# Stubs for gta.natives.player

import gta

def RESET_LAW_RESPONSE_DELAY_OVERRIDE() -> None: ...
def SET_PLAYER_MODEL(player: int, model: int) -> None: ...
def SET_WANTED_LEVEL_MULTIPLIER(multiplier: float) -> None: ...
def SET_PLAYER_TEAM(player: int, team: int) -> None: ...
def IS_PLAYER_TELEPORT_ACTIVE() -> bool: ...
def CHANGE_PLAYER_PED(player: int, ped: int, p2: bool, resetDamage: bool) -> None: ...
def SET_ALL_RANDOM_PEDS_FLEE(player: int, toggle: bool) -> None: ...
def IS_SPECIAL_ABILITY_METER_FULL(player: int, p1: int) -> bool: ...
def SET_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE(player: int, model: int) -> None: ...
def GET_WANTED_LEVEL_RADIUS(player: int) -> float: ...
def ARE_PLAYER_STARS_GREYED_OUT(player: int) -> bool: ...
def GET_PLAYER_WANTED_CENTRE_POSITION(player: int) -> 'gta.Vector3': ...
def GET_PLAYER_GROUP(player: int) -> int: ...
def CLEAR_PLAYER_PARACHUTE_VARIATION_OVERRIDE(player: int) -> None: ...
def SET_PLAYER_FORCED_AIM(player: int, toggle: bool) -> None: ...
def CLEAR_PLAYER_PARACHUTE_PACK_MODEL_OVERRIDE(player: int) -> None: ...
def SET_PLAYER_PHONE_PALETTE_IDX(player: int, idx: int) -> None: ...
def GET_PLAYER_TARGET_ENTITY(player: int, entity: int) -> bool: ...
def SET_PLAYER_CLOTH_LOCK_COUNTER(value: int) -> None: ...
def SPECIAL_ABILITY_DEACTIVATE_MP(player: int, p1: int) -> None: ...
def ENABLE_SPECIAL_ABILITY(player: int, toggle: bool, p2: int) -> None: ...
def GET_PLAYER_SPRINT_TIME_REMAINING(player: int) -> float: ...
def RESET_PLAYER_INPUT_GAIT(player: int) -> None: ...
def GET_ACHIEVEMENT_PROGRESS(achievementId: int) -> int: ...
def SPECIAL_ABILITY_DEPLETE_METER(player: int, p1: bool, p2: int) -> None: ...
def PLAYER_DETACH_VIRTUAL_BOUND() -> None: ...
def SET_PLAYER_MAY_NOT_ENTER_ANY_VEHICLE(player: int) -> None: ...
def GET_NUMBER_OF_PLAYERS_IN_TEAM(team: int) -> int: ...
def HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED(player: int) -> bool: ...
def SET_PLAYER_VEHICLE_WEAPON_TO_NON_HOMING(p0: int) -> None: ...
def SET_APPLY_WAYPOINT_OF_PLAYER(player: int, hudColor: int) -> None: ...
def IS_PLAYER_WANTED_LEVEL_GREATER(player: int, wantedLevel: int) -> bool: ...
def SET_PLAYER_INVINCIBLE(player: int, toggle: bool) -> None: ...
def CLEAR_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE(player: int) -> None: ...
def GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player: int, entity: int) -> bool: ...
def SET_PLAYER_LOCKON_RANGE_OVERRIDE(player: int, range: float) -> None: ...
def RESET_PLAYER_ARREST_STATE(player: int) -> None: ...
def SET_PLAYER_WEAPON_DEFENSE_MODIFIER(player: int, modifier: float) -> None: ...
def IS_PLAYER_FREE_AIMING(player: int) -> bool: ...
def SPECIAL_ABILITY_CHARGE_SMALL(player: int, p1: bool, p2: bool, p3: int) -> None: ...
def SET_DISABLE_AMBIENT_MELEE_MOVE(player: int, toggle: bool) -> None: ...
def GET_PLAYER_CURRENT_STEALTH_NOISE(player: int) -> float: ...
def ALLOW_EVASION_HUD_IF_DISABLING_HIDDEN_EVASION_THIS_FRAME(player: int, p1: int) -> None: ...
