# Stubs for gta.natives.ped

import gta

def RESET_FACIAL_IDLE_ANIM(ped: int) -> None: ...
def IS_PED_USING_ACTION_MODE(ped: int) -> bool: ...
def GET_PED_MAKEUP_TINT_COLOR(makeupColorIndex: int, outR: int, outG: int, outB: int) -> None: ...
def SET_PED_MIN_MOVE_BLEND_RATIO(ped: int, value: float) -> None: ...
def SET_PED_RAGDOLL_FORCE_FALL(ped: int) -> None: ...
def IS_PED_ON_FOOT(ped: int) -> bool: ...
def SET_PED_AS_ENEMY(ped: int, toggle: bool) -> None: ...
def SET_PED_DUCKING(ped: int, toggle: bool) -> None: ...
def GET_CAN_PED_BE_GRABBED_BY_SCRIPT(ped: int, p1: bool, p2: bool, p3: bool, p4: bool, p5: bool, p6: bool, p7: bool, p8: int) -> bool: ...
def GET_PED_TEXTURE_VARIATION(ped: int, componentId: int) -> int: ...
def IS_PED_LIPSTICK_TINT_FOR_BARBER(colorID: int) -> bool: ...
def IS_TARGET_PED_IN_PERCEPTION_AREA(ped: int, targetPed: int, p2: float, p3: float, p4: float, p5: float) -> bool: ...
def SET_ALLOW_LOCKON_TO_PED_IF_FRIENDLY(ped: int, toggle: bool) -> None: ...
def SET_PED_TARGET_LOSS_RESPONSE(ped: int, responseType: int) -> None: ...
def IS_ANY_PED_NEAR_POINT(x: float, y: float, z: float, radius: float) -> bool: ...
def SET_PED_MOVE_RATE_OVERRIDE(ped: int, value: float) -> None: ...
def CLEAR_PED_PROP(ped: int, propId: int, p2: int) -> None: ...
def IS_PED_BLUSH_FACEPAINT_TINT_FOR_BARBER(colorId: int) -> bool: ...
def SET_PED_MOTION_BLUR(ped: int, toggle: bool) -> None: ...
def SET_PED_MOVE_RATE_IN_WATER_OVERRIDE(ped: int, p1: float) -> None: ...
def IS_PED_IN_ANY_POLICE_VEHICLE(ped: int) -> bool: ...
def SET_PED_GROUP_MEMBER_PASSENGER_INDEX(ped: int, index: int) -> None: ...
def CLEAR_PED_DECORATIONS(ped: int) -> None: ...
def SET_PED_CAN_PLAY_AMBIENT_BASE_ANIMS(ped: int, toggle: bool) -> None: ...
def SET_PED_TREATED_AS_FRIENDLY(p0: int, p1: int, p2: int) -> None: ...
def _SET_PED_SURVIVES_BEING_OUT_OF_WATER(ped: int, toggle: bool) -> bool: ...
def SET_CREATE_RANDOM_COPS(toggle: bool) -> None: ...
def SET_PED_ENVEFF_CPV_ADD(ped: int, p1: float) -> None: ...
def SET_PED_TO_INFORM_RESPECTED_FRIENDS(ped: int, radius: float, maxFriends: int) -> None: ...
def IS_PED_VAULTING(ped: int) -> bool: ...
def WAS_PED_SKELETON_UPDATED(ped: int) -> bool: ...
def REQUEST_RAGDOLL_BOUNDS_UPDATE(p0: int, p1: int) -> None: ...
def IS_PED_A_PLAYER(ped: int) -> bool: ...
def CLEAR_PED_PARACHUTE_PACK_VARIATION(ped: int) -> None: ...
def CAN_PED_RAGDOLL(ped: int) -> bool: ...
def SET_FORCE_FOOTSTEP_UPDATE(ped: int, toggle: bool) -> None: ...
def SET_PED_BLEND_FROM_PARENTS(ped: int, p1: int, p2: int, p3: float, p4: float) -> None: ...
def REMOVE_ACTION_MODE_ASSET(asset: str) -> None: ...
def IS_PED_TAKING_OFF_HELMET(ped: int) -> bool: ...
def GET_PED_EMISSIVE_SCALE(ped: int) -> float: ...
def CLONE_PED_TO_TARGET_ALT(ped: int, targetPed: int, p2: bool) -> None: ...
def SET_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND(value: bool) -> None: ...
def SET_PED_STEERS_AROUND_OBJECTS(ped: int, toggle: bool) -> None: ...
def FORCE_PED_TO_OPEN_PARACHUTE(ped: int) -> None: ...
def IS_COP_PED_IN_AREA_3D(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> bool: ...
def GET_PED_CAUSE_OF_DEATH(ped: int) -> int: ...
def GET_PED_BONE_COORDS(ped: int, boneId: int, offsetX: float, offsetY: float, offsetZ: float) -> 'gta.Vector3': ...
def GET_MELEE_TARGET_FOR_PED(ped: int) -> int: ...
def SET_PED_CONFIG_FLAG(ped: int, flagId: int, value: bool) -> None: ...
def SET_LADDER_CLIMB_INPUT_STATE(ped: int, p1: int) -> None: ...
def SET_AI_WEAPON_DAMAGE_MODIFIER(value: float) -> None: ...
def ADD_SCENARIO_BLOCKING_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: bool, p7: bool, p8: bool, p9: bool, p10: int) -> int: ...
def IS_PED_USING_SCENARIO(ped: int, scenario: str) -> bool: ...
def IS_PED_HANGING_ON_TO_VEHICLE(ped: int) -> bool: ...
def SET_PED_CAN_SMASH_GLASS(ped: int, p1: bool, p2: bool) -> None: ...
def SET_GROUP_FORMATION_SPACING(groupId: int, x: float, y: float, z: float) -> None: ...
def GET_FM_MALE_SHOP_PED_APPAREL_ITEM_INDEX(p0: int) -> int: ...
def GET_PED_TIME_OF_DEATH(ped: int) -> int: ...
def SET_PED_STEERS_AROUND_DEAD_BODIES(ped: int, toggle: bool) -> None: ...
def RESET_PED_STRAFE_CLIPSET(ped: int) -> None: ...
def GET_PED_RAGDOLL_BONE_INDEX(ped: int, bone: int) -> int: ...
def FORCE_PED_AI_AND_ANIMATION_UPDATE(ped: int, p1: bool, p2: bool) -> None: ...
def RESET_PED_IN_VEHICLE_CONTEXT(ped: int) -> None: ...
def GET_PED_NEARBY_PEDS(ped: int, sizeAndPeds: int, ignore: int) -> int: ...
def IS_PED_RELOADING(ped: int) -> bool: ...
def TRIGGER_PED_SCENARIO_PANICEXITTOFLEE(p0: int, p1: int, p2: int, p3: int) -> bool: ...
def IS_SYNCHRONIZED_SCENE_RUNNING(sceneId: int) -> bool: ...
def SET_PED_WEAPON_MOVEMENT_CLIPSET(ped: int, clipSet: str) -> None: ...
def SET_PED_COMPONENT_VARIATION(ped: int, componentId: int, drawableId: int, textureId: int, paletteId: int) -> None: ...
def SET_RAGDOLL_BLOCKING_FLAGS(ped: int, blockingFlag: int) -> None: ...
def IS_PED_OPENING_DOOR(ped: int) -> bool: ...
def SET_PED_HELMET_PROP_INDEX(ped: int, propIndex: int, p2: bool) -> None: ...
def ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY(sceneID: int, entity: int, boneIndex: int) -> None: ...
def SET_CORPSE_RAGDOLL_FRICTION(ped: int, p1: float) -> None: ...
def GET_PED_HEAD_BLEND_DATA(ped: int, headBlendData: int) -> bool: ...
def GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS(ped: int, componentId: int) -> int: ...
def SET_PED_SWEAT(ped: int, sweat: float) -> None: ...
def SPAWNPOINTS_GET_SEARCH_RESULT(randomInt: int, x: int, y: int, z: int) -> None: ...
