Ragemp-roleplay-skript/types-gt-mp/GTA.NaturalMotion.d.ts
2019-04-16 13:59:07 +02:00

1848 lines
47 KiB
TypeScript

declare namespace GTA.NaturalMotion {
class ActivePoseHelper {
Mask: string;
UseGravityCompensation: boolean;
AnimSource: GTA.NaturalMotion.AnimSource;
constructor(ped: GTA.Ped);
}
enum AdaptiveMode {
NotAdaptive = 0,
OnlyDirection = 1,
DirectionAndSpeed = 2,
DirectionSpeedAndStrength = 3
}
class AnimPoseHelper {
MuscleStiffness: number;
Stiffness: number;
Damping: number;
EffectorMask: string;
OverideHeadlook: boolean;
OveridePointArm: boolean;
OveridePointGun: boolean;
UseZMPGravityCompensation: boolean;
GravityCompensation: number;
MuscleStiffnessLeftArm: number;
MuscleStiffnessRightArm: number;
MuscleStiffnessSpine: number;
MuscleStiffnessLeftLeg: number;
MuscleStiffnessRightLeg: number;
StiffnessLeftArm: number;
StiffnessRightArm: number;
StiffnessSpine: number;
StiffnessLeftLeg: number;
StiffnessRightLeg: number;
DampingLeftArm: number;
DampingRightArm: number;
DampingSpine: number;
DampingLeftLeg: number;
DampingRightLeg: number;
GravCompLeftArm: number;
GravCompRightArm: number;
GravCompSpine: number;
GravCompLeftLeg: number;
GravCompRightLeg: number;
ConnectedLeftHand: number;
ConnectedRightHand: number;
ConnectedLeftFoot: number;
ConnectedRightFoot: number;
AnimSource: GTA.NaturalMotion.AnimSource;
DampenSideMotionInstanceIndex: number;
constructor(ped: GTA.Ped);
}
enum AnimSource {
CurrentItems = 0,
PreviousItems = 1,
AnimItems = 2
}
class ApplyBulletImpulseHelper {
EqualizeAmount: number;
PartIndex: number;
Impulse: GTA.Math.Vector3;
HitPoint: GTA.Math.Vector3;
LocalHitPointInfo: boolean;
ExtraShare: number;
constructor(ped: GTA.Ped);
}
class ApplyImpulseHelper {
EqualizeAmount: number;
PartIndex: number;
Impulse: GTA.Math.Vector3;
HitPoint: GTA.Math.Vector3;
LocalHitPointInfo: boolean;
LocalImpulseInfo: boolean;
AngularImpulse: boolean;
constructor(ped: GTA.Ped);
}
enum ArmDirection {
Backwards = -1,
Adaptive = 0,
Forwards = 1
}
class ArmsWindmillAdaptiveHelper {
AngSpeed: number;
BodyStiffness: number;
Amplitude: number;
Phase: number;
ArmStiffness: number;
LeftElbowAngle: number;
RightElbowAngle: number;
Lean1mult: number;
Lean1offset: number;
ElbowRate: number;
ArmDirection: GTA.NaturalMotion.ArmDirection;
DisableOnImpact: boolean;
SetBackAngles: boolean;
UseAngMom: boolean;
BendLeftElbow: boolean;
BendRightElbow: boolean;
Mask: string;
constructor(ped: GTA.Ped);
}
class ArmsWindmillHelper {
LeftPartID: number;
LeftRadius1: number;
LeftRadius2: number;
LeftSpeed: number;
LeftNormal: GTA.Math.Vector3;
LeftCentre: GTA.Math.Vector3;
RightPartID: number;
RightRadius1: number;
RightRadius2: number;
RightSpeed: number;
RightNormal: GTA.Math.Vector3;
RightCentre: GTA.Math.Vector3;
ShoulderStiffness: number;
ShoulderDamping: number;
ElbowStiffness: number;
ElbowDamping: number;
LeftElbowMin: number;
RightElbowMin: number;
PhaseOffset: number;
DragReduction: number;
IKtwist: number;
AngVelThreshold: number;
