# Stubs for gta.natives.object

import gta

def PLAY_OBJECT_AUTO_START_ANIM(p0: int) -> None: ...
def IS_PLAYER_ENTIRELY_INSIDE_GARAGE(garageHash: int, player: int, p2: float, p3: int) -> bool: ...
def IS_OBJECT_A_PORTABLE_PICKUP(object: int) -> bool: ...
def DOOR_SYSTEM_SET_AUTOMATIC_RATE(doorHash: int, rate: float, requestDoor: bool, forceUpdate: bool) -> None: ...
def CREATE_MONEY_PICKUPS(x: float, y: float, z: float, value: int, amount: int, model: int) -> None: ...
def SET_PICKUP_GLOW_OFFSET(pickup: int, p1: float) -> None: ...
def _SET_PICKUP_GLOW_DISABLED(pickup: int, toggle: bool) -> None: ...
def GET_WEAPON_TYPE_FROM_PICKUP_TYPE(pickupHash: int) -> int: ...
def SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER(modelHash: int, number: int) -> None: ...
def IS_PICKUP_WEAPON_OBJECT_VALID(object: int) -> bool: ...
def CREATE_NON_NETWORKED_PORTABLE_PICKUP(pickupHash: int, x: float, y: float, z: float, placeOnGround: bool, modelHash: int) -> int: ...
def DOOR_SYSTEM_GET_DOOR_STATE(doorHash: int) -> int: ...
def GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS(xPos: float, yPos: float, zPos: float, heading: float, xOffset: float, yOffset: float, zOffset: float) -> 'gta.Vector3': ...
def GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE(x: float, y: float, z: float, radius: float, modelHash: int, outPosition: int, outRotation: int, rotationOrder: int) -> bool: ...
def IS_PLAYER_PARTIALLY_INSIDE_GARAGE(garageHash: int, player: int, p2: int) -> bool: ...
def CLEAR_OBJECTS_INSIDE_GARAGE(garageHash: int, vehicles: bool, peds: bool, objects: bool, isNetwork: bool) -> None: ...
def SET_WEAPON_IMPACTS_APPLY_GREATER_FORCE(object: int, p1: bool) -> None: ...
def SET_PICKUP_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def SET_IS_OBJECT_ARTICULATED(object: int, toggle: bool) -> None: ...
def BLOCK_PLAYERS_FOR_AMBIENT_PICKUP(p0: int, p1: int) -> None: ...
def GET_PICKUP_COORDS(pickup: int) -> 'gta.Vector3': ...
def GET_HAS_OBJECT_BEEN_COMPLETELY_DESTROYED(p0: int) -> bool: ...
def GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE(object: int) -> float: ...
def SET_PICKUP_OBJECT_GLOW_WHEN_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def REMOVE_ALL_PICKUPS_OF_TYPE(pickupHash: int) -> None: ...
def IS_POINT_IN_ANGLED_AREA(xPos: float, yPos: float, zPos: float, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, debug: bool, includeZ: bool) -> bool: ...
def CREATE_PORTABLE_PICKUP(pickupHash: int, x: float, y: float, z: float, placeOnGround: bool, modelHash: int) -> int: ...
def SLIDE_OBJECT(object: int, toX: float, toY: float, toZ: float, speedX: float, speedY: float, speedZ: float, collision: bool) -> bool: ...
def SET_PROP_TINT_INDEX(p0: int, p1: int) -> None: ...
def SET_PICKUP_GENERATION_RANGE_MULTIPLIER(multiplier: float) -> None: ...
def SET_ONLY_ALLOW_AMMO_COLLECTION_WHEN_LOW(p0: bool) -> None: ...
def REMOVE_PICKUP(pickup: int) -> None: ...
def RENDER_FAKE_PICKUP_GLOW(x: float, y: float, z: float, colorIndex: int) -> None: ...
