CitizenFX.Core An event containing callbacks to attempt to schedule on every game tick. A callback will only be rescheduled once the associated task completes. Returns a task that will delay scheduling of the current interval function by the passed amount of time. await Delay(500); The amount of time by which to delay scheduling this interval function. An awaitable task. Gets or sets the position of this . Sets the rotation of this on the map. Sets the scale of this on the map. Gets the type of this . Gets or sets the alpha of this on the map. Sets the priority of this . Sets this s label to the given number. Gets or sets the color of this . Gets or sets the sprite of this . Sets this s label to the given string. Gets the this is attached to. Sets a value indicating whether the route to this should be shown on the map. true to show the route; otherwise, false. Sets a value indicating whether this is friendly. true if this is friendly; otherwise, false. Sets a value indicating whether this (Player) is a friend. Toggles a half cyan circle on the right side. true if this (Player) is a friend; otherwise, false. Sets a value indicating whether this (Player) is a CREW member. Toggles a half cyan circle on the left side. true if this (Player) is a CREW member; otherwise, false. Gets or sets a value indicating whether this is flashing. true if this is flashing; otherwise, false. Gets a value indicating whether this is on minimap. true if this is on minimap; otherwise, false. Gets or sets a value indicating whether this is short range. true if this is short range; otherwise, false. Removes the number label for this . Removes this . The Buttons enum used for creating s A value type used for checking if a sequence of s has been pressed. Check if the combination has been entered with . Gets the calculated hash of the Sequence Gets the length of the sequence Creates a from a given list of s. The sequence of s in the order a user should enter in game. There must be between 6 and 29 inclusive s otherwise an is thrown Gets the memory address of this . Gets or sets a value indicating whether this is currently being rendered. true if this is active; otherwise, false. Gets or sets the position of this . Gets or sets the rotation of this . The yaw, pitch and roll rotations measured in degrees. Gets or sets the direction this is pointing in. Gets the up vector of this . Gets the forward vector of this , see also . Gets the right vector of this . Gets the matrix of this . Gets the position in world coords of an offset relative to this The offset from this . Gets the relative offset of this from a world coords position The world coords. Gets or sets the field of view of this . Gets or sets the near clip of this . Gets or sets the far clip of this . Sets the near depth of field for this . Gets or sets the far depth of field of this . Sets the depth of field strength for this . Sets the strenght of the motion blur for this Shakes this . Type of the shake to apply. The amplitude of the shaking. Stops shaking this . Gets a value indicating whether this is shaking. true if this is shaking; otherwise, false. Sets the shake amplitude for this . Points this at a specified . The to point at. The offset from the to point at. Points this at a specified . The to point at. The offset from the to point at Points this at a specified position. The position to point at. Stops this pointing at a specific target. Starts a transition between this and the new camera. (Old (incorrect) function, please use the overload function!) Starts a transition between this and the new camera. Gets a value indicating whether this is interpolating. true if this is interpolating; otherwise, false. Attaches this to a specific . The to attach to. The offset from the to attach to. Attaches this to a specific . The to attach to. The offset from the to attach to. Detaches this from any or it may be attached to. Destroys this . Gets the memory address of the . Gets the position of the . Gets the rotation of the . The yaw, pitch and roll rotations measured in degrees. Gets the direction the is pointing in. Gets the up vector of the . Gets the forward vector of the , see also . Gets the right vector of the . Gets the matrix of the . Gets the position in world coords of an offset relative to the The offset from the . Gets the relative offset of the from a world coords position The world coords. Gets or sets the relative pitch of the . Gets or sets the relative heading of the . Clamps the yaw of the . The minimum yaw value. The maximum yaw value. Clamps the pitch of the . The minimum pitch value. The maximum pitch value. Gets the zoom of the . Gets the field of view of the . Gets a value indicating whether the is rendering. true if the is rendering; otherwise, false. Gets a value indicating whether the aiming camera is rendering. true if the aiming camera is rendering; otherwise, false. Gets a value indicating whether the first person aiming camera is rendering. true if the aiming camera is rendering; otherwise, false. Gets a value indicating whether the is looking behind. true if the is looking behind; otherwise, false. Shakes the . Type of the shake to apply. The amplitude of the shaking. Stops shaking the . Gets a value indicating whether the is shaking. true if the is shaking; otherwise, false. Sets the shake amplitude for the . Initializes a new instance of the struct. The icon style. The icon number, if is allowed range is 0 - 99 otherwise allowed range is 0 - 9. Gets or sets the number to display inside the icon. The number. if is allowed range is 0 - 99 otherwise allowed range is 0 - 9. Gets the memory address of this . Gets or sets the position of this . Gets or sets the position where this points to. Gets or sets the icon drawn in this . Gets or sets the radius of this . Gets or sets the color of this . Gets or sets the color of the icon in this . Gets or sets the near height of the cylinder of this . Gets or sets the far height of the cylinder of this . Gets or sets the radius of the cylinder in this . Removes this . Determines if this exists. true if this exists; otherwise, false. Determines if a specific exists. true if the exists; otherwise, false. Determines if a refer to the same as this . The other . true if the is the same checkpoint as this ; otherwise, false. Determines if an refer to the same as this . The to check. true if the is the same checkpoint as this ; otherwise, false. Determines if 2 s refer to the same checkpoint The left . The right . true if is the same checkpoint as this ; otherwise, false. Determines if 2 s don't refer to the same checkpoint The left . The right . true if is not the same checkpoint as this ; otherwise, false. Gets or sets a value indicating whether this will be drawn. true if enabled; otherwise, false. Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets a value indicating whether this should be positioned based on its center or top left corner true if centered; otherwise, false. Draws this this frame. Draws this this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws this this frame using the width returned in . Draws this this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. Gets or sets a value indicating whether this will be drawn. true if enabled; otherwise, false. Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets a value indicating whether this should be positioned based on its center or top left corner true if centered; otherwise, false. Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Initializes a new instance of the class used for grouping drawing Rectangles on screen. Initializes a new instance of the class used for grouping drawing Rectangles on screen. Set the on screen where to draw the . Set the of the . Initializes a new instance of the class used for grouping drawing Rectangles on screen. Set the on screen where to draw the . Set the of the . Set the used to draw the . Initializes a new instance of the class used for grouping drawing Rectangles on screen. Set the on screen where to draw the . Set the of the . Set the used to draw the . Position the based on its center instead of top left corner, see also . Draws this this frame. Draws this this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws this this frame using the width returned in . Draws this this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. The s Contained inside this Initializes a new instance of the class used for grouping s together. Initializes a new instance of the class used for grouping s together. Set the on screen where to draw the . Set the of the . Initializes a new instance of the class used for grouping s together. Set the on screen where to draw the . Set the of the . Set the used to draw the . Initializes a new instance of the class used for grouping s together. Set the on screen where to draw the . Set the of the . Set the used to draw the . Position the based on its center instead of top left corner, see also . Draws this this frame and all its s. Draws this this frame and all its s at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws this this frame and all its s using the width returned in . Draws this this frame and all its s at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. Hides this instantly Converts the inputString into a string[] (array) containing strings each 99 or less characters long. The string to convert. string[] containing strings each 99 or less characters long. The base width of the screen used for all UI Calculations, unless ScaledDraw is used The base height of the screen used for all UI Calculations Gets the current Screen Aspect Ratio Gets the width of the scaled against a 720pixel height base. Gets the actual Screen resolution the game is being rendered at Shows a subtitle at the bottom of the screen for a given time The message to display. The duration to display the subtitle in milliseconds. Displays a help message in the top corner of the screen this frame. The text to display. Creates a above the minimap with the given message. The message in the notification. if set to true the notification will blink. The handle of the which can be used to hide it using Translates a point in WorldSpace to its given Coordinates on the The position in the World. if set to true Returns the screen position scaled by ; otherwise, returns the screen position scaled by . Creates a loading prompt at the bottom right of the screen with the given text and spinner type The text to display next to the spinner The style of spinner to draw , , and all see to be the same. But Rockstar always seem to use the in the scripts Remove the loading prompt at the bottom right of the screen Gets a value indicating whether the Loading Prompt is currently being displayed Determines whether a given is Active. The to check true if the is Active; otherwise, false Draws the specified this frame. The This will only draw the if the can be drawn Hides the specified this frame. The to hide. Shows the mouse cursor this frame. Gets or sets the sprite the cursor should used when drawn Gets or sets a value indicating whether any HUD components should be rendered. Gets or sets a value indicating whether the radar is visible. Sets how far the Minimap should be zoomed in The Radar zoom, Accepts values from 0 to 200 Gets a value indicating whether the screen is faded in. true if the screen is faded in; otherwise, false. Gets a value indicating whether the screen is faded out. true if the screen is faded out; otherwise, false. Gets a value indicating whether the screen is fading in. true if the screen is fading in; otherwise, false. Gets a value indicating whether the screen is fading out. true if the screen is fading out; otherwise, false. Fades the screen in over a specific time, useful for transitioning The time for the fade in to take Fades the screen out over a specific time, useful for transitioning The time for the fade out to take Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets the rotation to draw thie . The rotation measured in degrees, clockwise increasing, 0.0 at vertical Gets or sets a value indicating whether this will be drawn. true if enabled; otherwise, false. Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the size to draw the The size on a 1280*720 pixel base If ScaledDraw is called, the size will be scaled by the width returned in . Gets or sets the rotation to draw thie . The rotation measured in degrees, clockwise increasing, 0.0 at vertical Gets or sets a value indicating whether this should be positioned based on its center or top left corner true if centered; otherwise, false. Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Initializes a new instance of the class used for drawing in game textures on the screen. The Texture dictionary where the is stored (the *.ytd file). Name of the inside the Texture dictionary. Set the of the . Set the on screen where to draw the . Set the used to draw the . Set the rotation to draw the sprite, measured in degrees, see also . Position the based on its center instead of top left corner, see also . Draws this . Draws the at the specified offset. The offset. Draws this using the width returned in . Draws the at the specified offset using the width returned in . The offset. Gets or sets a value indicating whether this will be drawn. true if enabled; otherwise, false. Gets or sets the color of this . The color. Gets or sets the position of this . The position scaled on a 1280*720 pixel base. If ScaledDraw is called, the position will be scaled by the width returned in . Gets or sets the scale of this . The scale usually a value between ~0.5 and 3.0, Default = 1.0 Gets or sets the font of this . The GTA Font use when drawing. Gets or sets the text to draw in this . The caption. Gets or sets the alignment of this . The alignment:Left, Center, Right Justify Gets or sets a value indicating whether this is drawn with a shadow effect. true if shadow; otherwise, false. Gets or sets a value indicating whether this is drawn with an outline. true if outline; otherwise, false. Gets or sets the maximun size of the before it wraps to a new line. The width of the . Gets or sets a value indicating whether the alignment of this is centered. See true if centered; otherwise, false. Measures how many pixels in the horizontal axis this will use when drawn against a 1280 pixel base Measures how many pixels in the horizontal axis this will use when drawn against a pixel base Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Sets whether or not to draw the with a effect. Sets whether or not to draw the with an around the letters. Initializes a new instance of the class used for drawing text on the screen. The to draw. Set the on screen where to draw the . Sets a used to increase of decrease the size of the , for no scaling use 1.0f. Set the used to draw the . Sets the used when drawing the text. Sets the used when drawing the text, , or . Sets whether or not to draw the with a effect. Sets whether or not to draw the with an around the letters. Sets how many horizontal pixel to draw before wrapping the on the next line down. Measures how many pixels in the horizontal axis the string will use when drawn The string of text to measure. The of the textu to measure. Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling. The amount of pixels scaled on a 1280 pixel width base Measures how many pixels in the horizontal axis the string will use when drawn The string of text to measure. The of the textu to measure. Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling. The amount of pixels scaled by the pixel width base return in Draws the this frame. Draws the this frame at the specified offset. The offset to shift the draw position of this using a 1280*720 pixel base. Draws the this frame using the width returned in . Draws the this frame at the specified offset using the width returned in . The offset to shift the draw position of this using a *720 pixel base. Gets the memory address where the is stored in memory. Gets or sets the health of this as an . The health from 0 - 100 as an integer. if you need to get or set the value strictly, use instead. Gets or sets the health of this as a . The health in float. Gets or sets the maximum health of this as an . The maximum health from 0 - 100 as an integer. if you need to get or set the value strictly, use instead. Gets or sets the maximum health of this in float. The maximum health in float. Gets a value indicating whether this is dead. true if this is dead; otherwise, false. Gets a value indicating whether this is alive. true if this is alive; otherwise, false. Gets or sets the position of this . The position in world space. Sets the position of this without any offset. The position in world space. Gets or sets the rotation of this . The yaw, pitch, roll rotation values. Gets or sets the quaternion of this . Gets or sets the heading of this . The heading in degrees. Gets the vector that points above this Gets the vector that points to the right of this Gets the vector that points in front of this Gets this s matrix which stores position and rotation information. Gets or sets a value indicating whether this is frozen. true if this is position frozen; otherwise, false. Gets or sets the velocity of this . Gets the rotation velocity of this . Sets the maximum speed this can move at. Gets or sets a value indicating whether this has gravity. true if this has gravity; otherwise, false. Gets how high above ground this is. Gets a value indicating how submersed this is, 1.0f means the whole entity is submerged. Gets or sets the level of detail distance of this . Gets or sets a value indicating whether this is visible. true if this is visible; otherwise, false. Gets a value indicating whether this is occluded. true if this is occluded; otherwise, false. Gets a value indicating whether this is on screen. true if this is on screen; otherwise, false. Gets a value indicating whether this is rendered. true if this is rendered; otherwise, false. Gets a value indicating whether this is upright. true if this is upright; otherwise, false. Gets a value indicating whether this is upside down. true if this is upside down; otherwise, false. Gets a value indicating whether this is in the air. true if this is in the air; otherwise, false. Gets a value indicating whether this is in water. true if this is in water; otherwise, false. Gets or sets a value indicating whether this is persistent. true if this is persistent; otherwise, false. Gets a value indicating whether this is on fire. true if this is on fire; otherwise, false. Gets or sets a value indicating whether this is fire proof. true if this is fire proof; otherwise, false. Gets or sets a value indicating whether this is melee proof. true if this is melee proof; otherwise, false. Gets or sets a value indicating whether this is bullet proof. true if this is bullet proof; otherwise, false. Gets or sets a value indicating whether this is explosion proof. true if this is explosion proof; otherwise, false. Gets or sets a value indicating whether this is collision proof. true if this is collision proof; otherwise, false. Gets or sets a value indicating whether this is invincible. true if this is invincible; otherwise, false. Gets or sets a value indicating whether this can only be damaged by s. true if this can only be damaged by s; otherwise, false. Gets or sets how opacque this is. 0 for completely see through, 255 for fully opacque Resets the opacity, . Gets a value indicating whether this has collided with anything. true if this has collided; otherwise, false. must be true for this to work. Gets the material this entity is currently brushing up against. Only works for the material the entity is facing towards. Gets or sets a value indicating whether this has collision. true if this has collision; otherwise, false. Gets or sets a value indicating whether this is recording collisions. Sets the collision between this and another The to set collision with if set to true the 2 s wont collide with each other. Determines whether this has been damaged by a specified . The to check true if this has been damaged by the specified ; otherwise, false. Determines whether this has been damaged by a specific weapon]. The weapon to check. true if this has been damaged by the specified weapon; otherwise, false. Determines whether this has been damaged by any weapon. true if this has been damaged by any weapon; otherwise, false. Determines whether this has been damaged by any melee weapon. true if this has been damaged by any melee weapon; otherwise, false. Clears the last weapon damage this received. Determines whether this is in a specified area The minimum bounds. The maximum bounds. true if this is in the specified area; otherwise, false. Determines whether this is in a specified angled area The origin. The edge. The angle. true if this is in the specified angled area; otherwise, false. Determines whether this is in range of a specified position The position. The maximum range. true if this is in range of the ; otherwise, false. Determines whether this is near a specified . The to check. The max displacement from the . true if this is near the ; otherwise, false. Determines whether this is touching an with the . The to check true if this is touching a ; otherwise, false. Determines whether this is touching the . The to check. true if this is touching ; otherwise, false. Gets the position in world coords of an offset relative this The offset from this . Gets the relative offset of this from a world coords position The world coords. Gets a collection of the s in this Creates a on this Gets the attached to this returns null if no s are attached to this Gets an array of all s attached to this . Attaches this to a different The to attach this to. The position relative to the to attach this to. The rotation to apply to this relative to the Attaches this to a different The to attach this to. The position relative to the to attach this to. The rotation to apply to this relative to the Detaches this from any it may be attached to. Determines whether this is attached to any other . true if this is attached to another ; otherwise, false. Determines whether this is attached to the specified . The to check if this is attached to. true if this is attached to ; otherwise, false. Gets the this is attached to. returns null if this isnt attached to any entity Applies a force to this . The direction to apply the force relative to world coords. The rotation force to apply Type of the force to apply. Applies a force to this . The direction to apply the force relative to this s rotation The rotation force to apply Type of the force to apply. Stops all particle effects attached to this Gets the network ID of this Deletes this Marks this as no longer needed letting the game delete it when its too far away. Gets the of this Creates a new instance of an from the given handle. The entity handle. Returns a if this handle corresponds to a Ped. Returns a if this handle corresponds to a Vehicle. Returns a if this handle corresponds to a Prop. Returns null if no exists this the specified Creates a new instance of an from the given network ID. The network ID of the entity. Returns a if this network ID corresponds to a Ped. Returns a if this network ID corresponds to a Vehicle. Returns a if this network ID corresponds to a Prop. Returns null if no exists for the specified Determines whether this exists. true if this exists; otherwise, false Determines whether the exists. The to check. true if the exists; otherwise, false Checks if two s refer to the same The other . true if they are the same ; otherwise, false Gets the bone index of this . Gets the position of this in world coords. Determines if this is valid true if this is valid; otherwise, false. Checks if two s refer to the same The other . true if they are the same bone of the same ; otherwise, false Gets the with the specified bone name. Name of the bone. Gets the at the specified bone index. The bone index. Determines whether this has a bone with the specified bone name Name of the bone. true if this has a bone with the specified bone name; otherwise, false. Gets the number of bones that this has. Gets a ActivePose Helper class for sending ActivePose to this Gets a ApplyImpulse Helper class for sending ApplyImpulse to this Gets a ApplyBulletImpulse Helper class for sending ApplyBulletImpulse to this Gets a BodyRelax Helper class for sending BodyRelax to this Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. Gets a ConfigureBalance Helper class for sending ConfigureBalance to this This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance. Gets a ConfigureBalanceReset Helper class for sending ConfigureBalanceReset to this reset the values configurable by the Configure Balance message to their defaults. Gets a ConfigureSelfAvoidance Helper class for sending ConfigureSelfAvoidance to this this single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Gets a ConfigureBullets Helper class for sending ConfigureBullets to this Gets a ConfigureBulletsExtra Helper class for sending ConfigureBulletsExtra to this Gets a ConfigureLimits Helper class for sending ConfigureLimits to this Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Gets a ConfigureSoftLimit Helper class for sending ConfigureSoftLimit to this Gets a ConfigureShotInjuredArm Helper class for sending ConfigureShotInjuredArm to this This single message allows you to configure the injured arm reaction during shot Gets a ConfigureShotInjuredLeg Helper class for sending ConfigureShotInjuredLeg to this This single message allows you to configure the injured leg reaction during shot Gets a DefineAttachedObject Helper class for sending DefineAttachedObject to this Gets a ForceToBodyPart Helper class for sending ForceToBodyPart to this Apply an impulse to a named body part Gets a LeanInDirection Helper class for sending LeanInDirection to this Gets a LeanRandom Helper class for sending LeanRandom to this Gets a LeanToPosition Helper class for sending LeanToPosition to this Gets a LeanTowardsObject Helper class for sending LeanTowardsObject to this Gets a HipsLeanInDirection Helper class for sending HipsLeanInDirection to this Gets a HipsLeanRandom Helper class for sending HipsLeanRandom to this Gets a HipsLeanToPosition Helper class for sending HipsLeanToPosition to this Gets a HipsLeanTowardsObject Helper class for sending HipsLeanTowardsObject to this Gets a ForceLeanInDirection Helper class for sending ForceLeanInDirection to this Gets a ForceLeanRandom Helper class for sending ForceLeanRandom to this Gets a ForceLeanToPosition Helper class for sending ForceLeanToPosition to this Gets a ForceLeanTowardsObject Helper class for sending ForceLeanTowardsObject to this Gets a SetStiffness Helper class for sending SetStiffness to this Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Gets a SetMuscleStiffness Helper class for sending SetMuscleStiffness to this Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Gets a SetWeaponMode Helper class for sending SetWeaponMode to this Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. Gets a RegisterWeapon Helper class for sending RegisterWeapon to this Use this message to register weapon. This is an alternativeto the registerWeapon public function. Gets a ShotRelax Helper class for sending ShotRelax to this Gets a FireWeapon Helper class for sending FireWeapon to this One shot message apply a force to the hand as we fire the gun that should be in this hand Gets a ConfigureConstraints Helper class for sending ConfigureConstraints to this One shot to give state of constraints on character and response to constraints Gets a StayUpright Helper class for sending StayUpright to this Gets a StopAllBehaviours Helper class for sending StopAllBehaviours to this Send this message to immediately stop all behaviours from executing. Gets a SetCharacterStrength Helper class for sending SetCharacterStrength to this Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1] Gets a SetCharacterHealth Helper class for sending SetCharacterHealth to this Sets character's health on the dead-to-alive scale: [0..1] Gets a SetFallingReaction Helper class for sending SetFallingReaction to this Sets the type of reaction if catchFall is called Gets a SetCharacterUnderwater Helper class for sending SetCharacterUnderwater to this Sets viscosity applied to damping limbs Gets a SetCharacterCollisions Helper class for sending SetCharacterCollisions to this setCharacterCollisions: Gets a SetCharacterDamping Helper class for sending SetCharacterDamping to this Damp out cartwheeling and somersaulting above a certain threshold Gets a SetFrictionScale Helper class for sending SetFrictionScale to this setFrictionScale: Gets a AnimPose Helper class for sending AnimPose to this Gets a ArmsWindmill Helper class for sending ArmsWindmill to this Gets a ArmsWindmillAdaptive Helper class for sending ArmsWindmillAdaptive to this Gets a BalancerCollisionsReaction Helper class for sending BalancerCollisionsReaction to this Gets a BodyBalance Helper class for sending BodyBalance to this Gets a BodyFoetal Helper class for sending BodyFoetal to this Gets a BodyRollUp Helper class for sending BodyRollUp to this Gets a BodyWrithe Helper class for sending BodyWrithe to this Gets a BraceForImpact Helper class for sending BraceForImpact to this Gets a Buoyancy Helper class for sending Buoyancy to this Simple buoyancy model. No character movement just fluid forces/torques added to parts. Gets a CatchFall Helper class for sending CatchFall to this Gets a Electrocute Helper class for sending Electrocute to this Gets a FallOverWall Helper class for sending FallOverWall to this Gets a Grab Helper class for sending Grab to this Gets a HeadLook Helper class for sending HeadLook to this Gets a HighFall Helper class for sending HighFall to this Gets a IncomingTransforms Helper class for sending IncomingTransforms to this Gets a InjuredOnGround Helper class for sending InjuredOnGround to this InjuredOnGround Gets a Carried Helper class for sending Carried to this Carried Gets a Dangle Helper class for sending Dangle to this Dangle Gets a OnFire Helper class for sending OnFire to this Gets a PedalLegs Helper class for sending PedalLegs to this Gets a PointArm Helper class for sending PointArm to this BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm) Gets a PointGun Helper class for sending PointGun to this Gets a PointGunExtra Helper class for sending PointGunExtra to this Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64 Gets a RollDownStairs Helper class for sending RollDownStairs to this Gets a Shot Helper class for sending Shot to this Gets a ShotNewBullet Helper class for sending ShotNewBullet to this Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Gets a ShotSnap Helper class for sending ShotSnap to this Gets a ShotShockSpin Helper class for sending ShotShockSpin to this configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces Gets a ShotFallToKnees Helper class for sending ShotFallToKnees to this configure the fall to knees shot. Gets a ShotFromBehind Helper class for sending ShotFromBehind to this configure the shot from behind reaction Gets a ShotInGuts Helper class for sending ShotInGuts to this configure the shot in guts reaction Gets a ShotHeadLook Helper class for sending ShotHeadLook to this Gets a ShotConfigureArms Helper class for sending ShotConfigureArms to this configure the arm reactions in shot Gets a SmartFall Helper class for sending SmartFall to this Clone of High Fall with a wider range of operating conditions. Gets a StaggerFall Helper class for sending StaggerFall to this Gets a Teeter Helper class for sending Teeter to this Gets a UpperBodyFlinch Helper class for sending UpperBodyFlinch to this Gets a Yanked Helper class for sending Yanked to this A Base class for manually building a Creates a class to manually build s that can be sent to any . The name of the natual motion message. Stops this Natural Motion behavious on the given The to send the Abort to. Starts this Natural Motion behaviour on the that will loop until manually aborted The to send the to. Starts this Natural Motion behaviour on the for a specified duration. The to send the to. How long to apply the behaviour for (-1 for looped). Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Resets all arguments to their default value's A Helper class for building a and sending it to a given Creates a Helper class for building Natural Motion messages to send to a given The that the message will be applied to. The name of the natual motion message. Starts this Natural Motion behaviour on the that will loop until manually aborted Starts this Natural Motion behaviour on the for a specified duration. How long to apply the behaviour for (-1 for looped). Stops this Natural Motion behavious on the Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Sets a argument to a value The argument name. The value to set the argument to. Resets all arguments to their default value's Creates a new Instance of the ActivePoseHelper for sending a ActivePose to a given . The to send the ActivePose to. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Default value = fb. Sets the UseGravityCompensation setting for this . Apply gravity compensation as well?. Default value = False. Sets the AnimSource setting for this . Creates a new Instance of the ApplyImpulseHelper for sending a ApplyImpulse to a given . The to send the ApplyImpulse to. Sets the EqualizeAmount setting for this . 0 means straight impulse, 1 means multiply by the mass (change in velocity). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the PartIndex setting for this . index of part being hit. -1 apply impulse to COM. Default value = 0. Min value = -1. Max value = 28. Sets the Impulse setting for this . impulse vector (impulse is change in momentum). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -4500.0f. Max value = 4500.0f. Sets the HitPoint setting for this . optional point on part where hit. If not supplied then the impulse is applied at the part centre. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the LocalHitPointInfo setting for this . hitPoint in local coordinates of bodyPart. Default value = False. Sets the LocalImpulseInfo setting for this . impulse in local coordinates of bodyPart. Default value = False. Sets the AngularImpulse setting for this . impulse should be considered an angular impulse. Default value = False. Creates a new Instance of the ApplyBulletImpulseHelper for sending a ApplyBulletImpulse to a given . The to send the ApplyBulletImpulse to. Sets the EqualizeAmount setting for this . 0 means straight impulse, 1 means multiply by the mass (change in velocity). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the PartIndex setting for this . index of part being hit. Default value = 0. Min value = 0. Max value = 28. Sets the Impulse setting for this . impulse vector (impulse is change in momentum). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1000.0f. Max value = 1000.0f. Sets the HitPoint setting for this . optional point on part where hit. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the LocalHitPointInfo setting for this . true = hitPoint is in local coordinates of bodyPart, false = hitpoint is in world coordinates. Default value = False. Sets the ExtraShare setting for this . if not 0.0 then have an extra bullet applied to spine0 (approximates the COM). Uses setup from configureBulletsExtra. 0-1 shared 0.0 = no extra bullet, 0.5 = impulse split equally between extra and bullet, 1.0 only extra bullet. LT 0.0 then bullet + scaled extra bullet. Eg.-0.5 = bullet + 0.5 impulse extra bullet. Default value = 0.0f. Min value = -2.0f. Max value = 1.0f. Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. Creates a new Instance of the BodyRelaxHelper for sending a BodyRelax to a given . The to send the BodyRelax to. Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state. Sets the Relaxation setting for this . How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid. Default value = 50.0f. Min value = 0.0f. Max value = 100.0f. Sets the Damping setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Sets the HoldPose setting for this . automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose. Default value = False. Sets the DisableJointDriving setting for this . sets the drive state to free - this reduces drifting on the ground. Default value = False. This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance. Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance to a given . The to send the ConfigureBalance to. This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance. Sets the StepHeight setting for this . maximum height that character steps vertically (above 0.2 is high...but ok for say underwater). Default value = 0.1f. Min value = 0.0f. Max value = 0.4f. Sets the StepHeightInc4Step setting for this . added to stepHeight if going up steps. Default value = 0.1f. Min value = 0.0f. Max value = 0.4f. Sets the LegsApartRestep setting for this . if the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the LegsTogetherRestep setting for this . mmmm0.1 for drunk if the legs end up less than (hipwidth - legsTogetherRestep) apart even though balanced, take another step. A value of 1 will turn off this feature and the max value is hipWidth = 0.23f by default but is model dependent. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the LegsApartMax setting for this . FRICTION WORKAROUND: if the legs end up more than (legsApartMax + hipwidth) apart when balanced, adjust the feet positions to slide back so they are legsApartMax + hipwidth apart. Needs to be less than legsApartRestep to see any effect. Default value = 2.0f. Min value = 0.0f. Max value = 2.0f. Sets the TaperKneeStrength setting for this . does the knee strength reduce with angle. Default value = True. Sets the LegStiffness setting for this . stiffness of legs. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the LeftLegSwingDamping setting for this . damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). Default value = 1.0f. Min value = 0.2f. Max value = 4.0f. Sets the RightLegSwingDamping setting for this . damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement). Default value = 1.0f. Min value = 0.2f. Max value = 4.0f. Sets the OpposeGravityLegs setting for this . Gravity opposition applied to hips and knees. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the OpposeGravityAnkles setting for this . Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the LeanAcc setting for this . Multiplier on the floorAcceleration added to the lean. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the HipLeanAcc setting for this . Multiplier on the floorAcceleration added to the leanHips. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the LeanAccMax setting for this . Max floorAcceleration allowed for lean and leanHips. Default value = 5.0f. Min value = 0.0f. Max value = 10.0f. Sets the ResistAcc setting for this . Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the ResistAccMax setting for this . Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash. Default value = 3.0f. Min value = 0.0f. Max value = 20.0f. Sets the FootSlipCompOnMovingFloor setting for this . This parameter will be removed when footSlipCompensation preserves the foot angle on a moving floor]. If the character detects a moving floor and footSlipCompOnMovingFloor is false then it will turn off footSlipCompensation - at footSlipCompensation preserves the global heading of the feet. If footSlipCompensation is off then the character usually turns to the side in the end although when turning the vehicle turns it looks promising for a while. Default value = True. Sets the AnkleEquilibrium setting for this . ankle equilibrium angle used when static balancing. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the ExtraFeetApart setting for this . additional feet apart setting. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the DontStepTime setting for this . amount of time at the start of a balance before the character is allowed to start stepping. Default value = 0.0f. Min value = 0.0f. Sets the BalanceAbortThreshold setting for this . when the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Sets the GiveUpHeight setting for this . height between lowest foot and COM below which balancer will give up. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. Sets the StepClampScale setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the StepClampScaleVariance setting for this . Variance in clamp scale every step. if negative only takes away from clampScale. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the PredictionTimeHip setting for this . amount of time (seconds) into the future that the character tries to move hip to (kind of). Will be controlled by balancer in future but can help recover spine quicker from bending forwards to much. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Sets the PredictionTime setting for this . amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the PredictionTimeVariance setting for this . Variance in predictionTime every step. if negative only takes away from predictionTime. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the MaxSteps setting for this . Maximum number of steps that the balancer will take. Default value = 100. Min value = 1. Sets the MaxBalanceTime setting for this . Maximum time(seconds) that the balancer will balance for. Default value = 50.0f. Min value = 1.0f. Sets the ExtraSteps setting for this . Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default). Default value = -1. Min value = -1. Sets the ExtraTime setting for this . Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default). Default value = -1.0f. Min value = -1.0f. Sets the FallType setting for this . How to fall after maxSteps or maxBalanceTime. Default value = . If BCR has to be active. Sets the FallMult setting for this . Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker). Default value = 1.0f. Min value = 0.0f. Max value = 100.0f. Sets the FallReduceGravityComp setting for this . Reduce gravity compensation as the legs weaken on falling. Default value = False. Sets the RampHipPitchOnFail setting for this . bend over when falling after maxBalanceTime. Default value = False. Sets the StableLinSpeedThresh setting for this . Linear speed threshold for successful balance. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the StableRotSpeedThresh setting for this . Rotational speed threshold for successful balance. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the FailMustCollide setting for this . The upper body of the character must be colliding and other failure conditions met to fail. Default value = False. Sets the IgnoreFailure setting for this . Ignore maxSteps and maxBalanceTime and try to balance forever. Default value = False. Sets the ChangeStepTime setting for this . time not in contact (airborne) before step is changed. If -ve don't change step. Default value = -1.0f. Min value = -1.0f. Max value = 5.0f. Sets the BalanceIndefinitely setting for this . Ignore maxSteps and maxBalanceTime and try to balance forever. Default value = False. Sets the MovingFloor setting for this . temporary variable to ignore movingFloor code that generally causes the character to fall over if the feet probe a moving object e.g. treading on a gun. Default value = False. Sets the AirborneStep setting for this . when airborne try to step. Set to false for e.g. shotGun reaction. Default value = True. Sets the UseComDirTurnVelThresh setting for this . Velocity below which the balancer turns in the direction of the COM forward instead of the ComVel - for use with shot from running with high upright constraint use 1.9. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the MinKneeAngle setting for this . Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value. Default value = -0.5f. Min value = -0.5f. Max value = 1.5f. Sets the FlatterSwingFeet setting for this . Default value = False. Sets the FlatterStaticFeet setting for this . Default value = False. Sets the AvoidLeg setting for this . If true then balancer tries to avoid leg2leg collisions/avoid crossing legs. Avoid tries to not step across a line of the inside of the stance leg's foot. Default value = False. Sets the AvoidFootWidth setting for this . NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. avoidFootWidth = how much inwards from the ankle this line is in (m). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the AvoidFeedback setting for this . NB. Very sensitive. Avoid tries to not step across a line of the inside of the stance leg's foot. Avoid doesn't allow the desired stepping foot to cross the line. avoidFeedback = how much of the actual crossing of that line is fedback as an error. Default value = 0.6f. Min value = 0.0f. Max value = 2.0f. Sets the LeanAgainstVelocity setting for this . Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the StepDecisionThreshold setting for this . Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the StepIfInSupport setting for this . The balancer sometimes decides to step even if balanced. Default value = True. Sets the AlwaysStepWithFarthest setting for this . Default value = False. Sets the StandUp setting for this . standup more with increased velocity. Default value = False. Sets the DepthFudge setting for this . Supposed to increase foot friction: Impact depth of a collision with the foot is changed when the balancer is running - impact.SetDepth(impact.GetDepth() - depthFudge). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the DepthFudgeStagger setting for this . Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the FootFriction setting for this . Foot friction multiplier is multiplied by this amount if balancer is running. Default value = 1.0f. Min value = 0.0f. Max value = 40.0f. Sets the FootFrictionStagger setting for this . Foot friction multiplier is multiplied by this amount if staggerFall is running. Default value = 1.0f. Min value = 0.0f. Max value = 40.0f. Sets the BackwardsLeanCutoff setting for this . Backwards lean threshold to cut off stay upright forces. 0.0 Vertical - 1.0 horizontal. 0.6 is a sensible value. NB: the balancer does not fail in order to give stagger that extra step as it falls. A backwards lean of GT 0.6 will generally mean the balancer will soon fail without stayUpright forces. Default value = 1.1f. Min value = 0.0f. Max value = 2.0f. Sets the GiveUpHeightEnd setting for this . if this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. Sets the BalanceAbortThresholdEnd setting for this . if this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Sets the GiveUpRampDuration setting for this . duration of ramp from start of behaviour for above two parameters. If smaller than 0, no ramp is applied. Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the LeanToAbort setting for this . lean at which to send abort message when maxSteps or maxBalanceTime is reached. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. reset the values configurable by the Configure Balance message to their defaults. Creates a new Instance of the ConfigureBalanceResetHelper for sending a ConfigureBalanceReset to a given . The to send the ConfigureBalanceReset to. reset the values configurable by the Configure Balance message to their defaults. this single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Creates a new Instance of the ConfigureSelfAvoidanceHelper for sending a ConfigureSelfAvoidance to a given . The to send the ConfigureSelfAvoidance to. this single message allows to configure self avoidance for the character.BBDD Self avoidance tech. Sets the UseSelfAvoidance setting for this . Enable or disable self avoidance tech. Default value = False. Sets the OverwriteDragReduction setting for this . Specify whether self avoidance tech should use original IK input target or the target that has been already modified by getStabilisedPos() tech i.e. function that compensates for rotational and linear velocity of shoulder/thigh. Default value = False. Sets the TorsoSwingFraction setting for this . Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1]. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Sets the MaxTorsoSwingAngleRad setting for this . Max value on the effector (wrist) to adjusted target offset. Default value = 0.8f. Min value = 0.0f. Max value = 1.6f. Sets the SelfAvoidIfInSpineBoundsOnly setting for this . Restrict self avoidance to operate on targets that are within character torso bounds only. Default value = False. Sets the SelfAvoidAmount setting for this . Amount of self avoidance offset applied when angle from effector (wrist) to target is greater then right angle i.e. when total offset is a blend between where effector currently is to value that is a product of total arm length and selfAvoidAmount. SelfAvoidAmount is in a range between [0, 1]. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the OverwriteTwist setting for this . Overwrite desired IK twist with self avoidance procedural twist. Default value = False. Sets the UsePolarPathAlgorithm setting for this . Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization. Default value = False. Sets the Radius setting for this . Self avoidance radius, measured out from the spine axis along the plane perpendicular to that axis. The closer is the proximity of reaching target to that radius, the more polar (curved) motion is used for offsetting the target. WARNING: Parameter only used by the alternative algorithm that is based on linear and polar target blending. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets to a given . The to send the ConfigureBullets to. Sets the ImpulseSpreadOverParts setting for this . spreads impulse across parts. currently only for spine parts, not limbs. Default value = False. Sets the ImpulseLeakageStrengthScaled setting for this . for weaker characters subsequent impulses remain strong. Default value = False. Sets the ImpulsePeriod setting for this . duration that impulse is spread over (triangular shaped). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseTorqueScale setting for this . An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the LoosenessFix setting for this . Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well. Default value = False. Sets the ImpulseDelay setting for this . time from hit before impulses are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseReductionPerShot setting for this . by how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseRecovery setting for this . recovery rate of impulse strength per second (impulse strength from 0.0:1.0). At 60fps a impulseRecovery=60.0 will recover in 1 frame. Default value = 0.0f. Min value = 0.0f. Max value = 60.0f. Sets the ImpulseMinLeakage setting for this . the minimum amount of impulse leakage allowed. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueMode setting for this . Default value = . If - proportional to character strength, can reduce impulse amount. If - no reduction of impulse and not proportional to character strength. Sets the TorqueSpinMode setting for this . Default value = . If a burst effect is achieved. Sets the TorqueFilterMode setting for this . Default value = . Sets the TorqueAlwaysSpine3 setting for this . always apply torques to spine3 instead of actual part hit. Default value = True. Sets the TorqueDelay setting for this . time from hit before torques are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TorquePeriod setting for this . duration of torque. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueGain setting for this . multiplies impulse magnitude to arrive at torque that is applied. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Sets the TorqueCutoff setting for this . minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueReductionPerTick setting for this . ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LiftGain setting for this . amount of lift (directly multiplies torque axis to give lift force). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the CounterImpulseDelay setting for this . time after impulse is applied that counter impulse is applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the CounterImpulseMag setting for this . amount of the original impulse that is countered. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the CounterAfterMagReached setting for this . applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied. Default value = False. Sets the DoCounterImpulse setting for this . add a counter impulse to the pelvis. Default value = False. Sets the CounterImpulse2Hips setting for this . amount of the counter impulse applied to hips - the rest is applied to the part originally hit. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseNoBalMult setting for this . amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseBalStabStart setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 3.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseBalStabEnd setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseBalStabMult setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseSpineAngStart setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.7f. Min value = -1.0f. Max value = 1.0f. Sets the ImpulseSpineAngEnd setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the ImpulseSpineAngMult setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseVelStart setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 1.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseVelEnd setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseVelMult setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseAirMult setting for this . amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseAirMultStart setting for this . if impulse is above this value scale it by impulseAirMult. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseAirMax setting for this . amount to clamp impulse to if character is airborne and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseAirApplyAbove setting for this . if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Sets the ImpulseAirOn setting for this . scale and/or clamp impulse if the character is airborne and dynamicBalance is OK. Default value = False. Sets the ImpulseOneLegMult setting for this . amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseOneLegMultStart setting for this . if impulse is above this value scale it by impulseOneLegMult. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseOneLegMax setting for this . amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseOneLegApplyAbove setting for this . if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Sets the ImpulseOneLegOn setting for this . scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK. Default value = False. Sets the RbRatio setting for this . 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbLowerShare setting for this . rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the RbMoment setting for this . 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArm setting for this . Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArm setting for this . Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbRatioAirborne setting for this . if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMomentAirborne setting for this . if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArmAirborne setting for this . if Airborne: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArmAirborne setting for this . if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbRatioOneLeg setting for this . if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMomentOneLeg setting for this . if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArmOneLeg setting for this . if only one leg in contact: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArmOneLeg setting for this . if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbTwistAxis setting for this . Default value = . . Sets the RbPivot setting for this . if false pivot around COM always, if true change pivot depending on foot contact: to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact. Default value = False. Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra to a given . The to send the ConfigureBulletsExtra to. Sets the ImpulseSpreadOverParts setting for this . spreads impulse across parts. currently only for spine parts, not limbs. Default value = False. Sets the ImpulsePeriod setting for this . duration that impulse is spread over (triangular shaped). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseTorqueScale setting for this . An impulse applied at a point on a body equivalent to an impulse at the centre of the body and a torque. This parameter scales the torque component. (The torque component seems to be excite the rage looseness bug which sends the character in a sometimes wildly different direction to an applied impulse). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the LoosenessFix setting for this . Fix the rage looseness bug by applying only the impulse at the centre of the body unless it is a spine part then apply the twist component only of the torque as well. Default value = False. Sets the ImpulseDelay setting for this . time from hit before impulses are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueMode setting for this . Default value = . If - proportional to character strength, can reduce impulse amount. If - no reduction of impulse and not proportional to character strength. Sets the TorqueSpinMode setting for this . Default value = . If a burst effect is achieved. Sets the TorqueFilterMode setting for this . Default value = . Sets the TorqueAlwaysSpine3 setting for this . always apply torques to spine3 instead of actual part hit. Default value = True. Sets the TorqueDelay setting for this . time from hit before torques are being applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TorquePeriod setting for this . duration of torque. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueGain setting for this . multiplies impulse magnitude to arrive at torque that is applied. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Sets the TorqueCutoff setting for this . minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TorqueReductionPerTick setting for this . ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LiftGain setting for this . amount of lift (directly multiplies torque axis to give lift force). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the CounterImpulseDelay setting for this . time after impulse is applied that counter impulse is applied. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the CounterImpulseMag setting for this . amount of the original impulse that is countered. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the CounterAfterMagReached setting for this . applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied. Default value = False. Sets the DoCounterImpulse setting for this . add a counter impulse to the pelvis. Default value = False. Sets the CounterImpulse2Hips setting for this . amount of the counter impulse applied to hips - the rest is applied to the part originally hit. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseNoBalMult setting for this . amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseBalStabStart setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 3.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseBalStabEnd setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseBalStabMult setting for this . 100% LE Start to impulseBalStabMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseSpineAngStart setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.7f. Min value = -1.0f. Max value = 1.0f. Sets the ImpulseSpineAngEnd setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the ImpulseSpineAngMult setting for this . 100% GE Start to impulseSpineAngMult*100% LT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseVelStart setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseVelEnd setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: Start LT End. Default value = 4.0f. Min value = 0.0f. Max value = 100.0f. Sets the ImpulseVelMult setting for this . 100% LE Start to impulseVelMult*100% GT End. NB: leaving this as 1.0 means this functionality is not applied and Start and End have no effect. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseAirMult setting for this . amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseAirMultStart setting for this . if impulse is above this value scale it by impulseAirMult. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseAirMax setting for this . amount to clamp impulse to if character is airborne and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseAirApplyAbove setting for this . if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Sets the ImpulseAirOn setting for this . scale and/or clamp impulse if the character is airborne and dynamicBalance is OK. Default value = False. Sets the ImpulseOneLegMult setting for this . amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ImpulseOneLegMultStart setting for this . if impulse is above this value scale it by impulseOneLegMult. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseOneLegMax setting for this . amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK. Default value = 100.0f. Min value = 0.0f. Sets the ImpulseOneLegApplyAbove setting for this . if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon. Default value = 399.0f. Min value = 0.0f. Sets the ImpulseOneLegOn setting for this . scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK. Default value = False. Sets the RbRatio setting for this . 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbLowerShare setting for this . rigid body response is shared between the upper and lower body (rbUpperShare = 1-rbLowerShare). rbLowerShare=0.5 gives upper and lower share scaled by mass. i.e. if 70% ub mass and 30% lower mass then rbLowerShare=0.5 gives actualrbShare of 0.7ub and 0.3lb. rbLowerShare GT 0.5 scales the ub share down from 0.7 and the lb up from 0.3. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the RbMoment setting for this . 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArm setting for this . Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArm setting for this . Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbRatioAirborne setting for this . if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMomentAirborne setting for this . if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArmAirborne setting for this . if Airborne: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArmAirborne setting for this . if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbRatioOneLeg setting for this . if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMomentOneLeg setting for this . if only one leg in contact: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the RbMaxTwistMomentArmOneLeg setting for this . if only one leg in contact: Maximum twist arm moment of bullet applied. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RbMaxBroomMomentArmOneLeg setting for this . if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the RbTwistAxis setting for this . Default value = . . Sets the RbPivot setting for this . if false pivot around COM always, if true change pivot depending on foot contact: to feet centre if both feet in contact, or foot position if 1 foot in contact or COM position if no feet in contact. Default value = False. Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Creates a new Instance of the ConfigureLimitsHelper for sending a ConfigureLimits to a given . The to send the ConfigureLimits to. Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value for joint limits to configure. Ignored if index != -1. Default value = fb. Sets the Enable setting for this . If false, disable (set all to PI, -PI) limits. Default value = True. Sets the ToDesired setting for this . If true, set limits to accommodate current desired angles. Default value = False. Sets the Restore setting for this . Return to cached defaults?. Default value = False. Sets the ToCurAnimation setting for this . If true, set limits to the current animated limits. Default value = False. Sets the Index setting for this . Index of effector to configure. Set to -1 to use mask. Default value = -1. Min value = -1. Sets the Lean1 setting for this . Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native. Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Sets the Lean2 setting for this . Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Sets the Twist setting for this . Default value = 1.6f. Min value = 0.0f. Max value = 3.1f. Sets the Margin setting for this . Joint limit margin to add to current animation limits when using those to set runtime limits. Default value = 0.2f. Min value = 0.0f. Max value = 3.1f. Creates a new Instance of the ConfigureSoftLimitHelper for sending a ConfigureSoftLimit to a given . The to send the ConfigureSoftLimit to. Sets the Index setting for this . Select limb that the soft limit is going to be applied to. Default value = 0. Min value = 0. Max value = 3. Sets the Stiffness setting for this . Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration. Default value = 15.0f. Min value = 0.0f. Max value = 30.0f. Sets the Damping setting for this . Damping of the soft limit. Parameter is used to calculate damper term that contributes to the desired acceleration. To have the system critically dampened set it to 1.0. Default value = 1.0f. Min value = 0.9f. Max value = 1.1f. Sets the LimitAngle setting for this . Soft limit angle. Positive angle in RAD, measured relatively either from hard limit maxAngle (approach direction = -1) or minAngle (approach direction = 1). This angle will be clamped if outside the joint hard limit range. Default value = 0.4f. Min value = 0.0f. Max value = 6.3f. Sets the ApproachDirection setting for this . Limit angle can be measured relatively to joints hard limit minAngle or maxAngle. Set approachDirection to +1 to measure soft limit angle relatively to hard limit minAngle that corresponds to the maximum stretch of the elbow. Set it to -1 to measure soft limit angle relatively to hard limit maxAngle that corresponds to the maximum stretch of the knee. Default value = 1. Min value = -1. Max value = 1. Sets the VelocityScaled setting for this . Scale stiffness based on character angular velocity. Default value = False. This single message allows you to configure the injured arm reaction during shot. Creates a new Instance of the ConfigureShotInjuredArmHelper for sending a ConfigureShotInjuredArm to a given . The to send the ConfigureShotInjuredArm to. This single message allows you to configure the injured arm reaction during shot. Sets the InjuredArmTime setting for this . length of the reaction. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the HipYaw setting for this . Amount of hip twist. (Negative values twist into bullet direction - probably not what is wanted). Default value = 0.8f. Min value = -2.0f. Max value = 2.0f. Sets the HipRoll setting for this . Amount of hip roll. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. Sets the ForceStepExtraHeight setting for this . Additional height added to stepping foot. Default value = 0.1f. Min value = 0.0f. Max value = 0.7f. Sets the ForceStep setting for this . force a step to be taken whether pushed out of balance or not. Default value = True. Sets the StepTurn setting for this . turn the character using the balancer. Default value = True. Sets the VelMultiplierStart setting for this . Start velocity where parameters begin to be ramped down to zero linearly. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the VelMultiplierEnd setting for this . End velocity of ramp where parameters are scaled to zero. Default value = 5.0f. Min value = 1.0f. Max value = 40.0f. Sets the VelForceStep setting for this . Velocity above which a step is not forced. Default value = 0.8f. Min value = 0.0f. Max value = 20.0f. Sets the VelStepTurn setting for this . Velocity above which a stepTurn is not asked for. Default value = 0.8f. Min value = 0.0f. Max value = 20.0f. Sets the VelScales setting for this . Use the velocity scaling parameters. Tune for standing still then use velocity scaling to make sure a running character stays balanced (the turning tends to make the character fall over more at speed). Default value = True. This single message allows you to configure the injured leg reaction during shot. Creates a new Instance of the ConfigureShotInjuredLegHelper for sending a ConfigureShotInjuredLeg to a given . The to send the ConfigureShotInjuredLeg to. This single message allows you to configure the injured leg reaction during shot. Sets the TimeBeforeCollapseWoundLeg setting for this . time before a wounded leg is set to be weak and cause the character to collapse. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the LegInjuryTime setting for this . Leg inury duration (reaction to being shot in leg). Default value = 0.4f. Min value = 0.0f. Max value = 2.0f. Sets the LegForceStep setting for this . force a step to be taken whether pushed out of balance or not. Default value = True. Sets the LegLimpBend setting for this . Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LegLiftTime setting for this . Leg lift duration (reaction to being shot in leg) (lifting happens when not stepping with other leg). Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the LegInjury setting for this . Leg injury - leg strength is reduced. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LegInjuryHipPitch setting for this . Leg injury bend forwards amount when not lifting leg. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the LegInjuryLiftHipPitch setting for this . Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the LegInjurySpineBend setting for this . Leg injury bend forwards amount when not lifting leg. Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Sets the LegInjuryLiftSpineBend setting for this . Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg). Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the DefineAttachedObjectHelper for sending a DefineAttachedObject to a given . The to send the DefineAttachedObject to. Sets the PartIndex setting for this . index of part to attach to. Default value = -1. Min value = -1. Max value = 21. Sets the ObjectMass setting for this . mass of the attached object. Default value = 0.0f. Min value = 0.0f. Sets the WorldPos setting for this . world position of attached object's centre of mass. must be updated each frame. Default value = Vector3(0.0f, 0.0f, 0.0f). Apply an impulse to a named body part. Creates a new Instance of the ForceToBodyPartHelper for sending a ForceToBodyPart to a given . The to send the ForceToBodyPart to. Apply an impulse to a named body part. Sets the PartIndex setting for this . part or link or bound index. Default value = 0. Min value = 0. Max value = 28. Sets the Force setting for this . force to apply. Default value = Vector3(0.0f, -50.0f, 0.0f). Min value = -100000.0f. Max value = 100000.0f. Sets the ForceDefinedInPartSpace setting for this . Default value = False. Creates a new Instance of the LeanInDirectionHelper for sending a LeanInDirection to a given . The to send the LeanInDirection to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the Dir setting for this . direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Creates a new Instance of the LeanRandomHelper for sending a LeanRandom to a given . The to send the LeanRandom to. Sets the LeanAmountMin setting for this . minimum amount of lean. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the LeanAmountMax setting for this . maximum amount of lean. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the ChangeTimeMin setting for this . min time until changing direction. Default value = 0.5f. Min value = 0.0f. Max value = 20.0f. Sets the ChangeTimeMax setting for this . maximum time until changing direction. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Creates a new Instance of the LeanToPositionHelper for sending a LeanToPosition to a given . The to send the LeanToPosition to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Pos setting for this . position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the LeanTowardsObjectHelper for sending a LeanTowardsObject to a given . The to send the LeanTowardsObject to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Offset setting for this . offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. Sets the InstanceIndex setting for this . levelIndex of object to lean towards. Default value = -1. Min value = -1. Sets the BoundIndex setting for this . boundIndex of object to lean towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Creates a new Instance of the HipsLeanInDirectionHelper for sending a HipsLeanInDirection to a given . The to send the HipsLeanInDirection to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the Dir setting for this . direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Creates a new Instance of the HipsLeanRandomHelper for sending a HipsLeanRandom to a given . The to send the HipsLeanRandom to. Sets the LeanAmountMin setting for this . minimum amount of lean. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LeanAmountMax setting for this . maximum amount of lean. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the ChangeTimeMin setting for this . min time until changing direction. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Sets the ChangeTimeMax setting for this . maximum time until changing direction. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Creates a new Instance of the HipsLeanToPositionHelper for sending a HipsLeanToPosition to a given . The to send the HipsLeanToPosition to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Pos setting for this . position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the HipsLeanTowardsObjectHelper for sending a HipsLeanTowardsObject to a given . The to send the HipsLeanTowardsObject to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Offset setting for this . offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. Sets the InstanceIndex setting for this . levelIndex of object to lean hips towards. Default value = -1. Min value = -1. Sets the BoundIndex setting for this . boundIndex of object to lean hips towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Creates a new Instance of the ForceLeanInDirectionHelper for sending a ForceLeanInDirection to a given . The to send the ForceLeanInDirection to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the Dir setting for this . direction to lean in. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Sets the BodyPart setting for this . body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanRandomHelper for sending a ForceLeanRandom to a given . The to send the ForceLeanRandom to. Sets the LeanAmountMin setting for this . minimum amount of lean. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LeanAmountMax setting for this . maximum amount of lean. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the ChangeTimeMin setting for this . min time until changing direction. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Sets the ChangeTimeMax setting for this . maximum time until changing direction. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Sets the BodyPart setting for this . body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanToPositionHelper for sending a ForceLeanToPosition to a given . The to send the ForceLeanToPosition to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Pos setting for this . position to head towards. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the BodyPart setting for this . body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Creates a new Instance of the ForceLeanTowardsObjectHelper for sending a ForceLeanTowardsObject to a given . The to send the ForceLeanTowardsObject to. Sets the LeanAmount setting for this . amount of lean, 0 to about 0.5. -ve will move away from the target. Default value = 0.2f. Min value = -0.5f. Max value = 0.5f. Sets the Offset setting for this . offset from instance position added when calculating position to lean to. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. Sets the InstanceIndex setting for this . levelIndex of object to move towards. Default value = -1. Min value = -1. Sets the BoundIndex setting for this . boundIndex of object to move towards (0 = just use instance coordinates). Default value = 0. Min value = 0. Sets the BodyPart setting for this . body part that the force is applied to. Default value = 0. Min value = 0. Max value = 21. Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Creates a new Instance of the SetStiffnessHelper for sending a SetStiffness to a given . The to send the SetStiffness to. Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example. Sets the BodyStiffness setting for this . stiffness of whole character. Default value = 12.0f. Min value = 2.0f. Max value = 20.0f. Sets the Damping setting for this . damping amount, less is underdamped. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Creates a new Instance of the SetMuscleStiffnessHelper for sending a SetMuscleStiffness to a given . The to send the SetMuscleStiffness to. Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example. Sets the MuscleStiffness setting for this . muscle stiffness of joint/s. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. Creates a new Instance of the SetWeaponModeHelper for sending a SetWeaponMode to a given . The to send the SetWeaponMode to. Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function. Sets the WeaponMode setting for this . Default value = . . Use this message to register weapon. This is an alternativeto the registerWeapon public function. Creates a new Instance of the RegisterWeaponHelper for sending a RegisterWeapon to a given . The to send the RegisterWeapon to. Use this message to register weapon. This is an alternativeto the registerWeapon public function. Sets the Hand setting for this . Default value = . Sets the LevelIndex setting for this . Level index of the weapon. Default value = -1. Min value = -1. Sets the ConstraintHandle setting for this . pointer to the hand-gun constraint handle. Default value = -1. Min value = -1. Sets the GunToHandA setting for this . A vector of the gunToHand matrix. The gunToHandMatrix is the desired gunToHandMatrix in the aimingPose. (The gunToHandMatrix when pointGun starts can be different so will be blended to this desired one). Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Sets the GunToHandB setting for this . B vector of the gunToHand matrix. Default value = Vector3(0.0f, 1.0f, 0.0f). Min value = 0.0f. Sets the GunToHandC setting for this . C vector of the gunToHand matrix. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Sets the GunToHandD setting for this . D vector of the gunToHand matrix. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = 0.0f. Sets the GunToMuzzleInGun setting for this . Gun centre to muzzle expressed in gun co-ordinates. To get the line of sight/barrel of the gun. Assumption: the muzzle direction is always along the same primary axis of the gun. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the GunToButtInGun setting for this . Gun centre to butt expressed in gun co-ordinates. The gun pivots around this point when aiming. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the ShotRelaxHelper for sending a ShotRelax to a given . The to send the ShotRelax to. Sets the RelaxPeriodUpper setting for this . time over which to relax to full relaxation for upper body. Default value = 2.0f. Min value = 0.0f. Max value = 40.0f. Sets the RelaxPeriodLower setting for this . time over which to relax to full relaxation for lower body. Default value = 0.4f. Min value = 0.0f. Max value = 40.0f. One shot message apply a force to the hand as we fire the gun that should be in this hand. Creates a new Instance of the FireWeaponHelper for sending a FireWeapon to a given . The to send the FireWeapon to. One shot message apply a force to the hand as we fire the gun that should be in this hand. Sets the FiredWeaponStrength setting for this . The force of the gun. Default value = 1000.0f. Min value = 0.0f. Max value = 10000.0f. Sets the GunHandEnum setting for this . Which hand is the gun in. Default value = . Sets the ApplyFireGunForceAtClavicle setting for this . Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc). Default value = False. Sets the InhibitTime setting for this . Minimum time before next fire impulse. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. Sets the Direction setting for this . direction of impulse in gun frame. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Split setting for this . Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. One shot to give state of constraints on character and response to constraints. Creates a new Instance of the ConfigureConstraintsHelper for sending a ConfigureConstraints to a given . The to send the ConfigureConstraints to. One shot to give state of constraints on character and response to constraints. Sets the HandCuffs setting for this . Default value = False. Sets the HandCuffsBehindBack setting for this . not implemented. Default value = False. Sets the LegCuffs setting for this . not implemented. Default value = False. Sets the RightDominant setting for this . Default value = False. Sets the PassiveMode setting for this . 0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented). Default value = 0. Min value = 0. Max value = 5. Sets the BespokeBehaviour setting for this . not implemented. Default value = False. Sets the Blend2ZeroPose setting for this . Blend Arms to zero pose. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the StayUprightHelper for sending a StayUpright to a given . The to send the StayUpright to. Sets the UseForces setting for this . enable force based constraint. Default value = False. Sets the UseTorques setting for this . enable torque based constraint. Default value = False. Sets the LastStandMode setting for this . Uses position/orientation control on the spine and drifts in the direction of bullets. This ignores all other stayUpright settings. Default value = False. Sets the LastStandSinkRate setting for this . The sink rate (higher for a faster drop). Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LastStandHorizDamping setting for this . Higher values for more damping. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the LastStandMaxTime setting for this . Max time allowed in last stand mode. Default value = 0.4f. Min value = 0.0f. Max value = 5.0f. Sets the TurnTowardsBullets setting for this . Use cheat torques to face the direction of bullets if not facing too far away. Default value = False. Sets the VelocityBased setting for this . make strength of constraint function of COM velocity. Uses -1 for forceDamping if the damping is positive. Default value = False. Sets the TorqueOnlyInAir setting for this . only apply torque based constraint when airBorne. Default value = False. Sets the ForceStrength setting for this . strength of constraint. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the ForceDamping setting for this . damping in constraint: -1 makes it scale automagically with forceStrength. Other negative values will scale this automagic damping. Default value = -1.0f. Min value = -1.0f. Max value = 50.0f. Sets the ForceFeetMult setting for this . multiplier to the force applied to the feet. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ForceSpine3Share setting for this . share of pelvis force applied to spine3. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the ForceLeanReduction setting for this . how much the character lean is taken into account when reducing the force. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ForceInAirShare setting for this . share of the feet force to the airborne foot. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the ForceMin setting for this . when min and max are greater than 0 the constraint strength is determined from character strength, scaled into the range given by min and max. Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the ForceMax setting for this . see above. Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the ForceSaturationVel setting for this . when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength). Default value = 4.0f. Min value = 0.1f. Max value = 10.0f. Sets the ForceThresholdVel setting for this . when in velocityBased mode, the COM velocity above which constraint starts applying forces. Default value = 0.5f. Min value = 0.0f. Max value = 5.0f. Sets the TorqueStrength setting for this . strength of torque based constraint. Default value = 0.0f. Min value = 0.0f. Max value = 16.0f. Sets the TorqueDamping setting for this . damping of torque based constraint. Default value = 0.5f. Min value = 0.0f. Max value = 16.0f. Sets the TorqueSaturationVel setting for this . when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength). Default value = 4.0f. Min value = 0.1f. Max value = 10.0f. Sets the TorqueThresholdVel setting for this . when in velocityBased mode, the COM velocity above which constraint starts applying torques. Default value = 2.5f. Min value = 0.0f. Max value = 5.0f. Sets the SupportPosition setting for this . distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint. Default value = 2.0f. Min value = -2.0f. Max value = 2.0f. Sets the NoSupportForceMult setting for this . still apply this fraction of the upright constaint force if the foot is not in a position (defined by supportPosition) to generate the support for the upright constraint. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the StepUpHelp setting for this . strength of cheat force applied upwards to spine3 to help the character up steps/slopes. Default value = 0.0f. Min value = 0.0f. Max value = 16.0f. Sets the StayUpAcc setting for this . How much the cheat force takes into account the acceleration of moving platforms. Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. Sets the StayUpAccMax setting for this . The maximum floorAcceleration (of a moving platform) that the cheat force takes into account. Default value = 5.0f. Min value = 0.0f. Max value = 15.0f. Send this message to immediately stop all behaviours from executing. Creates a new Instance of the StopAllBehavioursHelper for sending a StopAllBehaviours to a given . The to send the StopAllBehaviours to. Send this message to immediately stop all behaviours from executing. Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]. Creates a new Instance of the SetCharacterStrengthHelper for sending a SetCharacterStrength to a given . The to send the SetCharacterStrength to. Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]. Sets the CharacterStrength setting for this . strength of character. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets character's health on the dead-to-alive scale: [0..1]. Creates a new Instance of the SetCharacterHealthHelper for sending a SetCharacterHealth to a given . The to send the SetCharacterHealth to. Sets character's health on the dead-to-alive scale: [0..1]. Sets the CharacterHealth setting for this . health of character. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the type of reaction if catchFall is called. Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction to a given . The to send the SetFallingReaction to. Sets the type of reaction if catchFall is called. Sets the HandsAndKnees setting for this . set to true to get handsAndKnees catchFall if catchFall called. If true allows the dynBalancer to stay on during the catchfall and modifies the catch fall to give a more alive looking performance (hands and knees for front landing or sitting up for back landing). Default value = False. Sets the CallRDS setting for this . If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees. Default value = False. Sets the ComVelRDSThresh setting for this . comVel above which rollDownstairs will start - prevents excessive sliding in catchFall. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Sets the ResistRolling setting for this . For rds catchFall only: True to resist rolling motion (rolling motion is set off by ub contact and a sliding velocity), false to allow more of a continuous rolling (rolling motion is set off at a sliding velocity). Default value = False. Sets the ArmReduceSpeed setting for this . Strength is reduced in the catchFall when the arms contact the ground. 0.2 is good for handsAndKnees. 2.5 is good for normal catchFall, anything lower than 1.0 for normal catchFall may lead to bad catchFall poses. Default value = 2.5f. Min value = 0.0f. Max value = 10.0f. Sets the ReachLengthMultiplier setting for this . Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum. Default value = 1.0f. Min value = 0.3f. Max value = 1.0f. Sets the InhibitRollingTime setting for this . Time after hitting ground that the catchFall can call rds. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the ChangeFrictionTime setting for this . Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the GroundFriction setting for this . 8.0 was used on yanked) Friction multiplier on bodyParts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the FrictionMin setting for this . Min Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the FrictionMax setting for this . Max Friction of an impact with a body part (not head, hands or feet) - to increase friction of slippy environment to get character to roll better. Applied in catchFall and rollUp(rollDownStairs). Default value = 9999.0f. Min value = 0.0f. Sets the StopOnSlopes setting for this . Apply tactics to help stop on slopes. Default value = False. Sets the StopManual setting for this . Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the StoppedStrengthDecay setting for this . Speed at which strength reduces when stopped. Default value = 5.0f. Min value = 0.0f. Max value = 20.0f. Sets the SpineLean1Offset setting for this . Bias spine post towards hunched (away from arched). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RiflePose setting for this . Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle. Default value = False. Sets the HkHeadAvoid setting for this . Enable head ground avoidance when handsAndKnees is true. Default value = True. Sets the AntiPropClav setting for this . Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider). Default value = False. Sets the AntiPropWeak setting for this . Discourage the character getting stuck propped up by elbows when falling backwards - by weakening the arms as soon they hit the floor. (Also stops the hands lifting up when flat on back). Default value = False. Sets the HeadAsWeakAsArms setting for this . Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead). Default value = True. Sets the SuccessStrength setting for this . When bodyStrength is less than successStrength send a success feedback - DO NOT GO OUTSIDE MIN/MAX PARAMETER VALUES OTHERWISE NO SUCCESS FEEDBACK WILL BE SENT. Default value = 1.0f. Min value = 0.3f. Max value = 1.0f. Sets viscosity applied to damping limbs. Creates a new Instance of the SetCharacterUnderwaterHelper for sending a SetCharacterUnderwater to a given . The to send the SetCharacterUnderwater to. Sets viscosity applied to damping limbs. Sets the Underwater setting for this . is character underwater?. Default value = False. Sets the Viscosity setting for this . viscosity applied to character's parts. Default value = -1.0f. Min value = -1.0f. Max value = 100.0f. Sets the GravityFactor setting for this . gravity factor applied to character. Default value = 1.0f. Min value = -10.0f. Max value = 10.0f. Sets the Stroke setting for this . swimming force applied to character as a function of handVelocity and footVelocity. Default value = 0.0f. Min value = -1000.0f. Max value = 1000.0f. Sets the LinearStroke setting for this . swimming force (linearStroke=true,False) = (f(v),f(v*v)). Default value = False. setCharacterCollisions:. Creates a new Instance of the SetCharacterCollisionsHelper for sending a SetCharacterCollisions to a given . The to send the SetCharacterCollisions to. setCharacterCollisions:. Sets the Spin setting for this . sliding friction turned into spin 80.0 (used in demo videos) good for rest of default params below. If 0.0 then no collision enhancement. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the MaxVelocity setting for this . torque = spin*(relative velocity) up to this maximum for relative velocity. Default value = 8.0f. Min value = 0.0f. Max value = 100.0f. Sets the ApplyToAll setting for this . Default value = False. Sets the ApplyToSpine setting for this . Default value = True. Sets the ApplyToThighs setting for this . Default value = True. Sets the ApplyToClavicles setting for this . Default value = True. Sets the ApplyToUpperArms setting for this . Default value = True. Sets the FootSlip setting for this . allow foot slipping if collided. Default value = True. Sets the VehicleClass setting for this . ClassType of the object against which to enhance the collision. All character vehicle interaction (e.g. braceForImpact glancing spins) relies on this value so EDIT WISELY. If it is used for things other than vehicles then NM should be informed. Default value = 15. Min value = 0. Max value = 100. Damp out cartwheeling and somersaulting above a certain threshold. Creates a new Instance of the SetCharacterDampingHelper for sending a SetCharacterDamping to a given . The to send the SetCharacterDamping to. Damp out cartwheeling and somersaulting above a certain threshold. Sets the SomersaultThresh setting for this . Somersault AngularMomentum measure above which we start damping - try 34.0. Falling over straight backwards gives 54 on hitting ground. Default value = 34.0f. Min value = 0.0f. Max value = 200.0f. Sets the SomersaultDamp setting for this . Amount to damp somersaulting by (spinning around left/right axis) - try 0.45. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the CartwheelThresh setting for this . Cartwheel AngularMomentum measure above which we start damping - try 27.0. Default value = 27.0f. Min value = 0.0f. Max value = 200.0f. Sets the CartwheelDamp setting for this . Amount to damp somersaulting by (spinning around front/back axis) - try 0.8. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the VehicleCollisionTime setting for this . Time after impact with a vehicle to apply characterDamping. -ve values mean always apply whether collided with vehicle or not. =0.0 never apply. =timestep apply for only that frame. A typical roll from being hit by a car lasts about 4secs. Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f. Sets the V2 setting for this . If true damping is proportional to Angular momentum squared. If false proportional to Angular momentum. Default value = False. setFrictionScale:. Creates a new Instance of the SetFrictionScaleHelper for sending a SetFrictionScale to a given . The to send the SetFrictionScale to. setFrictionScale:. Sets the Scale setting for this . Friction scale to be applied to parts in mask. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the GlobalMin setting for this . Character-wide minimum impact friction. Affects all parts (not just those in mask). Default value = 0.0f. Min value = 0.0f. Max value = 1000000.0f. Sets the GlobalMax setting for this . Character-wide maximum impact friction. Affects all parts (not just those in mask). Default value = 999999.0f. Min value = 0.0f. Max value = 1000000.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Creates a new Instance of the AnimPoseHelper for sending a AnimPose to a given . The to send the AnimPose to. Sets the MuscleStiffness setting for this . muscleStiffness of masked joints. -values mean don't apply (just use defaults or ones applied by behaviours - safer if you are going to return to a behaviour). Default value = -1.0f. Min value = -1.1f. Max value = 10.0f. Sets the Stiffness setting for this . stiffness of masked joints. -ve values mean don't apply stiffness or damping (just use defaults or ones applied by behaviours). If you are using animpose fullbody on its own then this gives the opprtunity to use setStffness and setMuscleStiffness messages to set up the character's muscles. mmmmtodo get rid of this -ve. Default value = -1.0f. Min value = -1.1f. Max value = 16.0f. Sets the Damping setting for this . damping of masked joints. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the EffectorMask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Default value = ub. Sets the OverideHeadlook setting for this . overide Headlook behaviour (if animPose includes the head). Default value = False. Sets the OveridePointArm setting for this . overide PointArm behaviour (if animPose includes the arm/arms). Default value = False. Sets the OveridePointGun setting for this . overide PointGun behaviour (if animPose includes the arm/arms)//mmmmtodo not used at moment. Default value = False. Sets the UseZMPGravityCompensation setting for this . If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area). Default value = True. Sets the GravityCompensation setting for this . gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the MuscleStiffnessLeftArm setting for this . muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the MuscleStiffnessRightArm setting for this . muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the MuscleStiffnessSpine setting for this . muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the MuscleStiffnessLeftLeg setting for this . muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the MuscleStiffnessRightLeg setting for this . muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the StiffnessLeftArm setting for this . stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the StiffnessRightArm setting for this . stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the StiffnessSpine setting for this . stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the StiffnessLeftLeg setting for this . stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the StiffnessRightLeg setting for this . stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 16.0f. Sets the DampingLeftArm setting for this . damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the DampingRightArm setting for this . damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the DampingSpine setting for this . damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the DampingLeftLeg setting for this . damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the DampingRightLeg setting for this . damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the GravCompLeftArm setting for this . gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the GravCompRightArm setting for this . gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the GravCompSpine setting for this . gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the GravCompLeftLeg setting for this . gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the GravCompRightLeg setting for this . gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting). Default value = -1.0f. Min value = -1.0f. Max value = 14.0f. Sets the ConnectedLeftHand setting for this . Is the left hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = 0. Min value = -1. Max value = 2. Sets the ConnectedRightHand setting for this . Is the right hand constrained to the world/ an object: -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = 0. Min value = -1. Max value = 2. Sets the ConnectedLeftFoot setting for this . Is the left foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide), -1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = -2. Min value = -2. Max value = 2. Sets the ConnectedRightFoot setting for this . Is the right foot constrained to the world/ an object: -2=do not set in animpose (e.g. let the balancer decide),-1=auto decide by impact info, 0=no, 1=part fully constrained (not implemented:, 2=part point constraint, 3=line constraint). Default value = -2. Min value = -2. Max value = 2. Sets the AnimSource setting for this . Sets the DampenSideMotionInstanceIndex setting for this . LevelIndex of object to dampen side motion relative to. -1 means not used. Default value = -1. Min value = -1. Creates a new Instance of the ArmsWindmillHelper for sending a ArmsWindmill to a given . The to send the ArmsWindmill to. Sets the LeftPartID setting for this . ID of part that the circle uses as local space for positioning. Default value = 10. Min value = 0. Max value = 21. Sets the LeftRadius1 setting for this . radius for first axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Sets the LeftRadius2 setting for this . radius for second axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Sets the LeftSpeed setting for this . speed of target around the circle. Default value = 1.0f. Min value = -2.0f. Max value = 2.0f. Sets the LeftNormal setting for this . Euler Angles orientation of circle in space of part with part ID. Default value = Vector3(0.0f, 0.2f, 0.2f). Sets the LeftCentre setting for this . centre of circle in the space of partID. Default value = Vector3(0.0f, 0.5f, -0.1f). Sets the RightPartID setting for this . ID of part that the circle uses as local space for positioning. Default value = 10. Min value = 0. Max value = 21. Sets the RightRadius1 setting for this . radius for first axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Sets the RightRadius2 setting for this . radius for second axis of ellipse. Default value = 0.8f. Min value = 0.0f. Max value = 1.0f. Sets the RightSpeed setting for this . speed of target around the circle. Default value = 1.0f. Min value = -2.0f. Max value = 2.0f. Sets the RightNormal setting for this . Euler Angles orientation of circle in space of part with part ID. Default value = Vector3(0.0f, -0.2f, -0.2f). Sets the RightCentre setting for this . centre of circle in the space of partID. Default value = Vector3(0.0f, -0.5f, -0.1f). Sets the ShoulderStiffness setting for this . Stiffness applied to the shoulders. Default value = 12.0f. Min value = 1.0f. Max value = 16.0f. Sets the ShoulderDamping setting for this . Damping applied to the shoulders. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the ElbowStiffness setting for this . Stiffness applied to the elbows. Default value = 12.0f. Min value = 1.0f. Max value = 16.0f. Sets the ElbowDamping setting for this . Damping applied to the elbows. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the LeftElbowMin setting for this . Minimum left elbow bend. Default value = 0.5f. Min value = 0.0f. Max value = 1.7f. Sets the RightElbowMin setting for this . Minimum right elbow bend. Default value = 0.5f. Min value = 0.0f. Max value = 1.7f. Sets the PhaseOffset setting for this . phase offset(degrees) when phase synchronization is turned on. Default value = 0.0f. Min value = -360.0f. Max value = 360.0f. Sets the DragReduction setting for this . how much to compensate for movement of character/target. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the IKtwist setting for this . angle of elbow around twist axis ?. Default value = 0.0f. Min value = -3.1f. Max value = 3.1f. Sets the AngVelThreshold setting for this . value of character angular speed above which adaptive arm motion starts. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the AngVelGain setting for this . multiplies angular speed of character to get speed of arms. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the MirrorMode setting for this . Default value = . If leftArm parameters are used. Sets the AdaptiveMode setting for this . Default value = . Sets the ForceSync setting for this . toggles phase synchronization. Default value = True. Sets the UseLeft setting for this . Use the left arm. Default value = True. Sets the UseRight setting for this . Use the right arm. Default value = True. Sets the DisableOnImpact setting for this . If true, each arm will stop windmilling if it hits the ground. Default value = True. Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive to a given . The to send the ArmsWindmillAdaptive to. Sets the AngSpeed setting for this . Controls the speed of the windmilling. Default value = 6.3f. Min value = 0.1f. Max value = 10.0f. Sets the BodyStiffness setting for this . Controls how stiff the rest of the body is. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the Amplitude setting for this . Controls how large the motion is, higher values means the character waves his arms in a massive arc. Default value = 0.6f. Min value = 0.0f. Max value = 2.0f. Sets the Phase setting for this . Set to a non-zero value to desynchronise the left and right arms motion. Default value = 0.0f. Min value = -4.0f. Max value = 8.0f. Sets the ArmStiffness setting for this . How stiff the arms are controls how pronounced the windmilling motion appears. Default value = 14.1f. Min value = 6.0f. Max value = 16.0f. Sets the LeftElbowAngle setting for this . If not negative then left arm will blend to this angle. Default value = -1.0f. Min value = -1.0f. Max value = 6.0f. Sets the RightElbowAngle setting for this . If not negative then right arm will blend to this angle. Default value = -1.0f. Min value = -1.0f. Max value = 6.0f. Sets the Lean1mult setting for this . 0 arms go up and down at the side. 1 circles. 0..1 elipse. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the Lean1offset setting for this . 0.f centre of circle at side. Default value = 0.0f. Min value = -6.0f. Max value = 6.0f. Sets the ElbowRate setting for this . rate at which elbow tries to match *ElbowAngle. Default value = 1.0f. Min value = 0.0f. Max value = 6.0f. Sets the ArmDirection setting for this . Default value = . Sets the DisableOnImpact setting for this . If true, each arm will stop windmilling if it hits the ground. Default value = True. Sets the SetBackAngles setting for this . If true, back angles will be set to compliment arms windmill. Default value = True. Sets the UseAngMom setting for this . If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity. Default value = False. Sets the BendLeftElbow setting for this . If true, bend the left elbow to give a stuntman type scramble look. Default value = False. Sets the BendRightElbow setting for this . If true, bend the right elbow to give a stuntman type scramble look. Default value = False. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = ub. Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction to a given . The to send the BalancerCollisionsReaction to. Sets the NumStepsTillSlump setting for this . Begin slump and stop stepping after this many steps. Default value = 4. Min value = 0. Sets the Stable2SlumpTime setting for this . Time after becoming stable leaning against a wall that slump starts. Default value = 0.0f. Min value = 0.0f. Sets the ExclusionZone setting for this . Steps are ihibited to not go closer to the wall than this (after impact). Default value = 0.2f. Min value = 0.0f. Sets the FootFrictionMultStart setting for this . Friction multiplier applied to feet when slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the FootFrictionMultRate setting for this . Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). Default value = 2.0f. Min value = 0.0f. Max value = 50.0f. Sets the BackFrictionMultStart setting for this . Friction multiplier applied to back when slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the BackFrictionMultRate setting for this . Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping). Default value = 2.0f. Min value = 0.0f. Max value = 50.0f. Sets the ImpactLegStiffReduction setting for this . Reduce the stiffness of the legs by this much as soon as an impact is detected. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the SlumpLegStiffReduction setting for this . Reduce the stiffness of the legs by this much as soon as slump starts. Default value = 1.0f. Min value = 0.0f. Max value = 16.0f. Sets the SlumpLegStiffRate setting for this . Rate at which the stiffness of the legs is reduced during slump. Default value = 8.0f. Min value = 0.0f. Max value = 50.0f. Sets the ReactTime setting for this . Time that the character reacts to the impact with ub flinch and writhe. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the ImpactExagTime setting for this . Time that the character exaggerates impact with spine. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the GlanceSpinTime setting for this . Duration that the glance torque is applied for. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the GlanceSpinMag setting for this . Magnitude of the glance torque. Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f. Sets the GlanceSpinDecayMult setting for this . multiplier used when decaying torque spin over time. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the IgnoreColWithIndex setting for this . used so impact with the character that is pushing you over doesn't set off the behaviour. Default value = -2. Min value = -2. Sets the SlumpMode setting for this . 0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump. Default value = 1. Min value = 0. Max value = 2. Sets the ReboundMode setting for this . 0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart. Default value = 0. Min value = 0. Max value = 3. Sets the IgnoreColMassBelow setting for this . collisions with non-fixed objects with mass below this will not set this behaviour off (e.g. ignore guns). Default value = 20.0f. Min value = -1.0f. Max value = 1000.0f. Sets the ForwardMode setting for this . 0=slump, 1=fallToKnees if shot is running, otherwise slump. Default value = 0. Min value = 0. Max value = 1. Sets the TimeToForward setting for this . time after a forwards impact before forwardMode is called (leave sometime for a rebound or brace - the min of 0.1 is to ensure fallOverWall can start although it probably needs only 1or2 frames for the probes to return). Default value = 0.5f. Min value = 0.1f. Max value = 2.0f. Sets the ReboundForce setting for this . if forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the BraceWall setting for this . Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms). Default value = True. Sets the IgnoreColVolumeBelow setting for this . collisions with non-fixed objects with volume below this will not set this behaviour off. Default value = 0.1f. Min value = -1.0f. Max value = 1000.0f. Sets the FallOverWallDrape setting for this . use fallOverWall as the main drape reaction. Default value = True. Sets the FallOverHighWalls setting for this . trigger fall over wall if hit up to spine2 else only if hit up to spine1. Default value = False. Sets the Snap setting for this . Add a Snap to when you hit a wall to emphasize the hit. Default value = False. Sets the SnapMag setting for this . The magnitude of the snap reaction. Default value = -0.6f. Min value = -10.0f. Max value = 10.0f. Sets the SnapDirectionRandomness setting for this . The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the SnapLeftArm setting for this . snap the leftArm. Default value = False. Sets the SnapRightArm setting for this . snap the rightArm. Default value = False. Sets the SnapLeftLeg setting for this . snap the leftLeg. Default value = False. Sets the SnapRightLeg setting for this . snap the rightLeg. Default value = False. Sets the SnapSpine setting for this . snap the spine. Default value = True. Sets the SnapNeck setting for this . snap the neck. Default value = True. Sets the SnapPhasedLegs setting for this . Legs are either in phase with each other or not. Default value = True. Sets the SnapHipType setting for this . type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 0. Min value = 0. Max value = 2. Sets the UnSnapInterval setting for this . Interval before applying reverse snap. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the UnSnapRatio setting for this . The magnitude of the reverse snap. Default value = 0.7f. Min value = 0.0f. Max value = 100.0f. Sets the SnapUseTorques setting for this . use torques to make the snap otherwise use a change in the parts angular velocity. Default value = True. Sets the ImpactWeaknessZeroDuration setting for this . duration for which the character's upper body stays at minimum stiffness (not quite zero). Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the ImpactWeaknessRampDuration setting for this . duration of the ramp to bring the character's upper body stiffness back to normal levels. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the ImpactLoosenessAmount setting for this . how loose the character is on impact. between 0 and 1. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ObjectBehindVictim setting for this . detected an object behind a shot victim in the direction of a bullet?. Default value = False. Sets the ObjectBehindVictimPos setting for this . the intersection pos of a detected object behind a shot victim in the direction of a bullet. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the ObjectBehindVictimNormal setting for this . the normal of a detected object behind a shot victim in the direction of a bullet. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance to a given . The to send the BodyBalance to. Sets the ArmStiffness setting for this . NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Sets the Elbow setting for this . How much the elbow swings based on the leg movement. Default value = 0.9f. Min value = 0.0f. Max value = 4.0f. Sets the Shoulder setting for this . How much the shoulder(lean1) swings based on the leg movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the ArmDamping setting for this . NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1. Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. Sets the UseHeadLook setting for this . enable and provide a look-at target to make the character's head turn to face it while balancing. Default value = False. Sets the HeadLookPos setting for this . position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the HeadLookInstanceIndex setting for this . level index of thing to look at. Default value = -1. Min value = -1. Sets the SpineStiffness setting for this . Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the SomersaultAngle setting for this . multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2). Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the SomersaultAngleThreshold setting for this . Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the SideSomersaultAngle setting for this . Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the SideSomersaultAngleThreshold setting for this . Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the BackwardsAutoTurn setting for this . Automatically turn around if moving backwards. Default value = False. Sets the TurnWithBumpRadius setting for this . 0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher. Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the BackwardsArms setting for this . Bend elbows, relax shoulders and inhibit spine twist when moving backwards. Default value = False. Sets the BlendToZeroPose setting for this . Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose. Default value = False. Sets the ArmsOutOnPush setting for this . Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side). Default value = True. Sets the ArmsOutOnPushMultiplier setting for this . Arms out based on lean2 of the legs to simulate being pushed. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the ArmsOutOnPushTimeout setting for this . number of seconds before turning off the armsOutOnPush response only for Arms out based on lean2 of the legs (NOT for the angle or angular velocity). Default value = 1.1f. Min value = 0.0f. Max value = 2.0f. Sets the ReturningToBalanceArmsOut setting for this . range 0:1 0 = don't raise arms if returning to upright position, 0.x = 0.x*raise arms based on angvel and 'angle' settings, 1 = raise arms based on angvel and 'angle' settings. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ArmsOutStraightenElbows setting for this . multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ArmsOutMinLean2 setting for this . Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not). Default value = -9.9f. Min value = -10.0f. Max value = 0.0f. Sets the SpineDamping setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the UseBodyTurn setting for this . Default value = True. Sets the ElbowAngleOnContact setting for this . on contact with upperbody the desired elbow angle is set to at least this value. Default value = 1.9f. Min value = 0.0f. Max value = 3.0f. Sets the BendElbowsTime setting for this . Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the BendElbowsGait setting for this . Minimum desired angle of elbow during non contact arm swing. Default value = 0.7f. Min value = -3.0f. Max value = 3.0f. Sets the HipL2ArmL2 setting for this . mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping). Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the ShoulderL2 setting for this . mmmmdrunk = 0.7 shoulder lean2 offset. Default value = 0.5f. Min value = -3.0f. Max value = 3.0f. Sets the ShoulderL1 setting for this . mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein). Default value = 0.0f. Min value = -1.0f. Max value = 2.0f. Sets the ShoulderTwist setting for this . mmmmdrunk = 0.0 shoulder twist. Default value = -0.4f. Min value = -3.0f. Max value = 3.0f. Sets the HeadLookAtVelProb setting for this . Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Sets the TurnOffProb setting for this . Weighted Probability that turn will be off. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the Turn2VelProb setting for this . Weighted Probability of turning towards velocity. This is one of six turn type weights. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the TurnAwayProb setting for this . Weighted Probability of turning away from headLook target. This is one of six turn type weights. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the TurnLeftProb setting for this . Weighted Probability of turning left. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the TurnRightProb setting for this . Weighted Probability of turning right. This is one of six turn type weights. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the Turn2TargetProb setting for this . Weighted Probability of turning towards headLook target. This is one of six turn type weights. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the AngVelMultiplier setting for this . somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault). Default value = Vector3(4.0f, 1.0f, 4.0f). Min value = 0.0f. Max value = 20.0f. Sets the AngVelThreshold setting for this . somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component. Default value = Vector3(1.2f, 3.0f, 1.2f). Min value = 0.0f. Max value = 40.0f. Sets the BraceDistance setting for this . if -ve then do not brace. distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Sets the TargetPredictionTime setting for this . time expected to get arms up from idle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the ReachAbsorbtionTime setting for this . larger values and he absorbs the impact more. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the BraceStiffness setting for this . stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the MinBraceTime setting for this . minimum bracing time so the character doesn't look twitchy. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Sets the TimeToBackwardsBrace setting for this . time before arm brace kicks in when hit from behind. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the HandsDelayMin setting for this . If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Sets the HandsDelayMax setting for this . If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. Default value = 0.7f. Min value = 0.0f. Max value = 3.0f. Sets the BraceOffset setting for this . braceTarget is global headLookPos plus braceOffset m in the up direction. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. Sets the MoveRadius setting for this . if -ve don't move away from pusher unless moveWhenBracing is true and braceDistance GT 0.0f. if the pusher is closer than moveRadius then move away from it. Default value = -1.0f. Min value = -1.0f. Max value = 2.0f. Sets the MoveAmount setting for this . amount of leanForce applied away from pusher. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the MoveWhenBracing setting for this . Only move away from pusher when bracing against pusher. Default value = False. Creates a new Instance of the BodyFoetalHelper for sending a BodyFoetal to a given . The to send the BodyFoetal to. Sets the Stiffness setting for this . The stiffness of the body determines how fast the character moves into the position, and how well that they hold it. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Sets the DampingFactor setting for this . Sets damping value for the character joints. Default value = 1.4f. Min value = 0.0f. Max value = 2.0f. Sets the Asymmetry setting for this . A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RandomSeed setting for this . Random seed used to generate asymmetry values. Default value = 100. Min value = 0. Sets the BackTwist setting for this . Amount of random back twist to add. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Creates a new Instance of the BodyRollUpHelper for sending a BodyRollUp to a given . The to send the BodyRollUp to. Sets the Stiffness setting for this . stiffness of whole body. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the UseArmToSlowDown setting for this . the degree to which the character will try to stop a barrel roll with his arms. Default value = 1.3f. Min value = -2.0f. Max value = 3.0f. Sets the ArmReachAmount setting for this . the likeliness of the character reaching for the ground with its arms. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Sets the LegPush setting for this . used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards). Default value = 0.0f. Min value = -1.0f. Max value = 2.0f. Sets the AsymmetricalLegs setting for this . 0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry. Default value = 0.0f. Min value = -2.0f. Max value = 2.0f. Sets the NoRollTimeBeforeSuccess setting for this . time that roll velocity has to be lower than rollVelForSuccess, before success message is sent. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the RollVelForSuccess setting for this . lower threshold for roll velocity at which success message can be sent. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the RollVelLinearContribution setting for this . contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the VelocityScale setting for this . Scales perceived body velocity. The higher this value gets, the more quickly the velocity measure saturates, resulting in a tighter roll at slower speeds. (NB: Set to 1 to match earlier behaviour). Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the VelocityOffset setting for this . Offsets perceived body velocity. Increase to create larger "dead zone" around zero velocity where character will be less rolled. (NB: Reset to 0 to match earlier behaviour). Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the ApplyMinMaxFriction setting for this . Controls whether or not behaviour enforces min/max friction. Default value = True. Creates a new Instance of the BodyWritheHelper for sending a BodyWrithe to a given . The to send the BodyWrithe to. Sets the ArmStiffness setting for this . Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. Sets the BackStiffness setting for this . Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. Sets the LegStiffness setting for this . The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly. Default value = 13.0f. Min value = 6.0f. Max value = 16.0f. Sets the ArmDamping setting for this . damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Sets the BackDamping setting for this . damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Sets the LegDamping setting for this . damping amount, less is underdamped. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Sets the ArmPeriod setting for this . Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the BackPeriod setting for this . Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the LegPeriod setting for this . Controls how fast the writhe is executed, smaller values make faster motions. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Sets the ArmAmplitude setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the BackAmplitude setting for this . scales the amount of writhe. 0 = no writhe. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the LegAmplitude setting for this . scales the amount of writhe. 0 = no writhe. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the ElbowAmplitude setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the KneeAmplitude setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the RollOverFlag setting for this . Flag to set trying to rollOver. Default value = False. Sets the BlendArms setting for this . Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the BlendBack setting for this . Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the BlendLegs setting for this . Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ApplyStiffness setting for this . Use writhe stiffnesses if true. If false don't set any stiffnesses. Default value = True. Sets the OnFire setting for this . Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist. Default value = False. Sets the ShoulderLean1 setting for this . Blend writhe shoulder desired lean1 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.7f. Min value = 0.0f. Max value = 6.3f. Sets the ShoulderLean2 setting for this . Blend writhe shoulder desired lean2 with this angle in RAD. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.4f. Min value = 0.0f. Max value = 6.3f. Sets the Lean1BlendFactor setting for this . Shoulder desired lean1 with shoulderLean1 angle blend factor. Set it to 0 to use original shoulder withe desired lean1 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Lean2BlendFactor setting for this . Shoulder desired lean2 with shoulderLean2 angle blend factor. Set it to 0 to use original shoulder withe desired lean2 angle for shoulders. Note that onFire has to be set to true for this parameter to take any effect. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RollTorqueScale setting for this . Scale rolling torque that is applied to character spine. Default value = 150.0f. Min value = 0.0f. Max value = 300.0f. Sets the MaxRollOverTime setting for this . Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Note that onFire has to be set to true for this parameter to take any effect. Default value = 8.0f. Min value = 0.0f. Max value = 60.0f. Sets the RollOverRadius setting for this . Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Note that onFire has to be set to true for this parameter to take any effect. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact to a given . The to send the BraceForImpact to. Sets the BraceDistance setting for this . distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the TargetPredictionTime setting for this . time epected to get arms up from idle. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the ReachAbsorbtionTime setting for this . larger values and he absorbs the impact more. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the InstanceIndex setting for this . levelIndex of object to brace. Default value = -1. Min value = -1. Sets the BodyStiffness setting for this . stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the GrabDontLetGo setting for this . Once a constraint is made, keep reaching with whatever hand is allowed. Default value = False. Sets the GrabStrength setting for this . strength in hands for grabbing (kg m/s), -1 to ignore/disable. Default value = 40.0f. Min value = -1.0f. Max value = 1000.0f. Sets the GrabDistance setting for this . Relative distance at which the grab starts. Default value = 2.0f. Min value = 0.0f. Max value = 4.0f. Sets the GrabReachAngle setting for this . Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab. Default value = 1.5f. Min value = 0.0f. Max value = 3.2f. Sets the GrabHoldTimer setting for this . amount of time, in seconds, before grab automatically bails. Default value = 2.5f. Min value = 0.0f. Max value = 10.0f. Sets the MaxGrabCarVelocity setting for this . Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?. Default value = 95.0f. Min value = 0.0f. Max value = 1000.0f. Sets the LegStiffness setting for this . Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the TimeToBackwardsBrace setting for this . time before arm brace kicks in when hit from behind. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the Look setting for this . position to look at, e.g. the driver. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Pos setting for this . location of the front part of the object to brace against. This should be the centre of where his hands should meet the object. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the MinBraceTime setting for this . minimum bracing time so the character doesn't look twitchy. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Sets the HandsDelayMin setting for this . If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry. Default value = 0.1f. Min value = 0.0f. Max value = 3.0f. Sets the HandsDelayMax setting for this . If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry. Default value = 0.3f. Min value = 0.0f. Max value = 3.0f. Sets the MoveAway setting for this . move away from the car (if in reaching zone). Default value = False. Sets the MoveAwayAmount setting for this . forceLean away amount (-ve is lean towards). Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Sets the MoveAwayLean setting for this . Lean away amount (-ve is lean towards). Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Sets the MoveSideways setting for this . Amount of sideways movement if at the front or back of the car to add to the move away from car. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the BbArms setting for this . Use bodyBalance arms for the default (non bracing) behaviour if bodyBalance is active. Default value = False. Sets the NewBrace setting for this . Use the new brace prediction code. Default value = True. Sets the BraceOnImpact setting for this . If true then if a shin or thigh is in contact with the car then brace. NB: newBrace must be true. For those situations where the car has pushed the ped backwards (at the same speed as the car) before the behaviour has been started and so doesn't predict an impact. Default value = False. Sets the Roll2Velocity setting for this . When rollDownStairs is running use roll2Velocity to control the helper torques (this only attempts to roll to the chaarcter's velocity not some default linear velocity mag. Default value = False. Sets the RollType setting for this . 0 = original/roll off/stay on car: Roll with character velocity, 1 = //Gentle: roll off/stay on car = use relative velocity of character to car to roll against, 2 = //roll over car: Roll against character velocity. i.e. roll against any velocity picked up by hitting car, 3 = //Gentle: roll over car: use relative velocity of character to car to roll with. Default value = 3. Min value = 0. Max value = 3. Sets the SnapImpacts setting for this . Exaggerate impacts using snap. Default value = False. Sets the SnapImpact setting for this . Exaggeration amount of the initial impact (legs). +ve fold with car impact (as if pushed at hips in the car velocity direction). -ve fold away from car impact. Default value = 7.0f. Min value = -20.0f. Max value = 20.0f. Sets the SnapBonnet setting for this . Exaggeration amount of the secondary (torso) impact with bonnet. +ve fold with car impact (as if pushed at hips by the impact normal). -ve fold away from car impact. Default value = -7.0f. Min value = -20.0f. Max value = 20.0f. Sets the SnapFloor setting for this . Exaggeration amount of the impact with the floor after falling off of car +ve fold with floor impact (as if pushed at hips in the impact normal direction). -ve fold away from car impact. Default value = 7.0f. Min value = -20.0f. Max value = 20.0f. Sets the DampVel setting for this . Damp out excessive spin and upward velocity when on car. Default value = False. Sets the DampSpin setting for this . Amount to damp spinning by (cartwheeling and somersaulting). Default value = 0.0f. Min value = 0.0f. Max value = 40.0f. Sets the DampUpVel setting for this . Amount to damp upward velocity by to limit the amount of air above the car the character can get. Default value = 10.0f. Min value = 0.0f. Max value = 40.0f. Sets the DampSpinThresh setting for this . Angular velocity above which we start damping. Default value = 4.0f. Min value = 0.0f. Max value = 20.0f. Sets the DampUpVelThresh setting for this . Upward velocity above which we start damping. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Sets the GsHelp setting for this . Enhance a glancing spin with the side of the car by modulating body friction. Default value = False. Sets the GsEndMin setting for this . ID for glancing spin. min depth to be considered from either end (front/rear) of a car (-ve is inside the car area). Default value = -0.1f. Min value = -10.0f. Max value = 1.0f. Sets the GsSideMin setting for this . ID for glancing spin. min depth to be considered on the side of a car (-ve is inside the car area). Default value = -0.2f. Min value = -10.0f. Max value = 1.0f. Sets the GsSideMax setting for this . ID for glancing spin. max depth to be considered on the side of a car (+ve is outside the car area). Default value = 0.5f. Min value = -10.0f. Max value = 1.0f. Sets the GsUpness setting for this . ID for glancing spin. Character has to be more upright than this value for it to be considered on the side of a car. Fully upright = 1, upsideDown = -1. Max Angle from upright is acos(gsUpness). Default value = 0.9f. Min value = 0.0f. Max value = 10.0f. Sets the GsCarVelMin setting for this . ID for glancing spin. Minimum car velocity. Default value = 3.0f. Min value = 0.0f. Max value = 10.0f. Sets the GsScale1Foot setting for this . Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2). Default value = True. Sets the GsFricScale1 setting for this . Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by upping the friction against the car. Default value = 8.0f. Min value = 0.0f. Max value = 10.0f. Sets the GsFricMask1 setting for this . Glancing spin help. Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2. Default value = fb. Sets the GsFricScale2 setting for this . Glancing spin help. Friction scale applied when to the side of the car. e.g. make the character spin more by lowering the feet friction. You could also lower the wrist friction here to stop the car pulling along the hands i.e. gsFricMask2 = la|uw. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the GsFricMask2 setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation). Note gsFricMask1 and gsFricMask2 are made independent by the code so you can have fb for gsFricMask1 but gsFricScale1 will not be applied to any bodyParts in gsFricMask2. Default value = la. Simple buoyancy model. No character movement just fluid forces/torques added to parts. Creates a new Instance of the BuoyancyHelper for sending a Buoyancy to a given . The to send the Buoyancy to. Simple buoyancy model. No character movement just fluid forces/torques added to parts. Sets the SurfacePoint setting for this . Arbitrary point on surface of water. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the SurfaceNormal setting for this . Normal to surface of water. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 0.0f. Sets the Buoyancy setting for this . Buoyancy multiplier. Default value = 1.0f. Min value = 0.0f. Sets the ChestBuoyancy setting for this . Buoyancy mulplier for spine2/3. Helps character float upright. Default value = 8.0f. Min value = 0.0f. Sets the Damping setting for this . Damping for submerged parts. Default value = 40.0f. Min value = 0.0f. Sets the Righting setting for this . Use righting torque to being character face-up in water?. Default value = True. Sets the RightingStrength setting for this . Strength of righting torque. Default value = 25.0f. Min value = 0.0f. Sets the RightingTime setting for this . How long to wait after chest hits water to begin righting torque. Default value = 1.0f. Min value = 0.0f. Creates a new Instance of the CatchFallHelper for sending a CatchFall to a given . The to send the CatchFall to. Sets the TorsoStiffness setting for this . stiffness of torso. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Sets the LegsStiffness setting for this . stiffness of legs. Default value = 6.0f. Min value = 4.0f. Max value = 16.0f. Sets the ArmsStiffness setting for this . stiffness of arms. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. Sets the BackwardsMinArmOffset setting for this . 0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind. Default value = -0.3f. Min value = -1.0f. Max value = 0.0f. Sets the ForwardMaxArmOffset setting for this . 0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the ZAxisSpinReduction setting for this . Tries to reduce the spin around the Z axis. Scale 0 - 1. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ExtraSit setting for this . Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues. Set to 1 for a more alive-looking finish. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the UseHeadLook setting for this . Toggle to use the head look in this behaviour. Default value = True. Sets the Mask setting for this . Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see Active Pose notes for possible values). Default value = fb. Creates a new Instance of the ElectrocuteHelper for sending a Electrocute to a given . The to send the Electrocute to. Sets the StunMag setting for this . The magnitude of the reaction. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the InitialMult setting for this . initialMult*stunMag = The magnitude of the 1st snap reaction (other mults are applied after this). Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the LargeMult setting for this . largeMult*stunMag = The magnitude of a random large snap reaction (other mults are applied after this). Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the LargeMinTime setting for this . min time to next large random snap (about 14 snaps with stunInterval = 0.07s). Default value = 1.0f. Min value = 0.0f. Max value = 200.0f. Sets the LargeMaxTime setting for this . max time to next large random snap (about 28 snaps with stunInterval = 0.07s). Default value = 2.0f. Min value = 0.0f. Max value = 200.0f. Sets the MovingMult setting for this . movingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the BalancingMult setting for this . balancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the AirborneMult setting for this . airborneMult*stunMag = The magnitude of the reaction if airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the MovingThresh setting for this . If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the StunInterval setting for this . Direction flips every stunInterval. Default value = 0.1f. Min value = 0.0f. Max value = 10.0f. Sets the DirectionRandomness setting for this . The character vibrates in a prescribed way - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LeftArm setting for this . vibrate the leftArm. Default value = True. Sets the RightArm setting for this . vibrate the rightArm. Default value = True. Sets the LeftLeg setting for this . vibrate the leftLeg. Default value = True. Sets the RightLeg setting for this . vibrate the rightLeg. Default value = True. Sets the Spine setting for this . vibrate the spine. Default value = True. Sets the Neck setting for this . vibrate the neck. Default value = True. Sets the PhasedLegs setting for this . Legs are either in phase with each other or not. Default value = True. Sets the ApplyStiffness setting for this . let electrocute apply a (higher generally) stiffness to the character whilst being vibrated. Default value = True. Sets the UseTorques setting for this . use torques to make vibration otherwise use a change in the parts angular velocity. Default value = True. Sets the HipType setting for this . type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 2. Min value = 0. Max value = 2. Creates a new Instance of the FallOverWallHelper for sending a FallOverWall to a given . The to send the FallOverWall to. Sets the BodyStiffness setting for this . stiffness of the body, roll up stiffness scales with this and defaults at this default value. Default value = 9.0f. Min value = 6.0f. Max value = 16.0f. Sets the Damping setting for this . Damping in the effectors. Default value = 0.5f. Min value = 0.0f. Max value = 3.0f. Sets the MagOfForce setting for this . Magnitude of the falloverWall helper force. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the MaxDistanceFromPelToHitPoint setting for this . The maximum distance away from the pelvis that hit points will be registered. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the MaxForceDist setting for this . maximum distance between hitPoint and body part at which forces are applied to part. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Sets the StepExclusionZone setting for this . Specifies extent of area in front of the wall in which balancer won't try to take another step. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the MinLegHeight setting for this . minimum height of pelvis above feet at which fallOverWall is attempted. Default value = 0.4f. Min value = 0.1f. Max value = 2.0f. Sets the BodyTwist setting for this . amount of twist to apply to the spine as the character tries to fling himself over the wall, provides more of a believable roll but increases the amount of lateral space the character needs to successfully flip. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the MaxTwist setting for this . max angle the character can twist before twsit helper torques are turned off. Default value = 3.1f. Min value = 0.0f. Max value = 10.0f. Sets the FallOverWallEndA setting for this . One end of the wall to try to fall over. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the FallOverWallEndB setting for this . One end of the wall over which we are trying to fall over. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the ForceAngleAbort setting for this . The angle abort threshold. Default value = -0.2f. Sets the ForceTimeOut setting for this . The force time out. Default value = 2.0f. Sets the MoveArms setting for this . Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc). Default value = True. Sets the MoveLegs setting for this . Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc). Default value = True. Sets the BendSpine setting for this . Bend spine to help falloverwall if true. Do nothing with the spine if false. Default value = True. Sets the AngleDirWithWallNormal setting for this . Maximum angle in degrees (between the direction of the velocity of the COM and the wall normal) to start to apply forces and torques to fall over the wall. Default value = 180.0f. Min value = 0.0f. Max value = 180.0f. Sets the LeaningAngleThreshold setting for this . Maximum angle in degrees (between the vertical vector and a vector from pelvis to lower neck) to start to apply forces and torques to fall over the wall. Default value = 180.0f. Min value = 0.0f. Max value = 180.0f. Sets the MaxAngVel setting for this . if the angular velocity is higher than maxAngVel, the torques and forces are not applied. Default value = 2.0f. Min value = -1.0f. Max value = 30.0f. Sets the AdaptForcesToLowWall setting for this . Will reduce the magnitude of the forces applied to the character to help him to fall over wall. Default value = False. Sets the MaxWallHeight setting for this . Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall. Default value = -1.0f. Min value = -1.0f. Max value = 3.0f. Sets the DistanceToSendSuccessMessage setting for this . Minimum distance between the pelvis and the wall to send the success message. If negative doesn't take this parameter into account when sending feedback. Default value = -1.0f. Min value = -1.0f. Max value = 3.0f. Sets the RollingBackThr setting for this . Value of the angular velocity about the wallEgde above which the character is considered as rolling backwards i.e. goes in to fow_RollingBack state. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the RollingPotential setting for this . On impact with the wall if the rollingPotential(calculated from the characters linear velocity w.r.t the wall) is greater than this value the character will try to go over the wall otherwise it won't try (fow_Aborted). Default value = 0.3f. Min value = -1.0f. Max value = 10.0f. Sets the UseArmIK setting for this . Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack. Default value = False. Sets the ReachDistanceFromHitPoint setting for this . distance from predicted hitpoint where each hands will try to reach the wall. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the MinReachDistanceFromHitPoint setting for this . minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the AngleTotallyBack setting for this . max angle in degrees (between 1.the vector between two hips and 2. wallEdge) to try to reach the wall just behind his pelvis with his arms when the character is back to the wall. Default value = 15.0f. Min value = 0.0f. Max value = 180.0f. Creates a new Instance of the GrabHelper for sending a Grab to a given . The to send the Grab to. Sets the UseLeft setting for this . Flag to toggle use of left hand. Default value = False. Sets the UseRight setting for this . Flag to toggle the use of the Right hand. Default value = False. Sets the DropWeaponIfNecessary setting for this . if hasn't grabbed when weapon carrying hand is close to target, grab anyway. Default value = False. Sets the DropWeaponDistance setting for this . distance below which a weapon carrying hand will request weapon to be dropped. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the GrabStrength setting for this . strength in hands for grabbing (kg m/s), -1 to ignore/disable. Default value = -1.0f. Min value = -1.0f. Max value = 10000.0f. Sets the StickyHands setting for this . strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength). Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Sets the TurnToTarget setting for this . Default value = . Sets the GrabHoldMaxTimer setting for this . amount of time, in seconds, before grab automatically bails. Default value = 100.0f. Min value = 0.0f. Max value = 1000.0f. Sets the PullUpTime setting for this . Time to reach the full pullup strength. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the PullUpStrengthRight setting for this . Strength to pull up with the right arm. 0 = no pull up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the PullUpStrengthLeft setting for this . Strength to pull up with the left arm. 0 = no pull up. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Pos1 setting for this . Grab pos1, right hand if not using line or surface grab. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Pos2 setting for this . Grab pos2, left hand if not using line or surface grab. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Pos3 setting for this . Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Pos4 setting for this . Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the NormalR setting for this . Normal for the right grab point. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Sets the NormalL setting for this . Normal for the left grab point. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Sets the NormalR2 setting for this . Normal for the 2nd right grab point (if pointsX4grab=true). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Sets the NormalL2 setting for this . Normal for the 3rd left grab point (if pointsX4grab=true). Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -1.0f. Max value = 1.0f. Sets the HandsCollide setting for this . Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. to grab points slightly inside geometry). Default value = False. Sets the JustBrace setting for this . Flag to toggle between grabbing and bracing. Default value = False. Sets the UseLineGrab setting for this . use the line grab, Grab along the line (x-x2). Default value = False. Sets the PointsX4grab setting for this . use 2 point. Default value = False. Sets the FromEA setting for this . use 2 point. Default value = False. Sets the SurfaceGrab setting for this . Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified. Default value = False. Sets the InstanceIndex setting for this . levelIndex of instance to grab (-1 = world coordinates). Default value = -1. Min value = -1. Sets the InstancePartIndex setting for this . boundIndex of part on instance to grab (0 = just use instance coordinates). Default value = 0. Min value = 0. Sets the DontLetGo setting for this . Once a constraint is made, keep reaching with whatever hand is allowed - no matter what the angle/distance and whether or not the constraint has broken due to constraintForce GT grabStrength. mmmtodo this is a badly named parameter. Default value = False. Sets the BodyStiffness setting for this . stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the ReachAngle setting for this . Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab. Default value = 2.8f. Min value = 0.0f. Max value = 3.0f. Sets the OneSideReachAngle setting for this . Angle at which we will only reach with one hand. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Sets the GrabDistance setting for this . Relative distance at which the grab starts. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the Move2Radius setting for this . Relative distance (additional to grabDistance - doesn't try to move inside grabDistance)at which the grab tries to use the balancer to move to the grab point. Default value = 0.0f. Min value = 0.0f. Max value = 14.0f. Sets the ArmStiffness setting for this . Stiffness of the arm. Default value = 14.0f. Min value = 6.0f. Max value = 16.0f. Sets the MaxReachDistance setting for this . distance to reach out towards the grab point. Default value = 0.7f. Min value = 0.0f. Max value = 4.0f. Sets the OrientationConstraintScale setting for this . scale torque used to rotate hands to face normals. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the MaxWristAngle setting for this . When we are grabbing the max angle the wrist ccan be at before we break the grab. Default value = 3.1f. Min value = 0.0f. Max value = 3.2f. Sets the UseHeadLookToTarget setting for this . if true, the character will look at targetForHeadLook after a hand grabs until the end of the behavior. (Before grabbing it looks at the grab target). Default value = False. Sets the LookAtGrab setting for this . if true, the character will look at the grab. Default value = True. Sets the TargetForHeadLook setting for this . Only used if useHeadLookToTarget is true, the target in world space to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the HeadLookHelper for sending a HeadLook to a given . The to send the HeadLook to. Sets the Damping setting for this . Damping of the muscles. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the Stiffness setting for this . Stiffness of the muscles. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the InstanceIndex setting for this . levelIndex of object to be looked at. vel parameters are ignored if this is non -1. Default value = -1. Min value = -1. Sets the Vel setting for this . The velocity of the point being looked at. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -100.0f. Max value = 100.0f. Sets the Pos setting for this . The point being looked at. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the AlwaysLook setting for this . Flag to force always to look. Default value = False. Sets the EyesHorizontal setting for this . Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over alot. Default value = True. Sets the AlwaysEyesHorizontal setting for this . Keep the eyes horizontal. Use true for impact with cars. Use false if you want better look at target accuracy when the character is on the floor or leaned over (when not leaned over the eyes are still kept horizontal if eyesHorizontal=true ) alot. Default value = True. Sets the KeepHeadAwayFromGround setting for this . Default value = False. Sets the TwistSpine setting for this . Allow headlook to twist spine. Default value = True. Creates a new Instance of the HighFallHelper for sending a HighFall to a given . The to send the HighFall to. Sets the BodyStiffness setting for this . stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the Bodydamping setting for this . The damping of the joints. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the Catchfalltime setting for this . The length of time before the impact that the character transitions to the landing. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the CrashOrLandCutOff setting for this . 0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Sets the PdStrength setting for this . Strength of the controller to keep the character at angle aimAngleBase from vertical. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the PdDamping setting for this . Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Sets the ArmAngSpeed setting for this . arm circling speed in armWindMillAdaptive. Default value = 7.9f. Min value = 0.0f. Max value = 20.0f. Sets the ArmAmplitude setting for this . in armWindMillAdaptive. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the ArmPhase setting for this . in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase. Default value = 3.1f. Min value = 0.0f. Max value = 6.3f. Sets the ArmBendElbows setting for this . in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false. Default value = True. Sets the LegRadius setting for this . radius of legs on pedal. Default value = 0.4f. Min value = 0.0f. Max value = 0.5f. Sets the LegAngSpeed setting for this . in pedal. Default value = 7.9f. Min value = 0.0f. Max value = 15.0f. Sets the LegAsymmetry setting for this . 0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 4.0f. Min value = -10.0f. Max value = 10.0f. Sets the Arms2LegsPhase setting for this . phase angle between the arms and legs circling angle. Default value = 0.0f. Min value = 0.0f. Max value = 6.5f. Sets the Arms2LegsSync setting for this . Syncs the arms angle to what the leg angle is. Default value = . All speed/direction parameters of armswindmill are overwritten if = . If and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed). Sets the ArmsUp setting for this . Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first. Default value = -3.1f. Min value = -4.0f. Max value = 2.0f. Sets the OrientateBodyToFallDirection setting for this . toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction. Default value = False. Sets the OrientateTwist setting for this . If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter). Default value = True. Sets the OrientateMax setting for this . DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character soflty for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel. Default value = 300.0f. Min value = 0.0f. Max value = 2000.0f. Sets the AlanRickman setting for this . If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman. Default value = False. Sets the FowardRoll setting for this . Try to execute a forward Roll on landing. Default value = False. Sets the UseZeroPose_withFowardRoll setting for this . Blend to a zero pose when forward roll is attempted. Default value = False. Sets the AimAngleBase setting for this . Angle from vertical the pdController is driving to ( positive = forwards). Default value = 0.2f. Min value = -3.1f. Max value = 3.1f. Sets the FowardVelRotation setting for this . scale to add/subtract from aimAngle based on forward speed (Internal). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the FootVelCompScale setting for this . Scale to change to amount of vel that is added to the foot ik from the velocity (Internal). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the SideD setting for this . sideoffset for the feet during prepareForLanding. +ve = right. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the FowardOffsetOfLegIK setting for this . Forward offset for the feet during prepareForLanding. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LegL setting for this . Leg Length for ik (Internal)//unused. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the CatchFallCutOff setting for this . 0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Sets the LegStrength setting for this . Strength of the legs at landing. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the Balance setting for this . If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called). Default value = True. Sets the IgnorWorldCollisions setting for this . Never go into bailout (foetal). Default value = False. Sets the AdaptiveCircling setting for this . stuntman type fall. Arm and legs circling direction controlled by angmom and orientation. Default value = True. Sets the Hula setting for this . With stuntman type fall. Hula reaction if can't see floor and not rotating fast. Default value = True. Sets the MaxSpeedForRecoverableFall setting for this . Character needs to be moving less than this speed to consider fall as a recoverable one. Default value = 15.0f. Min value = 0.0f. Max value = 100.0f. Sets the MinSpeedForBrace setting for this . Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the LandingNormal setting for this . Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the IncomingTransformsHelper for sending a IncomingTransforms to a given . The to send the IncomingTransforms to. InjuredOnGround. Creates a new Instance of the InjuredOnGroundHelper for sending a InjuredOnGround to a given . The to send the InjuredOnGround to. InjuredOnGround. Sets the NumInjuries setting for this . Default value = 0. Min value = 0. Max value = 2. Sets the Injury1Component setting for this . Default value = 0. Min value = 0. Sets the Injury2Component setting for this . Default value = 0. Min value = 0. Sets the Injury1LocalPosition setting for this . Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Injury2LocalPosition setting for this . Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the Injury1LocalNormal setting for this . Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Max value = 1.0f. Sets the Injury2LocalNormal setting for this . Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Max value = 1.0f. Sets the AttackerPos setting for this . Default value = Vector3(1.0f, 0.0f, 0.0f). Min value = 0.0f. Sets the DontReachWithLeft setting for this . Default value = False. Sets the DontReachWithRight setting for this . Default value = False. Sets the StrongRollForce setting for this . Default value = False. Carried. Creates a new Instance of the CarriedHelper for sending a Carried to a given . The to send the Carried to. Carried. Dangle. Creates a new Instance of the DangleHelper for sending a Dangle to a given . The to send the Dangle to. Dangle. Sets the DoGrab setting for this . Default value = True. Sets the GrabFrequency setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Creates a new Instance of the OnFireHelper for sending a OnFire to a given . The to send the OnFire to. Sets the StaggerTime setting for this . Max time for stumbling around before falling to ground. Default value = 2.5f. Min value = 0.0f. Max value = 30.0f. Sets the StaggerLeanRate setting for this . How quickly the character leans hips when staggering. Default value = 0.9f. Min value = 0.0f. Max value = 1.0f. Sets the StumbleMaxLeanBack setting for this . max the character leans hips back when staggering. Default value = 0.4f. Min value = 0.0f. Max value = 1.5f. Sets the StumbleMaxLeanForward setting for this . max the character leans hips forwards when staggering. Default value = 0.5f. Min value = 0.0f. Max value = 1.5f. Sets the ArmsWindmillWritheBlend setting for this . Blend armsWindmill with the bodyWrithe arms when character is upright. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the SpineStumbleWritheBlend setting for this . Blend spine stumble with the bodyWrithe spine when character is upright. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Sets the LegsStumbleWritheBlend setting for this . Blend legs stumble with the bodyWrithe legs when character is upright. Default value = 0.2f. Min value = 0.0f. Max value = 1.0f. Sets the ArmsPoseWritheBlend setting for this . Blend the bodyWrithe arms with the current desired pose from on fire behaviour when character is on the floor. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Sets the SpinePoseWritheBlend setting for this . Blend the bodyWrithe back with the current desired pose from on fire behaviour when character is on the floor. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Sets the LegsPoseWritheBlend setting for this . Blend the bodyWrithe legs with the current desired pose from on fire behaviour when character is on the floor. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the RollOverFlag setting for this . Flag to set bodyWrithe trying to rollOver. Default value = True. Sets the RollTorqueScale setting for this . Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale. Default value = 25.0f. Min value = 0.0f. Max value = 300.0f. Sets the PredictTime setting for this . Character pose depends on character facing direction that is evaluated from its COMTM orientation. Set this value to 0 to use no orientation prediction i.e. current character COMTM orientation will be used to determine character facing direction and finally the pose bodyWrithe is blending to. Set this value to GT 0 to predict character COMTM orientation this amout of time in seconds to the future. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the MaxRollOverTime setting for this . Rolling torque is ramped down over time. At this time in seconds torque value converges to zero. Use this parameter to restrict time the character is rolling. Default value = 8.0f. Min value = 0.0f. Max value = 60.0f. Sets the RollOverRadius setting for this . Rolling torque is ramped down with distance measured from position where character hit the ground and started rolling. At this distance in meters torque value converges to zero. Use this parameter to restrict distance the character travels due to rolling. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the PedalLegsHelper for sending a PedalLegs to a given . The to send the PedalLegs to. Sets the PedalLeftLeg setting for this . pedal with this leg or not. Default value = True. Sets the PedalRightLeg setting for this . pedal with this leg or not. Default value = True. Sets the BackPedal setting for this . pedal forwards or backwards. Default value = False. Sets the Radius setting for this . base radius of pedal action. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the AngularSpeed setting for this . rate of pedaling. If adaptivePedal4Dragging is true then the legsAngularSpeed calculated to match the linear speed of the character can have a maximum value of angularSpeed (this max used to be hard coded to 13.0). Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the LegStiffness setting for this . stiffness of legs. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the PedalOffset setting for this . Move the centre of the pedal for the left leg up by this amount, the right leg down by this amount. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the RandomSeed setting for this . Random seed used to generate speed changes. Default value = 100. Min value = 0. Sets the SpeedAsymmetry setting for this . Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 8.0f. Min value = -10.0f. Max value = 10.0f. Sets the AdaptivePedal4Dragging setting for this . Will pedal in the direction of travel (if backPedal = false, against travel if backPedal = true) and with an angular velocity relative to speed upto a maximum of 13(rads/sec). Use when being dragged by a car. Overrides angularSpeed. Default value = False. Sets the AngSpeedMultiplier4Dragging setting for this . newAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed). Default value = 0.3f. Min value = 0.0f. Max value = 100.0f. Sets the RadiusVariance setting for this . 0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the LegAngleVariance setting for this . 0-1 value used to vary the angle of the legs from the hips during the pedal. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the CentreSideways setting for this . Move the centre of the pedal for both legs sideways (+ve = right). NB: not applied to hula. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the CentreForwards setting for this . Move the centre of the pedal for both legs forward (or backward -ve). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the CentreUp setting for this . Move the centre of the pedal for both legs up (or down -ve). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the Ellipse setting for this . Turn the circle into an ellipse. Ellipse has horizontal radius a and vertical radius b. If ellipse is +ve then a=radius*ellipse and b=radius. If ellipse is -ve then a=radius and b = radius*ellipse. 0.0 = vertical line of length 2*radius, 0.0:1.0 circle squashed horizontally (vertical radius = radius), 1.0=circle. -0.001 = horizontal line of length 2*radius, -0.0:-1.0 circle squashed vertically (horizontal radius = radius), -1.0 = circle. Default value = 1.0f. Min value = -1.0f. Max value = 1.0f. Sets the DragReduction setting for this . how much to account for the target moving through space rather than being static. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the Spread setting for this . Spread legs. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the Hula setting for this . If true circle the legs in a hula motion. Default value = False. BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm). Creates a new Instance of the PointArmHelper for sending a PointArm to a given . The to send the PointArm to. BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm). Sets the TargetLeft setting for this . point to point to (in world space). Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the TwistLeft setting for this . twist of the arm around point direction. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Sets the ArmStraightnessLeft setting for this . values less than 1 can give the arm a more bent look. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Sets the UseLeftArm setting for this . Default value = False. Sets the ArmStiffnessLeft setting for this . stiffness of arm. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. Sets the ArmDampingLeft setting for this . damping value for arm used to point. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the InstanceIndexLeft setting for this . level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index. Default value = -1. Min value = -1. Sets the PointSwingLimitLeft setting for this . Swing limit. Default value = 1.5f. Min value = 0.0f. Max value = 3.0f. Sets the UseZeroPoseWhenNotPointingLeft setting for this . Default value = False. Sets the TargetRight setting for this . point to point to (in world space). Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the TwistRight setting for this . twist of the arm around point direction. Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Sets the ArmStraightnessRight setting for this . values less than 1 can give the arm a more bent look. Default value = 0.8f. Min value = 0.0f. Max value = 2.0f. Sets the UseRightArm setting for this . Default value = False. Sets the ArmStiffnessRight setting for this . stiffness of arm. Default value = 15.0f. Min value = 6.0f. Max value = 16.0f. Sets the ArmDampingRight setting for this . damping value for arm used to point. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the InstanceIndexRight setting for this . level index of thing to point at, or -1 for none. if -1, target is specified in world space, otherwise it is an offset from the object specified by this index. Default value = -1. Min value = -1. Sets the PointSwingLimitRight setting for this . Swing limit. Default value = 1.5f. Min value = 0.0f. Max value = 3.0f. Sets the UseZeroPoseWhenNotPointingRight setting for this . Default value = False. Creates a new Instance of the PointGunHelper for sending a PointGun to a given . The to send the PointGun to. Sets the EnableRight setting for this . Allow right hand to point/support?. Default value = True. Sets the EnableLeft setting for this . Allow right hand to point/support?. Default value = True. Sets the LeftHandTarget setting for this . Target for the left Hand. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the LeftHandTargetIndex setting for this . Index of the object that the left hand target is specified in, -1 is world space. Default value = -1. Sets the RightHandTarget setting for this . Target for the right Hand. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the RightHandTargetIndex setting for this . Index of the object that the right hand target is specified in, -1 is world space. Default value = -1. Sets the LeadTarget setting for this . NB: Only Applied to single handed weapons (some more work is required to have this tech on two handed weapons). Amount to lead target based on target velocity relative to the chest. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the ArmStiffness setting for this . Stiffness of the arm. Default value = 14.0f. Min value = 2.0f. Max value = 15.0f. Sets the ArmStiffnessDetSupport setting for this . Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon. Default value = 8.0f. Min value = 2.0f. Max value = 15.0f. Sets the ArmDamping setting for this . Damping. Default value = 1.0f. Min value = 0.1f. Max value = 5.0f. Sets the GravityOpposition setting for this . Amount of gravity opposition on pointing arm. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the GravOppDetachedSupport setting for this . Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the MassMultDetachedSupport setting for this . Amount of mass of weapon taken into account by gravity opposition on pointing arm when a support arm is detached from a two-handed weapon. The lower the value the more the character doesn't know about the weapon mass and therefore is more affected by it. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the AllowShotLooseness setting for this . Allow shot to set a lower arm muscleStiffness than pointGun normally would. Default value = False. Sets the ClavicleBlend setting for this . How much of blend should come from incoming transforms 0(all IK) .. 1(all ITMs) For pointing arms only. (Support arm uses the IK solution as is for clavicles). Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the ElbowAttitude setting for this . Controls arm twist. (except in pistolIK). Default value = 0.3f. Min value = -1.0f. Max value = 1.0f. Sets the SupportConstraint setting for this . Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint. Default value = 1. Min value = 0. Max value = 3. Sets the ConstraintMinDistance setting for this . For supportConstraint = 1: Support hand constraint distance will be slowly reduced until it hits this value. This is for stability and also allows the pointing arm to lead a little. Don't set lower than NM_MIN_STABLE_DISTANCECONSTRAINT_DISTANCE 0.001f. Default value = 0.0f. Min value = 0.0f. Max value = 0.1f. Sets the MakeConstraintDistance setting for this . For supportConstraint = 1: Minimum distance within which support hand constraint will be made. Default value = 0.1f. Min value = 0.0f. Max value = 3.0f. Sets the ReduceConstraintLengthVel setting for this . For supportConstraint = 1: Velocity at which to reduce the support hand constraint length. Default value = 1.5f. Min value = 0.1f. Max value = 10.0f. Sets the BreakingStrength setting for this . For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable. Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f. Sets the BrokenSupportTime setting for this . Once constraint is broken then do not try to reconnect/support for this amount of time. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Sets the BrokenToSideProb setting for this . Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the ConnectAfter setting for this . If gunArm has been controlled by other behaviours for this time when it could have been pointing but couldn't due to pointing only allowed if connected, change gunArm pose to something that could connect for connectFor seconds. Default value = 0.7f. Min value = 0.0f. Max value = 5.0f. Sets the ConnectFor setting for this . Time to try to reconnect for. Default value = 0.6f. Min value = 0.0f. Max value = 5.0f. Sets the OneHandedPointing setting for this . 0 = don't allow, 1= allow for kPistol(two handed pistol) only, 2 = allow for kRifle only, 3 = allow for kPistol and kRifle. Allow one handed pointing - no constraint if cant be supported . If not allowed then gunHand does not try to point at target if it cannot be supported - the constraint will be controlled by always support. Default value = 1. Min value = 0. Max value = 3. Sets the AlwaysSupport setting for this . Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible). Default value = False. Sets the PoseUnusedGunArm setting for this . Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun. Default value = False. Sets the PoseUnusedSupportArm setting for this . Apply neutral pose when a support arm isn't in use. Default value = False. Sets the PoseUnusedOtherArm setting for this . Apply neutral pose to the non-gun arm (otherwise it is always under the control of other behaviours or not set). If the non-gun hand is a supporting hand it is not controlled by this parameter but by poseUnusedSupportArm. Default value = False. Sets the MaxAngleAcross setting for this . max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Sets the MaxAngleAway setting for this . max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Sets the FallingLimits setting for this . 0= don't apply limits. 1=apply the limits below only when the character is falling. 2 = always apply these limits (instead of applying maxAngleAcross and maxAngleAway which only limits the horizontal angle but implicity limits the updown (the limit shape is a vertical hinge). Default value = 0. Min value = 0. Max value = 2. Sets the AcrossLimit setting for this . max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle left of the midline. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Sets the AwayLimit setting for this . max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point. i.e. for rightHanded gun this is the angle right of the midline. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Sets the UpLimit setting for this . max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point. Default value = 90.0f. Min value = 0.0f. Max value = 180.0f. Sets the DownLimit setting for this . max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point. Default value = 45.0f. Min value = 0.0f. Max value = 180.0f. Sets the RifleFall setting for this . Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards. Default value = 0. Min value = 0. Max value = 2. Sets the FallingSupport setting for this . Allow supporting of a rifle(or two handed pistol) when falling. 0 = false, 1 = support if allowed, 2 = support until constraint not active (don't allow support to restart), 3 = support until constraint not effective (support hand to support distance must be less than 0.15 - don't allow support to restart). Default value = 1. Min value = 0. Max value = 3. Sets the FallingTypeSupport setting for this . What is considered a fall by fallingSupport). Apply fallingSupport 0=never(will support if allowed), 1 = falling, 2 = falling except if falling backwards, 3 = falling and collided, 4 = falling and collided except if falling backwards, 5 = falling except if falling backwards until collided. Default value = 0. Min value = 0. Max value = 5. Sets the PistolNeutralType setting for this . 0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2. Default value = 0. Min value = 0. Max value = 2. Sets the NeutralPoint4Pistols setting for this . NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes. Default value = False. Sets the NeutralPoint4Rifle setting for this . use pointing for neutral targets in rifle mode. Default value = True. Sets the CheckNeutralPoint setting for this . Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead. Default value = False. Sets the Point2Side setting for this . side, up, back) side is left for left arm, right for right arm mmmmtodo. Default value = Vector3(5.0f, -5.0f, -2.0f). Sets the Add2WeaponDistSide setting for this . add to weaponDistance for point2Side neutral pointing (to straighten the arm). Default value = 0.3f. Min value = -1.0f. Max value = 1000.0f. Sets the Point2Connect setting for this . side, up, back) side is left for left arm, right for rght arm mmmmtodo. Default value = Vector3(-1.0f, -0.9f, -0.2f). Sets the Add2WeaponDistConnect setting for this . add to weaponDistance for point2Connect neutral pointing (to straighten the arm). Default value = 0.0f. Min value = -1.0f. Max value = 1000.0f. Sets the UsePistolIK setting for this . enable new ik for pistol pointing. Default value = True. Sets the UseSpineTwist setting for this . Use spine twist to orient chest?. Default value = True. Sets the UseTurnToTarget setting for this . Turn balancer to help gun point at target. Default value = False. Sets the UseHeadLook setting for this . Use head look to drive head?. Default value = True. Sets the ErrorThreshold setting for this . angular difference between pointing direction and target direction above which feedback will be generated. Default value = 0.4f. Min value = 0.0f. Max value = 3.1f. Sets the FireWeaponRelaxTime setting for this . Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun. Default value = 0.4f. Min value = 0.0f. Max value = 5.0f. Sets the FireWeaponRelaxAmount setting for this . Relax multiplier following firing weapon. Recovers over relaxTime. Default value = 0.5f. Min value = 0.1f. Max value = 1.0f. Sets the FireWeaponRelaxDistance setting for this . Range of motion for ik-based recoil. Default value = 0.1f. Min value = 0.0f. Max value = 0.3f. Sets the UseIncomingTransforms setting for this . Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm. Default value = True. Sets the MeasureParentOffset setting for this . If useIncomingTransforms = true and measureParentOffset=true then measure the Pointing-from offset from parent effector, using itms - this should point the barrel of the gun to the target. This is added to the rightHandParentOffset. NB NOT used if rightHandParentEffector LT 0. Default value = True. Sets the LeftHandParentOffset setting for this . Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the LeftHandParentEffector setting for this . 1 = Use leftShoulder. Effector from which the left hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. Default value = -1. Min value = -1. Max value = 21. Sets the RightHandParentOffset setting for this . Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down. This is added to the measured one if useIncomingTransforms=true and measureParentOffset=true. NB NOT used if rightHandParentEffector LT 0. Pistol(0,0,0) Rifle(0.0032, 0.0, -0.0). Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the RightHandParentEffector setting for this . 1 = Use rightShoulder.. Effector from which the right hand pointing originates. ie, point from this part to the target. -1 causes default offset for active weapon mode to be applied. Default value = -1. Min value = -1. Max value = 21. Sets the PrimaryHandWeaponDistance setting for this . Distance from the shoulder to hold the weapon. If -1 and useIncomingTransforms then weaponDistance is read from ITMs. weaponDistance=primaryHandWeaponDistance clamped [0.2f:m_maxArmReach=0.65] if useIncomingTransforms = false. pistol 0.60383, rifle 0.336. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Sets the ConstrainRifle setting for this . Use hard constraint to keep rifle stock against shoulder?. Default value = True. Sets the RifleConstraintMinDistance setting for this . Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder. Default value = 0.2f. Min value = 0.0f. Sets the DisableArmCollisions setting for this . Disable collisions between right hand/forearm and the torso/legs. Default value = False. Sets the DisableRifleCollisions setting for this . Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode. Default value = False. Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64. Creates a new Instance of the PointGunExtraHelper for sending a PointGunExtra to a given . The to send the PointGunExtra to. Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64. Sets the ConstraintStrength setting for this . For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0. Default value = 2.0f. Min value = 0.0f. Max value = 5.0f. Sets the ConstraintThresh setting for this . For supportConstraint = 2: Like makeConstraintDistance. Force starts acting when the hands are LT 3.0*thresh apart but is maximum strength LT thresh. For comparison: 0.1 is used for reachForWound in shot, 0.25 is used in grab. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the WeaponMask setting for this . Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag. Default value = 1024. Min value = 0. Sets the TimeWarpActive setting for this . Is timeWarpActive enabled?. Default value = False. Sets the TimeWarpStrengthScale setting for this . Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. Sets the OriStiff setting for this . Hand stabilization controller stiffness. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the OriDamp setting for this . Hand stabilization controller damping. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the PosStiff setting for this . Hand stabilization controller stiffness. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the PosDamp setting for this . Hand stabilization controller damping. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Creates a new Instance of the RollDownStairsHelper for sending a RollDownStairs to a given . The to send the RollDownStairs to. Sets the Stiffness setting for this . Effector Stiffness. value feeds through to rollUp directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the Damping setting for this . Effector Damping. Default value = 1.4f. Min value = 0.0f. Max value = 4.0f. Sets the Forcemag setting for this . Helper force strength. Do not go above 1 for a rollDownStairs/roll along ground reaction. Default value = 0.6f. Min value = 0.0f. Max value = 10.0f. Sets the M_useArmToSlowDown setting for this . the degree to which the character will try to stop a barrel roll with his arms. Default value = -1.9f. Min value = -3.0f. Max value = 3.0f. Sets the UseZeroPose setting for this . Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose. Default value = False. Sets the SpinWhenInAir setting for this . Applied cheat forces to spin the character when in the air, the forces are 40% of the forces applied when touching the ground. Be careful little bunny rabbits, the character could spin unnaturally in the air. Default value = False. Sets the M_armReachAmount setting for this . how much the character reaches with his arms to brace against the ground. Default value = 1.4f. Min value = 0.0f. Max value = 3.0f. Sets the M_legPush setting for this . amount that the legs push outwards when tumbling. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the TryToAvoidHeadButtingGround setting for this . Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose. Default value = False. Sets the ArmReachLength setting for this . the length that the arm reaches and so how much it straightens. Default value = 0.4f. Min value = 0.0f. Max value = 1.0f. Sets the CustomRollDir setting for this . pass in a custom direction in to have the character try and roll in that direction. Default value = Vector3(0.0f, 0.0f, 1.0f). Min value = 1.0f. Max value = 1.0f. Sets the UseCustomRollDir setting for this . pass in true to use the customRollDir parameter. Default value = False. Sets the StiffnessDecayTarget setting for this . The target linear velocity used to start the rolling. Default value = 9.0f. Min value = 0.0f. Max value = 20.0f. Sets the StiffnessDecayTime setting for this . time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable). Default value = -1.0f. Min value = -1.0f. Max value = 10.0f. Sets the AsymmetricalLegs setting for this . 