diff --git a/Client/Scripts/Menus/Sub/SettingsMenu.cs b/Client/Scripts/Menus/Sub/SettingsMenu.cs
index 3e773fa..b39b6cd 100644
--- a/Client/Scripts/Menus/Sub/SettingsMenu.cs
+++ b/Client/Scripts/Menus/Sub/SettingsMenu.cs
@@ -29,6 +29,14 @@ namespace RageCoop.Client.Menus
"Check your GTA:V settings to find the right key on your keyboard for PushToTalk and talk to your friends",
Main.Settings.Voice);
+ private static readonly NativeCheckboxItem _showBlip = new NativeCheckboxItem("Show player blip",
+ "Show other player's nametag on your screen, only effective if server didn't disable nametag display",
+ Main.Settings.ShowPlayerBlip);
+
+ private static readonly NativeCheckboxItem _showNametag = new NativeCheckboxItem("Show player nametag",
+ "Show other player's blip on map, can be overridden by server resource ",
+ Main.Settings.ShowPlayerNameTag);
+
private static readonly NativeItem _menuKey =
new NativeItem("Menu Key", "The key to open menu", Main.Settings.MenuKey.ToString());
@@ -51,6 +59,8 @@ namespace RageCoop.Client.Menus
_menuKey.Activated += ChaneMenuKey;
_passengerKey.Activated += ChangePassengerKey;
_vehicleSoftLimit.Activated += VehicleSoftLimitActivated;
+ _showBlip.Activated += (s, e) => Main.Settings.ShowPlayerBlip = _showBlip.Checked;
+ _showNametag.Activated += (s, e) => Main.Settings.ShowPlayerNameTag = _showNametag.Checked;
Menu.Add(_disableTrafficItem);
Menu.Add(_disablePauseAlt);
@@ -59,6 +69,8 @@ namespace RageCoop.Client.Menus
Menu.Add(_menuKey);
Menu.Add(_passengerKey);
Menu.Add(_vehicleSoftLimit);
+ Menu.Add(_showBlip);
+ Menu.Add(_showNametag);
}
private static void DisableVoiceCheckboxChanged(object sender, EventArgs e)
diff --git a/Client/Scripts/RageCoop.Client.csproj b/Client/Scripts/RageCoop.Client.csproj
index c9cc7e8..5cbe17c 100644
--- a/Client/Scripts/RageCoop.Client.csproj
+++ b/Client/Scripts/RageCoop.Client.csproj
@@ -64,14 +64,14 @@
-
+
-
+
@@ -105,6 +105,9 @@
..\..\libs\Lidgren.Network.dll
+
+ ..\..\libs\NativeInvoker.dll
+
..\..\packages\NAudio.2.1.0\lib\net472\NAudio.dll
@@ -133,12 +136,14 @@
False
..\..\bin\$(Configuration)\Client\SubProcess\ref\RageCoop.Client.CefHost.dll
-
+
+ ..\..\libs\ScriptHookVDotNet.asi
+
+
+ False
..\..\libs\ScriptHookVDotNet3.dll
-
- ..\..\libs\ScriptHookVDotNet.asi
-
+
diff --git a/Client/Scripts/Settings.cs b/Client/Scripts/Settings.cs
index 7992ec3..9b5e950 100644
--- a/Client/Scripts/Settings.cs
+++ b/Client/Scripts/Settings.cs
@@ -79,5 +79,15 @@ namespace RageCoop.Client
/// Show the owner name of the entity you're aiming at
///
public bool ShowEntityOwnerName { get; set; } = false;
+
+ ///
+ /// Show other player's nametag on your screen, only effective if server didn't disable nametag display
+ ///
+ public bool ShowPlayerNameTag { get; set; } = true;
+
+ ///
+ /// Show other player's blip on map, can be overridden by server resource
+ ///
+ public bool ShowPlayerBlip { get; set; } = true;
}
}
\ No newline at end of file
diff --git a/Client/Scripts/Sync/Entities/Ped/SyncedPed.Members.cs b/Client/Scripts/Sync/Entities/Ped/SyncedPed.Variables.cs
similarity index 97%
rename from Client/Scripts/Sync/Entities/Ped/SyncedPed.Members.cs
rename to Client/Scripts/Sync/Entities/Ped/SyncedPed.Variables.cs
index 526971d..088d935 100644
--- a/Client/Scripts/Sync/Entities/Ped/SyncedPed.Members.cs
+++ b/Client/Scripts/Sync/Entities/Ped/SyncedPed.Variables.cs
@@ -12,7 +12,7 @@ namespace RageCoop.Client
{
private readonly string[] _currentAnimation = new string[2] { "", "" };
private byte[] _lastClothes;
- internal bool _lastDriveBy;
+ private bool _lastDriveBy;
private bool _lastInCover;
private bool _lastIsJumping;
private bool _lastRagdoll;
@@ -24,7 +24,7 @@ namespace RageCoop.Client
internal BlipSprite BlipSprite = 0;
internal PedDataFlags Flags;
- private bool LastMoving;
+ private bool _lastMoving;
internal Blip PedBlip = null;
internal VehicleSeat Seat;
diff --git a/Client/Scripts/Sync/Entities/Ped/SyncedPed.cs b/Client/Scripts/Sync/Entities/Ped/SyncedPed.cs
index 9c4d013..9435e5a 100644
--- a/Client/Scripts/Sync/Entities/Ped/SyncedPed.cs
+++ b/Client/Scripts/Sync/Entities/Ped/SyncedPed.cs
@@ -29,9 +29,7 @@ namespace RageCoop.Client
MainPed = p;
OwnerID = Main.LocalPlayerID;
- Function.Call(Hash._SET_PED_CAN_PLAY_INJURED_ANIMS, false);
MainPed.SetConfigFlag((int)PedConfigFlags.CPED_CONFIG_FLAG_DisableHurt, true);
- // MainPed.SetConfigFlag((int)PedConfigFlags.CPED_CONFIG_FLAG_DisableMelee, true);
}
///
@@ -53,7 +51,7 @@ namespace RageCoop.Client
if (IsPlayer) RenderNameTag();
- // Check if all data avalible
+ // Check if all data available
if (!IsReady) return;
// Skip update if no new sync message has arrived.
@@ -63,13 +61,16 @@ namespace RageCoop.Client
if (!CreateCharacter())
return;
- // Need to update state
if (LastFullSynced >= LastUpdated)
{
if (MainPed != null && Model != MainPed.Model.Hash)
if (!CreateCharacter())
return;
+ if (!Main.Settings.ShowPlayerBlip && (byte)BlipColor != 255)
+ {
+ BlipColor = (BlipColor)255;
+ }
if ((byte)BlipColor == 255 && PedBlip != null)
{
PedBlip.Delete();
@@ -154,7 +155,7 @@ namespace RageCoop.Client
private void RenderNameTag()
{
- if (!Owner.DisplayNameTag || MainPed == null || !MainPed.IsVisible ||
+ if (!Owner.DisplayNameTag || !Main.Settings.ShowPlayerNameTag || MainPed == null || !MainPed.IsVisible ||
!MainPed.IsInRange(Main.PlayerPosition, 40f)) return;
var targetPos = MainPed.Bones[Bone.IKHead].Position + Vector3.WorldUp * 0.5f;
@@ -506,7 +507,6 @@ namespace RageCoop.Client
private void WalkTo()
{
- MainPed.Task.ClearAll();
Function.Call(Hash.SET_PED_STEALTH_MOVEMENT, MainPed, IsInStealthMode, 0);
var predictPosition = Predict(Position) + Velocity;
var range = predictPosition.DistanceToSquared(MainPed.ReadPosition());
@@ -523,7 +523,7 @@ namespace RageCoop.Client
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, MainPed.Handle, nrange);
}
- LastMoving = true;
+ _lastMoving = true;
break;
case 2:
if (!MainPed.IsRunning || range > 0.50f)
@@ -532,7 +532,7 @@ namespace RageCoop.Client
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, MainPed.Handle, 1.0f);
}
- LastMoving = true;
+ _lastMoving = true;
break;
case 3:
if (!MainPed.IsSprinting || range > 0.75f)
@@ -543,13 +543,17 @@ namespace RageCoop.Client
Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, MainPed.Handle, 1.0f);
}
- LastMoving = true;
+ _lastMoving = true;
break;
default:
- if (LastMoving)
+ if (_lastMoving)
{
MainPed.Task.StandStill(2000);
- LastMoving = false;
+ _lastMoving = false;
+ }
+ if (MainPed.IsTaskActive(TaskType.CTaskDiveToGround))
+ {
+ MainPed.Task.ClearAll();
}
break;
diff --git a/Client/Scripts/Sync/Entities/Vehicle/SyncedVehicle.Members.cs b/Client/Scripts/Sync/Entities/Vehicle/SyncedVehicle.Variables.cs
similarity index 100%
rename from Client/Scripts/Sync/Entities/Vehicle/SyncedVehicle.Members.cs
rename to Client/Scripts/Sync/Entities/Vehicle/SyncedVehicle.Variables.cs
diff --git a/Client/Scripts/packages.config b/Client/Scripts/packages.config
index cfc5a14..1bb6b12 100644
--- a/Client/Scripts/packages.config
+++ b/Client/Scripts/packages.config
@@ -1,69 +1,72 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/Server/Properties/AssemblyInfo.cs b/Server/Properties/AssemblyInfo.cs
index 772b11d..50416e4 100644
--- a/Server/Properties/AssemblyInfo.cs
+++ b/Server/Properties/AssemblyInfo.cs
@@ -15,7 +15,7 @@ using System.Resources;
[assembly: AssemblyCulture("")]
// Version information
-[assembly: AssemblyVersion("1.6.0.10")]
-[assembly: AssemblyFileVersion("1.6.0.10")]
+[assembly: AssemblyVersion("1.6.0.11")]
+[assembly: AssemblyFileVersion("1.6.0.11")]
[assembly: NeutralResourcesLanguageAttribute( "en-US" )]
diff --git a/libs/NativeInvoker.dll b/libs/NativeInvoker.dll
new file mode 100644
index 0000000..9ee258f
Binary files /dev/null and b/libs/NativeInvoker.dll differ
diff --git a/libs/NativeInvoker.pdb b/libs/NativeInvoker.pdb
new file mode 100644
index 0000000..b1d6fc8
Binary files /dev/null and b/libs/NativeInvoker.pdb differ
diff --git a/libs/NativeInvoker.xml b/libs/NativeInvoker.xml
new file mode 100644
index 0000000..aaab333
--- /dev/null
+++ b/libs/NativeInvoker.xml
@@ -0,0 +1,47057 @@
+
+
+
+ NativeInvoker
+
+
+
+
+ Parameters: int ms
+
+
+ Pauses execution of the current script, please note this behavior is only seen when called from one of the game script files(ysc). In order to wait an asi script use "static void WAIT(DWORD time);" found in main.h
+
+
+
+
+ Parameters: const char* scriptName, int stackSize
+
+
+ Examples:
+ g_384A = SYSTEM::START_NEW_SCRIPT("cellphone_flashhand", 1424);
+ l_10D = SYSTEM::START_NEW_SCRIPT("taxiService", 1828);
+ SYSTEM::START_NEW_SCRIPT("AM_MP_YACHT", 5000);
+ SYSTEM::START_NEW_SCRIPT("emergencycall", 512);
+ SYSTEM::START_NEW_SCRIPT("emergencycall", 512);
+ SYSTEM::START_NEW_SCRIPT("FM_maintain_cloud_header_data", 1424);
+ SYSTEM::START_NEW_SCRIPT("FM_Mission_Controller", 31000);
+ SYSTEM::START_NEW_SCRIPT("tennis_family", 3650);
+ SYSTEM::START_NEW_SCRIPT("Celebrations", 3650);
+ Decompiled examples of usage when starting a script:
+
+ SCRIPT::REQUEST_SCRIPT(a_0);
+ if (SCRIPT::HAS_SCRIPT_LOADED(a_0)) {
+ SYSTEM::START_NEW_SCRIPT(a_0, v_3);
+ SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(a_0);
+ return 1;
+ }
+
+ or:
+ v_2 = "MrsPhilips2";
+ SCRIPT::REQUEST_SCRIPT(v_2);
+ while (!SCRIPT::HAS_SCRIPT_LOADED(v_2)) {
+ SCRIPT::REQUEST_SCRIPT(v_2);
+ SYSTEM::WAIT(0);
+ }
+ sub_8792(36);
+ SYSTEM::START_NEW_SCRIPT(v_2, 17000);
+ SCRIPT::SET_SCRIPT_AS_NO_LONGER_NEEDED(v_2);
+
+
+
+
+ Parameters: const char* scriptName, Any* args, int argCount, int stackSize
+
+
+ return : script thread id, 0 if failed
+ Pass pointer to struct of args in p1, size of struct goes into p2
+
+
+
+
+ Parameters: Hash scriptHash, int stackSize
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash scriptHash, Any* args, int argCount, int stackSize
+
+
+
+ This function has been replaced by
+
+
+
+ Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).
+
+
+
+
+ Parameters: int value
+
+
+
+
+ Parameters: int value
+
+
+
+
+ Gets the current frame time.
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float @base, float exponent
+
+
+
+
+ Parameters: float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Calculates the magnitude of a vector.
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Calculates distance between vectors.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)
+
+
+
+
+ Parameters: int value, int bitShift
+
+
+
+
+ Parameters: int value, int bitShift
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float value
+
+
+ I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: int value
+
+
+
+
+ Parameters: int priority
+
+
+ THREAD_PRIO_HIGHEST = 0
+ THREAD_PRIO_NORMAL = 1
+ THREAD_PRIO_LOWEST = 2
+ THREAD_PRIO_MANUAL_UPDATE = 100
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* property
+
+
+
+
+ Parameters: const char* property
+
+
+
+
+ Parameters: const char* property
+
+
+
+
+ Parameters: const char* property, int value
+
+
+
+
+ Parameters: const char* property, float value
+
+
+
+
+ Parameters: const char* property, const char* value
+
+
+
+
+ Parameters: const char* appName
+
+
+ Called in the gamescripts like:
+ APP::APP_SET_APP("car");
+ APP::APP_SET_APP("dog");
+
+
+
+
+ Parameters: const char* blockName
+
+
+
+
+ Parameters: const char* appName
+
+
+
+
+ Parameters: const char* appName
+
+
+
+
+ Parameters: const char* ringtoneName, Ped ped, BOOL p2
+
+
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/RFb4GTny
+ AUDIO::PLAY_PED_RINGTONE("Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);
+ AUDIO::PLAY_PED_RINGTONE("Dial_and_Remote_Ring", PLAYER::PLAYER_PED_ID(), 1);
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: int index, const char* p1, const char* p2, int p3, int p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8, int p9, BOOL p10, BOOL p11, BOOL p12
+
+
+ NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs,
+ GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func_67 in dialog_handler.c atleast in TU27 Xbox360 scripts.
+ p0 is -1, 0 - 35
+ p1 is a char or string (whatever you wanna call it)
+ p2 is Global 10597 + i * 6. 'i' is a while(i < 70) loop
+ p3 is again -1, 0 - 35
+ p4 is again -1, 0 - 35
+ p5 is either 0 or 1 (bool ?)
+ p6 is either 0 or 1 (The func to determine this is bool)
+ p7 is either 0 or 1 (The func to determine this is bool)
+ p8 is either 0 or 1 (The func to determine this is bool)
+ p9 is 0 - 3 (Determined by func_60 in dialogue_handler.c)
+ p10 is either 0 or 1 (The func to determine this is bool)
+ p11 is either 0 or 1 (The func to determine this is bool)
+ p12 is unknown as in TU27 X360 scripts it only goes to p11.
+
+
+
+
+ Parameters: int index, Ped ped, const char* p2
+
+
+ 4 calls in the b617d scripts. The only one with p0 and p2 in clear text:
+ AUDIO::ADD_PED_TO_CONVERSATION(5, l_AF, "DINAPOLI");
+ =================================================
+ One of the 2 calls in dialogue_handler.c p0 is in a while-loop, and so is determined to also possibly be 0 - 15.
+
+
+
+
+ Parameters: Any p0, float p1, float p2, float p3
+
+
+
+
+ Parameters: int p0, Entity entity
+
+
+
+
+ Parameters: BOOL toggle, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3
+
+
+ This native controls where the game plays audio from. By default the microphone is positioned on the player.
+ When p0 is true the game will play audio from the 3 positions inputted.
+ It is recommended to set all 3 positions to the same value as mixing different positions doesn't seem to work well.
+ The scripts mostly use it with only one position such as in fbi3.c:
+ AUDIO::SET_MICROPHONE_POSITION(true, ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true), ENTITY::GET_ENTITY_COORDS(iLocal_3091, true));
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: BOOL p0, BOOL p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: BOOL p0, BOOL p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Ped ped, const char* voiceline, const char* speaker
+
+
+ Example from carsteal3.c: AUDIO::INTERRUPT_CONVERSATION(PLAYER::PLAYER_PED_ID(), "CST4_CFAA", "FRANKLIN");
+ Voicelines can be found in GTAV\x64\audio\sfx in files starting with "SS_" which seems to mean scripted speech.
+
+
+
+
+ Parameters: Ped ped, const char* p1, const char* speaker
+
+
+ One call found in the b617d scripts:
+ AUDIO::INTERRUPT_CONVERSATION_AND_PAUSE(NETWORK::NET_TO_PED(l_3989._f26F[0/*1*/]), "CONV_INTERRUPT_QUIT_IT", "LESTER");
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int p0
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: const char* p0, BOOL p1, Any p2
+
+
+ All occurrences and usages found in b617d: https://pastebin.com/NzZZ2Tmm
+ Full list of mission audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/missionAudioBankNames.json
+
+
+
+
+ Parameters: const char* p0, BOOL p1, Any p2
+
+
+ All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/XZ1tmGEz
+ Full list of ambient audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientAudioBankNames.json
+
+
+
+
+ Parameters: const char* p0, BOOL p1, int p2
+
+
+ All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/AkmDAVn6
+ Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2
+
+
+
+
+ Parameters: const char* audioBank
+
+
+ Full list of script audio bank names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scriptAudioBankNames.json
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int soundId
+
+
+
+
+ Parameters: int soundId, const char* audioName, const char* audioRef, BOOL p3, Any p4, BOOL p5
+
+
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/A8Ny8AHZ
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: int soundId, const char* audioName, const char* audioRef, BOOL p3
+
+
+ List: https://pastebin.com/DCeRiaLJ
+ All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: const char* soundName, const char* soundsetName
+
+
+ Only call found in the b617d scripts:
+ AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: int soundId, const char* audioName, Entity entity, const char* audioRef, BOOL isNetwork, Any p5
+
+
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/f2A7vTj0
+ No changes made in b678d.
+ gtaforums.com/topic/795622-audio-for-mods
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: int soundId, Hash p1, Any p2, Hash soundNameHash, Any p4, Any p5
+
+
+ p2 is Entity?
+
+
+
+
+ Parameters: int soundId, const char* audioName, float x, float y, float z, const char* audioRef, BOOL isNetwork, int range, BOOL p8
+
+
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/eeFc5DiW
+ gtaforums.com/topic/795622-audio-for-mods
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: int soundId, float x, float y, float z
+
+
+
+
+ Parameters: int soundId
+
+
+
+
+ Parameters: int soundId
+
+
+ Could this be used alongside either,
+ SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES or _SET_NETWORK_ID_SYNC_TO_PLAYER to make it so other players can hear the sound while online? It'd be a bit troll-fun to be able to play the Zancudo UFO creepy sounds globally.
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int soundId, const char* variable, float p2
+
+
+
+
+ Parameters: const char* variable, float p1
+
+
+ From the scripts, p0:
+ "ArmWrestlingIntensity",
+ "INOUT",
+ "Monkey_Stream",
+ "ZoomLevel"
+
+
+
+
+ Parameters: const char* p0, BOOL p1
+
+
+
+
+ Parameters: const char* variableName, float value
+
+
+ AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
+ AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);
+
+
+
+
+ Parameters: int soundId
+
+
+
+
+ Parameters: Ped ped, const char* speechName, const char* speechParam, Any p3
+
+
+ Plays ambient speech. See also _0x444180DB.
+ ped: The ped to play the ambient speech.
+ speechName: Name of the speech to play, eg. "GENERIC_HI".
+ speechParam: Can be one of the following:
+ SPEECH_PARAMS_STANDARD
+ SPEECH_PARAMS_ALLOW_REPEAT
+ SPEECH_PARAMS_BEAT
+ SPEECH_PARAMS_FORCE
+ SPEECH_PARAMS_FORCE_FRONTEND
+ SPEECH_PARAMS_FORCE_NO_REPEAT_FRONTEND
+ SPEECH_PARAMS_FORCE_NORMAL
+ SPEECH_PARAMS_FORCE_NORMAL_CLEAR
+ SPEECH_PARAMS_FORCE_NORMAL_CRITICAL
+ SPEECH_PARAMS_FORCE_SHOUTED
+ SPEECH_PARAMS_FORCE_SHOUTED_CLEAR
+ SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL
+ SPEECH_PARAMS_FORCE_PRELOAD_ONLY
+ SPEECH_PARAMS_MEGAPHONE
+ SPEECH_PARAMS_HELI
+ SPEECH_PARAMS_FORCE_MEGAPHONE
+ SPEECH_PARAMS_FORCE_HELI
+ SPEECH_PARAMS_INTERRUPT
+ SPEECH_PARAMS_INTERRUPT_SHOUTED
+ SPEECH_PARAMS_INTERRUPT_SHOUTED_CLEAR
+ SPEECH_PARAMS_INTERRUPT_SHOUTED_CRITICAL
+ SPEECH_PARAMS_INTERRUPT_NO_FORCE
+ SPEECH_PARAMS_INTERRUPT_FRONTEND
+ SPEECH_PARAMS_INTERRUPT_NO_FORCE_FRONTEND
+ SPEECH_PARAMS_ADD_BLIP
+ SPEECH_PARAMS_ADD_BLIP_ALLOW_REPEAT
+ SPEECH_PARAMS_ADD_BLIP_FORCE
+ SPEECH_PARAMS_ADD_BLIP_SHOUTED
+ SPEECH_PARAMS_ADD_BLIP_SHOUTED_FORCE
+ SPEECH_PARAMS_ADD_BLIP_INTERRUPT
+ SPEECH_PARAMS_ADD_BLIP_INTERRUPT_FORCE
+ SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED
+ SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CLEAR
+ SPEECH_PARAMS_FORCE_PRELOAD_ONLY_SHOUTED_CRITICAL
+ SPEECH_PARAMS_SHOUTED
+ SPEECH_PARAMS_SHOUTED_CLEAR
+ SPEECH_PARAMS_SHOUTED_CRITICAL
+ Note: A list of Name and Parameters can be found here https://pastebin.com/1GZS5dCL
+ Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* speechName, const char* speechParam, Any p3
+
+
+ Plays ambient speech. See also _0x5C57B85D.
+ See PLAY_PED_AMBIENT_SPEECH_NATIVE for parameter specifications.
+ Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* speechName, const char* voiceName, const char* speechParam, BOOL p4
+
+
+ This is the same as PLAY_PED_AMBIENT_SPEECH_NATIVE and PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals.
+ EX (C#):
+ GTA.Native.Function.Call(Hash.PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE, Game.Player.Character, "GENERIC_INSULT_HIGH", "s_m_y_sheriff_01_white_full_01", "SPEECH_PARAMS_FORCE_SHOUTED", 0);
+ The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0.
+ Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* speechName, const char* voiceName, float x, float y, float z, const char* speechParam
+
+
+ Full list of speeches and voices names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/speeches.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* voiceEffect
+
+
+ This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect`
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, int painID, int p1, Any p3
+
+
+ Needs another parameter [int p2]. The signature is PED::PLAY_PAIN(Ped ped, int painID, int p1, int p2);
+ Last 2 parameters always seem to be 0.
+ EX: Function.Call(Hash.PLAY_PAIN, TestPed, 6, 0, 0);
+ Known Pain IDs
+ ________________________
+ 1 - Doesn't seem to do anything. Does NOT crash the game like previously said. (Latest patch)
+ 6 - Scream (Short)
+ 7 - Scared Scream (Kinda Long)
+ 8 - On Fire
+
+
+
+
+ Parameters: const char* mode
+
+
+ mode can be any of these:
+ SLOWMO_T1_TRAILER_SMASH
+ SLOWMO_T1_RAYFIRE_EXPLOSION
+ SLOWMO_PROLOGUE_VAULT
+ NIGEL_02_SLOWMO_SETTING
+ JSH_EXIT_TUNNEL_SLOWMO
+ SLOWMO_BIG_SCORE_JUMP
+ SLOWMO_FIB4_TRUCK_SMASH
+ SLOWMO_EXTREME_04
+ SLOW_MO_METH_HOUSE_RAYFIRE
+ BARRY_02_SLOWMO
+ BARRY_01_SLOWMO
+
+
+
+
+ Parameters: const char* p0
+
+
+ see ACTIVATE_AUDIO_SLOWMO_MODE for modes
+
+
+
+
+ Parameters: Ped ped, const char* name
+
+
+ Audio List
+ gtaforums.com/topic/795622-audio-for-mods/
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/FTeAj4yZ
+
+
+
+
+ Parameters: Ped ped, Hash hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Assigns some ambient voice to the ped.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int p1, Hash voiceGroup
+
+
+
+
+ Parameters: Ped ped, Hash voiceGroupHash
+
+
+ From the scripts:
+ AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("PAIGE_PVG"));
+ AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("TALINA_PVG"));
+ AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_BLACK_PVG"));
+ AUDIO::SET_PED_VOICE_GROUP(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("FEMALE_LOST_WHITE_PVG"));
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash voiceGroupHash
+
+
+ Dat151RelType == 29
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ BOOL p1: 0 = Female; 1 = Male
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped p0
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* speechName, BOOL p2
+
+
+ Checks if the ped can play the speech or has the speech file, p2 is usually false.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Sets the ped drunk sounds. Only works with PLAYER_PED_ID
+ ====================================================
+ As mentioned above, this only sets the drunk sound to ped/player.
+ To give the Ped a drunk effect with drunk walking animation try using SET_PED_MOVEMENT_CLIPSET
+ Below is an example
+ if (!Function.Call<bool>(Hash.HAS_ANIM_SET_LOADED, "move_m@drunk@verydrunk"))
+ {
+ Function.Call(Hash.REQUEST_ANIM_SET, "move_m@drunk@verydrunk");
+ }
+ Function.Call(Hash.SET_PED_MOVEMENT_CLIPSET, Ped.Handle, "move_m@drunk@verydrunk", 0x3E800000);
+ And to stop the effect use
+ RESET_PED_MOVEMENT_CLIPSET
+
+
+
+
+ Parameters: Ped pedHandle, int p1, const char* speechName
+
+
+ Plays sounds from a ped with chop model. For example it used to play bark or sniff sounds. p1 is always 3 or 4294967295 in decompiled scripts. By a quick disassembling I can assume that this arg is unused.
+ This native is works only when you call it on the ped with right model (ac_chop only ?)
+ Speech Name can be: CHOP_SNIFF_SEQ CHOP_WHINE CHOP_LICKS_MOUTH CHOP_PANT bark GROWL SNARL BARK_SEQ
+
+
+
+
+ Parameters: Ped pedHandle
+
+
+
+
+ Parameters: Ped animal, int mood
+
+
+ mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.
+
+
+
+
+ Parameters: BOOL state
+
+
+
+
+ Returns 255 (radio off index) if the function fails.
+
+
+
+
+ Returns active radio station name
+
+
+
+
+ Parameters: int radioStation
+
+
+ Converts radio station index to string. Use HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION to get the user-readable text.
+
+
+
+
+ Tune Forward...
+
+
+
+
+ Tune Backwards...
+
+
+
+
+ Parameters: const char* stationName
+
+
+ List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k
+ An older list including hidden radio stations: https://pastebin.com/Kj9t38KF
+
+
+
+
+ Parameters: Vehicle vehicle, const char* radioStation
+
+
+ List of radio stations that are in the wheel, in clockwise order, as of LS Tuners DLC: https://git.io/J8a3k
+ An older list including hidden radio stations: https://pastebin.com/Kj9t38KF
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: const char* emitterName, const char* radioStation
+
+
+ Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
+
+
+
+
+ Parameters: const char* emitterName, BOOL toggle
+
+
+ Example:
+ AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_01_STAGE", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_02_MAIN_ROOM", false); AUDIO::SET_STATIC_EMITTER_ENABLED((Any*)"LOS_SANTOS_VANILLA_UNICORN_03_BACK_ROOM", false);
+ This turns off surrounding sounds not connected directly to peds.
+ Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
+
+
+
+
+ Parameters: const char* emitterName, Entity entity
+
+
+ Full list of static emitters by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/staticEmitters.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int radioStation
+
+
+ Sets radio station by index.
+
+
+
+
+ Parameters: BOOL active
+
+
+
+
+ Parameters: int newsStory
+
+
+ "news" that play on the radio after you've done something in story mode(?)
+
+
+
+
+ Parameters: int newsStory
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL play
+
+
+
+
+ Parameters: const char* radioStation
+
+
+
+
+ Parameters: const char* radioStation
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* radioStation
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* radioStation, const char* radioTrack
+
+
+ Only found this one in the decompiled scripts:
+ AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS");
+
+
+
+
+ Parameters: const char* radioStationName, const char* mixName, int p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioName, const char* radioTrack, const char* p2, const char* p3
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ can't seem to enable radio on cop cars etc
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: const char* radioStation, const char* trackListName, BOOL p2
+
+
+ Examples:
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_MICHAEL", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_KILL_TREVOR", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "END_CREDITS_SAVE_MICHAEL_TREVOR", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_06_COUNTRY", "MAGDEMO2_RADIO_DINGHY", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE", "SEA_RACE_RADIO_PLAYLIST", 1);
+ AUDIO::SET_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK", "OFF_ROAD_RADIO_ROCK_LIST", 1);
+
+
+
+
+ Parameters: const char* radioStation
+
+
+ 3 calls in the b617d scripts, removed duplicate.
+ AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_16_SILVERLAKE");
+ AUDIO::CLEAR_CUSTOM_RADIO_TRACK_LIST("RADIO_01_CLASS_ROCK");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash stationNameHash
+
+
+
+
+ Parameters: const char* radioStation, BOOL toggle
+
+
+ 6 calls in the b617d scripts, removed identical lines:
+ AUDIO::SET_RADIO_STATION_MUSIC_ONLY("RADIO_01_CLASS_ROCK", 1);
+ AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 0);
+ AUDIO::SET_RADIO_STATION_MUSIC_ONLY(AUDIO::GET_RADIO_STATION_NAME(10), 1);
+
+
+
+
+ Parameters: float fadeTime
+
+
+
+
+ Parameters: const char* radioStation, const char* trackListName
+
+
+ AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");
+
+
+
+
+ Parameters: const char* radioStation, const char* trackListName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL enableMixes
+
+
+ Just a nullsub (i.e. does absolutely nothing) since build 1604.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioStationName, BOOL toggle
+
+
+ Disables the radio station (hides it from the radio wheel).
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioStation, BOOL toggle
+
+
+ Doesn't have an effect in Story Mode.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioStation
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float* out1, float* out2, int* out3
+
+
+
+
+ Parameters: const char* radioStation, const char* trackListName, int milliseconds
+
+
+ Changes start time of a tracklist (milliseconds)
+ R* uses a random int: MISC::GET_RANDOM_INT_IN_RANGE(0, 13) * 60000)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioStationName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* radioStationName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: const char* zoneName, BOOL p1, BOOL p2
+
+
+ Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
+
+
+
+
+ Parameters: const char* zoneName, BOOL p1
+
+
+ This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);
+ Still needs more research.
+ Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
+
+
+
+
+ Parameters: Any* p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any* p0, BOOL p1
+
+
+
+
+ Parameters: const char* ambientZone, BOOL p1, BOOL p2
+
+
+ Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
+
+
+
+
+ Parameters: const char* ambientZone, BOOL p1, BOOL p2
+
+
+ Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
+
+
+
+
+ Parameters: const char* ambientZone
+
+
+ Full list of ambient zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ambientZones.json
+
+
+
+
+ Parameters: const char* name
+
+
+ All occurrences found in b617d, sorted alphabetically and identical lines removed:
+ AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_AK");
+ AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_CUSTOM");
+ AUDIO::SET_CUTSCENE_AUDIO_OVERRIDE("_TOOTHLESS");
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: const char* variableName, float value
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name, float p1
+
+
+ Plays the given police radio message.
+ All found occurrences in b617d, sorted alphabetically and identical lines removed: https://pastebin.com/GBnsQ5hr
+ Full list of police report names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/policeReportNames.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Plays the siren sound of a vehicle which is otherwise activated when fastly double-pressing the horn key.
+ Only works on vehicles with a police siren.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL @override, int hornHash
+
+
+ Overrides the vehicle's horn hash.
+ When changing this hash on a vehicle, it will not return the 'overwritten' hash. It will still always return the default horn hash (same as GET_VEHICLE_DEFAULT_HORN)
+ vehicle - the vehicle whose horn should be overwritten
+ mute - p1 seems to be an option for muting the horn
+ p2 - maybe a horn id, since the function AUDIO::GET_VEHICLE_DEFAULT_HORN(veh) exists?
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Checks whether the horn of a vehicle is currently played.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
+
+
+
+
+ Parameters: BOOL p0
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+ SET_VEHICLE_CONVERSATIONS_PERSIST?
+
+
+
+
+ Parameters: BOOL p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: const char* streamName, const char* soundSet
+
+
+ Example:
+ AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET");
+ All found occurrences in the b678d decompiled scripts: https://pastebin.com/3rma6w5w
+ Stream names often ends with "_MASTER", "_SMALL" or "_STREAM". Also "_IN", "_OUT" and numbers.
+ soundSet is often set to 0 in the scripts. These are common to end the soundSets: "_SOUNDS", "_SOUNDSET" and numbers.
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: const char* streamName, int startOffset, const char* soundSet
+
+
+ Example:
+ AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS");
+ Only called a few times in the scripts.
+ Full list of audio / sound names by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/soundNames.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Object @object
+
+
+ Used with AUDIO::LOAD_STREAM
+ Example from finale_heist2b.c4:
+ TASK::TASK_SYNCHRONIZED_SCENE(l_4C8[2/*14*/], l_4C8[2/*14*/]._f7, l_30A, "push_out_vault_l", 4.0, -1.5, 5, 713, 4.0, 0);
+ PED::SET_SYNCHRONIZED_SCENE_PHASE(l_4C8[2/*14*/]._f7, 0.0);
+ PED::FORCE_PED_AI_AND_ANIMATION_UPDATE(l_4C8[2/*14*/], 0, 0);
+ PED::SET_PED_COMBAT_ATTRIBUTES(l_4C8[2/*14*/], 38, 1);
+ PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(l_4C8[2/*14*/], 1);
+ if (AUDIO::LOAD_STREAM("Gold_Cart_Push_Anim_01", "BIG_SCORE_3B_SOUNDS")) {
+ AUDIO::PLAY_STREAM_FROM_OBJECT(l_36F[0/*1*/]);
+ }
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL shaking
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+ Common in the scripts:
+ AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());
+
+
+
+
+ Parameters: const char* p0, int p1
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, float time
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, const char* audioName
+
+
+ This native sets the audio of the specified vehicle to the audioName (p1).
+ Use the audioNameHash found in vehicles.meta
+ Example:
+ _SET_VEHICLE_AUDIO(veh, "ADDER");
+ The selected vehicle will now have the audio of the Adder.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash vehicleModel
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, const char* p1, const char* p2
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float damageFactor
+
+
+
+
+ Parameters: Vehicle vehicle, float intensity
+
+
+ intensity: 0.0f - 1.0f, only used once with 1.0f in R* Scripts (nigel2)
+ Makes an engine rattling noise when you decelerate, you need to be going faster to hear lower values
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0);
+ SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0);
+ Will give a boost-soundeffect.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Hash doorHash, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Works for planes only.
+
+
+
+
+ Hardcoded to return 1
+
+
+
+
+ Parameters: BOOL active
+
+
+
+
+ Parameters: const char* audioName
+
+
+ Called 38 times in the scripts. There are 5 different audioNames used.
+ One unknown removed below.
+ AUDIO::PLAY_MISSION_COMPLETE_AUDIO("DEAD");
+ AUDIO::PLAY_MISSION_COMPLETE_AUDIO("FRANKLIN_BIG_01");
+ AUDIO::PLAY_MISSION_COMPLETE_AUDIO("GENERIC_FAILED");
+ AUDIO::PLAY_MISSION_COMPLETE_AUDIO("TREVOR_SMALL_01");
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* scene
+
+
+ Used to prepare a scene where the surrounding sound is muted or a bit changed. This does not play any sound.
+ List of all usable scene names found in b617d. Sorted alphabetically and identical names removed: https://pastebin.com/MtM9N9CC
+ Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
+
+
+
+
+ Parameters: const char* scene
+
+
+ Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
+
+
+
+
+ ??
+
+
+
+
+ Parameters: const char* scene
+
+
+ Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
+
+
+
+
+ Parameters: const char* scene, const char* variable, float value
+
+
+ Full list of audio scene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/audioSceneNames.json
+
+
+
+
+ Parameters: int time
+
+
+
+
+ Parameters: Entity entity, const char* groupName, float p2
+
+
+ All found occurrences in b678d:
+ https://pastebin.com/ceu67jz8
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* eventName
+
+
+ All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P
+ Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
+
+
+
+
+ Parameters: const char* eventName
+
+
+ All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P
+ Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
+
+
+
+
+ Parameters: const char* eventName
+
+
+ List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: https://pastebin.com/RzDFmB1W
+ All music event names found in the b617d scripts: https://pastebin.com/GnYt0R3P
+ Full list of music event names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/musicEventNames.json
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: BOOL p0, Any p1
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: const char* alarmName
+
+
+ Example:
+ bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
+ Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
+
+
+
+
+ Parameters: const char* alarmName, BOOL p2
+
+
+ Example:
+ This will start the alarm at Fort Zancudo.
+ AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
+ First parameter (char) is the name of the alarm.
+ Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.
+ ----------
+ It DOES make a difference but it has to do with the duration or something I dunno yet
+ ----------
+ Found in the b617d scripts:
+ AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS", 0);
+ AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER", 1);
+ AUDIO::START_ALARM("AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B", 0);
+ AUDIO::START_ALARM("BIG_SCORE_HEIST_VAULT_ALARMS", a_0);
+ AUDIO::START_ALARM("FBI_01_MORGUE_ALARMS", 1);
+ AUDIO::START_ALARM("FIB_05_BIOTECH_LAB_ALARMS", 0);
+ AUDIO::START_ALARM("JEWEL_STORE_HEIST_ALARMS", 0);
+ AUDIO::START_ALARM("PALETO_BAY_SCORE_ALARM", 1);
+ AUDIO::START_ALARM("PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM", 0);
+ AUDIO::START_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
+ AUDIO::START_ALARM("PORT_OF_LS_HEIST_SHIP_ALARMS", 0);
+ AUDIO::START_ALARM("PRISON_ALARMS", 0);
+ AUDIO::START_ALARM("PROLOGUE_VAULT_ALARMS", 0);
+ Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
+
+
+
+
+ Parameters: const char* alarmName, BOOL toggle
+
+
+ Example:
+ This will stop the alarm at Fort Zancudo.
+ AUDIO::STOP_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS", 1);
+ First parameter (char) is the name of the alarm.
+ Second parameter (bool) has to be true (1) to have any effect.
+ Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
+
+
+
+
+ Parameters: BOOL stop
+
+
+
+
+ Parameters: const char* alarmName
+
+
+ Example:
+ bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
+ Full list of alarm names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/alarmSounds.json
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns hash of default vehicle horn
+ Hash is stored in audVehicleAudioEntity
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Enables/disables ped's "loud" footstep sound.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Enables/disables ped's "quiet" footstep sound.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash, BOOL toggle
+
+
+ Sets audio flag "OverridePlayerGroundMaterial"
+
+
+
+
+ Parameters: Ped ped, BOOL p1, Hash hash
+
+
+
+
+ Parameters: Hash hash, BOOL toggle
+
+
+ Sets audio flag "OverrideMicrophoneSettings"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL value
+
+
+ If value is set to true, and ambient siren sound will be played.
+ Appears to enable/disable an audio flag.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: const char* flagName, BOOL toggle
+
+
+ Possible flag names:
+ "ActivateSwitchWheelAudio"
+ "AllowAmbientSpeechInSlowMo"
+ "AllowCutsceneOverScreenFade"
+ "AllowForceRadioAfterRetune"
+ "AllowPainAndAmbientSpeechToPlayDuringCutscene"
+ "AllowPlayerAIOnMission"
+ "AllowPoliceScannerWhenPlayerHasNoControl"
+ "AllowRadioDuringSwitch"
+ "AllowRadioOverScreenFade"
+ "AllowScoreAndRadio"
+ "AllowScriptedSpeechInSlowMo"
+ "AvoidMissionCompleteDelay"
+ "DisableAbortConversationForDeathAndInjury"
+ "DisableAbortConversationForRagdoll"
+ "DisableBarks"
+ "DisableFlightMusic"
+ "DisableReplayScriptStreamRecording"
+ "EnableHeadsetBeep"
+ "ForceConversationInterrupt"
+ "ForceSeamlessRadioSwitch"
+ "ForceSniperAudio"
+ "FrontendRadioDisabled"
+ "HoldMissionCompleteWhenPrepared"
+ "IsDirectorModeActive"
+ "IsPlayerOnMissionForSpeech"
+ "ListenerReverbDisabled"
+ "LoadMPData"
+ "MobileRadioInGame"
+ "OnlyAllowScriptTriggerPoliceScanner"
+ "PlayMenuMusic"
+ "PoliceScannerDisabled"
+ "ScriptedConvListenerMaySpeak"
+ "SpeechDucksScore"
+ "SuppressPlayerScubaBreathing"
+ "WantedMusicDisabled"
+ "WantedMusicOnMission"
+ -------------------------------
+ No added flag names between b393d and b573d, including b573d.
+ #######################################################################
+ "IsDirectorModeActive" is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.
+ -----------------------------------------------------------------------
+ All flag IDs and hashes:
+ ID: 00 | Hash: 0x0FED7A7F
+ ID: 01 | Hash: 0x20A7858F
+ ID: 02 | Hash: 0xA11C2259
+ ID: 03 | Hash: 0x08DE4700
+ ID: 04 | Hash: 0x989F652F
+ ID: 05 | Hash: 0x3C9E76BA
+ ID: 06 | Hash: 0xA805FEB0
+ ID: 07 | Hash: 0x4B94EA26
+ ID: 08 | Hash: 0x803ACD34
+ ID: 09 | Hash: 0x7C741226
+ ID: 10 | Hash: 0x31DB9EBD
+ ID: 11 | Hash: 0xDF386F18
+ ID: 12 | Hash: 0x669CED42
+ ID: 13 | Hash: 0x51F22743
+ ID: 14 | Hash: 0x2052B35C
+ ID: 15 | Hash: 0x071472DC
+ ID: 16 | Hash: 0xF9928BCC
+ ID: 17 | Hash: 0x7ADBDD48
+ ID: 18 | Hash: 0xA959BA1A
+ ID: 19 | Hash: 0xBBE89B60
+ ID: 20 | Hash: 0x87A08871
+ ID: 21 | Hash: 0xED1057CE
+ ID: 22 | Hash: 0x1584AD7A
+ ID: 23 | Hash: 0x8582CFCB
+ ID: 24 | Hash: 0x7E5E2FB0
+ ID: 25 | Hash: 0xAE4F72DB
+ ID: 26 | Hash: 0x5D16D1FA
+ ID: 27 | Hash: 0x06B2F4B8
+ ID: 28 | Hash: 0x5D4CDC96
+ ID: 29 | Hash: 0x8B5A48BA
+ ID: 30 | Hash: 0x98FBD539
+ ID: 31 | Hash: 0xD8CB0473
+ ID: 32 | Hash: 0x5CBB4874
+ ID: 33 | Hash: 0x2E9F93A9
+ ID: 34 | Hash: 0xD93BEA86
+ ID: 35 | Hash: 0x92109B7D
+ ID: 36 | Hash: 0xB7EC9E4D
+ ID: 37 | Hash: 0xCABDBB1D
+ ID: 38 | Hash: 0xB3FD4A52
+ ID: 39 | Hash: 0x370D94E5
+ ID: 40 | Hash: 0xA0F7938F
+ ID: 41 | Hash: 0xCBE1CE81
+ ID: 42 | Hash: 0xC27F1271
+ ID: 43 | Hash: 0x9E3258EB
+ ID: 44 | Hash: 0x551CDA5B
+ ID: 45 | Hash: 0xCB6D663C
+ ID: 46 | Hash: 0x7DACE87F
+ ID: 47 | Hash: 0xF9DE416F
+ ID: 48 | Hash: 0x882E6E9E
+ ID: 49 | Hash: 0x16B447E7
+ ID: 50 | Hash: 0xBD867739
+ ID: 51 | Hash: 0xA3A58604
+ ID: 52 | Hash: 0x7E046BBC
+ ID: 53 | Hash: 0xD95FDB98
+ ID: 54 | Hash: 0x5842C0ED
+ ID: 55 | Hash: 0x285FECC6
+ ID: 56 | Hash: 0x9351AC43
+ ID: 57 | Hash: 0x50032E75
+ ID: 58 | Hash: 0xAE6D0D59
+ ID: 59 | Hash: 0xD6351785
+ ID: 60 | Hash: 0xD25D71BC
+ ID: 61 | Hash: 0x1F7F6423
+ ID: 62 | Hash: 0xE24C3AA6
+ ID: 63 | Hash: 0xBFFDD2B7
+
+
+
+
+ Parameters: const char* p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* p0, float x, float y, float z
+
+
+
+
+ Parameters: const char* p0, Entity p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int mode
+
+
+ Needs to be called every frame.
+ Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt
+
+
+
+
+ Parameters: const char* p0, const char* p1
+
+
+ Found in the b617d scripts, duplicates removed:
+ AUDIO::SET_PORTAL_SETTINGS_OVERRIDE("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN");
+ AUDIO::SET_PORTAL_SETTINGS_OVERRIDE("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN");
+ AUDIO::SET_PORTAL_SETTINGS_OVERRIDE("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN");
+ AUDIO::SET_PORTAL_SETTINGS_OVERRIDE("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN");
+ AUDIO::SET_PORTAL_SETTINGS_OVERRIDE("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW");
+
+
+
+
+ Parameters: const char* p0
+
+
+ Found in the b617d scripts, duplicates removed:
+ AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE("V_CARSHOWROOM_PS_WINDOW_UNBROKEN");
+ AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE("V_CIA_PS_WINDOW_UNBROKEN");
+ AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE("V_DLC_HEIST_APARTMENT_DOOR_CLOSED");
+ AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE("V_FINALEBANK_PS_VAULT_INTACT");
+ AUDIO::REMOVE_PORTAL_SETTINGS_OVERRIDE("V_MICHAEL_PS_BATHROOM_WITH_WINDOW");
+
+
+
+
+ STOP_S[MOKE_GRENADE_EXPLOSION_SOUNDS]?
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name, Hash model, float p2, float p3
+
+
+ BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0);
+ - Nacorpio
+ -----
+ Hardcoded to not work in Multiplayer.
+
+
+
+
+ Parameters: const char* scriptName, Hash modelHash, int p2, float activationRange, int p4, int p5
+
+
+ Registers a script for any object with a specific model hash.
+ BRAIN::REGISTER_OBJECT_SCRIPT_BRAIN("ob_telescope", ${prop_telescope_01}, 100, 4.0, -1, 9);
+ - Nacorpio
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: const char* scriptName, float activationRange, int p2
+
+
+
+
+ Gets whether the world point the calling script is registered to is within desired range of the player.
+
+
+
+
+ Parameters: int brainSet
+
+
+
+
+ Parameters: int brainSet
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* scriptName
+
+
+ Possible values:
+ act_cinema
+ am_mp_carwash_launch
+ am_mp_carwash_control
+ am_mp_property_ext
+ chop
+ fairgroundHub
+ launcher_BasejumpHeli
+ launcher_BasejumpPack
+ launcher_CarWash
+ launcher_golf
+ launcher_Hunting_Ambient
+ launcher_MrsPhilips
+ launcher_OffroadRacing
+ launcher_pilotschool
+ launcher_Racing
+ launcher_rampage
+ launcher_rampage
+ launcher_range
+ launcher_stunts
+ launcher_stunts
+ launcher_tennis
+ launcher_Tonya
+ launcher_Triathlon
+ launcher_Yoga
+ ob_mp_bed_low
+ ob_mp_bed_med
+
+
+
+
+ Parameters: const char* scriptName
+
+
+ Looks like a cousin of above function _6D6840CEE8845831 as it was found among them. Must be similar
+ Here are possible values of argument -
+ "ob_tv"
+ "launcher_Darts"
+
+
+
+
+ Parameters: BOOL render, BOOL ease, int easeTime, BOOL p3, BOOL p4, Any p5
+
+
+ ease - smooth transition between the camera's positions
+ easeTime - Time in milliseconds for the transition to happen
+ If you have created a script (rendering) camera, and want to go back to the
+ character (gameplay) camera, call this native with render set to 0.
+ Setting ease to 1 will smooth the transition.
+
+
+
+
+ Parameters: BOOL render, float p1, int p2, Any p3
+
+
+ This native makes the gameplay camera zoom into first person/third person with a special effect.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* camName, BOOL p1
+
+
+ "DEFAULT_SCRIPTED_CAMERA"
+ "DEFAULT_ANIMATED_CAMERA"
+ "DEFAULT_SPLINE_CAMERA"
+ "DEFAULT_SCRIPTED_FLY_CAMERA"
+ "TIMED_SPLINE_CAMERA"
+
+
+
+
+ Parameters: const char* camName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, int p9
+
+
+ camName is always set to "DEFAULT_SCRIPTED_CAMERA" in Rockstar's scripts.
+ ------------
+ Camera names found in the b617d scripts:
+ "DEFAULT_ANIMATED_CAMERA"
+ "DEFAULT_SCRIPTED_CAMERA"
+ "DEFAULT_SCRIPTED_FLY_CAMERA"
+ "DEFAULT_SPLINE_CAMERA"
+ ------------
+ Side Note: It seems p8 is basically to represent what would be the bool p1 within CREATE_CAM native. As well as the p9 since it's always 2 in scripts seems to represent what would be the last param within SET_CAM_ROT native which normally would be 2.
+
+
+
+
+ Parameters: Hash camHash, BOOL p1
+
+
+
+
+ Parameters: Hash camHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fov, BOOL p8, Any p9
+
+
+ p9 uses 2 by default
+
+
+
+
+ Parameters: Cam cam, BOOL bScriptHostCam
+
+
+ BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
+
+
+
+
+ Parameters: BOOL bScriptHostCam
+
+
+ BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
+
+
+
+
+ Parameters: Cam cam
+
+
+ Returns whether or not the passed camera handle exists.
+
+
+
+
+ Parameters: Cam cam, BOOL active
+
+
+ Set camera as active/inactive.
+
+
+
+
+ Parameters: Cam cam
+
+
+ Returns whether or not the passed camera handle is active.
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, int rotationOrder
+
+
+ The last parameter, as in other "ROT" methods, is usually 2.
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float fieldOfView, Any p8, int p9, int p10, int p11
+
+
+
+
+ Parameters: Cam cam, float posX, float posY, float posZ
+
+
+ Sets the position of the cam.
+
+
+
+
+ Parameters: Cam cam, float rotX, float rotY, float rotZ, int rotationOrder
+
+
+ Sets the rotation of the cam.
+ Last parameter unknown.
+ Last parameter seems to always be set to 2.
+
+
+
+
+ Parameters: Cam cam, float fieldOfView
+
+
+ Sets the field of view of the cam.
+ ---------------------------------------------
+ Min: 1.0f
+ Max: 130.0f
+
+
+
+
+ Parameters: Cam cam, float nearClip
+
+
+
+
+ Parameters: Cam cam, float farClip
+
+
+
+
+ Parameters: Cam cam, float p1
+
+
+
+
+ Parameters: Cam cam, float strength
+
+
+
+
+ Parameters: Cam cam, float nearDOF
+
+
+
+
+ Parameters: Cam cam, float farDOF
+
+
+
+
+ Parameters: Cam cam, float dofStrength
+
+
+
+
+ Parameters: Cam cam, float p1, float p2, float p3, float p4
+
+
+
+
+ Parameters: Cam cam, BOOL toggle
+
+
+
+
+ Only used in R* Script fm_mission_controller_2020
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float p1
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: Cam camera, float p1
+
+
+ This native has its name defined inside its codE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float multiplier
+
+
+ Native name labeled within its code
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float p1
+
+
+ This native has a name defined inside its code
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float p1
+
+
+ This native has a name defined inside its code
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float p1
+
+
+ This native has a name defined inside its code
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, Entity entity, float xOffset, float yOffset, float zOffset, BOOL isRelative
+
+
+ Last param determines if its relative to the Entity
+
+
+
+
+ Parameters: Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL heading
+
+
+
+
+ Parameters: Cam cam, Ped ped, int boneIndex, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, Entity entity, float xRot, float yRot, float zRot, float xOffset, float yOffset, float zOffset, BOOL isRelative
+
+
+ Example from am_mp_drone script:
+ CAM::HARD_ATTACH_CAM_TO_ENTITY(Local_190.f_169, NETWORK::NET_TO_OBJ(Local_190.f_159), 0f, 0f, 180f, Var0, 1);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, Vehicle vehicle, int boneIndex, BOOL relativeRotation, float rotX, float rotY, float rotZ, float offsetX, float offsetY, float offsetZ, BOOL fixedDirection
+
+
+ This native works with vehicles only. Bone indexes are usually given by this native GET_ENTITY_BONE_INDEX_BY_NAME.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, BOOL p1
+
+
+ The native seems to only be called once.
+ The native is used as so,
+ CAM::SET_CAM_INHERIT_ROLL_VEHICLE(l_544, getElem(2, &l_525, 4));
+ In the exile1 script.
+
+
+
+
+ Parameters: Cam cam, float x, float y, float z
+
+
+
+
+ Parameters: Cam cam, Entity entity, float p2, float p3, float p4, BOOL p5
+
+
+ p5 always seems to be 1 i.e TRUE
+
+
+
+
+ Parameters: Cam cam, Ped ped, int boneIndex, float x, float y, float z, BOOL p6
+
+
+ Parameters p0-p5 seems correct. The bool p6 is unknown, but through every X360 script it's always 1. Please correct p0-p5 if any prove to be wrong.
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, BOOL toggle
+
+
+ Allows you to aim and shoot at the direction the camera is facing.
+
+
+
+
+ Parameters: Cam cam, BOOL toggle
+
+
+ Rotates the radar to match the camera's Z rotation
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, BOOL toggle
+
+
+ When set to true shadows appear more smooth but less detailed.
+ Set to false by default.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Cam camera, const char* name
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam camera, float x, float y, float z, float xRot, float yRot, float zRot, int length, int smoothingStyle, int rotationOrder
+
+
+ I filled p1-p6 (the floats) as they are as other natives with 6 floats in a row are similar and I see no other method. So if a test from anyone proves them wrong please correct.
+ p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one
+ p8 big values ~100 will slow down the camera movement before reaching this node
+ p9 != 0 seems to override the rotation/pitch (bool?)
+
+
+
+
+ Parameters: Cam cam, Cam cam2, int length, int p3
+
+
+ p0 is the spline camera to which the node is being added.
+ p1 is the camera used to create the node.
+ p3 is always 3 in scripts. It might be smoothing style or rotation order.
+
+
+
+
+ Parameters: Cam cam, Cam cam2, int length, int p3
+
+
+ p0 is the spline camera to which the node is being added.
+ p1 is the camera used to create the node.
+ p3 is always 3 in scripts. It might be smoothing style or rotation order.
+
+
+
+
+ Parameters: Cam cam, int length, int p2
+
+
+ p2 is always 2 in scripts. It might be smoothing style or rotation order.
+
+
+
+
+ Parameters: Cam cam, float p1
+
+
+
+
+ Parameters: Cam cam
+
+
+ Can use this with SET_CAM_SPLINE_PHASE to set the float it this native returns.
+ (returns 1.0f when no nodes has been added, reached end of non existing spline)
+
+
+
+
+ Parameters: Cam cam
+
+
+ I'm pretty sure the parameter is the camera as usual, but I am not certain so I'm going to leave it as is.
+
+
+
+
+ Parameters: Cam cam, int timeDuration
+
+
+ I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual.
+
+
+
+
+ Parameters: Cam cam, int smoothingStyle
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, int easingFunction, int p2, float p3
+
+
+
+
+ Parameters: Cam cam, int p1, float scale
+
+
+
+
+ Parameters: Cam cam, int p1, float p2, float p3
+
+
+
+
+ Parameters: Cam cam, int p1, float p2, float p3
+
+
+ Max value for p1 is 15.
+
+
+
+
+ Parameters: Cam cam, int p1, int flags
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam camTo, Cam camFrom, int duration, int easeLocation, int easeRotation
+
+
+ Previous declaration void SET_CAM_ACTIVE_WITH_INTERP(Cam camTo, Cam camFrom, int duration, BOOL easeLocation, BOOL easeRotation) is completely wrong. The last two params are integers not BOOLs...
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, const char* type, float amplitude
+
+
+ Possible shake types (updated b617d):
+ DEATH_FAIL_IN_EFFECT_SHAKE
+ DRUNK_SHAKE
+ FAMILY5_DRUG_TRIP_SHAKE
+ HAND_SHAKE
+ JOLT_SHAKE
+ LARGE_EXPLOSION_SHAKE
+ MEDIUM_EXPLOSION_SHAKE
+ SMALL_EXPLOSION_SHAKE
+ ROAD_VIBRATION_SHAKE
+ SKY_DIVING_SHAKE
+ VIBRATE_SHAKE
+ Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
+
+
+
+
+ Parameters: Cam cam, const char* p1, const char* p2, const char* p3, float amplitude
+
+
+ Example from michael2 script.
+ CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f);
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam, float amplitude
+
+
+
+
+ Parameters: Cam cam, BOOL p1
+
+
+
+
+ Parameters: const char* p0, float p1
+
+
+ CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2);
+ Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
+
+
+
+
+ Parameters: const char* p0, const char* p1, const char* p2, float p3
+
+
+ CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f);
+ Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
+
+
+
+
+ In drunk_controller.c4, sub_309
+ if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
+ CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
+ }
+
+
+
+
+ Parameters: BOOL p0
+
+
+ In drunk_controller.c4, sub_309
+ if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
+ CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
+ }
+
+
+
+
+ Parameters: Vehicle vehicle, int p1, float p2
+
+
+ p1: 0..16
+
+
+
+
+ Parameters: Cam cam, const char* animName, const char* animDictionary, float x, float y, float z, float xRot, float yRot, float zRot, BOOL p9, int p10
+
+
+ Atleast one time in a script for the zRot Rockstar uses GET_ENTITY_HEADING to help fill the parameter.
+ p9 is unknown at this time.
+ p10 throughout all the X360 Scripts is always 2.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Cam cam, const char* animName, const char* animDictionary
+
+
+
+
+ Parameters: Cam cam, float phase
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Any p0, Any p1, const char* animName, const char* animDictionary
+
+
+ Examples:
+ CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_2734, NETWORK::NETWORK_GET_LOCAL_SCENE_FROM_NETWORK_ID(l_2739), "PLAYER_EXIT_L_CAM", "mp_doorbell");
+ CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_F0D[7/*1*/], l_F4D[15/*1*/], "ah3b_attackheli_cam2", "missheistfbi3b_helicrash");
+
+
+
+
+ Parameters: Cam cam, float p1, float p2, float p3
+
+
+
+
+ Parameters: Cam cam, float p1, float p2, float p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, float height
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Cam cam, float x, float y, float z
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: Cam cam
+
+
+
+
+ Parameters: int duration
+
+
+ Fades the screen in.
+ duration: The time the fade should take, in milliseconds.
+
+
+
+
+ Parameters: int duration
+
+
+ Fades the screen out.
+ duration: The time the fade should take, in milliseconds.
+
+
+
+
+ Parameters: BOOL p0, int p1
+
+
+
+
+ Parameters: int rotationOrder
+
+
+ p0 dosen't seem to change much, I tried it with 0, 1, 2:
+ 0-Pitch(X): -70.000092
+ 0-Roll(Y): -0.000001
+ 0-Yaw(Z): -43.886459
+ 1-Pitch(X): -70.000092
+ 1-Roll(Y): -0.000001
+ 1-Yaw(Z): -43.886463
+ 2-Pitch(X): -70.000092
+ 2-Roll(Y): -0.000002
+ 2-Yaw(Z): -43.886467
+
+
+
+
+ Parameters: float p0
+
+
+ some camera effect that is used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled.
+
+
+
+
+ Parameters: float p0
+
+
+ some camera effect that is (also) used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled.
+
+
+
+
+ Parameters: float heading
+
+
+ Sets the camera position relative to heading in float from -360 to +360.
+ Heading is alwyas 0 in aiming camera.
+
+
+
+
+ Parameters: float angle, float scalingFactor
+
+
+ This native sets the camera's pitch (rotation on the x-axis).
+
+
+
+
+ Parameters: float roll, float pitch, float yaw
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float yaw
+
+
+ Does nothing
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float pitch
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* shakeName, float intensity
+
+
+ Possible shake types (updated b617d):
+ DEATH_FAIL_IN_EFFECT_SHAKE
+ DRUNK_SHAKE
+ FAMILY5_DRUG_TRIP_SHAKE
+ HAND_SHAKE
+ JOLT_SHAKE
+ LARGE_EXPLOSION_SHAKE
+ MEDIUM_EXPLOSION_SHAKE
+ SMALL_EXPLOSION_SHAKE
+ ROAD_VIBRATION_SHAKE
+ SKY_DIVING_SHAKE
+ VIBRATE_SHAKE
+ Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
+
+
+
+
+ Parameters: float amplitude
+
+
+ Sets the amplitude for the gameplay (i.e. 3rd or 1st) camera to shake. Used in script "drunk_controller.ysc.c4" to simulate making the player drunk.
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Ped ped
+
+
+ Forces gameplay cam to specified ped as if you were the ped or spectating it
+
+
+
+
+ Examples when this function will return 0 are:
+ - During busted screen.
+ - When player is coming out from a hospital.
+ - When player is coming out from a police station.
+ - When player is buying gun from AmmuNation.
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Sets some flag on cinematic camera
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: const char* camName, int p1
+
+
+ From the scripts:
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_ATTACHED_TO_ROPE_CAMERA", 0);
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_ON_EXILE1_LADDER_CAMERA", 1500);
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 0);
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 3000);
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_FAMILY5_CAMERA", 0);
+ CAM::SET_FOLLOW_PED_CAM_THIS_UPDATE("FOLLOW_PED_SKY_DIVING_CAMERA", 0);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: float minimum, float maximum
+
+
+ minimum: Degrees between -180f and 180f.
+ maximum: Degrees between -180f and 180f.
+ Clamps the gameplay camera's current yaw.
+ Eg. SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(0.0f, 0.0f) will set the horizontal angle directly behind the player.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float minimum, float maximum
+
+
+ minimum: Degrees between -90f and 90f.
+ maximum: Degrees between -90f and 90f.
+ Clamps the gameplay camera's current pitch.
+ Eg. SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(0.0f, 0.0f) will set the vertical angle directly behind the player.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float distance
+
+
+ Seems to animate the gameplay camera zoom.
+ Eg. SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE(1f, 1000f);
+ will animate the camera zooming in from 1000 meters away.
+ Game scripts use it like this:
+ // Setting this to 1 prevents V key from changing zoom
+ PLAYER::SET_PLAYER_FORCED_ZOOM(PLAYER::PLAYER_ID(), 1);
+ // These restrict how far you can move cam up/down left/right
+ CAM::SET_THIRD_PERSON_CAM_RELATIVE_HEADING_LIMITS_THIS_UPDATE(-20f, 50f);
+ CAM::SET_THIRD_PERSON_CAM_RELATIVE_PITCH_LIMITS_THIS_UPDATE(-60f, 0f);
+ CAM::SET_THIRD_PERSON_CAM_ORBIT_DISTANCE_LIMITS_THIS_UPDATE(1f, 1f);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle p0, int p1
+
+
+ Forces gameplay cam to specified vehicle as if you were in it
+
+
+
+
+ Disables first person camera for the current frame.
+ Found in decompiled scripts:
+ GRAPHICS::DRAW_DEBUG_TEXT_2D("Disabling First Person Cam", 0.5, 0.8, 0.0, 0, 0, 255, 255);
+ CAM::DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE();
+
+
+
+ This function has been replaced by
+
+
+
+ See viewmode enum in CAM.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE for return value
+
+
+
+
+ Parameters: int viewMode
+
+
+ Sets the type of Player camera:
+ 0 - Third Person Close
+ 1 - Third Person Mid
+ 2 - Third Person Far
+ 4 - First Person
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+
+
+ Parameters: int zoomLevel
+
+
+
+
+ Returns the type of camera:
+ enum _viewmode //0xA11D7CA8
+ {
+ THIRD_PERSON_NEAR = 0,
+ THIRD_PERSON_MEDIUM = 1,
+ THIRD_PERSON_FAR = 2,
+ CINEMATIC = 3,
+ FIRST_PERSON = 4
+ };
+
+
+
+
+ Parameters: int viewMode
+
+
+ Sets the type of Player camera in vehicles:
+ viewmode: see CAM.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE
+
+
+
+
+ Parameters: int context
+
+
+ context: see _GET_CAM_ACTIVE_VIEW_MODE_CONTEXT
+
+
+
+
+ Parameters: int context, int viewMode
+
+
+ context: see _GET_CAM_ACTIVE_VIEW_MODE_CONTEXT, viewmode: see CAM.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE
+
+
+
+
+ enum Context
+ {
+ ON_FOOT,
+ IN_VEHICLE,
+ ON_BIKE,
+ IN_BOAT,
+ IN_AIRCRAFT,
+ IN_SUBMARINE,
+ IN_HELI,
+ IN_TURRET
+ };
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* camName
+
+
+ Sets gameplay camera to hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int seatIndex
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float zoomFactor
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int rotationOrder
+
+
+ p0 seems to consistently be 2 across scripts
+ Function is called faily often by CAM::CREATE_CAM_WITH_PARAMS
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int rotationOrder
+
+
+
+ This function has been replaced by
+
+
+
+ Gets some camera fov
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, int duration, int blendOutDuration, int blendInDuration, int p6
+
+
+
+
+ Parameters: Ped ped, float x1, float y1, float z1, BOOL p4, int duration, int blendOutDuration, int blendInDuration
+
+
+
+
+ Parameters: Vehicle vehicle, float offsetX, float offsetY, float offsetZ, BOOL p4, int time, int easeInTime, int easeOutTime
+
+
+ Focuses the camera on the specified vehicle.
+
+
+
+
+ Parameters: Object @object, float xOffset, float yOffset, float zOffset, BOOL p4, int time, int easeInTime, int easeOutTime
+
+
+
+
+ Parameters: Entity entity, float xOffset, float yOffset, float zOffset, BOOL p4, int time, int easeInTime, int easeOutTime, int p8
+
+
+ p8 could be some sort of flag. Scripts use:
+ -244429742
+ 0
+ 1726668277
+ 1844968929
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float FOV
+
+
+
+
+ Parameters: float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float xOffset
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float yOffset
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* shakeType, float amount
+
+
+ p0 argument found in the b617d scripts: "DRUNK_SHAKE"
+ Full list of cam shake types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera.
+
+
+
+ This function has been replaced by
+
+
+
+ Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash p0, int time, BOOL p2, Entity entity
+
+
+ hash is always JOAAT("CAMERA_MAN_SHOT") in decompiled scripts
+
+
+
+
+ Parameters: Hash p0
+
+
+ Hash is always JOAAT("CAMERA_MAN_SHOT") in decompiled scripts
+
+
+
+
+ Parameters: Hash p0
+
+
+ Only used once in carsteal3 with p0 set to -1096069633 (CAMERA_MAN_SHOT)
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work.
+
+
+
+
+ Tests some cinematic camera flags
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+ Hardcoded to only work in multiplayer.
+
+
+
+
+ Parameters: float p0, int p1, float p2, float p3, float p4, float p5, float p6, int p7, int p8
+
+
+
+
+ Parameters: int p0
+
+
+ if p0 is 0, effect is cancelled
+ if p0 is 1, effect zooms in, gradually tilts cam clockwise apx 30 degrees, wobbles slowly. Motion blur is active until cancelled.
+ if p0 is 2, effect immediately tilts cam clockwise apx 30 degrees, begins to wobble slowly, then gradually tilts cam back to normal. The wobbling will continue until the effect is cancelled.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: const char* vehicleName
+
+
+ From b617 scripts:
+ CAM::SET_FIRST_PERSON_FLASH_EFFECT_VEHICLE_MODEL_NAME("DINGHY");
+ CAM::SET_FIRST_PERSON_FLASH_EFFECT_VEHICLE_MODEL_NAME("ISSI2");
+ CAM::SET_FIRST_PERSON_FLASH_EFFECT_VEHICLE_MODEL_NAME("SPEEDO");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash vehicleModel
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hour, int minute, int second
+
+
+ SET_CLOCK_TIME(12, 34, 56);
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int hour, int minute, int second
+
+
+
+
+ Parameters: int hours, int minutes, int seconds
+
+
+
+
+ Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)
+
+
+
+
+ Gets the current ingame clock minute.
+
+
+
+
+ Gets the current ingame clock second. Note that ingame clock seconds change really fast since a day in GTA is only 48 minutes in real life.
+
+
+
+
+ Parameters: int day, int month, int year
+
+
+
+
+ Gets the current day of the week.
+ 0: Sunday
+ 1: Monday
+ 2: Tuesday
+ 3: Wednesday
+ 4: Thursday
+ 5: Friday
+ 6: Saturday
+
+
+
+
+ Parameters: int* year, int* month, int* day, int* hour, int* minute, int* second
+
+
+ Gets system time as year, month, day, hour, minute and second.
+ Example usage:
+ int year;
+ int month;
+ int day;
+ int hour;
+ int minute;
+ int second;
+ TIME::GET_POSIX_TIME(&year, &month, &day, &hour, &minute, &second);
+
+
+
+
+ Parameters: int* year, int* month, int* day, int* hour, int* minute, int* second
+
+
+ Gets current UTC time
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* year, int* month, int* day, int* hour, int* minute, int* second
+
+
+ Gets local system time as year, month, day, hour, minute and second.
+ Example usage:
+ int year;
+ int month;
+ int day;
+ int hour;
+ int minute;
+ int second;
+ or use std::tm struct
+ TIME::GET_LOCAL_TIME(&year, &month, &day, &hour, &minute, &second);
+
+
+
+
+ Parameters: const char* cutsceneName, int flags
+
+
+ flags: Usually 8
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: const char* cutsceneName, int playbackFlags, int flags
+
+
+ flags: Usually 8
+ playbackFlags: Which scenes should be played.
+ Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: int threadId
+
+
+ Sets the cutscene's owning thread ID.
+
+
+
+
+ Parameters: int flag
+
+
+
+
+ Parameters: const char* cutsceneEntName, int p1, int p2
+
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does.
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED.
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does.
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ Full list of cutscene names by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/cutsceneNames.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int flags
+
+
+ flags: Usually 0.
+
+
+
+
+ Parameters: float x, float y, float z, int flags
+
+
+ flags: Usually 0.
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float x, float y, float z, float p3, int p4
+
+
+ p3 could be heading. Needs more research.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int p6
+
+
+
+
+ Parameters: const char* cutsceneEntName, Hash modelHash
+
+
+
+
+ Parameters: const char* cutsceneName
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ Parameters: int cutsceneHandle
+
+
+
+
+ Parameters: Ped cutscenePed, const char* cutsceneEntName, int p2, Hash modelHash, int p4
+
+
+
+
+ Parameters: const char* cutsceneEntName, Hash modelHash
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Only used twice in R* scripts
+
+
+
+
+ Parameters: const char* cutsceneEntName, Hash modelHash
+
+
+ modelHash (p1) was always 0 in R* scripts
+
+
+
+
+ Parameters: const char* cutsceneEntName, Hash modelHash
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles a value (bool) for cutscenes.
+
+
+
+
+ Parameters: BOOL p0, BOOL p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: BOOL p0, BOOL p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+ Stops current cutscene with a fade transition
+ p0: always true in R* Scripts
+ You will need to manually fade the screen back in
+ SET_CUTSCENE_INPUTS_PARTIALLY_FADE?
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* cutsceneEntName, int p1, int p2, int p3, Hash modelHash
+
+
+ Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
+
+
+
+
+ Parameters: const char* cutsceneEntName, Ped ped, Hash modelHash
+
+
+
+
+ Parameters: const char* cutsceneEntName, Hash modelHash
+
+
+
+
+ Parameters: const char* cutsceneEntName, int p1, int p2, int p3, Hash modelHash
+
+
+ Thanks R*! ;)
+ if ((l_161 == 0) || (l_161 == 2)) {
+ sub_2ea27("Trying to set Jimmy prop variation");
+ CUTSCENE::SET_CUTSCENE_PED_PROP_VARIATION("Jimmy_Boston", 1, 0, 0, 0);
+ }
+ Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
+
+
+
+
+ Possibly HAS_CUTSCENE_CUT_THIS_FRAME, needs more research.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int requestId
+
+
+ Adds the given requestID to the watch list.
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int requestId
+
+
+
+
+ Parameters: int requestId
+
+
+
+
+ Parameters: int requestId, Any p1
+
+
+
+
+ Parameters: int requestId
+
+
+
+
+ Parameters: Any* data, int dataCount, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, BOOL publish, Any p7
+
+
+
+
+ Parameters: const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, BOOL publish, Any p5
+
+
+
+
+ Parameters: const char* contentId, Any* data, int dataCount, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, Any p7
+
+
+
+
+ Parameters: const char* contentId, const char* contentName, const char* description, const char* tagsCsv, const char* contentTypeName, Any p5
+
+
+
+
+ Parameters: const char* contentId, float rating, const char* contentTypeName, Any p3
+
+
+
+
+ Parameters: int p0, Any p1
+
+
+
+
+ Parameters: int p0, BOOL p1, Any p2
+
+
+
+
+ Parameters: int p0, Any p1
+
+
+
+
+ Parameters: int p0, Any p1
+
+
+
+
+ Parameters: const char* filename, Any p1
+
+
+ Loads a User-Generated Content (UGC) file. These files can be found in "[GTA5]\data\ugc" and "[GTA5]\common\patch\ugc". They seem to follow a naming convention, most likely of "[name]_[part].ugc". See example below for usage.
+ Returns whether or not the file was successfully loaded.
+ Example:
+ DATAFILE::DATAFILE_LOAD_OFFLINE_UGC("RockstarPlaylists") // loads "rockstarplaylists_00.ugc"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+ Any*
+
+
+
+ Parameters: const char* filename, Any p1
+
+
+
+
+ Parameters: BOOL* p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+ Any*
+
+
+
+ Parameters: Any* objectData, const char* key, BOOL value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key, int value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key, const char* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key, float valueX, float valueY, float valueZ
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* objectData, const char* key
+
+
+ Types:
+ 1 = Boolean
+ 2 = Integer
+ 3 = Float
+ 4 = String
+ 5 = Vector3
+ 6 = Object
+ 7 = Array
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, BOOL value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, const char* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, float valueX, float valueY, float valueZ
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+ Any*
+
+
+ Any*
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* arrayData, int arrayIndex
+
+
+ Types:
+ 1 = Boolean
+ 2 = Integer
+ 3 = Float
+ 4 = String
+ 5 = Vector3
+ 6 = Object
+ 7 = Array
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* propertyName, int timestamp
+
+
+
+
+ Parameters: Entity entity, const char* propertyName, BOOL value
+
+
+ This function sets metadata of type bool to specified entity.
+
+
+
+
+ Parameters: Entity entity, const char* propertyName, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* propertyName, int value
+
+
+ Sets property to int.
+
+
+
+
+ Parameters: Entity entity, const char* propertyName
+
+
+
+
+ Parameters: Entity entity, const char* propertyName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* propertyName
+
+
+
+
+ Parameters: Entity entity, const char* propertyName
+
+
+ Returns whether or not the specified property is set for the entity.
+
+
+
+
+ Parameters: Entity entity, const char* propertyName
+
+
+
+
+ Parameters: const char* propertyName, int type
+
+
+ https://alloc8or.re/gta5/doc/enums/eDecorType.txt
+
+
+
+
+ Parameters: const char* propertyName, int type
+
+
+ type: see DECOR_REGISTER
+
+
+
+
+ Called after all decorator type initializations.
+
+
+
+
+ Parameters: Hash dlcHash
+
+
+ Returns true if the given DLC pack is present.
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL* p0, int unused
+
+
+ Sets the value of the specified variable to 0.
+ Always returns true.
+
+
+
+ This function has been replaced by
+
+
+
+ Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, ON_ENTER_MP is a cognate to this function and loads MP DLC (and unloads SP DLC by extension).
+ Works in singleplayer.
+
+
+
+ This function has been replaced by
+
+
+
+ This loads the GTA:O dlc map parts (high end garages, apartments).
+ Works in singleplayer.
+ In order to use GTA:O heist IPL's you have to call this native with the following params: SET_INSTANCE_PRIORITY_MODE(1);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Checks whether an entity exists in the game world.
+
+
+
+
+ Parameters: Entity entity, BOOL p1
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* animDict, const char* animName, int p3
+
+
+ P3 is always 3 as far as i cant tell
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, BOOL p2
+
+
+ Entity 1 = Victim
+ Entity 2 = Attacker
+ p2 seems to always be 1
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, int traceType
+
+
+ traceType is always 17 in the scripts.
+ There is other codes used for traceType:
+ 19 - in jewelry_prep1a
+ 126 - in am_hunt_the_beast
+ 256 & 287 - in fm_mission_controller
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, int traceType
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity1, Entity entity2
+
+
+ Has the entity1 got a clear line of sight to the other entity2 from the direction entity1 is facing.
+ This is one of the most CPU demanding BOOL natives in the game; avoid calling this in things like nested for-loops
+
+
+
+
+ Parameters: Entity entity
+
+
+ Called on tick.
+ Tested with vehicles, returns true whenever the vehicle is touching any entity.
+ Note: for vehicles, the wheels can touch the ground and it will still return false, but if the body of the vehicle touches the ground, it will return true.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+ Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter.
+
+
+
+
+ Parameters: Entity entity, const char* animDict, const char* animName
+
+
+ Returns a float value representing animation's current playtime with respect to its total playtime. This value increasing in a range from [0 to 1] and wrap back to 0 when it reach 1.
+ Example:
+ 0.000000 - mark the starting of animation.
+ 0.500000 - mark the midpoint of the animation.
+ 1.000000 - mark the end of animation.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, const char* animDict, const char* animName
+
+
+ Returns a float value representing animation's total playtime in milliseconds.
+ Example:
+ GET_ENTITY_ANIM_TOTAL_TIME(PLAYER_ID(),"amb@world_human_yoga@female@base","base_b")
+ return 20800.000000
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animDict, const char* animName
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, BOOL alive
+
+
+ Gets the current coordinates for a specified entity.
+ `entity` = The entity to get the coordinates from.
+ `alive` = Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Gets the entity's forward vector.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Gets the X-component of the entity's forward vector.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Gets the Y-component of the entity's forward vector.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Gets the heading of the entity physics in degrees, which tends to be more accurate than just "GET_ENTITY_HEADING". This can be clearly seen while, for example, ragdolling a ped/player.
+ NOTE: The name and description of this native are based on independent research. If you find this native to be more suitable under a different name and/or described differently, please feel free to do so.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Returns an integer value of entity's current health.
+ Example of range for ped:
+ - Player [0 to 200]
+ - Ped [100 to 200]
+ - Vehicle [0 to 1000]
+ - Object [0 to 1000]
+ Health is actually a float value but this native casts it to int.
+ In order to get the actual value, do:
+ float health = *(float *)(entityAddress + 0x280);
+
+
+
+
+ Parameters: Entity entity
+
+
+ Return an integer value of entity's maximum health.
+ Example:
+ - Player = 200
+ - Ped = 150
+
+
+
+
+ Parameters: Entity entity, int value
+
+
+ For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849
+
+
+
+
+ Parameters: Entity entity, float X, float Y, float Z, BOOL atTop, BOOL inWorldCoords
+
+
+
+
+ Parameters: Entity entity
+
+
+ Return height (z-dimension) above ground.
+ Example: The pilot in a titan plane is 1.844176 above ground.
+ How can i convert it to meters?
+ Everything seems to be in meters, probably this too.
+
+
+
+
+ Parameters: Entity entity, Vector3* forwardVector, Vector3* rightVector, Vector3* upVector, Vector3* position
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns the model hash from the entity
+
+
+
+
+ Parameters: Entity entity, float posX, float posY, float posZ
+
+
+ Converts world coords (posX - Z) to coords relative to the entity
+ Example:
+ posX is given as 50
+ entity's x coord is 40
+ the returned x coord will then be 10 or -10, not sure haven't used this in a while (think it is 10 though).
+
+
+
+
+ Parameters: Entity entity, float offsetX, float offsetY, float offsetZ
+
+
+ Offset values are relative to the entity.
+ x = left/right
+ y = forward/backward
+ z = up/down
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float* x, float* y, float* z, float* w
+
+
+ w is the correct parameter name!
+
+
+
+
+ Parameters: Entity entity
+
+
+ Displays the current ROLL axis of the entity [-180.0000/180.0000+]
+ (Sideways Roll) such as a vehicle tipped on its side
+
+
+
+
+ Parameters: Entity entity, int rotationOrder
+
+
+ rotationOrder is the order yaw, pitch and roll is applied. Usually 2. Returns a vector where the Z coordinate is the yaw.
+ rotationOrder refers to the order yaw pitch roll is applied; value ranges from 0 to 5 and is usually *2* in scripts.
+ What you use for rotationOrder when getting must be the same as rotationOrder when setting the rotation.
+ What it returns is the yaw on the z part of the vector, which makes sense considering R* considers z as vertical. Here's a picture for those of you who don't understand pitch, yaw, and roll: www.allstar.fiu.edu/aero/images/pic5-1.gif
+ Rotation Orders:
+ 0: ZYX - Rotate around the z-axis, then the y-axis and finally the x-axis.
+ 1: YZX - Rotate around the y-axis, then the z-axis and finally the x-axis.
+ 2: ZXY - Rotate around the z-axis, then the x-axis and finally the y-axis.
+ 3: XZY - Rotate around the x-axis, then the z-axis and finally the y-axis.
+ 4: YXZ - Rotate around the y-axis, then the x-axis and finally the z-axis.
+ 5: XYZ - Rotate around the x-axis, then the y-axis and finally the z-axis.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, ScrHandle* script
+
+
+ Returns the name of the script that owns/created the entity or nullptr. Second parameter is unused, can just be a nullptr.
+
+
+
+
+ Parameters: Entity entity
+
+
+ result is in meters per second
+ ------------------------------------------------------------
+ So would the conversion to mph and km/h, be along the lines of this.
+ float speed = GET_ENTITY_SPEED(veh);
+ float kmh = (speed * 3.6);
+ float mph = (speed * 2.236936);
+ ------------------------------------------------------------
+
+
+
+
+ Parameters: Entity entity, BOOL relative
+
+
+ Relative can be used for getting speed relative to the frame of the vehicle, to determine for example, if you are going in reverse (-y speed) or not (+y speed).
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+ Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
+
+
+
+
+ Parameters: Entity entity
+
+
+ Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
+
+
+
+
+ Parameters: Entity entity
+
+
+ Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
+
+
+
+
+ Parameters: Entity entity, int boneIndex
+
+
+ Returns the coordinates of an entity-bone.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, int team
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns:
+ 0 = no entity
+ 1 = ped
+ 2 = vehicle
+ 3 = object
+
+
+
+
+ Parameters: Entity entity
+
+
+ A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt
+
+
+
+
+ Parameters: ScrHandle handle
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9
+
+
+ Checks if entity is within x/y/zSize distance of x/y/z.
+ Last three are unknown ints, almost always p7 = 0, p8 = 1, p9 = 0
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7
+
+
+ Checks if entity1 is within the box defined by x/y/zSize of entity2.
