# Stubs for gta.natives.task

import gta

def WAYPOINT_RECORDING_GET_SPEED_AT_POINT(name: str, point: int) -> float: ...
def GET_SEQUENCE_PROGRESS(ped: int) -> int: ...
def SET_SCENARIO_GROUP_ENABLED(scenarioGroup: str, enabled: bool) -> None: ...
def SET_ANIM_RATE(entity: int, rate: float, priority: int, secondary: bool) -> None: ...
def TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD(ped: int, entity: int, aimX: float, aimY: float, aimZ: float, moveBlendRatio: float, shoot: bool, targetRadius: float, slowDistance: float, useNavMesh: bool, instantBlendToAim: bool, firingPattern: int) -> None: ...
def WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD(ped: int, x: float, y: float, z: float, p4: bool, firingPattern: int) -> None: ...
def SET_PARACHUTE_TASK_THRUST(ped: int, thrust: float) -> None: ...
def TASK_FOLLOW_WAYPOINT_RECORDING(ped: int, name: str, p2: int, p3: int, p4: int) -> None: ...
def TASK_SHOOT_AT_ENTITY(entity: int, target: int, duration: int, firingPattern: int) -> None: ...
def TASK_RAPPEL_FROM_HELI(ped: int, minHeightAboveGround: float) -> None: ...
def DOES_SCENARIO_OF_TYPE_EXIST_IN_AREA(x: float, y: float, z: float, scenarioName: str, radius: float, mustBeFree: bool) -> bool: ...
def TASK_JUMP(ped: int, usePlayerLaunchForce: bool, doSuperJump: bool, useFullSuperJumpForce: bool) -> None: ...
def RESET_SCENARIO_TYPES_ENABLED() -> None: ...
def _SET_AMBIENT_PED_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(ped: int, enable: bool) -> None: ...
def WAYPOINT_PLAYBACK_PAUSE(p0: int, p1: bool, p2: bool) -> None: ...
def TASK_VEHICLE_PARK(ped: int, vehicle: int, x: float, y: float, z: float, heading: float, mode: int, radius: float, keepEngineOn: bool) -> None: ...
def TASK_CLEAR_LOOK_AT(ped: int) -> None: ...
def TASK_VEHICLE_ESCORT(ped: int, vehicle: int, targetVehicle: int, mode: int, speed: float, drivingStyle: int, minDistance: float, minHeightAboveTerrain: int, noRoadsDistance: float) -> None: ...
def SET_TASK_MOVE_NETWORK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(ped: int, enable: bool) -> bool: ...
def TASK_VEHICLE_SHOOT_AT_PED(ped: int, target: int, fireTolerance: float) -> None: ...
def TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD(ped: int, x: float, y: float, z: float, aimAtX: float, aimAtY: float, aimAtZ: float, moveBlendRatio: float, shoot: bool, targetRadius: float, slowDistance: float, useNavMesh: bool, navFlags: int, instantBlendToAim: bool, firingPattern: int) -> None: ...
def VEHICLE_WAYPOINT_PLAYBACK_OVERRIDE_SPEED(vehicle: int, speed: float) -> None: ...
def TASK_SCRIPTED_ANIMATION(ped: int, priorityLowData: int, priorityMidData: int, priorityHighData: int, blendInDelta: float, blendOutDelta: float) -> None: ...
def ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME(dist: float) -> None: ...
def TASK_START_SCENARIO_IN_PLACE(ped: int, scenarioName: str, unkDelay: int, playEnterAnim: bool) -> None: ...
def TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE(ped: int, vehicle: int, x: float, y: float, z: float, speed: float, driveMode: int, stopRange: float) -> None: ...
def TASK_BOAT_MISSION(pedDriver: int, vehicle: int, targetVehicle: int, targetPed: int, x: float, y: float, z: float, mission: int, maxSpeed: float, drivingStyle: int, targetReached: float, boatFlags: int) -> None: ...
def TASK_FOLLOW_NAV_MESH_TO_COORD(ped: int, x: float, y: float, z: float, moveBlendRatio: float, time: int, targetRadius: float, flags: int, targetHeading: float) -> None: ...
def CLEAR_PED_SECONDARY_TASK(ped: int) -> None: ...
def TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED(ped: int, x: float, y: float, z: float, moveBlendRatio: float, time: int, targetRadius: float, flags: int, slideToCoordHeading: float, maxSlopeNavigable: float, clampMaxSearchDistance: float, targetHeading: float) -> None: ...
def TASK_VEHICLE_GOTO_NAVMESH(ped: int, vehicle: int, x: float, y: float, z: float, speed: float, behaviorFlag: int, stoppingRange: float) -> None: ...
def TASK_AGITATED_ACTION_CONFRONT_RESPONSE(ped: int, ped2: int) -> None: ...
def TASK_PUT_PED_DIRECTLY_INTO_MELEE(ped: int, meleeTarget: int, blendInDuration: float, timeInMelee: float, strafePhaseSync: float, aiCombatFlags: int) -> None: ...
def TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS(ped: int, x: float, y: float, z: float, moveBlendRatio: float, vehicle: int, useLongRangeVehiclePathing: bool, drivingFlags: int, maxRangeToShootTargets: float, extraVehToTargetDistToPreferVehicle: float, driveStraightLineDistance: float, extraFlags: int, warpTimerMS: float) -> None: ...