AngVelGain: number;
MirrorMode: GTA.NaturalMotion.MirrorMode;
AdaptiveMode: GTA.NaturalMotion.AdaptiveMode;
ForceSync: boolean;
UseLeft: boolean;
UseRight: boolean;
DisableOnImpact: boolean;
constructor(ped: GTA.Ped);
}
class BalancerCollisionsReactionHelper {
NumStepsTillSlump: number;
Stable2SlumpTime: number;
ExclusionZone: number;
FootFrictionMultStart: number;
FootFrictionMultRate: number;
BackFrictionMultStart: number;
BackFrictionMultRate: number;
ImpactLegStiffReduction: number;
SlumpLegStiffReduction: number;
SlumpLegStiffRate: number;
ReactTime: number;
ImpactExagTime: number;
GlanceSpinTime: number;
GlanceSpinMag: number;
GlanceSpinDecayMult: number;
IgnoreColWithIndex: number;
SlumpMode: number;
ReboundMode: number;
IgnoreColMassBelow: number;
ForwardMode: number;
TimeToForward: number;
ReboundForce: number;
BraceWall: boolean;
IgnoreColVolumeBelow: number;
FallOverWallDrape: boolean;
FallOverHighWalls: boolean;
Snap: boolean;
SnapMag: number;
SnapDirectionRandomness: number;
SnapLeftArm: boolean;
SnapRightArm: boolean;
SnapLeftLeg: boolean;
SnapRightLeg: boolean;
SnapSpine: boolean;
SnapNeck: boolean;
SnapPhasedLegs: boolean;
SnapHipType: number;
UnSnapInterval: number;
UnSnapRatio: number;
SnapUseTorques: boolean;
ImpactWeaknessZeroDuration: number;
ImpactWeaknessRampDuration: number;
ImpactLoosenessAmount: number;
ObjectBehindVictim: boolean;
ObjectBehindVictimPos: GTA.Math.Vector3;
ObjectBehindVictimNormal: GTA.Math.Vector3;
constructor(ped: GTA.Ped);
}
class BodyBalanceHelper {
ArmStiffness: number;
Elbow: number;
Shoulder: number;
ArmDamping: number;
UseHeadLook: boolean;
HeadLookPos: GTA.Math.Vector3;
HeadLookInstanceIndex: number;
SpineStiffness: number;
SomersaultAngle: number;
SomersaultAngleThreshold: number;
SideSomersaultAngle: number;
SideSomersaultAngleThreshold: number;
BackwardsAutoTurn: boolean;
TurnWithBumpRadius: number;
BackwardsArms: boolean;
BlendToZeroPose: boolean;
ArmsOutOnPush: boolean;
ArmsOutOnPushMultiplier: number;
ArmsOutOnPushTimeout: number;
ReturningToBalanceArmsOut: number;
ArmsOutStraightenElbows: number;
ArmsOutMinLean2: number;
SpineDamping: number;
UseBodyTurn: boolean;
ElbowAngleOnContact: number;
BendElbowsTime: number;
BendElbowsGait: number;
HipL2ArmL2: number;
ShoulderL2: number;
ShoulderL1: number;
ShoulderTwist: number;
HeadLookAtVelProb: number;
TurnOffProb: number;
Turn2VelProb: number;
TurnAwayProb: number;
TurnLeftProb: number;
TurnRightProb: number;
Turn2TargetProb: number;
AngVelMultiplier: GTA.Math.Vector3;
AngVelThreshold: GTA.Math.Vector3;
BraceDistance: number;
TargetPredictionTime: number;
ReachAbsorbtionTime: number;
BraceStiffness: number;
MinBraceTime: number;
TimeToBackwardsBrace: number;
HandsDelayMin: number;
HandsDelayMax: number;
BraceOffset: number;
MoveRadius: number;
MoveAmount: number;
MoveWhenBracing: boolean;
constructor(ped: GTA.Ped);
}
class BodyFoetalHelper {
Stiffness: number;
DampingFactor: number;
Asymmetry: number;
