Template:Player definition c: Difference between revisions

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**[[Player::setCombatFloat|Player::setCombatFloat(combatType, p2)]]
**[[Player::setCombatFloat|Player::setCombatFloat(combatType, p2)]]
**[[Player::setFacialIdleAnimOverride|Player::setFacialIdleAnimOverride(animName, animDict)]]
**[[Player::setFacialIdleAnimOverride|Player::setFacialIdleAnimOverride(animName, animDict)]]
**[[Player::getSequenceProgress|Player::getSequenceProgress()]]
**[[Player::setParachuteTaskThrust|Player::setParachuteTaskThrust(thrust)]]
**[[Player::taskRappelFromHeli|Player::taskRappelFromHeli(p1)]]
**[[Player::taskJump|Player::taskJump(unused)]]
**[[Player::taskVehiclePark|Player::taskVehiclePark(vehicle, x, y, z, heading, mode, radius, keepEngineOn)]]
**[[Player::taskClearLookAt|Player::taskClearLookAt()]]
**[[Player::taskVehicleEscort|Player::taskVehicleEscort(vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance)]]
**[[Player::taskVehicleShootAt|Player::taskVehicleShootAt(target, p2)]]
**[[Player::taskGoToCoordWhileAimingAtCoord|Player::taskGoToCoordWhileAimingAtCoord(x, y, z, aimAtX, aimAtY, aimAtZ, moveSpeed, p8, p9, p10, p11, flags, p13, firingPattern)]]
**[[Player::taskScriptedAnimation|Player::taskScriptedAnimation(p1, p2, p3, p4, p5)]]
**[[Player::taskStartScenarioInPlace|Player::taskStartScenarioInPlace(scenarioName, unkDelay, playEnterAnim)]]
**[[Player::taskVehicleDriveToCoordLongrange|Player::taskVehicleDriveToCoordLongrange(vehicle, x, y, z, speed, driveMode, stopRange)]]
**[[Player::taskBoatMission|Player::taskBoatMission(boat, p2, p3, x, y, z, p7, maxSpeed, p9, p10, p11)]]
**[[Player::taskFollowNavMeshToCoord|Player::taskFollowNavMeshToCoord(x, y, z, speed, timeout, stoppingRange, persistFollowing, unk)]]
**[[Player::clearSecondaryTask|Player::clearSecondaryTask()]]
**[[Player::taskFollowNavMeshToCoordAdvanced|Player::taskFollowNavMeshToCoordAdvanced(x, y, z, speed, timeout, unkFloat, unkInt, unkX, unkY, unkZ, unk_40000f)]]
**[[Player::taskVehicleGotoNavmesh|Player::taskVehicleGotoNavmesh(vehicle, x, y, z, speed, behaviorFlag, stoppingRange)]]
**[[Player::taskPutDirectlyIntoMelee|Player::taskPutDirectlyIntoMelee(meleeTarget, p2, p3, p4, p5)]]
**[[Player::taskGoToCoordAnyMeansExtraParams|Player::taskGoToCoordAnyMeansExtraParams(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11)]]
**[[Player::taskTurnToFaceCoord|Player::taskTurnToFaceCoord(x, y, z, duration)]]
**[[Player::taskVehicleHeliProtect|Player::taskVehicleHeliProtect(vehicle, entityToFollow, targetSpeed, p4, radius, altitude, p7)]]
**[[Player::setDesiredMoveBlendRatio|Player::setDesiredMoveBlendRatio(p1)]]
**[[Player::getPhoneGestureAnimTotalTime|Player::getPhoneGestureAnimTotalTime()]]
**[[Player::taskSweepAimEntity|Player::taskSweepAimEntity(anim, p2, p3, p4, p5, vehicle, p7, p8)]]
**[[Player::taskSmartFlee|Player::taskSmartFlee(fleeTarget, distance, fleeTime, p4, p5)]]