def SET_PLAYER_SPECTATED_VEHICLE_RADIO_OVERRIDE(p0: bool) -> None: ...
def SET_PLAYER_WEAPON_TAKEDOWN_DEFENSE_MODIFIER(player: int, p1: float) -> None: ...
def SET_POLICE_IGNORE_PLAYER(player: int, toggle: bool) -> None: ...
def SET_PLAYER_WANTED_LEVEL_NO_DROP(player: int, wantedLevel: int, p2: bool) -> None: ...
def SUPPRESS_WITNESSES_CALLING_POLICE_THIS_FRAME(player: int) -> None: ...
def GET_PLAYER_TEAM(player: int) -> int: ...
def SPECIAL_ABILITY_RESET(player: int, p1: int) -> None: ...
def GET_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE(player: int) -> int: ...
def IS_PLAYER_BEING_ARRESTED(player: int, atArresting: bool) -> bool: ...
def IS_PLAYER_BATTLE_AWARE(player: int) -> bool: ...
def SET_PLAYER_WANTED_LEVEL(player: int, wantedLevel: int, disableNoMission: bool) -> None: ...
def IS_PLAYER_FREE_AIMING_AT_ENTITY(player: int, entity: int) -> bool: ...
def GIVE_PLAYER_RAGDOLL_CONTROL(player: int, toggle: bool) -> None: ...
def SPECIAL_ABILITY_FILL_METER(player: int, p1: bool, p2: int) -> None: ...
def IS_SPECIAL_ABILITY_ACTIVE(player: int, p1: int) -> bool: ...
def GET_PLAYER_SPRINT_STAMINA_REMAINING(player: int) -> float: ...
def GET_NUMBER_OF_PLAYERS() -> int: ...
def INT_TO_PLAYERINDEX(value: int) -> int: ...
def IS_PLAYER_DEAD(player: int) -> bool: ...
def SET_POLICE_RADAR_BLIPS(toggle: bool) -> None: ...
def GET_PLAYER_PED(player: int) -> int: ...
def GET_MAX_WANTED_LEVEL() -> int: ...
def SUPPRESS_LOSING_WANTED_LEVEL_IF_HIDDEN_THIS_FRAME(player: int) -> None: ...
def SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME(player: int) -> None: ...
def SIMULATE_PLAYER_INPUT_GAIT(player: int, amount: float, gaitType: int, speed: float, p4: bool, p5: bool, p6: int) -> None: ...
def SET_WANTED_LEVEL_HIDDEN_ESCAPE_TIME(player: int, wantedLevel: int, lossTime: int) -> None: ...
def IS_PLAYER_CONTROL_ON(player: int) -> bool: ...
def SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER(player: int, modifier: float, p2: bool) -> None: ...
def CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED(player: int) -> None: ...
def SET_PLAYER_VEHICLE_DEFENSE_MODIFIER(player: int, modifier: float) -> None: ...
def FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME(name: str, cleanupFlags: int) -> None: ...
def SET_PLAYER_STEALTH_PERCEPTION_MODIFIER(player: int, value: float) -> None: ...
def IS_PLAYER_RIDING_TRAIN(player: int) -> bool: ...
def PLAYER_ID() -> int: ...
def EXTEND_WORLD_BOUNDARY_FOR_PLAYER(x: float, y: float, z: float) -> None: ...
def GET_TIME_SINCE_LAST_ARREST() -> int: ...
def GET_PLAYER_PED_SCRIPT_INDEX(player: int) -> int: ...
def SET_PLAYER_WANTED_CENTRE_POSITION(player: int, position: int, p2: bool, p3: bool) -> None: ...
def DISABLE_CAMERA_VIEW_MODE_CYCLE(player: int) -> None: ...
def SET_PLAYER_CAN_DAMAGE_PLAYER(player1: int, player2: int, toggle: bool) -> None: ...
def GET_PLAYER_FAKE_WANTED_LEVEL(player: int) -> int: ...
def SET_PLAYER_TARGET_LEVEL(targetLevel: int) -> None: ...
def SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS(player: int, toggle: bool) -> None: ...
def SET_PLAYER_LOCKON(player: int, toggle: bool) -> None: ...
