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docs/modules/Cast.md

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# Cast
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## Methods
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### `__call`
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### `new`
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Constructor
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**Parameters:**
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- `n` integer
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**Returns:**
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- `Cast`
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### `AsUint8_t`
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**Returns:**
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- `uint8_t`
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### `AsInt8_t`
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**Returns:**
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- `int8_t`
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### `AsUint16_t`
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**Returns:**
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- `uint16_t`
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### `AsInt16_t`
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**Returns:**
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- `int16_t`
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### `AsUint32_t`
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**Returns:**
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- `uint32_t`
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### `AsInt32_t`
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**Returns:**
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- `int32_t`
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### `AsJoaat_t`
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**Returns:**
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- `joaat_t`
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### `AsUint64_t`
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**[NOTE]** Lua numbers are IEEE-754 doubles so this **will lose precision above 2^53**.
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V1 does not have `bigint` or an `FFI` lib so we're stuck with this.
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**Returns:**
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- `uint64_t`
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### `AsInt64_t`
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**Returns:**
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- `int64_t`
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docs/modules/Color.md

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Color instances can be created using color names defined in `Color.string_colors`,
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self-regsitered color names (using the `RegisterNamedColor` method),
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hex strings, ABGR uint_32, RGBA floats (0 - 1), and RGBA numbers (0 - 255).
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hex strings, ABGR uint32, RGBA (0 - 255), and normalized RGBA (0 - 1).
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## Methods
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### `AsRGBA`
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Returns a color in **RGBA** format.
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Returns a color in **RGBA** format (0 - 255).
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**Returns:**
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- `number` , number, number, number
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### `AsFloat`
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Returns a color in float format.
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Returns a color in **normalized RGBA** format (0 - 1).
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**Returns:**
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- `float` , float, float, float
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### `AsU32`
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Returns a uint_32 color in **ABGR** format.
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Returns a uint32 color in **ABGR** format.
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**Returns:**
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- `number`
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- `uint32_t`
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docs/modules/Entity.md

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**Returns:**
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- `Entity` |nil
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### `Resolve`
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Resolves this entity to its corresponding internal game class (`CEntity`, `CPed`, or `CVehicle`).
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If already resolved, returns the cached instance.
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> **[Note]**: Inheritance chains are simplified. There is no `fwEntity`, `fwArchetype`, `CPhysical`, etc...
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> Instead, the base class is `CEntity` and the others inherit from it.
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Usage Example:
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```Lua
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print(Self:Resolve().m_max_health:get_float()) -- -> 200.0 (Single Player Michael)
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local veh = Self:GetVehicle()
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if veh then
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local cvehicle = veh:Resolve()
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print(cvehicle.m_max_health:get_float()) -- -> 1000.0
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print(cvehicle.m_handling_flags:get_dword()) -- -> integer<uint32_t> (depends on the vehicle)
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end
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```
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**Returns:**
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- `T`
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### `Create`
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**Parameters:**
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- `modelHash` Hash
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- `entityType` eEntityTypes
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- `modelHash` hash
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- `entityType` eEntityType
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- `pos?` vec3
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- `heading?` number
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- `isNetwork?` boolean
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### `GetHandle`
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**Returns:**
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- `Handle`
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- `handle`
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### `GetModelHash`
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**Returns:**
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- `Hash`
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- `joaat_t`
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### `GetPointer`
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docs/modules/Game.md

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**Parameters:**
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- `entity` integer
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- `entity_type?` eEntityTypes
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- `entity_type?` eEntityType
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### `GetEntityModel`
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**Parameters:**
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- `entity` integer
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- `entity` handle
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**Returns:**
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### `GetEntityType`
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**Parameters:**
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- `entity` integer
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- `entity` handle
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**Returns:**
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- `integer`
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- `eEntityType`
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### `GetEntityTypeString`
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**Parameters:**
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- `entity` integer
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- `entity` handle
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**Returns:**
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### `GetModelDimensions`
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**Parameters:**
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- `model` integer
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- `model` joaat_t
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**Returns:**
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is sitting in (-1 driver, 0 front passenger, etc...).
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**Parameters:**
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- `ped` integer
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- `ped` handle
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**Returns:**
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### `LoadGroundAtCoord`
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Loads ground at the given coordinates. **Must be called in a coroutine**.
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**Parameters:**
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- `coords` vec3
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docs/modules/Memory.md

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### `GetGameState`
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**Returns:**
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- `number` |nil
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- `byte`
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### `GetGameTime`
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**Returns:**
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- `number`
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- `uint32_t`
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### `GetScreenResolution`
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### `GetPedInfo`
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**Parameters:**
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- `ped` handle A Ped ID, not a Player ID.
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Checks if a vehicle's handling flag is set.
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- `vehicle` handle
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### `GetVehicleModelInfoFlag`
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**Parameters:**
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- `vehicle` handle
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Returns the model type of an entity (ped, object, vehicle, MLO, time, etc...)
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**Parameters:**
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docs/modules/Ped.md

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## Methods
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### `ReadMemoryLayout`
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**Returns:**
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- `CPed` |nil
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### `IsValid`
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### `GetVehicleWeapon`
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- `hash` -- weapon hash or 0.
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### `GetRelationshipGroupHash`
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### `WarpIntoVehicle`
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- `vehicle_handle` handle
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docs/modules/Player.md

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## Methods
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### `new`
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Constructor
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**Parameters:**
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- `player_id` integer
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**Returns:**
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- `Player`
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### `GetGameState`
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**Returns:**
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- `eGameState`
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### `IsPlaying`
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Returns whether the player is currently playing.
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