# Stubs for gta.natives.misc

import gta

def DISPLAY_ONSCREEN_KEYBOARD(p0: int, windowTitle: str, p2: str, defaultText: str, defaultConcat1: str, defaultConcat2: str, defaultConcat3: str, maxInputLength: int) -> None: ...
def CLEAR_AREA_OF_VEHICLES(x: float, y: float, z: float, radius: float, p4: bool, p5: bool, p6: bool, p7: bool, p8: bool, p9: bool, p10: int) -> None: ...
def SET_CLOUD_SETTINGS_OVERRIDE(p0: str) -> None: ...
def GET_MODEL_DIMENSIONS(modelHash: int, minimum: int, maximum: int) -> None: ...
def STOP_SAVE_ARRAY() -> None: ...
def CLEAR_AREA_OF_COPS(x: float, y: float, z: float, radius: float, flags: int) -> None: ...
def CREATE_INCIDENT_WITH_ENTITY(dispatchService: int, ped: int, numUnits: int, radius: float, outIncidentID: int, p5: int, p6: int) -> bool: ...
def CLEAR_CODE_REQUESTED_AUTOSAVE() -> None: ...
def HAS_CHEAT_WITH_HASH_BEEN_ACTIVATED(hash: int, amount: int) -> bool: ...
def HAVE_CREDITS_REACHED_END() -> bool: ...
def CLEAR_AREA_OF_PROJECTILES(x: float, y: float, z: float, radius: float, flags: int) -> None: ...
def IS_STEAM_VERSION() -> bool: ...
def SCRIPT_RACE_INIT(p0: int, p1: int, p2: int, p3: int) -> None: ...
def ARE_STRINGS_EQUAL(string1: str, string2: str) -> bool: ...
def UPDATE_ONSCREEN_KEYBOARD() -> int: ...
def CLEAR_WEATHER_TYPE_NOW_PERSIST_NETWORK(milliseconds: int) -> None: ...
def REGISTER_ENUM_TO_SAVE(p0: int, name: str) -> None: ...
def OVERRIDE_SAVE_HOUSE(p0: bool, p1: float, p2: float, p3: float, p4: float, p5: bool, p6: float, p7: float) -> bool: ...
def SET_OVERRIDE_WEATHEREX(weatherType: str, p1: bool) -> None: ...
def SET_FIRE_AMMO_THIS_FRAME(player: int) -> None: ...
def PRELOAD_CLOUD_HAT(name: str) -> None: ...
def CLEAR_ANGLED_AREA_OF_VEHICLES(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, p7: bool, p8: bool, p9: bool, p10: bool, p11: bool, p12: int, p13: int) -> None: ...
def IS_POP_MULTIPLIER_AREA_NETWORKED(id: int) -> bool: ...
def DOES_POP_MULTIPLIER_AREA_EXIST(id: int) -> bool: ...
def IS_XBOX_PLATFORM() -> bool: ...
def SET_FAKE_WANTED_LEVEL(fakeWantedLevel: int) -> None: ...
def HAS_ASYNC_INSTALL_FINISHED() -> bool: ...
def GET_FRAME_TIME() -> float: ...
def DOES_POP_MULTIPLIER_SPHERE_EXIST(id: int) -> bool: ...
def GET_TENNIS_SWING_ANIM_COMPLETE(ped: int) -> bool: ...
def GET_ANGLE_BETWEEN_2D_VECTORS(x1: float, y1: float, x2: float, y2: float) -> float: ...
def GET_TENNIS_SWING_ANIM_CAN_BE_INTERRUPTED(ped: int) -> bool: ...
def SET_MINIGAME_IN_PROGRESS(toggle: bool) -> None: ...
def IS_BULLET_IN_ANGLED_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, ownedByPlayer: bool) -> bool: ...
def ADD_STUNT_JUMP(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, x3: float, y3: float, z3: float, x4: float, y4: float, z4: float, camX: float, camY: float, camZ: float, p15: int, p16: int, p17: int) -> int: ...
def CLEAR_REPLAY_STATS() -> None: ...
def GET_BENCHMARK_PASS() -> int: ...