def GET_TIME_SINCE_PLAYER_HIT_VEHICLE(player: int) -> int: ...
def IS_SYSTEM_UI_BEING_DISPLAYED() -> bool: ...
def SET_PLAYER_HEALTH_RECHARGE_MULTIPLIER(player: int, regenRate: float) -> None: ...
def SET_PLAYER_BLUETOOTH_STATE(player: int, state: bool) -> None: ...
def GET_PLAYER_HAS_RESERVE_PARACHUTE(player: int) -> bool: ...
def DISABLE_PLAYER_FIRING(player: int, toggle: bool) -> None: ...
def IS_PLAYER_PLAYING(player: int) -> bool: ...
def GET_IS_PLAYER_DRIVING_ON_HIGHWAY(player: int) -> bool: ...
def IS_PLAYER_BLUETOOTH_ENABLE(player: int) -> bool: ...
def IS_REMOTE_PLAYER_IN_NON_CLONED_VEHICLE(player: int) -> bool: ...
def SPECIAL_ABILITY_LOCK(playerModel: int, p1: int) -> None: ...
def SET_PLAYER_INVINCIBLE_BUT_HAS_REACTIONS(player: int, toggle: bool) -> None: ...
def GET_PLAYER_NAME(player: int) -> str: ...
def SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER(player: int, multiplier: float) -> None: ...
def IS_PLAYER_VEHICLE_WEAPON_TOGGLED_TO_NON_HOMING(p0: int) -> bool: ...
def SET_PLAYER_CAN_DO_DRIVE_BY(player: int, toggle: bool) -> None: ...
def GET_PLAYER_PARACHUTE_PACK_TINT_INDEX(player: int, tintIndex: int) -> None: ...
def SET_SCRIPT_FIRE_POSITION(coordX: float, coordY: float, coordZ: float) -> None: ...
def REMOVE_SCRIPT_FIRE_POSITION() -> None: ...
def IS_PLAYER_LOGGING_IN_NP() -> bool: ...
def SET_PLAYER_CLOTH_PIN_FRAMES(player: int, p1: int) -> None: ...
def GET_PLAYER_PARACHUTE_TINT_INDEX(player: int, tintIndex: int) -> None: ...
def SET_PLAYER_FORCED_ZOOM(player: int, toggle: bool) -> None: ...
def SET_PLAYER_FORCE_SKIP_AIM_INTRO(player: int, toggle: bool) -> None: ...
def SET_PLAYER_MAX_ARMOUR(player: int, value: int) -> None: ...
def IS_PLAYER_TARGETTING_ANYTHING(player: int) -> bool: ...
def IS_PLAYER_TARGETTING_ENTITY(player: int, entity: int) -> bool: ...
def SET_PLAYER_PREVIOUS_VARIATION_DATA(player: int, p1: int, p2: int, p3: int, p4: int, p5: int) -> None: ...
def GET_ARE_CAMERA_CONTROLS_DISABLED() -> bool: ...
def SET_PLAYER_HAS_RESERVE_PARACHUTE(player: int) -> None: ...
def IS_WANTED_AND_HAS_BEEN_SEEN_BY_COPS(player: int) -> bool: ...
def SET_PLAYER_MAY_ONLY_ENTER_THIS_VEHICLE(player: int, vehicle: int) -> None: ...
def SET_PLAYER_PARACHUTE_SMOKE_TRAIL_COLOR(player: int, r: int, g: int, b: int) -> None: ...
def SPECIAL_ABILITY_ACTIVATE(player: int, p1: int) -> None: ...
def RESET_WANTED_LEVEL_HIDDEN_ESCAPE_TIME(player: int) -> None: ...
def ASSISTED_MOVEMENT_FLUSH_ROUTE() -> None: ...
def HAS_ACHIEVEMENT_BEEN_PASSED(achievementId: int) -> bool: ...
def CLEAR_PLAYER_PARACHUTE_MODEL_OVERRIDE(player: int) -> None: ...
def GET_PLAYER_TARGETING_MODE() -> int: ...
def IS_PLAYER_SCRIPT_CONTROL_ON(player: int) -> bool: ...
def GET_PLAYER_HEALTH_RECHARGE_MAX_PERCENT(player: int) -> float: ...