+ Last three parameters are almost alwasy p5 = 0, p6 = 1, p7 = 0
+
+
+
+
+ Parameters: Entity entity
+
+
+ Whether the entity is attached to any other entity.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity from, Entity to
+
+
+
+
+ Parameters: Entity entity, BOOL p1
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includeZ, Any p10
+
+
+ `p8` is a debug flag invoking functions in the same path as ``DRAW_MARKER``
+ `p10` is some entity flag check, also used in `IS_ENTITY_AT_ENTITY`, `IS_ENTITY_IN_AREA`, and `IS_ENTITY_AT_COORD`.
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+
+
+
+
+ Parameters: Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9
+
+
+
+
+ Parameters: Entity entity, const char* zone
+
+
+ Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+ Get how much of the entity is submerged. 1.0f is whole entity.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns true if the entity is in between the minimum and maximum values for the 2d screen coords.
+ This means that it will return true even if the entity is behind a wall for example, as long as you're looking at their location.
+ Chipping
+
+
+
+
+ Parameters: Entity entity, const char* animDict, const char* animName, int taskFlag
+
+
+ See also PED::IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM 0x6EC47A344923E1ED 0x3C30B447
+ Taken from ENTITY::IS_ENTITY_PLAYING_ANIM(PLAYER::PLAYER_PED_ID(), "creatures@shark@move", "attack_player", 3)
+ p4 is always 3 in the scripts.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity
+
+
+ a static ped will not react to natives like "APPLY_FORCE_TO_ENTITY" or "SET_ENTITY_VELOCITY" and oftentimes will not react to task-natives like "TASK::TASK_COMBAT_PED". The only way I know of to make one of these peds react is to ragdoll them (or sometimes to use CLEAR_PED_TASKS_IMMEDIATELY(). Static peds include almost all far-away peds, beach-combers, peds in certain scenarios, peds crossing a crosswalk, peds walking to get back into their cars, and others. If anyone knows how to make a ped non-static without ragdolling them, please edit this with the solution.
+ how can I make an entity static???
+
+
+
+
+ Parameters: Entity entity, Entity targetEntity
+
+
+
+
+ Parameters: Entity entity, Hash modelHash
+
+
+
+
+ Parameters: Entity entity, float angle
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Hash entityModelHash, float x, float y, float z, BOOL p4
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8
+
+
+ Applies a force to the specified entity.
+ **List of force types (p1)**:
+ public enum ForceType
+ {
+ MinForce = 0,
+ MaxForceRot = 1,
+ MinForce2 = 2,
+ MaxForceRot2 = 3,
+ ForceNoRot = 4,
+ ForceRotPlusForce = 5
+ }
+ Research/documentation on the gtaforums can be found here https://gtaforums.com/topic/885669-precisely-define-object-physics/) and here https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/.
+ p6/relative - makes the xyz force not relative to world coords, but to something else
+ p7/highForce - setting false will make the force really low
+
+
+
+
+ Parameters: Entity entity, int forceFlags, float x, float y, float z, float offX, float offY, float offZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13
+
+
+ Documented here:
+ gtaforums.com/topic/885669-precisely-define-object-physics/
+ gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/
+ forceFlags:
+ First bit (lowest): Strong force flag, factor 100
+ Second bit: Unkown flag
+ Third bit: Momentum flag=1 (vector (x,y,z) is a momentum, more research needed)
+ If higher bits are unequal 0 the function doesn't applay any forces at all.
+ (As integer possible values are 0-7)
+ 0: weak force
+ 1: strong force
+ 2: same as 0 (2nd bit?)
+ 3: same as 1
+ 4: weak momentum
+ 5: strong momentum
+ 6: same as 4
+ 7: same as 5
+ isLocal: vector defined in local (body-fixed) coordinate frame
+ isMassRel: if true the force gets multiplied with the objects mass (this is why it was known as highForce) and different objects will have the same acceleration.
+ p8 !!! Whenever I set this !=0, my script stopped.
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, BOOL p9, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, Any p15
+
+
+ Attaches entity1 to bone (boneIndex) of entity2.
+ boneIndex - this is different to boneID, use GET_PED_BONE_INDEX to get the index from the ID. use the index for attaching to specific bones. entity1 will be attached to entity2's centre if bone index given doesn't correspond to bone indexes for that entity type.
+ useSoftPinning - if set to false attached entity will not detach when fixed
+ collision - controls collision between the two entities (FALSE disables collision).
+ isPed - pitch doesnt work when false and roll will only work on negative numbers (only peds)
+ vertexIndex - position of vertex
+ fixedRot - if false it ignores entity vector
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, float xPos1, float yPos1, float zPos1, float xPos2, float yPos2, float zPos2, float xRot, float yRot, float zRot, float breakForce, BOOL fixedRot, BOOL p15, BOOL collision, BOOL p17, int p18
+
+
+ breakForce is the amount of force required to break the bond.
+ p14 - is always 1 in scripts
+ p15 - is 1 or 0 in scripts - unknoun what it does
+ p16 - controls collision between the two entities (FALSE disables collision).
+ p17 - do not teleport entity to be attached to the position of the bone Index of the target entity (if 1, entity will not be teleported to target bone)
+ p18 - is always 2 in scripts.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Called to update entity attachments.
+
+
+
+
+ Parameters: Entity entity, const char* boneName
+
+
+ Returns the index of the bone. If the bone was not found, -1 will be returned.
+ list:
+ https://pastebin.com/D7JMnX1g
+ BoneNames:
+ chassis,
+ windscreen,
+ seat_pside_r,
+ seat_dside_r,
+ bodyshell,
+ suspension_lm,
+ suspension_lr,
+ platelight,
+ attach_female,
+ attach_male,
+ bonnet,
+ boot,
+ chassis_dummy, //Center of the dummy
+ chassis_Control, //Not found yet
+ door_dside_f, //Door left, front
+ door_dside_r, //Door left, back
+ door_pside_f, //Door right, front
+ door_pside_r, //Door right, back
+ Gun_GripR,
+ windscreen_f,
+ platelight, //Position where the light above the numberplate is located
+ VFX_Emitter,
+ window_lf, //Window left, front
+ window_lr, //Window left, back
+ window_rf, //Window right, front
+ window_rr, //Window right, back
+ engine, //Position of the engine
+ gun_ammo,
+ ROPE_ATTATCH, //Not misspelled. In script "finale_heist2b.c4".
+ wheel_lf, //Wheel left, front
+ wheel_lr, //Wheel left, back
+ wheel_rf, //Wheel right, front
+ wheel_rr, //Wheel right, back
+ exhaust, //Exhaust. shows only the position of the stock-exhaust
+ overheat, //A position on the engine(not exactly sure, how to name it)
+ misc_e, //Not a car-bone.
+ seat_dside_f, //Driver-seat
+ seat_pside_f, //Seat next to driver
+ Gun_Nuzzle,
+ seat_r
+ I doubt that the function is case-sensitive, since I found a "Chassis" and a "chassis". - Just tested: Definitely not case-sensitive.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity* entity
+
+
+ Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.
+
+
+
+
+ Parameters: Entity entity, BOOL dynamic, BOOL collision
+
+
+ If `collision` is set to true, both entities won't collide with the other until the distance between them is above 4 meters.
+ Set `dynamic` to true to keep velocity after dettaching
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using SET_ENTITY_COORDS.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
+ "Allow Freeze If No Collision"
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset
+
+
+ delta and bitset are guessed fields. They are based on the fact that most of the calls have 0 or nil field types passed in.
+ The only time bitset has a value is 0x4000 and the only time delta has a value is during stealth with usually <1.0f values.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, int syncedScene, const char* animation, const char* propName, float p4, float p5, Any p6, float p7
+
+
+ p4 and p7 are usually 1000.0f.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, Any y2, float z2, const char* p6, const char* p7, float p8, float p9, Any p10, float p11
+
+
+ p6,p7 probably animname and animdict
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, Any y2, float z2
+
+
+
+
+ Parameters: Entity entity, const char* animation, const char* animGroup, float p3
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm
+
+
+
+
+ Parameters: Entity entity, float p1, BOOL p2
+
+
+ p1 sync task id?
+
+
+
+
+ Parameters: Entity entity, Hash actionHash
+
+
+ if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject")))
+
+
+
+
+ Parameters: const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4
+
+
+ In the script "player_scene_t_bbfight.c4":
+ "if (ENTITY::FIND_ANIM_EVENT_PHASE(&l_16E, &l_19F[v_4/*16*/], v_9, &v_A, &v_B))"
+ -- &l_16E (p0) is requested as an anim dictionary earlier in the script.
+ -- &l_19F[v_4/*16*/] (p1) is used in other natives in the script as the "animation" param.
+ -- v_9 (p2) is instantiated as "victim_fall"; I'm guessing that's another anim
+ --v_A and v_B (p3 & p4) are both set as -1.0, but v_A is used immediately after this native for:
+ "if (v_A < ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(...))"
+ Both v_A and v_B are seemingly used to contain both Vector3's and floats, so I can't say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, const char* animDictionary, const char* animName, float time
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, const char* animDictionary, const char* animName, float speedMultiplier
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, BOOL p1, BOOL p2
+
+
+ Makes the specified entity (ped, vehicle or object) persistent. Persistent entities will not automatically be removed by the engine.
+ p1 has no effect when either its on or off
+ maybe a quick disassembly will tell us what it does
+ p2 has no effect when either its on or off
+ maybe a quick disassembly will tell us what it does
+
+
+
+
+ Parameters: Entity* entity
+
+
+ Marks the specified entity (ped, vehicle or object) as no longer needed if its population type is set to the mission type.
+ If the entity is ped, it will also clear their tasks immediately just like when CLEAR_PED_TASKS_IMMEDIATELY is called.
+ Entities marked as no longer needed, will be deleted as the engine sees fit.
+ Use this if you just want to just let the game delete the ped:
+ void MarkPedAsAmbientPed(Ped ped) {
+ auto addr = getScriptHandleBaseAddress(ped);
+ if (!addr) {
+ return;
+ }
+ //the game uses only lower 4 bits as entity population type
+ BYTE origValue = *(BYTE *)(addr + 0xDA);
+ *(BYTE *)(addr + 0xDA) = ((origValue & 0xF0) | ePopulationType::POPTYPE_RANDOM_AMBIENT);
+ }
+
+
+
+
+ Parameters: Ped* ped
+
+
+ This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
+
+
+
+
+ Parameters: Vehicle* vehicle
+
+
+ This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
+
+
+
+
+ Parameters: Object* @object
+
+
+ This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL bCanBeDamaged, int relGroup
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Sets whether the entity can be targeted without being in line-of-sight.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle, BOOL keepPhysics
+
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle, BOOL keepPhysics
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea
+
+
+ p7 is always 1 in the scripts. Set to 1, an area around the destination coords for the moved entity is cleared from other entities.
+
+ Often ends with 1, 0, 0, 1); in the scripts. It works.
+ Axis - Invert Axis Flags
+
+
+
+
+ Parameters: Entity entity, float xPos, float yPos, float zPos, BOOL alive, BOOL deadFlag, BOOL ragdollFlag, BOOL clearArea
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis
+
+
+ Axis - Invert Axis Flags
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, float heading
+
+
+ Set the heading of an entity in degrees also known as "Yaw".
+
+
+
+
+ Parameters: Entity entity, int health, int p2
+
+
+ health >= 0
+ male ped ~= 100 - 200
+ female ped ~= 0 - 100
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Sets a ped or an object totally invincible. It doesn't take any kind of damage. Peds will not ragdoll on explosions and the tazer animation won't apply either.
+ If you use this for a ped and you want Ragdoll to stay enabled, then do:
+ *(DWORD *)(pedAddress + 0x188) |= (1 << 9);
+ Use this if you want to get the invincibility status:
+ bool IsPedInvincible(Ped ped)
+ {
+ auto addr = getScriptHandleBaseAddress(ped);
+ if (addr)
+ {
+ DWORD flag = *(DWORD *)(addr + 0x188);
+ return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0);
+ }
+ return false;
+ }
+
+
+
+
+ Parameters: Entity entity, BOOL p1, float p2
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle, Any p2
+
+
+ Loads collision grid for an entity spawned outside of a player's loaded area. This allows peds to execute tasks rather than sit dormant because of a lack of a physics grid.
+ Certainly not the main usage of this native but when set to true for a Vehicle, it will prevent the vehicle to explode if it is spawned far away from the player.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float speed
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL p1, Any p2
+
+
+
+
+ Parameters: Entity entity, BOOL bulletProof, BOOL fireProof, BOOL explosionProof, BOOL collisionProof, BOOL meleeProof, BOOL steamProof, BOOL p7, BOOL waterProof
+
+
+ Enable / disable each type of damage.
+ waterProof is damage related to water not drowning
+ --------------
+ p7 is to to '1' in am_mp_property_ext/int: ENTITY::SET_ENTITY_PROOFS(uParam0->f_19, true, true, true, true, true, true, 1, true);
+
+
+
+
+ Parameters: Entity entity, BOOL* bulletProof, BOOL* fireProof, BOOL* explosionProof, BOOL* collisionProof, BOOL* meleeProof, BOOL* steamProof, BOOL* p7, BOOL* drownProof
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, float x, float y, float z, float w
+
+
+ w is the correct parameter name!
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, float pitch, float roll, float yaw, int rotationOrder, BOOL p5
+
+
+ rotationOrder refers to the order yaw pitch roll is applied
+ value ranges from 0 to 5. What you use for rotationOrder when setting must be the same as rotationOrder when getting the rotation.
+ Unsure what value corresponds to what rotation order, more testing will be needed for that.
+ For the most part R* uses 1 or 2 as the order.
+ p5 is usually set as true
+
+
+
+
+ Parameters: Entity entity, BOOL toggle, BOOL p2
+
+
+ p2 is always 0.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL p1
+
+
+
+
+ Parameters: Entity entity, float x, float y, float z
+
+
+ Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
+
+
+
+
+ Parameters: Entity entity, float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, int value
+
+
+ LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t).
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns the LOD distance of an entity.
+
+
+
+
+ Parameters: Entity entity, int alphaLevel, BOOL skin
+
+
+ skin - everything alpha except skin
+ Set entity alpha level. Ranging from 0 to 255 but chnages occur after every 20 percent (after every 51).
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+ Similar to RESET_ENTITY_ALPHA
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Entity entity, float p1
+
+
+ Only called once in the scripts.
+ Related to weapon objects.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, int state
+
+
+ Example here: www.gtaforums.com/topic/830463-help-with-turning-lights-green-and-causing-peds-to-crash-into-each-other/#entry1068211340
+ 0 = green
+ 1 = red
+ 2 = yellow
+ 3 = reset changes
+ changing lights may not change the behavior of vehicles
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6
+
+
+ Only works with objects!
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash originalModel, Hash newModel, BOOL p6
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, BOOL p5
+
+
+ p5 = sets as true in scripts
+ Same as the comment for CREATE_MODEL_SWAP unless for some reason p5 affects it this only works with objects as well.
+ Network players do not see changes done with this.
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, BOOL p5
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, BOOL p5
+
+
+ This native makes entities visible that are hidden by the native CREATE_MODEL_HIDE.
+ p5 should be false, true does nothing
+
+
+
+
+ Parameters: float x, float y, float z, Any p3, Hash modelHash, BOOL p5
+
+
+
+
+ Parameters: float x, float y, float z, float p3, Hash modelHash
+
+
+
+
+ Parameters: Entity entity1, Entity entity2, BOOL thisFrameOnly
+
+
+ Calling this function disables collision between two entities.
+ The importance of the order for entity1 and entity2 is unclear.
+ The third parameter, `thisFrame`, decides whether the collision is to be disabled until it is turned back on, or if it's just this frame.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ p1 always false.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ p1 always false.
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Only called within 1 script for x360. 'fm_mission_controller' and it used on an object.
+ Ran after these 2 natives,
+ set_object_targettable(uParam0, 0);
+ set_entity_invincible(uParam0, 1);
+
+
+
+
+ Parameters: Entity entity, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL p1
+
+
+
+
+ Parameters: Entity entity, int boneIndex
+
+
+ Gets the world rotation of the specified bone of the specified entity.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, int boneIndex
+
+
+ Gets the world position of the specified bone of the specified entity.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, int boneIndex
+
+
+ Gets the local rotation of the specified bone of the specified entity.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity1, Entity entity2
+
+
+
+
+ Parameters: Entity entity1, Entity entity2
+
+
+
+
+ Parameters: Entity entity, Any p1
+
+
+ p1 is always set to 1
+
+
+
+
+ Parameters: Entity entity, Hash modelHash
+
+
+ Gets the handle of an entity with a specific model hash attached to another entity, such as an object attached to a ped.
+ This native does not appear to have anything to do with pickups as in scripts it is used with objects.
+ Example from fm_mission_controller_2020.c:
+ iVar8 = ENTITY::GET_ENTITY_OF_TYPE_ATTACHED_TO_ENTITY(bParam0->f_9, joaat("p_cs_clipboard"));
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, Hash name
+
+
+
+
+ Parameters: Hash name, int eventType
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: Hash name, int eventType
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+ This is limited to 4 blocked events at a time.
+
+
+
+
+ Parameters: Hash name, int eventType
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: int eventType, float x, float y, float z, float duration
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: int eventType, Entity entity, float duration
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: int eventType, float x, float y, float z, float radius
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: ScrHandle @event
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int eventType
+
+
+ eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
+
+
+
+
+ Parameters: int character
+
+
+ Character types:
+ 0 = Michael,
+ 1 = Franklin,
+ 2 = Trevor,
+ 3 = MPMale,
+ 4 = MPFemale
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int characterType, int decorationIndex, Any* outComponent
+
+
+ Character types:
+ 0 = Michael,
+ 1 = Franklin,
+ 2 = Trevor,
+ 3 = MPMale,
+ 4 = MPFemale
+ enum TattooZoneData
+ {
+ ZONE_TORSO = 0,
+ ZONE_HEAD = 1,
+ ZONE_LEFT_ARM = 2,
+ ZONE_RIGHT_ARM = 3,
+ ZONE_LEFT_LEG = 4,
+ ZONE_RIGHT_LEG = 5,
+ ZONE_UNKNOWN = 6,
+ ZONE_NONE = 7,
+ };
+ struct outComponent
+ {
+ // these vars are suffixed with 4 bytes of padding each.
+ uint unk;
+ int unk2;
+ uint tattooCollectionHash;
+ uint tattooNameHash;
+ int unk3;
+ TattooZoneData zoneId;
+ uint unk4;
+ uint unk5;
+ // maybe more, not sure exactly, decompiled scripts are very vague around this part.
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash overlayHash, Any p1, int character
+
+
+ Returns some sort of index/offset for overlays/decorations.
+ Character types:
+ 0 = Michael,
+ 1 = Franklin,
+ 2 = Trevor,
+ 3 = MPMale,
+ 4 = MPFemale
+
+
+
+
+ Parameters: Any* outComponent
+
+
+
+
+ Parameters: Any* outProp
+
+
+
+
+ Parameters: int p0, int p1, int p2, int p3
+
+
+
+
+ Parameters: int character, int p1, int p2, BOOL p3, int p4, int componentId
+
+
+ character is 0 for Michael, 1 for Franklin, 2 for Trevor, 3 for freemode male, and 4 for freemode female.
+ componentId is between 0 and 11 and corresponds to the usual component slots.
+ p1 could be the outfit number; unsure.
+ p2 is usually -1; unknown function.
+ p3 appears to be for selecting between clothes and props; false is used with components/clothes, true is used with props.
+ p4 is usually -1; unknown function.
+ componentId is -1 when p3 is true in decompiled scripts.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int componentId, Any* outComponent
+
+
+ See https://git.io/JtcRf for example and structs.
+
+
+
+
+ Parameters: Hash componentHash
+
+
+ Returns some sort of index/offset for components.
+ Needs _GET_NUM_PROPS_FROM_OUTFIT to be called with p3 = false and componentId with the drawable's component slot first, returns -1 otherwise.
+
+
+
+
+ Parameters: Hash componentHash, Any* outComponent
+
+
+ More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
+
+
+
+
+ Parameters: int componentId, Any* outProp
+
+
+ See https://git.io/JtcRf for example and structs.
+
+
+
+
+ Parameters: Hash componentHash
+
+
+ Returns some sort of index/offset for props.
+ Needs _GET_NUM_PROPS_FROM_OUTFIT to be called with p3 = true and componentId = -1 first, returns -1 otherwise.
+
+
+
+
+ Parameters: Hash componentHash, Any* outProp
+
+
+ More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
+
+
+
+
+ Parameters: Entity entity, int componentId, int drawableVariant, int textureVariant
+
+
+
+
+ Parameters: Entity entity, int componentId, int propIndex, int propTextureIndex
+
+
+
+
+ Parameters: Hash componentHash
+
+
+
+
+ Parameters: Hash propHash
+
+
+ `propHash`: Ped helmet prop hash?
+ This native returns 1 when the player helmet has a visor (there is another prop index for the same helmet with closed/opened visor variant) that can be toggled. 0 if there's no alternative version with a visor for this helmet prop.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash componentHash, int variantComponentIndex, Hash* nameHash, int* enumValue, int* componentType
+
+
+
+
+ Parameters: Hash componentHash, int variantPropIndex, Hash* nameHash, int* enumValue, int* anchorPoint
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash componentHash
+
+
+ Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash componentHash
+
+
+ Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.
+
+
+
+
+ Parameters: Hash componentHash, int forcedComponentIndex, Hash* nameHash, int* enumValue, int* componentType
+
+
+
+
+ Parameters: Hash componentHash, int forcedPropIndex, Hash* nameHash, int* enumValue, int* anchorPoint
+
+
+
+
+ Parameters: Hash componentHash, Hash restrictionTagHash, int componentId
+
+
+ Full list of restriction tags by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedApparelRestrictionTags.json
+ componentId/last parameter seems to be unused.
+
+
+
+
+ Parameters: Ped ped, int componentId, Hash restrictionTagHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int componentId, Hash restrictionTagHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int character, BOOL p1
+
+
+ characters
+ 0: Michael
+ 1: Franklin
+ 2: Trevor
+ 3: MPMale
+ 4: MPFemale
+
+
+
+
+ Parameters: int outfitIndex, Any* outfit
+
+
+ outfitIndex: from 0 to SETUP_SHOP_PED_OUTFIT_QUERY(characterIndex, false) - 1.
+ See https://git.io/JtcB8 for example and outfit struct.
+
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash outfitHash, int variantIndex, Any* outPropVariant
+
+
+ See https://git.io/JtcBH for example and structs.
+
+
+
+
+ Parameters: Hash outfitHash, int variantIndex, Any* outComponentVariant
+
+
+ See https://git.io/JtcBH for example and structs.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dlcVehicleIndex
+
+
+ dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS() - 1
+
+
+
+
+ Parameters: int dlcVehicleIndex, Any* outData
+
+
+ dlcVehicleIndex takes a number from 0 - GET_NUM_DLC_VEHICLES() - 1.
+ outData is a struct of 3 8-byte items.
+ The Second item in the struct *(Hash *)(outData + 1) is the vehicle hash.
+
+
+
+
+ Parameters: int dlcVehicleIndex
+
+
+
+
+ Returns the total number of DLC weapons.
+
+
+
+
+ Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dlcWeaponIndex, Any* outData
+
+
+ dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1.
+ struct DlcWeaponData
+ {
+ int emptyCheck; //use DLC1::IS_CONTENT_ITEM_LOCKED on this
+ int padding1;
+ int weaponHash;
+ int padding2;
+ int unk;
+ int padding3;
+ int weaponCost;
+ int padding4;
+ int ammoCost;
+ int padding5;
+ int ammoType;
+ int padding6;
+ int defaultClipSize;
+ int padding7;
+ char nameLabel[64];
+ char descLabel[64];
+ char desc2Label[64]; // usually "the" + name
+ char upperCaseNameLabel[64];
+ };
+
+
+
+
+ Parameters: int dlcWeaponIndex, Any* outData
+
+
+ Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dlcWeaponIndex
+
+
+ Returns the total number of DLC weapon components.
+
+
+
+
+ Parameters: int dlcWeaponIndex
+
+
+ Returns the total number of DLC weapon components that are available in SP.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dlcWeaponIndex, int dlcWeapCompIndex, Any* ComponentDataPtr
+
+
+ p0 seems to be the weapon index
+ p1 seems to be the weapon component index
+ struct DlcComponentData{
+ int attachBone;
+ int padding1;
+ int bActiveByDefault;
+ int padding2;
+ int unk;
+ int padding3;
+ int componentHash;
+ int padding4;
+ int unk2;
+ int padding5;
+ int componentCost;
+ int padding6;
+ char nameLabel[64];
+ char descLabel[64];
+ };
+
+
+
+
+ Parameters: int dlcWeaponIndex, int dlcWeapCompIndex, Any* ComponentDataPtr
+
+
+ Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash itemHash
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+
+
+ Parameters: Hash hash
+
+
+
+
+ Parameters: Hash hash
+
+
+ From fm_deathmatch_creator and fm_race_creator:
+ FILES::REVERT_CONTENT_CHANGESET_GROUP_FOR_ALL(joaat("GROUP_MAP_SP"));
+ FILES::EXECUTE_CONTENT_CHANGESET_GROUP_FOR_ALL(joaat("GROUP_MAP"));
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+ From fm_deathmatch_creator and fm_race_creator:
+ FILES::REVERT_CONTENT_CHANGESET_GROUP_FOR_ALL(joaat("GROUP_MAP_SP"));
+ FILES::EXECUTE_CONTENT_CHANGESET_GROUP_FOR_ALL(joaat("GROUP_MAP"));
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float X, float Y, float Z, int maxChildren, BOOL isGasFire
+
+
+ Starts a fire:
+ xyz: Location of fire
+ maxChildren: The max amount of times a fire can spread to other objects. Must be 25 or less, or the function will do nothing.
+ isGasFire: Whether or not the fire is powered by gasoline.
+
+ FireId
+
+
+
+ Parameters: FireId fireHandle
+
+
+
+
+ Parameters: Entity entity
+
+ FireId
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: float p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: Vector3* outPosition, float x, float y, float z
+
+
+ Returns TRUE if it found something. FALSE if not.
+
+
+
+
+ Parameters: float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake, BOOL noDamage
+
+
+ BOOL isAudible = If explosion makes a sound.
+ BOOL isInvisible = If the explosion is invisible or not.
+ explosionType: https://alloc8or.re/gta5/doc/enums/eExplosionTag.txt
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int explosionType, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake
+
+
+ isAudible: If explosion makes a sound.
+ isInvisible: If the explosion is invisible or not.
+ explosionType: See ADD_EXPLOSION.
+
+
+
+
+ Parameters: float x, float y, float z, int explosionType, Hash explosionFx, float damageScale, BOOL isAudible, BOOL isInvisible, float cameraShake
+
+
+ isAudible: If explosion makes a sound.
+ isInvisible: If the explosion is invisible or not.
+ explosionType: See ADD_EXPLOSION.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int explosionType, float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ explosionType: See ADD_EXPLOSION.
+
+
+
+
+ Parameters: int explosionType, float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ explosionType: See ADD_EXPLOSION.
+
+
+
+
+ Parameters: int explosionType, float x, float y, float z, float radius
+
+
+ explosionType: See ADD_EXPLOSION.
+
+
+
+
+ Parameters: int explosionType, float x, float y, float z, float radius
+
+
+ explosionType: See ADD_EXPLOSION.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float width
+
+
+ explosionType: See ADD_EXPLOSION, -1 for any explosion type
+
+
+
+
+ Parameters: int explosionType, float x1, float y1, float z1, float x2, float y2, float z2, float radius
+
+
+ Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius.
+ explosionType: See ADD_EXPLOSION.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL enabled
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int r, int g, int b, int alpha
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int r1, int g1, int b1, int r2, int g2, int b2, int alpha1, int alpha2
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: float x, float y, float z, float radius, int red, int green, int blue, int alpha
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int r, int g, int b, int alpha
+
+
+
+
+ Parameters: float x, float y, float z, float size, int red, int green, int blue, int alpha
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: const char* text, float x, float y, float z, int red, int green, int blue, int alpha
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: const char* text, float x, float y, float z, int red, int green, int blue, int alpha
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int red, int green, int blue, int alpha
+
+
+ Draws a depth-tested line from one point to another.
+ ----------------
+ x1, y1, z1 : Coordinates for the first point
+ x2, y2, z2 : Coordinates for the second point
+ r, g, b, alpha : Color with RGBA-Values
+ I recommend using a predefined function to call this.
+ [VB.NET]
+ Public Sub DrawLine(from As Vector3, [to] As Vector3, col As Color)
+ [Function].Call(Hash.DRAW_LINE, from.X, from.Y, from.Z, [to].X, [to].Y, [to].Z, col.R, col.G, col.B, col.A)
+ End Sub
+ [C#]
+ public void DrawLine(Vector3 from, Vector3 to, Color col)
+ {
+ Function.Call(Hash.DRAW_LINE, from.X, from.Y, from.Z, to.X, to.Y, to.Z, col.R, col.G, col.B, col.A);
+ }
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, int red, int green, int blue, int alpha
+
+
+ x/y/z - Location of a vertex (in world coords), presumably.
+ ----------------
+ x1, y1, z1 : Coordinates for the first point
+ x2, y2, z2 : Coordinates for the second point
+ x3, y3, z3 : Coordinates for the third point
+ r, g, b, alpha : Color with RGBA-Values
+ Keep in mind that only one side of the drawn triangle is visible: It's the side, in which the vector-product of the vectors heads to: (b-a)x(c-a) Or (b-a)x(c-b).
+ But be aware: The function seems to work somehow differently. I have trouble having them drawn in rotated orientation. Try it yourself and if you somehow succeed, please edit this and post your solution.
+ I recommend using a predefined function to call this.
+ [VB.NET]
+ Public Sub DrawPoly(a As Vector3, b As Vector3, c As Vector3, col As Color)
+ [Function].Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A)
+ End Sub
+ [C#]
+ public void DrawPoly(Vector3 a, Vector3 b, Vector3 c, Color col)
+ {
+ Function.Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A);
+ }
+ BTW: Intersecting triangles are not supported: They overlap in the order they were called.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, int red, int green, int blue, int alpha, const char* textureDict, const char* textureName, float u1, float v1, float w1, float u2, float v2, float w2, float u3, float v3, float w3
+
+
+ Used for drawling Deadline trailing lights, see deadline.ytd
+ p15 through p23 are values that appear to be related to illiumation, scaling, and rotation; more testing required.
+ For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float red1, float green1, float blue1, int alpha1, float red2, float green2, float blue2, int alpha2, float red3, float green3, float blue3, int alpha3, const char* textureDict, const char* textureName, float u1, float v1, float w1, float u2, float v2, float w2, float u3, float v3, float w3
+
+
+ Used for drawling Deadline trailing lights, see deadline.ytd
+ Each vertex has its own colour that is blended/illuminated on the texture. Additionally, the R, G, and B components are floats that are int-casted internally.
+ For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int red, int green, int blue, int alpha
+
+
+ x,y,z = start pos
+ x2,y2,z2 = end pos
+ Draw's a 3D Box between the two x,y,z coords.
+ --------------
+ Keep in mind that the edges of the box do only align to the worlds base-vectors. Therefore something like rotation cannot be applied. That means this function is pretty much useless, unless you want a static unicolor box somewhere.
+ I recommend using a predefined function to call this.
+ [VB.NET]
+ Public Sub DrawBox(a As Vector3, b As Vector3, col As Color)
+ [Function].Call(Hash.DRAW_BOX,a.X, a.Y, a.Z,b.X, b.Y, b.Z,col.R, col.G, col.B, col.A)
+ End Sub
+ [C#]
+ public void DrawBox(Vector3 a, Vector3 b, Color col)
+ {
+ Function.Call(Hash.DRAW_BOX,a.X, a.Y, a.Z,b.X, b.Y, b.Z,col.R, col.G, col.B, col.A);
+ }
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any* p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any p0, int p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int unused
+
+
+ 1 match in 1 script. cellphone_controller.
+ p0 is -1 in scripts.
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ This function is hard-coded to always return 96.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+ 2 matches across 2 scripts. Only showed in appcamera & appmedia. Both were 0.
+
+
+
+
+ Parameters: Any p0
+
+
+ 3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool.
+ appcamera, appmedia, and cellphone_controller.
+
+
+
+
+ Parameters: Any p0
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Any p0
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: int p0
+
+
+ Hardcoded to always return 2.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, int r, int g, int b, float range, float intensity, float shadow
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float posX, float posY, float posZ, int colorR, int colorG, int colorB, float range, float intensity
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float dirX, float dirY, float dirZ, int colorR, int colorG, int colorB, float distance, float brightness, float hardness, float radius, float falloff
+
+
+ Parameters:
+ * pos - coordinate where the spotlight is located
+ * dir - the direction vector the spotlight should aim at from its current position
+ * r,g,b - color of the spotlight
+ * distance - the maximum distance the light can reach
+ * brightness - the brightness of the light
+ * roundness - "smoothness" of the circle edge
+ * radius - the radius size of the spotlight
+ * falloff - the falloff size of the light's edge (example: www.i.imgur.com/DemAWeO.jpg)
+ Example in C# (spotlight aims at the closest vehicle):
+ Vector3 myPos = Game.Player.Character.Position;
+ Vehicle nearest = World.GetClosestVehicle(myPos , 1000f);
+ Vector3 destinationCoords = nearest.Position;
+ Vector3 dirVector = destinationCoords - myPos;
+ dirVector.Normalize();
+ Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float dirX, float dirY, float dirZ, int colorR, int colorG, int colorB, float distance, float brightness, float roundness, float radius, float falloff, int shadowId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int type, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, int red, int green, int blue, int alpha, BOOL bobUpAndDown, BOOL faceCamera, int p19, BOOL rotate, const char* textureDict, const char* textureName, BOOL drawOnEnts
+
+
+ enum MarkerTypes
+ {
+ MarkerTypeUpsideDownCone = 0,
+ MarkerTypeVerticalCylinder = 1,
+ MarkerTypeThickChevronUp = 2,
+ MarkerTypeThinChevronUp = 3,
+ MarkerTypeCheckeredFlagRect = 4,
+ MarkerTypeCheckeredFlagCircle = 5,
+ MarkerTypeVerticleCircle = 6,
+ MarkerTypePlaneModel = 7,
+ MarkerTypeLostMCDark = 8,
+ MarkerTypeLostMCLight = 9,
+ MarkerTypeNumber0 = 10,
+ MarkerTypeNumber1 = 11,
+ MarkerTypeNumber2 = 12,
+ MarkerTypeNumber3 = 13,
+ MarkerTypeNumber4 = 14,
+ MarkerTypeNumber5 = 15,
+ MarkerTypeNumber6 = 16,
+ MarkerTypeNumber7 = 17,
+ MarkerTypeNumber8 = 18,
+ MarkerTypeNumber9 = 19,
+ MarkerTypeChevronUpx1 = 20,
+ MarkerTypeChevronUpx2 = 21,
+ MarkerTypeChevronUpx3 = 22,
+ MarkerTypeHorizontalCircleFat = 23,
+ MarkerTypeReplayIcon = 24,
+ MarkerTypeHorizontalCircleSkinny = 25,
+ MarkerTypeHorizontalCircleSkinny_Arrow = 26,
+ MarkerTypeHorizontalSplitArrowCircle = 27,
+ MarkerTypeDebugSphere = 28,
+ MarkerTypeDallorSign = 29,
+ MarkerTypeHorizontalBars = 30,
+ MarkerTypeWolfHead = 31
+ };
+ dirX/Y/Z represent a heading on each axis in which the marker should face, alternatively you can rotate each axis independently with rotX/Y/Z (and set dirX/Y/Z all to 0).
+ faceCamera - Rotates only the y-axis (the heading) towards the camera
+ p19 - no effect, default value in script is 2
+ rotate - Rotates only on the y-axis (the heading)
+ textureDict - Name of texture dictionary to load texture from (e.g. "GolfPutting")
+ textureName - Name of texture inside dictionary to load (e.g. "PuttingMarker")
+ drawOnEnts - Draws the marker onto any entities that intersect it
+ basically what he said, except textureDict and textureName are totally not const char*, or if so, then they are always set to 0/NULL/nullptr in every script I checked, eg:
+ bj.c: graphics::draw_marker(6, vParam0, 0f, 0f, 1f, 0f, 0f, 0f, 4f, 4f, 4f, 240, 200, 80, iVar1, 0, 0, 2, 0, 0, 0, false);
+ his is what I used to draw an amber downward pointing chevron "V", has to be redrawn every frame. The 180 is for 180 degrees rotation around the Y axis, the 50 is alpha, assuming max is 100, but it will accept 255.
+ GRAPHICS::DRAW_MARKER(2, v.x, v.y, v.z + 2, 0, 0, 0, 0, 180, 0, 2, 2, 2, 255, 128, 0, 50, 0, 1, 1, 0, 0, 0, 0);
+
+
+
+
+ Parameters: int type, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, int red, int green, int blue, int alpha, BOOL bobUpAndDown, BOOL faceCamera, Any p19, BOOL rotate, const char* textureDict, const char* textureName, BOOL drawOnEnts, BOOL p24, BOOL p25
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, int red, int green, int blue, float alpha
+
+
+ Draws a 3D sphere, typically seen in the GTA:O freemode event "Penned In".
+ Example https://imgur.com/nCbtS4H
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int type, float posX1, float posY1, float posZ1, float posX2, float posY2, float posZ2, float diameter, int red, int green, int blue, int alpha, int reserved
+
+
+ Creates a checkpoint. Returns the handle of the checkpoint.
+ 20/03/17 : Attention, checkpoints are already handled by the game itself, so you must not loop it like markers.
+ Parameters:
+ * type - The type of checkpoint to create. See below for a list of checkpoint types.
+ * pos1 - The position of the checkpoint.
+ * pos2 - The position of the next checkpoint to point to.
+ * radius - The radius of the checkpoint.
+ * color - The color of the checkpoint.
+ * reserved - Special parameter, see below for details. Usually set to 0 in the scripts.
+ Checkpoint types:
+ 0-4---------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 5-9---------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 10-14-------Ring: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 15-19-------1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 20-24-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 25-29-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 30-34-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker
+ 35-38-------Ring: Airplane Up, Left, Right, UpsideDown
+ 39----------?
+ 40----------Ring: just a ring
+ 41----------?
+ 42-44-------Cylinder w/ number (uses 'reserved' parameter)
+ 45-47-------Cylinder no arrow or number
+ If using type 42-44, reserved sets number / number and shape to display
+ 0-99------------Just numbers (0-99)
+ 100-109-----------------Arrow (0-9)
+ 110-119------------Two arrows (0-9)
+ 120-129----------Three arrows (0-9)
+ 130-139----------------Circle (0-9)
+ 140-149------------CycleArrow (0-9)
+ 150-159----------------Circle (0-9)
+ 160-169----Circle w/ pointer (0-9)
+ 170-179-------Perforated ring (0-9)
+ 180-189----------------Sphere (0-9)
+
+
+
+
+ Parameters: int checkpoint, float scale
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int checkpoint, float scale
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int checkpoint, float nearHeight, float farHeight, float radius
+
+
+ Sets the cylinder height of the checkpoint.
+ Parameters:
+ * nearHeight - The height of the checkpoint when inside of the radius.
+ * farHeight - The height of the checkpoint when outside of the radius.
+ * radius - The radius of the checkpoint.
+
+
+
+
+ Parameters: int checkpoint, int red, int green, int blue, int alpha
+
+
+ Sets the checkpoint color.
+
+
+
+
+ Parameters: int checkpoint, int red, int green, int blue, int alpha
+
+
+ Sets the checkpoint icon color.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int checkpoint, float posX, float posY, float posZ, float unkX, float unkY, float unkZ
+
+
+ This does not move an existing checkpoint... so wtf.
+
+
+
+
+ Parameters: int checkpoint
+
+
+
+
+ Parameters: int checkpoint
+
+
+ Unknown. Called after creating a checkpoint (type: 51) in the creators.
+
+
+
+
+ Parameters: int checkpoint
+
+
+
+
+ Parameters: int checkpoint, float posX, float posY, float posZ
+
+
+
+
+ Parameters: int checkpoint
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* textureDict, BOOL p1
+
+
+ This function can requests texture dictonaries from following RPFs:
+ scaleform_generic.rpf
+ scaleform_minigames.rpf
+ scaleform_minimap.rpf
+ scaleform_web.rpf
+ last param isnt a toggle
+
+
+
+
+ Parameters: const char* textureDict
+
+
+
+
+ Parameters: const char* textureDict
+
+
+
+
+ Parameters: float x, float y, float width, float height, int r, int g, int b, int a, BOOL p8
+
+
+ Draws a rectangle on the screen.
+ -x: The relative X point of the center of the rectangle. (0.0-1.0, 0.0 is the left edge of the screen, 1.0 is the right edge of the screen)
+ -y: The relative Y point of the center of the rectangle. (0.0-1.0, 0.0 is the top edge of the screen, 1.0 is the bottom edge of the screen)
+ -width: The relative width of the rectangle. (0.0-1.0, 1.0 means the whole screen width)
+ -height: The relative height of the rectangle. (0.0-1.0, 1.0 means the whole screen height)
+ -R: Red part of the color. (0-255)
+ -G: Green part of the color. (0-255)
+ -B: Blue part of the color. (0-255)
+ -A: Alpha part of the color. (0-255, 0 means totally transparent, 255 means totally opaque)
+ The total number of rectangles to be drawn in one frame is apparently limited to 399.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets a flag defining whether or not script draw commands should continue being drawn behind the pause menu. This is usually used for TV channels and other draw commands that are used with a world render target.
+
+
+
+
+ Parameters: int drawOrder
+
+
+ Sets the draw order for script draw commands.
+ Examples from decompiled scripts:
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(7);
+ GRAPHICS::DRAW_RECT(0.5, 0.5, 3.0, 3.0, v_4, v_5, v_6, a_0._f172, 0);
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(1);
+ GRAPHICS::DRAW_RECT(0.5, 0.5, 1.5, 1.5, 0, 0, 0, 255, 0);
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int horizontalAlign, int verticalAlign
+
+
+ horizontalAlign: The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R').
+ verticalAlign: The vertical alignment. This can be 67 ('C'), 66 ('B'), or 84 ('T').
+ This function anchors script draws to a side of the safe zone. This needs to be called to make the interface independent of the player's safe zone configuration.
+ These values are equivalent to alignX and alignY in common:/data/ui/frontend.xml, which can be used as a baseline for default alignment.
+ Using any other value (including 0) will result in the safe zone not being taken into account for this draw. The canonical value for this is 'I' (73).
+ For example, you can use SET_SCRIPT_GFX_ALIGN(0, 84) to only scale on the Y axis (to the top), but not change the X axis.
+ To reset the value, use RESET_SCRIPT_GFX_ALIGN.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ This function resets the alignment set using SET_SCRIPT_GFX_ALIGN and SET_SCRIPT_GFX_ALIGN_PARAMS to the default values ('I', 'I'; 0, 0, 0, 0).
+ This should be used after having used the aforementioned functions in order to not affect any other scripts attempting to draw.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float w, float h
+
+
+ Sets the draw offset/calculated size for SET_SCRIPT_GFX_ALIGN. If using any alignment other than left/top, the game expects the width/height to be configured using this native in order to get a proper starting position for the draw command.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float* calculatedX, float* calculatedY
+
+
+ Calculates the effective X/Y fractions when applying the values set by SET_SCRIPT_GFX_ALIGN and SET_SCRIPT_GFX_ALIGN_PARAMS
+
+
+
+ This function has been replaced by
+
+
+
+ Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0.
+
+
+
+
+ Parameters: const char* textureDict, const char* textureName, float screenX, float screenY, float width, float height, float heading, int red, int green, int blue, int alpha, BOOL p11, Any p12
+
+
+ Draws a 2D sprite on the screen.
+ Parameters:
+ textureDict - Name of texture dictionary to load texture from (e.g. "CommonMenu", "MPWeaponsCommon", etc.)
+ textureName - Name of texture to load from texture dictionary (e.g. "last_team_standing_icon", "tennis_icon", etc.)
+ screenX/Y - Screen offset (0.5 = center)
+ scaleX/Y - Texture scaling. Negative values can be used to flip the texture on that axis. (0.5 = half)
+ heading - Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees
+ red,green,blue - Sprite color (default = 255/255/255)
+ alpha - opacity level
+
+
+
+
+ Parameters: const char* textureDict, const char* textureName, float x, float y, float width, float height, float p6, int red, int green, int blue, int alpha, Any p11, Any p12
+
+
+ Used in arcade games and Beam hack minigame in Doomsday Heist. I will most certainly dive into this to try replicate arcade games.
+ x position must be between 0.0 and 1.0 (1.0 being the most right side of the screen)
+ y position must be between 0.0 and 1.0 (1.0 being the most bottom side of the screen)
+ width 0.0 - 1.0 is the reasonable amount generally
+ height 0.0 - 1.0 is the reasonable amount generally
+ p6 almost always 0.0
+ p11 seems to be unknown but almost always 0 int
+
+
+
+
+ Parameters: const char* textureDict, const char* textureName, float screenX, float screenY, float width, float height, float heading, int red, int green, int blue, int alpha, Any p11
+
+
+ Similar to _DRAW_SPRITE, but seems to be some kind of "interactive" sprite, at least used by render targets.
+ These seem to be the only dicts ever requested by this native:
+ prop_screen_biker_laptop
+ Prop_Screen_GR_Disruption
+ Prop_Screen_TaleOfUs
+ prop_screen_nightclub
+ Prop_Screen_IE_Adhawk
+ prop_screen_sm_free_trade_shipping
+ prop_screen_hacker_truck
+ MPDesktop
+ Prop_Screen_Nightclub
+ And a few others
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* textureDict, const char* textureName, float x, float y, float width, float height, float u1, float v1, float u2, float v2, float heading, int red, int green, int blue, int alpha, Any p15
+
+
+ Similar to DRAW_SPRITE, but allows to specify the texture coordinates used to draw the sprite.
+ u1, v1 - texture coordinates for the top-left corner
+ u2, v2 - texture coordinates for the bottom-right corner
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, const char* icon
+
+
+ Example:
+ GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow");
+ I tried this and nothing happened...
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, int red, int green, int blue, int alpha
+
+
+
+
+ Parameters: float x, float y, float z, BOOL p3
+
+
+ Sets the on-screen drawing origin for draw-functions (which is normally x=0,y=0 in the upper left corner of the screen) to a world coordinate.
+ From now on, the screen coordinate which displays the given world coordinate on the screen is seen as x=0,y=0.
+ Example in C#:
+ Vector3 boneCoord = somePed.GetBoneCoord(Bone.SKEL_Head);
+ Function.Call(Hash.SET_DRAW_ORIGIN, boneCoord.X, boneCoord.Y, boneCoord.Z, 0);
+ Function.Call(Hash.DRAW_SPRITE, "helicopterhud", "hud_corner", -0.01, -0.015, 0.013, 0.013, 0.0, 255, 0, 0, 200);
+ Function.Call(Hash.DRAW_SPRITE, "helicopterhud", "hud_corner", 0.01, -0.015, 0.013, 0.013, 90.0, 255, 0, 0, 200);
+ Function.Call(Hash.DRAW_SPRITE, "helicopterhud", "hud_corner", -0.01, 0.015, 0.013, 0.013, 270.0, 255, 0, 0, 200);
+ Function.Call(Hash.DRAW_SPRITE, "helicopterhud", "hud_corner", 0.01, 0.015, 0.013, 0.013, 180.0, 255, 0, 0, 200);
+ Function.Call(Hash.CLEAR_DRAW_ORIGIN);
+ Result: www11.pic-upload.de/19.06.15/bkqohvil2uao.jpg
+ If the pedestrian starts walking around now, the sprites are always around her head, no matter where the head is displayed on the screen.
+ This function also effects the drawing of texts and other UI-elements.
+ The effect can be reset by calling GRAPHICS::CLEAR_DRAW_ORIGIN().
+
+
+
+
+ Resets the screen's draw-origin which was changed by the function GRAPHICS::SET_DRAW_ORIGIN(...) back to x=0,y=0.
+ See GRAPHICS::SET_DRAW_ORIGIN(...) for further information.
+
+
+
+
+ Parameters: const char* name
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie, float p1, float p2, float p3, float p4, float p5, int r, int g, int b, int a
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie, float progress
+
+
+ In percentage: 0.0 - 100.0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie
+
+
+ In percentage: 0.0 - 100.0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int binkMovie, float value
+
+
+ binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale)
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Might be more appropriate in AUDIO?
+
+
+
+
+ Parameters: int binkMovie, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Probably changes tvs from being a 3d audio to being "global" audio
+
+
+
+
+ Parameters: int binkMovie, BOOL bShouldSkip
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* movieMeshSetName
+
+
+
+
+ Parameters: int movieMeshSet
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int* x, int* y
+
+
+ int screenresx,screenresy;
+ GET_SCREEN_RESOLUTION(&screenresx,&screenresy);
+
+
+
+
+ Parameters: int* x, int* y
+
+
+ Returns current screen resolution.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL b
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Setting Aspect Ratio Manually in game will return:
+ false - for Narrow format Aspect Ratios (3:2, 4:3, 5:4, etc. )
+ true - for Wide format Aspect Ratios (5:3, 16:9, 16:10, etc. )
+ Setting Aspect Ratio to "Auto" in game will return "false" or "true" based on the actual set Resolution Ratio.
+
+
+
+
+ false = Any resolution < 1280x720
+ true = Any resolution >= 1280x720
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Enables Night Vision.
+ Example:
+ C#: Function.Call(Hash.SET_NIGHTVISION, true);
+ C++: GRAPHICS::SET_NIGHTVISION(true);
+ BOOL toggle:
+ true = turns night vision on for your player.
+ false = turns night vision off for your player.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float worldX, float worldY, float worldZ, float* screenX, float* screenY
+
+
+ Convert a world coordinate into its relative screen coordinate. (WorldToScreen)
+ Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera.
+ For .NET users...
+ VB:
+ Public Shared Function World3DToScreen2d(pos as vector3) As Vector2
+ Dim x2dp, y2dp As New Native.OutputArgument
+ Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp)
+ Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single))
+
+ End Function
+ C#:
+ Vector2 World3DToScreen2d(Vector3 pos)
+ {
+ var x2dp = new OutputArgument();
+ var y2dp = new OutputArgument();
+ Function.Call<bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
+ return new Vector2(x2dp.GetResult<float>(), y2dp.GetResult<float>());
+ }
+ //USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g '0.05' small.
+ Used to be called _WORLD3D_TO_SCREEN2D
+ I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* textureDict, const char* textureName
+
+
+ Returns the texture resolution of the passed texture dict+name.
+ Note: Most texture resolutions are doubled compared to the console version of the game.
+
+
+
+
+ Parameters: Ped ped, const char* txd, const char* txn
+
+
+ Overriding ped badge texture to a passed texture. It's synced between players (even custom textures!), don't forget to request used dict on *all* clients to make it sync properly. Can be removed by passing empty strings.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0, float p1, float fadeIn, float duration, float fadeOut
+
+
+ Purpose of p0 and p1 unknown.
+
+
+
+
+ Parameters: BOOL state
+
+
+ Does not affect weapons, particles, fire/explosions, flashlights or the sun.
+ When set to true, all emissive textures (including ped components that have light effects), street lights, building lights, vehicle lights, etc will all be turned off.
+ Used in Humane Labs Heist for EMP.
+ state: True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles.
+
+
+
+ This function has been replaced by
+
+
+
+ Creates a tracked point, useful for checking the visibility of a 3D point on screen.
+
+
+
+
+ Parameters: int point, float x, float y, float z, float radius
+
+
+
+
+ Parameters: int point
+
+
+
+
+ Parameters: int point
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: int handle
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: int handle, float x, float y, float z, float scale
+
+
+
+
+ Parameters: int handle
+
+
+
+
+ Parameters: int handle
+
+
+
+
+ Parameters: float x, float y, float z, Any p3, float p4, float p5, float p6, float scale
+
+
+
+
+ Parameters: float x, float y, float z, float radius, float p4, float p5, float p6
+
+
+ Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210?
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1, float p2, float p3, float p4, float p5, BOOL p6, float p7
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ When this is set to ON, shadows only draw as you get nearer.
+ When OFF, they draw from a further distance.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* type
+
+
+ Possible values:
+ "CSM_ST_POINT"
+ "CSM_ST_LINEAR"
+ "CSM_ST_TWOTAP"
+ "CSM_ST_BOX3x3"
+ "CSM_ST_BOX4x4"
+ "CSM_ST_DITHER2_LINEAR"
+ "CSM_ST_CUBIC"
+ "CSM_ST_DITHER4"
+ "CSM_ST_DITHER16"
+ "CSM_ST_SOFT16"
+ "CSM_ST_DITHER16_RPDB"
+ "CSM_ST_POISSON16_RPDB_GNORM"
+ "CSM_ST_HIGHRES_BOX4x4"
+ "CSM_ST_CLOUDS_SIMPLE"
+ "CSM_ST_CLOUDS_LINEAR"
+ "CSM_ST_CLOUDS_TWOTAP"
+ "CSM_ST_CLOUDS_BOX3x3"
+ "CSM_ST_CLOUDS_BOX4x4"
+ "CSM_ST_CLOUDS_DITHER2_LINEAR"
+ "CSM_ST_CLOUDS_SOFT16"
+ "CSM_ST_CLOUDS_DITHER16_RPDB"
+ "CSM_ST_CLOUDS_POISSON16_RPDB_GNORM"
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, BOOL p8
+
+
+ p8 seems to always be false.
+
+
+
+
+ Parameters: float p0, float p1, float p2
+
+
+
+
+ Parameters: int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9, int p10, int p11
+
+
+
+
+ Parameters: int p0, int p1
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int type, float xPos, float yPos, float zPos, float p4, int red, int green, int blue, int alpha
+
+
+ 12 matches across 4 scripts. All 4 scripts were job creators.
+ type ranged from 0 - 2.
+ p4 was always 0.2f. Likely scale.
+ assuming p5 - p8 is RGBA, the graphic is always yellow (255, 255, 0, 255).
+ Tested but noticed nothing.
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4
+
+
+ Only appeared in Golf & Golf_mp. Parameters were all ptrs
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles Heatvision on/off.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float distance
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float distance
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float thickness
+
+
+ 0.0 = you will not be able to see people behind the walls. 50.0 and more = you will see everyone through the walls. More value is "better" view. See https://gfycat.com/FirmFlippantGourami
+ min: 1.0
+ max: 10000.0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float intensity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float noise
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, float heatScale
+
+
+ min: 0.0
+ max: 0.75
+
+
+
+
+ Parameters: int red, int green, int blue
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+ Setter for GET_MOTIONBLUR_MAX_VEL_SCALER
+
+
+
+
+ Getter for SET_MOTIONBLUR_MAX_VEL_SCALER
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int p0
+
+
+ Sets an value related to timecycles.
+
+
+
+
+ Parameters: float transitionTime
+
+
+ time in ms to transition to fully blurred screen
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float transitionTime
+
+
+ time in ms to transition from fully blurred to normal
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Returns whether screen transition to blur/from blur is running.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1, float nearplaneOut, float nearplaneIn, float farplaneOut, float farplaneIn
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* textureDict, BOOL p1
+
+
+
+
+ Parameters: const char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis
+
+
+ GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);
+ Axis - Invert Axis Flags
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+ -------------------------------------------------------------------
+ C#
+ Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.
+ char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc
+ float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates
+ float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.
+ float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f
+ bool xaxis, yaxis, zaxis = To bool the axis values.
+ example:
+ Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);
+
+
+
+
+ Parameters: const char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL p11
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ
+
+
+ GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE("scr_sh_bong_smoke", PLAYER::PLAYER_PED_ID(), -0.025f, 0.13f, 0f, 0f, 0f, 0f, 31086, 0x3F800000, 0, 0, 0);
+ Axis - Invert Axis Flags
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: const char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ
+
+
+ Starts a particle effect on an entity for example your player.
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+ Example:
+ C#:
+ Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash.USE_PARTICLE_FX_ASSET, "scr_rcbarry2"); Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
+ Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE
+ however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native
+ -can confirm START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE does NOT work on vehicle bones.
+
+
+
+
+ Parameters: const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float r, float g, float b
+
+
+ only works on some fx's, not networked
+
+
+
+
+ Parameters: float alpha
+
+
+ Usage example for C#:
+ Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA, new InputArgument[] { 0.1f });
+ Note: the argument alpha ranges from 0.0f-1.0f !
+
+
+
+
+ Parameters: float p0, float p1, float scale
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Used only once in the scripts (taxi_clowncar)
+
+
+
+
+ Parameters: const char* effectName, float x, float y, float z, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL p11
+
+
+ GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD("scr_fbi_falling_debris", 93.7743f, -749.4572f, 70.86904f, 0f, 0f, 0f, 0x3F800000, 0, 0, 0, 0)
+ p11 seems to be always 0
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: const char* effectName, Ped ped, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, float r, float g, float b, float a
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, float r, float g, float b, float a
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int ptfxHandle, BOOL p1
+
+
+ p1 is always 0 in the native scripts
+
+
+
+
+ Parameters: int ptfxHandle, BOOL p1
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: float X, float Y, float Z, float radius
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: int ptfxHandle
+
+
+
+
+ Parameters: int ptfxHandle, float x, float y, float z, float rotX, float rotY, float rotZ
+
+
+
+
+ Parameters: int ptfxHandle, const char* propertyName, float amount, BOOL noNetwork
+
+
+
+
+ Parameters: int ptfxHandle, float r, float g, float b, BOOL p4
+
+
+ only works on some fx's
+ p4 = 0
+
+
+
+
+ Parameters: int ptfxHandle, float alpha
+
+
+
+
+ Parameters: int ptfxHandle, float scale
+
+
+
+
+ Parameters: int ptfxHandle, float range
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float scale
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Creates cartoon effect when Michel smokes the weed
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Creates a motion-blur sort of effect, this native does not seem to work, however by using the `START_SCREEN_EFFECT` native with `DrugsMichaelAliensFight` as the effect parameter, you should be able to get the effect.
+
+
+
+
+ Parameters: float scale
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: const char* p0
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+
+ Parameters: float scale
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* name
+
+
+ From the b678d decompiled scripts:
+ GRAPHICS::USE_PARTICLE_FX_ASSET("FM_Mission_Controler");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_apartment_mp");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_indep_fireworks");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_mp_cig_plane");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_mp_creator");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_ornate_heist");
+ GRAPHICS::USE_PARTICLE_FX_ASSET("scr_prison_break_heist_station");
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* oldAsset, const char* newAsset
+
+
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name
+
+
+ Resets the effect of SET_PARTICLE_FX_OVERRIDE
+ Full list of particle effect dictionaries and effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/particleEffectsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float x, float y, float z, float range, float p4
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: float x, float y, float z, float p3, float p4
+
+
+ Fades nearby decals within the range specified
+
+
+
+
+ Parameters: float x, float y, float z, float range
+
+
+ Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol...
+
+
+
+
+ Parameters: Object obj
+
+
+
+
+ Parameters: Object obj, float x, float y, float z
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: int decalType, float posX, float posY, float posZ, float p4, float p5, float p6, float p7, float p8, float p9, float width, float height, float rCoef, float gCoef, float bCoef, float opacity, float timeout, BOOL p17, BOOL p18, BOOL p19
+
+
+ decal types:
+ public enum DecalTypes
+ {
+ splatters_blood = 1010,
+ splatters_blood_dir = 1015,
+ splatters_blood_mist = 1017,
+ splatters_mud = 1020,
+ splatters_paint = 1030,
+ splatters_water = 1040,
+ splatters_water_hydrant = 1050,
+ splatters_blood2 = 1110,
+ weapImpact_metal = 4010,
+ weapImpact_concrete = 4020,
+ weapImpact_mattress = 4030,
+ weapImpact_mud = 4032,
+ weapImpact_wood = 4050,
+ weapImpact_sand = 4053,
+ weapImpact_cardboard = 4040,
+ weapImpact_melee_glass = 4100,
+ weapImpact_glass_blood = 4102,
+ weapImpact_glass_blood2 = 4104,
+ weapImpact_shotgun_paper = 4200,
+ weapImpact_shotgun_mattress,
+ weapImpact_shotgun_metal,
+ weapImpact_shotgun_wood,
+ weapImpact_shotgun_dirt,
+ weapImpact_shotgun_tvscreen,
+ weapImpact_shotgun_tvscreen2,
+ weapImpact_shotgun_tvscreen3,
+ weapImpact_melee_concrete = 4310,
+ weapImpact_melee_wood = 4312,
+ weapImpact_melee_metal = 4314,
+ burn1 = 4421,
+ burn2,
+ burn3,
+ burn4,
+ burn5,
+ bang_concrete_bang = 5000,
+ bang_concrete_bang2,
+ bang_bullet_bang,
+ bang_bullet_bang2 = 5004,
+ bang_glass = 5031,
+ bang_glass2,
+ solidPool_water = 9000,
+ solidPool_blood,
+ solidPool_oil,
+ solidPool_petrol,
+ solidPool_mud,
+ porousPool_water,
+ porousPool_blood,
+ porousPool_oil,
+ porousPool_petrol,
+ porousPool_mud,
+ porousPool_water_ped_drip,
+ liquidTrail_water = 9050
+ }
+
+
+
+
+ Parameters: float x, float y, float z, float groundLvl, float width, float transparency
+
+
+
+
+ Parameters: float x, float y, float z, float groundLvl, float width, float transparency
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float x, float y, float z, float p3
+
+
+
+
+ Parameters: int decal
+
+
+
+
+ Parameters: int decal
+
+
+
+
+ Parameters: int decal
+
+
+
+
+ Parameters: float xCoord, float yCoord, float zCoord, float radius
+
+
+
+
+ Parameters: int decalType, const char* textureDict, const char* textureName
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int decalType
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, Ped ped, int boneIndex, float x1, float x2, float x3, float y1, float y2, float y3, float z1, float z2, float z3, float scale, Any p13, int alpha
+
+
+ boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: float level
+
+
+
+
+ Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Forces footstep tracks on all surfaces.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Forces vehicle trails on all surfaces.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* timecycleModifierName
+
+
+ Only one match in the scripts:
+ GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* modifierName
+
+
+ Loads the specified timecycle modifier. Modifiers are defined separately in another file (e.g. "timecycle_mods_1.xml")
+ Parameters:
+ modifierName - The modifier to load (e.g. "V_FIB_IT3", "scanline_cam", etc.)
+ Full list of timecycle modifiers by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/timecycleModifiers.json
+
+
+
+
+ Parameters: float strength
+
+
+
+
+ Parameters: const char* modifierName, float transition
+
+
+ Full list of timecycle modifiers by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/timecycleModifiers.json
+
+
+
+
+ Parameters: float strength
+
+
+
+ This function has been replaced by
+
+
+
+ Only use for this in the PC scripts is:
+ if (GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX() != -1)
+
+
+
+
+ Parameters: const char* modifierName
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: const char* modifierName
+
+
+
+
+ Parameters: const char* modifierName1, const char* modifierName2
+
+
+
+
+ Parameters: const char* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* modifierName
+
+
+ Full list of timecycle modifiers by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/timecycleModifiers.json
+
+
+
+ This function has been replaced by
+
+
+
+ Clears the secondary timecycle modifier usually set with _SET_EXTRA_TIMECYCLE_MODIFIER
+
+
+
+ This function has been replaced by
+
+
+
+ See GET_TIMECYCLE_MODIFIER_INDEX for use, works the same just for the secondary timecycle modifier.
+ Returns an integer representing the Timecycle modifier
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float strength
+
+
+ The same as SET_TIMECYCLE_MODIFIER_STRENGTH but for the secondary timecycle modifier.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Resets the extra timecycle modifier strength normally set with 0x2C328AF17210F009
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* scaleformName
+
+
+
+
+ Parameters: const char* scaleformName
+
+
+ Another REQUEST_SCALEFORM_MOVIE equivalent.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* scaleformName
+
+
+
+
+ Parameters: const char* scaleformName
+
+
+ Similar to REQUEST_SCALEFORM_MOVIE, but seems to be some kind of "interactive" scaleform movie?
+ These seem to be the only scaleforms ever requested by this native:
+ "breaking_news"
+ "desktop_pc"
+ "ECG_MONITOR"
+ "Hacking_PC"
+ "TEETH_PULLING"
+ Note: Unless this hash is out-of-order, this native is next-gen only.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleformHandle
+
+
+
+
+ Parameters: int val
+
+
+ val is 1-20 (0 will return false)
+
+
+
+
+ Parameters: int val
+
+
+ val is 1-20. Return is related to INSTRUCTIONAL_BUTTONS, COLOUR_SWITCHER_02, etc?
+
+
+
+
+ Parameters: const char* scaleformName
+
+
+ Only values used in the scripts are:
+ "heist_mp"
+ "heistmap_mp"
+ "instructional_buttons"
+ "heist_pre"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleformHandle
+
+
+
+
+ Parameters: int* scaleformHandle
+
+
+
+
+ Parameters: int scaleform, BOOL toggle
+
+
+
+
+ Parameters: int scaleformHandle, BOOL toggle
+
+
+
+
+ Parameters: int scaleformHandle, BOOL toggle
+
+
+ This native is used in some casino scripts to fit the scaleform in the rendertarget.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleformHandle, float x, float y, float width, float height, int red, int green, int blue, int alpha, int p9
+
+
+
+
+ Parameters: int scaleform, int red, int green, int blue, int alpha, int p5
+
+
+ unk is not used so no need
+
+
+
+
+ Parameters: int scaleform1, int scaleform2, int red, int green, int blue, int alpha
+
+
+
+
+ Parameters: int scaleform, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float p7, float p8, float p9, float scaleX, float scaleY, float scaleZ, int rotationOrder
+
+
+
+
+ Parameters: int scaleform, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float p7, float p8, float p9, float scaleX, float scaleY, float scaleZ, int rotationOrder
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleform, const char* method
+
+
+ Calls the Scaleform function.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleform, const char* methodName, float param1, float param2, float param3, float param4, float param5
+
+
+ Calls the Scaleform function and passes the parameters as floats.
+ The number of parameters passed to the function varies, so the end of the parameter list is represented by -1.0.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleform, const char* methodName, const char* param1, const char* param2, const char* param3, const char* param4, const char* param5
+
+
+ Calls the Scaleform function and passes the parameters as strings.
+ The number of parameters passed to the function varies, so the end of the parameter list is represented by 0 (NULL).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleform, const char* methodName, float floatParam1, float floatParam2, float floatParam3, float floatParam4, float floatParam5, const char* stringParam1, const char* stringParam2, const char* stringParam3, const char* stringParam4, const char* stringParam5
+
+
+ Calls the Scaleform function and passes both float and string parameters (in their respective order).
+ The number of parameters passed to the function varies, so the end of the float parameters is represented by -1.0, and the end of the string parameters is represented by 0 (NULL).
+ NOTE: The order of parameters in the function prototype is important! All float parameters must come first, followed by the string parameters.
+ Examples:
+ // function MY_FUNCTION(floatParam1, floatParam2, stringParam)
+ GRAPHICS::CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING(scaleform, "MY_FUNCTION", 10.0, 20.0, -1.0, -1.0, -1.0, "String param", 0, 0, 0, 0);
+ // function MY_FUNCTION_2(floatParam, stringParam1, stringParam2)
+ GRAPHICS::CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING(scaleform, "MY_FUNCTION_2", 10.0, -1.0, -1.0, -1.0, -1.0, "String param #1", "String param #2", 0, 0, 0);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudComponent, const char* methodName
+
+
+ Pushes a function from the Hud component Scaleform onto the stack. Same behavior as GRAPHICS::BEGIN_SCALEFORM_MOVIE_METHOD, just a hud component id instead of a Scaleform.
+ Known components:
+ 19 - MP_RANK_BAR
+ 20 - HUD_DIRECTOR_MODE
+ This native requires more research - all information can be found inside of 'hud.gfx'. Using a decompiler, the different components are located under "scripts\__Packages\com\rockstargames\gtav\hud\hudComponents" and "scripts\__Packages\com\rockstargames\gtav\Multiplayer".
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleform, const char* methodName
+
+
+ Push a function from the Scaleform onto the stack
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* methodName
+
+
+ Starts frontend (pause menu) scaleform movie methods.
+ This can be used when you want to make custom frontend menus, and customize things like images or text in the menus etc.
+ Use `BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER` for header scaleform functions.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* methodName
+
+
+ Starts frontend (pause menu) scaleform movie methods for header options.
+ Use `BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND` to customize the content inside the frontend menus.
+
+
+
+ This function has been replaced by
+
+
+
+ Pops and calls the Scaleform function on the stack
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int methodReturn
+
+
+ methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
+ Returns true if the return value of a scaleform function is ready to be collected (using GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING or GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int methodReturn
+
+
+ methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
+ Used to get a return value from a scaleform function. Returns an int in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING returns a string.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int methodReturn
+
+
+ methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int methodReturn
+
+
+ methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
+ Used to get a return value from a scaleform function. Returns a string in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT returns an int.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int value
+
+
+ Pushes an integer for the Scaleform function onto the stack.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float value
+
+
+ Pushes a float for the Scaleform function onto the stack.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL value
+
+
+ Pushes a boolean for the Scaleform function onto the stack.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* componentType
+
+
+ Called prior to adding a text component to the UI. After doing so, GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING is called.
+ Examples:
+ GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("NUMBER");
+ HUD::ADD_TEXT_COMPONENT_INTEGER(MISC::ABSI(a_1));
+ GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
+ GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRING");
+ HUD::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(a_2);
+ GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
+ GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM2");
+ HUD::ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL_HASH_KEY(v_3);
+ HUD::ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL_HASH_KEY(v_4);
+ GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
+ GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM1");
+ HUD::ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL_HASH_KEY(v_3);
+ GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens.
+ END_TEXT_COMMAND_VIA_SPECIAL_MODIFIABLE_STRING?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string
+
+
+ Same as SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING
+ Both SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING / _SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING_2 works, but _SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING_2 is usually used for "name" (organisation, players..).
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudComponent
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudComponent
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudComponent
+
+
+
+
+ Parameters: int scaleformHandle
+
+
+
+
+ Parameters: int channel
+
+
+
+
+ Parameters: float volume
+
+
+
+
+ Parameters: float xPos, float yPos, float xScale, float yScale, float rotation, int red, int green, int blue, int alpha
+
+
+ All calls to this native are preceded by calls to GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER and GRAPHICS::SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU, respectively.
+ "act_cinema.ysc", line 1483:
+ HUD::SET_HUD_COMPONENT_POSITION(15, 0.0, -0.0375);
+ HUD::SET_TEXT_RENDER_ID(l_AE);
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(4);
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU(1);
+ if (GRAPHICS::IS_TVSHOW_CURRENTLY_PLAYING(${movie_arthouse})) {
+ GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 0.7375, 1.0, 0.0, 255, 255, 255, 255);
+ } else {
+ GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255);
+ }
+ "am_mp_property_int.ysc", line 102545:
+ if (ENTITY::DOES_ENTITY_EXIST(a_2._f3)) {
+ if (HUD::IS_NAMED_RENDERTARGET_LINKED(ENTITY::GET_ENTITY_MODEL(a_2._f3))) {
+ HUD::SET_TEXT_RENDER_ID(a_2._f1);
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(4);
+ GRAPHICS::SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU(1);
+ GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255);
+ if (GRAPHICS::GET_TV_CHANNEL() == -1) {
+ sub_a8fa5(a_2, 1);
+ } else {
+ sub_a8fa5(a_2, 1);
+ GRAPHICS::ATTACH_TV_AUDIO_TO_ENTITY(a_2._f3);
+ }
+ HUD::SET_TEXT_RENDER_ID(HUD::GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID());
+ }
+ }
+
+
+
+
+ Parameters: int tvChannel, const char* playlistName, BOOL restart
+
+
+ Loads specified video sequence into the TV Channel
+ TV_Channel ranges from 0-2
+ VideoSequence can be any of the following:
+ "PL_STD_CNT" CNT Standard Channel
+ "PL_STD_WZL" Weazel Standard Channel
+ "PL_LO_CNT"
+ "PL_LO_WZL"
+ "PL_SP_WORKOUT"
+ "PL_SP_INV" - Jay Norris Assassination Mission Fail
+ "PL_SP_INV_EXP" - Jay Norris Assassination Mission Success
+ "PL_LO_RS" - Righteous Slaughter Ad
+ "PL_LO_RS_CUTSCENE" - Righteous Slaughter Cut-scene
+ "PL_SP_PLSH1_INTRO"
+ "PL_LES1_FAME_OR_SHAME"
+ "PL_STD_WZL_FOS_EP2"
+ "PL_MP_WEAZEL" - Weazel Logo on loop
+ "PL_MP_CCTV" - Generic CCTV loop
+ Restart:
+ 0=video sequence continues as normal
+ 1=sequence restarts from beginning every time that channel is selected
+ The above playlists work as intended, and are commonly used, but there are many more playlists, as seen in `tvplaylists.xml`. A pastebin below outlines all playlists, they will be surronded by the name tag I.E. (<Name>PL_STD_CNT</Name> = PL_STD_CNT).
+ https://pastebin.com/zUzGB6h7
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int tvChannel, const char* playlistName, int hour
+
+
+
+
+ Parameters: int tvChannel
+
+
+
+
+ Parameters: int tvChannel, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash videoCliphash
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* presetName
+
+
+ All presets can be found in common\data\ui\uiscenes.meta
+
+
+
+
+ Parameters: const char* presetName, Ped ped, int p2, float posX, float posY, float posZ
+
+
+ It's called after UI3DSCENE_IS_AVAILABLE and UI3DSCENE_PUSH_PRESET
+ presetName was always "CELEBRATION_WINNER"
+ All presets can be found in common\data\ui\uiscenes.meta
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ This native enables/disables the gold putting grid display (https://i.imgur.com/TC6cku6.png).
+ This requires these two natives to be called as well to configure the grid: `TERRAINGRID_SET_PARAMS` and `TERRAINGRID_SET_COLOURS`.
+
+
+
+
+ Parameters: float x, float y, float z, float forwardX, float forwardY, float forwardZ, float sizeX, float sizeY, float sizeZ, float gridScale, float glowIntensity, float normalHeight, float heightDiff
+
+
+ This native is used along with these two natives: `TERRAINGRID_ACTIVATE` and `TERRAINGRID_SET_COLOURS`.
+ This native configures the location, size, rotation, normal height, and the difference ratio between min, normal and max.
+ All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png
+ This native renders a box at the given position, with a special shader that renders a grid on world geometry behind it. This box does not have backface culling.
+ The forward args here are a direction vector, something similar to what's returned by GET_ENTITY_FORWARD_VECTOR.
+ normalHeight and heightDiff are used for positioning the color gradient of the grid, colors specified via TERRAINGRID_SET_COLOURS.
+ Example with box superimposed on the image to demonstrate: https://i.imgur.com/wdqskxd.jpg
+
+
+
+
+ Parameters: int lowR, int lowG, int lowB, int lowAlpha, int r, int g, int b, int alpha, int highR, int highG, int highB, int highAlpha
+
+
+ This native is used along with these two natives: `TERRAINGRID_ACTIVATE` and `TERRAINGRID_SET_PARAMS`.
+ This native sets the colors for the golf putting grid. the 'min...' values are for the lower areas that the grid covers, the 'max...' values are for the higher areas that the grid covers, all remaining values are for the 'normal' ground height.
+ All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png
+
+
+
+
+ Parameters: const char* effectName, int duration, BOOL looped
+
+
+ duration - is how long to play the effect for in milliseconds. If 0, it plays the default length
+ if loop is true, the effect won't stop until you call ANIMPOSTFX_STOP on it. (only loopable effects)
+ Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName
+
+
+ See ANIMPOSTFX_PLAY
+ Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName
+
+
+ See ANIMPOSTFX_PLAY
+ Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName
+
+
+ Returns whether the specified effect is active.
+ See ANIMPOSTFX_PLAY
+ Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Stops ALL currently playing effects.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* effectName
+
+
+ Stops the effect and sets a value (bool) in its data (+0x199) to false.
+ See ANIMPOSTFX_PLAY
+ Full list of animpostFX / screen effects by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animPostFxNamesCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string
+
+
+ Initializes the text entry for the the text next to a loading prompt. All natives for building UI texts can be used here
+ e.g
+ void StartLoadingMessage(char *text, int spinnerType = 3)
+ {
+ BEGIN_TEXT_COMMAND_BUSYSPINNER_ON("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ END_TEXT_COMMAND_BUSYSPINNER_ON(spinnerType);
+ }
+ /*OR*/
+ void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000)
+ {
+ BEGIN_TEXT_COMMAND_BUSYSPINNER_ON("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ END_TEXT_COMMAND_BUSYSPINNER_ON(spinnerType);
+ WAIT(timeMs);
+ BUSYSPINNER_OFF();
+ }
+ These are some localized strings used in the loading spinner.
+ "PM_WAIT" = Please Wait
+ "CELEB_WPLYRS" = Waiting For Players.
+ "CELL_SPINNER2" = Scanning storage.
+ "ERROR_CHECKYACHTNAME" = Registering your yacht's name. Please wait.
+ "ERROR_CHECKPROFANITY" = Checking your text for profanity. Please wait.
+ "FM_COR_AUTOD" = Just spinner no text
+ "FM_IHELP_WAT2" = Waiting for other players
+ "FM_JIP_WAITO" = Game options are being set
+ "FMMC_DOWNLOAD" = Downloading
+ "FMMC_PLYLOAD" = Loading
+ "FMMC_STARTTRAN" = Launching session
+ "HUD_QUITTING" = Quiting session
+ "KILL_STRIP_IDM" = Waiting for to accept
+ "MP_SPINLOADING" = Loading
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int busySpinnerType
+
+
+ enum eBusySpinnerType
+ {
+ BUSY_SPINNER_LEFT,
+ BUSY_SPINNER_LEFT_2,
+ BUSY_SPINNER_LEFT_3,
+ BUSY_SPINNER_SAVE,
+ BUSY_SPINNER_RIGHT,
+ };
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Removes the loading prompt at the bottom right of the screen.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Shows the cursor on screen for one frame.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int spriteId
+
+
+ Changes the mouse cursor's sprite.
+ 1 = Normal
+ 6 = Left Arrow
+ 7 = Right Arrow
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Shows/hides the frontend cursor on the pause menu or similar menus.
+ Clicking off and then on the game window will show it again.
+
+
+
+ This function has been replaced by
+
+
+
+ Returns TRUE if mouse is hovering above instructional buttons. Works with all buttons gfx, such as popup_warning, pause_menu_instructional_buttons, instructional_buttons, etc. Note: You have to call TOGGLE_MOUSE_BUTTONS on the scaleform if you want this native to work.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int scaleformHandle, Any* p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float pos
+
+
+
+ This function has been replaced by
+
+
+
+ Stops loading screen tips shown by invoking `THEFEED_SHOW`
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Once called each frame hides all above radar notifications.
+
+
+
+ This function has been replaced by
+
+
+
+ Displays loading screen tips, requires `THEFEED_AUTO_POST_GAMETIPS_ON` to be called beforehand.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int notificationId
+
+
+ Removes a notification instantly instead of waiting for it to disappear
+
+
+
+ This function has been replaced by
+
+
+
+ Enables loading screen tips to be be shown (`THEFEED_SHOW`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Enables loading screen tips to be be shown (`THEFEED_SHOW`), blocks other kinds of notifications from being displayed (at least from current script). Call `THEFEED_AUTO_POST_GAMETIPS_OFF` to display those again.
+
+
+
+ This function has been replaced by
+
+
+
+ Displays "normal" notifications again after calling `THEFEED_AUTO_POST_GAMETIPS_ON` (those that were drawn before calling this native too), though those will have a weird offset and stay on screen forever (tested with notifications created from same script).
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudColorIndex
+
+
+ From the decompiled scripts:
+ HUD::THEFEED_SET_BACKGROUND_COLOR_FOR_NEXT_POST(6);
+ HUD::THEFEED_SET_BACKGROUND_COLOR_FOR_NEXT_POST(184);
+ HUD::THEFEED_SET_BACKGROUND_COLOR_FOR_NEXT_POST(190);
+ sets background color for the next notification
+ 6 = red
+ 184 = green
+ 190 = yellow
+ Here is a list of some colors that can be used: https://gyazo.com/68bd384455fceb0a85a8729e48216e15
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int red, int green, int blue, int alpha
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int count
+
+
+ Related to notification color flashing, setting count to 0 invalidates a `THEFEED_SET_RGBA_PARAMETER_FOR_NEXT_MESSAGE` call for the target notification.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdString1, const char* txnString1, const char* txdString2, const char* txnString2
+
+
+ Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text
+
+
+ Declares the entry type of a notification, for example "STRING".
+ int ShowNotification(char *text)
+ {
+ BEGIN_TEXT_COMMAND_THEFEED_POST("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ return END_TEXT_COMMAND_THEFEED_POST_TICKER(1, 1);
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* statTitle, int iconEnum, BOOL stepVal, int barValue, BOOL isImportant, const char* pictureTextureDict, const char* pictureTextureName
+
+
+ List of picture names: https://pastebin.com/XdpJVbHz
+ Example result: https://i.imgur.com/SdEZ22m.png
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName, const char* textureName, BOOL flash, int iconType, const char* sender, const char* subject
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ List of picNames: https://pastebin.com/XdpJVbHz
+ flash is a bool for fading in.
+ iconTypes:
+ 1 : Chat Box
+ 2 : Email
+ 3 : Add Friend Request
+ 4 : Nothing
+ 5 : Nothing
+ 6 : Nothing
+ 7 : Right Jumping Arrow
+ 8 : RP Icon
+ 9 : $ Icon
+ "sender" is the very top header. This can be any old string.
+ "subject" is the header under the sender.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName, const char* textureName, BOOL flash, int iconType, const char* sender, const char* subject
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ Needs more research.
+ Only one type of usage in the scripts:
+ HUD::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_SUBTITLE_LABEL("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a_0);
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName, const char* textureName, BOOL flash, int iconType, const char* sender, const char* subject, float duration
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ NOTE: 'duration' is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
+ Example, only occurrence in the scripts:
+ v_8 = HUD::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName, const char* textureName, BOOL flash, int iconType, const char* sender, const char* subject, float duration, const char* clanTag
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ List of picNames https://pastebin.com/XdpJVbHz
+ flash is a bool for fading in.
+ iconTypes:
+ 1 : Chat Box
+ 2 : Email
+ 3 : Add Friend Request
+ 4 : Nothing
+ 5 : Nothing
+ 6 : Nothing
+ 7 : Right Jumping Arrow
+ 8 : RP Icon
+ 9 : $ Icon
+ "sender" is the very top header. This can be any old string.
+ "subject" is the header under the sender.
+ "duration" is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
+ "clanTag" shows a crew tag in the "sender" header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. "MK" becomes "___MK", "ACE" becomes "___ACE", etc.)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName, const char* textureName, BOOL flash, int iconType1, const char* sender, const char* subject, float duration, const char* clanTag, int iconType2, int p9
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ List of picNames: https://pastebin.com/XdpJVbHz
+ flash is a bool for fading in.
+ iconTypes:
+ 1 : Chat Box
+ 2 : Email
+ 3 : Add Friend Request
+ 4 : Nothing
+ 5 : Nothing
+ 6 : Nothing
+ 7 : Right Jumping Arrow
+ 8 : RP Icon
+ 9 : $ Icon
+ "sender" is the very top header. This can be any old string.
+ "subject" is the header under the sender.
+ "duration" is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
+ "clanTag" shows a crew tag in the "sender" header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. "MK" becomes "___MK", "ACE" becomes "___ACE", etc.)
+ iconType2 is a mirror of iconType. It shows in the "subject" line, right under the original iconType.
+ int IconNotification(char *text, char *text2, char *Subject)
+ {
+ BEGIN_TEXT_COMMAND_THEFEED_POST("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ _SET_NOTIFICATION_MESSAGE_CLAN_TAG_2("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 1, 7, text2, Subject, 1.0f, "__EXAMPLE", 7);
+ return END_TEXT_COMMAND_THEFEED_POST_TICKER(1, 1);
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL blink, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL blink, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL blink, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* textureDict, const char* textureName, int rpBonus, int colorOverlay, const char* titleLabel
+
+
+ Shows an "award" notification above the minimap, example: https://i.imgur.com/e2DNaKX.png
+ Example:
+ HUD::BEGIN_TEXT_COMMAND_THEFEED_POST("HUNT");
+ HUD::END_TEXT_COMMAND_THEFEED_POST_AWARD("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED");
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1, int* p2, int p3, BOOL isLeader, BOOL unk0, int clanDesc, int R, int G, int B
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1, int* p2, int p3, BOOL isLeader, BOOL unk0, int clanDesc, const char* playerName, int R, int G, int B
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* gxtLabel1, int p1, const char* gxtLabel2
+
+
+
+
+ Parameters: const char* gxtLabel1, int p1, const char* gxtLabel2, int p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: BOOL blink, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* p0, const char* p1, const char* p2, BOOL p3, BOOL p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* txdName1, const char* textureName1, int count1, const char* txdName2, const char* textureName2, int count2, int hudColor1, int hudColor2
+
+
+ This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT.