def IS_OBJECT_ENTIRELY_INSIDE_GARAGE(garageHash: int, entity: int, p2: float, p3: int) -> bool: ...
def FORCE_PICKUP_ROTATE_FACE_UP() -> None: ...
def IS_ANY_OBJECT_NEAR_POINT(x: float, y: float, z: float, range: float, p4: bool) -> bool: ...
def SET_PICKUP_OBJECT_ARROW_MARKER(pickup: int, toggle: bool) -> None: ...
def SET_OBJECT_IS_VISIBLE_IN_MIRRORS(object: int, toggle: bool) -> None: ...
def GET_IS_ARTICULATED_JOINT_AT_MAX_ANGLE(p0: int, p1: int) -> bool: ...
def SET_PICKUP_HIDDEN_WHEN_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN(object: int, toggle: bool) -> None: ...
def GET_IS_ARTICULATED_JOINT_AT_MIN_ANGLE(object: int, p1: int) -> bool: ...
def HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_COMPLETELY_DESTROYED(x: float, y: float, z: float, radius: float, modelHash: int, p5: bool) -> bool: ...
def REMOVE_DOOR_FROM_SYSTEM(doorHash: int, p1: int) -> None: ...
def SET_PORTABLE_PICKUP_PERSIST(pickup: int, toggle: bool) -> None: ...
def REMOVE_OBJECT_HIGH_DETAIL_MODEL(object: int) -> None: ...
def DOOR_SYSTEM_GET_DOOR_PENDING_STATE(doorHash: int) -> int: ...
def FORCE_ACTIVATE_PHYSICS_ON_UNFIXED_PICKUP(pickup: int, toggle: bool) -> None: ...
def SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY(object: int, toggle: bool) -> None: ...
def GET_PICKUP_OBJECT(pickup: int) -> int: ...
def CREATE_OBJECT(modelHash: int, x: float, y: float, z: float, isNetwork: bool, bScriptHostObj: bool, dynamic: bool) -> int: ...
def DOES_RAYFIRE_MAP_OBJECT_EXIST(object: int) -> bool: ...
def DELETE_OBJECT(object: int) -> None: ...
def SET_TEAM_PICKUP_OBJECT(object: int, p1: int, p2: bool) -> None: ...
def DOOR_SYSTEM_FIND_EXISTING_DOOR(x: float, y: float, z: float, modelHash: int, outDoorHash: int) -> bool: ...
def PLACE_OBJECT_ON_GROUND_PROPERLY(object: int) -> bool: ...
def SET_STATE_OF_RAYFIRE_MAP_OBJECT(object: int, state: int) -> None: ...
def FORCE_PORTABLE_PICKUP_LAST_ACCESSIBLE_POSITION_SETTING(object: int) -> None: ...
def CONVERT_OLD_PICKUP_TYPE_TO_NEW(pickupHash: int) -> int: ...
def SET_PROP_LIGHT_COLOR(object: int, p1: bool, r: int, g: int, b: int) -> bool: ...
def SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(player: int, pickupHash: int, toggle: bool) -> None: ...
def SET_OBJECT_GLOW_IN_SAME_TEAM(pickup: int) -> None: ...
def SET_PROJECTILES_SHOULD_EXPLODE_ON_CONTACT(entity: int, p1: int) -> None: ...
def ALLOW_PORTABLE_PICKUP_TO_MIGRATE_TO_NON_PARTICIPANTS(pickup: int, toggle: bool) -> None: ...
def DOOR_SYSTEM_GET_OPEN_RATIO(doorHash: int) -> float: ...
def DISABLE_TIDYING_UP_IN_GARAGE(id: int, toggle: bool) -> None: ...
def CLOSE_SAFEHOUSE_GARAGES() -> None: ...
def CREATE_AMBIENT_PICKUP(pickupHash: int, posX: float, posY: float, posZ: float, flags: int, value: int, modelHash: int, p7: bool, p8: bool) -> int: ...
