Lua types: https://github.com/overextended/ox_types
TS types: https://www.npmjs.com/package/@overextended/ox_core
Since player and vehicle classes are built around metatables and an export to handle method access, more glue code is required to build for ox_core than you would use for ESX or QB (no closures for easy function refs).
JS and TS support comes secondary to Lua and won't be worked on much until ox_core is closer to a stable state - rewriting to support multiple languages is a bit of a hassle.
C# support is not even a consideration at this point.
I wrote some incomplete JS imports to match the CPlayer behaviour in Lua, but we will ideally publish a node_module instead.
For Lua, some work will need to be done to the settings shared for sumneko-lua and cfxlua support. A separate library with stub functions should be written, rather than relying on in-line LuaDocs that require the entire resource to be loaded into the workspace.
Lua types: https://github.com/overextended/ox_types
TS types: https://www.npmjs.com/package/@overextended/ox_core
Since player and vehicle classes are built around metatables and an export to handle method access, more glue code is required to build for ox_core than you would use for ESX or QB (no closures for easy function refs).
JS and TS support comes secondary to Lua and won't be worked on much until ox_core is closer to a stable state - rewriting to support multiple languages is a bit of a hassle.
C# support is not even a consideration at this point.
I wrote some incomplete JS imports to match the CPlayer behaviour in Lua, but we will ideally publish a node_module instead.
For Lua, some work will need to be done to the settings shared for sumneko-lua and cfxlua support. A separate library with stub functions should be written, rather than relying on in-line LuaDocs that require the entire resource to be loaded into the workspace.