#include "lua_native_binding.hpp" #include "natives.hpp" namespace lua::native { static void LUA_NATIVE_TASK_TASK_PAUSE(Ped ped, int ms) { TASK::TASK_PAUSE(ped, ms); } static void LUA_NATIVE_TASK_TASK_STAND_STILL(Ped ped, int time) { TASK::TASK_STAND_STILL(ped, time); } static void LUA_NATIVE_TASK_TASK_JUMP(Ped ped, bool usePlayerLaunchForce, bool doSuperJump, bool useFullSuperJumpForce) { TASK::TASK_JUMP(ped, usePlayerLaunchForce, doSuperJump, useFullSuperJumpForce); } static void LUA_NATIVE_TASK_TASK_COWER(Ped ped, int duration) { TASK::TASK_COWER(ped, duration); } static void LUA_NATIVE_TASK_TASK_HANDS_UP(Ped ped, int duration, Ped facingPed, int timeToFacePed, int flags) { TASK::TASK_HANDS_UP(ped, duration, facingPed, timeToFacePed, flags); } static void LUA_NATIVE_TASK_UPDATE_TASK_HANDS_UP_DURATION(Ped ped, int duration) { TASK::UPDATE_TASK_HANDS_UP_DURATION(ped, duration); } static void LUA_NATIVE_TASK_TASK_OPEN_VEHICLE_DOOR(Ped ped, Vehicle vehicle, int timeOut, int seat, float speed) { TASK::TASK_OPEN_VEHICLE_DOOR(ped, vehicle, timeOut, seat, speed); } static void LUA_NATIVE_TASK_TASK_ENTER_VEHICLE(Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, const char* overrideEntryClipsetName) { TASK::TASK_ENTER_VEHICLE(ped, vehicle, timeout, seat, speed, flag, overrideEntryClipsetName); } static void LUA_NATIVE_TASK_TASK_LEAVE_VEHICLE(Ped ped, Vehicle vehicle, int flags) { TASK::TASK_LEAVE_VEHICLE(ped, vehicle, flags); } static void LUA_NATIVE_TASK_TASK_GET_OFF_BOAT(Ped ped, Vehicle boat) { TASK::TASK_GET_OFF_BOAT(ped, boat); } static void LUA_NATIVE_TASK_TASK_SKY_DIVE(Ped ped, bool instant) { TASK::TASK_SKY_DIVE(ped, instant); } static void LUA_NATIVE_TASK_TASK_PARACHUTE(Ped ped, bool giveParachuteItem, bool instant) { TASK::TASK_PARACHUTE(ped, giveParachuteItem, instant); } static void LUA_NATIVE_TASK_TASK_PARACHUTE_TO_TARGET(Ped ped, float x, float y, float z) { TASK::TASK_PARACHUTE_TO_TARGET(ped, x, y, z); } static void LUA_NATIVE_TASK_SET_PARACHUTE_TASK_TARGET(Ped ped, float x, float y, float z) { TASK::SET_PARACHUTE_TASK_TARGET(ped, x, y, z); } static void LUA_NATIVE_TASK_SET_PARACHUTE_TASK_THRUST(Ped ped, float thrust) { TASK::SET_PARACHUTE_TASK_THRUST(ped, thrust); } static void LUA_NATIVE_TASK_TASK_RAPPEL_FROM_HELI(Ped ped, float minHeightAboveGround) { TASK::TASK_RAPPEL_FROM_HELI(ped, minHeightAboveGround); } static void LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_TO_COORD(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode, float stopRange, float straightLineDistance) { TASK::TASK_VEHICLE_DRIVE_TO_COORD(ped, vehicle, x, y, z, speed, p6, vehicleModel, drivingMode, stopRange, straightLineDistance); } static void LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int driveMode, float stopRange) { TASK::TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(ped, vehicle, x, y, z, speed, driveMode, stopRange); } static void LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_WANDER(Ped ped, Vehicle vehicle, float speed, int drivingStyle) { TASK::TASK_VEHICLE_DRIVE_WANDER(ped, vehicle, speed, drivingStyle); } static void LUA_NATIVE_TASK_TASK_FOLLOW_TO_OFFSET_OF_ENTITY(Ped ped, Entity entity, float offsetX, float offsetY, float offsetZ, float movementSpeed, int timeout, float stoppingRange, bool persistFollowing) { TASK::TASK_FOLLOW_TO_OFFSET_OF_ENTITY(ped, entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing); } static void LUA_NATIVE_TASK_TASK_GO_STRAIGHT_TO_COORD(Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide) { TASK::TASK_GO_STRAIGHT_TO_COORD(ped, x, y, z, speed, timeout, targetHeading, distanceToSlide); } static void LUA_NATIVE_TASK_TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(Ped ped, Entity entity, float x, float y, float z, float moveBlendRatio, int time) { TASK::TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(ped, entity, x, y, z, moveBlendRatio, time); } static void LUA_NATIVE_TASK_TASK_ACHIEVE_HEADING(Ped ped, float heading, int timeout) { TASK::TASK_ACHIEVE_HEADING(ped, heading, timeout); } static void LUA_NATIVE_TASK_TASK_FLUSH_ROUTE() { TASK::TASK_FLUSH_ROUTE(); } static void LUA_NATIVE_TASK_TASK_EXTEND_ROUTE(float x, float y, float z) { TASK::TASK_EXTEND_ROUTE(x, y, z); } static void LUA_NATIVE_TASK_TASK_FOLLOW_POINT_ROUTE(Ped ped, float speed, int mode) { TASK::TASK_FOLLOW_POINT_ROUTE(ped, speed, mode); } static void LUA_NATIVE_TASK_TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float moveBlendRatio, float slowDownDistance, int flags) { TASK::TASK_GO_TO_ENTITY(entity, target, duration, distance, moveBlendRatio, slowDownDistance, flags); } static void LUA_NATIVE_TASK_TASK_SMART_FLEE_COORD(Ped ped, float x, float y, float z, float distance, int time, bool preferPavements, bool quitIfOutOfRange) { TASK::TASK_SMART_FLEE_COORD(ped, x, y, z, distance, time, preferPavements, quitIfOutOfRange); } static void LUA_NATIVE_TASK_TASK_SMART_FLEE_PED(Ped ped, Ped fleeTarget, float safeDistance, int fleeTime, bool preferPavements, bool updateToNearestHatedPed) { TASK::TASK_SMART_FLEE_PED(ped, fleeTarget, safeDistance, fleeTime, preferPavements, updateToNearestHatedPed); } static void LUA_NATIVE_TASK_TASK_REACT_AND_FLEE_PED(Ped ped, Ped fleeTarget) { TASK::TASK_REACT_AND_FLEE_PED(ped, fleeTarget); } static void LUA_NATIVE_TASK_TASK_SHOCKING_EVENT_REACT(Ped ped, int eventHandle) { TASK::TASK_SHOCKING_EVENT_REACT(ped, eventHandle); } static void LUA_NATIVE_TASK_TASK_WANDER_IN_AREA(Ped ped, float x, float y, float z, float radius, float minimalLength, float timeBetweenWalks) { TASK::TASK_WANDER_IN_AREA(ped, x, y, z, radius, minimalLength, timeBetweenWalks); } static void LUA_NATIVE_TASK_TASK_WANDER_STANDARD(Ped ped, float heading, int flags) { TASK::TASK_WANDER_STANDARD(ped, heading, flags); } static void LUA_NATIVE_TASK_TASK_WANDER_SPECIFIC(Ped ped, const char* conditionalAnimGroupStr, const char* conditionalAnimStr, float heading) { TASK::TASK_WANDER_SPECIFIC(ped, conditionalAnimGroupStr, conditionalAnimStr, heading); } static void LUA_NATIVE_TASK_TASK_VEHICLE_PARK(Ped ped, Vehicle vehicle, float x, float y, float z, float heading, int mode, float radius, bool keepEngineOn) { TASK::TASK_VEHICLE_PARK(ped, vehicle, x, y, z, heading, mode, radius, keepEngineOn); } static void LUA_NATIVE_TASK_TASK_STEALTH_KILL(Ped killer, Ped target, Hash stealthKillActionResultHash, float desiredMoveBlendRatio, int stealthFlags) { TASK::TASK_STEALTH_KILL(killer, target, stealthKillActionResultHash, desiredMoveBlendRatio, stealthFlags); } static void LUA_NATIVE_TASK_TASK_PLANT_BOMB(Ped ped, float x, float y, float z, float heading) { TASK::TASK_PLANT_BOMB(ped, x, y, z, heading); } static void LUA_NATIVE_TASK_TASK_FOLLOW_NAV_MESH_TO_COORD(Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float targetHeading) { TASK::TASK_FOLLOW_NAV_MESH_TO_COORD(ped, x, y, z, moveBlendRatio, time, targetRadius, flags, targetHeading); } static void LUA_NATIVE_TASK_TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float slideToCoordHeading, float maxSlopeNavigable, float clampMaxSearchDistance, float targetHeading) { TASK::TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(ped, x, y, z, moveBlendRatio, time, targetRadius, flags, slideToCoordHeading, maxSlopeNavigable, clampMaxSearchDistance, targetHeading); } static void LUA_NATIVE_TASK_SET_PED_PATH_CAN_USE_CLIMBOVERS(Ped ped, bool Toggle) { TASK::SET_PED_PATH_CAN_USE_CLIMBOVERS(ped, Toggle); } static void LUA_NATIVE_TASK_SET_PED_PATH_CAN_USE_LADDERS(Ped ped, bool Toggle) { TASK::SET_PED_PATH_CAN_USE_LADDERS(ped, Toggle); } static void LUA_NATIVE_TASK_SET_PED_PATH_CAN_DROP_FROM_HEIGHT(Ped ped, bool Toggle) { TASK::SET_PED_PATH_CAN_DROP_FROM_HEIGHT(ped, Toggle); } static void LUA_NATIVE_TASK_SET_PED_PATH_CLIMB_COST_MODIFIER(Ped ped, float modifier) { TASK::SET_PED_PATH_CLIMB_COST_MODIFIER(ped, modifier); } static void LUA_NATIVE_TASK_SET_PED_PATH_MAY_ENTER_WATER(Ped ped, bool mayEnterWater) { TASK::SET_PED_PATH_MAY_ENTER_WATER(ped, mayEnterWater); } static void LUA_NATIVE_TASK_SET_PED_PATH_PREFER_TO_AVOID_WATER(Ped ped, bool avoidWater) { TASK::SET_PED_PATH_PREFER_TO_AVOID_WATER(ped, avoidWater); } static void LUA_NATIVE_TASK_SET_PED_PATH_AVOID_FIRE(Ped ped, bool avoidFire) { TASK::SET_PED_PATH_AVOID_FIRE(ped, avoidFire); } static void LUA_NATIVE_TASK_SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(float height) { TASK::SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(height); } static std::tuple LUA_NATIVE_TASK_GET_NAVMESH_ROUTE_DISTANCE_REMAINING(Ped ped, float distanceRemaining, bool isPathReady) { std::tuple return_values; std::get<0>(return_values) = TASK::GET_NAVMESH_ROUTE_DISTANCE_REMAINING(ped, &distanceRemaining, (BOOL*)&isPathReady); std::get<1>(return_values) = distanceRemaining; std::get<2>(return_values) = isPathReady; return return_values; } static int LUA_NATIVE_TASK_GET_NAVMESH_ROUTE_RESULT(Ped ped) { auto retval = TASK::GET_NAVMESH_ROUTE_RESULT(ped); return retval; } static bool LUA_NATIVE_TASK_IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD(Ped ped) { auto retval = (bool)TASK::IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD(ped); return retval; } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, bool useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets) { TASK::TASK_GO_TO_COORD_ANY_MEANS(ped, x, y, z, moveBlendRatio, vehicle, useLongRangeVehiclePathing, drivingFlags, maxRangeToShootTargets); } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, bool useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float warpTimerMS) { TASK::TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(ped, x, y, z, moveBlendRatio, vehicle, useLongRangeVehiclePathing, drivingFlags, maxRangeToShootTargets, extraVehToTargetDistToPreferVehicle, driveStraightLineDistance, extraFlags, warpTimerMS); } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, bool useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float cruiseSpeed, float targetArriveDist) { TASK::TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(ped, x, y, z, moveBlendRatio, vehicle, useLongRangeVehiclePathing, drivingFlags, maxRangeToShootTargets, extraVehToTargetDistToPreferVehicle, driveStraightLineDistance, extraFlags, cruiseSpeed, targetArriveDist); } static void LUA_NATIVE_TASK_TASK_PLAY_ANIM(Ped ped, const char* animDictionary, const char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, bool lockX, bool lockY, bool lockZ) { TASK::TASK_PLAY_ANIM(ped, animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, playbackRate, lockX, lockY, lockZ); } static void LUA_NATIVE_TASK_TASK_PLAY_ANIM_ADVANCED(Ped ped, const char* animDict, const char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float animEnterSpeed, float animExitSpeed, int duration, Any flag, float animTime, int rotOrder, int ikFlags) { TASK::TASK_PLAY_ANIM_ADVANCED(ped, animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, animEnterSpeed, animExitSpeed, duration, flag, animTime, rotOrder, ikFlags); } static void LUA_NATIVE_TASK_STOP_ANIM_TASK(Entity entity, const char* animDictionary, const char* animationName, float blendDelta) { TASK::STOP_ANIM_TASK(entity, animDictionary, animationName, blendDelta); } static std::tuple LUA_NATIVE_TASK_TASK_SCRIPTED_ANIMATION(Ped ped, int priorityLowData, int priorityMidData, int priorityHighData, float blendInDelta, float blendOutDelta) { std::tuple