def SET_PLAYER_CONTROL(player: int, bHasControl: bool, flags: int) -> None: ...
def SET_PLAYER_MAX_EXPLOSIVE_DAMAGE(player: int, p1: float) -> None: ...
def SET_EVERYONE_IGNORE_PLAYER(player: int, toggle: bool) -> None: ...
def IS_PLAYER_READY_FOR_CUTSCENE(player: int) -> bool: ...
def ADD_PLAYER_TARGETABLE_ENTITY(player: int, entity: int) -> None: ...
def GET_PLAYER_MAX_ARMOUR(player: int) -> int: ...
def SET_PLAYER_PARACHUTE_PACK_TINT_INDEX(player: int, tintIndex: int) -> None: ...
def DISPLAY_SYSTEM_SIGNIN_UI(p0: bool) -> None: ...
def IS_PLAYER_CLIMBING(player: int) -> bool: ...
def SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(player: int, model: int) -> None: ...
def GET_CAUSE_OF_MOST_RECENT_FORCE_CLEANUP() -> int: ...
def SUPPRESS_CRIME_THIS_FRAME(player: int, crimeType: int) -> None: ...
def SET_WANTED_LEVEL_DIFFICULTY(player: int, difficulty: float) -> None: ...
def SPECIAL_ABILITY_DEACTIVATE_FAST(player: int, p1: int) -> None: ...
def INT_TO_PARTICIPANTINDEX(value: int) -> int: ...
def INCREASE_PLAYER_JUMP_SUPPRESSION_RANGE(player: int) -> None: ...
def REMOVE_PLAYER_TARGETABLE_ENTITY(player: int, entity: int) -> None: ...
def SET_AUTO_GIVE_PARACHUTE_WHEN_ENTER_PLANE(player: int, toggle: bool) -> None: ...
def SET_PLAYER_CLOTH_PACKAGE_INDEX(index: int) -> None: ...
def SET_PLAYER_SPRINT(player: int, toggle: bool) -> None: ...
def SPECIAL_ABILITY_CHARGE_NORMALIZED(player: int, normalizedValue: float, p2: bool, p3: int) -> None: ...
def SET_PLAYER_UNDERWATER_BREATH_PERCENT_REMAINING(player: int, time: float) -> float: ...
def GET_PLAYER_UNDERWATER_TIME_REMAINING(player: int) -> float: ...
def RESTORE_PLAYER_STAMINA(player: int, p1: float) -> None: ...
def SET_PLAYER_PARACHUTE_TINT_INDEX(player: int, tintIndex: int) -> None: ...
def SET_SPECIAL_ABILITY_MULTIPLIER(multiplier: float) -> None: ...
def SET_PLAYER_VEHICLE_DAMAGE_MODIFIER(player: int, modifier: float) -> None: ...
def GET_PLAYER_INDEX() -> int: ...
def RESET_PLAYER_STAMINA(player: int) -> None: ...
def GET_WANTED_LEVEL_TIME_TO_ESCAPE() -> int: ...
def SET_SWIM_MULTIPLIER_FOR_PLAYER(player: int, multiplier: float) -> None: ...
def SET_MAX_WANTED_LEVEL(maxWantedLevel: int) -> None: ...
def START_PLAYER_TELEPORT(player: int, x: float, y: float, z: float, heading: float, p5: bool, findCollisionLand: bool, p7: bool) -> None: ...
def FORCE_START_HIDDEN_EVASION(player: int) -> None: ...
def SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER(player: int, modifier: float) -> None: ...
def ASSISTED_MOVEMENT_CLOSE_ROUTE() -> None: ...
def SET_PLAYER_RESERVE_PARACHUTE_TINT_INDEX(player: int, index: int) -> None: ...
def ARE_PLAYER_FLASHING_STARS_ABOUT_TO_DROP(player: int) -> bool: ...
def SET_PLAYER_TARGETING_MODE(targetMode: int) -> None: ...
def IS_SPECIAL_ABILITY_ENABLED(player: int, p1: int) -> bool: ...
def SET_SPECIAL_ABILITY_MP(player: int, p1: int, p2: int) -> None: ...
