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docs/modules/Entity.md

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@@ -21,7 +21,7 @@ Class representing a GTA V entity.
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### `Create`
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**Parameters:**
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- `modelHash` number
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- `modelHash` Hash
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- `entityType` eEntityTypes
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- `pos?` vec3
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- `heading?` number
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### `GetHandle`
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**Returns:**
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- `number`
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- `Handle`
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### `GetModelHash`
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**Returns:**
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- `number`
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- `Hash`
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### `GetPointer`
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docs/modules/Game.md

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**Returns:**
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- `string` , string
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### `GetDeltaTime`
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**Returns:**
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- `integer`
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### `GetKeyPressed`
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**Returns:**

docs/modules/Memory.md

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**Returns:**
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- `vec2`
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### `GlobalIndexFromAddress`
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Theory: Get a pattern for a script global -> scan it -> get the address and pass it to this function -> get the index.
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We can even directly wrap the return in a `ScriptGlobal` instance, essentially no longer needing to update script globals after game updates.
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Useful if I figure out a way to make strong patterns for script globals
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**Parameters:**
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- `addr` integer
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**Returns:**
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- `integer` -- Script global index. Example: 262145
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### `GetVehicleInfo`
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**Parameters:**

docs/modules/Ped.md

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### `GetVehicleWeapon`
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**Returns:**
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- `number` -- weapon hash or 0.
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- `Hash` -- weapon hash or 0.
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### `GetRelationshipGroupHash`
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### `WarpIntoVehicle`
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**Parameters:**
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- `vehicle_handle` number
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- `vehicle_handle` Handle
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- `seatIndex?` number
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docs/modules/Self.md

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override
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**Returns:**
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- `number`
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- `Handle`
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### `GetPlayerID`
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**Returns:**
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- `number`
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### `GetModelHash`
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**Returns:**
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- `Hash`
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### `GetEntityInCrosshairs`
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Returns the entity localPlayer is aiming at.
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**Returns:**
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- `integer` | nil
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- `Handle` | nil
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### `GetDeltaTime`
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### `IsUsingAirctaftMG`
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**Returns:**
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- `integer`
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- `boolean` , Hash
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### `Teleport`
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Returns whether the player is currently using any mobile or computer app.
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**Returns:**
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- `boolean`
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### `IsInCarModShop`
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Returns whether the player is inside a modshop.
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**Returns:**
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- `boolean`
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### `IsPedMyEnemy`
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**Parameters:**
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- `pedHandle` integer
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- `pedHandle` Handle
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**Returns:**
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- `boolean`
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### `RemoveAttachments`
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docs/modules/Vehicle.md

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### `GetOccupants`
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**Returns:**
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- `table`
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- `array` <Handle>
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### `IsSeatFree`
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docs/services/PatternScanner.md

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**Parameters:**
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- `name` string -- Unique name for the pointer
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- `pattern` string -- AOB pattern string to scan for (IDA-style)
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- `func` fun(ptr: pointer): T -- Resolver called with the found pointer. If you don't need to run anything, simply provide a function that returns its own parameter (ptr). You can either write one or pass `DummyFunc`.
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- `func` fun(ptr: pointer) -- Resolver called with the found pointer.
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**Returns:**
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- `T` -- The result of the resolved pointer
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### `Get`
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Retries failed pointer scans (if any) asynchronously in a fiber.
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Manuallmy called.
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Manually called.
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### `IsDone`
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**Returns:**
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- `boolean`
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### `ListPointers`
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**Returns:**
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- `dict` <Pointer>, array<Pointer>
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docs/services/Pointer.md

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**Parameters:**
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- `name` string
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- `pattern` string
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- `func` fun(ptr: pointer): T -- Resolver called with the found pointer
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- `func` fun(ptr: pointer)
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**Returns:**

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