1848 lines
47 KiB
TypeScript
1848 lines
47 KiB
TypeScript
declare namespace GTA.NaturalMotion {
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class ActivePoseHelper {
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Mask: string;
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UseGravityCompensation: boolean;
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AnimSource: GTA.NaturalMotion.AnimSource;
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constructor(ped: GTA.Ped);
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}
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enum AdaptiveMode {
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NotAdaptive = 0,
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OnlyDirection = 1,
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DirectionAndSpeed = 2,
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DirectionSpeedAndStrength = 3
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}
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class AnimPoseHelper {
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MuscleStiffness: number;
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Stiffness: number;
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Damping: number;
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EffectorMask: string;
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OverideHeadlook: boolean;
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OveridePointArm: boolean;
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OveridePointGun: boolean;
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UseZMPGravityCompensation: boolean;
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GravityCompensation: number;
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MuscleStiffnessLeftArm: number;
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MuscleStiffnessRightArm: number;
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MuscleStiffnessSpine: number;
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MuscleStiffnessLeftLeg: number;
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MuscleStiffnessRightLeg: number;
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StiffnessLeftArm: number;
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StiffnessRightArm: number;
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StiffnessSpine: number;
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StiffnessLeftLeg: number;
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StiffnessRightLeg: number;
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DampingLeftArm: number;
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DampingRightArm: number;
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DampingSpine: number;
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DampingLeftLeg: number;
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DampingRightLeg: number;
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GravCompLeftArm: number;
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GravCompRightArm: number;
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GravCompSpine: number;
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GravCompLeftLeg: number;
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GravCompRightLeg: number;
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ConnectedLeftHand: number;
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ConnectedRightHand: number;
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ConnectedLeftFoot: number;
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ConnectedRightFoot: number;
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AnimSource: GTA.NaturalMotion.AnimSource;
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DampenSideMotionInstanceIndex: number;
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constructor(ped: GTA.Ped);
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}
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enum AnimSource {
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CurrentItems = 0,
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PreviousItems = 1,
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AnimItems = 2
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}
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class ApplyBulletImpulseHelper {
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EqualizeAmount: number;
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PartIndex: number;
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Impulse: GTA.Math.Vector3;
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HitPoint: GTA.Math.Vector3;
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LocalHitPointInfo: boolean;
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ExtraShare: number;
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constructor(ped: GTA.Ped);
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}
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class ApplyImpulseHelper {
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EqualizeAmount: number;
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PartIndex: number;
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Impulse: GTA.Math.Vector3;
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HitPoint: GTA.Math.Vector3;
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LocalHitPointInfo: boolean;
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LocalImpulseInfo: boolean;
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AngularImpulse: boolean;
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constructor(ped: GTA.Ped);
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}
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enum ArmDirection {
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Backwards = -1,
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Adaptive = 0,
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Forwards = 1
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}
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class ArmsWindmillAdaptiveHelper {
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AngSpeed: number;
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BodyStiffness: number;
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Amplitude: number;
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Phase: number;
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ArmStiffness: number;
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LeftElbowAngle: number;
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RightElbowAngle: number;
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Lean1mult: number;
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Lean1offset: number;
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ElbowRate: number;
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ArmDirection: GTA.NaturalMotion.ArmDirection;
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DisableOnImpact: boolean;
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SetBackAngles: boolean;
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UseAngMom: boolean;
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BendLeftElbow: boolean;
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BendRightElbow: boolean;
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Mask: string;
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constructor(ped: GTA.Ped);
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}
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class ArmsWindmillHelper {
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LeftPartID: number;
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LeftRadius1: number;
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LeftRadius2: number;
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LeftSpeed: number;
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LeftNormal: GTA.Math.Vector3;
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LeftCentre: GTA.Math.Vector3;
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RightPartID: number;
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RightRadius1: number;
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RightRadius2: number;
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RightSpeed: number;
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RightNormal: GTA.Math.Vector3;
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RightCentre: GTA.Math.Vector3;
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ShoulderStiffness: number;
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ShoulderDamping: number;
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ElbowStiffness: number;
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ElbowDamping: number;
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LeftElbowMin: number;
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RightElbowMin: number;
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PhaseOffset: number;
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DragReduction: number;
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IKtwist: number;
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AngVelThreshold: number;
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AngVelGain: number;
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MirrorMode: GTA.NaturalMotion.MirrorMode;
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AdaptiveMode: GTA.NaturalMotion.AdaptiveMode;
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ForceSync: boolean;