def TASK_TURN_PED_TO_FACE_COORD(ped: int, x: float, y: float, z: float, duration: int) -> None: ...
def TASK_VEHICLE_HELI_PROTECT(pilot: int, vehicle: int, entityToFollow: int, targetSpeed: float, drivingFlags: int, radius: float, altitude: int, heliFlags: int) -> None: ...
def TASK_EXTEND_ROUTE(x: float, y: float, z: float) -> None: ...
def SET_PED_DESIRED_MOVE_BLEND_RATIO(ped: int, newMoveBlendRatio: float) -> None: ...
def GET_PHONE_GESTURE_ANIM_TOTAL_TIME(ped: int) -> float: ...
def REMOVE_SPECIFIC_COVER_BLOCKING_AREAS(startX: float, startY: float, startZ: float, endX: float, endY: float, endZ: float, blockObjects: bool, blockVehicles: bool, blockMap: bool, blockPlayer: bool) -> None: ...
def TASK_SWEEP_AIM_ENTITY(ped: int, animDict: str, lowAnimName: str, medAnimName: str, hiAnimName: str, runtime: int, targetEntity: int, turnRate: float, blendInDuration: float) -> None: ...
def SET_ANIM_WEIGHT(entity: int, weight: float, priority: int, index: int, secondary: bool) -> None: ...
def WAYPOINT_PLAYBACK_START_AIMING_AT_PED(ped: int, target: int, p2: bool) -> None: ...
def TASK_SMART_FLEE_PED(ped: int, fleeTarget: int, safeDistance: float, fleeTime: int, preferPavements: bool, updateToNearestHatedPed: bool) -> None: ...
def ADD_PATROL_ROUTE_LINK(nodeId1: int, nodeId2: int) -> None: ...
def TASK_PLANE_MISSION(pilot: int, aircraft: int, targetVehicle: int, targetPed: int, destinationX: float, destinationY: float, destinationZ: float, missionFlag: int, angularDrag: float, targetReached: float, targetHeading: float, maxZ: float, minZ: float, precise: bool) -> None: ...
def WAYPOINT_PLAYBACK_RESUME(p0: int, p1: bool, p2: int, p3: int) -> None: ...
def IS_MOVE_BLEND_RATIO_SPRINTING(ped: int) -> bool: ...
def GET_PED_WAYPOINT_PROGRESS(ped: int) -> int: ...
def TASK_USE_NEAREST_SCENARIO_TO_COORD(ped: int, x: float, y: float, z: float, distance: float, duration: int) -> None: ...
def ADD_SCRIPTED_COVER_AREA(x: float, y: float, z: float, radius: float) -> None: ...
def PED_HAS_USE_SCENARIO_TASK(ped: int) -> bool: ...
def TASK_MOVE_NETWORK_ADVANCED_BY_NAME_WITH_INIT_PARAMS(ped: int, network: str, initialParameters: int, x: float, y: float, z: float, rotX: float, rotY: float, rotZ: float, rotOrder: int, blendDuration: float, allowOverrideCloneUpdate: bool, dictionary: str, flags: int) -> None: ...
def IS_PED_GETTING_UP(ped: int) -> bool: ...
def TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED(ped: int, radius: float, time: int, combatFlags: int) -> None: ...
def TASK_PLANE_CHASE(pilot: int, entityToFollow: int, x: float, y: float, z: float) -> None: ...
def TASK_MOVE_NETWORK_BY_NAME(ped: int, task: str, multiplier: float, allowOverrideCloneUpdate: bool, animDict: str, flags: int) -> None: ...
def TASK_DRIVE_BY(driverPed: int, targetPed: int, targetVehicle: int, targetX: float, targetY: float, targetZ: float, distanceToShoot: float, pedAccuracy: int, pushUnderneathDrivingTaskIfDriving: bool, firingPattern: int) -> None: ...
def WAYPOINT_RECORDING_GET_COORD(name: str, point: int, coord: int) -> bool: ...
def TASK_FOLLOW_TO_OFFSET_OF_ENTITY(ped: int, entity: int, offsetX: float, offsetY: float, offsetZ: float, movementSpeed: float, timeout: int, stoppingRange: float, persistFollowing: bool) -> None: ...
def IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION(ped: int) -> bool: ...
def TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING(ped: int, vehicle: int, WPRecording: str, p3: int, p4: int, p5: int, p6: int, p7: float, p8: bool, p9: float) -> None: ...
def _SET_SCRIPT_TASK_ENABLE_COLLISION_ON_NETWORK_CLONE_WHEN_FIXED(ped: int, enable: bool) -> None: ...
def TASK_GOTO_ENTITY_OFFSET_XY(ped: int, entity: int, duration: int, targetRadius: float, offsetX: float, offsetY: float, moveBlendRatio: float, gotoEntityOffsetFlags: int) -> None: ...
def IS_MOVE_BLEND_RATIO_STILL(ped: int) -> bool: ...
def ASSISTED_MOVEMENT_REMOVE_ROUTE(route: str) -> None: ...
def IS_SCENARIO_GROUP_ENABLED(scenarioGroup: str) -> bool: ...
def SET_TASK_MOVE_NETWORK_SIGNAL_LOCAL_FLOAT(ped: int, signalName: str, value: float) -> None: ...