return_values; TASK::TASK_SCRIPTED_ANIMATION(ped, &priorityLowData, &priorityMidData, &priorityHighData, blendInDelta, blendOutDelta); std::get<0>(return_values) = priorityLowData; std::get<1>(return_values) = priorityMidData; std::get<2>(return_values) = priorityHighData; return return_values; } static std::tuple LUA_NATIVE_TASK_PLAY_ENTITY_SCRIPTED_ANIM(Entity entity, int priorityLowData, int priorityMidData, int priorityHighData, float blendInDelta, float blendOutDelta) { std::tuple return_values; TASK::PLAY_ENTITY_SCRIPTED_ANIM(entity, &priorityLowData, &priorityMidData, &priorityHighData, blendInDelta, blendOutDelta); std::get<0>(return_values) = priorityLowData; std::get<1>(return_values) = priorityMidData; std::get<2>(return_values) = priorityHighData; return return_values; } static void LUA_NATIVE_TASK_STOP_ANIM_PLAYBACK(Entity entity, int priority, bool secondary) { TASK::STOP_ANIM_PLAYBACK(entity, priority, secondary); } static void LUA_NATIVE_TASK_SET_ANIM_WEIGHT(Entity entity, float weight, int priority, int index, bool secondary) { TASK::SET_ANIM_WEIGHT(entity, weight, priority, index, secondary); } static void LUA_NATIVE_TASK_SET_ANIM_PHASE(Entity entity, float phase, int priority, bool secondary) { TASK::SET_ANIM_PHASE(entity, phase, priority, secondary); } static void LUA_NATIVE_TASK_SET_ANIM_RATE(Entity entity, float rate, int priority, bool secondary) { TASK::SET_ANIM_RATE(entity, rate, priority, secondary); } static void LUA_NATIVE_TASK_SET_ANIM_LOOPED(Entity entity, bool looped, int priority, bool secondary) { TASK::SET_ANIM_LOOPED(entity, looped, priority, secondary); } static void LUA_NATIVE_TASK_TASK_PLAY_PHONE_GESTURE_ANIMATION(Ped ped, const char* animDict, const char* animation, const char* boneMaskType, float blendInDuration, float blendOutDuration, bool isLooping, bool holdLastFrame) { TASK::TASK_PLAY_PHONE_GESTURE_ANIMATION(ped, animDict, animation, boneMaskType, blendInDuration, blendOutDuration, isLooping, holdLastFrame); } static void LUA_NATIVE_TASK_TASK_STOP_PHONE_GESTURE_ANIMATION(Ped ped, float blendOutOverride) { TASK::TASK_STOP_PHONE_GESTURE_ANIMATION(ped, blendOutOverride); } static bool LUA_NATIVE_TASK_IS_PLAYING_PHONE_GESTURE_ANIM(Ped ped) { auto retval = (bool)TASK::IS_PLAYING_PHONE_GESTURE_ANIM(ped); return retval; } static float LUA_NATIVE_TASK_GET_PHONE_GESTURE_ANIM_CURRENT_TIME(Ped ped) { auto retval = TASK::GET_PHONE_GESTURE_ANIM_CURRENT_TIME(ped); return retval; } static float LUA_NATIVE_TASK_GET_PHONE_GESTURE_ANIM_TOTAL_TIME(Ped ped) { auto retval = TASK::GET_PHONE_GESTURE_ANIM_TOTAL_TIME(ped); return retval; } static void LUA_NATIVE_TASK_TASK_VEHICLE_PLAY_ANIM(Vehicle vehicle, const char* animationSet, const char* animationName) { TASK::TASK_VEHICLE_PLAY_ANIM(vehicle, animationSet, animationName); } static void LUA_NATIVE_TASK_TASK_LOOK_AT_COORD(Entity entity, float x, float y, float z, int duration, int flags, int priority) { TASK::TASK_LOOK_AT_COORD(entity, x, y, z, duration, flags, priority); } static void LUA_NATIVE_TASK_TASK_LOOK_AT_ENTITY(Ped ped, Entity lookAt, int duration, int flags, int priority) { TASK::TASK_LOOK_AT_ENTITY(ped, lookAt, duration, flags, priority); } static void LUA_NATIVE_TASK_TASK_CLEAR_LOOK_AT(Ped ped) { TASK::TASK_CLEAR_LOOK_AT(ped); } static int LUA_NATIVE_TASK_OPEN_SEQUENCE_TASK(int taskSequenceId) { TASK::OPEN_SEQUENCE_TASK(&taskSequenceId); return taskSequenceId; } static void LUA_NATIVE_TASK_CLOSE_SEQUENCE_TASK(int taskSequenceId) { TASK::CLOSE_SEQUENCE_TASK(taskSequenceId); } static void LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE(Ped ped, int taskSequenceId) { TASK::TASK_PERFORM_SEQUENCE(ped, taskSequenceId); } static void LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE_LOCALLY(Ped ped, int taskSequenceId) { TASK::TASK_PERFORM_SEQUENCE_LOCALLY(ped, taskSequenceId); } static int LUA_NATIVE_TASK_CLEAR_SEQUENCE_TASK(int taskSequenceId) { TASK::CLEAR_SEQUENCE_TASK(&taskSequenceId); return taskSequenceId; } static void LUA_NATIVE_TASK_SET_SEQUENCE_TO_REPEAT(int taskSequenceId, bool repeat) { TASK::SET_SEQUENCE_TO_REPEAT(taskSequenceId, repeat); } static int LUA_NATIVE_TASK_GET_SEQUENCE_PROGRESS(Ped ped) { auto retval = TASK::GET_SEQUENCE_PROGRESS(ped); return retval; } static bool LUA_NATIVE_TASK_GET_IS_TASK_ACTIVE(Ped ped, int taskIndex) { auto retval = (bool)TASK::GET_IS_TASK_ACTIVE(ped, taskIndex); return retval; } static int LUA_NATIVE_TASK_GET_SCRIPT_TASK_STATUS(Ped ped, Hash taskHash) { auto retval = TASK::GET_SCRIPT_TASK_STATUS(ped, taskHash); return retval; } static int LUA_NATIVE_TASK_GET_ACTIVE_VEHICLE_MISSION_TYPE(Vehicle vehicle) { auto retval = TASK::GET_ACTIVE_VEHICLE_MISSION_TYPE(vehicle); return retval; } static void LUA_NATIVE_TASK_TASK_LEAVE_ANY_VEHICLE(Ped ped, int delayTime, int flags) { TASK::TASK_LEAVE_ANY_VEHICLE(ped, delayTime, flags); } static void LUA_NATIVE_TASK_TASK_AIM_GUN_SCRIPTED(Ped ped, Hash scriptTask, bool disableBlockingClip, bool instantBlendToAim) { TASK::TASK_AIM_GUN_SCRIPTED(ped, scriptTask, disableBlockingClip, instantBlendToAim); } static void LUA_NATIVE_TASK_TASK_AIM_GUN_SCRIPTED_WITH_TARGET(Ped ped, Ped target, float x, float y, float z, int gunTaskType, bool disableBlockingClip, bool forceAim) { TASK::TASK_AIM_GUN_SCRIPTED_WITH_TARGET(ped, target, x, y, z, gunTaskType, disableBlockingClip, forceAim); } static void LUA_NATIVE_TASK_UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET(Ped ped, Ped target, float x, float y, float z, bool disableBlockingClip) { TASK::UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET(ped, target, x, y, z, disableBlockingClip); } static const char* LUA_NATIVE_TASK_GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(int gunTaskType) { auto retval = TASK::GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(gunTaskType); return retval; } static void LUA_NATIVE_TASK_TASK_AIM_GUN_AT_ENTITY(Ped ped, Entity entity, int duration, bool instantBlendToAim) { TASK::TASK_AIM_GUN_AT_ENTITY(ped, entity, duration, instantBlendToAim); } static void LUA_NATIVE_TASK_TASK_TURN_PED_TO_FACE_ENTITY(Ped ped, Entity entity, int duration) { TASK::TASK_TURN_PED_TO_FACE_ENTITY(ped, entity, duration); } static void LUA_NATIVE_TASK_TASK_AIM_GUN_AT_COORD(Ped ped, float x, float y, float z, int time, bool instantBlendToAim, bool playAnimIntro) { TASK::TASK_AIM_GUN_AT_COORD(ped, x, y, z, time, instantBlendToAim, playAnimIntro); } static void LUA_NATIVE_TASK_TASK_SHOOT_AT_COORD(Ped ped, float x, float y, float z, int duration, Hash firingPattern) { TASK::TASK_SHOOT_AT_COORD(ped, x, y, z, duration, firingPattern); } static void LUA_NATIVE_TASK_TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(Ped ped, Vehicle vehicle, bool useAlternateShuffle) { TASK::TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(ped, vehicle, useAlternateShuffle); } static void LUA_NATIVE_TASK_CLEAR_PED_TASKS(Ped ped) { TASK::CLEAR_PED_TASKS(ped); } static void LUA_NATIVE_TASK_CLEAR_PED_SECONDARY_TASK(Ped ped) { TASK::CLEAR_PED_SECONDARY_TASK(ped); } static void LUA_NATIVE_TASK_TASK_EVERYONE_LEAVE_VEHICLE(Vehicle vehicle) { TASK::TASK_EVERYONE_LEAVE_VEHICLE(vehicle); } static void LUA_NATIVE_TASK_TASK_GOTO_ENTITY_OFFSET(Ped ped, Entity entity, int time, float seekRadius, float seekAngleDeg, float moveBlendRatio, int gotoEntityOffsetFlags) { TASK::TASK_GOTO_ENTITY_OFFSET(ped, entity, time, seekRadius, seekAngleDeg, moveBlendRatio, gotoEntityOffsetFlags); } static void LUA_NATIVE_TASK_TASK_GOTO_ENTITY_OFFSET_XY(Ped ped, Entity entity, int duration, float targetRadius, float offsetX, float offsetY, float moveBlendRatio, int gotoEntityOffsetFlags) { TASK::TASK_GOTO_ENTITY_OFFSET_XY(ped, entity, duration, targetRadius, offsetX, offsetY, moveBlendRatio, gotoEntityOffsetFlags); } static void LUA_NATIVE_TASK_TASK_TURN_PED_TO_FACE_COORD(Ped ped, float x, float y, float z, int duration) { TASK::TASK_TURN_PED_TO_FACE_COORD(ped, x, y, z, duration); } static void LUA_NATIVE_TASK_TASK_VEHICLE_TEMP_ACTION(Ped driver, Vehicle vehicle, int action, int time) { TASK::TASK_VEHICLE_TEMP_ACTION(driver, vehicle, action, time); } static void LUA_NATIVE_TASK_TASK_VEHICLE_MISSION(Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, bool DriveAgainstTraffic) { TASK::TASK_VEHICLE_MISSION(driver, vehicle, vehicleTarget, missionType, cruiseSpeed, drivingStyle, targetReached, straightLineDistance, DriveAgainstTraffic); } static void LUA_NATIVE_TASK_TASK_VEHICLE_MISSION_PED_TARGET(Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float maxSpeed, int drivingStyle, float minDistance, float straightLineDistance, bool DriveAgainstTraffic) { TASK::TASK_VEHICLE_MISSION_PED_TARGET(ped, vehicle, pedTarget, missionType, maxSpeed, drivingStyle, minDistance, straightLineDistance, DriveAgainstTraffic); } static void LUA_NATIVE_TASK_TASK_VEHICLE_MISSION_COORS_TARGET(Ped ped, Vehicle vehicle, float x, float y, float z, int mission, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, bool DriveAgainstTraffic) { TASK::TASK_VEHICLE_MISSION_COORS_TARGET(ped, vehicle, x, y, z, mission, cruiseSpeed, drivingStyle, targetReached, straightLineDistance, DriveAgainstTraffic); } static void LUA_NATIVE_TASK_TASK_VEHICLE_ESCORT(Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int minHeightAboveTerrain, float noRoadsDistance) { TASK::TASK_VEHICLE_ESCORT(ped, vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, minHeightAboveTerrain, noRoadsDistance); } static void LUA_NATIVE_TASK_TASK_VEHICLE_FOLLOW(Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance) { TASK::TASK_VEHICLE_FOLLOW(driver, vehicle, targetEntity, speed, drivingStyle, minDistance); } static void LUA_NATIVE_TASK_TASK_VEHICLE_CHASE(Ped driver, Entity targetEnt) { TASK::TASK_VEHICLE_CHASE(driver, targetEnt); } static void LUA_NATIVE_TASK_TASK_VEHICLE_HELI_PROTECT(Ped pilot, Vehicle vehicle, Entity entityToFollow, float targetSpeed, int drivingFlags, float radius, int altitude, int heliFlags) { TASK::TASK_VEHICLE_HELI_PROTECT(pilot, vehicle, entityToFollow, targetSpeed, drivingFlags, radius, altitude, heliFlags); } static void LUA_NATIVE_TASK_SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(Ped ped, int flag, bool set) { TASK::SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(ped, flag, set); } static void LUA_NATIVE_TASK_SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(Ped ped, float distance) { TASK::SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(ped, distance); } static void LUA_NATIVE_TASK_TASK_HELI_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z) { TASK::TASK_HELI_CHASE(pilot, entityToFollow, x, y, z); } static void LUA_NATIVE_TASK_TASK_PLANE_CHASE(Ped pilot, Entity entityToFollow, float x, float y, float z) { TASK::TASK_PLANE_CHASE(pilot, entityToFollow, x, y, z); } static void LUA_NATIVE_TASK_TASK_PLANE_LAND(Ped pilot, Vehicle plane, float runwayStartX, float runwayStartY, float runwayStartZ, float runwayEndX, float runwayEndY, float runwayEndZ) { TASK::TASK_PLANE_LAND(pilot, plane, runwayStartX, runwayStartY, runwayStartZ, runwayEndX, runwayEndY, runwayEndZ); } static void LUA_NATIVE_TASK_CLEAR_DEFAULT_PRIMARY_TASK(Ped ped) { TASK::CLEAR_DEFAULT_PRIMARY_TASK(ped); } static void LUA_NATIVE_TASK_CLEAR_PRIMARY_VEHICLE_TASK(Vehicle vehicle) { TASK::CLEAR_PRIMARY_VEHICLE_TASK(vehicle); } static void LUA_NATIVE_TASK_CLEAR_VEHICLE_CRASH_TASK(Vehicle vehicle) { TASK::CLEAR_VEHICLE_CRASH_TASK(vehicle); } static void LUA_NATIVE_TASK_TASK_PLANE_GOTO_PRECISE_VTOL(Ped ped, Vehicle vehicle, float x, float