**[[Player::taskPlaneMission|Player::taskPlaneMission(plane, targetVehicle, targetPed, destinationX, destinationY, destinationZ, p7, physicsSpeed, p9, p10, maxAltitude, minAltitude)]]
**[[Player::isMoveBlendRatioSprinting|Player::isMoveBlendRatioSprinting()]]
**[[Player::hasUseScenarioTask|Player::hasUseScenarioTask()]]
**[[Player::isGettingUp|Player::isGettingUp()]]
**[[Player::taskPlaneChase|Player::taskPlaneChase(entityToFollow, x, y, z)]]
**[[Player::taskMoveNetwork|Player::taskMoveNetwork(task, multiplier, p3, animDict, flags)]]
**[[Player::taskDriveBy|Player::taskDriveBy(targetPed, p2, targetX, targetY, targetZ, p6, p7, p8, firingPattern)]]
**[[Player::taskFollowToOffsetOfEntity|Player::taskFollowToOffsetOfEntity(entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing)]]
**[[Player::taskVehicleFollowWaypointRecording|Player::taskVehicleFollowWaypointRecording(vehicle, WPRecording, p3, p4, p5, p6, p7, p8, p9)]]
**[[Player::isMoveBlendRatioStill|Player::isMoveBlendRatioStill()]]
**[[Player::setPathPreferToAvoidWater|Player::setPathPreferToAvoidWater(avoidWater)]]
**[[Player::taskSeekCoverToCoords|Player::taskSeekCoverToCoords(x1, y1, z1, x2, y2, z2, p7, p8)]]
**[[Player::taskVehicleChase|Player::taskVehicleChase(targetEnt)]]
**[[Player::isRunningArrestTask|Player::isRunningArrestTask()]]
**[[Player::taskCower|Player::taskCower(duration)]]
**[[Player::taskStopPhoneGestureAnimation|Player::taskStopPhoneGestureAnimation()]]
**[[Player::taskPutDirectlyIntoCover|Player::taskPutDirectlyIntoCover(x, y, z, timeout, p5, p6, p7, p8, p9, p10)]]
**[[Player::setPathAvoidFire|Player::setPathAvoidFire(avoidFire)]]
**[[Player::taskShockingEventReact|Player::taskShockingEventReact(eventHandle)]]
**[[Player::taskShootAtCoord|Player::taskShootAtCoord(x, y, z, duration, firingPattern)]]
**[[Player::getPhoneGestureAnimCurrentTime|Player::getPhoneGestureAnimCurrentTime()]]
**[[Player::taskVehicleDriveWander|Player::taskVehicleDriveWander(vehicle, speed, drivingStyle)]]
**[[Player::taskGuardCurrentPosition|Player::taskGuardCurrentPosition(p1, p2, p3)]]
**[[Player::taskCombatHatedTargetsInArea|Player::taskCombatHatedTargetsInArea(x, y, z, radius, p5)]]
**[[Player::taskForceMotionState|Player::taskForceMotionState(state, p2)]]
**[[Player::taskLeaveAnyVehicle|Player::taskLeaveAnyVehicle(p1, p2)]]
**[[Player::isSprinting|Player::isSprinting()]]
**[[Player::taskUseNearestScenarioToCoordWarp|Player::taskUseNearestScenarioToCoordWarp(x, y, z, radius, p5)]]
**[[Player::taskFollowPointRoute|Player::taskFollowPointRoute(speed, unknown)]]
**[[Player::taskSlideToCoordHdgRate|Player::taskSlideToCoordHdgRate(x, y, z, heading, p5, p6)]]
**[[Player::taskPerformSequence|Player::taskPerformSequence(taskSequence)]]
**[[Player::taskTurnToFaceEntity|Player::taskTurnToFaceEntity(entity, duration)]]
**[[Player::taskGoToCoordAnyMeans|Player::taskGoToCoordAnyMeans(x, y, z, speed, p5, p6, walkingStyle, p8)]]