0 is no leg asymmetry in 'foetal' position. greater than 0 a asymmetricalLegs-rand(30%), added/minus each joint of the legs in radians. Random number changes about once every roll. 0.4 gives a lot of asymmetry. Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the ZAxisSpinReduction setting for this . Tries to reduce the spin around the z axis. Scale 0 - 1. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TargetLinearVelocityDecayTime setting for this . Time for the targetlinearVelocity to decay to zero. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the TargetLinearVelocity setting for this . Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the OnlyApplyHelperForces setting for this . Don't use rollup if true. Default value = False. Sets the UseVelocityOfObjectBelow setting for this . scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f. Default value = False. Sets the UseRelativeVelocity setting for this . useVelocityOfObjectBelow uses a relative velocity of the character to the object underneath. Default value = False. Sets the ApplyFoetalToLegs setting for this . if true, use rollup for upper body and a kind of foetal behavior for legs. Default value = False. Sets the MovementLegsInFoetalPosition setting for this . Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs. Default value = 1.3f. Min value = 0.0f. Max value = 10.0f. Sets the MaxAngVelAroundFrontwardAxis setting for this . Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques. Default value = 2.0f. Min value = -1.0f. Max value = 10.0f. Sets the MinAngVel setting for this . Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the ApplyNewRollingCheatingTorques setting for this . if true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way. Default value = False. Sets the MaxAngVel setting for this . Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque. Default value = 5.0f. Min value = 0.0f. Max value = 10.0f. Sets the MagOfTorqueToRoll setting for this . Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs. Default value = 50.0f. Min value = 0.0f. Max value = 500.0f. Sets the ApplyHelPerTorqueToAlign setting for this . apply torque to align the body orthogonally to the direction of the roll. Default value = False. Sets the DelayToAlignBody setting for this . Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the MagOfTorqueToAlign setting for this . Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body. Default value = 50.0f. Min value = 0.0f. Max value = 500.0f. Sets the AirborneReduction setting for this . Ordinarily keep at 0.85. Make this lower if you want spinning in the air. Default value = 0.9f. Min value = 0.0f. Max value = 1.0f. Sets the ApplyMinMaxFriction setting for this . Pass-through to Roll Up. Controls whether or not behaviour enforces min/max friction. Default value = True. Sets the LimitSpinReduction setting for this . Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation. Default value = False. Creates a new Instance of the ShotHelper for sending a Shot to a given . The to send the Shot to. Sets the BodyStiffness setting for this . stiffness of body. Feeds through to roll_up. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the SpineDamping setting for this . stiffness of body. Feeds through to roll_up. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. Sets the ArmStiffness setting for this . arm stiffness. Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the InitialNeckStiffness setting for this . initial stiffness of neck after being shot. Default value = 14.0f. Min value = 3.0f. Max value = 16.0f. Sets the InitialNeckDamping setting for this . intial damping of neck after being shot. Default value = 1.0f. Min value = 0.1f. Max value = 10.0f. Sets the NeckStiffness setting for this . stiffness of neck. Default value = 14.0f. Min value = 3.0f. Max value = 16.0f. Sets the NeckDamping setting for this . damping of neck. Default value = 1.0f. Min value = 0.1f. Max value = 2.0f. Sets the KMultOnLoose setting for this . how much to add to upperbody stiffness dependent on looseness. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the KMult4Legs setting for this . how much to add to leg stiffnesses dependent on looseness. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LoosenessAmount setting for this . how loose the character is made by a newBullet. between 0 and 1. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the Looseness4Fall setting for this . how loose the character is made by a newBullet if falling. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Looseness4Stagger setting for this . how loose the upperBody of the character is made by a newBullet if staggerFall is running (and not falling). Note atm the neck ramp values are ignored in staggerFall. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the MinArmsLooseness setting for this . minimum looseness to apply to the arms. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the MinLegsLooseness setting for this . minimum looseness to apply to the Legs. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the GrabHoldTime setting for this . how long to hold for before returning to relaxed arm position. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the SpineBlendExagCPain setting for this . true: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain. Default value = False. Sets the SpineBlendZero setting for this . spine is always blended with zero pose this much and up to 1 as the character become stationary. If negative no blend is ever applied. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Sets the BulletProofVest setting for this . looseness applied to spine is different if bulletProofVest is true. Default value = False. Sets the AlwaysResetLooseness setting for this . looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp. Default value = True. Sets the AlwaysResetNeckLooseness setting for this . Neck looseness always reset on shotNewBullet even if previous looseness ramp still running. Default value = True. Sets the AngVelScale setting for this . How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0). Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the AngVelScaleMask setting for this . Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0). Default value = fb. Sets the FlingWidth setting for this . Width of the fling behaviour. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the FlingTime setting for this . Duration of the fling behaviour. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Sets the TimeBeforeReachForWound setting for this . time, in seconds, before the character begins to grab for the wound on the first hit. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the ExagDuration setting for this . exaggerate bullet duration (at exagMag/exagTwistMag). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the ExagMag setting for this . exaggerate bullet spine Lean magnitude. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the ExagTwistMag setting for this . exaggerate bullet spine Twist magnitude. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the ExagSmooth2Zero setting for this . exaggerate bullet duration ramping to zero after exagDuration. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the ExagZeroTime setting for this . exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the CpainSmooth2Time setting for this . conscious pain duration ramping from zero to cpainMag/cpainTwistMag. Default value = 0.2f. Min value = 0.0f. Max value = 10.0f. Sets the CpainDuration setting for this . conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the CpainMag setting for this . conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier). Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the CpainTwistMag setting for this . conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier). Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the CpainSmooth2Zero setting for this . conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime). Default value = 1.5f. Min value = 0.0f. Max value = 10.0f. Sets the Crouching setting for this . is the guy crouching or not. Default value = False. Sets the ChickenArms setting for this . Type of reaction. Default value = False. Sets the ReachForWound setting for this . Type of reaction. Default value = True. Sets the Fling setting for this . Type of reaction. Default value = False. Sets the AllowInjuredArm setting for this . injured arm code runs if arm hit (turns and steps and bends injured arm). Default value = False. Sets the AllowInjuredLeg setting for this . when false injured leg is not bent and character does not bend to reach it. Default value = True. Sets the AllowInjuredLowerLegReach setting for this . when false don't try to reach for injured Lower Legs (shins/feet). Default value = False. Sets the AllowInjuredThighReach setting for this . when false don't try to reach for injured Thighs. Default value = True. Sets the StableHandsAndNeck setting for this . additional stability for hands and neck (less loose). Default value = False. Sets the Melee setting for this . Default value = False. Sets the FallingReaction setting for this . 0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall. Default value = 0. Min value = 0. Max value = 3. Sets the UseExtendedCatchFall setting for this . keep the character active instead of relaxing at the end of the catch fall. Default value = False. Sets the InitialWeaknessZeroDuration setting for this . duration for which the character's upper body stays at minimum stiffness (not quite zero). Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the InitialWeaknessRampDuration setting for this . duration of the ramp to bring the character's upper body stiffness back to normal levels. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. Sets the InitialNeckDuration setting for this . duration for which the neck stays at intial stiffness/damping. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the InitialNeckRampDuration setting for this . duration of the ramp to bring the neck stiffness/damping back to normal levels. Default value = 0.4f. Min value = 0.0f. Max value = 10.0f. Sets the UseCStrModulation setting for this . if enabled upper and lower body strength scales with character strength, using the range given by parameters below. Default value = False. Sets the CStrUpperMin setting for this . proportions to what the strength would be normally. Default value = 0.1f. Min value = 0.1f. Max value = 1.0f. Sets the CStrUpperMax setting for this . Default value = 1.0f. Min value = 0.1f. Max value = 1.0f. Sets the CStrLowerMin setting for this . Default value = 0.1f. Min value = 0.1f. Max value = 1.0f. Sets the CStrLowerMax setting for this . Default value = 1.0f. Min value = 0.1f. Max value = 1.0f. Sets the DeathTime setting for this . time to death (HACK for underwater). If -ve don't ever die. Default value = -1.0f. Min value = -1.0f. Max value = 1000.0f. Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Creates a new Instance of the ShotNewBulletHelper for sending a ShotNewBullet to a given . The to send the ShotNewBullet to. Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole. Sets the BodyPart setting for this . part ID on the body where the bullet hit. Default value = 0. Min value = 0. Max value = 21. Sets the LocalHitPointInfo setting for this . if true then normal and hitPoint should be supplied in local coordinates of bodyPart. If false then normal and hitPoint should be supplied in World coordinates. Default value = True. Sets the Normal setting for this . Normal coming out of impact point on character. Can be local or global depending on localHitPointInfo. Default value = Vector3(0.0f, 0.0f, -1.0f). Min value = -1.0f. Max value = 1.0f. Sets the HitPoint setting for this . position of impact on character. Can be local or global depending on localHitPointInfo. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the BulletVel setting for this . bullet velocity in world coordinates. Default value = Vector3(0.0f, 0.0f, 0.0f). Min value = -2000.0f. Max value = 2000.0f. Creates a new Instance of the ShotSnapHelper for sending a ShotSnap to a given . The to send the ShotSnap to. Sets the Snap setting for this . Add a Snap to shot. Default value = False. Sets the SnapMag setting for this . The magnitude of the reaction. Default value = 0.4f. Min value = -10.0f. Max value = 10.0f. Sets the SnapMovingMult setting for this . movingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the SnapBalancingMult setting for this . balancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the SnapAirborneMult setting for this . airborneMult*snapMag = The magnitude of the reaction if airborne. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the SnapMovingThresh setting for this . If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag. Default value = 1.0f. Min value = 0.0f. Max value = 20.0f. Sets the SnapDirectionRandomness setting for this . The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the SnapLeftArm setting for this . snap the leftArm. Default value = False. Sets the SnapRightArm setting for this . snap the rightArm. Default value = False. Sets the SnapLeftLeg setting for this . snap the leftLeg. Default value = False. Sets the SnapRightLeg setting for this . snap the rightLeg. Default value = False. Sets the SnapSpine setting for this . snap the spine. Default value = True. Sets the SnapNeck setting for this . snap the neck. Default value = True. Sets the SnapPhasedLegs setting for this . Legs are either in phase with each other or not. Default value = True. Sets the SnapHipType setting for this . type of hip reaction 0=none, 1=side2side 2=steplike. Default value = 0. Min value = 0. Max value = 2. Sets the SnapUseBulletDir setting for this . Legs are either in phase with each other or not. Default value = True. Sets the SnapHitPart setting for this . Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap. Default value = False. Sets the UnSnapInterval setting for this . Interval before applying reverse snap. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the UnSnapRatio setting for this . The magnitude of the reverse snap. Default value = 0.7f. Min value = 0.0f. Max value = 100.0f. Sets the SnapUseTorques setting for this . use torques to make the snap otherwise use a change in the parts angular velocity. Default value = True. configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces. Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin to a given . The to send the ShotShockSpin to. configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces. Sets the AddShockSpin setting for this . if enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact. Default value = False. Sets the RandomizeShockSpinDirection setting for this . for use with close-range shotgun blasts, or similar. Default value = False. Sets the AlwaysAddShockSpin setting for this . if true, apply the shock spin no matter which body component was hit. otherwise only apply if the spine or clavicles get hit. Default value = False. Sets the ShockSpinMin setting for this . minimum amount of torque to add if using shock-spin feature. Default value = 50.0f. Min value = 0.0f. Max value = 1000.0f. Sets the ShockSpinMax setting for this . maxiumum amount of torque to add if using shock-spin feature. Default value = 90.0f. Min value = 0.0f. Max value = 1000.0f. Sets the ShockSpinLiftForceMult setting for this . if greater than 0, apply a force to lift the character up while the torque is applied, trying to produce a dramatic spun/twist shotgun-to-the-chest effect. this is a scale of the torque applied, so 8.0 or so would give a reasonable amount of lift. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the ShockSpinDecayMult setting for this . multiplier used when decaying torque spin over time. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Sets the ShockSpinScalePerComponent setting for this . torque applied is scaled by this amount across the spine components - spine2 recieving the full amount, then 3 and 1 and finally 0. each time, this value is used to scale it down. 0.5 means half the torque each time. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the ShockSpinMaxTwistVel setting for this . shock spin ends when twist velocity is greater than this value (try 6.0). If set to -1 does not stop. Default value = -1.0f. Min value = -1.0f. Max value = 200.0f. Sets the ShockSpinScaleByLeverArm setting for this . shock spin scales by lever arm of bullet i.e. bullet impact point to centre line. Default value = True. Sets the ShockSpinAirMult setting for this . shockSpin's torque is multipied by this value when both the character's feet are not in contact. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ShockSpin1FootMult setting for this . shockSpin's torque is multipied by this value when the one of the character's feet are not in contact. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the ShockSpinFootGripMult setting for this . shockSpin scales the torques applied to the feet by footSlipCompensation. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the BracedSideSpinMult setting for this . If shot on a side with a forward foot and both feet are on the ground and balanced, increase the shockspin to compensate for the balancer naturally resisting spin to that side. Default value = 1.0f. Min value = 1.0f. Max value = 5.0f. configure the fall to knees shot. Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees to a given . The to send the ShotFallToKnees to. configure the fall to knees shot. Sets the FallToKnees setting for this . Type of reaction. Default value = False. Sets the FtkAlwaysChangeFall setting for this . Always change fall behaviour. If false only change when falling forward. Default value = False. Sets the FtkBalanceTime setting for this . How long the balancer runs for before fallToKnees starts. Default value = 0.7f. Min value = 0.0f. Max value = 5.0f. Sets the FtkHelperForce setting for this . Hip helper force magnitude - to help character lean over balance point of line between toes. Default value = 200.0f. Min value = 0.0f. Max value = 2000.0f. Sets the FtkHelperForceOnSpine setting for this . Helper force applied to spine3 aswell. Default value = True. Sets the FtkLeanHelp setting for this . Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean. Default value = 0.1f. Min value = 0.0f. Max value = 0.3f. Sets the FtkSpineBend setting for this . Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called). Default value = 0.0f. Min value = -0.2f. Max value = 0.3f. Sets the FtkStiffSpine setting for this . Stiffen spine when falling from knees (only if rds called). Default value = False. Sets the FtkImpactLooseness setting for this . Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the FtkImpactLoosenessTime setting for this . Time that looseness is applied after knee impacts. Default value = 0.2f. Min value = -0.1f. Max value = 1.0f. Sets the FtkBendRate setting for this . Rate at which the legs are bent to go from standing to on knees. Default value = 0.7f. Min value = 0.0f. Max value = 4.0f. Sets the FtkHipBlend setting for this . Blend from current hip to balancing on knees hip angle. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the FtkLungeProb setting for this . Probability that a lunge reaction will be allowed. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the FtkKneeSpin setting for this . When on knees allow some spinning of the character. If false then the balancers' footSlipCompensation remains on and tends to keep the character facing the same way as when it was balancing. Default value = False. Sets the FtkFricMult setting for this . Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Sets the FtkHipAngleFall setting for this . Apply this hip angle when the character starts to fall backwards when on knees. Default value = 0.5f. Min value = -1.0f. Max value = 1.0f. Sets the FtkPitchForwards setting for this . Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees. Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Sets the FtkPitchBackwards setting for this . Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees. Default value = 0.1f. Min value = -0.5f. Max value = 0.5f. Sets the FtkFallBelowStab setting for this . Balancer instability below which the character starts to bend legs even if it isn't going to fall on to it's knees (i.e. if going backwards). 0.3 almost ensures a fall to knees but means the character will keep stepping backward until it slows down enough. Default value = 0.5f. Min value = 0.0f. Max value = 15.0f. Sets the FtkBalanceAbortThreshold setting for this . when the character gives up and goes into a fall. Default value = 2.0f. Min value = 0.0f. Max value = 4.0f. Sets the FtkOnKneesArmType setting for this . Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut. Default value = 2. Min value = 0. Max value = 2. Sets the FtkReleaseReachForWound setting for this . Release the reachForWound this amount of time after the knees have hit. If LT 0.0 then keep reaching for wound regardless of fall/onground state. Default value = -1.0f. Min value = -1.0f. Max value = 5.0f. Sets the FtkReachForWound setting for this . true = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor. Default value = True. Sets the FtkReleasePointGun setting for this . Override the pointGun when knees hit. Default value = False. Sets the FtkFailMustCollide setting for this . The upper body of the character must be colliding and other failure conditions met to fail. Default value = True. configure the shot from behind reaction. Creates a new Instance of the ShotFromBehindHelper for sending a ShotFromBehind to a given . The to send the ShotFromBehind to. configure the shot from behind reaction. Sets the ShotFromBehind setting for this . Type of reaction. Default value = False. Sets the SfbSpineAmount setting for this . SpineBend. Default value = 4.0f. Min value = 0.0f. Max value = 10.0f. Sets the SfbNeckAmount setting for this . Neck Bend. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the SfbHipAmount setting for this . hip Pitch. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the SfbKneeAmount setting for this . knee bend. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the SfbPeriod setting for this . shotFromBehind reaction period after being shot. Default value = 0.7f. Min value = 0.0f. Max value = 10.0f. Sets the SfbForceBalancePeriod setting for this . amount of time not taking a step. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the SfbArmsOnset setting for this . amount of time before applying spread out arms pose. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the SfbKneesOnset setting for this . amount of time before bending knees a bit. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the SfbNoiseGain setting for this . Controls additional independent randomized bending of left/right elbows. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the SfbIgnoreFail setting for this . 0=balancer fails as normal, 1= ignore backArchedBack and leanedTooFarBack balancer failures, 2= ignore backArchedBack balancer failure only, 3= ignore leanedTooFarBack balancer failure only. Default value = 0. Min value = 0. Max value = 3. configure the shot in guts reaction. Creates a new Instance of the ShotInGutsHelper for sending a ShotInGuts to a given . The to send the ShotInGuts to. configure the shot in guts reaction. Sets the ShotInGuts setting for this . Type of reaction. Default value = False. Sets the SigSpineAmount setting for this . SpineBend. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the SigNeckAmount setting for this . Neck Bend. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the SigHipAmount setting for this . hip Pitch. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the SigKneeAmount setting for this . knee bend. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the SigPeriod setting for this . active time after being shot. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the SigForceBalancePeriod setting for this . amount of time not taking a step. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the SigKneesOnset setting for this . amount of time not taking a step. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the ShotHeadLookHelper for sending a ShotHeadLook to a given . The to send the ShotHeadLook to. Sets the UseHeadLook setting for this . Use headLook. Default: looks at provided target or if this is zero - looks forward or in velocity direction. If reachForWound is enabled, switches between looking at the wound and at the default target. Default value = False. Sets the HeadLook setting for this . position to look at with headlook flag. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the HeadLookAtWoundMinTimer setting for this . Min time to look at wound. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the HeadLookAtWoundMaxTimer setting for this . Max time to look at wound. Default value = 0.8f. Min value = 0.0f. Max value = 10.0f. Sets the HeadLookAtHeadPosMaxTimer setting for this . Min time to look headLook or if zero - forward or in velocity direction. Default value = 1.7f. Min value = 0.0f. Max value = 10.0f. Sets the HeadLookAtHeadPosMinTimer setting for this . Max time to look headLook or if zero - forward or in velocity direction. Default value = 0.6f. Min value = 0.0f. Max value = 10.0f. configure the arm reactions in shot. Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms to a given . The to send the ShotConfigureArms to. configure the arm reactions in shot. Sets the Brace setting for this . blind brace with arms if appropriate. Default value = True. Sets the PointGun setting for this . Point gun if appropriate. Default value = False. Sets the UseArmsWindmill setting for this . armsWindmill if going backwards fast enough. Default value = True. Sets the ReleaseWound setting for this . release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction. Default value = 1. Min value = 0. Max value = 2. Sets the ReachFalling setting for this . reachForWound when falling 0 = false, 1 = true, 2 = once per shot performance. Default value = 0. Min value = 0. Max value = 2. Sets the ReachFallingWithOneHand setting for this . Force character to reach for wound with only one hand when falling or fallen. 0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible, 3 = one handed but automatic (allows switching of hands). Default value = 3. Min value = 0. Max value = 3. Sets the ReachOnFloor setting for this . reachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance. Default value = 0. Min value = 0. Max value = 2. Sets the AlwaysReachTime setting for this . Inhibit arms brace for this amount of time after reachForWound has begun. Default value = 0.3f. Min value = 0.0f. Max value = 10.0f. Sets the AWSpeedMult setting for this . For armsWindmill, multiplier on character speed - increase of speed of circling is proportional to character speed (max speed of circliing increase = 1.5). eg. lowering the value increases the range of velocity that the 0-1.5 is applied over. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the AWRadiusMult setting for this . For armsWindmill, multiplier on character speed - increase of radii is proportional to character speed (max radius increase = 0.45). eg. lowering the value increases the range of velocity that the 0-0.45 is applied over. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the AWStiffnessAdd setting for this . For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd. Default value = 4.0f. Min value = 0.0f. Max value = 16.0f. Sets the ReachWithOneHand setting for this . Force character to reach for wound with only one hand. 0= allow 2 handed reach, 1= left only if 2 handed possible, 2= right only if 2 handed possible. Default value = 0. Min value = 0. Max value = 2. Sets the AllowLeftPistolRFW setting for this . Allow character to reach for wound with left hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false. Default value = True. Sets the AllowRightPistolRFW setting for this . Allow character to reach for wound with right hand if holding a pistol. It never will for a rifle. If pointGun is running this will only happen if the hand cannot point and pointGun:poseUnusedGunArm = false. Default value = False. Sets the RfwWithPistol setting for this . Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle. Default value = False. Sets the Fling2 setting for this . Type of reaction. Default value = False. Sets the Fling2Left setting for this . Fling the left arm. Default value = True. Sets the Fling2Right setting for this . Fling the right arm. Default value = True. Sets the Fling2OverrideStagger setting for this . Override stagger arms even if staggerFall:m_upperBodyReaction = true. Default value = False. Sets the Fling2TimeBefore setting for this . Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the Fling2Time setting for this . Duration of the fling behaviour. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the Fling2MStiffL setting for this . MuscleStiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). Default value = 1.0f. Min value = -1.0f. Max value = 1.5f. Sets the Fling2MStiffR setting for this . MuscleStiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness). Default value = -1.0f. Min value = -1.0f. Max value = 1.5f. Sets the Fling2RelaxTimeL setting for this . Maximum time before the left arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the Fling2RelaxTimeR setting for this . Maximum time before the right arm relaxes in the fling. It will relax automatically when the arm has completed it's bent arm fling. This is what causes the arm to straighten. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the Fling2AngleMinL setting for this . Min fling angle for left arm. Fling angle is random in the range fling2AngleMin:fling2AngleMax. Angle of fling in radians measured from the body horizontal sideways from shoulder. positive is up, 0 shoulder level, negative down. Default value = -1.5f. Min value = -1.5f. Max value = 1.0f. Sets the Fling2AngleMaxL setting for this . Max fling angle for left arm. Default value = 1.0f. Min value = -1.5f. Max value = 1.0f. Sets the Fling2AngleMinR setting for this . Min fling angle for right arm. Default value = -1.5f. Min value = -1.5f. Max value = 1.0f. Sets the Fling2AngleMaxR setting for this . Max fling angle for right arm. Default value = 1.0f. Min value = -1.5f. Max value = 1.0f. Sets the Fling2LengthMinL setting for this . Min left arm length. Armlength is random in the range fling2LengthMin:fling2LengthMax. Armlength maps one to one with elbow angle. (These values are scaled internally for the female character). Default value = 0.3f. Min value = 0.3f. Max value = 0.6f. Sets the Fling2LengthMaxL setting for this . Max left arm length. Default value = 0.6f. Min value = 0.3f. Max value = 0.6f. Sets the Fling2LengthMinR setting for this . Min right arm length. Default value = 0.3f. Min value = 0.3f. Max value = 0.6f. Sets the Fling2LengthMaxR setting for this . Max right arm length. Default value = 0.6f. Min value = 0.3f. Max value = 0.6f. Sets the Bust setting for this . Has the character got a bust. If so then cupBust (move bust reach targets below bust) or bustElbowLift and cupSize (stop upperArm penetrating bust and move bust targets to surface of bust) are implemented. Default value = False. Sets the BustElbowLift setting for this . Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3). Default value = 0.7f. Min value = 0.0f. Max value = 2.0f. Sets the CupSize setting for this . Amount reach target to bust (spine2) will be offset forward by. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the CupBust setting for this . All reach targets above or on the bust will cause a reach below the bust. (specifically moves spine3 and spine2 targets to spine1). bustElbowLift and cupSize are ignored. Default value = False. Clone of High Fall with a wider range of operating conditions. Creates a new Instance of the SmartFallHelper for sending a SmartFall to a given . The to send the SmartFall to. Clone of High Fall with a wider range of operating conditions. Sets the BodyStiffness setting for this . stiffness of body. Value feeds through to bodyBalance (synched with defaults), to armsWindmill (14 for this value at default ), legs pedal, head look and roll down stairs directly. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the Bodydamping setting for this . The damping of the joints. Default value = 1.0f. Min value = 0.0f. Max value = 3.0f. Sets the Catchfalltime setting for this . The length of time before the impact that the character transitions to the landing. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the CrashOrLandCutOff setting for this . 0.52angle is 0.868 dot//A threshold for deciding how far away from upright the character needs to be before bailing out (going into a foetal) instead of trying to land (keeping stretched out). NB: never does bailout if ignorWorldCollisions true. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Sets the PdStrength setting for this . Strength of the controller to keep the character at angle aimAngleBase from vertical. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the PdDamping setting for this . Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel. Default value = 1.0f. Min value = 0.0f. Max value = 5.0f. Sets the ArmAngSpeed setting for this . arm circling speed in armWindMillAdaptive. Default value = 7.9f. Min value = 0.0f. Max value = 20.0f. Sets the ArmAmplitude setting for this . in armWindMillAdaptive. Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the ArmPhase setting for this . in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase. Default value = 3.1f. Min value = 0.0f. Max value = 6.3f. Sets the ArmBendElbows setting for this . in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false. Default value = True. Sets the LegRadius setting for this . radius of legs on pedal. Default value = 0.4f. Min value = 0.0f. Max value = 0.5f. Sets the LegAngSpeed setting for this . in pedal. Default value = 7.9f. Min value = 0.0f. Max value = 15.0f. Sets the LegAsymmetry setting for this . 0.0 for stuntman. Random offset applied per leg to the angular speed to desynchronise the pedaling - set to 0 to disable, otherwise should be set to less than the angularSpeed value. Default value = 4.0f. Min value = -10.0f. Max value = 10.0f. Sets the Arms2LegsPhase setting for this . phase angle between the arms and legs circling angle. Default value = 0.0f. Min value = 0.0f. Max value = 6.5f. Sets the Arms2LegsSync setting for this . Syncs the arms angle to what the leg angle is. Default value = . All speed/direction parameters of armswindmill are overwritten if = . If and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed). Sets the ArmsUp setting for this . Where to put the arms when preparing to land. Approx 1 = above head, 0 = head height, -1 = down. LT -2.0 use catchFall arms, LT -3.0 use prepare for landing pose if Agent is due to land vertically, feet first. Default value = -3.1f. Min value = -4.0f. Max value = 2.0f. Sets the OrientateBodyToFallDirection setting for this . toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction. Default value = False. Sets the OrientateTwist setting for this . If false don't worry about the twist angle of the character when orientating the character. If false this allows the twist axis of the character to be free (You can get a nice twisting highFall like the one in dieHard 4 when the car goes into the helicopter). Default value = True. Sets the OrientateMax setting for this . DEVEL parameter - suggest you don't edit it. Maximum torque the orientation controller can apply. If 0 then no helper torques will be used. 300 will orientate the character soflty for all but extreme angles away from aimAngleBase. If abs (current -aimAngleBase) is getting near 3.0 then this can be reduced to give a softer feel. Default value = 300.0f. Min value = 0.0f. Max value = 2000.0f. Sets the AlanRickman setting for this . If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman. Default value = False. Sets the FowardRoll setting for this . Try to execute a forward Roll on landing. Default value = False. Sets the UseZeroPose_withFowardRoll setting for this . Blend to a zero pose when forward roll is attempted. Default value = False. Sets the AimAngleBase setting for this . Angle from vertical the pdController is driving to ( positive = forwards). Default value = 0.2f. Min value = -3.1f. Max value = 3.1f. Sets the FowardVelRotation setting for this . scale to add/subtract from aimAngle based on forward speed (Internal). Default value = 0.0f. Min value = -1.0f. Max value = 1.0f. Sets the FootVelCompScale setting for this . Scale to change to amount of vel that is added to the foot ik from the velocity (Internal). Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the SideD setting for this . sideoffset for the feet during prepareForLanding. +ve = right. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the FowardOffsetOfLegIK setting for this . Forward offset for the feet during prepareForLanding. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LegL setting for this . Leg Length for ik (Internal)//unused. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the CatchFallCutOff setting for this . 0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff. Default value = 0.9f. Min value = -1.0f. Max value = 1.0f. Sets the LegStrength setting for this . Strength of the legs at landing. Default value = 12.0f. Min value = 6.0f. Max value = 16.0f. Sets the Balance setting for this . If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called). Default value = True. Sets the IgnorWorldCollisions setting for this . Never go into bailout (foetal). Default value = False. Sets the AdaptiveCircling setting for this . stuntman type fall. Arm and legs circling direction controlled by angmom and orientation. Default value = True. Sets the Hula setting for this . With stuntman type fall. Hula reaction if can't see floor and not rotating fast. Default value = True. Sets the MaxSpeedForRecoverableFall setting for this . Character needs to be moving less than this speed to consider fall as a recoverable one. Default value = 15.0f. Min value = 0.0f. Max value = 100.0f. Sets the MinSpeedForBrace setting for this . Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the LandingNormal setting for this . Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it. Default value = 0.6f. Min value = 0.0f. Max value = 1.0f. Sets the RdsForceMag setting for this . Default value = 0.8f. Min value = 0.0f. Max value = 10.0f. Sets the RdsTargetLinVeDecayTime setting for this . RDS: Time for the targetlinearVelocity to decay to zero. Default value = 0.5f. Min value = 0.0f. Max value = 10.0f. Sets the RdsTargetLinearVelocity setting for this . RDS: Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag. -1 to use initial character velocity. Default value = 1.0f. Min value = 0.0f. Max value = 30.0f. Sets the RdsUseStartingFriction setting for this . Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction. Default value = False. Sets the RdsStartingFriction setting for this . Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the RdsStartingFrictionMin setting for this . Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the RdsForceVelThreshold setting for this . Velocity threshold under which RDS force mag will be applied. Default value = 10.0f. Min value = 0.0f. Max value = 100.0f. Sets the InitialState setting for this . Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier. Default value = 0. Min value = 0. Max value = 7. Sets the ChangeExtremityFriction setting for this . Allow friction changes to be applied to the hands and feet. Default value = False. Sets the Teeter setting for this . Set up an immediate teeter in the direction of trave if initial state is SF_Balance. Default value = False. Sets the TeeterOffset setting for this . Offset the default Teeter edge in the direction of travel. Will need to be tweaked depending on how close to the real edge AI tends to trigger the behaviour. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the StopRollingTime setting for this . Time in seconds before ped should start actively trying to stop rolling. Default value = 2.0f. Min value = 0.0f. Max value = 100.0f. Sets the ReboundScale setting for this . Scale for rebound assistance. 0=off, 1=very bouncy, 2=jbone crazy Try 0.5?. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the ReboundMask setting for this . Part mask to apply rebound assistance. Default value = uk. Sets the ForceHeadAvoid setting for this . Force head avoid to be active during Catch Fall even when character is not on the ground. Default value = False. Sets the CfZAxisSpinReduction setting for this . Pass-through parameter for Catch Fall spin reduction. Increase to stop more spin. 0..1. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the SplatWhenStopped setting for this . Transition to splat state when com vel is below value, regardless of character health or fall velocity. Set to zero to disable. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the BlendHeadWhenStopped setting for this . Blend head to neutral pose com vel approaches zero. Linear between zero and value. Set to zero to disable. Default value = 0.0f. Min value = 0.0f. Max value = 100.0f. Sets the SpreadLegs setting for this . Spread legs amount for Pedal during fall. Default value = 0.1f. Min value = -1.0f. Max value = 1.0f. Creates a new Instance of the StaggerFallHelper for sending a StaggerFall to a given . The to send the StaggerFall to. Sets the ArmStiffness setting for this . stiffness of arms. catch_fall's stiffness scales with this value, but has default values when this is default. Default value = 12.0f. Min value = 0.0f. Max value = 16.0f. Sets the ArmDamping setting for this . Sets damping value for the arms. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the SpineDamping setting for this . Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the SpineStiffness setting for this . Default value = 10.0f. Min value = 0.0f. Max value = 16.0f. Sets the ArmStiffnessStart setting for this . armStiffness during the yanked timescale ie timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the ArmDampingStart setting for this . armDamping during the yanked timescale ie timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the SpineDampingStart setting for this . spineDamping during the yanked timescale ie timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the SpineStiffnessStart setting for this . spineStiffness during the yanked timescale ie timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the TimeAtStartValues setting for this . time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect. Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the RampTimeFromStartValues setting for this . time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues). Default value = 0.0f. Min value = 0.0f. Max value = 2.0f. Sets the StaggerStepProb setting for this . Probability per step of time spent in a stagger step. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the StepsTillStartEnd setting for this . steps taken before lowerBodyStiffness starts ramping down by perStepReduction1. Default value = 2. Min value = 0. Max value = 100. Sets the TimeStartEnd setting for this . time from start of behaviour before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues. Default value = 100.0f. Min value = 0.0f. Max value = 100.0f. Sets the RampTimeToEndValues setting for this . time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the LowerBodyStiffness setting for this . lowerBodyStiffness should be 12. Default value = 13.0f. Min value = 0.0f. Max value = 16.0f. Sets the LowerBodyStiffnessEnd setting for this . lowerBodyStiffness at end. Default value = 8.0f. Min value = 0.0f. Max value = 16.0f. Sets the PredictionTime setting for this . amount of time (seconds) into the future that the character tries to step to. bigger values try to recover with fewer, bigger steps. smaller values recover with smaller steps, and generally recover less. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the PerStepReduction1 setting for this . LowerBody stiffness will be reduced every step to make the character fallover. Default value = 0.7f. Min value = 0.0f. Max value = 10.0f. Sets the LeanInDirRate setting for this . leanInDirection will be increased from 0 to leanInDirMax linearly at this rate. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the LeanInDirMaxF setting for this . Max of leanInDirection magnitude when going forwards. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the LeanInDirMaxB setting for this . Max of leanInDirection magnitude when going backwards. Default value = 0.3f. Min value = 0.0f. Max value = 1.0f. Sets the LeanHipsMaxF setting for this . Max of leanInDirectionHips magnitude when going forwards. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the LeanHipsMaxB setting for this . Max of leanInDirectionHips magnitude when going backwards. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Lean2multF setting for this . Lean of spine to side in side velocity direction when going forwards. Default value = -1.0f. Min value = -5.0f. Max value = 5.0f. Sets the Lean2multB setting for this . Lean of spine to side in side velocity direction when going backwards. Default value = -2.0f. Min value = -5.0f. Max value = 5.0f. Sets the PushOffDist setting for this . amount stance foot is behind com in the direction of velocity before the leg tries to pushOff to increase momentum. Increase to lower the probability of the pushOff making the character bouncy. Default value = 0.2f. Min value = -1.0f. Max value = 1.0f. Sets the MaxPushoffVel setting for this . stance leg will only pushOff to increase momentum if the vertical hip velocity is less than this value. 0.4 seems like a good value. The higher it is the the less this functionality is applied. If it is very low or negative this can stop the pushOff altogether. Default value = 20.0f. Min value = -20.0f. Max value = 20.0f. Sets the HipBendMult setting for this . hipBend scaled with velocity. Default value = 0.0f. Min value = -10.0f. Max value = 10.0f. Sets the AlwaysBendForwards setting for this . bend forwards at the hip (hipBendMult) whether moving backwards or forwards. Default value = False. Sets the SpineBendMult setting for this . spine bend scaled with velocity. Default value = 0.4f. Min value = -10.0f. Max value = 10.0f. Sets the UseHeadLook setting for this . enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2. Default value = True. Sets the HeadLookPos setting for this . position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the HeadLookInstanceIndex setting for this . level index of thing to look at. Default value = -1. Min value = -1. Sets the HeadLookAtVelProb setting for this . Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = 1.0f. Min value = -1.0f. Max value = 1.0f. Sets the TurnOffProb setting for this . Weighted Probability that turn will be off. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Turn2TargetProb setting for this . Weighted Probability of turning towards headLook target. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the Turn2VelProb setting for this . Weighted Probability of turning towards velocity. This is one of six turn type weights. Default value = 1.0f. Min value = 0.0f. Max value = 1.0f. Sets the TurnAwayProb setting for this . Weighted Probability of turning away from headLook target. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TurnLeftProb setting for this . Weighted Probability of turning left. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the TurnRightProb setting for this . Weighted Probability of turning right. This is one of six turn type weights. Default value = 0.0f. Min value = 0.0f. Max value = 1.0f. Sets the UseBodyTurn setting for this . enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing. Default value = False. Sets the UpperBodyReaction setting for this . enable upper body reaction ie blindBrace and armswindmill. Default value = True. Creates a new Instance of the TeeterHelper for sending a Teeter to a given . The to send the Teeter to. Sets the EdgeLeft setting for this . Defines the left edge point (left of character facing edge). Default value = Vector3(39.5f, 38.9f, 21.1f). Min value = 0.0f. Sets the EdgeRight setting for this . Defines the right edge point (right of character facing edge). Default value = Vector3(39.5f, 39.9f, 21.1f). Min value = 0.0f. Sets the UseExclusionZone setting for this . stop stepping across the line defined by edgeLeft and edgeRight. Default value = True. Sets the UseHeadLook setting for this . Default value = True. Sets the CallHighFall setting for this . call highFall if fallen over the edge. If false just call blended writhe (to go over the top of the fall behaviour of the underlying behaviour e.g. bodyBalance). Default value = True. Sets the LeanAway setting for this . lean away from the edge based on velocity towards the edge (if closer than 2m from edge). Default value = True. Sets the PreTeeterTime setting for this . Time-to-edge threshold to start pre-teeter (windmilling, etc). Default value = 2.0f. Min value = 0.0f. Max value = 10.0f. Sets the LeanAwayTime setting for this . Time-to-edge threshold to start leaning away from a potential fall. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the LeanAwayScale setting for this . Scales stay upright lean and hip pitch. Default value = 0.5f. Min value = 0.0f. Max value = 1.0f. Sets the TeeterTime setting for this . Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc). Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Creates a new Instance of the UpperBodyFlinchHelper for sending a UpperBodyFlinch to a given . The to send the UpperBodyFlinch to. Sets the HandDistanceLeftRight setting for this . Left-Right distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the HandDistanceFrontBack setting for this . Front-Back distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the HandDistanceVertical setting for this . Vertical distance between the hands. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the BodyStiffness setting for this . stiffness of body. Value carries over to head look, spine twist. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the BodyDamping setting for this . damping value used for upper body. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the BackBendAmount setting for this . Amount to bend the back during the flinch. Default value = -0.6f. Min value = -1.0f. Max value = 1.0f. Sets the UseRightArm setting for this . Toggle to use the right arm. Default value = True. Sets the UseLeftArm setting for this . Toggle to Use the Left arm. Default value = True. Sets the NoiseScale setting for this . Amplitude of the perlin noise applied to the arms positions in the flicnh to the front part of the behaviour. Default value = 0.1f. Min value = 0.0f. Max value = 1.0f. Sets the NewHit setting for this . Relaxes the character for 1 frame if set. Default value = True. Sets the ProtectHeadToggle setting for this . Always protect head. Note if false then character flinches if target is in front, protects head if target is behind. Default value = False. Sets the DontBraceHead setting for this . don't protect head only brace from front. Turned on by bcr. Default value = False. Sets the ApplyStiffness setting for this . Turned of by bcr. Default value = True. Sets the HeadLookAwayFromTarget setting for this . Look away from target (unless protecting head then look between feet). Default value = False. Sets the UseHeadLook setting for this . Use headlook. Default value = True. Sets the TurnTowards setting for this . ve balancer turn Towards, negative balancer turn Away, 0 balancer won't turn. NB.There is a 50% chance that the character will not turn even if this parameter is set to turn. Default value = 1. Min value = -2. Max value = 2. Sets the Pos setting for this . position in world-space of object to flinch from. Default value = Vector3(0.0f, 0.0f, 0.0f). Creates a new Instance of the YankedHelper for sending a Yanked to a given . The to send the Yanked to. Sets the ArmStiffness setting for this . stiffness of arms when upright. Default value = 11.0f. Min value = 6.0f. Max value = 16.0f. Sets the ArmDamping setting for this . Sets damping value for the arms when upright. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the SpineDamping setting for this . Spine Damping when upright. Default value = 1.0f. Min value = 0.0f. Max value = 2.0f. Sets the SpineStiffness setting for this . Spine Stiffness when upright... Default value = 10.0f. Min value = 6.0f. Max value = 16.0f. Sets the ArmStiffnessStart setting for this . armStiffness during the yanked timescale ie timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the ArmDampingStart setting for this . armDamping during the yanked timescale ie timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the SpineDampingStart setting for this . spineDamping during the yanked timescale ie timeAtStartValues. Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the SpineStiffnessStart setting for this . spineStiffness during the yanked timescale ie timeAtStartValues. Default value = 3.0f. Min value = 0.0f. Max value = 16.0f. Sets the TimeAtStartValues setting for this . time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect. Default value = 0.4f. Min value = 0.0f. Max value = 2.0f. Sets the RampTimeFromStartValues setting for this . time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues). Default value = 0.1f. Min value = 0.0f. Max value = 2.0f. Sets the StepsTillStartEnd setting for this . steps taken before lowerBodyStiffness starts ramping down. Default value = 2. Min value = 0. Max value = 100. Sets the TimeStartEnd setting for this . time from start of behaviour before lowerBodyStiffness starts ramping down by perStepReduction1. Default value = 100.0f. Min value = 0.0f. Max value = 100.0f. Sets the RampTimeToEndValues setting for this . time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd. Default value = 0.0f. Min value = 0.0f. Max value = 10.0f. Sets the LowerBodyStiffness setting for this . lowerBodyStiffness should be 12. Default value = 12.0f. Min value = 0.0f. Max value = 16.0f. Sets the LowerBodyStiffnessEnd setting for this . lowerBodyStiffness at end. Default value = 8.0f. Min value = 0.0f. Max value = 16.0f. Sets the PerStepReduction setting for this . LowerBody stiffness will be reduced every step to make the character fallover. Default value = 1.5f. Min value = 0.0f. Max value = 10.0f. Sets the HipPitchForward setting for this . Amount to bend forward at the hips (+ve forward, -ve backwards). Behaviour switches between hipPitchForward and hipPitchBack. Default value = 0.6f. Min value = -1.3f. Max value = 1.3f. Sets the HipPitchBack setting for this . Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behaviour switches between hipPitchForward and hipPitchBack. Default value = 1.0f. Min value = -1.3f. Max value = 1.3f. Sets the SpineBend setting for this . Bend/Twist the spine amount. Default value = 0.7f. Min value = 0.0f. Max value = 1.0f. Sets the FootFriction setting for this . Foot friction when standing/stepping. 0.5 gives a good slide sometimes. Default value = 1.0f. Min value = 0.0f. Max value = 10.0f. Sets the TurnThresholdMin setting for this . min angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Sets the TurnThresholdMax setting for this . max angle at which the turn with toggle to the other direction (actual toggle angle is chosen randomly in range min to max). If it is 1 then it will never toggle. If negative then no turn is applied. Default value = 0.6f. Min value = -0.1f. Max value = 1.0f. Sets the UseHeadLook setting for this . enable and provide a look-at target to make the character's head turn to face it while balancing. Default value = False. Sets the HeadLookPos setting for this . position of thing to look at. Default value = Vector3(0.0f, 0.0f, 0.0f). Sets the HeadLookInstanceIndex setting for this . level index of thing to look at. Default value = -1. Min value = -1. Sets the HeadLookAtVelProb setting for this . Probability [0-1] that headLook will be looking in the direction of velocity when stepping. Default value = -1.0f. Min value = -1.0f. Max value = 1.0f. Sets the ComVelRDSThresh setting for this . for handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start. Default value = 2.0f. Min value = 0.0f. Max value = 20.0f. Sets the HulaPeriod setting for this . 0.25 A complete wiggle will take 4*hulaPeriod. Default value = 0.3f. Min value = 0.0f. Max value = 2.0f. Sets the HipAmplitude setting for this . Amount of hip movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the SpineAmplitude setting for this . Amount of spine movement. Default value = 1.0f. Min value = 0.0f. Max value = 4.0f. Sets the MinRelaxPeriod setting for this . wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). Default value = 0.3f. Min value = -5.0f. Max value = 5.0f. Sets the MaxRelaxPeriod setting for this . wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling). Default value = 1.5f. Min value = -5.0f. Max value = 5.0f. Sets the RollHelp setting for this . Amount of cheat torque applied to turn the character over. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the GroundLegStiffness setting for this . Leg Stiffness when on the ground. Default value = 11.0f. Min value = 0.0f. Max value = 16.0f. Sets the GroundArmStiffness setting for this . Arm Stiffness when on the ground. Default value = 11.0f. Min value = 0.0f. Max value = 16.0f. Sets the GroundSpineStiffness setting for this . Spine Stiffness when on the ground. Default value = 14.0f. Min value = 0.0f. Max value = 16.0f. Sets the GroundLegDamping setting for this . Leg Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the GroundArmDamping setting for this . Arm Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the GroundSpineDamping setting for this . Spine Damping when on the ground. Default value = 0.5f. Min value = 0.0f. Max value = 2.0f. Sets the GroundFriction setting for this . Friction multiplier on bodyParts when on ground. Character can look too slidy with groundFriction = 1. Higher values give a more jerky reation but this seems timestep dependent especially for dragged by the feet. Default value = 8.0f. Min value = 0.0f. Max value = 10.0f. Gets the current GameVersion. Gets the game Language. Gets how many milliseconds the game has been open in this session Sets the time scale of the Game. The Time Scale, only accepts values in range 0.0f to 1.0f Gets the total number of frames that's been rendered in this session. Gets the current frame rate per second. Gets the time it currently takes to render a frame, in seconds. Gets or sets the maximum wanted level a can receive. The maximum wanted level, only accepts values 0 to 5 Sets the wanted level multiplier The multiplier to apply to a players wanted level Sets a value indicating whether Police s should be visible on the Minimap Gets or sets the radio station. Gets the that you are controling Gets the that you are controling Gets or sets a value indicating whether to render the world with a night vision filter Gets or sets a value indicating whether to render the world with a thermal vision filter Gets or sets a value informing the Game Engine if a mission is in progress if true a mission is currently active; otherwise, false Gets or sets a value informing the Game Engine if a random event is in progress. if true a random event is currently active; otherwise, false Gets or a value indicating whether the cutscene is active. if true a cutscene is currently active; otherwise, false Gets a value indicating whether there is a Waypoint set Gets or sets a value indicating whether the game is paused Gets a value indicating whether there is a loading screen being displayed Gets whether the last input was made with a GamePad or Keyboard and Mouse Gets whether a was entered. The to check against. true if the was just entered; otherwise, false Only works for Gamepad inputs Cheat combinations use the same system Gets whether a cheat code was entered into the cheat text box The name of the cheat to check. true if the cheat was just entered; otherwise, false Gets whether a is currently pressed The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the is pressed; otherwise, false Gets whether a was just pressed this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just pressed this frame; otherwise, false Gets whether a was just released this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just released this frame; otherwise, false Gets whether a is Enabled this frame and is currently pressed The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the is pressed; otherwise, false Gets whether a is Enabled and was just pressed this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just pressed this frame; otherwise, false Gets whether a is Enabled and was just released this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just released this frame; otherwise, false Gets whether a is Disabled this frame and is currently pressed The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the is pressed; otherwise, false Gets whether a is Disabled and was just pressed this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just pressed this frame; otherwise, false Gets whether a is Disabled and was just released this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the was just released this frame; otherwise, false Gets whether a is Enabled ot Disabled this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . true if the is Enabled; otherwise, false Makes the Game Engine respond to the given Control this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . Makes the Game Engine ignore to the given Control this frame The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . Disables all s this frame. The Input Method (0 = Mouse and Keyboard, 2 = GamePad). Enables all s this frame. The Input Method (0 = Mouse and Keyboard, 2 = GamePad). Gets an Analog value of a input between -1.0f and 1.0f The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . The normalised value Gets an Analog value of a Disabled input between -1.0f and 1.0f The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . The normalised value Gets an value of a input. The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . The value Override a by giving it a user defined value this frame. The Input Method (0 = Mouse and Keyboard, 2 = GamePad). The . the value to set the control to. Pauses or Resumes the game if set to true Pause the game; otherwise, resume the game. Pauses or Resumes the game clock if set to true Pause the game clock; otherwise, resume the game clock. Performs and automative game save Shows the save menu enabling the user to perform a manual game save. Determines the game language files contain a entry for the specified GXT key The GXT key. true if GXT entry exists; otherwise, false Returns a localised from the games language files with a specified GXT key The GXT key. The localised if the key exists; otherwise, Calculates a Jenkins One At A Time hash from the given which can then be used by any native function that takes a hash The input to hash. The Jenkins hash of the Plays a sound from the games sound files The file the sound is stored in. The name of the sound inside the file. Plays music from the games music files The music file to play. Stops playing a music file The music file to stop. Creates an input box for enabling a user to input text using the keyboard The maximum length of input allowed. The of what the user entered, If the user cancelled is returned Creates an input box for enabling a user to input text using the keyboard The default text. The maximum length of input allowed. The of what the user entered, If the user cancelled is returned Creates an input box for enabling a user to input text using the keyboard The Title of the Window. The maximum length of input allowed. The of what the user entered, If the user cancelled is returned Creates an input box for enabling a user to input text using the keyboard The Title of the Window. The default text. The maximum length of input allowed. The of what the user entered, If the user cancelled is returned Private unsafe version of Returns a struct containing information about a specific tattoo. Currently only the , and are known. It's still unkown what the other values are used for or if they're even correctly offset in the byte array. Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale Tattoo index, value between 0 and Private (unsafe) version of Gets the alternate prop index data for a specific prop on a specific ped. This is used to check for the 'alternate' version of a helmet with a visor for example (open/closed visor variants). Get the hud stats for this weapon. Get the hud stats for this weapon component. Gets the hash for this . Returns true if this is valid. true if this is valid; otherwise, false. Gets a value indicating whether this is in the cd image. true if this is in the cd image; otherwise, false. Gets a value indicating whether this is loaded so it can be spawned. true if this is loaded; otherwise, false. Gets a value indicating whether the collision for this is loaded. true if the collision is loaded; otherwise, false. Gets a value indicating whether this is a bicycle. true if this is a bicycle; otherwise, false. Gets a value indicating whether this is a motorbike. true if this is a motorbike; otherwise, false. Gets a value indicating whether this is a boat. true if this is a boat; otherwise, false. Gets a value indicating whether this is a car. true if this is a car; otherwise, false. Gets a value indicating whether this is a cargobob. true if this is a cargobob; otherwise, false. Gets a value indicating whether this is a helicopter. true if this is a helicopter; otherwise, false. Gets a value indicating whether this is a ped. true if this is a ped; otherwise, false. Gets a value indicating whether this is a plane. true if this is a plane; otherwise, false. Gets a value indicating whether this is a prop. true if this is a prop; otherwise, false. Gets a value indicating whether this is a quadbike. true if this is a quadbike; otherwise, false. Gets a value indicating whether this is a train. true if this is a train; otherwise, false. Gets a value indicating whether this is a vehicle. true if this is a vehicle; otherwise, false. Gets the dimensions of this . Gets the dimensions of this . The minimum dimensions output . The maximum dimensions output . Attempt to load this into memory. Attempt to load this into memory for a given period of time. The time (in milliseconds) before giving up trying to load this true if this is loaded; otherwise, false Frees this from memory. This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely. A struct containing all ped head blend data. Used for MP (freemode) characters. This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely. Creates a class used for loading s than can be used to start s from inside the Asset The name of the asset file which contains all the s you are wanting to start The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the Gets the name of the this file Gets a value indicating whether this is Loaded Use or to load the asset Starts a Particle Effect that runs once at a given position then is destroyed. The name of the effect. The World position where the effect is. What rotation to apply to the effect. How much to scale the size of the effect by. Which axis to flip the effect in. trueIf the effect was able to start; otherwise, false. Starts a Particle Effect on an that runs once then is destroyed. the name of the effect. The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis trueIf the effect was able to start; otherwise, false. Starts a Particle Effect on an that runs once then is destroyed. the name of the effect. The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis trueIf the effect was able to start; otherwise, false. Creates a on an that runs looped. The name of the Effect The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis. if true attempt to start this effect now; otherwise, the effect will start when is called. The represented by this that can be used to start/stop/modify this effect Creates a on an that runs looped. The name of the Effect The the effect is attached to. The offset from the to attach the effect. The rotation, relative to the , the effect has. How much to scale the size of the effect by. Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis. if true attempt to start this effect now; otherwise, the effect will start when is called. The represented by this that can be used to start/stop/modify this effect Creates a at a position that runs looped. The name of the effect. The World position where the effect is. What rotation to apply to the effect. How much to scale the size of the effect by. Which axis to flip the effect in. if true attempt to start this effect now; otherwise, the effect will start when is called. The represented by this that can be used to start/stop/modify this effect Sets the for all NonLooped Particle Effects Attempts to load this into memory so it can be used for starting s. Attempts to load this into memory so it can be used for starting s. How long in milli-seconds should the game wait while the model hasnt been loaded before giving up true if the is Loaded; otherwise, false Tells the game we have finished using this and it can be freed from memory Gets the Handle of this The handle, will return -1 when the this is not active Gets a value indicating whether this is active. true if this is active; otherwise, false. Deletes this . Gets the memory address where this is located in game memory. Gets or sets the offset. If this is attached to an , this refers to the offset from the ; otherwise, this refers to its position in World coords Gets or Sets the rotation of this Gets or sets the of this . Gets or sets the size scaling factor of this The scale, default = 1.0f; To Decrease the size use a value less than 1.0f; To Increase the size use a value greater than 1.0f; Gets or sets which axis of this should be inverted. Modifys parameters of this . Name of the parameter you want to modify, these are stored inside the effect files. The new value for the parameter. Gets the name of the asset this effect is stored in. Gets the name of this effect. Gets or sets the this is attached to. Gets or sets the that this is attached to. Starts this . true if this was sucessfully started; otherwise, false. Creates a copy of this to another to simplify applying the same effect to many Entities. The to copy to. An that has all the same properties as this instance, but for a different . Creates a copy of this to another to simplify applying the same effect to many Entities. The to copy to. An that has all the same properties as this instance, but for a different . Starts this . true if this was sucessfully started; otherwise, false. Creates a copy of this to another position to simplify applying the same effect to many positions. The position to copy to. A that has all the same properties as this instance, but for a different position. Get the headblend data from this . A struct containing all headblend data from a mp ped. Gets the unsafe headblend struct and converts it into a safe struct and returns that struct. A struct. Gets or sets how much money this is carrying. Gets the gender of this . Note this does not seem to work correctly for all peds. Gets or sets how much Armor this is wearing. if you need to get or set the value strictly, use instead. Gets or sets how much Armor this is wearing in float. Gets or sets how accurate this s shooting ability is. The accuracy from 0 to 100, 0 being very innacurate, 100 being perfectly accurate. Opens a list of that this can carry out. Gets the stage of the this is currently executing. Opens a list of Helpers which can be applied to this . Gets a collection of all this s s. Opens a list of clothing and prop configurations that this can wear. Gets the vehicle weapon this is using. The vehicle weapon, returns if this isnt using a vehicle weapon. Gets the last this used. returns null if the last vehicle doesn't exist. Gets the current this is using. returns null if this isn't in a . Gets the this is trying to enter. returns null if this isn't trying to enter a . Gets the PedGroup this is in. Gets or sets the how much sweat should be rendered on this . The sweat from 0 to 100, 0 being no sweat, 100 being saturated. Sets how high up on this s body water should be visible. The height ranges from 0.0f to 1.99f, 0.0f being no water visible, 1.99f being covered in water. Sets the voice to use when this speaks. Sets the rate this will shoot at. The shoot rate from 0.0f to 1000.0f, 100.0f is the default value. Gets a value indicating whether this was killed by a stealth attack. true if this was killed by stealth; otherwise, false. Gets a value indicating whether this was killed by a takedown. true if this was killed by a takedown; otherwise, false. Gets the this is in. The this is in if this is in a ; otherwise, . Gets a value indicating whether this is jumping out of their vehicle. true if this is jumping out of their vehicle; otherwise, false. Sets a value indicating whether this will stay in the vehicle when the driver gets jacked. true if stays in vehicle when jacked; otherwise, false. Sets the maximum driving speed this can drive at. Gets or sets the injury health threshold for this . The ped is considered injured when its health drops below this value. The injury health threshold. Should be below . Gets or sets the fatal injury health threshold for this . The ped is considered dead when its health drops below this value. The fatal injury health threshold. Should be below . Note on player controlled peds: One of the game scripts will kill the player when their health drops below 100, regardless of this setting. Gets a value indicating whether this is human. true if this is human; otherwise, false. 