# Stubs for gta.natives.entity

import gta

def HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT(entity1: int, entity2: int) -> bool: ...
def REMOVE_MODEL_SWAP(x: float, y: float, z: float, radius: float, originalModel: int, newModel: int, p6: bool) -> None: ...
def GET_PED_INDEX_FROM_ENTITY_INDEX(entity: int) -> int: ...
def DOES_ENTITY_HAVE_DRAWABLE(entity: int) -> bool: ...
def SET_ENTITY_COORDS(entity: int, xPos: float, yPos: float, zPos: float, xAxis: bool, yAxis: bool, zAxis: bool, clearArea: bool) -> None: ...
def FIND_ANIM_EVENT_PHASE(animDictionary: str, animName: str, p2: str, p3: int, p4: int) -> bool: ...
def _SET_ENTITY_NO_COLLISION_WITH_NETWORKED_ENTITY(entity1: int, entity2: int) -> None: ...
def SET_ENTITY_RECORDS_COLLISIONS(entity: int, toggle: bool) -> None: ...
def GET_ENTITY_FORWARD_VECTOR(entity: int) -> 'gta.Vector3': ...
def IS_ENTITY_A_MISSION_ENTITY(entity: int) -> bool: ...
def SET_ENTITY_LOAD_COLLISION_FLAG(entity: int, toggle: bool, p2: int) -> None: ...
def SET_ENTITY_MAX_SPEED(entity: int, speed: float) -> None: ...
def IS_ENTITY_TOUCHING_MODEL(entity: int, modelHash: int) -> bool: ...
def STOP_SYNCHRONIZED_MAP_ENTITY_ANIM(x1: float, y1: float, z1: float, x2: float, y2: int, z2: float) -> bool: ...
def IS_ENTITY_STATIC(entity: int) -> bool: ...
def CREATE_FORCED_OBJECT(x: float, y: float, z: float, p3: int, modelHash: int, p5: bool) -> None: ...
def GET_ENTITY_MAX_HEALTH(entity: int) -> int: ...
def SET_ENTITY_MAX_HEALTH(entity: int, value: int) -> None: ...
def ATTACH_ENTITY_TO_ENTITY_PHYSICALLY_OVERRIDE_INVERSE_MASS(firstEntityIndex: int, secondEntityIndex: int, firstEntityBoneIndex: int, secondEntityBoneIndex: int, secondEntityOffsetX: float, secondEntityOffsetY: float, secondEntityOffsetZ: float, firstEntityOffsetX: float, firstEntityOffsetY: float, firstEntityOffsetZ: float, vecRotationX: float, vecRotationY: float, vecRotationZ: float, physicalStrength: float, constrainRotation: bool, doInitialWarp: bool, collideWithEntity: bool, addInitialSeperation: bool, rotOrder: int, invMassScaleA: float, invMassScaleB: float) -> None: ...
def SET_ENTITY_DYNAMIC(entity: int, toggle: bool) -> None: ...
def SET_ENTITY_CAN_BE_DAMAGED(entity: int, toggle: bool) -> None: ...
def IS_ENTITY_TOUCHING_ENTITY(entity: int, targetEntity: int) -> bool: ...
def GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(entity: int, offsetX: float, offsetY: float, offsetZ: float) -> 'gta.Vector3': ...
def APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(entity: int, forceType: int, x: float, y: float, z: float, p5: bool, isDirectionRel: bool, isForceRel: bool, p8: bool) -> None: ...
def SET_ENTITY_USE_MAX_DISTANCE_FOR_WATER_REFLECTION(entity: int, p1: bool) -> None: ...
def SET_ENTITY_COLLISION(entity: int, toggle: bool, keepPhysics: bool) -> None: ...
def SET_ENTITY_VELOCITY(entity: int, x: float, y: float, z: float) -> None: ...
def IS_ENTITY_UPSIDEDOWN(entity: int) -> bool: ...
def GET_ENTITY_HEIGHT_ABOVE_GROUND(entity: int) -> float: ...
def IS_ENTITY_PLAYING_ANIM(entity: int, animDict: str, animName: str, taskFlag: int) -> bool: ...
def GET_ENTITY_OF_TYPE_ATTACHED_TO_ENTITY(entity: int, modelHash: int) -> int: ...
def IS_ENTITY_AT_COORD(entity: int, xPos: float, yPos: float, zPos: float, xSize: float, ySize: float, zSize: float, p7: bool, p8: bool, p9: int) -> bool: ...