RandomSeed: number;
BackTwist: number;
Mask: string;
constructor(ped: GTA.Ped);
}
class BodyRelaxHelper {
Relaxation: number;
Damping: number;
Mask: string;
HoldPose: boolean;
DisableJointDriving: boolean;
constructor(ped: GTA.Ped);
}
class BodyRollUpHelper {
Stiffness: number;
UseArmToSlowDown: number;
ArmReachAmount: number;
Mask: string;
LegPush: number;
AsymmetricalLegs: number;
NoRollTimeBeforeSuccess: number;
RollVelForSuccess: number;
RollVelLinearContribution: number;
VelocityScale: number;
VelocityOffset: number;
ApplyMinMaxFriction: boolean;
constructor(ped: GTA.Ped);
}
class BodyWritheHelper {
ArmStiffness: number;
BackStiffness: number;
LegStiffness: number;
ArmDamping: number;
BackDamping: number;
LegDamping: number;
ArmPeriod: number;
BackPeriod: number;
LegPeriod: number;
Mask: string;
ArmAmplitude: number;
BackAmplitude: number;
LegAmplitude: number;
ElbowAmplitude: number;
KneeAmplitude: number;
RollOverFlag: boolean;
BlendArms: number;
BlendBack: number;
BlendLegs: number;
ApplyStiffness: boolean;
OnFire: boolean;
ShoulderLean1: number;
ShoulderLean2: number;
Lean1BlendFactor: number;
Lean2BlendFactor: number;
RollTorqueScale: number;
MaxRollOverTime: number;
RollOverRadius: number;
constructor(ped: GTA.Ped);
}
class BraceForImpactHelper {
BraceDistance: number;
TargetPredictionTime: number;
ReachAbsorbtionTime: number;
InstanceIndex: number;
BodyStiffness: number;
GrabDontLetGo: boolean;
GrabStrength: number;
GrabDistance: number;
GrabReachAngle: number;
GrabHoldTimer: number;
MaxGrabCarVelocity: number;
LegStiffness: number;
TimeToBackwardsBrace: number;
Look: GTA.Math.Vector3;
Pos: GTA.Math.Vector3;
MinBraceTime: number;
HandsDelayMin: number;
HandsDelayMax: number;
MoveAway: boolean;
MoveAwayAmount: number;
MoveAwayLean: number;
MoveSideways: number;
BbArms: boolean;
NewBrace: boolean;
BraceOnImpact: boolean;
Roll2Velocity: boolean;
RollType: number;
SnapImpacts: boolean;
SnapImpact: number;
SnapBonnet: number;
SnapFloor: number;
DampVel: boolean;
DampSpin: number;
DampUpVel: number;
DampSpinThresh: number;
DampUpVelThresh: number;
GsHelp: boolean;
GsEndMin: number;
GsSideMin: number;
GsSideMax: number;
GsUpness: number;
GsCarVelMin: number;
GsScale1Foot: boolean;
GsFricScale1: number;
GsFricMask1: string;
GsFricScale2: number;
GsFricMask2: string;
constructor(ped: GTA.Ped);
}
class BuoyancyHelper {
SurfacePoint: GTA.Math.Vector3;
SurfaceNormal: GTA.Math.Vector3;
Buoyancy: number;
ChestBuoyancy: number;
Damping: number;
Righting: boolean;
RightingStrength: number;
RightingTime: number;
constructor(ped: GTA.Ped);
}
class CarriedHelper {
constructor(ped: GTA.Ped);
}
class CatchFallHelper {
TorsoStiffness: number;
LegsStiffness: number;
ArmsStiffness: number;
BackwardsMinArmOffset: number;
ForwardMaxArmOffset: number;
ZAxisSpinReduction: number;
ExtraSit: number;
UseHeadLook: boolean;
Mask: string;
constructor(ped: GTA.Ped);
}
class ConfigureBalanceHelper {
StepHeight: number;
StepHeightInc4Step: number;
