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//! `INPC` — generated by `cargo xtask gen-omp` from `Server/Components/NPCs/npcs.hpp`.
//! Implemented by `NPC` in the server's `NPCs`.
//!
//! Do not edit: change `xtask/omp-wrappers.toml` or the generator and
//! regenerate. Slots are clang's layout of the header for each ABI, checked
//! against the official binaries by `cargo xtask check-abi --generated`.
#![allow(unused_imports)]
use crate::omp::containers::{FlatSet, HybridString, Pair, Span};
use crate::omp::types::{
Colour, GTAQuat, Hours, Microseconds, Milliseconds, Minutes, Seconds, StringView, TimePoint,
UID, Vector2, Vector3, Vector4, WorldTimePoint,
};
use crate::omp::vtable::{call_vtable_small_struct, opaque, slots, virtual_fns};
use crate::omp::*;
opaque! {
/// Opaque handle for `INPC*`.
pub INPC;
}
slots! {
/// `IPlayer * INPC::getPlayer()`
SLOT_GET_PLAYER: usize = 6, 5;
/// `Vector3 INPC::getPosition()`
SLOT_GET_POSITION: usize = 7, 6;
/// `void INPC::setPosition(const Vector3 &, bool)`
SLOT_SET_POSITION: usize = 8, 7;
/// `GTAQuat INPC::getRotation()`
SLOT_GET_ROTATION: usize = 9, 8;
/// `void INPC::setRotation(const GTAQuat &, bool)`
SLOT_SET_ROTATION: usize = 10, 9;
/// `int INPC::getVirtualWorld()`
SLOT_GET_VIRTUAL_WORLD: usize = 11, 10;
/// `void INPC::setVirtualWorld(int)`
SLOT_SET_VIRTUAL_WORLD: usize = 12, 11;
/// `void INPC::spawn()`
SLOT_SPAWN: usize = 13, 12;
/// `void INPC::respawn()`
SLOT_RESPAWN: usize = 14, 13;
/// `bool INPC::move(Vector3, NPCMoveType, float, float)`
SLOT_MOVE: usize = 15, 14;
/// `bool INPC::moveToPlayer(IPlayer &, NPCMoveType, float, float, Milliseconds, bool)`
SLOT_MOVE_TO_PLAYER: usize = 16, 15;
/// `void INPC::stopMove()`
SLOT_STOP_MOVE: usize = 17, 16;
/// `bool INPC::isMoving()`
SLOT_IS_MOVING: usize = 18, 17;
/// `void INPC::setSkin(int)`
SLOT_SET_SKIN: usize = 19, 18;
/// `bool INPC::isStreamedInForPlayer(const IPlayer &)`
SLOT_IS_STREAMED_IN_FOR_PLAYER: usize = 20, 19;
/// `const FlatPtrHashSet<IPlayer> & INPC::streamedForPlayers()`
SLOT_STREAMED_FOR_PLAYERS: usize = 21, 20;
/// `void INPC::setInterior(unsigned int)`
SLOT_SET_INTERIOR: usize = 22, 21;
/// `unsigned int INPC::getInterior()`
SLOT_GET_INTERIOR: usize = 23, 22;
/// `Vector3 INPC::getVelocity()`
SLOT_GET_VELOCITY: usize = 24, 23;
/// `void INPC::setVelocity(Vector3, bool)`
SLOT_SET_VELOCITY: usize = 25, 24;
/// `void INPC::setHealth(float)`
SLOT_SET_HEALTH: usize = 26, 25;
/// `float INPC::getHealth()`
SLOT_GET_HEALTH: usize = 27, 26;
/// `void INPC::setArmour(float)`
SLOT_SET_ARMOUR: usize = 28, 27;
/// `float INPC::getArmour()`
SLOT_GET_ARMOUR: usize = 29, 28;
/// `bool INPC::isDead()`
SLOT_IS_DEAD: usize = 30, 29;
/// `void INPC::setWeapon(uint8_t)`
SLOT_SET_WEAPON: usize = 31, 30;
/// `uint8_t INPC::getWeapon()`
SLOT_GET_WEAPON: usize = 32, 31;
/// `void INPC::setAmmo(int)`
SLOT_SET_AMMO: usize = 33, 32;
/// `int INPC::getAmmo()`
SLOT_GET_AMMO: usize = 34, 33;
/// `void INPC::setWeaponSkillLevel(PlayerWeaponSkill, int)`
SLOT_SET_WEAPON_SKILL_LEVEL: usize = 35, 34;
/// `int INPC::getWeaponSkillLevel(PlayerWeaponSkill)`
SLOT_GET_WEAPON_SKILL_LEVEL: usize = 36, 35;
/// `void INPC::setKeys(uint16_t, uint16_t, uint16_t)`
SLOT_SET_KEYS: usize = 37, 36;
/// `void INPC::getKeys(uint16_t &, uint16_t &, uint16_t &)`
SLOT_GET_KEYS: usize = 38, 37;
/// `void INPC::meleeAttack(int, bool)`
SLOT_MELEE_ATTACK: usize = 39, 38;
/// `void INPC::stopMeleeAttack()`
SLOT_STOP_MELEE_ATTACK: usize = 40, 39;
/// `bool INPC::isMeleeAttacking()`
SLOT_IS_MELEE_ATTACKING: usize = 41, 40;
/// `void INPC::setFightingStyle(PlayerFightingStyle)`
SLOT_SET_FIGHTING_STYLE: usize = 42, 41;
/// `PlayerFightingStyle INPC::getFightingStyle()`
SLOT_GET_FIGHTING_STYLE: usize = 43, 42;
/// `void INPC::enableReloading(bool)`
SLOT_ENABLE_RELOADING: usize = 44, 43;
/// `bool INPC::isReloadEnabled()`
SLOT_IS_RELOAD_ENABLED: usize = 45, 44;
/// `bool INPC::isReloading()`
SLOT_IS_RELOADING: usize = 46, 45;
/// `void INPC::enableInfiniteAmmo(bool)`
SLOT_ENABLE_INFINITE_AMMO: usize = 47, 46;