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UseLeft: boolean;
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UseRight: boolean;
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DisableOnImpact: boolean;
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constructor(ped: GTA.Ped);
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}
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class BalancerCollisionsReactionHelper {
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NumStepsTillSlump: number;
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Stable2SlumpTime: number;
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ExclusionZone: number;
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FootFrictionMultStart: number;
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FootFrictionMultRate: number;
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BackFrictionMultStart: number;
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BackFrictionMultRate: number;
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ImpactLegStiffReduction: number;
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SlumpLegStiffReduction: number;
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SlumpLegStiffRate: number;
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ReactTime: number;
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ImpactExagTime: number;
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GlanceSpinTime: number;
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GlanceSpinMag: number;
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GlanceSpinDecayMult: number;
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IgnoreColWithIndex: number;
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SlumpMode: number;
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ReboundMode: number;
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IgnoreColMassBelow: number;
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ForwardMode: number;
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TimeToForward: number;
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ReboundForce: number;
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BraceWall: boolean;
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IgnoreColVolumeBelow: number;
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FallOverWallDrape: boolean;
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FallOverHighWalls: boolean;
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Snap: boolean;
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SnapMag: number;
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SnapDirectionRandomness: number;
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SnapLeftArm: boolean;
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SnapRightArm: boolean;
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SnapLeftLeg: boolean;
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SnapRightLeg: boolean;
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SnapSpine: boolean;
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SnapNeck: boolean;
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SnapPhasedLegs: boolean;
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SnapHipType: number;
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UnSnapInterval: number;
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UnSnapRatio: number;
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SnapUseTorques: boolean;
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ImpactWeaknessZeroDuration: number;
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ImpactWeaknessRampDuration: number;
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ImpactLoosenessAmount: number;
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ObjectBehindVictim: boolean;
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ObjectBehindVictimPos: GTA.Math.Vector3;
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ObjectBehindVictimNormal: GTA.Math.Vector3;
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constructor(ped: GTA.Ped);
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}
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class BodyBalanceHelper {
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ArmStiffness: number;
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Elbow: number;
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Shoulder: number;
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ArmDamping: number;
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UseHeadLook: boolean;
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HeadLookPos: GTA.Math.Vector3;
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HeadLookInstanceIndex: number;
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SpineStiffness: number;
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SomersaultAngle: number;
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SomersaultAngleThreshold: number;
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SideSomersaultAngle: number;
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SideSomersaultAngleThreshold: number;
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BackwardsAutoTurn: boolean;
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TurnWithBumpRadius: number;
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BackwardsArms: boolean;
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BlendToZeroPose: boolean;
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ArmsOutOnPush: boolean;
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ArmsOutOnPushMultiplier: number;
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ArmsOutOnPushTimeout: number;
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ReturningToBalanceArmsOut: number;
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ArmsOutStraightenElbows: number;
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ArmsOutMinLean2: number;
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SpineDamping: number;
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UseBodyTurn: boolean;
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ElbowAngleOnContact: number;
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BendElbowsTime: number;
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BendElbowsGait: number;
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HipL2ArmL2: number;
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ShoulderL2: number;
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ShoulderL1: number;
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ShoulderTwist: number;
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HeadLookAtVelProb: number;
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TurnOffProb: number;
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Turn2VelProb: number;
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TurnAwayProb: number;
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TurnLeftProb: number;
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TurnRightProb: number;
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Turn2TargetProb: number;
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AngVelMultiplier: GTA.Math.Vector3;
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AngVelThreshold: GTA.Math.Vector3;
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BraceDistance: number;
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TargetPredictionTime: number;
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ReachAbsorbtionTime: number;
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BraceStiffness: number;
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MinBraceTime: number;
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TimeToBackwardsBrace: number;
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HandsDelayMin: number;
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HandsDelayMax: number;
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BraceOffset: number;
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MoveRadius: number;
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MoveAmount: number;
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MoveWhenBracing: boolean;
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constructor(ped: GTA.Ped);
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}
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class BodyFoetalHelper {
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Stiffness: number;
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DampingFactor: number;
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Asymmetry: number;
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RandomSeed: number;
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BackTwist: number;
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Mask: string;
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constructor(ped: GTA.Ped);
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}
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class BodyRelaxHelper {
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Relaxation: number;
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Damping: number;
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Mask: string;
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HoldPose: boolean;
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DisableJointDriving: boolean;
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constructor(ped: GTA.Ped);
