# Stubs for gta.natives.cam

import gta

def IS_GAMEPLAY_CAM_SHAKING() -> bool: ...
def SET_GAMEPLAY_CAM_MAX_MOTION_BLUR_STRENGTH_THIS_UPDATE(p0: float) -> None: ...
def SET_CAM_ACTIVE(cam: int, active: bool) -> None: ...
def IS_CAM_SPLINE_PAUSED(cam: int) -> bool: ...
def IS_CAM_RENDERING(cam: int) -> bool: ...
def IS_CAM_INTERPOLATING(cam: int) -> bool: ...
def GET_CAM_DOF_STRENGTH(cam: int) -> float: ...
def RENDER_SCRIPT_CAMS(render: bool, ease: bool, easeTime: int, p3: bool, p4: bool, p5: int) -> None: ...
def ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME(cam: int, cam2: int, length: int, p3: int) -> None: ...
def FORCE_VEHICLE_CAM_STUNT_SETTINGS_THIS_UPDATE() -> None: ...
def SET_FIRST_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE(p0: float) -> None: ...
def STOP_GAMEPLAY_CAM_SHAKING(p0: bool) -> None: ...
def ADD_CAM_SPLINE_NODE_USING_CAMERA(cam: int, cam2: int, length: int, p3: int) -> None: ...
def SET_FIRST_PERSON_SHOOTER_CAMERA_HEADING(yaw: float) -> None: ...
def SET_FIRST_PERSON_FLASH_EFFECT_VEHICLE_MODEL_HASH(vehicleModel: int) -> None: ...
def SET_CUTSCENE_CAM_FAR_CLIP_THIS_UPDATE(p0: float) -> None: ...
def SET_CAM_SPLINE_DURATION(cam: int, timeDuration: int) -> None: ...
def HARD_ATTACH_CAM_TO_PED_BONE(cam: int, ped: int, boneIndex: int, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: bool) -> None: ...
def GET_GAMEPLAY_CAM_COORD() -> 'gta.Vector3': ...
def GET_FINAL_RENDERED_CAM_MOTION_BLUR_STRENGTH() -> float: ...
def SET_CAM_USE_SHALLOW_DOF_MODE(cam: int, toggle: bool) -> None: ...
def DISABLE_CINEMATIC_SLOW_MO_THIS_UPDATE() -> bool: ...
def SET_GAMEPLAY_ENTITY_HINT(entity: int, xOffset: float, yOffset: float, zOffset: float, p4: bool, time: int, easeInTime: int, easeOutTime: int, p8: int) -> None: ...
def SET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL(zoomLevel: int) -> None: ...
def GET_CAM_ACTIVE_VIEW_MODE_CONTEXT() -> int: ...
def DISABLE_AIM_CAM_THIS_UPDATE() -> None: ...
def SET_CAM_DEBUG_NAME(camera: int, name: str) -> None: ...
def STOP_SCRIPT_GLOBAL_SHAKING(p0: bool) -> None: ...
def IS_IN_VEHICLE_MOBILE_PHONE_CAMERA_RENDERING() -> bool: ...
def HARD_ATTACH_CAM_TO_ENTITY(cam: int, entity: int, xRot: float, yRot: float, zRot: float, xOffset: float, yOffset: float, zOffset: float, isRelative: bool) -> None: ...
def SET_FIRST_PERSON_FLASH_EFFECT_VEHICLE_MODEL_NAME(vehicleName: str) -> None: ...
def STOP_CINEMATIC_CAM_SHAKING(p0: bool) -> None: ...
def SET_CAM_SPLINE_PHASE(cam: int, p1: float) -> None: ...
def STOP_CODE_GAMEPLAY_HINT(p0: bool) -> None: ...
def GET_CAM_FAR_DOF(cam: int) -> float: ...
def GET_FINAL_RENDERED_REMOTE_PLAYER_CAM_ROT(player: int, rotationOrder: int) -> 'gta.Vector3': ...
def ALLOW_MOTION_BLUR_DECAY(p0: int, p1: bool) -> None: ...
def USE_SCRIPT_CAM_FOR_AMBIENT_POPULATION_ORIGIN_THIS_FRAME(p0: bool, p1: bool) -> None: ...
def FORCE_BONNET_CAMERA_RELATIVE_HEADING_AND_PITCH(p0: float, p1: float) -> None: ...
def SET_CAM_VIEW_MODE_FOR_CONTEXT(context: int, viewMode: int) -> None: ...