+ List of picNames: https://pastebin.com/XdpJVbHz
+ HUD colors and their values: https://pastebin.com/d9aHPbXN
+ Shows a deathmatch score above the minimap, example: https://i.imgur.com/YmoMklG.png
+
+
+
+
+ Parameters: int type, int image, const char* text
+
+
+ returns a notification handle, prints out a notification like below:
+ type range: 0 - 2
+ if you set type to 1, image goes from 0 - 39 - Xbox you can add text to
+ example:
+ HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!");
+ - https://imgur.com/lGBPCz3
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int type, const char* button, const char* text
+
+
+ returns a notification handle, prints out a notification like below:
+ type range: 0 - 2
+ if you set type to 1, button accepts "~INPUT_SOMETHING~"
+ example:
+ HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!");
+ - https://imgur.com/UPy0Ial
+ Examples from the scripts:
+ l_D1[1/*1*/]=HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1,"~INPUT_REPLAY_START_STOP_RECORDING~","");
+ l_D1[2/*1*/]=HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1,"~INPUT_SAVE_REPLAY_CLIP~","");
+ l_D1[1/*1*/]=HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1,"~INPUT_REPLAY_START_STOP_RECORDING~","");
+ l_D1[2/*1*/]=HUD::END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~","");
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* GxtEntry
+
+
+ void ShowSubtitle(const char *text)
+ {
+ BEGIN_TEXT_COMMAND_PRINT("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ END_TEXT_COMMAND_PRINT(2000, true);
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int duration, BOOL drawImmediately
+
+
+ Draws the subtitle at middle center of the screen.
+ int duration = time in milliseconds to show text on screen before disappearing
+ drawImmediately = If true, the text will be drawn immediately, if false, the text will be drawn after the previous subtitle has finished
+ Used to be known as _DRAW_SUBTITLE_TIMED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text
+
+
+ nothin doin.
+ BOOL Message(const char* text)
+ {
+ BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED();
+ }
+
+
+
+
+ Parameters: const char* text
+
+
+ The following were found in the decompiled script files:
+ STRING, TWOSTRINGS, NUMBER, PERCENTAGE, FO_TWO_NUM, ESMINDOLLA, ESDOLLA, MTPHPER_XPNO, AHD_DIST, CMOD_STAT_0, CMOD_STAT_1, CMOD_STAT_2, CMOD_STAT_3, DFLT_MNU_OPT, F3A_TRAFDEST, ES_HELP_SOC3
+ ESDOLLA - cash
+ ESMINDOLLA - cash (negative)
+ Used to be known as _SET_TEXT_ENTRY
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, int p2
+
+
+ After applying the properties to the text (See HUD::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis.
+ Used to be known as _DRAW_TEXT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* entry
+
+
+ int GetLineCount(char *text, float x, float y)
+ {
+ BEGIN_TEXT_COMMAND_GET_NUMBER_OF_LINES_FOR_STRING("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ return BEGIN_TEXT_COMMAND_GET_NUMBER_OF_LINES_FOR_STRING(x, y);
+ }
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y
+
+
+ Determines how many lines the text string will use when drawn on screen.
+ Must use 0x521FB041D93DD0E4 for setting up
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* inputType
+
+
+ Used to be known as _SET_TEXT_COMPONENT_FORMAT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, BOOL loop, BOOL beep, int shape
+
+
+ shape goes from -1 to 50 (may be more).
+ p0 is always 0.
+ Example:
+ void FloatingHelpText(const char* text)
+ {
+ BEGIN_TEXT_COMMAND_DISPLAY_HELP("STRING");
+ ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
+ END_TEXT_COMMAND_DISPLAY_HELP (0, 0, 1, -1);
+ }
+ Image:
+ - imgbin.org/images/26209.jpg
+ more inputs/icons:
+ - https://pastebin.com/nqNYWMSB
+ Used to be known as _DISPLAY_HELP_TEXT_FROM_STRING_LABEL
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* labelName
+
+
+ BOOL IsContextActive(char *ctx)
+ {
+ BEGIN_TEXT_COMMAND_IS_THIS_HELP_MESSAGE_BEING_DISPLAYED(ctx);
+ return END_TEXT_COMMAND_IS_THIS_HELP_MESSAGE_BEING_DISPLAYED(0);
+ }
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: const char* textLabel
+
+
+ Starts a text command to change the name of a blip displayed in the pause menu.
+ This should be paired with `END_TEXT_COMMAND_SET_BLIP_NAME`, once adding all required text components.
+ Example:
+ HUD::BEGIN_TEXT_COMMAND_SET_BLIP_NAME("STRING");
+ HUD::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME("Name");
+ HUD::END_TEXT_COMMAND_SET_BLIP_NAME(blip);
+
+
+
+
+ Parameters: Blip blip
+
+
+ Finalizes a text command started with BEGIN_TEXT_COMMAND_SET_BLIP_NAME, setting the name of the specified blip.
+
+
+
+
+ Parameters: const char* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text
+
+
+ clears a print text command with this text
+
+
+
+
+ Parameters: const char* gxtEntry
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int value
+
+
+
+
+ Parameters: float value, int decimalPlaces
+
+
+
+
+ Parameters: const char* labelName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash gxtEntryHash
+
+
+ It adds the localized text of the specified GXT entry name. Eg. if the argument is GET_HASH_KEY("ES_HELP"), adds "Continue". Just uses a text labels hash key
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: const char* text
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int timestamp, int flags
+
+
+ Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research.
+
+
+
+
+ Parameters: int value, BOOL commaSeparated
+
+
+
+
+ Parameters: const char* p0, int p1
+
+
+ p1 was always -1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* website
+
+
+ This native (along with ADD_TEXT_COMPONENT_SUBSTRING_KEYBOARD_DISPLAY and ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME) do not actually filter anything. They simply add the provided text (as of 944)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudColor
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text, int position, int length
+
+
+ Returns a substring of a specified length starting at a specified position.
+ Example:
+ // Get "STRING" text from "MY_STRING"
+ subStr = HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME("MY_STRING", 3, 6);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text, int position, int length, int maxLength
+
+
+ Returns a substring of a specified length starting at a specified position. The result is guaranteed not to exceed the specified max length.
+ NOTE: The 'maxLength' parameter might actually be the size of the buffer that is returned. More research is needed. -CL69
+ Example:
+ // Condensed example of how Rockstar uses this function
+ strLen = HUD::GET_LENGTH_OF_LITERAL_STRING(MISC::GET_ONSCREEN_KEYBOARD_RESULT());
+ subStr = HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME_WITH_BYTE_LIMIT(MISC::GET_ONSCREEN_KEYBOARD_RESULT(), 0, strLen, 63);
+ --
+ "fm_race_creator.ysc", line 85115:
+ // parameters modified for clarity
+ BOOL sub_8e5aa(char *text, int length) {
+ for (i = 0; i <= (length - 2); i += 1) {
+ if (!MISC::ARE_STRINGS_EQUAL(HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME_WITH_BYTE_LIMIT(text, i, i + 1, 1), " ")) {
+ return FALSE;
+ }
+ }
+ return TRUE;
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* text, int startPosition, int endPosition
+
+
+ Returns a substring that is between two specified positions. The length of the string will be calculated using (endPosition - startPosition).
+ Example:
+ // Get "STRING" text from "MY_STRING"
+ subStr = HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME_BYTES("MY_STRING", 3, 9);
+ // Overflows are possibly replaced with underscores (needs verification)
+ subStr = HUD::GET_CHARACTER_FROM_AUDIO_CONVERSATION_FILENAME_BYTES("MY_STRING", 3, 10); // "STRING_"?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* labelName
+
+
+ Gets a string literal from a label name.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* p0
+
+
+ p0: found arguments in the b617d scripts: https://pastebin.com/X5akCN7z
+
+
+
+
+ Parameters: const char* gxt
+
+
+
+
+ Parameters: const char* gxt, int slot
+
+
+ Request a gxt into the passed slot.
+
+
+
+
+ Parameters: const char* gxt, int slot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int slot
+
+
+
+
+ Parameters: int p0, BOOL p1
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: const char* gxt, int slot
+
+
+ Checks if the specified gxt has loaded into the passed slot.
+
+
+
+
+ Parameters: const char* gxt
+
+
+ Checks if the passed gxt name exists in the game files.
+
+
+
+
+ Parameters: const char* @string, int length
+
+
+
+
+ Parameters: const char* gxt
+
+
+ Returns the string length of the string from the gxt string .
+
+
+
+
+ Parameters: const char* @string
+
+
+ Returns the length of the string passed (much like strlen).
+
+
+
+
+ Parameters: const char* @string
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+ This functions converts the hash of a street name into a readable string.
+ For how to get the hashes, see PATHFIND::GET_STREET_NAME_AT_COORD.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ If Hud should be displayed
+
+
+
+
+ Enables drawing some hud components, such as help labels, this frame, when the player is dead.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If Minimap / Radar should be displayed.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Setter for GET_FAKE_SPECTATOR_MODE
+
+
+
+
+ Getter for SET_FAKE_SPECTATOR_MODE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Blip blip, BOOL enabled
+
+
+ Enable / disable showing route for the Blip-object.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, int colour
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL disabled
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: float zoom
+
+
+ zoom ranges from 0 to 90f in R* Scripts
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int zoomLevel
+
+
+ zoomLevel ranges from 0 to 1400 in R* Scripts
+
+
+
+
+ Parameters: Blip blip, float zoom
+
+
+
+
+ Parameters: float zoom
+
+
+
+ This function has been replaced by
+
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: int hudColorIndex, int* r, int* g, int* b, int* a
+
+
+
+
+ Parameters: int r, int g, int b, int a
+
+
+ Sets the color of HUD_COLOUR_SCRIPT_VARIABLE
+
+
+
+
+ Parameters: int r, int g, int b, int a
+
+
+ Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudColorIndex, int hudColorIndex2
+
+
+ makes hudColorIndex2 color into hudColorIndex color
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudColorIndex, int r, int g, int b, int a
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL visible
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int millisecondsToFlash
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int hudColorId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float size, int font
+
+
+ This gets the height of the FONT and not the total text. You need to get the number of lines your text uses, and get the height of a newline (I'm using a smaller value) to get the total text height.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float scale, float size
+
+
+ Size range : 0F to 1.0F
+ p0 is unknown and doesn't seem to have an effect, yet in the game scripts it changes to 1.0F sometimes.
+
+
+
+
+ Parameters: int red, int green, int blue, int alpha
+
+
+ colors you input not same as you think?
+ A: for some reason its R B G A
+
+
+
+
+ Parameters: BOOL align
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int justifyType
+
+
+ Types -
+ 0: Center-Justify
+ 1: Left-Justify
+ 2: Right-Justify
+ Right-Justify requires SET_TEXT_WRAP, otherwise it will draw to the far right of the screen
+
+
+
+
+ Parameters: float start, float end
+
+
+ It sets the text in a specified box and wraps the text if it exceeds the boundries. Both values are for X axis. Useful when positioning text set to center or aligned to the right.
+ start - left boundry on screen position (0.0 - 1.0)
+ end - right boundry on screen position (0.0 - 1.0)
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: int fontType
+
+
+ fonts that mess up your text where made for number values/misc stuff
+
+
+
+
+ Parameters: int distance, int r, int g, int b, int a
+
+
+ distance - shadow distance in pixels, both horizontal and vertical
+ r, g, b, a - color
+
+
+
+
+ Parameters: int p0, int r, int g, int b, int a
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: int renderId
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ Parameters: const char* name, BOOL p1
+
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: Hash modelHash
+
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: Hash modelHash
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int style, int hudColor, int alpha, int p3, int p4
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int blipSprite
+
+
+
+
+ Parameters: int blipSprite
+
+
+
+
+ Parameters: int blipSprite
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+ Returns a value based on what the blip is attached to
+ 1 - Vehicle
+ 2 - Ped
+ 3 - Object
+ 4 - Coord
+ 5 - unk
+ 6 - Pickup
+ 7 - Radius
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns the Blip handle of given Entity.
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float radius
+
+
+
+
+ Parameters: float x, float y, float z, float width, float height
+
+
+ Adds a rectangular blip for the specified coordinates/area.
+ It is recommended to use SET_BLIP_ROTATION and SET_BLIP_COLOUR to make the blip not rotate along with the camera.
+ By default, the blip will show as a _regular_ blip with the specified color/sprite if it is outside of the minimap view.
+ Example image:
+ minimap https://w.wew.wtf/pdcjig.png
+ big map https://w.wew.wtf/zgcjcm.png
+ (Native name is _likely_ to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Returns red ( default ) blip attached to entity.
+ Example:
+ Blip blip; //Put this outside your case or option
+ blip = HUD::ADD_BLIP_FOR_ENTITY(YourPedOrBodyguardName);
+ HUD::SET_BLIP_AS_FRIENDLY(blip, true);
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Creates an orange ( default ) Blip-object. Returns a Blip-object which can then be modified.
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float radius, int p4
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Blip blip, float posX, float posY, float posZ
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, int spriteId
+
+
+ Sets the displayed sprite for a specific blip..
+ You may have your own list, but since dev-c didn't show it I was bored and started looking through scripts and functions to get a presumable almost positive list of a majority of blip IDs
+ https://pastebin.com/Bpj9Sfft
+ Blips Images + IDs:
+ https://gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
+
+
+
+
+ Parameters: Blip blip
+
+
+ Blips Images + IDs:
+ gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
+
+
+
+
+ Parameters: int p0, float p1
+
+
+
+
+ Parameters: Blip blip, const char* gxtEntry
+
+
+ Doesn't work if the label text of gxtEntry is >= 80.
+
+
+
+
+ Parameters: Blip blip, Player player
+
+
+
+
+ Parameters: Blip blip, int alpha
+
+
+ Sets alpha-channel for blip color.
+ Example:
+ Blip blip = HUD::ADD_BLIP_FOR_ENTITY(entity);
+ HUD::SET_BLIP_COLOUR(blip , 3);
+ HUD::SET_BLIP_ALPHA(blip , 64);
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, int opacity, int duration
+
+
+
+
+ Parameters: Blip blip
+
+
+ Returns -1, 0, +1, depending on if the blip is fading out, doing nothing, or fading in respectively.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, int rotation
+
+
+ After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there.
+
+
+
+
+ Parameters: Blip blip, float heading
+
+
+ Does not require whole number/integer rotations.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, int duration
+
+
+ Adds up after viewing multiple R* scripts. I believe that the duration is in miliseconds.
+
+
+
+
+ Parameters: Blip blip, Any p1
+
+
+
+
+ Parameters: Blip blip, int color
+
+
+ https://gtaforums.com/topic/864881-all-blip-color-ids-pictured/
+
+
+
+
+ Parameters: Blip blip, int r, int g, int b
+
+
+ Can be used to give blips any RGB colour with SET_BLIP_COLOUR(blip, 84).
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Sets whether or not the specified blip should only be displayed when nearby, or on the minimap.
+
+
+
+
+ Parameters: Blip blip, float scale
+
+
+
+
+ Parameters: Blip blip, float xScale, float yScale
+
+
+ See https://imgur.com/a/lLkEsMN
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, int priority
+
+
+ See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935
+
+
+
+
+ Parameters: Blip blip, int displayId
+
+
+ Display Id behaviours:
+ 0 = Doesn't show up, ever, anywhere.
+ 1 = Doesn't show up, ever, anywhere.
+ 2 = Shows on both main map and minimap. (Selectable on map)
+ 3 = Shows on main map only. (Selectable on map)
+ 4 = Shows on main map only. (Selectable on map)
+ 5 = Shows on minimap only.
+ 6 = Shows on both main map and minimap. (Selectable on map)
+ 7 = Doesn't show up, ever, anywhere.
+ 8 = Shows on both main map and minimap. (Not selectable on map)
+ 9 = Shows on minimap only.
+ 10 = Shows on both main map and minimap. (Not selectable on map)
+ Anything higher than 10 seems to be exactly the same as 10.
+
+
+
+
+ Parameters: Blip blip, int index
+
+
+ Example: https://i.imgur.com/skY6vAJ.png
+ Index:
+ 1 = No distance shown in legend
+ 2 = Distance shown in legend
+ 7 = "Other Players" category, also shows distance in legend
+ 10 = "Property" category
+ 11 = "Owned Property" category
+ Any other value behaves like index = 1, index wraps around after 255
+ Blips with categories 7, 10 or 11 will all show under the specific categories listing in the map legend, regardless of sprite or name.
+ Legend entries:
+ 7 = Other Players (BLIP_OTHPLYR)
+ 10 = Property (BLIP_PROPCAT)
+ 11 = Owned Property (BLIP_APARTCAT)
+ Category needs to be `7` in order for blip names to show on the expanded minimap when using DISPLAY_PLAYER_NAME_TAGS_ON_BLIPS.
+
+
+
+
+ Parameters: Blip* blip
+
+
+ In the C++ SDK, this seems not to work-- the blip isn't removed immediately. I use it for saving cars.
+ E.g.:
+ Ped pped = PLAYER::PLAYER_PED_ID();
+ Vehicle v = PED::GET_VEHICLE_PED_IS_USING(pped);
+ Blip b = HUD::ADD_BLIP_FOR_ENTITY(v);
+ works fine.
+ But later attempting to delete it with:
+ Blip b = HUD::GET_BLIP_FROM_ENTITY(v);
+ if (HUD::DOES_BLIP_EXIST(b)) HUD::REMOVE_BLIP(&b);
+ doesn't work. And yes, doesn't work without the DOES_BLIP_EXIST check either. Also, if you attach multiple blips to the same thing (say, a vehicle), and that thing disappears, the blips randomly attach to other things (in my case, a vehicle).
+ Thus for me, HUD::REMOVE_BLIP(&b) only works if there's one blip, (in my case) the vehicle is marked as no longer needed, you drive away from it and it eventually despawns, AND there is only one blip attached to it. I never intentionally attach multiple blips but if the user saves the car, this adds a blip. Then if they delete it, it is supposed to remove the blip, but it doesn't. Then they can immediately save it again, causing another blip to re-appear.
+ -------------
+ Passing the address of the variable instead of the value works for me.
+ e.g.
+ int blip = HUD::ADD_BLIP_FOR_ENTITY(ped);
+ HUD::REMOVE_BLIP(&blip);
+ Remove blip will currently crash your game, just artificially remove the blip by setting the sprite to a id that is 'invisible'.
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ false for enemy
+ true for friendly
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, int number
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Adds a green checkmark on top of a blip.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Adds a orange checkmark on top of a given blip handle: https://imgur.com/a/aw5OTMF
+ _SHOW_FRIEND_INDICATOR_ON_BLIP* - _SHOW_HEADING_INDICATOR_ON_BLIP*
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Adds the GTA: Online player heading indicator to a blip.
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Highlights a blip by a cyan color circle.
+ Color can be changed with SET_BLIP_SECONDARY_COLOUR
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Highlights a blip by a half cyan circle on the right side of the blip. https://i.imgur.com/FrV9M4e.png
+ .Indicating that that player is a friend (in GTA:O). This color can not be changed.
+ To toggle the left side (crew member indicator) of the half circle around the blip, use: `SHOW_CREW_INDICATOR_ON_BLIP`
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Enables or disables the blue half circle https://i.imgur.com/iZes9Ec.png around the specified blip on the left side of the blip. This is used to indicate that the player is in your crew in GTA:O. Color is changeable by using `SET_BLIP_SECONDARY_COLOUR`.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Must be toggled before being queued for animation
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Blip blip, Any p1
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Makes a blip go small when off the minimap.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+ Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ This native removes the current waypoint from the map.
+ Example:
+ C#:
+ Function.Call(Hash.SET_WAYPOINT_OFF);
+ C++:
+ HUD::SET_WAYPOINT_OFF();
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y
+
+
+
+
+ Parameters: Blip blip, BOOL toggle
+
+
+
+
+ Parameters: Blip blip, BOOL toggle, int hudColorIndex
+
+
+ As of b2189, the third parameter sets the color of the cone (before b2189 it was ignored). Note that it uses HUD colors, not blip colors.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Interesting fact: A hash collision for this is RESET_JETPACK_MODEL_SETTINGS
+
+
+
+
+ Parameters: Blip blip, float p1, float p2, float p3, float p4, float p5, float p6, Any p7, int p8
+
+
+
+
+ Parameters: Blip blip
+
+
+
+
+ Parameters: int componentId, BOOL toggle, int overrideColor
+
+
+ This native is used to colorize certain map components like the army base at the top of the map.
+ p2 appears to be always -1. If p2 is -1 then native wouldn't change the color. See https://gfycat.com/SkinnyPinkChupacabra
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Hash interior, float x, float y, int z, int zoom
+
+
+ List of interior hashes: https://pastebin.com/1FUyXNqY
+ Not for every interior zoom > 0 available.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y
+
+
+ Sets the position of the arrow icon representing the player on both the minimap and world map.
+ Too bad this wouldn't work over the network (obviously not). Could spoof where we would be.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, Any p2
+
+
+ p2 maybe z float?
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles the Cayo Perico map.
+
+
+
+ This function has been replaced by
+
+
+
+ When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ "DISPLAY_CASH(false);" makes the cash amount render on the screen when appropriate
+ "DISPLAY_CASH(true);" disables cash amount rendering
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Related to displaying cash on the HUD
+ Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts
+
+
+
+
+ Parameters: int cash, int bank
+
+
+ Displays cash change notifications on HUD.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL display
+
+
+
+
+ Displays the crosshair for this frame.
+
+
+
+
+ Hides HUD and radar this frame and prohibits switching to other weapons (or accessing the weapon wheel)
+
+
+
+
+ Parameters: BOOL allow
+
+
+ Controls whether to display 'Cash'/'Bank' next to the money balance HUD in Multiplayer (https://i.imgur.com/MiYUtNl.png)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, BOOL p1
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Removes multiplayer cash hud each frame
+
+
+
+
+ Parameters: const char* message, BOOL p1
+
+
+ The messages are localized strings.
+ Examples:
+ "No_bus_money"
+ "Enter_bus"
+ "Tour_help"
+ "LETTERS_HELP2"
+ "Dummy"
+ **The bool appears to always be false (if it even is a bool, as it's represented by a zero)**
+ --------
+ p1 doesn't seem to make a difference, regardless of the state it's in.
+ picture of where on the screen this is displayed?
+
+
+
+
+ Parameters: BOOL show
+
+
+ Forces the weapon wheel to show/hide.
+
+
+
+ This function has been replaced by
+
+
+
+ Displays "blazer_wheels_up" and "blazer_wheels_down" "weapon" icons when switching between jetski and quadbike modes. Works only on vehicles using "VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE" vehicle type. Needs to be called every time prior to switching modes, otherwise the icon will only appear when switching modes once.
+
+
+
+ This function has been replaced by
+
+
+
+ Calling this each frame, stops the player from receiving a weapon via the weapon wheel.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Returns the weapon hash to the selected/highlighted weapon in the wheel
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int weaponTypeIndex
+
+
+ Returns the weapon hash active in a specific weapon wheel slotList
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, float p1
+
+
+ Only the script that originally called SET_GPS_FLAGS can set them again. Another script cannot set the flags, until the first script that called it has called CLEAR_GPS_FLAGS.
+ Doesn't seem like the flags are actually read by the game at all.
+
+
+
+
+ Clears the GPS flags. Only the script that originally called SET_GPS_FLAGS can clear them.
+ Doesn't seem like the flags are actually read by the game at all.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Does the same as SET_RACE_TRACK_RENDER(false);
+
+
+
+
+ Parameters: int hudColor, BOOL displayOnFoot, BOOL followPlayer
+
+
+ Starts a new GPS custom-route, allowing you to plot lines on the map.
+ Lines are drawn directly between points.
+ The GPS custom route works like the GPS multi route, except it does not follow roads.
+ Example result: https://i.imgur.com/BDm5pzt.png
+ hudColor: The HUD color of the GPS path.
+ displayOnFoot: Draws the path regardless if the player is in a vehicle or not.
+ followPlayer: Draw the path partially between the previous and next point based on the players position between them. When false, the GPS appears to not disappear after the last leg is completed.
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: BOOL toggle, int radarThickness, int mapThickness
+
+
+ radarThickness: The width of the GPS route on the radar
+ mapThickness: The width of the GPS route on the map
+
+
+
+
+ Parameters: int hudColor, BOOL routeFromPlayer, BOOL displayOnFoot
+
+
+ Starts a new GPS multi-route, allowing you to create custom GPS paths.
+ GPS functions like the waypoint, except it can contain multiple points it's forced to go through.
+ Once the player has passed a point, the GPS will no longer force its path through it.
+ Works independently from the player-placed waypoint and blip routes.
+ Example result: https://i.imgur.com/ZZHQatX.png
+ hudColor: The HUD color of the GPS path.
+ routeFromPlayer: Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point.
+ displayOnFoot: Draws the GPS path regardless if the player is in a vehicle or not.
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Does the same as SET_GPS_MULTI_ROUTE_RENDER(false);
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int color
+
+
+
+ This function has been replaced by
+
+
+
+ adds a short flash to the Radar/Minimap
+ Usage: UI.FLASH_MINIMAP_DISPLAY
+
+
+
+
+ Parameters: int hudColorIndex
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle, Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, const char* name
+
+
+
+
+ Parameters: BOOL p0, const char* name
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, const char* p1, const char* p2, const char* p3, const char* p4, const char* p5, const char* p6, const char* p7, const char* p8
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles the North Yankton map
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If true, the entire map will be revealed.
+ FOW = Fog of War
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Up to eight coordinates may be revealed per frame
+
+
+
+
+ Parameters: int hole
+
+
+ Not much is known so far on what it does _exactly_.
+ All I know for sure is that it draws the specified hole ID on the pause menu map as well as on the mini-map/radar. This native also seems to change some other things related to the pause menu map's behaviour, for example: you can no longer set waypoints, the pause menu map starts up in a 'zoomed in' state. This native does not need to be executed every tick.
+ You need to center the minimap manually as well as change/lock it's zoom and angle in order for it to appear correctly on the minimap.
+ You'll also need to use the `GOLF` scaleform in order to get the correct minmap border to show up.
+ Use `0x35edd5b2e3ff01c0` to reset the map when you no longer want to display any golf holes (you still need to unlock zoom, position and angle of the radar manually after calling this).
+
+
+
+
+ Parameters: int angle
+
+
+ Locks the minimap to the specified angle in integer degrees.
+ angle: The angle in whole degrees. If less than 0 or greater than 360, unlocks the angle.
+
+
+
+
+ Parameters: float x, float y
+
+
+ Locks the minimap to the specified world position.
+
+
+
+
+ Parameters: float altitude, BOOL p1, Any p2
+
+
+ Argument must be 0.0f or above 38.0f, or it will be ignored.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int health, int capacity, BOOL wasAdded
+
+
+
+
+ Parameters: int maximumValue
+
+
+
+
+ Parameters: int maximumValue
+
+
+
+
+ Parameters: BOOL toggleBigMap, BOOL showFullMap
+
+
+ Toggles the big minimap state like in GTA:Online.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int id
+
+
+ Full list of components below
+ HUD = 0;
+ HUD_WANTED_STARS = 1;
+ HUD_WEAPON_ICON = 2;
+ HUD_CASH = 3;
+ HUD_MP_CASH = 4;
+ HUD_MP_MESSAGE = 5;
+ HUD_VEHICLE_NAME = 6;
+ HUD_AREA_NAME = 7;
+ HUD_VEHICLE_CLASS = 8;
+ HUD_STREET_NAME = 9;
+ HUD_HELP_TEXT = 10;
+ HUD_FLOATING_HELP_TEXT_1 = 11;
+ HUD_FLOATING_HELP_TEXT_2 = 12;
+ HUD_CASH_CHANGE = 13;
+ HUD_RETICLE = 14;
+ HUD_SUBTITLE_TEXT = 15;
+ HUD_RADIO_STATIONS = 16;
+ HUD_SAVING_GAME = 17;
+ HUD_GAME_STREAM = 18;
+ HUD_WEAPON_WHEEL = 19;
+ HUD_WEAPON_WHEEL_STATS = 20;
+ MAX_HUD_COMPONENTS = 21;
+ MAX_HUD_WEAPONS = 22;
+ MAX_SCRIPTED_HUD_COMPONENTS = 141;
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id
+
+
+ This function hides various HUD (Heads-up Display) components.
+ Listed below are the integers and the corresponding HUD component.
+ - 1 : WANTED_STARS
+ - 2 : WEAPON_ICON
+ - 3 : CASH
+ - 4 : MP_CASH
+ - 5 : MP_MESSAGE
+ - 6 : VEHICLE_NAME
+ - 7 : AREA_NAME
+ - 8 : VEHICLE_CLASS
+ - 9 : STREET_NAME
+ - 10 : HELP_TEXT
+ - 11 : FLOATING_HELP_TEXT_1
+ - 12 : FLOATING_HELP_TEXT_2
+ - 13 : CASH_CHANGE
+ - 14 : RETICLE
+ - 15 : SUBTITLE_TEXT
+ - 16 : RADIO_STATIONS
+ - 17 : SAVING_GAME
+ - 18 : GAME_STREAM
+ - 19 : WEAPON_WHEEL
+ - 20 : WEAPON_WHEEL_STATS
+ - 21 : HUD_COMPONENTS
+ - 22 : HUD_WEAPONS
+ These integers also work for the `SHOW_HUD_COMPONENT_THIS_FRAME` native, but instead shows the HUD Component.
+
+
+
+
+ Parameters: int id
+
+
+ This function hides various HUD (Heads-up Display) components.
+ Listed below are the integers and the corresponding HUD component.
+ - 1 : WANTED_STARS
+ - 2 : WEAPON_ICON
+ - 3 : CASH
+ - 4 : MP_CASH
+ - 5 : MP_MESSAGE
+ - 6 : VEHICLE_NAME
+ - 7 : AREA_NAME
+ - 8 : VEHICLE_CLASS
+ - 9 : STREET_NAME
+ - 10 : HELP_TEXT
+ - 11 : FLOATING_HELP_TEXT_1
+ - 12 : FLOATING_HELP_TEXT_2
+ - 13 : CASH_CHANGE
+ - 14 : RETICLE
+ - 15 : SUBTITLE_TEXT
+ - 16 : RADIO_STATIONS
+ - 17 : SAVING_GAME
+ - 18 : GAME_STREAM
+ - 19 : WEAPON_WHEEL
+ - 20 : WEAPON_WHEEL_STATS
+ - 21 : HUD_COMPONENTS
+ - 22 : HUD_WEAPONS
+ These integers also work for the `HIDE_HUD_COMPONENT_THIS_FRAME` native, but instead hides the HUD Component.
+
+
+
+
+ Hides area and vehicle name HUD components for one frame.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id, float x, float y
+
+
+
+
+ Parameters: int id
+
+
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: float worldX, float worldY, float worldZ, float* screenX, float* screenY
+
+
+ World to relative screen coords, this world to screen will keep the text on screen. Was named _GET_SCREEN_COORD_FROM_WORLD_COORD, but this conflicts with 0x34E82F05DF2974F5. As that hash actually matches GET_SCREEN_COORD_FROM_WORLD_COORD that one supercedes and this one was renamed to _GET_2D_COORD_FROM_3D_COORD
+
+
+
+ This function has been replaced by
+
+
+
+ Shows a menu for reporting UGC content.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hudIndex
+
+
+
+
+ Parameters: int hudIndex, float x, float y
+
+
+
+
+ Parameters: int hudIndex, float x, float y, float z
+
+
+
+
+ Parameters: int hudIndex, Entity entity, float offsetX, float offsetY
+
+
+
+
+ Parameters: int hudIndex, int p1, int p2, int p3, int p4, int p5
+
+
+
+
+ Parameters: int hudIndex, BOOL p1
+
+
+
+
+ Parameters: Player player, const char* username, BOOL pointedClanTag, BOOL isRockstarClan, const char* clanTag, int clanFlag, int r, int g, int b
+
+
+ clanFlag: takes a number 0-5
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* username, BOOL pointedClanTag, BOOL isRockstarClan, const char* clanTag, int clanFlag
+
+
+ clanFlag: takes a number 0-5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId
+
+
+
+
+ Parameters: int gamerTagId
+
+
+
+
+ Parameters: int gamerTagId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, int component, BOOL toggle, Any p3
+
+
+ enum eMpGamerTagComponent
+ {
+ MP_TAG_GAMER_NAME,
+ MP_TAG_CREW_TAG,
+ MP_TAG_HEALTH_ARMOUR,
+ MP_TAG_BIG_TEXT,
+ MP_TAG_AUDIO_ICON,
+ MP_TAG_USING_MENU,
+ MP_TAG_PASSIVE_MODE,
+ MP_TAG_WANTED_STARS,
+ MP_TAG_DRIVER,
+ MP_TAG_CO_DRIVER,
+ MP_TAG_TAGGED,
+ MP_TAG_GAMER_NAME_NEARBY,
+ MP_TAG_ARROW,
+ MP_TAG_PACKAGES,
+ MP_TAG_INV_IF_PED_FOLLOWING,
+ MP_TAG_RANK_TEXT,
+ MP_TAG_TYPING,
+ MP_TAG_BAG_LARGE,
+ MP_TAG_ARROW,
+ MP_TAG_GANG_CEO,
+ MP_TAG_GANG_BIKER,
+ MP_TAG_BIKER_ARROW,
+ MP_TAG_MC_ROLE_PRESIDENT,
+ MP_TAG_MC_ROLE_VICE_PRESIDENT,
+ MP_TAG_MC_ROLE_ROAD_CAPTAIN,
+ MP_TAG_MC_ROLE_SARGEANT,
+ MP_TAG_MC_ROLE_ENFORCER,
+ MP_TAG_MC_ROLE_PROSPECT,
+ MP_TAG_TRANSMITTER,
+ MP_TAG_BOMB
+ };
+
+
+
+
+ Parameters: int gamerTagId, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, BOOL toggle
+
+
+ Displays a bunch of icons above the players name, and level, and their name twice
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, int value, int maximumValue
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, int component, int hudColorIndex
+
+
+ Sets a gamer tag's component colour
+ gamerTagId is obtained using for example CREATE_FAKE_MP_GAMER_TAG
+ Ranges from 0 to 255. 0 is grey health bar, ~50 yellow, 200 purple.
+
+
+
+
+ Parameters: int gamerTagId, int hudColorIndex
+
+
+ Ranges from 0 to 255. 0 is grey health bar, ~50 yellow, 200 purple.
+ Should be enabled as flag (2). Has 0 opacity by default.
+ - This was _SET_MP_GAMER_TAG_HEALTH_BAR_COLOR,
+ -> Rockstar use the EU spelling of 'color' so I hashed the same name with COLOUR and it came back as the correct hash, so it has been corrected above.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, int component, int alpha
+
+
+ Sets flag's sprite transparency. 0-255.
+
+
+
+
+ Parameters: int gamerTagId, int wantedlvl
+
+
+ displays wanted star above head
+
+
+
+
+ Parameters: int gamerTagId, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, const char* @string
+
+
+
+
+ Parameters: int gamerTagId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int gamerTagId, const char* @string
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int flagIndex
+
+
+ Returns the ActionScript flagValue.
+ ActionScript flags are global flags that scaleforms use
+ Flags found during testing
+ 0: Returns 1 if the web_browser keyboard is open, otherwise 0
+ 1: Returns 1 if the player has clicked back twice on the opening page, otherwise 0 (web_browser)
+ 2: Returns how many links the player has clicked in the web_browser scaleform, returns 0 when the browser gets closed
+ 9: Returns the current selection on the mobile phone scaleform
+ There are 20 flags in total.
+
+
+
+
+ Parameters: int flagIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* titleMsg, int flags, const char* promptMsg, BOOL p3, int p4, const char* p5, const char* p6, BOOL showBackground, int errorCode
+
+
+ You can only use text entries. No custom text.
+ Example: SET_WARNING_MESSAGE("t20", 3, "adder", false, -1, 0, 0, true);
+ errorCode: shows an error code at the bottom left if nonzero
+
+
+
+
+ Parameters: const char* entryHeader, const char* entryLine1, int instructionalKey, const char* entryLine2, BOOL p4, Any p5, Any* showBackground, Any* p7, BOOL p8, Any p9
+
+
+ Shows a warning message on screen with a header.
+ Note: You can only use text entries. No custom text. You can recreate this easily with scaleforms.
+ Example: https://i.imgur.com/ITJt8bJ.png
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* entryHeader, const char* entryLine1, int instructionalKey, const char* entryLine2, BOOL p4, Any p5, Any additionalIntInfo, const char* additionalTextInfoLine1, const char* additionalTextInfoLine2, BOOL showBackground, int errorCode
+
+
+ You can use this native for custom input, without having to use any scaleform-related natives.
+ The native must be called on tick.
+ The entryHeader must be a valid label.
+ For Single lines use JL_INVITE_N as entryLine1, JL_INVITE_ND for multiple.
+ Notes:
+ - additionalIntInfo: replaces first occurrence of ~1~ in provided label with an integer
+ - additionalTextInfoLine1: replaces first occurrence of ~a~ in provided label, with your custom text
+ - additionalTextInfoLine2: replaces second occurrence of ~a~ in provided label, with your custom text
+ - showBackground: shows black background of the warning screen
+ - errorCode: shows an error code at the bottom left if nonzero
+ Example of usage:
+ SET_WARNING_MESSAGE_WITH_HEADER_AND_SUBSTRING_FLAGS("ALERT", "JL_INVITE_ND", 66, "", true, -1, -1, "Testing line 1", "Testing line 2", true, 0);
+ Screenshot:
+ https://imgur.com/a/IYA7vJ8
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* entryHeader, const char* entryLine1, int flags, const char* entryLine2, BOOL p4, Any p5, Any* p6, Any* p7, BOOL showBg, Any p9, Any p10
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* labelTitle, const char* labelMessage, int p2, int p3, const char* labelMessage2, BOOL p5, int p6, int p7, const char* p8, const char* p9, BOOL background, int errorCode
+
+
+ labelTitle: Label of the alert's title.
+ labelMsg: Label of the alert's message.
+ p2: This is an enum, check the description for a list.
+ p3: This is an enum, check the description for a list.
+ labelMsg2: Label of another message line
+ p5: usually 0
+ p6: usually -1
+ p7: usually 0
+ p8: unknown label
+ p9: unknown label
+ background: Set to anything other than 0 or false (even any string) and it will draw a background. Setting it to 0 or false will draw no background.
+ errorCode: Error code, shown at the bottom left if set to value other than 0.
+ instructionalKey enum list:
+ Buttons = {
+ Empty = 0,
+ Select = 1, -- (RETURN)
+ Ok = 2, -- (RETURN)
+ Yes = 4, -- (RETURN)
+ Back = 8, -- (ESC)
+ Cancel = 16, -- (ESC)
+ No = 32, -- (ESC)
+ RetrySpace = 64, -- (SPACE)
+ Restart = 128, -- (SPACE)
+ Skip = 256, -- (SPACE)
+ Quit = 512, -- (ESC)
+ Adjust = 1024, -- (ARROWS)
+ SpaceKey = 2048, -- (SPACE)
+ Share = 4096, -- (SPACE)
+ SignIn = 8192, -- (SPACE)
+ Continue = 16384, -- (RETURN)
+ AdjustLeftRight = 32768, -- (SCROLL L/R)
+ AdjustUpDown = 65536, -- (SCROLL U/D)
+ Overwrite = 131072, -- (SPACE)
+ SocialClubSignup = 262144, -- (RETURN)
+ Confirm = 524288, -- (RETURN)
+ Queue = 1048576, -- (RETURN)
+ RetryReturn = 2097152, -- (RETURN)
+ BackEsc = 4194304, -- (ESC)
+ SocialClub = 8388608, -- (RETURN)
+ Spectate = 16777216, -- (SPACE)
+ OkEsc = 33554432, -- (ESC)
+ CancelTransfer = 67108864, -- (ESC)
+ LoadingSpinner = 134217728,
+ NoReturnToGTA = 268435456, -- (ESC)
+ CancelEsc = 536870912, -- (ESC)
+ }
+ Alt = {
+ Empty = 0,
+ No = 1, -- (SPACE)
+ Host = 2, -- (ESC)
+ SearchForJob = 4, -- (RETURN)
+ ReturnKey = 8, -- (TURN)
+ Freemode = 16, -- (ESC)
+ }
+ Example: https://i.imgur.com/TvmNF4k.png
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Has to do with the confirmation overlay (E.g. confirm exit)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, const char* name, int cash, int rp, int lvl, int colour
+
+
+ Some sort of list displayed in a warning message. Yet unknown how to prevent repeating.
+ Param names copied from the corresponding scaleform function "SET_LIST_ROW".
+ Example: https://i.imgur.com/arKvOYx.png
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If toggle is true, the map is shown in full screen
+ If toggle is false, the map is shown in normal mode
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int spriteId
+
+
+ Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Doesn't actually return anything.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles whether or not name labels are shown on the expanded minimap next to player blips, like in GTA:O.
+ Doesn't need to be called every frame.
+ Preview: https://i.imgur.com/DfqKWfJ.png
+ Make sure to call SET_BLIP_CATEGORY with index 7 for this to work on the desired blip.
+
+
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: Hash menuhash, BOOL togglePause, int component
+
+
+ Does stuff like this:
+ gyazo.com/7fcb78ea3520e3dbc5b2c0c0f3712617
+ Example:
+ int GetHash = GET_HASH_KEY("fe_menu_version_corona_lobby");
+ ACTIVATE_FRONTEND_MENU(GetHash, 0, -1);
+ BOOL p1 is a toggle to define the game in pause.
+ int p2 is unknown but -1 always works, not sure why though.
+ [30/03/2017] ins1de :
+ the int p2 is actually a component variable. When the pause menu is visible, it opens the tab related to it.
+ Example : Function.Call(Hash.ACTIVATE_FRONTEND_MENU,-1171018317, 0, 42);
+ Result : Opens the "Online" tab without pausing the menu, with -1 it opens the map.Below is a list of all known Frontend Menu Hashes.
+ - FE_MENU_VERSION_SP_PAUSE
+ - FE_MENU_VERSION_MP_PAUSE
+ - FE_MENU_VERSION_CREATOR_PAUSE
+ - FE_MENU_VERSION_CUTSCENE_PAUSE
+ - FE_MENU_VERSION_SAVEGAME
+ - FE_MENU_VERSION_PRE_LOBBY
+ - FE_MENU_VERSION_LOBBY
+ - FE_MENU_VERSION_MP_CHARACTER_SELECT
+ - FE_MENU_VERSION_MP_CHARACTER_CREATION
+ - FE_MENU_VERSION_EMPTY
+ - FE_MENU_VERSION_EMPTY_NO_BACKGROUND
+ - FE_MENU_VERSION_TEXT_SELECTION
+ - FE_MENU_VERSION_CORONA
+ - FE_MENU_VERSION_CORONA_LOBBY
+ - FE_MENU_VERSION_CORONA_JOINED_PLAYERS
+ - FE_MENU_VERSION_CORONA_INVITE_PLAYERS
+ - FE_MENU_VERSION_CORONA_INVITE_FRIENDS
+ - FE_MENU_VERSION_CORONA_INVITE_CREWS
+ - FE_MENU_VERSION_CORONA_INVITE_MATCHED_PLAYERS
+ - FE_MENU_VERSION_CORONA_INVITE_LAST_JOB_PLAYERS
+ - FE_MENU_VERSION_CORONA_RACE
+ - FE_MENU_VERSION_CORONA_BETTING
+ - FE_MENU_VERSION_JOINING_SCREEN
+ - FE_MENU_VERSION_LANDING_MENU
+ - FE_MENU_VERSION_LANDING_KEYMAPPING_MENU
+
+
+
+
+ Parameters: Hash menuHash, int p1
+
+
+ Before using this native click the native above and look at the decription.
+ Example:
+ int GetHash = Function.Call<int>(Hash.GET_HASH_KEY, "fe_menu_version_corona_lobby");
+ Function.Call(Hash.ACTIVATE_FRONTEND_MENU, GetHash, 0, -1);
+ Function.Call(Hash.RESTART_FRONTEND_MENU(GetHash, -1);
+ This native refreshes the frontend menu.
+ p1 = Hash of Menu
+ p2 = Unknown but always works with -1.
+
+
+
+
+ if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Allows opening the pause menu this frame, when the player is dead.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL active
+
+
+
+
+ Returns:
+ 0
+ 5
+ 10
+ 15
+ 20
+ 25
+ 30
+ 35
+
+
+
+
+ Parameters: const char* p0
+
+
+ Not present in retail version of the game, actual definiton seems to be
+ _LOG_DEBUG_INFO(const char* category, const char* debugText);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int page
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash contextHash
+
+
+ Activates the specified frontend menu context.
+ pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'.
+ The `*ALL*` part of the context means that whatever is being defined, will be active when any or all of those conditions after `*ALL*` are met.
+ The `*NONE*` part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after `*NONE*` are met.
+ This basically allows you to hide certain menu sections, or things like instructional buttons.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contextHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contextHash
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, int position, int spinnerIndex
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Disables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard. Not sure about controller. Does not disable mouse controls. No need to call this every tick.
+ To enable the keys again, use `0x14621BB1DF14E2B2`.
+
+
+
+
+ Enables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard if they were disabled using the native below.
+ To disable the keys, use `0xEC9264727EEC0F28`
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int* lastItemMenuId, int* selectedItemUniqueId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* lastItemMenuId, int* selectedItemMenuId, int* selectedItemUniqueId
+
+
+ lastItemMenuId: this is the menuID of the last selected item minus 1000 (lastItem.menuID - 1000)
+ selectedItemMenuId: same as lastItemMenuId except for the currently selected menu item
+ selectedItemUniqueId: this is uniqueID of the currently selected menu item
+ when the pausemenu is closed:
+ lastItemMenuId = -1
+ selectedItemMenuId = -1
+ selectedItemUniqueId = 0
+ when the header gains focus:
+ lastItemMenuId updates as normal or 0 if the pausemenu was just opened
+ selectedItemMenuId becomes a unique id for the pausemenu page that focus was taken from (?) or 0 if the pausemenu was just opened
+ selectedItemUniqueId = -1
+ when focus is moved from the header to a pausemenu page:
+ lastItemMenuId becomes a unique id for the pausemenu page that focus was moved to (?)
+ selectedItemMenuId = -1
+ selectedItemUniqueId updates as normal
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* r, int* g, int* b
+
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1, Any p2
+
+
+
+
+ Parameters: Hash statHash, int* outValue, int mask, BOOL p3
+
+
+
+
+ Parameters: Hash statHash, Any* outValue, int p2, int mask, BOOL p4
+
+
+
+
+ Parameters: Hash statHash, float* outValue
+
+
+
+
+ Parameters: float statHash, float* outValue, BOOL p2
+
+
+
+
+ Parameters: Hash statHash, BOOL* outValue
+
+
+ p0 was always 0xAE2602A3.
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ p1 is either 1 or 2 in the PC scripts.
+
+
+
+
+ Parameters: BOOL state
+
+
+ Toggles the light state for the pause menu ped in frontend menus.
+ This is used by R* in combination with `SET_PAUSE_MENU_PED_SLEEP_STATE` to toggle the "offline" or "online" state in the "friends" tab of the pause menu in GTA Online.
+ Example:
+ Lights On: https://vespura.com/hi/i/2019-04-01_16-09_540ee_1015.png
+ Lights Off: https://vespura.com/hi/i/2019-04-01_16-10_8b5e7_1016.png
+
+
+
+
+ Parameters: BOOL state
+
+
+ Toggles the pause menu ped sleep state for frontend menus.
+ Example: https://vespura.com/hi/i/2019-04-01_15-51_8ed38_1014.gif
+ `state` 0 will make the ped slowly fall asleep, 1 will slowly wake the ped up.
+
+
+
+ This function has been replaced by
+
+
+
+ Returns the same as IS_SOCIAL_CLUB_ACTIVE
+
+
+
+
+ Uses the `SOCIAL_CLUB2` scaleform.
+
+
+
+
+ Parameters: const char* name
+
+
+ HUD::SET_SOCIAL_CLUB_TOUR("Gallery");
+ HUD::SET_SOCIAL_CLUB_TOUR("Missions");
+ HUD::SET_SOCIAL_CLUB_TOUR("General");
+ HUD::SET_SOCIAL_CLUB_TOUR("Playlists");
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash gxtEntryHash
+
+
+
+ This function has been replaced by
+
+
+
+ Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0, int hudColor
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Hides the chat history, closes the input box and makes it unable to be opened unless called again with FALSE.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL hasCone
+
+
+ This native turns on the AI blip on the specified ped. It also disappears automatically when the ped is too far or if the ped is dead. You don't need to control it with other natives.
+ See gtaforums.com/topic/884370-native-research-ai-blips for further information.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL hasCone, int color
+
+
+ color: see SET_BLIP_COLOUR
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int gangId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float range
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int spriteId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the current AI BLIP for the specified ped
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If toggle is true, hides special ability bar / character name in the pause menu
+ If toggle is false, shows special ability bar / character name in the pause menu
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Interior interior
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior, Vector3* position, Hash* nameHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior
+
+
+ Returns the group ID of the specified interior. For example, regular interiors have group 0, subway interiors have group 1. There are a few other groups too.
+
+
+
+
+ Parameters: Interior interior, float x, float y, float z
+
+
+
+
+ Parameters: Interior interior
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, Interior interior, Hash roomHashKey
+
+
+
+
+ Parameters: Entity entity
+
+
+ Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside.
+
+
+
+
+ Parameters: Entity entity
+
+
+ Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY
+
+
+
+
+ Parameters: Entity entity
+
+
+ Returns the handle of the interior that the entity is in. Returns 0 if outside.
+
+ Interior
+
+
+
+ Parameters: Entity entity, Interior interior
+
+
+
+
+ Parameters: Entity entity
+
+
+ Immediately removes entity from an interior. Like sets entity to `limbo` room.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: int interiorID, Hash roomHashKey
+
+
+
+
+ Parameters: const char* roomName
+
+
+ Example of use (carmod_shop)
+ INTERIOR::SET_ROOM_FOR_GAME_VIEWPORT_BY_NAME("V_CarModRoom");
+
+
+
+
+ Parameters: Hash roomHashKey
+
+
+ Usage: INTERIOR::SET_ROOM_FOR_GAME_VIEWPORT_BY_KEY(INTERIOR::GET_KEY_FOR_ENTITY_IN_ROOM(PLAYER::PLAYER_PED_ID()));
+
+
+
+ This function has been replaced by
+
+
+
+ Returns the current interior id from gameplay camera
+
+ Interior
+
+
+ Interior
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Returns interior ID from specified coordinates. If coordinates are outside, then it returns 0.
+ Example for VB.NET
+ Dim interiorID As Integer = Native.Function.Call(Of Integer)(Hash.GET_INTERIOR_AT_COORDS, X, Y, Z)
+
+ Interior
+
+
+
+ Parameters: Pickup pickup, const char* roomName
+
+
+
+
+ Parameters: Interior interior
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior
+
+
+ Does something similar to INTERIOR::DISABLE_INTERIOR.
+ You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside.
+
+
+
+
+ Parameters: Interior interior
+
+
+
+
+ Parameters: Interior interior
+
+
+ Only used once in the entire game scripts.
+ Does not actually return anything.
+
+
+
+
+ Parameters: float x, float y, float z, const char* interiorType
+
+
+ Returns the interior ID representing the requested interior at that location (if found?). The supplied interior string is not the same as the one used to load the interior.
+ Use: INTERIOR::UNPIN_INTERIOR(INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPE(x, y, z, interior))
+ Interior types include: "V_Michael", "V_Franklins", "V_Franklinshouse", etc.. you can find them in the scripts.
+ Not a very useful native as you could just use GET_INTERIOR_AT_COORDS instead and get the same result, without even having to specify the interior type.
+
+ Interior
+
+
+
+ Parameters: float x, float y, float z, Hash typeHash
+
+
+ Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
+
+ Interior
+
+
+ Interior
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+ Interior
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Interior interior, const char* entitySetName
+
+
+ More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior, const char* entitySetName
+
+
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior, const char* entitySetName
+
+
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior, const char* entitySetName, int color
+
+
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior
+
+
+
+
+ Parameters: Hash mapObjectHash
+
+
+ This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
+ More info: http://gtaforums.com/topic/836301-hiding-gta-online-apartment-exteriors/
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash mapObjectHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Interior interior, BOOL toggle
+
+
+ Example:
+ This removes the interior from the strip club and when trying to walk inside the player just falls:
+ INTERIOR::DISABLE_INTERIOR(118018, true);
+
+
+
+
+ Parameters: Interior interior
+
+
+
+
+ Parameters: Interior interior, BOOL toggle
+
+
+ Does something similar to INTERIOR::DISABLE_INTERIOR
+
+
+
+
+ Parameters: Interior interior
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Jenkins hash _might_ be 0xFC227584.
+
+
+
+
+ Parameters: BOOL p0
+
+ ScrHandle
+
+
+
+ Parameters: ScrHandle itemset
+
+
+
+
+ Parameters: ScrHandle itemset
+
+
+
+
+ Parameters: ScrHandle item, ScrHandle itemset
+
+
+
+
+ Parameters: ScrHandle item, ScrHandle itemset
+
+
+
+
+ Parameters: ScrHandle itemset
+
+
+
+
+ Parameters: int index, ScrHandle itemset
+
+ ScrHandle
+
+
+
+ Parameters: ScrHandle item, ScrHandle itemset
+
+
+
+
+ Parameters: ScrHandle itemset
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Same return values as GET_CURRENT_LANGUAGE
+
+
+
+ This function has been replaced by
+
+
+
+ 0 = american (en-US)
+ 1 = french (fr-FR)
+ 2 = german (de-DE)
+ 3 = italian (it-IT)
+ 4 = spanish (es-ES)
+ 5 = brazilian (pt-BR)
+ 6 = polish (pl-PL)
+ 7 = russian (ru-RU)
+ 8 = korean (ko-KR)
+ 9 = chinesetrad (zh-TW)
+ 10 = japanese (ja-JP)
+ 11 = mexican (es-MX)
+ 12 = chinesesimp (zh-CN)
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Possible return values: 0, 1, 2
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int stackSize
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int seed
+
+
+
+
+ Parameters: float timeScale
+
+
+ Maximum value is 1.
+ At a value of 0 the game will still run at a minimum time scale.
+ Slow Motion 1: 0.6
+ Slow Motion 2: 0.4
+ Slow Motion 3: 0.2
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ If true, the player can't save the game.
+ If the parameter is true, sets the mission flag to true, if the parameter is false, the function does nothing at all.
+ ^ also, if the mission flag is already set, the function does nothing at all
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ If the parameter is true, sets the random event flag to true, if the parameter is false, the function does nothing at all.
+ Does nothing if the mission flag is set.
+
+
+
+
+ Returns pointer to an empty string.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* p0, const char* p1
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: Any p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0, const char* p1
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+
+
+
+
+ Parameters: const char* p0
+
+
+ Does nothing (it's a nullsub). Seems to be PS4 specific.
+ Used only once in the scripts (ingamehud) with p0 = "AF_GAMEMODE"
+
+
+
+
+ Hardcoded to return false.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets GtaThread+0x14A
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets bit 3 in GtaThread+0x150
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Returns current weather name hash
+
+
+
+ This function has been replaced by
+
+
+
+ Returns weather name hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* weatherType
+
+
+
+
+ Parameters: const char* weatherType
+
+
+
+
+ Parameters: const char* weatherType
+
+
+ The following weatherTypes are used in the scripts:
+ "CLEAR"
+ "EXTRASUNNY"
+ "CLOUDS"
+ "OVERCAST"
+ "RAIN"
+ "CLEARING"
+ "THUNDER"
+ "SMOG"
+ "FOGGY"
+ "XMAS"
+ "SNOW"
+ "SNOWLIGHT"
+ "BLIZZARD"
+ "HALLOWEEN"
+ "NEUTRAL"
+
+
+
+
+ Parameters: const char* weatherType
+
+
+ The following weatherTypes are used in the scripts:
+ "CLEAR"
+ "EXTRASUNNY"
+ "CLOUDS"
+ "OVERCAST"
+ "RAIN"
+ "CLEARING"
+ "THUNDER"
+ "SMOG"
+ "FOGGY"
+ "XMAS"
+ "SNOW"
+ "SNOWLIGHT"
+ "BLIZZARD"
+ "HALLOWEEN"
+ "NEUTRAL"
+
+
+
+
+ Parameters: const char* weatherType
+
+
+ The following weatherTypes are used in the scripts:
+ "CLEAR"
+ "EXTRASUNNY"
+ "CLOUDS"
+ "OVERCAST"
+ "RAIN"
+ "CLEARING"
+ "THUNDER"
+ "SMOG"
+ "FOGGY"
+ "XMAS"
+ "SNOW"
+ "SNOWLIGHT"
+ "BLIZZARD"
+ "HALLOWEEN"
+ "NEUTRAL"
+
+
+
+
+ Parameters: const char* weatherType, float time
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int milliseconds
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash* weatherType1, Hash* weatherType2, float* percentWeather2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash weatherType1, Hash weatherType2, float percentWeather2
+
+
+ Mixes two weather types. If percentWeather2 is set to 0.0f, then the weather will be entirely of weatherType1, if it is set to 1.0f it will be entirely of weatherType2. If it's set somewhere in between, there will be a mixture of weather behaviors. To test, try this in the RPH console, and change the float to different values between 0 and 1:
+ execute "NativeFunction.Natives.x578C752848ECFA0C(Game.GetHashKey(""RAIN""), Game.GetHashKey(""SMOG""), 0.50f);
+ Note that unlike most of the other weather natives, this native takes the hash of the weather name, not the plain string. These are the weather names and their hashes:
+ CLEAR 0x36A83D84
+ EXTRASUNNY 0x97AA0A79
+ CLOUDS 0x30FDAF5C
+ OVERCAST 0xBB898D2D
+ RAIN 0x54A69840
+ CLEARING 0x6DB1A50D
+ THUNDER 0xB677829F
+ SMOG 0x10DCF4B5
+ FOGGY 0xAE737644
+ XMAS 0xAAC9C895
+ SNOWLIGHT 0x23FB812B
+ BLIZZARD 0x27EA2814
+ /* OLD INVALID INFO BELOW */
+ Not tested. Based purely on disassembly. Instantly sets the weather to sourceWeather, then transitions to targetWeather over the specified transitionTime in seconds.
+ If an invalid hash is specified for sourceWeather, the current weather type will be used.
+ If an invalid hash is specified for targetWeather, the next weather type will be used.
+ If an invalid hash is specified for both sourceWeather and targetWeather, the function just changes the transition time of the current transition.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* weatherType
+
+
+ Appears to have an optional bool parameter that is unused in the scripts.
+ If you pass true, something will be set to zero.
+
+
+
+
+ Parameters: const char* weatherType, BOOL p1
+
+
+ Identical to SET_OVERRIDE_WEATHER but has an additional BOOL param that sets some weather var to 0 if true
+
+
+
+
+ Parameters: float amplitude
+
+
+
+
+ Parameters: float minAmplitude
+
+
+
+
+ Parameters: float maxAmplitude
+
+
+
+
+ Parameters: float minAmplitude
+
+
+
+
+ Parameters: float amplitude
+
+
+
+
+ Parameters: float minAmplitude
+
+
+
+
+ Parameters: float maxAmplitude
+
+
+
+
+ Parameters: float bumpiness
+
+
+
+
+ Parameters: float minBumpiness
+
+
+
+
+ Parameters: float maxBumpiness
+
+
+
+
+ Parameters: float disturb
+
+
+
+
+ Parameters: float strength
+
+
+ This seems to edit the water wave, intensity around your current location.
+ 0.0f = Normal
+ 1.0f = So Calm and Smooth, a boat will stay still.
+ 3.0f = Really Intense.
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float speed
+
+
+ Sets the the normalized wind speed value. The wind speed clamps always at 12.0, SET_WIND sets the wind in a percentage, 0.0 is 0 and 1.0 is 12.0. Setting this value to a negative number resumes the random wind speed changes provided by the game.
+
+
+
+
+ Parameters: float speed
+
+
+ Using this native will set the absolute wind speed value. The wind speed clamps to a range of 0.0- 12.0. Setting this value to a negative number resumes the random wind speed changes provided by the game.
+
+
+
+
+ Parameters: float direction
+
+
+ The wind direction in radians
+ 180 degrees (PI), wind will blow from the south. Setting this value to a negative number resumes the random wind direction changes provided by the game.
+
+
+
+
+ Parameters: float intensity
+
+
+ With an `intensity` higher than `0.5f`, only the creation of puddles gets faster, rain and rain sound won't increase after that.
+ With an `intensity` of `0.0f` rain and rain sounds are disabled and there won't be any new puddles.
+ To use the rain intensity of the current weather, call this native with `-1f` as `intensity`.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float level
+
+
+
+ This function has been replaced by
+
+
+
+ creates single lightning+thunder at random position
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: const char* name, float transitionTime
+
+
+ The following cloudhats are useable:
+ altostratus
+ Cirrus
+ cirrocumulus
+ Clear 01
+ Cloudy 01
+ Contrails
+ Horizon
+ horizonband1
+ horizonband2
+ horizonband3
+ horsey
+ Nimbus
+ Puffs
+ RAIN
+ Snowy 01
+ Stormy 01
+ stratoscumulus
+ Stripey
+ shower
+ Wispy
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float opacity
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float startRange, float endRange
+
+
+
+
+ Parameters: int startRange, int endRange
+
+
+
+
+ Parameters: int startRange, int endRange
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float* groundZ, BOOL ignoreWater, BOOL p5
+
+
+ Gets the ground elevation at the specified position. Note that if the specified position is below ground level, the function will output zero!
+ x: Position on the X-axis to get ground elevation at.
+ y: Position on the Y-axis to get ground elevation at.
+ z: Position on the Z-axis to get ground elevation at.
+ groundZ: The ground elevation at the specified position.
+ ignoreWater: Nearly always 0, very rarely 1 in the scripts: https://gfycat.com/NiftyTatteredCricket
+ Bear in mind this native can only calculate the elevation when the coordinates are within the client's render distance.
+
+
+
+
+ Parameters: float x, float y, float z, float* groundZ, Vector3* normal
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float* groundZ, BOOL p4, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL useZ
+
+
+ Returns the distance between two three-dimensional points, optionally ignoring the Z values.
+ If useZ is false, only the 2D plane (X-Y) will be considered for calculating the distance.
+ Consider using this faster native instead: SYSTEM::VDIST - DVIST always takes in consideration the 3D coordinates.
+
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+
+
+ Parameters: float dx, float dy
+
+
+ dx = x1 - x2
+ dy = y1 - y2
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, BOOL clamp
+
+
+ returns a float between 0.0 and 1.0, clamp: sets whether the product should be clamped between the given coordinates
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, BOOL clamp
+
+
+ clamp: sets whether the product should be clamped between the given coordinates
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, float p10, float p11, float* p12
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12, Any p13
+
+
+
+
+ Parameters: int* address, int offset
+
+
+ This sets bit [offset] of [address] to on.
+ The offsets used are different bits to be toggled on and off, typically there is only one address used in a script.
+ Example:
+ MISC::SET_BIT(&bitAddress, 1);
+ To check if this bit has been enabled:
+ MISC::IS_BIT_SET(bitAddress, 1); // will return 1 afterwards
+ Please note, this method may assign a value to [address] when used.
+
+
+
+
+ Parameters: int* address, int offset
+
+
+ This sets bit [offset] of [address] to off.
+ Example:
+ MISC::CLEAR_BIT(&bitAddress, 1);
+ To check if this bit has been enabled:
+ MISC::IS_BIT_SET(bitAddress, 1); // will return 0 afterwards
+
+
+
+
+ Parameters: const char* @string
+
+
+ This native converts its past string to hash. It is hashed using jenkins one at a time method.
+
+
+
+
+ Parameters: float t, float x, float y, float z, float w, float x1, float y1, float z1, float w1, float* outX, float* outY, float* outZ, float* outW
+
+
+ This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7, BOOL p8, BOOL p9, BOOL p10, Any p11, BOOL p12
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10, Any p11, Any p12
+
+
+
+
+ Parameters: float x, float y, float z, float range, BOOL p4, BOOL checkVehicles, BOOL checkPeds, BOOL p7, BOOL p8, Entity ignoreEntity, BOOL p10
+
+
+ `range`: The range, seems to not be very accurate during testing.
+ `p4`: Unknown, when set to true it seems to always return true no matter what I try.
+ `checkVehicle`: Check for any vehicles in that area.
+ `checkPeds`: Check for any peds in that area.
+ `ignoreEntity`: This entity will be ignored if it's in the area. Set to 0 if you don't want to exclude any entities.
+ The BOOL parameters that are documented have not been confirmed. They are just documented from what I've found during testing. They may not work as expected in all cases.
+ Returns true if there is anything in that location matching the provided parameters.
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, Any p6
+
+
+
+
+ Parameters: float X, float Y, float Z, float radius, BOOL p4, BOOL ignoreCopCars, BOOL ignoreObjects, BOOL p7
+
+
+ Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false);
+
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, BOOL p7
+
+
+ MISC::CLEAR_AREA_LEAVE_VEHICLE_HEALTH(x, y, z, radius, false, false, false, false); seem to make all objects go away, peds, vehicles etc. All booleans set to true doesn't seem to change anything.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, BOOL p7, BOOL p8, BOOL p9, Any p10
+
+
+ Example:
+ CLEAR_AREA_OF_VEHICLES(0.0f, 0.0f, 0.0f, 10000.0f, false, false, false, false, false, false);
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL p7, BOOL p8, BOOL p9, BOOL p10, BOOL p11, Any p12, Any p13
+
+
+
+
+ Parameters: float x, float y, float z, float radius, int flags
+
+
+ I looked through the PC scripts that this site provides you with a link to find. It shows the last param mainly uses, (0, 2, 6, 16, and 17) so I am going to assume it is a type of flag.
+
+
+
+
+ Parameters: float x, float y, float z, float radius, int flags
+
+
+ Example: CLEAR_AREA_OF_PEDS(0, 0, 0, 10000, 1);
+
+
+
+
+ Parameters: float x, float y, float z, float radius, int flags
+
+
+ flags appears to always be 0
+
+
+
+
+ Parameters: float x, float y, float z, float radius, int flags
+
+
+ flags is usually 0 in the scripts.
+
+
+
+
+ Possibly used to clear scenario points.
+
+
+
+
+ Parameters: BOOL ignoreVehicle
+
+
+ ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false)
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* scriptName
+
+
+
+
+ Parameters: float x, float y, float z, float p3, Any p4
+
+
+ Returns the index of the newly created hospital spawn point.
+ p3 might be radius?
+
+
+
+
+ Parameters: int hospitalIndex, BOOL toggle
+
+
+ The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were.
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, Any p4
+
+
+
+
+ Parameters: int policeIndex, BOOL toggle
+
+
+ Disables the spawn point at the police house on the specified index.
+ policeIndex: The police house index.
+ toggle: true to enable the spawn point, false to disable.
+ - Nacorpio
+
+
+
+
+ Parameters: float x, float y, float z, float heading
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets whether the game should fade out after the player dies.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets whether the game should fade out after the player is arrested.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets whether the game should fade in after the player dies or is arrested.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float p3, const char* p4, Any p5, Any p6
+
+
+ returns savehouseHandle
+
+
+
+
+ Parameters: int savehouseHandle, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: BOOL p0, float p1, float p2, float p3, float p4, BOOL p5, float p6, float p7
+
+
+
+
+ Parameters: Vector3* p0, float* p1, BOOL* fadeInAfterLoad, BOOL* p3
+
+
+
+
+ Returns true if profile setting 208 is equal to 0.
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any value
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Shows the screen which is visible before you redo a mission? The game will make a restoration point where you will cameback when the mission is over.
+ Returns 1 if the message isn't currently on screen
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity, Any p14
+
+
+ entity - entity to ignore
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int damage, BOOL p7, Hash weaponHash, Ped ownerPed, BOOL isAudible, BOOL isInvisible, float speed, Entity entity, BOOL p14, BOOL p15, Entity targetEntity, BOOL p17, Any p18, Any p19, Any p20
+
+
+ entity - entity to ignore
+ targetEntity - entity to home in on, if the weapon hash provided supports homing
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash, Vector3* minimum, Vector3* maximum
+
+
+ Gets the dimensions of a model.
+ Calculate (maximum - minimum) to get the size, in which case, Y will be how long the model is.
+ Example from the scripts: MISC::GET_MODEL_DIMENSIONS(ENTITY::GET_ENTITY_MODEL(PLAYER::PLAYER_PED_ID()), &v_1A, &v_17);
+
+
+
+
+ Parameters: int fakeWantedLevel
+
+
+ Sets a visually fake wanted level on the user interface. Used by Rockstar's scripts to "override" regular wanted levels and make custom ones while the real wanted level and multipliers are still in effect.
+ Max is 6, anything above this makes it just 6. Also the mini-map gets the red & blue flashing effect.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int profileSetting
+
+
+
+
+ Parameters: const char* string1, const char* string2
+
+
+
+
+ Parameters: const char* str1, const char* str2, BOOL matchCase, int maxLength
+
+
+ Compares two strings up to a specified number of characters.
+ Parameters:
+ str1 - String to be compared.
+ str2 - String to be compared.
+ matchCase - Comparison will be case-sensitive.
+ maxLength - Maximum number of characters to compare. A value of -1 indicates an infinite length.
+ Returns:
+ A value indicating the relationship between the strings:
+ <0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'A' < 'B', so result = -1)
+ 0 - The contents of both strings are equal.
+ >0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'B' > 'A', so result = 1)
+ Examples:
+ MISC::COMPARE_STRINGS("STRING", "string", false, -1); // 0; equal
+ MISC::COMPARE_STRINGS("TESTING", "test", false, 4); // 0; equal
+ MISC::COMPARE_STRINGS("R2D2", "R2xx", false, 2); // 0; equal
+ MISC::COMPARE_STRINGS("foo", "bar", false, -1); // 4; 'f' > 'b'
+ MISC::COMPARE_STRINGS("A", "A", true, 1); // 0; equal
+ When comparing case-sensitive strings, lower-case characters are greater than upper-case characters:
+ MISC::COMPARE_STRINGS("A", "a", true, 1); // -1; 'A' < 'a'
+ MISC::COMPARE_STRINGS("a", "A", true, 1); // 1; 'a' > 'A'
+
+
+
+
+ Parameters: int value
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL ownedByPlayer
+
+
+ Determines whether there is a projectile within the specified coordinates. The coordinates form a rectangle.
+ - Nacorpio
+ ownedByPlayer = only projectiles fired by the player will be detected.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int type, BOOL ownedByPlayer
+
+
+ Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, Any p7, BOOL ownedByPlayer
+
+
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+
+
+
+
+ Parameters: float x, float y, float z, Hash projectileHash, float radius, BOOL ownedByPlayer
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, Hash projectileHash, Vector3* projectilePos, BOOL ownedByPlayer
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, float distance, Vector3* outCoords, BOOL p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, float distance, Vector3* outCoords, Object* outProjectile, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL ownedByPlayer
+
+
+ For projectiles, see: IS_PROJECTILE_TYPE_IN_ANGLED_AREA
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+ Returns True if a bullet, as maintained by a pool within CWeaponManager, has been fired into the defined angled area.
+
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL ownedByPlayer
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL ownedByPlayer
+
+
+
+
+ Parameters: float x, float y, float z, float p3, BOOL p4, BOOL p5
+
+
+ p3 - possibly radius?
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, BOOL p6, BOOL p7
+
+
+
+
+ PS4
+
+
+
+
+ XBOX ONE
+
+
+
+
+ Used to block some of the prostitute stuff due to laws in Australia.
+
+
+
+ This function has been replaced by
+
+
+
+ Xbox Series (Scarlett) version...
+
+
+
+
+ PS5 (Prospero) version...
+
+
+
+
+ Parameters: const char* @string
+
+
+
+
+ Parameters: const char* @string
+
+
+
+
+ Parameters: const char* @string, int* outInteger
+
+
+ Returns false if it's a null or empty string or if the string is too long. outInteger will be set to -999 in that case.
+ If all checks have passed successfully, the return value will be set to whatever strtol(string, 0i64, 10); returns.
+
+
+
+
+ Parameters: int* var, int rangeStart, int rangeEnd, int p3
+
+
+
+
+ Parameters: int var, int rangeStart, int rangeEnd
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4, float camX, float camY, float camZ, int p15, int p16, int p17
+
+
+ See description of `ADD_STUNT_JUMP_ANGLED` for detailed info. The only difference really is this one does not have the radius (or angle, not sure) floats parameters for entry and landing zones.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float radius1, float x3, float y3, float z3, float x4, float y4, float z4, float radius2, float camX, float camY, float camZ, int p17, int p18, int p19
+
+
+ Creates a new stunt jump.
+ The radius1 and radius2 might actually not be a radius at all, but that's what it seems to me testing them in-game. But they may be 'angle' floats instead, considering this native is named ADD_STUNT_JUMP_**ANGLED**.
+ Info about the specific 'parameter sections':
+ **x1, y1, z1, x2, y2, z2 and radius1:**
+ First coordinates are for the jump entry area, and the radius that will be checked around that area. So if you're not exactly within the coordinates, but you are within the outter radius limit then it will still register as entering the stunt jump. Note as mentioned above, the radius is just a guess, I'm not really sure about it's exact purpose.
+ **x3, y3, z3, x4, y4, z4 and radius2:**
+ Next part is the landing area, again starting with the left bottom (nearest to the stunt jump entry zone) coordinate, and the second one being the top right furthest away part of the landing area. Followed by another (most likely) radius float, this is usually slightly larger than the entry zone 'radius' float value, just because you have quite a lot of places where you can land (I'm guessing).
+ **camX, camY and camZ:**
+ The final coordinate in this native is the Camera position. Rotation and zoom/FOV is managed by the game itself, you just need to provide the camera location.
+ **unk1, unk2 and unk3:**
+ Not sure what these are for, but they're always `150, 0, 0` in decompiled scripts.
+ Here is a list of almost all of the stunt jumps from GTA V (taken from decompiled scripts): https://pastebin.com/EW1jBPkY
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles some stunt jump stuff.
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Make sure to call this from the correct thread if you're using multiple threads because all other threads except the one which is calling SET_GAME_PAUSED will be paused which means you will lose control and the game remains in paused mode until you exit GTA5.exe
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Hash hash, int amount
+
+
+ This native appears on the cheat_controller script and tracks a combination of buttons, which may be used to toggle cheats in-game. Credits to ThreeSocks for the info. The hash contains the combination, while the "amount" represents the amount of buttons used in a combination. The following page can be used to make a button combination: gta5offset.com/ts/hash/
+ INT_SCORES_SCORTED was a hash collision
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+ Get inputted "Cheat code", for example:
+ while (TRUE)
+ {
+ if (MISC::HAS_PC_CHEAT_WITH_HASH_BEEN_ACTIVATED(${fugitive}))
+ {
+ // Do something.
+ }
+ SYSTEM::WAIT(0);
+ }
+ Calling this will also set the last saved string hash to zero.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int p0
+
+
+ Formerly known as _LOWER_MAP_PROP_DENSITY and wrongly due to idiots as _ENABLE_MP_DLC_MAPS.
+ Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. Does not touch DLC map data at all.
+ In fact, I doubt this changes the flag whatsoever, that's the OTHER native idiots use together with this that does so, this one only causes a loading screen to show as it reloads map data.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int flag
+
+
+ Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE.
+
+
+
+ This function has been replaced by
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called
+
+
+
+
+ Parameters: int level
+
+
+ level can be from 0 to 3
+ 0: 9.8 - normal
+ 1: 2.4 - low
+ 2: 0.1 - very low
+ 3: 0.0 - off
+
+
+
+
+ Parameters: Any* p0, Any p1, BOOL p2
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+ MISC::REGISTER_TEXT_LABEL_15_TO_SAVE(&a_0._f1, "tlPlateText");
+ MISC::REGISTER_TEXT_LABEL_15_TO_SAVE(&a_0._f1C, "tlPlateText_pending");
+ MISC::REGISTER_TEXT_LABEL_15_TO_SAVE(&a_0._f10B, "tlCarAppPlateText");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+ Only found 3 times in decompiled scripts.
+ MISC::REGISTER_TEXT_LABEL_23_TO_SAVE(a_0, "Movie_Name_For_This_Player");
+ MISC::REGISTER_TEXT_LABEL_23_TO_SAVE(&a_0._fB, "Ringtone_For_This_Player");
+ MISC::REGISTER_TEXT_LABEL_23_TO_SAVE(&a_0._f1EC4._f12[v_A/*6*/], &v_13); // where v_13 is "MPATMLOGSCRS0" thru "MPATMLOGSCRS15"
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+ Only found 2 times in decompiled scripts.
+ MISC::REGISTER_TEXT_LABEL_31_TO_SAVE(&a_0._f1F5A._f6[0/*8*/], "TEMPSTAT_LABEL"); // gets saved in a struct called "g_SaveData_STRING_ScriptSaves"
+ MISC::REGISTER_TEXT_LABEL_31_TO_SAVE(&a_0._f4B4[v_1A/*8*/], &v_5); // where v_5 is "Name0" thru "Name9", gets saved in a struct called "OUTFIT_Name"
+
+
+
+
+ Parameters: Any* p0, const char* name
+
+
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(a_0, "Thumb_label");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f10, "Photo_label");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(a_0, "GXTlabel");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f21, "StringComp");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f43, "SecondStringComp");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f53, "ThirdStringComp");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f32, "SenderStringComp");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f726[v_1A/*16*/], &v_20); // where v_20 is "LastJobTL_0_1" thru "LastJobTL_2_1", gets saved in a struct called "LAST_JobGamer_TL"
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f4B, "PAID_PLAYER");
+ MISC::REGISTER_TEXT_LABEL_63_TO_SAVE(&a_0._f5B, "RADIO_STATION");
+
+
+
+
+ Parameters: Any* p0, int size, const char* structName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0, int size, const char* arrayName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* dst, Any* src, int size
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dispatchService, BOOL toggle
+
+
+ https://alloc8or.re/gta5/doc/enums/DispatchType.txt
+
+
+
+
+ Parameters: int dispatchService, BOOL toggle
+
+
+
+
+ Parameters: int dispatchService
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID, Any p7, Any p8
+
+
+ As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f.
+ Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV).
+ Side Note 2: I say it breaks as if you call this proper,
+ if(CREATE_INCIDENT) etc it will return false if you do as I said above.
+ =====================================================
+
+
+
+
+ Parameters: int dispatchService, Ped ped, int numUnits, float radius, int* outIncidentID, Any p5, Any p6
+
+
+ As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f.
+ Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV).
+ Side Note 2: I say it breaks as if you call this proper,
+ if(CREATE_INCIDENT) etc it will return false if you do as I said above.
+ =====================================================
+
+
+
+
+ Parameters: int incidentId
+
+
+ Delete an incident with a given id.
+ =======================================================
+ Correction, I have change this to int, instead of int*
+ as it doesn't use a pointer to the createdIncident.
+ If you try it you will crash (or) freeze.
+ =======================================================
+
+
+
+
+ Parameters: int incidentId
+
+
+ =======================================================
+ Correction, I have change this to int, instead of int*
+ as it doesn't use a pointer to the createdIncident.
+ If you try it you will crash (or) freeze.
+ =======================================================
+
+
+
+
+ Parameters: int incidentId, int dispatchService, int numUnits
+
+
+
+
+ Parameters: int incidentId, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float posX, float posY, float posZ, float fwdVecX, float fwdVecY, float fwdVecZ, float distance, Vector3* spawnPoint
+
+
+ Finds a position ahead of the player by predicting the players next actions.
+ The positions match path finding node positions.
+ When roads diverge, the position may rapidly change between two or more positions. This is due to the engine not being certain of which path the player will take.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float p6, float p7, BOOL p8, BOOL p9
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id, BOOL p1
+
+
+
+
+ Parameters: int id
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, float pedMultiplier, float vehicleMultiplier, BOOL p6, BOOL p7
+
+
+ This native is adding a zone, where you can change density settings. For example, you can add a zone on 0.0, 0.0, 0.0 with radius 900.0 and vehicleMultiplier 0.0, and you will not see any new population vehicle spawned in a radius of 900.0 from 0.0, 0.0, 0.0. Returns the id. You can have only 15 zones at the same time. You can remove zone using REMOVE_POP_MULTIPLIER_SPHERE
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id, BOOL p1
+
+
+ Removes population multiplier sphere
+
+
+
+
+ Parameters: Ped ped, BOOL toggle, BOOL p2
+
+
+ Makes the ped jump around like they're in a tennis match
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* animName, float p3, float p4, BOOL p5
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int p1, float p2, float p3, float p4, BOOL p5
+
+
+
+
+ Parameters: Ped ped, const char* p1, float p2
+
+
+ From the scripts:
+ MISC::SET_TENNIS_MOVE_NETWORK_SIGNAL_FLOAT(sub_aa49(a_0), "ForcedStopDirection", v_E);
+ Related to tennis mode.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: float distance
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width
+
+
+ To remove, see: REMOVE_DISPATCH_SPAWN_BLOCKING_AREA
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0, int p1
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Activates (usused?) riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs.
+
+
+
+
+ Parameters: int p0, const char* windowTitle, Any* p2, const char* defaultText, const char* defaultConcat1, const char* defaultConcat2, const char* defaultConcat3, const char* defaultConcat4, const char* defaultConcat5, const char* defaultConcat6, const char* defaultConcat7, int maxInputLength
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, const char* windowTitle, const char* p2, const char* defaultText, const char* defaultConcat1, const char* defaultConcat2, const char* defaultConcat3, int maxInputLength
+
+
+ sfink: note, p0 is set to 6 for PC platform in at least 1 script, or to `unk::_get_ui_language_id() == 0` otherwise.
+ NOTE: windowTitle uses text labels, and an invalid value will display nothing.
+ www.gtaforums.com/topic/788343-vrel-script-hook-v/?p=1067380474
+ windowTitle's
+ -----------------
+ CELL_EMAIL_BOD = "Enter your Eyefind message"
+ CELL_EMAIL_BODE = "Message too long. Try again"
+ CELL_EMAIL_BODF = "Forbidden message. Try again"
+ CELL_EMAIL_SOD = "Enter your Eyefind subject"
+ CELL_EMAIL_SODE = "Subject too long. Try again"
+ CELL_EMAIL_SODF = "Forbidden text. Try again"
+ CELL_EMASH_BOD = "Enter your Eyefind message"
+ CELL_EMASH_BODE = "Message too long. Try again"
+ CELL_EMASH_BODF = "Forbidden message. Try again"
+ CELL_EMASH_SOD = "Enter your Eyefind subject"
+ CELL_EMASH_SODE = "Subject too long. Try again"
+ CELL_EMASH_SODF = "Forbidden Text. Try again"
+ FMMC_KEY_TIP10 = "Enter Synopsis"
+ FMMC_KEY_TIP12 = "Enter Custom Team Name"
+ FMMC_KEY_TIP12F = "Forbidden Text. Try again"
+ FMMC_KEY_TIP12N = "Custom Team Name"
+ FMMC_KEY_TIP8 = "Enter Message"
+ FMMC_KEY_TIP8F = "Forbidden Text. Try again"
+ FMMC_KEY_TIP8FS = "Invalid Message. Try again"
+ FMMC_KEY_TIP8S = "Enter Message"
+ FMMC_KEY_TIP9 = "Enter Outfit Name"
+ FMMC_KEY_TIP9F = "Invalid Outfit Name. Try again"
+ FMMC_KEY_TIP9N = "Outfit Name"
+ PM_NAME_CHALL = "Enter Challenge Name"
+
+
+
+
+ Returns the current status of the onscreen keyboard, and updates the output.
+ Status Codes:
+ -1: Keyboard isn't active
+ 0: User still editing
+ 1: User has finished editing
+ 2: User has canceled editing
+
+
+
+
+ Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick.