def SET_PLAYER_SNEAKING_NOISE_MULTIPLIER(player: int, multiplier: float) -> None: ...
def CLEAR_PLAYER_WANTED_LEVEL(player: int) -> None: ...
def SET_LAW_RESPONSE_DELAY_OVERRIDE(p0: float) -> None: ...
def GET_PLAYERS_LAST_VEHICLE() -> int: ...
def GET_PLAYER_INVINCIBLE(player: int) -> bool: ...
def SPECIAL_ABILITY_CHARGE_ABSOLUTE(player: int, p1: int, p2: bool, p3: int) -> None: ...
def DISABLE_PLAYER_THROW_GRENADE_WHILE_USING_GUN() -> None: ...
def GET_IS_USING_FPS_THIRD_PERSON_COVER() -> bool: ...
def RESET_WANTED_LEVEL_DIFFICULTY(player: int) -> None: ...
def GET_PLAYER_RECEIVED_BATTLE_EVENT_RECENTLY(player: int, p1: int, p2: bool) -> bool: ...
def FORCE_CLEANUP(cleanupFlags: int) -> None: ...
def UPDATE_WANTED_POSITION_THIS_FRAME(player: int) -> None: ...
def DISABLE_PLAYER_HEALTH_RECHARGE(player: int) -> None: ...
def SET_PLAYER_WEAPON_MINIGUN_DEFENSE_MODIFIER(player: int, modifier: float) -> None: ...
def GIVE_ACHIEVEMENT_TO_PLAYER(achievementId: int) -> bool: ...
def START_FIRING_AMNESTY(duration: int) -> None: ...
def DISABLE_PLAYER_VEHICLE_REWARDS(player: int) -> None: ...
def GET_PLAYER_PARACHUTE_MODEL_OVERRIDE(player: int) -> int: ...
def SET_ACHIEVEMENT_PROGRESS(achievementId: int, progress: int) -> bool: ...
def SET_ALL_NEUTRAL_RANDOM_PEDS_FLEE_THIS_FRAME(player: int) -> None: ...
def SET_PLAYER_HEALTH_RECHARGE_MAX_PERCENT(player: int, limit: float) -> None: ...
def STOP_PLAYER_TELEPORT() -> None: ...
def SET_PLAYER_SIMULATE_AIMING(player: int, toggle: bool) -> None: ...
def IS_SPECIAL_ABILITY_UNLOCKED(playerModel: int) -> bool: ...
def GET_TIME_SINCE_LAST_DEATH() -> int: ...
def HAS_FORCE_CLEANUP_OCCURRED(cleanupFlags: int) -> bool: ...
def SPECIAL_ABILITY_CHARGE_ON_MISSION_FAILED(player: int, p1: int) -> None: ...
def SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE(player: int, multiplier: float) -> None: ...
def SET_PLAYER_CAN_COLLECT_DROPPED_MONEY(player: int, p1: bool) -> None: ...
def GET_IS_USING_HOOD_CAMERA() -> bool: ...
def SET_PLAYER_WEAPON_DAMAGE_MODIFIER(player: int, modifier: float) -> None: ...
def SET_AUTO_GIVE_SCUBA_GEAR_WHEN_EXIT_VEHICLE(player: int, toggle: bool) -> None: ...
def SET_PLAYER_CAN_USE_COVER(player: int, toggle: bool) -> None: ...
def GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(player: int) -> int: ...
def HAS_PLAYER_LEFT_THE_WORLD(player: int) -> bool: ...
def GET_PLAYER_RESERVE_PARACHUTE_TINT_INDEX(player: int, index: int) -> None: ...
def SET_PLAYER_CAN_BE_HASSLED_BY_GANGS(player: int, toggle: bool) -> None: ...
def SPECIAL_ABILITY_DEACTIVATE(player: int, p1: int) -> None: ...
def HAS_PLAYER_BEEN_SPOTTED_IN_STOLEN_VEHICLE(player: int) -> bool: ...
def PLAYER_PED_ID() -> int: ...
def SET_PLAYER_EXPLOSIVE_DAMAGE_MODIFIER(player: int, p1: int) -> None: ...
def SET_PLAYER_PARACHUTE_VARIATION_OVERRIDE(player: int, p1: int, p2: int, p3: int, p4: bool) -> None: ...