def SET_GAMEPLAY_CAM_IGNORE_ENTITY_COLLISION_THIS_UPDATE(entity: int) -> None: ...
def SET_GAMEPLAY_PED_HINT(ped: int, x1: float, y1: float, z1: float, p4: bool, duration: int, blendOutDuration: int, blendInDuration: int) -> None: ...
def SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE_BLEND_LEVEL(camera: int, p1: float) -> None: ...
def SET_FIRST_PERSON_AIM_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(p0: float, p1: float) -> None: ...
def IS_INTERPOLATING_FROM_SCRIPT_CAMS() -> bool: ...
def STOP_CUTSCENE_CAM_SHAKING(p0: int) -> None: ...
def GET_FOLLOW_PED_CAM_ZOOM_LEVEL() -> int: ...
def _ACTIVATE_CAM_WITH_INTERP_AND_FOV_CURVE(camTo: int, camFrom: int, duration: int, easeLocation: int, easeRotation: int, easeFov: int) -> None: ...
def FORCE_TIGHTSPACE_CUSTOM_FRAMING_THIS_UPDATE() -> None: ...
def IS_GAMEPLAY_CAM_RENDERING() -> bool: ...
def GET_GAMEPLAY_CAM_RELATIVE_PITCH() -> float: ...
def SET_CAM_DOF_PLANES(cam: int, p1: float, p2: float, p3: float, p4: float) -> None: ...
def SET_CAM_NEAR_DOF(cam: int, nearDOF: float) -> None: ...
def SET_ALLOW_CUSTOM_VEHICLE_DRIVE_BY_CAM_THIS_UPDATE(p0: bool) -> None: ...
def OVERRIDE_CAM_SPLINE_VELOCITY(cam: int, p1: int, p2: float, p3: float) -> None: ...
def SET_CAM_ANIM_CURRENT_PHASE(cam: int, phase: float) -> None: ...
def SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE(p0: float) -> None: ...
def USE_DEDICATED_STUNT_CAMERA_THIS_UPDATE(camName: str) -> None: ...
def SET_FOLLOW_PED_CAM_THIS_UPDATE(camName: str, p1: int) -> bool: ...
def SET_CAM_INHERIT_ROLL_VEHICLE(cam: int, p1: bool) -> None: ...
def SET_SCRIPTED_CAMERA_IS_FIRST_PERSON_THIS_FRAME(p0: bool) -> None: ...
def SET_CAM_DOF_FOCAL_LENGTH_MULTIPLIER(camera: int, multiplier: float) -> None: ...
def FORCE_CAMERA_RELATIVE_HEADING_AND_PITCH(roll: float, pitch: float, yaw: float) -> None: ...
def ARE_WIDESCREEN_BORDERS_ACTIVE() -> bool: ...
def SET_GAMEPLAY_CAM_MOTION_BLUR_SCALING_THIS_UPDATE(p0: float) -> None: ...
def DISABLE_CAM_COLLISION_FOR_OBJECT(entity: int) -> None: ...
def SET_CAM_COORD(cam: int, posX: float, posY: float, posZ: float) -> None: ...
def IS_CINEMATIC_FIRST_PERSON_VEHICLE_INTERIOR_CAM_RENDERING() -> bool: ...
def SET_FLY_CAM_HORIZONTAL_RESPONSE(cam: int, p1: float, p2: float, p3: float) -> None: ...
def SET_GAMEPLAY_HINT_FOV(FOV: float) -> None: ...
def SET_CINEMATIC_BUTTON_ACTIVE(p0: bool) -> None: ...
def GET_RENDERING_CAM() -> int: ...
def POINT_CAM_AT_ENTITY(cam: int, entity: int, p2: float, p3: float, p4: float, p5: bool) -> None: ...
def DISABLE_FIRST_PERSON_FLASH_EFFECT_THIS_UPDATE() -> None: ...
def DISABLE_NEAR_CLIP_SCAN_THIS_UPDATE() -> None: ...
def SET_FOLLOW_PED_CAM_VIEW_MODE(viewMode: int) -> None: ...
def IS_SCREEN_FADED_IN() -> bool: ...
def GET_FINAL_RENDERED_CAM_ROT(rotationOrder: int) -> 'gta.Vector3': ...
def SET_FIRST_PERSON_FLASH_EFFECT_TYPE(p0: int) -> None: ...
def WAS_FLY_CAM_CONSTRAINED_ON_PREVIOUS_UDPATE(cam: int) -> bool: ...
def IS_SCREEN_FADING_IN() -> bool: ...
