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mta.d.lua
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declare class Vector2
__call: (x: number, y: number) -> Vector2
end
declare Vector2: (x: number, y: number) -> Vector2
declare class Vector3
__call: (x: number, y: number, z: number) -> Vector3
create: (x: number?, y: number?, z: number?) -> Vector3
cross: (vector: Vector3) -> Vector3
dot: (vector: Vector3) -> number
normalize: () -> boolean
getX: () -> number
getY: () -> number
getZ: () -> number
setX: (x: number) -> boolean
setY: (y: number) -> boolean
setZ: (z: number) -> boolean
getNormalized: () -> Vector3
getSquaredLength: () -> Vector3
getLength: () -> any
intersectsSegmentTriangle: (segmentDir: Vector3, triVert0: Vector3, triVert1: Vector3, triVert2: Vector3) -> Vector3
intersectsSegmentTriangle: (origin: Vector3, segmentDir: Vector3, triVert1: Vector3, triVert2: Vector3) -> Vector3
end
declare Vector3: (x: number, y: number, z: number) -> Vector3
declare class Vector4
__call: (x: number, y: number, z: number, w: number) -> Vector4
end
declare Vector4: (x: number, y: number, z: number, w: number) -> Vector4
declare class ACL
name: string
__call: () -> ACL
get: (aclName: string) -> ACL
list: () -> { [number]: ACL }
function destroy(self): boolean
function getName(self): string
function getRight(self, rightName: string): string
function setRight(self, rightName: string, hasAccess: boolean): boolean
function listRights(self, allowedType: string): { [number]: string }
function removeRight(self, rightName: string): boolean
end
declare ACL: ACL
declare class ACLGroup
name: string
objects: { [any]: any }
aclList: { [any]: any }
__call: () -> ACLGroup
get: (groupName: string) -> ACLGroup
list: () -> { [number]: ACL }
function destroy(self): boolean
function addACL(self, acl: ACL): boolean
function addObject(self, theObjectName: string): boolean
function getName(self): string
function listACL(self): { [any]: any }
function listObjects(self): { [any]: any }
function removeACL(self, acl: ACL): boolean
function removeObject(self, theObjectString: string): boolean
function doesContainObject(self, theGroup: ACLGroup): boolean
end
declare ACLGroup: ACLGroup
declare class Element
alpha: number
angularVelocity: Vector3
attached: boolean
collisions: boolean
colShape: ColShape
dimension: number
distanceFromCentreOfMassToBaseOfModel: number
doubleSided: boolean
elementsWithin: { [number]: Element }
frozen: boolean
health: number
id: string
interior: number
inWater: boolean
lighting: number
localElement: boolean
lowLOD: Element
matrix: { [number]: { [number]: number } }
model: number
onScreen: boolean
parent: Element
position: Vector3
radius: number
rotation: Vector3
streamable: boolean
syncedByLocalPlayer: boolean
type: string
velocity: Vector3
waitingForGroundToLoad: boolean
__call: (elementType: string, elementID: string?) -> Element
getByID: (id: string, index: number?) -> Element | boolean
getAllByType: (type: string, startat: Element?) -> { [number]: Element }
getAllByType: (type: string, startat: Element?, streamedIn: boolean?) -> { [number]: Element }
getByIndex: (type: string, index: number) -> Element
function addDataSubscriber(self, element: Element, key: string, player: Player): boolean
function attach(self, theAttachToElement: Element, xPosOffset: number?, yPosOffset: number?, zPosOffset: number?, xRotOffset: number?, yRotOffset: number?, zRotOffset: number?): boolean
function clearVisibility(self): boolean
function clone(self, element: Element, xPos: number?, yPos: number?, zPos: number?, cloneChildren: boolean?): Element
function destroy(self): boolean
function detach(self, theAttachToElement: Element): boolean
function getAllData(self): { [string]: any }
function getAlpha(self): number
function getAngularVelocity(self): (number, number, number)
function getAttachedElements(self): { [number]: Element }
function getAttachedOffsets(self): (number, number, number, number, number, number)
function getAttachedTo(self): Element
function getBoundingBox(self): (number, number, number, number, number, number)
function getChild(self, index: number): Element | boolean
function getChildren(self, type: string?): { [number]: Element }
function getChildrenCount(self): number
function getCollisionsEnabled(self): boolean
function getColShape(self): ColShape
function getData(self, key: string, inherit: boolean?): any
function getDimension(self): number
function getDistanceFromCentreOfMassToBaseOfModel(self): number
function getElementLighting(self): number
function getElementsWithin(self, elemType: string?): { [number]: Element }
function getHealth(self): number
function getID(self): string
function getInterior(self): number
function getLowLOD(self): Element
function getMatrix(self): { [number]: { [number]: number } }
function getModel(self): number
function getParent(self): Element
function getPosition(self): (number, number, number)
function getRadius(self): number
function getRotation(self): (number, number, number)
function getSyncer(self): Element
function getType(self): string
function getVelocity(self): (number, number, number)
function getWithinRange(self, x: number, y: number, z: number, range: number, elemType: string?, interior: number?, dimension: number?): { [number]: Element }
function getZoneName(self, citiesonly: boolean): string
function hasDataSubscriber(self, element: Element, key: string, player: Player): boolean
function isAttached(self): boolean
function isCallPropagationEnabled(self): boolean
function isCollidableWith(self, withElement: Element): boolean
function isDoubleSided(self): boolean
function isFrozen(self): boolean
function isInWater(self): boolean
function isLocal(self): boolean
function isLowLOD(self): boolean
function isOnScreen(self): boolean
function isStreamable(self): boolean
function isSyncer(self): boolean
function isVisibleTo(self, element: Element, visibleTo: Element): boolean
function isWaitingForGroundToLoad(self): boolean
function isWithinColShape(self, colshape: ColShape): boolean
function removeData(self, key: string): boolean
function removeDataSubscriber(self, element: Element, key: string, player: Player): boolean
function setAlpha(self, alpha: number): boolean
function setAngularVelocity(self, rx: number, ry: number, rz: number): boolean
function setAttachedOffsets(self, xPosOffset: number?, yPosOffset: number?, zPosOffset: number?, xRotOffset: number?, yRotOffset: number?, zRotOffset: number?): boolean