def HAS_ENTITY_ANIM_FINISHED(entity: int, animDict: str, animName: str, p3: int) -> bool: ...
def GET_ENTITY_ROTATION_VELOCITY(entity: int) -> 'gta.Vector3': ...
def DOES_ENTITY_HAVE_ANIM_DIRECTOR(entity: int) -> bool: ...
def GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS(entity: int, posX: float, posY: float, posZ: float) -> 'gta.Vector3': ...
def SET_ENTITY_COORDS_NO_OFFSET(entity: int, xPos: float, yPos: float, zPos: float, xAxis: bool, yAxis: bool, zAxis: bool) -> None: ...
def SET_PED_AS_NO_LONGER_NEEDED(ped: int) -> None: ...
def IS_ENTITY_ATTACHED_TO_ANY_VEHICLE(entity: int) -> bool: ...
def STOP_ENTITY_ANIM(entity: int, animation: str, animGroup: str, p3: float) -> bool: ...
def SET_ENTITY_ANIM_SPEED(entity: int, animDictionary: str, animName: str, speedMultiplier: float) -> None: ...
def SET_ENTITY_MOTION_BLUR(entity: int, toggle: bool) -> None: ...
def SET_ENTITY_NOWEAPONDECALS(entity: int, p1: bool) -> None: ...
def GET_ENTITY_ANIM_CURRENT_TIME(entity: int, animDict: str, animName: str) -> float: ...
def SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS(entity: int, toggle: bool) -> None: ...
def SET_ALLOW_MIGRATE_TO_SPECTATOR(entity: int, p1: int) -> None: ...
def SET_ENTITY_INVINCIBLE(entity: int, toggle: bool, dontResetOnCleanup: bool) -> None: ...
def SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION(entity: int, toggle: bool) -> None: ...
def HAS_ENTITY_CLEAR_LOS_TO_ENTITY_ADJUST_FOR_COVER(entity1: int, entity2: int, traceType: int) -> bool: ...
def CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS(x: float, y: float, z: float, radius: float, modelHash: int, p5: bool) -> None: ...
def SET_OBJECT_AS_NO_LONGER_NEEDED(object: int) -> None: ...
def GET_ENTITY_COORDS(entity: int, alive: bool) -> 'gta.Vector3': ...
def FORCE_ENTITY_AI_AND_ANIMATION_UPDATE(entity: int) -> None: ...
def GET_ENTITY_LOD_DIST(entity: int) -> int: ...
def FREEZE_ENTITY_POSITION(entity: int, toggle: bool) -> None: ...
def STOP_SYNCHRONIZED_ENTITY_ANIM(entity: int, p1: float, p2: bool) -> bool: ...
def SET_ENTITY_ANIM_CURRENT_TIME(entity: int, animDictionary: str, animName: str, time: float) -> None: ...
def SET_ENTITY_ALPHA(entity: int, alphaLevel: int, skin: bool) -> None: ...
def GET_WORLD_POSITION_OF_ENTITY_BONE(entity: int, boneIndex: int) -> 'gta.Vector3': ...
def GET_ENTITY_BONE_POSTION(entity: int, boneIndex: int) -> 'gta.Vector3': ...
def IS_ENTITY_VISIBLE(entity: int) -> bool: ...
def GET_ENTITY_VELOCITY(entity: int) -> 'gta.Vector3': ...
def GET_ENTITY_ATTACHED_TO(entity: int) -> int: ...
def RESET_PICKUP_ENTITY_GLOW(entity: int) -> None: ...
def SET_ENTITY_HAS_GRAVITY(entity: int, toggle: bool) -> None: ...
def GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(entity: int) -> int: ...
def GET_NEAREST_PLAYER_TO_ENTITY_ON_TEAM(entity: int, team: int) -> int: ...
def GET_ENTITY_ANIM_TOTAL_TIME(entity: int, animDict: str, animName: str) -> float: ...
def IS_ENTITY_IN_ANGLED_AREA(entity: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, debug: bool, includeZ: bool, p10: int) -> bool: ...
def IS_ENTITY_A_PED(entity: int) -> bool: ...
def IS_ENTITY_UPRIGHT(entity: int, angle: float) -> bool: ...
def IS_ENTITY_IN_AREA(entity: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p7: bool, p8: bool, p9: int) -> bool: ...