def SET_FOLLOW_VEHICLE_CAM_SEAT_THIS_UPDATE(seatIndex: int) -> None: ...
def SET_GAMEPLAY_HINT_CAMERA_RELATIVE_SIDE_OFFSET(xOffset: float) -> None: ...
def TRIGGER_VEHICLE_PART_BROKEN_CAMERA_SHAKE(vehicle: int, p1: int, p2: float) -> None: ...
def IS_FIRST_PERSON_AIM_CAM_ACTIVE() -> bool: ...
def CREATE_CAMERA(camHash: int, p1: bool) -> int: ...
def SET_CAM_DOF_STRENGTH(cam: int, dofStrength: float) -> None: ...
def GET_FINAL_RENDERED_REMOTE_PLAYER_CAM_FOV(player: int) -> float: ...
def ADD_CAM_SPLINE_NODE_USING_GAMEPLAY_FRAME(cam: int, length: int, p2: int) -> None: ...
def ATTACH_CAM_TO_PED_BONE(cam: int, ped: int, boneIndex: int, x: float, y: float, z: float, heading: bool) -> None: ...
def CAMERA_PREVENT_COLLISION_SETTINGS_FOR_TRIPLEHEAD_IN_INTERIORS_THIS_UPDATE() -> None: ...
def DISABLE_CINEMATIC_VEHICLE_IDLE_MODE_THIS_UPDATE() -> None: ...
def USE_VEHICLE_CAM_STUNT_SETTINGS_THIS_UPDATE() -> None: ...
def GET_GAMEPLAY_CAM_FOV() -> float: ...
def SET_CAM_CONTROLS_MINI_MAP_HEADING(cam: int, toggle: bool) -> None: ...
def POINT_CAM_AT_PED_BONE(cam: int, ped: int, boneIndex: int, x: float, y: float, z: float, p6: bool) -> None: ...
def IS_AIM_CAM_ACTIVE() -> bool: ...
def SHAKE_CAM(cam: int, type: str, amplitude: float) -> None: ...
def CREATE_CAMERA_WITH_PARAMS(camHash: int, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float, fov: float, p8: bool, p9: int) -> int: ...
def IS_CAM_SHAKING(cam: int) -> bool: ...
def SET_GAMEPLAY_CAM_RELATIVE_PITCH(angle: float, scalingFactor: float) -> None: ...
def SET_CAM_MOTION_BLUR_STRENGTH(cam: int, strength: float) -> None: ...
def IS_INTERPOLATING_TO_SCRIPT_CAMS() -> bool: ...
def SET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR(zoomFactor: float) -> None: ...
def IS_GAMEPLAY_CAM_LOOKING_BEHIND() -> bool: ...
def RESET_GAMEPLAY_CAM_FULL_ATTACH_PARENT_TRANSFORM_TIMER() -> None: ...
def SET_USE_HI_DOF_ON_SYNCED_SCENE_THIS_UPDATE() -> None: ...
def CREATE_CINEMATIC_SHOT(p0: int, time: int, p2: bool, entity: int) -> None: ...
def GET_GAMEPLAY_CAM_RELATIVE_HEADING() -> float: ...
def IS_AIM_CAM_ACTIVE_IN_ACCURATE_MODE() -> bool: ...
def SET_FIRST_PERSON_SHOOTER_CAMERA_PITCH(pitch: float) -> None: ...
def STOP_CINEMATIC_SHOT(p0: int) -> None: ...
def GET_DEBUG_CAM() -> int: ...
def IS_SCREEN_FADING_OUT() -> bool: ...
def SET_TABLE_GAMES_CAMERA_THIS_UPDATE(hash: int) -> bool: ...
def IGNORE_MENU_PREFERENCE_FOR_BONNET_CAMERA_THIS_UPDATE() -> None: ...
def SET_CAM_SPLINE_NODE_EXTRA_FLAGS(cam: int, p1: int, flags: int) -> None: ...
def SET_CAM_DOF_SHOULD_KEEP_LOOK_AT_TARGET_IN_FOCUS(camera: int, state: bool) -> None: ...
def GET_CAM_ROT(cam: int, rotationOrder: int) -> 'gta.Vector3': ...
def OVERRIDE_CAM_SPLINE_MOTION_BLUR(cam: int, p1: int, p2: float, p3: float) -> None: ...
def SET_CAM_DOF_FNUMBER_OF_LENS(camera: int, p1: float) -> None: ...
def GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR() -> float: ...