def SET_SCENARIO_PEDS_SPAWN_IN_SPHERE_AREA(x: float, y: float, z: float, range: float, p4: int) -> None: ...
def SET_PED_STEER_BIAS(ped: int, value: float) -> None: ...
def REQUEST_ACTION_MODE_ASSET(asset: str) -> None: ...
def IS_PED_IN_ANY_HELI(ped: int) -> bool: ...
def SET_PED_STRAFE_CLIPSET(ped: int, clipSet: str) -> None: ...
def REQUEST_STEALTH_MODE_ASSET(asset: str) -> None: ...
def SET_PED_DIES_IN_VEHICLE(ped: int, toggle: bool) -> None: ...
def SET_PED_AS_GROUP_LEADER(ped: int, groupId: int) -> None: ...
def IS_PED_RUNNING_MOBILE_PHONE_TASK(ped: int) -> bool: ...
def SET_PED_PRELOAD_PROP_DATA(ped: int, componentId: int, drawableId: int, TextureId: int) -> int: ...
def SET_PED_AO_BLOB_RENDERING(ped: int, toggle: bool) -> None: ...
def MARK_PED_DECORATIONS_AS_CLONED_FROM_LOCAL_PLAYER(ped: int, p1: bool) -> None: ...
def REQUEST_PED_VEHICLE_VISIBILITY_TRACKING(ped: int, p1: bool) -> None: ...
def EXPLODE_PED_HEAD(ped: int, weaponHash: int) -> None: ...
def SET_PED_VISUAL_FIELD_MIN_ANGLE(ped: int, value: float) -> None: ...
def SPAWNPOINTS_START_SEARCH(p0: float, p1: float, p2: float, p3: float, p4: float, interiorFlags: int, scale: float, duration: int) -> None: ...
def CAN_PED_SHUFFLE_TO_OR_FROM_EXTRA_SEAT(ped: int, p1: int) -> bool: ...
def CLEAR_PED_NON_CREATION_AREA() -> None: ...
def IS_PED_IN_ANY_BOAT(ped: int) -> bool: ...
def SET_PED_CAN_TELEPORT_TO_GROUP_LEADER(pedHandle: int, groupHandle: int, toggle: bool) -> None: ...
def SET_COP_PERCEPTION_OVERRIDES(seeingRange: float, seeingRangePeripheral: float, hearingRange: float, visualFieldMinAzimuthAngle: float, visualFieldMaxAzimuthAngle: float, fieldOfGazeMaxAngle: float, p6: float) -> None: ...
def REGISTER_TARGET(ped: int, target: int) -> None: ...
def SET_TREAT_AS_AMBIENT_PED_FOR_DRIVER_LOCKON(ped: int, p1: bool) -> None: ...
def REMOVE_SCENARIO_BLOCKING_AREA(p0: int, p1: bool) -> None: ...
def GET_PED_TARGET_FROM_COMBAT_PED(ped: int, p1: int) -> int: ...
def APPLY_PED_BLOOD_BY_ZONE(ped: int, p1: int, p2: float, p3: float, p4: str) -> None: ...
def IS_PED_DEAD_OR_DYING(ped: int, p1: bool) -> bool: ...
def SET_PED_TO_LOAD_COVER(ped: int, toggle: bool) -> None: ...
def SET_PED_PARACHUTE_TINT_INDEX(ped: int, tintIndex: int) -> None: ...
def COUNT_PEDS_IN_COMBAT_WITH_TARGET_WITHIN_RADIUS(ped: int, x: float, y: float, z: float, radius: float) -> int: ...
def SET_PED_IS_IGNORED_BY_AUTO_OPEN_DOORS(ped: int, p1: bool) -> None: ...
def SET_PED_HEARING_RANGE(ped: int, value: float) -> None: ...
def IS_PED_SHOOTING(ped: int) -> bool: ...
def SET_PED_CAPSULE(ped: int, value: float) -> None: ...
def GET_TIME_PED_DAMAGED_BY_WEAPON(ped: int, weaponHash: int) -> int: ...
def SET_PED_SCUBA_GEAR_VARIATION(ped: int) -> None: ...
def IS_PED_SWITCHING_WEAPON(Ped: int) -> bool: ...
def GET_PED_ACCURACY(ped: int) -> int: ...
def SET_SYNCHRONIZED_SCENE_HOLD_LAST_FRAME(sceneID: int, toggle: bool) -> None: ...
def APPLY_PED_DAMAGE_DECAL(ped: int, damageZone: int, xOffset: float, yOffset: float, heading: float, scale: float, alpha: float, variation: int, fadeIn: bool, decalName: str) -> None: ...
def IS_PED_AIMING_FROM_COVER(ped: int) -> bool: ...
def SET_PED_PRELOAD_VARIATION_DATA(ped: int, slot: int, drawableId: int, textureId: int) -> int: ...
def RESET_PED_VISIBLE_DAMAGE(ped: int) -> None: ...
def SET_PED_VISUAL_FIELD_CENTER_ANGLE(ped: int, angle: float) -> None: ...
def SET_PED_ALLOW_VEHICLES_OVERRIDE(ped: int, toggle: bool) -> None: ...
def GET_PED_DEFENSIVE_AREA_POSITION(ped: int, p1: bool) -> 'gta.Vector3': ...
def SET_PED_COMBAT_RANGE(ped: int, combatRange: int) -> None: ...
def SPAWNPOINTS_IS_SEARCH_ACTIVE() -> bool: ...
def SET_PED_NEVER_LEAVES_GROUP(ped: int, toggle: bool) -> None: ...
def IS_PED_LIPSTICK_TINT_FOR_CREATOR(colorId: int) -> bool: ...
def CAN_CREATE_RANDOM_PED(p0: bool) -> bool: ...
def SET_PED_WILL_ONLY_ATTACK_WANTED_PLAYER(p0: int, p1: int) -> None: ...
def GET_PED_BONE_INDEX(ped: int, boneId: int) -> int: ...
def GET_PED_MONEY(ped: int) -> int: ...
def SET_PED_HELMET_VISOR_PROP_INDICES(ped: int, p1: bool, p2: int, p3: int) -> None: ...
def SET_GROUP_SEPARATION_RANGE(groupHandle: int, separationRange: float) -> None: ...
def IS_PED_LANDING(p0: int) -> bool: ...
def SET_PED_DEFENSIVE_AREA_DIRECTION(ped: int, p1: float, p2: float, p3: float, p4: bool) -> None: ...
def IS_PED_EVASIVE_DIVING(ped: int, evadingEntity: int) -> bool: ...
def CREATE_NM_MESSAGE(startImmediately: bool, messageId: int) -> None: ...
def SET_PED_SHOULD_IGNORE_SCENARIO_EXIT_COLLISION_CHECKS(ped: int, p1: bool) -> None: ...
def GET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH(ped: int) -> int: ...
def SET_PED_CAN_BE_TARGETED_WITHOUT_LOS(ped: int, toggle: bool) -> None: ...
def SET_PED_MAX_MOVE_BLEND_RATIO(ped: int, value: float) -> None: ...
def IS_PED_JUMPING_OUT_OF_VEHICLE(ped: int) -> bool: ...
def SET_PED_MAX_TIME_IN_WATER(ped: int, value: float) -> None: ...
def SET_CREATE_RANDOM_COPS_ON_SCENARIOS(toggle: bool) -> None: ...
def REGISTER_PEDHEADSHOT(ped: int) -> int: ...
def SET_PED_WETNESS_HEIGHT(ped: int, height: float) -> None: ...
def IS_PED_TRYING_TO_ENTER_A_LOCKED_VEHICLE(ped: int) -> bool: ...
def GET_PED_HELMET_STORED_HAT_PROP_INDEX(ped: int) -> int: ...
def IS_PED_DOING_A_BEAST_JUMP(p0: int) -> bool: ...
def KNOCK_PED_OFF_VEHICLE(ped: int) -> None: ...
def SET_PED_DEFAULT_COMPONENT_VARIATION(ped: int) -> None: ...