def SET_ENTITY_TRAFFICLIGHT_OVERRIDE(entity: int, state: int) -> None: ...
def SET_ENTITY_LOD_DIST(entity: int, value: int) -> None: ...
def GET_ENTITY_ALPHA(entity: int) -> int: ...
def GET_ENTITY_HEIGHT(entity: int, X: float, Y: float, Z: float, atTop: bool, inWorldCoords: bool) -> float: ...
def SET_ENTITY_SORT_BIAS(entity: int, p1: float) -> None: ...
def GET_LAST_MATERIAL_HIT_BY_ENTITY(entity: int) -> int: ...
def ATTACH_ENTITY_BONE_TO_ENTITY_BONE(entity1: int, entity2: int, boneIndex1: int, boneIndex2: int, p4: bool, p5: bool) -> None: ...
def IS_ENTITY_DEAD(entity: int, p1: bool) -> bool: ...
def HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED(entity: int) -> bool: ...
def REMOVE_FORCED_OBJECT(x: float, y: float, z: float, p3: float, modelHash: int) -> None: ...
def SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET(entity: int, xPos: float, yPos: float, zPos: float, alive: bool, deadFlag: bool, ragdollFlag: bool, clearArea: bool) -> None: ...
def SET_VEHICLE_AS_NO_LONGER_NEEDED(vehicle: int) -> None: ...
def SET_ENTITY_CANT_CAUSE_COLLISION_DAMAGED_ENTITY(entity1: int, entity2: int) -> None: ...
def SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK(entity: int, toggle: bool) -> None: ...
def IS_ENTITY_A_VEHICLE(entity: int) -> bool: ...
def SET_ENTITY_HEALTH(entity: int, health: int, instigator: int, weaponType: int) -> None: ...
def ATTACH_ENTITY_TO_ENTITY(entity1: int, entity2: int, boneIndex: int, xPos: float, yPos: float, zPos: float, xRot: float, yRot: float, zRot: float, p9: bool, useSoftPinning: bool, collision: bool, isPed: bool, vertexIndex: int, fixedRot: bool, p15: int) -> None: ...
def ENABLE_ENTITY_BULLET_COLLISION(entity: int) -> None: ...
def SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP(entity: int, p1: bool, p2: int) -> None: ...
def GET_NEAREST_PLAYER_TO_ENTITY(entity: int) -> int: ...
def DOES_ENTITY_EXIST(entity: int) -> bool: ...
def SET_ENTITY_RENDER_SCORCHED(entity: int, toggle: bool) -> None: ...
def IS_AN_ENTITY(handle: int) -> bool: ...
def IS_ENTITY_AT_ENTITY(entity1: int, entity2: int, xSize: float, ySize: float, zSize: float, p5: bool, p6: bool, p7: int) -> bool: ...
def DOES_ENTITY_HAVE_SKELETON(entity: int) -> bool: ...
def SET_ENTITY_QUATERNION(entity: int, x: float, y: float, z: float, w: float) -> None: ...
def SET_ENTITY_IS_IN_VEHICLE(entity: int) -> None: ...
def SET_ENTITY_ONLY_DAMAGED_BY_PLAYER(entity: int, toggle: bool) -> None: ...
def GET_ENTITY_QUATERNION(entity: int, x: int, y: int, z: int, w: int) -> None: ...
def SET_ENTITY_LIGHTS(entity: int, toggle: bool) -> None: ...
def PLAY_ENTITY_ANIM(entity: int, animName: str, animDict: str, p3: float, loop: bool, stayInAnim: bool, p6: bool, delta: float, bitset: int) -> bool: ...
def GET_ENTITY_ROLL(entity: int) -> float: ...
def SET_ENTITY_ANGULAR_VELOCITY(entity: int, x: float, y: float, z: float) -> None: ...
def GET_ENTITY_HEADING_FROM_EULERS(entity: int) -> float: ...
def SET_ENTITY_ROTATION(entity: int, pitch: float, roll: float, yaw: float, rotationOrder: int, p5: bool) -> None: ...
def GET_ENTITY_FORWARD_Y(entity: int) -> float: ...
def IS_ENTITY_IN_AIR(entity: int) -> bool: ...
def CREATE_MODEL_HIDE(x: float, y: float, z: float, radius: float, modelHash: int, p5: bool) -> None: ...
def GET_ENTITY_TYPE(entity: int) -> int: ...