def SCRIPT_RACE_PLAYER_HIT_CHECKPOINT(player: int, p1: int, p2: int, p3: int) -> None: ...
def ACOS(p0: float) -> float: ...
def SET_TIME_SCALE(timeScale: float) -> None: ...
def SET_FADE_OUT_AFTER_ARREST(toggle: bool) -> None: ...
def COMPARE_STRINGS(str1: str, str2: str, matchCase: bool, maxLength: int) -> int: ...
def SUPRESS_RANDOM_EVENT_THIS_FRAME(eventType: int, suppress: bool) -> None: ...
def GET_WIND_DIRECTION() -> 'gta.Vector3': ...
def ADD_HOSPITAL_RESTART(x: float, y: float, z: float, p3: float, p4: int) -> int: ...
def SCRIPT_RACE_SHUTDOWN() -> None: ...
def GET_CLOUDS_ALPHA() -> float: ...
def HAS_CODE_REQUESTED_AUTOSAVE() -> bool: ...
def COPY_SCRIPT_STRUCT(dst: int, src: int, size: int) -> None: ...
def GET_CLOSEST_POINT_ON_LINE(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, x3: float, y3: float, z3: float, clamp: bool) -> 'gta.Vector3': ...
def IGNORE_NEXT_RESTART(toggle: bool) -> None: ...
def IS_STUNT_JUMP_MESSAGE_SHOWING() -> bool: ...
def DISABLE_SCREEN_DIMMING_THIS_FRAME() -> None: ...
def DISABLE_POLICE_RESTART(policeIndex: int, toggle: bool) -> None: ...
def GET_CONTENT_TO_LOAD() -> str: ...
def SET_RIOT_MODE_ENABLED(toggle: bool) -> None: ...
def REMOVE_DISPATCH_SPAWN_BLOCKING_AREA(p0: int) -> None: ...
def ENABLE_TENNIS_MODE(ped: int, toggle: bool, p2: bool) -> None: ...
def SET_WEATHER_TYPE_NOW(weatherType: str) -> None: ...
def IS_MINIGAME_IN_PROGRESS() -> bool: ...
def GET_STATUS_OF_MISSION_REPEAT_SAVE() -> int: ...
def GET_REPLAY_STAT_MISSION_TYPE() -> int: ...
def PAUSE_DEATH_ARREST_RESTART(toggle: bool) -> None: ...
def ADD_DISPATCH_SPAWN_SPHERE_BLOCKING_AREA(x1: float, y1: float, x2: float, y2: float) -> int: ...
def IS_PROJECTILE_TYPE_IN_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, type: int, ownedByPlayer: bool) -> bool: ...
def IS_NEXT_WEATHER_TYPE(weatherType: str) -> bool: ...
def GET_HEADING_FROM_VECTOR_2D(dx: float, dy: float) -> float: ...
def ACTIVITY_FEED_ADD_SUBSTRING_TO_CAPTION(p0: str) -> None: ...
def GET_RANDOM_FLOAT_IN_RANGE(startRange: float, endRange: float) -> float: ...
def WATER_OVERRIDE_SET_OCEANNOISEMINAMPLITUDE(minAmplitude: float) -> None: ...
def ADD_POP_MULTIPLIER_SPHERE(x: float, y: float, z: float, radius: float, pedMultiplier: float, vehicleMultiplier: float, p6: bool, p7: bool) -> int: ...
def CLEAR_OVERRIDE_WEATHER() -> None: ...
def IS_PROJECTILE_TYPE_WITHIN_DISTANCE(x: float, y: float, z: float, projectileHash: int, radius: float, ownedByPlayer: bool) -> bool: ...
def REGISTER_INT_TO_SAVE(p0: int, name: str) -> None: ...
def SAVE_END_USER_BENCHMARK() -> None: ...
def IS_AREA_OCCUPIED_SLOW(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int) -> bool: ...
def GET_STATUS_OF_MANUAL_SAVE() -> int: ...
def LANDING_SCREEN_STARTED_END_USER_BENCHMARK() -> bool: ...
