From 5a34ec49eb9cdacd2498396582e3d10944d3ca75 Mon Sep 17 00:00:00 2001 From: Toliak Date: Tue, 23 Nov 2021 13:29:19 +0300 Subject: [PATCH] Updated typed definitions for MTASA 1.5.9 --- client/event/browser.d.ts | 1 + client/event/colshape.d.ts | 1 + client/event/element.d.ts | 1 + client/event/input.d.ts | 1 + client/event/marker.d.ts | 1 + client/event/object.d.ts | 1 + client/event/other.d.ts | 1 + client/event/ped.d.ts | 1 + client/event/pickup.d.ts | 1 + client/event/player.d.ts | 1 + client/event/projectile.d.ts | 1 + client/event/resource.d.ts | 1 + client/event/sound.d.ts | 1 + client/event/vehicle.d.ts | 1 + client/event/weapon.d.ts | 1 + client/function/audio.d.ts | 21 +++--- client/function/blip.d.ts | 1 + client/function/browser.d.ts | 9 +++ client/function/camera.d.ts | 1 + client/function/clothes.d.ts | 1 + client/function/collision.d.ts | 5 +- client/function/cursor.d.ts | 1 + client/function/drawing.d.ts | 20 +++--- client/function/effects.d.ts | 1 + client/function/element.d.ts | 98 ++++++++++++-------------- client/function/engine.d.ts | 36 +++++++--- client/function/event.d.ts | 8 ++- client/function/explosion.d.ts | 1 + client/function/file.d.ts | 1 + client/function/fire.d.ts | 1 + client/function/gui.d.ts | 5 +- client/function/input.d.ts | 1 + client/function/light.d.ts | 1 + client/function/marker.d.ts | 1 + client/function/object.d.ts | 16 ++--- client/function/output.d.ts | 8 +++ client/function/ped.d.ts | 60 +++++++--------- client/function/pickup.d.ts | 1 + client/function/player.d.ts | 11 ++- client/function/projectile.d.ts | 1 + client/function/radar.d.ts | 1 + client/function/resource.d.ts | 1 + client/function/searchlight.d.ts | 1 + client/function/server.d.ts | 10 ++- client/function/svg.d.ts | 79 +++++++++++++++++++++ client/function/team.d.ts | 1 + client/function/utility.d.ts | 36 +++++++++- client/function/vehicle.d.ts | 107 +++++++++-------------------- client/function/water.d.ts | 1 + client/function/weapon.d.ts | 1 + client/function/world.d.ts | 20 +++--- client/function/xml.d.ts | 1 + client/mtasa.d.ts | 1 + client/oop/Blip.d.ts | 1 + client/oop/Browser.d.ts | 8 ++- client/oop/Camera.d.ts | 1 + client/oop/ColShape.d.ts | 9 +-- client/oop/DxFont.d.ts | 1 + client/oop/DxRenderTarget.d.ts | 1 + client/oop/DxScreenSource.d.ts | 1 + client/oop/DxShader.d.ts | 4 +- client/oop/DxTexture.d.ts | 1 + client/oop/Effect.d.ts | 1 + client/oop/Element.d.ts | 23 ++++--- client/oop/Engine.d.ts | 1 + client/oop/EngineCOL.d.ts | 1 + client/oop/EngineDFF.d.ts | 1 + client/oop/EngineTXD.d.ts | 1 + client/oop/File.d.ts | 1 + client/oop/Light.d.ts | 1 + client/oop/MTASAObject.d.ts | 10 +-- client/oop/Marker.d.ts | 1 + client/oop/Material.d.ts | 1 + client/oop/Ped.d.ts | 5 +- client/oop/Pickup.d.ts | 1 + client/oop/Player.d.ts | 12 +++- client/oop/Projectile.d.ts | 1 + client/oop/RadarArea.d.ts | 1 + client/oop/RenderTarget.d.ts | 1 + client/oop/Resource.d.ts | 1 + client/oop/Searchlight.d.ts | 1 + client/oop/Shader.d.ts | 1 + client/oop/Sound.d.ts | 17 ++--- client/oop/Sound3D.d.ts | 1 + client/oop/Team.d.ts | 1 + client/oop/Timer.d.ts | 1 + client/oop/Vehicle.d.ts | 96 +++++++------------------- client/oop/Water.d.ts | 1 + client/oop/Weapon.d.ts | 1 + client/oop/XML.d.ts | 1 + client/oop/XmlNode.d.ts | 1 + client/oop/gui/GuiBrowser.d.ts | 1 + client/oop/gui/GuiButton.d.ts | 1 + client/oop/gui/GuiCheckbox.d.ts | 1 + client/oop/gui/GuiCombobox.d.ts | 1 + client/oop/gui/GuiEdit.d.ts | 1 + client/oop/gui/GuiElement.d.ts | 1 + client/oop/gui/GuiFont.d.ts | 1 + client/oop/gui/GuiGridList.d.ts | 5 +- client/oop/gui/GuiLabel.d.ts | 1 + client/oop/gui/GuiMemo.d.ts | 1 + client/oop/gui/GuiRadioButton.d.ts | 1 + client/oop/gui/GuiStaticImage.d.ts | 1 + client/oop/gui/GuiTab.d.ts | 1 + client/oop/gui/GuiTabPanel.d.ts | 1 + client/oop/gui/GuiWindow.d.ts | 1 + client/structure.d.ts | 3 +- server/event/all_event_names.d.ts | 1 + server/event/resource.d.ts | 5 ++ server/function/account.d.ts | 4 +- server/function/collision.d.ts | 4 +- server/function/element.d.ts | 26 +++---- server/function/event.d.ts | 7 +- server/function/ped.d.ts | 7 +- server/function/player.d.ts | 2 +- server/function/server.d.ts | 2 +- server/function/utility.d.ts | 35 +--------- server/function/vehicle.d.ts | 56 +++++---------- server/oop/Account.d.ts | 4 +- server/oop/ColShape.d.ts | 8 +-- server/oop/Element.d.ts | 22 +++--- server/oop/Player.d.ts | 4 +- server/oop/Vehicle.d.ts | 51 ++++---------- server/structure.d.ts | 2 +- shared/structure.d.ts | 2 +- 125 files changed, 572 insertions(+), 490 deletions(-) create mode 100644 client/function/svg.d.ts diff --git a/client/event/browser.d.ts b/client/event/browser.d.ts index eb97360..8d273bf 100644 --- a/client/event/browser.d.ts +++ b/client/event/browser.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/colshape.d.ts b/client/event/colshape.d.ts index 6b578fb..9297a43 100644 --- a/client/event/colshape.d.ts +++ b/client/event/colshape.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/element.d.ts b/client/event/element.d.ts index dbb757c..3032eb3 100644 --- a/client/event/element.d.ts +++ b/client/event/element.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/input.d.ts b/client/event/input.d.ts index 88ec1db..4ab748c 100644 --- a/client/event/input.d.ts +++ b/client/event/input.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/marker.d.ts b/client/event/marker.d.ts index 7281ffb..b287146 100644 --- a/client/event/marker.d.ts +++ b/client/event/marker.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/object.d.ts b/client/event/object.d.ts index 1106990..39a9994 100644 --- a/client/event/object.d.ts +++ b/client/event/object.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/other.d.ts b/client/event/other.d.ts index 43236b5..5b1618a 100644 --- a/client/event/other.d.ts +++ b/client/event/other.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/ped.d.ts b/client/event/ped.d.ts index b9c3cdc..e24a61e 100644 --- a/client/event/ped.d.ts +++ b/client/event/ped.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/pickup.d.ts b/client/event/pickup.d.ts index 1670aa8..277917a 100644 --- a/client/event/pickup.d.ts +++ b/client/event/pickup.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/player.d.ts b/client/event/player.d.ts index 0b9aeee..12c74ba 100644 --- a/client/event/player.d.ts +++ b/client/event/player.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/projectile.d.ts b/client/event/projectile.d.ts index fbf8db2..e3dc3ad 100644 --- a/client/event/projectile.d.ts +++ b/client/event/projectile.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/resource.d.ts b/client/event/resource.d.ts index 258306a..1362bf3 100644 --- a/client/event/resource.d.ts +++ b/client/event/resource.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/sound.d.ts b/client/event/sound.d.ts index 1da1784..852289a 100644 --- a/client/event/sound.d.ts +++ b/client/event/sound.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/vehicle.d.ts b/client/event/vehicle.d.ts index 424323b..ee79987 100644 --- a/client/event/vehicle.d.ts +++ b/client/event/vehicle.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/event/weapon.d.ts b/client/event/weapon.d.ts index 1111e86..9862522 100644 --- a/client/event/weapon.d.ts +++ b/client/event/weapon.d.ts @@ -25,6 +25,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/audio.d.ts b/client/function/audio.d.ts index bb02dd6..923b074 100644 --- a/client/function/audio.d.ts +++ b/client/function/audio.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -108,10 +109,10 @@ export declare function getSoundBufferLength(theSound: Element): number; /** * @see https://wiki.multitheftauto.com/wiki/GetSoundEffectParameters - * @param sound : the sound element. - * @param effectName : the name of the effect whose parameters you want to retrieve. + * @param sound : The sound element to get the sound effect parameters of. + * @param effectName : The name of the effect whose parameters you want to retrieve: * @return returns a table with the parameter names as the keys, and their values. if the specified - * effect name is not valid, an error is raised. + * effect name is not valid, false is returned. * @noSelf */ export declare function getSoundEffectParameters( @@ -292,7 +293,7 @@ export declare function getSoundWaveData( /** * @see https://wiki.multitheftauto.com/wiki/IsSoundLooped * @param theSound The sound element which you want to get the loop state. - * @return returns true if the sound element is seted to loop, false otherwise. + * @return returns true if the sound element is looped, false otherwise. * @noSelf */ export declare function isSoundLooped(theSound: Element): boolean; @@ -485,11 +486,11 @@ export declare function setSoundEffectEnabled( /** * @see https://wiki.multitheftauto.com/wiki/SetSoundEffectParameter - * @param sound : the sound element. - * @param effectName : the name of the effect whose parameter you want to change. - * @param effectParam : the parameter #Effects Parameters|name. - * @param paramValue : the parameter #Effects Parameters|value. - * @return returns true if everything went well, error is raised otherwise. + * @param sound : The sound element. + * @param effectName : The name of the effect whose parameter you want to change: + * @param effectParam : The parameter #Effects Parameters|name. + * @param paramValue : The parameter #Effects Parameters|value. + * @return returns true if effect have been set successfully, false otherwise. * @noSelf */ export declare function setSoundEffectParameter( @@ -503,7 +504,7 @@ export declare function setSoundEffectParameter( * @see https://wiki.multitheftauto.com/wiki/SetSoundLooped * @param theSound The sound element to set the loop. * @param bool A boolean representing whether the sound will be looped. - * @return returns true if the sound element loop was successfully changed, false otherwise. + * @return returns true if the sound element loop state was successfully changed, false otherwise. * @noSelf */ export declare function setSoundLooped( diff --git a/client/function/blip.d.ts b/client/function/blip.d.ts index 33b5607..50e4304 100644 --- a/client/function/blip.d.ts +++ b/client/function/blip.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/browser.d.ts b/client/function/browser.d.ts index 46cb148..fc58e32 100644 --- a/client/function/browser.d.ts +++ b/client/function/browser.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -272,6 +273,14 @@ export declare function isBrowserFocused(webBrowser: Browser): boolean; */ export declare function isBrowserLoading(webBrowser: Browser): boolean; +/** + * @see https://wiki.multitheftauto.com/wiki/IsBrowserRenderingPaused + * @param webBrowser The browser element to get the rendering state of. + * @return returns true if the browser rendering is paused, false otherwise. + * @noSelf + */ +export declare function isBrowserRenderingPaused(webBrowser: Browser): boolean; + /** * This function loads the specified URL. * @see https://wiki.multitheftauto.com/wiki/LoadBrowserURL diff --git a/client/function/camera.d.ts b/client/function/camera.d.ts index ed917bf..eace3ee 100644 --- a/client/function/camera.d.ts +++ b/client/function/camera.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/clothes.d.ts b/client/function/clothes.d.ts index fede552..251fc6c 100644 --- a/client/function/clothes.d.ts +++ b/client/function/clothes.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/collision.d.ts b/client/function/collision.d.ts index 3dca20c..b17427b 100644 --- a/client/function/collision.d.ts +++ b/client/function/collision.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -220,7 +221,7 @@ export declare function createColTube( /** * By default, a colshape polygon is infinitely tall.}} * @see https://wiki.multitheftauto.com/wiki/GetColPolygonHeight - * @param shape The colshape polygon + * @param shape The colshape polygon. * @return returns two floats, indicating the floor and ceiling of the colshape height, false if * invalid arguments were passed. * @noSelf @@ -323,7 +324,7 @@ export declare function removeColPolygonPoint( /** * By default, a colshape polygon is infinitely tall.}} * @see https://wiki.multitheftauto.com/wiki/SetColPolygonHeight - * @param shape The colshape polygon + * @param shape The colshape polygon. * @param floor The polygon floor (lowest Z coordinate). Parse false to reset this value to 0. * @param ceil The polygon ceiling (highest Z coordinate). Parse false to reset this value to infinitely * tall. diff --git a/client/function/cursor.d.ts b/client/function/cursor.d.ts index 8976376..01253ca 100644 --- a/client/function/cursor.d.ts +++ b/client/function/cursor.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/drawing.d.ts b/client/function/drawing.d.ts index 7e9c93a..6c58124 100644 --- a/client/function/drawing.d.ts +++ b/client/function/drawing.