**[[Player::setDriveTaskCruiseSpeed|Player::setDriveTaskCruiseSpeed(cruiseSpeed)]]
**[[Player::addVehicleSubtaskAttackCoord|Player::addVehicleSubtaskAttackCoord(x, y, z)]]
**[[Player::taskUseMobilePhoneTimed|Player::taskUseMobilePhoneTimed(duration)]]
**[[Player::taskSkyDive|Player::taskSkyDive()]]
**[[Player::taskReloadWeapon|Player::taskReloadWeapon(doReload)]]
**[[Player::setTaskVehicleChaseIdealPursuitDistance|Player::setTaskVehicleChaseIdealPursuitDistance(distance)]]
**[[Player::taskAimGunAtCoord|Player::taskAimGunAtCoord(x, y, z, time, p5, p6)]]
**[[Player::uncuff|Player::uncuff()]]
**[[Player::taskLookAtEntity|Player::taskLookAtEntity(lookAt, duration, unknown1, unknown2)]]
**[[Player::taskReactAndFlee|Player::taskReactAndFlee(fleeTarget)]]
**[[Player::playAnimOnRunningScenario|Player::playAnimOnRunningScenario(animDict, animName)]]
**[[Player::isCuffed|Player::isCuffed()]]
**[[Player::setPathCanUseLadders|Player::setPathCanUseLadders(Toggle)]]
**[[Player::getScriptTaskStatus|Player::getScriptTaskStatus(taskHash)]]
**[[Player::taskAimGunScripted|Player::taskAimGunScripted(scriptTask, p2, p3)]]
**[[Player::taskShuffleToNextVehicleSeat|Player::taskShuffleToNextVehicleSeat(vehicle)]]
**[[Player::taskCombatHatedTargetsAround|Player::taskCombatHatedTargetsAround(radius, p2)]]
**[[Player::taskPlayAnimAdvanced|Player::taskPlayAnimAdvanced(animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flag, animTime, p14, p15)]]
**[[Player::taskSeekCoverFrom|Player::taskSeekCoverFrom(target, duration, p3)]]
**[[Player::getDesiredMoveBlendRatio|Player::getDesiredMoveBlendRatio()]]
**[[Player::addVehicleSubtaskAttack|Player::addVehicleSubtaskAttack(ped2)]]
**[[Player::isDrivebyTaskUnderneathDrivingTask|Player::isDrivebyTaskUnderneathDrivingTask()]]
**[[Player::taskClimb|Player::taskClimb(unused)]]
**[[Player::taskChatTo|Player::taskChatTo(target, p2, p3, p4, p5, p6, p7)]]
**[[Player::setHighFallTask|Player::setHighFallTask(p1, p2, p3)]]
**[[Player::setPathCanUseClimbovers|Player::setPathCanUseClimbovers(Toggle)]]
**[[Player::taskPlayPhoneGestureAnimation|Player::taskPlayPhoneGestureAnimation(p1, p2, p3, p4, p5, p6, p7)]]
**[[Player::isBeingArrested|Player::isBeingArrested()]]
**[[Player::taskSetBlockingOfNonTemporaryEvents|Player::taskSetBlockingOfNonTemporaryEvents(toggle)]]
**[[Player::taskStandStill|Player::taskStandStill(time)]]
**[[Player::taskAchieveHeading|Player::taskAchieveHeading(heading, timeout)]]
**[[Player::taskVehicleMissionTarget|Player::taskVehicleMissionTarget(vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, p8)]]
**[[Player::taskSmartFleeCoord|Player::taskSmartFleeCoord(x, y, z, distance, time, p6, p7)]]
**[[Player::taskOpenVehicleDoor|Player::taskOpenVehicleDoor(vehicle, timeOut, doorIndex, speed)]]
**[[Player::taskPlantBomb|Player::taskPlantBomb(x, y, z, heading)]]
**[[Player::updateTaskAimGunScriptedTarget|Player::updateTaskAimGunScriptedTarget(p1, p2, p3, p4, p5)]]