/// `bool INPC::isInfiniteAmmoEnabled()`
SLOT_IS_INFINITE_AMMO_ENABLED: usize = 48, 47;
/// `PlayerWeaponState INPC::getWeaponState()`
SLOT_GET_WEAPON_STATE: usize = 49, 48;
/// `void INPC::setAmmoInClip(int)`
SLOT_SET_AMMO_IN_CLIP: usize = 50, 49;
/// `int INPC::getAmmoInClip()`
SLOT_GET_AMMO_IN_CLIP: usize = 51, 50;
/// `void INPC::shoot(int, PlayerBulletHitType, uint8_t, const Vector3 &, const Vector3 &, bool, EntityCheckType)`
SLOT_SHOOT: usize = 52, 51;
/// `bool INPC::isShooting()`
SLOT_IS_SHOOTING: usize = 53, 52;
/// `void INPC::aimAt(const Vector3 &, bool, int, bool, const Vector3 &, EntityCheckType)`
SLOT_AIM_AT: usize = 54, 53;
/// `void INPC::aimAtPlayer(IPlayer &, bool, int, bool, const Vector3 &, const Vector3 &, EntityCheckType)`
SLOT_AIM_AT_PLAYER: usize = 55, 54;
/// `void INPC::stopAim()`
SLOT_STOP_AIM: usize = 56, 55;
/// `bool INPC::isAiming()`
SLOT_IS_AIMING: usize = 57, 56;
/// `bool INPC::isAimingAtPlayer(IPlayer &)`
SLOT_IS_AIMING_AT_PLAYER: usize = 58, 57;
/// `void INPC::setWeaponAccuracy(uint8_t, float)`
SLOT_SET_WEAPON_ACCURACY: usize = 59, 58;
/// `float INPC::getWeaponAccuracy(uint8_t)`
SLOT_GET_WEAPON_ACCURACY: usize = 60, 59;
/// `void INPC::setWeaponReloadTime(uint8_t, int)`
SLOT_SET_WEAPON_RELOAD_TIME: usize = 61, 60;
/// `int INPC::getWeaponReloadTime(uint8_t)`
SLOT_GET_WEAPON_RELOAD_TIME: usize = 62, 61;
/// `int INPC::getWeaponActualReloadTime(uint8_t)`
SLOT_GET_WEAPON_ACTUAL_RELOAD_TIME: usize = 63, 62;
/// `void INPC::setWeaponShootTime(uint8_t, int)`
SLOT_SET_WEAPON_SHOOT_TIME: usize = 64, 63;
/// `int INPC::getWeaponShootTime(uint8_t)`
SLOT_GET_WEAPON_SHOOT_TIME: usize = 65, 64;
/// `void INPC::setWeaponClipSize(uint8_t, int)`
SLOT_SET_WEAPON_CLIP_SIZE: usize = 66, 65;
/// `int INPC::getWeaponClipSize(uint8_t)`
SLOT_GET_WEAPON_CLIP_SIZE: usize = 67, 66;
/// `int INPC::getWeaponActualClipSize(uint8_t)`
SLOT_GET_WEAPON_ACTUAL_CLIP_SIZE: usize = 68, 67;
/// `void INPC::enterVehicle(IVehicle &, uint8_t, NPCMoveType)`
SLOT_ENTER_VEHICLE: usize = 69, 68;
/// `void INPC::exitVehicle()`
SLOT_EXIT_VEHICLE: usize = 70, 69;
/// `bool INPC::putInVehicle(IVehicle &, uint8_t)`
SLOT_PUT_IN_VEHICLE: usize = 71, 70;
/// `bool INPC::removeFromVehicle()`
SLOT_REMOVE_FROM_VEHICLE: usize = 72, 71;
/// `bool INPC::moveByPath(int, NPCMoveType, float, bool)`
SLOT_MOVE_BY_PATH: usize = 73, 72;
/// `void INPC::pausePath()`
SLOT_PAUSE_PATH: usize = 74, 73;
/// `void INPC::resumePath()`
SLOT_RESUME_PATH: usize = 75, 74;
/// `void INPC::stopPath()`
SLOT_STOP_PATH: usize = 76, 75;
/// `bool INPC::isMovingByPath()`
SLOT_IS_MOVING_BY_PATH: usize = 77, 76;
/// `bool INPC::isPathPaused()`
SLOT_IS_PATH_PAUSED: usize = 78, 77;
/// `int INPC::getCurrentPathId()`
SLOT_GET_CURRENT_PATH_ID: usize = 79, 78;
/// `int INPC::getCurrentPathPointIndex()`
SLOT_GET_CURRENT_PATH_POINT_INDEX: usize = 80, 79;
/// `IVehicle * INPC::getVehicle()`
SLOT_GET_VEHICLE: usize = 81, 80;
/// `int INPC::getVehicleSeat()`
SLOT_GET_VEHICLE_SEAT: usize = 82, 81;
/// `IVehicle * INPC::getEnteringVehicle()`
SLOT_GET_ENTERING_VEHICLE: usize = 83, 82;
/// `int INPC::getEnteringVehicleSeat()`
SLOT_GET_ENTERING_VEHICLE_SEAT: usize = 84, 83;
/// `void INPC::useVehicleSiren(bool)`
SLOT_USE_VEHICLE_SIREN: usize = 85, 84;
/// `bool INPC::isVehicleSirenUsed()`
SLOT_IS_VEHICLE_SIREN_USED: usize = 86, 85;
/// `void INPC::setVehicleHealth(float)`
SLOT_SET_VEHICLE_HEALTH: usize = 87, 86;
/// `float INPC::getVehicleHealth()`
SLOT_GET_VEHICLE_HEALTH: usize = 88, 87;
/// `void INPC::setVehicleHydraThrusters(int)`
SLOT_SET_VEHICLE_HYDRA_THRUSTERS: usize = 89, 88;
/// `int INPC::getVehicleHydraThrusters()`
SLOT_GET_VEHICLE_HYDRA_THRUSTERS: usize = 90, 89;
/// `void INPC::setVehicleGearState(int)`
SLOT_SET_VEHICLE_GEAR_STATE: usize = 91, 90;
/// `int INPC::getVehicleGearState()`
SLOT_GET_VEHICLE_GEAR_STATE: usize = 92, 91;
/// `void INPC::setVehicleTrainSpeed(float)`
SLOT_SET_VEHICLE_TRAIN_SPEED: usize = 93, 92;
/// `float INPC::getVehicleTrainSpeed()`
SLOT_GET_VEHICLE_TRAIN_SPEED: usize = 94, 93;