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -148,7 +149,7 @@ export declare function dxCreateScreenSource( /** * This function creates a shader element that can be used in the dxDraw functions. * Successful shader creation is not guaranteed unless the shader|Effect File contains a - * fallback technique which will work on every PC in the universe. + * fallback technique which will work on every existing PC. * * element, string dxCreateShader ( string filepath / string raw_data , float priority = 0, * float maxDistance = 0, bool layered = false, string elementTypes = @@ -213,7 +214,6 @@ export declare function dxCreateScreenSource( * *element: A shader element if successful, false if invalid arguments were passed to the * function. You should always check to see if this function has returned false. * *string: The name of the technique that will be used. - * |20688}} * @see https://wiki.multitheftauto.com/wiki/DxCreateShader * @noSelf */ @@ -491,11 +491,9 @@ export declare function dxDrawLine3D( * @param width The width/thickness of the line in GTA world units. (This is 1/75th of the width used in * dxDrawLine3D) * @param flipUV : A bool representing whether a UV orientation should be flipped. - * |20862}} * @param color An int|integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = * red, GG = green, BB = blue). * @param postGUI : A bool representing whether the line should be drawn on top of or behind any ingame GUI. - * |11998}} * @param faceTowardX/Y/Z The position the front of the line should face towards. If this is not set, the camera * position is used, so the front of the line faces toward the camera. * Returns a ''true'' if the operation was successful, ''false'' otherwise. @@ -612,7 +610,6 @@ export declare function dxDrawMaterialPrimitive3D( * @param width The width/thickness of the line in GTA world units. (This is 1/75th of the width used in * dxDrawLine3D) * @param flipUV : A bool representing whether a UV orientation should be flipped. - * |20862}} * @param color An integer of the hex color, produced using tocolor or 0xAARRGGBB (AA = alpha, RR = red, * GG = green, BB = blue). * @param postGUI : A bool representing whether the line should be drawn on top of or behind any ingame GUI. @@ -783,6 +780,8 @@ export declare function dxDrawRectangle( * @param fRotation Rotation * @param fRotationCenterX Rotation Origin X * @param fRotationCenterY Rotation Origin Y + * @param fLineSpacing Distance in pixels between the lines of text, this can be a negative number, works only + * when colorCoded is set to true * @return returns true if successful, false otherwise. * @noSelf */ @@ -806,6 +805,7 @@ export declare function dxDrawText( fRotation?: number, fRotationCenterX?: number, fRotationCenterY?: number, + fLineSpacing?: number, ): boolean; /** @@ -910,7 +910,7 @@ export declare function dxGetPixelsSize( ): LuaMultiReturn<[number, number]>; /** - * This function gets information about various internal datum + * This function gets information about various internal datum. * @see https://wiki.multitheftauto.com/wiki/DxGetStatus * @return returns a table with the following entries: * *testmode: the current dx test mode. see dxsettestmode. @@ -918,7 +918,7 @@ export declare function dxGetPixelsSize( * *videocardram: the installed memory in mb of the graphics card. * *videocardpsversion: the maximum pixel shader version of the graphics card. * *videocardmaxanisotropy: the maximum anisotropic filtering available. (0-4 which - * respectively mean: off,2x,4x,8x,16x) + * respectively mean: off, 2x, 4x, 8x, 16x) * *videocardnumrendertargets: the maximum number of simultaneous render targets a shader * can use. * *videomemoryfreeformta: the amount of memory in mb available for mta to use. when this @@ -935,9 +935,9 @@ export declare function dxGetPixelsSize( * *settingvolumetricshadows: the volumetric shadows setting. (true/false) * *settingstreamingvideomemoryforgta: the usable graphics memory setting. (64-256) * *settinganisotropicfiltering: the anisotropic filtering setting. (0-4 which respectively - * mean: off,2x,4x,8x,16x) - * *settingantialiasing: the anti-aliasing setting. (0-3 which respectively mean: - * off,1x,2x,3x) + * mean: off, 2x, 4x, 8x, 16x) + * *settingantialiasing: the anti-aliasing setting. (0-3 which respectively mean: off, 1x, + * 2x, 3x) * *settingheathaze: the heat haze setting. (true/false) * *settinggrasseffect: the grass effect setting. (true/false) * *setting32bitcolor: the color depth of the screen. (false is 16bit, true is 32bit) diff --git a/client/function/effects.d.ts b/client/function/effects.d.ts index d319a22..ed9e904 100644 --- a/client/function/effects.d.ts +++ b/client/function/effects.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/element.d.ts b/client/function/element.d.ts index 2dbaa88..de521f9 100644 --- a/client/function/element.d.ts +++ b/client/function/element.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -219,11 +220,9 @@ export declare function getElementAttachedOffsets( export declare function getElementAttachedTo(theElement: Element): Element; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/GetElementBoneMatrix * @param theElement the element to get the bone matrix on. - * @param bone the ID of the bone to get the matrix of. See Bone IDs + * @param boneId the ID of the bone to get the matrix of. See Bone IDs. * @return returns a multi-dimensional array (which can be transformed into a proper matrix class * using matrix.create method) containing a 4x4 matrix. returns false if invalid arguments * were passed. @@ -231,35 +230,31 @@ export declare function getElementAttachedTo(theElement: Element): Element; */ export declare function getElementBoneMatrix( theElement: Element, - bone: number, + boneId: number, ): LuaTable; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/GetElementBonePosition * @param theElement the element to get the bone position on. - * @param bone the ID of the bone to get the position of. See Bone IDs - * @return returns the x, y, z world position of the bone. + * @param boneId the ID of the bone to get the position of. See Bone IDs. + * @return returns 3 float|floats, representing the x, y, z world position of the bone. * @noSelf */ export declare function getElementBonePosition( theElement: Element, - bone: number, + boneId: number, ): LuaMultiReturn<[number, number, number]>; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/GetElementBoneRotation * @param theElement the element to get the bone rotation on. - * @param bone the ID of the bone to get the rotation of. See Bone IDs - * @return returns the yaw, pitch, roll rotation values. + * @param boneId the ID of the bone to get the rotation of. See Bone IDs. + * @return returns 3 float|floats, representing the yaw, pitch, roll rotation values. * @noSelf */ export declare function getElementBoneRotation( theElement: Element, - bone: number, + boneId: number, ): LuaMultiReturn<[number, number, number]>; /** @@ -567,9 +562,9 @@ export declare function getElementsByType( * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinColShape * @param theShape The colshape you want to get the elements from. * @param elemType The type of element you want a list of. This can be any element type, the common ones @@ -592,22 +587,24 @@ export declare function getElementsWithinColShape( ): LuaTable; /** + * This function is used to retrieve a list of all elements of specified type within a range + * of 3D coordinates. * * This function checks if elements are in a box, not in a sphere. * * Z argument isnt in use currently, but make your scripts like it is for future * compatibility reasons. * * This function doesnt work with elements which is created by createElement.}} * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinRange - * @param x the x coordinate at which to retrieve elements - * @param y the y coordinate at which to retrieve elements - * @param z the z coordinate at which to retrieve elements - * @param range the range at the coordinates in which to retrieve elements + * @param x the x coordinate at which to retrieve elements. + * @param y the y coordinate at which to retrieve elements. + * @param z the z coordinate at which to retrieve elements. + * @param range the range at the coordinates in which to retrieve elements. * @param elemType The type of element you want a list of. This can be any element type, such as: - * @param player A player connected to the server - * @param ped A ped - * @param vehicle A vehicle - * @param object An object - * @param pickup A pickup - * @param marker A marker + * @param player A player connected to the server. + * @param ped A ped. + * @param vehicle A vehicle. + * @param object An object. + * @param pickup A pickup. + * @param marker A marker. * @param interior The interior you want to limit the search to. If not specified, it can return elements in * any interior. * @param dimension The dimension you want to limit the search to. If not specified, it can return elements @@ -943,57 +940,55 @@ export declare function setElementAttachedOffsets( ): boolean; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/SetElementBoneMatrix * @param theElement the element to set the bone matrix on. - * @param bone the ID of the bone. See Bone IDs - * @param matrix the MTA matrix to set. + * @param boneID the ID of the bone. See Bone IDs. + * @param X The X coordinate of the matrix. + * @param Y The Y coordinate of the matrix. + * @param Z The Z coordinate of the matrix. + * @param rotationX The X rotation of the matrix. + * @param rotationY The Y rotation of the matrix. + * @param rotationZ The Z rotation of the matrix. * @return returns true if the function was successful, false otherwise. * @noSelf */ export declare function setElementBoneMatrix( theElement: Element, - bone: number, + boneId: number, matrix: Matrix, ): boolean; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/SetElementBonePosition - * @param theElement the element to set the bone position on. - * @param bone the ID of the bone to set the position of. See Bone IDs - * @param x The x coordinate of the destination. - * @param y The y coordinate of the destination. - * @param z The z coordinate of the destination. + * @param theElement the Element|element to set the bone position on. + * @param boneId the ID of the bone to set the position of. See Bone IDs. + * @param x The X coordinate of the destination. + * @param y The Y coordinate of the destination. + * @param z The Z coordinate of the destination. * @return returns true if the function was successful, false otherwise. * @noSelf */ export declare function setElementBonePosition( theElement: Element, - bone: number, + boneId: number, x: number, y: number, z: number, ): boolean; /** - * * Element/Player|Player - * * Element/Ped|Ped * @see https://wiki.multitheftauto.com/wiki/SetElementBoneRotation - * @param theElement the element to set the bone rotation on. - * @param bone the ID of the bone to set the rotation of. See Bone IDs - * @param yaw the yaw rotation value. - * @param pitch the pitch rotation value. - * @param roll the roll rotation value. + * @param theElement The element to set the bone rotation on. + * @param boneId The ID of the bone to set the rotation of. See Bone IDs. + * @param yaw The yaw rotation value. + * @param pitch The pitch rotation value. + * @param roll The roll rotation value. * @return returns true if the function was successful, false otherwise. - * note: updateelementrphanim must be called after this function to apply bone rotation. * @noSelf */ export declare function setElementBoneRotation( theElement: Element, - bone: number, + boneId: number, yaw: number, pitch: number, roll: number, @@ -1345,13 +1340,8 @@ export declare function setLowLODElement( ): boolean; /** - * * Element/Player|Player - * * Element/Ped|Ped - * This function must be called after setElementBoneRotation for changes to take effect. It - * should only be called once per frame, after you are done rotating bones on that element, - * as it is quite heavy. * @see https://wiki.multitheftauto.com/wiki/UpdateElementRpHAnim - * @param theElement the element to update. + * @param theElement the element to update the bone animations. * @return returns true if successful, false otherwise. * @noSelf */ diff --git a/client/function/engine.d.ts b/client/function/engine.d.ts index 342d612..51ecf0e 100644 --- a/client/function/engine.d.ts +++ b/client/function/engine.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -167,12 +168,12 @@ export declare function engineGetModelTextures( /** * @see https://wiki.multitheftauto.com/wiki/EngineGetModelVisibleTime - * @param modelID : ID of the model - * @return returns timeon, timeoff + * @param modelId : The ID of the model. + * @return returns 2 integers, indicating timeon and timeoff. * @noSelf */ export declare function engineGetModelVisibleTime( - modelID: number, + modelId: number, ): LuaMultiReturn<[number, number]>; /** @@ -397,15 +398,15 @@ export declare function engineReplaceModel( ): boolean; /** - * *before release 1.5.8-20716 this must be ped. + * *Before release 1.5.8 r20716 this must be ped. * @see https://wiki.multitheftauto.com/wiki/EngineRequestModel * @param elementType : ped, vehicle and object. - * @param parentID : The Vehicle IDs|vehicle ID of the vehicle being allocated. (By default this is: 1337 - - * objects, 400 - vehicles, 7 or PSYCHO for peds) + * @param parentID : The model ID of the model being allocated. (By default this is: 1337 - objects, 400 - + * vehicles, 7 - peds) * @return do not rely on the model numbers returned being consistent across multiple clients or * multiple runs of resources. there is no guarantee for the order of the numbers or that * the same numbers will always correspond to the same element type. any patterns are - * coincidental + * coincidental. * @noSelf */ export declare function engineRequestModel( @@ -572,9 +573,9 @@ export declare function engineSetModelPhysicalPropertiesGroup( /** * @see https://wiki.multitheftauto.com/wiki/EngineSetModelVisibleTime - * @param modelID : ID of the model - * @param timeOn : value between 0 and 24 that states when the model should appear - * @param timeOff : value between 0 and 24 that states when the model should disappear + * @param modelID : The ID of the model. + * @param timeOn : Value between 0 and 24 that states when the model should appear. + * @param timeOff : Value between 0 and 24 that states when the model should disappear. * @return returns true if the change was successful, false otherwise. * @noSelf */ @@ -611,3 +612,18 @@ export declare function engineSetSurfaceProperties( property: string, value: any, ): boolean; + +/** + * @see https://wiki.multitheftauto.com/wiki/EngineStreamingFreeUpMemory + * @param bytes The amount of RAM to be freed up in bytes. + * @return * returns true if the function has succeeded, false otherwise. + * @noSelf + */ +export declare function engineStreamingFreeUpMemory(bytes: number): boolean; + +/** + * @see https://wiki.multitheftauto.com/wiki/EngineStreamingGetUsedMemory + * @return * returns a int containing the amount of memory in bytes. + * @noSelf + */ +export declare function engineStreamingGetUsedMemory(): number; diff --git a/client/function/event.d.ts b/client/function/event.d.ts index 9d80ef6..388ab7e 100644 --- a/client/function/event.d.ts +++ b/client/function/event.