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}
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class BodyRollUpHelper {
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Stiffness: number;
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UseArmToSlowDown: number;
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ArmReachAmount: number;
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Mask: string;
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LegPush: number;
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AsymmetricalLegs: number;
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NoRollTimeBeforeSuccess: number;
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RollVelForSuccess: number;
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RollVelLinearContribution: number;
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VelocityScale: number;
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VelocityOffset: number;
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ApplyMinMaxFriction: boolean;
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constructor(ped: GTA.Ped);
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}
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class BodyWritheHelper {
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ArmStiffness: number;
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BackStiffness: number;
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LegStiffness: number;
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ArmDamping: number;
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BackDamping: number;
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LegDamping: number;
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ArmPeriod: number;
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BackPeriod: number;
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LegPeriod: number;
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Mask: string;
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ArmAmplitude: number;
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BackAmplitude: number;
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LegAmplitude: number;
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ElbowAmplitude: number;
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KneeAmplitude: number;
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RollOverFlag: boolean;
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BlendArms: number;
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BlendBack: number;
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BlendLegs: number;
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ApplyStiffness: boolean;
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OnFire: boolean;
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ShoulderLean1: number;
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ShoulderLean2: number;
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Lean1BlendFactor: number;
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Lean2BlendFactor: number;
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RollTorqueScale: number;
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MaxRollOverTime: number;
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RollOverRadius: number;
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constructor(ped: GTA.Ped);
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}
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class BraceForImpactHelper {
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BraceDistance: number;
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TargetPredictionTime: number;
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ReachAbsorbtionTime: number;
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InstanceIndex: number;
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BodyStiffness: number;
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GrabDontLetGo: boolean;
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GrabStrength: number;
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GrabDistance: number;
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GrabReachAngle: number;
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GrabHoldTimer: number;
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MaxGrabCarVelocity: number;
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LegStiffness: number;
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TimeToBackwardsBrace: number;
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Look: GTA.Math.Vector3;
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Pos: GTA.Math.Vector3;
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MinBraceTime: number;
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HandsDelayMin: number;
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HandsDelayMax: number;
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MoveAway: boolean;
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MoveAwayAmount: number;
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MoveAwayLean: number;
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MoveSideways: number;
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BbArms: boolean;
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NewBrace: boolean;
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BraceOnImpact: boolean;
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Roll2Velocity: boolean;
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RollType: number;
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SnapImpacts: boolean;
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SnapImpact: number;
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SnapBonnet: number;
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SnapFloor: number;
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DampVel: boolean;
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DampSpin: number;
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DampUpVel: number;
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DampSpinThresh: number;
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DampUpVelThresh: number;
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GsHelp: boolean;
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GsEndMin: number;
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GsSideMin: number;
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GsSideMax: number;
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GsUpness: number;
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GsCarVelMin: number;
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GsScale1Foot: boolean;
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GsFricScale1: number;
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GsFricMask1: string;
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GsFricScale2: number;
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GsFricMask2: string;
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constructor(ped: GTA.Ped);
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}
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class BuoyancyHelper {
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SurfacePoint: GTA.Math.Vector3;
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SurfaceNormal: GTA.Math.Vector3;
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Buoyancy: number;
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ChestBuoyancy: number;
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Damping: number;
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Righting: boolean;
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RightingStrength: number;
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RightingTime: number;
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constructor(ped: GTA.Ped);
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}
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class CarriedHelper {
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constructor(ped: GTA.Ped);
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}
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class CatchFallHelper {
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TorsoStiffness: number;
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LegsStiffness: number;
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ArmsStiffness: number;
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BackwardsMinArmOffset: number;
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ForwardMaxArmOffset: number;
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ZAxisSpinReduction: number;
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ExtraSit: number;
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UseHeadLook: boolean;
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Mask: string;
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constructor(ped: GTA.Ped);
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}
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class ConfigureBalanceHelper {
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StepHeight: number;
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StepHeightInc4Step: number;
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LegsApartRestep: number;
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LegsTogetherRestep: number;
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LegsApartMax: number;
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TaperKneeStrength: boolean;