+
+
+
+
+ DO NOT use this as it doesn't clean up the text input box properly and your script will get stuck in the UPDATE_ONSCREEN_KEYBOARD() loop.
+ Use FORCE_CLOSE_TEXT_INPUT_BOX instead.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+ p0 was always 2 in R* scripts.
+ Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved.
+
+
+
+
+ Parameters: Hash hash, BOOL enable
+
+
+ Appears to remove stealth kill action from memory
+
+
+
+ This function has been replaced by
+
+
+
+ GET_GAME_TIMER() / 1000
+
+
+
+
+ Parameters: int eventType, BOOL suppress
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Sets the localplayer playerinfo state back to playing (State 0)
+ States are:
+ -1: "Invalid"
+ 0: "Playing"
+ 1: "Died"
+ 2: "Arrested"
+ 3: "Failed Mission"
+ 4: "Left Game"
+ 5: "Respawn"
+ 6: "In MP Cutscene"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, Any p2, Any p3
+
+
+
+
+ Parameters: Player player, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Player player, int* p1, int* p2
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics.
+
+
+
+ This function has been replaced by
+
+
+
+ Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE
+
+
+
+ This function has been replaced by
+
+
+
+ Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU
+
+
+
+ This function has been replaced by
+
+
+
+ Returns true if command line option '-benchmark' is set.
+
+
+
+ This function has been replaced by
+
+
+
+ Returns value of the '-benchmarkIterations' command line option.
+
+
+
+ This function has been replaced by
+
+
+
+ Returns value of the '-benchmarkPass' command line option.
+
+
+
+ This function has been replaced by
+
+
+
+ In singleplayer it does exactly what the name implies. In FiveM / GTA:Online it shows `Disconnecting from GTA Online` HUD and then quits the game.
+
+
+
+ This function has been replaced by
+
+
+
+ Exits the game and downloads a fresh social club update on next restart.
+
+
+
+ This function has been replaced by
+
+
+
+ Hardcoded to always return true.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ aka "constrained"
+
+
+
+ This function has been replaced by
+
+
+
+ Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ If toggle is true, the ped's head is shown in the pause menu
+ If toggle is false, the ped's head is not shown in the pause menu
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Although we don't have a jenkins hash for this one, the name is 100% confirmed.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: Hash contentId, int index
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contentId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int phoneType
+
+
+ Creates a mobile phone of the specified type.
+ Possible phone types:
+ 0 - Default phone / Michael's phone
+ 1 - Trevor's phone
+ 2 - Franklin's phone
+ 3 - Unused police phone
+ 4 - Prologue phone
+ Higher values may crash your game.
+
+
+
+
+ Destroys the currently active mobile phone.
+
+
+
+
+ Parameters: float scale
+
+
+ The minimum/default is 500.0f. If you plan to make it bigger set it's position as well. Also this seems to need to be called in a loop as when you close the phone the scale is reset. If not in a loop you'd need to call it everytime before you re-open the phone.
+
+
+
+
+ Parameters: float rotX, float rotY, float rotZ, Any p3
+
+
+ Last parameter is unknown and always zero.
+
+
+
+
+ Parameters: Vector3* rotation, Vehicle p1
+
+
+
+
+ Parameters: float posX, float posY, float posZ
+
+
+
+
+ Parameters: Vector3* position
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ If bool Toggle = true so the mobile is hide to screen.
+ If bool Toggle = false so the mobile is show to screen.
+
+
+
+
+ This one is weird and seems to return a TRUE state regardless of whether the phone is visible on screen or tucked away.
+ I can confirm the above. This function is hard-coded to always return 1.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int direction
+
+
+ For move the finger of player, the value of int goes 1 at 5.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ if the bool "Toggle" is "true" so the phone is lean.
+ if the bool "Toggle" is "false" so the phone is not lean.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: float horizontalPan
+
+
+
+
+ Parameters: float vertPan
+
+
+
+
+ Parameters: float roll
+
+
+
+
+ Parameters: float distanceScaling
+
+
+
+
+ Parameters: float yaw
+
+
+
+
+ Parameters: float roll
+
+
+
+
+ Parameters: float pitch
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: int* renderId
+
+
+
+
+ Parameters: int wallet, int bank
+
+
+
+
+ Parameters: int characterSlot, BOOL p1, BOOL p2
+
+
+ Note the 2nd parameters are always 1, 0. I have a feeling it deals with your money, wallet, bank. So when you delete the character it of course wipes the wallet cash at that time. So if that was the case, it would be eg, NETWORK_DELETE_CHARACTER(characterIndex, deleteWalletCash, deleteBankCash);
+
+
+
+
+ Parameters: int characterSlot
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int characterSlot
+
+
+
+
+ Parameters: int amount, Any* gamerHandle
+
+
+
+
+ Parameters: int value, Any* gamerHandle
+
+
+
+
+ Parameters: int index, const char* context, const char* reason, BOOL p3
+
+
+ index
+ -------
+ See function sub_1005 in am_boat_taxi.ysc
+ context
+ ----------
+ "BACKUP_VAGOS"
+ "BACKUP_LOST"
+ "BACKUP_FAMILIES"
+ "HIRE_MUGGER"
+ "HIRE_MERCENARY"
+ "BUY_CARDROPOFF"
+ "HELI_PICKUP"
+ "BOAT_PICKUP"
+ "CLEAR_WANTED"
+ "HEAD_2_HEAD"
+ "CHALLENGE"
+ "SHARE_LAST_JOB"
+ "DEFAULT"
+ reason
+ ---------
+ "NOTREACHTARGET"
+ "TARGET_ESCAPE"
+ "DELIVERY_FAIL"
+ "NOT_USED"
+ "TEAM_QUIT"
+ "SERVER_ERROR"
+ "RECEIVE_LJ_L"
+ "CHALLENGE_PLAYER_LEFT"
+ "DEFAULT"
+ unk
+ -----
+ Unknown bool value
+
+
+
+
+ Parameters: int amount, const char* p1, const char* p2, BOOL p3, BOOL p4, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: Hash hash
+
+
+ GTAO_CASINO_HOUSE
+ GTAO_CASINO_INSIDETRACK
+ GTAO_CASINO_LUCKYWHEEL
+ GTAO_CASINO_BLACKJACK
+ GTAO_CASINO_ROULETTE
+ GTAO_CASINO_SLOTS
+ GTAO_CASINO_PURCHASE_CHIPS
+ NETWORK_C*
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: int p0, int p1, int amount, int* p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+ For the money bags that drop a max of $40,000. Often called 40k bags.
+ Most likely NETWORK_EARN_FROM_ROB***
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* heistHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1, BOOL p2
+
+
+
+
+ Parameters: int amount, Any* gamerHandle, Any* p2, Any p3
+
+
+
+
+ Parameters: int amount, Hash modelHash
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount, Hash propertyName
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+ DSPORT
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8
+
+
+
+
+ Parameters: int amount, const char* type, int characterSlot
+
+
+ type either Monthly,Weekly,Daily
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, const char* p1, Any* p2
+
+
+ Example for p1: "AM_DISTRACT_COPS"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1, Any* p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int id
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, BOOL p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, BOOL p3, Any* p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Hash item, Any p2, Any p3, BOOL p4, const char* item_name, Any p6, Any p7, Any p8, BOOL p9
+
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int amount, const char* matchId, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: int amount, int p1, const char* matchId, BOOL p3, BOOL p4
+
+
+
+
+ Parameters: Any p0, Any p1, int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1, Any p2, BOOL p3
+
+
+
+
+ Parameters: int cost, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int cost, BOOL p1, BOOL p2, Any p3
+
+
+ p1 = 0 (always)
+ p2 = 1 (always)
+
+
+
+
+ Parameters: int p0, int p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: int cost, BOOL p1, BOOL p2, Any p3
+
+
+ p1 = 0 (always)
+ p2 = 1 (always)
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: int amount, Player victim, BOOL p2, BOOL p3, Any p4
+
+
+ p1 is just an assumption. p2 was false and p3 was true.
+
+
+
+
+ Parameters: int cost, Hash propertyName, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: int p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+ Only used once in a script (am_contact_requests)
+ p1 = 0
+ p2 = 1
+
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any* p1, BOOL p2, BOOL p3, Any p4
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, BOOL p3, BOOL p4
+
+
+
+
+ Parameters: Any p0, Any p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: int p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int amount, Hash vehicleModel, Any* gamerHandle, BOOL notBankrupt, BOOL hasTheMoney
+
+
+ According to how I understood this in the freemode script alone,
+ The first parameter is determined by a function named, func_5749 within the freemode script which has a list of all the vehicles and a set price to return which some vehicles deals with globals as well. So the first parameter is basically the set in stone insurance cost it's gonna charge you for that specific vehicle model.
+ The second parameter whoever put it was right, they call GET_ENTITY_MODEL with the vehicle as the paremeter.
+ The third parameter is the network handle as they call their little struct<13> func or atleast how the script decompiled it to look which in lamens terms just returns the network handle of the previous owner based on DECOR_GET_INT(vehicle, "Previous_Owner").
+ The fourth parameter is a bool that returns true/false depending on if your bank balance is greater then 0.
+ The fifth and last parameter is a bool that returns true/false depending on if you have the money for the car based on the cost returned by func_5749. In the freemode script eg,
+ bool hasTheMoney = MONEY::_GET_BANK_BALANCE() < carCost.
+
+
+
+
+ Parameters: Any p0, Any* p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int amount
+
+
+ Hardcoded to return 0.
+
+
+
+
+ Parameters: int* p0, int* p1, const char* p2
+
+
+ This isn't a hash collision.
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, BOOL p2, BOOL p3, Any p4
+
+
+ The first parameter is the amount spent which is store in a global when this native is called. The global returns 10. Which is the price for both rides.
+ The last 3 parameters are,
+ 2,0,1 in the am_ferriswheel.c
+ 1,0,1 in the am_rollercoaster.c
+
+
+
+
+ Parameters: int amount, const char* matchId, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int amount
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, Hash p2, BOOL p3, BOOL p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any* data, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Hash bunkerHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Hash baseNameHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Hash vehicleHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* p1, int actIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int earnedMoney
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int type, int amount, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, const char* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, int amount, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int amount, Any p1, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, const char* p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, const char* p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int type, BOOL p2, BOOL p3
+
+
+ type either, 1 for cam spectate, 2 for drone
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Hash hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9, Any p10
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount1, Any p1, BOOL p2, Any p3, int p4, int p5, int p6, int amount2, Any p8
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount1, Any p1, Any p2, Any p3, int amount2, int p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount1, Any p1, Any p2, int amount2, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, BOOL p1, BOOL p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, BOOL p1, BOOL p2, Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int characterSlot
+
+
+
+
+ Parameters: int characterSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int characterSlot
+
+
+ Returns true if wallet balance >= amount.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+ Returns true if bank balance >= amount.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount, int characterSlot
+
+
+ Returns true if bank balance + wallet balance >= amount.
+
+
+
+ This function has been replaced by
+
+
+
+ Retturns the same value as NETWORK_GET_REMAINING_TRANSFER_BALANCE.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+ Returns false if amount > wallet balance or daily transfer limit has been hit.
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Returns the same value as NETWORK_GET_PVC_TRANSFER_BALANCE.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+ Does nothing and always returns 0.
+
+
+
+
+ Parameters: int amount
+
+
+ Does nothing and always returns false.
+
+
+
+
+ Parameters: Any p0
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ Parameters: Any p0
+
+
+ This function is hard-coded to always return 1.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash hash
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash itemHash, Hash categoryHash, BOOL p2
+
+
+ bool is always true in game scripts
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* state
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int charSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int charSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int charSlot
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL inventory, BOOL playerbalance
+
+
+ Note: only one of the arguments can be set to true at a time
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0, BOOL* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* transactionId, Hash categoryHash, Hash actionHash, int flags
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* itemData, int quantity
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int transactionId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* transactionId, Hash categoryHash, Hash itemHash, Hash actionTypeHash, int value, int flags
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int transactionId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int slot, BOOL transfer, Hash reason
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int charSlot, int amount
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int charSlot, int amount
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Same as 0x350AA5EBC03D3BD2
+
+
+
+ This function has been replaced by
+
+
+
+ Same as 0x23789E777D14CE44
+
+
+
+ This function has been replaced by
+
+
+
+ Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Online version is defined here: update\update.rpf\common\data\version.txt
+ Example:
+ [ONLINE_VERSION_NUMBER]
+ 1.33
+ _GET_ONLINE_VERSION() will return "1.33"
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Returns whether the player is signed into Social Club.
+
+
+
+
+ Returns whether the game is not in offline mode.
+ seemed not to work for some ppl
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ Hardcoded to return zero.
+ ==== PS4 specific info ====
+ Returns some sort of unavailable reason:
+ -1 = REASON_INVALID
+ 0 = REASON_OTHER
+ 1 = REASON_SYSTEM_UPDATE
+ 2 = REASON_GAME_UPDATE
+ 3 = REASON_SIGNED_OUT
+ 4 = REASON_AGE
+ 5 = REASON_CONNECTION
+ =================================
+
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ If you are host, returns true else returns false.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0, Player player
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: int p0, int p1, BOOL p2
+
+
+
+
+ Parameters: int p0, int p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Hardcoded to return false.
+
+
+
+
+ Hardcoded to return true.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2
+
+
+
+
+ Parameters: int p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Hash hash, int p1, int p2, int state, int p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: int* loadingState
+
+
+ 11 - Need to download tunables.
+ 12 - Need to download background script.
+ Returns 1 if the multiplayer is loaded, otherwhise 0.
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, int maxPlayers, Any p4, Any p5
+
+
+ unknown params
+ p0 = 0, 2, or 999 (The global is 999 by default.)
+ p1 = 0 (Always in every script it's found in atleast.)
+ p2 = 0, 3, or 4 (Based on a var that is determined by a function.)
+ p3 = maxPlayers (It's obvious in x360 scripts it's always 18)
+ p4 = 0 (Always in every script it's found in atleast.)
+ p5 = 0 or 1. (1 if network_can_enter_multiplayer, but set to 0 if other checks after that are passed.)
+ p5 is reset to 0 if,
+ Global_1315318 = 0 or Global_1315323 = 9 or 12 or (Global_1312629 = 0 && Global_1312631 = true/1) those are passed.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int maxPlayers, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int crewId, int p1, int p2, int maxPlayers, BOOL p4
+
+
+ p4 seems to be unused in 1.60/build 2628
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int maxPlayers, BOOL p2
+
+
+ Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.
+
+
+
+
+ Parameters: int p0, int maxPlayers
+
+
+
+
+ Parameters: int p0, int maxPlayers
+
+
+ Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+ p0 is always false and p1 varies.
+ NETWORK_SESSION_END(0, 1)
+ NETWORK_SESSION_END(0, 0)
+ Results in: "Connection to session lost due to an unknown network error. Please return to Grand Theft Auto V and try again later."
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Player player
+
+
+ Only works as host.
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: int matchmakingGroup
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int playerType, int playerCount
+
+
+ playerType is an unsigned int from 0 to 4
+ 0 = regular joiner
+ 4 = spectator
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int groupId
+
+
+ groupId range: [0, 4]
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: int p0
+
+
+ p0 in the decompiled scripts is always the stat mesh_texblend * 0.07 to int
+
+
+
+
+ Parameters: int num
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0, int p1
+
+
+ ..
+
+
+
+
+ Parameters: int* hours, int* minutes, int* seconds
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int crewId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int attribute, float fallbackLimit, float lowerLimit, float upperLimit
+
+
+ Uses attributes to find players with similar stats. Upper/Lower limit must be above zero or the fallback limit +/-0.1 is used.
+ There can be up to 15 attributes, they are as follows:
+ 0 = Races
+ 1 = Parachuting
+ 2 = Horde
+ 3 = Darts
+ 4 = Arm Wrestling
+ 5 = Tennis
+ 6 = Golf
+ 7 = Shooting Range
+ 8 = Deathmatch
+ 9 = MPPLY_MCMWIN/MPPLY_CRMISSION
+
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+
+
+ Parameters: Any* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Triggers a CEventNetworkInviteConfirmed event
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Seems to be true while "Getting GTA Online session details" shows up.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int p0
+
+
+ Loads up the map that is loaded when beeing in mission creator
+ Player gets placed in a mix between online/offline mode
+ p0 is always 2 in R* scripts.
+ Appears to be patched in gtav b757 (game gets terminated) alonside with most other network natives to prevent online modding ~ghost30812
+
+
+
+
+ This checks if player is playing on gta online or not.
+ Please add an if and block your mod if this is "true".
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int slots, BOOL p1
+
+
+ num player slots allowed in session, seems to work? 32 max
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int timeout
+
+
+
+
+ Parameters: const char* message, Any* gamerHandle
+
+
+ Message is limited to 64 characters.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int maxSpectators
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: int p0, int p1, int p2, int p3, Any p4, BOOL p5, BOOL p6, int p7, Any p8, int p9
+
+
+ p0: Unknown int
+ p1: Unknown int
+ p2: Unknown int
+ p3: Unknown int
+ p4: Unknown always 0 in decompiled scripts
+ p5: BOOL purpose unknown, both 0 and 1 are used in decompiled scripts.
+ p6: BOOL purpose unknown, both 0 and 1 are used in decompiled scripts.
+ p7: Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1.
+ p8: Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1.
+ p9: Unknown int, sometimes 0, but also 32768 or 16384 appear in decompiled scripst, maybe a flag of some sort?
+ From what I can tell it looks like it does the following:
+ Creates/hosts a new transition to another online session, using this in FiveM will result in other players being disconencted from the server/preventing them from joining. This is most likely because I entered the wrong session parameters since they're pretty much all unknown right now.
+ You also need to use `NetworkJoinTransition(Player player)` and `NetworkLaunchTransition()`.
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any* p4, Any p5, Any p6, Any p7
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Appears to set whether a transition should be started when the session is migrating.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2
+
+
+
+
+ Parameters: BOOL p0, int maxPlayers
+
+
+
+
+ Parameters: BOOL p0, int maxPlayers, BOOL p2
+
+
+
+
+ Parameters: Any* p0, Any p1, BOOL p2, int players, BOOL p4
+
+
+ p2 is true 3/4 of the occurrences I found.
+ 'players' is the number of players for a session. On PS3/360 it's always 18. On PC it's 32.
+
+
+
+
+ Parameters: Any* p0, Any p1, int players, BOOL p3, BOOL p4, BOOL p5
+
+
+
+
+ Parameters: Any* data, int dataCount
+
+
+ Returns count.
+
+
+
+
+ Parameters: int p0, int p1
+
+
+
+
+ Parameters: int p0, const char* @string, BOOL p2
+
+
+
+
+ Parameters: Any* gamerHandle, const char* p1, int p2, int p3, BOOL p4
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Player player
+
+
+ int handle[76];
+ NETWORK_HANDLE_FROM_FRIEND(iSelectedPlayer, &handle[0], 13);
+ Player uVar2 = NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(&handle[0]);
+ NETWORK_JOIN_TRANSITION(uVar2);
+ nothing doin.
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Does nothing. It's just a nullsub.
+
+
+
+
+ Parameters: Any* gamerHandle, const char* p1, int dataCount, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle, const char* p1, int dataCount, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle, const char* p1, int dataCount, int p3
+
+
+ Contains the string "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" but so does 0xC116FF9B4D488291; seems to fit alphabetically here, tho.
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* p0, Any p1, Any* p2, Any p3
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: int p0, Any* gamerHandle
+
+
+
+
+ Parameters: Any p0, Any* gamerHandle
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: Any* gamerHandle, Any p1, Any p2
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any p2, Any p3
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Hardcoded to return false.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data, int dataSize
+
+
+
+
+ Hardcoded to return false.
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+ This would be nice to see if someone is in party chat, but 2 sad notes.
+ 1) It only becomes true if said person is speaking in that party at the time.
+ 2) It will never, become true unless you are in that party with said person.
+
+
+
+
+ Parameters: int seed
+
+
+
+
+ Parameters: int rangeStart, int rangeEnd
+
+
+ Same as GET_RANDOM_INT_IN_RANGE
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int p1, Hash scriptHash
+
+
+ p1 = 6
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, const char* p1, const char* p2
+
+
+
+
+ Parameters: Player player, const char* p1
+
+
+
+
+ Parameters: Player player, int a, int b
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle, int @event, int amountReceived
+
+
+
+
+ Parameters: Hash modelHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int p1
+
+
+
+
+ Parameters: int maxNumMissionParticipants, BOOL p1, int instanceId
+
+
+
+
+ Parameters: Any p0, BOOL p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* vars, int numVars, const char* debugName
+
+
+
+
+ Parameters: int* vars, int numVars, const char* debugName
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the Player associated to a given Ped when in an online session.
+
+
+
+
+ Returns the amount of players connected in the current session. Only works when connected to a session/server.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: const char* scriptName, int instance_id, int position_hash
+
+
+ scriptName examples:
+ "freemode", "AM_CR_SecurityVan", ...
+ Most of the time, these values are used:
+ instance_id = -1
+ position_hash = 0
+
+
+
+
+ Parameters: const char* scriptName, int instance_id, BOOL p2, int position_hash
+
+
+
+
+ Parameters: Hash scriptHash, int p1, BOOL p2, int p3
+
+
+
+
+ Parameters: int threadId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* scriptName, int instance_id, int position_hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, const char* script, int instance_id
+
+
+
+
+ Return the local Participant ID
+
+
+
+
+ Return the local Participant ID.
+ This native is exactly the same as 'PARTICIPANT_ID' native.
+
+
+
+
+ Parameters: Player player, Hash* weaponHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netId, Hash* weaponHash
+
+
+
+
+ Parameters: Entity entity, Hash* weaponHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Entity entity, int* p2
+
+
+ NETWORK_GET_ASSISTED_DAMAGE_OF_ENTITY that ensures the entity is dead (IS_ENTITY_DEAD)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Entity entity, int* p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Hash* weaponHash
+
+
+
+
+ Parameters: const char* missionId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash mpSettingSpawn
+
+
+ mpSettingSpawn:
+ enum eMpSettingSpawn
+ {
+ MP_SETTING_SPAWN_NULL,
+ MP_SETTING_SPAWN_PROPERTY,
+ MP_SETTING_SPAWN_LAST_POSITION,
+ MP_SETTING_SPAWN_GARAGE,
+ MP_SETTING_SPAWN_RANDOM,
+ MP_SETTING_SPAWN_PRIVATE_YACHT,
+ MP_SETTING_SPAWN_OFFICE,
+ MP_SETTING_SPAWN_CLUBHOUSE,
+ MP_SETTING_SPAWN_IE_WAREHOUSE,
+ MP_SETTING_SPAWN_BUNKER,
+ MP_SETTING_SPAWN_HANGAR,
+ MP_SETTING_SPAWN_DEFUNCT_BASE,
+ MP_SETTING_SPAWN_NIGHTCLUB,
+ MP_SETTING_SPAWN_ARENA_GARAGE,
+ MP_SETTING_SPAWN_CASINO_APARTMENT,
+ MP_SETTING_SPAWN_ARCADE,
+ MP_SETTING_SPAWN_SUBMARINE,
+ MP_SETTING_SPAWN_CAR_MEET,
+ MP_SETTING_SPAWN_AUTO_SHOP,
+ MP_SETTING_SPAWN_FIXER_HQ,
+ MP_SETTING_SPAWN_MAX,
+ };
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Used by MetricVEHICLE_DIST_DRIVEN
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float heading, BOOL p4, BOOL changetime, BOOL p6, int p7, int p8
+
+
+
+
+ Parameters: int time
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int netId
+
+
+ Returns true if the specified network id is controlled by someone else.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: int doorID
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Hash doorHash
+
+
+
+
+ Parameters: Hash doorHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ calls from vehicle to net.
+
+
+
+
+ Parameters: Ped ped
+
+
+ gets the network id of a ped
+
+
+
+
+ Parameters: Object @object
+
+
+ Lets objects spawn online simply do it like this:
+ int createdObject = OBJ_TO_NET(CREATE_OBJECT_NO_OFFSET(oball, pCoords.x, pCoords.y, pCoords.z, 1, 0, 0));
+
+
+
+
+ Parameters: int netHandle
+
+
+
+
+ Parameters: int netHandle
+
+
+ gets the ped id of a network id
+
+
+
+
+ Parameters: int netHandle
+
+
+ gets the object id of a network id
+
+
+
+
+ Parameters: int netHandle
+
+
+ gets the entity id of a network id
+
+
+
+
+ Parameters: Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: const char* userId, Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: const char* memberId, Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: Player player, Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int friendIndex, Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+ Hardcoded to return -1.
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Any* gamerHandle1, Any* gamerHandle2
+
+
+
+
+ Parameters: Any* gamerHandle, int gamerHandleSize
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Player player
+
+
+ Returns the name of a given player. Returns "**Invalid**" if rlGamerInfo of the given player cannot be retrieved or the player doesn't exist.
+
+
+
+
+ Parameters: Player player, int* userID
+
+
+ Returns a string of the player's Rockstar Id.
+ Takes a 24 char buffer. Returns the buffer or "**Invalid**" if rlGamerInfo of the given player cannot be retrieved or the player doesn't exist.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Checks if a specific value (BYTE) in CNetGamePlayer is nonzero.
+ Returns always false in Singleplayer.
+ No longer used for dev checks since first mods were released on PS3 & 360.
+ R* now checks with the IS_DLC_PRESENT native for the dlc hash 2532323046,
+ if that is present it will unlock dev stuff.
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+ I've had this return the player's ped handle sometimes, but also other random entities.
+ Whatever p0 is, it's at least not synced to other players.
+ At least not all the time, some p0 values actually output the same entity, (different handle of course, but same entity).
+ But another p0 value may return an entity for player x, but not for player y (it'll just return -1 even if the entity exists on both clients).
+ Returns an entity handle or -1, value changes based on p0's value.
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: int friendIndex
+
+
+
+
+ Parameters: int friendIndex
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* friendName
+
+
+ In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param.
+
+
+
+
+ Parameters: const char* friendName
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any p0
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Any* gamerHandle, const char* message
+
+
+
+
+ Parameters: int friendIndex
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Player player
+
+
+ returns true if someone is screaming or talking in a microphone
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: int team, BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Could possibly bypass being muted or automatically muted
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ This is used alongside the native,
+ 'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ R* uses this to hear all player when spectating.
+ It allows you to hear other online players when their chat is on none, crew and or friends
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ p0 is always false in scripts.
+
+
+
+
+ Parameters: int channel
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player p0, float* p1, float* p2
+
+
+ NETWORK_GET_M[A-U]
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash.
+
+
+
+ This function has been replaced by
+
+
+
+ Starts a new singleplayer game (at the prologue).
+
+
+
+
+ In singleplayer this will re-load your game.
+ In FiveM / GTA:Online this disconnects you from the session, and starts loading single player, however you still remain connected to the server (only if you're the host, if you're not then you also (most likely) get disconnected from the server) and other players will not be able to join until you exit the game.
+ You might need to DoScreenFadeIn and ShutdownLoadingScreen otherwise you probably won't end up loading into SP at all.
+ Somewhat related note: opening the pause menu after loading into this 'singleplayer' mode crashes the game.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int p0, int p1, Any p2, Any p3
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: int p0, const char* textLabel
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float x, float y, float z, BOOL p4, BOOL p5
+
+
+ p4 and p5 are always 0 in scripts
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, BOOL p1
+
+
+
+
+ Parameters: Entity entity, Ped ped
+
+
+ entity must be a valid entity; ped can be NULL
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* clanDesc, int bufferSize, Any* gamerHandle
+
+
+ bufferSize is 35 in the scripts.
+ bufferSize is the elementCount of p0(desc), sizeof(p0) == 280 == p1*8 == 35 * 8, p2(netHandle) is obtained from NETWORK::NETWORK_HANDLE_FROM_PLAYER. And no, I can't explain why 35 * sizeof(int) == 280 and not 140, but I'll get back to you on that.
+ the answer is: because p0 an int64_t* / int64_t[35]. and FYI p2 is an int64_t[13]
+ https://pastebin.com/cSZniHak
+
+
+
+
+ Parameters: Any* clanDesc, int bufferSize
+
+
+ bufferSize is 35 in the scripts.
+
+
+
+
+ Parameters: Any* clanDesc, int bufferSize, char* formattedTag
+
+
+ bufferSize is 35 in the scripts.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* memberDesc, int p1
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int* p0, Any p1
+
+
+
+
+ Parameters: int* p0, Any* clanMembership, int p2
+
+
+
+
+ Parameters: int clanDesc
+
+
+
+
+ Parameters: const char* animDict, const char* animName
+
+
+ Only documented...
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, const char* p1
+
+
+
+
+ Parameters: Any* netHandle, char* txdName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: int netId, BOOL toggle
+
+
+ Whether or not another player is allowed to take control of the entity
+
+
+
+
+ Parameters: int netId, BOOL toggle
+
+
+
+
+ Parameters: int netId, Player player, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netId, BOOL toggle
+
+
+ "No Reassign" in CPhysicalScriptGameStateDataNode
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ if set to true other network players can't see it
+ if set to false other network player can see it
+ =========================================
+ ^^ I attempted this by grabbing an object with GET_ENTITY_PLAYER_IS_FREE_AIMING_AT and setting this naive no matter the toggle he could still see it.
+ pc or last gen?
+ ^^ last-gen
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netId, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int netId, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Getter for SET_NETWORK_CUTSCENE_ENTITIES.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netId, BOOL state
+
+
+
+
+ Parameters: int netId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: BOOL p0
+
+
+ Hardcoded to not work in SP.
+
+
+
+
+ Parameters: Entity entity, BOOL normal, BOOL slow
+
+
+ normal - transition like when your coming out of LSC
+ slow - transition like when you walk into a mission
+
+
+
+
+
+ Parameters: Entity entity, BOOL state, Any p2
+
+
+ state - 0 does 5 fades
+ state - 1 does 6 fades
+ p3: setting to 1 made vehicle fade in slower, probably "slow" as per NETWORK_FADE_OUT_ENTITY
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Entity entity
+
+
+ Makes the provided entity visible for yourself for the current frame.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: int netID
+
+
+
+
+ Parameters: int netID, BOOL toggle
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1, float p2, float p3
+
+
+
+
+ Parameters: Any p0, float p1, float p2, float p3, float p4
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int ped_amt, int vehicle_amt, int object_amt, int pickup_amt
+
+
+
+
+ Parameters: BOOL p0, Any p1
+
+
+ p0 appears to be for MP
+
+
+
+
+ Parameters: BOOL p0, Any p1
+
+
+ p0 appears to be for MP
+
+
+
+
+ Parameters: BOOL p0, Any p1
+
+
+ p0 appears to be for MP
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float x, float y, float z, Any p3, Any* out1, Any* out2, Any* out3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, float range
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0
+
+
+ A value between 1.0 and 5.0
+ _NETWORK_SET_TASK_CUTSCENE_PROXIMITY_SCALE?
+
+
+
+
+ Returns the same value as GET_NETWORK_TIME in freemode, but as opposed to `GET_NETWORK_TIME` it always gets the most recent time, instead of once per tick.
+ Could be used for benchmarking since it can return times in ticks.
+
+
+
+
+ Parameters: int timeA, int timeB
+
+
+ Adds the first argument to the second.
+
+
+
+
+ Parameters: int timeA, int timeB
+
+
+ Subtracts the second argument from the first, then returns whether the result is negative.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int timeA, int timeB
+
+
+ Subtracts the first argument from the second, then returns whether the result is negative.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int timeA, int timeB
+
+
+ Returns true if the two times are equal; otherwise returns false.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int timeA, int timeB
+
+
+ Subtracts the second argument from the first.
+
+
+
+
+ Parameters: int time
+
+
+
+ This function has been replaced by
+
+
+
+ Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X).
+
+
+
+ This function has been replaced by
+
+
+
+ Returns POSIX timestamp, an int representing the cloud time.
+
+
+
+
+ Parameters: int posixTime, Any* timeStructure
+
+
+ Takes the specified time and writes it to the structure specified in the second argument.
+ struct date_time
+ {
+ int year;
+ int PADDING1;
+ int month;
+ int PADDING2;
+ int day;
+ int PADDING3;
+ int hour;
+ int PADDING4;
+ int minute;
+ int PADDING5;
+ int second;
+ int PADDING6;
+ };
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle, Ped playerPed
+
+
+
+
+ Parameters: BOOL toggle, Ped playerPed, BOOL p2
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle, Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, BOOL p1
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: int netId, int time, Any p2, Any p3
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float multiplier
+
+
+ rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Player player, BOOL p1
+
+
+ Enables ghosting between specific players
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int alpha
+
+
+ Must be a value between 1 and 254
+
+
+
+ This function has been replaced by
+
+
+
+ Resets the entity ghost alpha to the default value (128)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float xRot, float yRot, float zRot, int rotationOrder, BOOL useOcclusionPortal, BOOL looped, float p9, float animTime, float p11
+
+
+
+
+ Parameters: Ped ped, int netScene, const char* animDict, const char* animnName, float speed, float speedMultiplier, int duration, int flag, float playbackRate, Any p9
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9
+
+
+
+
+ Parameters: Entity entity, int netScene, const char* animDict, const char* animName, float speed, float speedMulitiplier, int flag
+
+
+
+
+ Parameters: int netScene, Hash modelHash, float x, float y, float z, float p5, const char* p6, float p7, float p8, int flags
+
+
+ Similar structure as NETWORK_ADD_ENTITY_TO_SYNCHRONISED_SCENE but it includes this time a hash.
+ In casino_slots it is used one time in a synced scene involving a ped and the slot machine?
+
+
+
+
+ Parameters: int netScene, const char* animDict, const char* animName
+
+
+
+
+ Parameters: int netScene, Entity entity, int bone
+
+
+
+
+ Parameters: int netScene
+
+
+
+
+ Parameters: int netScene
+
+
+
+
+ Parameters: int netId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netScene
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0, Any p1
+
+
+ p0 is always 0. p1 is pointing to a global.
+
+
+
+
+ Parameters: Player player, float x, float y, float z, float radius, float p5, float p6, float p7, int flags
+
+
+ One of the first things it does is get the players ped.
+ Then it calls a function that is used in some tasks and ped based functions.
+ p5, p6, p7 is another coordinate (or zero), often related to `GET_BLIP_COORDS, in the decompiled scripts.
+
+
+
+
+ Parameters: Player player, float x1, float y1, float z1, float x2, float y2, float z2, float width, float p8, float p9, float p10, int flags
+
+
+ p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS in the decompiled scripts.
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: int randomInt, Vector3* coordinates, float* heading
+
+
+ Based on scripts such as in freemode.c how they call their vars vVar and fVar the 2nd and 3rd param it a Vector3 and Float, but the first is based on get_random_int_in_range..
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int teamId, int instanceId
+
+
+ teamId must be < 3, instanceId must be < 64
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, int index
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Player player, BOOL toggle, BOOL p2
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Note: This only works for vehicles, which appears to be a bug (since the setter _does_ work for every entity type and the name is 99% correct).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hours, int minutes, int seconds
+
+
+ Works in Singleplayer too.
+ Passing wrong data (e.g. hours above 23) will cause the game to crash.
+
+
+
+
+ Parameters: int ms
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width
+
+
+ To remove, see: NETWORK_REMOVE_ENTITY_AREA
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float radius
+
+
+
+
+ Parameters: int areaHandle
+
+
+
+
+ Parameters: int areaHandle
+
+
+
+
+ Parameters: int areaHandle
+
+
+
+
+ Parameters: int areaHandle
+
+
+
+
+ Parameters: int netID, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int netId
+
+
+
+
+ Parameters: int netId, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Actually returns the version (TUNABLE_VERSION)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* tunableContext, const char* tunableName
+
+
+
+
+ Parameters: const char* tunableContext, const char* tunableName, int* value
+
+
+
+
+ Parameters: const char* tunableContext, const char* tunableName, float* value
+
+
+
+
+ Parameters: const char* tunableContext, const char* tunableName
+
+
+
+
+ Parameters: Hash tunableContext, Hash tunableName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash tunableContext, Hash tunableName, int* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contextHash, Hash nameHash, int* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash tunableContext, Hash tunableName, float* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contextHash, Hash nameHash, float* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash tunableContext, Hash tunableName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contextHash, Hash nameHash, BOOL* value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash tunableContext, Hash tunableName, BOOL defaultValue
+
+
+ Returns defaultValue if the tunable doesn't exist.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contentHash
+
+
+ Return the content modifier id (the tunables context if you want) of a specific content.
+ It takes the content hash (which is the mission id hash), and return the content modifier id, used as the tunables context.
+ The mission id can be found on the Social club, for example, 'socialclub.rockstargames.com/games/gtav/jobs/job/A8M6Bz8MLEC5xngvDCzGwA'
+ 'A8M6Bz8MLEC5xngvDCzGwA' is the mission id, so the game hash this and use it as the parameter for this native.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int boneIndex
+
+
+
+
+ Parameters: Ped ped, Player player
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Allows vehicle wheels to be destructible even when the vehicle entity is invincible.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL isAudible, BOOL isInvisible, int netId
+
+
+ In the console script dumps, this is only referenced once.
+ NETWORK::NETWORK_EXPLODE_VEHICLE(vehicle, 1, 0, 0);
+ ^^^^^ That must be PC script dumps? In X360 Script Dumps it is reference a few times with 2 differences in the parameters.
+ Which as you see below is 1, 0, 0 + 1, 1, 0 + 1, 0, and a *param?
+ am_plane_takedown.c
+ network_explode_vehicle(net_to_veh(Local_40.imm_2), 1, 1, 0);
+ armenian2.c
+ network_explode_vehicle(Local_80[6 <2>], 1, 0, 0);
+ fm_horde_controler.c
+ network_explode_vehicle(net_to_veh(*uParam0), 1, 0, *uParam0);
+ fm_mission_controller.c, has 6 hits so not going to list them.
+ Side note, setting the first parameter to 0 seems to mute sound or so?
+ Seems it's like ADD_EXPLOSION, etc. the first 2 params. The 3rd atm no need to worry since it always seems to be 0.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL isAudible, BOOL isInvisible, int netId
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float x, float y, float z, float heading
+
+
+
+
+ Parameters: int netId, BOOL toggle
+
+
+
+
+ Parameters: int netID
+
+
+
+
+ Parameters: int id
+
+
+ value must be < 255
+
+
+
+
+ Parameters: int p0
+
+
+ p0 in the decompiled scripts is always the stat mesh_texblend * 0.07 to int
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Ped ped, Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int index, int index2
+
+
+ index2 is unused
+
+
+
+
+ Parameters: const char* p0, const char* p1, int p2
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Access to the store for shark cards etc...
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: int index
+
+
+
+
+ Parameters: Hash p0, int p1, Hash p2
+
+
+
+
+ Checks some commerce stuff
+
+
+
+
+ Checks some commerce stuff
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: int requestId
+
+
+
+
+ Parameters: int requestId
+
+
+
+
+ Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: Any p0, Any p1, Any* p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, const char* p3, Any p4, BOOL p5
+
+
+
+
+ Parameters: const char* contentId, BOOL latestVersion, const char* contentTypeName
+
+
+
+
+ Parameters: Any* data, int count, BOOL latestVersion, const char* contentTypeName
+
+
+
+
+ Parameters: int offset, int count, const char* contentTypeName, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, const char* p2, Any* p3
+
+
+
+
+ Parameters: Any p0, Any p1, const char* p2, Any* p3
+
+
+
+
+ Parameters: Any p0, Any p1, const char* p2, Any* p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, const char* p3, Any* p4
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, const char* p3, Any* p4
+
+
+
+
+ Parameters: const char* contentId, const char* contentTypeName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data, int dataCount, const char* contentTypeName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+ Return the mission id of a job.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+ Return the root content id of a job.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int p0, int p1
+
+
+
+
+ Parameters: const char* contentTypeName, const char* contentId, int p2, int p3, int p4
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: const char* contentId, const char* baseContentId, const char* contentTypeName
+
+
+
+
+ Parameters: const char* contentId, BOOL bookmarked, const char* contentTypeName
+
+
+
+
+ Parameters: Any* p0, BOOL p1, const char* p2
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: const char* heistName, int cashEarned, int xpEarned
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int milestoneId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle, const char* filePath, const char* name, BOOL p3
+
+
+
+
+ Parameters: const char* filePath, const char* name, BOOL p2
+
+
+
+
+ Parameters: const char* p0, int p1, int p2, int p3, const char* p4, BOOL p5
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+ 0 = succeeded
+ 1 = pending
+ 2 = failed
+
+
+
+ This function has been replaced by
+
+
+
+ Returns true if profile setting 901 is set to true and sets it to false.
+
+
+
+
+ Returns true if the NAT type is Strict (3) and a certain number of connections have failed.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index
+
+
+ index is always 18 in scripts
+
+
+
+
+ Parameters: int privilege, int* banType, Any* timeData
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any* netHandle
+
+
+ Always returns -1. Seems to be XB1 specific.
+
+
+
+
+ Returns true if dinput8.dll is present in the game directory.
+ You will get following error message if that is true: "You are attempting to access GTA Online servers with an altered version of the game."
+
+
+
+ This function has been replaced by
+
+
+
+ NETWORK_F[I-O]
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Same as NETWORK_GET_AVERAGE_LATENCY
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Player player
+
+
+ Returns the coordinates of another player.
+ Does not work if you enter your own player id as p0 (will return `(0.0, 0.0, 0.0)` in that case).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ Used by NetBlender
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: Any* p0
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: Any* p0
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL bScriptHostObj, BOOL dynamic
+
+
+ List of object models that can be created without any additional effort like making sure ytyp is loaded etc: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ObjectList.ini
+
+
+
+
+ Parameters: Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL bScriptHostObj, BOOL dynamic
+
+
+ List of object models that can be created without any additional effort like making sure ytyp is loaded etc: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ObjectList.ini
+
+
+
+
+ Parameters: Object* @object
+
+
+ Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, float p1, float p2, BOOL p3
+
+
+
+
+ Parameters: Object @object, float toX, float toY, float toZ, float speedX, float speedY, float speedZ, BOOL collision
+
+
+ Returns true if the object has finished moving.
+ If false, moves the object towards the specified X, Y and Z coordinates with the specified X, Y and Z speed.
+ See also: https://gtagmodding.com/opcode-database/opcode/034E/
+ Has to be looped until it returns true.
+
+
+
+
+ Parameters: Object @object, BOOL targettable
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+ Overrides a flag on the object which determines if the object should be avoided by a vehicle in task CTaskVehicleGoToPointWithAvoidanceAutomobile.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, BOOL isMission, BOOL p6, BOOL p7
+
+
+ Has 8 params in the latest patches.
+ isMission - if true doesn't return mission objects
+
+
+
+
+ Parameters: Object @object, Any p1
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, Hash modelHash, Any p5
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, BOOL p5
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float xPos, float yPos, float zPos, float heading, float xOffset, float yOffset, float zOffset
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, Vector3* outPosition, Vector3* outRotation, int rotationOrder
+
+
+
+
+ Parameters: Hash type, float x, float y, float z, BOOL locked, float heading, BOOL p6
+
+
+ Hardcoded to not work in multiplayer.
+ Used to lock/unlock doors to interior areas of the game.
+ (Possible) Door Types:
+ https://pastebin.com/9S2m3qA4
+ Heading is either 1, 0 or -1 in the scripts. Means default closed(0) or opened either into(1) or out(-1) of the interior.
+ Locked means that the heading is locked.
+ p6 is always 0.
+ 225 door types, model names and coords found in stripclub.c4:
+ https://pastebin.com/gywnbzsH
+ get door info: https://pastebin.com/i14rbekD
+
+
+
+
+ Parameters: Hash type, float x, float y, float z, BOOL* locked, float* heading
+
+
+ locked is 0 if no door is found
+ locked is 0 if door is unlocked
+ locked is 1 if door is found and unlocked.
+ -------------
+ the locked bool is either 0(unlocked)(false) or 1(locked)(true)
+
+
+
+
+ Parameters: Hash modelHash, float x, float y, float z, BOOL locked, float xRotMult, float yRotMult, float zRotMult
+
+
+ Hardcoded not to work in multiplayer environments.
+ When you set locked to 0 the door open and to 1 the door close
+ OBJECT::SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 0, 0.0, 50.0, 0); //door open
+ OBJECT::SET_LOCKED_UNSTREAMED_IN_DOOR_OF_TYPE(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 1, 0.0, 50.0, 0); //door close
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash doorHash, Hash modelHash, float x, float y, float z, BOOL p5, BOOL scriptDoor, BOOL isLocal
+
+
+ doorHash has to be unique. scriptDoor false; relies upon getNetworkGameScriptHandler. isLocal On true disables the creation CRequestDoorEvent's in DOOR_SYSTEM_SET_DOOR_STATE.
+ p5 only set to true in single player native scripts.
+ If scriptDoor is true, register the door on the script handler host (note: there's a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a "Persists w/o netobj" state.
+ door hashes normally look like PROP_[int]_DOOR_[int] for interior doors and PROP_BUILDING_[int]_DOOR_[int] exterior doors but you can just make up your own hash if you want
+ All doors need to be registered with ADD_DOOR_TO_SYSTEM before they can be manipulated with the door natives and the easiest way to get door models is just find the door in codewalker.
+ Example: AddDoorToSystem("PROP_43_DOOR_0", "hei_v_ilev_fh_heistdoor2", -1456.818, -520.5037, 69.67043, 0, 0, 0)
+
+
+
+
+ Parameters: Hash doorHash, Any p1
+
+
+ CDoor and CDoorSystemData still internally allocated (and their associations between doorHash, modelHash, and coordinates).
+ Only its NetObj removed and flag ``*(v2 + 192) |= 8u`` (1604 retail) toggled.
+
+
+
+
+ Parameters: Hash doorHash, int state, BOOL requestDoor, BOOL forceUpdate
+
+
+ Lockstates not applied and CNetObjDoor's not created until DOOR_SYSTEM_GET_IS_PHYSICS_LOADED returns true.
+ `requestDoor` on true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent.
+ `forceUpdate` on true, forces an update on the door system (same path as netObjDoor_applyDoorStuff)
+ Door lock states:
+ 0: UNLOCKED
+ 1: LOCKED
+ 2: DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA
+ 3: DOORSTATE_FORCE_UNLOCKED_THIS_FRAME
+ 4: DOORSTATE_FORCE_LOCKED_THIS_FRAME
+ 5: DOORSTATE_FORCE_OPEN_THIS_FRAME
+ 6: DOORSTATE_FORCE_CLOSED_THIS_FRAME
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash doorHash
+
+
+
+
+ Parameters: Hash doorHash
+
+
+
+
+ Parameters: Hash doorHash, float rate, BOOL requestDoor, BOOL forceUpdate
+
+
+ Includes networking check: ownership vs. or the door itself **isn't** networked.
+ `forceUpdate` on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
+
+
+
+
+ Parameters: Hash doorHash, float distance, BOOL requestDoor, BOOL forceUpdate
+
+
+ `forceUpdate` on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
+
+
+
+
+ Parameters: Hash doorHash, float ajar, BOOL requestDoor, BOOL forceUpdate
+
+
+ Sets the ajar angle of a door.
+ Ranges from -1.0 to 1.0, and 0.0 is closed / default.
+ `forceUpdate` on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash doorHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash doorHash
+
+
+
+
+ Parameters: Hash doorHash, BOOL removed, BOOL requestDoor, BOOL forceUpdate
+
+
+ Includes networking check: ownership vs. or the door itself **isn't** networked.
+ `forceUpdate` on true invokes DOOR_SYSTEM_SET_DOOR_STATE otherwise requestDoor is unused.
+
+
+
+
+ Parameters: Hash doorHash, BOOL toggle
+
+
+ Includes networking check: ownership vs. or the door itself **isn't** networked.
+
+
+
+
+ Parameters: Hash doorHash, BOOL p1
+
+
+ Some property related to gates. Native name between ``DOOR_SYSTEM_SET_AUTOMATIC_RATE`` and ``DOOR_SYSTEM_SET_DOOR_STATE``.
+
+
+
+
+ Parameters: Hash doorHash
+
+
+ if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
+ {
+ OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash doorHash
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Clears the fields sets by 0xC7F29CA00F46350E (1604 retail: 0x1424A7A10, 0x1424A7A11) and iterates over the global CDoor's bucket-list.
+ Related to its "Pre-networked state"?
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float x, float y, float z, Hash modelHash, Hash* outDoorHash
+
+
+ Search radius: 0.5
+
+
+
+
+ Parameters: Hash garageHash, BOOL p1, int p2
+
+
+
+
+ Parameters: Hash garageHash, Player player, float p2, int p3
+
+
+
+
+ Parameters: Hash garageHash, Player player, int p2
+
+
+
+
+ Parameters: Hash garageHash, BOOL p1, BOOL p2, BOOL p3, Any p4
+
+
+
+
+ Parameters: Hash garageHash, BOOL p1, BOOL p2, BOOL p3, Any p4
+
+
+
+
+ Parameters: Hash garageHash, Entity entity, float p2, int p3
+
+
+ Despite the name, it does work for any entity type.
+
+
+
+
+ Parameters: Hash garageHash, Entity entity, int p2
+
+
+ Despite the name, it does work for any entity type.
+
+
+
+
+ Parameters: Hash garageHash, BOOL isNetwork
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash garageHash, BOOL vehicles, BOOL peds, BOOL objects, BOOL isNetwork
+
+
+
+
+ Parameters: int id, BOOL toggle
+
+
+ Sets a flag. A valid id is 0x157DC10D
+
+
+
+
+ Parameters: Hash garageHash, BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash hash, BOOL p5
+
+
+ p5 is usually 0.
+
+
+
+
+ Parameters: float xPos, float yPos, float zPos, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includeZ
+
+
+ An angled area is an X-Z oriented rectangle with three parameters:
+ 1. origin: the mid-point along a base edge of the rectangle;
+ 2. extent: the mid-point of opposite base edge on the other Z;
+ 3. width: the length of the base edge; (named derived from logging strings ``CNetworkRoadNodeWorldStateData``).
+ The oriented rectangle can then be derived from the direction of the two points (``norm(origin - extent)``), its orthonormal, and the width, e.g:
+ 1. golf_mp https://i.imgur.com/JhsQAK9.png
+ 2. am_taxi https://i.imgur.com/TJWCZaT.jpg
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+ Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy
+
+
+ Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity.
+ Other parameters seem to be unknown.
+ p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
+ p3: seems similar to p2
+ p4: makes obj fall slower the higher the value
+ p5: similar to p4
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float range, BOOL p4
+
+
+
+
+ Parameters: Hash objectHash, float x, float y, float z, float range
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object p0, Any p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: BOOL value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+ Requires a component_at_*_flsh to be attached to the weapon object
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, const char* name
+
+
+ Example:
+ OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, int state
+
+
+ Defines the state of a destructible object.
+ Use the GET_RAYFIRE_MAP_OBJECT native to find an object's handle with its name / coords.
+ State 2 == object just spawned
+ State 4 == Beginning of the animation
+ State 6 == Start animation
+ State 9 == End of the animation
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object
+
+
+ Get a destructible object's state.
+ Substract 1 to get the real state.
+ See SET_STATE_OF_RAYFIRE_MAP_OBJECT to see the different states
+ For example, if the object just spawned (state 2), the native will return 3.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object
+
+
+ Returns true if a destructible object with this handle exists, false otherwise.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object
+
+
+ `object`: The des-object handle to get the animation progress from.
+ Return value is a float between 0.0 and 1.0, 0.0 is the beginning of the animation, 1.0 is the end. Value resets to 0.0 instantly after reaching 1.0.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash pickupHash, float posX, float posY, float posZ, int p4, int value, BOOL p6, Hash modelHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Hash pickupHash, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, int flag, int amount, Any p9, BOOL p10, Hash modelHash
+
+
+ flags:
+ 8 (1 << 3): place on ground
+ 512 (1 << 9): spin around
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Hash pickupHash, Pickup pickup
+
+
+
+
+ Parameters: Hash pickupHash, float posX, float posY, float posZ, int flags, int value, Hash modelHash, BOOL p7, BOOL p8
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Hash pickupHash, float posX, float posY, float posZ, int flags, int value, Hash modelHash, BOOL p7, BOOL p8
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object pickupObject, Ped ped
+
+
+
+
+ Parameters: Object pickupObject
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object pickupObject, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash, int number
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float p3, float p4
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+ Adds an area that seems to be related to pickup physics behavior.
+ Max amount of areas is 10. Only works in multiplayer.
+
+
+
+
+ Clears all areas created by ADD_EXTENDED_PICKUP_PROBE_AREA
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Hash pickupHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: float x, float y, float z, int value, int amount, Hash model
+
+
+ Spawns one or more money pickups.
+ x: The X-component of the world position to spawn the money pickups at.
+ y: The Y-component of the world position to spawn the money pickups at.
+ z: The Z-component of the world position to spawn the money pickups at.
+ value: The combined value of the pickups (in dollars).
+ amount: The number of pickups to spawn.
+ model: The model to use, or 0 for default money model.
+ Example:
+ CREATE_MONEY_PICKUPS(x, y, z, 1000, 3, 0x684a97ae);
+ Spawns 3 spray cans that'll collectively give $1000 when picked up. (Three spray cans, each giving $334, $334, $332 = $1000).
+ ==============================================
+ Max is 2000 in MP. So if you put the amount to 20, but the value to $400,000 eg. They will only be able to pickup 20 - $2,000 bags. So, $40,000
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Object pickupObject
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Hash pickupHash, float x, float y, float z, float radius
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Pickup pickup, int duration
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Player player, Hash pickupHash, BOOL toggle
+
+
+ Disabling/enabling a player from getting pickups. From the scripts:
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1);
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0);
+ OBJECT::SET_PLAYER_PERMITTED_TO_COLLECT_PICKUPS_OF_TYPE(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1);
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash, BOOL toggle
+
+
+ Maximum amount of pickup models that can be disallowed is 30.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash pickupHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+
+ Parameters: Object @object, Any p1, BOOL p2
+
+
+
+
+ Parameters: Object @object, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, float p1
+
+
+ p1 is always 0.51. This native is called before SET_PICKUP_REGENERATION_TIME in all occurances.
+
+
+
+
+ Parameters: Pickup pickup, float p1, BOOL p2
+
+
+ p1 is always -0.2 in scripts and p2 is always true in scripts.
+
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Hash pickupHash
+
+
+
+
+ Parameters: float multiplier
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: int p0
+
+
+ p0 is either 0 or 50 in scripts.
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: int rewardType, BOOL suppress
+
+
+ enum ePickupRewardType
+ {
+ PICKUP_REWARD_TYPE_AMMO = (1 << 0),
+ PICKUP_REWARD_TYPE_BULLET_MP = (1 << 1),
+ PICKUP_REWARD_TYPE_MISSILE_MP = (1 << 2),
+ PICKUP_REWARD_TYPE_GRENADE_LAUNCHER_MP = (1 << 3),
+ PICKUP_REWARD_TYPE_ARMOUR = (1 << 4),
+ PICKUP_REWARD_TYPE_HEALTH = (1 << 5),
+ PICKUP_REWARD_TYPE_HEALTH_VARIABLE = PICKUP_REWARD_TYPE_HEALTH,
+ PICKUP_REWARD_TYPE_MONEY_FIXED = (1 << 6),
+ PICKUP_REWARD_TYPE_MONEY_VARIABLE = PICKUP_REWARD_TYPE_MONEY_FIXED,
+ PICKUP_REWARD_TYPE_WEAPON = (1 << 7),
+ PICKUP_REWARD_TYPE_STAT = (1 << 8),
+ PICKUP_REWARD_TYPE_STAT_VARIABLE = PICKUP_REWARD_TYPE_STAT,
+ PICKUP_REWARD_TYPE_VEHICLE_FIX = (1 << 9),
+ PICKUP_REWARD_TYPE_FIREWORK_MP = (1 << 10),
+ };
+
+
+
+
+ Parameters: int rewardType
+
+
+
+
+ Parameters: float x, float y, float z, int colorIndex
+
+
+ draws circular marker at pos
+ -1 = none
+ 0 = red
+ 1 = green
+ 2 = blue
+ 3 = green larger
+ 4 = nothing
+ 5 = green small
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Pickup pickup
+
+
+
+
+ Parameters: Pickup pickup, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ Sets entity+38 to C (when false) or 0xFF3f (when true)
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Hash pickupHash
+
+
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Returns the pickup hash for the given weapon hash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, int textureVariation
+
+
+ enum ObjectPaintVariants
+ {
+ Pacific = 0,
+ Azure = 1,
+ Nautical = 2,
+ Continental = 3,
+ Battleship = 4,
+ Intrepid = 5,
+ Uniform = 6,
+ Classico = 7,
+ Mediterranean = 8,
+ Command = 9,
+ Mariner = 10,
+ Ruby = 11,
+ Vintage = 12,
+ Pristine = 13,
+ Merchant = 14,
+ Voyager = 15
+ };
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, int textureVariation
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Object @object, BOOL p1, int r, int g, int b
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, float duration
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash pickupHash
+
+
+ returns pickup hash.
+ Full list of pickup types by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pickupTypes.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float p3
+
+
+
+
+ Parameters: Object @object
+
+
+ is this like setting is as no longer needed?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Entity entity, Any p1
+
+
+
+
+ Parameters: Object @object, BOOL toggle, int p2
+
+
+ Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, BOOL toggle, int p2, Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Object @object, BOOL p1
+
+
+
+
+ Parameters: Object @object, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: 0: PLAYER_CONTROL, 1: CAMERA_CONTROL, 2: FRONTEND_CONTROL
+ For more info, see https://docs.fivem.net/docs/game-references/controls/
+
+
+
+
+ Parameters: int control, int action
+
+
+ Returns whether a control is currently pressed.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ Returns whether a control is currently _not_ pressed.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ Returns whether a control was newly pressed since the last check.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ Returns whether a control was newly released since the last check.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ Returns the value of GET_CONTROL_VALUE normalized (i.e. a real number value between -1 and 1)
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int control, int action
+
+
+ Seems to return values between -1 and 1 for controls like gas and steering.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action, float value
+
+
+ This is for simulating player input.
+ value is a float value from 0 - 1
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action
+
+
+ The "disabled" variant of GET_CONTROL_UNBOUND_NORMAL.
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control
+
+
+ Returns time in ms since last input.
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: unused parameter
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+ Hardcoded to return false.
+
+
+
+
+ Parameters: int control
+
+
+ control: unused parameter
+
+
+
+
+ Parameters: int control, int action, BOOL allowXOSwap
+
+
+ allowXOSwap appears to always be true.
+ EG:
+ GET_CONTROL_INSTRUCTIONAL_BUTTON (2, 201, 1) /*INPUT_FRONTEND_ACCEPT (e.g. Enter button)*/
+ GET_CONTROL_INSTRUCTIONAL_BUTTON (2, 202, 1) /*INPUT_FRONTEND_CANCEL (e.g. ESC button)*/
+ GET_CONTROL_INSTRUCTIONAL_BUTTON (2, 51, 1) /*INPUT_CONTEXT (e.g. E button)*/
+ gtaforums.com/topic/819070-c-draw-instructional-buttons-scaleform-movie/#entry1068197378
+ control: unused parameter
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control, int controlGroup, BOOL allowXOSwap
+
+
+ control: unused parameter
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control, int red, int green, int blue
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int duration, int frequency
+
+
+ control: see IS_CONTROL_ENABLED
+ duration in milliseconds
+ frequency should range from about 10 (slow vibration) to 255 (very fast)
+ example:
+ SET_CONTROL_SHAKE(PLAYER_CONTROL, 100, 200);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control, int leftDuration, int leftFrequency, int rightDuration, int rightFrequency
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control, int uniqueId
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+ This function has been replaced by
+
+
+
+ Used with IS_LOOK_INVERTED() and negates its affect.
+ --
+ Not sure how the person above got that description, but here's an actual example:
+ if (PAD::IS_USING_KEYBOARD_AND_MOUSE(2)) {
+ if (a_5) {
+ if (PAD::IS_LOOK_INVERTED()) {
+ a_3 *= -1;
+ }
+ if (PAD::IS_MOUSE_LOOK_INVERTED()) {
+ a_3 *= -1;
+ }
+ }
+ }
+
+
+
+
+ Hard-coded to return 3 if using KBM, otherwise same behavior as GET_LOCAL_PLAYER_GAMEPAD_AIM_STATE.
+
+
+
+
+ Returns the local player's targeting mode. See PLAYER::SET_PLAYER_TARGETING_MODE.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Returns profile setting 225.
+
+
+
+
+ Returns profile setting 17.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int control, int action
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action, BOOL disableRelatedActions
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control, int action, BOOL enableRelatedActions
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: const char* schemeName
+
+
+ Used in carsteal3 script with schemeName = "Carsteal4_spycar".
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* schemeName
+
+
+ Same as INIT_PC_SCRIPTED_CONTROLS
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int control
+
+
+ control: see IS_CONTROL_ENABLED
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL nodeEnabled, BOOL unknown2
+
+
+ When nodeEnabled is set to false, all nodes in the area get disabled.
+ `GET_VEHICLE_NODE_IS_SWITCHED_OFF` returns true afterwards.
+ If it's true, `GET_VEHICLE_NODE_IS_SWITCHED_OFF` returns false.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL unknown1, BOOL unknown2, BOOL unknown3
+
+
+ unknown3 is related to `SEND_SCRIPT_WORLD_STATE_EVENT > CNetworkRoadNodeWorldStateData` in networked environments.
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, Any p7
+
+
+
+
+ Parameters: float x, float y, float z, BOOL onGround, Vector3* outPosition, int flags
+
+
+ Flags are:
+ 1 = 1 = B02_IsFootpath
+ 2 = 4 = !B15_InteractionUnk
+ 4 = 0x20 = !B14_IsInterior
+ 8 = 0x40 = !B07_IsWater
+ 16 = 0x200 = B17_IsFlatGround
+ When onGround == true outPosition is a position located on the nearest pavement.
+ When a safe coord could not be found the result of a function is false and outPosition == Vector3.Zero.
+ In the scripts these flags are used: 0, 14, 12, 16, 20, 21, 28. 0 is most commonly used, then 16.
+ 16 works for me, 0 crashed the script.
+
+
+
+
+ Parameters: float x, float y, float z, Vector3* outPosition, int nodeFlags, float p5, float p6
+
+
+ https://gtaforums.com/topic/843561-pathfind-node-types
+
+
+
+
+ Parameters: float x, float y, float z, Vector3* outPosition, float unknown1, float unknown2
+
+
+ Get the closest vehicle node to a given position.
+
+
+
+
+ Parameters: float x, float y, float z, Vector3* outPosition, float* outHeading, int nodeType, float p6, float p7
+
+
+ p5, p6 and p7 seems to be about the same as p4, p5 and p6 for GET_CLOSEST_VEHICLE_NODE. p6 and/or p7 has something to do with finding a node on the same path/road and same direction(at least for this native, something to do with the heading maybe). Edit this when you find out more.
+ nodeType: 0 = main roads, 1 = any dry path, 3 = water
+ p6 is always 3.0
+ p7 is always 0
+ gtaforums.com/topic/843561-pathfind-node-types
+ Example of usage, moving vehicle to closest path/road:
+ Vector3 coords = ENTITY::GET_ENTITY_COORDS(playerVeh, true);
+ Vector3 closestVehicleNodeCoords;
+ float roadHeading;
+ PATHFIND::GET_CLOSEST_VEHICLE_NODE_WITH_HEADING(coords.x, coords.y, coords.z, &closestVehicleNodeCoords, &roadHeading, 1, 3, 0);
+ ENTITY::SET_ENTITY_HEADING(playerVeh, roadHeading);
+ ENTITY::SET_ENTITY_COORDS(playerVeh, closestVehicleNodeCoords.x, closestVehicleNodeCoords.y, closestVehicleNodeCoords.z, 1, 0, 0, 1);
+ VEHICLE::SET_VEHICLE_ON_GROUND_PROPERLY(playerVeh);
+ ------------------------------------------------------------------
+ C# Example (ins1de) : https://pastebin.com/fxtMWAHD
+
+
+
+
+ Parameters: float x, float y, float z, int nthClosest, Vector3* outPosition, int nodeFlags, float unknown1, float unknown2
+
+
+
+
+ Parameters: float x, float y, float z, int nth, int nodeFlags, float p5, float p6
+
+
+ Returns the id.
+
+
+
+
+ Parameters: float x, float y, float z, int nthClosest, Vector3* outPosition, float* outHeading, int* outNumLanes, int nodeFlags, float unknown3, float unknown4
+
+
+ Get the nth closest vehicle node and its heading.
+
+
+
+
+ Parameters: float x, float y, float z, int nthClosest, Vector3* outPosition, float* outHeading, int nodeFlags, float p7, float p8
+
+
+
+
+ Parameters: float x, float y, float z, float desiredX, float desiredY, float desiredZ, int nthClosest, Vector3* outPosition, float* outHeading, int nodeFlags, float p10, float p11
+
+
+ See gtaforums.com/topic/843561-pathfind-node-types for node type info. 0 = paved road only, 1 = any road, 3 = water
+ p10 always equals 3.0
+ p11 always equals 0
+
+
+
+
+ Parameters: float x, float y, float z, int* density, int* flags
+
+
+ Gets the density and flags of the closest node to the specified position.
+ Density is a value between 0 and 15, indicating how busy the road is.
+ Flags is a bit field.
+
+
+
+
+ Parameters: int vehicleNodeId
+
+
+ Returns true if the id is non zero.
+
+
+
+
+ Parameters: int nodeId, Vector3* outPosition
+
+
+ Calling this with an invalid node id, will crash the game.
+ Note that IS_VEHICLE_NODE_ID_VALID simply checks if nodeId is not zero. It does not actually ensure that the id is valid.
+ Eg. IS_VEHICLE_NODE_ID_VALID(1) will return true, but will crash when calling GET_VEHICLE_NODE_POSITION().
+
+
+
+
+ Parameters: int nodeID
+
+
+ Returns false for nodes that aren't used for GPS routes.
+ Example:
+ Nodes in Fort Zancudo and LSIA are false
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int nodeID
+
+
+ Returns true when the node is Offroad. Alleys, some dirt roads, and carparks return true.
+ Normal roads where plenty of Peds spawn will return false
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float p3, int p4, Vector3* p5, Vector3* p6, Any* p7, Any* p8, float* p9, BOOL p10
+
+
+ p1 seems to be always 1.0f in the scripts
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int type
+
+
+ Activates Cayo Perico path nodes if passed `1`. GPS navigation will start working, maybe more stuff will change, not sure. It seems if you try to unload (pass `0`) when close to the island, your game might crash.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+ Used internally for long range tasks
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, Any p6
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, Any p7
+
+
+ See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
+ bool p7 - always 1
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, Any p6
+
+
+ p6 is always 0
+
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL p4, BOOL p5, BOOL p6, Vector3* outPosition, int* nodeId
+
+
+
+
+ Parameters: float x, float y, float z, Hash* streetName, Hash* crossingRoad
+
+
+ Determines the name of the street which is the closest to the given coordinates.
+ x,y,z - the coordinates of the street
+ streetName - returns a hash to the name of the street the coords are on
+ crossingRoad - if the coordinates are on an intersection, a hash to the name of the crossing road
+ Note: the names are returned as hashes, the strings can be returned using the function HUD::GET_STREET_NAME_FROM_HASH_KEY.
+
+
+
+
+ Parameters: float x, float y, float z, BOOL p3, int* direction, float* p5, float* distToNxJunction
+
+
+ p3 is 0 in the only game script occurrence (trevor3) but 1 doesn't seem to make a difference
+ distToNxJunction seems to be the distance in metres * 10.0f
+ direction:
+ 0 = This happens randomly during the drive for seemingly no reason but if you consider that this native is only used in trevor3, it seems to mean "Next frame, stop whatever's being said and tell the player the direction."
+ 1 = Route is being calculated or the player is going in the wrong direction
+ 2 = Please Proceed the Highlighted Route
+ 3 = In (distToNxJunction) Turn Left
+ 4 = In (distToNxJunction) Turn Right
+ 5 = In (distToNxJunction) Keep Straight
+ 6 = In (distToNxJunction) Turn Sharply To The Left
+ 7 = In (distToNxJunction) Turn Sharply To The Right
+ 8 = Route is being recalculated or the navmesh is confusing. This happens randomly during the drive but consistently at {2044.0358, 2996.6116, 44.9717} if you face towards the bar and the route needs you to turn right. In that particular case, it could be a bug with how the turn appears to be 270 deg. CCW instead of "right." Either way, this seems to be the engine saying "I don't know the route right now."
+ return value set to 0 always
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ See: SET_BLIP_ROUTE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z3
+
+
+
+
+ Parameters: Vector3* result, BOOL p1, float p2, int p3
+
+
+ p3 can be 0, 1 or 2.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float heading, Vector3* outPosition
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, int p3, Vector3* outPosition
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, Vehicle vehicle
+
+
+ Gets a value indicating whether the specified position is on a road.
+ The vehicle parameter is not implemented (ignored).
+
+
+
+
+ Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int index
+
+
+ Disables the GPS route displayed on the minimap while within a certain zone (area). When in a disabled zone and creating a waypoint, the GPS route is not shown on the minimap until you are outside of the zone. When disabled, the direct distance is shown on minimap opposed to distance to travel. Seems to only work before setting a waypoint.
+ You can clear the disabled zone with CLEAR_GPS_DISABLED_ZONE_AT_INDEX.
+ **Setting a waypoint at the same coordinate:**
+ Disabled Zone: https://i.imgur.com/P9VUuxM.png
+ Enabled Zone (normal): https://i.imgur.com/BPi24aw.png
+
+
+
+
+ Parameters: int index
+
+
+ Clears a disabled GPS route area from a certain index previously set using `SET_GPS_DISABLED_ZONE_AT_INDEX`.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float radius
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL toggle
+
+
+ Set toggle true to disable navmesh.
+ Set toggle false to enable navmesh.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Returns whether navmesh for the region is loaded. The region is a rectangular prism defined by it's top left deepest corner to it's bottom right shallowest corner.
+ If you can re-word this so it makes more sense, please do. I'm horrible with words sometimes...
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, BOOL p7, Any p8
+
+
+
+
+ Parameters: Any p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, Any p8
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float x, float y
+
+
+ Returns CGameWorldHeightMap's maximum Z value at specified point (grid node).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+ Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y
+
+
+ Returns CGameWorldHeightMap's minimum Z value at specified point (grid node).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float x2, float y2
+
+
+ Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ Calculates the travel distance between a set of points.
+ Doesn't seem to correlate with distance on gps sometimes.
+ This function returns the value 100000.0 over long distances, seems to be a failure mode result, potentially occurring when not all path nodes are loaded into pathfind.
+
+
+
+
+ Parameters: int pedType, Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostPed
+
+
+ https://alloc8or.re/gta5/doc/enums/ePedType.txt
+ Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
+
+
+
+
+ Parameters: Ped* ped
+
+
+ Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
+
+
+
+
+ Parameters: Ped ped, BOOL isNetwork, BOOL bScriptHostPed, BOOL copyHeadBlendFlag
+
+
+
+
+ Parameters: Ped ped, BOOL isNetwork, BOOL bScriptHostPed, BOOL copyHeadBlendFlag, BOOL p4
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped targetPed
+
+
+ Copies ped's components and props to targetPed.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped targetPed, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, BOOL atGetIn
+
+
+ Gets a value indicating whether the specified ped is in the specified vehicle.
+ If 'atGetIn' is false, the function will not return true until the ped is sitting in the vehicle and is about to close the door. If it's true, the function returns true the moment the ped starts to get onto the seat (after opening the door). Eg. if false, and the ped is getting into a submersible, the function will not return true until the ped has descended down into the submersible and gotten into the seat, while if it's true, it'll return true the moment the hatch has been opened and the ped is about to descend into the submersible.
+
+
+
+
+ Parameters: Ped ped, Hash modelHash
+
+
+
+
+ Parameters: Ped ped, BOOL atGetIn
+
+
+ Gets a value indicating whether the specified ped is in any vehicle.
+ If 'atGetIn' is false, the function will not return true until the ped is sitting in the vehicle and is about to close the door. If it's true, the function returns true the moment the ped starts to get onto the seat (after opening the door). Eg. if false, and the ped is getting into a submersible, the function will not return true until the ped has descended down into the submersible and gotten into the seat, while if it's true, it'll return true the moment the hatch has been opened and the ped is about to descend into the submersible.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ xyz - relative to the world origin.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Gets a value indicating whether this ped's health is below its injured threshold.
+ The default threshold is 100.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns whether the specified ped is hurt.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100.
+ If the handle is invalid, the function returns true.
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ Seems to consistently return true if the ped is dead.
+ p1 is always passed 1 in the scripts.
+ I suggest to remove "OR_DYING" part, because it does not detect dying phase.
+ That's what the devs call it, cry about it.
+ lol
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns whether the specified ped is reloading.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all.
+
+
+
+
+ Parameters: Vehicle vehicle, int pedType, Hash modelHash, int seat, BOOL isNetwork, BOOL bScriptHostPed
+
+
+ pedType: see CREATE_PED
+ Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
+
+
+
+
+ Parameters: Ped ped, float heading
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped otherPed, float angle
+
+
+ angle is ped's view cone
+
+
+
+
+ Parameters: Ped ped
+
+
+ Notes: The function only returns true while the ped is:
+ A.) Swinging a random melee attack (including pistol-whipping)
+ B.) Reacting to being hit by a melee attack (including pistol-whipping)
+ C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter).
+ You don't have to be holding the melee-targetting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true if the ped doesn't do any movement. If the ped is being pushed forwards by using APPLY_FORCE_TO_ENTITY for example, the function returns false.
+
+
+
+
+ Parameters: Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns whether the specified ped is shooting.
+
+
+
+
+ Parameters: Ped ped, int accuracy
+
+
+ accuracy = 0-100, 100 being perfectly accurate
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: Ped ped, Hash modelHash
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ Forces the ped to fall back and kills it.
+ It doesn't really explode the ped's head but it kills the ped
+
+
+
+
+ Parameters: Ped* ped
+
+
+ Judging purely from a quick disassembly, if the ped is in a vehicle, the ped will be deleted immediately. If not, it'll be marked as no longer needed. - very elegant..
+
+
+
+
+ Parameters: Ped ped, int amount
+
+
+ Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.
+
+
+
+
+ Parameters: Ped ped, int amount
+
+
+ Sets the armor of the specified ped.
+ ped: The Ped to set the armor of.
+ amount: A value between 0 and 100 indicating the value to set the Ped's armor to.
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int seatIndex
+
+
+ Ped: The ped to warp.
+ vehicle: The vehicle to warp the ped into.
+ Seat_Index: [-1 is driver seat, -2 first free passenger seat]
+ Moreinfo of Seat Index
+ DriverSeat = -1
+ Passenger = 0
+ Left Rear = 1
+ RightRear = 2
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: float posX, float posY, float posZ
+
+
+ vb.net
+ Dim ped_handle As Integer
+ With Game.Player.Character
+ Dim pos As Vector3 = .Position + .ForwardVector * 3
+ ped_handle = Native.Function.Call(Of Integer)(Hash.CREATE_RANDOM_PED, pos.X, pos.Y, pos.Z)
+ End With
+ Creates a Ped at the specified location, returns the Ped Handle.
+ Ped will not act until SET_PED_AS_NO_LONGER_NEEDED is called.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL returnHandle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ ntoggle was always false except in one instance (b678).
+ The one time this is set to true seems to do with when you fail the mission.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true/false if the ped is/isn't male.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true/false if the ped is/isn't humanoid.
+
+
+
+
+ Parameters: Ped ped, BOOL includeLastVehicle
+
+
+ Gets the vehicle the specified Ped is in. Returns 0 if the ped is/was not in a vehicle.
+ If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Resets the value for the last vehicle driven by the Ped.
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: float p0, float p1
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ The distance between these points, is the diagonal of a box (remember it's 3D).
+
+
+
+
+ Parameters: Ped ped
+
+
+ Same function call as PED::GET_MOUNT, aka just returns 0
+
+
+
+
+ Parameters: Ped ped
+
+
+ Function just returns 0
+ void __fastcall ped__get_mount(NativeContext *a1)
+ {
+ NativeContext *v1; // rbx@1
+ v1 = a1;
+ GetAddressOfPedFromScriptHandle(a1->Args->Arg1);
+ v1->Returns->Item1= 0;
+ }
+
+
+
+
+ Parameters: Ped ped
+
+
+ Gets a value indicating whether the specified ped is on top of any vehicle.
+ Return 1 when ped is on vehicle.
+ Return 0 when ped is not on a vehicle.
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle
+
+
+
+
+ Parameters: Ped ped, int amount
+
+
+ Maximum possible amount of money on MP is 2000. ~JX
+ -----------------------------------------------------------------------------
+ Maximum amount that a ped can theoretically have is 65535 (0xFFFF) since the amount is stored as an unsigned short (uint16_t) value.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: float p0, Any p1
+
+
+ Related to Peds dropping pickup_health_snack; p0 is a value between [0.0, 1.0] that corresponds to drop rate
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Ped no longer takes critical damage modifiers if set to FALSE.
+ Example: Headshotting a player no longer one shots them. Instead they will take the same damage as a torso shot.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle
+
+
+ Detect if ped is sitting in the specified vehicle
+ [True/False]
+
+
+
+
+ Parameters: Ped ped
+
+
+ Detect if ped is in any vehicle
+ [True/False]
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float p1, float p2
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, int* outBone
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: float value
+
+
+
+
+ Parameters: float modifier
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, int team, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, Player player, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true if the ped is currently opening a door (CTaskOpenDoor).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Returns:
+ -1: Normal
+ 0: Wearing parachute on back
+ 1: Parachute opening
+ 2: Parachute open
+ 3: Falling to doom (e.g. after exiting parachute)
+ Normal means no parachute?
+
+
+
+
+ Parameters: Ped ped
+
+
+ -1: no landing
+ 0: landing on both feet
+ 1: stumbling
+ 2: rolling
+ 3: ragdoll
+
+
+
+
+ Parameters: Ped ped, int tintIndex
+
+
+
+
+ Parameters: Ped ped, int* outTintIndex
+
+
+
+
+ Parameters: Ped ped, Any p1
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ This is the SET_CHAR_DUCKING from GTA IV, that makes Peds duck. This function does nothing in GTA V. It cannot set the ped as ducking in vehicles, and IS_PED_DUCKING will always return false.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: float seeingRange, float seeingRangePeripheral, float hearingRange, float visualFieldMinAzimuthAngle, float visualFieldMaxAzimuthAngle, float fieldOfGazeMaxAngle, float p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float p1
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float angle
+
+
+ This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative.
+ -90f should let the ped see 90 degrees below them, for example.
+
+
+
+
+ Parameters: Ped ped, float angle
+
+
+ This native refers to the field of vision the ped has above them, starting at 0 degrees. 90f would let the ped see enemies directly above of them.
+
+
+
+
+ Parameters: Ped ped, float range
+
+
+
+
+ Parameters: Ped ped, float angle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL p1, const char* action
+
+
+ p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION".
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns whether the entity is in stealth mode
+
+
+
+
+ Parameters: int unused
+
+
+ Creates a new ped group.
+ Groups can contain up to 8 peds.
+ The parameter is unused.
+ Returns a handle to the created group, or 0 if a group couldn't be created.
+
+
+
+
+ Parameters: Ped ped, int groupId
+
+
+
+
+ Parameters: Ped ped, int groupId
+
+
+
+
+ Parameters: Ped pedHandle, int groupHandle, BOOL toggle
+
+
+ This only will teleport the ped to the group leader if the group leader teleports (sets coords).
+ Only works in singleplayer
+
+
+
+
+ Parameters: int groupId
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int groupId
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: int groupHandle, float separationRange
+
+
+ Sets the range at which members will automatically leave the group.
+
+
+
+
+ Parameters: Ped ped, int ms
+
+
+ Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds)
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+ Checks to see if ped and target are in combat with eachother. Only goes one-way: if target is engaged in combat with ped but ped has not yet reacted, the function will return false until ped starts fighting back.
+ p1 is usually 0 in the scripts because it gets the ped id during the task sequence. For instance: PED::IS_PED_IN_COMBAT(l_42E[4/*14*/], PLAYER::PLAYER_PED_ID()) // armenian2.ct4: 43794
+
+
+
+
+ Parameters: Ped ped, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ p1 is always 0
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL exceptUseWeapon
+
+
+ p1 is nearly always 0 in the scripts.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL pinned, int i
+
+
+ i could be time. Only example in the decompiled scripts uses it as -1.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the Entity (Ped, Vehicle, or ?Object?) that killed the 'ped'
+ Is best to check if the Ped is dead before asking for its killer.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the hash of the weapon/model/object that killed the ped.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius
+
+
+
+
+ Parameters: Ped ped, Hash hash
+
+
+
+
+ Parameters: Ped ped, Hash hash
+
+
+
+
+ Parameters: int relationship, Hash group1, Hash group2
+
+
+ Sets the relationship between two groups. This should be called twice (once for each group).
+ Relationship types:
+ 0 = Companion
+ 1 = Respect
+ 2 = Like
+ 3 = Neutral
+ 4 = Dislike
+ 5 = Hate
+ 255 = Pedestrians
+ Example:
+ PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C);
+ PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017);
+
+
+
+
+ Parameters: int relationship, Hash group1, Hash group2
+
+
+ Clears the relationship between two groups. This should be called twice (once for each group).
+ Relationship types:
+ 0 = Companion
+ 1 = Respect
+ 2 = Like
+ 3 = Neutral
+ 4 = Dislike
+ 5 = Hate
+ 255 = Pedestrians
+ (Credits: Inco)
+ Example:
+ PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C);
+ PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017);
+
+
+
+
+ Parameters: const char* name, Hash* groupHash
+
+
+ Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter.
+
+
+
+
+ Parameters: Hash groupHash
+
+
+
+
+ Parameters: Hash groupHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped1, Ped ped2
+
+
+ Gets the relationship between two peds. This should be called twice (once for each ped).
+ Relationship types:
+ 0 = Companion
+ 1 = Respect
+ 2 = Like
+ 3 = Neutral
+ 4 = Dislike
+ 5 = Hate
+ 255 = Pedestrians
+ (Credits: Inco)
+ Example:
+ PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, l_1017, 0xA49E591C);
+ PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, 0xA49E591C, l_1017);
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Hash group1, Hash group2
+
+
+ Gets the relationship between two groups. This should be called twice (once for each group).
+ Relationship types:
+ 0 = Companion
+ 1 = Respect
+ 2 = Like
+ 3 = Neutral
+ 4 = Dislike
+ 5 = Hate
+ 255 = Pedestrians
+ Example:
+ PED::GET_RELATIONSHIP_BETWEEN_GROUPS(l_1017, 0xA49E591C);
+ PED::GET_RELATIONSHIP_BETWEEN_GROUPS(0xA49E591C, l_1017);
+
+
+
+
+ Parameters: Hash group, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Any p1, float p2, Hash hash, Any p4, Any p5
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, float radius, int maxFriends
+
+
+
+
+ Parameters: Ped ped, Any @event
+
+
+
+
+ Parameters: Ped ped, int eventType, Any* outData
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash patternHash
+
+
+ FIRING_PATTERN_BURST_FIRE = 0xD6FF6D61 ( 1073727030 )
+ FIRING_PATTERN_BURST_FIRE_IN_COVER = 0x026321F1 ( 40051185 )
+ FIRING_PATTERN_BURST_FIRE_DRIVEBY = 0xD31265F2 ( -753768974 )
+ FIRING_PATTERN_FROM_GROUND = 0x2264E5D6 ( 577037782 )
+ FIRING_PATTERN_DELAY_FIRE_BY_ONE_SEC = 0x7A845691 ( 2055493265 )
+ FIRING_PATTERN_FULL_AUTO = 0xC6EE6B4C ( -957453492 )
+ FIRING_PATTERN_SINGLE_SHOT = 0x5D60E4E0 ( 1566631136 )
+ FIRING_PATTERN_BURST_FIRE_PISTOL = 0xA018DB8A ( -1608983670 )
+ FIRING_PATTERN_BURST_FIRE_SMG = 0xD10DADEE ( 1863348768 )
+ FIRING_PATTERN_BURST_FIRE_RIFLE = 0x9C74B406 ( -1670073338 )
+ FIRING_PATTERN_BURST_FIRE_MG = 0xB573C5B4 ( -1250703948 )
+ FIRING_PATTERN_BURST_FIRE_PUMPSHOTGUN = 0x00BAC39B ( 12239771 )
+ FIRING_PATTERN_BURST_FIRE_HELI = 0x914E786F ( -1857128337 )
+ FIRING_PATTERN_BURST_FIRE_MICRO = 0x42EF03FD ( 1122960381 )
+ FIRING_PATTERN_SHORT_BURSTS = 0x1A92D7DF ( 445831135 )
+ FIRING_PATTERN_SLOW_FIRE_TANK = 0xE2CA3A71 ( -490063247 )
+ Firing pattern info: https://pastebin.com/Px036isB
+
+
+
+
+ Parameters: Ped ped, int shootRate
+
+
+ shootRate 0-1000
+
+
+
+
+ Parameters: Ped ped, int combatType, float p2
+
+
+ combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters.