def RESET_WORLD_BOUNDARY_FOR_PLAYER() -> None: ...
def SET_DISPATCH_COPS_FOR_PLAYER(player: int, toggle: bool) -> None: ...
def GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(player: int) -> int: ...
def SET_PLAYER_NOISE_MULTIPLIER(player: int, multiplier: float) -> None: ...
def REPORT_POLICE_SPOTTED_PLAYER(player: int) -> None: ...
def SET_PLAYER_PARACHUTE_PACK_MODEL_OVERRIDE(player: int, model: int) -> None: ...
def GET_PLAYER_DEBUG_INVINCIBLE(player: int) -> bool: ...
def IS_PLAYER_FREE_FOR_AMBIENT_TASK(player: int) -> bool: ...
def GET_IS_MOPPING_AREA_FREE_IN_FRONT_OF_PLAYER(player: int, p1: float) -> bool: ...
def SET_ALL_NEUTRAL_RANDOM_PEDS_FLEE(player: int, toggle: bool) -> None: ...
def CAN_PLAYER_START_MISSION(player: int) -> bool: ...
def SET_PLAYER_WANTED_LEVEL_NOW(player: int, p1: bool) -> None: ...
def UPDATE_PLAYER_TELEPORT(player: int) -> bool: ...
def GET_PLAYER_WANTED_LEVEL(player: int) -> int: ...
def GET_TIME_SINCE_PLAYER_HIT_PED(player: int) -> int: ...
def HAS_PLAYER_DAMAGED_AT_LEAST_ONE_NON_ANIMAL_PED(player: int) -> bool: ...
def GET_PLAYER_RGB_COLOUR(player: int, r: int, g: int, b: int) -> None: ...
def REPORT_CRIME(player: int, crimeType: int, wantedLvlThresh: int) -> None: ...
def SPECIAL_ABILITY_CHARGE_CONTINUOUS(player: int, p1: int, p2: int) -> None: ...
def PLAYER_ATTACH_VIRTUAL_BOUND(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float) -> None: ...
def SET_PLAYER_HOMING_DISABLED_FOR_ALL_VEHICLE_WEAPONS(p0: int, p1: int) -> None: ...
def NETWORK_PLAYER_ID_TO_INT() -> int: ...
def GET_PLAYER_PARACHUTE_SMOKE_TRAIL_COLOR(player: int, r: int, g: int, b: int) -> None: ...
def SET_PLAYER_FALL_DISTANCE_TO_TRIGGER_RAGDOLL_OVERRIDE(player: int, p1: float) -> None: ...
def CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED(player: int) -> None: ...
def GET_IS_PLAYER_DRIVING_WRECKLESS(player: int, p1: int) -> bool: ...
def SPECIAL_ABILITY_CHARGE_MEDIUM(player: int, p1: bool, p2: bool, p3: int) -> None: ...
def SPECIAL_ABILITY_UNLOCK(playerModel: int, p1: int) -> None: ...
def IS_PLAYER_ONLINE() -> bool: ...
def CAN_PED_HEAR_PLAYER(player: int, ped: int) -> bool: ...
def REMOVE_PLAYER_HELMET(player: int, p2: bool) -> None: ...
def SET_PLAYER_CAN_LEAVE_PARACHUTE_SMOKE_TRAIL(player: int, enabled: bool) -> None: ...
def SPECIAL_ABILITY_CHARGE_LARGE(player: int, p1: bool, p2: bool, p3: int) -> None: ...
def FORCE_CLEANUP_FOR_THREAD_WITH_THIS_ID(id: int, cleanupFlags: int) -> None: ...
def IS_PLAYER_PRESSING_HORN(player: int) -> bool: ...
def SET_LAW_PEDS_CAN_ATTACK_NON_WANTED_PLAYER_THIS_FRAME(player: int) -> None: ...
def GET_WANTED_LEVEL_THRESHOLD(wantedLevel: int) -> int: ...
def SET_PLAYER_LEAVE_PED_BEHIND(player: int, toggle: bool) -> None: ...
def UPDATE_SPECIAL_ABILITY_FROM_STAT(player: int, p1: int) -> None: ...