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LegStiffness: number;
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LeftLegSwingDamping: number;
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RightLegSwingDamping: number;
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OpposeGravityLegs: number;
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OpposeGravityAnkles: number;
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LeanAcc: number;
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HipLeanAcc: number;
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LeanAccMax: number;
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ResistAcc: number;
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ResistAccMax: number;
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FootSlipCompOnMovingFloor: boolean;
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AnkleEquilibrium: number;
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ExtraFeetApart: number;
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DontStepTime: number;
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BalanceAbortThreshold: number;
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GiveUpHeight: number;
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StepClampScale: number;
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StepClampScaleVariance: number;
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PredictionTimeHip: number;
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PredictionTime: number;
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PredictionTimeVariance: number;
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MaxSteps: number;
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MaxBalanceTime: number;
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ExtraSteps: number;
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ExtraTime: number;
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FallType: GTA.NaturalMotion.FallType;
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FallMult: number;
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FallReduceGravityComp: boolean;
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RampHipPitchOnFail: boolean;
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StableLinSpeedThresh: number;
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StableRotSpeedThresh: number;
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FailMustCollide: boolean;
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IgnoreFailure: boolean;
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ChangeStepTime: number;
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BalanceIndefinitely: boolean;
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MovingFloor: boolean;
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AirborneStep: boolean;
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UseComDirTurnVelThresh: number;
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MinKneeAngle: number;
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FlatterSwingFeet: boolean;
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FlatterStaticFeet: boolean;
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AvoidLeg: boolean;
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AvoidFootWidth: number;
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AvoidFeedback: number;
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LeanAgainstVelocity: number;
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StepDecisionThreshold: number;
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StepIfInSupport: boolean;
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AlwaysStepWithFarthest: boolean;
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StandUp: boolean;
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DepthFudge: number;
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DepthFudgeStagger: number;
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FootFriction: number;
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FootFrictionStagger: number;
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BackwardsLeanCutoff: number;
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GiveUpHeightEnd: number;
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BalanceAbortThresholdEnd: number;
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GiveUpRampDuration: number;
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LeanToAbort: number;
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constructor(ped: GTA.Ped);
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}
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class ConfigureBalanceResetHelper {
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constructor(ped: GTA.Ped);
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}
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class ConfigureBulletsExtraHelper {
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ImpulseSpreadOverParts: boolean;
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ImpulsePeriod: number;
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ImpulseTorqueScale: number;
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LoosenessFix: boolean;
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ImpulseDelay: number;
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TorqueMode: GTA.NaturalMotion.TorqueMode;
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TorqueSpinMode: GTA.NaturalMotion.TorqueSpinMode;
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TorqueFilterMode: GTA.NaturalMotion.TorqueFilterMode;
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TorqueAlwaysSpine3: boolean;
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TorqueDelay: number;
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TorquePeriod: number;
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TorqueGain: number;
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TorqueCutoff: number;
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TorqueReductionPerTick: number;
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LiftGain: number;
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CounterImpulseDelay: number;
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CounterImpulseMag: number;
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CounterAfterMagReached: boolean;
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DoCounterImpulse: boolean;
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CounterImpulse2Hips: number;
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ImpulseNoBalMult: number;
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ImpulseBalStabStart: number;
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ImpulseBalStabEnd: number;
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ImpulseBalStabMult: number;
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ImpulseSpineAngStart: number;
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ImpulseSpineAngEnd: number;
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ImpulseSpineAngMult: number;
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ImpulseVelStart: number;
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ImpulseVelEnd: number;
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ImpulseVelMult: number;
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ImpulseAirMult: number;
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ImpulseAirMultStart: number;
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ImpulseAirMax: number;
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ImpulseAirApplyAbove: number;
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ImpulseAirOn: boolean;
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ImpulseOneLegMult: number;
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ImpulseOneLegMultStart: number;
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ImpulseOneLegMax: number;
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ImpulseOneLegApplyAbove: number;
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ImpulseOneLegOn: boolean;
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RbRatio: number;
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RbLowerShare: number;
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RbMoment: number;
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RbMaxTwistMomentArm: number;
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RbMaxBroomMomentArm: number;
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RbRatioAirborne: number;
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RbMomentAirborne: number;
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RbMaxTwistMomentArmAirborne: number;
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RbMaxBroomMomentArmAirborne: number;
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RbRatioOneLeg: number;
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RbMomentOneLeg: number;
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RbMaxTwistMomentArmOneLeg: number;
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RbMaxBroomMomentArmOneLeg: number;
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RbTwistAxis: GTA.NaturalMotion.RbTwistAxis;
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RbPivot: boolean;
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constructor(ped: GTA.Ped);
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}
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class ConfigureBulletsHelper {