function setCallPropagationEnabled(self, enabled: boolean): boolean
function setCollidableWith(self, withElement: Element, enabled: boolean): boolean
function setCollisionsEnabled(self, enabled: boolean): boolean
function setData(self, key: string, value: any, synchronize: boolean): boolean
function setDimension(self, dimension: number): boolean
function setDoubleSided(self, enable: boolean): boolean
function setFrozen(self, freezeStatus: boolean): boolean
function setHealth(self, newHealth: number): boolean
function setID(self, name: string): boolean
function setInterior(self, interior: number, x: number?, y: number?, z: number?): boolean
function setLowLOD(self, lowLODElement: Element): boolean
function setMatrix(self, matrix: { [number]: { [number]: number } }): boolean
function setModel(self, model: number): boolean
function setParent(self, parent: Element): boolean
function setPosition(self, x: number, y: number, z: number, warp: boolean?): boolean
function setRotation(self, rotX: number, rotY: number, rotZ: number, rotOrder: string?, conformPedRotation: boolean?): boolean
function setStreamable(self, streamable: boolean): boolean
function setSyncer(self, player: Player): boolean
function setVelocity(self, speedX: number, speedY: number, speedZ: number): boolean
function setVisibleTo(self, visibleTo: Element, visible: boolean): boolean
end
declare Element: Element
declare class Team extends Element
end
declare class ColShape extends Element
shapeType: number
elementsWithin: { [number]: Element }
Circle: (x: number, y: number, index: number) -> ColShape
Cuboid: (x: number, y: number, z: number, width: number, depth: number, height: number) -> ColShape
Polygon: (centerX: number, centerY: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, ...number) -> ColShape
Rectangle: (x: number, y: number, width: number, height: number) -> ColShape
Sphere: (x: number, y: number, radius: number) -> ColShape
Tube: (x: number, y: number, radius: number, height: number) -> ColShape
function addPoint(self, x: number, y: number, index: number?): boolean
function getHeight(self): number
function getPoints(self): { [number]: number }
function getPointPosition(self, index: number): (number, number)
function getShapeType(self): number
function getRadius(self): number
function getSize(self): (number, number, number)
function getElementsWithin(self): { [number]: Element }
function isInside(self, x: number, y: number, z: number): boolean
function removePoint(self, index: number): boolean
function setHeight(self, floor: number, ceil: number): boolean
function setPointPosition(self, index: number, x: number, y: number): boolean
function setRadius(self, radius: number): boolean
function setSize(self, width: number, depth: number, height: number): boolean
end
declare ColShape: ColShape
declare class Player extends Element
blurLevel: number
mapForced: boolean
money: number
name: string
nametagShowing: boolean
nametagText: string
ping: number
team: Team
wantedLevel: number
account: Player
function ban(self, IP: boolean?, Username: boolean?, Serial: boolean?, responsiblePlayer: Player? | string?, reason: string?, seconds: number?): Ban
function forceMap(self, forceOn: boolean): boolean
function getBlurLevel(self): number
function getMapOpacity(self): number
function getMoney(self): number
function getName(self): string
function getNametagColor(self): (number, number, number)
function getNametagText(self): string
function getPing(self): number
function getTeam(self): Team
function getWantedLevel(self): number
function giveMoney(self, amount: number): boolean
function isMapForced(self): boolean
function isNametagShowing(self): boolean
function isVoiceEnabled(self): boolean
function setBlurLevel(self): boolean
function setHudComponentVisible(self, component: string, show: boolean): boolean
function setMoney(self, amount: number, instant: boolean?): boolean
function setNametagColor(self, state: boolean): boolean
function setNametagColor(self, red: number, green: number, blue: number): boolean
function setNametagShowing(self, showing: boolean): boolean
function setNametagText(self, text: string): boolean
function takeMoney(self, amount: number): boolean
function getAccount(self): Player
function logIn(self): boolean
function logOut(self): boolean
end
declare class Account
data: { [string]: number|string|boolean }
guest: boolean
id: number
ip: string
name: string
password: string
player: Player
serial: string
add: (name: string, password: string, allowCaseVariations: boolean?) -> Account
getAll: () -> { [number]: Account }
getAllByData: (dataName: string, value: string) -> { [number]: Account } | boolean
getAllByIP: (ip: string) -> { [number]: Account } | boolean
getAllBySerial: () -> { [number]: Account } | boolean
function copyDataTo(self, fromAccount: Account): boolean
function getAllData(self): { [string]: number|string|boolean }
function getData(self, key: string): string
function getID(self): number
function getIP(self): string
function getName(self): string
function getPlayer(self): Player
function getSerial(self): string
function isGuest(self): boolean
function remove(self): boolean
function setData(self, key: string, value: number|string|boolean): boolean
function setName(self, name: string, allowCaseVariations: boolean): boolean
function setPassword(self, password: string): boolean
end
declare Account: Account
declare class Ban
admin: string
ip: string
reason: string
serial: string
time: number
__call: (IP: string?, Username: string?, Serial: string?, responsibleElement: Player?, reason: string?, seconds: number?) -> Ban
getList: () -> { [number]: Ban }
function ban(self, bannedPlayer: Player, IP: boolean?, Username: boolean?, Serial: boolean?, responsiblePlayer: Player? | string?, reason: string?, seconds: number?): Ban
function getAdmin(self): string
function getIP(self): string
function getReason(self): string
function getSerial(self): string
function getTime(self): number
function setAdmin(self, admin: string): boolean
function setReason(self, reason: string): boolean
function setUnbanTime(self, time: number): boolean
function remove(self, responsibleElement: Player): boolean
end
declare class Vehicle extends Element
blown: boolean
compatibleUpgrades: { [number]: any }
controller: Player
damageProof: boolean
derailable: boolean
derailed: boolean
direction: boolean
engineState: boolean
handling: { [string]: any }
idleRespawnDelay: number
landingGearDown: boolean
locked: boolean
maxPassengers: number
name: string
occupants: { [number]: Player }