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -93,10 +94,13 @@ export declare function addEvent( * triggered on the root element is triggered on every element in the tree. An event * triggered on any other element is triggered on its ancestors (its parent element and its * parents parent etc) and its children, grandchildren and great-grandchildren. You can use - * the getPropagated argument to specify if you wish your handler to receive events that - * have propagated up or down the tree. + * the propagate argument to specify if you wish your handler to receive events that have + * propagated up or down the tree. * The order in which event handlers are triggered is undefined, you should not rely on one * event handler being executed before another. + * Each function closure can only be added once to each event. On the second attempt to add + * the function closure to the same event a warning will be emitted to the debug console and + * the call to addEventHandler will fail. * @see https://wiki.multitheftauto.com/wiki/AddEventHandler * @param eventName The name of the event you want to attach the handler function to. Note: The maximum * allowed length is 100 ASCII characters (that is, English letters and numerals)``` diff --git a/client/function/explosion.d.ts b/client/function/explosion.d.ts index 0a35ae7..99faf6d 100644 --- a/client/function/explosion.d.ts +++ b/client/function/explosion.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/file.d.ts b/client/function/file.d.ts index 288343b..030f0e7 100644 --- a/client/function/file.d.ts +++ b/client/function/file.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/fire.d.ts b/client/function/fire.d.ts index 6d424fe..06c5e88 100644 --- a/client/function/fire.d.ts +++ b/client/function/fire.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/gui.d.ts b/client/function/gui.d.ts index 5d0e1dc..b65fb95 100644 --- a/client/function/gui.d.ts +++ b/client/function/gui.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -1214,8 +1215,8 @@ export declare function guiGridListGetItemData( * This function retrieves the text from a specific grid list item. * @see https://wiki.multitheftauto.com/wiki/GuiGridListGetItemText * @param gridList the gridlist containing the item youre interested in - * @param rowIndex row id of the item - * @param columnIndex column id of the item + * @param rowIndex row id of the item (first is 0) + * @param columnIndex column id of the item (first is 0) * @return returns the text of the item if the arguments are right, false otherwise. * @noSelf */ diff --git a/client/function/input.d.ts b/client/function/input.d.ts index e8067c6..be03665 100644 --- a/client/function/input.d.ts +++ b/client/function/input.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/light.d.ts b/client/function/light.d.ts index 6c327f4..1d196a9 100644 --- a/client/function/light.d.ts +++ b/client/function/light.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/marker.d.ts b/client/function/marker.d.ts index e144dba..83589a3 100644 --- a/client/function/marker.d.ts +++ b/client/function/marker.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/object.d.ts b/client/function/object.d.ts index cfd9657..995c0b7 100644 --- a/client/function/object.d.ts +++ b/client/function/object.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -108,8 +109,8 @@ export declare function getObjectMass(theObject: MTASAObject): number; /** * @see https://wiki.multitheftauto.com/wiki/GetObjectProperty - * @param theObject : the object you wish to get a property of. - * @param property : the property you want to get the value of: + * @param theObject the object you wish to get a property of. + * @param property the property you want to get the value of: *
* * "all" - ''table'' with values of all properties below (OOP method: ''getProperties'') *
@@ -148,9 +149,8 @@ export declare function isObjectBreakable( /** * @see https://wiki.multitheftauto.com/wiki/IsObjectMoving - * @param theObject The object - * @return * true if the object is moving. - * * false if the object is not moving. + * @param theObject The object element. + * @return * returns true if the object is moving, false otherwise. * @noSelf */ export declare function isObjectMoving(theObject: MTASAObject): boolean; @@ -236,9 +236,9 @@ export declare function setObjectMass( /** * @see https://wiki.multitheftauto.com/wiki/SetObjectProperty - * @param theObject : the object you wish to change a property of. - * @param property : the property you want to set the value of: - * @param value : the new value for the property. + * @param theObject the object you wish to change a property of. + * @param property the property you want to set the value of: + * @param value the new value for the property. * @return returns true if the property was set successfully, false otherwise. * @noSelf */ diff --git a/client/function/output.d.ts b/client/function/output.d.ts index 54ca89c..7bfd3ca 100644 --- a/client/function/output.d.ts +++ b/client/function/output.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -73,6 +74,13 @@ export declare function clearChatBox(): boolean; */ export declare function clearDebugBox(): boolean; +/** + * @see https://wiki.multitheftauto.com/wiki/IsChatInputBlocked + * @return returns true if the chat input is blocked, false otherwise. + * @noSelf + */ +export declare function isChatInputBlocked(): boolean; + /** * This function checks if players chat is visible. * @see https://wiki.multitheftauto.com/wiki/IsChatVisible diff --git a/client/function/ped.d.ts b/client/function/ped.d.ts index fa45054..3e0a738 100644 --- a/client/function/ped.d.ts +++ b/client/function/ped.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -535,7 +536,7 @@ export declare function givePedWeapon( /** * @see https://wiki.multitheftauto.com/wiki/IsPedBleeding - * @param thePed the player or ped whose bleeding effect state you want to get. + * @param thePed The player or ped whose bleeding effect state you want to get. * @return returns true if the player or ped is bleeding, false otherwise. * @noSelf */ @@ -726,17 +727,15 @@ export declare function removePedClothes( export declare function removePedFromVehicle(thePed: Ped): boolean; /** - * This sets the analog control state of a control for the local player. - * To change the analog controls for a ped, please use setPedAnalogControlState. + * This sets the analog control state of a control for the local player. To change the + * analog controls for a ped, please use setPedAnalogControlState. * @see https://wiki.multitheftauto.com/wiki/SetAnalogControlState * @param control The control that you want to set the state of. See control names for a list of possible * controls. * @param state A float between 0 and 1 indicating the amount the control is pressed. If no value is * provided, the analog control is removed. - * {{New feature/item|3.0300|1.5.8|20756| * *'''forceOverrideNextFrame: ''' A [[bool]] indicating if the player input should force * fully overriden for the next frame. - * }} * @return returns true if the control state was successfully set, false otherwise. * @noSelf */ @@ -870,9 +869,9 @@ export declare function setPedArmor(thePed: Ped, armor: number): boolean; /** * @see https://wiki.multitheftauto.com/wiki/SetPedBleeding - * @param thePed the player or ped whose bleeding effect you want to set of. - * @param bleeding boolean specifying whether the player or ped is bleeding or not. - * @return returns true if the bleeding state was successfully set, error is raised otherwise. + * @param thePed The player or ped whose bleeding effect you want to set of. + * @param bleeding Boolean specifying whether the player or ped is bleeding or not. + * @return returns true if the bleeding state was successfully set, false otherwise. * @noSelf */ export declare function setPedBleeding(thePed: Ped, bleeding: boolean): boolean; @@ -938,21 +937,19 @@ export declare function setPedDoingGangDriveby( /** * * If forced to enter as a passenger, it doesnt work if all passenger seats are occupied. - * * If forced to enter as a driver, the ped can take off the vehicles current driver. - * ** If the drivers door is blocked by something, the ped can use the oposite front door to - * reach the drivers seat, taking off the passenger which is using the oposite front seat. - * * If the vehicle is not specified: - * ** The ped will search a vehicles door within 20 m that can be used to enter the vehicle. - * ** If the vehicle have a driver, the limit becomes 10 m. - * * If the vehicle is specified: - * ** The ped will search the vehicle within 50 m that can be entered. The doors arent taken - * into account. It means that it doesnt work if the vehicles door is in range but the - * vehicle itself is not. - * ** If the vehicle have a driver, the limit becomes 10 m. - * * The limit becomes 50 m after the ped found the vehicle and started to run toward it. - * * The ped stops the animation if the distance from vehicle reaches 50 m while the ped is - * running towards it. - * * The ped reserves the seat he is trying to use. It means nobody can use the respective + * Only the driver seat can be jacked. + * * If forced to enter as a driver, the ped can carjack the current driver. + * ** If the drivers door is blocked by something, the ped can use the opposite front door + * to reach the drivers seat, jacking the passenger in the process. + * * If a vehicle is not specified: + * ** The ped will search for a vehicle door within 20 m. + * ** If the vehicle has a driver, the limit becomes 10 m. + * * If a vehicle is specified: + * ** The vehicle has to be within 50 m. The doors arent taken into account. It means that + * it doesnt work if the vehicles door is in range but the vehicle itself is not. + * ** If the vehicle has a driver, the limit becomes 10 m. + * * When entering, the ped will run toward a vehicle if it is less than 50 m away. + * * The ped reserves the seat he is trying to use. It means nobody can enter the respective * seat while the ped is running toward it. * ** Exception: If the ped is forced to enter as a passenger and is going to use the front * door, the ped can wait if someone is using it to go the driver seat. @@ -969,14 +966,11 @@ export declare function setPedDoingGangDriveby( * @return returns true if the function was successful, false otherwise. * when this function returns true, the client will ask server for permission to enter a * vehicle. actually entering can still fail in the following cases - * *the function is used on a ped, but another client is not on version 1.5.8 r20740 or - * newer. * *another player or ped is already entering, exiting or jacking the same vehicle and seat. * *movement input or damage can interrupt the task. use getpedtask to monitor what the ped * is doing. * this function returns false in the following cases * *invalid arguments were parsed. - * *the function is used on a ped, but the server is not on version 1.5.8 r20740 or newer. * *time passed since last enter/exit for this ped is less than 1500 ms. * *onclientvehiclestartenter was cancelled by a script. * *the ped has an active task_primary task. use getpedtask to monitor what the ped is doing. @@ -993,14 +987,11 @@ export declare function setPedEnterVehicle( * @param thePed The player or ped to exit the vehicle. * @return returns true if the function was successful, false otherwise. * when this function returns true, the client will ask server for permission to exit a - * vehicle. exiting can still fail in the following cases - * *the function is used on a ped, but another client is not on version 1.5.8 r20740 or - * newer. + * vehicle. * this function returns false in the following cases * *invalid arguments were parsed. - * *the function is used on a ped but the server is not on version 1.5.8 r20740 or newer. * *time passed since last enter/exit for this ped is less than 1500 ms. - * *the ped is getting jacked. + * *the ped is already being jacked. * @noSelf */ export declare function setPedExitVehicle(thePed: Ped): boolean; @@ -1099,14 +1090,15 @@ export declare function setPedOxygenLevel(thePed: Ped, oxygen: number): boolean; * *Things like infinite run, fire proof CJ, 150 armor have special activation flags. They * need a way to be triggered on/off. * This function allows you to set the value of a specific statistic for a ped. Visual stats - * (FAT and BODY_MUSCLE) can only be used on the CJ skin, they have no effect on other skins. - * When this function is used client side, it can only be used on client side created peds. + * (FAT and BODY_MUSCLE) can only be used on the CJ skin, they have no effect on other + * skins. When this function is used client-side, it can only be used on client-side created + * peds. * @see https://wiki.multitheftauto.com/wiki/SetPedStat * @param thePed : the ped whose statistic you want to modify. * @param stat : the stat ID. * @param value : the new value of the stat. It must be between 0 and 1000. * @return returns true if the statistic was changed succesfully. returns false if an invalid player - * is specified, if the stat-id/value is out of acceptable range or if the fat or + * is specified, if the stat id/value is out of acceptable range or if the fat or * body_muscle stats are used on non-cj players. * @noSelf */ diff --git a/client/function/pickup.d.ts b/client/function/pickup.d.ts index 961ece2..1348365 100644 --- a/client/function/pickup.d.ts +++ b/client/function/pickup.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/player.d.ts b/client/function/player.d.ts index ef7e176..97c9434 100644 --- a/client/function/player.d.ts +++ b/client/function/player.