y, float z, int flightHeight, int minHeightAboveTerrain, bool useDesiredOrientation, float desiredOrientation, bool autopilot) { TASK::TASK_PLANE_GOTO_PRECISE_VTOL(ped, vehicle, x, y, z, flightHeight, minHeightAboveTerrain, useDesiredOrientation, desiredOrientation, autopilot); } static void LUA_NATIVE_TASK_TASK_SUBMARINE_GOTO_AND_STOP(Ped ped, Vehicle submarine, float x, float y, float z, bool autopilot) { TASK::TASK_SUBMARINE_GOTO_AND_STOP(ped, submarine, x, y, z, autopilot); } static void LUA_NATIVE_TASK_TASK_HELI_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float maxSpeed, float radius, float targetHeading, int maxHeight, int minHeight, float slowDownDistance, int behaviorFlags) { TASK::TASK_HELI_MISSION(pilot, aircraft, targetVehicle, targetPed, destinationX, destinationY, destinationZ, missionFlag, maxSpeed, radius, targetHeading, maxHeight, minHeight, slowDownDistance, behaviorFlags); } static void LUA_NATIVE_TASK_TASK_HELI_ESCORT_HELI(Ped pilot, Vehicle heli1, Vehicle heli2, float offsetX, float offsetY, float offsetZ) { TASK::TASK_HELI_ESCORT_HELI(pilot, heli1, heli2, offsetX, offsetY, offsetZ); } static void LUA_NATIVE_TASK_TASK_PLANE_MISSION(Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float angularDrag, float targetReached, float targetHeading, float maxZ, float minZ, bool precise) { TASK::TASK_PLANE_MISSION(pilot, aircraft, targetVehicle, targetPed, destinationX, destinationY, destinationZ, missionFlag, angularDrag, targetReached, targetHeading, maxZ, minZ, precise); } static void LUA_NATIVE_TASK_TASK_PLANE_TAXI(Ped pilot, Vehicle aircraft, float x, float y, float z, float cruiseSpeed, float targetReached) { TASK::TASK_PLANE_TAXI(pilot, aircraft, x, y, z, cruiseSpeed, targetReached); } static void LUA_NATIVE_TASK_TASK_BOAT_MISSION(Ped pedDriver, Vehicle vehicle, Vehicle targetVehicle, Ped targetPed, float x, float y, float z, int mission, float maxSpeed, int drivingStyle, float targetReached, Any boatFlags) { TASK::TASK_BOAT_MISSION(pedDriver, vehicle, targetVehicle, targetPed, x, y, z, mission, maxSpeed, drivingStyle, targetReached, boatFlags); } static void LUA_NATIVE_TASK_TASK_DRIVE_BY(Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, bool pushUnderneathDrivingTaskIfDriving, Hash firingPattern) { TASK::TASK_DRIVE_BY(driverPed, targetPed, targetVehicle, targetX, targetY, targetZ, distanceToShoot, pedAccuracy, pushUnderneathDrivingTaskIfDriving, firingPattern); } static void LUA_NATIVE_TASK_SET_DRIVEBY_TASK_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z) { TASK::SET_DRIVEBY_TASK_TARGET(shootingPed, targetPed, targetVehicle, x, y, z); } static void LUA_NATIVE_TASK_CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped) { TASK::CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(ped); } static bool LUA_NATIVE_TASK_IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(Ped ped) { auto retval = (bool)TASK::IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(ped); return retval; } static bool LUA_NATIVE_TASK_CONTROL_MOUNTED_WEAPON(Ped ped) { auto retval = (bool)TASK::CONTROL_MOUNTED_WEAPON(ped); return retval; } static void LUA_NATIVE_TASK_SET_MOUNTED_WEAPON_TARGET(Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z, int taskMode, bool ignoreTargetVehDeadCheck) { TASK::SET_MOUNTED_WEAPON_TARGET(shootingPed, targetPed, targetVehicle, x, y, z, taskMode, ignoreTargetVehDeadCheck); } static bool LUA_NATIVE_TASK_IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK(Ped ped) { auto retval = (bool)TASK::IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK(ped); return retval; } static void LUA_NATIVE_TASK_TASK_USE_MOBILE_PHONE(Ped ped, bool usePhone, int desiredPhoneMode) { TASK::TASK_USE_MOBILE_PHONE(ped, usePhone, desiredPhoneMode); } static void LUA_NATIVE_TASK_TASK_USE_MOBILE_PHONE_TIMED(Ped ped, int duration) { TASK::TASK_USE_MOBILE_PHONE_TIMED(ped, duration); } static void LUA_NATIVE_TASK_TASK_CHAT_TO_PED(Ped ped, Ped target, int flags, float goToLocationX, float goToLocationY, float goToLocationZ, float headingDegs, float idleTime) { TASK::TASK_CHAT_TO_PED(ped, target, flags, goToLocationX, goToLocationY, goToLocationZ, headingDegs, idleTime); } static void LUA_NATIVE_TASK_TASK_WARP_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seat) { TASK::TASK_WARP_PED_INTO_VEHICLE(ped, vehicle, seat); } static void LUA_NATIVE_TASK_TASK_SHOOT_AT_ENTITY(Entity entity, Entity target, int duration, Hash firingPattern) { TASK::TASK_SHOOT_AT_ENTITY(entity, target, duration, firingPattern); } static void LUA_NATIVE_TASK_TASK_CLIMB(Ped ped, bool usePlayerLaunchForce) { TASK::TASK_CLIMB(ped, usePlayerLaunchForce); } static void LUA_NATIVE_TASK_TASK_CLIMB_LADDER(Ped ped, bool fast) { TASK::TASK_CLIMB_LADDER(ped, fast); } static void LUA_NATIVE_TASK_TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float minZ, int ropeHandle, const char* clipSet, Any p10) { TASK::TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE(ped, x1, y1, z1, x2, y2, z2, minZ, ropeHandle, clipSet, p10); } static int LUA_NATIVE_TASK_GET_TASK_RAPPEL_DOWN_WALL_STATE(Ped ped) { auto retval = TASK::GET_TASK_RAPPEL_DOWN_WALL_STATE(ped); return retval; } static void LUA_NATIVE_TASK_CLEAR_PED_TASKS_IMMEDIATELY(Ped ped) { TASK::CLEAR_PED_TASKS_IMMEDIATELY(ped); } static void LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE_FROM_PROGRESS(Ped ped, int taskIndex, int progress1, int progress2) { TASK::TASK_PERFORM_SEQUENCE_FROM_PROGRESS(ped, taskIndex, progress1, progress2); } static void LUA_NATIVE_TASK_SET_NEXT_DESIRED_MOVE_STATE(float nextMoveState) { TASK::SET_NEXT_DESIRED_MOVE_STATE(nextMoveState); } static void LUA_NATIVE_TASK_SET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped, float newMoveBlendRatio) { TASK::SET_PED_DESIRED_MOVE_BLEND_RATIO(ped, newMoveBlendRatio); } static float LUA_NATIVE_TASK_GET_PED_DESIRED_MOVE_BLEND_RATIO(Ped ped) { auto retval = TASK::GET_PED_DESIRED_MOVE_BLEND_RATIO(ped); return retval; } static void LUA_NATIVE_TASK_TASK_GOTO_ENTITY_AIMING(Ped ped, Entity target, float distanceToStopAt, float StartAimingDist) { TASK::TASK_GOTO_ENTITY_AIMING(ped, target, distanceToStopAt, StartAimingDist); } static void LUA_NATIVE_TASK_TASK_SET_DECISION_MAKER(Ped ped, Hash decisionMakerId) { TASK::TASK_SET_DECISION_MAKER(ped, decisionMakerId); } static void LUA_NATIVE_TASK_TASK_SET_SPHERE_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float radius) { TASK::TASK_SET_SPHERE_DEFENSIVE_AREA(ped, x, y, z, radius); } static void LUA_NATIVE_TASK_TASK_CLEAR_DEFENSIVE_AREA(Ped ped) { TASK::TASK_CLEAR_DEFENSIVE_AREA(ped); } static void LUA_NATIVE_TASK_TASK_PED_SLIDE_TO_COORD(Ped ped, float x, float y, float z, float heading, float speed) { TASK::TASK_PED_SLIDE_TO_COORD(ped, x, y, z, heading, speed); } static void LUA_NATIVE_TASK_TASK_PED_SLIDE_TO_COORD_HDG_RATE(Ped ped, float x, float y, float z, float heading, float speed, float headingChangeRate) { TASK::TASK_PED_SLIDE_TO_COORD_HDG_RATE(ped, x, y, z, heading, speed, headingChangeRate); } static ScrHandle LUA_NATIVE_TASK_ADD_COVER_POINT(float x, float y, float z, float direction, int usage, int height, int arc, bool isPriority) { auto retval = TASK::ADD_COVER_POINT(x, y, z, direction, usage, height, arc, isPriority); return retval; } static void LUA_NATIVE_TASK_REMOVE_COVER_POINT(ScrHandle coverpoint) { TASK::REMOVE_COVER_POINT(coverpoint); } static bool LUA_NATIVE_TASK_DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(float x, float y, float z) { auto retval = (bool)TASK::DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(x, y, z); return retval; } static Vector3 LUA_NATIVE_TASK_GET_SCRIPTED_COVER_POINT_COORDS(ScrHandle coverpoint) { auto retval = TASK::GET_SCRIPTED_COVER_POINT_COORDS(coverpoint); return retval; } static void LUA_NATIVE_TASK_ADD_SCRIPTED_COVER_AREA(float x, float y, float z, float radius) { TASK::ADD_SCRIPTED_COVER_AREA(x, y, z, radius); } static void LUA_NATIVE_TASK_TASK_COMBAT_PED(Ped ped, Ped targetPed, int combatFlags, int threatResponseFlags) { TASK::TASK_COMBAT_PED(ped, targetPed, combatFlags, threatResponseFlags); } static void LUA_NATIVE_TASK_TASK_COMBAT_PED_TIMED(Ped ped, Ped target, int time, int flags) { TASK::TASK_COMBAT_PED_TIMED(ped, target, time, flags); } static void LUA_NATIVE_TASK_TASK_SEEK_COVER_FROM_POS(Ped ped, float x, float y, float z, int duration, bool allowPeekingAndFiring) { TASK::TASK_SEEK_COVER_FROM_POS(ped, x, y, z, duration, allowPeekingAndFiring); } static void LUA_NATIVE_TASK_TASK_SEEK_COVER_FROM_PED(Ped ped, Ped target, int duration, bool allowPeekingAndFiring) { TASK::TASK_SEEK_COVER_FROM_PED(ped, target, duration, allowPeekingAndFiring); } static void LUA_NATIVE_TASK_TASK_SEEK_COVER_TO_COVER_POINT(Ped ped, ScrHandle coverpoint, float x, float y, float z, int time, bool allowPeekingAndFiring) { TASK::TASK_SEEK_COVER_TO_COVER_POINT(ped, coverpoint, x, y, z, time, allowPeekingAndFiring); } static void LUA_NATIVE_TASK_TASK_SEEK_COVER_TO_COORDS(Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, int timeout, bool shortRoute) { TASK::TASK_SEEK_COVER_TO_COORDS(ped, x1, y1, z1, x2, y2, z2, timeout, shortRoute); } static void LUA_NATIVE_TASK_TASK_PUT_PED_DIRECTLY_INTO_COVER(Ped ped, float x, float y, float z, int time, bool allowPeekingAndFiring, float blendInDuration, bool forceInitialFacingDirection, bool forceFaceLeft, int identifier, bool doEntry) { TASK::TASK_PUT_PED_DIRECTLY_INTO_COVER(ped, x, y, z, time, allowPeekingAndFiring, blendInDuration, forceInitialFacingDirection, forceFaceLeft, identifier, doEntry); } static void LUA_NATIVE_TASK_TASK_WARP_PED_DIRECTLY_INTO_COVER(Ped ped, int time, bool allowPeekingAndFiring, bool forceInitialFacingDirection, bool forceFaceLeft, int identifier) { TASK::TASK_WARP_PED_DIRECTLY_INTO_COVER(ped, time, allowPeekingAndFiring, forceInitialFacingDirection, forceFaceLeft, identifier); } static void LUA_NATIVE_TASK_TASK_EXIT_COVER(Ped ped, int exitType, float x, float y, float z) { TASK::TASK_EXIT_COVER(ped, exitType, x, y, z); } static void LUA_NATIVE_TASK_TASK_PUT_PED_DIRECTLY_INTO_MELEE(Ped ped, Ped meleeTarget, float blendInDuration, float timeInMelee, float strafePhaseSync, int aiCombatFlags) { TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(ped, meleeTarget, blendInDuration, timeInMelee, strafePhaseSync, aiCombatFlags); } static void LUA_NATIVE_TASK_TASK_TOGGLE_DUCK(Ped ped, int toggleType) { TASK::TASK_TOGGLE_DUCK(ped, toggleType); } static void LUA_NATIVE_TASK_TASK_GUARD_CURRENT_POSITION(Ped ped, float maxPatrolProximity, float defensiveAreaRadius, bool setDefensiveArea) { TASK::TASK_GUARD_CURRENT_POSITION(ped, maxPatrolProximity, defensiveAreaRadius, setDefensiveArea); } static void LUA_NATIVE_TASK_TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(Ped ped, float x, float y, float z, float heading, float maxPatrolProximity, int timer) { TASK::TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(ped, x, y, z, heading, maxPatrolProximity, timer); } static void LUA_NATIVE_TASK_TASK_GUARD_SPHERE_DEFENSIVE_AREA(Ped ped, float defendPositionX, float defendPositionY, float defendPositionZ, float heading, float maxPatrolProximity, int time, float x, float y, float z, float defensiveAreaRadius) { TASK::TASK_GUARD_SPHERE_DEFENSIVE_AREA(ped, defendPositionX, defendPositionY, defendPositionZ, heading, maxPatrolProximity, time, x, y, z, defensiveAreaRadius); } static void LUA_NATIVE_TASK_TASK_STAND_GUARD(Ped ped, float x, float y, float