def IS_ANY_ENTITY_ENTIRELY_INSIDE_GARAGE(garageHash: int, p1: bool, p2: bool, p3: bool, p4: int) -> bool: ...
def DOOR_SYSTEM_SET_DOOR_STATE(doorHash: int, state: int, requestDoor: bool, forceUpdate: bool) -> None: ...
def GET_SAFE_PICKUP_COORDS(x: float, y: float, z: float, p3: float, p4: float) -> 'gta.Vector3': ...
def ADD_DOOR_TO_SYSTEM(doorHash: int, modelHash: int, x: float, y: float, z: float, p5: bool, scriptDoor: bool, isLocal: bool, p8: int) -> None: ...
def CLOSE_ALL_BARRIERS_FOR_RACE() -> None: ...
def SET_OBJECT_IS_A_PRESSURE_PLATE(object: int, toggle: bool) -> None: ...
def FORCE_PICKUP_REGENERATE(p0: int) -> None: ...
def HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_BROKEN(p0: float, p1: float, p2: float, p3: float, modelHash: int, p5: int) -> bool: ...
def CLEAR_PICKUP_REWARD_TYPE_SUPPRESSION(rewardType: int) -> None: ...
def SET_OBJECT_FORCE_VEHICLES_TO_AVOID(object: int, toggle: bool) -> None: ...
def SET_PICKUP_REGENERATION_TIME(pickup: int, duration: int) -> None: ...
def SET_PICKUP_OBJECT_COLLECTABLE_IN_VEHICLE(pickup: int) -> None: ...
def SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS(toggle: bool) -> None: ...
def HAS_PICKUP_BEEN_COLLECTED(pickup: int) -> bool: ...
def SET_CUSTOM_PICKUP_WEAPON_HASH(pickupHash: int, pickup: int) -> None: ...
def ALLOW_PICKUP_ARROW_MARKER_WHEN_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def DOOR_SYSTEM_GET_IS_SPRING_REMOVED(doorHash: int) -> bool: ...
def SET_PICKUP_TRANSPARENT_WHEN_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def ARE_ENTITIES_ENTIRELY_INSIDE_GARAGE(garageHash: int, p1: bool, p2: bool, p3: bool, p4: int) -> bool: ...
def HIDE_PORTABLE_PICKUP_WHEN_DETACHED(pickupObject: int, toggle: bool) -> None: ...
def SET_PICKUP_OBJECT_TRANSPARENT_WHEN_UNCOLLECTABLE(pickup: int, toggle: bool) -> None: ...
def SET_LOCAL_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_WITH_MODEL(modelHash: int, toggle: bool) -> None: ...
def CREATE_PICKUP_ROTATE(pickupHash: int, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float, flag: int, amount: int, p9: int, p10: bool, modelHash: int) -> int: ...
def GET_STATE_OF_RAYFIRE_MAP_OBJECT(object: int) -> int: ...
def SET_OBJECT_TARGETTABLE(object: int, targettable: bool, p2: int) -> None: ...
def HAS_OBJECT_BEEN_BROKEN(object: int, p1: int) -> bool: ...
def IS_OBJECT_VISIBLE(object: int) -> bool: ...
def IS_OBJECT_NEAR_POINT(objectHash: int, x: float, y: float, z: float, range: float) -> bool: ...
def SET_DISABLE_COLLISIONS_BETWEEN_CARS_AND_CAR_PARACHUTE(p0: int) -> None: ...
def SET_PICKUP_OBJECT_ALPHA_WHEN_TRANSPARENT(p0: int) -> None: ...
def ATTACH_PORTABLE_PICKUP_TO_PED(pickupObject: int, ped: int) -> None: ...
def SUPPRESS_PICKUP_SOUND_FOR_PICKUP(p0: int, p1: int) -> None: ...
def IS_GARAGE_EMPTY(garageHash: int, p1: bool, p2: int) -> bool: ...