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -112,6 +113,14 @@ export declare function getPlayerMapBoundingBox(): LuaMultiReturn< [number, number, number, number] >; +/** + * @see https://wiki.multitheftauto.com/wiki/GetPlayerMapOpacity + * @return returns an integer with a value from 0 to 255, where 0 is fully transparent and 255 is + * fully opaque. + * @noSelf + */ +export declare function getPlayerMapOpacity(): number; + /** * Returns the amount of money a player currently has. * @see https://wiki.multitheftauto.com/wiki/GetPlayerMoney @@ -154,7 +163,7 @@ export declare function getPlayerNametagText(thePlayer: Player): string; /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. * @see https://wiki.multitheftauto.com/wiki/GetPlayerPing * @param thePlayer : The player whose ping you want to determine. * @return returns the ping as an int, or false if the player is invalid. diff --git a/client/function/projectile.d.ts b/client/function/projectile.d.ts index f1f344b..8904703 100644 --- a/client/function/projectile.d.ts +++ b/client/function/projectile.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/radar.d.ts b/client/function/radar.d.ts index 6b973db..33a35cf 100644 --- a/client/function/radar.d.ts +++ b/client/function/radar.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/resource.d.ts b/client/function/resource.d.ts index 1d27a26..bbb0527 100644 --- a/client/function/resource.d.ts +++ b/client/function/resource.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/searchlight.d.ts b/client/function/searchlight.d.ts index e111fe3..9819086 100644 --- a/client/function/searchlight.d.ts +++ b/client/function/searchlight.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/server.d.ts b/client/function/server.d.ts index ff2c285..f691b4b 100644 --- a/client/function/server.d.ts +++ b/client/function/server.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -59,6 +60,13 @@ import { Matrix, } from '../structure'; +/** + * @see https://wiki.multitheftauto.com/wiki/IsTransferBoxAlwaysVisible + * @return returns a boolean, whether the transfer box should be always visible or not. + * @noSelf + */ +export declare function isTransferBoxAlwaysVisible(): boolean; + /** * @see https://wiki.multitheftauto.com/wiki/IsTransferBoxVisible * @return on server this returns a boolean, whether the transfer box should be visible during @@ -71,7 +79,7 @@ export declare function isTransferBoxVisible(): boolean; /** * @see https://wiki.multitheftauto.com/wiki/SetTransferBoxVisible - * @param visible The new visibility state. + * @param visible The new transfer box visibility state. * @return returns true if the visibility was set successfully, false otherwise. * @noSelf */ diff --git a/client/function/svg.d.ts b/client/function/svg.d.ts new file mode 100644 index 0000000..b66160c --- /dev/null +++ b/client/function/svg.d.ts @@ -0,0 +1,79 @@ +// Autogenerated file. +// DO NOT EDIT. ANY CHANGES WILL BE OVERWRITTEN + +import { + ProgressBar, + Gui, + EngineTXD, + EngineDFF, + EngineCOL, + EngineIFP, + PrimitiveType, + DxTexture, + ObjectGroup, + Browser, + Light, + Effect, + Searchlight, + Weapon, + GuiBrowser, + GuiMemo, + GuiElement, + GuiEdit, + GuiScrollBar, + GuiWindow, + Projectile, + Material, + Svg, + Userdata, + TextItem, + Pickup, + Request, + Player, + Blip, + ColShape, + Element, + Ped, + Resource, + Team, + Vehicle, + XmlNode, + File, + Marker, + MTASAObject, + RadarArea, + Water, + Timer, + HandleFunction, + TimerCallbackFunction, + FetchRemoteCallback, + GenericEventHandler, + CommandHandler, + BindKeyCallback, + BindKeyCallbackVarArgs, + ControlName, + KeyName, + KeyState, + Vector2, + Vector3, + Vector4, + Matrix, +} from '../structure'; + +/** + * @see https://wiki.multitheftauto.com/wiki/SvgGetDocumentXML + * @param svgElement The svg element you want to get the XML document of. + * @return * returns an xmlnode if successful, false otherwise + * @noSelf + */ +export declare function svgGetDocumentXML(svgElement: Svg): XmlNode; + +/** + * @see https://wiki.multitheftauto.com/wiki/SvgGetSize + * @param svgElement The svg you want to get the size of. + * @return * returns two ints, representing width and height + * @noSelf + */ +export declare function svgGetSize( + svgElement: Svg, +): LuaMultiReturn<[number, number]>; diff --git a/client/function/team.d.ts b/client/function/team.d.ts index e6547ae..8fab6ef 100644 --- a/client/function/team.d.ts +++ b/client/function/team.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/utility.d.ts b/client/function/utility.d.ts index bb012bd..fec4962 100644 --- a/client/function/utility.d.ts +++ b/client/function/utility.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -321,7 +322,6 @@ export declare function debugSleep(sleep: number): boolean; * @param options A table with options and other necessary data for the algorithm, as detailed below. * @param callback providing a callback will run this function asynchronously, the arguments to the callback * are the same as the returned values below. - * |20394}} * @return returns the decoded string if successful, false otherwise. if a callback was provided, * the decoded string is argument to the callback. * @noSelf @@ -334,7 +334,8 @@ export declare function decodeString( ): string; /** - * This function will take a reference and returns its Lua element. + * This function will take a reference obtained by the ref function and returns its Lua + * element. * @see https://wiki.multitheftauto.com/wiki/Deref * @param reference The valid reference, which you want to dereference * @return returns mixed if the reference were valid. returns false if the reference were invalid. @@ -364,7 +365,6 @@ export declare function downloadFile(fileName: string): boolean; * @param options A table with options and other necessary data for the algorithm, as detailed below. * @param callback providing a callback will run this function asynchronously, the arguments to the callback * are the same as the returned values below. - * |20394}} * @return * tea * ** encodedstring: the encoded string if successful, false otherwise. if a callback was * provided, true is returned immediately, and the encoded string is passed as an argument @@ -848,6 +848,20 @@ export declare function iprint( */ export declare function isOOPEnabled(): boolean; +/** + * @see https://wiki.multitheftauto.com/wiki/IsShowCollisionsEnabled + * @return * returns true if the collision previews are enabled, false otherwise. + * @noSelf + */ +export declare function isShowCollisionsEnabled(): boolean; + +/** + * @see https://wiki.multitheftauto.com/wiki/IsShowSoundEnabled + * @return * returns true if world sound ids should be printed in the debug window, false otherwise. + * @noSelf + */ +export declare function isShowSoundEnabled(): boolean; + /** * This function checks if a variable is a timer. * @see https://wiki.multitheftauto.com/wiki/IsTimer @@ -1136,6 +1150,22 @@ export declare function setWindowFlashing( */ export declare function sha256(str: string): string; +/** + * @see https://wiki.multitheftauto.com/wiki/ShowCol + * @param state A boolean indicating if the collision previews should be enabled or disabled. + * @return * returns true if the function is successful, false otherwise. + * @noSelf + */ +export declare function showCol(state: boolean): boolean; + +/** + * @see https://wiki.multitheftauto.com/wiki/ShowSound + * @param state A boolean indicating if the world sound IDs should be printed in the debug window or not. + * @return * returns true if the function is successful, false otherwise. + * @noSelf + */ +export declare function showSound(state: boolean): boolean; + /** * This function splits a string into substrings. You specify a character that will act as a * separating character; this will determine where to split the sub-strings. For example, it diff --git a/client/function/vehicle.d.ts b/client/function/vehicle.d.ts index 97fddc7..32f1dc3 100644 --- a/client/function/vehicle.d.ts +++ b/client/function/vehicle.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -238,16 +239,6 @@ export declare function getTrainPosition(train: Vehicle): number; */ export declare function getTrainSpeed(train: Vehicle): number; -/** - * Gets the track of a train - * @see https://wiki.multitheftauto.com/wiki/GetTrainTrack - * @param train the train of which to get the track. - * @return returns an integer (whole number) that represents the train track, false if there is - * problem with train element. - * @noSelf - */ -export declare function getTrainTrack(train: Vehicle): number; - /** * Use this to get the value of a vehicles adjustable property. This property relates to * movable parts of a model, for example hydra jets or dump truck tray. @@ -459,29 +450,11 @@ export declare function getVehicleDoorState( ): number; /** - * This function returns the position of the dummy for the given vehicle.}} * @see https://wiki.multitheftauto.com/wiki/GetVehicleDummyPosition - * @param theVehicle The vehicle you want to get the dummy positions from - * @param dummy The dummy whose position you want to get - * @return returns three floats indicating the position x, y and z of the vehicles dummy. it returns - * false otherwise. - * this is a command to get the position of the players vehicle dummy position specified as - * an argument. - * - * function getdummyposition(cmd, dummy) - * if (not dummy) then - * return false - * end - * local veh = getpedoccupiedvehicle(localplayer) - * if (not veh) then - * outputchatbox(you should be in a vehicle to use this command, 255, 25, 25) - * return false - * end - * local x, y, z = getvehicledummyposition(veh, dummy) - * outputchatbox(x: ..x.., y: ..y.., z: ..z, 0, 255, 0) - * end - * addcommandhandler(getdummy, getdummyposition) - * + * @param theVehicle The vehicle you want to get the dummy positions from. + * @param dummy The dummy whose position you want to get. + * @return returns 3 float|floats indicating the position x, y and z of the vehicles dummy. it + * returns false otherwise. * @noSelf */ export declare function getVehicleDummyPosition( @@ -574,16 +547,15 @@ export declare function getVehicleMaxPassengers( ): number; /** - * This function gets the default position of the dummies contained in a vehicle model. * @see https://wiki.multitheftauto.com/wiki/GetVehicleModelDummyDefaultPosition - * @param modelID : The model ID which you want to apply the change to - * @param dummy : The dummy whose position you want to get - * @return returns three floats indicating the default position x, y and z of the given dummy. it + * @param modelId : The model ID which you want to apply the change to. + * @param dummy : The dummy whose position you want to get. + * @return returns 3 float|floats indicating the default position x, y and z of the given dummy. it * returns false otherwise. * @noSelf */ export declare function getVehicleModelDummyDefaultPosition( - modelID: number, + modelId: number, dummy: string, ): LuaMultiReturn<[number, number, number]>; @@ -912,16 +884,13 @@ export declare function getVehicleUpgrades(theVehicle: Vehicle): LuaTable; export declare function getVehicleUpgradeSlotName(slot_upgrade: number): string; /** - * This function gets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function gets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/GetVehicleVariant - * @param theVehicle A handle to the vehicle that you want to get the variant of. - * @return on success: - * * int: an integer for the first vehicle variant see vehicle variants - * * int: an integer for the second vehicle variant see vehicle variants - * on failure: - * * bool: false because the specified vehicle didnt exist + * @param theVehicle The vehicle that you want to get the variant of. + * @return returns 2 int containing the vehicle variants, false otherwise (the specified vehicle + * doesnt exist). * @noSelf */ export declare function getVehicleVariant( @@ -1173,11 +1142,9 @@ export declare function resetVehicleComponentScale( ): boolean; /** - * This function resets the vehicle dependent dummy positions to the vehicles current model - * dummy positions.}} * @see https://wiki.multitheftauto.com/wiki/ResetVehicleDummyPositions - * @param theVehicle The vehicle to reset - * @return returns true for success, false otherwise. + * @param theVehicle The vehicle to reset the dummy positions. + * @return returns true if the dummy positions have been reset, false otherwise. * @noSelf */ export declare function resetVehicleDummyPositions( @@ -1281,16 +1248,6 @@ export declare function setTrainPosition( */ export declare function setTrainSpeed(train: Vehicle, speed: number): boolean; -/** - * Sets the track of a train - * @see https://wiki.multitheftauto.com/wiki/SetTrainTrack - * @param train the train of which to set the track - * @param track the track where you want to set the train. It can be 0, 1, 2 or 3. - * @return returns true if the track was set to the train, false otherwise. - * @noSelf - */ -export declare function setTrainTrack(train: Vehicle, track: number): boolean; - /** * This function is used for adjusting the movable parts of a model, for example hydra jets * or dump truck tray. @@ -1539,12 +1496,11 @@ export declare function setVehicleDoorsUndamageable( ): boolean; /** - * This function sets the position of the dummy for the given vehicle.}} * @see https://wiki.multitheftauto.com/wiki/SetVehicleDummyPosition - * @param theVehicle The vehicle you want to set the dummy position for - * @param dummy The dummy whose position you want to set - * @param x , y, z The new dummy position - * @return returns true for success, false otherwise. + * @param theVehicle The vehicle you want to set the dummy position for. + * @param dummy The dummy whose position you want to set. + * @param x , y, z The new dummy position. + * @return returns true if the dummy position has been successfully set, false otherwise. * @noSelf */ export declare function setVehicleDummyPosition( @@ -1610,6 +1566,8 @@ export declare function setVehicleGravity( * @see https://wiki.multitheftauto.com/wiki/SetVehicleHandling * @param theVehicle The vehicle you wish to set the handling of. * @param property The property you wish to set the handling of the vehicle to. + * Additionally, helicopters are not affected by custom handling. The vehicle-on-wheels + * handling does not affect planes when they are on the ground either.