def CLEAR_SEQUENCE_TASK(taskSequenceId: int) -> None: ...
def SET_PED_PATH_PREFER_TO_AVOID_WATER(ped: int, avoidWater: bool) -> None: ...
def TASK_SEEK_COVER_TO_COORDS(ped: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, timeout: int, shortRoute: bool) -> None: ...
def CLOSE_SEQUENCE_TASK(taskSequenceId: int) -> None: ...
def IS_SCENARIO_TYPE_ENABLED(scenarioType: str) -> bool: ...
def GET_CLIP_SET_FOR_SCRIPTED_GUN_TASK(gunTaskType: int) -> str: ...
def TASK_VEHICLE_CHASE(driver: int, targetEnt: int) -> None: ...
def TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS(ped: int, network: str, initialParameters: int, blendDuration: float, allowOverrideCloneUpdate: bool, animDict: str, flags: int) -> None: ...
def IS_PED_RUNNING_ARREST_TASK(ped: int) -> bool: ...
def IS_CONTROLLED_VEHICLE_UNABLE_TO_GET_TO_ROAD(ped: int) -> bool: ...
def TASK_COWER(ped: int, duration: int) -> None: ...
def TASK_STOP_PHONE_GESTURE_ANIMATION(ped: int, blendOutOverride: float) -> None: ...
def SET_DRIVE_TASK_MAX_CRUISE_SPEED(ped: int, speed: float, updateBaseTask: bool) -> None: ...
def GET_VEHICLE_WAYPOINT_TARGET_POINT(vehicle: int) -> int: ...
def TASK_PUT_PED_DIRECTLY_INTO_COVER(ped: int, x: float, y: float, z: float, time: int, allowPeekingAndFiring: bool, blendInDuration: float, forceInitialFacingDirection: bool, forceFaceLeft: bool, identifier: int, doEntry: bool) -> None: ...
def RESET_EXCLUSIVE_SCENARIO_GROUP() -> None: ...
def SET_PED_PATH_AVOID_FIRE(ped: int, avoidFire: bool) -> None: ...
def TASK_VEHICLE_AIM_AT_COORD(ped: int, x: float, y: float, z: float) -> None: ...
def GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(ped: int, signalName: str) -> float: ...
def TASK_SHOCKING_EVENT_REACT(ped: int, eventHandle: int) -> None: ...
def ADD_COVER_BLOCKING_AREA(startX: float, startY: float, startZ: float, endX: float, endY: float, endZ: float, blockObjects: bool, blockVehicles: bool, blockMap: bool, blockPlayer: bool) -> None: ...
def TASK_SHOOT_AT_COORD(ped: int, x: float, y: float, z: float, duration: int, firingPattern: int) -> None: ...
def GET_PHONE_GESTURE_ANIM_CURRENT_TIME(ped: int) -> float: ...
def WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING(ped: int) -> None: ...
def TASK_VEHICLE_DRIVE_WANDER(ped: int, vehicle: int, speed: float, drivingStyle: int) -> None: ...
def TASK_GUARD_CURRENT_POSITION(ped: int, maxPatrolProximity: float, defensiveAreaRadius: float, setDefensiveArea: bool) -> None: ...
def TASK_COMBAT_HATED_TARGETS_IN_AREA(ped: int, x: float, y: float, z: float, radius: float, combatFlags: int) -> None: ...
def TASK_FORCE_MOTION_STATE(ped: int, state: int, forceRestart: bool) -> None: ...
def TASK_LEAVE_ANY_VEHICLE(ped: int, delayTime: int, flags: int) -> None: ...
def TASK_VEHICLE_SHOOT_AT_COORD(ped: int, x: float, y: float, z: float, fireTolerance: float) -> None: ...
def GET_PATROL_TASK_INFO(ped: int, timeLeftAtNode: int, nodeId: int) -> bool: ...
def WAYPOINT_RECORDING_GET_NUM_POINTS(name: str, points: int) -> bool: ...
def GET_ACTIVE_VEHICLE_MISSION_TYPE(vehicle: int) -> int: ...
def SET_EXCLUSIVE_SCENARIO_GROUP(scenarioGroup: str) -> None: ...
def CLEAR_VEHICLE_CRASH_TASK(vehicle: int) -> None: ...
def IS_PED_SPRINTING(ped: int) -> bool: ...
def SET_SEQUENCE_TO_REPEAT(taskSequenceId: int, repeat: bool) -> None: ...
def TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP(ped: int, x: float, y: float, z: float, radius: float, timeToLeave: int) -> None: ...
def GET_SCRIPTED_COVER_POINT_COORDS(coverpoint: int) -> 'gta.Vector3': ...
def TASK_FOLLOW_POINT_ROUTE(ped: int, speed: float, mode: int) -> None: ...
def USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE(name: str, p1: bool, p2: float, p3: float) -> None: ...
def TASK_PED_SLIDE_TO_COORD_HDG_RATE(ped: int, x: float, y: float, z: float, heading: float, speed: float, headingChangeRate: float) -> None: ...
def DOES_SCENARIO_EXIST_IN_AREA(x: float, y: float, z: float, radius: float, mustBeFree: bool) -> bool: ...
def TASK_PERFORM_SEQUENCE(ped: int, taskSequenceId: int) -> None: ...