def IS_PED_ON_MOUNT(ped: int) -> bool: ...
def FINALIZE_HEAD_BLEND(ped: int) -> None: ...
def PED_HAS_SEXINESS_FLAG_SET(ped: int, sexinessFlag: int) -> bool: ...
def APPLY_PED_DAMAGE_PACK(ped: int, damagePack: str, damage: float, mult: float) -> None: ...
def RESET_AI_MELEE_WEAPON_DAMAGE_MODIFIER() -> None: ...
def SET_PED_STEERS_AROUND_PEDS(ped: int, toggle: bool) -> None: ...
def GET_PED_MAX_HEALTH(ped: int) -> int: ...
def INSTANTLY_FILL_PED_POPULATION() -> None: ...
def IS_PED_RAGDOLL(ped: int) -> bool: ...
def GET_PED_HAIR_TINT_COLOR(hairColorIndex: int, outR: int, outG: int, outB: int) -> None: ...
def IS_PED_IN_COMBAT(ped: int, target: int) -> bool: ...
def SET_PED_HEAD_OVERLAY(ped: int, overlayID: int, index: int, opacity: float) -> None: ...
def SET_PED_HEAD_OVERLAY_TINT(ped: int, overlayID: int, colorType: int, colorID: int, secondColorID: int) -> None: ...
def SET_PED_ALLOW_MINOR_REACTIONS_AS_MISSION_PED(ped: int, toggle: bool) -> None: ...
def IS_PED_JACKING(ped: int) -> bool: ...
def CLEAR_PED_DRIVE_BY_CLIPSET_OVERRIDE(ped: int) -> None: ...
def GET_ANIM_INITIAL_OFFSET_ROTATION(animDict: str, animName: str, x: float, y: float, z: float, xRot: float, yRot: float, zRot: float, p8: float, p9: int) -> 'gta.Vector3': ...
def IS_PED_TRACKED(ped: int) -> bool: ...
def SET_PED_HAIR_TINT(ped: int, colorID: int, highlightColorID: int) -> None: ...
def SET_PED_COMBAT_MOVEMENT(ped: int, combatMovement: int) -> None: ...
def IS_PED_IN_MELEE_COMBAT(ped: int) -> bool: ...
def SET_PED_EMISSIVE_SCALE(ped: int, intensity: float) -> None: ...
def SET_PED_DEFENSIVE_AREA_ATTACHED_TO_PED(ped: int, attachPed: int, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: bool, p10: bool) -> None: ...
def SET_PED_BOUNDS_ORIENTATION(ped: int, p1: float, p2: float, x: float, y: float, z: float) -> None: ...
def IS_PED_BEING_STUNNED(ped: int, p1: int) -> bool: ...
def SET_SCRIPTED_CONVERSION_COORD_THIS_FRAME(x: float, y: float, z: float) -> None: ...
def SET_HEAD_BLEND_EYE_COLOR(ped: int, index: int) -> None: ...
def GET_TRACKED_PED_PIXELCOUNT(ped: int) -> int: ...
def GET_PED_AS_GROUP_MEMBER(groupID: int, memberNumber: int) -> int: ...
def CAN_KNOCK_PED_OFF_VEHICLE(ped: int) -> bool: ...
def CLEAR_PED_DAMAGE_DECAL_BY_ZONE(ped: int, p1: int, p2: str) -> None: ...
def SET_PED_HIGHLY_PERCEPTIVE(ped: int, toggle: bool) -> None: ...
def GET_COMBAT_FLOAT(ped: int, p1: int) -> float: ...
def SET_PED_IN_VEHICLE_CONTEXT(ped: int, context: int) -> None: ...
def IS_PED_STOPPED(ped: int) -> bool: ...
def IS_PED_CLIMBING(ped: int) -> bool: ...
def COUNT_PEDS_IN_COMBAT_WITH_TARGET(ped: int) -> int: ...
def GET_JACK_TARGET(ped: int) -> int: ...
def GIVE_PED_HELMET(ped: int, cannotRemove: bool, helmetFlag: int, textureIndex: int) -> None: ...
def IS_PED_DIVING(ped: int) -> bool: ...
def SET_PED_HELMET(ped: int, canWearHelmet: bool) -> None: ...
def SET_RELATIONSHIP_GROUP_AFFECTS_WANTED_LEVEL(group: int, p1: bool) -> None: ...
def ADD_PED_DECORATION_FROM_HASHES_IN_CORONA(ped: int, collection: int, overlay: int) -> None: ...
def SET_FACIAL_CLIPSET(ped: int, animDict: str) -> None: ...
def SET_PED_DIES_IN_WATER(ped: int, toggle: bool) -> None: ...
def CLEAR_PED_BLOOD_DAMAGE_BY_ZONE(ped: int, p1: int) -> None: ...
def SET_PED_INCREASED_AVOIDANCE_RADIUS(ped: int) -> None: ...
def SET_PED_BLOCKS_PATHING_WHEN_DEAD(ped: int, toggle: bool) -> None: ...
def IS_PED_USING_ANY_SCENARIO(ped: int) -> bool: ...
def IS_PED_IN_GROUP(ped: int) -> bool: ...
def SET_SCRIPTED_ANIM_SEAT_OFFSET(ped: int, p1: float) -> None: ...
def IS_PED_HURT(ped: int) -> bool: ...
def SUPPRESS_AMBIENT_PED_AGGRESSIVE_CLEANUP_THIS_FRAME() -> None: ...
def RELEASE_PED_PRELOAD_VARIATION_DATA(ped: int) -> None: ...
def SET_PED_SHOULD_IGNORE_SCENARIO_NAV_CHECKS(p0: int, p1: bool) -> None: ...
def ADD_ARMOUR_TO_PED(ped: int, amount: int) -> None: ...
def SET_PED_DIES_WHEN_INJURED(ped: int, toggle: bool) -> None: ...
def GET_PED_AS_GROUP_LEADER(groupID: int) -> int: ...
def IS_PED_HEADTRACKING_PED(ped1: int, ped2: int) -> bool: ...
def RELEASE_PEDHEADSHOT_IMG_UPLOAD(id: int) -> None: ...
def CLEAR_RELATIONSHIP_BETWEEN_GROUPS(relationship: int, group1: int, group2: int) -> None: ...
def CAN_CREATE_RANDOM_COPS() -> bool: ...
def GET_PED_HEAD_BLEND_NUM_HEADS(type: int) -> int: ...
def ADD_PED_DECORATION_FROM_HASHES(ped: int, collection: int, overlay: int) -> None: ...
def GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS(ped: int, propId: int) -> int: ...
def IS_PED_IN_ANY_PLANE(ped: int) -> bool: ...
def DISABLE_PED_HEATSCALE_OVERRIDE(ped: int) -> None: ...
def IS_PED_BLUSH_TINT_FOR_BARBER(colorID: int) -> bool: ...
def GET_VEHICLE_PED_IS_USING(ped: int) -> int: ...
def IS_PED_IN_COVER(ped: int, exceptUseWeapon: bool) -> bool: ...
def SET_PED_SHOOT_RATE(ped: int, shootRate: int) -> None: ...
def WAS_PED_KNOCKED_OUT(ped: int) -> bool: ...
def IS_SYNCHRONIZED_SCENE_LOOPED(sceneID: int) -> bool: ...
def IS_PED_RESPONDING_TO_EVENT(ped: int, event: int) -> bool: ...
def HIDE_PED_BLOOD_DAMAGE_BY_ZONE(ped: int, p1: int, p2: bool) -> None: ...
def CREATE_SYNCHRONIZED_SCENE_AT_MAP_OBJECT(x: float, y: float, z: float, radius: float, object: int) -> int: ...
def SET_PED_CAN_PLAY_AMBIENT_ANIMS(ped: int, toggle: bool) -> None: ...
def CLEAR_COVER_POINT_FOR_PED(ped: int) -> None: ...
def SET_PED_CAN_BE_TARGETED_WHEN_INJURED(ped: int, toggle: bool) -> None: ...