onGround: boolean
overrideLights: number
paintjob: number
plateText: string
respawnDelay: number
respawnPosition: Vector3
respawnRotation: Vector3
sirenParams: { [any]: any }
sirens: { [any]: any }
sirensOn: boolean
taxiLightOn: boolean
towedByVehicle: Vehicle
towingVehicle: Vehicle
trainPosition: number
trainSpeed: number
turnVelocity: Vector3
turretPosition: Vector2
upgrades: { [number]: number }
vehicleType: string
__call: (model: number, x: number, y: number, z: number, rx: number?, ry: number?, rz: number?, numberplate: string?, bDirection: boolean?, variant1: number?, variant2: number?) -> Vehicle
getAllOfType: (model: number) -> { [number]: Vehicle }
function addSirens(self, sirenCount: number, sirenType: number, flag360: boolean?, checkLosFlag: boolean?, useRandomiser: boolean?, silentFlag: boolean?): boolean
function addUpgrade(self, upgrade: string | number): boolean
function attachTrailer(self, trailer: Vehicle): boolean
function blow(self, explode: boolean): boolean
function detachTrailer(self, trailer: Vehicle?): boolean
function fix(self): boolean
function getDirection(self): boolean
function getTrainPosition(self): number
function getColor(self, is_rgb: boolean): ...number
function getCompatibleUpgrades(self, slot: number?): { [number]: any }
function getController(self): Player | boolean
function getDoorOpenRatio(self, door: number): number
function getDoorState(self, door: number): number
function getEngineState(self): boolean
function getHandling(self): { [any]: any }
function getHeadLightColor(self): (number, number, number)
function getLangingGearDown(self): boolean
function getLightState(self, light: number): number
function getMaxPassengers(self): number
function getModelFromName(self, name: string): number
function getName(self): string
function getNameFromModel(self, model: number): string
function getOccupant(self, seat: number?): Player | boolean
function getOccupants(self): { [number]: Player }
function getOverrideLights(self): number
function getPaintjob(self): number
function getPanelState(self, panel: number): number
function getPlateText(self): string
function getRespawnPosition(self): (number, number, number)
function getRespawnRotation(self): (number, number, number)
function getSirenParams(self): { [any]: any }
function getSirens(self): { [any]: any }
function areSirensOn(self): boolean
function getTowedByVehicle(self): Vehicle
function getTowingVehicle(self): Vehicle
function getTurnVelocity(self): (number, number, number)
function getTurretPosition(self): (number, number)
function getVehicleType(self): string
function getUpgradeOnSlot(self, slot: number): number
function getUpgrades(self): { [number]: number }
function getVariant(self): (number, number)
function getWheelStates(self): (number, number, number, number)
function isDerailable(self): boolean
function isDerailed(self): boolean
function isBlown(self): boolean
function isDamageProof(self): boolean
function isLocked(self): boolean
function isOnGround(self): boolean
function isTaxiLightOn(self): boolean
function respawn(self): boolean
function setDerailable(self, derailable: boolean): boolean
function setDerailed(self, derailed: boolean): boolean
function setDirection(self, clockwise: boolean): boolean
function setTrainPosition(self, position: number): boolean
function setSpeed(self, speed: number): boolean
function setColor(self, id1: number, id2: number, id3: number, id4: number): boolean
function setColor(self, 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
function setDamageProof(self, damageProof: number): boolean
function setDoorOpenRatio(self, door: number, ratio: number, time: number?): boolean
function setDoorState(self, door: number, state: number): boolean
function setDoorsUndamageable(self, state: boolean): boolean
function setEngineState(self, engineState: boolean): boolean
function setFuelTankExplodable(self, explodable: boolean): boolean
function setHeadLightColor(self, red: number, green: number, blue: number): boolean
function setIdleRespawnDelay(self, timeDelay: number): boolean
function setLightState(self, light: number, state: number): boolean
function setLocked(self, locked: boolean): boolean
function setOverrideLights(self, value: number)
function setPanelState(self, panelID: number, state: number): boolean
function setPlateText(self, numberplate: string): boolean
function setRespawnDelay(self, timeDelay: number): boolean
function setRespawnPosition(self, x: number, y: number, z: number, rx: number?, ry: number?, rz: number?): boolean
function setRespawnRotation(self, rx: number, ry: number, rz: number): boolean
function setSirens(self, sirenPoint: number, posX: number, posY: number, posZ: number, red: number, green: number, blue: number, alpha: number?, minAlpha: number?): boolean
function setSirensOn(self, sirensOn: number): boolean
function setTaxiLightOn(self, LightState: number): boolean
function setTurnVelocity(self, rx: number, ry: number, rz: number): boolean
function setTurretPosition(self, positionX: number, positionY: number): boolean
function setVariant(self, variant1: number?, variant2: number?): boolean
function setWheelStates(self, frontLeft: number, rearLeft: number?, frontRight: number?, rearRight: number?): boolean
function spawn(self, x: number, y: number, z: number, rx: number?, ry: number?, rz: number?): boolean
function toggleRespawn(self, respawn: boolean): boolean
end
declare Vehicle: Vehicle
declare class Ped extends Element
ammoInClip: number
armor: number
contactElement: Element
fightingStyle: number
gravity: number
vehicle: Vehicle
vehicleSeat: number
walkingStyle: number
weaponSlot: number
choking: boolean
dead: boolean
doingGangDriveby: boolean
ducked: boolean
inVehicle: boolean
onFire: boolean
onGround: boolean
jetpack: boolean
function addClothes(self, clothesTexture: string, clothesModel: string, clothesType: number): boolean
function getAmmoInClip(self, weaponSlot: number?): number
function getArmor(self): number
function getClothes(self, clothesType: number): (string, string)
function getContactElement(self): Element
function getFightingStyle(self): number
function getGravity(self): number
function getOccupiedVehicle(self): Vehicle
function getOccupiedVehicleSeat(self): number
function getStat(self, stat: number): number
function getTarget(self): Element
function getTotalAmmo(self, weaponSlot: number?): number
function getWalkingStyle(self): number
function getWeapon(self, weaponSlot: number?): number
function getWeaponSlot(self): number