z, float heading, const char* scenarioName) { TASK::TASK_STAND_GUARD(ped, x, y, z, heading, scenarioName); } static void LUA_NATIVE_TASK_SET_DRIVE_TASK_CRUISE_SPEED(Ped driver, float cruiseSpeed) { TASK::SET_DRIVE_TASK_CRUISE_SPEED(driver, cruiseSpeed); } static void LUA_NATIVE_TASK_SET_DRIVE_TASK_MAX_CRUISE_SPEED(Ped ped, float speed) { TASK::SET_DRIVE_TASK_MAX_CRUISE_SPEED(ped, speed); } static void LUA_NATIVE_TASK_SET_DRIVE_TASK_DRIVING_STYLE(Ped ped, int drivingStyle) { TASK::SET_DRIVE_TASK_DRIVING_STYLE(ped, drivingStyle); } static void LUA_NATIVE_TASK_ADD_COVER_BLOCKING_AREA(float startX, float startY, float startZ, float endX, float endY, float endZ, bool blockObjects, bool blockVehicles, bool blockMap, bool blockPlayer) { TASK::ADD_COVER_BLOCKING_AREA(startX, startY, startZ, endX, endY, endZ, blockObjects, blockVehicles, blockMap, blockPlayer); } static void LUA_NATIVE_TASK_REMOVE_ALL_COVER_BLOCKING_AREAS() { TASK::REMOVE_ALL_COVER_BLOCKING_AREAS(); } static void LUA_NATIVE_TASK_REMOVE_COVER_BLOCKING_AREAS_AT_POSITION(float x, float y, float z) { TASK::REMOVE_COVER_BLOCKING_AREAS_AT_POSITION(x, y, z); } static void LUA_NATIVE_TASK_REMOVE_SPECIFIC_COVER_BLOCKING_AREAS(float startX, float startY, float startZ, float endX, float endY, float endZ, bool blockObjects, bool blockVehicles, bool blockMap, bool blockPlayer) { TASK::REMOVE_SPECIFIC_COVER_BLOCKING_AREAS(startX, startY, startZ, endX, endY, endZ, blockObjects, blockVehicles, blockMap, blockPlayer); } static void LUA_NATIVE_TASK_TASK_START_SCENARIO_IN_PLACE(Ped ped, const char* scenarioName, int unkDelay, bool playEnterAnim) { TASK::TASK_START_SCENARIO_IN_PLACE(ped, scenarioName, unkDelay, playEnterAnim); } static void LUA_NATIVE_TASK_TASK_START_SCENARIO_AT_POSITION(Ped ped, const char* scenarioName, float x, float y, float z, float heading, int duration, bool sittingScenario, bool teleport) { TASK::TASK_START_SCENARIO_AT_POSITION(ped, scenarioName, x, y, z, heading, duration, sittingScenario, teleport); } static void LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration) { TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD(ped, x, y, z, distance, duration); } static void LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, int timeToLeave) { TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(ped, x, y, z, radius, timeToLeave); } static void LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(Ped ped, float x, float y, float z, float maxRange, int timeToLeave) { TASK::TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(ped, x, y, z, maxRange, timeToLeave); } static void LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(Ped ped, float x, float y, float z, float radius, int timeToLeave) { TASK::TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(ped, x, y, z, radius, timeToLeave); } static bool LUA_NATIVE_TASK_DOES_SCENARIO_EXIST_IN_AREA(float x, float y, float z, float radius, bool mustBeFree) { auto retval = (bool)TASK::DOES_SCENARIO_EXIST_IN_AREA(x, y, z, radius, mustBeFree); return retval; } static bool LUA_NATIVE_TASK_DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(float x, float y, float z, const char* scenarioName, float radius, bool mustBeFree) { auto retval = (bool)TASK::DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(x, y, z, scenarioName, radius, mustBeFree); return retval; } static bool LUA_NATIVE_TASK_IS_SCENARIO_OCCUPIED(float x, float y, float z, float maxRange, bool onlyUsersActuallyAtScenario) { auto retval = (bool)TASK::IS_SCENARIO_OCCUPIED(x, y, z, maxRange, onlyUsersActuallyAtScenario); return retval; } static bool LUA_NATIVE_TASK_PED_HAS_USE_SCENARIO_TASK(Ped ped) { auto retval = (bool)TASK::PED_HAS_USE_SCENARIO_TASK(ped); return retval; } static void LUA_NATIVE_TASK_PLAY_ANIM_ON_RUNNING_SCENARIO(Ped ped, const char* animDict, const char* animName) { TASK::PLAY_ANIM_ON_RUNNING_SCENARIO(ped, animDict, animName); } static bool LUA_NATIVE_TASK_DOES_SCENARIO_GROUP_EXIST(const char* scenarioGroup) { auto retval = (bool)TASK::DOES_SCENARIO_GROUP_EXIST(scenarioGroup); return retval; } static bool LUA_NATIVE_TASK_IS_SCENARIO_GROUP_ENABLED(const char* scenarioGroup) { auto retval = (bool)TASK::IS_SCENARIO_GROUP_ENABLED(scenarioGroup); return retval; } static void LUA_NATIVE_TASK_SET_SCENARIO_GROUP_ENABLED(const char* scenarioGroup, bool enabled) { TASK::SET_SCENARIO_GROUP_ENABLED(scenarioGroup, enabled); } static void LUA_NATIVE_TASK_RESET_SCENARIO_GROUPS_ENABLED() { TASK::RESET_SCENARIO_GROUPS_ENABLED(); } static void LUA_NATIVE_TASK_SET_EXCLUSIVE_SCENARIO_GROUP(const char* scenarioGroup) { TASK::SET_EXCLUSIVE_SCENARIO_GROUP(scenarioGroup); } static void LUA_NATIVE_TASK_RESET_EXCLUSIVE_SCENARIO_GROUP() { TASK::RESET_EXCLUSIVE_SCENARIO_GROUP(); } static bool LUA_NATIVE_TASK_IS_SCENARIO_TYPE_ENABLED(const char* scenarioType) { auto retval = (bool)TASK::IS_SCENARIO_TYPE_ENABLED(scenarioType); return retval; } static void LUA_NATIVE_TASK_SET_SCENARIO_TYPE_ENABLED(const char* scenarioType, bool toggle) { TASK::SET_SCENARIO_TYPE_ENABLED(scenarioType, toggle); } static void LUA_NATIVE_TASK_RESET_SCENARIO_TYPES_ENABLED() { TASK::RESET_SCENARIO_TYPES_ENABLED(); } static bool LUA_NATIVE_TASK_IS_PED_ACTIVE_IN_SCENARIO(Ped ped) { auto retval = (bool)TASK::IS_PED_ACTIVE_IN_SCENARIO(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO(Ped ped) { auto retval = (bool)TASK::IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO(ped); return retval; } static void LUA_NATIVE_TASK_SET_PED_CAN_PLAY_AMBIENT_IDLES(Ped ped, bool blockIdleClips, bool removeIdleClipIfPlaying) { TASK::SET_PED_CAN_PLAY_AMBIENT_IDLES(ped, blockIdleClips, removeIdleClipIfPlaying); } static void LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_IN_AREA(Ped ped, float x, float y, float z, float radius, int combatFlags) { TASK::TASK_COMBAT_HATED_TARGETS_IN_AREA(ped, x, y, z, radius, combatFlags); } static void LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_AROUND_PED(Ped ped, float radius, int combatFlags) { TASK::TASK_COMBAT_HATED_TARGETS_AROUND_PED(ped, radius, combatFlags); } static void LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(Ped ped, float radius, int time, int combatFlags) { TASK::TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(ped, radius, time, combatFlags); } static void LUA_NATIVE_TASK_TASK_THROW_PROJECTILE(Ped ped, float x, float y, float z, int ignoreCollisionEntityIndex, bool createInvincibleProjectile) { TASK::TASK_THROW_PROJECTILE(ped, x, y, z, ignoreCollisionEntityIndex, createInvincibleProjectile); } static void LUA_NATIVE_TASK_TASK_SWAP_WEAPON(Ped ped, bool drawWeapon) { TASK::TASK_SWAP_WEAPON(ped, drawWeapon); } static void LUA_NATIVE_TASK_TASK_RELOAD_WEAPON(Ped ped, bool drawWeapon) { TASK::TASK_RELOAD_WEAPON(ped, drawWeapon); } static bool LUA_NATIVE_TASK_IS_PED_GETTING_UP(Ped ped) { auto retval = (bool)TASK::IS_PED_GETTING_UP(ped); return retval; } static void LUA_NATIVE_TASK_TASK_WRITHE(Ped ped, Ped target, int minFireLoops, int startState, bool forceShootOnGround, int shootFromGroundTimer) { TASK::TASK_WRITHE(ped, target, minFireLoops, startState, forceShootOnGround, shootFromGroundTimer); } static bool LUA_NATIVE_TASK_IS_PED_IN_WRITHE(Ped ped) { auto retval = (bool)TASK::IS_PED_IN_WRITHE(ped); return retval; } static void LUA_NATIVE_TASK_OPEN_PATROL_ROUTE(const char* patrolRoute) { TASK::OPEN_PATROL_ROUTE(patrolRoute); } static void LUA_NATIVE_TASK_CLOSE_PATROL_ROUTE() { TASK::CLOSE_PATROL_ROUTE(); } static void LUA_NATIVE_TASK_ADD_PATROL_ROUTE_NODE(int nodeId, const char* nodeType, float posX, float posY, float posZ, float headingX, float headingY, float headingZ, int duration) { TASK::ADD_PATROL_ROUTE_NODE(nodeId, nodeType, posX, posY, posZ, headingX, headingY, headingZ, duration); } static void LUA_NATIVE_TASK_ADD_PATROL_ROUTE_LINK(int nodeId1, int nodeId2) { TASK::ADD_PATROL_ROUTE_LINK(nodeId1, nodeId2); } static void LUA_NATIVE_TASK_CREATE_PATROL_ROUTE() { TASK::CREATE_PATROL_ROUTE(); } static void LUA_NATIVE_TASK_DELETE_PATROL_ROUTE(const char* patrolRoute) { TASK::DELETE_PATROL_ROUTE(patrolRoute); } static std::tuple LUA_NATIVE_TASK_GET_PATROL_TASK_INFO(Ped ped, int timeLeftAtNode, int nodeId) { std::tuple return_values; std::get<0>(return_values) = (bool)TASK::GET_PATROL_TASK_INFO(ped, &timeLeftAtNode, &nodeId); std::get<1>(return_values) = timeLeftAtNode; std::get<2>(return_values) = nodeId; return return_values; } static void LUA_NATIVE_TASK_TASK_PATROL(Ped ped, const char* patrolRouteName, int alertState, bool canChatToPeds, bool useHeadLookAt) { TASK::TASK_PATROL(ped, patrolRouteName, alertState, canChatToPeds, useHeadLookAt); } static void LUA_NATIVE_TASK_TASK_STAY_IN_COVER(Ped ped) { TASK::TASK_STAY_IN_COVER(ped); } static void LUA_NATIVE_TASK_ADD_VEHICLE_SUBTASK_ATTACK_COORD(Ped ped, float x, float y, float z) { TASK::ADD_VEHICLE_SUBTASK_ATTACK_COORD(ped, x, y, z); } static void LUA_NATIVE_TASK_ADD_VEHICLE_SUBTASK_ATTACK_PED(Ped ped, Ped target) { TASK::ADD_VEHICLE_SUBTASK_ATTACK_PED(ped, target); } static void LUA_NATIVE_TASK_TASK_VEHICLE_SHOOT_AT_PED(Ped ped, Ped target, float fireTolerance) { TASK::TASK_VEHICLE_SHOOT_AT_PED(ped, target, fireTolerance); } static void LUA_NATIVE_TASK_TASK_VEHICLE_AIM_AT_PED(Ped ped, Ped target) { TASK::TASK_VEHICLE_AIM_AT_PED(ped, target); } static void LUA_NATIVE_TASK_TASK_VEHICLE_SHOOT_AT_COORD(Ped ped, float x, float y, float z, float fireTolerance) { TASK::TASK_VEHICLE_SHOOT_AT_COORD(ped, x, y, z, fireTolerance); } static void LUA_NATIVE_TASK_TASK_VEHICLE_AIM_AT_COORD(Ped ped, float x, float y, float z) { TASK::TASK_VEHICLE_AIM_AT_COORD(ped, x, y, z); } static void LUA_NATIVE_TASK_TASK_VEHICLE_GOTO_NAVMESH(Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange) { TASK::TASK_VEHICLE_GOTO_NAVMESH(ped, vehicle, x, y, z, speed, behaviorFlag, stoppingRange); } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(Ped ped, float x, float y, float z, float aimAtX, float aimAtY, float aimAtZ, float moveBlendRatio, bool shoot, float targetRadius, float slowDistance, bool useNavMesh, int navFlags, bool instantBlendToAim, Hash firingPattern) { TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(ped, x, y, z, aimAtX, aimAtY, aimAtZ, moveBlendRatio, shoot, targetRadius, slowDistance, useNavMesh, navFlags, instantBlendToAim, firingPattern); } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(Ped ped, float x, float y, float z, Entity aimAtID, float moveBlendRatio, bool shoot, float targetRadius, float slowDistance, bool useNavMesh, int navFlags, bool instantBlendToAim, Hash firingPattern, int time) { TASK::TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(ped, x, y, z, aimAtID, moveBlendRatio, shoot, targetRadius, slowDistance, useNavMesh, navFlags, instantBlendToAim, firingPattern, time); } static void LUA_NATIVE_TASK_TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(Ped pedHandle, float goToLocationX, float goToLocationY, float goToLocationZ, float focusLocationX, float focusLocationY, float focusLocationZ, float speed, bool shootAtEnemies, float distanceToStopAt, float noRoadsDistance, bool useNavMesh, int navFlags, int taskFlags, Hash firingPattern) { TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle, goToLocationX, goToLocationY, goToLocationZ, focusLocationX, focusLocationY, focusLocationZ, speed, shootAtEnemies, distanceToStopAt, noRoadsDistance, useNavMesh, navFlags, taskFlags, firingPattern); } static void