def GET_COORDS_OF_PROJECTILE_TYPE_IN_ANGLED_AREA(vecAngledAreaPoint1X: float, vecAngledAreaPoint1Y: float, vecAngledAreaPoint1Z: float, vecAngledAreaPoint2X: float, vecAngledAreaPoint2Y: float, vecAngledAreaPoint2Z: float, distanceOfOppositeFace: float, weaponType: int, positionOut: int, bIsPlayer: bool) -> bool: ...
def NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS(p0: int) -> None: ...
def IS_BULLET_IN_AREA(x: float, y: float, z: float, radius: float, ownedByPlayer: bool) -> bool: ...
def GET_REAL_WORLD_TIME() -> int: ...
def CREATE_INCIDENT(dispatchService: int, x: float, y: float, z: float, numUnits: int, radius: float, outIncidentID: int, p7: int, p8: int) -> bool: ...
def WATER_OVERRIDE_SET_OCEANWAVEAMPLITUDE(amplitude: float) -> None: ...
def RESET_END_USER_BENCHMARK() -> None: ...
def SET_BEAST_JUMP_THIS_FRAME(player: int) -> None: ...
def SET_RANDOM_SEED(seed: int) -> None: ...
def QUEUE_MISSION_REPEAT_SAVE() -> bool: ...
def IS_PREV_WEATHER_TYPE(weatherType: str) -> bool: ...
def SET_DISPATCH_TIME_BETWEEN_SPAWN_ATTEMPTS(p0: int, p1: float) -> None: ...
def ADD_POLICE_RESTART(p0: float, p1: float, p2: float, p3: float, p4: int) -> int: ...
def GET_BENCHMARK_ITERATIONS() -> int: ...
def SET_DISPATCH_TIME_BETWEEN_SPAWN_ATTEMPTS_MULTIPLIER(p0: int, p1: float) -> None: ...
def IS_PC_VERSION() -> bool: ...
def REGISTER_TEXT_LABEL_23_TO_SAVE(p0: int, name: str) -> None: ...
def SET_FADE_OUT_AFTER_DEATH(toggle: bool) -> None: ...
def SET_CONTENT_ID_INDEX(contentId: int, index: int) -> None: ...
def GET_FAKE_WANTED_LEVEL() -> int: ...
def IS_DURANGO_VERSION() -> bool: ...
def ACTIVITY_FEED_CREATE(p0: str, p1: str) -> None: ...
def SET_PLAYER_IS_IN_ANIMAL_FORM(toggle: bool) -> None: ...
def SET_SAVE_HOUSE(savehouseHandle: int, p1: bool, p2: bool) -> None: ...
def DO_AUTO_SAVE() -> None: ...
def IS_PROJECTILE_IN_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, ownedByPlayer: bool) -> bool: ...
def GET_BITS_IN_RANGE(var: int, rangeStart: int, rangeEnd: int) -> int: ...
def SET_TENNIS_MOVE_NETWORK_SIGNAL_FLOAT(ped: int, p1: str, p2: float) -> None: ...
def DELETE_INCIDENT(incidentId: int) -> None: ...
def HAS_PC_CHEAT_WITH_HASH_BEEN_ACTIVATED(hash: int) -> bool: ...
def GET_PREV_WEATHER_TYPE_HASH_NAME() -> int: ...
def SET_GAME_PAUSED(toggle: bool) -> None: ...
def SET_CURR_WEATHER_STATE(weatherType1: int, weatherType2: int, percentWeather2: float) -> None: ...
def SET_SUPER_JUMP_THIS_FRAME(player: int) -> None: ...
def RESET_DISPATCH_SPAWN_LOCATION() -> None: ...
def CANCEL_ONSCREEN_KEYBOARD() -> None: ...
def STRING_TO_INT(string: str, outInteger: int) -> bool: ...
def ARE_PROFILE_SETTINGS_VALID() -> bool: ...
def GET_REPLAY_STAT_MISSION_ID() -> int: ...
def IS_TENNIS_MODE(ped: int) -> bool: ...
def START_SAVE_ARRAY_WITH_SIZE(p0: int, size: int, arrayName: str) -> None: ...
def IS_SNIPER_INVERTED() -> bool: ...