def RESET_GROUP_FORMATION_DEFAULT_SPACING(groupHandle: int) -> None: ...
def SET_PED_CAN_BE_TARGETTED(ped: int, toggle: bool) -> None: ...
def HAS_PED_HEAD_BLEND_FINISHED(ped: int) -> bool: ...
def GET_PED_DIES_IN_WATER(ped: int) -> bool: ...
def CLEAR_PED_ENV_DIRT(ped: int) -> None: ...
def SET_AI_MELEE_WEAPON_DAMAGE_MODIFIER(modifier: float) -> None: ...
def SET_PED_CAN_TORSO_VEHICLE_IK(ped: int, p1: bool) -> None: ...
def HAS_PED_PRELOAD_VARIATION_DATA_FINISHED(ped: int) -> bool: ...
def CLONE_PED_ALT(ped: int, isNetwork: bool, bScriptHostPed: bool, copyHeadBlendFlag: bool, p4: bool) -> int: ...
def SET_PED_CAN_BE_TARGETTED_BY_PLAYER(ped: int, player: int, toggle: bool) -> None: ...
def IS_PED_ON_VEHICLE(ped: int) -> bool: ...
def GET_PED_DRAWABLE_VARIATION(ped: int, componentId: int) -> int: ...
def IS_ANY_HOSTILE_PED_NEAR_POINT(ped: int, x: float, y: float, z: float, radius: float) -> bool: ...
def CLEAR_PED_STORED_HAT_PROP(ped: int) -> None: ...
def GET_PED_HEAD_BLEND_FIRST_INDEX(type: int) -> int: ...
def APPLY_DAMAGE_TO_PED(ped: int, damageAmount: int, p2: bool, p3: int, weaponType: int) -> None: ...
def IS_PED_IN_HIGH_COVER(ped: int) -> bool: ...
def GET_PLAYER_PED_IS_FOLLOWING(ped: int) -> int: ...
def SET_SYNCHRONIZED_SCENE_ORIGIN(sceneID: int, x: float, y: float, z: float, roll: float, pitch: float, yaw: float, p7: bool) -> None: ...
def SET_AMBIENT_PEDS_DROP_MONEY(p0: bool) -> None: ...
def SET_PED_CAN_EVASIVE_DIVE(ped: int, toggle: bool) -> None: ...
def SET_PED_MAX_TIME_UNDERWATER(ped: int, value: float) -> None: ...
def SET_PED_CAN_ARM_IK(ped: int, toggle: bool) -> None: ...
def SET_PED_ALTERNATE_WALK_ANIM(ped: int, animDict: str, animName: str, p3: float, p4: bool) -> None: ...
def CAN_PED_SEE_HATED_PED(ped1: int, ped2: int) -> bool: ...
def DETACH_SYNCHRONIZED_SCENE(sceneID: int) -> None: ...
def IS_PED_MALE(ped: int) -> bool: ...
def IS_PED_IN_ANY_TAXI(ped: int) -> bool: ...
def IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM(ped: int, animDict: str, anim: str) -> bool: ...
def GET_SEAT_PED_IS_TRYING_TO_ENTER(ped: int) -> int: ...
def IS_PED_IN_ANY_TRAIN(ped: int) -> bool: ...
def KNOCK_OFF_PED_PROP(ped: int, p1: bool, p2: bool, p3: bool, p4: bool) -> None: ...
def SET_PED_VISUAL_FIELD_MAX_ANGLE(ped: int, value: float) -> None: ...
def IS_PEDHEADSHOT_READY(id: int) -> bool: ...
def SET_PED_FLEE_ATTRIBUTES(ped: int, attributeFlags: int, enable: bool) -> None: ...
def SET_DISABLE_HIGH_FALL_DEATH(ped: int, toggle: bool) -> None: ...
def SET_PED_MICRO_MORPH(ped: int, index: int, scale: float) -> None: ...
def RESURRECT_PED(ped: int) -> None: ...
def GET_PED_DECORATIONS_STATE(ped: int) -> int: ...
def UPDATE_PED_HEAD_BLEND_DATA(ped: int, shapeMix: float, skinMix: float, thirdMix: float) -> None: ...
def CLEAR_FACIAL_IDLE_ANIM_OVERRIDE(ped: int) -> None: ...
def DISABLE_PED_INJURED_ON_GROUND_BEHAVIOUR(ped: int) -> None: ...
def SET_SYNCHRONIZED_SCENE_PHASE(sceneID: int, phase: float) -> None: ...
def HAVE_ALL_STREAMING_REQUESTS_COMPLETED(ped: int) -> bool: ...
def SET_PED_CAN_LEG_IK(ped: int, toggle: bool) -> None: ...
def REMOVE_PED_DEFENSIVE_AREA(ped: int, toggle: bool) -> None: ...
def REQUEST_PED_USE_SMALL_BBOX_VISIBILITY_TRACKING(ped: int, p1: bool) -> None: ...
def GET_HEAD_BLEND_EYE_COLOR(ped: int) -> int: ...
def SET_MOVEMENT_MODE_OVERRIDE(ped: int, name: str) -> None: ...
def HAS_PED_PRELOAD_PROP_DATA_FINISHED(ped: int) -> bool: ...
def SET_PED_CLOTH_PIN_FRAMES(p0: int, p1: int) -> None: ...
def SET_PED_VISUAL_FIELD_MAX_ELEVATION_ANGLE(ped: int, angle: float) -> None: ...
def IS_PED_IN_MODEL(ped: int, modelHash: int) -> bool: ...
def GET_PED_PARACHUTE_STATE(ped: int) -> int: ...
def SET_PED_VISUAL_FIELD_MIN_ELEVATION_ANGLE(ped: int, angle: float) -> None: ...
def SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME(p0: float, p1: float) -> None: ...
def SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE(ped: int, state: int) -> None: ...
def SET_PED_ACCURACY(ped: int, accuracy: int) -> None: ...
def GET_PED_STEALTH_MOVEMENT(ped: int) -> bool: ...
def DOES_GROUP_EXIST(groupId: int) -> bool: ...
def REQUEST_PED_VISIBILITY_TRACKING(ped: int) -> None: ...
def GET_PED_RELATIONSHIP_GROUP_HASH(ped: int) -> int: ...
def IS_PED_IN_PARACHUTE_FREE_FALL(ped: int) -> bool: ...
def CREATE_PED_INSIDE_VEHICLE(vehicle: int, pedType: int, modelHash: int, seat: int, isNetwork: bool, bScriptHostPed: bool) -> int: ...
def IS_PED_SHOOTING_IN_AREA(ped: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p7: bool, p8: bool) -> bool: ...
def GET_PED_CONFIG_FLAG(ped: int, flagId: int, p2: bool) -> bool: ...
def WAS_PED_KILLED_BY_TAKEDOWN(ped: int) -> bool: ...
def IS_SYNCHRONIZED_SCENE_HOLD_LAST_FRAME(sceneID: int) -> bool: ...
def SET_PED_GENERATES_DEAD_BODY_EVENTS(ped: int, toggle: bool) -> None: ...
def CLEAR_PED_FALL_UPPER_BODY_CLIPSET_OVERRIDE(ped: int) -> None: ...
def IS_PED_HEADTRACKING_ENTITY(ped: int, entity: int) -> bool: ...
def GET_VEHICLE_PED_IS_TRYING_TO_ENTER(ped: int) -> int: ...
def APPLY_PED_BLOOD_DAMAGE_BY_ZONE(ped: int, p1: int, p2: float, p3: float, p4: int) -> None: ...
def IS_PED_SHADER_READY(ped: int) -> bool: ...
def SET_PED_CAN_PLAY_IN_CAR_IDLES(ped: int, toggle: bool) -> None: ...
def IS_PED_SITTING_IN_ANY_VEHICLE(ped: int) -> bool: ...
def SET_PED_CLOTH_PACKAGE_INDEX(p0: int, p1: int) -> None: ...
def SET_PED_PHONE_PALETTE_IDX(p0: int, p1: int) -> None: ...