}} * @param value The value of the property you wish to set the handling of the vehicle to. * @return returns true if the handling was set successfully, false otherwise. see below a list of * valid properties and their required values: @@ -1939,18 +1897,15 @@ export declare function setVehicleTurretPosition( ): boolean; /** - * This function sets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function sets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/SetVehicleVariant - * @param theVehicle A handle to the vehicle that you want to get the variant of. - * @param variant1 : An integer for the first variant see Vehicle variants - * @param variant2 : An integer for the second variant see Vehicle variants - * @return on success: - * * bool: returns true as the vehicle variants were successfully set. - * on failure: - * * bool: false because the specified vehicle didnt exist or specified variants were - * invalid. + * @param theVehicle The vehicle that you want to set the variant. + * @param variant1 : An integer for the first variant. See Vehicle variants. + * @param variant2 : An integer for the second variant. See Vehicle variants. + * @return returns true if the vehicle variants were successfully set, false otherwise (the + * specified vehicle doesnt exist or the specified variants are invalid). * @noSelf */ export declare function setVehicleVariant( diff --git a/client/function/water.d.ts b/client/function/water.d.ts index b19f8c3..bfdf63e 100644 --- a/client/function/water.d.ts +++ b/client/function/water.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/weapon.d.ts b/client/function/weapon.d.ts index 94f07be..df6c94b 100644 --- a/client/function/weapon.d.ts +++ b/client/function/weapon.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/function/world.d.ts b/client/function/world.d.ts index ce2187e..4a9a36d 100644 --- a/client/function/world.d.ts +++ b/client/function/world.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -298,13 +299,10 @@ export declare function getPedsLODDistance(): number; export declare function getRainLevel(): number; /** - * This function gets the Z level of the lowest roof above a point. - * It is required that the point is near enough to the local player so that its within the - * area where collision data is loaded.}} * @see https://wiki.multitheftauto.com/wiki/GetRoofPosition - * @param x : A floating point number representing the X world coordinate of the point. - * @param y : A floating point number representing the Y world coordinate of the point. - * @param z : A floating point number representing the Z world coordinate of the point. + * @param x : A float representing the X world coordinate of the point. + * @param y : A float representing the Y world coordinate of the point. + * @param z : A float representing the Z world coordinate of the point. * @return returns a float with the lowest roof-level z coord if parameters are valid, false if the * point you tried to test is outside the loaded world map. * @noSelf @@ -702,7 +700,7 @@ export declare function resetAmbientSounds(): boolean; /** * Resets the motion blur level on the clients screen to default value (36). * @see https://wiki.multitheftauto.com/wiki/ResetBlurLevel - * @return returns true if the blur level was reset successfully. returns false otherwise. + * @return returns true if the blur level was reset successfully, false otherwise. * @noSelf */ export declare function resetBlurLevel(): boolean; @@ -1247,13 +1245,13 @@ export declare function setWindVelocity( * This function allows you to disable world sounds. A world sound is a sound effect which * has not been caused by playSound or playSound3D. * *The values for group and index can be determined by using the client command - * Client_Commands#showsound|showsound in conjunction with setDevelopmentMode + * Client_Commands#showsound|showsound in conjunction with setDevelopmentMode. * *This function does not affect sounds which are already playing, such as the wind sound * that can only be stopped by entering an interior. - * * See also: setAmbientSoundEnabled}} + * * See also: setAmbientSoundEnabled.}} * @see https://wiki.multitheftauto.com/wiki/SetWorldSoundEnabled - * @param group An int|integer representing the World sound groups|world sound group - * @param enable Set to false to disable, true to enable + * @param group An int|integer representing the World sound groups|world sound group. + * @param enable Set to false to disable, true to enable. * @param index An int|integer representing an individual sound within the group * @param immediate A boolean if set to true will cancel the sound if its already playing. This parameter * only works for stopping the sound. diff --git a/client/function/xml.d.ts b/client/function/xml.d.ts index 5c687c6..74dac0e 100644 --- a/client/function/xml.d.ts +++ b/client/function/xml.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/mtasa.d.ts b/client/mtasa.d.ts index eed7474..e2de78f 100644 --- a/client/mtasa.d.ts +++ b/client/mtasa.d.ts @@ -31,6 +31,7 @@ export * from './function/radar'; export * from './function/resource'; export * from './function/searchlight'; export * from './function/server'; +export * from './function/svg'; export * from './function/team'; export * from './function/utility'; export * from './function/vehicle'; diff --git a/client/oop/Blip.d.ts b/client/oop/Blip.d.ts index 905b8ed..e1faf52 100644 --- a/client/oop/Blip.d.ts +++ b/client/oop/Blip.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Browser.d.ts b/client/oop/Browser.d.ts index 90cb289..083cdc1 100644 --- a/client/oop/Browser.d.ts +++ b/client/oop/Browser.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -76,7 +77,6 @@ export class Browser extends Element { loading: boolean; /** - * This function sets the rendering state of a browser. */ renderingPaused: boolean; @@ -233,6 +233,12 @@ export class Browser extends Element { */ isLoading(): boolean; + /** + * @see https://wiki.multitheftauto.com/wiki/IsBrowserRenderingPaused + * @return returns true if the browser rendering is paused, false otherwise. + */ + isRenderingPaused(): boolean; + /** * This function loads the specified URL. * @see https://wiki.multitheftauto.com/wiki/LoadBrowserURL diff --git a/client/oop/Camera.d.ts b/client/oop/Camera.d.ts index 842a42d..0f46edd 100644 --- a/client/oop/Camera.d.ts +++ b/client/oop/Camera.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/ColShape.d.ts b/client/oop/ColShape.d.ts index 1cd4ff5..79d7975 100644 --- a/client/oop/ColShape.d.ts +++ b/client/oop/ColShape.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -68,9 +69,9 @@ export class ColShape extends Element { * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. */ elementsWithin: LuaTable; @@ -327,9 +328,9 @@ export class ColShape extends Element { * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinColShape * @param elemType The type of element you want a list of. This can be any element type, the common ones * being: diff --git a/client/oop/DxFont.d.ts b/client/oop/DxFont.d.ts index 2d903db..c548b9e 100644 --- a/client/oop/DxFont.d.ts +++ b/client/oop/DxFont.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/DxRenderTarget.d.ts b/client/oop/DxRenderTarget.d.ts index 8b3f514..1e6dc23 100644 --- a/client/oop/DxRenderTarget.d.ts +++ b/client/oop/DxRenderTarget.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/DxScreenSource.d.ts b/client/oop/DxScreenSource.d.ts index 893e930..f64c328 100644 --- a/client/oop/DxScreenSource.d.ts +++ b/client/oop/DxScreenSource.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/DxShader.d.ts b/client/oop/DxShader.d.ts index 7d3b9b8..beb2da4 100644 --- a/client/oop/DxShader.d.ts +++ b/client/oop/DxShader.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -64,7 +65,7 @@ export class DxShader { /** * This function creates a shader element that can be used in the dxDraw functions. * Successful shader creation is not guaranteed unless the shader|Effect File contains a - * fallback technique which will work on every PC in the universe. + * fallback technique which will work on every existing PC. * * element, string dxCreateShader ( string filepath / string raw_data , float priority = 0, * float maxDistance = 0, bool layered = false, string elementTypes = @@ -129,7 +130,6 @@ export class DxShader { * *element: A shader element if successful, false if invalid arguments were passed to the * function. You should always check to see if this function has returned false. * *string: The name of the technique that will be used. - * |20688}} * @see https://wiki.multitheftauto.com/wiki/DxCreateShader */ constructor( diff --git a/client/oop/DxTexture.d.ts b/client/oop/DxTexture.d.ts index 0be325f..0d0f901 100644 --- a/client/oop/DxTexture.d.ts +++ b/client/oop/DxTexture.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Effect.d.ts b/client/oop/Effect.d.ts index c8ac1b5..0da9499 100644 --- a/client/oop/Effect.d.ts +++ b/client/oop/Effect.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Element.d.ts b/client/oop/Element.d.ts index dec54e8..74f63be 100644 --- a/client/oop/Element.d.ts +++ b/client/oop/Element.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -585,22 +586,24 @@ export class Element { getRotation(rotOrder?: string): Vector3; /** + * This function is used to retrieve a list of all elements of specified type within a range + * of 3D coordinates. * * This function checks if elements are in a box, not in a sphere. * * Z argument isnt in use currently, but make your scripts like it is for future * compatibility reasons. * * This function doesnt work with elements which is created by createElement.}} * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinRange - * @param x the x coordinate at which to retrieve elements - * @param y the y coordinate at which to retrieve elements - * @param z the z coordinate at which to retrieve elements - * @param range the range at the coordinates in which to retrieve elements + * @param x the x coordinate at which to retrieve elements. + * @param y the y coordinate at which to retrieve elements. + * @param z the z coordinate at which to retrieve elements. + * @param range the range at the coordinates in which to retrieve elements. * @param elemType The type of element you want a list of. This can be any element type, such as: - * @param player A player connected to the server - * @param ped A ped - * @param vehicle A vehicle - * @param object An object - * @param pickup A pickup - * @param marker A marker + * @param player A player connected to the server. + * @param ped A ped. + * @param vehicle A vehicle. + * @param object An object. + * @param pickup A pickup. + * @param marker A marker. * @param interior The interior you want to limit the search to. If not specified, it can return elements in * any interior. * @param dimension The dimension you want to limit the search to. If not specified, it can return elements diff --git a/client/oop/Engine.d.ts b/client/oop/Engine.d.ts index 641ada9..d063aa6 100644 --- a/client/oop/Engine.d.ts +++ b/client/oop/Engine.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/EngineCOL.d.ts b/client/oop/EngineCOL.d.ts index 9e58142..424ee80 100644 --- a/client/oop/EngineCOL.d.ts +++ b/client/oop/EngineCOL.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/EngineDFF.d.ts b/client/oop/EngineDFF.d.ts index 1cbc60e..515a76a 100644 --- a/client/oop/EngineDFF.d.ts +++ b/client/oop/EngineDFF.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/EngineTXD.d.ts b/client/oop/EngineTXD.d.ts index 2b794a8..a2321da 100644 --- a/client/oop/EngineTXD.d.ts +++ b/client/oop/EngineTXD.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/File.d.ts b/client/oop/File.d.ts index 9d85ab6..0009c35 100644 --- a/client/oop/File.d.ts +++ b/client/oop/File.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Light.d.ts b/client/oop/Light.d.ts index d3ebf83..11cd5ad 100644 --- a/client/oop/Light.d.ts +++ b/client/oop/Light.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/MTASAObject.d.ts b/client/oop/MTASAObject.d.ts index 8e94cb6..c74ce0e 100644 --- a/client/oop/MTASAObject.d.ts +++ b/client/oop/MTASAObject.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -123,7 +124,7 @@ export class MTASAObject { /** * @see https://wiki.multitheftauto.com/wiki/GetObjectProperty - * @param property : the property you want to get the value of: + * @param property the property you want to get the value of: *
* * "all" - ''table'' with values of all properties below (OOP method: ''getProperties'') *