def WATER_OVERRIDE_SET_RIPPLEMINBUMPINESS(minBumpiness: float) -> None: ...
def TAN(p0: float) -> float: ...
def SET_RAIN(intensity: float) -> None: ...
def SET_SCRIPT_HIGH_PRIO(toggle: bool) -> None: ...
def ADD_POP_MULTIPLIER_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: float, p7: float, p8: bool, p9: bool) -> int: ...
def PLM_IS_IN_CONSTRAINED_MODE() -> bool: ...
def GET_TOTAL_SUCCESSFUL_STUNT_JUMPS() -> int: ...
def FIND_SPAWN_POINT_IN_DIRECTION(posX: float, posY: float, posZ: float, fwdVecX: float, fwdVecY: float, fwdVecZ: float, distance: float, spawnPoint: int) -> bool: ...
def IS_AUTO_SAVE_IN_PROGRESS() -> bool: ...
def USE_ACTIVE_CAMERA_FOR_TIMESLICING_CENTRE() -> None: ...
def ADD_REPLAY_STAT_VALUE(value: int) -> None: ...
def GET_IS_AUTO_SAVE_OFF() -> bool: ...
def SET_THIS_IS_A_TRIGGER_SCRIPT(toggle: bool) -> None: ...
def REGISTER_TEXT_LABEL_15_TO_SAVE(p0: int, name: str) -> None: ...
def HAS_GAME_INSTALLED_THIS_SESSION() -> bool: ...
def SET_DISPATCH_IDEAL_SPAWN_DISTANCE(distance: float) -> None: ...
def ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE_ADD(p0: str) -> None: ...
def SET_WEATHER_TYPE_PERSIST(weatherType: str) -> None: ...
def SET_RESTART_COORD_OVERRIDE(x: float, y: float, z: float, heading: float) -> None: ...
def GET_NEXT_WEATHER_TYPE_HASH_NAME() -> int: ...
def QUEUE_MISSION_REPEAT_LOAD() -> bool: ...
def ABSF(value: float) -> float: ...
def SET_GRAVITY_LEVEL(level: int) -> None: ...
def POPULATE_NOW() -> None: ...
def STOP_SAVE_DATA() -> None: ...
def RESET_DISPATCH_IDEAL_SPAWN_DISTANCE() -> None: ...
def IS_STUNT_JUMP_IN_PROGRESS() -> bool: ...
def IS_THIS_A_MINIGAME_SCRIPT() -> bool: ...
def WATER_OVERRIDE_SET_RIPPLEBUMPINESS(bumpiness: float) -> None: ...
def REGISTER_FLOAT_TO_SAVE(p0: int, name: str) -> None: ...
def IS_FRONTEND_FADING() -> bool: ...
def CLEAR_SCENARIO_SPAWN_HISTORY() -> None: ...
def SET_SNOW(level: float) -> None: ...
def GET_RATIO_OF_CLOSEST_POINT_ON_LINE(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, x3: float, y3: float, z3: float, clamp: bool) -> float: ...
def IS_PROSPERO_VERSION() -> bool: ...
def GET_REPLAY_STAT_AT_INDEX(index: int) -> int: ...
def REGISTER_TEXT_LABEL_31_TO_SAVE(p0: int, name: str) -> None: ...
def GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE(ped: int, weaponHash: int, distance: float, outCoords: int, outProjectile: int, p5: bool) -> bool: ...
def GET_ONSCREEN_KEYBOARD_RESULT() -> str: ...
def SHOOT_SINGLE_BULLET_BETWEEN_COORDS(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, damage: int, p7: bool, weaponHash: int, ownerPed: int, isAudible: bool, isInvisible: bool, speed: float) -> None: ...
def ATAN2(p0: float, p1: float) -> float: ...
def ACTIVITY_FEED_POST() -> None: ...
def IS_MEMORY_CARD_IN_USE() -> bool: ...
def SET_RANDOM_WEATHER_TYPE() -> None: ...
def GET_ALLOCATED_STACK_SIZE() -> int: ...
def _GET_CONTENT_PROP_TYPE(model: int) -> int: ...
def GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD(x: float, y: float, z: float, groundZ: int, normal: int) -> bool: ...
