneName(theElement: element, citiesonly?: false): string
export function isElementVisibleTo(theElement: element, visibleTo: element): boolean
export function removeElementData(theElement: element, key: string): boolean
export function setElementSyncer(theElement: element, thePlayer: Player): boolean
export function setElementVisibleTo(theElement: element, visibleTo: element, visible: boolean): boolean
export function getElementSyncer(theElement: element): element
export function countPlayersInTeam(theTeam: Team): number
export function getTeamColor(theTeam: Team): [number, number, number]
export function getTeamFriendlyFire(theTeam: Team): boolean
export function getTeamFromName(teamName: string): Team
export function getTeamName(theTeam: Team): string
export function countPlayersInTeam(theTeam: Team): table
export function createTeam(teamName: string, colorR?: 255, colorG?: 255, colorB?: 255): Team
export function getPlayerTeam(thePlayer: Player): Team
export function setPlayerTeam(thePlayer: Player, theTeam: Team): boolean
export function setTeamColor(theTeam: Team, colorR: number, colorG: number, colorB: number): boolean
export function setTeamFriendlyFire(theTeam: Team, friendlyFire: boolean): boolean
export function setTeamName(theTeam: Team, newName: string): boolean
export function tocolor(red: number, green: number, blue: number, alpha?: number): Color
export function dxDrawImage(posX: number, posY: number, width: number, height: number, image: string, rotation?: 0, rotationCenterOffsetX?: 0, rotationCenterOffsetY?: 0, color?: 0, postGUI?: false): boolean
export function dxDrawImage(posX: number, posY: number, width: number, height: number, image: Material, rotation?: 0, rotationCenterOffsetX?: 0, rotationCenterOffsetY?: 0, color?: 0, postGUI?: false): boolean
export function dxDrawImageSection(posX: number, posY: number, width: number, height: number, u: number, v: number, usize: number, vsize: number, image: string, rotation?: 0, rotationCenterOffsetX?: 0, rotationCenterOffsetY?: 0, color?: 0, postGUI?: false): boolean
export function dxDrawImageSection(posX: number, posY: number, width: number, height: number, u: number, v: number, usize: number, vsize: number, image: Material, rotation?: 0, rotationCenterOffsetX?: 0, rotationCenterOffsetY?: 0, color?: 0, postGUI?: false): boolean
export function dxDrawLine(startX: number, startY: number, endX: number, endY: number, color: Color, width?: 1, postGUI?: false): boolean
export function dxDrawLine3D(startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, color?: 0, width?: 1, postGUI?: false): boolean
export function dxDrawRectangle(startX: number, startY: number, width: number, height: number, color?: Color, postGUI?: false, subPixelPositioning?: boolean): boolean;
export function dxDrawText(text: string, left: number, top: number, right?: 0, bottom?: 0, color?: 0, scale?: 1, font?: Font, alignX?: "left", alignY?: "top", clip?: false, wordBreak?: false, postGUI?: false, colorCoded?: false, subPixelPositioning?: false, fRotation?: 0, fRotationCenterX?: 0, fRotationCenterY?: 0): boolean;
export function showCursor(state: boolean): void;
export function dxGetFontHeight(scale?: 1, font?: Font): number
export function dxGetTextWidth(text: string, scale?: 1, font?: Font, bColorCoded?: false): number
export function dxCreateFont(filepath: string, size?: 9, bold?: false, quality?: "proof"): element
export function dxCreateTexture(filepath: string, textureFormat?: "argb", mipmaps?: true, textureEdge?: "wrap"): element
export function dxCreateTexture(pixels: string, textureFormat?: "argb", mipmaps?: true, textureEdge?: "wrap"): element
export function dxCreateTexture(width: number, height: number, textureFormat?: "argb", mipmaps?: true, textureEdge?: "wrap"): element
export function dxCreateShader(filepath: string, priority?: 0, maxDistance?: 0, layered?: false, elementTypes?: "world,vehicle,object,other"): [element, string]
export function dxCreateRenderTarget(width: number, height: number, withAlpha: false): element
export function dxCreateScreenSource(width: number, height: number): element
export function dxGetMaterialSize(material: element): [number, number, number]
export function dxSetShaderValue(theShader: element, parameterName: string, value: object): boolean
export function createProjectile(creator: element, weaponType: number, posX?: number, posY?: number, posZ?: number, force?: 1.0, target?: element, rotX?: number, rotY?: number, rotZ?: number, velX?: number, velY?: number, velZ?: number, model?: number): Projectile
export function getProjectileCreator(theProjectile: Projectile): element
export function getProjectileForce(theProjectile: Projectile): number
export function getProjectileTarget(theProjectile: Projectile): element
export function getProjectileType(theProjectile: Projectile): number
export function detonateSatchels(): boolean
export function detonateSatchels(player: Player): boolean
export function getProjectileCounter(theProjectile: Projectile): number
export function setProjectileCounter(theProjectile: Projectile, timeToDetonate: number): boolean
}