/// `void INPC::resetAnimation()`
SLOT_RESET_ANIMATION: usize = 95, 94;
/// `void INPC::setAnimation(int, float, bool, bool, bool, bool, int)`
SLOT_SET_ANIMATION: usize = 96, 95;
/// `void INPC::getAnimation(int &, float &, bool &, bool &, bool &, bool &, int &)`
SLOT_GET_ANIMATION: usize = 97, 96;
/// `void INPC::applyAnimation(const AnimationData &)`
SLOT_APPLY_ANIMATION: usize = 98, 97;
/// `void INPC::clearAnimations()`
SLOT_CLEAR_ANIMATIONS: usize = 99, 98;
/// `void INPC::setSpecialAction(PlayerSpecialAction)`
SLOT_SET_SPECIAL_ACTION: usize = 100, 99;
/// `PlayerSpecialAction INPC::getSpecialAction()`
SLOT_GET_SPECIAL_ACTION: usize = 101, 100;
/// `bool INPC::startPlayback(StringView, bool, const Vector3 &, const GTAQuat &)`
SLOT_START_PLAYBACK: usize = 102, 102;
/// `bool INPC::startPlayback(int, bool, const Vector3 &, const GTAQuat &)`
SLOT_START_PLAYBACK_ID: usize = 103, 101;
/// `void INPC::stopPlayback()`
SLOT_STOP_PLAYBACK: usize = 104, 103;
/// `void INPC::pausePlayback(bool)`
SLOT_PAUSE_PLAYBACK: usize = 105, 104;
/// `bool INPC::isPlayingPlayback()`
SLOT_IS_PLAYING_PLAYBACK: usize = 106, 105;
/// `bool INPC::isPlaybackPaused()`
SLOT_IS_PLAYBACK_PAUSED: usize = 107, 106;
/// `bool INPC::playNode(int, NPCMoveType, float, float, bool)`
SLOT_PLAY_NODE: usize = 108, 107;
/// `void INPC::stopPlayingNode()`
SLOT_STOP_PLAYING_NODE: usize = 109, 108;
/// `void INPC::pausePlayingNode()`
SLOT_PAUSE_PLAYING_NODE: usize = 110, 109;
/// `void INPC::resumePlayingNode()`
SLOT_RESUME_PLAYING_NODE: usize = 111, 110;
/// `bool INPC::isPlayingNodePaused()`
SLOT_IS_PLAYING_NODE_PAUSED: usize = 112, 111;
/// `bool INPC::isPlayingNode()`
SLOT_IS_PLAYING_NODE: usize = 113, 112;
/// `uint16_t INPC::changeNode(int, uint16_t)`
SLOT_CHANGE_NODE: usize = 114, 113;
/// `bool INPC::updateNodePoint(uint16_t)`
SLOT_UPDATE_NODE_POINT: usize = 115, 114;
/// `void INPC::setInvulnerable(bool)`
SLOT_SET_INVULNERABLE: usize = 116, 115;
/// `bool INPC::isInvulnerable()`
SLOT_IS_INVULNERABLE: usize = 117, 116;
/// `void INPC::setSurfingData(const PlayerSurfingData &)`
SLOT_SET_SURFING_DATA: usize = 118, 117;
/// `PlayerSurfingData INPC::getSurfingData()`
SLOT_GET_SURFING_DATA: usize = 119, 118;
/// `void INPC::resetSurfingData()`
SLOT_RESET_SURFING_DATA: usize = 120, 119;
/// `bool INPC::isMovingToPlayer(IPlayer &)`
SLOT_IS_MOVING_TO_PLAYER: usize = 121, 120;
/// `void INPC::kill(IPlayer *, uint8_t)`
SLOT_KILL: usize = 122, 121;
/// `IPlayer * INPC::getPlayerAimingAt()`
SLOT_GET_PLAYER_AIMING_AT: usize = 123, 122;
/// `IPlayer * INPC::getPlayerMovingTo()`
SLOT_GET_PLAYER_MOVING_TO: usize = 124, 123;
/// `void INPC::setWeaponState(PlayerWeaponState)`
SLOT_SET_WEAPON_STATE: usize = 125, 124;
/// `Vector3 INPC::getPositionMovingTo()`
SLOT_GET_POSITION_MOVING_TO: usize = 126, 125;
}
virtual_fns! {
/// `IPlayer * INPC::getPlayer()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_player(npc: INPC) -> *mut IPlayer = [0, SLOT_GET_PLAYER] or std::ptr::null_mut();
/// `Vector3 INPC::getPosition()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_position(npc: INPC) -> Vector3 = [0, SLOT_GET_POSITION] or Vector3::ZERO;
/// `void INPC::setPosition(const Vector3 &, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_position(
npc: INPC,
position: &Vector3,
immediate_update: bool,
) = [0, SLOT_SET_POSITION];
/// `GTAQuat INPC::getRotation()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_rotation(npc: INPC) -> GTAQuat = [0, SLOT_GET_ROTATION] or GTAQuat::default();
/// `void INPC::setRotation(const GTAQuat &, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_rotation(
npc: INPC,
rotation: >AQuat,
immediate_update: bool,
) = [0, SLOT_SET_ROTATION];
/// `int INPC::getVirtualWorld()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_virtual_world(npc: INPC) -> i32 = [0, SLOT_GET_VIRTUAL_WORLD] or 0;
/// `void INPC::setVirtualWorld(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_virtual_world(npc: INPC, vw: i32) = [0, SLOT_SET_VIRTUAL_WORLD];