def INFORM_CODE_OF_CONTENT_ID_OF_CURRENT_UGC_MISSION(p0: str) -> None: ...
def GET_COORDS_OF_PROJECTILE_TYPE_IN_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, projectileHash: int, projectilePos: int, ownedByPlayer: bool) -> bool: ...
def SET_BITS_IN_RANGE(var: int, rangeStart: int, rangeEnd: int, p3: int) -> None: ...
def SCRIPT_RACE_GET_PLAYER_SPLIT_TIME(player: int, p1: int, p2: int) -> bool: ...
def PLAY_TENNIS_DIVE_ANIM(ped: int, p1: int, p2: float, p3: float, p4: float, p5: bool) -> None: ...
def ACTIVITY_FEED_LARGE_IMAGE_URL(p0: str) -> None: ...
def ADD_DISPATCH_SPAWN_ANGLED_BLOCKING_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float) -> int: ...
def NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME() -> None: ...
def START_END_USER_BENCHMARK() -> None: ...
def SET_BIT(address: int, offset: int) -> None: ...
def CLEAR_AREA_LEAVE_VEHICLE_HEALTH(x: float, y: float, z: float, radius: float, p4: bool, p5: bool, p6: bool, p7: bool) -> None: ...
def UNLOAD_ALL_CLOUD_HATS() -> None: ...
def GET_RAIN_LEVEL() -> float: ...
def GET_IS_PLAYER_IN_ANIMAL_FORM() -> bool: ...
def SET_RANDOM_EVENT_FLAG(toggle: bool) -> None: ...
def ACTIVITY_FEED_ADD_INT_TO_CAPTION(p0: int) -> None: ...
def HAS_BULLET_IMPACTED_IN_AREA(x: float, y: float, z: float, p3: float, p4: bool, p5: bool) -> bool: ...
def GET_NUM_SUCCESSFUL_STUNT_JUMPS() -> int: ...
def BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION(dispatchService: int, toggle: bool) -> None: ...
def SET_INSTANCE_PRIORITY_MODE(p0: int) -> None: ...
def GET_GAME_TIMER() -> int: ...
def SET_PLAYER_IS_REPEATING_A_MISSION(toggle: bool) -> None: ...
def TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME(scriptName: str) -> None: ...
def GET_GROUND_Z_EXCLUDING_OBJECTS_FOR_3D_COORD(x: float, y: float, z: float, groundZ: int, p4: bool, p5: bool) -> bool: ...
def IS_AUSSIE_VERSION() -> bool: ...
def WATER_OVERRIDE_SET_RIPPLEMAXBUMPINESS(maxBumpiness: float) -> None: ...
def IS_COMMANDLINE_END_USER_BENCHMARK() -> bool: ...
def GET_SIZE_OF_SAVE_DATA(p0: bool) -> int: ...
def GET_POINT_AREA_OVERLAP(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int) -> bool: ...
def SET_FORCED_JUMP_THIS_FRAME(player: int) -> None: ...
def END_REPLAY_STATS() -> None: ...
def CLEAR_RESTART_COORD_OVERRIDE() -> None: ...
def GET_MISSION_FLAG() -> bool: ...
def SET_OVERRIDE_WEATHER(weatherType: str) -> None: ...
def GET_SAVE_HOUSE_DETAILS_AFTER_SUCCESSFUL_LOAD(p0: int, p1: int, fadeInAfterLoad: int, p3: int) -> bool: ...
def DISABLE_STUNT_JUMP_SET(p0: int) -> None: ...
def CLEAR_AREA(X: float, Y: float, Z: float, radius: float, p4: bool, ignoreCopCars: bool, ignoreObjects: bool, p7: bool) -> None: ...
def IS_AREA_OCCUPIED(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: bool, p7: bool, p8: bool, p9: bool, p10: bool, p11: int, p12: bool) -> bool: ...
def SET_EXPLOSIVE_AMMO_THIS_FRAME(player: int) -> None: ...
def ACTION_MANAGER_ENABLE_ACTION(hash: int, enable: bool) -> None: ...
def IS_ORBIS_VERSION() -> bool: ...