@@ -151,8 +152,7 @@ export class MTASAObject { /** * @see https://wiki.multitheftauto.com/wiki/IsObjectMoving - * @return * true if the object is moving. - * * false if the object is not moving. + * @return * returns true if the object is moving, false otherwise. */ isMoving(): boolean; @@ -223,8 +223,8 @@ export class MTASAObject { /** * @see https://wiki.multitheftauto.com/wiki/SetObjectProperty - * @param property : the property you want to set the value of: - * @param value : the new value for the property. + * @param property the property you want to set the value of: + * @param value the new value for the property. * @return returns true if the property was set successfully, false otherwise. */ setProperty(property: string, value: unknown): boolean; diff --git a/client/oop/Marker.d.ts b/client/oop/Marker.d.ts index c1e9f8c..c959595 100644 --- a/client/oop/Marker.d.ts +++ b/client/oop/Marker.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Material.d.ts b/client/oop/Material.d.ts index 48586dd..b717191 100644 --- a/client/oop/Material.d.ts +++ b/client/oop/Material.d.ts @@ -23,6 +23,7 @@ import { GuiScrollBar, GuiWindow, Projectile, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Ped.d.ts b/client/oop/Ped.d.ts index 06138a9..019167b 100644 --- a/client/oop/Ped.d.ts +++ b/client/oop/Ped.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -624,8 +625,8 @@ export class Ped extends Element { /** * @see https://wiki.multitheftauto.com/wiki/SetPedBleeding - * @param bleeding boolean specifying whether the player or ped is bleeding or not. - * @return returns true if the bleeding state was successfully set, error is raised otherwise. + * @param bleeding Boolean specifying whether the player or ped is bleeding or not. + * @return returns true if the bleeding state was successfully set, false otherwise. */ setBleeding(bleeding: boolean): boolean; diff --git a/client/oop/Pickup.d.ts b/client/oop/Pickup.d.ts index 0dcf42d..68263ce 100644 --- a/client/oop/Pickup.d.ts +++ b/client/oop/Pickup.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Request, diff --git a/client/oop/Player.d.ts b/client/oop/Player.d.ts index 4baa2cb..852868d 100644 --- a/client/oop/Player.d.ts +++ b/client/oop/Player.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -78,7 +79,7 @@ export class Player extends Ped { /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. */ ping: number; @@ -116,6 +117,13 @@ export class Player extends Ped { */ constructor(playerName: string); + /** + * @see https://wiki.multitheftauto.com/wiki/GetPlayerMapOpacity + * @return returns an integer with a value from 0 to 255, where 0 is fully transparent and 255 is + * fully opaque. + */ + static getMapOpacity(): number; + /** * Returns the amount of money a player currently has. * @see https://wiki.multitheftauto.com/wiki/GetPlayerMoney @@ -149,7 +157,7 @@ export class Player extends Ped { /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. * @see https://wiki.multitheftauto.com/wiki/GetPlayerPing * @return returns the ping as an int, or false if the player is invalid. */ diff --git a/client/oop/Projectile.d.ts b/client/oop/Projectile.d.ts index e019086..5474a22 100644 --- a/client/oop/Projectile.d.ts +++ b/client/oop/Projectile.d.ts @@ -23,6 +23,7 @@ import { GuiScrollBar, GuiWindow, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/RadarArea.d.ts b/client/oop/RadarArea.d.ts index dab56c9..0dbfa48 100644 --- a/client/oop/RadarArea.d.ts +++ b/client/oop/RadarArea.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/RenderTarget.d.ts b/client/oop/RenderTarget.d.ts index a2c08d6..ccf0299 100644 --- a/client/oop/RenderTarget.d.ts +++ b/client/oop/RenderTarget.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Resource.d.ts b/client/oop/Resource.d.ts index 8e9b033..3cd35d9 100644 --- a/client/oop/Resource.d.ts +++ b/client/oop/Resource.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Searchlight.d.ts b/client/oop/Searchlight.d.ts index a972487..18644a5 100644 --- a/client/oop/Searchlight.d.ts +++ b/client/oop/Searchlight.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Shader.d.ts b/client/oop/Shader.d.ts index c4fff62..2a4a43f 100644 --- a/client/oop/Shader.d.ts +++ b/client/oop/Shader.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Sound.d.ts b/client/oop/Sound.d.ts index 3ba0a25..96c3d71 100644 --- a/client/oop/Sound.d.ts +++ b/client/oop/Sound.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -131,9 +132,9 @@ export class Sound extends Element { /** * @see https://wiki.multitheftauto.com/wiki/GetSoundEffectParameters - * @param effectName : the name of the effect whose parameters you want to retrieve. + * @param effectName : The name of the effect whose parameters you want to retrieve: * @return returns a table with the parameter names as the keys, and their values. if the specified - * effect name is not valid, an error is raised. + * effect name is not valid, false is returned. */ getEffectParameters(effectName: string): LuaTable; @@ -269,7 +270,7 @@ export class Sound extends Element { /** * @see https://wiki.multitheftauto.com/wiki/IsSoundLooped - * @return returns true if the sound element is seted to loop, false otherwise. + * @return returns true if the sound element is looped, false otherwise. */ isLooped(): boolean; @@ -332,10 +333,10 @@ export class Sound extends Element { /** * @see https://wiki.multitheftauto.com/wiki/SetSoundEffectParameter - * @param effectName : the name of the effect whose parameter you want to change. - * @param effectParam : the parameter #Effects Parameters|name. - * @param paramValue : the parameter #Effects Parameters|value. - * @return returns true if everything went well, error is raised otherwise. + * @param effectName : The name of the effect whose parameter you want to change: + * @param effectParam : The parameter #Effects Parameters|name. + * @param paramValue : The parameter #Effects Parameters|value. + * @return returns true if effect have been set successfully, false otherwise. */ setEffectParameter( effectName: string, @@ -346,7 +347,7 @@ export class Sound extends Element { /** * @see https://wiki.multitheftauto.com/wiki/SetSoundLooped * @param bool A boolean representing whether the sound will be looped. - * @return returns true if the sound element loop was successfully changed, false otherwise. + * @return returns true if the sound element loop state was successfully changed, false otherwise. */ setLooped(loop: boolean): boolean; diff --git a/client/oop/Sound3D.d.ts b/client/oop/Sound3D.d.ts index b53c087..8672449 100644 --- a/client/oop/Sound3D.d.ts +++ b/client/oop/Sound3D.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Team.d.ts b/client/oop/Team.d.ts index 1ead4d0..3716208 100644 --- a/client/oop/Team.d.ts +++ b/client/oop/Team.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Timer.d.ts b/client/oop/Timer.d.ts index b5b9ceb..2e60dfc 100644 --- a/client/oop/Timer.d.ts +++ b/client/oop/Timer.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Vehicle.d.ts b/client/oop/Vehicle.d.ts index 27e2cfb..15cd4a6 100644 --- a/client/oop/Vehicle.d.ts +++ b/client/oop/Vehicle.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -93,11 +94,6 @@ export class Vehicle extends Element { */ trainSpeed: number; - /** - * Gets the track of a train - */ - track: number; - /** * This function returns a table of all the compatible upgrades (or all for a specified * slot, optionally) for a specified vehicle. @@ -388,14 +384,6 @@ export class Vehicle extends Element { */ getSpeed(): number; - /** - * Gets the track of a train - * @see https://wiki.multitheftauto.com/wiki/GetTrainTrack - * @return returns an integer (whole number) that represents the train track, false if there is - * problem with train element. - */ - getTrack(): number; - /** * This function returns the color of the specified vehicle. A vehicle can have up to four * colors. @@ -542,28 +530,10 @@ export class Vehicle extends Element { getDoorState(door: number): number; /** - * This function returns the position of the dummy for the given vehicle.}} * @see https://wiki.multitheftauto.com/wiki/GetVehicleDummyPosition - * @param dummy The dummy whose position you want to get - * @return returns three floats indicating the position x, y and z of the vehicles dummy. it returns - * false otherwise. - * this is a command to get the position of the players vehicle dummy position specified as - * an argument. - * - * function getdummyposition(cmd, dummy) - * if (not dummy) then - * return false - * end - * local veh = getpedoccupiedvehicle(localplayer) - * if (not veh) then - * outputchatbox(you should be in a vehicle to use this command, 255, 25, 25) - * return false - * end - * local x, y, z = getvehicledummyposition(veh, dummy) - * outputchatbox(x: ..x.., y: ..y.., z: ..z, 0, 255, 0) - * end - * addcommandhandler(getdummy, getdummyposition) - * + * @param dummy The dummy whose position you want to get. + * @return returns 3 float|floats indicating the position x, y and z of the vehicles dummy. it + * returns false otherwise. */ getDummyPosition(dummy: string): Vector3; @@ -620,15 +590,14 @@ export class Vehicle extends Element { getMaxPassengers(): number; /** - * This function gets the default position of the dummies contained in a vehicle model. * @see https://wiki.multitheftauto.com/wiki/GetVehicleModelDummyDefaultPosition - * @param modelID : The model ID which you want to apply the change to - * @param dummy : The dummy whose position you want to get - * @return returns three floats indicating the default position x, y and z of the given dummy. it + * @param modelId : The model ID which you want to apply the change to. + * @param dummy : The dummy whose position you want to get. + * @return returns 3 float|floats indicating the default position x, y and z of the given dummy. it * returns false otherwise. */ static getVehicleModelDummyDefaultPosition( - modelID: number, + modelId: number, dummy: string, ): Vector3; @@ -877,15 +846,12 @@ export class Vehicle extends Element { getUpgrades(): LuaTable; /** - * This function gets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function gets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/GetVehicleVariant - * @return on success: - * * int: an integer for the first vehicle variant see vehicle variants - * * int: an integer for the second vehicle variant see vehicle variants - * on failure: - * * bool: false because the specified vehicle didnt exist + * @return returns 2 int containing the vehicle variants, false otherwise (the specified vehicle + * doesnt exist). */ getVariant(): LuaMultiReturn<[number, number]>; @@ -1024,10 +990,8 @@ export class Vehicle extends Element { resetComponentScale(theComponent: string): boolean; /** - * This function resets the vehicle dependent dummy positions to the vehicles current model - * dummy positions.}} * @see https://wiki.multitheftauto.com/wiki/ResetVehicleDummyPositions - * @return returns true for success, false otherwise. + * @return returns true if the dummy positions have been reset, false otherwise. */ resetDummyPositions(): boolean; @@ -1096,14 +1060,6 @@ export class Vehicle extends Element { */ setSpeed(speed: number): boolean; - /** - * Sets the track of a train - * @see https://wiki.multitheftauto.com/wiki/SetTrainTrack - * @param track the track where you want to set the train. It can be 0, 1, 2 or 3. - * @return returns true if the track was set to the train, false otherwise. - */ - setTrack(track: number): boolean; - /** * This function will set the color of a vehicle using either a RGB format, or the Vehicle * Colors|standard San Andreas color IDs. Vehicles can have up to 4 colors, most of the @@ -1277,11 +1233,10 @@ export class Vehicle extends Element { setDoorsUndamageable(state: boolean): boolean; /** - * This function sets the position of the dummy for the given vehicle.}} * @see https://wiki.multitheftauto.com/wiki/SetVehicleDummyPosition - * @param dummy The dummy whose position you want to set - * @param x , y, z The new dummy position - * @return returns true for success, false otherwise. + * @param dummy The dummy whose position you want to set. + * @param x , y, z The new dummy position. + * @return returns true if the dummy position has been successfully set, false otherwise. */ setDummyPosition(vectorized: Vector3, z: number): boolean; @@ -1494,17 +1449,14 @@ export class Vehicle extends Element { setTurretPosition(vectorized: Vector3): boolean; /** - * This function sets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function sets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/SetVehicleVariant - * @param variant1 : An integer for the first variant see Vehicle variants - * @param variant2 : An integer for the second variant see Vehicle variants - * @return on success: - * * bool: returns true as the vehicle variants were successfully set. - * on failure: - * * bool: false because the specified vehicle didnt exist or specified variants were - * invalid. + * @param variant1 : An integer for the first variant. See Vehicle variants. + * @param variant2 : An integer for the second variant. See Vehicle variants. + * @return returns true if the vehicle variants were successfully set, false otherwise (the + * specified vehicle doesnt exist or the specified variants are invalid). */ setVariant(variant1?: number, variant2?: number): boolean; diff --git a/client/oop/Water.d.ts b/client/oop/Water.d.ts index 729a621..3511815 100644 --- a/client/oop/Water.d.ts +++ b/client/oop/Water.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/Weapon.d.ts b/client/oop/Weapon.d.ts index 1e4d5d7..e74759f 100644 --- a/client/oop/Weapon.d.ts +++ b/client/oop/Weapon.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/XML.d.ts b/client/oop/XML.d.ts index 2784399..e790cea 100644 --- a/client/oop/XML.d.ts +++ b/client/oop/XML.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/XmlNode.d.ts b/client/oop/XmlNode.d.ts index 36251ba..d3c60ae 100644 --- a/client/oop/XmlNode.d.ts +++ b/client/oop/XmlNode.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiBrowser.d.ts b/client/oop/gui/GuiBrowser.d.ts index 0cafede..f4bd304 100644 --- a/client/oop/gui/GuiBrowser.d.ts +++ b/client/oop/gui/GuiBrowser.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiButton.d.ts b/client/oop/gui/GuiButton.d.ts index 6ad7ccd..0e60ac6 100644 --- a/client/oop/gui/GuiButton.d.ts +++ b/client/oop/gui/GuiButton.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiCheckbox.d.ts b/client/oop/gui/GuiCheckbox.d.ts index a2a606e..14ac3a9 100644 --- a/client/oop/gui/GuiCheckbox.d.ts +++ b/client/oop/gui/GuiCheckbox.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiCombobox.d.ts b/client/oop/gui/GuiCombobox.d.ts index 7db2528..9fbbd2b 100644 --- a/client/oop/gui/GuiCombobox.d.ts +++ b/client/oop/gui/GuiCombobox.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiEdit.d.ts b/client/oop/gui/GuiEdit.d.ts index eb1866b..b3d42ed 100644 --- a/client/oop/gui/GuiEdit.d.ts +++ b/client/oop/gui/GuiEdit.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiElement.d.ts b/client/oop/gui/GuiElement.d.ts index 066db86..9590739 100644 --- a/client/oop/gui/GuiElement.d.ts +++ b/client/oop/gui/GuiElement.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiFont.d.ts b/client/oop/gui/GuiFont.d.ts index 7cfe645..4cdfa9a 100644 --- a/client/oop/gui/GuiFont.d.ts +++ b/client/oop/gui/GuiFont.