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ p0: Ped Handle
+ p1: int i | 0 <= i <= 27
+ p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
+ <BlindFireChance value="0.1"/>
+ <WeaponShootRateModifier value="1.0"/>
+ <TimeBetweenBurstsInCover value="1.25"/>
+ <BurstDurationInCover value="2.0"/>
+ <TimeBetweenPeeks value="10.0"/>
+ <WeaponAccuracy value="0.18"/>
+ <FightProficiency value="0.8"/>
+ <StrafeWhenMovingChance value="1.0"/>
+ <WalkWhenStrafingChance value="0.0"/>
+ <AttackWindowDistanceForCover value="55.0"/>
+ <TimeToInvalidateInjuredTarget value="9.0"/>
+ <TriggerChargeTime_Near value="4.0"/>
+ <TriggerChargeTime_Far value="10.0"/>
+ -------------Confirmed by editing combatbehavior.meta:
+ p1:
+ 0=BlindFireChance
+ 1=BurstDurationInCover
+ 3=TimeBetweenBurstsInCover
+ 4=TimeBetweenPeeks
+ 5=StrafeWhenMovingChance
+ 8=WalkWhenStrafingChance
+ 11=AttackWindowDistanceForCover
+ 12=TimeToInvalidateInjuredTarget
+ 16=OptimalCoverDistance
+
+
+
+
+ Parameters: int groupID, Any* p1, int* sizeInMembers
+
+
+ p1 may be a BOOL representing whether or not the group even exists
+
+
+
+
+ Parameters: int groupId
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the group id of which the specified ped is a member of.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: int groupId, int formationType
+
+
+ 0: Default
+ 1: Circle Around Leader
+ 2: Alternative Circle Around Leader
+ 3: Line, with Leader at center
+
+
+
+
+ Parameters: int groupId, float x, float y, float z
+
+
+
+
+ Parameters: int groupHandle
+
+
+
+
+ Parameters: Ped ped
+
+
+ Gets ID of vehicle player using. It means it can get ID at any interaction with vehicle. Enter\exit for example. And that means it is faster than GET_VEHICLE_PED_IS_IN but less safe.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ enable or disable the gravity of a ped
+ Examples:
+ PED::SET_PED_GRAVITY(PLAYER::PLAYER_PED_ID(), 0x00000001);
+ PED::SET_PED_GRAVITY(Local_289[iVar0 /*20*/], 0x00000001);
+
+
+
+
+ Parameters: Ped ped, int damageAmount, BOOL p2, Any p3
+
+
+ damages a ped with the given amount
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+ https://alloc8or.re/gta5/doc/enums/ePedType.txt
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. SWAT and Army will still shoot at you. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Ped ped, int value
+
+
+ Sets the maximum health of a ped.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int seatIndex, int flags, Any p4
+
+
+ seatIndex must be <= 2
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: Ped ped, int state
+
+
+ state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float posX, float posY, float posZ
+
+
+
+
+ Parameters: int groupID, int memberNumber
+
+
+ from fm_mission_controller.c4 (variable names changed for clarity):
+ int groupID = PLAYER::GET_PLAYER_GROUP(PLAYER::PLAYER_ID());
+ PED::GET_GROUP_SIZE(group, &unused, &groupSize);
+ if (groupSize >= 1) {
+ . . . . for (int memberNumber = 0; memberNumber < groupSize; memberNumber++) {
+ . . . . . . . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber);
+ . . . . . . . . //and so on
+
+
+
+
+ Parameters: int groupID
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float posX, float posY, float posZ
+
+
+ teleports ped to coords along with the vehicle ped is in
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ ped can not pull out a weapon when true
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Used with SET_ENABLE_HANDCUFFS in decompiled scripts. From my observations, I have noticed that while being ragdolled you are not able to get up but you can still run. Your legs can also bend.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Enables diving motion when underwater.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle, BOOL p2
+
+
+ Setting ped to true allows the ped to shoot "friendlies".
+ p2 set to true when toggle is also true seams to make peds permanently unable to aim at, even if you set p2 back to false.
+ p1 = false & p2 = false for unable to aim at.
+ p1 = true & p2 = false for able to aim at.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the ped's alertness (0-3).
+ Values :
+ 0 : Neutral
+ 1 : Heard something (gun shot, hit, etc)
+ 2 : Knows (the origin of the event)
+ 3 : Fully alerted (is facing the event?)
+ If the Ped does not exist, returns -1.
+
+
+
+
+ Parameters: Ped ped, int value
+
+
+ value ranges from 0 to 3.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, const char* clipSet, float transitionSpeed
+
+
+ transitionSpeed is the time in seconds it takes to transition from one movement clipset to another. ransitionSpeed is usually 1.0f
+ List of movement clipsets:
+ Thanks to elsewhat for list.
+ "ANIM_GROUP_MOVE_BALLISTIC"
+ "ANIM_GROUP_MOVE_LEMAR_ALLEY"
+ "clipset@move@trash_fast_turn"
+ "FEMALE_FAST_RUNNER"
+ "missfbi4prepp1_garbageman"
+ "move_characters@franklin@fire"
+ "move_characters@Jimmy@slow@"
+ "move_characters@michael@fire"
+ "move_f@flee@a"
+ "move_f@scared"
+ "move_f@sexy@a"
+ "move_heist_lester"
+ "move_injured_generic"
+ "move_lester_CaneUp"
+ "move_m@bag"
+ "MOVE_M@BAIL_BOND_NOT_TAZERED"
+ "MOVE_M@BAIL_BOND_TAZERED"
+ "move_m@brave"
+ "move_m@casual@d"
+ "move_m@drunk@moderatedrunk"
+ "MOVE_M@DRUNK@MODERATEDRUNK"
+ "MOVE_M@DRUNK@MODERATEDRUNK_HEAD_UP"
+ "MOVE_M@DRUNK@SLIGHTLYDRUNK"
+ "MOVE_M@DRUNK@VERYDRUNK"
+ "move_m@fire"
+ "move_m@gangster@var_e"
+ "move_m@gangster@var_f"
+ "move_m@gangster@var_i"
+ "move_m@JOG@"
+ "MOVE_M@PRISON_GAURD"
+ "MOVE_P_M_ONE"
+ "MOVE_P_M_ONE_BRIEFCASE"
+ "move_p_m_zero_janitor"
+ "move_p_m_zero_slow"
+ "move_ped_bucket"
+ "move_ped_crouched"
+ "move_ped_mop"
+ "MOVE_M@FEMME@"
+ "MOVE_F@FEMME@"
+ "MOVE_M@GANGSTER@NG"
+ "MOVE_F@GANGSTER@NG"
+ "MOVE_M@POSH@"
+ "MOVE_F@POSH@"
+ "MOVE_M@TOUGH_GUY@"
+ "MOVE_F@TOUGH_GUY@"
+ ~ NotCrunchyTaco
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+ If p1 is 0.0, I believe you are back to normal.
+ If p1 is 1.0, it looks like you can only rotate the ped, not walk.
+ Using the following code to reset back to normal
+ PED::RESET_PED_MOVEMENT_CLIPSET(PLAYER::PLAYER_PED_ID(), 0.0);
+
+
+
+
+ Parameters: Ped ped, const char* clipSet
+
+
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* clipSet
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* clipset
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* p1
+
+
+ Found in the b617d scripts:
+ PED::SET_PED_MOTION_IN_COVER_CLIPSET_OVERRIDE(v_7, "trevor_heist_cover_2h");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Hash context
+
+
+ PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY("MINI_PROSTITUTE_LOW_PASSENGER"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY("MINI_PROSTITUTE_LOW_RESTRICTED_PASSENGER"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY("MISS_FAMILY1_JIMMY_SIT"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY("MISS_FAMILY1_JIMMY_SIT_REAR"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(l_95, MISC::GET_HASH_KEY("MISS_FAMILY2_JIMMY_BICYCLE"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(num3, MISC::GET_HASH_KEY("MISSFBI2_MICHAEL_DRIVEBY"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("MISS_ARMENIAN3_FRANKLIN_TENSE"));
+ PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("MISSFBI5_TREVOR_DRIVING"));
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* anim
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* animName, float p3, BOOL p4
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+
+
+ Parameters: Ped ped, int stance, const char* animDictionary, const char* animationName, float p4, BOOL p5
+
+
+ stance:
+ 0 = idle
+ 1 = walk
+ 2 = running
+ p5 = usually set to true
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: Ped ped, int stance, float p2
+
+
+
+
+ Parameters: Ped ped, const char* animGroupGesture
+
+
+ From the scripts:
+ PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(),
+ "ANIM_GROUP_GESTURE_MISS_FRA0");
+ PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(),
+ "ANIM_GROUP_GESTURE_MISS_DocksSetup1");
+
+
+
+
+ Parameters: const char* animDict, const char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animDict, const char* animName, float x, float y, float z, float xRot, float yRot, float zRot, float p8, int p9
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ Ids
+ 0 - Head
+ 1 - Beard
+ 2 - Hair
+ 3 - Torso
+ 4 - Legs
+ 5 - Hands
+ 6 - Foot
+ 7 - ------
+ 8 - Accessories 1
+ 9 - Accessories 2
+ 10- Decals
+ 11 - Auxiliary parts for torso
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int componentId, int drawableId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int propId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int propId, int drawableId
+
+
+ Need to check behavior when drawableId = -1
+ - Doofy.Ass
+ Why this function doesn't work and return nill value?
+ GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(PLAYER.PLAYER_PED_ID(), 0, 5)
+ tick: scripts/addins/menu_execute.lua:51: attempt to call field 'GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS' (a nil value)
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Ped ped, int componentId, int drawableId, int textureId
+
+
+ Checks if the component variation is valid, this works great for randomizing components using loops.
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+ Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
+
+
+
+
+ Parameters: Ped ped, int componentId, int drawableId, int textureId, int paletteId
+
+
+ paletteId: 0 to 3.
+ componentId:
+ enum ePedVarComp
+ {
+ PV_COMP_INVALID = -1,
+ PV_COMP_HEAD,
+ PV_COMP_BERD,
+ PV_COMP_HAIR,
+ PV_COMP_UPPR,
+ PV_COMP_LOWR,
+ PV_COMP_HAND,
+ PV_COMP_FEET,
+ PV_COMP_TEEF,
+ PV_COMP_ACCS,
+ PV_COMP_TASK,
+ PV_COMP_DECL,
+ PV_COMP_JBIB,
+ PV_COMP_MAX
+ };
+ Examples: https://gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+ Full list of ped components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedComponentVariations.json
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ p1 is always 0 in R* scripts.
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped
+
+
+ Sets Ped Default Clothes
+
+
+
+
+ Parameters: Ped ped, Any p1, Any p2, float p3, float p4
+
+
+
+
+ Parameters: Ped ped, int shapeFirstID, int shapeSecondID, int shapeThirdID, int skinFirstID, int skinSecondID, int skinThirdID, float shapeMix, float skinMix, float thirdMix, BOOL isParent
+
+
+ The "shape" parameters control the shape of the ped's face. The "skin" parameters control the skin tone. ShapeMix and skinMix control how much the first and second IDs contribute,(typically mother and father.) ThirdMix overrides the others in favor of the third IDs. IsParent is set for "children" of the player character's grandparents during old-gen character creation. It has unknown effect otherwise.
+ The IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.
+ !!!Can someone add working example for this???
+ try this:
+ headBlendData headData;
+ GET_PED_HEAD_BLEND_DATA(PLAYER_PED_ID(), &headData);
+ SET_PED_HEAD_BLEND_DATA(PLAYER_PED_ID(), headData.shapeFirst, headData.shapeSecond, headData.shapeThird, headData.skinFirst, headData.skinSecond
+ , headData.skinThird, headData.shapeMix, headData.skinMix, headData.skinThird, 0);
+ For more info please refer to this topic.
+ gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained
+
+
+
+
+ Parameters: Ped ped, Any* headBlendData
+
+
+ The pointer is to a padded struct that matches the arguments to SET_PED_HEAD_BLEND_DATA(...). There are 4 bytes of padding after each field.
+ pass this struct in the second parameter
+ struct headBlendData
+ {
+ int shapeFirst;
+ int padding1;
+ int shapeSecond;
+ int padding2;
+ int shapeThird;
+ int padding3;
+ int skinFirst;
+ int padding4;
+ int skinSecond;
+ int padding5;
+ int skinThird;
+ int padding6;
+ float shapeMix;
+ int padding7;
+ float skinMix;
+ int padding8;
+ float thirdMix;
+ int padding9;
+ bool isParent;
+ };
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float shapeMix, float skinMix, float thirdMix
+
+
+ See SET_PED_HEAD_BLEND_DATA().
+
+
+
+
+ Parameters: Ped ped, int index
+
+
+ Used for freemode (online) characters.
+ For some reason, the scripts use a rounded float for the index.
+ Indexes:
+ 1. black
+ 2. very light blue/green
+ 3. dark blue
+ 4. brown
+ 5. darker brown
+ 6. light brown
+ 7. blue
+ 8. light blue
+ 9. pink
+ 10. yellow
+ 11. purple
+ 12. black
+ 13. dark green
+ 14. light brown
+ 15. yellow/black pattern
+ 16. light colored spiral pattern
+ 17. shiny red
+ 18. shiny half blue/half red
+ 19. half black/half light blue
+ 20. white/red perimter
+ 21. green snake
+ 22. red snake
+ 23. dark blue snake
+ 24. dark yellow
+ 25. bright yellow
+ 26. all black
+ 28. red small pupil
+ 29. devil blue/black
+ 30. white small pupil
+ 31. glossed over
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ A getter for _SET_PED_EYE_COLOR. Returns -1 if fails to get.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int overlayID, int index, float opacity
+
+
+ OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0.
+ overlayID Part Index, to disable
+ 0 Blemishes 0 - 23, 255
+ 1 Facial Hair 0 - 28, 255
+ 2 Eyebrows 0 - 33, 255
+ 3 Ageing 0 - 14, 255
+ 4 Makeup 0 - 74, 255
+ 5 Blush 0 - 6, 255
+ 6 Complexion 0 - 11, 255
+ 7 Sun Damage 0 - 10, 255
+ 8 Lipstick 0 - 9, 255
+ 9 Moles/Freckles 0 - 17, 255
+ 10 Chest Hair 0 - 16, 255
+ 11 Body Blemishes 0 - 11, 255
+ 12 Add Body Blemishes 0 - 1, 255
+
+
+
+
+ Parameters: Ped ped, int overlayID
+
+
+ Likely a char, if that overlay is not set, e.i. "None" option, returns 255;
+ This might be the once removed native GET_PED_HEAD_OVERLAY.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int overlayID
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int overlayID, int colorType, int colorID, int secondColorID
+
+
+ ColorType is 1 for eyebrows, beards, and chest hair; 2 for blush and lipstick; and 0 otherwise, though not called in those cases.
+ Called after SET_PED_HEAD_OVERLAY().
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int colorID, int highlightColorID
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int hairColorIndex, int* outR, int* outG, int* outB
+
+
+ Input: Haircolor index, value between 0 and 63 (inclusive).
+ Output: RGB values for the haircolor specified in the input.
+ This is used with the hair color swatches scaleform.
+ Use `GET_PED_MAKEUP_TINT_COLOR` to get the makeup colors.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int makeupColorIndex, int* outR, int* outG, int* outB
+
+
+ Input: Makeup color index, value between 0 and 63 (inclusive).
+ Output: RGB values for the makeup color specified in the input.
+ This is used with the makeup color swatches scaleform.
+ Use `GET_PED_HAIR_TINT_COLOR` to get the hair colors.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorID
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorID
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorID
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorID
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int colorId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash, int drawableId, int textureId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int index, float scale
+
+
+ Sets the various freemode face features, e.g. nose length, chin shape. Scale ranges from -1.0 to 1.0.
+ 0 - Nose Width (Thin/Wide)
+ 1 - Nose Peak (Up/Down)
+ 2 - Nose Length (Long/Short)
+ 3 - Nose Bone Curveness (Crooked/Curved)
+ 4 - Nose Tip (Up/Down)
+ 5 - Nose Bone Twist (Left/Right)
+ 6 - Eyebrow (Up/Down)
+ 7 - Eyebrow (In/Out)
+ 8 - Cheek Bones (Up/Down)
+ 9 - Cheek Sideways Bone Size (In/Out)
+ 10 - Cheek Bones Width (Puffed/Gaunt)
+ 11 - Eye Opening (Both) (Wide/Squinted)
+ 12 - Lip Thickness (Both) (Fat/Thin)
+ 13 - Jaw Bone Width (Narrow/Wide)
+ 14 - Jaw Bone Shape (Round/Square)
+ 15 - Chin Bone (Up/Down)
+ 16 - Chin Bone Length (In/Out or Backward/Forward)
+ 17 - Chin Bone Shape (Pointed/Square)
+ 18 - Chin Hole (Chin Bum)
+ 19 - Neck Thickness (Thin/Thick)
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int r, int g, int b, int id
+
+
+ p4 seems to vary from 0 to 3.
+ Preview: https://gfycat.com/MaleRareAmazonparrot
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: int type
+
+
+ Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
+ Used when calling SET_PED_HEAD_BLEND_DATA.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int type
+
+
+ Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int slot, int drawableId, int textureId
+
+
+ from extreme3.c4
+ PED::SET_PED_PRELOAD_VARIATION_DATA(PLAYER::PLAYER_PED_ID(), 8, PED::GET_PED_DRAWABLE_VARIATION(PLAYER::PLAYER_PED_ID(), 8), PED::GET_PED_TEXTURE_VARIATION(PLAYER::PLAYER_PED_ID(), 8));
+ p1 is probably componentId
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int componentId, int drawableId, int TextureId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int componentId, int drawableId, int TextureId, BOOL attach
+
+
+ ComponentId can be set to various things based on what category you're wanting to set
+ enum PedPropsData
+ {
+ PED_PROP_HATS = 0,
+ PED_PROP_GLASSES = 1,
+ PED_PROP_EARS = 2,
+ PED_PROP_WATCHES = 3,
+ };
+ Usage: SET_PED_PROP_INDEX(playerPed, PED_PROP_HATS, GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS(playerPed, PED_PROP_HATS), GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(playerPed, PED_PROP_HATS, 0), TRUE);
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, int propId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int componentId
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ This native sets a scuba mask for freemode models and an oxygen bottle for player_* models. It works on freemode and player_* models.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Removes the scubagear (for mp male: component id: 8, drawableId: 123, textureId: any) from peds. Does not play the 'remove scuba gear' animation, but instantly removes it.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him
+
+
+
+
+ Parameters: Ped ped, float p1, float p2, float x, float y, float z
+
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+ PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.
+ l_216 = RECSBRobber1
+
+
+
+
+ Parameters: Ped ped, float radius
+
+
+ Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
+
+
+
+
+ Parameters: float x, float y, float z, float xRadius, float yRadius, float zRadius, int pedType
+
+
+ Gets a random ped in the x/y/zRadius near the x/y/z coordinates passed.
+ Ped Types:
+ Any = -1
+ Player = 1
+ Male = 4
+ Female = 5
+ Cop = 6
+ Human = 26
+ SWAT = 27
+ Animal = 28
+ Army = 29
+
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL p4, BOOL p5, Ped* outPed, BOOL p7, BOOL p8, int pedType
+
+
+ Gets the closest ped in a radius.
+ Ped Types:
+ Any ped = -1
+ Player = 1
+ Male = 4
+ Female = 5
+ Cop = 6
+ Human = 26
+ SWAT = 27
+ Animal = 28
+ Army = 29
+ ------------------
+ P4 P5 P7 P8
+ 1 0 x x = return nearest walking Ped
+ 1 x 0 x = return nearest walking Ped
+ x 1 1 x = return Ped you are using
+ 0 0 x x = no effect
+ 0 x 0 x = no effect
+ x = can be 1 or 0. Does not have any obvious changes.
+ This function does not return ped who is:
+ 1. Standing still
+ 2. Driving
+ 3. Fleeing
+ 4. Attacking
+ This function only work if the ped is:
+ 1. walking normally.
+ 2. waiting to cross a road.
+ Note: PED::GET_PED_NEARBY_PEDS works for more peds.
+
+
+
+
+ Parameters: BOOL value
+
+
+ Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED.
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2, BOOL p3, BOOL p4, BOOL p5, BOOL p6, BOOL p7, Any p8
+
+
+
+
+ Parameters: Ped driver, float modifier
+
+
+ Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0
+
+
+
+
+ Parameters: Ped driver, float ability
+
+
+ The function specifically verifies the value is equal to, or less than 1.0f. If it is greater than 1.0f, the function does nothing at all.
+
+
+
+
+ Parameters: Ped driver, float aggressiveness
+
+
+ range 0.0f - 1.0f
+
+
+
+
+ Parameters: Ped ped
+
+
+ Prevents the ped from going limp.
+ [Example: Can prevent peds from falling when standing on moving vehicles.]
+
+
+
+
+ Parameters: Ped ped, int time1, int time2, int ragdollType, BOOL p4, BOOL p5, BOOL p6
+
+
+ p4/p5: Unused in TU27
+ Ragdoll Types:
+ **0**: CTaskNMRelax
+ **1**: CTaskNMScriptControl: Hardcoded not to work in networked environments.
+ **Else**: CTaskNMBalance
+ time1- Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1.
+ time2- Unknown time, in milliseconds
+ ragdollType-
+ 0 : Normal ragdoll
+ 1 : Falls with stiff legs/body
+ 2 : Narrow leg stumble(may not fall)
+ 3 : Wide leg stumble(may not fall)
+ p4, p5, p6- No idea. In R*'s scripts they are usually either "true, true, false" or "false, false, false".
+ EDIT 3/11/16: unclear what 'mircoseconds' mean-- a microsecond is 1000x a ms, so time2 must be 1000x time1? more testing needed. -sob
+ Edit Mar 21, 2017: removed part about time2 being the microseconds version of time1. this just isn't correct. time2 is in milliseconds, and time1 and time2 don't seem to be connected in any way.
+
+
+
+
+ Parameters: Ped ped, int time, int p2, int ragdollType, float x, float y, float z, float velocity, float p8, float p9, float p10, float p11, float p12, float p13
+
+
+ Return variable is never used in R*'s scripts.
+ Not sure what p2 does. It seems like it would be a time judging by it's usage in R*'s scripts, but didn't seem to affect anything in my testings.
+ enum eRagdollType
+ {
+ RD_MALE=0,
+ RD_FEMALE = 1,
+ RD_MALE_LARGE = 2,
+ RD_CUSTOM = 3,
+ }
+ x, y, and z are coordinates, most likely to where the ped will fall.
+ p8 to p13 are always 0f in R*'s scripts.
+ (Simplified) Example of the usage of the function from R*'s scripts:
+ ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f);
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.
+
+
+
+
+ Parameters: Ped ped
+
+
+ If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int blockingFlag
+
+
+ Works for both player and peds,
+ enum eRagdollBlockingFlags
+ {
+ RBF_BULLET_IMPACT = 0,
+ RBF_VEHICLE_IMPACT = 1,
+ RBF_FIRE = 2,
+ RBF_ELECTROCUTION = 3,
+ RBF_PLAYER_IMPACT = 4,
+ RBF_EXPLOSION = 5,0
+ RBF_IMPACT_OBJECT = 6,
+ RBF_MELEE = 7,
+ RBF_RUBBER_BULLET = 8,
+ RBF_FALLING = 9,
+ RBF_WATER_JET = 10,
+ RBF_DROWNING = 11,
+ _0x9F52E2C4 = 12,
+ RBF_PLAYER_BUMP = 13,
+ RBF_PLAYER_RAGDOLL_BUMP = 14,
+ RBF_PED_RAGDOLL_BUMP = 15,
+ RBF_VEHICLE_GRAB = 16,
+ RBF_SMOKE_GRENADE = 17,
+ };
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int blockingFlag
+
+
+ See SET_RAGDOLL_BLOCKING_FLAGS for flags
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float p1, float p2, float p3, float p4, float p5, float p6, float p7, BOOL p8, BOOL p9
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius, BOOL p5, BOOL p6
+
+
+
+
+ Parameters: Ped ped, Ped target, float xOffset, float yOffset, float zOffset, float radius, BOOL p6
+
+
+
+
+ Parameters: Ped ped, Vehicle target, float xOffset, float yOffset, float zOffset, float radius, BOOL p6
+
+
+
+
+ Parameters: Ped ped, Ped attachPed, float p2, float p3, float p4, float p5, float p6, float p7, float p8, BOOL p9, BOOL p10
+
+
+
+
+ Parameters: Ped ped, float p1, float p2, float p3, BOOL p4
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Ped will no longer get angry when you stay near him.
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, Any itemSet
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ It will revive/cure the injured ped. The condition is ped must not be dead.
+ Upon setting and converting the health int, found, if health falls below 5, the ped will lay on the ground in pain(Maximum default health is 100).
+ This function is well suited there.
+
+
+
+
+ Parameters: Ped ped
+
+
+ This function will simply bring the dead person back to life.
+ Try not to use it alone, since using this function alone, will make peds fall through ground in hell(well for the most of the times).
+ Instead, before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at.(For instance, Around 2 floats of Player's current position.)
+ Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.
+
+
+
+
+ Parameters: Ped ped, const char* name
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+ *untested but char *name could also be a hash for a localized string
+
+
+
+
+ Parameters: Ped ped, BOOL worldSpace
+
+
+ Gets the offset the specified ped has moved since the previous tick.
+ If worldSpace is false, the returned offset is relative to the ped. That is, if the ped has moved 1 meter right and 5 meters forward, it'll return 1,5,0.
+ If worldSpace is true, the returned offset is relative to the world. That is, if the ped has moved 1 meter on the X axis and 5 meters on the Y axis, it'll return 1,5,0.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ p1 was always 1 (true).
+ Kicks the ped from the current vehicle and keeps the rendering-focus on this ped (also disables its collision). If doing this for your player ped, you'll still be able to drive the vehicle.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Any p1, float p2, float p3, Any p4
+
+
+
+
+ Parameters: Ped ped, int boneIndex, float xRot, float yRot, float zRot, const char* woundType
+
+
+ woundTypes:
+ - soak_splat
+ - wound_sheet
+ - BulletSmall
+ - BulletLarge
+ - ShotgunSmall
+ - ShotgunSmallMonolithic
+ - ShotgunLarge
+ - ShotgunLargeMonolithic
+ - NonFatalHeadshot
+ - stab
+ - BasicSlash
+ - Scripted_Ped_Splash_Back
+ - BackSplash
+
+
+
+
+ Parameters: Ped ped, int p1, float p2, float p3, const char* p4
+
+
+
+
+ Parameters: Ped ped, int p1, float p2, float p3, float p4, float p5, int p6, float p7, const char* p8
+
+
+
+
+ Parameters: Ped ped, int damageZone, float xOffset, float yOffset, float heading, float scale, float alpha, int variation, BOOL fadeIn, const char* decalName
+
+
+ enum eDamageZone
+ {
+ DZ_Torso = 0,
+ DZ_Head,
+ DZ_LeftArm,
+ DZ_RightArm,
+ DZ_LeftLeg,
+ DZ_RightLeg,
+ };
+ Decal Names:
+ scar
+ blushing
+ cs_flush_anger
+ cs_flush_anger_face
+ bruise
+ bruise_large
+ herpes
+ ArmorBullet
+ basic_dirt_cloth
+ basic_dirt_skin
+ cs_trev1_dirt
+ APPLY_PED_DAMAGE_DECAL(ped, 1, 0.5f, 0.513f, 0f, 1f, unk, 0, 0, "blushing");
+
+
+
+
+ Parameters: Ped ped, const char* damagePack, float damage, float mult
+
+
+ Damage Packs:
+ "SCR_TrevorTreeBang"
+ "HOSPITAL_0"
+ "HOSPITAL_1"
+ "HOSPITAL_2"
+ "HOSPITAL_3"
+ "HOSPITAL_4"
+ "HOSPITAL_5"
+ "HOSPITAL_6"
+ "HOSPITAL_7"
+ "HOSPITAL_8"
+ "HOSPITAL_9"
+ "SCR_Dumpster"
+ "BigHitByVehicle"
+ "SCR_Finale_Michael_Face"
+ "SCR_Franklin_finb"
+ "SCR_Finale_Michael"
+ "SCR_Franklin_finb2"
+ "Explosion_Med"
+ "SCR_Torture"
+ "SCR_TracySplash"
+ "Skin_Melee_0"
+ Additional damage packs:
+ gist.github.com/alexguirre/f3f47f75ddcf617f416f3c8a55ae2227
+ Full list of ped damage packs by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedDamagePacks.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ Somehow related to changing ped's clothes.
+
+
+
+
+ Parameters: Ped ped, Any p1, BOOL p2
+
+
+
+
+ Parameters: Ped ped, int p1, const char* p2
+
+
+ p1: from 0 to 5 in the b617d scripts.
+ p2: "blushing" and "ALL" found in the b617d scripts.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped
+
+
+ It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
+
+
+
+
+ Parameters: Ped ped, float height
+
+
+ It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
+
+
+
+
+ Parameters: Ped ped
+
+
+ combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float sweat
+
+
+ Sweat is set to 100.0 or 0.0 in the decompiled scripts.
+
+
+
+
+ Parameters: Ped ped, Hash collection, Hash overlay
+
+
+ Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals.
+ collection - PedDecorationCollection filename hash
+ overlay - Item name hash
+ Example:
+ Entry inside "mpbeach_overlays.xml" -
+ <Item>
+ <uvPos x="0.500000" y="0.500000" />
+ <scale x="0.600000" y="0.500000" />
+ <rotation value="0.000000" />
+ <nameHash>FM_Hair_Fuzz</nameHash>
+ <txdHash>mp_hair_fuzz</txdHash>
+ <txtHash>mp_hair_fuzz</txtHash>
+ <zone>ZONE_HEAD</zone>
+ <type>TYPE_TATTOO</type>
+ <faction>FM</faction>
+ <garment>All</garment>
+ <gender>GENDER_DONTCARE</gender>
+ <award />
+ <awardLevel />
+ </Item>
+ Code:
+ PED::ADD_PED_DECORATION_FROM_HASHES(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
+ Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash collection, Hash overlay
+
+
+ Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash collection, Hash overlay
+
+
+ Returns the zoneID for the overlay if it is a member of collection.
+ enum ePedDecorationZone
+ {
+ ZONE_TORSO = 0,
+ ZONE_HEAD = 1,
+ ZONE_LEFT_ARM = 2,
+ ZONE_RIGHT_ARM = 3,
+ ZONE_LEFT_LEG = 4,
+ ZONE_RIGHT_LEG = 5,
+ ZONE_MEDALS = 6,
+ ZONE_INVALID = 7
+ };
+ Full list of ped overlays / decorations by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/pedOverlayCollections.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Despite this function's name, it simply returns whether the specified handle is a Ped.
+
+
+
+
+ Parameters: Ped ped, int boneId, float offsetX, float offsetY, float offsetZ
+
+
+ Gets the position of the specified bone of the specified ped.
+ ped: The ped to get the position of a bone from.
+ boneId: The ID of the bone to get the position from. This is NOT the index.
+ offsetX: The X-component of the offset to add to the position relative to the bone's rotation.
+ offsetY: The Y-component of the offset to add to the position relative to the bone's rotation.
+ offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation.
+
+
+
+
+ Parameters: BOOL startImmediately, int messageId
+
+
+ Creates a new NaturalMotion message.
+ startImmediately: If set to true, the character will perform the message the moment it receives it by GIVE_PED_NM_MESSAGE. If false, the Ped will get the message but won't perform it yet. While it's a boolean value, if negative, the message will not be initialized.
+ messageId: The ID of the NaturalMotion message.
+ If a message already exists, this function does nothing. A message exists until the point it has been successfully dispatched by GIVE_PED_NM_MESSAGE.
+
+
+
+
+ Parameters: Ped ped
+
+
+ Sends the message that was created by a call to CREATE_NM_MESSAGE to the specified Ped.
+ If a message hasn't been created already, this function does nothing.
+ If the Ped is not ragdolled with Euphoria enabled, this function does nothing.
+ The following call can be used to ragdoll the Ped with Euphoria enabled: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);
+ Call order:
+ SET_PED_TO_RAGDOLL
+ CREATE_NM_MESSAGE
+ GIVE_PED_NM_MESSAGE
+ Multiple messages can be chained. Eg. to make the ped stagger and swing his arms around, the following calls can be made:
+ SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);
+ CREATE_NM_MESSAGE(true, 0); // stopAllBehaviours - Stop all other behaviours, in case the Ped is already doing some Euphoria stuff.
+ GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
+ CREATE_NM_MESSAGE(true, 1151); // staggerFall - Attempt to walk while falling.
+ GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
+ CREATE_NM_MESSAGE(true, 372); // armsWindmill - Swing arms around.
+ GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL p6, BOOL p7, BOOL p8, BOOL p9
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: float x, float y, float z, float range, int p4
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* scenario
+
+
+ Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Ped ped, const char* animName, const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, const char* animDict
+
+
+ Clipsets:
+ facials@gen_female@base
+ facials@gen_male@base
+ facials@p_m_zero@base
+ Typically followed with SET_FACIAL_IDLE_ANIM_OVERRIDE:
+ mood_drunk_1
+ mood_stressed_1
+ mood_happy_1
+ mood_talking_1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* animName, const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle, BOOL p2
+
+
+ p2 usually 0
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped1, Ped ped2
+
+
+
+
+ Parameters: Ped ped, Entity entity
+
+
+
+
+ Parameters: Ped ped, Ped lookAt
+
+
+ This is only called once in the scripts.
+ sub_1CD9(&l_49, 0, getElem(3, &l_34, 4), "MICHAEL", 0, 1);
+ sub_1CA8("WORLD_HUMAN_SMOKING", 2);
+ PED::SET_PED_PRIMARY_LOOKAT(getElem(3, &l_34, 4), PLAYER::PLAYER_PED_ID());
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Ped ped, int flagId, BOOL value
+
+
+ enum ePedConfigFlags
+ {
+ _CPED_CONFIG_FLAG_0x67D1A445 = 0,
+ _CPED_CONFIG_FLAG_0xC63DE95E = 1,
+ CPED_CONFIG_FLAG_NoCriticalHits = 2,
+ CPED_CONFIG_FLAG_DrownsInWater = 3,
+ CPED_CONFIG_FLAG_DisableReticuleFixedLockon = 4,
+ _CPED_CONFIG_FLAG_0x37D196F4 = 5,
+ _CPED_CONFIG_FLAG_0xE2462399 = 6,
+ CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7,
+ _CPED_CONFIG_FLAG_0xEDDEB838 = 8,
+ _CPED_CONFIG_FLAG_0xB398B6FD = 9,
+ _CPED_CONFIG_FLAG_0xF6664E68 = 10,
+ _CPED_CONFIG_FLAG_0xA05E7CA3 = 11,
+ _CPED_CONFIG_FLAG_0xCE394045 = 12,
+ CPED_CONFIG_FLAG_NeverLeavesGroup = 13,
+ _CPED_CONFIG_FLAG_0xCD8D1411 = 14,
+ _CPED_CONFIG_FLAG_0xB031F1A9 = 15,
+ _CPED_CONFIG_FLAG_0xFE65BEE3 = 16,
+ CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17,
+ _CPED_CONFIG_FLAG_0x380165BD = 18,
+ _CPED_CONFIG_FLAG_0x07C045C7 = 19,
+ _CPED_CONFIG_FLAG_0x583B5E2D = 20,
+ _CPED_CONFIG_FLAG_0x475EDA58 = 21,
+ _CPED_CONFIG_FLAG_0x8629D05B = 22,
+ _CPED_CONFIG_FLAG_0x1522968B = 23,
+ CPED_CONFIG_FLAG_IgnoreSeenMelee = 24,
+ _CPED_CONFIG_FLAG_0x4CC09C4B = 25,
+ _CPED_CONFIG_FLAG_0x034F3053 = 26,
+ _CPED_CONFIG_FLAG_0xD91BA7CC = 27,
+ _CPED_CONFIG_FLAG_0x5C8DC66E = 28,
+ _CPED_CONFIG_FLAG_0x8902EAA0 = 29,
+ _CPED_CONFIG_FLAG_0x6580B9D2 = 30,
+ _CPED_CONFIG_FLAG_0x0EF7A297 = 31,
+ _CPED_CONFIG_FLAG_CanFlyThruWindscreen = 32, // 0x6BF86E5B
+ CPED_CONFIG_FLAG_DieWhenRagdoll = 33,
+ CPED_CONFIG_FLAG_HasHelmet = 34,
+ CPED_CONFIG_FLAG_UseHelmet = 35,
+ _CPED_CONFIG_FLAG_0xEEB3D630 = 36,
+ _CPED_CONFIG_FLAG_0xB130D17B = 37,
+ _CPED_CONFIG_FLAG_0x5F071200 = 38,
+ CPED_CONFIG_FLAG_DisableEvasiveDives = 39,
+ _CPED_CONFIG_FLAG_0xC287AAFF = 40,
+ _CPED_CONFIG_FLAG_0x203328CC = 41,
+ CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42,
+ CPED_CONFIG_FLAG_DisablePlayerLockon = 43,
+ CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44,
+ _CPED_CONFIG_FLAG_0xEC4A8ACF = 45,
+ _CPED_CONFIG_FLAG_0xDB115BFA = 46,
+ CPED_CONFIG_FLAG_PedBeingDeleted = 47,
+ CPED_CONFIG_FLAG_BlockWeaponSwitching = 48,
+ _CPED_CONFIG_FLAG_0xF8E99565 = 49,
+ _CPED_CONFIG_FLAG_0xDD17FEE6 = 50,
+ _CPED_CONFIG_FLAG_0x7ED9B2C9 = 51,
+ _CPED_CONFIG_FLAG_NoCollison = 52, // 0x655E8618
+ _CPED_CONFIG_FLAG_0x5A6C1F6E = 53,
+ _CPED_CONFIG_FLAG_0xD749FC41 = 54,
+ _CPED_CONFIG_FLAG_0x357F63F3 = 55,
+ _CPED_CONFIG_FLAG_0xC5E60961 = 56,
+ _CPED_CONFIG_FLAG_0x29275C3E = 57,
+ CPED_CONFIG_FLAG_IsFiring = 58,
+ CPED_CONFIG_FLAG_WasFiring = 59,
+ CPED_CONFIG_FLAG_IsStanding = 60,
+ CPED_CONFIG_FLAG_WasStanding = 61,
+ CPED_CONFIG_FLAG_InVehicle = 62,
+ CPED_CONFIG_FLAG_OnMount = 63,
+ CPED_CONFIG_FLAG_AttachedToVehicle = 64,
+ CPED_CONFIG_FLAG_IsSwimming = 65,
+ CPED_CONFIG_FLAG_WasSwimming = 66,
+ CPED_CONFIG_FLAG_IsSkiing = 67,
+ CPED_CONFIG_FLAG_IsSitting = 68,
+ CPED_CONFIG_FLAG_KilledByStealth = 69,
+ CPED_CONFIG_FLAG_KilledByTakedown = 70,
+ CPED_CONFIG_FLAG_Knockedout = 71,
+ _CPED_CONFIG_FLAG_0x3E3C4560 = 72,
+ _CPED_CONFIG_FLAG_0x2994C7B7 = 73,
+ _CPED_CONFIG_FLAG_0x6D59D275 = 74,
+ CPED_CONFIG_FLAG_UsingCoverPoint = 75,
+ CPED_CONFIG_FLAG_IsInTheAir = 76,
+ _CPED_CONFIG_FLAG_0x2D493FB7 = 77,
+ CPED_CONFIG_FLAG_IsAimingGun = 78,
+ _CPED_CONFIG_FLAG_0x14D69875 = 79,
+ _CPED_CONFIG_FLAG_0x40B05311 = 80,
+ _CPED_CONFIG_FLAG_0x8B230BC5 = 81,
+ _CPED_CONFIG_FLAG_0xC74E5842 = 82,
+ _CPED_CONFIG_FLAG_0x9EA86147 = 83,
+ _CPED_CONFIG_FLAG_0x674C746C = 84,
+ _CPED_CONFIG_FLAG_0x3E56A8C2 = 85,
+ _CPED_CONFIG_FLAG_0xC144A1EF = 86,
+ _CPED_CONFIG_FLAG_0x0548512D = 87,
+ _CPED_CONFIG_FLAG_0x31C93909 = 88,
+ _CPED_CONFIG_FLAG_0xA0269315 = 89,
+ _CPED_CONFIG_FLAG_0xD4D59D4D = 90,
+ _CPED_CONFIG_FLAG_0x411D4420 = 91,
+ _CPED_CONFIG_FLAG_0xDF4AEF0D = 92,
+ CPED_CONFIG_FLAG_ForcePedLoadCover = 93,
+ _CPED_CONFIG_FLAG_0x300E4CD3 = 94,
+ _CPED_CONFIG_FLAG_0xF1C5BF04 = 95,
+ _CPED_CONFIG_FLAG_0x89C2EF13 = 96,
+ CPED_CONFIG_FLAG_VaultFromCover = 97,
+ _CPED_CONFIG_FLAG_0x02A852C8 = 98,
+ _CPED_CONFIG_FLAG_0x3D9407F1 = 99,
+ _CPED_CONFIG_FLAG_IsDrunk = 100, // 0x319B4558
+ CPED_CONFIG_FLAG_ForcedAim = 101,
+ _CPED_CONFIG_FLAG_0xB942D71A = 102,
+ _CPED_CONFIG_FLAG_0xD26C55A8 = 103,
+ _CPED_CONFIG_FLAG_0xB89E703B = 104,
+ CPED_CONFIG_FLAG_ForceReload = 105,
+ _CPED_CONFIG_FLAG_0xD9E73DA2 = 106,
+ _CPED_CONFIG_FLAG_0xFF71DC2C = 107,
+ _CPED_CONFIG_FLAG_0x1E27E8D8 = 108,
+ _CPED_CONFIG_FLAG_0xF2C53966 = 109,
+ _CPED_CONFIG_FLAG_0xC4DBE247 = 110,
+ _CPED_CONFIG_FLAG_0x83C0A4BF = 111,
+ _CPED_CONFIG_FLAG_0x0E0FAF8C = 112,
+ _CPED_CONFIG_FLAG_0x26616660 = 113,
+ _CPED_CONFIG_FLAG_0x43B80B79 = 114,
+ _CPED_CONFIG_FLAG_0x0D2A9309 = 115,
+ _CPED_CONFIG_FLAG_0x12C1C983 = 116,
+ CPED_CONFIG_FLAG_BumpedByPlayer = 117,
+ _CPED_CONFIG_FLAG_0xE586D504 = 118,
+ _CPED_CONFIG_FLAG_0x52374204 = 119,
+ CPED_CONFIG_FLAG_IsHandCuffed = 120,
+ CPED_CONFIG_FLAG_IsAnkleCuffed = 121,
+ CPED_CONFIG_FLAG_DisableMelee = 122,
+ _CPED_CONFIG_FLAG_0xFE714397 = 123,
+ _CPED_CONFIG_FLAG_0xB3E660BD = 124,
+ _CPED_CONFIG_FLAG_0x5FED6BFD = 125,
+ _CPED_CONFIG_FLAG_0xC9D6F66F = 126,
+ _CPED_CONFIG_FLAG_0x519BC986 = 127,
+ CPED_CONFIG_FLAG_CanBeAgitated = 128,
+ _CPED_CONFIG_FLAG_0x9A4B617C = 129,
+ _CPED_CONFIG_FLAG_0xDAB70E9F = 130,
+ _CPED_CONFIG_FLAG_0xE569438A = 131,
+ _CPED_CONFIG_FLAG_0xBBC77D6D = 132,
+ _CPED_CONFIG_FLAG_0xCB59EF0F = 133,
+ _CPED_CONFIG_FLAG_0x8C5EA971 = 134,
+ CPED_CONFIG_FLAG_IsScuba = 135,
+ CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136,
+ _CPED_CONFIG_FLAG_0xDCE59B58 = 137,
+ CPED_CONFIG_FLAG_RidingTrain = 138,
+ CPED_CONFIG_FLAG_ArrestResult = 139,
+ CPED_CONFIG_FLAG_CanAttackFriendly = 140,
+ _CPED_CONFIG_FLAG_0x98A4BE43 = 141,
+ _CPED_CONFIG_FLAG_0x6901E731 = 142,
+ _CPED_CONFIG_FLAG_0x9EC9BF6C = 143,
+ _CPED_CONFIG_FLAG_0x42841A8F = 144,
+ CPED_CONFIG_FLAG_ShootingAnimFlag = 145,
+ CPED_CONFIG_FLAG_DisableLadderClimbing = 146,
+ CPED_CONFIG_FLAG_StairsDetected = 147,
+ CPED_CONFIG_FLAG_SlopeDetected = 148,
+ _CPED_CONFIG_FLAG_0x1A15670B = 149,
+ _CPED_CONFIG_FLAG_0x61786EE5 = 150,
+ _CPED_CONFIG_FLAG_0xCB9186BD = 151,
+ _CPED_CONFIG_FLAG_0xF0710152 = 152,
+ _CPED_CONFIG_FLAG_0x43DFE310 = 153,
+ _CPED_CONFIG_FLAG_0xC43C624E = 154,
+ CPED_CONFIG_FLAG_CanPerformArrest = 155,
+ CPED_CONFIG_FLAG_CanPerformUncuff = 156,
+ CPED_CONFIG_FLAG_CanBeArrested = 157,
+ _CPED_CONFIG_FLAG_0xF7960FF5 = 158,
+ _CPED_CONFIG_FLAG_0x59564113 = 159,
+ _CPED_CONFIG_FLAG_0x0C6C3099 = 160,
+ _CPED_CONFIG_FLAG_0x645F927A = 161,
+ _CPED_CONFIG_FLAG_0xA86549B9 = 162,
+ _CPED_CONFIG_FLAG_0x8AAF337A = 163,
+ _CPED_CONFIG_FLAG_0x13BAA6E7 = 164,
+ _CPED_CONFIG_FLAG_0x5FB9D1F5 = 165,
+ CPED_CONFIG_FLAG_IsInjured = 166,
+ _CPED_CONFIG_FLAG_0x6398A20B = 167,
+ _CPED_CONFIG_FLAG_0xD8072639 = 168,
+ _CPED_CONFIG_FLAG_0xA05B1845 = 169,
+ _CPED_CONFIG_FLAG_0x83F6D220 = 170,
+ _CPED_CONFIG_FLAG_0xD8430331 = 171,
+ _CPED_CONFIG_FLAG_0x4B547520 = 172,
+ _CPED_CONFIG_FLAG_0xE66E1406 = 173,
+ _CPED_CONFIG_FLAG_0x1C4BFE0C = 174,
+ _CPED_CONFIG_FLAG_0x90008BFA = 175,
+ _CPED_CONFIG_FLAG_0x07C7A910 = 176,
+ _CPED_CONFIG_FLAG_0xF15F8191 = 177,
+ _CPED_CONFIG_FLAG_0xCE4E8BE2 = 178,
+ _CPED_CONFIG_FLAG_0x1D46E4F2 = 179,
+ CPED_CONFIG_FLAG_IsInCustody = 180,
+ _CPED_CONFIG_FLAG_0xE4FD9B3A = 181,
+ _CPED_CONFIG_FLAG_0x67AE0812 = 182,
+ CPED_CONFIG_FLAG_IsAgitated = 183,
+ CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184,
+ _CPED_CONFIG_FLAG_0x7B2D325E = 185,
+ CPED_CONFIG_FLAG_EnableWeaponBlocking = 186,
+ CPED_CONFIG_FLAG_HasHurtStarted = 187,
+ CPED_CONFIG_FLAG_DisableHurt = 188,
+ CPED_CONFIG_FLAG_PlayerIsWeird = 189,
+ _CPED_CONFIG_FLAG_0x32FC208B = 190,
+ _CPED_CONFIG_FLAG_0x0C296E5A = 191,
+ _CPED_CONFIG_FLAG_0xE63B73EC = 192,
+ _CPED_CONFIG_FLAG_0x04E9CC80 = 193,
+ CPED_CONFIG_FLAG_UsingScenario = 194,
+ CPED_CONFIG_FLAG_VisibleOnScreen = 195,
+ _CPED_CONFIG_FLAG_0xD88C58A1 = 196,
+ _CPED_CONFIG_FLAG_0x5A3DCF43 = 197,
+ _CPED_CONFIG_FLAG_0xEA02B420 = 198,
+ _CPED_CONFIG_FLAG_0x3F559CFF = 199,
+ _CPED_CONFIG_FLAG_0x8C55D029 = 200,
+ _CPED_CONFIG_FLAG_0x5E6466F6 = 201,
+ _CPED_CONFIG_FLAG_0xEB5AD706 = 202,
+ _CPED_CONFIG_FLAG_0x0EDDDDE7 = 203,
+ _CPED_CONFIG_FLAG_0xA64F7B1D = 204,
+ _CPED_CONFIG_FLAG_0x48532CBA = 205,
+ _CPED_CONFIG_FLAG_0xAA25A9E7 = 206,
+ _CPED_CONFIG_FLAG_0x415B26B9 = 207,
+ CPED_CONFIG_FLAG_DisableExplosionReactions = 208,
+ CPED_CONFIG_FLAG_DodgedPlayer = 209,
+ _CPED_CONFIG_FLAG_0x67405504 = 210,
+ _CPED_CONFIG_FLAG_0x75DDD68C = 211,
+ _CPED_CONFIG_FLAG_0x2AD879B4 = 212,
+ _CPED_CONFIG_FLAG_0x51486F91 = 213,
+ _CPED_CONFIG_FLAG_0x32F79E21 = 214,
+ _CPED_CONFIG_FLAG_0xBF099213 = 215,
+ _CPED_CONFIG_FLAG_0x054AC8E2 = 216,
+ _CPED_CONFIG_FLAG_0x14E495CC = 217,
+ _CPED_CONFIG_FLAG_0x3C7DF9DF = 218,
+ _CPED_CONFIG_FLAG_0x848FFEF2 = 219,
+ CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220,
+ _CPED_CONFIG_FLAG_0x2618E1CF = 221,
+ _CPED_CONFIG_FLAG_0x84F722FA = 222,
+ _CPED_CONFIG_FLAG_Shrink = 223, // 0xD1B87B1F
+ _CPED_CONFIG_FLAG_0x728AA918 = 224,
+ CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225,
+ CPED_CONFIG_FLAG_DisablePedAvoidance = 226,
+ _CPED_CONFIG_FLAG_0x59E91185 = 227,
+ _CPED_CONFIG_FLAG_0x1EA7225F = 228,
+ CPED_CONFIG_FLAG_DisablePanicInVehicle = 229,
+ _CPED_CONFIG_FLAG_0x6DCA7D88 = 230,
+ _CPED_CONFIG_FLAG_0xFC3E572D = 231,
+ _CPED_CONFIG_FLAG_0x08E9F9CF = 232,
+ _CPED_CONFIG_FLAG_0x2D3BA52D = 233,
+ _CPED_CONFIG_FLAG_0xFD2F53EA = 234,
+ _CPED_CONFIG_FLAG_0x31A1B03B = 235,
+ CPED_CONFIG_FLAG_IsHoldingProp = 236,
+ CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237,
+ _CPED_CONFIG_FLAG_0xCE57C9A3 = 238,
+ _CPED_CONFIG_FLAG_0x26149198 = 239,
+ _CPED_CONFIG_FLAG_0x1B33B598 = 240,
+ _CPED_CONFIG_FLAG_0x719B6E87 = 241,
+ _CPED_CONFIG_FLAG_0x13E8E8E8 = 242,
+ _CPED_CONFIG_FLAG_0xF29739AE = 243,
+ _CPED_CONFIG_FLAG_0xABEA8A74 = 244,
+ _CPED_CONFIG_FLAG_0xB60EA2BA = 245,
+ _CPED_CONFIG_FLAG_0x536B0950 = 246,
+ _CPED_CONFIG_FLAG_0x0C754ACA = 247,
+ CPED_CONFIG_FLAG_CanPlayInCarIdles = 248,
+ _CPED_CONFIG_FLAG_0x12659168 = 249,
+ _CPED_CONFIG_FLAG_0x1BDF2F04 = 250,
+ _CPED_CONFIG_FLAG_0x7728FAA3 = 251,
+ _CPED_CONFIG_FLAG_0x6A807ED8 = 252,
+ CPED_CONFIG_FLAG_OnStairs = 253,
+ _CPED_CONFIG_FLAG_0xE1A2F73F = 254,
+ _CPED_CONFIG_FLAG_0x5B3697C8 = 255,
+ _CPED_CONFIG_FLAG_0xF1EB20A9 = 256,
+ _CPED_CONFIG_FLAG_0x8B7DF407 = 257,
+ _CPED_CONFIG_FLAG_0x329DCF1A = 258,
+ _CPED_CONFIG_FLAG_0x8D90DD1B = 259,
+ _CPED_CONFIG_FLAG_0xB8A292B7 = 260,
+ _CPED_CONFIG_FLAG_0x8374B087 = 261,
+ _CPED_CONFIG_FLAG_0x2AF558F0 = 262,
+ _CPED_CONFIG_FLAG_0x82251455 = 263,
+ _CPED_CONFIG_FLAG_0x30CF498B = 264,
+ _CPED_CONFIG_FLAG_0xE1CD50AF = 265,
+ _CPED_CONFIG_FLAG_0x72E4AE48 = 266,
+ _CPED_CONFIG_FLAG_0xC2657EA1 = 267,
+ _CPED_CONFIG_FLAG_0x29FF6030 = 268,
+ _CPED_CONFIG_FLAG_0x8248A5EC = 269,
+ CPED_CONFIG_FLAG_OnStairSlope = 270,
+ _CPED_CONFIG_FLAG_0xA0897933 = 271,
+ CPED_CONFIG_FLAG_DontBlipCop = 272,
+ CPED_CONFIG_FLAG_ClimbedShiftedFence = 273,
+ _CPED_CONFIG_FLAG_0xF7823618 = 274,
+ _CPED_CONFIG_FLAG_0xDC305CCE = 275,
+ CPED_CONFIG_FLAG_EdgeDetected = 276,
+ _CPED_CONFIG_FLAG_0x92B67896 = 277,
+ _CPED_CONFIG_FLAG_0xCAD677C9 = 278,
+ CPED_CONFIG_FLAG_AvoidTearGas = 279,
+ _CPED_CONFIG_FLAG_0x5276AC7B = 280,
+ _CPED_CONFIG_FLAG_NoWrithe = 281, // 0x1032692A
+ _CPED_CONFIG_FLAG_0xDA23E7F1 = 282,
+ _CPED_CONFIG_FLAG_0x9139724D = 283,
+ _CPED_CONFIG_FLAG_0xA1457461 = 284,
+ _CPED_CONFIG_FLAG_0x4186E095 = 285,
+ _CPED_CONFIG_FLAG_0xAC68E2EB = 286,
+ CPED_CONFIG_FLAG_RagdollingOnBoat = 287,
+ CPED_CONFIG_FLAG_HasBrandishedWeapon = 288,
+ _CPED_CONFIG_FLAG_0x1B9EE8A1 = 289,
+ _CPED_CONFIG_FLAG_0xF3F5758C = 290,
+ _CPED_CONFIG_FLAG_0x2A9307F1 = 291,
+ _CPED_CONFIG_FLAG_FreezePosition = 292, // 0x7403D216
+ _CPED_CONFIG_FLAG_0xA06A3C6C = 293,
+ CPED_CONFIG_FLAG_DisableShockingEvents = 294,
+ _CPED_CONFIG_FLAG_0xF8DA25A5 = 295,
+ _CPED_CONFIG_FLAG_0x7EF55802 = 296,
+ _CPED_CONFIG_FLAG_0xB31F1187 = 297,
+ _CPED_CONFIG_FLAG_0x84315402 = 298,
+ _CPED_CONFIG_FLAG_0x0FD69867 = 299,
+ _CPED_CONFIG_FLAG_0xC7829B67 = 300,
+ CPED_CONFIG_FLAG_DisablePedConstraints = 301,
+ _CPED_CONFIG_FLAG_0x6D23CF25 = 302,
+ _CPED_CONFIG_FLAG_0x2ADA871B = 303,
+ _CPED_CONFIG_FLAG_0x47BC8A58 = 304,
+ _CPED_CONFIG_FLAG_0xEB692FA5 = 305,
+ _CPED_CONFIG_FLAG_0x4A133C50 = 306,
+ _CPED_CONFIG_FLAG_0xC58099C3 = 307,
+ _CPED_CONFIG_FLAG_0xF3D76D41 = 308,
+ _CPED_CONFIG_FLAG_0xB0EEE9F2 = 309,
+ CPED_CONFIG_FLAG_IsInCluster = 310,
+ _CPED_CONFIG_FLAG_0x0FA153EF = 311,
+ _CPED_CONFIG_FLAG_0xD73F5CD3 = 312,
+ _CPED_CONFIG_FLAG_0xD4136C22 = 313,
+ _CPED_CONFIG_FLAG_0xE404CA6B = 314,
+ _CPED_CONFIG_FLAG_0xB9597446 = 315,
+ _CPED_CONFIG_FLAG_0xD5C98277 = 316,
+ _CPED_CONFIG_FLAG_0xD5060A9C = 317,
+ _CPED_CONFIG_FLAG_0x3E5F1CBB = 318,
+ _CPED_CONFIG_FLAG_0xD8BE1D54 = 319,
+ _CPED_CONFIG_FLAG_0x0B1F191F = 320,
+ _CPED_CONFIG_FLAG_0xC995167A = 321,
+ CPED_CONFIG_FLAG_HasHighHeels = 322,
+ _CPED_CONFIG_FLAG_0x86B01E54 = 323,
+ _CPED_CONFIG_FLAG_0x3A56FE15 = 324,
+ _CPED_CONFIG_FLAG_0xC03B736C = 325, // SpawnedAtScenario?
+ _CPED_CONFIG_FLAG_0xBBF47729 = 326,
+ _CPED_CONFIG_FLAG_0x22B668A8 = 327,
+ _CPED_CONFIG_FLAG_0x2624D4D4 = 328,
+ CPED_CONFIG_FLAG_DisableTalkTo = 329,
+ CPED_CONFIG_FLAG_DontBlip = 330,
+ CPED_CONFIG_FLAG_IsSwitchingWeapon = 331,
+ _CPED_CONFIG_FLAG_0x630F55F3 = 332,
+ _CPED_CONFIG_FLAG_0x150468FD = 333,
+ _CPED_CONFIG_FLAG_0x914EBD6B = 334,
+ _CPED_CONFIG_FLAG_0x79AF3B6D = 335,
+ _CPED_CONFIG_FLAG_0x75C7A632 = 336,
+ _CPED_CONFIG_FLAG_0x52D530E2 = 337,
+ _CPED_CONFIG_FLAG_0xDB2A90E0 = 338,
+ _CPED_CONFIG_FLAG_0x5922763D = 339,
+ _CPED_CONFIG_FLAG_0x12ADB567 = 340,
+ _CPED_CONFIG_FLAG_0x105C8518 = 341,
+ _CPED_CONFIG_FLAG_0x106F703D = 342,
+ _CPED_CONFIG_FLAG_0xED152C3E = 343,
+ _CPED_CONFIG_FLAG_0xA0EFE6A8 = 344,
+ _CPED_CONFIG_FLAG_0xBF348C82 = 345,
+ _CPED_CONFIG_FLAG_0xCDDFE830 = 346,
+ _CPED_CONFIG_FLAG_0x7B59BD9B = 347,
+ _CPED_CONFIG_FLAG_0x0124C788 = 348,
+ CPED_CONFIG_FLAG_EquipJetpack = 349,
+ _CPED_CONFIG_FLAG_0x08D361A5 = 350,
+ _CPED_CONFIG_FLAG_0xE13D1F7C = 351,
+ _CPED_CONFIG_FLAG_0x40E25FB9 = 352,
+ _CPED_CONFIG_FLAG_0x930629D9 = 353,
+ _CPED_CONFIG_FLAG_0xECCF0C7F = 354,
+ _CPED_CONFIG_FLAG_0xB6E9613B = 355,
+ _CPED_CONFIG_FLAG_0x490C0478 = 356,
+ _CPED_CONFIG_FLAG_0xE8865BEA = 357,
+ _CPED_CONFIG_FLAG_0xF3C34A29 = 358,
+ CPED_CONFIG_FLAG_IsDuckingInVehicle = 359,
+ _CPED_CONFIG_FLAG_0xF660E115 = 360,
+ _CPED_CONFIG_FLAG_0xAB0E6DED = 361,
+ CPED_CONFIG_FLAG_HasReserveParachute = 362,
+ CPED_CONFIG_FLAG_UseReserveParachute = 363,
+ _CPED_CONFIG_FLAG_0x5C5D9CD3 = 364,
+ _CPED_CONFIG_FLAG_0x8F7701F3 = 365,
+ _CPED_CONFIG_FLAG_0xBC4436AD = 366,
+ _CPED_CONFIG_FLAG_0xD7E07D37 = 367,
+ _CPED_CONFIG_FLAG_0x03C4FD24 = 368,
+ _CPED_CONFIG_FLAG_0x7675789A = 369,
+ _CPED_CONFIG_FLAG_0xB7288A88 = 370,
+ _CPED_CONFIG_FLAG_0xC06B6291 = 371,
+ _CPED_CONFIG_FLAG_0x95A4A805 = 372,
+ _CPED_CONFIG_FLAG_0xA8E9A042 = 373,
+ CPED_CONFIG_FLAG_NeverLeaveTrain = 374,
+ _CPED_CONFIG_FLAG_0xBAC674B3 = 375,
+ _CPED_CONFIG_FLAG_0x147F1FFB = 376,
+ _CPED_CONFIG_FLAG_0x4376DD79 = 377,
+ _CPED_CONFIG_FLAG_0xCD3DB518 = 378,
+ _CPED_CONFIG_FLAG_0xFE4BA4B6 = 379,
+ _CPED_CONFIG_FLAG_0x5DF03A55 = 380,
+ _CPED_CONFIG_FLAG_0xBCD816CD = 381,
+ _CPED_CONFIG_FLAG_0xCF02DD69 = 382,
+ _CPED_CONFIG_FLAG_0xF73AFA2E = 383,
+ _CPED_CONFIG_FLAG_0x80B9A9D0 = 384,
+ _CPED_CONFIG_FLAG_0xF601F7EE = 385,
+ _CPED_CONFIG_FLAG_0xA91350FC = 386,
+ _CPED_CONFIG_FLAG_0x3AB23B96 = 387,
+ CPED_CONFIG_FLAG_IsClimbingLadder = 388,
+ CPED_CONFIG_FLAG_HasBareFeet = 389,
+ _CPED_CONFIG_FLAG_0xB4B1CD4C = 390,
+ _CPED_CONFIG_FLAG_0x5459AFB8 = 391,
+ _CPED_CONFIG_FLAG_0x54F27667 = 392,
+ _CPED_CONFIG_FLAG_0xC11D3E8F = 393,
+ _CPED_CONFIG_FLAG_0x5419EB3E = 394,
+ _CPED_CONFIG_FLAG_0x82D8DBB4 = 395,
+ _CPED_CONFIG_FLAG_0x33B02D2F = 396,
+ _CPED_CONFIG_FLAG_0xAE66176D = 397,
+ _CPED_CONFIG_FLAG_0xA2692593 = 398,
+ _CPED_CONFIG_FLAG_0x714C7E31 = 399,
+ _CPED_CONFIG_FLAG_0xEC488AC7 = 400,
+ _CPED_CONFIG_FLAG_0xAE398504 = 401,
+ _CPED_CONFIG_FLAG_0xABC58D72 = 402,
+ _CPED_CONFIG_FLAG_0x5E5B9591 = 403,
+ _CPED_CONFIG_FLAG_0x6BA1091E = 404,
+ _CPED_CONFIG_FLAG_0x77840177 = 405,
+ _CPED_CONFIG_FLAG_0x1C7ACAC4 = 406,
+ _CPED_CONFIG_FLAG_0x124420E9 = 407,
+ _CPED_CONFIG_FLAG_0x75A65587 = 408,
+ _CPED_CONFIG_FLAG_0xDFD2D55B = 409,
+ _CPED_CONFIG_FLAG_0xBDD39919 = 410,
+ _CPED_CONFIG_FLAG_0x43DEC267 = 411,
+ _CPED_CONFIG_FLAG_0xE42B7797 = 412,
+ CPED_CONFIG_FLAG_IsHolsteringWeapon = 413,
+ _CPED_CONFIG_FLAG_0x4F8149F5 = 414,
+ _CPED_CONFIG_FLAG_0xDD9ECA7A = 415,
+ _CPED_CONFIG_FLAG_0x9E7EF9D2 = 416,
+ _CPED_CONFIG_FLAG_0x2C6ED942 = 417,
+ CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418,
+ _CPED_CONFIG_FLAG_0xA488727D = 419,
+ _CPED_CONFIG_FLAG_0xCFF5F6DE = 420,
+ _CPED_CONFIG_FLAG_0x6D614599 = 421,
+ CPED_CONFIG_FLAG_DisableVehicleCombat = 422,
+ _CPED_CONFIG_FLAG_0xFE401D26 = 423,
+ CPED_CONFIG_FLAG_FallsLikeAircraft = 424,
+ _CPED_CONFIG_FLAG_0x2B42AE82 = 425,
+ _CPED_CONFIG_FLAG_0x7A95734F = 426,
+ _CPED_CONFIG_FLAG_0xDF4D8617 = 427,
+ _CPED_CONFIG_FLAG_0x578F1F14 = 428,
+ CPED_CONFIG_FLAG_DisableStartEngine = 429,
+ CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430,
+ _CPED_CONFIG_FLAG_0x153C9500 = 431,
+ _CPED_CONFIG_FLAG_0xCB7A632E = 432,
+ _CPED_CONFIG_FLAG_0xDE727981 = 433,
+ CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434,
+ _CPED_CONFIG_FLAG_0x12BBB935 = 435,
+ _CPED_CONFIG_FLAG_0xAD0A1277 = 436,
+ _CPED_CONFIG_FLAG_0xEA6AA46A = 437,
+ CPED_CONFIG_FLAG_DisableHelmetArmor = 438,
+ _CPED_CONFIG_FLAG_0xCB7F3A1E = 439,
+ _CPED_CONFIG_FLAG_0x50178878 = 440,
+ _CPED_CONFIG_FLAG_0x051B4F0D = 441,
+ _CPED_CONFIG_FLAG_0x2FC3DECC = 442,
+ _CPED_CONFIG_FLAG_0xC0030B0B = 443,
+ _CPED_CONFIG_FLAG_0xBBDAF1E9 = 444,
+ _CPED_CONFIG_FLAG_0x944FE59C = 445,
+ _CPED_CONFIG_FLAG_0x506FBA39 = 446,
+ _CPED_CONFIG_FLAG_0xDD45FE84 = 447,
+ _CPED_CONFIG_FLAG_0xE698AE75 = 448,
+ _CPED_CONFIG_FLAG_0x199633F8 = 449,
+ CPED_CONFIG_FLAG_PedIsArresting = 450,
+ CPED_CONFIG_FLAG_IsDecoyPed = 451,
+ _CPED_CONFIG_FLAG_0x3A251D83 = 452,
+ _CPED_CONFIG_FLAG_0xA56F6986 = 453,
+ _CPED_CONFIG_FLAG_0x1D19C622 = 454,
+ _CPED_CONFIG_FLAG_0xB68D3EAB = 455,
+ CPED_CONFIG_FLAG_CanBeIncapacitated = 456,
+ _CPED_CONFIG_FLAG_0x4BD5EBAD = 457,
+ _CPED_CONFIG_FLAG_0xFCC5EBC5 = 458
+ };
+
+
+
+
+ Parameters: Ped ped, int flagId, BOOL doReset
+
+
+ PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1);
+ Known values:
+ PRF_PreventGoingIntoStillInVehicleState = 236 *(fanatic2.c)*
+
+
+
+
+ Parameters: Ped ped, int flagId, BOOL p2
+
+
+ See SET_PED_CONFIG_FLAG
+
+
+
+
+ Parameters: Ped ped, int flagId
+
+
+
+
+ Parameters: Ped ped, int index
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, Entity* evadingEntity
+
+
+ Presumably returns the Entity that the Ped is currently diving out of the way of.
+ var num3;
+ if (PED::IS_PED_EVASIVE_DIVING(A_0, &num3) != 0)
+ if (ENTITY::IS_ENTITY_A_VEHICLE(num3) != 0)
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, BOOL toggle
+
+
+
+
+ Parameters: Hash modelHash, BOOL toggle
+
+
+ Full list of peds by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/peds.json
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL cannotRemove, int helmetFlag, int textureIndex
+
+
+ PoliceMotorcycleHelmet 1024
+ RegularMotorcycleHelmet 4096
+ FiremanHelmet 16384
+ PilotHeadset 32768
+ PilotHelmet 65536
+ --
+ p2 is generally 4096 or 16384 in the scripts. p1 varies between 1 and 0.
+
+
+
+
+ Parameters: Ped ped, BOOL instantly
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL canWearHelmet
+
+
+
+
+ Parameters: Ped ped, int helmetFlag
+
+
+
+
+ Parameters: Ped ped, int propIndex, BOOL p2
+
+
+ List of component/props ID
+ gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
+
+
+
+
+ Parameters: Ped ped, BOOL p1, int p2, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int textureIndex
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns true if the ped passed through the parenthesis is wearing a helmet.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ It simply makes the said ped to cower behind cover object(wall, desk, car)
+ Peds flee attributes must be set to not to flee, first. Else, most of the peds, will just flee from gunshot sounds or any other panic situations.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: Ped ped, int mode
+
+
+ "IK" stands for "Inverse kinematics." I assume this has something to do with how the ped uses his legs to balance. In the scripts, the second parameter is always an int with a value of 2, 0, or sometimes 1
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+ Only appears in lamar1 script.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+
+
+ Parameters: Ped ped, int combatMovement
+
+
+ enum eCombatMovement // 0x4F456B61
+ {
+ CM_Stationary,
+ CM_Defensive,
+ CM_WillAdvance,
+ CM_WillRetreat
+ };
+
+
+
+
+ Parameters: Ped ped
+
+
+ See SET_PED_COMBAT_MOVEMENT
+
+
+
+
+ Parameters: Ped ped, int abilityLevel
+
+
+ enum eCombatAbility // 0xE793438C
+ {
+ CA_Poor,
+ CA_Average,
+ CA_Professional,
+ CA_NumTypes
+ };
+
+
+
+
+ Parameters: Ped ped, int combatRange
+
+
+ enum eCombatRange // 0xB69160F5
+ {
+ CR_Near,
+ CR_Medium,
+ CR_Far,
+ CR_VeryFar,
+ CR_NumRanges
+ };
+
+
+
+
+ Parameters: Ped ped
+
+
+ See SET_PED_COMBAT_RANGE
+
+
+
+
+ Parameters: Ped ped, int attributeId, BOOL enabled
+
+
+ enum eCombatAttributes // 0x0E8E7201
+ {
+ BF_CanUseCover = 0,
+ BF_CanUseVehicles = 1,
+ BF_CanDoDrivebys = 2,
+ BF_CanLeaveVehicle = 3,
+ BF_CanUseDynamicStrafeDecisions = 4,
+ BF_AlwaysFight = 5,
+ BF_0x66BB9FCC = 6,
+ BF_0x6837DA41 = 7,
+ BF_0xB4A13A5A = 8,
+ BF_0xEE326AAD = 9,
+ BF_0x7DF2CCFA = 10,
+ BF_0x0036D422 = 11,
+ BF_BlindFireWhenInCover = 12,
+ BF_Aggressive = 13,
+ BF_CanInvestigate = 14,
+ BF_HasRadio = 15,
+ BF_0x6BDE28D1 = 16,
+ BF_AlwaysFlee = 17,
+ BF_0x7852797D = 18,
+ BF_0x33497B95 = 19,
+ BF_CanTauntInVehicle = 20,
+ BF_CanChaseTargetOnFoot = 21,
+ BF_WillDragInjuredPedsToSafety = 22,
+ BF_0xCD7168B8 = 23,
+ BF_UseProximityFiringRate = 24,
+ BF_0x48F914F8 = 25,
+ BF_0x2EA543D0 = 26,
+ BF_PerfectAccuracy = 27,
+ BF_CanUseFrustratedAdvance = 28,
+ BF_0x3D131AC1 = 29,
+ BF_0x3AD95F27 = 30,
+ BF_MaintainMinDistanceToTarget = 31,
+ BF_0xEAD68AD2 = 32,
+ BF_0xA206C2E0 = 33,
+ BF_CanUsePeekingVariations = 34,
+ BF_0xA5715184 = 35,
+ BF_0xD5265533 = 36,
+ BF_0x2B84C2BF = 37,
+ BF_DisableBulletReactions = 38,
+ BF_CanBust = 39,
+ BF_0xAA525726 = 40,
+ BF_CanCommandeerVehicles = 41,
+ BF_CanFlank = 42,
+ BF_SwitchToAdvanceIfCantFindCover = 43,
+ BF_SwitchToDefensiveIfInCover = 44,
+ BF_0xEB4786A0 = 45,
+ BF_CanFightArmedPedsWhenNotArmed = 46,
+ BF_0xA08E9402 = 47,
+ BF_0x952EAD7D = 48,
+ BF_UseEnemyAccuracyScaling = 49,
+ BF_CanCharge = 50,
+ BF_0xDA8C2BD3 = 51,
+ BF_0x6562F017 = 52,
+ BF_0xA2C3D53B = 53,
+ BF_AlwaysEquipBestWeapon = 54,
+ BF_CanSeeUnderwaterPeds = 55,
+ BF_0xF619486B = 56,
+ BF_0x61EB63A3 = 57,
+ BF_DisableFleeFromCombat = 58,
+ BF_0x8976D12B = 59,
+ BF_CanThrowSmokeGrenade = 60,
+ BF_NonMissionPedsFleeFromThisPedUnlessArmed = 61,
+ BF_0x5452A10C = 62,
+ BF_FleesFromInvincibleOpponents = 63,
+ BF_DisableBlockFromPursueDuringVehicleChase = 64,
+ BF_DisableSpinOutDuringVehicleChase = 65,
+ BF_DisableCruiseInFrontDuringBlockDuringVehicleChase = 66,
+ BF_0x0B404731 = 67,
+ BF_DisableReactToBuddyShot = 68,
+ BF_0x7FFD6AEB = 69,
+ BF_0x51F4AEF8 = 70,
+ BF_PermitChargeBeyondDefensiveArea = 71,
+ BF_0x63E0A8E2 = 72,
+ BF_0xDF974436 = 73,
+ BF_0x556C080B = 74,
+ BF_0xA4D50035 = 75,
+ BF_SetDisableShoutTargetPositionOnCombatStart = 76,
+ BF_DisableRespondedToThreatBroadcast = 77,
+ BF_0xCBB01765 = 78,
+ BF_0x4F862ED4 = 79,
+ BF_0xEF9C7C40 = 80,
+ BF_0xE51B494F = 81,
+ BF_0x054D0199 = 82,
+ BF_0xD36BCE94 = 83,
+ BF_0xFB11F690 = 84,
+ BF_0xD208A9AD = 85,
+ BF_AllowDogFighting = 86,
+ BF_0x07A6E531 = 87,
+ BF_0x34F9317B = 88,
+ BF_0x4240F5A9 = 89,
+ BF_0xEE129DBD = 90,
+ BF_0x053AEAD9 = 91
+ };
+
+
+
+
+ Parameters: Ped ped, int responseType
+
+
+ enum eTargetLossResponseType
+ {
+ TLR_ExitTask,
+ TLR_NeverLoseTarget,
+ TLR_SearchForTarget
+ };
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int attributeFlags, BOOL enable
+
+
+ bit 1 (0x2) = use vehicle
+ bit 15 (0x8000) = force cower
+
+
+
+
+ Parameters: Ped ped, const char* p1
+
+
+ p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: Ped ped, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float p4
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+
+
+ Parameters: Ped ped
+
+
+ returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance.
+ Target needs to be tracked.. won't work otherwise.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int eventId
+
+
+
+
+ Parameters: Ped ped1, Ped ped2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int* p1
+
+
+
+
+ Parameters: Ped ped, int* p1
+
+
+
+
+ Parameters: Ped ped, int boneId
+
+
+ no bone= -1
+ boneIds:
+ SKEL_ROOT = 0x0,
+ SKEL_Pelvis = 0x2e28,
+ SKEL_L_Thigh = 0xe39f,
+ SKEL_L_Calf = 0xf9bb,
+ SKEL_L_Foot = 0x3779,
+ SKEL_L_Toe0 = 0x83c,
+ IK_L_Foot = 0xfedd,
+ PH_L_Foot = 0xe175,
+ MH_L_Knee = 0xb3fe,
+ SKEL_R_Thigh = 0xca72,
+ SKEL_R_Calf = 0x9000,
+ SKEL_R_Foot = 0xcc4d,
+ SKEL_R_Toe0 = 0x512d,
+ IK_R_Foot = 0x8aae,
+ PH_R_Foot = 0x60e6,
+ MH_R_Knee = 0x3fcf,
+ RB_L_ThighRoll = 0x5c57,
+ RB_R_ThighRoll = 0x192a,
+ SKEL_Spine_Root = 0xe0fd,
+ SKEL_Spine0 = 0x5c01,
+ SKEL_Spine1 = 0x60f0,
+ SKEL_Spine2 = 0x60f1,
+ SKEL_Spine3 = 0x60f2,
+ SKEL_L_Clavicle = 0xfcd9,
+ SKEL_L_UpperArm = 0xb1c5,
+ SKEL_L_Forearm = 0xeeeb,
+ SKEL_L_Hand = 0x49d9,
+ SKEL_L_Finger00 = 0x67f2,
+ SKEL_L_Finger01 = 0xff9,
+ SKEL_L_Finger02 = 0xffa,
+ SKEL_L_Finger10 = 0x67f3,
+ SKEL_L_Finger11 = 0x1049,
+ SKEL_L_Finger12 = 0x104a,
+ SKEL_L_Finger20 = 0x67f4,
+ SKEL_L_Finger21 = 0x1059,
+ SKEL_L_Finger22 = 0x105a,
+ SKEL_L_Finger30 = 0x67f5,
+ SKEL_L_Finger31 = 0x1029,
+ SKEL_L_Finger32 = 0x102a,
+ SKEL_L_Finger40 = 0x67f6,
+ SKEL_L_Finger41 = 0x1039,
+ SKEL_L_Finger42 = 0x103a,
+ PH_L_Hand = 0xeb95,
+ IK_L_Hand = 0x8cbd,
+ RB_L_ForeArmRoll = 0xee4f,
+ RB_L_ArmRoll = 0x1470,
+ MH_L_Elbow = 0x58b7,
+ SKEL_R_Clavicle = 0x29d2,
+ SKEL_R_UpperArm = 0x9d4d,
+ SKEL_R_Forearm = 0x6e5c,
+ SKEL_R_Hand = 0xdead,
+ SKEL_R_Finger00 = 0xe5f2,
+ SKEL_R_Finger01 = 0xfa10,
+ SKEL_R_Finger02 = 0xfa11,
+ SKEL_R_Finger10 = 0xe5f3,
+ SKEL_R_Finger11 = 0xfa60,
+ SKEL_R_Finger12 = 0xfa61,
+ SKEL_R_Finger20 = 0xe5f4,
+ SKEL_R_Finger21 = 0xfa70,
+ SKEL_R_Finger22 = 0xfa71,
+ SKEL_R_Finger30 = 0xe5f5,
+ SKEL_R_Finger31 = 0xfa40,
+ SKEL_R_Finger32 = 0xfa41,
+ SKEL_R_Finger40 = 0xe5f6,
+ SKEL_R_Finger41 = 0xfa50,
+ SKEL_R_Finger42 = 0xfa51,
+ PH_R_Hand = 0x6f06,
+ IK_R_Hand = 0x188e,
+ RB_R_ForeArmRoll = 0xab22,
+ RB_R_ArmRoll = 0x90ff,
+ MH_R_Elbow = 0xbb0,
+ SKEL_Neck_1 = 0x9995,
+ SKEL_Head = 0x796e,
+ IK_Head = 0x322c,
+ FACIAL_facialRoot = 0xfe2c,
+ FB_L_Brow_Out_000 = 0xe3db,
+ FB_L_Lid_Upper_000 = 0xb2b6,
+ FB_L_Eye_000 = 0x62ac,
+ FB_L_CheekBone_000 = 0x542e,
+ FB_L_Lip_Corner_000 = 0x74ac,
+ FB_R_Lid_Upper_000 = 0xaa10,
+ FB_R_Eye_000 = 0x6b52,
+ FB_R_CheekBone_000 = 0x4b88,
+ FB_R_Brow_Out_000 = 0x54c,
+ FB_R_Lip_Corner_000 = 0x2ba6,
+ FB_Brow_Centre_000 = 0x9149,
+ FB_UpperLipRoot_000 = 0x4ed2,
+ FB_UpperLip_000 = 0xf18f,
+ FB_L_Lip_Top_000 = 0x4f37,
+ FB_R_Lip_Top_000 = 0x4537,
+ FB_Jaw_000 = 0xb4a0,
+ FB_LowerLipRoot_000 = 0x4324,
+ FB_LowerLip_000 = 0x508f,
+ FB_L_Lip_Bot_000 = 0xb93b,
+ FB_R_Lip_Bot_000 = 0xc33b,
+ FB_Tongue_000 = 0xb987,
+ RB_Neck_1 = 0x8b93,
+ IK_Root = 0xdd1c
+
+
+
+
+ Parameters: Ped ped, int bone
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+ Values look to be between 0.0 and 1.0
+ From decompiled scripts: 0.0, 0.6, 0.65, 0.8, 1.0
+ You are correct, just looked in IDA it breaks from the function if it's less than 0.0f or greater than 1.0f.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+ In agency_heist3b.c4, its like this 90% of the time:
+ PED::SET_PED_ENVEFF_CPV_ADD(ped, 0.099);
+ PED::SET_PED_ENVEFF_SCALE(ped, 1.0);
+ PED::SET_PED_ENVEFF_CPV_ADD(ped, 87, 81, 68);
+ PED::SET_ENABLE_PED_ENVEFF_SCALE(ped, 1);
+ and its like this 10% of the time:
+ PED::SET_PED_ENVEFF_CPV_ADD(ped, 0.2);
+ PED::SET_PED_ENVEFF_SCALE(ped, 0.65);
+ PED::SET_PED_ENVEFF_COLOR_MODULATOR(ped, 74, 69, 60);
+ PED::SET_ENABLE_PED_ENVEFF_SCALE(ped, 1);
+
+
+
+
+ Parameters: Ped ped, int p1, int p2, int p3
+
+
+ Something related to the environmental effects natives.
+ In the "agency_heist3b" script, p1 - p3 are always under 100 - usually they are {87, 81, 68}. If SET_PED_ENVEFF_SCALE is set to 0.65 (instead of the usual 1.0), they use {74, 69, 60}
+
+
+
+
+ Parameters: Ped ped, float intensity
+
+
+ intensity: 0.0f - 1.0f
+ This native sets the emissive intensity for the given ped. It is used for different 'glow' levels on illuminated clothing.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Use 0x4E90D746056E273D to set the illuminated clothing glow intensity for a specific ped.
+ Returns a float between 0.0 and 1.0 representing the current illuminated clothing glow intensity.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: float x, float y, float z, float roll, float pitch, float yaw, int p6
+
+
+ p6 always 2 (but it doesnt seem to matter...)