function isChoking(self): boolean
function isDead(self): boolean
function isDoingGangDriveby(self): boolean
function isDucked(self): boolean
function isInVehicle(self): boolean
function isOnFire(self): boolean
function isOnGround(self): boolean
function isWearingJetpack(self): boolean
function kill(self, theKiller: Ped?, weapon: number?, bodyPart: number?, stealth: boolean?): boolean
function reloadWeapon(self): boolean
function removeClothes(self, clothesType: number, clothesTexture: string?, clothesModel: string?): boolean
function removeFromVehicle(self): boolean
function setAnimation(self, block: string?, anim: string?, time: number?, loop: boolean?, updatePosition: boolean?, interruptable: boolean?, freezeLastFrame: boolean?, blendTime: number?, retainPedState: boolean?): boolean
function setAnimationProgress(self, anim: string?, progress: number?): boolean
function setAnimationSpeed(self, anim: string?, speed: number?): boolean
function setArmor(self, armor: number): boolean
function setChoking(self, choking: boolean): boolean
function setGravity(self, gravity: number): boolean
function setHeadless(self, headState: boolean): boolean
function setOnFire(self, isOnFire: boolean): boolean
function setWalkingStyle(self, style: number): boolean
function setWeaponSlot(self, weaponSlot: number): boolean
function setWearingJetpack(self, state: boolean): boolean
function warpIntoVehicle(self, vehicle: Vehicle, seat: number?): boolean
end
declare class Object extends Element
end
declare class Pickup extends Element
end
declare class Marker extends Element
icon: string
size: number
target: Vector3
markerType: string
function getColor(self): (number, number, number, number)
function getIcon(self): string
function getSize(self): number
function getTarget(self): (number, number, number)
function getMarkerType(self): string
function setColor(self, r: number, g: number, b: number, a: number): boolean
function setIcon(self, icon: string): boolean
function setSize(self, size: number): boolean
function setTarget(self, x: number, y: number, z: number): boolean
function setMarkerType(self, markerType: string): boolean
end
declare class Blip extends Element
icon: number
ordering: number
size: number
visibleDistance: number
__call: (x: number, y: number, z: number, icon: number?, size: number?, r: number?, g: number?, b: number?, ordering: number?, visibleDistance: number?) -> Blip
__call: (x: number, y: number, z: number, icon: number?, size: number?, r: number?, g: number?, b: number?, ordering: number?, visibleDistance: number?, visibleTo: Element?) -> Blip
createAttachedTo: (elementToAttachTo: Element, icon: number?, size: number?, r: number?, g: number?, b: number?, ordering: number?, visibleDistance: number?) -> Blip
createAttachedTo: (elementToAttachTo: Element, icon: number?, size: number?, r: number?, g: number?, b: number?, ordering: number?, visibleDistance: number?, visibleTo: Element?) -> Blip
function getColor(self): (number, number, number, number)
function getIcon(self): number
function getOrdering(self): number
function getSize(self): number
function getVisibleDistance(self): number
function setColor(self, r: number, g: number, b: number, a: number): boolean
function setIcon(self, icon: number): boolean
function setOrdering(self, ordering: number): boolean
function setSize(self, iconSize: number): boolean
function etVisibleDistance(self, theDistance: number): boolean
end
declare Blip: Blip
declare class RadarArea extends Element
flashing: number
__call: (x: number, y: number, width: number, height: number, r: number?, g: number?, b: number?, a: number?, visibleTo: Element?) -> RadarArea
function getColor(self): (number, number, number, number)
function getSize(self): (number, number)
function isInside(self, x: number, y: number): boolean
function isFlashing(self): boolean
function setColor(self, r: number, g: number, b: number, a: number): boolean
function setFlashing(self, flash: boolean): boolean
function setSize(self, x: number, y: number)
end
declare RadarArea: RadarArea
declare class Projectile extends Element
counter: number
creator: Element
force: number
target: Element
type: number
__call: (creator: Element, weaponType: number, x: number?, y: number?, z: number?, force: number?, target: Element?, rotX: number?, rotY: number?, rotZ: number?, velX: number?, velY: number?, velZ: number?, model: number?) -> Projectile
function getCounter(self): number
function getCreator(self): Element
function getForce(self): number
function getTarget(self): Element
function getType(self): number
function setCounter(self, timeToDetonate: number)
end
declare Projectile: Projectile
declare class GUIElement extends Element
end
declare class Button extends GUIElement
end
declare class Checkbox extends GUIElement
end
declare class Combobox extends GUIElement
end
declare class Edit extends GUIElement
end
declare class Gridlist extends GUIElement
end
declare class Memo extends GUIElement
end
declare class ProgressBar extends GUIElement
end
declare class RadioButton extends GUIElement
end
declare class Scrollbar extends GUIElement
end
declare class Scrollpane extends GUIElement
end
declare class Image extends GUIElement
end
declare class TabPanel extends GUIElement
end
declare class Tab extends GUIElement
end
declare class Label extends GUIElement
end
declare class Window extends GUIElement
end
declare class TXD extends Element
end
declare class IFP extends Element
end
declare class EngineTXD extends Element
__call: (txd_file: string, filteringEnabled: boolean? ) -> TXD
__call: (raw_data: string, filteringEnabled: boolean? ) -> TXD
function import(self, model_id: number): boolean
end
declare EngineTXD: EngineTXD
declare class Engine extends Element
getModelIDFromName: (modelName: string) -> number
getModelLODDistance: (modelID: number) -> number
getModelNameFromID: (modelID: number) -> string
getModelTextureNames: (modelNameOrID: string) -> { [number]: string }
getVisibleTextureNames: (nameFilter: string?, modelId: string?) -> { [number]: string }
resetModelLODDistance: (modelID: number) -> boolean
restoreCOL: (modelID: number) -> boolean
restoreModel: (modelID: number) -> boolean
setAsynchronousLoading: (enable: boolean, force: boolean) -> boolean
setModelLODDistance: (modelID: number, distance: number) -> boolean
end
declare Engine: Engine
declare class DFF extends Element
function replace(self, modelID: number, alphaTransparency: boolean?): boolean
end
declare class EngineDFF extends Element