def HAS_ENTITY_COLLIDED_WITH_ANYTHING(entity: int) -> bool: ...
def GET_ENTITY_FORWARD_X(entity: int) -> float: ...
def IS_ENTITY_AN_OBJECT(entity: int) -> bool: ...
def SET_ENTITY_HEADING(entity: int, heading: float) -> None: ...
def CREATE_MODEL_SWAP(x: float, y: float, z: float, radius: float, originalModel: int, newModel: int, p6: bool) -> None: ...
def HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT(entity: int) -> bool: ...
def GET_ENTITY_UPRIGHT_VALUE(entity: int) -> float: ...
def DETACH_ENTITY(entity: int, dynamic: bool, collision: bool) -> None: ...
def GET_ENTITY_SPEED_VECTOR(entity: int, relative: bool) -> 'gta.Vector3': ...
def RESET_ENTITY_ALPHA(entity: int) -> None: ...
def SET_ENTITY_COMPLETELY_DISABLE_COLLISION(entity: int, toggle: bool, keepPhysics: bool) -> None: ...
def GET_ENTITY_MODEL(entity: int) -> int: ...
def SET_ENTITY_NO_COLLISION_ENTITY(entity1: int, entity2: int, thisFrameOnly: bool) -> None: ...
def GET_ENTITY_SCRIPT(entity: int, script: int) -> str: ...
def CLEAR_ENTITY_LAST_DAMAGE_ENTITY(entity: int) -> None: ...
def _GET_LAST_ENTITY_HIT_BY_ENTITY(entity: int) -> int: ...
def SET_CAN_CLIMB_ON_ENTITY(entity: int, toggle: bool) -> None: ...
def SET_ENTITY_ALWAYS_PRERENDER(entity: int, toggle: bool) -> None: ...
def SET_ENTITY_AS_MISSION_ENTITY(entity: int, p1: bool, p2: bool) -> None: ...
def DELETE_ENTITY(entity: int) -> None: ...
def GET_ENTITY_ROTATION(entity: int, rotationOrder: int) -> 'gta.Vector3': ...
def IS_ENTITY_ATTACHED_TO_ANY_PED(entity: int) -> bool: ...
def SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_ENTITY(entity1: int, entity2: int) -> None: ...
def GET_ENTITY_BONE_COUNT(entity: int) -> int: ...
def IS_ENTITY_ATTACHED(entity: int) -> bool: ...
def IS_ENTITY_IN_ZONE(entity: int, zone: str) -> bool: ...
def SET_ENTITY_AS_NO_LONGER_NEEDED(entity: int) -> None: ...
def PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM(x1: float, y1: float, z1: float, x2: float, y2: int, z2: float, p6: str, p7: str, p8: float, p9: float, p10: int, p11: float) -> bool: ...
def GET_ENTITY_BONE_OBJECT_ROTATION(entity: int, boneIndex: int) -> 'gta.Vector3': ...
def GET_ENTITY_PROOFS(entity: int, bulletProof: int, fireProof: int, explosionProof: int, collisionProof: int, meleeProof: int, steamProof: int, p7: int, drownProof: int) -> bool: ...
def SET_ENTITY_WATER_REFLECTION_FLAG(entity: int, toggle: bool) -> None: ...
def ATTACH_ENTITY_TO_ENTITY_PHYSICALLY(entity1: int, entity2: int, boneIndex1: int, boneIndex2: int, xPos1: float, yPos1: float, zPos1: float, xPos2: float, yPos2: float, zPos2: float, xRot: float, yRot: float, zRot: float, breakForce: float, fixedRot: bool, p15: bool, collision: bool, p17: bool, p18: int) -> None: ...
def APPLY_FORCE_TO_ENTITY(entity: int, forceFlags: int, x: float, y: float, z: float, offX: float, offY: float, offZ: float, boneIndex: int, isDirectionRel: bool, ignoreUpVec: bool, isForceRel: bool, p12: bool, p13: bool) -> None: ...
def PLAY_SYNCHRONIZED_ENTITY_ANIM(entity: int, syncedScene: int, animation: str, propName: str, p4: float, p5: float, p6: int, p7: float) -> bool: ...
def HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(entity1: int, entity2: int, p2: bool) -> bool: ...
def GET_ENTITY_COLLISION_DISABLED(entity: int) -> bool: ...
def GET_ENTITY_BONE_ROTATION(entity: int, boneIndex: int) -> 'gta.Vector3': ...