+ roll and pitch 0
+ yaw to Ped.rotation
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash @object
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int sceneId
+
+
+ Returns true if a synchronized scene is running
+
+
+
+
+ Parameters: int sceneID, float x, float y, float z, float roll, float pitch, float yaw, BOOL p7
+
+
+
+
+ Parameters: int sceneID, float phase
+
+
+
+
+ Parameters: int sceneID
+
+
+
+
+ Parameters: int sceneID, float rate
+
+
+
+
+ Parameters: int sceneID
+
+
+
+
+ Parameters: int sceneID, BOOL toggle
+
+
+
+
+ Parameters: int sceneID
+
+
+
+
+ Parameters: int sceneID, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int sceneID
+
+
+
+
+ Parameters: int sceneID, Entity entity, int boneIndex
+
+
+
+
+ Parameters: int sceneID
+
+
+
+
+ Parameters: int scene
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash motionStateHash, BOOL p2, int p3, BOOL p4
+
+
+ Regarding p2, p3 and p4: Most common is 0, 0, 0); followed by 0, 1, 0); and 1, 1, 0); in R* scripts. p4 is very rarely something other than 0.
+ enum eMotionState // 0x92A659FE
+ {
+ MotionState_None = 0xEE717723,
+ MotionState_Idle = 0x9072A713,
+ MotionState_Walk = 0xD827C3DB,
+ MotionState_Run = 0xFFF7E7A4,
+ MotionState_Sprint = 0xBD8817DB,
+ MotionState_Crouch_Idle = 0x43FB099E,
+ MotionState_Crouch_Walk = 0x08C31A98,
+ MotionState_Crouch_Run = 0x3593CF09,
+ MotionState_DoNothing = 0x0EC17E58,
+ MotionState_AnimatedVelocity = 0x551AAC43,
+ MotionState_InVehicle = 0x94D9D58D,
+ MotionState_Aiming = 0x3F67C6AF,
+ MotionState_Diving_Idle = 0x4848CDED,
+ MotionState_Diving_Swim = 0x916E828C,
+ MotionState_Swimming_TreadWater = 0xD1BF11C7,
+ MotionState_Dead = 0x0DBB071C,
+ MotionState_Stealth_Idle = 0x422D7A25,
+ MotionState_Stealth_Walk = 0x042AB6A2,
+ MotionState_Stealth_Run = 0xFB0B79E1,
+ MotionState_Parachuting = 0xBAC0F10B,
+ MotionState_ActionMode_Idle = 0xDA40A0DC,
+ MotionState_ActionMode_Walk = 0xD2905EA7,
+ MotionState_ActionMode_Run = 0x31BADE14,
+ MotionState_Jetpack = 0x535E6A5E
+ };
+
+
+
+
+ Parameters: Ped ped, float* speedX, float* speedY
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+ Min: 0.00
+ Max: 10.00
+ Can be used in combo with fast run cheat.
+ When value is set to 10.00:
+ Sprinting without fast run cheat: 66 m/s
+ Sprinting with fast run cheat: 77 m/s
+ Needs to be looped!
+ Note: According to IDA for the Xbox360 xex, when they check bgt they seem to have the min to 0.0f, but the max set to 1.15f not 10.0f.
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+
+
+ Parameters: Ped ped, int sexinessFlag
+
+
+ Checks if the specified sexiness flag is set
+ enum eSexinessFlags
+ {
+ SF_JEER_AT_HOT_PED = 0,
+ SF_HURRIEDFEMALES_SEXY = 1,
+ SF_HOT_PERSON = 2,
+ };
+
+
+
+
+ Parameters: Ped ped, Any* sizeAndVehs
+
+
+ Returns size of array, passed into the second variable.
+ See below for usage information.
+ This function actually requires a struct, where the first value is the maximum number of elements to return. Here is a sample of how I was able to get it to work correctly, without yet knowing the struct format.
+ //Setup the array
+ const int numElements = 10;
+ const int arrSize = numElements * 2 + 2;
+ Any veh[arrSize];
+ //0 index is the size of the array
+ veh[0] = numElements;
+ int count = PED::GET_PED_NEARBY_VEHICLES(PLAYER::PLAYER_PED_ID(), veh);
+ if (veh != NULL)
+ {
+ //Simple loop to go through results
+ for (int i = 0; i < count; i++)
+ {
+ int offsettedID = i * 2 + 2;
+ //Make sure it exists
+ if (veh[offsettedID] != NULL && ENTITY::DOES_ENTITY_EXIST(veh[offsettedID]))
+ {
+ //Do something
+ }
+ }
+ }
+
+
+
+
+ Parameters: Ped ped, Any* sizeAndPeds, int ignore
+
+
+ sizeAndPeds - is a pointer to an array. The array is filled with peds found nearby the ped supplied to the first argument.
+ ignore - ped type to ignore
+ Return value is the number of peds found and added to the array passed.
+ -----------------------------------
+ To make this work in most menu bases at least in C++ do it like so,
+ Formatted Example: https://pastebin.com/D8an9wwp
+ -----------------------------------
+ Example: gtaforums.com/topic/789788-function-args-to-pedget-ped-nearby-peds/?p=1067386687
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL p1, int p2, const char* action
+
+
+ p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION".
+
+
+
+
+ Parameters: Ped ped, const char* name
+
+
+ name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+ Overrides the ped's collision capsule radius for the current tick.
+ Must be called every tick to be effective.
+ Setting this to 0.001 will allow warping through some objects.
+
+
+
+
+ Parameters: Ped ped
+
+
+ gtaforums.com/topic/885580-ped-headshotmugshot-txd/
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black. Example: https://i.imgur.com/iHz8ztn.png
+
+
+
+
+ Parameters: int id
+
+
+ gtaforums.com/topic/885580-ped-headshotmugshot-txd/
+
+
+
+
+ Parameters: int id
+
+
+ gtaforums.com/topic/885580-ped-headshotmugshot-txd/
+
+
+
+
+ Parameters: int id
+
+
+ gtaforums.com/topic/885580-ped-headshotmugshot-txd/
+
+
+
+
+ Parameters: int id
+
+
+ gtaforums.com/topic/885580-ped-headshotmugshot-txd/
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: Ped ped, float heatScale
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, int interiorFlags, float scale, int duration
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float width, int interiorFlags, float scale, int duration
+
+
+
+
+ Parameters: int randomInt, float* x, float* y, float* z
+
+
+
+
+ Parameters: int p0, int* p1
+
+
+
+
+ Parameters: Ped ped, int ikIndex, Entity entityLookAt, int boneLookAt, float offsetX, float offsetY, float offsetZ, Any p7, int blendInDuration, int blendOutDuration
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: const char* asset
+
+
+
+
+ Parameters: Ped ped, float multiplier
+
+
+
+
+ Parameters: Ped ped, BOOL toggle, int p2
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, BOOL p1, int type, int p3
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Toggles config flag CPED_CONFIG_FLAG_CanPlayInCarIdles.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped targetPed, float p2, float p3, float p4, float p5
+
+
+
+
+ Parameters: float x, float y, float z, float min, float max
+
+
+ Min and max are usually 100.0 and 200.0
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Ped ped, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped Ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: float x, float y, float z, float rotX, float rotY, float rotZ, float length, int ropeType, float maxLength, float minLength, float windingSpeed, BOOL p11, BOOL p12, BOOL rigid, float p14, BOOL breakWhenShot, Any* unkPtr
+
+
+ Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.
+ __
+ Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL)
+ When attached, Position<vector> does not matter
+ When attached, Angle<vector> does not matter
+ Rope Type:
+ 4 and bellow is a thick rope
+ 5 and up are small metal wires
+ 0 crashes the game
+ Max_length - Rope is forced to this length, generally best to keep this the same as your rope length.
+ windingSpeed - Speed the Rope is being winded, using native START_ROPE_WINDING. Set positive for winding and negative for unwinding.
+ Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects).
+ breakable - Whether or not shooting the rope will break it.
+ unkPtr - unknown ptr, always 0 in orig scripts
+ __
+ Lengths can be calculated like so:
+ float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length
+ NOTES:
+ Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).
+ Rope will sometimes contract and fall to the ground like you'd expect it to, but since it doesn't interact with the world the effect is just jaring.
+
+
+
+
+ Parameters: int* ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int* ropeId
+
+
+
+
+ Parameters: int* ropeId, BOOL p1
+
+
+
+
+ Parameters: int* ropeId, BOOL toggle
+
+
+
+
+ Parameters: int ropeId, const char* rope_preset
+
+
+ Rope presets can be found in the gamefiles. One example is "ropeFamily3", it is NOT a hash but rather a string.
+
+
+
+
+ Parameters: int ropeId, int vertex, float x, float y, float z
+
+
+
+
+ Parameters: int ropeId, int vertex
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId, Entity ent1, Entity ent2, float ent1_x, float ent1_y, float ent1_z, float ent2_x, float ent2_y, float ent2_z, float length, BOOL p10, BOOL p11, Any* p12, Any* p13
+
+
+ Attaches entity 1 to entity 2.
+
+
+
+
+ Parameters: int ropeId, Entity entity, float x, float y, float z, BOOL p5
+
+
+ The position supplied can be anywhere, and the entity should anchor relative to that point from it's origin.
+
+
+
+
+ Parameters: int ropeId, Entity entity
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId, Any p1
+
+
+
+
+ Parameters: int ropeId, BOOL p1
+
+
+
+
+ Parameters: int* ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId, int vertex
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Parameters: int ropeId
+
+
+
+
+ Loads rope textures for all ropes in the current scene.
+
+
+
+
+ Unloads rope textures for all ropes in the current scene.
+
+
+
+
+ Parameters: int ropeId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int ropeId, int p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, float p10, float p11, float p12, float p13
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: int ropeId, int p1
+
+
+
+
+ Parameters: int ropeId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int ropeId, float length
+
+
+ Forces a rope to a certain length.
+
+
+
+
+ Parameters: int ropeId, float length
+
+
+ Reset a rope to a certain length.
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float vecX, float vecY, float vecZ, float impulse
+
+
+
+
+ Parameters: Entity entity, int vertex, float value
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float x, float y, float z
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity entity, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, Any p9, BOOL p10
+
+
+
+
+ Parameters: Object @object
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Object @object
+
+
+
+
+ Parameters: Object @object, BOOL toggle
+
+
+
+
+ Parameters: Entity entity, BOOL toggle
+
+
+ PED_RAGDOLL_BUMP Proof?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Gets the ped for a specified player index.
+
+
+
+
+ Parameters: Player player
+
+
+ Does the same like PLAYER::GET_PLAYER_PED
+
+
+
+
+ Parameters: Player player, Hash model
+
+
+ Set the model for a specific Player. Be aware that this will destroy the current Ped for the Player and create a new one, any reference to the old ped should be reset
+ Make sure to request the model first and wait until it has loaded.
+
+
+
+
+ Parameters: Player player, Ped ped, BOOL p2, BOOL resetDamage
+
+
+
+
+ Parameters: Player player, int* r, int* g, int* b
+
+
+
+
+ Gets the number of players in the current session.
+ If not multiplayer, always returns 1.
+
+
+
+
+ Parameters: Player player
+
+
+ Gets the player's team.
+ Does nothing in singleplayer.
+
+
+
+
+ Parameters: Player player, int team
+
+
+ Set player team on deathmatch and last team standing..
+
+
+
+
+ Parameters: int team
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+ Remnant from GTA IV. Does nothing in GTA V.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, Vector3* position, BOOL p2, BOOL p3
+
+
+ # Predominant call signatures
+ PLAYER::SET_PLAYER_WANTED_CENTRE_POSITION(PLAYER::PLAYER_ID(), ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1));
+ # Parameter value ranges
+ P0: PLAYER::PLAYER_ID()
+ P1: ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1)
+ P2: Not set by any call
+
+
+
+
+ Parameters: int wantedLevel
+
+
+ Drft
+
+
+
+
+ Parameters: Player player, int wantedLevel, BOOL disableNoMission
+
+
+ Call SET_PLAYER_WANTED_LEVEL_NOW for immediate effect
+ wantedLevel is an integer value representing 0 to 5 stars even though the game supports the 6th wanted level but no police will appear since no definitions are present for it in the game files
+ disableNoMission- Disables When Off Mission- appears to always be false
+
+
+
+
+ Parameters: Player player, int wantedLevel, BOOL p2
+
+
+ p2 is always false in R* scripts
+
+
+
+
+ Parameters: Player player, BOOL p1
+
+
+ Forces any pending wanted level to be applied to the specified player immediately.
+ Call SET_PLAYER_WANTED_LEVEL with the desired wanted level, followed by SET_PLAYER_WANTED_LEVEL_NOW.
+ Second parameter is unknown (always false).
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, int wantedLevel
+
+
+
+
+ Parameters: Player player
+
+
+ This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false);
+ PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL bHasControl, int flags
+
+
+ Flags:
+ SPC_AMBIENT_SCRIPT = (1 << 1),
+ SPC_CLEAR_TASKS = (1 << 2),
+ SPC_REMOVE_FIRES = (1 << 3),
+ SPC_REMOVE_EXPLOSIONS = (1 << 4),
+ SPC_REMOVE_PROJECTILES = (1 << 5),
+ SPC_DEACTIVATE_GADGETS = (1 << 6),
+ SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7),
+ SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8),
+ SPC_ALLOW_PLAYER_DAMAGE = (1 << 9),
+ SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10),
+ SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11),
+ SPC_ALLOW_PAD_SHAKE = (1 << 12)
+ See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: int maxWantedLevel
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ If toggle is set to false:
+ The police won't be shown on the (mini)map
+ If toggle is set to true:
+ The police will be shown on the (mini)map
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ The player will be ignored by the police if toggle is set to true
+
+
+
+
+ Parameters: Player player
+
+
+ Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ - This is called after SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: Player player, float difficulty
+
+
+ Max value is 1.0
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int wantedLevel, int lossTime
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int duration
+
+
+
+
+ Parameters: Player player, int crimeType, int wantedLvlThresh
+
+
+ PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(), 37, PLAYER::GET_WANTED_LEVEL_THRESHOLD(1));
+ From am_armybase.ysc.c4:
+ PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(4), 36, PLAYER::GET_WANTED_LEVEL_THRESHOLD(4));
+ -----
+ This was taken from the GTAV.exe v1.334. The function is called sub_140592CE8. For a full decompilation of the function, see here: https://pastebin.com/09qSMsN7
+ -----
+ crimeType:
+ 1: Firearms possession
+ 2: Person running a red light ("5-0-5")
+ 3: Reckless driver
+ 4: Speeding vehicle (a "5-10")
+ 5: Traffic violation (a "5-0-5")
+ 6: Motorcycle rider without a helmet
+ 7: Vehicle theft (a "5-0-3")
+ 8: Grand Theft Auto
+ 9: ???
+ 10: ???
+ 11: Assault on a civilian (a "2-40")
+ 12: Assault on an officer
+ 13: Assault with a deadly weapon (a "2-45")
+ 14: Officer shot (a "2-45")
+ 15: Pedestrian struck by a vehicle
+ 16: Officer struck by a vehicle
+ 17: Helicopter down (an "AC"?)
+ 18: Civilian on fire (a "2-40")
+ 19: Officer set on fire (a "10-99")
+ 20: Car on fire
+ 21: Air unit down (an "AC"?)
+ 22: An explosion (a "9-96")
+ 23: A stabbing (a "2-45") (also something else I couldn't understand)
+ 24: Officer stabbed (also something else I couldn't understand)
+ 25: Attack on a vehicle ("MDV"?)
+ 26: Damage to property
+ 27: Suspect threatening officer with a firearm
+ 28: Shots fired
+ 29: ???
+ 30: ???
+ 31: ???
+ 32: ???
+ 33: ???
+ 34: A "2-45"
+ 35: ???
+ 36: A "9-25"
+ 37: ???
+ 38: ???
+ 39: ???
+ 40: ???
+ 41: ???
+ 42: ???
+ 43: Possible disturbance
+ 44: Civilian in need of assistance
+ 45: ???
+ 46: ???
+
+
+
+
+ Parameters: Player player, int crimeType
+
+
+ crimeType: see REPORT_CRIME
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ This native is used in both singleplayer and multiplayer scripts.
+ Always used like this in scripts
+ PLAYER::UPDATE_WANTED_POSITION_THIS_FRAME(PLAYER::PLAYER_ID());
+
+
+
+
+ Parameters: Player player
+
+
+ This has been found in use in the decompiled files.
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player
+
+
+ This has been found in use in the decompiled files.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: float p0
+
+
+ PLAYER::SET_LAW_RESPONSE_DELAY_OVERRIDE(rPtr((&l_122) + 71)); // Found in decompilation
+ ***
+ In "am_hold_up.ysc" used once:
+ l_8d._f47 = MISC::GET_RANDOM_FLOAT_IN_RANGE(18.0, 28.0);
+ PLAYER::SET_LAW_RESPONSE_DELAY_OVERRIDE((l_8d._f47));
+
+
+
+
+ 2 matches in 1 script - am_hold_up
+ Used in multiplayer scripts?
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, Entity entity
+
+
+
+
+ Parameters: Player player, Entity* entity
+
+
+ Assigns the handle of locked-on melee target to *entity that you pass it.
+ Returns false if no entity found.
+
+
+
+
+ Parameters: Player player
+
+
+ Gets a value indicating whether the specified player is currently aiming freely.
+
+
+
+
+ Parameters: Player player, Entity entity
+
+
+ Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
+
+
+
+
+ Parameters: Player player, Entity* entity
+
+
+ Returns TRUE if it found an entity in your crosshair within range of your weapon. Assigns the handle of the target to the *entity that you pass it.
+ Returns false if no entity found.
+
+
+
+
+ Parameters: Player player, float range
+
+
+ Affects the range of auto aim target.
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Set whether this player should be able to do drive-bys.
+ "A drive-by is when a ped is aiming/shooting from vehicle. This includes middle finger taunts. By setting this value to false I confirm the player is unable to do all that. Tested on tick."
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Sets whether this player can be hassled by gangs.
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Sets whether this player can take cover.
+
+
+
+
+ Gets the maximum wanted level the player can get.
+ Ranges from 0 to 5.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, float p1
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, float time
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Returns the group ID the player is member of.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+ Can the player control himself, used to disable controls for player for things like a cutscene.
+ ---
+ You can't disable controls with this, use SET_PLAYER_CONTROL(...) for this.
+
+
+
+
+ Returns true when the player is not able to control the cam i.e. when running a benchmark test, switching the player or viewing a cutscene.
+ Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+ Returns TRUE if the player ('s ped) is climbing at the moment.
+
+
+
+
+ Parameters: Player player, BOOL atArresting
+
+
+ Return true while player is being arrested / busted.
+ If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control)
+ If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1);
+
+
+
+
+ Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT
+
+
+
+
+ Parameters: int value
+
+
+ Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
+
+
+
+
+ Parameters: int value
+
+
+ Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
+ --------------------------------------------------------
+ if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::INT_TO_PARTICIPANTINDEX(i)))
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ This returns YOUR 'identity' as a Player type.
+ Always returns 0 in story mode.
+
+
+
+
+ Returns current player ped
+
+
+
+
+ Does exactly the same thing as PLAYER_ID()
+
+
+
+
+ Parameters: int cleanupFlags
+
+
+
+
+ Parameters: int cleanupFlags
+
+
+ used with 1,2,8,64,128 in the scripts
+
+
+
+
+ Parameters: const char* name, int cleanupFlags
+
+
+ PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation
+
+
+
+
+ Parameters: int id, int cleanupFlags
+
+
+
+
+ Parameters: Player player, Vehicle vehicle
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: int achievementId
+
+
+ 1 - Welcome to Los Santos
+ 2 - A Friendship Resurrected
+ 3 - A Fair Day's Pay
+ 4 - The Moment of Truth
+ 5 - To Live or Die in Los Santos
+ 6 - Diamond Hard
+ 7 - Subversive
+ 8 - Blitzed
+ 9 - Small Town, Big Job
+ 10 - The Government Gimps
+ 11 - The Big One!
+ 12 - Solid Gold, Baby!
+ 13 - Career Criminal
+ 14 - San Andreas Sightseer
+ 15 - All's Fare in Love and War
+ 16 - TP Industries Arms Race
+ 17 - Multi-Disciplined
+ 18 - From Beyond the Stars
+ 19 - A Mystery, Solved
+ 20 - Waste Management
+ 21 - Red Mist
+ 22 - Show Off
+ 23 - Kifflom!
+ 24 - Three Man Army
+ 25 - Out of Your Depth
+ 26 - Altruist Acolyte
+ 27 - A Lot of Cheddar
+ 28 - Trading Pure Alpha
+ 29 - Pimp My Sidearm
+ 30 - Wanted: Alive Or Alive
+ 31 - Los Santos Customs
+ 32 - Close Shave
+ 33 - Off the Plane
+ 34 - Three-Bit Gangster
+ 35 - Making Moves
+ 36 - Above the Law
+ 37 - Numero Uno
+ 38 - The Midnight Club
+ 39 - Unnatural Selection
+ 40 - Backseat Driver
+ 41 - Run Like The Wind
+ 42 - Clean Sweep
+ 43 - Decorated
+ 44 - Stick Up Kid
+ 45 - Enjoy Your Stay
+ 46 - Crew Cut
+ 47 - Full Refund
+ 48 - Dialling Digits
+ 49 - American Dream
+ 50 - A New Perspective
+ 51 - Be Prepared
+ 52 - In the Name of Science
+ 53 - Dead Presidents
+ 54 - Parole Day
+ 55 - Shot Caller
+ 56 - Four Way
+ 57 - Live a Little
+ 58 - Can't Touch This
+ 59 - Mastermind
+ 60 - Vinewood Visionary
+ 61 - Majestic
+ 62 - Humans of Los Santos
+ 63 - First Time Director
+ 64 - Animal Lover
+ 65 - Ensemble Piece
+ 66 - Cult Movie
+ 67 - Location Scout
+ 68 - Method Actor
+ 69 - Cryptozoologist
+ 70 - Getting Started
+ 71 - The Data Breaches
+ 72 - The Bogdan Problem
+ 73 - The Doomsday Scenario
+ 74 - A World Worth Saving
+ 75 - Orbital Obliteration
+ 76 - Elitist
+ 77 - Masterminds
+
+
+
+
+ Parameters: int achievementId, int progress
+
+
+ For Steam.
+ Does nothing and always returns false in the retail version of the game.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int achievementId
+
+
+ For Steam.
+ Always returns 0 in retail version of the game.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int achievementId
+
+
+ See GIVE_ACHIEVEMENT_TO_PLAYER
+
+
+
+
+ Returns TRUE if the game is in online mode and FALSE if in offline mode.
+ This is an alias for NETWORK_IS_SIGNED_ONLINE.
+
+
+
+
+ this function is hard-coded to always return 0.
+
+
+
+
+ Parameters: BOOL p0
+
+
+ Purpose of the BOOL currently unknown.
+ Both, true and false, work
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Simply sets you as invincible (Health will not deplete).
+ Use 0x733A643B5B0C53C1 instead if you want Ragdoll enabled, which is equal to:
+ *(DWORD *)(playerPedAddress + 0x188) |= (1 << 9);
+
+
+
+
+ Parameters: Player player
+
+
+ Returns the Player's Invincible status.
+ This function will always return false if 0x733A643B5B0C53C1 is used to set the invincibility status. To always get the correct result, use this:
+ bool IsPlayerInvincible(Player player)
+ {
+ auto addr = getScriptHandleBaseAddress(GET_PLAYER_PED(player));
+ if (addr)
+ {
+ DWORD flag = *(DWORD *)(addr + 0x188);
+ return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0);
+ }
+ return false;
+ }
+
+
+
+
+ Parameters: Player player
+
+
+ Always returns false.
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, BOOL p1
+
+
+
+
+ Parameters: Player player, BOOL p2
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Example from fm_mission_controler.ysc.c4:
+ PLAYER::SET_PLAYER_LOCKON(PLAYER::PLAYER_ID(), 1);
+ All other decompiled scripts using this seem to be using the player id as the first parameter, so I feel the need to confirm it as so.
+ No need to confirm it says PLAYER_ID() so it uses PLAYER_ID() lol.
+
+
+
+
+ Parameters: int targetMode
+
+
+ Sets your targeting mode.
+ 0 = Assisted Aim - Full
+ 1 = Assisted Aim - Partial
+ 2 = Free Aim - Assisted
+ 3 = Free Aim
+
+
+
+
+ Parameters: int targetLevel
+
+
+
+
+ Returns profile setting 237.
+
+
+
+
+ Returns profile setting 243.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, float multiplier
+
+
+ This can be between 1.0f - 14.9f
+ You can change the max in IDA from 15.0. I say 15.0 as the function blrs if what you input is greater than or equal to 15.0 hence why it's 14.9 max default.
+
+
+
+
+ Parameters: Player player, float multiplier
+
+
+ Swim speed multiplier.
+ Multiplier goes up to 1.49
+ Just call it one time, it is not required to be called once every tick. - Note copied from below native.
+ Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and RUN_SPRINT below. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it's 1.49 max default.
+
+
+
+
+ Parameters: Player player, float multiplier
+
+
+ Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.
+ Just call it one time, it is not required to be called once every tick.
+ Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it's 1.49 max default.
+
+
+
+
+ Returns the time since the character was arrested in (ms) milliseconds.
+ example
+ var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_ARREST();
+ UI.DrawSubtitle(time.ToString());
+ if player has not been arrested, the int returned will be -1.
+
+
+
+
+ Returns the time since the character died in (ms) milliseconds.
+ example
+ var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_DEATH();
+ UI.DrawSubtitle(time.ToString());
+ if player has not died, the int returned will be -1.
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+ Inhibits the player from using any method of combat including melee and firearms.
+ NOTE: Only disables the firing for one frame
+
+
+
+
+ Used only once in R* scripts (freemode.ysc).
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, int value
+
+
+ Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4
+
+
+
+
+ Parameters: Player player, int p1
+
+
+ p1 is always 0 in the scripts
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int p1
+
+
+ p1 is always 0 in the scripts
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, BOOL p1, BOOL p2, Any p3
+
+
+ Every occurrence of p1 & p2 were both true.
+
+
+
+
+ Parameters: Player player, BOOL p1, BOOL p2, Any p3
+
+
+ Only 1 match. Both p1 & p2 were true.
+
+
+
+
+ Parameters: Player player, BOOL p1, BOOL p2, Any p3
+
+
+ 2 matches. p1 was always true.
+
+
+
+
+ Parameters: Player player, Ped p1, Any p2
+
+
+ p1 appears to always be 1 (only comes up twice)
+
+
+
+
+ Parameters: Player player, int p1, BOOL p2, Any p3
+
+
+ p1 appears as 5, 10, 15, 25, or 30. p2 is always true.
+
+
+
+
+ Parameters: Player player, float normalizedValue, BOOL p2, Any p3
+
+
+ normalizedValue is from 0.0 - 1.0
+ p2 is always 1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, BOOL p1, Any p2
+
+
+ Also known as _RECHARGE_SPECIAL_ABILITY
+
+
+
+
+ Parameters: Player player, BOOL p1, Any p2
+
+
+ p1 was always true.
+
+
+
+
+ Parameters: Hash playerModel, Any p1
+
+
+
+
+ Parameters: Hash playerModel, Any p1
+
+
+
+
+ Parameters: Hash playerModel
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, BOOL toggle, Any p2
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player
+
+
+ Appears once in "re_dealgonewrong"
+
+
+
+
+ Parameters: Player player, int p1
+
+
+ Only 1 occurrence. p1 was 2.
+
+
+
+
+ Parameters: Player player, float p1
+
+
+ 2 occurrences in agency_heist3a. p1 was 0.7f then 0.4f.
+
+
+
+
+ Parameters: Player player, float x, float y, float z, float heading, BOOL p5, BOOL findCollisionLand, BOOL p7
+
+
+ `findCollisionLand`: This teleports the player to land when set to true and will not consider the Z coordinate parameter provided by you. It will automatically put the Z coordinate so that you don't fall from sky.
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Disables the player's teleportation
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, float regenRate
+
+
+ `regenRate`: The recharge multiplier, a value between 0.0 and 1.0.
+ Use 1.0 to reset it back to normal
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float limit
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float modifier
+
+
+ This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
+ Based on tests, it is unlikely to be a multiplier.
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float modifier
+
+
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float modifier
+
+
+ modifier's min value is 0.1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float modifier, BOOL p2
+
+
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float modifier
+
+
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float modifier
+
+
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float modifier
+
+
+ modifier's min value is 0.1
+
+
+
+
+ Parameters: Player player, float p1
+
+
+
+
+ Parameters: Player player, Any p1
+
+
+
+
+ Parameters: Player player, float p1
+
+
+
+
+ Parameters: Player player, int tintIndex
+
+
+ Tints:
+ None = -1,
+ Rainbow = 0,
+ Red = 1,
+ SeasideStripes = 2,
+ WidowMaker = 3,
+ Patriot = 4,
+ Blue = 5,
+ Black = 6,
+ Hornet = 7,
+ AirFocce = 8,
+ Desert = 9,
+ Shadow = 10,
+ HighAltitude = 11,
+ Airbone = 12,
+ Sunrise = 13,
+
+
+
+
+ Parameters: Player player, int* tintIndex
+
+
+ Tints:
+ None = -1,
+ Rainbow = 0,
+ Red = 1,
+ SeasideStripes = 2,
+ WidowMaker = 3,
+ Patriot = 4,
+ Blue = 5,
+ Black = 6,
+ Hornet = 7,
+ AirFocce = 8,
+ Desert = 9,
+ Shadow = 10,
+ HighAltitude = 11,
+ Airbone = 12,
+ Sunrise = 13,
+
+
+
+
+ Parameters: Player player, int index
+
+
+ Tints:
+ None = -1,
+ Rainbow = 0,
+ Red = 1,
+ SeasideStripes = 2,
+ WidowMaker = 3,
+ Patriot = 4,
+ Blue = 5,
+ Black = 6,
+ Hornet = 7,
+ AirFocce = 8,
+ Desert = 9,
+ Shadow = 10,
+ HighAltitude = 11,
+ Airbone = 12,
+ Sunrise = 13,
+
+
+
+
+ Parameters: Player player, int* index
+
+
+ Tints:
+ None = -1,
+ Rainbow = 0,
+ Red = 1,
+ SeasideStripes = 2,
+ WidowMaker = 3,
+ Patriot = 4,
+ Blue = 5,
+ Black = 6,
+ Hornet = 7,
+ AirFocce = 8,
+ Desert = 9,
+ Shadow = 10,
+ HighAltitude = 11,
+ Airbone = 12,
+ Sunrise = 13,
+
+
+
+
+ Parameters: Player player, int tintIndex
+
+
+ tints 0- 13
+ 0 - unkown
+ 1 - unkown
+ 2 - unkown
+ 3 - unkown
+ 4 - unkown
+
+
+
+
+ Parameters: Player player, int* tintIndex
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL enabled
+
+
+
+
+ Parameters: Player player, int r, int g, int b
+
+
+
+
+ Parameters: Player player, int* r, int* g, int* b
+
+
+
+
+ Parameters: Player player, int flags
+
+
+ example:
+ flags: 0-6
+ PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6);
+ wouldnt the flag be the seatIndex?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, float multiplier
+
+
+
+
+ Parameters: Player player, float multiplier
+
+
+ Values around 1.0f to 2.0f used in game scripts.
+
+
+
+
+ Parameters: Player player, Ped ped
+
+
+
+
+ Parameters: Player player, float amount, int gaitType, float speed, BOOL p4, BOOL p5
+
+
+ This is to make the player walk without accepting input from INPUT.
+ gaitType is in increments of 100s. 2000, 500, 300, 200, etc.
+ p4 is always 1 and p5 is always 0.
+ C# Example :
+ Function.Call(Hash.SIMULATE_PLAYER_INPUT_GAIT, Game.Player, 1.0f, 100, 1.0f, 1, 0); //Player will go forward for 100ms
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, float value
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, int p1
+
+
+
+
+ Parameters: int index
+
+
+ Every occurrence was either 0 or 2.
+
+
+
+
+ Parameters: int value
+
+
+ 6 matches across 4 scripts. 5 occurrences were 240. The other was 255.
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7
+
+
+ Only 1 match. ob_sofa_michael.
+ PLAYER::PLAYER_ATTACH_VIRTUAL_BOUND(-804.5928f, 173.1801f, 71.68436f, 0f, 0f, 0.590625f, 1f, 0.7f);1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;
+
+
+
+
+ 1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+ Returns true if an unk value is greater than 0.0f
+
+
+
+
+ Parameters: Player player, int p1, BOOL p2
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Appears only 3 times in the scripts, more specifically in michael1.ysc
+ -
+ This can be used to prevent dying if you are "out of the world"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+ Returns true if the player is riding a train.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, BOOL toggle
+
+
+
+
+ Parameters: Player player, int p1, Any p2, Any p3, BOOL p4
+
+
+ p1 was always 5.
+ p4 was always false.
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player, Hash model
+
+
+
+
+ Parameters: Player player, Hash model
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Hash model
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Player player, BOOL state
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player
+
+
+
+
+ Parameters: Player player1, Player player2, BOOL toggle
+
+
+
+
+ Parameters: Player player, int hudColor
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+ Unsets playerPed+330 if the current weapon has certain flags.
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, Entity entity
+
+
+
+
+ Parameters: Player player, Entity entity
+
+
+
+
+ Parameters: Player player, int p1, int p2, Any p3, Any p4, Any p5
+
+
+
+
+ Resets values set by SET_SCRIPT_FIRE_POSITION
+
+
+
+
+ Parameters: float coordX, float coordY, float coordZ
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: float p0, float p1, int p2
+
+
+
+
+ Parameters: const char* missionNameLabel, Any p1
+
+
+ -This function appears to be deprecated/ unused. Tracing the call internally leads to a _nullsub -
+ first one seems to be a string of a mission name, second one seems to be a bool/toggle
+ p1 was always 0.
+
+
+
+
+ This disable the recording feature and has to be called every frame.
+
+
+
+ This function has been replaced by
+
+
+
+ This will disable the ability to make camera changes in R* Editor.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Parameters: int mode
+
+
+ Starts recording a replay.
+ If mode is 0, turns on action replay.
+ If mode is 1, starts recording.
+ If already recording a replay, does nothing.
+
+
+
+ This function has been replaced by
+
+
+
+ Stops recording and saves the recorded clip.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Stops recording and discards the recorded clip.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Checks if you're recording, returns TRUE when you start recording (F1) or turn on action replay (F2)
+ mov al, cs:g_bIsRecordingGameplay // byte_141DD0CD0 in b944
+ retn
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: const char* p0, BOOL p1
+
+
+ Does nothing (it's a nullsub).
+
+
+
+
+ Returns a bool if interior rendering is disabled, if yes, all "normal" rendered interiors are invisible
+
+
+
+ This function has been replaced by
+
+
+
+ Disables some other rendering (internal)
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+ Please note that you will need to call DO_SCREEN_FADE_IN after exiting the Rockstar Editor when you call this.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any* p1
+
+
+
+
+ Parameters: const char* scriptName
+
+
+
+
+ Parameters: const char* scriptName
+
+
+
+
+ Parameters: const char* scriptName
+
+
+ Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting.
+
+
+
+
+ Parameters: const char* scriptName
+
+
+
+
+ Parameters: Hash scriptHash
+
+
+ formerly _REQUEST_STREAMED_SCRIPT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash scriptHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash scriptHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash scriptHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int threadId
+
+
+
+
+ Parameters: int threadId
+
+
+
+
+ Parameters: int threadId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Starts a new iteration of the current threads.
+ Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
+
+
+
+ This function has been replaced by
+
+
+
+ If the function returns 0, the end of the iteration has been reached.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash scriptHash
+
+
+ Gets the number of instances of the specified script is currently running.
+ Actually returns numRefs - 1.
+ if (program)
+ v3 = rage::scrProgram::GetNumRefs(program) - 1;
+ return v3;
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int eventGroup
+
+
+ eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
+
+
+
+
+ Parameters: int eventGroup, int eventIndex
+
+
+ eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
+
+
+
+
+ Parameters: int eventGroup, int eventIndex
+
+
+ eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
+
+
+
+
+ Parameters: int eventGroup, int eventIndex, Any* eventData, int eventDataSize
+
+
+ eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
+ Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).
+
+
+
+
+ Parameters: int eventGroup, Any* eventData, int eventDataSize, int playerBits
+
+
+ eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
+ Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).
+ playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to. In order to send the event to specific players only, use (1 << playerIndex). Set all bits if it should be broadcast to all players.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Returns true if bit 0 in GtaThread+0x154 is set.
+
+
+
+ This function has been replaced by
+
+
+
+ Sets bit 1 in GtaThread+0x154
+
+
+
+
+ Parameters: Hash contextHash
+
+
+ Hashed version of BG_START_CONTEXT.
+
+
+
+
+ Parameters: Hash contextHash
+
+
+ Hashed version of BG_END_CONTEXT.
+
+
+
+
+ Parameters: const char* contextName
+
+
+ Inserts the given context into the background scripts context map.
+
+
+
+
+ Parameters: const char* contextName
+
+
+ Deletes the given context from the background scripts context map.
+
+
+
+
+ Parameters: int scriptIndex, const char* p1
+
+
+
+
+ Parameters: int scriptIndex, const char* p1
+
+
+
+
+ Parameters: Hash p0
+
+
+
+
+ Parameters: int eventGroup, Any* eventData, int eventDataSize, int playerBits
+
+
+ See TRIGGER_SCRIPT_EVENT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* variable
+
+
+ Registers a protected variable that will be checked for modifications by the anticheat
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* variable
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int flags, Entity entity, int p8
+
+
+ Asynchronously starts a line-of-sight (raycast) world probe shape test.
+ Use the handle with 0x3D87450E15D98694 or 0x65287525D951F6BE until it returns 0 or 2.
+ p8 is a bit mask with bits 1, 2 and/or 4, relating to collider types; 4 should usually be used.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int flags, Entity entity, int p8
+
+
+ Does the same as 0x7EE9F5D83DD4F90E, except blocking until the shape test completes.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, int flags1, int flags2
+
+
+
+
+ Parameters: float x, float y, float z, float dimX, float dimY, float dimZ, float rotX, float rotY, float rotZ, Any p9, int flags, Entity entity, Any p12
+
+
+
+
+ Parameters: Entity entity, int flags1, int flags2
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float radius, int flags, Entity entity, int p9
+
+
+ Raycast from point to point, where the ray has a radius.
+ flags:
+ vehicles=10
+ peds =12
+ Iterating through flags yields many ped / vehicle/ object combinations
+ p9 = 7, but no idea what it does
+ Entity is an entity to ignore
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, float radius, int flags, Entity entity, Any p9
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vector3* pVec1, Vector3* pVec2, int flag, Entity entity, int flag2
+
+
+ Returns a ShapeTest handle that can be used with GET_SHAPE_TEST_RESULT.
+ In its only usage in game scripts its called with flag set to 511, entity to player_ped_id and flag2 set to 7
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int shapeTestHandle, BOOL* hit, Vector3* endCoords, Vector3* surfaceNormal, Entity* entityHit
+
+
+ Returns the result of a shape test: 0 if the handle is invalid, 1 if the shape test is still pending, or 2 if the shape test has completed, and the handle should be invalidated.
+ When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int shapeTestHandle, BOOL* hit, Vector3* endCoords, Vector3* surfaceNormal, Hash* materialHash, Entity* entityHit
+
+
+ Returns the result of a shape test, also returning the material of any touched surface.
+ When used with an asynchronous shape test, this native should be looped until returning 0 or 2, after which the handle is invalidated.
+ Unless the return value is 2, the other return values are undefined.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entityHit
+
+
+ Invalidates the entity handle passed by removing the fwScriptGuid from the entity. This should be used when receiving an ambient entity from shape testing natives, but can also be used for other natives returning an 'irrelevant' entity handle.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int msgIndex
+
+
+
+
+ Parameters: int msgIndex
+
+
+
+
+ Parameters: int msgIndex
+
+
+
+
+ Parameters: int p0, const char* context, int* @out
+
+
+
+
+ Parameters: int p0, const char* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, const char* context, char* @out
+
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any* p1
+
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, Any* outData
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int offset, int limit
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any* p1
+
+
+
+
+ Parameters: Any* p0, Any p1
+
+
+
+
+ Parameters: Any* gamerHandle
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash attrHash, int value
+
+
+
+
+ Parameters: Hash attrHash, float value
+
+
+
+
+ Parameters: Hash attrHash, const char* value
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: const char* name, int* value
+
+
+
+
+ Parameters: const char* name, float* value
+
+
+
+
+ Parameters: const char* name
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name, char* value
+
+
+
+
+ Parameters: float* value
+
+
+
+
+ Parameters: const char* @string, int* token
+
+
+ Starts a task to check an entered string for profanity on the ROS/Social Club services.
+ See also: 1753344C770358AE, 82E4A58BABC15AE7.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* @string, int* token
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int token
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int token
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: const char* p0, int* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: int token, int plateIndex
+
+
+
+
+ Parameters: int token, int plateIndex
+
+
+
+
+ Parameters: const char* oldPlateText, const char* newPlateText, Any* plateData
+
+
+
+
+ Parameters: const char* plateText, Any* plateData, int* token
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: const char* plateText, int* token
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: int token
+
+
+
+
+ Parameters: const char* p0, int* p1
+
+
+
+
+ Parameters: const char* p0, float* p1
+
+
+
+
+ Parameters: const char* p0, char* p1
+
+
+
+
+ Parameters: char* p0
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: const char* p0, int* p1, const char* p2
+
+
+
+
+ Parameters: const char* p0, float* p1, const char* p2
+
+
+
+
+ Parameters: const char* p0, char* p1, const char* p2
+
+
+
+
+ Parameters: char* p0, const char* p1
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0, const char* p1, int* p2
+
+
+
+
+ Parameters: int p0, const char* p1, float* p2
+
+
+
+
+ Parameters: int p0, const char* p1, char* p2
+
+
+
+
+ Parameters: int p0, char* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: const char* p0, int* p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+ Fills some 0x30 sized struct
+
+
+
+
+ Returns the nickname of the logged-in Rockstar Social Club account.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+
+ Parameters: int achievementId
+
+
+ Same as HAS_ACHIEVEMENT_BEEN_PASSED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int statSlot
+
+
+ Example:
+ for (v_2 = 0; v_2 <= 4; v_2 += 1) {
+ STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2);
+ }
+
+
+
+
+ Parameters: int statSlot
+
+
+
+
+ Parameters: int p0, BOOL p1, int p2, BOOL p3
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int statSlot
+
+
+
+
+ Parameters: int p0
+
+
+ p0 is characterSlot? seems range from 0 to 2
+
+
+
+
+ Parameters: int statSlot
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash statName, int value, BOOL save
+
+
+ Example:
+ STATS::STAT_SET_INT(MISC::GET_HASH_KEY("MPPLY_KILLS_PLAYERS"), 1337, true);
+
+
+
+
+ Parameters: Hash statName, float value, BOOL save
+
+
+ Example:
+ STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY("MP0_WEAPON_ACCURACY"), 66.6f, true);
+
+
+
+
+ Parameters: Hash statName, BOOL value, BOOL save
+
+
+ Example:
+ STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY("MPPLY_MELEECHLENGECOMPLETED"), trur, true);
+
+
+
+
+ Parameters: Hash statName, const char* value, BOOL save
+
+
+ The following values have been found in the decompiled scripts:
+ "RC_ABI1"
+ "RC_ABI2"
+ "RC_BA1"
+ "RC_BA2"
+ "RC_BA3"
+ "RC_BA3A"
+ "RC_BA3C"
+ "RC_BA4"
+ "RC_DRE1"
+ "RC_EPS1"
+ "RC_EPS2"
+ "RC_EPS3"
+ "RC_EPS4"
+ "RC_EPS5"
+ "RC_EPS6"
+ "RC_EPS7"
+ "RC_EPS8"
+ "RC_EXT1"
+ "RC_EXT2"
+ "RC_EXT3"
+ "RC_EXT4"
+ "RC_FAN1"
+ "RC_FAN2"
+ "RC_FAN3"
+ "RC_HAO1"
+ "RC_HUN1"
+ "RC_HUN2"
+ "RC_JOS1"
+ "RC_JOS2"
+ "RC_JOS3"
+ "RC_JOS4"
+ "RC_MAU1"
+ "RC_MIN1"
+ "RC_MIN2"
+ "RC_MIN3"
+ "RC_MRS1"
+ "RC_MRS2"
+ "RC_NI1"
+ "RC_NI1A"
+ "RC_NI1B"
+ "RC_NI1C"
+ "RC_NI1D"
+ "RC_NI2"
+ "RC_NI3"
+ "RC_OME1"
+ "RC_OME2"
+ "RC_PA1"
+ "RC_PA2"
+ "RC_PA3"
+ "RC_PA3A"
+ "RC_PA3B"
+ "RC_PA4"
+ "RC_RAM1"
+ "RC_RAM2"
+ "RC_RAM3"
+ "RC_RAM4"
+ "RC_RAM5"
+ "RC_SAS1"
+ "RC_TON1"
+ "RC_TON2"
+ "RC_TON3"
+ "RC_TON4"
+ "RC_TON5"
+
+
+
+
+ Parameters: Hash statName, Any* value, int numFields, BOOL save
+
+
+ 'value' is a structure to a structure, 'numFields' is how many fields there are in said structure (usually 7).
+ The structure looks like this:
+ int year
+ int month
+ int day
+ int hour
+ int minute
+ int second
+ int millisecond
+ The decompiled scripts use TIME::GET_POSIX_TIME to fill this structure.
+
+
+
+
+ Parameters: Hash statName, const char* value, BOOL save
+
+
+
+
+ Parameters: Hash statName, float x, float y, float z, BOOL save
+
+
+
+
+ Parameters: Hash statName, int p1, int p2, int p3, BOOL save
+
+
+
+
+ Parameters: Hash statName, const char* value, BOOL save
+
+
+
+
+ Parameters: Hash statName, BOOL p1
+
+
+ p1 always true.
+
+
+
+
+ Parameters: Hash statHash, int* outValue, int p2
+
+
+ p2 appears to always be -1
+
+
+
+
+ Parameters: Hash statHash, float* outValue, Any p2
+
+
+
+
+ Parameters: Hash statHash, BOOL* outValue, Any p2
+
+
+
+
+ Parameters: Hash statHash, Any* outValue, int numFields, Any p3
+
+
+ p3 is probably characterSlot or BOOL save, always -1
+
+
+
+
+ Parameters: Hash statHash, int p1
+
+
+ p1 is always -1 in the script files
+
+
+
+
+ Parameters: Hash statName, float* outX, float* outY, float* outZ, Any p4
+
+
+ p3 is probably characterSlot or BOOL save, always -1
+
+
+
+
+ Parameters: Hash statHash, int* outValue, int p2, int p3, Any p4
+
+
+ p4 is probably characterSlot or BOOL save
+
+
+
+
+ Parameters: Hash statHash
+
+
+ Returns the rockstar ID (user id) value of a given stat. Returns "STAT_UNKNOWN" if the statHash is invalid or the stat has no userId
+
+
+
+
+ Parameters: Hash statName
+
+
+
+
+ Parameters: Hash statName, const char* str
+
+
+
+
+ Parameters: Hash statName, float value
+
+
+
+
+ Parameters: Hash statName, int p1, float* outValue
+
+
+
+
+ Parameters: int p0
+
+
+ p0 seems to range from 0 to 7
+
+
+
+
+ Parameters: int p0
+
+
+ p0 seems to range from 0 to 7
+
+
+
+
+ Parameters: Hash statName
+
+
+
+
+ Parameters: Hash statName
+
+
+
+
+ Parameters: Hash statName
+
+
+
+
+ Parameters: Hash statName
+
+
+
+
+ Parameters: int profileSetting, int value
+
+
+ Does not take effect immediately, unfortunately.
+ profileSetting seems to only be 936, 937 and 938 in scripts
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: int p0
+
+
+ Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"?
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, BOOL spStat, BOOL charStat, int character
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, BOOL spStat, BOOL charStat, int character
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, BOOL spStat, BOOL charStat, int character, const char* section
+
+
+ Needs more research. Gets the stat name of a masked int?
+ section - values used in the decompiled scripts:
+ "_NGPSTAT_INT"
+ "_MP_NGPSTAT_INT"
+ "_MP_LRPSTAT_INT"
+ "_MP_APAPSTAT_INT"
+ "_MP_LR2PSTAT_INT"
+ "_MP_BIKEPSTAT_INT"
+ "_MP_IMPEXPPSTAT_INT"
+ "_MP_GUNRPSTAT_INT"
+ "_NGDLCPSTAT_INT"
+ "_MP_NGDLCPSTAT_INT"
+ "_DLCSMUGCHARPSTAT_INT"
+ "_GANGOPSPSTAT_INT"
+ "_BUSINESSBATPSTAT_INT"
+ "_ARENAWARSPSTAT_INT"
+ "_CASINOPSTAT_INT"
+ "_CASINOHSTPSTAT_INT"
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, int characterSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, int characterSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, BOOL value, int characterSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int index, int value, int characterSlot
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* action, int value
+
+
+
+
+ Parameters: const char* p0
+
+
+
+
+ Parameters: int amount, Hash type, Hash category
+
+
+
+
+ Parameters: int rank
+
+
+
+
+ Parameters: int p0, int activityId
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2, BOOL p3
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2, BOOL p3, BOOL p4, BOOL p5
+
+
+
+
+ Parameters: const char* p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: const char* name, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: int amount, int act, Player player, float cm
+
+
+
+
+ Parameters: Vehicle p0, Any p1, int p2, int p3, Any p4
+
+
+
+
+ Parameters: int* playerAccountId, int* posixTime
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1, float p2
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Hash scaleformHash, int p1
+
+
+
+
+ Parameters: int p0, BOOL p1
+
+
+
+
+ Parameters: int totalTimeMs, int p1, BOOL p2
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: Ped p0, int p1, int p2, int p3
+
+
+
+
+ Parameters: Ped p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+
+ Parameters: Hash weaponHash, Hash componentHashTo, Hash componentHashFrom
+
+
+ This is a typo made by R*. It's supposed to be called PLAYSTATS_WEAPON_MOD_CHANGE.
+
+
+
+
+ Parameters: const char* cheat
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2, Any* p3
+
+
+
+
+ Parameters: int element, const char* item
+
+
+
+
+ Parameters: int msStoodIdle
+
+
+
+
+ Parameters: int joinType
+
+
+
+
+ Parameters: Hash hash, int p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int id
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Any p1
+
+
+
+
+ Parameters: int p0, int p1, int p2
+
+
+
+
+ Parameters: int p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any p2, BOOL p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any p2, Any* p3, Any p4, Any* p5, Any p6
+
+
+
+
+ Parameters: Any* p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any* p0, Any p1, Any* p2
+
+
+
+
+ Parameters: Any* p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any* p0, float p1, Any p2
+
+
+
+
+ Parameters: Any* p0, Any* p1, Any* p2
+
+
+
+
+ Parameters: Any* p0, const char* gamerHandleCsv, const char* platformName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any* p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any p0, Any p1, float p2
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any* p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1, Any* p2
+
+
+
+
+ Parameters: Hash statHash, int value, int p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash statHash, float value, int p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash statHash, int value, int p2, const char* @string
+
+
+
+
+ Sets profile setting 939
+
+
+
+
+ Parameters: int value
+
+
+ Sets profile setting 933
+
+
+
+
+ Parameters: int value
+
+
+ Sets profile setting 934
+
+
+
+
+ Parameters: int value
+
+
+ Sets profile setting 935
+
+
+
+
+ Parameters: Any p0, int characterSlot
+
+
+
+
+ Parameters: Any p0, int characterSlot
+
+
+
+
+ Parameters: int profileSetting, int settingValue
+
+
+ Sets profile setting 940 and 941
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: Any* p0, Any* p1
+
+
+
+
+ Parameters: const char* platformName
+
+
+ platformName must be one of the following: ps3, xbox360, ps4, xboxone
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0, Any* p1
+
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash contentId, const char* srcPlatform, const char* srcGamerHandle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int* p0
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Prevents updates to CStatsMgr (e.g., STAT_SET_* natives)
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int statType, int valueType
+
+
+ enum StatTrackingType
+ {
+ LongestWheelie = 1,
+ LongestStoppie = 2,
+ NoCrashes = 3,
+ HighestSpeed = 4,
+ _MostFlips = 5,
+ _LongestSpin = 6,
+ _HighestJumpReached = 7,
+ LongestJump = 8,
+ _NearMissesNoCrash = 9,
+ LongestFallSurvived = 10,
+ LowestParachute = 11,
+ ReverseDriving = 12,
+ LongestFreefall = 13,
+ VehiclesStolen = 14,
+ _SomeCFireEventCount = 15,
+ _Unk16 = 16,
+ _LowFlyingTime = 17,
+ LowFlying = 18,
+ _InvertedFlyingTime = 19,
+ InvertedFlying = 20,
+ _PlaneSpinCount = 21,
+ MeleeKills = 22, // Players
+ _LongestSniperKill = 23,
+ SniperSkills = 24, // Players
+ DrivebyKills = 25, // Players
+ HeadshotKills = 26, // Players
+ LongestBail = 27,
+ _TotalRammedByCar = 28,
+ NearMissesPrecise = 29,
+ _FreefallTime = 30,
+ Unk31 = 31,
+ }
+ enum StatTrackingValueType
+ {
+ Total,
+ Max,
+ Min
+ }
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float* value
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Perform the most near misses with other vehicles in a land vehicle without crashing
+
+
+
+ This function has been replaced by
+
+
+
+ Perform the longest wheelie on a motorcycle
+
+
+
+ This function has been replaced by
+
+
+
+ Perform the longest stoppie on a motorcycle
+
+
+
+ This function has been replaced by
+
+
+
+ Perform the longest jump in a land vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Drive the furthest distance in a land vehicle without crashing
+
+
+
+ This function has been replaced by
+
+
+
+ Achieve the highest speed in a land vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Reverse the longest distance without crashing
+
+
+
+ This function has been replaced by
+
+
+
+ Fall the longest distance with a parachute before opening it
+
+
+
+ This function has been replaced by
+
+
+
+ Fly low to the ground for the longest distance
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float* outValue
+
+
+
+ This function has been replaced by
+
+
+
+ Or non-flyable area
+
+
+
+ This function has been replaced by
+
+
+
+ Travel the furthest distance when bailing from a vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ This function is hard-coded to always return 1.
+
+
+
+
+ Parameters: int value
+
+
+ Sets profile setting 866
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int transactionId
+
+
+ Sets profile setting 501
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int characterSlot, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int amount
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Hash vehicleHash
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Allows CEventNetworkStuntPerformed to be triggered.
+
+
+
+ This function has been replaced by
+
+
+
+ Disallows CEventNetworkStuntPerformed to be triggered.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, int role, int p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, int p1, int p2, int p3, int p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0, int p1, int p2, int p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Hash objectHash, Any p2, Any p3, int moneyAmount, int rpAmount, int chipsAmount, Any p7, int p8, Any p9, Any p10
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any* data
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0, Hash vehicleModel
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: int interiorID, BOOL toggle
+
+
+
+
+ Parameters: Hash model
+
+
+ Request a model to be loaded into memory.
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+ Checks if the specified model has loaded into memory.
+
+
+
+
+ Parameters: Interior interior, const char* roomName
+
+
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, "V_FIB01_cur_elev");
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, "limbo");
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BB, "V_Office_gnd_lifts");
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BB, "limbo");
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, "v_fib01_jan_elev");
+ STREAMING::REQUEST_MODELS_IN_ROOM(l_13BC, "limbo");
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash model
+
+
+ Unloads model from memory
+
+
+
+
+ Parameters: Hash model
+
+
+ Check if model is in cdimage(rpf)
+
+
+
+
+ Parameters: Hash model
+
+
+ Returns whether the specified model exists in the game.
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+ Returns whether the specified model represents a vehicle.
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Alias of REQUEST_COLLISION_AT_COORD.
+
+
+
+
+ Parameters: const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animDict
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* animSet
+
+
+ Starts loading the specified animation set. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* animSet
+
+
+ Gets whether the specified animation set has finished loading. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
+ Animation set and clip set are synonymous.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* animSet
+
+
+ Unloads the specified animation set. An animation set provides movement animations for a ped. See SET_PED_MOVEMENT_CLIPSET.
+ Animation set and clip set are synonymous.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* clipSet
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* clipSet
+
+
+ Alias for HAS_ANIM_SET_LOADED.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* clipSet
+
+
+ Alias for REMOVE_ANIM_SET.
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ Full list of movement clipsets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/movementClipsetsCompact.json
+
+
+
+
+ Parameters: const char* iplName
+
+
+ Exemple: REQUEST_IPL("TrevorsTrailerTrash");
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+
+ Parameters: const char* iplName
+
+
+ Removes an IPL from the map.
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+ Example:
+ C#:
+ Function.Call(Hash.REMOVE_IPL, "trevorstrailertidy");
+ C++:
+ STREAMING::REMOVE_IPL("trevorstrailertidy");
+ iplName = Name of IPL you want to remove.
+
+
+
+
+ Parameters: const char* iplName
+
+
+ Full list of IPLs and interior entity sets by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/ipls.json
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int waterType
+
+
+ 0 - default
+ 1 - HeistIsland
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ This is a NOP function. It does nothing at all.
+
+
+
+
+ maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty
+
+
+
+
+ Parameters: const char* fxName
+
+
+ From the b678d decompiled scripts:
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("core_snow");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("fm_mission_controler");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("proj_xmas_firework");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_apartment_mp");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_biolab_heist");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_indep_fireworks");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_indep_parachute");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_indep_wheelsmoke");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_mp_cig_plane");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_mp_creator");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_mp_tankbattle");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_ornate_heist");
+ STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_prison_break_heist_station");
+
+
+
+
+ Parameters: const char* fxName
+
+
+
+
+ Parameters: const char* fxName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: int p0
+
+
+ Control how many new (ambient?) peds will spawn in the game world.
+ Range for p0 seems to be 0-3, where 0 is none and 3 is the normal level.
+
+
+
+
+ Parameters: float x, float y, float z, float offsetX, float offsetY, float offsetZ
+
+
+ Override the area where the camera will render the terrain.
+ p3, p4 and p5 are usually set to 0.0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity
+
+
+ It seems to make the entity's coords mark the point from which LOD-distances are measured. In my testing, setting a vehicle as the focus entity and moving that vehicle more than 300 distance units away from the player will make the level of detail around the player go down drastically (shadows disappear, textures go extremely low res, etc). The player seems to be the default focus entity.
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Entity p0
+
+
+
+
+ Parameters: const char* name, BOOL toggle
+
+
+ Possible p0 values:
+ "prologue"
+ "Prologue_Main"
+
+
+
+
+ Parameters: Any p0
+
+
+ This native does absolutely nothing, just a nullsub
+
+
+
+
+ Parameters: float x, float y, float z, float rad, Any p4, Any p5
+
+
+ Always returns zero.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, Any p7, Any p8
+
+
+ Always returns zero.
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, Any p6
+
+
+ Always returns zero.
+
+
+
+
+ Parameters: Any unused
+
+
+
+
+ Parameters: Any unused
+
+
+
+
+ Parameters: Any unused
+
+
+
+
+ Parameters: float posX, float posY, float posZ, float offsetX, float offsetY, float offsetZ, float radius, int p7
+
+
+ `radius` value is usually between `3f` and `7000f` in original 1868 scripts.
+ `p7` is 0, 1, 2, 3 or 4 used in decompiled scripts, 0 is by far the most common.
+ Returns True if success, used only 7 times in decompiled scripts of 1868
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Any p4
+
+
+
+
+ Parameters: Ped from, Ped to, int flags, int switchType
+
+
+ // this enum comes directly from R* so don't edit this
+ enum ePlayerSwitchTypes
+ {
+ SWITCH_TYPE_AUTO,
+ SWITCH_TYPE_LONG,
+ SWITCH_TYPE_MEDIUM,
+ SWITCH_TYPE_SHORT
+ };
+ Use GET_IDEAL_PLAYER_SWITCH_TYPE for the best switch type.
+ ----------------------------------------------------
+ Examples from the decompiled scripts:
+ STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 0, 3);
+ STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 2050, 3);
+ STREAMING::START_PLAYER_SWITCH(PLAYER::PLAYER_PED_ID(), l_832._f3, 1024, 3);
+ STREAMING::START_PLAYER_SWITCH(g_141F27, PLAYER::PLAYER_PED_ID(), 513, v_14);
+ Note: DO NOT, use SWITCH_TYPE_LONG with flag 513. It leaves you stuck in the clouds. You'll have to call STOP_PLAYER_SWITCH() to return to your ped.
+ Flag 8 w/ SWITCH_TYPE_LONG will zoom out 3 steps, then zoom in 2/3 steps and stop on the 3rd and just hang there.
+ Flag 8 w/ SWITCH_TYPE_MEDIUM will zoom out 1 step, and just hang there.
+
+
+
+
+ Returns true if the player is currently switching, false otherwise.
+ (When the camera is in the sky moving from Trevor to Franklin for example)
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2
+
+
+ x1, y1, z1 -- Coords of your ped model
+ x2, y2, z2 -- Coords of the ped you want to switch to
+
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: float cameraCoordX, float cameraCoordY, float cameraCoordZ, float camRotationX, float camRotationY, float camRotationZ, float camFov, float camFarClip, int rotationOrder
+
+
+
+
+ Parameters: const char* name
+
+
+ All names can be found in playerswitchestablishingshots.meta
+
+
+
+
+ Parameters: Ped ped, int flags, int switchType
+
+
+ doesn't act normally when used on mount chilliad
+ Flags is a bitflag:
+ 2^n - Enabled Functionality:
+ 0 - Skip camera rotate up
+ 3 - Wait for SET_PLAYER_SWITCH_ESTABLISHING_SHOT / hang at last step. You will still need to run 0x74DE2E8739086740 to exit "properly" and then STOP_PLAYER_SWITCH
+ 6 - Invert Switch Direction (false = out, true = in)
+ 8 - Hang above ped
+ switchType: 0 - 3
+ 0: 1 step towards ped
+ 1: 3 steps out from ped
+ 2: 1 step out from ped
+ 3: 1 step towards ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float scaling
+
+
+ This allows you to override "extended distance scaling" setting. Needs to be called each frame.
+ Max scaling seems to be 200.0, normal is 1.0
+ See https://gfycat.com/DetailedHauntingIncatern
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: const char* iplName1, const char* iplName2
+
+
+
+
+ Parameters: const char* srl
+
+
+ This native is used to attribute the SRL that BEGIN_SRL is going to load. This is usually used for 'in-game' cinematics (not cutscenes but camera stuff) instead of SET_FOCUS_POS_AND_VEL because it loads a specific area of the map which is pretty useful when the camera moves from distant areas.
+ For instance, GTA:O opening cutscene.
+ https://pastebin.com/2EeKVeLA : a list of SRL found in srllist.meta
+ https://pastebin.com/zd9XYUWY here is the content of a SRL file opened with codewalker.
+
+
+
+
+ Returns true when the srl from BEGIN_SRL is loaded.
+
+
+
+
+ Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL.
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+
+
+ Parameters: Hash modelHash
+
+
+
+
+ 0.0 = no memory used
+ 1.0 = all memory used
+ Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: const char* name, BOOL toggle
+
+
+ Enables the specified island. For more information, see islandhopper.meta
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, int ms
+
+
+ Stand still (?)
+
+
+
+
+ Parameters: Ped ped, int time
+
+
+ Makes the specified ped stand still for (time) milliseconds.
+
+
+
+
+ Parameters: Ped ped, BOOL usePlayerLaunchForce, BOOL doSuperJump, BOOL useFullSuperJumpForce
+
+
+ Definition is wrong. This has 4 parameters (Not sure when they were added. v350 has 2, v678 has 4).
+ v350: Ped ped, bool unused
+ v678: Ped ped, bool unused, bool flag1, bool flag2
+ flag1 = super jump, flag2 = do nothing if flag1 is false and doubles super jump height if flag1 is true.
+
+
+
+
+ Parameters: Ped ped, int duration
+
+
+
+
+ Parameters: Ped ped, int duration, Ped facingPed, int timeToFacePed, int flags
+
+
+ In the scripts, p3 was always -1.
+ p3 seems to be duration or timeout of turn animation.
+ Also facingPed can be 0 or -1 so ped will just raise hands up.
+
+
+
+
+ Parameters: Ped ped, int duration
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int timeOut, int seat, float speed
+
+
+ The given ped will try to open the nearest door to 'seat'.
+ Example: telling the ped to open the door for the driver seat does not necessarily mean it will open the driver door, it may choose to open the passenger door instead if that one is closer.
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int timeout, int seat, float speed, int flag, const char* overrideEntryClipsetName
+
+
+ speed 1.0 = walk, 2.0 = run
+ p5 1 = normal, 3 = teleport to vehicle, 16 = teleport directly into vehicle
+ p6 is always 0
+ Usage of seat
+ -1 = driver
+ 0 = passenger
+ 1 = left back seat
+ 2 = right back seat
+ 3 = outside left
+ 4 = outside right
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int flags
+
+
+ Flags from decompiled scripts:
+ 0 = normal exit and closes door.
+ 1 = normal exit and closes door.
+ 16 = teleports outside, door kept closed.
+ 64 = normal exit and closes door, maybe a bit slower animation than 0.
+ 256 = normal exit but does not close the door.
+ 4160 = ped is throwing himself out, even when the vehicle is still.
+ 262144 = ped moves to passenger seat first, then exits normally
+ Others to be tried out: 320, 512, 131072.
+
+
+
+
+ Parameters: Ped ped, Vehicle boat
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL instant
+
+
+
+
+ Parameters: Ped ped, BOOL giveParachuteItem, BOOL instant
+
+
+ Second parameter is unused.
+ second parameter was for jetpack in the early stages of gta and the hard coded code is now removed
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z
+
+
+ makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z
+
+
+
+
+ Parameters: Ped ped, float thrust
+
+
+
+
+ Parameters: Ped ped, float minHeightAboveGround
+
+
+ minHeightAboveGround: the minimum height above ground the heli must be at before the ped can start rappelling
+ Only appears twice in the scripts.
+ TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 10.0f);
+ TASK::TASK_RAPPEL_FROM_HELI(a_0, 10.0f);
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, float speed, Any p6, Hash vehicleModel, int drivingMode, float stopRange, float straightLineDistance
+
+
+ info about driving modes: https://gtaforums.com/topic/822314-guide-driving-styles/
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int driveMode, float stopRange
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float speed, int drivingStyle
+
+
+
+
+ Parameters: Ped ped, Entity entity, float offsetX, float offsetY, float offsetZ, float movementSpeed, int timeout, float stoppingRange, BOOL persistFollowing
+
+
+ p6 always -1
+ p7 always 10.0
+ p8 always 1
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float speed, int timeout, float targetHeading, float distanceToSlide
+
+
+
+
+ Parameters: Ped ped, Entity entity, float x, float y, float z, float moveBlendRatio, int time
+
+
+
+
+ Parameters: Ped ped, float heading, int timeout
+
+
+ Makes the specified ped achieve the specified heading.
+ pedHandle: The handle of the ped to assign the task to.
+ heading: The desired heading.
+ timeout: The time, in milliseconds, to allow the task to complete. If the task times out, it is cancelled, and the ped will stay at the heading it managed to reach in the time.
+
+
+
+
+ MulleKD19: Clears the current point route. Call this before TASK_EXTEND_ROUTE and TASK_FOLLOW_POINT_ROUTE.
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ MulleKD19: Adds a new point to the current point route. Call TASK_FLUSH_ROUTE before the first call to this. Call TASK_FOLLOW_POINT_ROUTE to make the Ped go the route.
+ A maximum of 8 points can be added.
+
+
+
+
+ Parameters: Ped ped, float speed, int mode
+
+
+ MulleKD19: Makes the ped go on the created point route.
+ ped: The ped to give the task to.
+ speed: The speed to move at in m/s.
+ int: Unknown. Can be 0, 1, 2 or 3.
+ Example:
+ TASK_FLUSH_ROUTE();
+ TASK_EXTEND_ROUTE(0f, 0f, 70f);
+ TASK_EXTEND_ROUTE(10f, 0f, 70f);
+ TASK_EXTEND_ROUTE(10f, 10f, 70f);
+ TASK_FOLLOW_POINT_ROUTE(GET_PLAYER_PED(), 1f, 0);
+
+
+
+
+ Parameters: Entity entity, Entity target, int duration, float distance, float moveBlendRatio, float slowDownDistance, int flags
+
+
+ The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0
+ Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet.
+ Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0)
+ Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored).
+ enum EGOTO_ENTITY_SCRIPT_FLAGS
+ {
+ EGOTO_ENTITY_NEVER_SLOW_FOR_PATH_LENGTH = 0x01,
+ };
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float distance, int time, BOOL preferPavements, BOOL quitIfOutOfRange
+
+
+ Makes the specified ped flee the specified distance from the specified position.
+
+
+
+
+ Parameters: Ped ped, Ped fleeTarget, float safeDistance, int fleeTime, BOOL preferPavements, BOOL updateToNearestHatedPed
+
+
+ Makes a ped run away from another ped (fleeTarget).
+ distance = ped will flee this distance.
+ fleeTime = ped will flee for this amount of time, set to "-1" to flee forever
+
+
+
+
+ Parameters: Ped ped, Ped fleeTarget
+
+
+
+
+ Parameters: Ped ped, int eventHandle
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius, float minimalLength, float timeBetweenWalks
+
+
+
+
+ Parameters: Ped ped, float heading, int flags
+
+
+ Makes ped walk around the area.
+ set p1 to 10.0f and p2 to 10 if you want the ped to walk anywhere without a duration.
+
+
+
+
+ Parameters: Ped ped, const char* conditionalAnimGroupStr, const char* conditionalAnimStr, float heading
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, float heading, int mode, float radius, BOOL keepEngineOn
+
+
+ Modes:
+ 0 - ignore heading
+ 1 - park forward
+ 2 - park backwards
+ Depending on the angle of approach, the vehicle can park at the specified heading or at its exact opposite (-180) angle.
+ Radius seems to define how close the vehicle has to be -after parking- to the position for this task considered completed. If the value is too small, the vehicle will try to park again until it's exactly where it should be. 20.0 Works well but lower values don't, like the radius is measured in centimeters or something.
+
+
+
+
+ Parameters: Ped killer, Ped target, Hash stealthKillActionResultHash, float desiredMoveBlendRatio, int stealthFlags
+
+
+ known "killTypes" are: "AR_stealth_kill_knife" and "AR_stealth_kill_a".
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float heading
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float targetHeading
+
+
+ If no timeout, set timeout to -1.
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float moveBlendRatio, int time, float targetRadius, int flags, float slideToCoordHeading, float maxSlopeNavigable, float clampMaxSearchDistance, float targetHeading
+
+
+
+
+ Parameters: Ped ped, BOOL Toggle
+
+
+
+
+ Parameters: Ped ped, BOOL Toggle
+
+
+
+
+ Parameters: Ped ped, BOOL Toggle
+
+
+
+
+ Parameters: Ped ped, float modifier
+
+
+ Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.
+
+
+
+
+ Parameters: Ped ped, BOOL mayEnterWater
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL avoidWater
+
+
+
+
+ Parameters: Ped ped, BOOL avoidFire
+
+
+
+
+ Parameters: float height
+
+
+ Needs to be looped! And yes, it does work and is not a hash collision.
+ Birds will try to reach the given height.
+
+
+
+
+ Parameters: Ped ped, float* distanceRemaining, BOOL* isPathReady
+
+
+ Looks like the last parameter returns true if the path has been calculated, while the first returns the remaining distance to the end of the path.
+ Return value of native is the same as GET_NAVMESH_ROUTE_RESULT
+ Looks like the native returns an int for the path's state:
+ 1 - ???
+ 2 - ???
+ 3 - Finished Generating
+
+
+
+
+ Parameters: Ped ped
+
+
+ See GET_NAVMESH_ROUTE_DISTANCE_REMAINING for more details.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets
+
+
+ example from fm_mission_controller
+ TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000);
+
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float warpTimerMS
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float moveBlendRatio, Vehicle vehicle, BOOL useLongRangeVehiclePathing, int drivingFlags, float maxRangeToShootTargets, float extraVehToTargetDistToPreferVehicle, float driveStraightLineDistance, int extraFlags, float cruiseSpeed, float targetArriveDist
+
+
+
+
+ Parameters: Ped ped, const char* animDictionary, const char* animationName, float blendInSpeed, float blendOutSpeed, int duration, int flag, float playbackRate, BOOL lockX, BOOL lockY, BOOL lockZ
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+ float speed > normal speed is 8.0f
+ ----------------------
+ float speedMultiplier > multiply the playback speed
+ ----------------------
+ int duration: time in millisecond
+ ----------------------
+ -1 _ _ _ _ _ _ _> Default (see flag)
+ 0 _ _ _ _ _ _ _ > Not play at all
+ Small value _ _ > Slow down animation speed
+ Other _ _ _ _ _ > freeze player control until specific time (ms) has
+ _ _ _ _ _ _ _ _ _ passed. (No effect if flag is set to be
+ _ _ _ _ _ _ _ _ _ controllable.)
+ int flag:
+ ----------------------
+ enum eAnimationFlags
+ {
+ ANIM_FLAG_NORMAL = 0,
+ ANIM_FLAG_REPEAT = 1,
+ ANIM_FLAG_STOP_LAST_FRAME = 2,
+ ANIM_FLAG_UPPERBODY = 16,
+ ANIM_FLAG_ENABLE_PLAYER_CONTROL = 32,
+ ANIM_FLAG_CANCELABLE = 120,
+ };
+ Odd number : loop infinitely
+ Even number : Freeze at last frame
+ Multiple of 4: Freeze at last frame but controllable
+ 01 to 15 > Full body
+ 10 to 31 > Upper body
+ 32 to 47 > Full body > Controllable
+ 48 to 63 > Upper body > Controllable
+ ...
+ 001 to 255 > Normal
+ 256 to 511 > Garbled
+ ...
+ playbackRate:
+ values are between 0.0 and 1.0
+ lockX:
+ 0 in most cases 1 for rcmepsilonism8 and rcmpaparazzo_3
+ > 1 for mini@sprunk
+
+ lockY:
+ 0 in most cases
+ 1 for missfam5_yoga, missfra1mcs_2_crew_react
+ lockZ:
+ 0 for single player
+ Can be 1 but only for MP
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* animName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float animEnterSpeed, float animExitSpeed, int duration, Any flag, float animTime, int rotOrder, int ikFlags
+
+
+ It's similar to TASK_PLAY_ANIM, except the first 6 floats let you specify the initial position and rotation of the task. (Ped gets teleported to the position).
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Entity entity, const char* animDictionary, const char* animationName, float blendDelta
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta
+
+
+ From fm_mission_controller.c:
+ reserve_network_mission_objects(get_num_reserved_mission_objects(0) + 1);
+ vVar28 = {0.094f, 0.02f, -0.005f};
+ vVar29 = {-92.24f, 63.64f, 150.24f};
+ func_253(&uVar30, joaat("prop_ld_case_01"), Global_1592429.imm_34757[iParam1 <268>], 1, 1, 0, 1);
+ set_entity_lod_dist(net_to_ent(uVar30), 500);
+ attach_entity_to_entity(net_to_ent(uVar30), iParam0, get_ped_bone_index(iParam0, 28422), vVar28, vVar29, 1, 0, 0, 0, 2, 1);
+ Var31.imm_4 = 1065353216;
+ Var31.imm_5 = 1065353216;
+ Var31.imm_9 = 1065353216;
+ Var31.imm_10 = 1065353216;
+ Var31.imm_14 = 1065353216;
+ Var31.imm_15 = 1065353216;
+ Var31.imm_17 = 1040187392;
+ Var31.imm_18 = 1040187392;
+ Var31.imm_19 = -1;
+ Var32.imm_4 = 1065353216;
+ Var32.imm_5 = 1065353216;
+ Var32.imm_9 = 1065353216;
+ Var32.imm_10 = 1065353216;
+ Var32.imm_14 = 1065353216;
+ Var32.imm_15 = 1065353216;
+ Var32.imm_17 = 1040187392;
+ Var32.imm_18 = 1040187392;
+ Var32.imm_19 = -1;
+ Var31 = 1;
+ Var31.imm_1 = "weapons@misc@jerrycan@mp_male";
+ Var31.imm_2 = "idle";
+ Var31.imm_20 = 1048633;
+ Var31.imm_4 = 0.5f;
+ Var31.imm_16 = get_hash_key("BONEMASK_ARMONLY_R");
+ task_scripted_animation(iParam0, &Var31, &Var32, &Var32, 0f, 0.25f);
+ set_model_as_no_longer_needed(joaat("prop_ld_case_01"));
+ remove_anim_dict("anim@heists@biolab@");
+
+
+
+
+ Parameters: Entity entity, int* priorityLowData, int* priorityMidData, int* priorityHighData, float blendInDelta, float blendOutDelta
+
+
+
+
+ Parameters: Entity entity, int priority, BOOL secondary
+
+
+ Looks like p1 may be a flag, still need to do some research, though.
+
+
+
+
+ Parameters: Entity entity, float weight, int priority, int index, BOOL secondary
+
+
+
+
+ Parameters: Entity entity, float phase, int priority, BOOL secondary
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Entity entity, float rate, int priority, BOOL secondary
+
+
+
+
+ Parameters: Entity entity, BOOL looped, int priority, BOOL secondary
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* animation, const char* boneMaskType, float blendInDuration, float blendOutDuration, BOOL isLooping, BOOL holdLastFrame
+
+
+ Example from the scripts:
+ TASK::TASK_PLAY_PHONE_GESTURE_ANIMATION(PLAYER::PLAYER_PED_ID(), v_3, v_2, v_4, 0.25, 0.25, 0, 0);
+ =========================================================
+ ^^ No offense, but Idk how that would really help anyone.
+ As for the animDict & animation, they're both store in a global in all 5 scripts. So if anyone would be so kind as to read that global and comment what strings they use. Thanks.
+ Known boneMaskTypes'
+ "BONEMASK_HEADONLY"
+ "BONEMASK_HEAD_NECK_AND_ARMS"
+ "BONEMASK_HEAD_NECK_AND_L_ARM"
+ "BONEMASK_HEAD_NECK_AND_R_ARM"
+ p4 known args - 0.0f, 0.5f, 0.25f
+ p5 known args - 0.0f, 0.25f
+ p6 known args - 1 if a global if check is passed.
+ p7 known args - 1 if a global if check is passed.
+ The values found above, I found within the 5 scripts this is ever called in. (fmmc_launcher, fm_deathmatch_controller, fm_impromptu_dm_controller, fm_mission_controller, and freemode).
+ =========================================================
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, float blendOutOverride
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Vehicle vehicle, const char* animationSet, const char* animationName
+
+
+ Most probably plays a specific animation on vehicle. For example getting chop out of van etc...
+ Here's how its used -
+ TASK::TASK_VEHICLE_PLAY_ANIM(l_325, "rcmnigel1b", "idle_speedo");
+ TASK::TASK_VEHICLE_PLAY_ANIM(l_556[0/*1*/], "missfra0_chop_drhome", "InCar_GetOutofBack_Speedo");
+ FYI : Speedo is the name of van in which chop was put in the mission.
+
+
+
+
+ Parameters: Entity entity, float x, float y, float z, int duration, int flags, int priority
+
+
+ enum eScriptLookatFlags
+ {
+ SLF_SLOW_TURN_RATE = 1, // turn the head toward the target slowly
+ SLF_FAST_TURN_RATE = 2, // turn the head toward the target quickly
+ SLF_EXTEND_YAW_LIMIT = 4, // wide yaw head limits
+ SLF_EXTEND_PITCH_LIMIT = 8, // wide pitch head limit
+ SLF_WIDEST_YAW_LIMIT = 16, // widest yaw head limit
+ SLF_WIDEST_PITCH_LIMIT = 32, // widest pitch head limit
+ SLF_NARROW_YAW_LIMIT = 64, // narrow yaw head limits
+ SLF_NARROW_PITCH_LIMIT = 128, // narrow pitch head limit
+ SLF_NARROWEST_YAW_LIMIT = 256, // narrowest yaw head limit
+ SLF_NARROWEST_PITCH_LIMIT = 512, // narrowest pitch head limit
+ SLF_USE_TORSO = 1024, // use the torso aswell as the neck and head (currently disabled)
+ SLF_WHILE_NOT_IN_FOV = 2048, // keep tracking the target even if they are not in the hard coded FOV
+ SLF_USE_CAMERA_FOCUS = 4096, // use the camera as the target
+ SLF_USE_EYES_ONLY = 8192, // only track the target with the eyes
+ SLF_USE_LOOK_DIR = 16384, // use information in look dir DOF
+ SLF_FROM_SCRIPT = 32768, // internal use only
+ SLF_USE_REF_DIR_ABSOLUTE = 65536 // use absolute reference direction mode for solver
+ };
+
+
+
+
+ Parameters: Ped ped, Entity lookAt, int duration, int flags, int priority
+
+
+ For flags, please refer to TASK_LOOK_AT_COORD.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: int* taskSequenceId
+
+
+
+
+ Parameters: int taskSequenceId
+
+
+
+
+ Parameters: Ped ped, int taskSequenceId
+
+
+
+
+ Parameters: Ped ped, int taskSequenceId
+
+
+
+
+ Parameters: int* taskSequenceId
+
+
+
+
+ Parameters: int taskSequenceId, BOOL repeat
+
+
+
+
+ Parameters: Ped ped
+
+
+ returned values:
+ 0 to 7 = task that's currently in progress, 0 meaning the first one.
+ -1 no task sequence in progress.
+
+
+
+
+ Parameters: Ped ped, int taskIndex
+
+
+ Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt
+
+
+
+
+ Parameters: Ped ped, Hash taskHash
+
+
+ Gets the status of a script-assigned task.
+ taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
+
+
+
+
+ Parameters: Ped ped, int delayTime, int flags
+
+
+ Flags are the same flags used in TASK_LEAVE_VEHICLE
+
+
+
+
+ Parameters: Ped ped, Hash scriptTask, BOOL disableBlockingClip, BOOL instantBlendToAim
+
+
+
+
+ Parameters: Ped ped, Ped target, float x, float y, float z, int gunTaskType, BOOL disableBlockingClip, BOOL forceAim
+
+
+
+
+ Parameters: Ped ped, Ped target, float x, float y, float z, BOOL disableBlockingClip
+
+
+
+
+ Parameters: int gunTaskType
+
+
+
+
+ Parameters: Ped ped, Entity entity, int duration, BOOL instantBlendToAim
+
+
+ duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
+
+
+
+
+ Parameters: Ped ped, Entity entity, int duration
+
+
+ duration: the amount of time in milliseconds to do the task. -1 will keep the task going until either another task is applied, or CLEAR_ALL_TASKS() is called with the ped
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int time, BOOL instantBlendToAim, BOOL playAnimIntro
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int duration, Hash firingPattern
+
+
+ Firing Pattern Hash Information: https://pastebin.com/Px036isB
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, BOOL useAlternateShuffle
+
+
+ Makes the specified ped shuffle to the next vehicle seat.