def TASK_TURN_PED_TO_FACE_ENTITY(ped: int, entity: int, duration: int) -> None: ...
def TASK_GO_TO_COORD_ANY_MEANS(ped: int, x: float, y: float, z: float, moveBlendRatio: float, vehicle: int, useLongRangeVehiclePathing: bool, drivingFlags: int, maxRangeToShootTargets: float) -> None: ...
def SET_DRIVE_TASK_CRUISE_SPEED(driver: int, cruiseSpeed: float) -> None: ...
def VEHICLE_WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(vehicle: int) -> None: ...
def ADD_VEHICLE_SUBTASK_ATTACK_COORD(ped: int, x: float, y: float, z: float) -> None: ...
def TASK_USE_MOBILE_PHONE_TIMED(ped: int, duration: int) -> None: ...
def TASK_SKY_DIVE(ped: int, instant: bool) -> None: ...
def TASK_SHARK_CIRCLE_COORD(ped: int, x: float, y: float, z: float, moveBlendRatio: float, radius: float) -> None: ...
def ASSISTED_MOVEMENT_IS_ROUTE_LOADED(route: str) -> bool: ...
def CLEAR_DEFAULT_PRIMARY_TASK(ped: int) -> None: ...
def TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_ENTITY(ped: int, entity: int, x: float, y: float, z: float, moveBlendRatio: float, time: int) -> None: ...
def IS_PED_PLAYING_BASE_CLIP_IN_SCENARIO(ped: int) -> bool: ...
def TASK_RELOAD_WEAPON(ped: int, drawWeapon: bool) -> None: ...
def GET_NAVMESH_ROUTE_RESULT(ped: int) -> int: ...
def SET_TASK_VEHICLE_CHASE_IDEAL_PURSUIT_DISTANCE(ped: int, distance: float) -> None: ...
def TASK_VEHICLE_MISSION(driver: int, vehicle: int, vehicleTarget: int, missionType: int, cruiseSpeed: float, drivingStyle: int, targetReached: float, straightLineDistance: float, DriveAgainstTraffic: bool) -> None: ...
def WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED(p0: int) -> None: ...
def TASK_AIM_GUN_AT_COORD(ped: int, x: float, y: float, z: float, time: int, instantBlendToAim: bool, playAnimIntro: bool) -> None: ...
def UNCUFF_PED(ped: int) -> None: ...
def SET_PED_WAYPOINT_PROGRESS(ped: int, progress: int) -> None: ...
def TASK_WANDER_SPECIFIC(ped: int, conditionalAnimGroupStr: str, conditionalAnimStr: str, heading: float) -> None: ...
def TASK_LOOK_AT_ENTITY(ped: int, lookAt: int, duration: int, flags: int, priority: int) -> None: ...
def TASK_VEHICLE_PLAY_ANIM(vehicle: int, animationSet: str, animationName: str) -> None: ...
def TASK_GO_TO_ENTITY(entity: int, target: int, duration: int, distance: float, moveBlendRatio: float, slowDownDistance: float, flags: int) -> None: ...
def SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT(height: float) -> None: ...
def TASK_WARP_PED_DIRECTLY_INTO_COVER(ped: int, time: int, allowPeekingAndFiring: bool, forceInitialFacingDirection: bool, forceFaceLeft: bool, identifier: int) -> None: ...
def TASK_LOOK_AT_COORD(entity: int, x: float, y: float, z: float, duration: int, flags: int, priority: int) -> None: ...
def SET_ANIM_LOOPED(entity: int, looped: bool, priority: int, secondary: bool) -> None: ...
def WAYPOINT_PLAYBACK_GET_IS_PAUSED(p0: int) -> bool: ...
def GET_TASK_MOVE_NETWORK_STATE(ped: int) -> str: ...
def TASK_THROW_PROJECTILE(ped: int, x: float, y: float, z: float, ignoreCollisionEntityIndex: int, createInvincibleProjectile: bool) -> None: ...
def TASK_REACT_AND_FLEE_PED(ped: int, fleeTarget: int) -> None: ...
def PLAY_ANIM_ON_RUNNING_SCENARIO(ped: int, animDict: str, animName: str) -> None: ...
def IS_PED_CUFFED(ped: int) -> bool: ...
def TASK_SEEK_COVER_FROM_POS(ped: int, x: float, y: float, z: float, duration: int, allowPeekingAndFiring: bool) -> None: ...
def DELETE_PATROL_ROUTE(patrolRoute: str) -> None: ...
def PLAY_ENTITY_SCRIPTED_ANIM(entity: int, priorityLowData: int, priorityMidData: int, priorityHighData: int, blendInDelta: float, blendOutDelta: float) -> None: ...
def SET_PED_PATH_CAN_USE_LADDERS(ped: int, Toggle: bool) -> None: ...
def GET_SCRIPT_TASK_STATUS(ped: int, taskHash: int) -> int: ...
def IS_SCENARIO_OCCUPIED(x: float, y: float, z: float, maxRange: float, onlyUsersActuallyAtScenario: bool) -> bool: ...
def TASK_EXIT_COVER(ped: int, exitType: int, x: float, y: float, z: float) -> None: ...
def TASK_AIM_GUN_SCRIPTED(ped: int, scriptTask: int, disableBlockingClip: bool, instantBlendToAim: bool) -> None: ...
def TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT(ped: int, vehicle: int, useAlternateShuffle: bool) -> None: ...
def TASK_SWEEP_AIM_POSITION(ped: int, animDict: str, lowAnimName: str, medAnimName: str, hiAnimName: str, runtime: int, x: float, y: float, z: float, turnRate: float, blendInDuration: float) -> None: ...
def TASK_COMBAT_HATED_TARGETS_AROUND_PED(ped: int, radius: float, combatFlags: int) -> None: ...
def WAYPOINT_PLAYBACK_OVERRIDE_SPEED(p0: int, p1: float, p2: bool) -> None: ...
def TASK_EVERYONE_LEAVE_VEHICLE(vehicle: int) -> None: ...
def ASSISTED_MOVEMENT_REQUEST_ROUTE(route: str) -> None: ...
def TASK_PLAY_ANIM_ADVANCED(ped: int, animDict: str, animName: str, posX: float, posY: float, posZ: float, rotX: float, rotY: float, rotZ: float, animEnterSpeed: float, animExitSpeed: float, duration: int, flag: int, animTime: float, rotOrder: int, ikFlags: int) -> None: ...
def TASK_FLUSH_ROUTE() -> None: ...
def SET_TASK_MOVE_NETWORK_ANIM_SET(ped: int, clipSet: int, variableClipSet: int) -> None: ...
def TASK_SEEK_COVER_FROM_PED(ped: int, target: int, duration: int, allowPeekingAndFiring: bool) -> None: ...
def GET_PED_DESIRED_MOVE_BLEND_RATIO(ped: int) -> float: ...
def ADD_VEHICLE_SUBTASK_ATTACK_PED(ped: int, target: int) -> None: ...
def TASK_AIM_GUN_SCRIPTED_WITH_TARGET(ped: int, target: int, x: float, y: float, z: float, gunTaskType: int, disableBlockingClip: bool, forceAim: bool) -> None: ...
def SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_LERP_RATE(ped: int, signalName: str, value: float) -> None: ...
def IS_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(ped: int) -> bool: ...
def SET_PED_PATH_CLIMB_COST_MODIFIER(ped: int, modifier: float) -> None: ...
def TASK_PERFORM_SEQUENCE_FROM_PROGRESS(ped: int, taskIndex: int, progress1: int, progress2: int) -> None: ...
def WAYPOINT_PLAYBACK_START_AIMING_AT_COORD(ped: int, x: float, y: float, z: float, p4: bool) -> None: ...
def TASK_CLIMB(ped: int, usePlayerLaunchForce: bool) -> None: ...
def VEHICLE_WAYPOINT_PLAYBACK_PAUSE(vehicle: int) -> None: ...
def TASK_PERFORM_SEQUENCE_LOCALLY(ped: int, taskSequenceId: int) -> None: ...
def TASK_CHAT_TO_PED(ped: int, target: int, flags: int, goToLocationX: float, goToLocationY: float, goToLocationZ: float, headingDegs: float, idleTime: float) -> None: ...
def SET_HIGH_FALL_TASK(ped: int, minTime: int, maxTime: int, entryType: int) -> None: ...
def SET_PED_PATH_CAN_USE_CLIMBOVERS(ped: int, Toggle: bool) -> None: ...
def ADD_PATROL_ROUTE_NODE(nodeId: int, nodeType: str, posX: float, posY: float, posZ: float, headingX: float, headingY: float, headingZ: float, duration: int) -> None: ...
def TASK_PLAY_PHONE_GESTURE_ANIMATION(ped: int, animDict: str, animation: str, boneMaskType: str, blendInDuration: float, blendOutDuration: float, isLooping: bool, holdLastFrame: bool) -> None: ...
def SET_PED_CAN_PLAY_AMBIENT_IDLES(ped: int, blockIdleClips: bool, removeIdleClipIfPlaying: bool) -> None: ...
def IS_PED_BEING_ARRESTED(ped: int) -> bool: ...
def TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(ped: int, toggle: bool) -> None: ...
def TASK_STAND_STILL(ped: int, time: int) -> None: ...
def IS_TASK_MOVE_NETWORK_ACTIVE(ped: int) -> bool: ...
def TASK_PLANE_TAXI(pilot: int, aircraft: int, x: float, y: float, z: float, cruiseSpeed: float, targetReached: float) -> None: ...
def TASK_SET_SPHERE_DEFENSIVE_AREA(ped: int, x: float, y: float, z: float, radius: float) -> None: ...
def TASK_ACHIEVE_HEADING(ped: int, heading: float, timeout: int) -> None: ...
def TASK_COMBAT_PED_TIMED(ped: int, target: int, time: int, flags: int) -> None: ...
def TASK_VEHICLE_MISSION_PED_TARGET(ped: int, vehicle: int, pedTarget: int, missionType: int, maxSpeed: float, drivingStyle: int, minDistance: float, straightLineDistance: float, DriveAgainstTraffic: bool) -> None: ...
def TASK_SMART_FLEE_COORD(ped: int, x: float, y: float, z: float, distance: float, time: int, preferPavements: bool, quitIfOutOfRange: bool) -> None: ...
def TASK_CLEAR_DEFENSIVE_AREA(ped: int) -> None: ...
def TASK_OPEN_VEHICLE_DOOR(ped: int, vehicle: int, timeOut: int, seat: int, speed: float) -> None: ...