def REGISTER_INT64_TO_SAVE(p0: int, name: str) -> None: ...
def UNLOAD_CLOUD_HAT(name: str, p1: float) -> None: ...
def WATER_OVERRIDE_SET_SHOREWAVEMAXAMPLITUDE(maxAmplitude: float) -> None: ...
def WATER_OVERRIDE_FADE_IN(p0: float) -> None: ...
def GET_WIND_SPEED() -> float: ...
def START_SAVE_DATA(p0: int, p1: int, p2: bool) -> None: ...
def ATAN(p0: float) -> float: ...
def SET_THIS_SCRIPT_CAN_BE_PAUSED(toggle: bool) -> None: ...
def PLM_GET_CONSTRAINED_DURATION_MS() -> int: ...
def SET_WIND(speed: float) -> None: ...
def RESET_DISPATCH_SPAWN_BLOCKING_AREAS() -> None: ...
def IS_POSITION_OCCUPIED(x: float, y: float, z: float, range: float, p4: bool, checkVehicles: bool, checkPeds: bool, p7: bool, p8: bool, ignoreEntity: int, p10: bool) -> bool: ...
def SET_INCIDENT_REQUESTED_UNITS(incidentId: int, dispatchService: int, numUnits: int) -> None: ...
def REMOVE_POP_MULTIPLIER_AREA(id: int, p1: bool) -> None: ...
def GET_BASE_ELEMENT_LOCATION_FROM_METADATA_BLOCK(p0: int, p1: int, p2: int, p3: bool) -> bool: ...
def CLEAR_TACTICAL_NAV_MESH_POINTS() -> None: ...
def WATER_OVERRIDE_SET_OCEANWAVEMAXAMPLITUDE(maxAmplitude: float) -> None: ...
def SET_CREDITS_FADE_OUT_WITH_SCREEN(toggle: bool) -> None: ...
def ADD_TACTICAL_NAV_MESH_POINT(x: float, y: float, z: float) -> None: ...
def IS_JAPANESE_VERSION() -> bool: ...
def WATER_OVERRIDE_SET_SHOREWAVEAMPLITUDE(amplitude: float) -> None: ...
def SET_CREDITS_ACTIVE(toggle: bool) -> None: ...
def SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT(toggle: bool) -> None: ...
def WATER_OVERRIDE_SET_RIPPLEDISTURB(disturb: float) -> None: ...
def _SET_CONTENT_PROP_TYPE(model: int, type: int) -> None: ...
def ACTIVITY_FEED_ONLINE_PLAYED_WITH_POST(p0: str) -> None: ...
def ADD_STUNT_JUMP_ANGLED(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, radius1: float, x3: float, y3: float, z3: float, x4: float, y4: float, z4: float, radius2: float, camX: float, camY: float, camZ: float, p17: int, p18: int, p19: int) -> int: ...
def CLEAR_AREA_OF_PEDS(x: float, y: float, z: float, radius: float, flags: int) -> None: ...
def START_SAVE_STRUCT_WITH_SIZE(p0: int, size: int, structName: str) -> None: ...
def SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, damage: int, p7: bool, weaponHash: int, ownerPed: int, isAudible: bool, isInvisible: bool, speed: float, entity: int, p14: bool, p15: bool, targetEntity: int, p17: bool, p18: int, p19: int, p20: int) -> None: ...
def REGISTER_SAVE_HOUSE(x: float, y: float, z: float, p3: float, p4: str, p5: int, p6: int) -> int: ...
def FORCE_GAME_STATE_PLAYING() -> None: ...
def WATER_OVERRIDE_FADE_OUT(p0: float) -> None: ...
def WATER_OVERRIDE_SET_SHOREWAVEMINAMPLITUDE(minAmplitude: float) -> None: ...
def SET_MISSION_FLAG(toggle: bool) -> None: ...
def GET_PROFILE_SETTING(profileSetting: int) -> int: ...
def IS_SCARLETT_VERSION() -> bool: ...
def WATER_OVERRIDE_SET_STRENGTH(strength: float) -> None: ...
def GET_SNOW_LEVEL() -> float: ...