def SET_CAM_DEATH_FAIL_EFFECT_STATE(p0: int) -> None: ...
def GET_FINAL_RENDERED_CAM_FOV() -> float: ...
def GET_GAMEPLAY_CAM_ROT(rotationOrder: int) -> 'gta.Vector3': ...
def SET_CAM_SPLINE_NODE_EASE(cam: int, easingFunction: int, p2: int, p3: float) -> None: ...
def SET_GAMEPLAY_OBJECT_HINT(object: int, xOffset: float, yOffset: float, zOffset: float, p4: bool, time: int, easeInTime: int, easeOutTime: int) -> None: ...
def SET_CAM_ROT(cam: int, rotX: float, rotY: float, rotZ: float, rotationOrder: int) -> None: ...
def ADD_CAM_SPLINE_NODE(camera: int, x: float, y: float, z: float, xRot: float, yRot: float, zRot: float, length: int, smoothingStyle: int, rotationOrder: int) -> None: ...
def DESTROY_CAM(cam: int, bScriptHostCam: bool) -> None: ...
def DO_SCREEN_FADE_OUT(duration: int) -> None: ...
def GET_FOCUS_PED_ON_SCREEN(p0: float, p1: int, p2: float, p3: float, p4: float, p5: float, p6: float, p7: int, p8: int) -> int: ...
def SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE(ped: int) -> None: ...
def REPLAY_GET_MAX_DISTANCE_ALLOWED_FROM_PLAYER() -> float: ...
def SET_CAM_AFFECTS_AIMING(cam: int, toggle: bool) -> None: ...
def GET_FOLLOW_PED_CAM_VIEW_MODE() -> int: ...
def ATTACH_CAM_TO_VEHICLE_BONE(cam: int, vehicle: int, boneIndex: int, relativeRotation: bool, rotX: float, rotY: float, rotZ: float, offsetX: float, offsetY: float, offsetZ: float, fixedDirection: bool) -> None: ...
def DESTROY_ALL_CAMS(bScriptHostCam: bool) -> None: ...
def SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(minimum: float, maximum: float) -> None: ...
def SET_FOLLOW_VEHICLE_CAM_HIGH_ANGLE_MODE_THIS_UPDATE(p0: bool) -> None: ...
def GET_FINAL_RENDERED_CAM_FAR_DOF() -> float: ...
def PLAY_CAM_ANIM(cam: int, animName: str, animDictionary: str, x: float, y: float, z: float, xRot: float, yRot: float, zRot: float, p9: bool, p10: int) -> bool: ...
def SET_FOLLOW_VEHICLE_CAM_HIGH_ANGLE_MODE_EVERY_UPDATE(p0: bool, p1: bool) -> None: ...
def INVALIDATE_CINEMATIC_VEHICLE_IDLE_MODE() -> None: ...
def BLOCK_FIRST_PERSON_ORIENTATION_RESET_THIS_UPDATE() -> None: ...
def SET_CAM_ACTIVE_WITH_INTERP(camTo: int, camFrom: int, duration: int, easeLocation: int, easeRotation: int) -> None: ...
def GET_FINAL_RENDERED_CAM_NEAR_DOF() -> float: ...
def GET_CAM_ANIM_CURRENT_PHASE(cam: int) -> float: ...
def SET_USE_HI_DOF() -> None: ...
def GET_FINAL_RENDERED_CAM_COORD() -> 'gta.Vector3': ...
def SET_GAMEPLAY_VEHICLE_HINT(vehicle: int, offsetX: float, offsetY: float, offsetZ: float, p4: bool, time: int, easeInTime: int, easeOutTime: int) -> None: ...
def ANIMATED_SHAKE_CAM(cam: int, p1: str, p2: str, p3: str, amplitude: float) -> None: ...
def SET_CAM_IS_INSIDE_VEHICLE(cam: int, toggle: bool) -> None: ...
def DETACH_CAM(cam: int) -> None: ...
def FORCE_CINEMATIC_RENDERING_THIS_UPDATE(toggle: bool) -> None: ...
def GET_FOLLOW_VEHICLE_CAM_VIEW_MODE() -> int: ...
def SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(minimum: float, maximum: float) -> None: ...
def SET_CAM_SPLINE_NODE_VELOCITY_SCALE(cam: int, p1: int, scale: float) -> None: ...
def BYPASS_CAMERA_COLLISION_BUOYANCY_TEST_THIS_UPDATE() -> None: ...
def DOES_CAM_EXIST(cam: int) -> bool: ...
def SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE(amplitude: float) -> None: ...
def FORCE_CAM_FAR_CLIP(cam: int, p1: float) -> None: ...
def SET_FOLLOW_VEHICLE_CAM_VIEW_MODE(viewMode: int) -> None: ...
def DISABLE_CINEMATIC_BONNET_CAMERA_THIS_UPDATE() -> None: ...
def SET_CAM_FAR_CLIP(cam: int, farClip: float) -> None: ...
def DISABLE_FIRST_PERSON_CAMERA_WATER_CLIPPING_TEST_THIS_UPDATE() -> None: ...
def SET_CAM_FOV(cam: int, fieldOfView: float) -> None: ...
def IS_CINEMATIC_CAM_RENDERING() -> bool: ...
def IS_SCREEN_FADED_OUT() -> bool: ...
def GET_CAM_SPLINE_NODE_INDEX(cam: int) -> int: ...
def SET_GAMEPLAY_CAM_RELATIVE_HEADING(heading: float) -> None: ...
def CREATE_CAM_WITH_PARAMS(camName: str, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float, fov: float, p8: bool, p9: int) -> int: ...
def GET_CAM_SPLINE_PHASE(cam: int) -> float: ...
def GET_CAM_FAR_CLIP(cam: int) -> float: ...
def GET_CAM_COORD(cam: int) -> 'gta.Vector3': ...
def IS_CINEMATIC_CAM_SHAKING() -> bool: ...
def _GET_THIRD_PERSON_CAM_MIN_ORBIT_DISTANCE_SPRING() -> float: ...
def SET_FIRST_PERSON_AIM_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(p0: float, p1: float) -> None: ...
def STOP_CAM_SHAKING(cam: int, p1: bool) -> None: ...
def IS_CODE_GAMEPLAY_HINT_ACTIVE() -> bool: ...
def SET_CAM_PARAMS(cam: int, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float, fieldOfView: float, p8: int, p9: int, p10: int, p11: int) -> None: ...
def GET_CAM_NEAR_DOF(cam: int) -> float: ...
def ANIMATED_SHAKE_SCRIPT_GLOBAL(p0: str, p1: str, p2: str, p3: float) -> None: ...
def GET_CAM_FOV(cam: int) -> float: ...
def SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE(camera: int, p1: float) -> None: ...
def CREATE_CAM(camName: str, p1: bool) -> int: ...
def GET_CAM_NEAR_CLIP(cam: int) -> float: ...
def SET_CAM_DOF_FOCUS_DISTANCE_BIAS(camera: int, p1: float) -> None: ...
def IS_FOLLOW_PED_CAM_ACTIVE() -> bool: ...
def SET_CINEMATIC_CAM_SHAKE_AMPLITUDE(p0: float) -> None: ...
def SET_CAM_NEAR_CLIP(cam: int, nearClip: float) -> None: ...
def STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP(render: bool, p1: float, p2: int, p3: int) -> None: ...
def SET_FOLLOW_PED_CAM_LADDER_ALIGN_THIS_UPDATE() -> None: ...
def SET_FLY_CAM_VERTICAL_CONTROLS_THIS_UPDATE(cam: int) -> None: ...
def IS_CAM_PLAYING_ANIM(cam: int, animName: str, animDictionary: str) -> bool: ...
def IS_SCRIPT_GLOBAL_SHAKING() -> bool: ...
def SET_FLY_CAM_COORD_AND_CONSTRAIN(cam: int, x: float, y: float, z: float) -> None: ...
def SET_GAMEPLAY_HINT_CAMERA_RELATIVE_VERTICAL_OFFSET(yOffset: float) -> None: ...
def IS_CINEMATIC_IDLE_CAM_RENDERING() -> bool: ...
def IS_FOLLOW_VEHICLE_CAM_ACTIVE() -> bool: ...
def IS_CINEMATIC_SHOT_ACTIVE(p0: int) -> bool: ...
def STOP_GAMEPLAY_HINT_BEING_CANCELLED_THIS_UPDATE(p0: bool) -> None: ...
def SET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR_LIMITS_THIS_UPDATE(p0: float, p1: float) -> None: ...
def GET_FINAL_RENDERED_CAM_NEAR_CLIP() -> float: ...
def SET_CAM_SPLINE_SMOOTHING_STYLE(cam: int, smoothingStyle: int) -> None: ...
def SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET(value: float) -> None: ...
def _GET_THIRD_PERSON_CAM_MAX_ORBIT_DISTANCE_SPRING() -> float: ...