def SET_DRIVE_ARTICULATED_JOINT(object: int, toggle: bool, p2: int) -> None: ...
def PREVENT_COLLECTION_OF_PORTABLE_PICKUP(object: int, p1: bool, p2: bool) -> None: ...
def SET_OBJECT_SPEED_BOOST_AMOUNT(object: int, p1: int) -> None: ...
def SET_OBJECT_TINT_INDEX(object: int, textureVariation: int) -> None: ...
def CREATE_OBJECT_NO_OFFSET(modelHash: int, x: float, y: float, z: float, isNetwork: bool, bScriptHostObj: bool, dynamic: bool, p7: int) -> int: ...
def SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE(modelHash: int, x: float, y: float, z: float, locked: bool, xRotMult: float, yRotMult: float, zRotMult: float) -> None: ...
def DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE(doorHash: int, distance: float, requestDoor: bool, forceUpdate: bool) -> None: ...
def CREATE_NON_NETWORKED_AMBIENT_PICKUP(pickupHash: int, posX: float, posY: float, posZ: float, flags: int, value: int, modelHash: int, p7: bool, p8: bool) -> int: ...
def SET_PICKUP_OBJECT_GLOW_OFFSET(pickup: int, p1: float, p2: bool) -> None: ...
def CLEAR_ALL_PICKUP_REWARD_TYPE_SUPPRESSION() -> None: ...
def DOOR_SYSTEM_SET_DOOR_OPEN_FOR_RACES(doorHash: int, p1: bool) -> None: ...
def ALLOW_PICKUP_BY_NONE_PARTICIPANT(pickup: int, toggle: bool) -> None: ...
def ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS(value: bool) -> None: ...
def ONLY_CLEAN_UP_OBJECT_WHEN_OUT_OF_RANGE(object: int) -> None: ...
def IS_PROP_LIGHT_OVERRIDEN(object: int) -> bool: ...
def DOES_PICKUP_EXIST(pickup: int) -> bool: ...
def ROTATE_OBJECT(object: int, p1: float, p2: float, p3: bool) -> bool: ...
def SET_DRIVE_ARTICULATED_JOINT_WITH_INFLICTOR(object: int, toggle: bool, p2: int, ped: int) -> None: ...
def TRACK_OBJECT_VISIBILITY(object: int) -> None: ...
def SET_ENTITY_FLAG_RENDER_SMALL_SHADOW(object: int, toggle: bool) -> None: ...
def _SET_OBJECT_TARGETTABLE_BY_PLAYER(object: int, setFlag34: bool, setFlag35: bool) -> None: ...
def GET_PICKUP_GENERATION_RANGE_MULTIPLIER() -> float: ...
def GET_RAYFIRE_MAP_OBJECT(x: float, y: float, z: float, radius: float, name: str) -> int: ...
def SET_IS_OBJECT_BALL(object: int, toggle: bool) -> None: ...
def DOOR_SYSTEM_SET_OPEN_RATIO(doorHash: int, ajar: float, requestDoor: bool, forceUpdate: bool) -> None: ...
def GET_OBJECT_FRAGMENT_DAMAGE_HEALTH(p0: int, p1: bool) -> float: ...
def CLEAR_EXTENDED_PICKUP_PROBE_AREAS() -> None: ...
def SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME(object: int, toggle: bool) -> None: ...
def DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS(x: float, y: float, z: float, radius: float, hash: int, p5: bool) -> bool: ...
def SET_PICKUP_TRACK_DAMAGE_EVENTS(pickup: int, toggle: bool) -> None: ...
def IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash: int) -> bool: ...
def DOOR_SYSTEM_SET_SPRING_REMOVED(doorHash: int, removed: bool, requestDoor: bool, forceUpdate: bool) -> None: ...
def IS_DOOR_CLOSED(doorHash: int) -> bool: ...