__call: (dff_file: string) -> DFF
__call: (raw_data: string) -> DFF
end
declare EngineDFF: EngineDFF
declare class COL extends Element
function replace(self, modelID: number): boolean
end
declare class EngineCOL extends Element
__call: (col_file: string) -> COL
__call: (raw_data: string) -> COL
end
declare EngineCOL: EngineCOL
declare class Sound extends Element
end
declare class Material extends Element
end
declare class Texture extends Material
end
declare class Shader extends Material
function applyToWorldTexture(self, shader: Element, textureName: string, targetElement: Element?, appendLayers: boolean?): boolean
function removeFromWorldTexture(self, textureName: string, targetElement: Element?): boolean
end
declare class DXFont extends Element
end
declare class GUIFont extends Element
__call: (filepath: string, size: number?) -> Element
end
declare class Weapon extends Element
end
declare class Camera extends Element
end
declare class Effect extends Element
end
declare class Browser extends Element
end
declare class Light extends Element
end
declare class Searchlight extends Element
end
declare class Water extends Element
end
declare class Resource
end
declare class TextDisplay
end
declare class TextItem
end
declare class Timer
end
declare class XMLNode
end
declare class Connection
end
declare abortRemoteRequest: (theRequest: any) -> boolean
declare aclCreate: (aclName: string) -> ACL
declare aclCreateGroup: (groupName: string) -> ACLGroup
declare aclDestroy: (theACL: ACL) -> boolean
declare aclDestroyGroup: (aclGroup: ACLGroup) -> boolean
declare aclGet: (aclName: string) -> ACL
declare aclGetGroup: (groupName: string) -> ACLGroup
declare aclGetName: (theAcl: ACL) -> string
declare aclGetRight: (theAcl: ACL, rightName: string) -> boolean
declare aclGroupAddACL: (theGroup: ACLGroup, theACL: ACL) -> boolean
declare aclGroupAddObject: (theGroup: ACLGroup, theObjectName: string) -> boolean
declare aclGroupGetName: (aclGroup: ACLGroup) -> string
declare aclGroupList: () -> any
declare aclGroupListACL: (theGroup: ACLGroup) -> any
declare aclGroupListObjects: (theGroup: ACLGroup) -> any
declare aclGroupRemoveACL: (theGroup: ACLGroup, theACL: ACL) -> boolean
declare aclGroupRemoveObject: (theGroup: ACLGroup, theObjectString: string) -> boolean
declare aclList: () -> any
declare aclListRights: (theACL: ACL, allowedType: string) -> any
declare aclReload: () -> boolean
declare aclRemoveRight: (theAcl: ACL, rightName: string) -> boolean
declare aclSave: () -> boolean
declare aclSetRight: (theAcl: ACL, rightName: string, hasAccess: boolean) -> boolean
declare addAccount: (name: string, pass: string, allowCaseVariations: boolean?) -> Account
declare addBan: (IP: string?, Username: string?, Serial: string?, responsibleElement: Player?, reason: string?, seconds: number?) -> Ban
declare addColPolygonPoint: (shape: ColShape, fX: number, fY: number, index: number?) -> boolean
declare addCommandHandler: (commandName: string, handlerFunction: any, restricted: boolean?, caseSensitive: boolean?) -> boolean
declare addDebugHook: (hookType: string, callbackFunction: any, nameList: any?) -> boolean
declare addElementDataSubscriber: (theElement: Element, key: string, thePlayer: Player) -> boolean
declare addEvent: (eventName: string, allowRemoteTrigger: boolean?) -> boolean
declare addEventHandler: (eventName: string, attachedTo: Element, handlerFunction: any, propagate: boolean?, priority: string?) -> boolean
declare addPedClothes: (thePed: Ped, clothesTexture: string, clothesModel: string, clothesType: number) -> boolean
declare addResourceConfig: (filePath: string, filetype: string?) -> XMLNode
declare addResourceMap: (filePath: string, dimension: number?) -> XMLNode
declare addVehicleSirens: (theVehicle: Vehicle, sirenCount: number, sirenType: number, flag360: boolean?, checkLosFlag: boolean?, useRandomiser: boolean?, silentFlag: boolean?) -> boolean
declare addVehicleUpgrade: (vehicle: Vehicle, upgrade: string|number) -> boolean
declare areTrafficLightsLocked: () -> boolean
declare areVehicleLightsOn: (theVehicle: Vehicle) -> boolean
declare attachElements: (theElement: Element, theAttachToElement: Element, xPosOffset: number?, yPosOffset: number?, zPosOffset: number?, xRotOffset: number?, yRotOffset: number?, zRotOffset: number?) -> boolean
declare attachTrailerToVehicle: (theVehicle: Vehicle, theTrailer: Vehicle) -> boolean
declare banPlayer: (player: Player, ip: boolean?, username: boolean?, serial: boolean?, responsiblePlayer: Player?|string?, reason: string?, seconds: number?) -> Ban
declare base64Decode: (data: string) -> string
declare base64Encode: (data: string) -> string
declare bindKey: (thePlayer: Player, key: string, keyState: string, handlerFunction: any, arguments: any?, ...any?) -> boolean
declare bitAnd: (var1: number, var2: number, ...any) -> number
declare bitArShift: (value: number, n: number) -> number
declare bitExtract: (var: number, field: number, width: number?) -> number
declare bitLRotate: (value: number, n: number) -> number
declare bitLShift: (value: number, n: number) -> number
declare bitNot: (var: number) -> number
declare bitOr: (var1: number, var2: number, ...any) -> number
declare bitReplace: (var: number, replaceValue: number, field: number, width: number?) -> number
declare bitRRotate: (value: number, n: number) -> number
declare bitRShift: (value: number, n: number) -> number
declare bitTest: (var1: number, var2: number, ...any) -> boolean
declare bitXor: (var1: number, var2: number, ...any) -> number
declare blowVehicle: (vehicleToBlow: Vehicle, explode: boolean? ) -> boolean
declare breakObject: (theObject: Object) -> boolean
declare call: (resource: Resource, function_name: string, ...any?) -> any
declare callRemote: (host: string, queueName: string?, connectionAttempts: number?, connectTimeout: number?, resourceName: string?, functionName: string?, callbackFunction: any?, ...any?) -> boolean
declare canBrowserNavigateBack: (webBrowser: Browser) -> boolean
declare canBrowserNavigateForward: (webBrowser: Browser) -> boolean
declare cancelEvent: (cancel: boolean?, reason: string?) -> boolean
declare cancelLatentEvent: (thePlayer: Player, handle: number) -> boolean
declare canPedBeKnockedOffBike: (thePed: Ped) -> boolean
declare clearChatBox: () -> boolean
declare clearDebugBox: () -> boolean
declare clearElementVisibleTo: (theElement: Element) -> boolean
declare cloneElement: (theElement: Element, xPos: number?, yPos: number?, zPos: number?, cloneChildren: boolean?) -> Element