def APPLY_PED_BLOOD(ped: int, boneIndex: int, xRot: float, yRot: float, zRot: float, woundType: str) -> None: ...
def SET_PED_PREFERRED_COVER_SET(ped: int, itemSet: int) -> None: ...
def IS_PED_IN_COVER_FACING_LEFT(ped: int) -> bool: ...
def IS_PED_INJURED(ped: int) -> bool: ...
def HAS_PED_RECEIVED_EVENT(ped: int, eventId: int) -> bool: ...
def IS_PED_BEING_STEALTH_KILLED(ped: int) -> bool: ...
def SET_PED_COORDS_NO_GANG(ped: int, posX: float, posY: float, posZ: float) -> None: ...
def GET_RANDOM_PED_AT_COORD(x: float, y: float, z: float, xRadius: float, yRadius: float, zRadius: float, pedType: int) -> int: ...
def HAS_PEDHEADSHOT_IMG_UPLOAD_FAILED() -> bool: ...
def SET_AMBIENT_LAW_PED_ACCURACY_MODIFIER(multiplier: float) -> None: ...
def GET_MP_LIGHT_ENABLED(ped: int) -> bool: ...
def CLEAR_PED_ALTERNATE_WALK_ANIM(ped: int, p1: float) -> None: ...
def SET_PED_STEALTH_MOVEMENT(ped: int, p1: bool, action: str) -> None: ...
def GET_PED_PROP_INDEX(ped: int, componentId: int, p2: int) -> int: ...
def DOES_SCENARIO_BLOCKING_AREA_EXISTS(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> bool: ...
def SET_CREATE_RANDOM_COPS_NOT_ON_SCENARIOS(toggle: bool) -> None: ...
def GET_PED_PARACHUTE_LANDING_TYPE(ped: int) -> int: ...
def CREATE_SYNCHRONIZED_SCENE(x: float, y: float, z: float, roll: float, pitch: float, yaw: float, p6: int) -> int: ...
def CREATE_PARACHUTE_BAG_OBJECT(ped: int, p1: bool, p2: bool) -> int: ...
def REVIVE_INJURED_PED(ped: int) -> None: ...
def GET_GROUP_SIZE(groupID: int, p1: int, sizeInMembers: int) -> None: ...
def REMOVE_GROUP(groupId: int) -> None: ...
def CLEAR_PED_LAST_DAMAGE_BONE(ped: int) -> None: ...
def GET_NUMBER_OF_PED_TEXTURE_VARIATIONS(ped: int, componentId: int, drawableId: int) -> int: ...
def CLEAR_PED_BLOOD_DAMAGE(ped: int) -> None: ...
def CREATE_GROUP(unused: int) -> int: ...
def SET_PED_ALTERNATE_MOVEMENT_ANIM(ped: int, stance: int, animDictionary: str, animationName: str, p4: float, p5: bool) -> None: ...
def IS_PED_IN_FLYING_VEHICLE(ped: int) -> bool: ...
def IS_TRACKED_PED_VISIBLE(ped: int) -> bool: ...
def REMOVE_STEALTH_MODE_ASSET(asset: str) -> None: ...
def REGISTER_HATED_TARGETS_AROUND_PED(ped: int, radius: float) -> None: ...
def SET_PED_PROP_INDEX(ped: int, componentId: int, drawableId: int, TextureId: int, attach: bool, p5: int) -> None: ...
def GET_PED_SOURCE_OF_DEATH(ped: int) -> int: ...
def SET_PED_HEAD_BLEND_DATA(ped: int, shapeFirstID: int, shapeSecondID: int, shapeThirdID: int, skinFirstID: int, skinSecondID: int, skinThirdID: int, shapeMix: float, skinMix: float, thirdMix: float, isParent: bool) -> None: ...
def IS_PED_ON_ANY_BIKE(ped: int) -> bool: ...
def GET_PED_ARMOUR(ped: int) -> int: ...
def SET_PED_PLAYS_HEAD_ON_HORN_ANIM_WHEN_DIES_IN_VEHICLE(ped: int, toggle: bool) -> None: ...
def SET_PED_VEHICLE_FORCED_SEAT_USAGE(ped: int, vehicle: int, seatIndex: int, flags: int, p4: int) -> None: ...
def REGISTER_PEDHEADSHOT_TRANSPARENT(ped: int) -> int: ...
def SET_PED_DENSITY_MULTIPLIER_THIS_FRAME(multiplier: float) -> None: ...
def DELETE_PED(ped: int) -> None: ...
def SET_PED_SHOOTS_AT_COORD(ped: int, x: float, y: float, z: float, toggle: bool) -> None: ...
def UNREGISTER_PEDHEADSHOT(id: int) -> None: ...
def SET_PED_KEEP_TASK(ped: int, toggle: bool) -> None: ...
def SET_PED_ENABLE_WEAPON_BLOCKING(ped: int, toggle: bool) -> None: ...
def RESET_PED_WEAPON_MOVEMENT_CLIPSET(ped: int) -> None: ...
def SET_PED_NAME_DEBUG(ped: int, name: str) -> None: ...
def SET_BLOCKING_OF_NON_TEMPORARY_EVENTS_FOR_AMBIENT_PEDS_THIS_FRAME(p0: bool) -> None: ...
def IS_PED_IN_ANY_VEHICLE(ped: int, atGetIn: bool) -> bool: ...
def IS_PED_BEING_JACKED(ped: int) -> bool: ...
def TOGGLE_SCENARIO_PED_COWER_IN_PLACE(ped: int, toggle: bool) -> None: ...
def GET_VEHICLE_PED_IS_IN(ped: int, includeEntering: bool) -> int: ...
def SET_PED_FIRING_PATTERN(ped: int, patternHash: int) -> None: ...
def SET_PED_COORDS_KEEP_VEHICLE(ped: int, posX: float, posY: float, posZ: float) -> None: ...
def GET_PEDS_JACKER(ped: int) -> int: ...
def CREATE_RANDOM_PED_AS_DRIVER(vehicle: int, returnHandle: bool) -> int: ...
def IS_PED_GROUP_MEMBER(ped: int, groupId: int) -> bool: ...
def GET_PED_ENVEFF_SCALE(ped: int) -> float: ...
def CAN_PED_SHUFFLE_TO_OR_FROM_TURRET_SEAT(ped: int, p1: int) -> bool: ...
def CLEAR_PED_WETNESS(ped: int) -> None: ...
def SET_PED_VISUAL_FIELD_PERIPHERAL_RANGE(ped: int, range: float) -> None: ...
def SET_PED_SPHERE_DEFENSIVE_AREA(ped: int, x: float, y: float, z: float, radius: float, p5: bool, p6: bool) -> None: ...
def GET_PED_HELMET_STORED_HAT_TEX_INDEX(ped: int) -> int: ...
def SET_PED_MOTION_IN_COVER_CLIPSET_OVERRIDE(ped: int, p1: str) -> None: ...
def IS_PED_SWIMMING(ped: int) -> bool: ...
def GET_MP_OUTFIT_DATA_FROM_METADATA(p0: int, p1: int) -> bool: ...
def GET_RELATIONSHIP_BETWEEN_GROUPS(group1: int, group2: int) -> int: ...
def SET_PED_MOVE_ANIMS_BLEND_OUT(ped: int) -> None: ...
def SET_PED_AS_GROUP_MEMBER(ped: int, groupId: int) -> None: ...
def IS_PED_GOING_INTO_COVER(ped: int) -> bool: ...
def SET_PED_COMBAT_ATTRIBUTES(ped: int, attributeId: int, enabled: bool) -> None: ...
def SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(ped: int, toggle: bool) -> None: ...
def RESET_PED_RAGDOLL_TIMER(ped: int) -> None: ...
def GET_PED_DECORATION_ZONE_FROM_HASHES(collection: int, overlay: int) -> int: ...
def SET_PED_GRAVITY(ped: int, toggle: bool) -> None: ...