**[[Player::taskGoToEntityWhileAimingAtEntity|Player::taskGoToEntityWhileAimingAtEntity(entityToWalkTo, entityToAimAt, speed, shootatEntity, p5, p6, p7, p8, firingPattern)]]
**[[Player::stopAnimTask|Player::stopAnimTask(animDictionary, animationName, p3)]]
**[[Player::taskWarpIntoVehicle|Player::taskWarpIntoVehicle(vehicle, seat)]]
**[[Player::taskAimGunAtEntity|Player::taskAimGunAtEntity(entity, duration, p3)]]
**[[Player::taskGetOffBoat|Player::taskGetOffBoat(boat)]]
**[[Player::taskSwapWeapon|Player::taskSwapWeapon(p1)]]
**[[Player::isMountedWeaponTaskUnderneathDrivingTask|Player::isMountedWeaponTaskUnderneathDrivingTask()]]
**[[Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord|Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord(gotoX, gotoY, gotoZ, aimNearX, aimNearY, aimNearZ, speed, shoot, unknown1, unknown2, unkTrue, unknown3, heading, firingPattern)]]
**[[Player::updateTaskHandsUpDuration|Player::updateTaskHandsUpDuration(duration)]]
**[[Player::taskGotoEntityAiming|Player::taskGotoEntityAiming(target, distanceToStopAt, StartAimingDist)]]
**[[Player::isActiveInScenario|Player::isActiveInScenario()]]
**[[Player::taskStealthKill|Player::taskStealthKill(target, killType, p3, p4)]]
**[[Player::clearTasksImmediately|Player::clearTasksImmediately()]]
**[[Player::isStill|Player::isStill()]]
**[[Player::taskHeliChase|Player::taskHeliChase(entityToFollow, x, y, z)]]
**[[Player::taskStandGuard|Player::taskStandGuard(x, y, z, heading, scenarioName)]]
**[[Player::getIsTaskActive|Player::getIsTaskActive(taskNumber)]]
**[[Player::taskParachuteToTarget|Player::taskParachuteToTarget(x, y, z)]]
**[[Player::taskClimbLadder|Player::taskClimbLadder(p1)]]
**[[Player::isPlayingPhoneGestureAnim|Player::isPlayingPhoneGestureAnim()]]
**[[Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed|Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12)]]
**[[Player::taskWanderStandard|Player::taskWanderStandard(p1, p2)]]
**[[Player::taskUseMobilePhone|Player::taskUseMobilePhone(p1)]]
**[[Player::taskPatrol|Player::taskPatrol(p1, p2, p3, p4)]]
**[[Player::taskPlaneLand|Player::taskPlaneLand(plane, runwayStartX, runwayStartY, runwayStartZ, runwayEndX, runwayEndY, runwayEndZ)]]
**[[Player::taskEnterVehicle|Player::taskEnterVehicle(vehicle, timeout, seat, speed, p5, p6)]]
**[[Player::setParachuteTaskTarget|Player::setParachuteTaskTarget(x, y, z)]]
**[[Player::clearDrivebyTaskUnderneathDrivingTask|Player::clearDrivebyTaskUnderneathDrivingTask()]]
**[[Player::taskVehicleTempAction|Player::taskVehicleTempAction(vehicle, action, time)]]
**[[Player::isRunning|Player::isRunning()]]
**[[Player::getNavmeshRouteDistanceRemaining|Player::getNavmeshRouteDistanceRemaining(p1, p2)]]
**[[Player::taskGuardSphereDefensiveArea|Player::taskGuardSphereDefensiveArea(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]]
**[[Player::setTaskVehicleChaseBehaviorFlag|Player::setTaskVehicleChaseBehaviorFlag(flag, set)]]