def DO_SCREEN_FADE_IN(duration: int) -> None: ...
def SET_GAMEPLAY_COORD_HINT(x: float, y: float, z: float, duration: int, blendOutDuration: int, blendInDuration: int, p6: int) -> None: ...
def IS_BONNET_CINEMATIC_CAM_RENDERING() -> bool: ...
def SET_CAM_SHAKE_AMPLITUDE(cam: int, amplitude: float) -> None: ...
def GET_CAM_SPLINE_NODE_PHASE(cam: int) -> float: ...
def BYPASS_CUTSCENE_CAM_RENDERING_THIS_UPDATE() -> None: ...
def SET_GAMEPLAY_CAM_ALTITUDE_FOV_SCALING_STATE(p0: bool) -> None: ...
def SET_CINEMATIC_NEWS_CHANNEL_ACTIVE_THIS_UPDATE() -> None: ...
def SET_WIDESCREEN_BORDERS(p0: bool, p1: int) -> None: ...
def SHAKE_CINEMATIC_CAM(shakeType: str, amount: float) -> None: ...
def SET_CINEMATIC_MODE_ACTIVE(toggle: bool) -> None: ...
def SET_FOLLOW_CAM_IGNORE_ATTACH_PARENT_MOVEMENT_THIS_UPDATE() -> None: ...
def _INTERPOLATE_CAM_WITH_PARAMS(camera: int, camPosX: float, camPosY: float, camPosZ: float, camRotX: float, camRotY: float, camRotZ: float, fov: float, duration: int, posCurveType: int, rotCurveType: int, rotOrder: int, fovCurveType: int) -> None: ...
def DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE() -> None: ...
def SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE(p0: float, distance: float) -> None: ...
def IS_CAM_ACTIVE(cam: int) -> bool: ...
def GET_FINAL_RENDERED_CAM_FAR_CLIP() -> float: ...
def SET_CAM_DOF_OVERRIDDEN_FOCUS_DISTANCE_BLEND_LEVEL(p0: int, p1: float) -> None: ...
def PLAY_SYNCHRONIZED_CAM_ANIM(p0: int, p1: int, animName: str, animDictionary: str) -> bool: ...
def IS_SPHERE_VISIBLE(x: float, y: float, z: float, radius: float) -> bool: ...
def SET_GAMEPLAY_HINT_CAMERA_BLEND_TO_FOLLOW_PED_MEDIUM_VIEW_MODE(toggle: bool) -> None: ...
def IS_GAMEPLAY_HINT_ACTIVE() -> bool: ...
def SET_FLY_CAM_VERTICAL_RESPONSE(cam: int, p1: float, p2: float, p3: float) -> None: ...
def SET_IN_VEHICLE_CAM_STATE_THIS_UPDATE(p0: int, p1: int) -> None: ...
def DISABLE_GAMEPLAY_CAM_ALTITUDE_FOV_SCALING_THIS_UPDATE() -> None: ...
def IS_ALLOWED_INDEPENDENT_CAMERA_MODES() -> bool: ...
def SET_CAM_FAR_DOF(cam: int, farDOF: float) -> None: ...
def GET_CAM_VIEW_MODE_FOR_CONTEXT(context: int) -> int: ...
def GET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL() -> int: ...
def STOP_CAM_POINTING(cam: int) -> None: ...
def STOP_GAMEPLAY_HINT(p0: bool) -> None: ...
def SHAKE_SCRIPT_GLOBAL(p0: str, p1: float) -> None: ...
def INVALIDATE_IDLE_CAM() -> None: ...
def SET_CAM_DOF_OVERRIDDEN_FOCUS_DISTANCE(camera: int, p1: float) -> None: ...
def IS_CINEMATIC_CAM_INPUT_ACTIVE() -> bool: ...
def POINT_CAM_AT_COORD(cam: int, x: float, y: float, z: float) -> None: ...
def SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR(value: float) -> None: ...
def SET_FLY_CAM_MAX_HEIGHT(cam: int, height: float) -> None: ...
def SET_GAMEPLAY_CAM_ENTITY_TO_LIMIT_FOCUS_OVER_BOUNDING_SPHERE_THIS_UPDATE(entity: int) -> None: ...
def SHAKE_GAMEPLAY_CAM(shakeName: str, intensity: float) -> None: ...
def ATTACH_CAM_TO_ENTITY(cam: int, entity: int, xOffset: float, yOffset: float, zOffset: float, isRelative: bool) -> None: ...