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiGridList.d.ts b/client/oop/gui/GuiGridList.d.ts index d5eebbc..45178b0 100644 --- a/client/oop/gui/GuiGridList.d.ts +++ b/client/oop/gui/GuiGridList.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, @@ -243,8 +244,8 @@ export class GuiGridList extends GuiElement { /** * This function retrieves the text from a specific grid list item. * @see https://wiki.multitheftauto.com/wiki/GuiGridListGetItemText - * @param rowIndex row id of the item - * @param columnIndex column id of the item + * @param rowIndex row id of the item (first is 0) + * @param columnIndex column id of the item (first is 0) * @return returns the text of the item if the arguments are right, false otherwise. */ getItemText(rowIndex: number, columnIndex: number): string; diff --git a/client/oop/gui/GuiLabel.d.ts b/client/oop/gui/GuiLabel.d.ts index 5e877c3..010accc 100644 --- a/client/oop/gui/GuiLabel.d.ts +++ b/client/oop/gui/GuiLabel.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiMemo.d.ts b/client/oop/gui/GuiMemo.d.ts index 87dc994..f248f73 100644 --- a/client/oop/gui/GuiMemo.d.ts +++ b/client/oop/gui/GuiMemo.d.ts @@ -23,6 +23,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiRadioButton.d.ts b/client/oop/gui/GuiRadioButton.d.ts index 218b4a7..5d4e313 100644 --- a/client/oop/gui/GuiRadioButton.d.ts +++ b/client/oop/gui/GuiRadioButton.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiStaticImage.d.ts b/client/oop/gui/GuiStaticImage.d.ts index 16878ae..36f9ae1 100644 --- a/client/oop/gui/GuiStaticImage.d.ts +++ b/client/oop/gui/GuiStaticImage.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiTab.d.ts b/client/oop/gui/GuiTab.d.ts index 8e7e6f3..7364d63 100644 --- a/client/oop/gui/GuiTab.d.ts +++ b/client/oop/gui/GuiTab.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiTabPanel.d.ts b/client/oop/gui/GuiTabPanel.d.ts index ff222ae..d18f81c 100644 --- a/client/oop/gui/GuiTabPanel.d.ts +++ b/client/oop/gui/GuiTabPanel.d.ts @@ -24,6 +24,7 @@ import { GuiWindow, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/oop/gui/GuiWindow.d.ts b/client/oop/gui/GuiWindow.d.ts index 410520b..8d03c09 100644 --- a/client/oop/gui/GuiWindow.d.ts +++ b/client/oop/gui/GuiWindow.d.ts @@ -23,6 +23,7 @@ import { GuiScrollBar, Projectile, Material, + Svg, Userdata, TextItem, Pickup, diff --git a/client/structure.d.ts b/client/structure.d.ts index c5ed780..6cd7743 100644 --- a/client/structure.d.ts +++ b/client/structure.d.ts @@ -1,4 +1,4 @@ -export type Userdata = any; +export type Userdata = unknown; export type TextItem = Userdata; export type ProgressBar = Userdata; export type Gui = Userdata; @@ -7,6 +7,7 @@ export type PrimitiveType = Userdata; export type GuiScrollBar = Userdata; export type ObjectGroup = Userdata; export type Request = Userdata; +export type Svg = Userdata; export { Player } from './oop/Player'; export { Blip } from './oop/Blip'; diff --git a/server/event/all_event_names.d.ts b/server/event/all_event_names.d.ts index 355c8bb..85e6e77 100644 --- a/server/event/all_event_names.d.ts +++ b/server/event/all_event_names.d.ts @@ -61,6 +61,7 @@ export const enum EventNames { OnPlayerWasted = 'onPlayerWasted', OnPlayerWeaponFire = 'onPlayerWeaponFire', OnPlayerWeaponSwitch = 'onPlayerWeaponSwitch', + OnPlayerResourceStart = 'onPlayerResourceStart', OnResourceLoadStateChange = 'onResourceLoadStateChange', OnResourcePreStart = 'onResourcePreStart', OnResourceStart = 'onResourceStart', diff --git a/server/event/resource.d.ts b/server/event/resource.d.ts index 22ec98e..b794527 100644 --- a/server/event/resource.d.ts +++ b/server/event/resource.d.ts @@ -44,6 +44,11 @@ import { Matrix, } from '../structure'; +export interface OnPlayerResourceStart extends GenericEventHandler { + name: EventNames.OnPlayerResourceStart; + function: (this: void, loadedResource: Resource) => void; +} + export interface OnResourceLoadStateChange extends GenericEventHandler { name: EventNames.OnResourceLoadStateChange; function: ( diff --git a/server/function/account.d.ts b/server/function/account.d.ts index b23464c..5146549 100644 --- a/server/function/account.d.ts +++ b/server/function/account.d.ts @@ -181,10 +181,8 @@ export declare function getAccountsByData( ): LuaTable; /** - * This function returns a table containing all accounts that were logged onto from - * specified IP-address. * @see https://wiki.multitheftauto.com/wiki/GetAccountsByIP - * @param ip The IP to get accounts from + * @param ip The IP to get accounts from. * @return returns table containing the accounts associated with specified ip-address. returns false * if invalid arguments were specified. * @noSelf diff --git a/server/function/collision.d.ts b/server/function/collision.d.ts index 820006d..d76eaec 100644 --- a/server/function/collision.d.ts +++ b/server/function/collision.d.ts @@ -204,7 +204,7 @@ export declare function createColTube( /** * By default, a colshape polygon is infinitely tall.}} * @see https://wiki.multitheftauto.com/wiki/GetColPolygonHeight - * @param shape The colshape polygon + * @param shape The colshape polygon. * @return returns two floats, indicating the floor and ceiling of the colshape height, false if * invalid arguments were passed. * @noSelf @@ -307,7 +307,7 @@ export declare function removeColPolygonPoint( /** * By default, a colshape polygon is infinitely tall.}} * @see https://wiki.multitheftauto.com/wiki/SetColPolygonHeight - * @param shape The colshape polygon + * @param shape The colshape polygon. * @param floor The polygon floor (lowest Z coordinate). Parse false to reset this value to 0. * @param ceil The polygon ceiling (highest Z coordinate). Parse false to reset this value to infinitely * tall. diff --git a/server/function/element.d.ts b/server/function/element.d.ts index 5208004..0829450 100644 --- a/server/function/element.d.ts +++ b/server/function/element.d.ts @@ -546,9 +546,9 @@ export declare function getElementsByType( * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinColShape * @param theShape The colshape you want to get the elements from. * @param elemType The type of element you want a list of. This can be any element type, the common ones @@ -571,22 +571,24 @@ export declare function getElementsWithinColShape( ): LuaTable; /** + * This function is used to retrieve a list of all elements of specified type within a range + * of 3D coordinates. * * This function checks if elements are in a box, not in a sphere. * * Z argument isnt in use currently, but make your scripts like it is for future * compatibility reasons. * * This function doesnt work with elements which is created by createElement.}} * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinRange - * @param x the x coordinate at which to retrieve elements - * @param y the y coordinate at which to retrieve elements - * @param z the z coordinate at which to retrieve elements - * @param range the range at the coordinates in which to retrieve elements + * @param x the x coordinate at which to retrieve elements. + * @param y the y coordinate at which to retrieve elements. + * @param z the z coordinate at which to retrieve elements. + * @param range the range at the coordinates in which to retrieve elements. * @param elemType The type of element you want a list of. This can be any element type, such as: - * @param player A player connected to the server - * @param ped A ped - * @param vehicle A vehicle - * @param object An object - * @param pickup A pickup - * @param marker A marker + * @param player A player connected to the server. + * @param ped A ped. + * @param vehicle A vehicle. + * @param object An object. + * @param pickup A pickup. + * @param marker A marker. * @param interior The interior you want to limit the search to. If not specified, it can return elements in * any interior. * @param dimension The dimension you want to limit the search to. If not specified, it can return elements diff --git a/server/function/event.d.ts b/server/function/event.d.ts index 777e0b3..45dfe66 100644 --- a/server/function/event.d.ts +++ b/server/function/event.d.ts @@ -77,10 +77,13 @@ export declare function addEvent( * triggered on the root element is triggered on every element in the tree. An event * triggered on any other element is triggered on its ancestors (its parent element and its * parents parent etc) and its children, grandchildren and great-grandchildren. You can use - * the getPropagated argument to specify if you wish your handler to receive events that - * have propagated up or down the tree. + * the propagate argument to specify if you wish your handler to receive events that have + * propagated up or down the tree. * The order in which event handlers are triggered is undefined, you should not rely on one * event handler being executed before another. + * Each function closure can only be added once to each event. On the second attempt to add + * the function closure to the same event a warning will be emitted to the debug console and + * the call to addEventHandler will fail. * @see https://wiki.multitheftauto.com/wiki/AddEventHandler * @param eventName The name of the event you want to attach the handler function to. Note: The maximum * allowed length is 100 ASCII characters (that is, English letters and numerals)``` diff --git a/server/function/ped.d.ts b/server/function/ped.d.ts index 34246cc..d028179 100644 --- a/server/function/ped.d.ts +++ b/server/function/ped.d.ts @@ -583,14 +583,15 @@ export declare function setPedOnFire(thePed: Ped, isOnFire: boolean): boolean; * *Things like infinite run, fire proof CJ, 150 armor have special activation flags. They * need a way to be triggered on/off. * This function allows you to set the value of a specific statistic for a ped. Visual stats - * (FAT and BODY_MUSCLE) can only be used on the CJ skin, they have no effect on other skins. - * When this function is used client side, it can only be used on client side created peds. + * (FAT and BODY_MUSCLE) can only be used on the CJ skin, they have no effect on other + * skins. When this function is used client-side, it can only be used on client-side created + * peds. * @see https://wiki.multitheftauto.com/wiki/SetPedStat * @param thePed : the ped whose statistic you want to modify. * @param stat : the stat ID. * @param value : the new value of the stat. It must be between 0 and 1000. * @return returns true if the statistic was changed succesfully. returns false if an invalid player - * is specified, if the stat-id/value is out of acceptable range or if the fat or + * is specified, if the stat id/value is out of acceptable range or if the fat or * body_muscle stats are used on non-cj players. * @noSelf */ diff --git a/server/function/player.d.ts b/server/function/player.d.ts index d5bc075..fcf97e8 100644 --- a/server/function/player.d.ts +++ b/server/function/player.d.ts @@ -195,7 +195,7 @@ export declare function getPlayerNametagText(thePlayer: Player): string; /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. * @see https://wiki.multitheftauto.com/wiki/GetPlayerPing * @param thePlayer : The player whose ping you want to determine. * @return returns the ping as an int, or false if the player is invalid. diff --git a/server/function/server.d.ts b/server/function/server.d.ts index 6c3fefb..64e8279 100644 --- a/server/function/server.d.ts +++ b/server/function/server.d.ts @@ -141,7 +141,7 @@ export declare function setServerPassword(thePassword: string): boolean; /** * @see https://wiki.multitheftauto.com/wiki/SetTransferBoxVisible - * @param visible The new visibility state. + * @param visible The new transfer box visibility state. * @return returns true if the visibility was set successfully, false otherwise. * @noSelf */ diff --git a/server/function/utility.d.ts b/server/function/utility.d.ts index c78d46b..70c3078 100644 --- a/server/function/utility.d.ts +++ b/server/function/utility.d.ts @@ -289,7 +289,6 @@ export declare function debugSleep(sleep: number): boolean; * @param options A table with options and other necessary data for the algorithm, as detailed below. * @param callback providing a callback will run this function asynchronously, the arguments to the callback * are the same as the returned values below. - * |20394}} * @return returns the decoded string if successful, false otherwise. if a callback was provided, * the decoded string is argument to the callback. * @noSelf @@ -302,7 +301,8 @@ export declare function decodeString( ): string; /** - * This function will take a reference and returns its Lua element. + * This function will take a reference obtained by the ref function and returns its Lua + * element. * @see https://wiki.multitheftauto.com/wiki/Deref * @param reference The valid reference, which you want to dereference * @return returns mixed if the reference were valid. returns false if the reference were invalid. @@ -319,7 +319,6 @@ export declare function deref(reference: number): any; * @param options A table with options and other necessary data for the algorithm, as detailed below. * @param callback providing a callback will run this function asynchronously, the arguments to the callback * are the same as the returned values below. - * |20394}} * @return * tea * ** encodedstring: the encoded string if successful, false otherwise. if a callback was * provided, true is returned immediately, and the encoded string is passed as an argument @@ -381,15 +380,6 @@ export declare function getColorFromString( theColor: string, ): LuaMultiReturn<[number, number, number, number]>; -/** - * This function is used to get the development mode of the client. For more information see - * setDevelopmentMode - * @see https://wiki.multitheftauto.com/wiki/GetDevelopmentMode - * @return returns true if the development mode is on, false if off. - * @noSelf - */ -export declare function getDevelopmentMode(): boolean; - /** * This function returns the distance between two 2 dimensional points using the pythagorean * theorem. @@ -951,27 +941,6 @@ export declare function removeDebugHook( */ export declare function resetTimer(theTimer: Timer): boolean; -/** - * This function is used to set the development