def IS_PEDHEADSHOT_VALID(id: int) -> bool: ...
def IS_ANY_PED_SHOOTING_IN_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: bool, p7: bool) -> bool: ...
def DISABLE_HEAD_BLEND_PALETTE_COLOR(ped: int) -> None: ...
def _HAS_PED_CLEAR_LOS_TO_ENTITY(ped: int, entity: int, x: float, y: float, z: float, p5: int, p6: bool, p7: bool) -> bool: ...
def SET_PED_SHOULD_PLAY_NORMAL_SCENARIO_EXIT(ped: int) -> None: ...
def IS_PED_IN_VEHICLE(ped: int, vehicle: int, atGetIn: bool) -> bool: ...
def IS_MOBILE_PHONE_TO_PED_EAR(ped: int) -> bool: ...
def SET_PED_NO_TIME_DELAY_BEFORE_SHOT(p0: int) -> None: ...
def SET_PED_COWER_HASH(ped: int, p1: str) -> None: ...
def SPAWNPOINTS_IS_SEARCH_COMPLETE() -> bool: ...
def GET_PED_HEAD_OVERLAY(ped: int, overlayID: int) -> int: ...
def SPAWNPOINTS_GET_NUM_SEARCH_RESULTS() -> int: ...
def SET_PED_CLOTH_PRONE(p0: int, p1: bool) -> None: ...
def GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(ped: int, propId: int, drawableId: int) -> int: ...
def SET_DRIVER_AGGRESSIVENESS(driver: int, aggressiveness: float) -> None: ...
def REMOVE_PED_HELMET(ped: int, instantly: bool) -> None: ...
def IS_PED_SITTING_IN_VEHICLE(ped: int, vehicle: int) -> bool: ...
def SET_PED_IS_AVOIDED_BY_OTHERS(p0: int, p1: bool) -> None: ...
def SET_PED_MONEY(ped: int, amount: int) -> None: ...
def SET_PED_DESIRED_HEADING(ped: int, heading: float) -> None: ...
def RESET_PED_MOVEMENT_CLIPSET(ped: int, p1: float) -> None: ...
def GET_DEFAULT_SECONDARY_TINT_FOR_BARBER(colorID: int) -> int: ...
def SET_PED_PINNED_DOWN(ped: int, pinned: bool, i: int) -> bool: ...
def SET_PED_WETNESS(ped: int, wetLevel: float) -> None: ...
def REMOVE_PED_ELEGANTLY(ped: int) -> None: ...
def TELL_GROUP_PEDS_IN_AREA_TO_ATTACK(ped: int, p1: int, p2: float, hash: int, p4: int, p5: int) -> None: ...
def SET_PED_RELATIONSHIP_GROUP_DEFAULT_HASH(ped: int, hash: int) -> None: ...
def SET_PED_TO_RAGDOLL(ped: int, time1: int, time2: int, ragdollType: int, p4: bool, p5: bool, p6: bool) -> bool: ...
def SET_PED_MOVEMENT_CLIPSET(ped: int, clipSet: str, transitionSpeed: float) -> None: ...
def GET_PED_RESET_FLAG(ped: int, flagId: int) -> bool: ...
def SET_PED_UPPER_BODY_DAMAGE_ONLY(ped: int, toggle: bool) -> None: ...
def DROP_AMBIENT_PROP(ped: int) -> None: ...
def SET_PED_CAN_RAGDOLL(ped: int, toggle: bool) -> None: ...
def GIVE_PED_NM_MESSAGE(ped: int) -> None: ...
def SET_DRIVER_ABILITY(driver: int, ability: float) -> None: ...
def SET_PED_CAN_BE_KNOCKED_OFF_BIKE(p0: int, p1: int) -> None: ...
def SPAWNPOINTS_START_SEARCH_IN_ANGLED_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, interiorFlags: int, scale: float, duration: int) -> None: ...
def IS_PED_DOING_DRIVEBY(ped: int) -> bool: ...
def SET_PED_HEALTH_PENDING_LAST_DAMAGE_EVENT_OVERRIDE_FLAG(toggle: bool) -> None: ...
def SET_CAN_ATTACK_FRIENDLY(ped: int, toggle: bool, p2: bool) -> None: ...
def STOP_ANY_PED_MODEL_BEING_SUPPRESSED() -> None: ...
def CREATE_RANDOM_PED(posX: float, posY: float, posZ: float) -> int: ...
def CLEAR_PED_SCUBA_GEAR_VARIATION(ped: int) -> None: ...
def SET_PED_WETNESS_ENABLED_THIS_FRAME(ped: int) -> None: ...
def REMOVE_RELATIONSHIP_GROUP(groupHash: int) -> None: ...
def SET_SYNCHRONIZED_SCENE_RATE(sceneID: int, rate: float) -> None: ...
def SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS(p0: int, p1: int) -> None: ...
def IS_PED_SHELTERED(ped: int) -> bool: ...
def CAN_CREATE_RANDOM_DRIVER() -> bool: ...
def IS_PED_HELMET_VISOR_UP(ped: int) -> bool: ...
def IS_PED_HUMAN(ped: int) -> bool: ...
def IS_PED_DEFENSIVE_AREA_ACTIVE(ped: int, p1: bool) -> bool: ...
def GET_POS_FROM_FIRED_EVENT(ped: int, eventType: int, outData: int) -> bool: ...
def REGISTER_PEDHEADSHOT_HIRES(ped: int) -> int: ...
def SET_PED_CAN_PLAY_GESTURE_ANIMS(ped: int, toggle: bool) -> None: ...
def SET_PED_AS_COP(ped: int, toggle: bool) -> None: ...
def IS_PED_GETTING_INTO_A_VEHICLE(ped: int) -> bool: ...
def RESET_PED_LAST_VEHICLE(ped: int) -> None: ...
def IS_PED_FLEEING(ped: int) -> bool: ...
def SET_PED_GET_OUT_UPSIDE_DOWN_VEHICLE(ped: int, toggle: bool) -> None: ...
def GET_ANIM_INITIAL_OFFSET_POSITION(animDict: str, animName: str, x: float, y: float, z: float, xRot: float, yRot: float, zRot: float, p8: float, p9: int) -> 'gta.Vector3': ...
def SET_PED_CAN_BE_TARGETTED_BY_TEAM(ped: int, team: int, toggle: bool) -> None: ...
def SET_RELATIONSHIP_BETWEEN_GROUPS(relationship: int, group1: int, group2: int) -> None: ...
def SET_PED_ENVEFF_SCALE(ped: int, value: float) -> None: ...
def IS_PED_SWIMMING_UNDER_WATER(ped: int) -> bool: ...
def SET_PED_HELMET_FLAG(ped: int, helmetFlag: int) -> None: ...
def SET_PED_CAN_HEAD_IK(ped: int, toggle: bool) -> None: ...
def STOP_PED_WEAPON_FIRING_WHEN_DROPPED(ped: int) -> None: ...
def SET_PED_CAN_BE_DRAGGED_OUT(ped: int, toggle: bool) -> None: ...
def SET_PED_RESET_FLAG(ped: int, flagId: int, doReset: bool) -> None: ...
def SET_PED_HEATSCALE_OVERRIDE(ped: int, heatScale: float) -> None: ...
def TRIGGER_IDLE_ANIMATION_ON_PED(ped: int) -> None: ...
def IS_PED_GESTURING(p0: int) -> bool: ...
def SET_IK_TARGET(ped: int, ikIndex: int, entityLookAt: int, boneLookAt: int, offsetX: float, offsetY: float, offsetZ: float, p7: int, blendInDuration: int, blendOutDuration: int) -> None: ...
def GET_CLOSEST_PED(x: float, y: float, z: float, radius: float, p4: bool, p5: bool, outPed: int, p7: bool, p8: bool, pedType: int) -> bool: ...
def SET_PED_LEG_IK_MODE(ped: int, mode: int) -> None: ...
def SET_PED_RANDOM_PROPS(ped: int) -> None: ...
def SET_PED_CAN_PEEK_IN_COVER(ped: int, toggle: bool) -> None: ...