/// `void INPC::spawn()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_spawn(npc: INPC) = [0, SLOT_SPAWN];
/// `void INPC::respawn()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_respawn(npc: INPC) = [0, SLOT_RESPAWN];
/// `bool INPC::move(Vector3, NPCMoveType, float, float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_move(
npc: INPC,
position: Vector3,
move_type: i32,
move_speed: f32,
stop_range: f32,
) -> bool = [0, SLOT_MOVE] or false;
/// `bool INPC::moveToPlayer(IPlayer &, NPCMoveType, float, float, Milliseconds, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_move_to_player(
npc: INPC,
target_player: *mut IPlayer,
move_type: i32,
move_speed: f32,
stop_range: f32,
pos_check_update_delay: Milliseconds,
auto_restart: bool,
) -> bool = [0, SLOT_MOVE_TO_PLAYER] or false;
/// `void INPC::stopMove()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_move(npc: INPC) = [0, SLOT_STOP_MOVE];
/// `bool INPC::isMoving()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_moving(npc: INPC) -> bool = [0, SLOT_IS_MOVING] or false;
/// `void INPC::setSkin(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_skin(npc: INPC, model: i32) = [0, SLOT_SET_SKIN];
/// `bool INPC::isStreamedInForPlayer(const IPlayer &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_streamed_in_for_player(
npc: INPC,
other: *mut IPlayer,
) -> bool = [0, SLOT_IS_STREAMED_IN_FOR_PLAYER] or false;
/// `const FlatPtrHashSet<IPlayer> & INPC::streamedForPlayers()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_streamed_for_players(
npc: INPC,
) -> *const FlatSet<IPlayer> = [0, SLOT_STREAMED_FOR_PLAYERS] or std::ptr::null();
/// `void INPC::setInterior(unsigned int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_interior(npc: INPC, interior: u32) = [0, SLOT_SET_INTERIOR];
/// `unsigned int INPC::getInterior()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_interior(npc: INPC) -> u32 = [0, SLOT_GET_INTERIOR] or 0;
/// `Vector3 INPC::getVelocity()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_velocity(npc: INPC) -> Vector3 = [0, SLOT_GET_VELOCITY] or Vector3::ZERO;
/// `void INPC::setVelocity(Vector3, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_velocity(npc: INPC, position: Vector3, update: bool) = [0, SLOT_SET_VELOCITY];
/// `void INPC::setHealth(float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_health(npc: INPC, health: f32) = [0, SLOT_SET_HEALTH];
/// `float INPC::getHealth()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_health(npc: INPC) -> f32 = [0, SLOT_GET_HEALTH] or 0.0;
/// `void INPC::setArmour(float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_armour(npc: INPC, armour: f32) = [0, SLOT_SET_ARMOUR];
/// `float INPC::getArmour()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_armour(npc: INPC) -> f32 = [0, SLOT_GET_ARMOUR] or 0.0;
/// `bool INPC::isDead()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_dead(npc: INPC) -> bool = [0, SLOT_IS_DEAD] or false;
/// `void INPC::setWeapon(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon(npc: INPC, weapon: u8) = [0, SLOT_SET_WEAPON];
/// `uint8_t INPC::getWeapon()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon(npc: INPC) -> u8 = [0, SLOT_GET_WEAPON] or 0;
/// `void INPC::setAmmo(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_ammo(npc: INPC, ammo: i32) = [0, SLOT_SET_AMMO];
/// `int INPC::getAmmo()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_ammo(npc: INPC) -> i32 = [0, SLOT_GET_AMMO] or 0;
/// `void INPC::setWeaponSkillLevel(PlayerWeaponSkill, int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_skill_level(
npc: INPC,
weapon_skill: i32,
level: i32,
) = [0, SLOT_SET_WEAPON_SKILL_LEVEL];
/// `int INPC::getWeaponSkillLevel(PlayerWeaponSkill)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_skill_level(
npc: INPC,
weapon_skill: i32,
) -> i32 = [0, SLOT_GET_WEAPON_SKILL_LEVEL] or 0;
/// `void INPC::setKeys(uint16_t, uint16_t, uint16_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_keys(
npc: INPC,
up_and_down: u16,
left_and_right: u16,
keys: u16,
) = [0, SLOT_SET_KEYS];