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ImpulseSpreadOverParts: boolean;
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ImpulseLeakageStrengthScaled: boolean;
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ImpulsePeriod: number;
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ImpulseTorqueScale: number;
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LoosenessFix: boolean;
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ImpulseDelay: number;
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ImpulseReductionPerShot: number;
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ImpulseRecovery: number;
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ImpulseMinLeakage: number;
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TorqueMode: GTA.NaturalMotion.TorqueMode;
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TorqueSpinMode: GTA.NaturalMotion.TorqueSpinMode;
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TorqueFilterMode: GTA.NaturalMotion.TorqueFilterMode;
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TorqueAlwaysSpine3: boolean;
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TorqueDelay: number;
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TorquePeriod: number;
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TorqueGain: number;
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TorqueCutoff: number;
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TorqueReductionPerTick: number;
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LiftGain: number;
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CounterImpulseDelay: number;
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CounterImpulseMag: number;
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|
CounterAfterMagReached: boolean;
|
|
DoCounterImpulse: boolean;
|
|
CounterImpulse2Hips: number;
|
|
ImpulseNoBalMult: number;
|
|
ImpulseBalStabStart: number;
|
|
ImpulseBalStabEnd: number;
|
|
ImpulseBalStabMult: number;
|
|
ImpulseSpineAngStart: number;
|
|
ImpulseSpineAngEnd: number;
|
|
ImpulseSpineAngMult: number;
|
|
ImpulseVelStart: number;
|
|
ImpulseVelEnd: number;
|
|
ImpulseVelMult: number;
|
|
ImpulseAirMult: number;
|
|
ImpulseAirMultStart: number;
|
|
ImpulseAirMax: number;
|
|
ImpulseAirApplyAbove: number;
|
|
ImpulseAirOn: boolean;
|
|
ImpulseOneLegMult: number;
|
|
ImpulseOneLegMultStart: number;
|
|
ImpulseOneLegMax: number;
|
|
ImpulseOneLegApplyAbove: number;
|
|
ImpulseOneLegOn: boolean;
|
|
RbRatio: number;
|
|
RbLowerShare: number;
|
|
RbMoment: number;
|
|
RbMaxTwistMomentArm: number;
|
|
RbMaxBroomMomentArm: number;
|
|
RbRatioAirborne: number;
|
|
RbMomentAirborne: number;
|
|
RbMaxTwistMomentArmAirborne: number;
|
|
RbMaxBroomMomentArmAirborne: number;
|
|
RbRatioOneLeg: number;
|
|
RbMomentOneLeg: number;
|
|
RbMaxTwistMomentArmOneLeg: number;
|
|
RbMaxBroomMomentArmOneLeg: number;
|
|
RbTwistAxis: GTA.NaturalMotion.RbTwistAxis;
|
|
RbPivot: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureConstraintsHelper {
|
|
HandCuffs: boolean;
|
|
HandCuffsBehindBack: boolean;
|
|
LegCuffs: boolean;
|
|
RightDominant: boolean;
|
|
PassiveMode: number;
|
|
BespokeBehaviour: boolean;
|
|
Blend2ZeroPose: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureLimitsHelper {
|
|
Mask: string;
|
|
Enable: boolean;
|
|
ToDesired: boolean;
|
|
Restore: boolean;
|
|
ToCurAnimation: boolean;
|
|
Index: number;
|
|
Lean1: number;
|
|
Lean2: number;
|
|
Twist: number;
|
|
Margin: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureSelfAvoidanceHelper {
|
|
UseSelfAvoidance: boolean;
|
|
OverwriteDragReduction: boolean;
|
|
TorsoSwingFraction: number;
|
|
MaxTorsoSwingAngleRad: number;
|
|
SelfAvoidIfInSpineBoundsOnly: boolean;
|
|
SelfAvoidAmount: number;
|
|
OverwriteTwist: boolean;
|
|
UsePolarPathAlgorithm: boolean;
|
|
Radius: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureShotInjuredArmHelper {
|
|
InjuredArmTime: number;
|
|
HipYaw: number;
|
|
HipRoll: number;
|
|
ForceStepExtraHeight: number;
|
|
ForceStep: boolean;
|
|
StepTurn: boolean;
|
|
VelMultiplierStart: number;
|
|
VelMultiplierEnd: number;
|
|
VelForceStep: number;
|
|
VelStepTurn: number;
|
|
VelScales: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureShotInjuredLegHelper {
|
|
TimeBeforeCollapseWoundLeg: number;
|
|
LegInjuryTime: number;
|
|
LegForceStep: boolean;
|
|
LegLimpBend: number;
|
|
LegLiftTime: number;
|
|
LegInjury: number;
|
|
LegInjuryHipPitch: number;
|
|
LegInjuryLiftHipPitch: number;
|
|
LegInjurySpineBend: number;
|
|
LegInjuryLiftSpineBend: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ConfigureSoftLimitHelper {
|
|
Index: number;
|
|
Stiffness: number;
|
|
Damping: number;
|
|
LimitAngle: number;
|
|
ApproachDirection: number;
|
|
VelocityScaled: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class DangleHelper {
|
|
DoGrab: boolean;
|
|
GrabFrequency: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class DefineAttachedObjectHelper {
|
|
PartIndex: number;
|
|
ObjectMass: number;
|
|
WorldPos: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ElectrocuteHelper {
|
|
StunMag: number;
|
|
InitialMult: number;
|
|
LargeMult: number;
|
|
LargeMinTime: number;
|
|
LargeMaxTime: number;
|
|
MovingMult: number;
|
|
BalancingMult: number;
|
|
AirborneMult: number;
|
|
MovingThresh: number;
|
|
StunInterval: number;
|
|
DirectionRandomness: number;
|
|
LeftArm: boolean;
|
|
RightArm: boolean;
|
|
LeftLeg: boolean;
|
|
RightLeg: boolean;
|
|
Spine: boolean;
|
|
Neck: boolean;
|
|
PhasedLegs: boolean;
|
|
ApplyStiffness: boolean;
|
|
UseTorques: boolean;
|
|
HipType: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class Euphoria {
|
|
readonly ActivePose: GTA.NaturalMotion.ActivePoseHelper;
|
|
readonly ApplyImpulse: GTA.NaturalMotion.ApplyImpulseHelper;
|
|
readonly ApplyBulletImpulse: GTA.NaturalMotion.ApplyBulletImpulseHelper;
|
|
readonly BodyRelax: GTA.NaturalMotion.BodyRelaxHelper;
|
|
readonly ConfigureBalance: GTA.NaturalMotion.ConfigureBalanceHelper;
|
|
readonly ConfigureBalanceReset: GTA.NaturalMotion.ConfigureBalanceResetHelper;
|
|
readonly ConfigureSelfAvoidance: GTA.NaturalMotion.ConfigureSelfAvoidanceHelper;
|
|
readonly ConfigureBullets: GTA.NaturalMotion.ConfigureBulletsHelper;
|
|
readonly ConfigureBulletsExtra: GTA.NaturalMotion.ConfigureBulletsExtraHelper;
|
|
readonly ConfigureLimits: GTA.NaturalMotion.ConfigureLimitsHelper;
|
|
readonly ConfigureSoftLimit: GTA.NaturalMotion.ConfigureSoftLimitHelper;
|
|
readonly ConfigureShotInjuredArm: GTA.NaturalMotion.ConfigureShotInjuredArmHelper;
|
|
readonly ConfigureShotInjuredLeg: GTA.NaturalMotion.ConfigureShotInjuredLegHelper;
|
|
readonly DefineAttachedObject: GTA.NaturalMotion.DefineAttachedObjectHelper;
|
|
readonly ForceToBodyPart: GTA.NaturalMotion.ForceToBodyPartHelper;
|
|
readonly LeanInDirection: GTA.NaturalMotion.LeanInDirectionHelper;
|
|
readonly LeanRandom: GTA.NaturalMotion.LeanRandomHelper;
|
|
readonly LeanToPosition: GTA.NaturalMotion.LeanToPositionHelper;
|
|
readonly LeanTowardsObject: GTA.NaturalMotion.LeanTowardsObjectHelper;
|
|
readonly HipsLeanInDirection: GTA.NaturalMotion.HipsLeanInDirectionHelper;
|
|
readonly HipsLeanRandom: GTA.NaturalMotion.HipsLeanRandomHelper;
|
|
readonly HipsLeanToPosition: GTA.NaturalMotion.HipsLeanToPositionHelper;
|
|
readonly HipsLeanTowardsObject: GTA.NaturalMotion.HipsLeanTowardsObjectHelper;
|
|
readonly ForceLeanInDirection: GTA.NaturalMotion.ForceLeanInDirectionHelper;
|
|
readonly ForceLeanRandom: GTA.NaturalMotion.ForceLeanRandomHelper;
|
|
readonly ForceLeanToPosition: GTA.NaturalMotion.ForceLeanToPositionHelper;
|
|
readonly ForceLeanTowardsObject: GTA.NaturalMotion.ForceLeanTowardsObjectHelper;
|
|
readonly SetStiffness: GTA.NaturalMotion.SetStiffnessHelper;
|
|
readonly SetMuscleStiffness: GTA.NaturalMotion.SetMuscleStiffnessHelper;
|
|
readonly SetWeaponMode: GTA.NaturalMotion.SetWeaponModeHelper;
|
|
readonly RegisterWeapon: GTA.NaturalMotion.RegisterWeaponHelper;
|
|
readonly ShotRelax: GTA.NaturalMotion.ShotRelaxHelper;
|
|
readonly FireWeapon: GTA.NaturalMotion.FireWeaponHelper;
|
|
readonly ConfigureConstraints: GTA.NaturalMotion.ConfigureConstraintsHelper;
|
|
readonly StayUpright: GTA.NaturalMotion.StayUprightHelper;
|
|
readonly StopAllBehaviours: GTA.NaturalMotion.StopAllBehavioursHelper;
|
|
readonly SetCharacterStrength: GTA.NaturalMotion.SetCharacterStrengthHelper;
|
|
readonly SetCharacterHealth: GTA.NaturalMotion.SetCharacterHealthHelper;
|
|
readonly SetFallingReaction: GTA.NaturalMotion.SetFallingReactionHelper;
|
|
readonly SetCharacterUnderwater: GTA.NaturalMotion.SetCharacterUnderwaterHelper;
|
|
readonly SetCharacterCollisions: GTA.NaturalMotion.SetCharacterCollisionsHelper;
|
|
readonly SetCharacterDamping: GTA.NaturalMotion.SetCharacterDampingHelper;
|
|
readonly SetFrictionScale: GTA.NaturalMotion.SetFrictionScaleHelper;
|
|
readonly AnimPose: GTA.NaturalMotion.AnimPoseHelper;
|
|
readonly ArmsWindmill: GTA.NaturalMotion.ArmsWindmillHelper;
|
|
readonly ArmsWindmillAdaptive: GTA.NaturalMotion.ArmsWindmillAdaptiveHelper;
|
|
readonly BalancerCollisionsReaction: GTA.NaturalMotion.BalancerCollisionsReactionHelper;
|
|
readonly BodyBalance: GTA.NaturalMotion.BodyBalanceHelper;
|
|
readonly BodyFoetal: GTA.NaturalMotion.BodyFoetalHelper;
|
|
readonly BodyRollUp: GTA.NaturalMotion.BodyRollUpHelper;
|
|
readonly BodyWrithe: GTA.NaturalMotion.BodyWritheHelper;
|
|
readonly BraceForImpact: GTA.NaturalMotion.BraceForImpactHelper;
|
|
readonly Buoyancy: GTA.NaturalMotion.BuoyancyHelper;
|
|
readonly CatchFall: GTA.NaturalMotion.CatchFallHelper;
|
|
readonly Electrocute: GTA.NaturalMotion.ElectrocuteHelper;
