Enums

Many commands make use of enumerated types or enums for parameters with a finite range of allowed values. Each value in the range is associated with a text identifier so you don't have to memorize numbers for parameters such as weapon ids, ped types, key codes, etc.

Enum values can be either numbers or strings.

Enum names start with a capital letter similar to class names, e.g. PedType, KeyCode, Button.

Sanny Builder Library lists all known enums for each game. It also provides a enums.js file with all enums exported as JavaScript objects for use in scripts. CLEO Redux automatically downloads this file along with the primary definitions file and places it in the .config directory.

To use an enum in a script import it like this:

import { EnumName } from "./.config/enums"; // replace EnumName with the actual name

You can also import all enums at once using the following syntax:

import * as enums from "./.config/enums";

Then you can access values in the enum as regular properties in a JavaScript object:

import { KeyCode } from "./.config/enums";

if (Pad.IsKeyPressed(KeyCode.A)) {
  log("A is pressed");
}

or

import * as enums from "./.config/enums";

if (Pad.IsKeyPressed(enums.KeyCode.A)) {
  log("A is pressed");
}

You can iterate over enum fields by using Object.values, Object.keys, or Object.entries functions:

Object.keys(KeyCode).forEach((key) => {
  log(key);
});

Object.values(KeyCode).forEach((value) => {
  log(value);
});

Object.keys(KeyCode).forEach(([key, value]) => {
  log(key, value);
});

If you find an issue with an enum, a missing or incorrect value, report it in Sanny Builder Library repo on GitHub.