/// `void INPC::getKeys(uint16_t &, uint16_t &, uint16_t &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_keys(
npc: INPC,
up_and_down: &mut u16,
left_and_right: &mut u16,
keys: &mut u16,
) = [0, SLOT_GET_KEYS];
/// `void INPC::meleeAttack(int, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_melee_attack(
npc: INPC,
time: i32,
secondary_melee_attack: bool,
) = [0, SLOT_MELEE_ATTACK];
/// `void INPC::stopMeleeAttack()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_melee_attack(npc: INPC) = [0, SLOT_STOP_MELEE_ATTACK];
/// `bool INPC::isMeleeAttacking()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_melee_attacking(npc: INPC) -> bool = [0, SLOT_IS_MELEE_ATTACKING] or false;
/// `void INPC::setFightingStyle(PlayerFightingStyle)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_fighting_style(npc: INPC, style: i32) = [0, SLOT_SET_FIGHTING_STYLE];
/// `PlayerFightingStyle INPC::getFightingStyle()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_fighting_style(npc: INPC) -> i32 = [0, SLOT_GET_FIGHTING_STYLE] or 0;
/// `void INPC::enableReloading(bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_enable_reloading(npc: INPC, toggle: bool) = [0, SLOT_ENABLE_RELOADING];
/// `bool INPC::isReloadEnabled()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_reload_enabled(npc: INPC) -> bool = [0, SLOT_IS_RELOAD_ENABLED] or false;
/// `bool INPC::isReloading()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_reloading(npc: INPC) -> bool = [0, SLOT_IS_RELOADING] or false;
/// `void INPC::enableInfiniteAmmo(bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_enable_infinite_ammo(npc: INPC, enable: bool) = [0, SLOT_ENABLE_INFINITE_AMMO];
/// `bool INPC::isInfiniteAmmoEnabled()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_infinite_ammo_enabled(
npc: INPC,
) -> bool = [0, SLOT_IS_INFINITE_AMMO_ENABLED] or false;
/// `PlayerWeaponState INPC::getWeaponState()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_state(npc: INPC) -> i8 = [0, SLOT_GET_WEAPON_STATE] or 0;
/// `void INPC::setAmmoInClip(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_ammo_in_clip(npc: INPC, ammo: i32) = [0, SLOT_SET_AMMO_IN_CLIP];
/// `int INPC::getAmmoInClip()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_ammo_in_clip(npc: INPC) -> i32 = [0, SLOT_GET_AMMO_IN_CLIP] or 0;
/// `void INPC::shoot(int, PlayerBulletHitType, uint8_t, const Vector3 &, const Vector3 &, bool, EntityCheckType)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_shoot(
npc: INPC,
hit_id: i32,
hit_type: u8,
weapon: u8,
end_point: &Vector3,
offset: &Vector3,
is_hit: bool,
between_check_flags: u8,
) = [0, SLOT_SHOOT];
/// `bool INPC::isShooting()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_shooting(npc: INPC) -> bool = [0, SLOT_IS_SHOOTING] or false;
/// `void INPC::aimAt(const Vector3 &, bool, int, bool, const Vector3 &, EntityCheckType)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_aim_at(
npc: INPC,
point: &Vector3,
shoot: bool,
shoot_delay: i32,
set_angle: bool,
offset_from: &Vector3,
between_check_flags: u8,
) = [0, SLOT_AIM_AT];
/// `void INPC::aimAtPlayer(IPlayer &, bool, int, bool, const Vector3 &, const Vector3 &, EntityCheckType)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_aim_at_player(
npc: INPC,
at_player: *mut IPlayer,
shoot: bool,
shoot_delay: i32,
set_angle: bool,
offset: &Vector3,
offset_from: &Vector3,
between_check_flags: u8,
) = [0, SLOT_AIM_AT_PLAYER];
/// `void INPC::stopAim()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_aim(npc: INPC) = [0, SLOT_STOP_AIM];
/// `bool INPC::isAiming()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_aiming(npc: INPC) -> bool = [0, SLOT_IS_AIMING] or false;
/// `bool INPC::isAimingAtPlayer(IPlayer &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_aiming_at_player(
npc: INPC,
player: *mut IPlayer,
) -> bool = [0, SLOT_IS_AIMING_AT_PLAYER] or false;
/// `void INPC::setWeaponAccuracy(uint8_t, float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_accuracy(
npc: INPC,
weapon: u8,
accuracy: f32,