|
|
readonly FallOverWall: GTA.NaturalMotion.FallOverWallHelper;
|
|
readonly Grab: GTA.NaturalMotion.GrabHelper;
|
|
readonly HeadLook: GTA.NaturalMotion.HeadLookHelper;
|
|
readonly HighFall: GTA.NaturalMotion.HighFallHelper;
|
|
readonly IncomingTransforms: GTA.NaturalMotion.IncomingTransformsHelper;
|
|
readonly InjuredOnGround: GTA.NaturalMotion.InjuredOnGroundHelper;
|
|
readonly Carried: GTA.NaturalMotion.CarriedHelper;
|
|
readonly Dangle: GTA.NaturalMotion.DangleHelper;
|
|
readonly OnFire: GTA.NaturalMotion.OnFireHelper;
|
|
readonly PedalLegs: GTA.NaturalMotion.PedalLegsHelper;
|
|
readonly PointArm: GTA.NaturalMotion.PointArmHelper;
|
|
readonly PointGun: GTA.NaturalMotion.PointGunHelper;
|
|
readonly PointGunExtra: GTA.NaturalMotion.PointGunExtraHelper;
|
|
readonly RollDownStairs: GTA.NaturalMotion.RollDownStairsHelper;
|
|
readonly Shot: GTA.NaturalMotion.ShotHelper;
|
|
readonly ShotNewBullet: GTA.NaturalMotion.ShotNewBulletHelper;
|
|
readonly ShotSnap: GTA.NaturalMotion.ShotSnapHelper;
|
|
readonly ShotShockSpin: GTA.NaturalMotion.ShotShockSpinHelper;
|
|
readonly ShotFallToKnees: GTA.NaturalMotion.ShotFallToKneesHelper;
|
|
readonly ShotFromBehind: GTA.NaturalMotion.ShotFromBehindHelper;
|
|
readonly ShotInGuts: GTA.NaturalMotion.ShotInGutsHelper;
|
|
readonly ShotHeadLook: GTA.NaturalMotion.ShotHeadLookHelper;
|
|
readonly ShotConfigureArms: GTA.NaturalMotion.ShotConfigureArmsHelper;
|
|
readonly SmartFall: GTA.NaturalMotion.SmartFallHelper;
|
|
readonly StaggerFall: GTA.NaturalMotion.StaggerFallHelper;
|
|
readonly Teeter: GTA.NaturalMotion.TeeterHelper;
|
|
readonly UpperBodyFlinch: GTA.NaturalMotion.UpperBodyFlinchHelper;
|
|
readonly Yanked: GTA.NaturalMotion.YankedHelper;
|
|
}
|
|
|
|
class FallOverWallHelper {
|
|
BodyStiffness: number;
|
|
Damping: number;
|
|
MagOfForce: number;
|
|
MaxDistanceFromPelToHitPoint: number;
|
|
MaxForceDist: number;
|
|
StepExclusionZone: number;
|
|
MinLegHeight: number;
|
|
BodyTwist: number;
|
|
MaxTwist: number;
|
|
FallOverWallEndA: GTA.Math.Vector3;
|
|
FallOverWallEndB: GTA.Math.Vector3;
|
|
ForceAngleAbort: number;
|
|
ForceTimeOut: number;
|
|
MoveArms: boolean;
|
|
MoveLegs: boolean;
|
|
BendSpine: boolean;
|
|
AngleDirWithWallNormal: number;
|
|
LeaningAngleThreshold: number;
|
|
MaxAngVel: number;
|
|
AdaptForcesToLowWall: boolean;
|
|
MaxWallHeight: number;
|
|
DistanceToSendSuccessMessage: number;
|
|
RollingBackThr: number;
|
|
RollingPotential: number;
|
|
UseArmIK: boolean;
|
|
ReachDistanceFromHitPoint: number;
|
|
MinReachDistanceFromHitPoint: number;
|
|
AngleTotallyBack: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum FallType {
|
|
RampDownStiffness = 0,
|
|
DontChangeStep = 1,
|
|
ForceBalance = 2,
|
|
Slump = 3
|
|
}
|
|
|
|
class FireWeaponHelper {
|
|
FiredWeaponStrength: number;
|
|
GunHandEnum: GTA.NaturalMotion.Hand;
|
|
ApplyFireGunForceAtClavicle: boolean;
|
|
InhibitTime: number;
|
|
Direction: GTA.Math.Vector3;
|
|
Split: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ForceLeanInDirectionHelper {
|
|
LeanAmount: number;
|
|
Dir: GTA.Math.Vector3;
|
|
BodyPart: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ForceLeanRandomHelper {
|
|
LeanAmountMin: number;
|
|
LeanAmountMax: number;
|
|
ChangeTimeMin: number;
|
|
ChangeTimeMax: number;
|
|
BodyPart: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ForceLeanToPositionHelper {
|
|
LeanAmount: number;
|
|
Pos: GTA.Math.Vector3;
|
|
BodyPart: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ForceLeanTowardsObjectHelper {
|
|
LeanAmount: number;
|
|
Offset: GTA.Math.Vector3;
|
|
InstanceIndex: number;
|
|
BoundIndex: number;
|
|
BodyPart: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ForceToBodyPartHelper {
|
|
PartIndex: number;
|
|
Force: GTA.Math.Vector3;
|
|
ForceDefinedInPartSpace: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class GrabHelper {
|
|
UseLeft: boolean;
|
|
UseRight: boolean;
|
|
DropWeaponIfNecessary: boolean;
|
|
DropWeaponDistance: number;
|
|
GrabStrength: number;
|
|
StickyHands: number;
|
|
TurnToTarget: GTA.NaturalMotion.TurnType;
|
|
GrabHoldMaxTimer: number;
|
|
PullUpTime: number;
|
|
PullUpStrengthRight: number;
|
|
PullUpStrengthLeft: number;
|
|
Pos1: GTA.Math.Vector3;
|
|
Pos2: GTA.Math.Vector3;
|
|
Pos3: GTA.Math.Vector3;
|
|
Pos4: GTA.Math.Vector3;
|
|
NormalR: GTA.Math.Vector3;
|
|
NormalL: GTA.Math.Vector3;
|
|
NormalR2: GTA.Math.Vector3;
|
|
NormalL2: GTA.Math.Vector3;
|
|
HandsCollide: boolean;
|
|
JustBrace: boolean;
|
|
UseLineGrab: boolean;
|
|
PointsX4grab: boolean;
|
|
FromEA: boolean;
|
|
SurfaceGrab: boolean;
|
|
InstanceIndex: number;
|
|
InstancePartIndex: number;
|
|
DontLetGo: boolean;
|
|
BodyStiffness: number;
|
|
ReachAngle: number;
|
|
OneSideReachAngle: number;
|
|
GrabDistance: number;
|
|
Move2Radius: number;
|
|
ArmStiffness: number;
|
|
MaxReachDistance: number;
|
|
OrientationConstraintScale: number;
|
|
MaxWristAngle: number;
|
|
UseHeadLookToTarget: boolean;
|
|
LookAtGrab: boolean;
|
|
TargetForHeadLook: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum Hand {
|
|
Left = 0,
|
|
Right = 1
|
|
}
|
|
|
|
class HeadLookHelper {
|
|
Damping: number;
|
|
Stiffness: number;
|
|
InstanceIndex: number;
|
|
Vel: GTA.Math.Vector3;
|
|
Pos: GTA.Math.Vector3;
|
|
AlwaysLook: boolean;
|
|
EyesHorizontal: boolean;
|
|
AlwaysEyesHorizontal: boolean;
|
|
KeepHeadAwayFromGround: boolean;
|
|
TwistSpine: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class HighFallHelper {
|
|
BodyStiffness: number;
|
|
Bodydamping: number;
|
|
Catchfalltime: number;
|
|
CrashOrLandCutOff: number;
|
|
PdStrength: number;
|
|
PdDamping: number;
|
|
ArmAngSpeed: number;
|
|
ArmAmplitude: number;
|
|
ArmPhase: number;
|
|
ArmBendElbows: boolean;
|
|
LegRadius: number;
|
|
LegAngSpeed: number;
|
|
LegAsymmetry: number;
|
|
Arms2LegsPhase: number;
|
|
Arms2LegsSync: GTA.NaturalMotion.Synchroisation;
|
|
ArmsUp: number;
|
|
OrientateBodyToFallDirection: boolean;
|
|
OrientateTwist: boolean;
|
|
OrientateMax: number;
|
|
AlanRickman: boolean;
|
|
FowardRoll: boolean;
|
|
UseZeroPose_withFowardRoll: boolean;
|
|
AimAngleBase: number;
|
|
FowardVelRotation: number;
|
|
FootVelCompScale: number;
|
|
SideD: number;
|
|
FowardOffsetOfLegIK: number;
|
|
LegL: number;
|
|
CatchFallCutOff: number;
|
|
LegStrength: number;
|
|
Balance: boolean;
|
|
IgnorWorldCollisions: boolean;
|
|
AdaptiveCircling: boolean;
|
|
Hula: boolean;
|
|
MaxSpeedForRecoverableFall: number;
|
|
MinSpeedForBrace: number;
|
|
LandingNormal: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class HipsLeanInDirectionHelper {
|
|
LeanAmount: number;
|
|
Dir: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class HipsLeanRandomHelper {
|
|
LeanAmountMin: number;
|
|
LeanAmountMax: number;
|
|
ChangeTimeMin: number;
|
|
ChangeTimeMax: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class HipsLeanToPositionHelper {
|
|
LeanAmount: number;
|
|
Pos: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class HipsLeanTowardsObjectHelper {
|
|
LeanAmount: number;
|
|
Offset: GTA.Math.Vector3;
|
|
InstanceIndex: number;
|
|
BoundIndex: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class IncomingTransformsHelper {
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class InjuredOnGroundHelper {
|
|
NumInjuries: number;
|
|
Injury1Component: number;
|
|
Injury2Component: number;
|
|
Injury1LocalPosition: GTA.Math.Vector3;
|
|
Injury2LocalPosition: GTA.Math.Vector3;
|
|
Injury1LocalNormal: GTA.Math.Vector3;
|
|
Injury2LocalNormal: GTA.Math.Vector3;
|
|
AttackerPos: GTA.Math.Vector3;
|
|
DontReachWithLeft: boolean;
|
|
DontReachWithRight: boolean;
|
|
StrongRollForce: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class LeanInDirectionHelper {
|
|
LeanAmount: number;
|
|
Dir: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class LeanRandomHelper {
|
|
LeanAmountMin: number;
|
|
LeanAmountMax: number;
|
|
ChangeTimeMin: number;
|
|
ChangeTimeMax: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class LeanToPositionHelper {
|
|
LeanAmount: number;
|
|
Pos: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class LeanTowardsObjectHelper {
|
|
LeanAmount: number;
|
|
Offset: GTA.Math.Vector3;
|
|
InstanceIndex: number;
|
|
BoundIndex: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum MirrorMode {
|
|
Independant = 0,
|
|
Mirrored = 1,
|
|
Parallel = 2
|
|
}
|
|
|
|
class OnFireHelper {
|
|
StaggerTime: number;
|
|
StaggerLeanRate: number;
|
|
StumbleMaxLeanBack: number;
|
|
StumbleMaxLeanForward: number;
|
|
ArmsWindmillWritheBlend: number;
|
|
SpineStumbleWritheBlend: number;
|
|
LegsStumbleWritheBlend: number;
|
|
ArmsPoseWritheBlend: number;
|
|
SpinePoseWritheBlend: number;
|
|
LegsPoseWritheBlend: number;
|
|
RollOverFlag: boolean;
|
|
RollTorqueScale: number;
|
|
PredictTime: number;
|
|
MaxRollOverTime: number;
|
|
RollOverRadius: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class PedalLegsHelper {
|
|
PedalLeftLeg: boolean;
|
|
PedalRightLeg: boolean;
|
|
BackPedal: boolean;
|
|
Radius: number;
|
|
AngularSpeed: number;
|
|
LegStiffness: number;
|
|
PedalOffset: number;
|
|
RandomSeed: number;
|
|
SpeedAsymmetry: number;
|
|
AdaptivePedal4Dragging: boolean;
|
|
AngSpeedMultiplier4Dragging: number;
|
|
RadiusVariance: number;
|
|
LegAngleVariance: number;
|
|
CentreSideways: number;
|
|
CentreForwards: number;
|
|
CentreUp: number;
|
|
Ellipse: number;
|
|
DragReduction: number;
|
|
Spread: number;
|
|
Hula: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class PointArmHelper {
|
|
TargetLeft: GTA.Math.Vector3;
|
|
TwistLeft: number;
|
|
ArmStraightnessLeft: number;
|
|
UseLeftArm: boolean;
|
|