def SET_OBJECT_IS_SPECIAL_GOLFBALL(object: int, toggle: bool) -> None: ...
def OPEN_ALL_BARRIERS_FOR_RACE(p0: bool) -> None: ...
def DETACH_PORTABLE_PICKUP_FROM_PED(pickupObject: int) -> None: ...
def SET_ENTITY_FLAG_SUPPRESS_SHADOW(entity: int, toggle: bool) -> None: ...
def ADD_EXTENDED_PICKUP_PROBE_AREA(x: float, y: float, z: float, radius: float) -> None: ...
def GET_PICKUP_TYPE_FROM_WEAPON_HASH(weaponHash: int) -> int: ...
def PLACE_OBJECT_ON_GROUND_OR_OBJECT_PROPERLY(object: int) -> bool: ...
def DOOR_SYSTEM_SET_HOLD_OPEN(doorHash: int, toggle: bool) -> None: ...
def DOES_PICKUP_OBJECT_EXIST(pickupObject: int) -> bool: ...
def CLEAR_GARAGE(garageHash: int, isNetwork: bool) -> None: ...
def GET_DEFAULT_AMMO_FOR_WEAPON_PICKUP(pickupHash: int) -> int: ...
def SET_OBJECT_SPEED_BOOST_DURATION(object: int, duration: float) -> None: ...
def DOOR_SYSTEM_GET_IS_PHYSICS_LOADED(p0: int) -> bool: ...
def DAMAGE_OBJECT_FRAGMENT_CHILD(p0: int, p1: int, p2: int) -> None: ...
def GET_CLOSEST_OBJECT_OF_TYPE(x: float, y: float, z: float, radius: float, modelHash: int, isMission: bool, p6: bool, p7: bool) -> int: ...
def BREAK_OBJECT_FRAGMENT_CHILD(p0: int, p1: int, p2: bool) -> None: ...
def GET_OBJECT_TINT_INDEX(object: int) -> int: ...
def DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE(doorHash: int) -> float: ...
def SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS(p0: int, p1: bool) -> None: ...
def GET_STATE_OF_CLOSEST_DOOR_OF_TYPE(type: int, x: float, y: float, z: float, locked: int, heading: int) -> None: ...
def IS_OBJECT_PARTIALLY_INSIDE_GARAGE(garageHash: int, entity: int, p2: int) -> bool: ...
def SET_TINT_INDEX_CLOSEST_BUILDING_OF_TYPE(x: float, y: float, z: float, radius: float, modelHash: int, textureVariation: int) -> bool: ...
def ENABLE_SAVING_IN_GARAGE(garageHash: int, toggle: bool) -> None: ...
def SET_FORCE_OBJECT_THIS_FRAME(x: float, y: float, z: float, p3: float) -> None: ...
def SET_OBJECT_PHYSICS_PARAMS(object: int, weight: float, p2: float, p3: float, p4: float, p5: float, gravity: float, p7: float, p8: float, p9: float, p10: float, buoyancy: float) -> None: ...
def SET_STATE_OF_CLOSEST_DOOR_OF_TYPE(type: int, x: float, y: float, z: float, locked: bool, heading: float, p6: bool) -> None: ...
def SUPPRESS_PICKUP_REWARD_TYPE(rewardType: int, suppress: bool) -> None: ...
def FIX_OBJECT_FRAGMENT(object: int) -> None: ...
def DOES_PICKUP_OF_TYPE_EXIST_IN_AREA(pickupHash: int, x: float, y: float, z: float, radius: float) -> bool: ...
def CREATE_PICKUP(pickupHash: int, posX: float, posY: float, posZ: float, p4: int, value: int, p6: bool, modelHash: int) -> int: ...
def IS_OBJECT_A_PICKUP(object: int) -> bool: ...
def ALLOW_ALL_PLAYERS_TO_COLLECT_PICKUPS_OF_TYPE(pickupHash: int) -> None: ...