+ The ped MUST be in a vehicle and the vehicle parameter MUST be the ped's current vehicle.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Ped ped, Entity entity, int time, float seekRadius, float seekAngleDeg, float moveBlendRatio, int gotoEntityOffsetFlags
+
+
+ enum ESEEK_ENTITY_OFFSET_FLAGS
+ {
+ ESEEK_OFFSET_ORIENTATES_WITH_ENTITY = 0x01,
+ ESEEK_KEEP_TO_PAVEMENTS = 0x02
+ };
+
+
+
+
+ Parameters: Ped ped, Entity entity, int duration, float targetRadius, float offsetX, float offsetY, float moveBlendRatio, int gotoEntityOffsetFlags
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int duration
+
+
+ duration in milliseconds
+
+
+
+
+ Parameters: Ped driver, Vehicle vehicle, int action, int time
+
+
+ '1 - brake
+ '3 - brake + reverse
+ '4 - turn left 90 + braking
+ '5 - turn right 90 + braking
+ '6 - brake strong (handbrake?) until time ends
+ '7 - turn left + accelerate
+ '8 - turn right + accelerate
+ '9 - weak acceleration
+ '10 - turn left + restore wheel pos to center in the end
+ '11 - turn right + restore wheel pos to center in the end
+ '13 - turn left + go reverse
+ '14 - turn left + go reverse
+ '16 - crash the game after like 2 seconds :)
+ '17 - keep actual state, game crashed after few tries
+ '18 - game crash
+ '19 - strong brake + turn left/right
+ '20 - weak brake + turn left then turn right
+ '21 - weak brake + turn right then turn left
+ '22 - brake + reverse
+ '23 - accelerate fast
+ '24 - brake
+ '25 - brake turning left then when almost stopping it turns left more
+ '26 - brake turning right then when almost stopping it turns right more
+ '27 - brake until car stop or until time ends
+ '28 - brake + strong reverse acceleration
+ '30 - performs a burnout (brake until stop + brake and accelerate)
+ '31 - accelerate + handbrake
+ '32 - accelerate very strong
+ Seems to be this:
+ Works on NPCs, but overrides their current task. If inside a task sequence (and not being the last task), "time" will work, otherwise the task will be performed forever until tasked with something else
+
+
+
+
+ Parameters: Ped driver, Vehicle vehicle, Vehicle vehicleTarget, int missionType, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, BOOL DriveAgainstTraffic
+
+
+ missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, Ped pedTarget, int missionType, float maxSpeed, int drivingStyle, float minDistance, float straightLineDistance, BOOL DriveAgainstTraffic
+
+
+ See TASK_VEHICLE_MISSION
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, int mission, float cruiseSpeed, int drivingStyle, float targetReached, float straightLineDistance, BOOL DriveAgainstTraffic
+
+
+ See TASK_VEHICLE_MISSION
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, Vehicle targetVehicle, int mode, float speed, int drivingStyle, float minDistance, int minHeightAboveTerrain, float noRoadsDistance
+
+
+ Makes a ped follow the targetVehicle with <minDistance> in between.
+ note: minDistance is ignored if drivingstyle is avoiding traffic, but Rushed is fine.
+ Mode: The mode defines the relative position to the targetVehicle. The ped will try to position its vehicle there.
+ -1 = behind
+ 0 = ahead
+ 1 = left
+ 2 = right
+ 3 = back left
+ 4 = back right
+ if the target is closer than noRoadsDistance, the driver will ignore pathing/roads and follow you directly.
+ Driving Styles guide: gtaforums.com/topic/822314-guide-driving-styles/
+
+
+
+
+ Parameters: Ped driver, Vehicle vehicle, Entity targetEntity, float speed, int drivingStyle, int minDistance
+
+
+ Makes a ped in a vehicle follow an entity (ped, vehicle, etc.)
+ drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped driver, Entity targetEnt
+
+
+ chases targetEnt fast and aggressively
+ --
+ Makes ped (needs to be in vehicle) chase targetEnt.
+
+
+
+
+ Parameters: Ped pilot, Vehicle vehicle, Entity entityToFollow, float targetSpeed, int drivingFlags, float radius, int altitude, int heliFlags
+
+
+ pilot, vehicle and altitude are rather self-explanatory.
+ p4: is unused variable in the function.
+ entityToFollow: you can provide a Vehicle entity or a Ped entity, the heli will protect them.
+ 'targetSpeed': The pilot will dip the nose AS MUCH AS POSSIBLE so as to reach this value AS FAST AS POSSIBLE. As such, you'll want to modulate it as opposed to calling it via a hard-wired, constant #.
+ 'radius' isn't just "stop within radius of X of target" like with ground vehicles. In this case, the pilot will fly an entire circle around 'radius' and continue to do so.
+ NOT CONFIRMED: p7 appears to be a FlyingStyle enum. Still investigating it as of this writing, but playing around with values here appears to result in different -behavior- as opposed to offsetting coordinates, altitude, target speed, etc.
+ NOTE: If the pilot finds enemies, it will engage them until it kills them, but will return to protect the ped/vehicle given shortly thereafter.
+
+
+
+
+ Parameters: Ped ped, int flag, BOOL set
+
+
+ Flag 8: Medium-aggressive boxing tactic with a bit of PIT
+ Flag 1: Aggressive ramming of suspect
+ Flag 2: Ram attempts
+ Flag 32: Stay back from suspect, no tactical contact. Convoy-like.
+ Flag 16: Ramming, seems to be slightly less aggressive than 1-2.
+
+
+
+
+ Parameters: Ped ped, float distance
+
+
+
+
+ Parameters: Ped pilot, Entity entityToFollow, float x, float y, float z
+
+
+ Ped pilot should be in a heli.
+ EntityToFollow can be a vehicle or Ped.
+ x,y,z appear to be how close to the EntityToFollow the heli should be. Scripts use 0.0, 0.0, 80.0. Then the heli tries to position itself 80 units above the EntityToFollow. If you reduce it to -5.0, it tries to go below (if the EntityToFollow is a heli or plane)
+ NOTE: If the pilot finds enemies, it will engage them, then remain there idle, not continuing to chase the Entity given.
+
+
+
+
+ Parameters: Ped pilot, Entity entityToFollow, float x, float y, float z
+
+
+
+
+ Parameters: Ped pilot, Vehicle plane, float runwayStartX, float runwayStartY, float runwayStartZ, float runwayEndX, float runwayEndY, float runwayEndZ
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ This native is very useful when switching the player to a ped inside a vehicle that has a task assigned prior to the player switch.
+ It is necessary to clear the ped's tasks AND call this native with the vehicle the player is switching into in order to allow the player to control the vehicle after the player switches.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, int flightHeight, int minHeightAboveTerrain, BOOL useDesiredOrientation, float desiredOrientation, BOOL autopilot
+
+
+
+
+ Parameters: Ped ped, Vehicle submarine, float x, float y, float z, BOOL autopilot
+
+
+ Used in am_vehicle_spawn.ysc and am_mp_submarine.ysc.
+ p0 is always 0, p5 is always 1
+ p1 is the vehicle handle of the submarine. Submarine must have a driver, but the ped handle is not passed to the native.
+ Speed can be set by calling SET_DRIVE_TASK_CRUISE_SPEED after
+
+
+
+
+ Parameters: Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float maxSpeed, float radius, float targetHeading, int maxHeight, int minHeight, float slowDownDistance, int behaviorFlags
+
+
+ Must have targetVehicle, targetPed, OR destination X/Y/Z set
+ Will follow targeted vehicle/ped, or fly to destination
+ Set whichever is not being used to 0
+ Mission mode type:
+ - 4, 7: Forces heli to snap to the heading if set, flies to destination or tracks specified entity (mode 4 only works for coordinates, 7 works for coordinates OR ped/vehicle)
+ - 6: Attacks the target ped/vehicle with mounted weapons. If radius is set, will maintain that distance from target.
+ - 8: Makes the heli flee from the ped/vehicle/coordinate
+ - 9: Circles around target ped/vehicle, snaps to angle if set. Behavior flag (last parameter) of 2048 switches from counter-clockwise to clockwise circling. Does not work with coordinate destination.
+ - 10, 11: Follows ped/vehicle target and imitates target heading. Only works with ped/vehicle target, not coord target
+ - 19: Heli lands at specified coordinate, ignores heading (lands facing whatever direction it is facing when the task is started)
+ - 20: Makes the heli land when near target ped. It won't resume chasing.
+ - 21: Emulates a helicopter crash
+ - 23: makes the heli circle erratically around ped
+ Heli will fly at maxSpeed (up to actual maximum speed defined by the model's handling config)
+ You can use SET_DRIVE_TASK_CRUISE_SPEED to modulate the speed based on distance to the target without having to re-invoke the task native. Setting to 8.0 when close to the destination results in a much smoother approach.
+ If minHeight and maxHeight are set, heli will fly between those specified elevations, relative to ground level and any obstructions/buildings below. You can specify -1 for either if you only want to specify one. Usually it is easiest to leave maxHeight at -1, and specify a reasonable minHeight to ensure clearance over any obstacles. Note this MUST be passed as an INT, not a FLOAT.
+ Radius affects how closely the heli will follow tracked ped/vehicle, and when circling (mission type 9) sets the radius (in meters) that it will circle the target from
+ Heading is -1.0 for default behavior, which will point the nose of the helicopter towards the destination. Set a heading and the heli will lock to that direction when near its destination/target, but may still turn towards the destination when flying at higher speed from a further distance.
+ Behavior Flags is a bitwise value that modifies the AI behavior. Not clear what all flags do, but here are some guesses/notes:
+ 1: Forces heading to face E
+ 2: Unknown
+ 4: Tight circles around coordinate destination
+ 8: Unknown
+ 16: Circles around coordinate destination facing towards destination
+ 32: Flys to normally, then lands at coordinate destination and stays on the ground (using mission type 4)
+ 64: Ignores obstacles when flying, will follow at specified minHeight above ground level but will not avoid buildings, vehicles, etc.
+ 128: Unknown
+ 256: Unknown
+ 512: Unknown
+ 1024: Unknown
+ 2048: Reverses direction of circling (mission type 9) to clockwise
+ 4096: Hugs closer to the ground, maintains minHeight from ground generally, but barely clears buildings and dips down more between buildings instead of taking a more efficient/safe route
+ 8192: Unknown
+ Unk3 is a float value, you may see -1082130432 for this value in decompiled native scripts, this is the equivalent to -1.0f. Seems to affect acceleration/aggressiveness, but not sure exactly how it works. Higher value seems to result in lower acceleration/less aggressive flying. Almost always -1.0 in native scripts, occasionally 20.0 or 50.0. Setting to 400.0 seems to work well for making the pilot not overshoot the destination when using coordinate destination.
+ Notes updated by PNWParksFan, May 2021
+
+
+
+
+ Parameters: Ped pilot, Vehicle heli1, Vehicle heli2, float offsetX, float offsetY, float offsetZ
+
+
+
+
+ Parameters: Ped pilot, Vehicle aircraft, Vehicle targetVehicle, Ped targetPed, float destinationX, float destinationY, float destinationZ, int missionFlag, float angularDrag, float targetReached, float targetHeading, float maxZ, float minZ, BOOL precise
+
+
+ EXAMPLE USAGE:
+ Fly around target (Precautiously, keeps high altitude):
+ Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, 200f);
+ Fly around target (Dangerously, keeps VERY low altitude):
+ Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, -500f);
+ Fly directly into target:
+ Function.Call(Hash.TASK_PLANE_MISSION, pilot, selectedAirplane, 0, 0, Target.X, Target.Y, Target.Z, 4, 100f, 0f, 90f, 0, -5000f);
+ EXPANDED INFORMATION FOR ADVANCED USAGE (custom pilot)
+ 'physicsSpeed': (THIS IS NOT YOUR ORDINARY SPEED PARAMETER: READ!!)
+ Think of this -first- as a radius value, not a true speed value. The ACTUAL effective speed of the plane will be that of the maximum speed permissible to successfully fly in a -circle- with a radius of 'physicsSpeed'. This also means that the plane must complete a circle before it can begin its "bombing run", its straight line pass towards the target. p9 appears to influence the angle at which a "bombing run" begins, although I can't confirm yet.
+ VERY IMPORTANT: A "bombing run" will only occur if a plane can successfully determine a possible navigable route (the slower the value of 'physicsSpeed', the more precise the pilot can be due to less influence of physics on flightpath). Otherwise, the pilot will continue to patrol around Destination (be it a dynamic Entity position vector or a fixed world coordinate vector.)
+ 0 = Plane's physics are almost entirely frozen, plane appears to "orbit" around precise destination point
+ 1-299 = Blend of "frozen, small radius" vs. normal vs. "accelerated, hyperfast, large radius"
+ 300+ = Vehicle behaves entirely like a normal gameplay plane.
+ 'patrolBlend' (The lower the value, the more the Destination is treated as a "fly AT" rather than a "fly AROUND point".)
+ Scenario: Destination is an Entity on ground level, wide open field
+ -5000 = Pilot kamikazes directly into Entity
+ -1000 = Pilot flies extremely low -around- Entity, very prone to crashing
+ -200 = Pilot flies lower than average around Entity.
+ 0 = Pilot flies around Entity, normal altitude
+ 200 = Pilot flies an extra eighty units or so higher than 0 while flying around Destination (this doesn't seem to correlate directly into distance units.)
+ -- Valid mission types found in the exe: --
+ 0 = None
+ 1 = Unk
+ 2 = CTaskVehicleRam
+ 3 = CTaskVehicleBlock
+ 4 = CTaskVehicleGoToPlane
+ 5 = CTaskVehicleStop
+ 6 = CTaskVehicleAttack
+ 7 = CTaskVehicleFollow
+ 8 = CTaskVehicleFleeAirborne
+ 9= CTaskVehicleCircle
+ 10 = CTaskVehicleEscort
+ 15 = CTaskVehicleFollowRecording
+ 16 = CTaskVehiclePoliceBehaviour
+ 17 = CTaskVehicleCrash
+
+
+
+
+ Parameters: Ped pilot, Vehicle aircraft, float x, float y, float z, float cruiseSpeed, float targetReached
+
+
+
+
+ Parameters: Ped pedDriver, Vehicle vehicle, Vehicle targetVehicle, Ped targetPed, float x, float y, float z, int mission, float maxSpeed, int drivingStyle, float targetReached, Any boatFlags
+
+
+ You need to call PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS after TASK_BOAT_MISSION in order for the task to execute.
+ Working example
+ float vehicleMaxSpeed = VEHICLE::GET_VEHICLE_ESTIMATED_MAX_SPEED(ENTITY::GET_ENTITY_MODEL(pedVehicle));
+ TASK::TASK_BOAT_MISSION(pedDriver, pedVehicle, 0, 0, waypointCoord.x, waypointCoord.y, waypointCoord.z, 4, vehicleMaxSpeed, 786469, -1.0, 7);
+ PED::SET_BLOCKING_OF_NON_TEMPORARY_EVENTS(pedDriver, 1);
+ P8 appears to be driving style flag - see gtaforums.com/topic/822314-guide-driving-styles/ for documentation
+
+
+
+
+ Parameters: Ped driverPed, Ped targetPed, Vehicle targetVehicle, float targetX, float targetY, float targetZ, float distanceToShoot, int pedAccuracy, BOOL pushUnderneathDrivingTaskIfDriving, Hash firingPattern
+
+
+ Example:
+ TASK::TASK_DRIVE_BY(l_467[1/*22*/], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby});
+ Needs working example. Doesn't seem to do anything.
+ I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common.
+ I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target.
+ I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.
+
+
+
+
+ Parameters: Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z
+
+
+ For p1 & p2 (Ped, Vehicle). I could be wrong, as the only time this native is called in scripts is once and both are 0, but I assume this native will work like SET_MOUNTED_WEAPON_TARGET in which has the same exact amount of parameters and the 1st and last 3 parameters are right and the same for both natives.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Forces the ped to use the mounted weapon.
+ Returns false if task is not possible.
+
+
+
+
+ Parameters: Ped shootingPed, Ped targetPed, Vehicle targetVehicle, float x, float y, float z, int taskMode, BOOL ignoreTargetVehDeadCheck
+
+
+ Note: Look in decompiled scripts and the times that p1 and p2 aren't 0. They are filled with vars. If you look through out that script what other natives those vars are used in, you can tell p1 is a ped and p2 is a vehicle. Which most likely means if you want the mounted weapon to target a ped set targetVehicle to 0 or vice-versa.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, BOOL usePhone, int desiredPhoneMode
+
+
+ Actually has 3 params, not 2.
+ p0: Ped
+ p1: int (or bool?)
+ p2: int
+
+
+
+
+ Parameters: Ped ped, int duration
+
+
+
+
+ Parameters: Ped ped, Ped target, int flags, float goToLocationX, float goToLocationY, float goToLocationZ, float headingDegs, float idleTime
+
+
+ p2 tend to be 16, 17 or 1
+ p3 to p7 tend to be 0.0
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int seat
+
+
+ Seat Numbers
+ -------------------------------
+ Driver = -1
+ Any = -2
+ Left-Rear = 1
+ Right-Front = 0
+ Right-Rear = 2
+ Extra seats = 3-14(This may differ from vehicle type e.g. Firetruck Rear Stand, Ambulance Rear)
+
+
+
+
+ Parameters: Entity entity, Entity target, int duration, Hash firingPattern
+
+
+ //this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds
+ Entity aimedentity;
+ Player player = PLAYER::PLAYER_ID();
+ PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);
+ //bg is an array of peds
+ TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));
+ in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.
+ Firing Pattern Hash Information: https://pastebin.com/Px036isB
+
+
+
+
+ Parameters: Ped ped, BOOL usePlayerLaunchForce
+
+
+ Climbs or vaults the nearest thing.
+ usePlayerLaunchForce is unused.
+
+
+
+
+ Parameters: Ped ped, BOOL fast
+
+
+
+
+ Parameters: Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, float minZ, int ropeHandle, const char* clipSet, Any p10
+
+
+ Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope.
+ p10: Usually 1 in the scripts, clipSet: Clipset to use for the task, minZ: Minimum Z that the player can descend to, ropeHandle: Rope to attach this task to created with ADD_ROPE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Immediately stops the pedestrian from whatever it's doing. They stop fighting, animations, etc. they forget what they were doing.
+
+
+
+
+ Parameters: Ped ped, int taskIndex, int progress1, int progress2
+
+
+
+
+ Parameters: float nextMoveState
+
+
+ This native does absolutely nothing, just a nullsub
+ R* Comment:
+ SET_NEXT_DESIRED_MOVE_STATE - Function is deprecated - do not use anymore
+
+
+
+
+ Parameters: Ped ped, float newMoveBlendRatio
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Entity target, float distanceToStopAt, float StartAimingDist
+
+
+ eg
+ TASK::TASK_GOTO_ENTITY_AIMING(v_2, PLAYER::PLAYER_PED_ID(), 5.0, 25.0);
+ ped = Ped you want to perform this task.
+ target = the Entity they should aim at.
+ distanceToStopAt = distance from the target, where the ped should stop to aim.
+ StartAimingDist = distance where the ped should start to aim.
+
+
+
+
+ Parameters: Ped ped, Hash decisionMakerId
+
+
+ p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float heading, float speed
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float heading, float speed, float headingChangeRate
+
+
+
+
+ Parameters: float x, float y, float z, float direction, int usage, int height, int arc, BOOL isPriority
+
+ ScrHandle
+
+
+
+ Parameters: ScrHandle coverpoint
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Checks if there is a cover point at position
+
+
+
+
+ Parameters: ScrHandle coverpoint
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Ped targetPed, int combatFlags, int threatResponseFlags
+
+
+ Makes the specified ped attack the target ped.
+ p2 should be 0
+ p3 should be 16
+
+
+
+
+ Parameters: Ped ped, Ped target, int time, int flags
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int duration, BOOL allowPeekingAndFiring
+
+
+
+
+ Parameters: Ped ped, Ped target, int duration, BOOL allowPeekingAndFiring
+
+
+
+
+ Parameters: Ped ped, ScrHandle coverpoint, float x, float y, float z, int time, BOOL allowPeekingAndFiring
+
+
+ p5 is always -1
+
+
+
+
+ Parameters: Ped ped, float x1, float y1, float z1, float x2, float y2, float z2, int timeout, BOOL shortRoute
+
+
+ p8 causes the ped to take the shortest route to the cover position. It may have something to do with navmesh or pathfinding mechanics.
+ from michael2:
+ TASK::TASK_SEEK_COVER_TO_COORDS(ped, 967.5164794921875, -2121.603515625, 30.479299545288086, 978.94677734375, -2125.84130859375, 29.4752, -1, 1);
+ appears to be shorter variation
+ from michael3:
+ TASK::TASK_SEEK_COVER_TO_COORDS(ped, -2231.011474609375, 263.6326599121094, 173.60195922851562, -1, 0);
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int time, BOOL allowPeekingAndFiring, float blendInDuration, BOOL forceInitialFacingDirection, BOOL forceFaceLeft, int identifier, BOOL doEntry
+
+
+
+
+ Parameters: Ped ped, int time, BOOL allowPeekingAndFiring, BOOL forceInitialFacingDirection, BOOL forceFaceLeft, int identifier
+
+
+
+
+ Parameters: Ped ped, int exitType, float x, float y, float z
+
+
+ p1 is 1, 2, or 3 in scripts
+
+
+
+
+ Parameters: Ped ped, Ped meleeTarget, float blendInDuration, float timeInMelee, float strafePhaseSync, int aiCombatFlags
+
+
+ from armenian3.c4
+ TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0);
+
+
+
+
+ Parameters: Ped ped, int toggleType
+
+
+ used in sequence task
+ both parameters seems to be always 0
+
+
+
+
+ Parameters: Ped ped, float maxPatrolProximity, float defensiveAreaRadius, BOOL setDefensiveArea
+
+
+ From re_prisonvanbreak:
+ TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1);
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float heading, float maxPatrolProximity, int timer
+
+
+
+
+ Parameters: Ped ped, float defendPositionX, float defendPositionY, float defendPositionZ, float heading, float maxPatrolProximity, int time, float x, float y, float z, float defensiveAreaRadius
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float heading, const char* scenarioName
+
+
+ scenarioName example: "WORLD_HUMAN_GUARD_STAND"
+
+
+
+
+ Parameters: Ped driver, float cruiseSpeed
+
+
+
+
+ Parameters: Ped ped, float speed
+
+
+
+
+ Parameters: Ped ped, int drivingStyle
+
+
+ This native is used to set the driving style for specific ped.
+ Driving styles id seems to be:
+ 786468
+ 262144
+ 786469
+ http://gtaforums.com/topic/822314-guide-driving-styles/
+
+
+
+
+ Parameters: float startX, float startY, float startZ, float endX, float endY, float endZ, BOOL blockObjects, BOOL blockVehicles, BOOL blockMap, BOOL blockPlayer
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float startX, float startY, float startZ, float endX, float endY, float endZ, BOOL blockObjects, BOOL blockVehicles, BOOL blockMap, BOOL blockPlayer
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* scenarioName, int unkDelay, BOOL playEnterAnim
+
+
+ Plays a scenario on a Ped at their current location.
+ unkDelay - Usually 0 or -1, doesn't seem to have any effect. Might be a delay between sequences.
+ playEnterAnim - Plays the "Enter" anim if true, otherwise plays the "Exit" anim. Scenarios that don't have any "Enter" anims won't play if this is set to true.
+ ----
+ From "am_hold_up.ysc.c4" at line 339:
+ TASK::TASK_START_SCENARIO_IN_PLACE(NETWORK::NET_TO_PED(l_8D._f4), sub_adf(), 0, 1);
+ I'm unsure of what the last two parameters are, however sub_adf() randomly returns 1 of 3 scenarios, those being:
+ WORLD_HUMAN_SMOKING
+ WORLD_HUMAN_HANG_OUT_STREET
+ WORLD_HUMAN_STAND_MOBILE
+ This makes sense, as these are what I commonly see when going by a liquor store.
+ -------------------------
+ List of scenarioNames: https://pastebin.com/6mrYTdQv
+ (^ Thank you so fucking much for this)
+ Also these:
+ WORLD_FISH_FLEE
+ DRIVE
+ WORLD_HUMAN_HIKER
+ WORLD_VEHICLE_ATTRACTOR
+ WORLD_VEHICLE_BICYCLE_MOUNTAIN
+ WORLD_VEHICLE_BIKE_OFF_ROAD_RACE
+ WORLD_VEHICLE_BIKER
+ WORLD_VEHICLE_CONSTRUCTION_PASSENGERS
+ WORLD_VEHICLE_CONSTRUCTION_SOLO
+ WORLD_VEHICLE_DRIVE_PASSENGERS
+ WORLD_VEHICLE_DRIVE_SOLO
+ WORLD_VEHICLE_EMPTY
+ WORLD_VEHICLE_PARK_PARALLEL
+ WORLD_VEHICLE_PARK_PERPENDICULAR_NOSE_IN
+ WORLD_VEHICLE_POLICE_BIKE
+ WORLD_VEHICLE_POLICE_CAR
+ WORLD_VEHICLE_POLICE_NEXT_TO_CAR
+ WORLD_VEHICLE_SALTON_DIRT_BIKE
+ WORLD_VEHICLE_TRUCK_LOGS
+ Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
+
+
+
+
+ Parameters: Ped ped, const char* scenarioName, float x, float y, float z, float heading, int duration, BOOL sittingScenario, BOOL teleport
+
+
+ Full list of ped scenarios by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
+ Also a few more listed at TASK::TASK_START_SCENARIO_IN_PLACE just above.
+ ---------------
+ The first parameter in every scenario has always been a Ped of some sort. The second like TASK_START_SCENARIO_IN_PLACE is the name of the scenario.
+ The next 4 parameters were harder to decipher. After viewing "hairdo_shop_mp.ysc.c4", and being confused from seeing the case in other scripts, they passed the first three of the arguments as one array from a function, and it looked like it was obviously x, y, and z.
+ I haven't seen the sixth parameter go to or over 360, making me believe that it is rotation, but I really can't confirm anything.
+ I have no idea what the last 3 parameters are, but I'll try to find out.
+ -going on the last 3 parameters, they appear to always be "0, 0, 1"
+ p6 -1 also used in scrips
+ p7 used for sitting scenarios
+ p8 teleports ped to position
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float distance, int duration
+
+
+ Updated variables
+ An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead.
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius, int timeToLeave
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float maxRange, int timeToLeave
+
+
+ p5 is always 0 in scripts
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius, int timeToLeave
+
+
+ p5 is always -1 or 0 in scripts
+
+
+
+
+ Parameters: float x, float y, float z, float radius, BOOL mustBeFree
+
+
+
+
+ Parameters: float x, float y, float z, const char* scenarioName, float radius, BOOL mustBeFree
+
+
+
+
+ Parameters: float x, float y, float z, float maxRange, BOOL onlyUsersActuallyAtScenario
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* animName
+
+
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: const char* scenarioGroup
+
+
+ Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json
+ Occurrences in the b617d scripts:
+ "ARMY_GUARD",
+ "ARMY_HELI",
+ "Cinema_Downtown",
+ "Cinema_Morningwood",
+ "Cinema_Textile",
+ "City_Banks",
+ "Countryside_Banks",
+ "DEALERSHIP",
+ "GRAPESEED_PLANES",
+ "KORTZ_SECURITY",
+ "LOST_BIKERS",
+ "LSA_Planes",
+ "LSA_Planes",
+ "MP_POLICE",
+ "Observatory_Bikers",
+ "POLICE_POUND1",
+ "POLICE_POUND2",
+ "POLICE_POUND3",
+ "POLICE_POUND4",
+ "POLICE_POUND5"
+ "QUARRY",
+ "SANDY_PLANES",
+ "SCRAP_SECURITY",
+ "SEW_MACHINE",
+ "SOLOMON_GATE",
+ "Triathlon_1_Start",
+ "Triathlon_2_Start",
+ "Triathlon_3_Start"
+ Sometimes used with IS_SCENARIO_GROUP_ENABLED:
+ if (TASK::DOES_SCENARIO_GROUP_EXIST("Observatory_Bikers") && (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
+ else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
+
+
+
+
+ Parameters: const char* scenarioGroup
+
+
+ Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json
+ Occurrences in the b617d scripts:
+ "ARMY_GUARD",
+ "ARMY_HELI",
+ "BLIMP",
+ "Cinema_Downtown",
+ "Cinema_Morningwood",
+ "Cinema_Textile",
+ "City_Banks",
+ "Countryside_Banks",
+ "DEALERSHIP",
+ "KORTZ_SECURITY",
+ "LSA_Planes",
+ "MP_POLICE",
+ "Observatory_Bikers",
+ "POLICE_POUND1",
+ "POLICE_POUND2",
+ "POLICE_POUND3",
+ "POLICE_POUND4",
+ "POLICE_POUND5",
+ "Rampage1",
+ "SANDY_PLANES",
+ "SCRAP_SECURITY",
+ "SEW_MACHINE",
+ "SOLOMON_GATE"
+ Sometimes used with DOES_SCENARIO_GROUP_EXIST:
+ if (TASK::DOES_SCENARIO_GROUP_EXIST("Observatory_Bikers") && (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
+ else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
+
+
+
+
+ Parameters: const char* scenarioGroup, BOOL enabled
+
+
+ Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json
+ Occurrences in the b617d scripts: https://pastebin.com/Tvg2PRHU
+
+
+
+
+ Parameters: const char* scenarioGroup
+
+
+ Full list of scenario groups used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenarioGroupNames.json
+ Groups found in the scripts used with this native:
+ "AMMUNATION",
+ "QUARRY",
+ "Triathlon_1",
+ "Triathlon_2",
+ "Triathlon_3"
+
+
+
+
+ Parameters: const char* scenarioType
+
+
+ Full list of scenario types used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
+ Occurrences in the b617d scripts:
+ "PROP_HUMAN_SEAT_CHAIR",
+ "WORLD_HUMAN_DRINKING",
+ "WORLD_HUMAN_HANG_OUT_STREET",
+ "WORLD_HUMAN_SMOKING",
+ "WORLD_MOUNTAIN_LION_WANDER",
+ "WORLD_HUMAN_DRINKING"
+ Sometimes used together with MISC::IS_STRING_NULL_OR_EMPTY in the scripts.
+ scenarioType could be the same as scenarioName, used in for example TASK::TASK_START_SCENARIO_AT_POSITION.
+
+
+
+
+ Parameters: const char* scenarioType, BOOL toggle
+
+
+ Full list of scenario types used in scripts by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/scenariosCompact.json
+ seems to enable/disable specific scenario-types from happening in the game world.
+ Here are some scenario types from the scripts:
+ "WORLD_MOUNTAIN_LION_REST"
+ "WORLD_MOUNTAIN_LION_WANDER"
+ "DRIVE"
+ "WORLD_VEHICLE_POLICE_BIKE"
+ "WORLD_VEHICLE_POLICE_CAR"
+ "WORLD_VEHICLE_POLICE_NEXT_TO_CAR"
+ "WORLD_VEHICLE_DRIVE_SOLO"
+ "WORLD_VEHICLE_BIKER"
+ "WORLD_VEHICLE_DRIVE_PASSENGERS"
+ "WORLD_VEHICLE_SALTON_DIRT_BIKE"
+ "WORLD_VEHICLE_BICYCLE_MOUNTAIN"
+ "PROP_HUMAN_SEAT_CHAIR"
+ "WORLD_VEHICLE_ATTRACTOR"
+ "WORLD_HUMAN_LEANING"
+ "WORLD_HUMAN_HANG_OUT_STREET"
+ "WORLD_HUMAN_DRINKING"
+ "WORLD_HUMAN_SMOKING"
+ "WORLD_HUMAN_GUARD_STAND"
+ "WORLD_HUMAN_CLIPBOARD"
+ "WORLD_HUMAN_HIKER"
+ "WORLD_VEHICLE_EMPTY"
+ "WORLD_VEHICLE_BIKE_OFF_ROAD_RACE"
+ "WORLD_HUMAN_PAPARAZZI"
+ "WORLD_VEHICLE_PARK_PERPENDICULAR_NOSE_IN"
+ "WORLD_VEHICLE_PARK_PARALLEL"
+ "WORLD_VEHICLE_CONSTRUCTION_SOLO"
+ "WORLD_VEHICLE_CONSTRUCTION_PASSENGERS"
+ "WORLD_VEHICLE_TRUCK_LOGS"
+ scenarioType could be the same as scenarioName, used in for example TASK::TASK_START_SCENARIO_AT_POSITION.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ Used only once (am_mp_property_int)
+ ped was PLAYER_PED_ID()
+ Related to CTaskAmbientClips.
+
+
+
+
+ Parameters: Ped ped, BOOL blockIdleClips, BOOL removeIdleClipIfPlaying
+
+
+ Appears only in fm_mission_controller and used only 3 times.
+ ped was always PLAYER_PED_ID()
+ p1 was always true
+ p2 was always true
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float radius, int combatFlags
+
+
+ Despite its name, it only attacks ONE hated target. The one closest to the specified position.
+
+
+
+
+ Parameters: Ped ped, float radius, int combatFlags
+
+
+ Despite its name, it only attacks ONE hated target. The one closest hated target.
+ p2 seems to be always 0
+
+
+
+
+ Parameters: Ped ped, float radius, int time, int combatFlags
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, int ignoreCollisionEntityIndex, BOOL createInvincibleProjectile
+
+
+ In every case of this native, I've only seen the first parameter passed as 0, although I believe it's a Ped after seeing tasks around it using 0. That's because it's used in a Sequence Task.
+ The last 3 parameters are definitely coordinates after seeing them passed in other scripts, and even being used straight from the player's coordinates.
+ ---
+ It seems that - in the decompiled scripts - this native was used on a ped who was in a vehicle to throw a projectile out the window at the player. This is something any ped will naturally do if they have a throwable and they are doing driveby-combat (although not very accurately).
+ It is possible, however, that this is how SWAT throws smoke grenades at the player when in cover.
+ ----------------------------------------------------
+ The first comment is right it definately is the ped as if you look in script finale_heist2b.c line 59628 in Xbox Scripts atleast you will see task_throw_projectile and the first param is Local_559[2 <14>] if you look above it a little bit line 59622 give_weapon_to_ped uses the same exact param Local_559[2 <14>] and we all know the first param of that native is ped. So it guaranteed has to be ped. 0 just may mean to use your ped by default for some reason.
+
+
+
+
+ Parameters: Ped ped, BOOL drawWeapon
+
+
+
+
+ Parameters: Ped ped, BOOL drawWeapon
+
+
+ The 2nd param (drawWeapon) is not implemented.
+ -----------------------------------------------------------------------
+ The only occurrence I found in a R* script ("assassin_construction.ysc.c4"):
+ if (((v_3 < v_4) && (TASK::GET_SCRIPT_TASK_STATUS(PLAYER::PLAYER_PED_ID(), 0x6a67a5cc) != 1)) && (v_5 > v_3)) {
+ TASK::TASK_RELOAD_WEAPON(PLAYER::PLAYER_PED_ID(), 1);
+ }
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Ped target, int minFireLoops, int startState, BOOL forceShootOnGround, int shootFromGroundTimer
+
+
+ EX: Function.Call(Ped1, Ped2, Time, 0);
+ The last parameter is always 0 for some reason I do not know. The first parameter is the pedestrian who will writhe to the pedestrian in the other parameter. The third paremeter is how long until the Writhe task ends. When the task ends, the ped will die. If set to -1, he will not die automatically, and the task will continue until something causes it to end. This can be being touched by an entity, being shot, explosion, going into ragdoll, having task cleared. Anything that ends the current task will kill the ped at this point.
+ Third parameter does not appear to be time. The last parameter is not implemented (It's not used, regardless of value).
+
+
+
+
+ Parameters: Ped ped
+
+
+ This native checks if a ped is on the ground, in pain from a (gunshot) wound.
+ Returns `true` if the ped is in writhe, `false` otherwise.
+
+
+
+
+ Parameters: const char* patrolRoute
+
+
+ patrolRoutes found in the b617d scripts:
+ "miss_Ass0",
+ "miss_Ass1",
+ "miss_Ass2",
+ "miss_Ass3",
+ "miss_Ass4",
+ "miss_Ass5",
+ "miss_Ass6",
+ "MISS_PATROL_6",
+ "MISS_PATROL_7",
+ "MISS_PATROL_8",
+ "MISS_PATROL_9",
+ "miss_Tower_01",
+ "miss_Tower_02",
+ "miss_Tower_03",
+ "miss_Tower_04",
+ "miss_Tower_05",
+ "miss_Tower_06",
+ "miss_Tower_07",
+ "miss_Tower_08",
+ "miss_Tower_10"
+
+
+
+
+ Parameters: int nodeId, const char* nodeType, float posX, float posY, float posZ, float headingX, float headingY, float headingZ, int duration
+
+
+ Example:
+ TASK::ADD_PATROL_ROUTE_NODE(2, "WORLD_HUMAN_GUARD_STAND", -193.4915, -2378.864990234375, 10.9719, -193.4915, -2378.864990234375, 10.9719, 3000);
+ p0 is between 0 and 4 in the scripts.
+ p1 is "WORLD_HUMAN_GUARD_STAND" or "StandGuard".
+ p2, p3 and p4 is only one parameter sometimes in the scripts. Most likely a Vector3 hence p2, p3 and p4 are coordinates.
+ Examples:
+ TASK::ADD_PATROL_ROUTE_NODE(1, "WORLD_HUMAN_GUARD_STAND", l_739[7/*3*/], 0.0, 0.0, 0.0, 0);
+ TASK::ADD_PATROL_ROUTE_NODE(1, "WORLD_HUMAN_GUARD_STAND", l_B0[17/*44*/]._f3, l_B0[17/*44*/]._f3, 2000);
+ p5, p6 and p7 are for example set to: 1599.0406494140625, 2713.392578125, 44.4309.
+ p8 is an int, often random set to for example: MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000).
+
+
+
+
+ Parameters: int nodeId1, int nodeId2
+
+
+
+
+ Parameters: const char* patrolRoute
+
+
+ From the b617d scripts:
+ TASK::DELETE_PATROL_ROUTE("miss_merc0");
+ TASK::DELETE_PATROL_ROUTE("miss_merc1");
+ TASK::DELETE_PATROL_ROUTE("miss_merc2");
+ TASK::DELETE_PATROL_ROUTE("miss_dock");
+
+
+
+
+ Parameters: Ped ped, int* timeLeftAtNode, int* nodeId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* patrolRouteName, int alertState, BOOL canChatToPeds, BOOL useHeadLookAt
+
+
+ After looking at some scripts the second parameter seems to be an id of some kind. Here are some I found from some R* scripts:
+ "miss_Tower_01" (this went from 01 - 10)
+ "miss_Ass0" (0, 4, 6, 3)
+ "MISS_PATROL_8"
+ I think they're patrol routes, but I'm not sure. And I believe the 3rd parameter is a BOOL, but I can't confirm other than only seeing 0 and 1 being passed.
+ As far as I can see the patrol routes names such as "miss_Ass0" have been defined earlier in the scripts. This leads me to believe we can defined our own new patrol routes by following the same approach.
+ From the scripts
+ TASK::OPEN_PATROL_ROUTE("miss_Ass0");
+ TASK::ADD_PATROL_ROUTE_NODE(0, "WORLD_HUMAN_GUARD_STAND", l_738[0/*3*/], -139.4076690673828, -993.4732055664062, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
+ TASK::ADD_PATROL_ROUTE_NODE(1, "WORLD_HUMAN_GUARD_STAND", l_738[1/*3*/], -116.1391830444336, -987.4984130859375, 26.38541030883789, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
+ TASK::ADD_PATROL_ROUTE_NODE(2, "WORLD_HUMAN_GUARD_STAND", l_738[2/*3*/], -128.46847534179688, -979.0340576171875, 26.2754, MISC::GET_RANDOM_INT_IN_RANGE(5000, 10000));
+ TASK::ADD_PATROL_ROUTE_LINK(0, 1);
+ TASK::ADD_PATROL_ROUTE_LINK(1, 2);
+ TASK::ADD_PATROL_ROUTE_LINK(2, 0);
+ TASK::CLOSE_PATROL_ROUTE();
+ TASK::CREATE_PATROL_ROUTE();
+
+
+
+
+ Parameters: Ped ped
+
+
+ Makes the ped run to take cover
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z
+
+
+ x, y, z: offset in world coords from some entity.
+
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+
+
+ Parameters: Ped ped, Ped target, float fireTolerance
+
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float fireTolerance
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange
+
+
+ Differs from TASK_VEHICLE_DRIVE_TO_COORDS in that it will pick the shortest possible road route without taking one-way streets and other "road laws" into consideration.
+ WARNING:
+ A behaviorFlag value of 0 will result in a clunky, stupid driver!
+ Recommended settings:
+ speed = 30.0f,
+ behaviorFlag = 156,
+ stoppingRange = 5.0f;
+ If you simply want to have your driver move to a fixed location, call it only once, or, when necessary in the event of interruption.
+ If using this to continually follow a Ped who is on foot: You will need to run this in a tick loop. Call it in with the Ped's updated coordinates every 20 ticks or so and you will have one hell of a smart, fast-reacting NPC driver -- provided he doesn't get stuck. If your update frequency is too fast, the Ped may not have enough time to figure his way out of being stuck, and thus, remain stuck. One way around this would be to implement an "anti-stuck" mechanism, which allows the driver to realize he's stuck, temporarily pause the tick, unstuck, then resume the tick.
+ EDIT: This is being discussed in more detail at http://gtaforums.com/topic/818504-any-idea-on-how-to-make-peds-clever-and-insanely-fast-c/
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, float aimAtX, float aimAtY, float aimAtZ, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendToAim, Hash firingPattern
+
+
+ movement_speed: mostly 2f, but also 1/1.2f, etc.
+ p8: always false
+ p9: 2f
+ p10: 0.5f
+ p11: true
+ p12: 0 / 512 / 513, etc.
+ p13: 0
+ firing_pattern: ${firing_pattern_full_auto}, 0xC6EE6B4C
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, Entity aimAtID, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendToAim, Hash firingPattern, int time
+
+
+
+
+ Parameters: Ped pedHandle, float goToLocationX, float goToLocationY, float goToLocationZ, float focusLocationX, float focusLocationY, float focusLocationZ, float speed, BOOL shootAtEnemies, float distanceToStopAt, float noRoadsDistance, BOOL useNavMesh, int navFlags, int taskFlags, Hash firingPattern
+
+
+ The ped will walk or run towards goToLocation, aiming towards goToLocation or focusLocation (depending on the aimingFlag) and shooting if shootAtEnemies = true to any enemy in his path.
+ If the ped is closer than noRoadsDistance, the ped will ignore pathing/navmesh and go towards goToLocation directly. This could cause the ped to get stuck behind tall walls if the goToLocation is on the other side. To avoid this, use 0.0f and the ped will always use pathing/navmesh to reach his destination.
+ If the speed is set to 0.0f, the ped will just stand there while aiming, if set to 1.0f he will walk while aiming, 2.0f will run while aiming.
+ The ped will stop aiming when he is closer than distanceToStopAt to goToLocation.
+ I still can't figure out what unkTrue is used for. I don't notice any difference if I set it to false but in the decompiled scripts is always true.
+ I think that unkFlag, like the driving styles, could be a flag that "work as a list of 32 bits converted to a decimal integer. Each bit acts as a flag, and enables or disables a function". What leads me to this conclusion is the fact that in the decompiled scripts, unkFlag takes values like: 0, 1, 5 (101 in binary) and 4097 (4096 + 1 or 1000000000001 in binary). For now, I don't know what behavior enable or disable this possible flag so I leave it at 0.
+ Note: After some testing, using unkFlag = 16 (0x10) enables the use of sidewalks while moving towards goToLocation.
+ The aimingFlag takes 2 values: 0 to aim at the focusLocation, 1 to aim at where the ped is heading (goToLocation).
+ Example:
+ enum AimFlag
+ {
+ AimAtFocusLocation,
+ AimAtGoToLocation
+ };
+ Vector3 goToLocation1 = { 996.2867f, 0, -2143.044f, 0, 28.4763f, 0 }; // remember the padding.
+ Vector3 goToLocation2 = { 990.2867f, 0, -2140.044f, 0, 28.4763f, 0 }; // remember the padding.
+ Vector3 focusLocation = { 994.3478f, 0, -2136.118f, 0, 29.2463f, 0 }; // the coord z should be a little higher, around +1.0f to avoid aiming at the ground
+ // 1st example
+ TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle, goToLocation1.x, goToLocation1.y, goToLocation1.z, focusLocation.x, focusLocation.y, focusLocation.z, 2.0f /*run*/, true /*shoot*/, 3.0f /*stop at*/, 0.0f /*noRoadsDistance*/, true /*always true*/, 0 /*possible flag*/, AimFlag::AimAtGoToLocation, -957453492 /*FullAuto pattern*/);
+ // 2nd example
+ TASK::TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD(pedHandle, goToLocation2.x, goToLocation2.y, goToLocation2.z, focusLocation.x, focusLocation.y, focusLocation.z, 1.0f /*walk*/, false /*don't shoot*/, 3.0f /*stop at*/, 0.0f /*noRoadsDistance*/, true /*always true*/, 0 /*possible flag*/, AimFlag::AimAtFocusLocation, -957453492 /*FullAuto pattern*/);
+ 1st example: The ped (pedhandle) will run towards goToLocation1. While running and aiming towards goToLocation1, the ped will shoot on sight to any enemy in his path, using "FullAuto" firing pattern. The ped will stop once he is closer than distanceToStopAt to goToLocation1.
+ 2nd example: The ped will walk towards goToLocation2. This time, while walking towards goToLocation2 and aiming at focusLocation, the ped will point his weapon on sight to any enemy in his path without shooting. The ped will stop once he is closer than distanceToStopAt to goToLocation2.
+
+
+
+
+ Parameters: Ped ped, Entity entity, float aimX, float aimY, float aimZ, float moveBlendRatio, BOOL shoot, float targetRadius, float slowDistance, BOOL useNavMesh, BOOL instantBlendToAim, Hash firingPattern
+
+
+
+
+ Parameters: Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, BOOL shootatEntity, float targetRadius, float slowDistance, BOOL useNavMesh, BOOL instantBlendToAim, Hash firingPattern
+
+
+ shootatEntity:
+ If true, peds will shoot at Entity till it is dead.
+ If false, peds will just walk till they reach the entity and will cease shooting.
+
+
+
+
+ Parameters: Ped ped, int minTime, int maxTime, int entryType
+
+
+ Makes the ped ragdoll like when falling from a great height
+
+
+
+
+ Parameters: const char* name
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+ For a full list of the points, see here: goo.gl/wIH0vn
+ Max number of loaded recordings is 32.
+
+
+
+
+ Parameters: const char* name
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+
+
+
+
+ Parameters: const char* name
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+
+
+
+
+ Parameters: const char* name, int* points
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+ For a full list of the points, see here: goo.gl/wIH0vn
+
+
+
+
+ Parameters: const char* name, int point, Vector3* coord
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+ For a full list of the points, see here: goo.gl/wIH0vn
+
+
+
+
+ Parameters: const char* name, int point
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+
+
+
+
+ Parameters: const char* name, float x, float y, float z, int* point
+
+
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+ For a full list of the points, see here: goo.gl/wIH0vn
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3
+
+
+
+
+ Parameters: const char* p0, int p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Any p0, BOOL p1, Any p2, Any p3
+
+
+
+
+ Parameters: Any p0, float p1, BOOL p2
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: const char* name, BOOL p1, float p2, float p3
+
+
+
+
+ Parameters: Ped ped1, Ped ped2, BOOL p2
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, BOOL p4
+
+
+
+
+ Parameters: Entity entity, Entity entityi, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z, BOOL p4, BOOL p5
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: const char* route
+
+
+ Routes: "1_FIBStairs", "2_FIBStairs", "3_FIBStairs", "4_FIBStairs", "5_FIBStairs", "5_TowardsFire", "6a_FIBStairs", "7_FIBStairs", "8_FIBStairs", "Aprtmnt_1", "AssAfterLift", "ATM_1", "coroner2", "coroner_stairs", "f5_jimmy1", "fame1", "family5b", "family5c", "Family5d", "family5d", "FIB_Glass1", "FIB_Glass2", "FIB_Glass3", "finaBroute1A", "finalb1st", "finalB1sta", "finalbround", "finalbroute2", "Hairdresser1", "jan_foyet_ft_door", "Jo_3", "Lemar1", "Lemar2", "mansion_1", "Mansion_1", "pols_1", "pols_2", "pols_3", "pols_4", "pols_5", "pols_6", "pols_7", "pols_8", "Pro_S1", "Pro_S1a", "Pro_S2", "Towards_case", "trev_steps", "tunrs1", "tunrs2", "tunrs3", "Wave01457s"
+
+
+
+
+ Parameters: const char* route
+
+
+
+
+ Parameters: const char* route
+
+
+
+
+ Parameters: const char* route, int props
+
+
+
+
+ Parameters: float dist
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, const char* WPRecording, int p3, int p4, int p5, int p6, float p7, BOOL p8, float p9
+
+
+ p2 = Waypoint recording string (found in update\update.rpf\x64\levels\gta5\waypointrec.rpf
+ p3 = 786468
+ p4 = 0
+ p5 = 16
+ p6 = -1 (angle?)
+ p7/8/9 = usually v3.zero
+ p10 = bool (repeat?)
+ p11 = 1073741824
+ Full list of waypoint recordings by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/waypointRecordings.json
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ I cant believe I have to define this, this is one of the best natives.
+ It makes the ped ignore basically all shocking events around it. Occasionally the ped may comment or gesture, but other than that they just continue their daily activities. This includes shooting and wounding the ped. And - most importantly - they do not flee.
+ Since it is a task, every time the native is called the ped will stop for a moment.
+
+
+
+
+ Parameters: Ped ped, Hash state, BOOL forceRestart
+
+
+ p2 always false
+ [30/03/2017] ins1de :
+ See FORCE_PED_MOTION_STATE
+
+
+
+
+ Parameters: Ped ped, const char* task, float multiplier, BOOL allowOverrideCloneUpdate, const char* animDict, int flags
+
+
+ Example:
+ TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* network, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, BOOL allowOverrideCloneUpdate, const char* animDict, int flags
+
+
+ Example:
+ TASK::TASK_MOVE_NETWORK_ADVANCED_BY_NAME(PLAYER::PLAYER_PED_ID(), "minigame_tattoo_michael_parts", 324.13f, 181.29f, 102.6f, 0.0f, 0.0f, 22.32f, 2, 0, false, 0, 0);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* network, int* initialParameters, float blendDuration, BOOL allowOverrideCloneUpdate, const char* animDict, int flags
+
+
+ Used only once in the scripts (am_mp_nightclub)
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* network, int* initialParameters, float x, float y, float z, float rotX, float rotY, float rotZ, int rotOrder, float blendDuration, BOOL allowOverrideCloneUpdate, const char* dictionary, int flags
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, const char* name
+
+
+
+
+ Parameters: Ped ped, const char* state
+
+
+ Used only once in the scripts (fm_mission_controller) like so:
+ TASK::SET_EXPECTED_CLONE_NEXT_TASK_MOVE_NETWORK_STATE(iLocal_3160, "Cutting");
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Hash clipSet, Hash variableClipSet
+
+
+
+
+ Parameters: Ped ped, const char* signalName, float value
+
+
+ signalName - "Phase", "Wobble", "x_axis","y_axis","introphase","speed".
+ p2 - From what i can see it goes up to 1f (maybe).
+ Example: TASK::SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT(PLAYER::PLAYER_PED_ID(), "Phase", 0.5);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* signalName, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* signalName, float value
+
+
+
+
+ Parameters: Ped ped, const char* signalName, BOOL value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* signalName
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* signalName
+
+
+
+
+ Parameters: Ped ped, const char* eventName
+
+
+
+
+ Parameters: Ped ped, BOOL enable
+
+
+ Doesn't actually return anything.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ What's strafing?
+
+
+
+
+ Parameters: Ped ped, int scene, const char* animDictionary, const char* animationName, float blendIn, float blendOut, int flags, int ragdollBlockingFlags, float moverBlendDelta, int ikFlags
+
+
+ TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0);
+ Full list of animation dictionaries and anims by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/animDictsCompact.json
+
+
+
+
+ Parameters: Ped ped, Ped ped2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, Entity targetEntity, float turnRate, float blendInDuration
+
+
+ This function is called on peds in vehicles.
+ anim: animation name
+ p2, p3, p4: "sweep_low", "sweep_med" or "sweep_high"
+ p5: no idea what it does but is usually -1
+
+
+
+
+ Parameters: Ped ped, Entity entity
+
+
+
+
+ Parameters: Ped ped, const char* animDict, const char* lowAnimName, const char* medAnimName, const char* hiAnimName, int runtime, float x, float y, float z, float turnRate, float blendInDuration
+
+
+
+
+ Parameters: Ped ped, float x, float y, float z
+
+
+
+
+ Parameters: Ped ped, Ped target
+
+
+ Example from "me_amanda1.ysc.c4":
+ TASK::TASK_ARREST_PED(l_19F /* This is a Ped */ , PLAYER::PLAYER_PED_ID());
+ Example from "armenian1.ysc.c4":
+ if (!PED::IS_PED_INJURED(l_B18[0/*1*/])) {
+ TASK::TASK_ARREST_PED(l_B18[0/*1*/], PLAYER::PLAYER_PED_ID());
+ }
+ I would love to have time to experiment to see if a player Ped can arrest another Ped. Might make for a good cop mod.
+ Looks like only the player can be arrested this way. Peds react and try to arrest you if you task them, but the player charater doesn't do anything if tasked to arrest another ped.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+ This function is hard-coded to always return 0.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL bScriptHostVeh, BOOL p7
+
+
+ p7 when set to true allows you to spawn vehicles under -100 z.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Vehicle* vehicle
+
+
+ Deletes a vehicle.
+ The vehicle must be a mission entity to delete, so call this before deleting: SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);
+ eg how to use:
+ SET_ENTITY_AS_MISSION_ENTITY(vehicle, true, true);
+ DELETE_VEHICLE(&vehicle);
+ Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle, BOOL p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL canBeLockedOn, BOOL p2
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle veh, BOOL toggle
+
+
+ Makes the vehicle accept no passengers.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns a value depending on the lock-on state of vehicle weapons.
+ 0: not locked on
+ 1: locking on
+ 2: locked on
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, Hash model
+
+
+
+
+ Parameters: int vehicleGenerator
+
+
+
+
+ Parameters: float x, float y, float z, float heading, float p4, float p5, Hash modelHash, int p7, int p8, int p9, int p10, BOOL p11, BOOL p12, BOOL p13, BOOL p14, BOOL p15, int p16
+
+
+ Creates a script vehicle generator at the given coordinates. Most parameters after the model hash are unknown.
+ Parameters:
+ x/y/z - Generator position
+ heading - Generator heading
+ p4 - Unknown (always 5.0)
+ p5 - Unknown (always 3.0)
+ modelHash - Vehicle model hash
+ p7/8/9/10 - Unknown (always -1)
+ p11 - Unknown (usually TRUE, only one instance of FALSE)
+ p12/13 - Unknown (always FALSE)
+ p14 - Unknown (usally FALSE, only two instances of TRUE)
+ p15 - Unknown (always TRUE)
+ p16 - Unknown (always -1)
+ Vector3 coords = GET_ENTITY_COORDS(PLAYER_PED_ID(), 0); CREATE_SCRIPT_VEHICLE_GENERATOR(coords.x, coords.y, coords.z, 1.0f, 5.0f, 3.0f, GET_HASH_KEY("adder"), -1. -1, -1, -1, -1, true, false, false, false, true, -1);
+
+
+
+
+ Parameters: int vehicleGenerator
+
+
+
+
+ Parameters: int vehicleGenerator, BOOL enabled
+
+
+ Only called once in the decompiled scripts. Presumably activates the specified generator.
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, BOOL toggle, BOOL p7
+
+
+ When p6 is true, vehicle generators are active.
+ p7 seems to always be true in story mode scripts, but it's sometimes false in online scripts.
+
+
+
+
+ Parameters: BOOL active
+
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+ Related to car generators & CPlayerSwitchMgrLong
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+ Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful.
+ sfink: This has an additional param(Vehicle vehicle, float p1) which is always set to 5.0f in the b944 scripts.
+
+
+
+
+ Parameters: Vehicle p0, BOOL p1, BOOL p2, BOOL p3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if the vehicle's current speed is less than, or equal to 0.0025f.
+ For some vehicles it returns true if the current speed is <= 0.00039999999.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL includeDriver, BOOL includeDeadOccupants
+
+
+ Gets the number of passengers.
+ This native was modified in b2545 to take two additional parameters, allowing you to include the driver or exclude dead passengers.
+ To keep it working like before b2545, set includeDriver to false and includeDeadOccupants to true.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns max number of passengers (including the driver) for the specified vehicle model.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex
+
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float multiplier
+
+
+ Use this native inside a looped function.
+ Values:
+ - `0.0` = no vehicles on streets
+ - `1.0` = normal vehicles on streets
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: float multiplier
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int value
+
+
+
+
+ Parameters: Vehicle vehicle, int doorLockStatus
+
+
+ enum eVehicleLockState
+ {
+ VEHICLELOCK_NONE,
+ VEHICLELOCK_UNLOCKED,
+ VEHICLELOCK_LOCKED,
+ VEHICLELOCK_LOCKOUT_PLAYER_ONLY,
+ VEHICLELOCK_LOCKED_PLAYER_INSIDE,
+ VEHICLELOCK_LOCKED_INITIALLY,
+ VEHICLELOCK_FORCE_SHUT_DOORS,
+ VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED,
+ VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED,
+ VEHICLELOCK_LOCKED_NO_PASSENGERS,
+ VEHICLELOCK_CANNOT_ENTER
+ };
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, int doorLockStatus
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ If set to true, prevents vehicle sirens from having sound, leaving only the lights.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Player player, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, Player player
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ After some analysis, I've decided that these are what the parameters are.
+ We can see this being used in R* scripts such as "am_mp_property_int.ysc.c4":
+ l_11A1 = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 1);
+ ...
+ VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(l_11A1, 1);
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int team, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL isAudible, BOOL isInvisible
+
+
+ Explodes a selected vehicle.
+ Vehicle vehicle = Vehicle you want to explode.
+ BOOL isAudible = If explosion makes a sound.
+ BOOL isInvisible = If the explosion is invisible or not.
+ First BOOL does not give any visual explosion, the vehicle just falls apart completely but slowly and starts to burn.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL killDriver, BOOL explodeOnImpact
+
+
+ Tested on the player's current vehicle. Unless you kill the driver, the vehicle doesn't loose control, however, if enabled, explodeOnImpact is still active. The moment you crash, boom.
+
+
+
+
+ Parameters: Vehicle vehicle, Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ This is not tested - it's just an assumption.
+ - Nac
+ Doesn't seem to work. I'll try with an int instead. --JT
+ Read the scripts, im dumpass.
+ if (!VEHICLE::IS_TAXI_LIGHT_ON(l_115)) {
+ VEHICLE::SET_TAXI_LIGHTS(l_115, 1);
+ }
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: const char* garageName, Vehicle vehicle
+
+
+ garageName example "Michael - Beverly Hills"
+ Full list of garages by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/garages.json
+
+
+
+
+ Parameters: Vehicle vehicle, int colorPrimary, int colorSecondary
+
+
+ colorPrimary & colorSecondary are the paint index for the vehicle.
+ For a list of valid paint indexes, view: https://pastebin.com/pwHci0xK
+ -------------------------------------------------------------------------
+ Note: minimum color index is 0, maximum color index is (numColorIndices - 1)
+ Full list of vehicle colors by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ It switch to highbeam when p1 is set to true.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ p1 (toggle) was always 1 (true) except in one case in the b678 scripts.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int r, int g, int b
+
+
+ p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
+
+
+
+
+ Parameters: Vehicle vehicle, int* r, int* g, int* b
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, int r, int g, int b
+
+
+ p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
+
+
+
+
+ Parameters: Vehicle vehicle, int* r, int* g, int* b
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Check if Vehicle Secondary is avaliable for customize
+
+
+
+
+ Parameters: Vehicle vehicle, float fade
+
+
+ The parameter fade is a value from 0-1, where 0 is fresh paint.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ The result is a value from 0-1, where 0 is fresh paint.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ Hardcoded to not work in multiplayer.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Used for GTAO CEO/Associate spawned vehicles.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, float depth1, float depth2, float depth3
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle submarine
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle submarine
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ No observed effect.
+
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Activate siren on vehicle (Only works if the vehicle has a siren).
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, int* colorPrimary, int* colorSecondary
+
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex, BOOL isTaskRunning
+
+
+ Check if a vehicle seat is free.
+ seatIndex = -1 being the driver seat.
+ Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index.
+ isTaskRunning = on true the function returns already false while a task on the target seat is running (TASK_ENTER_VEHICLE/TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT) - on false only when a ped is finally sitting in the seat.
+
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex, BOOL p2
+
+
+ If there is no ped in the seat, and the game considers the vehicle as ambient population, this will create a random occupant ped in the seat, which may be cleaned up by the game fairly soon if not marked as script-owned mission entity.
+ Seat indexes:
+ -1 = Driver
+ 0 = Front Right Passenger
+ 1 = Back Left Passenger
+ 2 = Back Right Passenger
+ 3 = Further Back Left Passenger (vehicles > 4 seats)
+ 4 = Further Back Right Passenger (vehicles > 4 seats)
+ etc.
+ If p2 is true it uses a different GetOccupant function.
+
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL* lightsOn, BOOL* highbeamsOn
+
+
+
+
+ Parameters: Vehicle vehicle, int wheelID, BOOL completely
+
+
+ wheelID used for 4 wheelers seem to be (0, 1, 4, 5)
+ completely - is to check if tire completely gone from rim.
+ '0 = wheel_lf / bike, plane or jet front
+ '1 = wheel_rf
+ '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left
+ '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right
+ '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left
+ '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right
+ '45 = 6 wheels trailer mid wheel left
+ '47 = 6 wheels trailer mid wheel right
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+ SCALE: Setting the speed to 30 would result in a speed of roughly 60mph, according to speedometer.
+ Speed is in meters per second
+ You can convert meters/s to mph here:
+ http://www.calculateme.com/Speed/MetersperSecond/ToMilesperHour.htm
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+ Seems to be identical to SET_VEHICLE_FORWARD_SPEED
+
+
+
+
+ Parameters: Vehicle vehicle, float distance, int duration, BOOL p3
+
+
+ This native makes the vehicle stop immediately, as happens when we enter a MP garage.
+ . distance defines how far it will travel until stopping. Garage doors use 3.0.
+ . If killEngine is set to 1, you cannot resume driving the vehicle once it stops. This looks like is a bitmapped integer.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Stops CTaskBringVehicleToHalt
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float height
+
+
+ 0.0 = Lowest 1.0 = Highest. This is best to be used if you wanna pick-up a car since un-realistically on GTA V forklifts can't pick up much of anything due to vehicle mass. If you put this under a car then set it above 0.0 to a 'lifted-value' it will raise the car with no issue lol
+
+
+
+
+ Parameters: Vehicle vehicle, Entity entity
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Entity entity
+
+
+ Finds the vehicle that is carrying this entity with a handler frame.
+ The model of the entity must be prop_contr_03b_ld or the function will return 0.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Entity entity
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Used on helicopters and blimps during the CTaskVehicleLand task. Sets a value on the task to 10f
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Initially used in Max Payne 3, that's why we know the name.
+
+
+
+
+ Parameters: Vehicle vehicle, int index, BOOL onRim, float p3
+
+
+ "To burst tyres VEHICLE::SET_VEHICLE_TYRE_BURST(vehicle, 0, true, 1000.0)
+ to burst all tyres type it 8 times where p1 = 0 to 7.
+ p3 seems to be how much damage it has taken. 0 doesn't deflate them, 1000 completely deflates them.
+ '0 = wheel_lf / bike, plane or jet front
+ '1 = wheel_rf
+ '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left
+ '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right
+ '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left
+ '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right
+ '45 = 6 wheels trailer mid wheel left
+ '47 = 6 wheels trailer mid wheel right
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL closeInstantly
+
+
+ Closes all doors of a vehicle:
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Allows you to toggle bulletproof tires.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL enabled
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL loose, BOOL openInstantly
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL toggle
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+ Usually used alongside other vehicle door natives.
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ windowIndex:
+ 0 = Front Right Window
+ 1 = Front Left Window
+ 2 = Back Right Window
+ 3 = Back Left Window
+ 4 = Unknown
+ 5 = Unknown
+ 6 = Windscreen
+ 7 = Rear Windscreen
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Roll down all the windows of the vehicle passed through the first parameter.
+
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ windowIndex:
+ 0 = Front Left Window
+ 1 = Front Right Window
+ 2 = Rear Left Window
+ 3 = Rear Right Window
+ 4 = Front Windscreen
+ 5 = Rear Windscreen
+ 6 = Mid Left
+ 7 = Mid Right
+ 8 = Invalid
+
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ windowIndex:
+ 0 = Front Left Window
+ 1 = Front Right Window
+ 2 = Rear Left Window
+ 3 = Rear Right Window
+ 4 = Front Windscreen
+ 5 = Rear Windscreen
+ 6 = Mid Left
+ 7 = Mid Right
+ 8 = Invalid
+
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ windowIndex:
+ 0 = Front Left Window
+ 1 = Front Right Window
+ 2 = Rear Left Window
+ 3 = Rear Right Window
+ 4 = Front Windscreen
+ 5 = Rear Windscreen
+ 6 = Mid Left
+ 7 = Mid Right
+ 8 = Invalid
+
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ windowIndex:
+ 0 = Front Left Window
+ 1 = Front Right Window
+ 2 = Rear Left Window
+ 3 = Rear Right Window
+ 4 = Front Windscreen
+ 5 = Rear Windscreen
+ 6 = Mid Left
+ 7 = Mid Right
+ 8 = Invalid
+ Additional information: FIX_VEHICLE_WINDOW (0x140D0BB88) references an array of bone vehicle indices (0x141D4B3E0) { 2Ah, 2Bh, 2Ch, 2Dh, 2Eh, 2Fh, 28h, 29h } that correspond to: window_lf, window_rf, window_lr, window_rr, window_lm, window_rm, windscreen, windscreen_r. This array is used by most vehwindow natives.
+ Also, this function is coded to not work on vehicles of type: CBike, Bmx, CBoat, CTrain, and CSubmarine.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Detaches the vehicle's windscreen.
+ For further information, see : gtaforums.com/topic/859570-glass/#entry1068894566
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z
+
+
+ Pops off the "roof" bone in the direction of the specified offset from the vehicle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int state
+
+
+ set's if the vehicle has lights or not.
+ not an on off toggle.
+ p1 = 0 ;vehicle normal lights, off then lowbeams, then highbeams
+ p1 = 1 ;vehicle doesn't have lights, always off
+ p1 = 2 ;vehicle has always on lights
+ p1 = 3 ;or even larger like 4,5,... normal lights like =1
+ note1: when using =2 on day it's lowbeam,highbeam
+ but at night it's lowbeam,lowbeam,highbeam
+ note2: when using =0 it's affected by day or night for highbeams don't exist in daytime.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+ p1 can be either 0, 1 or 2.
+ Determines how vehicle lights behave when toggled.
+ 0 = Default (Lights can be toggled between off, normal and high beams)
+ 1 = Lights Disabled (Lights are fully disabled, cannot be toggled)
+ 2 = Always On (Lights can be toggled between normal and high beams)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Sets some bit of vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float multiplier
+
+
+ multiplier = brightness of head lights.
+ this value isn't capped afaik.
+ multiplier = 0.0 no lights
+ multiplier = 1.0 default game value
+
+
+
+
+ Parameters: Vehicle vehicle, Vehicle trailer, float radius
+
+
+
+
+ Parameters: Vehicle vehicle, Vehicle trailer, float offsetX, float offsetY, float offsetZ, float coordsX, float coordsY, float coordsZ, float rotationX, float rotationY, float rotationZ, float disableCollisions
+
+
+ This is the proper way of attaching vehicles to the car carrier, it's what Rockstar uses. Video Demo: https://www.youtube.com/watch?v=2lVEIzf7bgo
+
+
+
+
+ Parameters: Vehicle vehicle, Entity entity, float p2
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int tyreIndex
+
+
+ tyreIndex = 0 to 4 on normal vehicles
+ '0 = wheel_lf / bike, plane or jet front
+ '1 = wheel_rf
+ '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left
+ '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right
+ '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left
+ '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right
+ '45 = 6 wheels trailer mid wheel left
+ '47 = 6 wheels trailer mid wheel right
+
+
+
+
+ Parameters: Vehicle vehicle, const char* plateText
+
+
+ Sets a vehicle's license plate text. 8 chars maximum.
+ Example:
+ Ped playerPed = PLAYER::PLAYER_PED_ID();
+ Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
+ char *plateText = "KING";
+ VEHICLE::SET_VEHICLE_NUMBER_PLATE_TEXT(veh, plateText);
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns the license plate text from a vehicle. 8 chars maximum.
+
+
+
+
+ Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX.
+
+
+
+
+ Parameters: Vehicle vehicle, int plateIndex
+
+
+ Plates:
+ Blue/White - 0
+ Yellow/black - 1
+ Yellow/Blue - 2
+ Blue/White2 - 3
+ Blue/White3 - 4
+ Yankton - 5
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns the PlateType of a vehicle
+ Blue_on_White_1 = 3,
+ Blue_on_White_2 = 0,
+ Blue_on_White_3 = 4,
+ Yellow_on_Blue = 2,
+ Yellow_on_Black = 1,
+ North_Yankton = 5,
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int variation, float x, float y, float z, BOOL direction, Any p5, Any p6
+
+
+ Train models HAVE TO be loaded (requested) before you use this.
+ For variation 15 - request:
+ freight
+ freightcar
+ freightgrain
+ freightcont1
+ freightcont2
+ freighttrailer
+
+
+
+
+ Parameters: int trackId, BOOL state
+
+
+ Toggles whether ambient trains can spawn on the specified track or not
+ `trackId` is the internal id of the train track to switch.
+ `state` is whether ambient trains can spawn or not
+ trackIds
+ 0 (`trains1.dat`) Main track around SA
+ 1 (`trains2.dat`) Davis Quartz Quarry branch
+ 2 (`trains3.dat`) Second track alongside live track along Roy Lewenstein Blv.
+ 3 (`trains4.dat`) Metro track circuit
+ 4 (`trains5.dat`) Branch in Mirror Park Railyard
+ 5 (`trains6.dat`) Branch in Mirror Park Railyard
+ 6 (`trains7.dat`) LS branch to Mirror Park Railyard
+ 7 (`trains8.dat`) Overground part of metro track along Forum Dr.
+ 8 (`trains9.dat`) Branch to Mirror Park Railyard
+ 9 (`trains10.dat`) Yankton train
+ 10 (`trains11.dat`) Part of metro track near mission row
+ 11 (`trains12.dat`) Yankton prologue mission train
+ Full list of all train tracks + track nodes by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/traintracks.json
+
+
+
+
+ Parameters: int trackIndex, int frequency
+
+
+ Only called once inside main_persitant with the parameters p0 = 0, p1 = 120000
+ trackIndex: 0 - 26
+ Full list of all train tracks + track nodes by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/traintracks.json
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Vehicle train, float speed
+
+
+
+
+ Parameters: Vehicle train, float speed
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Maximum amount of vehicles with vehicle stuck check appears to be 16.
+
+
+
+
+ Parameters: int recording, const char* script
+
+
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: int recording, const char* script
+
+
+ Request the vehicle recording defined by the lowercase format string "%s%03d.yvr". For example, REQUEST_VEHICLE_RECORDING(1, "FBIs1UBER") corresponds to fbis1uber001.yvr.
+ For all vehicle recording/playback natives, "script" is a common prefix that usually corresponds to the script/mission the recording is used in, "recording" is its int suffix, and "id" (e.g., in native GET_TOTAL_DURATION_OF_VEHICLE_RECORDING_ID) corresponds to a unique identifier within the recording streaming module.
+ Note that only 24 recordings (hardcoded in multiple places) can ever active at a given time before clobbering begins.
+
+
+
+
+ Parameters: int recording, const char* script
+
+
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: int recording, const char* script
+
+
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: int id, float time
+
+
+
+
+ Parameters: int recording, float time, const char* script
+
+
+ This native does no interpolation between pathpoints. The same position will be returned for all times up to the next pathpoint in the recording.
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: int id, float time
+
+
+
+
+ Parameters: int recording, float time, const char* script
+
+
+ This native does no interpolation between pathpoints. The same rotation will be returned for all times up to the next pathpoint in the recording.
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: int id
+
+
+
+
+ Parameters: int recording, const char* script
+
+
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Distance traveled in the vehicles current recording.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage.
+
+
+
+
+ Parameters: Vehicle vehicle, int recording, const char* script, BOOL p3
+
+
+ p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).
+ See REQUEST_VEHICLE_RECORDING
+
+
+
+
+ Parameters: Vehicle vehicle, int recording, const char* script, int flags, int time, int drivingStyle
+
+
+ flags requires further research, e.g., 0x4/0x8 are related to the AI driving task and 0x20 is internally set and interacts with dynamic entity components.
+ time, often zero and capped at 500, is related to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+
+
+ Parameters: Vehicle vehicle, int recording, const char* script, float speed, int drivingStyle
+
+
+ AI abides by the provided driving style (e.g., stopping at red lights or waiting behind traffic) while executing the specificed vehicle recording.
+ FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE is a related native that deals with the AI physics for such recordings.
+
+
+
+
+ Parameters: Vehicle vehicle, float time
+
+
+ SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)
+
+
+
+
+ Parameters: Vehicle vehicle, int drivingStyle
+
+
+ Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3.
+
+
+
+
+ Parameters: Vehicle vehicle, int time, int drivingStyle, BOOL p3
+
+
+ Time is number of milliseconds before reverting, zero for indefinitely.
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z, Any p4
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ A vehicle recording playback flag only used in jewelry_heist
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Any p0, float p1, Any p2, BOOL p3, BOOL p4, BOOL p5, Any p6
+
+
+
+
+ Parameters: Hash model, BOOL suppressed
+
+
+ Makes the vehicle stop spawning naturally in traffic. Here's an essential example:
+ VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(MISC::GET_HASH_KEY("taco"), true);
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, int flags
+
+
+ Gets a random vehicle in a sphere at the specified position, of the specified radius.
+ x: The X-component of the position of the sphere.
+ y: The Y-component of the position of the sphere.
+ z: The Z-component of the position of the sphere.
+ radius: The radius of the sphere. Max is 9999.9004.
+ modelHash: The vehicle model to limit the selection to. Pass 0 for any model.
+ flags: The bitwise flags that modifies the behaviour of this function.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, int p4, int p5, int p6
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, int p4, int p5, int p6
+
+
+
+
+ Parameters: float x, float y, float z, float radius, Hash modelHash, int flags
+
+
+ Example usage
+ VEHICLE::GET_CLOSEST_VEHICLE(x, y, z, radius, hash, unknown leave at 70)
+ x, y, z: Position to get closest vehicle to.
+ radius: Max radius to get a vehicle.
+ modelHash: Limit to vehicles with this model. 0 for any.
+ flags: The bitwise flags altering the function's behaviour.
+ Does not return police cars or helicopters.
+ It seems to return police cars for me, does not seem to return helicopters, planes or boats for some reason
+ Only returns non police cars and motorbikes with the flag set to 70 and modelHash to 0. ModelHash seems to always be 0 when not a modelHash in the scripts, as stated above.
+ These flags were found in the b617d scripts: 0,2,4,6,7,23,127,260,2146,2175,12294,16384,16386,20503,32768,67590,67711,98309,100359.
+ Converted to binary, each bit probably represents a flag as explained regarding another native here: gtaforums.com/topic/822314-guide-driving-styles
+ Conversion of found flags to binary: https://pastebin.com/kghNFkRi
+ At exactly 16384 which is 0100000000000000 in binary and 4000 in hexadecimal only planes are returned.
+ It's probably more convenient to use worldGetAllVehicles(int *arr, int arrSize) and check the shortest distance yourself and sort if you want by checking the vehicle type with for example VEHICLE::IS_THIS_MODEL_A_BOAT
+ -------------------------------------------------------------------------
+ Conclusion: This native is not worth trying to use. Use something like this instead: https://pastebin.com/xiFdXa7h
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Vehicle train, int trailerNumber
+
+
+ Corrected p1. it's basically the 'carriage/trailer number'. So if the train has 3 trailers you'd call the native once with a var or 3 times with 1, 2, 3.
+
+
+
+
+ Parameters: Vehicle train
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle* train
+
+
+
+
+ Parameters: Vehicle* train, BOOL p1
+
+
+ p1 is always 0
+
+
+
+
+ Parameters: Vehicle train, float x, float y, float z
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+ Checks if model is a boat, then checks for FLAG_IS_JETSKI.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+ To check if the model is an amphibious car, use IS_THIS_MODEL_AN_AMPHIBIOUS_CAR.
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+
+ Parameters: Hash model
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash model
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f);
+ this native works on planes to?
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+ Sets the speed of the helicopter blades in percentage of the full speed.
+ vehicleHandle: The helicopter.
+ speed: The speed in percentage, 0.0f being 0% and 1.0f being 100%.
+
+
+
+
+ Parameters: Vehicle vehicle, float p1, float p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ This has not yet been tested - it's just an assumption of what the types could be.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Dirt level does not become greater than 15.0
+
+
+
+
+ Parameters: Vehicle vehicle, float dirtLevel
+
+
+ You can't use values greater than 15.0
+ Also, R* does (float)(rand() % 15) to get a random dirt level when generating a vehicle.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Appears to return true if the vehicle has any damage, including cosmetically.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL value, BOOL instantly, BOOL disableAutoStart
+
+
+ Starts or stops the engine on the specified vehicle.
+ vehicle: The vehicle to start or stop the engine on.
+ value: true to turn the vehicle on; false to turn it off.
+ instantly: if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine.
+ disableAutoStart: If true, the system will prevent the engine from starting when the player got into it.
+ from what I've tested when I do this to a helicopter the propellers turn off after the engine has started. so is there any way to keep the heli propellers on?
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, int speed, float angle
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL p2, BOOL p3, BOOL p4
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, int doord
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL closeInstantly
+
+
+ enum eDoorId
+ {
+ VEH_EXT_DOOR_INVALID_ID = -1,
+ VEH_EXT_DOOR_DSIDE_F,
+ VEH_EXT_DOOR_DSIDE_R,
+ VEH_EXT_DOOR_PSIDE_F,
+ VEH_EXT_DOOR_PSIDE_R,
+ VEH_EXT_BONNET,
+ VEH_EXT_BOOT
+ };
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL deleteDoor
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if MF_IS_BIG (strModelFlags 0x8) handling model flag is set.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns the total amount of color combinations found in the vehicle's carvariations.meta entry.
+
+
+
+
+ Parameters: Vehicle vehicle, int colorCombination
+
+
+ Sets the selected vehicle's colors to the specified index of the color combination found in the vehicle's carvariations.meta entry.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns the index of the color combination found in the vehicle's carvariations.meta entry.
+
+
+
+
+ Parameters: Vehicle vehicle, int colorIndex
+
+
+ `color`: is the paint index for the vehicle.
+ Paint index goes from 0 to 12.
+ Be aware that it only works on xenon lights. Example: https://i.imgur.com/yV3cpG9.png
+ Full list of all vehicle xenon lights by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns the headlight color index from the vehicle. Value between 0, 12.
+ Use SET_VEHICLE_XENON_LIGHT_COLOR_INDEX to set the headlights color for the vehicle.
+ Must enable xenon headlights before it'll take affect.
+ Returns an int, value between 0-12 or 255 if no color is set.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Setting this to false, makes the specified vehicle to where if you press Y your character doesn't even attempt the animation to enter the vehicle. Hence it's not considered aka ignored.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: BOOL p0, Hash* modelHash, int* successIndicator
+
+
+ Not present in the retail version! It's just a nullsub.
+ p0 always true (except in one case)
+ successIndicator: 0 if success, -1 if failed
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ enum VehicleLockStatus = {
+ None = 0,
+ Unlocked = 1,
+ Locked = 2,
+ LockedForPlayer = 3,
+ StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key.
+ CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1
+ CanBeBrokenIntoPersist = 8, -- Can be broken into persist
+ CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key).
+ }
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ Returns vehicle door lock state previously set with SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle veh, int doorID
+
+
+ doorID starts at 0, not seeming to skip any numbers. Four door vehicles intuitively range from 0 to 3.
+
+
+
+
+ Parameters: Vehicle vehicle, int doorId, BOOL isBreakable
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL frontBumper
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL frontBumper
+
+
+
+
+ Parameters: float x1, float x2, float y1, float y2, float z1, float z2
+
+
+ Usage:
+ public bool isCopInRange(Vector3 Location, float Range)
+ {
+ return Function.Call<bool>(Hash.IS_COP_PED_IN_AREA_3D, Location.X - Range, Location.Y - Range, Location.Z - Range, Location.X + Range, Location.Y + Range, Location.Z + Range);
+ }
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean
+ Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh)
+ End Function
+
+
+
+
+ Parameters: Hash vehicleModel
+
+
+ Returns `nMonetaryValue` from handling.meta for specific model.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+
+
+ Parameters: Vehicle train, BOOL toggle
+
+
+ Makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations)
+
+
+
+
+ Parameters: Vehicle vehicle, int pearlescentColor, int wheelColor
+
+
+ They use the same color indexs as SET_VEHICLE_COLOURS.
+
+
+
+
+ Parameters: Vehicle vehicle, int* pearlescentColor, int* wheelColor
+
+
+
+
+ Parameters: Vehicle vehicle, int color
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int* color
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int color
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int* color
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ This fixes a vehicle.
+ If the vehicle's engine's broken then you cannot fix it with this native.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ This fixes the deformation of a vehicle but the vehicle health doesn't improve
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ sfink: sets bit in vehicle's structure, used by maintransition, fm_mission_controller, mission_race and a couple of other scripts. see dissassembly:
+ CVehicle *__fastcall sub_140CDAA10(signed int a1, char a2)
+ {
+ CVehicle *result; // rax@1
+ result = EntityAsCVehicle(a1);
+ if ( result )
+ {
+ result->field_886 &= 0xEFu;
+ result->field_886 |= 16 * (a2 & 1);
+ }
+ return result;
+ }
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, Any p6
+
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+ Locks the vehicle's steering to the desired angle, explained below.
+ Requires to be called onTick. Steering is unlocked the moment the function stops being called on the vehicle.
+ Steer bias:
+ -1.0 = full right
+ 0.0 = centered steering
+ 1.0 = full left
+
+
+
+
+ Parameters: Vehicle vehicle, int extraId
+
+
+
+
+ Parameters: Vehicle vehicle, int extraId, BOOL disable
+
+
+ Available extraIds are 1-14, however none of the vehicles have extras above 12.
+
+
+
+
+ Parameters: Vehicle vehicle, int extraId
+
+
+ Checks via CVehicleModelInfo
+
+
+
+
+ Parameters: Vehicle vehicle, int extraId
+
+
+ Returns true if specified extra part is broken off. It only works for extras that can break off during collisions, non-breakable extras always return false. Also returns true if the breakable extra is toggled off through script.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL instantlyLower
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL instantlyRaise
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ 0 -> up
+ 1 -> lowering down
+ 2 -> down
+ 3 -> raising up
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ Returns true if the vehicle has a convertible roof.
+ p1 is false almost always. However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF. If p1 is true, it seems that every single vehicle will return true irrespective of being a convertible.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL noAnimation
+
+
+ Transforms the `stormberg`/`toreador` to its "submarine" variant. If the vehicle is already in that state then the vehicle transformation audio will still play, but the vehicle won't change at all.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL noAnimation
+
+
+ Transforms the `stormberg`/`toreador` to its "road vehicle" variant. If the vehicle is already in that state then the vehicle transformation audio will still play, but the vehicle won't change at all.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float xOffset, float yOffset, float zOffset, float damage, float radius, BOOL focusOnModel
+
+
+ Apply damage to vehicle at a location. Location is relative to vehicle model (not world).
+ Radius of effect damage applied in a sphere at impact location
+ When `focusOnModel` set to `true`, the damage sphere will travel towards the vehicle from the given point, thus guaranteeing an impact
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns 1000.0 if the function is unable to get the address of the specified vehicle or if it's not a vehicle.
+ Minimum: -4000
+ Maximum: 1000
+ -4000: Engine is destroyed
+ 0 and below: Engine catches fire and health rapidly declines
+ 300: Engine is smoking and losing functionality
+ 1000: Engine is perfect
+
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+ 1000 is max health
+ Begins leaking gas at around 650 health
+ Minimum: -4000
+ Maximum: 1000
+ -4000: Engine is destroyed
+ 0 and below: Engine catches fire and health rapidly declines
+ 300: Engine is smoking and losing functionality
+ 1000: Engine is perfect
+
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+ Works just like SET_VEHICLE_ENGINE_HEALTH, but only for planes.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ 1000 is max health
+ Begins leaking gas at around 650 health
+ -999.90002441406 appears to be minimum health, although nothing special occurs
+
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+ 1000 is max health
+ Begins leaking gas at around 650 health
+ -999.90002441406 appears to be minimum health, although nothing special occurs
+
+
+
+
+ Parameters: Vehicle vehicle, int p1, int ms
+
+
+ p1 can be anywhere from 0 to 3 in the scripts.
+ p2 being how long in milliseconds the vehicle has been stuck
+
+
+
+
+ Parameters: Vehicle vehicle, int nullAttributes
+
+
+ The inner function has a switch on the second parameter. It's the stuck timer index.