ArmStiffnessLeft: number;
|
|
ArmDampingLeft: number;
|
|
InstanceIndexLeft: number;
|
|
PointSwingLimitLeft: number;
|
|
UseZeroPoseWhenNotPointingLeft: boolean;
|
|
TargetRight: GTA.Math.Vector3;
|
|
TwistRight: number;
|
|
ArmStraightnessRight: number;
|
|
UseRightArm: boolean;
|
|
ArmStiffnessRight: number;
|
|
ArmDampingRight: number;
|
|
InstanceIndexRight: number;
|
|
PointSwingLimitRight: number;
|
|
UseZeroPoseWhenNotPointingRight: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class PointGunExtraHelper {
|
|
ConstraintStrength: number;
|
|
ConstraintThresh: number;
|
|
WeaponMask: number;
|
|
TimeWarpActive: boolean;
|
|
TimeWarpStrengthScale: number;
|
|
OriStiff: number;
|
|
OriDamp: number;
|
|
PosStiff: number;
|
|
PosDamp: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class PointGunHelper {
|
|
EnableRight: boolean;
|
|
EnableLeft: boolean;
|
|
LeftHandTarget: GTA.Math.Vector3;
|
|
LeftHandTargetIndex: number;
|
|
RightHandTarget: GTA.Math.Vector3;
|
|
RightHandTargetIndex: number;
|
|
LeadTarget: number;
|
|
ArmStiffness: number;
|
|
ArmStiffnessDetSupport: number;
|
|
ArmDamping: number;
|
|
GravityOpposition: number;
|
|
GravOppDetachedSupport: number;
|
|
MassMultDetachedSupport: number;
|
|
AllowShotLooseness: boolean;
|
|
ClavicleBlend: number;
|
|
ElbowAttitude: number;
|
|
SupportConstraint: number;
|
|
ConstraintMinDistance: number;
|
|
MakeConstraintDistance: number;
|
|
ReduceConstraintLengthVel: number;
|
|
BreakingStrength: number;
|
|
BrokenSupportTime: number;
|
|
BrokenToSideProb: number;
|
|
ConnectAfter: number;
|
|
ConnectFor: number;
|
|
OneHandedPointing: number;
|
|
AlwaysSupport: boolean;
|
|
PoseUnusedGunArm: boolean;
|
|
PoseUnusedSupportArm: boolean;
|
|
PoseUnusedOtherArm: boolean;
|
|
MaxAngleAcross: number;
|
|
MaxAngleAway: number;
|
|
FallingLimits: number;
|
|
AcrossLimit: number;
|
|
AwayLimit: number;
|
|
UpLimit: number;
|
|
DownLimit: number;
|
|
RifleFall: number;
|
|
FallingSupport: number;
|
|
FallingTypeSupport: number;
|
|
PistolNeutralType: number;
|
|
NeutralPoint4Pistols: boolean;
|
|
NeutralPoint4Rifle: boolean;
|
|
CheckNeutralPoint: boolean;
|
|
Point2Side: GTA.Math.Vector3;
|
|
Add2WeaponDistSide: number;
|
|
Point2Connect: GTA.Math.Vector3;
|
|
Add2WeaponDistConnect: number;
|
|
UsePistolIK: boolean;
|
|
UseSpineTwist: boolean;
|
|
UseTurnToTarget: boolean;
|
|
UseHeadLook: boolean;
|
|
ErrorThreshold: number;
|
|
FireWeaponRelaxTime: number;
|
|
FireWeaponRelaxAmount: number;
|
|
FireWeaponRelaxDistance: number;
|
|
UseIncomingTransforms: boolean;
|
|
MeasureParentOffset: boolean;
|
|
LeftHandParentOffset: GTA.Math.Vector3;
|
|
LeftHandParentEffector: number;
|
|
RightHandParentOffset: GTA.Math.Vector3;
|
|
RightHandParentEffector: number;
|
|
PrimaryHandWeaponDistance: number;
|
|
ConstrainRifle: boolean;
|
|
RifleConstraintMinDistance: number;
|
|
DisableArmCollisions: boolean;
|
|
DisableRifleCollisions: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum RbTwistAxis {
|
|
WorldUp = 0,
|
|
CharacterComUp = 1
|
|
}
|
|
|
|
class RegisterWeaponHelper {
|
|
Hand: GTA.NaturalMotion.Hand;
|
|
LevelIndex: number;
|
|
ConstraintHandle: number;
|
|
GunToHandA: GTA.Math.Vector3;
|
|
GunToHandB: GTA.Math.Vector3;
|
|
GunToHandC: GTA.Math.Vector3;
|
|
GunToHandD: GTA.Math.Vector3;
|
|
GunToMuzzleInGun: GTA.Math.Vector3;
|
|
GunToButtInGun: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class RollDownStairsHelper {
|
|
Stiffness: number;
|
|
Damping: number;
|
|
Forcemag: number;
|
|
M_useArmToSlowDown: number;
|
|
UseZeroPose: boolean;
|
|
SpinWhenInAir: boolean;
|
|
M_armReachAmount: number;
|
|
M_legPush: number;
|
|
TryToAvoidHeadButtingGround: boolean;
|
|
ArmReachLength: number;
|
|
CustomRollDir: GTA.Math.Vector3;
|
|
UseCustomRollDir: boolean;
|
|
StiffnessDecayTarget: number;
|
|
StiffnessDecayTime: number;
|
|
AsymmetricalLegs: number;
|
|
ZAxisSpinReduction: number;
|
|
TargetLinearVelocityDecayTime: number;
|
|
TargetLinearVelocity: number;
|
|
OnlyApplyHelperForces: boolean;
|
|
UseVelocityOfObjectBelow: boolean;
|
|
UseRelativeVelocity: boolean;
|
|
ApplyFoetalToLegs: boolean;
|
|
MovementLegsInFoetalPosition: number;
|
|
MaxAngVelAroundFrontwardAxis: number;
|
|
MinAngVel: number;
|
|
ApplyNewRollingCheatingTorques: boolean;
|
|
MaxAngVel: number;
|
|
MagOfTorqueToRoll: number;
|
|
ApplyHelPerTorqueToAlign: boolean;
|
|
DelayToAlignBody: number;
|
|
MagOfTorqueToAlign: number;
|
|
AirborneReduction: number;
|
|
ApplyMinMaxFriction: boolean;
|
|
LimitSpinReduction: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetCharacterCollisionsHelper {
|
|
Spin: number;
|
|
MaxVelocity: number;
|
|
ApplyToAll: boolean;
|
|
ApplyToSpine: boolean;
|
|
ApplyToThighs: boolean;
|
|
ApplyToClavicles: boolean;
|
|
ApplyToUpperArms: boolean;
|
|
FootSlip: boolean;
|
|
VehicleClass: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetCharacterDampingHelper {
|
|
SomersaultThresh: number;
|
|
SomersaultDamp: number;
|
|
CartwheelThresh: number;
|
|
CartwheelDamp: number;
|
|
VehicleCollisionTime: number;
|
|
V2: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetCharacterHealthHelper {
|
|
CharacterHealth: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetCharacterStrengthHelper {
|
|
CharacterStrength: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetCharacterUnderwaterHelper {
|
|
Underwater: boolean;
|
|
Viscosity: number;
|
|
GravityFactor: number;
|
|
Stroke: number;
|
|
LinearStroke: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetFallingReactionHelper {
|
|
HandsAndKnees: boolean;
|
|
CallRDS: boolean;
|
|
ComVelRDSThresh: number;
|
|
ResistRolling: boolean;
|
|
ArmReduceSpeed: number;
|
|
ReachLengthMultiplier: number;
|
|
InhibitRollingTime: number;
|
|
ChangeFrictionTime: number;
|
|
GroundFriction: number;
|
|
FrictionMin: number;
|
|
FrictionMax: number;
|
|
StopOnSlopes: boolean;
|
|
StopManual: number;
|
|
StoppedStrengthDecay: number;
|
|
SpineLean1Offset: number;
|
|
RiflePose: boolean;
|
|
HkHeadAvoid: boolean;
|
|
AntiPropClav: boolean;
|
|
AntiPropWeak: boolean;
|
|
HeadAsWeakAsArms: boolean;
|
|
SuccessStrength: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetFrictionScaleHelper {
|
|
Scale: number;
|
|
GlobalMin: number;
|
|
GlobalMax: number;
|
|
Mask: string;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetMuscleStiffnessHelper {
|
|
MuscleStiffness: number;
|
|
Mask: string;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetStiffnessHelper {
|
|
BodyStiffness: number;
|
|
Damping: number;
|
|
Mask: string;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SetWeaponModeHelper {
|
|
WeaponMode: GTA.NaturalMotion.WeaponMode;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotConfigureArmsHelper {
|
|
Brace: boolean;
|
|
PointGun: boolean;
|
|
UseArmsWindmill: boolean;
|
|
ReleaseWound: number;
|
|
ReachFalling: number;
|
|
ReachFallingWithOneHand: number;
|
|
ReachOnFloor: number;
|
|
AlwaysReachTime: number;
|
|
AWSpeedMult: number;
|
|
AWRadiusMult: number;
|
|
AWStiffnessAdd: number;
|
|
ReachWithOneHand: number;
|
|
AllowLeftPistolRFW: boolean;
|
|
AllowRightPistolRFW: boolean;
|
|
RfwWithPistol: boolean;
|
|
Fling2: boolean;
|
|
Fling2Left: boolean;
|
|
Fling2Right: boolean;
|
|
Fling2OverrideStagger: boolean;
|
|
Fling2TimeBefore: number;
|
|
Fling2Time: number;
|
|
Fling2MStiffL: number;
|
|
Fling2MStiffR: number;
|
|
Fling2RelaxTimeL: number;
|
|
Fling2RelaxTimeR: number;
|
|
Fling2AngleMinL: number;
|
|
Fling2AngleMaxL: number;
|
|
Fling2AngleMinR: number;
|
|
Fling2AngleMaxR: number;
|
|
Fling2LengthMinL: number;
|
|
Fling2LengthMaxL: number;
|
|
Fling2LengthMinR: number;
|
|
Fling2LengthMaxR: number;
|
|
Bust: boolean;
|
|
BustElbowLift: number;
|
|
CupSize: number;
|
|
CupBust: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotFallToKneesHelper {
|
|
FallToKnees: boolean;
|
|
FtkAlwaysChangeFall: boolean;
|
|
FtkBalanceTime: number;
|
|
FtkHelperForce: number;
|
|
FtkHelperForceOnSpine: boolean;
|
|
FtkLeanHelp: number;
|
|
FtkSpineBend: number;
|
|
FtkStiffSpine: boolean;
|
|
FtkImpactLooseness: number;
|
|
FtkImpactLoosenessTime: number;
|
|
FtkBendRate: number;
|
|
FtkHipBlend: number;
|
|
FtkLungeProb: number;
|
|
FtkKneeSpin: boolean;
|
|
FtkFricMult: number;
|
|
FtkHipAngleFall: number;
|
|
FtkPitchForwards: number;
|
|
FtkPitchBackwards: number;
|
|
FtkFallBelowStab: number;
|
|
FtkBalanceAbortThreshold: number;
|
|
FtkOnKneesArmType: number;
|
|
FtkReleaseReachForWound: number;
|
|
FtkReachForWound: boolean;
|
|
FtkReleasePointGun: boolean;
|
|
FtkFailMustCollide: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotFromBehindHelper {
|
|
ShotFromBehind: boolean;
|
|
SfbSpineAmount: number;
|
|
SfbNeckAmount: number;
|
|
SfbHipAmount: number;
|
|
SfbKneeAmount: number;
|
|
SfbPeriod: number;
|
|
SfbForceBalancePeriod: number;
|
|
SfbArmsOnset: number;
|
|
SfbKneesOnset: number;
|
|
SfbNoiseGain: number;
|
|
SfbIgnoreFail: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotHeadLookHelper {
|
|
UseHeadLook: boolean;
|
|
HeadLook: GTA.Math.Vector3;
|
|
HeadLookAtWoundMinTimer: number;
|
|
HeadLookAtWoundMaxTimer: number;
|
|
HeadLookAtHeadPosMaxTimer: number;
|
|
HeadLookAtHeadPosMinTimer: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotHelper {
|
|
BodyStiffness: number;
|
|
SpineDamping: number;
|
|
ArmStiffness: number;
|
|
InitialNeckStiffness: number;
|
|
InitialNeckDamping: number;
|
|
NeckStiffness: number;
|
|
NeckDamping: number;
|
|
KMultOnLoose: number;
|
|
KMult4Legs: number;
|
|
LoosenessAmount: number;
|
|
Looseness4Fall: number;
|
|
Looseness4Stagger: number;
|
|
MinArmsLooseness: number;
|
|
MinLegsLooseness: number;
|
|
GrabHoldTime: number;
|
|