def SET_PICKUP_COLLIDES_WITH_PROJECTILES(p0: int, p1: int) -> None: ...
def GET_ENTITY_BONE_OBJECT_POSTION(entity: int, boneIndex: int) -> 'gta.Vector3': ...
def IS_ENTITY_ATTACHED_TO_ANY_OBJECT(entity: int) -> bool: ...
def IS_ENTITY_IN_WATER(entity: int) -> bool: ...
def IS_ENTITY_WAITING_FOR_WORLD_COLLISION(entity: int) -> bool: ...
def SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS(entity: int, toggle: bool) -> None: ...
def GET_ENTITY_PITCH(entity: int) -> float: ...
def GET_ENTITY_SPEED(entity: int) -> float: ...
def IS_ENTITY_VISIBLE_TO_SCRIPT(entity: int) -> bool: ...
def SET_PICK_UP_BY_CARGOBOB_DISABLED(entity: int, toggle: bool) -> None: ...
def GET_OBJECT_INDEX_FROM_ENTITY_INDEX(entity: int) -> int: ...
def GET_ENTITY_CAN_BE_DAMAGED(entity: int) -> bool: ...
def REMOVE_MODEL_HIDE(x: float, y: float, z: float, radius: float, modelHash: int, p5: bool) -> None: ...
def DOES_ENTITY_HAVE_PHYSICS(entity: int) -> bool: ...
def SET_WAIT_FOR_COLLISIONS_BEFORE_PROBE(entity: int, toggle: bool) -> None: ...
def DOES_ENTITY_BELONG_TO_THIS_SCRIPT(entity: int, p1: bool) -> bool: ...
def HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE(entity: int) -> bool: ...
def SET_CAN_AUTO_VAULT_ON_ENTITY(entity: int, toggle: bool) -> None: ...
def SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(entity: int, bCanBeDamaged: bool, relGroup: int) -> None: ...
def IS_ENTITY_OCCLUDED(entity: int) -> bool: ...
def GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITY(entity: int) -> 'gta.Vector3': ...
def IS_ENTITY_ON_SCREEN(entity: int) -> bool: ...
def SET_ENTITY_MIRROR_REFLECTION_FLAG(entity: int, p1: bool) -> None: ...
def GET_ENTITY_SUBMERGED_LEVEL(entity: int) -> float: ...
def GET_ENTITY_HEADING(entity: int) -> float: ...
def HAS_COLLISION_LOADED_AROUND_ENTITY(entity: int) -> bool: ...
def SET_ENTITY_IS_TARGET_PRIORITY(entity: int, p1: bool, p2: float) -> None: ...
def SET_ENTITY_VISIBLE(entity: int, toggle: bool, p2: bool) -> None: ...
def HAS_ANIM_EVENT_FIRED(entity: int, actionHash: int) -> bool: ...
def GET_ENTITY_MATRIX(entity: int, forwardVector: int, rightVector: int, upVector: int, position: int) -> None: ...
def WOULD_ENTITY_BE_OCCLUDED(entityModelHash: int, x: float, y: float, z: float, p4: bool) -> bool: ...
def GET_ENTITY_HEALTH(entity: int) -> int: ...
def IS_ENTITY_ATTACHED_TO_ENTITY(from_: int, to: int) -> bool: ...
def PROCESS_ENTITY_ATTACHMENTS(entity: int) -> None: ...
def GET_ENTITY_POPULATION_TYPE(entity: int) -> int: ...
def SET_ENTITY_PROOFS(entity: int, bulletProof: bool, fireProof: bool, explosionProof: bool, collisionProof: bool, meleeProof: bool, steamProof: bool, dontResetOnCleanup: bool, waterProof: bool) -> None: ...
def GET_ENTITY_BONE_INDEX_BY_NAME(entity: int, boneName: str) -> int: ...
def HAS_ENTITY_CLEAR_LOS_TO_ENTITY(entity1: int, entity2: int, traceType: int) -> bool: ...
def ATTACH_ENTITY_BONE_TO_ENTITY_BONE_Y_FORWARD(entity1: int, entity2: int, boneIndex1: int, boneIndex2: int, p4: bool, p5: bool) -> None: ...
def GET_ANIM_DURATION(animDict: str, animName: str) -> float: ...
def GET_NEAREST_PARTICIPANT_TO_ENTITY(entity: int) -> int: ...
