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1 change: 1 addition & 0 deletions src/main.ts
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@ import Recording from "./components/Recording";
import { omp } from "./globals";

export * from "./constants";
export * from "./types";

export {
ObjectMp,
Expand Down
322 changes: 322 additions & 0 deletions src/types.ts
Original file line number Diff line number Diff line change
@@ -0,0 +1,322 @@
import {
Actor,
GangZone,
NPC,
ObjectMp,
Pickup,
Player,
PlayerObject,
TextDraw,
Vehicle,
} from "./components";

export interface IOmpEvents {
resourceStart: (error: boolean) => void;
playerGiveDamageActor: (
player: Player,
actor: Actor,
amount: number,
weapon: number,
part: number
) => void;
actorStreamIn: (actor: Actor, forPlayer: Player) => void;
actorStreamOut: (actor: Actor, forPlayer: Player) => void;
playerEnterCheckpoint: (player: Player) => void;
playerLeaveCheckpoint: (player: Player) => void;
playerEnterRaceCheckpoint: (player: Player) => void;
playerLeaveRaceCheckpoint: (player: Player) => void;
playerRequestClass: (player: Player, classId: number) => void;
consoleText: (command: string, parameters: string) => void;
rconLoginAttempt: (
address: string,
password: string,
success: boolean
) => void;
tick: (elapsed: number) => void;
playerFinishedDownloading: (player: Player, vw: number) => void;
playerRequestDownload: (
player: Player,
type: number,
checksum: number
) => void;
dialogResponse: (
player: Player,
dialogId: number,
response: number,
listItem: number,
inputText: string
) => void;
playerEnterGangZone: (player: Player, zone: GangZone) => void;
playerLeaveGangZone: (player: Player, zone: GangZone) => void;
playerClickGangZone: (player: Player, zone: GangZone) => void;
playerSelectedMenuRow: (player: Player, row: number) => void;
playerExitedMenu: (player: Player) => void;
npcFinishMove: (npc: NPC) => void;
npcCreate: (npc: NPC) => void;
npcDestroy: (npc: NPC) => void;
npcWeaponStateChange: (npc: NPC, newState: number, oldState: number) => void;
npcTakeDamage: (
npc: NPC,
damager: NPC,
damage: number,
weapon: number,
bodyPart: number
) => void;
npcGiveDamage: (
npc: NPC,
damaged: NPC,
damage: number,
weapon: number,
bodyPart: number
) => void;
npcDeath: (npc: NPC, killer: Player | undefined, reason: number) => void;
npcSpawn: (npc: NPC) => void;
npcRespawn: (npc: NPC) => void;
npcPlaybackStart: (npc: NPC, recordId: number) => void;
npcPlaybackEnd: (npc: NPC, recordId: number) => void;
npcShotMissed: (
npc: NPC,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcShotPlayer: (
npc: NPC,
player: Player,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcShotNPC: (
npc: NPC,
npcTarget: NPC,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcShotVehicle: (
npc: NPC,
vehicle: Vehicle,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcShotObject: (
npc: NPC,
object: Object,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcShotPlayerObject: (
npc: NPC,
playerObject: PlayerObject,
weapon: number,
offsetX: number,
offsetY: number,
offsetZ: number
) => void;
npcFinishNodePoint: (npc: NPC, nodeId: number, pointId: number) => void;
npcFinishNode: (npc: NPC, nodeId: number) => void;
npcChangeNode: (npc: NPC, newNodeId: number, oldNodeId: number) => void;
npcFinishMovePath: (npc: NPC, pathId: number) => void;
npcFinishMovePathPoint: (npc: NPC, pathId: number, pointId: number) => void;
objectMove: (object: ObjectMp) => void;
playerObjectMove: (player: Player, object: ObjectMp) => void;
playerEditObject: (
player: Player,
object: ObjectMp,
response: number,
offsetX: number,
offsetY: number,
offsetZ: number,
rotationX: number,
rotationY: number,
rotationZ: number
) => void;
playerEditPlayerObject: (
player: Player,
object: ObjectMp,
response: number,
offsetX: number,
offsetY: number,
offsetZ: number,
rotationX: number,
rotationY: number,