+ Here's some pseudo code I wrote for the inner function:
+ void __fastcall NATIVE_RESET_VEHICLE_STUCK_TIMER_INNER(CUnknown* unknownClassInVehicle, int timerIndex)
+ {
+ switch (timerIndex)
+ {
+ case 0:
+ unknownClassInVehicle->FirstStuckTimer = (WORD)0u;
+ case 1:
+ unknownClassInVehicle->SecondStuckTimer = (WORD)0u;
+ case 2:
+ unknownClassInVehicle->ThirdStuckTimer = (WORD)0u;
+ case 3:
+ unknownClassInVehicle->FourthStuckTimer = (WORD)0u;
+ case 4:
+ unknownClassInVehicle->FirstStuckTimer = (WORD)0u;
+ unknownClassInVehicle->SecondStuckTimer = (WORD)0u;
+ unknownClassInVehicle->ThirdStuckTimer = (WORD)0u;
+ unknownClassInVehicle->FourthStuckTimer = (WORD)0u;
+ break;
+ };
+ }
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL isOnFireCheck
+
+
+ p1 is always 0 in the scripts.
+ p1 = check if vehicle is on fire
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL owned
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int duration, Hash mode, BOOL forever
+
+
+ Sounds the horn for the specified vehicle.
+ vehicle: The vehicle to activate the horn for.
+ mode: The hash of "NORMAL" or "HELDDOWN". Can be 0.
+ duration: The duration to sound the horn, in milliseconds.
+ Note: If a player is in the vehicle, it will only sound briefly.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ if true, axles won't bend.
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns model name of vehicle in all caps. Needs to be displayed through localizing text natives to get proper display name.
+ -----------------------------------------------------------------------------------------------------------------------------------------
+ While often the case, this does not simply return the model name of the vehicle (which could be hashed to return the model hash). Variations of the same vehicle may also use the same display name.
+ -----------------------------------------------------------------------------------------------------------------------------------------
+ Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash.
+ Using HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION, you can get the localized name.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Will return a vehicle's manufacturer display label.
+ Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float offsetX, float offsetY, float offsetZ
+
+
+ The only example I can find of this function in the scripts, is this:
+ struct _s = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(rPtr((A_0) + 4), 1.21f, 6.15f, 0.3f);
+ -----------------------------------------------------------------------------------------------------------------------------------------
+ PC scripts:
+ v_5/*{3}*/ = VEHICLE::GET_VEHICLE_DEFORMATION_AT_POS(a_0._f1, 1.21, 6.15, 0.3);
+
+
+
+
+ Parameters: Vehicle vehicle, int livery
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ -1 = no livery
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns -1 if the vehicle has no livery
+
+
+
+
+ Parameters: Vehicle vehicle, int livery
+
+
+ Used to set the secondary livery (the roof on Tornado Custom being one such example.)
+ Livery value is dependent on the amount of liveries present in the vehicle's texture dictionary, for Tornado Custom this would be 0-6.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns index of the current vehicle's secondary livery. A getter for SET_VEHICLE_LIVERY2.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns a number of available secondary liveries, or -1 if vehicle has no secondary liveries available.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int windowIndex
+
+
+ This will return false if the window is broken, or rolled down.
+ Window indexes:
+ 0 = Front Right Window
+ 1 = Front Left Window
+ 2 = Back Right Window
+ 3 = Back Left Window
+ Those numbers go on for vehicles that have more than 4 doors with windows.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Appears to return false if any window is broken.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns false if every seat is occupied.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, BOOL p2, BOOL p3
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Max 1000.
+ At 0 the main rotor will stall.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Max 1000.
+ At 0 the tail rotor will stall.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Max 1000.
+ At -100 both helicopter rotors will stall.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, const char* name
+
+
+ NOTE: Debugging functions are not present in the retail version of the game.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int state
+
+
+ Works for vehicles with a retractable landing gear
+ Landing gear states:
+ 0: Deployed
+ 1: Closing
+ 2: Opening
+ 3: Retracted
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Landing gear states:
+ 0: Deployed
+ 1: Closing (Retracting)
+ 2: (Landing gear state 2 is never used.)
+ 3: Opening (Deploying)
+ 4: Retracted
+ Returns the current state of the vehicles landing gear.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Hash vehicleHash, int vehicleAsset
+
+
+ REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3);
+ vehicle found that have asset's:
+ cargobob3
+ submersible
+ blazer
+
+
+
+
+ Parameters: int vehicleAsset
+
+
+
+
+ Parameters: int vehicleAsset
+
+
+
+
+ Parameters: Vehicle vehicle, float position
+
+
+ Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle towTruck, Vehicle vehicle, BOOL rear, float hookOffsetX, float hookOffsetY, float hookOffsetZ
+
+
+ HookOffset defines where the hook is attached. leave at 0 for default attachment.
+
+
+
+
+ Parameters: Vehicle towTruck, Vehicle vehicle
+
+
+ First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle towTruck, Vehicle vehicle
+
+
+ Scripts verify that towTruck is the first parameter, not the second.
+
+
+
+
+ Parameters: Vehicle towTruck
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, Any p2
+
+
+
+
+ Parameters: Vehicle vehicle, float position, BOOL p2
+
+
+ Sets the arm position of a bulldozer. Position must be a value between 0.0 and 1.0. Ignored when `p2` is set to false, instead incrementing arm position by 0.1 (or 10%).
+
+
+
+
+ Parameters: Vehicle vehicle, float position, BOOL p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, float x, float y, float z, BOOL p5
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float angleRatio
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float angle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle plane
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ True stops vtols from switching modes. Doesn't stop the sound though.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vector3* outVec, Any p1, Vector3* outVec1, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ On accelerating, spins the driven wheels with the others braked, so you don't go anywhere.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns whether the specified vehicle is currently in a burnout.
+ vb.net
+ Public Function isVehicleInBurnout(vh As Vehicle) As Boolean
+ Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_IN_BURNOUT, vh)
+ End Function
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Reduces grip significantly so it's hard to go anywhere.
+
+
+
+
+ Parameters: Vehicle vehicle, int val
+
+
+ val is 0-3
+ Often used in conjunction with: SET_VEHICLE_REDUCE_GRIP
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int turnSignal, BOOL toggle
+
+
+ Sets the turn signal enabled for a vehicle.
+ Set turnSignal to 1 for left light, 0 for right light.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: int p0
+
+
+ Default:1000||This sets a value which is used when NETWORK_ENABLE_EMPTY_CROWDING_VEHICLES_REMOVAL(true) is called each frame.
+
+
+
+
+ Parameters: Vehicle vehicle, Vehicle* trailer
+
+
+ Gets the trailer of a vehicle and puts it into the trailer parameter.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ vehicle must be a plane
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ static - max acceleration
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns max speed (without mods) of the specified vehicle model in m/s.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns max braking of the specified vehicle model.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns max traction of the specified vehicle model.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ Returns the acceleration of the specified model.
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ 9.8 * thrust if air vehicle, else 0.38 + drive force?
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash modelHash
+
+
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int vehicleClass
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int vehicleClass
+
+
+
+
+ Parameters: int vehicleClass
+
+
+
+
+ Parameters: int vehicleClass
+
+
+
+
+ Parameters: int vehicleClass
+
+
+
+
+ Parameters: float x, float y, float z, float radius, float speed, BOOL p5
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int speedzone
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle aircraft
+
+
+ Returns true when the bomb bay doors of this plane are open. False if they're closed.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Possibly: Returns whether the searchlight (found on police vehicles) is toggled on.
+ @Author Nac
+
+
+
+
+ Parameters: Vehicle heli, BOOL toggle, BOOL canBeUsedByAI
+
+
+ Only works during nighttime.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int seatIndex, BOOL side, BOOL onEnter
+
+
+ Check if a vehicle seat is accessible. If you park your vehicle near a wall and the ped cannot enter/exit this side, the return value toggles from true (not blocked) to false (blocked).
+ seatIndex = -1 being the driver seat.
+ Use GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS(vehicle) - 1 for last seat index.
+ side = only relevant for bikes/motorcycles to check if the left (false)/right (true) side is blocked.
+ onEnter = check if you can enter (true) or exit (false) a vehicle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int seatIndex
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, int modKit
+
+
+ Set modKit to 0 if you plan to call SET_VEHICLE_MOD. That's what the game does. Most body modifications through SET_VEHICLE_MOD will not take effect until this is set to 0.
+ Full list of vehicle mod kits and mods by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleModKits.json
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns an int
+ Wheel Types:
+ 0: Sport
+ 1: Muscle
+ 2: Lowrider
+ 3: SUV
+ 4: Offroad
+ 5: Tuner
+ 6: Bike Wheels
+ 7: High End
+ 8: Benny's Originals
+ 9: Benny's Bespoke
+ 10: Racing
+ 11: Street
+ 12: Track
+ Tested in Los Santos Customs
+
+
+
+
+ Parameters: Vehicle vehicle, int WheelType
+
+
+ 0: Sport
+ 1: Muscle
+ 2: Lowrider
+ 3: SUV
+ 4: Offroad
+ 5: Tuner
+ 6: Bike Wheels
+ 7: High End
+ 8: Benny's Originals
+ 9: Benny's Bespoke
+ 10: Racing
+ 11: Street
+ 12: Track
+
+
+
+
+ Parameters: int paintType, BOOL p1
+
+
+ paintType:
+ 0: Normal
+ 1: Metallic
+ 2: Pearl
+ 3: Matte
+ 4: Metal
+ 5: Chrome
+ 6: Chameleon
+
+
+
+
+ Parameters: Vehicle vehicle, int paintType, int color, int pearlescentColor
+
+
+ paintType:
+ 0: Normal
+ 1: Metallic
+ 2: Pearl
+ 3: Matte
+ 4: Metal
+ 5: Chrome
+ 6: Chameleon
+ color: number of the color.
+ p3 seems to always be 0.
+ Full list of vehicle colors and vehicle plates by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
+
+
+
+
+ Parameters: Vehicle vehicle, int paintType, int color
+
+
+ Changes the secondary paint type and color
+ paintType:
+ 0: Normal
+ 1: Metallic
+ 2: Pearl
+ 3: Matte
+ 4: Metal
+ 5: Chrome
+ 6: Chameleon
+ color: number of the color
+ Full list of vehicle colors and vehicle plates by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
+
+
+
+
+ Parameters: Vehicle vehicle, int* paintType, int* color, int* pearlescentColor
+
+
+
+
+ Parameters: Vehicle vehicle, int* paintType, int* color
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ Returns a string which is the codename of the vehicle's currently selected primary color
+ p1 is always 0
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns a string which is the codename of the vehicle's currently selected secondary color
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modIndex
+
+
+ Returns true for any mod part listed in GEN9_EXCLUSIVE_ASSETS_VEHICLES_FILE.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modIndex, BOOL customTires
+
+
+ In b944, there are 50 (0 - 49) mod types.
+ Sets the vehicle mod.
+ The vehicle must have a mod kit first.
+ Any out of range ModIndex is stock.
+ #Mod Type
+ Spoilers - 0
+ Front Bumper - 1
+ Rear Bumper - 2
+ Side Skirt - 3
+ Exhaust - 4
+ Frame - 5
+ Grille - 6
+ Hood - 7
+ Fender - 8
+ Right Fender - 9
+ Roof - 10
+ Engine - 11
+ Brakes - 12
+ Transmission - 13
+ Horns - 14 (modIndex from 0 to 51)
+ Suspension - 15
+ Armor - 16
+ Front Wheels - 23
+ Back Wheels - 24 //only for motocycles
+ Plate holders - 25
+ Trim Design - 27
+ Ornaments - 28
+ Dial Design - 30
+ Steering Wheel - 33
+ Shifter Leavers - 34
+ Plaques - 35
+ Hydraulics - 38
+ Livery - 48
+ ENUMS: https://pastebin.com/QzEAn02v
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+ In b944, there are 50 (0 - 49) mod types. See SET_VEHICLE_MOD for the list.
+ Returns -1 if the vehicle mod is stock
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+ Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+ Returns how many possible mods a vehicle has for a given mod type
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+
+
+ Parameters: Vehicle vehicle, int modType, BOOL toggle
+
+
+ Toggles:
+ UNK17 - 17
+ Turbo - 18
+ UNK19 - 19
+ Tire Smoke - 20
+ UNK21 - 21
+ Xenon Headlights - 22
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modValue
+
+
+ Returns the text label of a mod type for a given vehicle
+ Use GET_FILENAME_FOR_AUDIO_CONVERSATION to get the part name in the game's language
+
+
+
+
+ Parameters: Vehicle vehicle, int modType
+
+
+ Returns the name for the type of vehicle mod(Armour, engine etc)
+
+
+
+
+ Parameters: Vehicle vehicle, int liveryIndex
+
+
+ Returns the text label of the vehicle's liveryIndex, as specified by the liveryNames section of the vehicle's modkit data in the carcols file.
+ example
+ int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh);
+ for (int i = 0; i < count; i++)
+ {
+ const char* LiveryName = VEHICLE::GET_LIVERY_NAME(veh, i);
+ }
+ this example will work fine to fetch all names
+ for example for Sanchez we get
+ SANC_LV1
+ SANC_LV2
+ SANC_LV3
+ SANC_LV4
+ SANC_LV5
+ Use GET_FILENAME_FOR_AUDIO_CONVERSATION, to get the localized livery name.
+ Full list of vehicle mod kits and mods by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleModKits.json
+
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modIndex
+
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modIndex
+
+
+ Can be used for IS_DLC_VEHICLE_MOD and GET_DLC_VEHICLE_MOD_LOCK_HASH
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int modType, int modIndex
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, int r, int g, int b
+
+
+ Sets the tire smoke's color of this vehicle.
+ vehicle: The vehicle that is the target of this method.
+ r: The red level in the RGB color code.
+ g: The green level in the RGB color code.
+ b: The blue level in the RGB color code.
+ Note: setting r,g,b to 0 will give the car the "Patriot" tire smoke.
+
+
+
+
+ Parameters: Vehicle vehicle, int* r, int* g, int* b
+
+
+
+
+ Parameters: Vehicle vehicle, int tint
+
+
+ enum WindowTints
+ {
+ WINDOWTINT_NONE,
+ WINDOWTINT_PURE_BLACK,
+ WINDOWTINT_DARKSMOKE,
+ WINDOWTINT_LIGHTSMOKE,
+ WINDOWTINT_STOCK,
+ WINDOWTINT_LIMO,
+ WINDOWTINT_GREEN
+ };
+ Full list of all vehicle window tints by DurtyFree https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicleColors.json
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, int* r, int* g, int* b
+
+
+ What's this for? Primary and Secondary RGB have their own natives and this one doesn't seem specific.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Some kind of flags.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]);
+ if (iVar3 == joaat("weapon_stickybomb"))
+ {
+ func_171(726);
+ iLocal_260 = 1;
+ }
+
+
+
+
+ Parameters: Vehicle vehicle, float health
+
+
+ Used for helis.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ From the driver's perspective, is the left headlight broken.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ From the driver's perspective, is the right headlight broken.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true when both headlights are broken. This does not include extralights.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float speed
+
+
+ To reset the max speed, set the `speed` value to `0.0` or lower.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Has something to do with trains. Always precedes SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED.
+ May be true that it can be used with trains not sure, but not specifically for trains. Go find Xbox360 decompiled scripts and search for 'func_1333' in freemode.c it isn't used just for trains. Thanks for the info tho.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle, float p2
+
+
+ Sets some bit and float of vehicle. float is >= 0
+
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+ <1.0 - Decreased torque
+ =1.0 - Default torque
+ >1.0 - Increased torque
+ Negative values will cause the vehicle to go backwards instead of forwards while accelerating.
+ value - is between 0.2 and 1.8 in the decompiled scripts.
+ This needs to be called every frame to take effect.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ Sets the wanted state of this vehicle.
+
+
+
+
+ Parameters: Vehicle vehicle, float ratio
+
+
+ Sets the boat boom position for the `TR3` trailer.
+ Ratio value is between `0.0` and `1.0`, where `0.0` is 90 degrees to the left of the boat, and `1.0` is just slightly to the right/back of the boat.
+ To get the current boom position ratio, use GET_BOAT_BOOM_POSITION_RATIO
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Same call as ALLOW_BOAT_BOOM_TO_ANIMATE
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true when in a vehicle, false whilst entering/exiting.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y
+
+
+ Only works on bikes, both X and Y work in the -1 - 1 range.
+ X forces the bike to turn left or right (-1, 1)
+ Y forces the bike to lean to the left or to the right (-1, 1)
+ Example with X -1/Y 1
+ http://i.imgur.com/TgIuAPJ.jpg
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle plane, int height
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float multiplier
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Also includes some "turnOffBones" when vehicle mods are installed.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events
+
+
+
+
+ Parameters: Vehicle sourceVehicle, Vehicle targetVehicle
+
+
+ Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.
+
+
+
+
+ Parameters: float distance
+
+
+
+
+ Parameters: Ped driver, Entity entity, float xTarget, float yTarget, float zTarget
+
+
+ Commands the driver of an armed vehicle (p0) to shoot its weapon at a target (p1). p3, p4 and p5 are the coordinates of the target. Example:
+ WEAPON::SET_CURRENT_PED_VEHICLE_WEAPON(pilot,MISC::GET_HASH_KEY("VEHICLE_WEAPON_PLANE_ROCKET")); VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET(pilot, target, targPos.x, targPos.y, targPos.z);
+
+
+
+
+ Parameters: Vehicle vehicle, Entity* entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ in script hook .net
+ Vehicle v = ...;
+ Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle);
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ must be called after TRACK_VEHICLE_VISIBILITY
+ it's not instant so probabilly must pass an 'update' to see correct result.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Enable/Disables global slipstream physics
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if the vehicle is being slipstreamed by another vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int p1, int p2
+
+
+ Adds some kind of shadow to the vehicle.
+ p1 and p2 use values from 0-255 and both make the shadow darker the lower the value is. -1 disables the effect.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Remove the weird shadow applied by DISABLE_VEHCILE_DYNAMIC_AMBIENT_SCALES.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle plane
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle plane
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle plane, float health
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Only returns true if the vehicle was marked as stolen with SET_VEHICLE_IS_STOLEN.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL isStolen
+
+
+
+
+ Parameters: Vehicle vehicle, float multiplier
+
+
+ This native sets the turbulence multiplier. It only works for planes.
+ 0.0 = no turbulence at all.
+ 1.0 = heavy turbulence.
+ Works by just calling it once, does not need to be called every tick.
+
+
+
+
+ Parameters: Vehicle plane
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ This native doesn't seem to do anything, might be a debug-only native.
+ Confirmed, it is a debug native.
+
+
+
+
+ Parameters: Vehicle vehicle, Vehicle cargobob
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle cargobob, Entity entity
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, Vehicle vehicleAttached
+
+
+
+
+ Parameters: Vehicle cargobob
+
+
+ Returns attached vehicle (Vehicle in parameter must be cargobob)
+
+
+
+
+ Parameters: Any p0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Vehicle cargobob, int p2, float x, float y, float z
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2, Any p3, Any p4, Any p5
+
+
+
+
+ Parameters: Vehicle cargobob, BOOL toggle
+
+
+ Stops cargobob from being able to detach the attached vehicle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle cargobob
+
+
+ Gets the position of the cargobob hook, in world coords.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob
+
+
+ Returns true only when the hook is active, will return false if the magnet is active
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, int state
+
+
+ Drops the Hook/Magnet on a cargobob
+ state
+ enum eCargobobHook
+ {
+ CARGOBOB_HOOK = 0,
+ CARGOBOB_MAGNET = 1,
+ };
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob
+
+
+ Retracts the hook on the cargobob.
+ Note: after you retract it the natives for dropping the hook no longer work
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, float length1, float length2, BOOL p3
+
+
+ min: 1.9f, max: 100.0f
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle cargobob
+
+
+ Returns true only when the magnet is active, will return false if the hook is active
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, BOOL isActive
+
+
+ Won't attract or magnetize to any helicopters or planes of course, but that's common sense.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, float strength
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle cargobob, float p1
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Vehicle vehicle, Vehicle cargobob
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1, BOOL p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: BOOL disabled, Hash weaponHash, Vehicle vehicle, Ped owner
+
+
+ Full list of weapons by DurtyFree (Search for VEHICLE_*): https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Hash weaponHash, Vehicle vehicle, Ped owner
+
+
+ Full list of weapons by DurtyFree (Search for VEHICLE_*): https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns an int
+ Vehicle Classes:
+ 0: Compacts
+ 1: Sedans
+ 2: SUVs
+ 3: Coupes
+ 4: Muscle
+ 5: Sports Classics
+ 6: Sports
+ 7: Super
+ 8: Motorcycles
+ 9: Off-road
+ 10: Industrial
+ 11: Utility
+ 12: Vans
+ 13: Cycles
+ 14: Boats
+ 15: Helicopters
+ 16: Planes
+ 17: Service
+ 18: Emergency
+ 19: Military
+ 20: Commercial
+ 21: Trains
+ char buffer[128];
+ std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS(vehicle));
+ const char* className = HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION(buffer);
+
+
+
+
+ Parameters: Hash modelHash
+
+
+ char buffer[128];
+ std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS_FROM_NAME (hash));
+ const char* className = HUD::GET_FILENAME_FOR_AUDIO_CONVERSATION(buffer);
+ Full list of vehicles by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/vehicles.json
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Money pickups are created around cars when they explode. Only works when the vehicle model is a car. A single pickup is between 1 and 18 dollars in size. All car models seem to give the same amount of money.
+ youtu.be/3arlUxzHl5Y
+ i.imgur.com/WrNpYFs.jpg
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, Any p1
+
+
+ Seems to copy some values in vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, Hash hash
+
+
+ Use the "AIHandling" string found in handling.meta
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int range
+
+
+ Max value is 32767
+
+
+
+
+ Parameters: Any p0, float p1
+
+
+
+
+ Parameters: Vehicle helicopter, float multiplier
+
+
+ value between 0.0 and 1.0
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float friction
+
+
+ Seems to be related to the metal parts, not tyres (like i was expecting lol)
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, float height
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: const char* decorator
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Used to be incorrectly named SET_VEHICLE_EXCLUSIVE_DRIVER
+ Toggles a flag related to SET_VEHICLE_EXCLUSIVE_DRIVER, however, doesn't enable that feature (or trigger script events related to it).
+
+
+
+
+ Parameters: Vehicle vehicle, Ped ped, int index
+
+
+ index: 0 - 1
+ Used to be incorrectly named _SET_VEHICLE_EXCLUSIVE_DRIVER_2
+
+
+
+
+ Parameters: Ped ped, Vehicle vehicle, int* outIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int propeller
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ R* used it to "remove" vehicle windows when "nightshark" had some mod, which adding some kind of armored windows. When enabled, you can't break vehicles glass. All your bullets wiil shoot through glass. You also will not able to break the glass with any other way (hitting and etc)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int r, int g, int b
+
+
+ Sets the color of the neon lights of the specified vehicle.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int index
+
+
+ Index references CVehicleModelColor
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int* r, int* g, int* b
+
+
+ Gets the color of the neon lights of the specified vehicle.
+ See SET_VEHICLE_NEON_COLOUR (0x8E0A582209A62695) for more information
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int index, BOOL toggle
+
+
+ Sets the neon lights of the specified vehicle on/off.
+ Indices:
+ 0 = Left
+ 1 = Right
+ 2 = Front
+ 3 = Back
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int index
+
+
+ indices:
+ 0 = Left
+ 1 = Right
+ 2 = Front
+ 3 = Back
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL p0
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Seems related to vehicle health, like the one in IV.
+ Max 1000, min 0.
+ Vehicle does not necessarily explode or become undrivable at 0.
+
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+ p2 often set to 1000.0 in the decompiled scripts.
+
+
+
+
+ Parameters: Vehicle vehicle, Vector3* out1, Vector3* out2
+
+
+ Outputs 2 Vector3's.
+ Scripts check if out2.x - out1.x > someshit.x
+ Could be suspension related, as in max suspension height and min suspension height, considering the natives location.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Gets the height of the vehicle's suspension.
+ The higher the value the lower the suspension. Each 0.002 corresponds with one more level lowered.
+ 0.000 is the stock suspension.
+ 0.008 is Ultra Suspension.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float multiplier
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ If false, lowers hydraulics (if raised) and disables hydraulics controls. If true, raises hydraulics and enables hydraulics controls.
+ Only used once in each carmod script, on a car that does not have hydraulics to begin with.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, float maxEngineHealth, float maxPetrolTankHealth, float maxBodyHealth, float maxMainRotorHealth, float maxTailRotorHealth, float maxUnkHealth
+
+
+ 0 min 100 max
+ starts at 100
+ Seams to have health zones
+ Front of vehicle when damaged goes from 100-50 and stops at 50.
+ Rear can be damaged from 100-0
+ Only tested with two cars.
+ any idea how this differs from the first one?
+ --
+ May return the vehicle health on a scale of 0.0 - 100.0 (needs to be confirmed)
+ example:
+ v_F = ENTITY::GET_ENTITY_MODEL(v_3);
+ if (((v_F == ${tanker}) || (v_F == ${armytanker})) || (v_F == ${tanker2})) {
+ if (VEHICLE::GET_VEHICLE_HEALTH_PERCENTAGE(v_3) <= 1.0) {
+ NETWORK::NETWORK_EXPLODE_VEHICLE(v_3, 1, 1, -1);
+ }
+ }
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if the vehicle has a HF_HAS_KERS (strHandlingFlags 0x4) handing flag set, for instance the lectro/vindicator bikes or the open wheelers.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Vehicle vehicle, int wheelId, float value
+
+
+ Works only on vehicles that support hydraulics.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int state
+
+
+ States:
+ 4 = raise
+ 5 = lower
+ 6 = jump
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelId, int state, float value, Any p4
+
+
+ Sets vehicle wheel hydraulic states transition. Known states:
+ 0 - reset
+ 1 - raise wheel (uses value arg, works just like _SET_VEHICLE_HYDRAULIC_WHEEL_VALUE)
+ 2 - jump using wheel
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: float x, float y, float p2
+
+
+ Controls how fast bobbleheads and tsurikawas move on each axis.
+ p2 is probably z, but changing that value didn't seem to have a noticeable effect.
+
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Vehicle vehicle, float p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float multiplier
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ When enabled, the player won't fall off the bike when landing from large heights.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ Inverts vehicle's controls. So INPUT_VEH_ACCELERATE will be INPUT_VEH_BRAKE and vise versa (same for A/D controls)
+ Doesn't work for planes/helis.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL disabled
+
+
+ Disables the screen effects and sound effects when driving over a speed boost pad.
+
+
+
+
+ Parameters: BOOL disabled
+
+
+ Disables the screen effects and sound effects when driving over a slowdown pad.
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z, float p4
+
+
+
+
+ Resets the effect of SET_FORMATION_LEADER
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, float impulseScale
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int doorId
+
+
+ doorId: see SET_VEHICLE_DOOR_SHUT
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float seconds
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL active
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true if the vehicle has the FLAG_JUMPING_CAR flag set.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000).
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int weaponIndex, int capacity
+
+
+ Set vehicle's primary mounted weapon 2 ammo. For example, use it on APC.
+ For example, you can "remove" any vehicle weapon from any vehicle.
+ ammoAmount -1 = infinite ammo (default value for any spawned vehicle tho)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int weaponIndex
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL active
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Used for blazer5. Changes the quadbike-jetski transformation input from raise/lower convertible roof (hold H by default) to horn (press E by default.)
+
+
+
+
+ Parameters: Vehicle vehicle, Hash modelHash
+
+
+ Parachute models:
+ - sr_prop_specraces_para_s_01
+ - imp_prop_impexp_para_s (SecuroServ; Default)
+ Plus, many more props can be used as vehicle parachutes, like umbrellas (prop_beach_parasol_03), and unlike SET_PLAYER_PARACHUTE_MODEL_OVERRIDE, you won't get stuck mid-air when using an umbrella.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int textureVariation
+
+
+ Variations available for the generic parachute (sr_prop_specraces_para_s_01):
+ - 0: Rainbow
+ - 1: Red
+ - 2: White, blue, yellow
+ - 3: Black, red, white
+ - 4: Red, white, blue
+ - 5: Blue
+ - 6: Black
+ - 7: Black, yellow
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any* vehsStruct
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Any p0, Any p1, Any p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL enabled
+
+
+ Enables/disables the ability to wheelie on motorcycles.
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, float value
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Vehicle vehicle, float percentage
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL state
+
+
+ Set state to true to extend the wings, false to retract them.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL shouldReset
+
+
+ Resets the vehicle's turret to its default position in scripted cameras. Doesn't seem to affect turrets that are occupied by a ped.
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL disable
+
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Disables collision for this vehicle (maybe it also supports other entities, not sure).
+ Only world/building/fixed world objects will have their collisions disabled, props, peds, or any other entity still collides with the vehicle.
+ Example: https://streamable.com/6n45d5
+ Not sure if there is a native (and if so, which one) that resets the collisions.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, Any p1, Any p2, Any p3, Any p4
+
+
+
+
+ Parameters: Vehicle vehicle, Any p1, Any p2
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Stops the cargobob from being able to attach any vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int bombCount
+
+
+ Sets the amount of bombs that this vehicle has. As far as I know, this does _not_ impact vehicle weapons or the ammo of those weapons in any way, it is just a way to keep track of the amount of bombs in a specific plane.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Gets the amount of bombs that this vehicle has. As far as I know, this does _not_ impact vehicle weapons or the ammo of those weapons in any way, it is just a way to keep track of the amount of bombs in a specific plane.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int counterMeasureCount
+
+
+ Similar to SET_VEHICLE_BOMB_AMMO, this sets the amount of countermeasures that are present on this vehicle.
+ Use GET_VEHICLE_BOMB_AMMO to get the current amount.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Similar to `GET_VEHICLE_BOMB_AMMO`, this gets the amount of countermeasures that are present on this vehicle.
+ Use SET_VEHICLE_COUNTERMEASURE_AMMO to set the current amount.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z
+
+
+
+
+ Parameters: Vehicle vehicle, float x, float y, float z, float rotX, float rotY, float rotZ, int p7, Any p8
+
+
+ Used in decompiled scripts in combination with GET_VEHICLE_SIZE
+ p7 is usually 2
+ p8 is usually 1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Sets a flag on heli and another vehicle type.
+
+
+
+
+ Parameters: Vehicle vehicle, float ratio
+
+
+ Used in conjunction with SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO, in Rockstar's scripts. Using this will instantly transform the vehicle into hover mode starting from the given ratio (ranging from 0.0 to 1.0, values greater than 1.0 will put the vehicle into a glitched state.) If this is not used alongside SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO, the vehicle will automatically transform back into car mode.
+ Usable only with the deluxo and other vehicles with deluxo-like hover mode toggle, modded or otherwise. Does nothing when used on oppressor2.
+ Example:
+ Ped playerPed = PLAYER::PLAYER_PED_ID();
+ Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
+ VEHICLE::SET_SPECIAL_FLIGHT_MODE_RATIO(veh, 0.7f);
+ VEHICLE::SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO(veh, 1.0f);
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float targetRatio
+
+
+ Used in conjunction with SET_SPECIAL_FLIGHT_MODE_RATIO, in Rockstar's scripts. The vehicle will transform into the given targetRatio, starting from the vehicle's current hover mode transform ratio (which can also be manually set by SET_SPECIAL_FLIGHT_MODE_RATIO,) i.e. setting targetRatio to 0.0 while the vehicle is in hover mode will transform the vehicle into car mode, likewise setting targetRatio to 1.0 while the vehicle is in car mode will transform the vehicle into hover mode, and if the current transform ratio is set to 0.7 while targetRatio is 1.0 the vehicle will transform into hover mode starting from being already partially transformed.
+ targetRatio is recommended to always be 0.0 or 1.0, otherwise the vehicle will transform into a glitched state.
+ Usable only with the deluxo and other vehicles with deluxo-like hover mode toggle, modded or otherwise. Does nothing when used on oppressor2.
+ Example:
+ Ped playerPed = PLAYER::PLAYER_PED_ID();
+ Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed);
+ VEHICLE::SET_SPECIAL_FLIGHT_MODE_RATIO(veh, 0.7f);
+ VEHICLE::SET_SPECIAL_FLIGHT_MODE_TARGET_RATIO(veh, 1.0f);
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ It will override the ability to transform deluxo. For oppressor it will work just like SET_DISABLE_HOVER_MODE_FLIGHT
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Disables "wings" for some flying vehicles. Works only for oppressor _2_ and deluxo.
+ For deluxo it just immediately removes vehicle's "wings" and you will be not able to fly up.
+ For oppressor 2 it will remove wings right after you land. And you will not able to fly up anymore too.
+ But for opressor 2 you still can fly if you somehow get back in the air.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Checks if Chernobog's stabilizers are deployed or not.
+ These are the metal supports that allow it to fire.
+ This native only applies to the Chernobog.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Native is significantly more complicated than simply generating a random vector & length.
+ The 'point' is either 400.0 or 250.0 units away from the Ped's current coordinates; and paths into functions like rage::grcViewport___IsSphereVisible
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL deploy, BOOL p2
+
+
+ Only used with the "akula" and "annihilator2" in the decompiled native scripts.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Only used with the "akula" and "annihilator2" in the decompiled native scripts.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int index, BOOL toggle
+
+
+ Toggles specific flag on turret
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, float ratio
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int turretId
+
+
+ Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle, float transformRate
+
+
+ Affects the playback speed of the submarine car conversion animations. Does not affect hardcoded animations such as the wheels being retracted.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ When set to true, the key to transform a car to submarine mode changes from raise/lower convertible roof (hold H by default) to special vehicle transform (press X by default.)
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Does nothing. It's a nullsub.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Does nothing. It's a nullsub.
+
+
+
+
+ Parameters: BOOL toggle
+
+
+ Does nothing. It's a nullsub.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns last vehicle that was rammed by the given vehicle using the shunt boost.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle, float level, float power, float rechargeTime, BOOL disableSound
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Sets some global vehicle related bool
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Changes the car jump control to require a double-tap to activate.
+
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns true only if the "tombstone" bone is attached to the vehicle, irrespective of "FLAG_HAS_TOMBSTONE" being present or not. Detaching the tombstone will return false.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Disables detachable bumber from domnator4, dominator5, dominator6, see https://gfycat.com/SecondUnluckyGosling
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+ Returns whether this vehicle is currently disabled by an EMP mine.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex
+
+
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex, float health
+
+
+ SET_TYRE_WEAR_RATE must be active, otherwise values set to <1000.0f will default to 350.0f
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex
+
+
+ Returns the multiplier value from SET_TYRE_WEAR_RATE
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex, float multiplier
+
+
+ Needs to be run for tire wear to work. Multiplier affects the downforce and how fast the tires will wear out, higher values essentially make the vehicle slower on straights and its tires will wear down quicker when cornering. Value must be >0f.
+ Default value in Rockstar's Open Wheel Race JSON's ("owrtws", "owrtwm", "owrtwh") is 1.0
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex, float multiplier
+
+
+ Controls how fast the tires wear out.
+ Default values from Rockstar's Open Wheel Race JSON's:
+ "owrtss" (Soft): 2.2
+ "owrtsm" (Medium): 1.7
+ "owrtsh" (Hard): 1.2
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int wheelIndex, float multiplier
+
+
+ Controls how much traction the wheel loses.
+ Default values from Rockstar's Open Wheel Race JSON's:
+ "owrtds" (Soft): 0.05
+ "owrtdm" (Medium): 0.45
+ "owrtdh" (Hard): 0.8
+ Usable wheels:
+ 0: wheel_lf
+ 1: wheel_rf
+ 2: wheel_lm1
+ 3: wheel_rm1
+ 4: wheel_lr
+ 5: wheel_rr
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, int p1
+
+
+
+
+ Parameters: Vehicle vehicle, BOOL enable
+
+
+ Lowers the vehicle's stance. Only works for vehicles that have strAdvancedFlags 0x8000 and 0x4000000 set.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL toggle
+
+
+ Implemented only for trains.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Vehicle vehicle, BOOL p1
+
+
+ Only used in R* Script fm_content_cargo
+
+
+
+
+ Parameters: float x, float y, float z, float* height
+
+
+ This function set height to the value of z-axis of the water surface.
+ This function works with sea and lake. However it does not work with shallow rivers (e.g. raton canyon will return -100000.0f)
+ note: seems to return true when you are in water
+
+
+
+
+ Parameters: float x, float y, float z, float* height
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, Vector3* result
+
+
+
+
+ Parameters: float x1, float y1, float z1, float x2, float y2, float z2, int flags, float* waterHeight
+
+
+ enum eScriptWaterTestResult
+ {
+ SCRIPT_WATER_TEST_RESULT_NONE,
+ SCRIPT_WATER_TEST_RESULT_WATER,
+ SCRIPT_WATER_TEST_RESULT_BLOCKED,
+ };
+
+
+
+
+ Parameters: float x, float y, float z, int flags, float* waterHeight
+
+
+ See TEST_PROBE_AGAINST_ALL_WATER.
+
+
+
+
+ Parameters: float x, float y, float radius, float height
+
+
+ Sets the water height for a given position and radius.
+
+
+
+
+ Parameters: float xLow, float yLow, float xHigh, float yHigh, float height
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int p0
+
+
+ p0 is the handle returned from ADD_EXTRA_CALMING_QUAD
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float intensity
+
+
+ Sets a value that determines how aggressive the ocean waves will be. Values of 2.0 or more make for very aggressive waves like you see during a thunderstorm.
+ Works only ~200 meters around the player.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Gets the aggressiveness factor of the ocean waves.
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0
+
+
+
+
+ Sets the waves intensity back to original (1.0 in most cases).
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: BOOL toggle
+
+
+ Enables laser sight on any weapon.
+ It doesn't work. Neither on tick nor OnKeyDown
+
+
+
+
+ Parameters: Hash componentHash
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Returns the model of any weapon.
+ Can also take an ammo hash?
+ sub_6663a(&l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg}));
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+
+
+ Parameters: Hash componentHash
+
+
+ Returns the amount of extra components the specified component has.
+ Returns -1 if the component isn't of type CWeaponComponentVariantModel.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash componentHash, int extraComponentIndex
+
+
+ Returns the model hash of the extra component at specified index.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, BOOL bForceInHand
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash* weaponHash, BOOL p2
+
+
+ The return value seems to indicate returns true if the hash of the weapon object weapon equals the weapon hash.
+ p2 seems to be 1 most of the time.
+ p2 is not implemented
+ disassembly said that?
+
+
+
+
+ Parameters: Ped ped, Any p1
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ p1 is always 0 in the scripts.
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ Full list of weapons by DurtyFree (Search for VEHICLE_*): https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash* weaponHash
+
+
+ Example in VB
+ Public Shared Function GetVehicleCurrentWeapon(Ped As Ped) As Integer
+ Dim arg As New OutputArgument()
+ Native.Function.Call(Hash.GET_CURRENT_PED_VEHICLE_WEAPON, Ped, arg)
+ Return arg.GetResult(Of Integer)()
+ End Function
+ Usage:
+ If GetVehicleCurrentWeapon(Game.Player.Character) = -821520672 Then ...Do something
+ Note: -821520672 = VEHICLE_WEAPON_PLANE_ROCKET
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, int typeFlags
+
+
+ Checks if the ped is currently equipped with a weapon matching a bit specified using a bitwise-or in typeFlags.
+ Type flag bit values:
+ 1 = Melee weapons
+ 2 = Explosive weapons
+ 4 = Any other weapons
+ Not specifying any bit will lead to the native *always* returning 'false', and for example specifying '4 | 2' will check for any weapon except fists and melee weapons.
+ 7 returns true if you are equipped with any weapon except your fists.
+ 6 returns true if you are equipped with any weapon except melee weapons.
+ 5 returns true if you are equipped with any weapon except the Explosives weapon group.
+ 4 returns true if you are equipped with any weapon except Explosives weapon group AND melee weapons.
+ 3 returns true if you are equipped with either Explosives or Melee weapons (the exact opposite of 4).
+ 2 returns true only if you are equipped with any weapon from the Explosives weapon group.
+ 1 returns true only if you are equipped with any Melee weapon.
+ 0 never returns true.
+ Note: When I say "Explosives weapon group", it does not include the Jerry can and Fire Extinguisher.
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, BOOL p2
+
+
+ p2 should be FALSE, otherwise it seems to always return FALSE
+ Bool does not check if the weapon is current equipped, unfortunately.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Hash weaponSlot
+
+
+
+
+ Parameters: Ped ped, Hash weaponhash
+
+
+ WEAPON::GET_AMMO_IN_PED_WEAPON(PLAYER::PLAYER_PED_ID(), a_0)
+ From decompiled scripts
+ Returns total ammo in weapon
+ GTALua Example :
+ natives.WEAPON.GET_AMMO_IN_PED_WEAPON(plyPed, WeaponHash)
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int ammo
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int ammo, BOOL p3
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, BOOL toggle, Hash weaponHash
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Any p0, Any p1
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int ammoCount, BOOL isHidden, BOOL bForceInHand
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int ammoCount, BOOL bForceInHand
+
+
+ Gives a weapon to PED with a delay, example:
+ WEAPON::GIVE_DELAYED_WEAPON_TO_PED(PED::PLAYER_PED_ID(), MISC::GET_HASH_KEY("WEAPON_PISTOL"), 1000, false)
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ setting the last params to false it does that same so I would suggest its not a toggle
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ This native removes a specified weapon from your selected ped.
+ Example:
+ C#:
+ Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA);
+ C++:
+ WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA);
+ The code above removes the knife from the player.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Hides the players weapon during a cutscene.
+
+
+
+
+ Parameters: Ped ped, BOOL visible, BOOL deselectWeapon, BOOL p3, BOOL p4
+
+
+ Has 5 parameters since latest patches.
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int weaponType
+
+
+ It determines what weapons caused damage:
+ If you want to define only a specific weapon, second parameter=weapon hash code, third parameter=0
+ If you want to define any melee weapon, second parameter=0, third parameter=1.
+ If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped
+
+
+ Does NOT seem to work with HAS_PED_BEEN_DAMAGED_BY_WEAPON. Use CLEAR_ENTITY_LAST_WEAPON_DAMAGE and HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON instead.
+
+
+
+
+ Parameters: Entity entity, Hash weaponHash, int weaponType
+
+
+ It determines what weapons caused damage:
+ If you want to define only a specific weapon, second parameter=weapon hash code, third parameter=0
+ If you want to define any melee weapon, second parameter=0, third parameter=1.
+ If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Entity entity
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, float xOffset, float yOffset, float zOffset, int ammoCount
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, BOOL p2
+
+
+ p2 is mostly 1 in the scripts.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int* ammo
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int ammo
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int* ammo
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash ammoTypeHash, int* ammo
+
+
+ Returns the max ammo for an ammo type. Ammo types: https://gist.github.com/root-cause/faf41f59f7a6d818b7db0b839bd147c1
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash ammoTypeHash, int ammo
+
+
+ Ammo types: https://gist.github.com/root-cause/faf41f59f7a6d818b7db0b839bd147c1
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash ammoTypeHash, int ammo
+
+
+ Ammo types: https://gist.github.com/root-cause/faf41f59f7a6d818b7db0b839bd147c1
+
+
+
+
+ Parameters: Ped ped, Hash ammoTypeHash
+
+
+
+
+ Parameters: Ped ped, int p1
+
+
+
+
+ Parameters: float p0
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ Returns the current ammo type of the specified ped's specified weapon.
+ MkII magazines will change the return value, like Pistol MkII returning AMMO_PISTOL without any components and returning AMMO_PISTOL_TRACER after Tracer Rounds component is attached.
+ Use 0xF489B44DD5AF4BD9 if you always want AMMO_PISTOL.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ Returns the base/default ammo type of the specified ped's specified weapon.
+ Use GET_PED_AMMO_TYPE_FROM_WEAPON if you want current ammo type (like AMMO_MG_INCENDIARY/AMMO_MG_TRACER while using MkII magazines) and use this if you want base ammo type. (AMMO_MG)
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Vector3* coords
+
+
+ Pass ped. Pass address of Vector3.
+ The coord will be put into the Vector3.
+ The return will determine whether there was a coord found or not.
+
+
+
+
+ Parameters: Ped ped, Hash gadgetHash, BOOL p2
+
+
+ p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE").
+ p2 is always true.
+
+
+
+
+ Parameters: Ped ped, Hash gadgetHash
+
+
+ gadgetHash - was always 0xFBAB5776 ("GADGET_PARACHUTE").
+
+
+
+
+ Parameters: Ped ped
+
+
+ Returns the hash of the weapon.
+ var num7 = WEAPON::GET_SELECTED_PED_WEAPON(num4);
+ sub_27D3(num7);
+ switch (num7)
+ {
+ case 0x24B17070:
+ Also see WEAPON::GET_CURRENT_PED_WEAPON. Difference?
+ -------------------------------------------------------------------------
+ The difference is that GET_SELECTED_PED_WEAPON simply returns the ped's current weapon hash but GET_CURRENT_PED_WEAPON also checks the weapon object and returns true if the hash of the weapon object equals the weapon hash
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, BOOL p2
+
+
+ WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001);
+
+
+
+
+ Parameters: Hash weaponHash, BOOL explode
+
+
+ If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Ped driver, Vehicle vehicle, Hash weaponHash, Any p3
+
+
+ Fourth Parameter = unsure, almost always -1
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash componentHash
+
+
+ Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash componentHash
+
+
+ Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash componentHash
+
+
+ Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash componentHash
+
+
+ Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped
+
+
+ Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload.
+
+
+
+
+ Parameters: Hash weaponHash, int p1, int p2
+
+
+ Nearly every instance of p1 I found was 31. Nearly every instance of p2 I found was 0.
+ REQUEST_WEAPON_ASSET(iLocal_1888, 31, 26);
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+
+
+ Parameters: Hash weaponHash, int ammoCount, float x, float y, float z, BOOL showWorldModel, float scale, Any p7, Any p8, Any p9
+
+
+ Now has 8 params.
+
+
+
+
+ Parameters: Object weaponObject, Hash componentHash
+
+
+ componentHash:
+ (use WEAPON::GET_WEAPON_COMPONENT_TYPE_MODEL() to get hash value)
+ ${component_at_ar_flsh}, ${component_at_ar_supp}, ${component_at_pi_flsh}, ${component_at_scope_large}, ${component_at_ar_supp_02}
+
+
+
+
+ Parameters: Object @object, Hash componentHash
+
+
+ see DOES_WEAPON_TAKE_WEAPON_COMPONENT for full list of weapons & components
+
+
+
+
+ Parameters: Object weapon, Hash componentHash
+
+
+ see DOES_WEAPON_TAKE_WEAPON_COMPONENT for full list of weapons & components
+
+
+
+
+ Parameters: Object weaponObject, Ped ped
+
+
+
+
+ Parameters: Hash weaponHash, Hash componentHash
+
+
+ Full list of weapons & components by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, BOOL p1
+
+
+ Drops the current weapon and returns the object
+ Unknown behavior when unarmed.
+
+
+
+
+ Parameters: Ped ped, Hash loadoutHash
+
+
+ Gives the specified loadout to the specified ped.
+ Loadouts are defined in common.rpf\data\ai\loadouts.meta
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, int tintIndex
+
+
+ tintIndex can be the following:
+ 0 - Normal
+ 1 - Green
+ 2 - Gold
+ 3 - Pink
+ 4 - Army
+ 5 - LSPD
+ 6 - Orange
+ 7 - Platinum
+ Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+ Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Object weapon, int tintIndex
+
+
+ Full list of weapons, components & tint indexes by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Object weapon
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash camoComponentHash, int colorIndex
+
+
+ Colors:
+ 0 = Gray
+ 1 = Dark Gray
+ 2 = Black
+ 3 = White
+ 4 = Blue
+ 5 = Cyan
+ 6 = Aqua
+ 7 = Cool Blue
+ 8 = Dark Blue
+ 9 = Royal Blue
+ 10 = Plum
+ 11 = Dark Purple
+ 12 = Purple
+ 13 = Red
+ 14 = Wine Red
+ 15 = Magenta
+ 16 = Pink
+ 17 = Salmon
+ 18 = Hot Pink
+ 19 = Rust Orange
+ 20 = Brown
+ 21 = Earth
+ 22 = Orange
+ 23 = Light Orange
+ 24 = Dark Yellow
+ 25 = Yellow
+ 26 = Light Brown
+ 27 = Lime Green
+ 28 = Olive
+ 29 = Moss
+ 30 = Turquoise
+ 31 = Dark Green
+ Full list of weapons, components, tint indexes & weapon liveries by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, Hash camoComponentHash
+
+
+ Returns -1 if camoComponentHash is invalid/not attached to the weapon.
+ Full list of weapons, components, tint indexes & weapon liveries by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object weaponObject, Hash camoComponentHash, int colorIndex
+
+
+ Colors:
+ 0 = Gray
+ 1 = Dark Gray
+ 2 = Black
+ 3 = White
+ 4 = Blue
+ 5 = Cyan
+ 6 = Aqua
+ 7 = Cool Blue
+ 8 = Dark Blue
+ 9 = Royal Blue
+ 10 = Plum
+ 11 = Dark Purple
+ 12 = Purple
+ 13 = Red
+ 14 = Wine Red
+ 15 = Magenta
+ 16 = Pink
+ 17 = Salmon
+ 18 = Hot Pink
+ 19 = Rust Orange
+ 20 = Brown
+ 21 = Earth
+ 22 = Orange
+ 23 = Light Orange
+ 24 = Dark Yellow
+ 25 = Yellow
+ 26 = Light Brown
+ 27 = Lime Green
+ 28 = Olive
+ 29 = Moss
+ 30 = Turquoise
+ 31 = Dark Green
+ Full list of weapons, components, tint indexes & weapon liveries by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Object weaponObject, Hash camoComponentHash
+
+
+ Returns -1 if camoComponentHash is invalid/not attached to the weapon object.
+ Full list of weapons, components, tint indexes & weapon liveries by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash
+
+
+
+
+ Parameters: Object weaponObject, int p1
+
+
+
+
+ Parameters: Hash weaponHash, Any* outData
+
+
+ struct WeaponHudStatsData
+ {
+ BYTE hudDamage; // 0x0000
+ char _0x0001[0x7]; // 0x0001
+ BYTE hudSpeed; // 0x0008
+ char _0x0009[0x7]; // 0x0009
+ BYTE hudCapacity; // 0x0010
+ char _0x0011[0x7]; // 0x0011
+ BYTE hudAccuracy; // 0x0018
+ char _0x0019[0x7]; // 0x0019
+ BYTE hudRange; // 0x0020
+ };
+ Usage:
+ WeaponHudStatsData data;
+ if (GET_WEAPON_HUD_STATS(weaponHash, (int *)&data))
+ {
+ // BYTE damagePercentage = data.hudDamage and so on
+ }
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Hash componentHash, Any* outData
+
+
+
+
+ Parameters: Hash weaponHash, Hash componentHash
+
+
+ This native does not return damages of weapons from the melee and explosive group.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash weaponHash
+
+
+ // Returns the size of the default weapon component clip.
+ Use it like this:
+ char cClipSize[32];
+ Hash cur;
+ if (WEAPON::GET_CURRENT_PED_WEAPON(playerPed, &cur, 1))
+ {
+ if (WEAPON::IS_WEAPON_VALID(cur))
+ {
+ int iClipSize = WEAPON::GET_WEAPON_CLIP_SIZE(cur);
+ sprintf_s(cClipSize, "ClipSize: %.d", iClipSize);
+ vDrawString(cClipSize, 0.5f, 0.5f);
+ }
+ }
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, float xBias, float yBias
+
+
+
+
+ Parameters: Ped ped, float p1
+
+
+ Returns handle of the projectile.
+
+
+
+
+ Parameters: Entity weaponObject
+
+
+
+
+ Parameters: Hash weaponHash, float damageMultiplier
+
+
+ Changes the weapon damage output by the given multiplier value. Must be run every frame.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash weaponHash, float multiplier
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Hash p0, float p1
+
+
+ ex, WEAPON::SET_WEAPON_EFFECT_DURATION_MODIFIER(joaat("vehicle_weapon_mine_slick"), 1.0);
+
+
+
+
+ Parameters: Ped ped
+
+
+ This native returns a true or false value.
+ Ped ped = The ped whose weapon you want to check.
+
+
+
+
+ Parameters: Ped ped
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float distance
+
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Enables/disables flashlight on ped's weapon.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash animStyle
+
+
+ Changes the selected ped aiming animation style.
+ Note : You must use GET_HASH_KEY!
+ Strings to use with GET_HASH_KEY :
+ "Ballistic",
+ "Default",
+ "Fat",
+ "Female",
+ "FirstPerson",
+ "FirstPersonAiming",
+ "FirstPersonFranklin",
+ "FirstPersonFranklinAiming",
+ "FirstPersonFranklinRNG",
+ "FirstPersonFranklinScope",
+ "FirstPersonMPFemale",
+ "FirstPersonMichael",
+ "FirstPersonMichaelAiming",
+ "FirstPersonMichaelRNG",
+ "FirstPersonMichaelScope",
+ "FirstPersonRNG",
+ "FirstPersonScope",
+ "FirstPersonTrevor",
+ "FirstPersonTrevorAiming",
+ "FirstPersonTrevorRNG",
+ "FirstPersonTrevorScope",
+ "Franklin",
+ "Gang",
+ "Gang1H",
+ "GangFemale",
+ "Hillbilly",
+ "MP_F_Freemode",
+ "Michael",
+ "SuperFat",
+ "Trevor"
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ enum class eDamageType
+ {
+ UNKNOWN = 0,
+ NONE = 1,
+ MELEE = 2,
+ BULLET = 3,
+ BULLET_RUBBER = 4,
+ EXPLOSIVE = 5,
+ FIRE = 6,
+ COLLISION = 7,
+ FALL = 8,
+ DROWN = 9,
+ ELECTRIC = 10,
+ BARBED_WIRE = 11,
+ FIRE_EXTINGUISHER = 12,
+ SMOKE = 13,
+ WATER_CANNON = 14,
+ TRANQUILIZER = 15,
+ };
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: Ped ped
+
+
+
+
+ Parameters: Hash weaponHash
+
+
+ this returns if you can use the weapon while using a parachute
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+
+ Parameters: float x, float y, float z, float radius, float p4, float p5, float p6, Hash weaponHash
+
+
+ Both coordinates are from objects in the decompiled scripts. Native related to 0xECDC202B25E5CF48 p1 value. The only weapon hash used in the decompiled scripts is weapon_air_defence_gun. These two natives are used by the yacht script, decompiled scripts suggest it and the weapon hash used (valkyrie's rockets) are also used by yachts.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float radius, Hash weaponHash
+
+
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int zoneId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Player player, int zoneId, BOOL enable
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z, float radius, int* outZoneId
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int zoneId, float x, float y, float z
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: int zoneId
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, Hash weaponHash, BOOL toggle
+
+
+ Disables selecting the given weapon. Ped isn't forced to put the gun away. However you can't reselect the weapon if you holster then unholster. Weapon is also grayed out on the weapon wheel.
+ Full list of weapons by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/weapons.json
+
+
+
+ This function has been replaced by
+
+
+ This function has been replaced by
+
+
+
+ Parameters: Ped ped, BOOL toggle
+
+
+ Disable all weapons. Does the same as 0xB4771B9AAF4E68E4 except for all weapons.
+
+
+
+ This function has been replaced by
+
+
+
+ Parameters: float x, float y, float z
+
+
+
+
+ Parameters: const char* zoneName
+
+
+ 'zoneName' corresponds to an entry in 'popzone.ipl'.
+ AIRP = Los Santos International Airport
+ ALAMO = Alamo Sea
+ ALTA = Alta
+ ARMYB = Fort Zancudo
+ BANHAMC = Banham Canyon Dr
+ BANNING = Banning
+ BEACH = Vespucci Beach
+ BHAMCA = Banham Canyon
+ BRADP = Braddock Pass
+ BRADT = Braddock Tunnel
+ BURTON = Burton
+ CALAFB = Calafia Bridge
+ CANNY = Raton Canyon
+ CCREAK = Cassidy Creek
+ CHAMH = Chamberlain Hills
+ CHIL = Vinewood Hills
+ CHU = Chumash
+ CMSW = Chiliad Mountain State Wilderness
+ CYPRE = Cypress Flats
+ DAVIS = Davis
+ DELBE = Del Perro Beach
+ DELPE = Del Perro
+ DELSOL = La Puerta
+ DESRT = Grand Senora Desert
+ DOWNT = Downtown
+ DTVINE = Downtown Vinewood
+ EAST_V = East Vinewood
+ EBURO = El Burro Heights
+ ELGORL = El Gordo Lighthouse
+ ELYSIAN = Elysian Island
+ GALFISH = Galilee
+ GOLF = GWC and Golfing Society
+ GRAPES = Grapeseed
+ GREATC = Great Chaparral
+ HARMO = Harmony
+ HAWICK = Hawick
+ HORS = Vinewood Racetrack
+ HUMLAB = Humane Labs and Research
+ JAIL = Bolingbroke Penitentiary
+ KOREAT = Little Seoul
+ LACT = Land Act Reservoir
+ LAGO = Lago Zancudo
+ LDAM = Land Act Dam
+ LEGSQU = Legion Square
+ LMESA = La Mesa
+ LOSPUER = La Puerta
+ MIRR = Mirror Park
+ MORN = Morningwood
+ MOVIE = Richards Majestic
+ MTCHIL = Mount Chiliad
+ MTGORDO = Mount Gordo
+ MTJOSE = Mount Josiah
+ MURRI = Murrieta Heights
+ NCHU = North Chumash
+ NOOSE = N.O.O.S.E
+ OCEANA = Pacific Ocean
+ PALCOV = Paleto Cove
+ PALETO = Paleto Bay
+ PALFOR = Paleto Forest
+ PALHIGH = Palomino Highlands
+ PALMPOW = Palmer-Taylor Power Station
+ PBLUFF = Pacific Bluffs
+ PBOX = Pillbox Hill
+ PROCOB = Procopio Beach
+ RANCHO = Rancho
+ RGLEN = Richman Glen
+ RICHM = Richman
+ ROCKF = Rockford Hills
+ RTRAK = Redwood Lights Track
+ SANAND = San Andreas
+ SANCHIA = San Chianski Mountain Range
+ SANDY = Sandy Shores
+ SKID = Mission Row
+ SLAB = Stab City
+ STAD = Maze Bank Arena
+ STRAW = Strawberry
+ TATAMO = Tataviam Mountains
+ TERMINA = Terminal
+ TEXTI = Textile City
+ TONGVAH = Tongva Hills
+ TONGVAV = Tongva Valley
+ VCANA = Vespucci Canals
+ VESP = Vespucci
+ VINE = Vinewood
+ WINDF = Ron Alternates Wind Farm
+ WVINE = West Vinewood
+ ZANCUDO = Zancudo River
+ ZP_ORT = Port of South Los Santos
+ ZQ_UAR = Davis Quartz
+ Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
+
+
+
+
+ Parameters: int zoneId
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ AIRP = Los Santos International Airport
+ ALAMO = Alamo Sea
+ ALTA = Alta
+ ARMYB = Fort Zancudo
+ BANHAMC = Banham Canyon Dr
+ BANNING = Banning
+ BEACH = Vespucci Beach
+ BHAMCA = Banham Canyon
+ BRADP = Braddock Pass
+ BRADT = Braddock Tunnel
+ BURTON = Burton
+ CALAFB = Calafia Bridge
+ CANNY = Raton Canyon
+ CCREAK = Cassidy Creek
+ CHAMH = Chamberlain Hills
+ CHIL = Vinewood Hills
+ CHU = Chumash
+ CMSW = Chiliad Mountain State Wilderness
+ CYPRE = Cypress Flats
+ DAVIS = Davis
+ DELBE = Del Perro Beach
+ DELPE = Del Perro
+ DELSOL = La Puerta
+ DESRT = Grand Senora Desert
+ DOWNT = Downtown
+ DTVINE = Downtown Vinewood
+ EAST_V = East Vinewood
+ EBURO = El Burro Heights
+ ELGORL = El Gordo Lighthouse
+ ELYSIAN = Elysian Island
+ GALFISH = Galilee
+ GOLF = GWC and Golfing Society
+ GRAPES = Grapeseed
+ GREATC = Great Chaparral
+ HARMO = Harmony
+ HAWICK = Hawick
+ HORS = Vinewood Racetrack
+ HUMLAB = Humane Labs and Research
+ JAIL = Bolingbroke Penitentiary
+ KOREAT = Little Seoul
+ LACT = Land Act Reservoir
+ LAGO = Lago Zancudo
+ LDAM = Land Act Dam
+ LEGSQU = Legion Square
+ LMESA = La Mesa
+ LOSPUER = La Puerta
+ MIRR = Mirror Park
+ MORN = Morningwood
+ MOVIE = Richards Majestic
+ MTCHIL = Mount Chiliad
+ MTGORDO = Mount Gordo
+ MTJOSE = Mount Josiah
+ MURRI = Murrieta Heights
+ NCHU = North Chumash
+ NOOSE = N.O.O.S.E
+ OCEANA = Pacific Ocean
+ PALCOV = Paleto Cove
+ PALETO = Paleto Bay
+ PALFOR = Paleto Forest
+ PALHIGH = Palomino Highlands
+ PALMPOW = Palmer-Taylor Power Station
+ PBLUFF = Pacific Bluffs
+ PBOX = Pillbox Hill
+ PROCOB = Procopio Beach
+ RANCHO = Rancho
+ RGLEN = Richman Glen
+ RICHM = Richman
+ ROCKF = Rockford Hills
+ RTRAK = Redwood Lights Track
+ SANAND = San Andreas
+ SANCHIA = San Chianski Mountain Range
+ SANDY = Sandy Shores
+ SKID = Mission Row
+ SLAB = Stab City
+ STAD = Maze Bank Arena
+ STRAW = Strawberry
+ TATAMO = Tataviam Mountains
+ TERMINA = Terminal
+ TEXTI = Textile City
+ TONGVAH = Tongva Hills
+ TONGVAV = Tongva Valley
+ VCANA = Vespucci Canals
+ VESP = Vespucci
+ VINE = Vinewood
+ WINDF = Ron Alternates Wind Farm
+ WVINE = West Vinewood
+ ZANCUDO = Zancudo River
+ ZP_ORT = Port of South Los Santos
+ ZQ_UAR = Davis Quartz
+ Full list of zones by DurtyFree: https://github.com/DurtyFree/gta-v-data-dumps/blob/master/zones.json
+
+
+
+
+ Parameters: int zoneId, BOOL toggle
+
+
+
+
+ Parameters: int zoneId
+
+
+ cellphone range 1- 5 used for signal bar in iFruit phone
+
+
+
+
+ Parameters: int scheduleId, Hash vehicleHash
+
+
+ Only used once in the decompiled scripts. Seems to be related to scripted vehicle generators.
+ Modified example from "am_imp_exp.c4", line 6406:
+ /* popSchedules[0] = ZONE::GET_ZONE_POPSCHEDULE(ZONE::GET_ZONE_AT_COORDS(891.3, 807.9, 188.1));
+ etc.
+ */
+ ZONE::OVERRIDE_POPSCHEDULE_VEHICLE_MODEL(popSchedules[index], vehicleHash);
+ STREAMING::REQUEST_MODEL(vehicleHash);
+
+
+
+
+ Parameters: int scheduleId
+
+
+ Only used once in the decompiled scripts. Seems to be related to scripted vehicle generators.
+ Modified example from "am_imp_exp.c4", line 6418:
+ /* popSchedules[0] = ZONE::GET_ZONE_POPSCHEDULE(ZONE::GET_ZONE_AT_COORDS(891.3, 807.9, 188.1));
+ etc.
+ */
+ STREAMING::SET_MODEL_AS_NO_LONGER_NEEDED(vehicleHash);
+ ZONE::CLEAR_POPSCHEDULE_OVERRIDE_VEHICLE_MODEL(popSchedules[index]);
+
+
+
+
+ Parameters: float x, float y, float z
+
+
+ Returns a hash representing which part of the map the given coords are located.
+ Possible return values:
+ (Hash of) city -> -289320599
+ (Hash of) countryside -> 2072609373
+ C# Example :
+ Ped player = Game.Player.Character;
+ Hash h = Function.Call<Hash>(Hash.GET_HASH_OF_MAP_AREA_AT_COORDS, player.Position.X, player.Position.Y, player.Position.Z);
+
+
+
+
diff --git a/libs/ScriptHookVDotNet.asi b/libs/ScriptHookVDotNet.asi
index 8fbf037..8942a05 100644
Binary files a/libs/ScriptHookVDotNet.asi and b/libs/ScriptHookVDotNet.asi differ
diff --git a/libs/ScriptHookVDotNet3.dll b/libs/ScriptHookVDotNet3.dll
index 48b57a8..62d8233 100644
Binary files a/libs/ScriptHookVDotNet3.dll and b/libs/ScriptHookVDotNet3.dll differ
diff --git a/libs/ScriptHookVDotNet3.pdb b/libs/ScriptHookVDotNet3.pdb
index 5a03bbb..c4b1168 100644
Binary files a/libs/ScriptHookVDotNet3.pdb and b/libs/ScriptHookVDotNet3.pdb differ
diff --git a/libs/ScriptHookVDotNet3.xml b/libs/ScriptHookVDotNet3.xml
index d02a31a..3f3846e 100644
--- a/libs/ScriptHookVDotNet3.xml
+++ b/libs/ScriptHookVDotNet3.xml
@@ -16726,6 +16726,80 @@
An enumeration of fonts the game supports.
+
+
+ This font is for the standard font.
+
+ Chalet London 1960 from House Industries will be used when the game language is set to a non-CJK language.
+ The alternative standard font that contains appropriate CJK characters will be used when the game language is set to a CJK language.
+
+
+
+
+
+ This font is for the cursive font.
+
+ Sign Painter House Brush from House Industries will be used when the game language is set to a non-CJK language.
+ The standard font, which is the same as , will be used when the game language is set to a CJK language unless the player have custom font files installed.
+
+
+
+
+
+ This font contains upper ASCII characters and some other shapes such as ones for tags.
+ This font style specifies the same font unless the player have custom font files installed.
+
+
+
+
+ This font contains only Chevron arrows, some shield symbols, and hexagons.
+ This font style specifies the same font unless the player have custom font files installed.
+
+
+
+
+
+ This font is for the condensed font for gamer tags or the distance info on the radar.
+ You should use if you want to draw strings with condensed font if possible but strings can contain some CJK characters (e.g. localized strings from gxt files).
+
+
+ The native functions for text drawing will use the condensed font Chalet Comprim? Cologne 1960 regardness of the game language setting.
+ The natives will draw strings that contain only non-CJK characters without any trouble,
+ but without having custom font files installed, the natives will draw rectangles (a.k.a. tofus) instead of CJK characters because Chalet Comprim? Cologne 1960 doesn't contain any CJK characters.
+
+ This font style specifies the same font unless the player have custom font files installed.
+
+
+
+
+ This font contains only glyphs of numbers (0 to 9), dollar sign, asterisk, plus sign, colon, semicolon, equals sign, slash, and backslash in ASCII.
+ This font style specifies the same font unless the player have custom font files installed.
+
+
+
+
+
+ This font is for the condensed font for generic uses.
+ Consider using instead when the texts you want to draw only contain only non-CJK characters.
+
+
+ The native functions for text drawing will use the condensed font Chalet Comprim? Cologne 1960 when the game language is set to a non-CJK language,
+ but they will use the standard font, which is the same as , when the game language is set to a CJK language (unless the player have custom font files installed).
+
+
+
+
+
+ Pricedown will be used when the game language is set to a non-CJK language.
+ The standard font, which is the same as , will be used when the game language is set to a CJK language unless the player have custom font files installed.
+
+
+
+
+ The font for taxi will be used when the game language is set to a non-CJK language. The font does contain invisible glyphs for lower characters.
+ The standard font, which is the same as , will be used when the game language is set to a CJK language unless the player have custom font files installed.
+
+
Methods to manipulate the HUD (heads-up-display) of the game.
@@ -18677,133 +18751,6 @@
The right .
if is not the same entity as ; otherwise, .
-
-
- Creates a new instance of an from the given handle.
-
- The interior instance handle.
-
- Returns a if this handle corresponds to a .
- Returns if no exists this the specified
-
-
-
-
- The handle of this . This property is provided mainly for safer instance handling, but this is also used for equality comparison.
-
-
-
-
- Gets the memory address where the is stored in memory.
-
-
-
-
- Gets the model of this .
-
-
-
-
- Gets this s matrix which stores position and rotation information.
-
-
-
-
- Gets the rotation of this .
-
-
- The yaw, pitch, roll rotation values in degree.
-
-
-
-
- Gets the quaternion of this .
-
-
-
-
- Gets or sets the position of this .
-
-
- The position in world space.
-
-
-
-
- Gets the this is loaded from.
-
- returns if this does not exist or SHVDN could not find the pool for some reason.
-
-
-
- Determines if this exists.
-
- if this exists; otherwise, .
-
-
-
- Determines if an refers to the same entity as this .
-
- The to check.
- if the is the same entity as this ; otherwise, .
-
-
-
- Determines if two s refer to the same entity.
-
- The left .
- The right .
- if is the same entity as ; otherwise, .
-
-
-
- Determines if two s don't refer to the same entity.
-
- The left .
- The right .
- if is not the same entity as ; otherwise, .
-
-
-
- The game does not automatically delete entities when this value is set.
-
-
-
-
- The game does not automatically delete entities when this value is set.
-
-
-
-
- This value is set when parked vehicles are created.
-
-
-
-
- This value is set when scenario peds are created.
-
-
-
-
- This value is set when ambient entities are created or when SET_ENTITY_AS_NO_LONGER_NEEDED is called.
-
-
-
-
- The game does not automatically delete entities when this value is set.
-
-
-
-
- This value is set when entities are created via native functions or when SET_ENTITY_AS_MISSION_ENTITY is called.
- The game does not automatically delete entities when this value is set.
-
-
-
-
- The game does not automatically delete entities when this value is set.
-
-
Creates a new instance of an from the given handle.
@@ -18884,156 +18831,6 @@
The right .
if is not the same entity as ; otherwise, .
-
-
- The default/invalid type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_NONE.
- The hash value for VEHICLE_TYPE_NONE is 0x2F2B9BC (hashed by Jenkins one-at-a-time hash but without lowercase conversion before hashing).
-
-
-
-
- The non-special automobile type, such as general cars, taxis, trucks, and tanks.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_CAR.
- The internal class in memory is CAutomobile.
-
-
-
-
- The airplane type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_PLANE.
- The internal class in memory is CPlane, which is a subclass of CAutomobile.
-
-
-
-
- The trailer type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAILER.
- The internal class in memory is CTrailer, which is a subclass of CAutomobile.
-
-
-
-
- The non-special quad bike type. Also includes tricycles, such as , , and .
-
-
- Amphibious quad bikes are not classified as this type but classified as .
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_QUADBIKE.
- The internal class in memory is CQuadBike, which is a subclass of CAutomobile.
-
-
-
-
- The submarine car type for the submarine cars, which can travel underwater like submarines.
-
-
- Amphibious automobiles are not classified as this type but classified as .
- Submarines are not classified as this type but classified as .
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_SUBMARINECAR.
- The internal class in memory is CSubmarineCar, which is a subclass of CAutomobile.
-
-
-
-
- The amphibious automobile type.
-
-
- Submarine cars are not classified as this type but classified as .
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE.
- The internal class in memory is CAmphibiousAutomobile, which is a subclass of CAutomobile.
-
-
-
-
- The amphibious quad bike type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE.
- The internal class in memory is CAmphibiousQuadBike, which is a subclass of CAmphibiousAutomobile.
-
-
-
-
- The helicopter type. is also classified as this type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_HELI.
- The internal class in memory is CHeli, which is a subclass of CAutomobile via CRotaryWingAircraft.
-
-
-
-
- The blimp type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BLIMP.
- The internal class in memory is CBlimp, which is a subclass of CHeli.
-
-
-
-
- The autogyro type, which is not used in the stock game.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AUTOGYRO.
- The internal class in memory is CAutogyro.
-
-
-
-
- The motorcycle type.
-
-
- Tricycles are not classified as this type but classified as .
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BIKE.
- The internal class in memory is CBike.
-
-
-
-
- The bicycle type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BICYCLE.
- The internal class in memory is CBmx, which is a subclass of CBike.
-
-
-
-
- The boat type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BOAT.
- The internal class in memory is CBoat.
-
-
-
-
- The train type.
-
-
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN.
- The internal class in memory is CTrain.
-
-
-
-
- The submarine type.
-
-
- Submarine cars are not classified as this type but classified as .
- The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN.
- The internal class in memory is CSubmarine
-
-
Creates a new instance of an from the given handle.
@@ -20013,6 +19810,139 @@
The right .
true if does not have the same properties as ; otherwise, false.
+
+
+ Gets all the at the moment.
+ The return array can contain up to 3 s.
+
+
+
+
+ The game does not automatically delete entities when this value is set.
+
+
+
+
+ The game does not automatically delete entities when this value is set.
+
+
+
+
+ This value is set when parked vehicles are created.
+
+
+
+
+ This value is set when scenario peds are created.
+
+
+
+
+ This value is set when ambient entities are created or when SET_ENTITY_AS_NO_LONGER_NEEDED is called.
+
+
+
+
+ The game does not automatically delete entities when this value is set.
+
+
+
+
+ This value is set when entities are created via native functions or when SET_ENTITY_AS_MISSION_ENTITY is called.
+ The game does not automatically delete entities when this value is set.
+
+
+
+
+ The game does not automatically delete entities when this value is set.
+
+
+
+
+ Creates a new instance of an from the given handle.
+
+ The interior instance handle.
+
+ Returns a if this handle corresponds to a .
+ Returns if no exists this the specified
+
+
+
+
+ The handle of this . This property is provided mainly for safer instance handling, but this is also used for equality comparison.
+
+
+
+
+ Gets the memory address where the is stored in memory.
+
+
+
+
+ Gets the model of this .
+
+
+
+
+ Gets this s matrix which stores position and rotation information.
+
+
+
+
+ Gets the rotation of this .
+
+
+ The yaw, pitch, roll rotation values in degree.
+
+
+
+
+ Gets the quaternion of this .
+
+
+
+
+ Gets or sets the position of this .
+
+
+ The position in world space.
+
+
+
+
+ Gets the this is loaded from.
+
+ returns if this does not exist or SHVDN could not find the pool for some reason.
+
+
+
+ Determines if this exists.
+
+ if this exists; otherwise, .
+
+
+
+ Determines if an refers to the same entity as this .
+
+ The to check.
+ if the is the same entity as this ; otherwise, .
+
+
+
+ Determines if two s refer to the same entity.
+
+ The left .
+ The right .
+ if is the same entity as ; otherwise, .
+
+
+
+ Determines if two s don't refer to the same entity.
+
+ The left .
+ The right .
+ if is not the same entity as ; otherwise, .
+
Gets the hash for this .
@@ -20490,10 +20420,29 @@
Gets a collection of the s in this .
+
+
+
+ Sets whether this keeps their tasks when they are marked as no longer needed by or gets cleaned up by the mission script.
+ Despite the property name, this property does not determine whether permanent events can interrupt the 's tasks (e.g. seeing hated peds or getting shot at).
+
+
+ If set to , this 's task will be immediately cleared and start some ambient tasks (most likely start wandering) when they are marked as no longer needed.
+
+
+ If set to , this will keep their task until they have nothing to do (where their task stacks only contains CTaskDoNothing).
+ Once this has nothing to do, their task will clear and they'll start some ambient tasks (one-time-only).
+
+
+
Sets whether permanent events are blocked for this .
- If permanent events are blocked, this will only do as it's told, and won't flee when shot at, etc.
+
+ If set to , this will no longer react to permanent events and will only do as they're told.
+ For example, the will not flee when get shot at and they will not begin combat even if the decision maker specifies that seeing a hated ped should.
+ However, the will still respond to temporary events like walking around other peds or vehicles even if this property is set to .
+
if permanent events are blocked; otherwise, .
@@ -20899,6 +20848,31 @@
Gets the native representation of this .
+
+ Don't steer around the player ped even if is set.
+
+
+
+ Make the prefer to go off the road rather than enter oncoming lanes when avoiding (steering around) obstacles if the correct lanes are full.
+ Even if this value is set, the will try to steer around obstacles by entering other correct lanes if the correct lanes are not full.
+
+
+
+
+ Allow the to drive into the oncoming traffic if the correct lanes are full.
+ Even if this value is set, the will try to reach the correct lanes again as soon as possible.
+
+
+
+
+ If pathfinding fails, cruise randomly instead of going on a straight line.
+
+
+
+
+ Limit the speed based on the road speed if the max cruise speed for driving tasks exceeds the road speed. Only works when the car mission is set to MISSION_CRUISE.
+
+
Gets the this belongs to.
@@ -21825,6 +21799,156 @@
Doesn't allow players to exit the with the exit vehicle key or button.
+
+
+ The default/invalid type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_NONE.
+ The hash value for VEHICLE_TYPE_NONE is 0x2F2B9BC (hashed by Jenkins one-at-a-time hash but without lowercase conversion before hashing).
+
+
+
+
+ The non-special automobile type, such as general cars, taxis, trucks, and tanks.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_CAR.
+ The internal class in memory is CAutomobile.
+
+
+
+
+ The airplane type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_PLANE.
+ The internal class in memory is CPlane, which is a subclass of CAutomobile.
+
+
+
+
+ The trailer type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAILER.
+ The internal class in memory is CTrailer, which is a subclass of CAutomobile.
+
+
+
+
+ The non-special quad bike type. Also includes tricycles, such as , , and .
+
+
+ Amphibious quad bikes are not classified as this type but classified as .
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_QUADBIKE.
+ The internal class in memory is CQuadBike, which is a subclass of CAutomobile.
+
+
+
+
+ The submarine car type for the submarine cars, which can travel underwater like submarines.
+
+
+ Amphibious automobiles are not classified as this type but classified as .
+ Submarines are not classified as this type but classified as .
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_SUBMARINECAR.
+ The internal class in memory is CSubmarineCar, which is a subclass of CAutomobile.
+
+
+
+
+ The amphibious automobile type.
+
+
+ Submarine cars are not classified as this type but classified as .
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE.
+ The internal class in memory is CAmphibiousAutomobile, which is a subclass of CAutomobile.
+
+
+
+
+ The amphibious quad bike type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE.
+ The internal class in memory is CAmphibiousQuadBike, which is a subclass of CAmphibiousAutomobile.
+
+
+
+
+ The helicopter type. is also classified as this type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_HELI.
+ The internal class in memory is CHeli, which is a subclass of CAutomobile via CRotaryWingAircraft.
+
+
+
+
+ The blimp type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BLIMP.
+ The internal class in memory is CBlimp, which is a subclass of CHeli.
+
+
+
+
+ The autogyro type, which is not used in the stock game.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_AUTOGYRO.
+ The internal class in memory is CAutogyro.
+
+
+
+
+ The motorcycle type.
+
+
+ Tricycles are not classified as this type but classified as .
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BIKE.
+ The internal class in memory is CBike.
+
+
+
+
+ The bicycle type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BICYCLE.
+ The internal class in memory is CBmx, which is a subclass of CBike.
+
+
+
+
+ The boat type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_BOAT.
+ The internal class in memory is CBoat.
+
+
+
+
+ The train type.
+
+
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN.
+ The internal class in memory is CTrain.
+
+
+
+
+ The submarine type.
+
+
+ Submarine cars are not classified as this type but classified as .
+ The corresponding name in vehicles.meta for this value is VEHICLE_TYPE_TRAIN.
+ The internal class in memory is CSubmarine
+
+
Gets the this belongs to.
@@ -22449,6 +22573,134 @@
This value also represents the exe version 1.0.2372.2 for non-Steam version. 1.0.2372.2 basically works in the same way as 1.0.2372.0 but with bug fixes.
+
+
+ Creates a new instance of an from the given handle.
+
+ The interior proxy handle.
+
+ Returns a if this handle corresponds to a .
+ Returns if no exists this the specified
+
+
+
+
+ The handle of this .
+
+
+
+
+ The handle of this translated to a native value.
+
+
+
+
+ Gets the memory address where the is stored in memory.
+
+
+
+
+ Gets or sets the position of this .
+
+
+ The position in world space.
+
+
+
+
+ Gets the current this is using.
+
+ returns if this is not using any .
+
+
+
+ Gets the model this will load.
+
+
+
+
+ Gets a value indicating whether this will behave as if interior is not loaded completely.
+
+
+ if this will behave as if interior is not loaded completely; otherwise, .
+
+
+
+
+ Gets a value indicating whether this will only load a few elements of the interior.
+ Doors can be loaded and the collision is not necessarily completely disabled (e.g. collisions for bullets and projectiles can work).
+
+
+ if this will only load a few elements of the interior; otherwise, .
+
+
+
+
+ Refreshs the current if loaded. Does not change the memory address or handle of the .
+
+
+
+
+ Disables the interior, making behave as if interior is not loaded completely. Does not prevent from having a .
+ Does nothing if the player is in this .
+
+
+
+
+ Caps the interior so this will only load a few elements of the interior.
+ Does nothing if the player is in this .
+
+
+
+
+ Makes this keep the this is loaded.
+
+
+
+
+ Lets this free the this is loaded.
+
+
+
+
+ Gets the if the gameplay camera is in a interior.
+
+ returns if the gameplay camera is not in any interior space.
+
+
+
+ Determines if this exists.
+
+ if this exists; otherwise, .
+
+
+
+ Determines if an refers to the same entity as this .
+
+ The to check.
+ if the is the same entity as this ; otherwise, .
+
+
+
+ Determines if two s refer to the same entity.
+
+ The left .
+ The right .
+ if is the same entity as ; otherwise, .
+
+
+
+ Determines if two s don't refer to the same entity.
+
+ The left .
+ The right .
+ if is not the same entity as ; otherwise, .
+
+
+
+ Converts an to a native input argument.
+
+
Traditional Chinese
@@ -23049,140 +23301,6 @@
The handle of the object translated to a native value.
-
-
- Creates a new instance of an from the given handle.
-
- The interior proxy handle.
-
- Returns a if this handle corresponds to a .
- Returns if no exists this the specified
-
-
-
-
- The handle of this .
-
-
-
-
- The handle of this translated to a native value.
-
-
-
-
- Gets the memory address where the is stored in memory.
-
-
-
-
- Gets or sets the position of this .
-
-
- The position in world space.
-
-
-
-
- Gets the current this is using.
-
- returns if this is not using any .
-
-
-
- Gets the model this will load.
-
-
-
-
- Gets a value indicating whether this will behave as if interior is not loaded completely.
-
-
- if this will behave as if interior is not loaded completely; otherwise, .
-
-
-
-
- Gets a value indicating whether this will only load a few elements of the interior.
- Doors can be loaded and the collision is not necessarily completely disabled (e.g. collisions for bullets and projectiles can work).
-
-
- if this will only load a few elements of the interior; otherwise, .
-
-
-
-
- Refreshs the current if loaded. Does not change the memory address or handle of the .
-
-
-
-
- Disables the interior, making behave as if interior is not loaded completely. Does not prevent from having a .
- Does nothing if the player is in this .
-
-
-
-
- Caps the interior so this will only load a few elements of the interior.
- Does nothing if the player is in this .
-
-
-
-
- Makes this keep the this is loaded.
-
-
-
-
- Lets this free the this is loaded.
-
-
-
-
- Gets the if the gameplay camera is in a interior.
-
- returns if the gameplay camera is not in any interior space.
-
-
-
- Determines if this exists.
-
- if this exists; otherwise, .
-
-
-
- Determines if an refers to the same entity as this .
-
- The to check.
- if the is the same entity as this ; otherwise, .
-
-
-
- Determines if two s refer to the same entity.
-
- The left .
- The right .
- if is the same entity as ; otherwise, .
-
-
-
- Determines if two s don't refer to the same entity.
-
- The left .
- The right .
- if is not the same entity as ; otherwise, .
-
-
-
- Converts an to a native input argument.
-
-
-
-
- Gets all the at the moment.
- The return array can contain up to 3 s.
-
-
Gets the result code.
@@ -23486,12 +23604,6 @@
The section where the value is.
The name of the key the values are saved at.
-
- Used for .
-
-
- Used for .
-
Gets the hash for this .
@@ -23534,6 +23646,12 @@
Tells the game we have finished using this and it can be freed from memory.
+
+ Used for .
+
+
+ Used for .
+
Gives the speficied weapon if the owner does not have one, or selects the weapon if they have one and is set to .