def TASK_PLANT_BOMB(ped: int, x: float, y: float, z: float, heading: float) -> None: ...
def UPDATE_TASK_AIM_GUN_SCRIPTED_TARGET(ped: int, target: int, x: float, y: float, z: float, disableBlockingClip: bool) -> None: ...
def TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY(ped: int, entityToWalkTo: int, entityToAimAt: int, speed: float, shootatEntity: bool, targetRadius: float, slowDistance: float, useNavMesh: bool, instantBlendToAim: bool, firingPattern: int) -> None: ...
def TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD_WARP(ped: int, x: float, y: float, z: float, radius: float, timeToLeave: int) -> None: ...
def STOP_ANIM_TASK(entity: int, animDictionary: str, animationName: str, blendDelta: float) -> None: ...
def GET_VEHICLE_WAYPOINT_PROGRESS(vehicle: int) -> int: ...
def TASK_WARP_PED_INTO_VEHICLE(ped: int, vehicle: int, seat: int) -> None: ...
def TASK_AIM_GUN_AT_ENTITY(ped: int, entity: int, duration: int, instantBlendToAim: bool) -> None: ...
def TASK_GET_OFF_BOAT(ped: int, boat: int) -> None: ...
def GET_TASK_RAPPEL_DOWN_WALL_STATE(ped: int) -> int: ...
def REQUEST_WAYPOINT_RECORDING(name: str) -> None: ...
def TASK_USE_NEAREST_SCENARIO_CHAIN_TO_COORD(ped: int, x: float, y: float, z: float, maxRange: float, timeToLeave: int) -> None: ...
def TASK_SWAP_WEAPON(ped: int, drawWeapon: bool) -> None: ...
def IS_MOUNTED_WEAPON_TASK_UNDERNEATH_DRIVING_TASK(ped: int) -> bool: ...
def OPEN_PATROL_ROUTE(patrolRoute: str) -> None: ...
def TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle: int, goToLocationX: float, goToLocationY: float, goToLocationZ: float, focusLocationX: float, focusLocationY: float, focusLocationZ: float, speed: float, shootAtEnemies: bool, distanceToStopAt: float, noRoadsDistance: float, useNavMesh: bool, navFlags: int, taskFlags: int, firingPattern: int) -> None: ...
def GET_WAYPOINT_DISTANCE_ALONG_ROUTE(name: str, point: int) -> float: ...
def GET_TASK_MOVE_NETWORK_SIGNAL_BOOL(ped: int, signalName: str) -> bool: ...
def DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS(x: float, y: float, z: float) -> bool: ...
def UPDATE_TASK_HANDS_UP_DURATION(ped: int, duration: int) -> None: ...
def TASK_GOTO_ENTITY_AIMING(ped: int, target: int, distanceToStopAt: float, StartAimingDist: float) -> None: ...
def IS_PED_ACTIVE_IN_SCENARIO(ped: int) -> bool: ...
def TASK_STEALTH_KILL(killer: int, target: int, stealthKillActionResultHash: int, desiredMoveBlendRatio: float, stealthFlags: int) -> None: ...
def CLEAR_PED_TASKS_IMMEDIATELY(ped: int) -> None: ...
def SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE(ped: int, state: str) -> bool: ...
def IS_PED_STILL(ped: int) -> bool: ...
def TASK_HELI_CHASE(pilot: int, entityToFollow: int, x: float, y: float, z: float) -> None: ...
def TASK_TOGGLE_DUCK(ped: int, toggleType: int) -> None: ...
def TASK_STAND_GUARD(ped: int, x: float, y: float, z: float, heading: float, scenarioName: str) -> None: ...
def REMOVE_COVER_POINT(coverpoint: int) -> None: ...
def CREATE_PATROL_ROUTE() -> None: ...
def CLOSE_PATROL_ROUTE() -> None: ...
def GET_IS_TASK_ACTIVE(ped: int, taskIndex: int) -> bool: ...
def SET_TASK_MOVE_NETWORK_SIGNAL_BOOL(ped: int, signalName: str, value: bool) -> None: ...
def TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY(ped: int, x: float, y: float, z: float, aimAtID: int, moveBlendRatio: float, shoot: bool, targetRadius: float, slowDistance: float, useNavMesh: bool, navFlags: int, instantBlendToAim: bool, firingPattern: int, time: int) -> None: ...
def TASK_PARACHUTE_TO_TARGET(ped: int, x: float, y: float, z: float) -> None: ...
def TASK_HELI_ESCORT_HELI(pilot: int, heli1: int, heli2: int, offsetX: float, offsetY: float, offsetZ: float) -> None: ...
def GET_TASK_MOVE_NETWORK_EVENT(ped: int, eventName: str) -> bool: ...
def WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT(name: str, x: float, y: float, z: float, point: int) -> bool: ...
def TASK_CLIMB_LADDER(ped: int, fast: bool) -> None: ...
def IS_PLAYING_PHONE_GESTURE_ANIM(ped: int) -> bool: ...
def TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED(ped: int, x: float, y: float, z: float, moveBlendRatio: float, vehicle: int, useLongRangeVehiclePathing: bool, drivingFlags: int, maxRangeToShootTargets: float, extraVehToTargetDistToPreferVehicle: float, driveStraightLineDistance: float, extraFlags: int, cruiseSpeed: float, targetArriveDist: float) -> None: ...