declare copyAccountData: (theAccount: Account, fromAccount: Account) -> boolean
declare copyResource: (theResource: Resource, newResourceName: string, organizationalDir: string?) -> Resource
declare countPlayersInTeam: (theTeam: Team) -> number
declare createBlip: (x: number, y: number, z: number, icon: number?, size: number?, r: number?, g: number?, b: number?, a: number?, ordering: number?, visibleDistance: number?, visibleTo: Element?) -> Blip
declare createBlipAttachedTo: (elementToAttachTo: Element, icon: number?, size: number?, r: number?, g: number?, b: number?, a: number?, ordering: number?, visibleDistance: number?, visibleTo: Element?) -> Blip
declare createBrowser: (width: number, height: number, isLocal: boolean, transparent: boolean?) -> Element
declare createColCircle: (fX: number, fY: number, radius: number) -> ColShape
declare createColCuboid: (fX: number, fY: number, fZ: number, fWidth: number, fDepth: number, fHeight: number) -> ColShape
declare createColPolygon: (fCenterX: number, fCenterY: number, fX1: number, fY1: number, fX2: number, fY2: number, fX3: number, fY3: number, ...any) -> ColShape
declare createColRectangle: (fX: number, fY: number, fWidth: number, fHeight: number) -> ColShape
declare createColSphere: (fX: number, fY: number, fZ: number, fRadius: number) -> ColShape
declare createColTube: (fX: number, fY: number, fZ: number, fRadius: number, fHeight: number) -> ColShape
declare createEffect: (name: string, x: number, y: number, z: number, rX: number?, rY: number?, rZ: number?, drawDistance: number?, soundEnable: boolean?) -> Effect
declare createElement: (elementType: string, elementID: string?) -> Element
declare createExplosion: (x: number, y: number, z: number, theType: number, creator: Player?) -> boolean
declare createFire: (x: number, y: number, z: number, size: number?) -> boolean
declare createLight: (lightType: number, posX: number, posY: number, posZ: number, radius: number?, r: number?, g: number?, b: number?, dirX: number?, dirY: number?, dirZ: number?, createsShadow: boolean?) -> Light
declare createMarker: (x: number, y: number, z: number, theType: string?, size: number?, r: number?, g: number?, b: number?, a: number?, visibleTo: Element?) -> Marker
declare createObject: (modelId: number, x: number, y: number, z: number, rx: number?, ry: number?, rz: number?, isLowLOD: boolean?) -> Object
declare createPed: (modelid: number, x: number, y: number, z: number, rot: number?, synced: boolean?) -> Ped
declare createPickup: (x: number, y: number, z: number, theType: number, amount_or_weapon_or_model: number, respawnTime: number?, ammo: number?) -> Pickup
declare createProjectile: (creator: Element, weaponType: number, posX: number?, posY: number?, posZ: number?, force: number?, target: Element?, rotX: number?, rotY: number?, rotZ: number?, velX: number?, velY: number?, velZ: number?, model: number?) -> Projectile
declare createRadarArea: (startPosX: number, startPosY: number, sizeX: number, sizeY: number, r: number?, g: number?, b: number?, a: number?, visibleTo: Element?) -> RadarArea
declare createResource: (resourceName: string, organizationalDir: string?) -> Resource
declare createSearchLight: (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, startRadius: number, endRadius: number, renderSpot: boolean?) -> Searchlight
declare createSWATRope: (fx: number, fy: number, fZ: number, duration: number) -> boolean
declare createTeam: (teamName: string, colorR: number?, colorG: number?, colorB: number?) -> Team
declare createTrayNotification: (notificationText: string, iconType: string?, useSound: boolean?) -> boolean
declare createVehicle: (model: number, x: number, y: number, z: number, rx: number?, ry: number?, rz: number?, numberplate: string?, bDirection: boolean?, variant1: number?, variant2: number?) -> Vehicle
declare createWater: (x1: number, y1: number, z1: number, x2: number, y2: number, z2: number, x3: number, y3: number, z3: number, x4: number?, y4: number?, z4: number?, shallow: boolean?) -> Water
declare createWeapon: (theType: string, x: number, y: number, z: number) -> Weapon
declare dbConnect: (databaseType: string, host: string, username: string?, password: string?, options: string?) -> Element
declare dbExec: (databaseConnection: Element, query: string, ...any?) -> boolean
declare dbFree: (queryHandle: any) -> boolean
declare dbPoll: (queryHandle: any, timeout: number, multipleResults: boolean?) -> any
declare dbPrepareString: (databaseConnection: Element, query: string, ...any?) -> string
declare dbQuery: (callbackFunction: any, callbackArguments: { [any]: any }?, databaseConnection: Element, query: string, ...any?) -> any
declare debugSleep: (sleep: number) -> boolean
declare decodeString: (algorithm: string, input: string, options: any, callback: any?) -> string
declare deleteResource: (resourceName: string) -> boolean
declare deref: (reference: number) -> any
declare destroyElement: (elementToDestroy: Element) -> boolean
declare detachElements: (theElement: Element, theAttachToElement: Element?) -> boolean
declare detachTrailerFromVehicle: (theVehicle: Vehicle, theTrailer: Vehicle?) -> boolean
declare detonateSatchels: () -> boolean
declare doesPedHaveJetPack: (thePed: Ped) -> boolean
declare downloadFile: (fileName: string) -> boolean
declare dxConvertPixels: (pixels: string, newFormat: string, quality: number?) -> string
declare dxCreateFont: (filepath: string, size: number?, bold: boolean?, quality: string?) -> Element
declare dxCreateRenderTarget: (width: number, height: number, withAlpha: boolean?) -> Element
declare dxCreateScreenSource: (width: number, height: number) -> Element
declare dxCreateShader: (filepath: string, priority: number?, maxDistance: number?, layered: boolean?, elementTypes: string?) -> (Element, string)
declare dxCreateShader: (raw_data: string, priority: number?, maxDistance: number?, layered: boolean?, elementTypes: string?) -> (Element, string)
declare dxCreateTexture: (filepath: string, textureFormat: string?, mipmaps: boolean?, textureEdge: string?) -> Element
declare dxCreateTexture: (pixels: string, textureFormat: string?, mipmaps: boolean?, textureEdge: string?) -> Element
declare dxDrawCircle: (posX: number, posY: number, radius: number, startAngle: number?, stopAngle: number?, theColor: number?, theCenterColor: number?, segments: number?, ratio: number?, postGUI: boolean?) -> boolean