def SET_INSTANCE_PRIORITY_HINT(flag: int) -> None: ...
def CLEANUP_ASYNC_INSTALL() -> None: ...
def STOP_END_USER_BENCHMARK() -> None: ...
def ASIN(p0: float) -> float: ...
def DISABLE_HOSPITAL_RESTART(hospitalIndex: int, toggle: bool) -> None: ...
def IS_INCIDENT_VALID(incidentId: int) -> bool: ...
def REGISTER_BOOL_TO_SAVE(p0: int, name: str) -> None: ...
def GET_GROUND_Z_FOR_3D_COORD(x: float, y: float, z: float, groundZ: int, ignoreWater: bool, p5: bool) -> bool: ...
def SET_SAVE_MENU_ACTIVE(ignoreVehicle: bool) -> None: ...
def IS_STRING_NULL_OR_EMPTY(string: str) -> bool: ...
def DISPLAY_ONSCREEN_KEYBOARD_WITH_LONGER_INITIAL_STRING(p0: int, windowTitle: str, p2: int, defaultText: str, defaultConcat1: str, defaultConcat2: str, defaultConcat3: str, defaultConcat4: str, defaultConcat5: str, defaultConcat6: str, defaultConcat7: str, maxInputLength: int) -> None: ...
def GET_INDEX_OF_CURRENT_LEVEL() -> int: ...
def IS_PS3_VERSION() -> bool: ...
def CLEAR_WEATHER_TYPE_PERSIST() -> None: ...
def GET_CITY_DENSITY() -> float: ...
def SET_DISPATCH_SPAWN_LOCATION(x: float, y: float, z: float) -> None: ...
def ARE_CREDITS_RUNNING() -> bool: ...
def GET_HASH_KEY(string: str) -> int: ...
def SET_IDEAL_SPAWN_DISTANCE_FOR_INCIDENT(incidentId: int, p1: float) -> None: ...
def GET_RANDOM_EVENT_FLAG() -> bool: ...
def SHOULD_USE_METRIC_MEASUREMENTS() -> bool: ...
def GET_RANDOM_INT_IN_RANGE(startRange: int, endRange: int) -> int: ...
def HAVE_REPLAY_STATS_BEEN_STORED() -> bool: ...
def SET_STUNT_JUMPS_CAN_TRIGGER(toggle: bool) -> None: ...
def RESET_WANTED_RESPONSE_NUM_PEDS_TO_SPAWN() -> None: ...
def SET_FADE_IN_AFTER_DEATH_ARREST(toggle: bool) -> None: ...
def ENABLE_DISPATCH_SERVICE(dispatchService: int, toggle: bool) -> None: ...
def DELETE_STUNT_JUMP(p0: int) -> None: ...
def HAS_BULLET_IMPACTED_IN_BOX(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: bool, p7: bool) -> bool: ...
def GET_REPLAY_STAT_COUNT() -> int: ...
def CLEAR_AREA_OF_OBJECTS(x: float, y: float, z: float, radius: float, flags: int) -> None: ...
def IS_BULLET_IN_BOX(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, ownedByPlayer: bool) -> bool: ...
def ALLOW_MISSION_CREATOR_WARP(toggle: bool) -> None: ...
def GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE(ped: int, weaponHash: int, distance: float, outCoords: int, p4: bool) -> bool: ...
def BEGIN_REPLAY_STATS(p0: int, p1: int) -> None: ...
def PLAY_TENNIS_SWING_ANIM(ped: int, animDict: str, animName: str, p3: float, p4: float, p5: bool) -> None: ...
def _IS_XBOXPC_VERSION() -> bool: ...
def ENABLE_STUNT_JUMP_SET(p0: int) -> None: ...
def SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, damage: int, p7: bool, weaponHash: int, ownerPed: int, isAudible: bool, isInvisible: bool, speed: float, entity: int, p14: int) -> None: ...
def PREVENT_ARREST_STATE_THIS_FRAME() -> None: ...
def SET_WANTED_RESPONSE_NUM_PEDS_TO_SPAWN(p0: int, p1: int) -> None: ...
def IS_POINT_OBSCURED_BY_A_MISSION_ENTITY(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: int) -> bool: ...