def UPDATE_TASK_SWEEP_AIM_POSITION(ped: int, x: float, y: float, z: float) -> None: ...
def TASK_WANDER_STANDARD(ped: int, heading: float, flags: int) -> None: ...
def TASK_USE_MOBILE_PHONE(ped: int, usePhone: bool, desiredPhoneMode: int) -> None: ...
def TASK_PATROL(ped: int, patrolRouteName: str, alertState: int, canChatToPeds: bool, useHeadLookAt: bool) -> None: ...
def TASK_PLANE_LAND(pilot: int, plane: int, runwayStartX: float, runwayStartY: float, runwayStartZ: float, runwayEndX: float, runwayEndY: float, runwayEndZ: float) -> None: ...
def TASK_ENTER_VEHICLE(ped: int, vehicle: int, timeout: int, seat: int, speed: float, flag: int, overrideEntryClipsetName: str) -> None: ...
def TASK_SUBMARINE_GOTO_AND_STOP(ped: int, submarine: int, x: float, y: float, z: float, autopilot: bool) -> None: ...
def SET_PARACHUTE_TASK_TARGET(ped: int, x: float, y: float, z: float) -> None: ...
def CLEAR_DRIVEBY_TASK_UNDERNEATH_DRIVING_TASK(ped: int) -> None: ...
def TASK_VEHICLE_TEMP_ACTION(driver: int, vehicle: int, action: int, time: int) -> None: ...
def IS_PED_RUNNING(ped: int) -> bool: ...
def GET_NAVMESH_ROUTE_DISTANCE_REMAINING(ped: int, distanceRemaining: int, isPathReady: int) -> int: ...
def TASK_GUARD_SPHERE_DEFENSIVE_AREA(ped: int, defendPositionX: float, defendPositionY: float, defendPositionZ: float, heading: float, maxPatrolProximity: float, time: int, x: float, y: float, z: float, defensiveAreaRadius: float) -> None: ...
def GET_IS_WAYPOINT_RECORDING_LOADED(name: str) -> bool: ...
def SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG(ped: int, flag: int, set: bool) -> None: ...
def SET_MOUNTED_WEAPON_TARGET(shootingPed: int, targetPed: int, targetVehicle: int, x: float, y: float, z: float, taskMode: int, ignoreTargetVehDeadCheck: bool) -> None: ...
def TASK_WRITHE(ped: int, target: int, minFireLoops: int, startState: int, forceShootOnGround: bool, shootFromGroundTimer: int) -> None: ...
def REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION(ped: int, name: str) -> bool: ...
def TASK_PED_SLIDE_TO_COORD(ped: int, x: float, y: float, z: float, heading: float, speed: float) -> None: ...
def TASK_GUARD_ASSIGNED_DEFENSIVE_AREA(ped: int, x: float, y: float, z: float, heading: float, maxPatrolProximity: float, timer: int) -> None: ...
def TASK_PARACHUTE(ped: int, giveParachuteItem: bool, instant: bool) -> None: ...
def TASK_LEAVE_VEHICLE(ped: int, vehicle: int, flags: int) -> None: ...
def TASK_SEEK_COVER_TO_COVER_POINT(ped: int, coverpoint: int, x: float, y: float, z: float, time: int, allowPeekingAndFiring: bool) -> None: ...
def IS_MOVE_BLEND_RATIO_RUNNING(ped: int) -> bool: ...
def ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES(route: str, props: int) -> None: ...
def TASK_MOVE_NETWORK_ADVANCED_BY_NAME(ped: int, network: str, x: float, y: float, z: float, rotX: float, rotY: float, rotZ: float, rotOrder: int, blendDuration: float, allowOverrideCloneUpdate: bool, animDict: str, flags: int) -> None: ...
def SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(ped: int, signalName: str, value: float) -> None: ...
def ADD_COVER_POINT(x: float, y: float, z: float, direction: float, usage: int, height: int, arc: int, isPriority: bool) -> int: ...
def TASK_GO_STRAIGHT_TO_COORD(ped: int, x: float, y: float, z: float, speed: float, timeout: int, targetHeading: float, distanceToSlide: float) -> None: ...
def SET_DRIVE_TASK_DRIVING_STYLE(ped: int, drivingStyle: int) -> None: ...
def TASK_HELI_MISSION(pilot: int, aircraft: int, targetVehicle: int, targetPed: int, destinationX: float, destinationY: float, destinationZ: float, missionFlag: int, maxSpeed: float, radius: float, targetHeading: float, maxHeight: int, minHeight: int, slowDownDistance: float, behaviorFlags: int) -> None: ...
def REMOVE_ALL_COVER_BLOCKING_AREAS() -> None: ...
def CLEAR_PRIMARY_VEHICLE_TASK(vehicle: int) -> None: ...
def VEHICLE_WAYPOINT_PLAYBACK_RESUME(vehicle: int) -> None: ...
def CONTROL_MOUNTED_WEAPON(ped: int) -> bool: ...
def RESET_SCENARIO_GROUPS_ENABLED() -> None: ...
def SET_ANIM_PHASE(entity: int, phase: float, priority: int, secondary: bool) -> None: ...
def IS_PED_WALKING(ped: int) -> bool: ...