mode. Setting development mode allows access - * to special commands which can assist with script debugging. - * Client-side development mode commands: - * * Client_Commands#showcol|showcol: Enables colshapes to be viewed as a wireframe object. - * * Client_Commands#showsound|showsound: Enables world sound ids to be printed in the debug - * output window. - * Shared development mode functions: - * * debugSleep: Sets the freeze time for the client/server. - * @see https://wiki.multitheftauto.com/wiki/SetDevelopmentMode - * @param enable : A boolean to indicate whether development mode is on (true) or off (false) - * @param enableWeb : A boolean to indicate whether browser debug messages will be filtered (false) or not - * (true) - * @return returns true if the mode was set correctly, false otherwise. - * @noSelf - */ -export declare function setDevelopmentMode( - enable: boolean, - enableWeb?: boolean, -): boolean; - /** * This function sets the maximum http://en.wikipedia.org/wiki/Frame_rate FPS (Frames per * second) that players on the server can run their game at. diff --git a/server/function/vehicle.d.ts b/server/function/vehicle.d.ts index 7896dea..7fbe839 100644 --- a/server/function/vehicle.d.ts +++ b/server/function/vehicle.d.ts @@ -225,16 +225,6 @@ export declare function getTrainPosition(train: Vehicle): number; */ export declare function getTrainSpeed(train: Vehicle): number; -/** - * Gets the track of a train - * @see https://wiki.multitheftauto.com/wiki/GetTrainTrack - * @param train the train of which to get the track. - * @return returns an integer (whole number) that represents the train track, false if there is - * problem with train element. - * @noSelf - */ -export declare function getTrainTrack(train: Vehicle): number; - /** * This function returns the color of the specified vehicle. A vehicle can have up to four * colors. @@ -703,16 +693,13 @@ export declare function getVehicleUpgrades(theVehicle: Vehicle): LuaTable; export declare function getVehicleUpgradeSlotName(slot_upgrade: number): string; /** - * This function gets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function gets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/GetVehicleVariant - * @param theVehicle A handle to the vehicle that you want to get the variant of. - * @return on success: - * * int: an integer for the first vehicle variant see vehicle variants - * * int: an integer for the second vehicle variant see vehicle variants - * on failure: - * * bool: false because the specified vehicle didnt exist + * @param theVehicle The vehicle that you want to get the variant of. + * @return returns 2 int containing the vehicle variants, false otherwise (the specified vehicle + * doesnt exist). * @noSelf */ export declare function getVehicleVariant( @@ -954,16 +941,6 @@ export declare function setTrainPosition( */ export declare function setTrainSpeed(train: Vehicle, speed: number): boolean; -/** - * Sets the track of a train - * @see https://wiki.multitheftauto.com/wiki/SetTrainTrack - * @param train the train of which to set the track - * @param track the track where you want to set the train. It can be 0, 1, 2 or 3. - * @return returns true if the track was set to the train, false otherwise. - * @noSelf - */ -export declare function setTrainTrack(train: Vehicle, track: number): boolean; - /** * This function will set the color of a vehicle using either a RGB format, or the Vehicle * Colors|standard San Andreas color IDs. Vehicles can have up to 4 colors, most of the @@ -1136,6 +1113,8 @@ export declare function setVehicleFuelTankExplodable( * @see https://wiki.multitheftauto.com/wiki/SetVehicleHandling * @param theVehicle The vehicle you wish to set the handling of. * @param property The property you wish to set the handling of the vehicle to. + * Additionally, helicopters are not affected by custom handling. The vehicle-on-wheels + * handling does not affect planes when they are on the ground either.}} * @param value The value of the property you wish to set the handling of the vehicle to. * @return returns true if the handling was set successfully, false otherwise. see below a list of * valid properties and their required values: @@ -1437,18 +1416,15 @@ export declare function setVehicleTurretPosition( ): boolean; /** - * This function sets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function sets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/SetVehicleVariant - * @param theVehicle A handle to the vehicle that you want to get the variant of. - * @param variant1 : An integer for the first variant see Vehicle variants - * @param variant2 : An integer for the second variant see Vehicle variants - * @return on success: - * * bool: returns true as the vehicle variants were successfully set. - * on failure: - * * bool: false because the specified vehicle didnt exist or specified variants were - * invalid. + * @param theVehicle The vehicle that you want to set the variant. + * @param variant1 : An integer for the first variant. See Vehicle variants. + * @param variant2 : An integer for the second variant. See Vehicle variants. + * @return returns true if the vehicle variants were successfully set, false otherwise (the + * specified vehicle doesnt exist or the specified variants are invalid). * @noSelf */ export declare function setVehicleVariant( diff --git a/server/oop/Account.d.ts b/server/oop/Account.d.ts index c32f412..19c28b7 100644 --- a/server/oop/Account.d.ts +++ b/server/oop/Account.d.ts @@ -188,10 +188,8 @@ export class Account { static getAllByData(dataName: string, value: string): LuaTable; /** - * This function returns a table containing all accounts that were logged onto from - * specified IP-address. * @see https://wiki.multitheftauto.com/wiki/GetAccountsByIP - * @param ip The IP to get accounts from + * @param ip The IP to get accounts from. * @return returns table containing the accounts associated with specified ip-address. returns false * if invalid arguments were specified. */ diff --git a/server/oop/ColShape.d.ts b/server/oop/ColShape.d.ts index 637c771..b55da3b 100644 --- a/server/oop/ColShape.d.ts +++ b/server/oop/ColShape.d.ts @@ -52,9 +52,9 @@ export class ColShape extends Element { * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. */ elementsWithin: LuaTable; @@ -311,9 +311,9 @@ export class ColShape extends Element { * This function is used to retrieve a list of all elements in a colshape, of the specified * type. * * For legacy reasons, a colshape created on the client does not collide with elements - * already existing at that location until they first move + * already existing at that location until they first move. * * This function doesnt verify whether elements are in the same dimension and interior, - * additional checks could be implemented manually if they are needed + * additional checks could be implemented manually if they are needed. * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinColShape * @param elemType The type of element you want a list of. This can be any element type, the common ones * being: diff --git a/server/oop/Element.d.ts b/server/oop/Element.d.ts index 4636ac1..9e1af1e 100644 --- a/server/oop/Element.d.ts +++ b/server/oop/Element.d.ts @@ -564,22 +564,24 @@ export class Element { getRotation(rotOrder?: string): Vector3; /** + * This function is used to retrieve a list of all elements of specified type within a range + * of 3D coordinates. * * This function checks if elements are in a box, not in a sphere. * * Z argument isnt in use currently, but make your scripts like it is for future * compatibility reasons. * * This function doesnt work with elements which is created by createElement.}} * @see https://wiki.multitheftauto.com/wiki/GetElementsWithinRange - * @param x the x coordinate at which to retrieve elements - * @param y the y coordinate at which to retrieve elements - * @param z the z coordinate at which to retrieve elements - * @param range the range at the coordinates in which to retrieve elements + * @param x the x coordinate at which to retrieve elements. + * @param y the y coordinate at which to retrieve elements. + * @param z the z coordinate at which to retrieve elements. + * @param range the range at the coordinates in which to retrieve elements. * @param elemType The type of element you want a list of. This can be any element type, such as: - * @param player A player connected to the server - * @param ped A ped - * @param vehicle A vehicle - * @param object An object - * @param pickup A pickup - * @param marker A marker + * @param player A player connected to the server. + * @param ped A ped. + * @param vehicle A vehicle. + * @param object An object. + * @param pickup A pickup. + * @param marker A marker. * @param interior The interior you want to limit the search to. If not specified, it can return elements in * any interior. * @param dimension The dimension you want to limit the search to. If not specified, it can return elements diff --git a/server/oop/Player.d.ts b/server/oop/Player.d.ts index 0a07513..5db001c 100644 --- a/server/oop/Player.d.ts +++ b/server/oop/Player.d.ts @@ -108,7 +108,7 @@ export class Player extends Ped { /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. */ ping: number; @@ -528,7 +528,7 @@ export class Player extends Ped { /** * This function returns the ping of a specified player. The ping is the number of * milliseconds that data takes to travel from the players client to the server or vice - * versa. + * versa. If a player is using a VPN their ping will still be returned correctly. * @see https://wiki.multitheftauto.com/wiki/GetPlayerPing * @return returns the ping as an int, or false if the player is invalid. */ diff --git a/server/oop/Vehicle.d.ts b/server/oop/Vehicle.d.ts index d785039..5fd1e02 100644 --- a/server/oop/Vehicle.d.ts +++ b/server/oop/Vehicle.d.ts @@ -65,11 +65,6 @@ export class Vehicle extends Element { */ trainSpeed: number; - /** - * Gets the track of a train - */ - track: number; - /** * This function returns a table of all the compatible upgrades (or all for a specified * slot, optionally) for a specified vehicle. @@ -353,14 +348,6 @@ export class Vehicle extends Element { */ getSpeed(): number; - /** - * Gets the track of a train - * @see https://wiki.multitheftauto.com/wiki/GetTrainTrack - * @return returns an integer (whole number) that represents the train track, false if there is - * problem with train element. - */ - getTrack(): number; - /** * This function returns the color of the specified vehicle. A vehicle can have up to four * colors. @@ -725,15 +712,12 @@ export class Vehicle extends Element { getUpgrades(): LuaTable; /** - * This function gets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function gets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/GetVehicleVariant - * @return on success: - * * int: an integer for the first vehicle variant see vehicle variants - * * int: an integer for the second vehicle variant see vehicle variants - * on failure: - * * bool: false because the specified vehicle didnt exist + * @return returns 2 int containing the vehicle variants, false otherwise (the specified vehicle + * doesnt exist). */ getVariant(): LuaMultiReturn<[number, number]>; @@ -856,14 +840,6 @@ export class Vehicle extends Element { */ setSpeed(speed: number): boolean; - /** - * Sets the track of a train - * @see https://wiki.multitheftauto.com/wiki/SetTrainTrack - * @param track the track where you want to set the train. It can be 0, 1, 2 or 3. - * @return returns true if the track was set to the train, false otherwise. - */ - setTrack(track: number): boolean; - /** * This function will set the color of a vehicle using either a RGB format, or the Vehicle * Colors|standard San Andreas color IDs. Vehicles can have up to 4 colors, most of the @@ -1168,17 +1144,14 @@ export class Vehicle extends Element { setTurretPosition(vectorized: Vector3): boolean; /** - * This function sets the variant of a specified vehicle. In GTA SA some vehicles are - * different for example the labelling on trucks or the contents of a pick-up truck and the - * varying types of a motor bike. For the default GTA SA variant list see: Vehicle variants + * This function sets the variant of a specified vehicle. In GTA: San Andreas some vehicles + * are different; for example the labelling on trucks or the contents of a pick-up truck and + * the varying types of a motor bike. For the default variant list see: Vehicle variants. * @see https://wiki.multitheftauto.com/wiki/SetVehicleVariant - * @param variant1 : An integer for the first variant see Vehicle variants - * @param variant2 : An integer for the second variant see Vehicle variants - * @return on success: - * * bool: returns true as the vehicle variants were successfully set. - * on failure: - * * bool: false because the specified vehicle didnt exist or specified variants were - * invalid. + * @param variant1 : An integer for the first variant. See Vehicle variants. + * @param variant2 : An integer for the second variant. See Vehicle variants. + * @return returns true if the vehicle variants were successfully set, false otherwise (the + * specified vehicle doesnt exist or the specified variants are invalid). */ setVariant(variant1?: number, variant2?: number): boolean; diff --git a/server/structure.d.ts b/server/structure.d.ts index 42dc2ba..c3f964e 100644 --- a/server/structure.d.ts +++ b/server/structure.d.ts @@ -2,7 +2,7 @@ import { FetchRemoteCallback } from '../shared/utils/callback'; -export type Userdata = any; +export type Userdata = unknown; export type TextItem = Userdata; export type TextDisplay = Userdata; export type Pickup = Userdata; diff --git a/shared/structure.d.ts b/shared/structure.d.ts index a8498a6..e179b38 100644 --- a/shared/structure.d.ts +++ b/shared/structure.d.ts @@ -1,6 +1,6 @@ // TODO: make something with that -export type iterator = any; +export type iterator = unknown; export type HandleFunction = (this: void, ...args: any[]) => any; export type TimerCallbackFunction = (this: void, ...args: any[]) => void;