LUA_NATIVE_TASK_TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(Ped ped, Entity entity, float aimX, float aimY, float aimZ, float moveBlendRatio, bool shoot, float targetRadius, float slowDistance, bool useNavMesh, bool instantBlendToAim, Hash firingPattern) { TASK::TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(ped, entity, aimX, aimY, aimZ, moveBlendRatio, shoot, targetRadius, slowDistance, useNavMesh, instantBlendToAim, firingPattern); } static void LUA_NATIVE_TASK_TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, bool shootatEntity, float targetRadius, float slowDistance, bool useNavMesh, bool instantBlendToAim, Hash firingPattern) { TASK::TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(ped, entityToWalkTo, entityToAimAt, speed, shootatEntity, targetRadius, slowDistance, useNavMesh, instantBlendToAim, firingPattern); } static void LUA_NATIVE_TASK_SET_HIGH_FALL_TASK(Ped ped, int minTime, int maxTime, int entryType) { TASK::SET_HIGH_FALL_TASK(ped, minTime, maxTime, entryType); } static void LUA_NATIVE_TASK_REQUEST_WAYPOINT_RECORDING(const char* name) { TASK::REQUEST_WAYPOINT_RECORDING(name); } static bool LUA_NATIVE_TASK_GET_IS_WAYPOINT_RECORDING_LOADED(const char* name) { auto retval = (bool)TASK::GET_IS_WAYPOINT_RECORDING_LOADED(name); return retval; } static void LUA_NATIVE_TASK_REMOVE_WAYPOINT_RECORDING(const char* name) { TASK::REMOVE_WAYPOINT_RECORDING(name); } static std::tuple LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_NUM_POINTS(const char* name, int points) { std::tuple return_values; std::get<0>(return_values) = (bool)TASK::WAYPOINT_RECORDING_GET_NUM_POINTS(name, &points); std::get<1>(return_values) = points; return return_values; } static std::tuple LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_COORD(const char* name, int point, Vector3 coord) { std::tuple return_values; std::get<0>(return_values) = (bool)TASK::WAYPOINT_RECORDING_GET_COORD(name, point, &coord); std::get<1>(return_values) = coord; return return_values; } static float LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_SPEED_AT_POINT(const char* name, int point) { auto retval = TASK::WAYPOINT_RECORDING_GET_SPEED_AT_POINT(name, point); return retval; } static std::tuple LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(const char* name, float x, float y, float z, int point) { std::tuple return_values; std::get<0>(return_values) = (bool)TASK::WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(name, x, y, z, &point); std::get<1>(return_values) = point; return return_values; } static void LUA_NATIVE_TASK_TASK_FOLLOW_WAYPOINT_RECORDING(Ped ped, const char* name, int p2, int p3, int p4) { TASK::TASK_FOLLOW_WAYPOINT_RECORDING(ped, name, p2, p3, p4); } static bool LUA_NATIVE_TASK_IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(Ped ped) { auto retval = (bool)TASK::IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(ped); return retval; } static int LUA_NATIVE_TASK_GET_PED_WAYPOINT_PROGRESS(Ped ped) { auto retval = TASK::GET_PED_WAYPOINT_PROGRESS(ped); return retval; } static float LUA_NATIVE_TASK_GET_PED_WAYPOINT_DISTANCE(Any p0) { auto retval = TASK::GET_PED_WAYPOINT_DISTANCE(p0); return retval; } static bool LUA_NATIVE_TASK_SET_PED_WAYPOINT_ROUTE_OFFSET(Ped ped, float x, float y, float z) { auto retval = (bool)TASK::SET_PED_WAYPOINT_ROUTE_OFFSET(ped, x, y, z); return retval; } static float LUA_NATIVE_TASK_GET_WAYPOINT_DISTANCE_ALONG_ROUTE(const char* name, int point) { auto retval = TASK::GET_WAYPOINT_DISTANCE_ALONG_ROUTE(name, point); return retval; } static bool LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_GET_IS_PAUSED(Any p0) { auto retval = (bool)TASK::WAYPOINT_PLAYBACK_GET_IS_PAUSED(p0); return retval; } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_PAUSE(Any p0, bool p1, bool p2) { TASK::WAYPOINT_PLAYBACK_PAUSE(p0, p1, p2); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_RESUME(Any p0, bool p1, Any p2, Any p3) { TASK::WAYPOINT_PLAYBACK_RESUME(p0, p1, p2, p3); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Any p0, float p1, bool p2) { TASK::WAYPOINT_PLAYBACK_OVERRIDE_SPEED(p0, p1, p2); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Any p0) { TASK::WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(p0); } static void LUA_NATIVE_TASK_USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(const char* name, bool p1, float p2, float p3) { TASK::USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(name, p1, p2, p3); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_AIMING_AT_PED(Ped ped, Ped target, bool p2) { TASK::WAYPOINT_PLAYBACK_START_AIMING_AT_PED(ped, target, p2); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(Ped ped, float x, float y, float z, bool p4) { TASK::WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(ped, x, y, z, p4); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(Ped ped, Ped ped2, bool p2, bool p3) { TASK::WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(ped, ped2, p2, p3); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(Ped ped, float x, float y, float z, bool p4, Hash firingPattern) { TASK::WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(ped, x, y, z, p4, firingPattern); } static void LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(Ped ped) { TASK::WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(ped); } static void LUA_NATIVE_TASK_ASSISTED_MOVEMENT_REQUEST_ROUTE(const char* route) { TASK::ASSISTED_MOVEMENT_REQUEST_ROUTE(route); } static void LUA_NATIVE_TASK_ASSISTED_MOVEMENT_REMOVE_ROUTE(const char* route) { TASK::ASSISTED_MOVEMENT_REMOVE_ROUTE(route); } static bool LUA_NATIVE_TASK_ASSISTED_MOVEMENT_IS_ROUTE_LOADED(const char* route) { auto retval = (bool)TASK::ASSISTED_MOVEMENT_IS_ROUTE_LOADED(route); return retval; } static void LUA_NATIVE_TASK_ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(const char* route, int props) { TASK::ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(route, props); } static void LUA_NATIVE_TASK_ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(float dist) { TASK::ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(dist); } static void LUA_NATIVE_TASK_TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(Ped ped, Vehicle vehicle, const char* WPRecording, int p3, int p4, int p5, int p6, float p7, bool p8, float p9) { TASK::TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(ped, vehicle, WPRecording, p3, p4, p5, p6, p7, p8, p9); } static bool LUA_NATIVE_TASK_IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(Vehicle vehicle) { auto retval = (bool)TASK::IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(vehicle); return retval; } static int LUA_NATIVE_TASK_GET_VEHICLE_WAYPOINT_PROGRESS(Vehicle vehicle) { auto retval = TASK::GET_VEHICLE_WAYPOINT_PROGRESS(vehicle); return retval; } static int LUA_NATIVE_TASK_GET_VEHICLE_WAYPOINT_TARGET_POINT(Vehicle vehicle) { auto retval = TASK::GET_VEHICLE_WAYPOINT_TARGET_POINT(vehicle); return retval; } static void LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_PAUSE(Vehicle vehicle) { TASK::VEHICLE_WAYPOINT_PLAYBACK_PAUSE(vehicle); } static void LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_RESUME(Vehicle vehicle) { TASK::VEHICLE_WAYPOINT_PLAYBACK_RESUME(vehicle); } static void LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(Vehicle vehicle) { TASK::VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(vehicle); } static void LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(Vehicle vehicle, float speed) { TASK::VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(vehicle, speed); } static void LUA_NATIVE_TASK_TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(Ped ped, bool toggle) { TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(ped, toggle); } static void LUA_NATIVE_TASK_TASK_FORCE_MOTION_STATE(Ped ped, Hash state, bool forceRestart) { TASK::TASK_FORCE_MOTION_STATE(ped, state, forceRestart); } static void LUA_NATIVE_TASK_TASK_MOVE_NETWORK_BY_NAME(Ped ped, const char* task, float multiplier, bool allowOverrideCloneUpdate, const char* animDict, int flags) { TASK::TASK_MOVE_NETWORK_BY_NAME(ped, task, multiplier, allowOverrideCloneUpdate, animDict, flags); } static void LUA_NATIVE_TASK_TASK_MOVE_NETWORK_ADVANCED_BY_NAME(Ped ped, const char* network, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, bool allowOverrideCloneUpdate, const char* animDict, int flags) { TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME(ped, network, x, y, z, rotX, rotY, rotZ, rotOrder, blendDuration, allowOverrideCloneUpdate, animDict, flags); } static int LUA_NATIVE_TASK_TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* network, int initialParameters, float blendDuration, bool allowOverrideCloneUpdate, const char* animDict, int flags) { TASK::TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(ped, network, &initialParameters, blendDuration, allowOverrideCloneUpdate, animDict, flags); return initialParameters; } static int LUA_NATIVE_TASK_TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS(Ped ped, const char* network, int initialParameters, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, bool allowOverrideCloneUpdate, const char* dictionary, int flags) { TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS(ped, network, &initialParameters, x, y, z, rotX, rotY, rotZ, rotOrder, blendDuration, allowOverrideCloneUpdate, dictionary, flags); return initialParameters; } static bool LUA_NATIVE_TASK_IS_TASK_MOVE_NETWORK_ACTIVE(Ped ped) { auto retval = (bool)TASK::IS_TASK_MOVE_NETWORK_ACTIVE(ped); return retval; } static bool LUA_NATIVE_TASK_IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(Ped ped) { auto retval = (bool)TASK::IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(ped); return retval; } static bool LUA_NATIVE_TASK_REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(Ped ped, const char* name) { auto retval = (bool)TASK::REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(ped, name); return retval; } static bool LUA_NATIVE_TASK_SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE(Ped ped, const char* state) { auto retval = (bool)TASK::SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE(ped, state); return retval; } static const char* LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_STATE(Ped ped) { auto retval = TASK::GET_TASK_MOVE_NETWORK_STATE(ped); return retval; } static void LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_ANIM_SET(Ped ped, Hash clipSet, Hash variableClipSet) { TASK::SET_TASK_MOVE_NETWORK_ANIM_SET(ped, clipSet, variableClipSet); } static void LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, const char* signalName, float value) { TASK::SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(ped, signalName, value); } static void LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT(Ped ped, const char* signalName, float value) { TASK::SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT(ped, signalName, value); } static void LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE(Ped ped, const char* signalName, float value) { TASK::SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE(ped, signalName, value); } static void LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, const char* signalName, bool value) { TASK::SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(ped, signalName, value); } static float LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(Ped