def IS_PED_IN_WRITHE(ped: int) -> bool: ...
def IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED(ped: int) -> bool: ...
def TASK_WANDER_IN_AREA(ped: int, x: float, y: float, z: float, radius: float, minimalLength: float, timeBetweenWalks: float) -> None: ...
def CLEAR_PED_TASKS(ped: int) -> None: ...
def TASK_VEHICLE_DRIVE_TO_COORD(ped: int, vehicle: int, x: float, y: float, z: float, speed: float, p6: int, vehicleModel: int, drivingMode: int, stopRange: float, straightLineDistance: float) -> None: ...
def SET_PED_PATH_CAN_DROP_FROM_HEIGHT(ped: int, Toggle: bool) -> None: ...
def TASK_GOTO_ENTITY_OFFSET(ped: int, entity: int, time: int, seekRadius: float, seekAngleDeg: float, moveBlendRatio: float, gotoEntityOffsetFlags: int) -> None: ...
def TASK_VEHICLE_AIM_AT_PED(ped: int, target: int) -> None: ...
def VEHICLE_WAYPOINT_PLAYBACK_GET_IS_PAUSED(vehicle: int) -> bool: ...
def IS_PED_STRAFING(ped: int) -> bool: ...
def UPDATE_TASK_SWEEP_AIM_ENTITY(ped: int, entity: int) -> None: ...
def SET_DRIVEBY_TASK_TARGET(shootingPed: int, targetPed: int, targetVehicle: int, x: float, y: float, z: float) -> None: ...
def TASK_STAY_IN_COVER(ped: int) -> None: ...
def GET_PED_WAYPOINT_DISTANCE(p0: int) -> float: ...
def WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED(ped: int, ped2: int, p2: bool, p3: bool) -> None: ...
def TASK_PAUSE(ped: int, ms: int) -> None: ...
def OPEN_SEQUENCE_TASK(taskSequenceId: int) -> None: ...
def TASK_PLAY_ANIM(ped: int, animDictionary: str, animationName: str, blendInSpeed: float, blendOutSpeed: float, duration: int, flag: int, playbackRate: float, lockX: bool, lockY: bool, lockZ: bool) -> None: ...
def TASK_RAPPEL_DOWN_WALL_USING_CLIPSET_OVERRIDE(ped: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, minZ: float, ropeHandle: int, clipSet: str, p10: int, p11: int) -> None: ...
def SET_SCENARIO_TYPE_ENABLED(scenarioType: str, toggle: bool) -> None: ...
def TASK_SET_DECISION_MAKER(ped: int, decisionMakerId: int) -> None: ...
def SET_PED_WAYPOINT_ROUTE_OFFSET(ped: int, x: float, y: float, z: float) -> bool: ...
def STOP_ANIM_PLAYBACK(entity: int, priority: int, secondary: bool) -> None: ...
def TASK_SYNCHRONIZED_SCENE(ped: int, scene: int, animDictionary: str, animationName: str, blendIn: float, blendOut: float, flags: int, ragdollBlockingFlags: int, moverBlendDelta: float, ikFlags: int) -> None: ...
def TASK_VEHICLE_MISSION_COORS_TARGET(ped: int, vehicle: int, x: float, y: float, z: float, mission: int, cruiseSpeed: float, drivingStyle: int, targetReached: float, straightLineDistance: float, DriveAgainstTraffic: bool) -> None: ...
def IS_MOVE_BLEND_RATIO_WALKING(ped: int) -> bool: ...
def TASK_COMBAT_PED(ped: int, targetPed: int, combatFlags: int, threatResponseFlags: int) -> None: ...
def SET_NEXT_DESIRED_MOVE_STATE(nextMoveState: float) -> None: ...
def TASK_HANDS_UP(ped: int, duration: int, facingPed: int, timeToFacePed: int, flags: int) -> None: ...
def SET_PED_PATH_MAY_ENTER_WATER(ped: int, mayEnterWater: bool) -> None: ...
def TASK_ARREST_PED(ped: int, target: int) -> None: ...
def IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_VEHICLE(vehicle: int) -> bool: ...
def SET_SEQUENCE_PREVENT_MIGRATION(taskSequenceId: int) -> None: ...
def CLEAR_PED_SCRIPT_TASK_IF_RUNNING_THREAT_RESPONSE_NON_TEMP_TASK(ped: int) -> None: ...
def TASK_PLANE_GOTO_PRECISE_VTOL(ped: int, vehicle: int, x: float, y: float, z: float, flightHeight: int, minHeightAboveTerrain: int, useDesiredOrientation: bool, desiredOrientation: float, autopilot: bool) -> None: ...
def DOES_SCENARIO_GROUP_EXIST(scenarioGroup: str) -> bool: ...
def TASK_START_SCENARIO_AT_POSITION(ped: int, scenarioName: str, x: float, y: float, z: float, heading: float, duration: int, sittingScenario: bool, teleport: bool) -> None: ...
def REMOVE_COVER_BLOCKING_AREAS_AT_POSITION(x: float, y: float, z: float) -> None: ...
def TASK_VEHICLE_FOLLOW(driver: int, vehicle: int, targetEntity: int, speed: float, drivingStyle: int, minDistance: int) -> None: ...
def REMOVE_WAYPOINT_RECORDING(name: str) -> None: ...