rotationZ: number
) => void;
playerEditAttachedObject: (
player: Player,
saved: boolean,
index: number,
model: number,
bone: number,
offsetX: number,
offsetY: number,
offsetZ: number,
rotationX: number,
rotationY: number,
rotationZ: number,
scaleX: number,
scaleY: number,
scaleZ: number
) => void;
playerSelectObject: (
player: Player,
object: ObjectMp,
model: number,
x: number,
y: number,
z: number
) => void;
playerSelectPlayerObject: (
player: Player,
object: ObjectMp,
model: number,
x: number,
y: number,
z: number
) => void;
playerPickUpPickup: (player: Player, pickup: Pickup) => void;
playerCancelTextDrawSelection: (player: Player) => void;
playerCancelPlayerTextDrawSelection: (player: Player) => void;
playerClickTextDraw: (player: Player, textdraw: TextDraw) => void;
playerClickPlayerTextDraw: (player: Player, textdraw: TextDraw) => void;
playerConnect: (player: Player) => void;
playerSpawn: (player: Player) => void;
playerCommandText: (player: Player, command: string) => void;
playerKeyStateChange: (
player: Player,
newKeys: number,
oldKeys: number
) => void;
incomingConnection: (player: Player, ipAddress: string, port: number) => void;
playerDisconnect: (player: Player, reason: number) => void;
playerRequestSpawn: (player: Player) => void;
playerStreamIn: (player: Player, forPlayer: Player) => void;
playerStreamOut: (player: Player, forPlayer: Player) => void;
playerText: (player: Player, text: string) => void;
playerShotMissed: (
player: Player,
weapon: number,
x: number,
y: number,
z: number
) => void;
playerShotPlayer: (
player: Player,
target: Player,
weapon: number,
x: number,
y: number,
z: number
) => void;
playerShotVehicle: (
player: Player,
target: Player,
weapon: number,
x: number,
y: number,
z: number
) => void;
playerShotObject: (
player: Player,
target: Player,
weapon: number,
x: number,
y: number,
z: number
) => void;
playerShotPlayerObject: (
player: Player,
target: Player,
weapon: number,
x: number,
y: number,
z: number
) => void;
playerDeath: (
player: Player,
killer: Player | undefined,
reason: number
) => void;
playerTakeDamage: (
player: Player,
from: Player | undefined,
amount: number,
weapon: number,
bodypart: number
) => void;
playerGiveDamage: (
player: Player,
to: Player,
amount: number,
weapon: number,
bodypart: number
) => void;
playerInteriorChange: (
player: Player,
newInterior: number,
oldInterior: number
) => void;
playerStateChange: (
player: Player,
newState: number,
oldState: number
) => void;
playerClickMap: (player: Player, x: number, y: number, z: number) => void;
playerClickPlayer: (player: Player, clicked: Player, source: number) => void;
clientCheckResponse: (
player: Player,
actionType: number,
address: number,
result: number
) => void;
playerUpdate: (player: Player) => void;
vehicleStreamIn: (vehicle: Vehicle, player: Player) => void;
vehicleStreamOut: (vehicle: Vehicle, player: Player) => void;
vehicleDeath: (vehicle: Vehicle, player: Player) => void;
playerEnterVehicle: (
player: Player,
vehicle: Vehicle,
passenger: boolean
) => void;
playerExitVehicle: (player: Player, vehicle: Vehicle) => void;
vehicleDamageStatusUpdate: (vehicle: Vehicle, player: Player) => void;
vehiclePaintJob: (player: Player, vehicle: Vehicle, paintJob: number) => void;
vehicleMod: (player: Player, vehicle: Vehicle, component: number) => void;
vehicleRespray: (
player: Player,
vehicle: Vehicle,
color1: number,
color2: number
) => void;
enterExitModShop: (
player: Player,
enterexit: number,
interiorId: number
) => void;
vehicleSpawn: (vehicle: Vehicle) => void;
unoccupiedVehicleUpdate: (
vehicle: Vehicle,
player: Player,
seat: number,
posX: number,
posY: number,
posZ: number,
velocityX: number,
velocityY: number,
velocityZ: number
) => void;
trailerUpdate: (player: Player, trailer: Vehicle) => void;
vehicleSirenStateChange: (
player: Player,
vehicle: Vehicle,
sirenState: number
) => void;
}