) = [0, SLOT_SET_WEAPON_ACCURACY];
/// `float INPC::getWeaponAccuracy(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_accuracy(npc: INPC, weapon: u8) -> f32 = [0, SLOT_GET_WEAPON_ACCURACY] or 0.0;
/// `void INPC::setWeaponReloadTime(uint8_t, int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_reload_time(
npc: INPC,
weapon: u8,
time: i32,
) = [0, SLOT_SET_WEAPON_RELOAD_TIME];
/// `int INPC::getWeaponReloadTime(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_reload_time(
npc: INPC,
weapon: u8,
) -> i32 = [0, SLOT_GET_WEAPON_RELOAD_TIME] or 0;
/// `int INPC::getWeaponActualReloadTime(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_actual_reload_time(
npc: INPC,
weapon: u8,
) -> i32 = [0, SLOT_GET_WEAPON_ACTUAL_RELOAD_TIME] or 0;
/// `void INPC::setWeaponShootTime(uint8_t, int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_shoot_time(
npc: INPC,
weapon: u8,
time: i32,
) = [0, SLOT_SET_WEAPON_SHOOT_TIME];
/// `int INPC::getWeaponShootTime(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_shoot_time(
npc: INPC,
weapon: u8,
) -> i32 = [0, SLOT_GET_WEAPON_SHOOT_TIME] or 0;
/// `void INPC::setWeaponClipSize(uint8_t, int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_clip_size(
npc: INPC,
weapon: u8,
size: i32,
) = [0, SLOT_SET_WEAPON_CLIP_SIZE];
/// `int INPC::getWeaponClipSize(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_clip_size(npc: INPC, weapon: u8) -> i32 = [0, SLOT_GET_WEAPON_CLIP_SIZE] or 0;
/// `int INPC::getWeaponActualClipSize(uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_weapon_actual_clip_size(
npc: INPC,
weapon: u8,
) -> i32 = [0, SLOT_GET_WEAPON_ACTUAL_CLIP_SIZE] or 0;
/// `void INPC::enterVehicle(IVehicle &, uint8_t, NPCMoveType)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_enter_vehicle(
npc: INPC,
vehicle: *mut IVehicle,
seat_id: u8,
move_type: i32,
) = [0, SLOT_ENTER_VEHICLE];
/// `void INPC::exitVehicle()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_exit_vehicle(npc: INPC) = [0, SLOT_EXIT_VEHICLE];
/// `bool INPC::putInVehicle(IVehicle &, uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_put_in_vehicle(
npc: INPC,
vehicle: *mut IVehicle,
seat: u8,
) -> bool = [0, SLOT_PUT_IN_VEHICLE] or false;
/// `bool INPC::removeFromVehicle()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_remove_from_vehicle(npc: INPC) -> bool = [0, SLOT_REMOVE_FROM_VEHICLE] or false;
/// `bool INPC::moveByPath(int, NPCMoveType, float, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_move_by_path(
npc: INPC,
path_id: i32,
move_type: i32,
move_speed: f32,
reverse: bool,
) -> bool = [0, SLOT_MOVE_BY_PATH] or false;
/// `void INPC::pausePath()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_pause_path(npc: INPC) = [0, SLOT_PAUSE_PATH];
/// `void INPC::resumePath()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_resume_path(npc: INPC) = [0, SLOT_RESUME_PATH];
/// `void INPC::stopPath()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_path(npc: INPC) = [0, SLOT_STOP_PATH];
/// `bool INPC::isMovingByPath()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_moving_by_path(npc: INPC) -> bool = [0, SLOT_IS_MOVING_BY_PATH] or false;
/// `bool INPC::isPathPaused()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_path_paused(npc: INPC) -> bool = [0, SLOT_IS_PATH_PAUSED] or false;
/// `int INPC::getCurrentPathId()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_current_path_id(npc: INPC) -> i32 = [0, SLOT_GET_CURRENT_PATH_ID] or 0;
/// `int INPC::getCurrentPathPointIndex()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_current_path_point_index(
npc: INPC,
) -> i32 = [0, SLOT_GET_CURRENT_PATH_POINT_INDEX] or 0;
/// `IVehicle * INPC::getVehicle()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle(npc: INPC) -> *mut IVehicle = [0, SLOT_GET_VEHICLE] or std::ptr::null_mut();
/// `int INPC::getVehicleSeat()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle_seat(npc: INPC) -> i32 = [0, SLOT_GET_VEHICLE_SEAT] or 0;
/// `IVehicle * INPC::getEnteringVehicle()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_entering_vehicle(