declare dxDrawImage: (x: number, y: number, width: number, height: number, image: any, rotation: number?, rotationCenterOffsetX: number?, rotationCenterOffsetY: number?, color: number?, postGUI: boolean?) -> boolean
declare dxDrawImageSection: (posX: number, posY: number, width: number, height: number, u: number, v: number, usize: number, vsize: number, image: any, rotation: number?, rotationCenterOffsetX: number?, rotationCenterOffsetY: number?, color: number?, postGUI: boolean?) -> boolean
declare dxDrawLine: (startX: number, startY: number, endX: number, endY: number, color: number, width: number?, postGUI: boolean?) -> boolean
declare dxDrawLine3D: (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, color: number?, width: number?, postGUI: boolean?) -> boolean
declare dxDrawMaterialLine3D: (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, flipUV: boolean?, material: Element, width: number, color: number?, postGUI: boolean?, faceTowardX: number?, faceTowardY: number?, faceTowardZ: number?) -> boolean
declare dxDrawMaterialPrimitive: (pType: any, material: any, postGUI: boolean, vertice1: any, vertice2: any?, ...any?) -> boolean
declare dxDrawMaterialPrimitive3D: (pType: any, material: any, postGUI: boolean, vertice1: any, vertice2: any?, ...any?) -> boolean
declare dxDrawMaterialSectionLine3D: (startX: number, startY: number, startZ: number, endX: number, endY: number, endZ: number, u: number, v: number, usize: number, vsize: number, flipUV: boolean?, material: Element, width: number, color: number?, postGUI: boolean?, faceTowardX: number?, faceTowardY: number?, faceTowardZ: number?) -> boolean
declare dxDrawPrimitive: (pType: string, postGUI: boolean, vertice1: any, vertice2: any?, ...any?) -> boolean
declare dxDrawPrimitive3D: (primitiveType: string, postGUI: boolean, vertex1: any, vertex2: any, vertex3: any, vertex4: any?, ...any?) -> boolean
declare dxDrawRectangle: (startX: number, startY: number, width: number, height: number, color: number?, postGUI: boolean?, subPixelPositioning: boolean?) -> boolean
declare dxDrawText: (text: string, leftX: number, topY: number, rightX: number?, bottomY: number?, color: number?, scaleXY: number?, scaleY: number?, font: any?, alignX: string?, alignY: string?, clip: boolean?, wordBreak: boolean?, postGUI: boolean?, colorCoded: boolean?, subPixelPositioning: boolean?, fRotation: number?, fRotationCenterX: number?, fRotationCenterY: number?, fLineSpacing: number?) -> boolean
declare dxDrawWiredSphere: (x: number, y: number, z: number, radius: number, theColor: number, fLineWidth: number, iterations: number) -> boolean
declare dxGetBlendMode: () -> string
declare dxGetFontHeight: (scale: number?, font: any?) -> number
declare dxGetMaterialSize: (material: Element) -> (number, number, number?)
declare dxGetPixelColor: (pixels: string, x: number, y: number) -> (number, number, number, number)
declare dxGetPixelsFormat: (pixels: string) -> string
declare dxGetPixelsSize: (pixels: string) -> (number, number)
declare dxGetStatus: () -> any
declare dxGetTextSize: (text: string, width: number?, scaleXY: number?, scaleY: number?, font: any?, wordBreak: boolean?, colorCoded: boolean?) -> (number, number)
declare dxGetTexturePixels: (surfaceIndex: number?, texture: Element, x: number?, y: number?, width: number?, height: number?) -> string
declare dxGetTextWidth: (text: string, scale: number?, font: any?, bColorCoded: boolean?) -> number
declare dxIsAspectRatioAdjustmentEnabled: () -> (boolean, number)
declare dxSetAspectRatioAdjustmentEnabled: (bEnabled: boolean, sourceRatio: number?) -> boolean
declare dxSetBlendMode: (blendMode: string) -> boolean
declare dxSetPixelColor: (pixels: string, x: number, y: number, r: number, g: number, b: number, a: number?) -> boolean
declare dxSetRenderTarget: (renderTarget: Element?, clear: boolean?) -> boolean
declare dxSetShaderTessellation: (theShader: Element, tessellationX: number, tessellationY: number) -> boolean
declare dxSetShaderTransform: (theShader: Element, rotationX: number, rotationY: number, rotationZ: number, rotationCenterOffsetX: number?, rotationCenterOffsetY: number?, rotationCenterOffsetZ: number?, bRotationCenterOffsetOriginIsScreen: boolean?, perspectiveCenterOffsetX: number?, perspectiveCenterOffsetY: number?, bPerspectiveCenterOffsetOriginIsScreen: boolean?) -> boolean
declare dxSetShaderValue: (theShader: Element, parameterName: string, value: any) -> boolean
declare dxSetTestMode: (testMode: string) -> boolean
declare dxSetTextureEdge: (theTexture: Texture, textureEdge: string, border_color: number?) -> boolean
declare dxSetTexturePixels: (surfaceIndex: number?, texture: Element, pixels: string, x: number?, y: number?, width: number?, height: number?) -> boolean
declare dxUpdateScreenSource: (screenSource: Element, resampleNow: boolean?) -> boolean
declare encodeString: (algorithm: string, input: string, options: any, callback: any?) -> string
declare engineApplyShaderToWorldTexture: (shader: Element, textureName: string, targetElement: Element?, appendLayers: boolean?) -> boolean
declare engineFreeModel: (modelID: number) -> boolean
declare engineGetModelIDFromName: (modelName: string) -> number
declare engineGetModelLODDistance: (model: number) -> number
declare engineGetModelNameFromID: (modelID: number) -> string
declare engineGetModelPhysicalPropertiesGroup: (modelID: number) -> number
declare engineGetModelTextureNames: (modelId: string?) -> any
declare engineGetModelTextures: ( modelID: number, textureNames: string | { [number]: string }) -> { [number]: any }
declare engineGetModelTextures: ( modelName: string, textureNames: string | { [number]: string }) -> { [number]: any }
declare engineGetModelVisibleTime: (modelId: number) -> (number, number)
declare engineGetObjectGroupPhysicalProperty: (groupID: number, property: any) -> any
declare engineGetSurfaceProperties: (surfaceID: number, property: string) -> any
declare engineGetVisibleTextureNames: (nameFilter: string?, modelId: string?) -> any
declare engineImportTXD: (texture: TXD, model_id: number) -> boolean
declare engineLoadCOL: (col_file: string) -> ColShape
declare engineLoadCOL: (raw_data: string) -> ColShape
declare engineLoadDFF: (dff_file: string) -> DFF
declare engineLoadDFF: (raw_data: string) -> DFF
declare engineLoadIFP: (ifp_file: string, custom_block_name: string) -> IFP
declare engineLoadIFP: (raw_data: string, custom_block_name: string) -> IFP
declare engineLoadTXD: (raw_data: string, filteringEnabled: boolean?) -> TXD
declare engineLoadTXD: (txd_file: string, filteringEnabled: boolean?) -> TXD