LegsApartRestep: number;
LegsTogetherRestep: number;
LegsApartMax: number;
TaperKneeStrength: boolean;
LegStiffness: number;
LeftLegSwingDamping: number;
RightLegSwingDamping: number;
OpposeGravityLegs: number;
OpposeGravityAnkles: number;
LeanAcc: number;
HipLeanAcc: number;
LeanAccMax: number;
ResistAcc: number;
ResistAccMax: number;
FootSlipCompOnMovingFloor: boolean;
AnkleEquilibrium: number;
ExtraFeetApart: number;
DontStepTime: number;
BalanceAbortThreshold: number;
GiveUpHeight: number;
StepClampScale: number;
StepClampScaleVariance: number;
PredictionTimeHip: number;
PredictionTime: number;
PredictionTimeVariance: number;
MaxSteps: number;
MaxBalanceTime: number;
ExtraSteps: number;
ExtraTime: number;
FallType: GTA.NaturalMotion.FallType;
FallMult: number;
FallReduceGravityComp: boolean;
RampHipPitchOnFail: boolean;
StableLinSpeedThresh: number;
StableRotSpeedThresh: number;
FailMustCollide: boolean;
IgnoreFailure: boolean;
ChangeStepTime: number;
BalanceIndefinitely: boolean;
MovingFloor: boolean;
AirborneStep: boolean;
UseComDirTurnVelThresh: number;
MinKneeAngle: number;
FlatterSwingFeet: boolean;
FlatterStaticFeet: boolean;
AvoidLeg: boolean;
AvoidFootWidth: number;
AvoidFeedback: number;
LeanAgainstVelocity: number;
StepDecisionThreshold: number;
StepIfInSupport: boolean;
AlwaysStepWithFarthest: boolean;
StandUp: boolean;
DepthFudge: number;
DepthFudgeStagger: number;
FootFriction: number;
FootFrictionStagger: number;
BackwardsLeanCutoff: number;
GiveUpHeightEnd: number;
BalanceAbortThresholdEnd: number;
GiveUpRampDuration: number;
LeanToAbort: number;
constructor(ped: GTA.Ped);
}
class ConfigureBalanceResetHelper {
constructor(ped: GTA.Ped);
}
class ConfigureBulletsExtraHelper {
ImpulseSpreadOverParts: boolean;
ImpulsePeriod: number;
ImpulseTorqueScale: number;
LoosenessFix: boolean;
ImpulseDelay: number;
TorqueMode: GTA.NaturalMotion.TorqueMode;
TorqueSpinMode: GTA.NaturalMotion.TorqueSpinMode;
TorqueFilterMode: GTA.NaturalMotion.TorqueFilterMode;
TorqueAlwaysSpine3: boolean;
TorqueDelay: number;
TorquePeriod: number;
TorqueGain: number;
TorqueCutoff: number;
TorqueReductionPerTick: number;
LiftGain: number;
CounterImpulseDelay: number;
CounterImpulseMag: number;
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 ConfigureBulletsHelper {
ImpulseSpreadOverParts: boolean;
ImpulseLeakageStrengthScaled: boolean;
ImpulsePeriod: number;
ImpulseTorqueScale: number;
LoosenessFix: boolean;
ImpulseDelay: number;
ImpulseReductionPerShot: number;
ImpulseRecovery: number;
ImpulseMinLeakage: number;
TorqueMode: GTA.NaturalMotion.TorqueMode;
TorqueSpinMode: GTA.NaturalMotion.TorqueSpinMode;
TorqueFilterMode: GTA.NaturalMotion.TorqueFilterMode;
TorqueAlwaysSpine3: boolean;
TorqueDelay: number;
TorquePeriod: number;
TorqueGain: number;
TorqueCutoff: number;
TorqueReductionPerTick: number;
LiftGain: number;
CounterImpulseDelay: number;
CounterImpulseMag: number;
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);
}
}