npc: INPC,
) -> *mut IVehicle = [0, SLOT_GET_ENTERING_VEHICLE] or std::ptr::null_mut();
/// `int INPC::getEnteringVehicleSeat()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_entering_vehicle_seat(npc: INPC) -> i32 = [0, SLOT_GET_ENTERING_VEHICLE_SEAT] or 0;
/// `void INPC::useVehicleSiren(bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_use_vehicle_siren(npc: INPC, use_value: bool) = [0, SLOT_USE_VEHICLE_SIREN];
/// `bool INPC::isVehicleSirenUsed()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_vehicle_siren_used(npc: INPC) -> bool = [0, SLOT_IS_VEHICLE_SIREN_USED] or false;
/// `void INPC::setVehicleHealth(float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_vehicle_health(npc: INPC, health: f32) = [0, SLOT_SET_VEHICLE_HEALTH];
/// `float INPC::getVehicleHealth()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle_health(npc: INPC) -> f32 = [0, SLOT_GET_VEHICLE_HEALTH] or 0.0;
/// `void INPC::setVehicleHydraThrusters(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_vehicle_hydra_thrusters(
npc: INPC,
direction: i32,
) = [0, SLOT_SET_VEHICLE_HYDRA_THRUSTERS];
/// `int INPC::getVehicleHydraThrusters()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle_hydra_thrusters(
npc: INPC,
) -> i32 = [0, SLOT_GET_VEHICLE_HYDRA_THRUSTERS] or 0;
/// `void INPC::setVehicleGearState(int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_vehicle_gear_state(npc: INPC, gear: i32) = [0, SLOT_SET_VEHICLE_GEAR_STATE];
/// `int INPC::getVehicleGearState()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle_gear_state(npc: INPC) -> i32 = [0, SLOT_GET_VEHICLE_GEAR_STATE] or 0;
/// `void INPC::setVehicleTrainSpeed(float)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_vehicle_train_speed(npc: INPC, speed: f32) = [0, SLOT_SET_VEHICLE_TRAIN_SPEED];
/// `float INPC::getVehicleTrainSpeed()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_vehicle_train_speed(npc: INPC) -> f32 = [0, SLOT_GET_VEHICLE_TRAIN_SPEED] or 0.0;
/// `void INPC::resetAnimation()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_reset_animation(npc: INPC) = [0, SLOT_RESET_ANIMATION];
/// `void INPC::setAnimation(int, float, bool, bool, bool, bool, int)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_animation(
npc: INPC,
animation_id: i32,
delta: f32,
loop_value: bool,
lock_x: bool,
lock_y: bool,
freeze: bool,
time: i32,
) = [0, SLOT_SET_ANIMATION];
/// `void INPC::getAnimation(int &, float &, bool &, bool &, bool &, bool &, int &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_animation(
npc: INPC,
animation_id: &mut i32,
delta: &mut f32,
loop_value: &mut bool,
lock_x: &mut bool,
lock_y: &mut bool,
freeze: &mut bool,
time: &mut i32,
) = [0, SLOT_GET_ANIMATION];
/// `void INPC::applyAnimation(const AnimationData &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_apply_animation(
npc: INPC,
animation_data: &AnimationData,
) = [0, SLOT_APPLY_ANIMATION];
/// `void INPC::clearAnimations()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_clear_animations(npc: INPC) = [0, SLOT_CLEAR_ANIMATIONS];
/// `void INPC::setSpecialAction(PlayerSpecialAction)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_special_action(npc: INPC, action: i32) = [0, SLOT_SET_SPECIAL_ACTION];
/// `PlayerSpecialAction INPC::getSpecialAction()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_special_action(npc: INPC) -> i32 = [0, SLOT_GET_SPECIAL_ACTION] or 0;
/// `bool INPC::startPlayback(StringView, bool, const Vector3 &, const GTAQuat &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_start_playback(
npc: INPC,
record_name: StringView,
auto_unload: bool,
point: &Vector3,
rotation: >AQuat,
) -> bool = [0, SLOT_START_PLAYBACK] or false;
/// `bool INPC::startPlayback(int, bool, const Vector3 &, const GTAQuat &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_start_playback_id(
npc: INPC,
record_id: i32,
auto_unload: bool,
point: &Vector3,
rotation: >AQuat,
) -> bool = [0, SLOT_START_PLAYBACK_ID] or false;