SpineBlendExagCPain: boolean;
|
|
SpineBlendZero: number;
|
|
BulletProofVest: boolean;
|
|
AlwaysResetLooseness: boolean;
|
|
AlwaysResetNeckLooseness: boolean;
|
|
AngVelScale: number;
|
|
AngVelScaleMask: string;
|
|
FlingWidth: number;
|
|
FlingTime: number;
|
|
TimeBeforeReachForWound: number;
|
|
ExagDuration: number;
|
|
ExagMag: number;
|
|
ExagTwistMag: number;
|
|
ExagSmooth2Zero: number;
|
|
ExagZeroTime: number;
|
|
CpainSmooth2Time: number;
|
|
CpainDuration: number;
|
|
CpainMag: number;
|
|
CpainTwistMag: number;
|
|
CpainSmooth2Zero: number;
|
|
Crouching: boolean;
|
|
ChickenArms: boolean;
|
|
ReachForWound: boolean;
|
|
Fling: boolean;
|
|
AllowInjuredArm: boolean;
|
|
AllowInjuredLeg: boolean;
|
|
AllowInjuredLowerLegReach: boolean;
|
|
AllowInjuredThighReach: boolean;
|
|
StableHandsAndNeck: boolean;
|
|
Melee: boolean;
|
|
FallingReaction: number;
|
|
UseExtendedCatchFall: boolean;
|
|
InitialWeaknessZeroDuration: number;
|
|
InitialWeaknessRampDuration: number;
|
|
InitialNeckDuration: number;
|
|
InitialNeckRampDuration: number;
|
|
UseCStrModulation: boolean;
|
|
CStrUpperMin: number;
|
|
CStrUpperMax: number;
|
|
CStrLowerMin: number;
|
|
CStrLowerMax: number;
|
|
DeathTime: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotInGutsHelper {
|
|
ShotInGuts: boolean;
|
|
SigSpineAmount: number;
|
|
SigNeckAmount: number;
|
|
SigHipAmount: number;
|
|
SigKneeAmount: number;
|
|
SigPeriod: number;
|
|
SigForceBalancePeriod: number;
|
|
SigKneesOnset: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotNewBulletHelper {
|
|
BodyPart: number;
|
|
LocalHitPointInfo: boolean;
|
|
Normal: GTA.Math.Vector3;
|
|
HitPoint: GTA.Math.Vector3;
|
|
BulletVel: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotRelaxHelper {
|
|
RelaxPeriodUpper: number;
|
|
RelaxPeriodLower: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotShockSpinHelper {
|
|
AddShockSpin: boolean;
|
|
RandomizeShockSpinDirection: boolean;
|
|
AlwaysAddShockSpin: boolean;
|
|
ShockSpinMin: number;
|
|
ShockSpinMax: number;
|
|
ShockSpinLiftForceMult: number;
|
|
ShockSpinDecayMult: number;
|
|
ShockSpinScalePerComponent: number;
|
|
ShockSpinMaxTwistVel: number;
|
|
ShockSpinScaleByLeverArm: boolean;
|
|
ShockSpinAirMult: number;
|
|
ShockSpin1FootMult: number;
|
|
ShockSpinFootGripMult: number;
|
|
BracedSideSpinMult: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class ShotSnapHelper {
|
|
Snap: boolean;
|
|
SnapMag: number;
|
|
SnapMovingMult: number;
|
|
SnapBalancingMult: number;
|
|
SnapAirborneMult: number;
|
|
SnapMovingThresh: number;
|
|
SnapDirectionRandomness: number;
|
|
SnapLeftArm: boolean;
|
|
SnapRightArm: boolean;
|
|
SnapLeftLeg: boolean;
|
|
SnapRightLeg: boolean;
|
|
SnapSpine: boolean;
|
|
SnapNeck: boolean;
|
|
SnapPhasedLegs: boolean;
|
|
SnapHipType: number;
|
|
SnapUseBulletDir: boolean;
|
|
SnapHitPart: boolean;
|
|
UnSnapInterval: number;
|
|
UnSnapRatio: number;
|
|
SnapUseTorques: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class SmartFallHelper {
|
|
BodyStiffness: number;
|
|
Bodydamping: number;
|
|
Catchfalltime: number;
|
|
CrashOrLandCutOff: number;
|
|
PdStrength: number;
|
|
PdDamping: number;
|
|
ArmAngSpeed: number;
|
|
ArmAmplitude: number;
|
|
ArmPhase: number;
|
|
ArmBendElbows: boolean;
|
|
LegRadius: number;
|
|
LegAngSpeed: number;
|
|
LegAsymmetry: number;
|
|
Arms2LegsPhase: number;
|
|
Arms2LegsSync: GTA.NaturalMotion.Synchroisation;
|
|
ArmsUp: number;
|
|
OrientateBodyToFallDirection: boolean;
|
|
OrientateTwist: boolean;
|
|
OrientateMax: number;
|
|
AlanRickman: boolean;
|
|
FowardRoll: boolean;
|
|
UseZeroPose_withFowardRoll: boolean;
|
|
AimAngleBase: number;
|
|
FowardVelRotation: number;
|
|
FootVelCompScale: number;
|
|
SideD: number;
|
|
FowardOffsetOfLegIK: number;
|
|
LegL: number;
|
|
CatchFallCutOff: number;
|
|
LegStrength: number;
|
|
Balance: boolean;
|
|
IgnorWorldCollisions: boolean;
|
|
AdaptiveCircling: boolean;
|
|
Hula: boolean;
|
|
MaxSpeedForRecoverableFall: number;
|
|
MinSpeedForBrace: number;
|
|
LandingNormal: number;
|
|
RdsForceMag: number;
|
|
RdsTargetLinVeDecayTime: number;
|
|
RdsTargetLinearVelocity: number;
|
|
RdsUseStartingFriction: boolean;
|
|
RdsStartingFriction: number;
|
|
RdsStartingFrictionMin: number;
|
|
RdsForceVelThreshold: number;
|
|
InitialState: number;
|
|
ChangeExtremityFriction: boolean;
|
|
Teeter: boolean;
|
|
TeeterOffset: number;
|
|
StopRollingTime: number;
|
|
ReboundScale: number;
|
|
ReboundMask: string;
|
|
ForceHeadAvoid: boolean;
|
|
CfZAxisSpinReduction: number;
|
|
SplatWhenStopped: number;
|
|
BlendHeadWhenStopped: number;
|
|
SpreadLegs: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class StaggerFallHelper {
|
|
ArmStiffness: number;
|
|
ArmDamping: number;
|
|
SpineDamping: number;
|
|
SpineStiffness: number;
|
|
ArmStiffnessStart: number;
|
|
ArmDampingStart: number;
|
|
SpineDampingStart: number;
|
|
SpineStiffnessStart: number;
|
|
TimeAtStartValues: number;
|
|
RampTimeFromStartValues: number;
|
|
StaggerStepProb: number;
|
|
StepsTillStartEnd: number;
|
|
TimeStartEnd: number;
|
|
RampTimeToEndValues: number;
|
|
LowerBodyStiffness: number;
|
|
LowerBodyStiffnessEnd: number;
|
|
PredictionTime: number;
|
|
PerStepReduction1: number;
|
|
LeanInDirRate: number;
|
|
LeanInDirMaxF: number;
|
|
LeanInDirMaxB: number;
|
|
LeanHipsMaxF: number;
|
|
LeanHipsMaxB: number;
|
|
Lean2multF: number;
|
|
Lean2multB: number;
|
|
PushOffDist: number;
|
|
MaxPushoffVel: number;
|
|
HipBendMult: number;
|
|
AlwaysBendForwards: boolean;
|
|
SpineBendMult: number;
|
|
UseHeadLook: boolean;
|
|
HeadLookPos: GTA.Math.Vector3;
|
|
HeadLookInstanceIndex: number;
|
|
HeadLookAtVelProb: number;
|
|
TurnOffProb: number;
|
|
Turn2TargetProb: number;
|
|
Turn2VelProb: number;
|
|
TurnAwayProb: number;
|
|
TurnLeftProb: number;
|
|
TurnRightProb: number;
|
|
UseBodyTurn: boolean;
|
|
UpperBodyReaction: boolean;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class StayUprightHelper {
|
|
UseForces: boolean;
|
|
UseTorques: boolean;
|
|
LastStandMode: boolean;
|
|
LastStandSinkRate: number;
|
|
LastStandHorizDamping: number;
|
|
LastStandMaxTime: number;
|
|
TurnTowardsBullets: boolean;
|
|
VelocityBased: boolean;
|
|
TorqueOnlyInAir: boolean;
|
|
ForceStrength: number;
|
|
ForceDamping: number;
|
|
ForceFeetMult: number;
|
|
ForceSpine3Share: number;
|
|
ForceLeanReduction: number;
|
|
ForceInAirShare: number;
|
|
ForceMin: number;
|
|
ForceMax: number;
|
|
ForceSaturationVel: number;
|
|
ForceThresholdVel: number;
|
|
TorqueStrength: number;
|
|
TorqueDamping: number;
|
|
TorqueSaturationVel: number;
|
|
TorqueThresholdVel: number;
|
|
SupportPosition: number;
|
|
NoSupportForceMult: number;
|
|
StepUpHelp: number;
|
|
StayUpAcc: number;
|
|
StayUpAccMax: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
class StopAllBehavioursHelper {
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum Synchroisation {
|
|
NotSynced = 0,
|
|
AlwaysSynced = 1,
|
|
SyncedAtStart = 2
|
|
}
|
|
|
|
class TeeterHelper {
|
|
EdgeLeft: GTA.Math.Vector3;
|
|
EdgeRight: GTA.Math.Vector3;
|
|
UseExclusionZone: boolean;
|
|
UseHeadLook: boolean;
|
|
CallHighFall: boolean;
|
|
LeanAway: boolean;
|
|
PreTeeterTime: number;
|
|
LeanAwayTime: number;
|
|
LeanAwayScale: number;
|
|
TeeterTime: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum TorqueFilterMode {
|
|
ApplyEveryBullet = 0,
|
|
ApplyIfLastFinished = 1,
|
|
ApplyIfSpinDifferent = 2
|
|
}
|
|
|
|
enum TorqueMode {
|
|
Disabled = 0,
|
|
Proportional = 1,
|
|
Additive = 2
|
|
}
|
|
|
|
enum TorqueSpinMode {
|
|
FromImpulse = 0,
|
|
Random = 1,
|
|
Flipping = 2
|
|
}
|
|
|
|
enum TurnType {
|
|
DontTurn = 0,
|
|
ToTarget = 1,
|
|
AwayFromTarget = 2
|
|
}
|
|
|
|
class UpperBodyFlinchHelper {
|
|
HandDistanceLeftRight: number;
|
|
HandDistanceFrontBack: number;
|
|
HandDistanceVertical: number;
|
|
BodyStiffness: number;
|
|
BodyDamping: number;
|
|
BackBendAmount: number;
|
|
UseRightArm: boolean;
|
|
UseLeftArm: boolean;
|
|
NoiseScale: number;
|
|
NewHit: boolean;
|
|
ProtectHeadToggle: boolean;
|
|
DontBraceHead: boolean;
|
|
ApplyStiffness: boolean;
|
|
HeadLookAwayFromTarget: boolean;
|
|
UseHeadLook: boolean;
|
|
TurnTowards: number;
|
|
Pos: GTA.Math.Vector3;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
enum WeaponMode {
|
|
None = -1,
|
|
Pistol = 0,
|
|
Dual = 1,
|
|
Rifle = 2,
|
|
SideArm = 3,
|
|
PistolLeft = 4,
|
|
PistolRight = 5
|
|
}
|
|
|
|
class YankedHelper {
|
|
ArmStiffness: number;
|
|
ArmDamping: number;
|
|
SpineDamping: number;
|
|
SpineStiffness: number;
|
|
ArmStiffnessStart: number;
|
|
ArmDampingStart: number;
|
|
SpineDampingStart: number;
|
|
SpineStiffnessStart: number;
|
|
TimeAtStartValues: number;
|
|
RampTimeFromStartValues: number;
|
|
StepsTillStartEnd: number;
|
|
TimeStartEnd: number;
|
|
RampTimeToEndValues: number;
|
|
LowerBodyStiffness: number;
|
|
LowerBodyStiffnessEnd: number;
|
|
PerStepReduction: number;
|
|
HipPitchForward: number;
|
|
HipPitchBack: number;
|
|
SpineBend: number;
|
|
FootFriction: number;
|
|
TurnThresholdMin: number;
|
|
TurnThresholdMax: number;
|
|
UseHeadLook: boolean;
|
|
HeadLookPos: GTA.Math.Vector3;
|
|
HeadLookInstanceIndex: number;
|
|
HeadLookAtVelProb: number;
|
|
ComVelRDSThresh: number;
|
|
HulaPeriod: number;
|
|
HipAmplitude: number;
|
|
SpineAmplitude: number;
|
|
MinRelaxPeriod: number;
|
|
MaxRelaxPeriod: number;
|
|
RollHelp: number;
|
|
GroundLegStiffness: number;
|
|
GroundArmStiffness: number;
|
|
GroundSpineStiffness: number;
|
|
GroundLegDamping: number;
|
|
GroundArmDamping: number;
|
|
GroundSpineDamping: number;
|
|
GroundFriction: number;
|
|
constructor(ped: GTA.Ped);
|
|
}
|
|
|
|
}
|