**[[Player::setMountedWeaponTarget|Player::setMountedWeaponTarget(targetEntity, p2, x, y, z)]]
**[[Player::taskWrithe|Player::taskWrithe(target, time, p3)]]
**[[Player::taskSlideToCoord|Player::taskSlideToCoord(x, y, z, heading, p5)]]
**[[Player::taskParachute|Player::taskParachute(p1)]]
**[[Player::taskLeaveVehicle|Player::taskLeaveVehicle(vehicle, flags)]]
**[[Player::isMoveBlendRatioRunning|Player::isMoveBlendRatioRunning()]]
**[[Player::taskMoveNetworkAdvanced|Player::taskMoveNetworkAdvanced(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, animDict, flags)]]
**[[Player::taskGoStraightToCoord|Player::taskGoStraightToCoord(x, y, z, speed, timeout, targetHeading, distanceToSlide)]]
**[[Player::setDriveTaskDrivingStyle|Player::setDriveTaskDrivingStyle(drivingStyle)]]
**[[Player::taskHeliMission|Player::taskHeliMission(vehicle, p2, pedToFollow, posX, posY, posZ, mode, speed, radius, angle, p11, height, p13, p14)]]
**[[Player::controlMountedWeapon|Player::controlMountedWeapon()]]
**[[Player::isWalking|Player::isWalking()]]
**[[Player::isInWrithe|Player::isInWrithe()]]
**[[Player::taskWanderInArea|Player::taskWanderInArea(x, y, z, radius, minimalLength, timeBetweenWalks)]]
**[[Player::clearTasks|Player::clearTasks()]]
**[[Player::taskVehicleDriveToCoord|Player::taskVehicleDriveToCoord(vehicle, x, y, z, speed, p6, vehicleModel, drivingMode, stopRange, p10)]]
**[[Player::setPathCanDropFromHeight|Player::setPathCanDropFromHeight(Toggle)]]
**[[Player::taskGotoEntityOffset|Player::taskGotoEntityOffset(p1, p2, x, y, z, duration)]]
**[[Player::taskVehicleAimAt|Player::taskVehicleAimAt(target)]]
**[[Player::isStrafing|Player::isStrafing()]]
**[[Player::updateTaskSweepAimEntity|Player::updateTaskSweepAimEntity(entity)]]
**[[Player::taskStayInCover|Player::taskStayInCover()]]
**[[Player::taskPause|Player::taskPause(ms)]]
**[[Player::taskPlayAnim|Player::taskPlayAnim(animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, lockX, lockY, lockZ)]]
**[[Player::taskSetDecisionMaker|Player::taskSetDecisionMaker(p1)]]
**[[Player::stopAnimPlayback|Player::stopAnimPlayback(p1, p2)]]
**[[Player::taskSynchronizedScene|Player::taskSynchronizedScene(scene, animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, p9)]]
**[[Player::taskVehicleMissionCoorsTarget|Player::taskVehicleMissionCoorsTarget(vehicle, x, Y, Z, p5, p6, p7, p8, p9, p10)]]
**[[Player::isMoveBlendRatioWalking|Player::isMoveBlendRatioWalking()]]
**[[Player::taskCombat|Player::taskCombat(targetPed, p2, p3)]]
**[[Player::taskHandsUp|Player::taskHandsUp(duration, facingPed, p3, p4)]]
**[[Player::setPathsWidthPlant|Player::setPathsWidthPlant(mayEnterWater)]]
**[[Player::taskArrest|Player::taskArrest(target)]]
**[[Player::taskStartScenarioAtPosition|Player::taskStartScenarioAtPosition(scenarioName, x, y, z, heading, p6, p7, p8)]]
**[[Player::taskVehicleFollow|Player::taskVehicleFollow(vehicle, targetEntity, drivingStyle, speed, minDistance)]]

Revision as of 14:35, 7 May 2017