declare engineRemoveShaderFromWorldTexture: (shader: Element, textureName: string, targetElement: Element?) -> boolean
declare engineReplaceAnimation: (thePed: Ped, InternalBlockName: string, InternalAnimName: string, CustomBlockName: string, CustomAnimName: string) -> boolean
declare engineReplaceCOL: (theCol: COL, modelID: number) -> boolean
declare engineReplaceModel: (theModel: DFF, modelID: number, alphaTransparency: boolean?) -> boolean
declare engineRequestModel: (elementType: string, parentID: number?) -> number
declare engineResetModelLODDistance: (model: number) -> boolean
declare engineResetSurfaceProperties: (surfaceID: number?) -> any
declare engineRestoreAnimation: (thePed: Ped, InternalBlockName: string?, InternalAnimName: string?) -> boolean
declare engineRestoreCOL: (modelID: number) -> boolean
declare engineRestoreModel: (modelID: number) -> boolean
declare engineRestoreModelPhysicalPropertiesGroup: (modelID: number) -> boolean
declare engineRestoreObjectGroupPhysicalProperties: (groupID: number, property: any) -> boolean
declare engineRestreamWorld: () -> boolean
declare engineSetAsynchronousLoading: (enable: boolean, force: boolean) -> boolean
declare engineSetModelLODDistance: (model: number, distance: number) -> boolean
declare engineSetModelPhysicalPropertiesGroup: (modelID: number, groupID: number) -> boolean
declare engineSetModelVisibleTime: (modelID: number, timeOn: number, timeOff: number) -> boolean
declare engineSetObjectGroupPhysicalProperty: (groupID: number, property: any, newValue: any) -> boolean
declare engineSetSurfaceProperties: (surfaceID: number, property: string, value: any) -> boolean
declare engineStreamingFreeUpMemory: (bytes: number) -> boolean
declare engineStreamingGetUsedMemory: () -> number
declare executeBrowserJavascript: (webBrowser: Browser, jsCode: string) -> boolean
declare executeCommandHandler: (commandName: string, thePlayer: Player, args: string?) -> boolean
declare executeSQLQuery: (query: string, ...any?) -> { [any]: any }
declare extinguishFire: (x: number?, y: number?, z: number?, radius: number?) -> boolean
declare fadeCamera: (thePlayer: Player, fadeIn: boolean, timeToFade: number?, red: number?, green: number?, blue: number?) -> boolean
declare fetchRemote: (URL: string, queueName: string?, connectionAttempts: number?, connectTimeout: number?, callbackFunction: any, postData: string?, postIsBinary: boolean?, ...any?) -> boolean
declare fileClose: (theFile: any) -> boolean
declare fileCopy: (filePath: string, copyToFilePath: string, overwrite: boolean?) -> boolean
declare fileCreate: (filePath: string) -> any
declare fileDelete: (filePath: string) -> boolean
declare fileExists: (filePath: string) -> boolean
declare fileFlush: (theFile: any) -> boolean
declare fileGetPath: (theFile: any) -> string
declare fileGetPos: (theFile: any) -> number
declare fileGetSize: (theFile: any) -> number
declare fileIsEOF: (theFile: any) -> boolean
declare fileOpen: (filePath: string, readOnly: boolean?) -> any
declare fileRead: (theFile: any, count: number) -> string
declare fileRename: (filePath: string, newFilePath: string) -> boolean
declare fileSetPos: (theFile: any, offset: number) -> number
declare fileWrite: (theFile: any, string1: string, string2: string?, string3: string?) -> number
declare fireWeapon: (theWeapon: Weapon) -> boolean
declare fixVehicle: (theVehicle: Vehicle) -> boolean
declare focusBrowser: (webBrowser: Browser) -> boolean
declare forcePlayerMap: (thePlayer: Player, forceOn: boolean) -> boolean
declare fromJSON: (json: string) -> any
declare fxAddBlood: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, count: number?, brightness: number?) -> boolean
declare fxAddBulletImpact: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, smokeSize: number?, sparkCount: number?, smokeIntensity: number?) -> boolean
declare fxAddBulletSplash: (posX: number, posY: number, posZ: number) -> boolean
declare fxAddDebris: (posX: number, posY: number, posZ: number, colorR: number?, colorG: number?, colorB: number?, colorA: number?, scale: number?, count: number?) -> boolean
declare fxAddFootSplash: (posX: number, posY: number, posZ: number) -> boolean
declare fxAddGlass: (posX: number, posY: number, posZ: number, colorR: number?, colorG: number?, colorB: number?, colorA: number?, scale: number?, count: number?) -> boolean
declare fxAddGunshot: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, includeSparks: boolean?) -> boolean
declare fxAddPunchImpact: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number) -> boolean
declare fxAddSparks: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, force: number?, count: number?, acrossLineX: number?, acrossLineY: number?, acrossLineZ: number?, blur: boolean?, spread: number?, life: number?) -> boolean
declare fxAddTankFire: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number) -> boolean
declare fxAddTyreBurst: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number) -> boolean
declare fxAddWaterHydrant: (posX: number, posY: number, posZ: number) -> boolean
declare fxAddWaterSplash: (posX: number, posY: number, posZ: number) -> boolean
declare fxAddWood: (posX: number, posY: number, posZ: number, dirX: number, dirY: number, dirZ: number, count: number?, brightness: number?) -> boolean
declare generateKeyPair: (algorithm: string, options: any, callback: any?) -> (string, string)
declare get: (settingName: string) -> any
declare getAccount: (username: string, password: string?, caseSensitive: boolean?) -> Account
declare getAccountByID: (id: number) -> Account
declare getAccountData: (theAccount: Account, key: string) -> string
declare getAccountID: (theAccount: Account) -> number
declare getAccountIP: (theAccount: Account) -> string
declare getAccountName: (theAccount: Account) -> string
declare getAccountPlayer: (theAccount: Account) -> Player
declare getAccounts: () -> any
declare getAccountsByData: (dataName: string, value: string) -> any
declare getAccountsByIP: (ip: string) -> any
declare getAccountsBySerial: (serial: string) -> any
declare getAccountSerial: (theAccount: Account) -> string
declare getAircraftMaxHeight: () -> number
declare getAircraftMaxVelocity: () -> number
declare getAlivePlayers: () -> any
declare getAllAccountData: (theAccount: Account) -> any
declare getAllElementData: (theElement: Element) -> any
declare getAnalogControlState: (control: string, rawValue: boolean?) -> number
declare getAttachedElements: (theElement: Element) -> any