def SET_ENABLE_BOUND_ANKLES(ped: int, toggle: bool) -> None: ...
def GET_TINT_INDEX_FOR_LAST_GEN_HAIR_TEXTURE(modelHash: int, drawableId: int, textureId: int) -> int: ...
def IS_PED_PLANTING_BOMB(ped: int) -> bool: ...
def _SET_BLOCK_AMBIENT_PEDS_FROM_DROPPING_WEAPONS_THIS_FRAME() -> None: ...
def SET_PED_COMBAT_ABILITY(ped: int, abilityLevel: int) -> None: ...
def CLEAR_PED_MOTION_IN_COVER_CLIPSET_OVERRIDE(ped: int) -> None: ...
def SET_PED_CAN_BE_SHOT_IN_VEHICLE(ped: int, toggle: bool) -> None: ...
def SET_PED_ANGLED_DEFENSIVE_AREA(ped: int, p1: float, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: bool, p9: bool) -> None: ...
def SET_PED_RELATIONSHIP_GROUP_HASH(ped: int, hash: int) -> None: ...
def SET_PED_RANDOM_COMPONENT_VARIATION(ped: int, p1: int) -> None: ...
def IS_PED_MODEL(ped: int, modelHash: int) -> bool: ...
def SET_PED_CAN_COWER_IN_COVER(ped: int, toggle: bool) -> None: ...
def SET_FORCE_STEP_TYPE(ped: int, p1: bool, type: int, p3: int) -> None: ...
def DOES_RELATIONSHIP_GROUP_EXIST(groupHash: int) -> bool: ...
def SET_HEAD_BLEND_PALETTE_COLOR(ped: int, r: int, g: int, b: int, id: int) -> None: ...
def REQUEST_PED_RESTRICTED_VEHICLE_VISIBILITY_TRACKING(ped: int, p1: bool) -> None: ...
def SET_PED_PRIMARY_LOOKAT(ped: int, lookAt: int) -> None: ...
def GET_DEAD_PED_PICKUP_COORDS(ped: int, p1: float, p2: float) -> 'gta.Vector3': ...
def CLEAR_ALL_PED_PROPS(ped: int, p1: int) -> None: ...
def TAKE_OWNERSHIP_OF_SYNCHRONIZED_SCENE(scene: int) -> None: ...
def SET_GROUP_FORMATION(groupId: int, formationType: int) -> None: ...
def SET_PED_ARMOUR(ped: int, amount: int) -> None: ...
def SET_PED_SHOULD_PROBE_FOR_SCENARIO_EXITS_IN_ONE_FRAME(p0: int, p1: bool) -> None: ...
def IS_PED_JUMPING(ped: int) -> bool: ...
def GET_PED_HEAD_OVERLAY_NUM(overlayID: int) -> int: ...
def GET_PED_NEARBY_VEHICLES(ped: int, sizeAndVehs: int) -> int: ...
def IS_PED_DUCKING(ped: int) -> bool: ...
def IS_PED_RUNNING_MELEE_TASK(ped: int) -> bool: ...
def GET_NUM_PED_MAKEUP_TINTS() -> int: ...
def SET_ENABLE_PED_ENVEFF_SCALE(ped: int, toggle: bool) -> None: ...
def FORCE_ZERO_MASS_IN_COLLISIONS(ped: int) -> None: ...
def REMOVE_SCENARIO_BLOCKING_AREAS() -> None: ...
def CREATE_PED(pedType: int, modelHash: int, x: float, y: float, z: float, heading: float, isNetwork: bool, bScriptHostPed: bool) -> int: ...
def SET_PED_ENVEFF_COLOR_MODULATOR(ped: int, p1: int, p2: int, p3: int) -> None: ...
def IS_PED_PRONE(ped: int) -> bool: ...
def IS_PED_FACING_PED(ped: int, otherPed: int, angle: float) -> bool: ...
def SET_PED_DIES_IN_SINKING_VEHICLE(ped: int, toggle: bool) -> None: ...
def GET_PED_LAST_DAMAGE_BONE(ped: int, outBone: int) -> bool: ...
def SET_PED_USING_ACTION_MODE(ped: int, p1: bool, p2: int, action: str) -> None: ...
def SET_PED_TO_RAGDOLL_WITH_FALL(ped: int, time: int, p2: int, ragdollType: int, x: float, y: float, z: float, velocity: float, p8: float, p9: float, p10: float, p11: float, p12: float, p13: float) -> bool: ...
def GET_SYNCHRONIZED_SCENE_RATE(sceneID: int) -> float: ...
def IS_PED_FATALLY_INJURED(ped: int) -> bool: ...
def CLEAR_RAGDOLL_BLOCKING_FLAGS(ped: int, blockingFlag: int) -> None: ...
def SET_POP_CONTROL_SPHERE_THIS_FRAME(x: float, y: float, z: float, min: float, max: float) -> None: ...
def CLEAR_PED_ALTERNATE_MOVEMENT_ANIM(ped: int, stance: int, p2: float) -> None: ...
def SET_SYNCHRONIZED_SCENE_LOOPED(sceneID: int, toggle: bool) -> None: ...
def SET_PED_ALLOWED_TO_DUCK(ped: int, toggle: bool) -> None: ...
def GET_PEDHEADSHOT_TXD_STRING(id: int) -> str: ...
def SET_PED_ALERTNESS(ped: int, value: int) -> None: ...
def SET_PED_LOD_MULTIPLIER(ped: int, multiplier: float) -> None: ...
def IS_PED_PERFORMING_MELEE_ACTION(ped: int) -> bool: ...
def SET_PED_GESTURE_GROUP(ped: int, animGroupGesture: str) -> None: ...
def GET_PED_COMBAT_MOVEMENT(ped: int) -> int: ...
def SET_DRIVER_RACING_MODIFIER(driver: int, modifier: float) -> None: ...
def SET_ENABLE_HANDCUFFS(ped: int, toggle: bool) -> None: ...
def SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(ped: int, toggle: bool) -> None: ...
def SET_DISABLE_PED_MAP_COLLISION(ped: int) -> None: ...
def IS_CONVERSATION_PED_DEAD(ped: int) -> bool: ...
def GET_PED_EXTRACTED_DISPLACEMENT(ped: int, worldSpace: bool) -> 'gta.Vector3': ...
def IS_PED_HAIR_TINT_FOR_BARBER(colorID: int) -> bool: ...
def GET_PED_PROP_TEXTURE_INDEX(ped: int, componentId: int) -> int: ...
def SET_PED_MODEL_IS_SUPPRESSED(modelHash: int, toggle: bool) -> None: ...
def PLAY_FACIAL_ANIM(ped: int, animName: str, animDict: str) -> None: ...
def CLEAR_PED_DECORATIONS_LEAVE_SCARS(ped: int) -> None: ...
def IS_PED_RUNNING_RAGDOLL_TASK(ped: int) -> bool: ...
def GET_PED_PALETTE_VARIATION(ped: int, componentId: int) -> int: ...
def BLOCK_PED_FROM_GENERATING_DEAD_BODY_EVENTS_WHEN_DEAD(ped: int, toggle: bool) -> None: ...
def SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_VEHICLE(ped: int, target: int, xOffset: float, yOffset: float, zOffset: float, radius: float, p6: bool) -> None: ...
def GET_SYNCHRONIZED_SCENE_PHASE(sceneID: int) -> float: ...
def HAS_ACTION_MODE_ASSET_LOADED(asset: str) -> bool: ...
def GET_NUM_PED_HAIR_TINTS() -> int: ...
def CLEAR_ALL_PED_VEHICLE_FORCED_SEAT_USAGE(ped: int) -> None: ...
def GET_MOUNT(ped: int) -> int: ...
def IS_PED_COMPONENT_VARIATION_VALID(ped: int, componentId: int, drawableId: int, textureId: int) -> bool: ...
def SET_PED_CAN_LOSE_PROPS_ON_DAMAGE(ped: int, toggle: bool, p2: int) -> None: ...