ped, const char* signalName) { auto retval = TASK::GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(ped, signalName); return retval; } static bool LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_SIGNAL_BOOL(Ped ped, const char* signalName) { auto retval = (bool)TASK::GET_TASK_MOVE_NETWORK_SIGNAL_BOOL(ped, signalName); return retval; } static bool LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_EVENT(Ped ped, const char* eventName) { auto retval = (bool)TASK::GET_TASK_MOVE_NETWORK_EVENT(ped, eventName); return retval; } static bool LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(Ped ped, bool enable) { auto retval = (bool)TASK::SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(ped, enable); return retval; } static bool LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_STILL(Ped ped) { auto retval = (bool)TASK::IS_MOVE_BLEND_RATIO_STILL(ped); return retval; } static bool LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_WALKING(Ped ped) { auto retval = (bool)TASK::IS_MOVE_BLEND_RATIO_WALKING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_RUNNING(Ped ped) { auto retval = (bool)TASK::IS_MOVE_BLEND_RATIO_RUNNING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_SPRINTING(Ped ped) { auto retval = (bool)TASK::IS_MOVE_BLEND_RATIO_SPRINTING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_STILL(Ped ped) { auto retval = (bool)TASK::IS_PED_STILL(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_WALKING(Ped ped) { auto retval = (bool)TASK::IS_PED_WALKING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_RUNNING(Ped ped) { auto retval = (bool)TASK::IS_PED_RUNNING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_SPRINTING(Ped ped) { auto retval = (bool)TASK::IS_PED_SPRINTING(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_STRAFING(Ped ped) { auto retval = (bool)TASK::IS_PED_STRAFING(ped); return retval; } static void LUA_NATIVE_TASK_TASK_SYNCHRONIZED_SCENE(Ped ped, int scene, const char* animDictionary, const char* animationName, float blendIn, float blendOut, int flags, int ragdollBlockingFlags, float moverBlendDelta, int ikFlags) { TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, animDictionary, animationName, blendIn, blendOut, flags, ragdollBlockingFlags, moverBlendDelta, ikFlags); } static void LUA_NATIVE_TASK_TASK_AGITATED_ACTION_CONFRONT_RESPONSE(Ped ped, Ped ped2) { TASK::TASK_AGITATED_ACTION_CONFRONT_RESPONSE(ped, ped2); } static void LUA_NATIVE_TASK_TASK_SWEEP_AIM_ENTITY(Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, Entity targetEntity, float turnRate, float blendInDuration) { TASK::TASK_SWEEP_AIM_ENTITY(ped, animDict, lowAnimName, medAnimName, hiAnimName, runtime, targetEntity, turnRate, blendInDuration); } static void LUA_NATIVE_TASK_UPDATE_TASK_SWEEP_AIM_ENTITY(Ped ped, Entity entity) { TASK::UPDATE_TASK_SWEEP_AIM_ENTITY(ped, entity); } static void LUA_NATIVE_TASK_TASK_SWEEP_AIM_POSITION(Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, float x, float y, float z, float turnRate, float blendInDuration) { TASK::TASK_SWEEP_AIM_POSITION(ped, animDict, lowAnimName, medAnimName, hiAnimName, runtime, x, y, z, turnRate, blendInDuration); } static void LUA_NATIVE_TASK_UPDATE_TASK_SWEEP_AIM_POSITION(Ped ped, float x, float y, float z) { TASK::UPDATE_TASK_SWEEP_AIM_POSITION(ped, x, y, z); } static void LUA_NATIVE_TASK_TASK_ARREST_PED(Ped ped, Ped target) { TASK::TASK_ARREST_PED(ped, target); } static bool LUA_NATIVE_TASK_IS_PED_RUNNING_ARREST_TASK(Ped ped) { auto retval = (bool)TASK::IS_PED_RUNNING_ARREST_TASK(ped); return retval; } static bool LUA_NATIVE_TASK_IS_PED_BEING_ARRESTED(Ped ped) { auto retval = (bool)TASK::IS_PED_BEING_ARRESTED(ped); return retval; } static void LUA_NATIVE_TASK_UNCUFF_PED(Ped ped) { TASK::UNCUFF_PED(ped); } static bool LUA_NATIVE_TASK_IS_PED_CUFFED(Ped ped) { auto retval = (bool)TASK::IS_PED_CUFFED(ped); return retval; } void init_native_binding_TASK(sol::state& L) { auto TASK = L["TASK"].get_or_create(); TASK.set_function("TASK_PAUSE", LUA_NATIVE_TASK_TASK_PAUSE); TASK.set_function("TASK_STAND_STILL", LUA_NATIVE_TASK_TASK_STAND_STILL); TASK.set_function("TASK_JUMP", LUA_NATIVE_TASK_TASK_JUMP); TASK.set_function("TASK_COWER", LUA_NATIVE_TASK_TASK_COWER); TASK.set_function("TASK_HANDS_UP", LUA_NATIVE_TASK_TASK_HANDS_UP); TASK.set_function("UPDATE_TASK_HANDS_UP_DURATION", LUA_NATIVE_TASK_UPDATE_TASK_HANDS_UP_DURATION); TASK.set_function("TASK_OPEN_VEHICLE_DOOR", LUA_NATIVE_TASK_TASK_OPEN_VEHICLE_DOOR); TASK.set_function("TASK_ENTER_VEHICLE", LUA_NATIVE_TASK_TASK_ENTER_VEHICLE); TASK.set_function("TASK_LEAVE_VEHICLE", LUA_NATIVE_TASK_TASK_LEAVE_VEHICLE); TASK.set_function("TASK_GET_OFF_BOAT", LUA_NATIVE_TASK_TASK_GET_OFF_BOAT); TASK.set_function("TASK_SKY_DIVE", LUA_NATIVE_TASK_TASK_SKY_DIVE); TASK.set_function("TASK_PARACHUTE", LUA_NATIVE_TASK_TASK_PARACHUTE); TASK.set_function("TASK_PARACHUTE_TO_TARGET", LUA_NATIVE_TASK_TASK_PARACHUTE_TO_TARGET); TASK.set_function("SET_PARACHUTE_TASK_TARGET", LUA_NATIVE_TASK_SET_PARACHUTE_TASK_TARGET); TASK.set_function("SET_PARACHUTE_TASK_THRUST", LUA_NATIVE_TASK_SET_PARACHUTE_TASK_THRUST); TASK.set_function("TASK_RAPPEL_FROM_HELI", LUA_NATIVE_TASK_TASK_RAPPEL_FROM_HELI); TASK.set_function("TASK_VEHICLE_DRIVE_TO_COORD", LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_TO_COORD); TASK.set_function("TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE", LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE); TASK.set_function("TASK_VEHICLE_DRIVE_WANDER", LUA_NATIVE_TASK_TASK_VEHICLE_DRIVE_WANDER); TASK.set_function("TASK_FOLLOW_TO_OFFSET_OF_ENTITY", LUA_NATIVE_TASK_TASK_FOLLOW_TO_OFFSET_OF_ENTITY); TASK.set_function("TASK_GO_STRAIGHT_TO_COORD", LUA_NATIVE_TASK_TASK_GO_STRAIGHT_TO_COORD); TASK.set_function("TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY", LUA_NATIVE_TASK_TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY); TASK.set_function("TASK_ACHIEVE_HEADING", LUA_NATIVE_TASK_TASK_ACHIEVE_HEADING); TASK.set_function("TASK_FLUSH_ROUTE", LUA_NATIVE_TASK_TASK_FLUSH_ROUTE); TASK.set_function("TASK_EXTEND_ROUTE", LUA_NATIVE_TASK_TASK_EXTEND_ROUTE); TASK.set_function("TASK_FOLLOW_POINT_ROUTE", LUA_NATIVE_TASK_TASK_FOLLOW_POINT_ROUTE); TASK.set_function("TASK_GO_TO_ENTITY", LUA_NATIVE_TASK_TASK_GO_TO_ENTITY); TASK.set_function("TASK_SMART_FLEE_COORD", LUA_NATIVE_TASK_TASK_SMART_FLEE_COORD); TASK.set_function("TASK_SMART_FLEE_PED", LUA_NATIVE_TASK_TASK_SMART_FLEE_PED); TASK.set_function("TASK_REACT_AND_FLEE_PED", LUA_NATIVE_TASK_TASK_REACT_AND_FLEE_PED); TASK.set_function("TASK_SHOCKING_EVENT_REACT", LUA_NATIVE_TASK_TASK_SHOCKING_EVENT_REACT); TASK.set_function("TASK_WANDER_IN_AREA", LUA_NATIVE_TASK_TASK_WANDER_IN_AREA); TASK.set_function("TASK_WANDER_STANDARD", LUA_NATIVE_TASK_TASK_WANDER_STANDARD); TASK.set_function("TASK_WANDER_SPECIFIC", LUA_NATIVE_TASK_TASK_WANDER_SPECIFIC); TASK.set_function("TASK_VEHICLE_PARK", LUA_NATIVE_TASK_TASK_VEHICLE_PARK); TASK.set_function("TASK_STEALTH_KILL", LUA_NATIVE_TASK_TASK_STEALTH_KILL); TASK.set_function("TASK_PLANT_BOMB", LUA_NATIVE_TASK_TASK_PLANT_BOMB); TASK.set_function("TASK_FOLLOW_NAV_MESH_TO_COORD", LUA_NATIVE_TASK_TASK_FOLLOW_NAV_MESH_TO_COORD); TASK.set_function("TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED", LUA_NATIVE_TASK_TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED); TASK.set_function("SET_PED_PATH_CAN_USE_CLIMBOVERS", LUA_NATIVE_TASK_SET_PED_PATH_CAN_USE_CLIMBOVERS); TASK.set_function("SET_PED_PATH_CAN_USE_LADDERS", LUA_NATIVE_TASK_SET_PED_PATH_CAN_USE_LADDERS); TASK.set_function("SET_PED_PATH_CAN_DROP_FROM_HEIGHT", LUA_NATIVE_TASK_SET_PED_PATH_CAN_DROP_FROM_HEIGHT); TASK.set_function("SET_PED_PATH_CLIMB_COST_MODIFIER", LUA_NATIVE_TASK_SET_PED_PATH_CLIMB_COST_MODIFIER); TASK.set_function("SET_PED_PATH_MAY_ENTER_WATER", LUA_NATIVE_TASK_SET_PED_PATH_MAY_ENTER_WATER); TASK.set_function("SET_PED_PATH_PREFER_TO_AVOID_WATER", LUA_NATIVE_TASK_SET_PED_PATH_PREFER_TO_AVOID_WATER); TASK.set_function("SET_PED_PATH_AVOID_FIRE", LUA_NATIVE_TASK_SET_PED_PATH_AVOID_FIRE); TASK.set_function("SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT", LUA_NATIVE_TASK_SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT); TASK.set_function("GET_NAVMESH_ROUTE_DISTANCE_REMAINING", LUA_NATIVE_TASK_GET_NAVMESH_ROUTE_DISTANCE_REMAINING); TASK.set_function("GET_NAVMESH_ROUTE_RESULT", LUA_NATIVE_TASK_GET_NAVMESH_ROUTE_RESULT); TASK.set_function("IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD", LUA_NATIVE_TASK_IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD); TASK.set_function("TASK_GO_TO_COORD_ANY_MEANS", LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS); TASK.set_function("TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS", LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS); TASK.set_function("TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED", LUA_NATIVE_TASK_TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED); TASK.set_function("TASK_PLAY_ANIM", LUA_NATIVE_TASK_TASK_PLAY_ANIM); TASK.set_function("TASK_PLAY_ANIM_ADVANCED", LUA_NATIVE_TASK_TASK_PLAY_ANIM_ADVANCED); TASK.set_function("STOP_ANIM_TASK", LUA_NATIVE_TASK_STOP_ANIM_TASK); TASK.set_function("TASK_SCRIPTED_ANIMATION", LUA_NATIVE_TASK_TASK_SCRIPTED_ANIMATION); TASK.set_function("PLAY_ENTITY_SCRIPTED_ANIM", LUA_NATIVE_TASK_PLAY_ENTITY_SCRIPTED_ANIM); TASK.set_function("STOP_ANIM_PLAYBACK", LUA_NATIVE_TASK_STOP_ANIM_PLAYBACK); TASK.set_function("SET_ANIM_WEIGHT", LUA_NATIVE_TASK_SET_ANIM_WEIGHT); TASK.set_function("SET_ANIM_PHASE", LUA_NATIVE_TASK_SET_ANIM_PHASE); TASK.set_function("SET_ANIM_RATE", LUA_NATIVE_TASK_SET_ANIM_RATE); TASK.set_function("SET_ANIM_LOOPED", LUA_NATIVE_TASK_SET_ANIM_LOOPED); TASK.set_function("TASK_PLAY_PHONE_GESTURE_ANIMATION", LUA_NATIVE_TASK_TASK_PLAY_PHONE_GESTURE_ANIMATION); TASK.set_function("TASK_STOP_PHONE_GESTURE_ANIMATION", LUA_NATIVE_TASK_TASK_STOP_PHONE_GESTURE_ANIMATION); TASK.set_function("IS_PLAYING_PHONE_GESTURE_ANIM", LUA_NATIVE_TASK_IS_PLAYING_PHONE_GESTURE_ANIM); TASK.set_function("GET_PHONE_GESTURE_ANIM_CURRENT_TIME", LUA_NATIVE_TASK_GET_PHONE_GESTURE_ANIM_CURRENT_TIME); TASK.set_function("GET_PHONE_GESTURE_ANIM_TOTAL_TIME", LUA_NATIVE_TASK_GET_PHONE_GESTURE_ANIM_TOTAL_TIME); TASK.set_function("TASK_VEHICLE_PLAY_ANIM", LUA_NATIVE_TASK_TASK_VEHICLE_PLAY_ANIM); TASK.set_function("TASK_LOOK_AT_COORD", LUA_NATIVE_TASK_TASK_LOOK_AT_COORD); TASK.set_function("TASK_LOOK_AT_ENTITY", LUA_NATIVE_TASK_TASK_LOOK_AT_ENTITY); TASK.set_function("TASK_CLEAR_LOOK_AT", LUA_NATIVE_TASK_TASK_CLEAR_LOOK_AT); TASK.set_function("OPEN_SEQUENCE_TASK", LUA_NATIVE_TASK_OPEN_SEQUENCE_TASK); TASK.set_function("CLOSE_SEQUENCE_TASK", LUA_NATIVE_TASK_CLOSE_SEQUENCE_TASK); TASK.set_function("TASK_PERFORM_SEQUENCE", LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE); TASK.set_function("TASK_PERFORM_SEQUENCE_LOCALLY", LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE_LOCALLY); TASK.set_function("CLEAR_SEQUENCE_TASK", LUA_NATIVE_TASK_CLEAR_SEQUENCE_TASK); TASK.set_function("SET_SEQUENCE_TO_REPEAT", LUA_NATIVE_TASK_SET_SEQUENCE_TO_REPEAT); TASK.set_function("GET_SEQUENCE_PROGRESS", LUA_NATIVE_TASK_GET_SEQUENCE_PROGRESS); TASK.set_function("GET_IS_TASK_ACTIVE", LUA_NATIVE_TASK_GET_IS_TASK_ACTIVE); TASK.set_function("GET_SCRIPT_TASK_STATUS", LUA_NATIVE_TASK_GET_SCRIPT_TASK_STATUS); TASK.set_function("GET_ACTIVE_VEHICLE_MISSION_TYPE", LUA_NATIVE_TASK_GET_ACTIVE_VEHICLE_MISSION_TYPE); TASK.set_function("TASK_LEAVE_ANY_VEHICLE", LUA_NATIVE_TASK_TASK_LEAVE_ANY_VEHICLE); TASK.set_function("TASK_AIM_GUN_SCRIPTED", LUA_NATIVE_TASK_TASK_AIM_GUN_SCRIPTED); TASK.set_function("TASK_AIM_GUN_SCRIPTED_WITH_TARGET", LUA_NATIVE_TASK_TASK_AIM_GUN_SCRIPTED_WITH_TARGET); TASK.set_function("UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET", LUA_NATIVE_TASK_UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET); TASK.set_function("GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK", LUA_NATIVE_TASK_GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK); TASK.set_function("TASK_AIM_GUN_AT_ENTITY", LUA_NATIVE_TASK_TASK_AIM_GUN_AT_ENTITY); TASK.set_function("TASK_TURN_PED_TO_FACE_ENTITY", LUA_NATIVE_TASK_TASK_TURN_PED_TO_FACE_ENTITY); TASK.set_function("TASK_AIM_GUN_AT_COORD", LUA_NATIVE_TASK_TASK_AIM_GUN_AT_COORD); TASK.set_function("TASK_SHOOT_AT_COORD", LUA_NATIVE_TASK_TASK_SHOOT_AT_COORD); TASK.set_function("TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT", LUA_NATIVE_TASK_TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT); TASK.set_function("CLEAR_PED_TASKS", LUA_NATIVE_TASK_CLEAR_PED_TASKS); TASK.set_function("CLEAR_PED_SECONDARY_TASK", LUA_NATIVE_TASK_CLEAR_PED_SECONDARY_TASK); TASK.set_function("TASK_EVERYONE_LEAVE_VEHICLE", LUA_NATIVE_TASK_TASK_EVERYONE_LEAVE_VEHICLE); TASK.set_function("TASK_GOTO_ENTITY_OFFSET", LUA_NATIVE_TASK_TASK_GOTO_ENTITY_OFFSET); TASK.set_function("TASK_GOTO_ENTITY_OFFSET_XY", LUA_NATIVE_TASK_TASK_GOTO_ENTITY_OFFSET_XY); TASK.set_function("TASK_TURN_PED_TO_FACE_COORD", LUA_NATIVE_TASK_TASK_TURN_PED_TO_FACE_COORD); TASK.set_function("TASK_VEHICLE_TEMP_ACTION", LUA_NATIVE_TASK_TASK_VEHICLE_TEMP_ACTION); TASK.set_function("TASK_VEHICLE_MISSION", LUA_NATIVE_TASK_TASK_VEHICLE_MISSION); TASK.set_function("TASK_VEHICLE_MISSION_PED_TARGET", LUA_NATIVE_TASK_TASK_VEHICLE_MISSION_PED_TARGET); TASK.set_function("TASK_VEHICLE_MISSION_COORS_TARGET", LUA_NATIVE_TASK_TASK_VEHICLE_MISSION_COORS_TARGET); TASK.set_function("TASK_VEHICLE_ESCORT", LUA_NATIVE_TASK_TASK_VEHICLE_ESCORT); TASK.set_function("TASK_VEHICLE_FOLLOW", LUA_NATIVE_TASK_TASK_VEHICLE_FOLLOW); TASK.set_function("TASK_VEHICLE_CHASE", LUA_NATIVE_TASK_TASK_VEHICLE_CHASE); TASK.set_function("TASK_VEHICLE_HELI_PROTECT", LUA_NATIVE_TASK_TASK_VEHICLE_HELI_PROTECT); TASK.set_function("SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG", LUA_NATIVE_TASK_SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG); TASK.set_function("SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE", LUA_NATIVE_TASK_SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE); TASK.set_function("TASK_HELI_CHASE", LUA_NATIVE_TASK_TASK_HELI_CHASE); TASK.set_function("TASK_PLANE_CHASE", LUA_NATIVE_TASK_TASK_PLANE_CHASE); TASK.set_function("TASK_PLANE_LAND", LUA_NATIVE_TASK_TASK_PLANE_LAND); TASK.set_function("CLEAR_DEFAULT_PRIMARY_TASK", LUA_NATIVE_TASK_CLEAR_DEFAULT_PRIMARY_TASK); TASK.set_function("CLEAR_PRIMARY_VEHICLE_TASK", LUA_NATIVE_TASK_CLEAR_PRIMARY_VEHICLE_TASK); TASK.set_function("CLEAR_VEHICLE_CRASH_TASK", LUA_NATIVE_TASK_CLEAR_VEHICLE_CRASH_TASK); TASK.set_function("TASK_PLANE_GOTO_PRECISE_VTOL", LUA_NATIVE_TASK_TASK_PLANE_GOTO_PRECISE_VTOL); TASK.set_function("TASK_SUBMARINE_GOTO_AND_STOP", LUA_NATIVE_TASK_TASK_SUBMARINE_GOTO_AND_STOP); TASK.set_function("TASK_HELI_MISSION", LUA_NATIVE_TASK_TASK_HELI_MISSION); TASK.set_function("TASK_HELI_ESCORT_HELI", LUA_NATIVE_TASK_TASK_HELI_ESCORT_HELI); TASK.set_function("TASK_PLANE_MISSION", LUA_NATIVE_TASK_TASK_PLANE_MISSION); TASK.set_function("TASK_PLANE_TAXI", LUA_NATIVE_TASK_TASK_PLANE_TAXI); TASK.set_function("TASK_BOAT_MISSION", LUA_NATIVE_TASK_TASK_BOAT_MISSION); TASK.set_function("TASK_DRIVE_BY", LUA_NATIVE_TASK_TASK_DRIVE_BY); TASK.set_function("SET_DRIVEBY_TASK_TARGET", LUA_NATIVE_TASK_SET_DRIVEBY_TASK_TARGET); TASK.set_function("CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK", LUA_NATIVE_TASK_CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK); TASK.set_function("IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK", LUA_NATIVE_TASK_IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK); TASK.set_function("CONTROL_MOUNTED_WEAPON", LUA_NATIVE_TASK_CONTROL_MOUNTED_WEAPON); TASK.set_function("SET_MOUNTED_WEAPON_TARGET", LUA_NATIVE_TASK_SET_MOUNTED_WEAPON_TARGET); TASK.set_function("IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK", LUA_NATIVE_TASK_IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK); TASK.set_function("TASK_USE_MOBILE_PHONE", LUA_NATIVE_TASK_TASK_USE_MOBILE_PHONE); TASK.set_function("TASK_USE_MOBILE_PHONE_TIMED", LUA_NATIVE_TASK_TASK_USE_MOBILE_PHONE_TIMED); TASK.set_function("TASK_CHAT_TO_PED", LUA_NATIVE_TASK_TASK_CHAT_TO_PED); TASK.set_function("TASK_WARP_PED_INTO_VEHICLE", LUA_NATIVE_TASK_TASK_WARP_PED_INTO_VEHICLE); TASK.set_function("TASK_SHOOT_AT_ENTITY", LUA_NATIVE_TASK_TASK_SHOOT_AT_ENTITY); TASK.set_function("TASK_CLIMB", LUA_NATIVE_TASK_TASK_CLIMB); TASK.set_function("TASK_CLIMB_LADDER", LUA_NATIVE_TASK_TASK_CLIMB_LADDER); TASK.set_function("TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE", LUA_NATIVE_TASK_TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE); TASK.set_function("GET_TASK_RAPPEL_DOWN_WALL_STATE", LUA_NATIVE_TASK_GET_TASK_RAPPEL_DOWN_WALL_STATE); TASK.set_function("CLEAR_PED_TASKS_IMMEDIATELY", LUA_NATIVE_TASK_CLEAR_PED_TASKS_IMMEDIATELY); TASK.set_function("TASK_PERFORM_SEQUENCE_FROM_PROGRESS", LUA_NATIVE_TASK_TASK_PERFORM_SEQUENCE_FROM_PROGRESS); TASK.set_function("SET_NEXT_DESIRED_MOVE_STATE", LUA_NATIVE_TASK_SET_NEXT_DESIRED_MOVE_STATE); TASK.set_function("SET_PED_DESIRED_MOVE_BLEND_RATIO", LUA_NATIVE_TASK_SET_PED_DESIRED_MOVE_BLEND_RATIO); TASK.set_function("GET_PED_DESIRED_MOVE_BLEND_RATIO", LUA_NATIVE_TASK_GET_PED_DESIRED_MOVE_BLEND_RATIO); TASK.set_function("TASK_GOTO_ENTITY_AIMING", LUA_NATIVE_TASK_TASK_GOTO_ENTITY_AIMING); TASK.set_function("TASK_SET_DECISION_MAKER", LUA_NATIVE_TASK_TASK_SET_DECISION_MAKER); TASK.set_function("TASK_SET_SPHERE_DEFENSIVE_AREA", LUA_NATIVE_TASK_TASK_SET_SPHERE_DEFENSIVE_AREA); TASK.set_function("TASK_CLEAR_DEFENSIVE_AREA", LUA_NATIVE_TASK_TASK_CLEAR_DEFENSIVE_AREA); TASK.set_function("TASK_PED_SLIDE_TO_COORD", LUA_NATIVE_TASK_TASK_PED_SLIDE_TO_COORD); TASK.set_function("TASK_PED_SLIDE_TO_COORD_HDG_RATE", LUA_NATIVE_TASK_TASK_PED_SLIDE_TO_COORD_HDG_RATE); TASK.set_function("ADD_COVER_POINT", LUA_NATIVE_TASK_ADD_COVER_POINT); TASK.set_function("REMOVE_COVER_POINT", LUA_NATIVE_TASK_REMOVE_COVER_POINT); TASK.set_function("DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS", LUA_NATIVE_TASK_DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS); TASK.set_function("GET_SCRIPTED_COVER_POINT_COORDS", LUA_NATIVE_TASK_GET_SCRIPTED_COVER_POINT_COORDS); TASK.set_function("ADD_SCRIPTED_COVER_AREA", LUA_NATIVE_TASK_ADD_SCRIPTED_COVER_AREA); TASK.set_function("TASK_COMBAT_PED", LUA_NATIVE_TASK_TASK_COMBAT_PED); TASK.set_function("TASK_COMBAT_PED_TIMED", LUA_NATIVE_TASK_TASK_COMBAT_PED_TIMED); TASK.set_function("TASK_SEEK_COVER_FROM_POS", LUA_NATIVE_TASK_TASK_SEEK_COVER_FROM_POS); TASK.set_function("TASK_SEEK_COVER_FROM_PED", LUA_NATIVE_TASK_TASK_SEEK_COVER_FROM_PED); TASK.set_function("TASK_SEEK_COVER_TO_COVER_POINT", LUA_NATIVE_TASK_TASK_SEEK_COVER_TO_COVER_POINT); TASK.set_function("TASK_SEEK_COVER_TO_COORDS", LUA_NATIVE_TASK_TASK_SEEK_COVER_TO_COORDS); TASK.set_function("TASK_PUT_PED_DIRECTLY_INTO_COVER", LUA_NATIVE_TASK_TASK_PUT_PED_DIRECTLY_INTO_COVER); TASK.set_function("TASK_WARP_PED_DIRECTLY_INTO_COVER", LUA_NATIVE_TASK_TASK_WARP_PED_DIRECTLY_INTO_COVER); TASK.set_function("TASK_EXIT_COVER", LUA_NATIVE_TASK_TASK_EXIT_COVER); TASK.set_function("TASK_PUT_PED_DIRECTLY_INTO_MELEE", LUA_NATIVE_TASK_TASK_PUT_PED_DIRECTLY_INTO_MELEE); TASK.set_function("TASK_TOGGLE_DUCK", LUA_NATIVE_TASK_TASK_TOGGLE_DUCK); TASK.set_function("TASK_GUARD_CURRENT_POSITION", LUA_NATIVE_TASK_TASK_GUARD_CURRENT_POSITION); TASK.set_function("TASK_GUARD_ASSIGNED_DEFENSIVE_AREA", LUA_NATIVE_TASK_TASK_GUARD_ASSIGNED_DEFENSIVE_AREA); TASK.set_function("TASK_GUARD_SPHERE_DEFENSIVE_AREA", LUA_NATIVE_TASK_TASK_GUARD_SPHERE_DEFENSIVE_AREA); TASK.set_function("TASK_STAND_GUARD", LUA_NATIVE_TASK_TASK_STAND_GUARD); TASK.set_function("SET_DRIVE_TASK_CRUISE_SPEED", LUA_NATIVE_TASK_SET_DRIVE_TASK_CRUISE_SPEED); TASK.set_function("SET_DRIVE_TASK_MAX_CRUISE_SPEED", LUA_NATIVE_TASK_SET_DRIVE_TASK_MAX_CRUISE_SPEED); TASK.set_function("SET_DRIVE_TASK_DRIVING_STYLE", LUA_NATIVE_TASK_SET_DRIVE_TASK_DRIVING_STYLE); TASK.set_function("ADD_COVER_BLOCKING_AREA", LUA_NATIVE_TASK_ADD_COVER_BLOCKING_AREA); TASK.set_function("REMOVE_ALL_COVER_BLOCKING_AREAS", LUA_NATIVE_TASK_REMOVE_ALL_COVER_BLOCKING_AREAS); TASK.set_function("REMOVE_COVER_BLOCKING_AREAS_AT_POSITION", LUA_NATIVE_TASK_REMOVE_COVER_BLOCKING_AREAS_AT_POSITION); TASK.set_function("REMOVE_SPECIFIC_COVER_BLOCKING_AREAS", LUA_NATIVE_TASK_REMOVE_SPECIFIC_COVER_BLOCKING_AREAS); TASK.set_function("TASK_START_SCENARIO_IN_PLACE", LUA_NATIVE_TASK_TASK_START_SCENARIO_IN_PLACE); TASK.set_function("TASK_START_SCENARIO_AT_POSITION", LUA_NATIVE_TASK_TASK_START_SCENARIO_AT_POSITION); TASK.set_function("TASK_USE_NEAREST_SCENARIO_TO_COORD", LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_TO_COORD); TASK.set_function("TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP", LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP); TASK.set_function("TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD", LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD); TASK.set_function("TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP", LUA_NATIVE_TASK_TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP); TASK.set_function("DOES_SCENARIO_EXIST_IN_AREA", LUA_NATIVE_TASK_DOES_SCENARIO_EXIST_IN_AREA); TASK.set_function("DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA", LUA_NATIVE_TASK_DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA); TASK.set_function("IS_SCENARIO_OCCUPIED", LUA_NATIVE_TASK_IS_SCENARIO_OCCUPIED); TASK.set_function("PED_HAS_USE_SCENARIO_TASK", LUA_NATIVE_TASK_PED_HAS_USE_SCENARIO_TASK); TASK.set_function("PLAY_ANIM_ON_RUNNING_SCENARIO", LUA_NATIVE_TASK_PLAY_ANIM_ON_RUNNING_SCENARIO); TASK.set_function("DOES_SCENARIO_GROUP_EXIST", LUA_NATIVE_TASK_DOES_SCENARIO_GROUP_EXIST); TASK.set_function("IS_SCENARIO_GROUP_ENABLED", LUA_NATIVE_TASK_IS_SCENARIO_GROUP_ENABLED); TASK.set_function("SET_SCENARIO_GROUP_ENABLED", LUA_NATIVE_TASK_SET_SCENARIO_GROUP_ENABLED); TASK.set_function("RESET_SCENARIO_GROUPS_ENABLED", LUA_NATIVE_TASK_RESET_SCENARIO_GROUPS_ENABLED); TASK.set_function("SET_EXCLUSIVE_SCENARIO_GROUP", LUA_NATIVE_TASK_SET_EXCLUSIVE_SCENARIO_GROUP); TASK.set_function("RESET_EXCLUSIVE_SCENARIO_GROUP", LUA_NATIVE_TASK_RESET_EXCLUSIVE_SCENARIO_GROUP); TASK.set_function("IS_SCENARIO_TYPE_ENABLED", LUA_NATIVE_TASK_IS_SCENARIO_TYPE_ENABLED); TASK.set_function("SET_SCENARIO_TYPE_ENABLED", LUA_NATIVE_TASK_SET_SCENARIO_TYPE_ENABLED); TASK.set_function("RESET_SCENARIO_TYPES_ENABLED", LUA_NATIVE_TASK_RESET_SCENARIO_TYPES_ENABLED); TASK.set_function("IS_PED_ACTIVE_IN_SCENARIO", LUA_NATIVE_TASK_IS_PED_ACTIVE_IN_SCENARIO); TASK.set_function("IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO", LUA_NATIVE_TASK_IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO); TASK.set_function("SET_PED_CAN_PLAY_AMBIENT_IDLES", LUA_NATIVE_TASK_SET_PED_CAN_PLAY_AMBIENT_IDLES); TASK.set_function("TASK_COMBAT_HATED_TARGETS_IN_AREA", LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_IN_AREA); TASK.set_function("TASK_COMBAT_HATED_TARGETS_AROUND_PED", LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_AROUND_PED); TASK.set_function("TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED", LUA_NATIVE_TASK_TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED); TASK.set_function("TASK_THROW_PROJECTILE", LUA_NATIVE_TASK_TASK_THROW_PROJECTILE); TASK.set_function("TASK_SWAP_WEAPON", LUA_NATIVE_TASK_TASK_SWAP_WEAPON); TASK.set_function("TASK_RELOAD_WEAPON", LUA_NATIVE_TASK_TASK_RELOAD_WEAPON); TASK.set_function("IS_PED_GETTING_UP", LUA_NATIVE_TASK_IS_PED_GETTING_UP); TASK.set_function("TASK_WRITHE", LUA_NATIVE_TASK_TASK_WRITHE); TASK.set_function("IS_PED_IN_WRITHE", LUA_NATIVE_TASK_IS_PED_IN_WRITHE); TASK.set_function("OPEN_PATROL_ROUTE", LUA_NATIVE_TASK_OPEN_PATROL_ROUTE); TASK.set_function("CLOSE_PATROL_ROUTE", LUA_NATIVE_TASK_CLOSE_PATROL_ROUTE); TASK.set_function("ADD_PATROL_ROUTE_NODE", LUA_NATIVE_TASK_ADD_PATROL_ROUTE_NODE); TASK.set_function("ADD_PATROL_ROUTE_LINK", LUA_NATIVE_TASK_ADD_PATROL_ROUTE_LINK); TASK.set_function("CREATE_PATROL_ROUTE", LUA_NATIVE_TASK_CREATE_PATROL_ROUTE); TASK.set_function("DELETE_PATROL_ROUTE", LUA_NATIVE_TASK_DELETE_PATROL_ROUTE); TASK.set_function("GET_PATROL_TASK_INFO", LUA_NATIVE_TASK_GET_PATROL_TASK_INFO); TASK.set_function("TASK_PATROL", LUA_NATIVE_TASK_TASK_PATROL); TASK.set_function("TASK_STAY_IN_COVER", LUA_NATIVE_TASK_TASK_STAY_IN_COVER); TASK.set_function("ADD_VEHICLE_SUBTASK_ATTACK_COORD", LUA_NATIVE_TASK_ADD_VEHICLE_SUBTASK_ATTACK_COORD); TASK.set_function("ADD_VEHICLE_SUBTASK_ATTACK_PED", LUA_NATIVE_TASK_ADD_VEHICLE_SUBTASK_ATTACK_PED); TASK.set_function("TASK_VEHICLE_SHOOT_AT_PED", LUA_NATIVE_TASK_TASK_VEHICLE_SHOOT_AT_PED); TASK.set_function("TASK_VEHICLE_AIM_AT_PED", LUA_NATIVE_TASK_TASK_VEHICLE_AIM_AT_PED); TASK.set_function("TASK_VEHICLE_SHOOT_AT_COORD", LUA_NATIVE_TASK_TASK_VEHICLE_SHOOT_AT_COORD); TASK.set_function("TASK_VEHICLE_AIM_AT_COORD", LUA_NATIVE_TASK_TASK_VEHICLE_AIM_AT_COORD); TASK.set_function("TASK_VEHICLE_GOTO_NAVMESH", LUA_NATIVE_TASK_TASK_VEHICLE_GOTO_NAVMESH); TASK.set_function("TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD", LUA_NATIVE_TASK_TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD); TASK.set_function("TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY", LUA_NATIVE_TASK_TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY); TASK.set_function("TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD", LUA_NATIVE_TASK_TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD); TASK.set_function("TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD", LUA_NATIVE_TASK_TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD); TASK.set_function("TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY", LUA_NATIVE_TASK_TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY); TASK.set_function("SET_HIGH_FALL_TASK", LUA_NATIVE_TASK_SET_HIGH_FALL_TASK); TASK.set_function("REQUEST_WAYPOINT_RECORDING", LUA_NATIVE_TASK_REQUEST_WAYPOINT_RECORDING); TASK.set_function("GET_IS_WAYPOINT_RECORDING_LOADED", LUA_NATIVE_TASK_GET_IS_WAYPOINT_RECORDING_LOADED); TASK.set_function("REMOVE_WAYPOINT_RECORDING", LUA_NATIVE_TASK_REMOVE_WAYPOINT_RECORDING); TASK.set_function("WAYPOINT_RECORDING_GET_NUM_POINTS", LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_NUM_POINTS); TASK.set_function("WAYPOINT_RECORDING_GET_COORD", LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_COORD); TASK.set_function("WAYPOINT_RECORDING_GET_SPEED_AT_POINT", LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_SPEED_AT_POINT); TASK.set_function("WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT", LUA_NATIVE_TASK_WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT); TASK.set_function("TASK_FOLLOW_WAYPOINT_RECORDING", LUA_NATIVE_TASK_TASK_FOLLOW_WAYPOINT_RECORDING); TASK.set_function("IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED", LUA_NATIVE_TASK_IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED); TASK.set_function("GET_PED_WAYPOINT_PROGRESS", LUA_NATIVE_TASK_GET_PED_WAYPOINT_PROGRESS); TASK.set_function("GET_PED_WAYPOINT_DISTANCE", LUA_NATIVE_TASK_GET_PED_WAYPOINT_DISTANCE); TASK.set_function("SET_PED_WAYPOINT_ROUTE_OFFSET", LUA_NATIVE_TASK_SET_PED_WAYPOINT_ROUTE_OFFSET); TASK.set_function("GET_WAYPOINT_DISTANCE_ALONG_ROUTE", LUA_NATIVE_TASK_GET_WAYPOINT_DISTANCE_ALONG_ROUTE); TASK.set_function("WAYPOINT_PLAYBACK_GET_IS_PAUSED", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_GET_IS_PAUSED); TASK.set_function("WAYPOINT_PLAYBACK_PAUSE", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_PAUSE); TASK.set_function("WAYPOINT_PLAYBACK_RESUME", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_RESUME); TASK.set_function("WAYPOINT_PLAYBACK_OVERRIDE_SPEED", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_OVERRIDE_SPEED); TASK.set_function("WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED); TASK.set_function("USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE", LUA_NATIVE_TASK_USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE); TASK.set_function("WAYPOINT_PLAYBACK_START_AIMING_AT_PED", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_AIMING_AT_PED); TASK.set_function("WAYPOINT_PLAYBACK_START_AIMING_AT_COORD", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_AIMING_AT_COORD); TASK.set_function("WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED); TASK.set_function("WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD); TASK.set_function("WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING", LUA_NATIVE_TASK_WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING); TASK.set_function("ASSISTED_MOVEMENT_REQUEST_ROUTE", LUA_NATIVE_TASK_ASSISTED_MOVEMENT_REQUEST_ROUTE); TASK.set_function("ASSISTED_MOVEMENT_REMOVE_ROUTE", LUA_NATIVE_TASK_ASSISTED_MOVEMENT_REMOVE_ROUTE); TASK.set_function("ASSISTED_MOVEMENT_IS_ROUTE_LOADED", LUA_NATIVE_TASK_ASSISTED_MOVEMENT_IS_ROUTE_LOADED); TASK.set_function("ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES", LUA_NATIVE_TASK_ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES); TASK.set_function("ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME", LUA_NATIVE_TASK_ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME); TASK.set_function("TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING", LUA_NATIVE_TASK_TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING); TASK.set_function("IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE", LUA_NATIVE_TASK_IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE); TASK.set_function("GET_VEHICLE_WAYPOINT_PROGRESS", LUA_NATIVE_TASK_GET_VEHICLE_WAYPOINT_PROGRESS); TASK.set_function("GET_VEHICLE_WAYPOINT_TARGET_POINT", LUA_NATIVE_TASK_GET_VEHICLE_WAYPOINT_TARGET_POINT); TASK.set_function("VEHICLE_WAYPOINT_PLAYBACK_PAUSE", LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_PAUSE); TASK.set_function("VEHICLE_WAYPOINT_PLAYBACK_RESUME", LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_RESUME); TASK.set_function("VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED", LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED); TASK.set_function("VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED", LUA_NATIVE_TASK_VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED); TASK.set_function("TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS", LUA_NATIVE_TASK_TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS); TASK.set_function("TASK_FORCE_MOTION_STATE", LUA_NATIVE_TASK_TASK_FORCE_MOTION_STATE); TASK.set_function("TASK_MOVE_NETWORK_BY_NAME", LUA_NATIVE_TASK_TASK_MOVE_NETWORK_BY_NAME); TASK.set_function("TASK_MOVE_NETWORK_ADVANCED_BY_NAME", LUA_NATIVE_TASK_TASK_MOVE_NETWORK_ADVANCED_BY_NAME); TASK.set_function("TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS", LUA_NATIVE_TASK_TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS); TASK.set_function("TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS", LUA_NATIVE_TASK_TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS); TASK.set_function("IS_TASK_MOVE_NETWORK_ACTIVE", LUA_NATIVE_TASK_IS_TASK_MOVE_NETWORK_ACTIVE); TASK.set_function("IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION", LUA_NATIVE_TASK_IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION); TASK.set_function("REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION", LUA_NATIVE_TASK_REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION); TASK.set_function("SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE", LUA_NATIVE_TASK_SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE); TASK.set_function("GET_TASK_MOVE_NETWORK_STATE", LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_STATE); TASK.set_function("SET_TASK_MOVE_NETWORK_ANIM_SET", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_ANIM_SET); TASK.set_function("SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT); TASK.set_function("SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT); TASK.set_function("SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE); TASK.set_function("SET_TASK_MOVE_NETWORK_SIGNAL_BOOL", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_SIGNAL_BOOL); TASK.set_function("GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT", LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT); TASK.set_function("GET_TASK_MOVE_NETWORK_SIGNAL_BOOL", LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_SIGNAL_BOOL); TASK.set_function("GET_TASK_MOVE_NETWORK_EVENT", LUA_NATIVE_TASK_GET_TASK_MOVE_NETWORK_EVENT); TASK.set_function("SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED", LUA_NATIVE_TASK_SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED); TASK.set_function("IS_MOVE_BLEND_RATIO_STILL", LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_STILL); TASK.set_function("IS_MOVE_BLEND_RATIO_WALKING", LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_WALKING); TASK.set_function("IS_MOVE_BLEND_RATIO_RUNNING", LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_RUNNING); TASK.set_function("IS_MOVE_BLEND_RATIO_SPRINTING", LUA_NATIVE_TASK_IS_MOVE_BLEND_RATIO_SPRINTING); TASK.set_function("IS_PED_STILL", LUA_NATIVE_TASK_IS_PED_STILL); TASK.set_function("IS_PED_WALKING", LUA_NATIVE_TASK_IS_PED_WALKING); TASK.set_function("IS_PED_RUNNING", LUA_NATIVE_TASK_IS_PED_RUNNING); TASK.set_function("IS_PED_SPRINTING", LUA_NATIVE_TASK_IS_PED_SPRINTING); TASK.set_function("IS_PED_STRAFING", LUA_NATIVE_TASK_IS_PED_STRAFING); TASK.set_function("TASK_SYNCHRONIZED_SCENE", LUA_NATIVE_TASK_TASK_SYNCHRONIZED_SCENE); TASK.set_function("TASK_AGITATED_ACTION_CONFRONT_RESPONSE", LUA_NATIVE_TASK_TASK_AGITATED_ACTION_CONFRONT_RESPONSE); TASK.set_function("TASK_SWEEP_AIM_ENTITY", LUA_NATIVE_TASK_TASK_SWEEP_AIM_ENTITY); TASK.set_function("UPDATE_TASK_SWEEP_AIM_ENTITY", LUA_NATIVE_TASK_UPDATE_TASK_SWEEP_AIM_ENTITY); TASK.set_function("TASK_SWEEP_AIM_POSITION", LUA_NATIVE_TASK_TASK_SWEEP_AIM_POSITION); TASK.set_function("UPDATE_TASK_SWEEP_AIM_POSITION", LUA_NATIVE_TASK_UPDATE_TASK_SWEEP_AIM_POSITION); TASK.set_function("TASK_ARREST_PED", LUA_NATIVE_TASK_TASK_ARREST_PED); TASK.set_function("IS_PED_RUNNING_ARREST_TASK", LUA_NATIVE_TASK_IS_PED_RUNNING_ARREST_TASK); TASK.set_function("IS_PED_BEING_ARRESTED", LUA_NATIVE_TASK_IS_PED_BEING_ARRESTED); TASK.set_function("UNCUFF_PED", LUA_NATIVE_TASK_UNCUFF_PED); TASK.set_function("IS_PED_CUFFED", LUA_NATIVE_TASK_IS_PED_CUFFED); } }