def RESTART_GAME() -> None: ...
def GET_SYSTEM_TIME_STEP() -> float: ...
def REMOVE_POP_MULTIPLIER_SPHERE(id: int, p1: bool) -> None: ...
def CANCEL_STUNT_JUMP() -> None: ...
def CLEAR_BIT(address: int, offset: int) -> None: ...
def HAS_RESUMED_FROM_SUSPEND() -> bool: ...
def GET_TENNIS_SWING_ANIM_SWUNG(ped: int) -> bool: ...
def UI_STARTED_END_USER_BENCHMARK() -> bool: ...
def ACTIVITY_FEED_ACTION_START_WITH_COMMAND_LINE(p0: str, p1: str) -> None: ...
def SET_WIND_DIRECTION(direction: float) -> None: ...
def STOP_SAVE_STRUCT() -> None: ...
def QUEUE_MISSION_REPEAT_SAVE_FOR_BENCHMARK_TEST() -> bool: ...
def RESET_DISPATCH_TIME_BETWEEN_SPAWN_ATTEMPTS(p0: int) -> None: ...
def GET_NUMBER_RESOURCES_ALLOCATED_TO_WANTED_LEVEL(dispatchService: int) -> int: ...
def QUIT_GAME() -> None: ...
def ACTIVITY_FEED_ADD_LITERAL_SUBSTRING_TO_CAPTION(p0: str) -> None: ...
def GET_CONTENT_ID_INDEX(contentId: int) -> int: ...
def SET_WEATHER_TYPE_NOW_PERSIST(weatherType: str) -> None: ...
def REGISTER_TEXT_LABEL_TO_SAVE(p0: int, name: str) -> None: ...
def SET_WIND_SPEED(speed: float) -> None: ...
def IS_PROJECTILE_TYPE_IN_ANGLED_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, p7: int, ownedByPlayer: bool) -> bool: ...
def ABSI(value: int) -> int: ...
def USING_MISSION_CREATOR(toggle: bool) -> None: ...
def GET_DISTANCE_BETWEEN_COORDS(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, useZ: bool) -> float: ...
def IS_STRING_NULL(string: str) -> bool: ...
def GET_RANDOM_MWC_INT_IN_RANGE(startRange: int, endRange: int) -> int: ...
def SLERP_NEAR_QUATERNION(t: float, x: float, y: float, z: float, w: float, x1: float, y1: float, z1: float, w1: float, outX: int, outY: int, outZ: int, outW: int) -> None: ...
def SET_CLOUDS_ALPHA(opacity: float) -> None: ...
def GET_CURR_WEATHER_STATE(weatherType1: int, weatherType2: int, percentWeather2: int) -> None: ...
def SET_FADE_IN_AFTER_LOAD(toggle: bool) -> None: ...
def GET_LINE_PLANE_INTERSECTION(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: float, p10: float, p11: float, p12: int) -> bool: ...
def FORCE_LIGHTNING_FLASH() -> None: ...
def IS_XBOX360_VERSION() -> bool: ...
def WATER_OVERRIDE_SET_OCEANWAVEMINAMPLITUDE(minAmplitude: float) -> None: ...
def IS_SCE_PLATFORM() -> bool: ...
def OVERRIDE_FREEZE_FLAGS(p0: bool) -> None: ...
def REGISTER_TEXT_LABEL_63_TO_SAVE(p0: int, name: str) -> None: ...
def SET_TICKER_JOHNMARSTON_IS_DONE() -> None: ...
def SET_WEATHER_TYPE_OVERTIME_PERSIST(weatherType: str, time: float) -> None: ...
def TOGGLE_SHOW_OPTIONAL_STUNT_JUMP_CAMERA(toggle: bool) -> None: ...
def LOAD_CLOUD_HAT(name: str, transitionTime: float) -> None: ...
def GET_FRAME_COUNT() -> int: ...
def GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE(stackSize: int) -> int: ...
def IS_SNIPER_BULLET_IN_AREA(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float) -> bool: ...
def SET_EXPLOSIVE_MELEE_THIS_FRAME(player: int) -> None: ...