def SET_PED_RESERVE_PARACHUTE_TINT_INDEX(ped: int, p1: int) -> None: ...
def HAS_PEDHEADSHOT_IMG_UPLOAD_SUCCEEDED() -> bool: ...
def SET_PED_ENABLE_CREW_EMBLEM(ped: int, toggle: bool) -> None: ...
def CLONE_PED_TO_TARGET(ped: int, targetPed: int) -> None: ...
def HAS_STEALTH_MODE_ASSET_LOADED(asset: str) -> bool: ...
def RESET_AI_WEAPON_DAMAGE_MODIFIER() -> None: ...
def GET_DEFAULT_SECONDARY_TINT_FOR_CREATOR(colorId: int) -> int: ...
def CAN_CREATE_RANDOM_BIKE_RIDER() -> bool: ...
def CAN_PED_IN_COMBAT_SEE_TARGET(ped: int, target: int) -> bool: ...
def GET_PED_PARACHUTE_TINT_INDEX(ped: int, outTintIndex: int) -> None: ...
def SET_PED_STEERS_AROUND_VEHICLES(ped: int, toggle: bool) -> None: ...
def GET_RELATIONSHIP_BETWEEN_PEDS(ped1: int, ped2: int) -> int: ...
def IS_PEDHEADSHOT_IMG_UPLOAD_AVAILABLE() -> bool: ...
def IS_PED_PERFORMING_A_COUNTER_ATTACK(ped: int) -> bool: ...
def SET_PED_SUFFERS_CRITICAL_HITS(ped: int, toggle: bool) -> None: ...
def SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(ped: int, toggle: bool) -> None: ...
def SET_PED_INJURED_ON_GROUND_BEHAVIOUR(ped: int, p1: float) -> None: ...
def IS_PED_ON_SPECIFIC_VEHICLE(ped: int, vehicle: int) -> bool: ...
def SET_PED_SHOULD_PLAY_DIRECTED_NORMAL_SCENARIO_EXIT(p0: int, p1: int, p2: int, p3: int) -> bool: ...
def SET_PED_DRIVE_BY_CLIPSET_OVERRIDE(ped: int, clipset: str) -> None: ...
def FORCE_INSTANT_LEG_IK_SETUP(ped: int) -> None: ...
def IS_PED_HAIR_TINT_FOR_CREATOR(colorId: int) -> bool: ...
def REMOVE_PED_FROM_GROUP(ped: int) -> None: ...
def SET_PED_CAN_SWITCH_WEAPON(ped: int, toggle: bool) -> None: ...
def SET_PED_STAY_IN_VEHICLE_WHEN_JACKED(ped: int, toggle: bool) -> None: ...
def SET_PED_NON_CREATION_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> None: ...
def ENABLE_MP_LIGHT(ped: int, toggle: bool) -> None: ...
def SET_PED_DIES_INSTANTLY_IN_WATER(ped: int, toggle: bool) -> None: ...
def SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT(ped: int, p1: int, p2: int, p3: int) -> bool: ...
def APPLY_PED_BLOOD_SPECIFIC(ped: int, p1: int, p2: float, p3: float, p4: float, p5: float, p6: int, p7: float, p8: str) -> None: ...
def CLONE_PED(ped: int, isNetwork: bool, bScriptHostPed: bool, copyHeadBlendFlag: bool) -> int: ...
def GET_PED_VISUAL_FIELD_CENTER_ANGLE(ped: int) -> float: ...
def GET_FM_FEMALE_SHOP_PED_APPAREL_ITEM_INDEX(p0: int) -> int: ...
def SET_PED_RAGDOLL_ON_COLLISION(ped: int, toggle: bool) -> None: ...
def REQUEST_PEDHEADSHOT_IMG_UPLOAD(id: int) -> bool: ...
def SET_PED_ID_RANGE(ped: int, value: float) -> None: ...
def SET_PED_HELMET_TEXTURE_INDEX(ped: int, textureIndex: int) -> None: ...
def GET_PED_GROUP_INDEX(ped: int) -> int: ...
def SET_PED_SHOULD_PLAY_IMMEDIATE_SCENARIO_EXIT(ped: int) -> None: ...
def IS_CURRENT_HEAD_PROP_A_HELMET(p0: int) -> bool: ...
def FORCE_PED_MOTION_STATE(ped: int, motionStateHash: int, p2: bool, p3: int, p4: bool) -> bool: ...
def SET_PED_SEEING_RANGE(ped: int, value: float) -> None: ...
def SET_PED_CAN_TORSO_IK(ped: int, toggle: bool) -> None: ...
def SET_PED_ALLOW_HURT_COMBAT_FOR_ALL_MISSION_PEDS(toggle: bool) -> None: ...
def IS_PED_WEARING_HELMET(ped: int) -> bool: ...
def ADD_RELATIONSHIP_GROUP(name: str, groupHash: int) -> bool: ...
def IS_PED_BLUSH_TINT_FOR_CREATOR(colorId: int) -> bool: ...
def SPAWNPOINTS_IS_SEARCH_FAILED() -> bool: ...
def SET_PED_CAN_TORSO_REACT_IK(ped: int, p1: bool) -> None: ...
def SET_PED_MAX_HEALTH(ped: int, value: int) -> None: ...
def GET_PED_CURRENT_MOVE_BLEND_RATIO(ped: int, speedX: int, speedY: int) -> bool: ...
def GET_PED_ALERTNESS(ped: int) -> int: ...
def SET_PED_INTO_VEHICLE(ped: int, vehicle: int, seatIndex: int) -> None: ...
def RELEASE_PED_PRELOAD_PROP_DATA(ped: int) -> None: ...
def SET_PED_CAN_PLAY_VISEME_ANIMS(ped: int, toggle: bool, p2: bool) -> None: ...
def GET_VEHICLE_PED_IS_ENTERING(ped: int) -> int: ...
def WAS_PED_KILLED_BY_STEALTH(ped: int) -> bool: ...
def SET_ENABLE_SCUBA(ped: int, toggle: bool) -> None: ...
def SPECIAL_FUNCTION_DO_NOT_USE(ped: int, p1: bool) -> None: ...
def SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_PED(ped: int, target: int, xOffset: float, yOffset: float, zOffset: float, radius: float, p6: bool) -> None: ...
def GET_PED_COMBAT_RANGE(ped: int) -> int: ...
def SET_PED_MIN_GROUND_TIME_FOR_STUNGUN(ped: int, ms: int) -> None: ...
def SET_ALLOW_STUNT_JUMP_CAMERA(ped: int, toggle: bool) -> None: ...
def IS_PED_FALLING(ped: int) -> bool: ...
def IS_PED_IN_ANY_SUB(ped: int) -> bool: ...
def IS_PED_HEADING_TOWARDS_POSITION(ped: int, x: float, y: float, z: float, p4: float) -> bool: ...
def SET_USE_CAMERA_HEADING_FOR_DESIRED_DIRECTION_LOCK_ON_TEST(ped: int, toggle: bool) -> None: ...
def IS_PED_PERFORMING_STEALTH_KILL(ped: int) -> bool: ...
def REMOVE_PED_PREFERRED_COVER_SET(ped: int) -> None: ...
def SET_PED_PANIC_EXIT_SCENARIO(p0: int, p1: int, p2: int, p3: int) -> bool: ...
def IS_USING_PED_SCUBA_GEAR_VARIATION(p0: int) -> bool: ...
def SPAWNPOINTS_CANCEL_SEARCH() -> None: ...
def GET_PED_TYPE(ped: int) -> int: ...
def FORCE_ALL_HEADING_VALUES_TO_ALIGN(ped: int) -> None: ...
def SET_COMBAT_FLOAT(ped: int, combatType: int, p2: float) -> None: ...
def SET_HEALTH_SNACKS_CARRIED_BY_ALL_NEW_PEDS(p0: float, p1: int) -> None: ...
def SET_FACIAL_IDLE_ANIM_OVERRIDE(ped: int, animName: str, animDict: str) -> None: ...