/// `void INPC::stopPlayback()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_playback(npc: INPC) = [0, SLOT_STOP_PLAYBACK];
/// `void INPC::pausePlayback(bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_pause_playback(npc: INPC, paused: bool) = [0, SLOT_PAUSE_PLAYBACK];
/// `bool INPC::isPlayingPlayback()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_playing_playback(npc: INPC) -> bool = [0, SLOT_IS_PLAYING_PLAYBACK] or false;
/// `bool INPC::isPlaybackPaused()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_playback_paused(npc: INPC) -> bool = [0, SLOT_IS_PLAYBACK_PAUSED] or false;
/// `bool INPC::playNode(int, NPCMoveType, float, float, bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_play_node(
npc: INPC,
node_id: i32,
move_type: i32,
move_speed: f32,
radius: f32,
set_angle: bool,
) -> bool = [0, SLOT_PLAY_NODE] or false;
/// `void INPC::stopPlayingNode()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_stop_playing_node(npc: INPC) = [0, SLOT_STOP_PLAYING_NODE];
/// `void INPC::pausePlayingNode()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_pause_playing_node(npc: INPC) = [0, SLOT_PAUSE_PLAYING_NODE];
/// `void INPC::resumePlayingNode()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_resume_playing_node(npc: INPC) = [0, SLOT_RESUME_PLAYING_NODE];
/// `bool INPC::isPlayingNodePaused()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_playing_node_paused(
npc: INPC,
) -> bool = [0, SLOT_IS_PLAYING_NODE_PAUSED] or false;
/// `bool INPC::isPlayingNode()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_playing_node(npc: INPC) -> bool = [0, SLOT_IS_PLAYING_NODE] or false;
/// `uint16_t INPC::changeNode(int, uint16_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_change_node(
npc: INPC,
node_id: i32,
target_point_id: u16,
) -> u16 = [0, SLOT_CHANGE_NODE] or 0;
/// `bool INPC::updateNodePoint(uint16_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_update_node_point(
npc: INPC,
point_id: u16,
) -> bool = [0, SLOT_UPDATE_NODE_POINT] or false;
/// `void INPC::setInvulnerable(bool)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_invulnerable(npc: INPC, toggle: bool) = [0, SLOT_SET_INVULNERABLE];
/// `bool INPC::isInvulnerable()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_invulnerable(npc: INPC) -> bool = [0, SLOT_IS_INVULNERABLE] or false;
/// `void INPC::setSurfingData(const PlayerSurfingData &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_surfing_data(npc: INPC, data: &PlayerSurfingData) = [0, SLOT_SET_SURFING_DATA];
/// `PlayerSurfingData INPC::getSurfingData()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_surfing_data(
npc: INPC,
) -> PlayerSurfingData = [0, SLOT_GET_SURFING_DATA] or PlayerSurfingData::default();
/// `void INPC::resetSurfingData()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_reset_surfing_data(npc: INPC) = [0, SLOT_RESET_SURFING_DATA];
/// `bool INPC::isMovingToPlayer(IPlayer &)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_is_moving_to_player(
npc: INPC,
player: *mut IPlayer,
) -> bool = [0, SLOT_IS_MOVING_TO_PLAYER] or false;
/// `void INPC::kill(IPlayer *, uint8_t)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_kill(npc: INPC, killer: *mut IPlayer, weapon: u8) = [0, SLOT_KILL];
/// `IPlayer * INPC::getPlayerAimingAt()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_player_aiming_at(
npc: INPC,
) -> *mut IPlayer = [0, SLOT_GET_PLAYER_AIMING_AT] or std::ptr::null_mut();
/// `IPlayer * INPC::getPlayerMovingTo()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_player_moving_to(
npc: INPC,
) -> *mut IPlayer = [0, SLOT_GET_PLAYER_MOVING_TO] or std::ptr::null_mut();
/// `void INPC::setWeaponState(PlayerWeaponState)`.
///
/// # Safety
/// `npc` must be a live `INPC`.
pub fn npc_set_weapon_state(npc: INPC, state: i8) = [0, SLOT_SET_WEAPON_STATE];
/// `Vector3 INPC::getPositionMovingTo()`.
///
/// # Safety
/// `npc` must be a live `INPC`.
#[must_use]
pub fn npc_position_moving_to(
npc: INPC,
) -> Vector3 = [0, SLOT_GET_POSITION_MOVING_TO] or Vector3::ZERO;
}