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. true if permanent events are blocked; otherwise, false. Determines whether this exists. true if this exists; otherwise, false Determines whether the exists. The to check. true if the exists; otherwise, false Gets the with the specified bone name. Name of the bone. Gets the at the specified bone index. The bone index. Gets the with the specified boneId. The boneId. Gets the last damaged Bone for this . Clears the last damage a bone on this received. Gets the this is controling. Gets the of this Gets the name of this . Gets or sets how much money this has. Only works if current player is , or Gets or sets the wanted level for this . Gets or sets the wanted center position for this . The place in world coords where the police think this is. Gets or sets the maximum amount of armor this can carry. Gets or sets the primary parachute tint for this . Gets or sets the reserve parachute tint for this . Sets a value indicating whether this can leave a parachute smoke trail. true if this can leave a parachute smoke trail; otherwise, false. Gets or sets the color of the parachute smoke trail for this . The color of the parachute smoke trail for this . Gets a value indicating whether this is alive. true if this is alive; otherwise, false. Gets a value indicating whether this is dead. true if this is dead; otherwise, false. Gets a value indicating whether this is aiming. true if this is aiming; otherwise, false. Gets a value indicating whether this is climbing. true if this is climbing; otherwise, false. Gets a value indicating whether this is riding a train. true if this is riding a train; otherwise, false. Gets a value indicating whether this is pressing a horn. true if this is pressing a horn; otherwise, false. Gets a value indicating whether this is playing. true if this is playing; otherwise, false. Gets or sets a value indicating whether this is invincible. true if this is invincible; otherwise, false. Sets a value indicating whether this is ignored by the police. true if this is ignored by the police; otherwise, false. Sets a value indicating whether this is ignored by everyone. true if this is ignored by everyone; otherwise, false. Sets a value indicating whether cops will be dispatched for this true if cops will be dispatched; otherwise, false. Sets a value indicating whether this can use cover. true if this can use cover; otherwise, false. Gets a value indicating whether this can start a mission. true if this can start a mission; otherwise, false. Sets a value indicating whether this can control ragdoll. true if this can control ragdoll; otherwise, false. Gets or sets a value indicating whether this can control its . true if this can control its ; otherwise, false. Attempts to change the of this . The to change this to. true if the change was sucessful; otherwise, false. Gets how long this can remain sprinting for. Gets how much sprint stamina this currently has. Gets how long this can stay underwater before they start losing health. Gets a value indicating whether this is using their special ability. true if this is using their special ability; otherwise, false. Gets or sets a value indicating whether this can use their special ability. true if this can use their special ability; otherwise, false. Charges the special ability for this . The absolute amount. Charges the special ability for this . The amount between 0.0f and 1.0f Refills the special ability for this . Depletes the special ability for this . Gets the last this used. returns null if the last vehicle doesn't exist. Determines whether this is targetting the specified . The to check. true if this is targetting the specified ; otherwise, false. Gets a value indicating whether this is targetting anything. true if this is targetting anything; otherwise, false. Gets the this is targetting. The if this is targetting any ; otherwise, null Sets a value indicating whether ths player is forced to aim. true to make the player always be aiming; otherwise, false. Prevents this firing this frame. Sets the run speed mult for this this this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME). The factor - min: 0.0f, default: 1.0f, max: 1.499f. Sets the swim speed mult for this this this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME). The factor - min: 0.0f, default: 1.0f, max: 1.499f. Makes this shoot fire bullets this frame. Makes this shoot explosive bullets this frame. Makes this have an explosive melee attack this frame. Lets this jump really high this frame. Blocks this from entering any this frame. Only lets this enter a specific this frame. The this is allowed to enter. Determines whether this exists. true if this exists; otherwise, false Determines whether the exists. The to check. true if the exists; otherwise, false Gets the this raycast collided with. Returns null if the raycast didnt collide with any . Gets the world coordinates where this raycast collided. Returns if the raycast didnt collide with anything. Gets the normal of the surface where this raycast collided. Returns if the raycast didnt collide with anything. Gets a value indicating whether this raycast collided with anything. Gets a value indicating whether this raycast collided with any . Gets a value indicating the material type of the collision. Looks at the specified . Must be greater than 0 for the ped to actually move their head. Looks at the specified position. Must be greater than 0 for the ped to actually move their head. Gets the display name of this . Use to get the localized name. Gets the localized name of this Gets the display name of this s . Use to get the localized class name. Gets the localized name of this s . Gets the class of this . Gets or sets this s body health. Gets or sets this engine health. Gets or sets this petrol tank health. Gets or sets this fuel level. Gets or sets a value indicating whether this s engine is running. true if this s engine is running; otherwise, false. Gets or sets a value indicating whether this s engine is currently starting. true if this s engine is starting; otherwise, false. Turns this s radio on or off Sets this s radio station. Gets or sets this s speed. The speed in m/s. Gets the speed the drive wheels are turning at, This is the value used for the dashboard speedometers(after being converted to mph). Gets the acceleration of this . Gets or sets the current RPM of this . The current RPM between 0.0f and 1.0f. Gets the current gear this is using. Gets the steering angle of this . The steering angle in degrees. Gets or sets the steering scale of this . Gets a value indicating whether this has forks. true if this has forks; otherwise, false. Sets a value indicating whether this has an alarm set. true if this has an alarm set; otherwise, false. Gets a value indicating whether this is sounding its alarm. true if this is sounding its alarm; otherwise, false. Gets or sets time left before this alarm stops. If greater than zero, the vehicle alarm will be sounding. the value is up to 65534. The time left before this alarm stops. Starts sounding the alarm on this . Gets a value indicating whether this has a siren. true if this has a siren; otherwise, false. Gets or sets a value indicating whether this has its siren turned on. true if this has its siren turned on; otherwise, false. Sets a value indicating whether the siren on this plays sounds. true if the siren on this plays sounds; otherwise, false. Sounds the horn on this . The duration to sound the horn for. Gets or sets a value indicating whether this is wanted by the police. true if this is wanted by the police; otherwise, false. Gets or sets a value indicating whether peds can use this for cover. true if peds can use this for cover; otherwise, false. Gets or sets a value indicating whether this drops money when destroyed. true if this drops money when destroyed; otherwise, false. Gets or sets a value indicating whether this was previously owned by a . true if this was previously owned by a ; otherwise, false. Gets or sets a value indicating whether this needs to be hotwired to start. true if this needs to be hotwired to start; otherwise, false. Gets or sets a value indicating whether this has its lights on. true if this has its lights on; otherwise, false. Gets or sets a value indicating whether this has its high beams on. true if this has its high beams on; otherwise, false. Gets or sets a value indicating whether this has its interior lights on. true if this has its interior lights on; otherwise, false. Gets or sets a value indicating whether this has its search light on. true if this has its search light on; otherwise, false. Gets or sets a value indicating whether this has its taxi light on. true if this has its taxi light on; otherwise, false. Gets or sets a value indicating whether this has its left indicator light on. true if this has its left indicator light on; otherwise, false. Gets or sets a value indicating whether this has its right indicator light on. true if this has its right indicator light on; otherwise, false. Sets a value indicating whether the Handbrake on this is forced on. true if the Handbrake on this is forced on; otherwise, false. Gets or sets a value indicating whether this has its brake light on. true if this has its brake light on; otherwise, false. Gets whether or not the engine is on fire and losing health rapdily. Gets or sets the suspension height of this . The suspension height. Determines whether this exists. true if this exists; otherwise, false Determines whether the exists. The to check. true if the exists; otherwise, false Gets the data from this . Gets the data from this . Gets or sets the current date and time in the GTA World. The current date and time. Gets or sets the current time of day in the GTA World. The current time of day Sets a value indicating whether lights in the should be rendered. true if blackout; otherwise, false. Gets or sets the current Cloud Hat. Gets or sets the current Cloud Hat opacity. On a scale of 0.0 to 1.0. Gets or sets the weather. The weather. Gets or sets the next weather. The next weather. Gets or sets the weather transition. The weather transition. Transitions to weather. Duration is 45f in most scripts. The weather. The duration. Sets the gravity level for all objects. The gravity level: 9.8f - Default gravity. 2.4f - Moon gravity. 0.1f - Very low gravity. 0.0f - No gravity. Gets or sets the rendering camera. The rendering . Setting to null sets the rendering to . Destroys all user created s. Gets or sets the waypoint position. The coordinates of the Waypoint Returns an empty if a waypoint hasn't been set If the game engine cant extract height information the Z component will be 0.0f Gets the waypoint blip. The coordinates of the Waypoint Returns null if a waypoint hasn't been set Removes the waypoint. Gets the straight line distance between 2 positions. The origin. The destination. The distance Calculates the travel distance using roads and paths between 2 positions. The origin. The destination. The travel distance Gets the height of the ground at a given position. The position. The height measured in meters Gets the height of the ground at a given position. The position. The height measured in meters Gets an array of all the s on the map with a given . The blip types to include, leave blank to get all s. Gets an array of all the s on the map. Gets an array of all the s on the map. Gets an array of all the s on the map. Gets an array of all the s on the map. Gets the closest to a given position in the World. The position to check against. The spatials to check. The closest to the Gets the closest to a given position in the World ignoring height. The position to check against. The spatials to check. The closest to the Gets the nearest safe coordinate to position a . The position to check around. if set to true Only find positions on the sidewalk. The flags. Gets the next position on the street where a can be placed. The position to check around. if set to true only find positions that dont already have a vehicle in them. Gets the next position on the street where a can be placed. The position to check around. if set to true only find positions that dont already have a vehicle in them. Gets the next position on the street where a can be placed. The position to check around. Gets the next position on the street where a can be placed. The position to check around. Gets the localized name of the a zone in the map. The position on the map. Gets the localized name of the a zone in the map. The position on the map. Gets the display name of the a zone in the map. Use to convert to the localized name. The position on the map. Gets the display name of the a zone in the map. Use to convert to the localized name. The position on the map. Creates a at the given position on the map. The position of the blip on the map. Creates a for a circular area at the given position on the map. The position of the blip on the map. The radius of the area on the map. Creates a , use to switch to this camera The position of the camera. The rotation of the camera. The field of view of the camera. Spawns a of the given at the position and heading specified. The of the . The position to spawn the at. The heading of the . returns null if the could not be spawned Spawns a of a random at the position specified. The position to spawn the at. Spawns a of the given at the position and heading specified. The of the . The position to spawn the at. The heading of the . returns null if the could not be spawned Spawns a of a random at the position specified. The position to spawn the at. The heading of the . returns null if the could not be spawned Spawns a of the given at the position specified. The of the . The position to spawn the at. if set to true the will have physics; otherwise, it will be static. if set to true place the prop on the ground nearest to the . returns null if the could not be spawned Spawns a of the given at the position specified. The of the . The position to spawn the at. The rotation of the . if set to true the will have physics; otherwise, it will be static. if set to true place the prop on the ground nearest to the . returns null if the could not be spawned Spawns a of the given at the position specified without any offset. The of the . The position to spawn the at. if set to true the will have physics; otherwise, it will be static. returns null if the could not be spawned Spawns a of the given at the position specified without any offset. The of the . The position to spawn the at. The rotation of the . if set to true the will have physics; otherwise, it will be static. returns null if the could not be spawned Creates a in the world. The to display inside the . The position in the World. The position in the world where this should point. The radius of the . The color of the . returns null if the could not be created Creates a in the world. The to display inside the . The position in the World. The position in the world where this should point. The radius of the . The color of the . returns null if the could not be created Spawns a . The type of . The position of the . The rotation of the . The length of the . The minimum length of the . if set to true the will break if shot. Fires a single bullet in the world Where the bullet is fired from. Where the bullet is fired to. The who fired the bullet, leave null for no one. The weapon that the bullet is fired from. The damage the bullet will cause. The speed, only affects projectile weapons, leave -1 for default. Creates an explosion in the world The position of the explosion. The type of explosion. The radius of the explosion. The amount of camera shake to apply to nearby cameras. The who caused the explosion, leave null if no one caused the explosion. if set to true explosion can be heard. if set to true explosion is invisible. Creates a with the given name. The name of the relationship group. Creates a raycast between 2 points. The source of the raycast. The target of the raycast. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a raycast between 2 points. The source of the raycast. The direction of the raycast. How far the raycast should go out to. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a 3D raycast between 2 points. The source of the raycast. The target of the raycast. The radius of the raycast. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Creates a 3D raycast between 2 points. The source of the raycast. The direction of the raycast. The radius of the raycast. How far the raycast should go out to. What type of objects the raycast should intersect with. Specify an that the raycast should ignore, leave null for no entities ignored. Determines where the crosshair intersects with the world. A containing information about where the crosshair intersects with the world. Determines where the crosshair intersects with the world. Prevent the raycast detecting a specific . A containing information about where the crosshair intersects with the world. Draws a marker in the world, this needs to be done on a per frame basis The type of marker. The position of the marker. The direction the marker points in. The rotation of the marker. The amount to scale the marker by. The color of the marker. if set to true the marker will bob up and down. if set to true the marker will always face the camera, regardless of its rotation. if set to true rotates only on the y axis(heading). Name of texture dictionary to load the texture from, leave null for no texture in the marker. Name of texture inside the dictionary to load the texture from, leave null for no texture in the marker. if set to true draw on any that intersects the marker. Draws light around a region. The position to center the light around. The color of the light. How far the light should extend to. The intensity: 0.0f being no intensity, 1.0f being full intensity. Stops all particle effects in a range. The position in the world to stop particle effects. The maximum distance from the to stop particle effects. Provides fast reading and writing of generic structures to a memory location using IL emitted functions. Retrieve a pointer to the passed generic structure type. This is achieved by emitting a to retrieve a pointer to the structure. A pointer to the provided structure in memory. Loads the generic value type from a pointer. This is achieved by emitting a that returns the value in the memory location as a . The equivalent non-generic C# code: unsafe MyStruct ReadFromPointer(byte* pointer) { return *(MyStruct*)pointer; } Any value/structure type Unsafe pointer to memory to load the value from The newly loaded value Writes the generic value type to the location specified by a pointer. This is achieved by emitting a that copies the value from the referenced structure into the specified memory location. There is no exact equivalent possible in C#, the closest possible (generates the same IL) is the following code: unsafe void WriteToPointer(ref SharedHeader dest, ref SharedHeader src) { dest = src; } Retrieve the cached size of a structure Caches the size by type Reads a number of elements from a memory location into the provided buffer starting at the specified index. The structure type The destination buffer. The source memory location. The start index within . The number of elements to read. Writes a number of elements to a memory location from the provided buffer starting at the specified index. The structure type The destination memory location. The source buffer. The start index within . The number of elements to write. Emits optimized IL for the reading and writing of structures to/from memory. For a 32-byte structure with 1 million iterations: The method performs approx. 20x faster than (8ms vs 160ms), and about 1.6x slower than the non-generic equivalent (8ms vs 5ms) The method performs approx. 8x faster than (4ms vs 34ms). Delegate that returns a pointer to the provided structure. Use with extreme caution. Delegate for loading a structure from the specified memory address Delegate for writing a structure to the specified memory address The delegate for the generated IL to retrieve a pointer to the structure The delegate for the generated IL to retrieve a structure from a specified memory address. The delegate for the generated IL to store a structure at the specified memory address. Cached size of T as determined by . Performs once of type compatibility check. Thrown if the type T is incompatible The value for which all absolute numbers smaller than are considered equal to zero. A value specifying the approximation of π which is 180 degrees. A value specifying the approximation of 2π which is 360 degrees. A value specifying the approximation of π/2 which is 90 degrees. A value specifying the approximation of π/4 which is 45 degrees. Checks if a and b are almost equals, taking into account the magnitude of floating point numbers (unlike method). See Remarks. See remarks. The left value to compare. The right value to compare. true if a almost equal to b, false otherwise The code is using the technique described by Bruce Dawson in Comparing Floating point numbers 2012 edition. Determines whether the specified value is close to zero (0.0f). The floating value. true if the specified value is close to zero (0.0f); otherwise, false. Determines whether the specified value is close to one (1.0f). The floating value. true if the specified value is close to one (1.0f); otherwise, false. Checks if a - b are almost equals within a float epsilon. The left value to compare. The right value to compare. Epsilon value true if a almost equal to b within a float epsilon, false otherwise Converts revolutions to degrees. The value to convert. The converted value. Converts revolutions to radians. The value to convert. The converted value. Converts revolutions to gradians. The value to convert. The converted value. Converts degrees to revolutions. The value to convert. The converted value. Converts degrees to radians. The value to convert. The converted value. Converts radians to revolutions. The value to convert. The converted value. Converts radians to gradians. The value to convert. The converted value. Converts gradians to revolutions. The value to convert. The converted value. Converts gradians to degrees. The value to convert. The converted value. Converts gradians to radians. The value to convert. The converted value. Converts radians to degrees. The value to convert. The converted value. Clamps the specified value. The value. The min. The max. The result of clamping a value between min and max Clamps the specified value. The value. The min. The max. The result of clamping a value between min and max Interpolates between two values using a linear function by a given amount. See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/ Value to interpolate from. Value to interpolate to. Interpolation amount. The result of linear interpolation of values based on the amount. Interpolates between two values using a linear function by a given amount. See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/ Value to interpolate from. Value to interpolate to. Interpolation amount. The result of linear interpolation of values based on the amount. Interpolates between two values using a linear function by a given amount. See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/ Value to interpolate from. Value to interpolate to. Interpolation amount. The result of linear interpolation of values based on the amount. Performs smooth (cubic Hermite) interpolation between 0 and 1. See https://en.wikipedia.org/wiki/Smoothstep Value between 0 and 1 indicating interpolation amount. Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints. See https://en.wikipedia.org/wiki/Smoothstep Value between 0 and 1 indicating interpolation amount. Calculates the modulo of the specified value. The value. The modulo. The result of the modulo applied to value Calculates the modulo 2*PI of the specified value. The value. The result of the modulo applied to value Wraps the specified value into a range [min, max] The value to wrap. The min. The max. Result of the wrapping. Is thrown when is greater than . Wraps the specified value into a range [min, max[ The value. The min. The max. Result of the wrapping. Is thrown when is greater than . Gauss function. Curve amplitude. Position X. Position Y Radius X. Radius Y. Curve sigma X. Curve sigma Y. The result of Gaussian function. Gauss function. Curve amplitude. Position X. Position Y Radius X. Radius Y. Curve sigma X. Curve sigma Y. The result of Gaussian function. Represents a 4x4 mathematical matrix. A with all of its components set to zero. The identity . Value at row 1 column 1 of the matrix. Value at row 1 column 2 of the matrix. Value at row 1 column 3 of the matrix. Value at row 1 column 4 of the matrix. Value at row 2 column 1 of the matrix. Value at row 2 column 2 of the matrix. Value at row 2 column 3 of the matrix. Value at row 2 column 4 of the matrix. Value at row 3 column 1 of the matrix. Value at row 3 column 2 of the matrix. Value at row 3 column 3 of the matrix. Value at row 3 column 4 of the matrix. Value at row 4 column 1 of the matrix. Value at row 4 column 2 of the matrix. Value at row 4 column 3 of the matrix. Value at row 4 column 4 of the matrix. Gets or sets the up of the matrix; that is M21, M22, and M23. Gets or sets the down of the matrix; that is -M21, -M22, and -M23. Gets or sets the right of the matrix; that is M11, M12, and M13. Gets or sets the left of the matrix; that is -M11, -M12, and -M13. Gets or sets the forward of the matrix; that is -M31, -M32, and -M33. Gets or sets the backward of the matrix; that is M31, M32, and M33. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. The value to assign at row 1 column 1 of the matrix. The value to assign at row 1 column 2 of the matrix. The value to assign at row 1 column 3 of the matrix. The value to assign at row 1 column 4 of the matrix. The value to assign at row 2 column 1 of the matrix. The value to assign at row 2 column 2 of the matrix. The value to assign at row 2 column 3 of the matrix. The value to assign at row 2 column 4 of the matrix. The value to assign at row 3 column 1 of the matrix. The value to assign at row 3 column 2 of the matrix. The value to assign at row 3 column 3 of the matrix. The value to assign at row 3 column 4 of the matrix. The value to assign at row 4 column 1 of the matrix. The value to assign at row 4 column 2 of the matrix. The value to assign at row 4 column 3 of the matrix. The value to assign at row 4 column 4 of the matrix. Initializes a new instance of the struct. The values to assign to the components of the matrix. This must be an array with sixteen elements. Thrown when is null. Thrown when contains more or less than sixteen elements. Gets or sets the first row in the matrix; that is M11, M12, M13, and M14. Gets or sets the second row in the matrix; that is M21, M22, M23, and M24. Gets or sets the third row in the matrix; that is M31, M32, M33, and M34. Gets or sets the fourth row in the matrix; that is M41, M42, M43, and M44. Gets or sets the first column in the matrix; that is M11, M21, M31, and M41. Gets or sets the second column in the matrix; that is M12, M22, M32, and M42. Gets or sets the third column in the matrix; that is M13, M23, M33, and M43. Gets or sets the fourth column in the matrix; that is M14, M24, M34, and M44. Gets or sets the translation of the matrix; that is M41, M42, and M43. Gets or sets the scale of the matrix; that is M11, M22, and M33. Gets a value indicating whether this instance is an identity matrix. true if this instance is an identity matrix; otherwise, false. Gets or sets the component at the specified index. The value of the matrix component, depending on the index. The zero-based index of the component to access. The value of the component at the specified index. Thrown when the is out of the range [0, 15]. Gets or sets the component at the specified index. The value of the matrix component, depending on the index. The row of the matrix to access. The column of the matrix to access. The value of the component at the specified index. Thrown when the or is out of the range [0, 3]. Calculates the determinant of the matrix. The determinant of the matrix. Inverts the matrix. Transposes the matrix. Orthogonalizes the specified matrix. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the matrix will be orthogonal to any other given row in the matrix. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified matrix. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Decomposes a matrix into an orthonormalized matrix Q and a right triangular matrix R. When the method completes, contains the orthonormalized matrix of the decomposition. When the method completes, contains the right triangular matrix of the decomposition. Decomposes a matrix into a lower triangular matrix L and an orthonormalized matrix Q. When the method completes, contains the lower triangular matrix of the decomposition. When the method completes, contains the orthonormalized matrix of the decomposition. Decomposes a matrix into a scale, rotation, and translation. When the method completes, contains the scaling component of the decomposed matrix. When the method completes, contains the rotation component of the decomposed matrix. When the method completes, contains the translation component of the decomposed matrix. This method is designed to decompose an SRT transformation matrix only. Decomposes a uniform scale matrix into a scale, rotation, and translation. A uniform scale matrix has the same scale in every axis. When the method completes, contains the scaling component of the decomposed matrix. When the method completes, contains the rotation component of the decomposed matrix. When the method completes, contains the translation component of the decomposed matrix. This method is designed to decompose only an SRT transformation matrix that has the same scale in every axis. Exchanges two rows in the matrix. The first row to exchange. This is an index of the row starting at zero. The second row to exchange. This is an index of the row starting at zero. Exchanges two columns in the matrix. The first column to exchange. This is an index of the column starting at zero. The second column to exchange. This is an index of the column starting at zero. Creates an array containing the elements of the matrix. A sixteen-element array containing the components of the matrix. Determines the sum of two matrices. The first matrix to add. The second matrix to add. When the method completes, contains the sum of the two matrices. Determines the sum of two matrices. The first matrix to add. The second matrix to add. The sum of the two matrices. Determines the difference between two matrices. The first matrix to subtract. The second matrix to subtract. When the method completes, contains the difference between the two matrices. Determines the difference between two matrices. The first matrix to subtract. The second matrix to subtract. The difference between the two matrices. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. When the method completes, contains the scaled matrix. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Determines the product of two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Determines the product of two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. When the method completes, contains the scaled matrix. Scales a matrix by the given value. The matrix to scale. The amount by which to scale. The scaled matrix. Determines the quotient of two matrices. The first matrix to divide. The second matrix to divide. When the method completes, contains the quotient of the two matrices. Determines the quotient of two matrices. The first matrix to divide. The second matrix to divide. The quotient of the two matrices. Performs the exponential operation on a matrix. The matrix to perform the operation on. The exponent to raise the matrix to. When the method completes, contains the exponential matrix. Thrown when the is negative. Performs the exponential operation on a matrix. The matrix to perform the operation on. The exponent to raise the matrix to. The exponential matrix. Thrown when the is negative. Negates a matrix. The matrix to be negated. When the method completes, contains the negated matrix. Negates a matrix. The matrix to be negated. The negated matrix. Performs a linear interpolation between two matrices. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two matrices. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two matrices. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . The linear interpolation of the two matrices. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a cubic interpolation between two matrices. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two matrices. Performs a cubic interpolation between two matrices. Start matrix. End matrix. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two matrices. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. When the method completes, contains the transpose of the specified matrix. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. When the method completes, contains the transpose of the specified matrix. Calculates the transpose of the specified matrix. The matrix whose transpose is to be calculated. The transpose of the specified matrix. Calculates the inverse of the specified matrix. The matrix whose inverse is to be calculated. When the method completes, contains the inverse of the specified matrix. Calculates the inverse of the specified matrix. The matrix whose inverse is to be calculated. The inverse of the specified matrix. Orthogonalizes the specified matrix. The matrix to orthogonalize. When the method completes, contains the orthogonalized matrix. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the matrix will be orthogonal to any other given row in the matrix. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthogonalizes the specified matrix. The matrix to orthogonalize. The orthogonalized matrix. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the matrix will be orthogonal to any other given row in the matrix. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified matrix. The matrix to orthonormalize. When the method completes, contains the orthonormalized matrix. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified matrix. The matrix to orthonormalize. The orthonormalized matrix. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting matrix tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the matrix rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Brings the matrix into upper triangular form using elementary row operations. The matrix to put into upper triangular form. When the method completes, contains the upper triangular matrix. If the matrix is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the matrix represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the matrix into upper triangular form using elementary row operations. The matrix to put into upper triangular form. The upper triangular matrix. If the matrix is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the matrix represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the matrix into lower triangular form using elementary row operations. The matrix to put into lower triangular form. When the method completes, contains the lower triangular matrix. If the matrix is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the matrix represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the matrix into lower triangular form using elementary row operations. The matrix to put into lower triangular form. The lower triangular matrix. If the matrix is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the matrix represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the matrix into row echelon form using elementary row operations; The matrix to put into row echelon form. When the method completes, contains the row echelon form of the matrix. Brings the matrix into row echelon form using elementary row operations; The matrix to put into row echelon form. When the method completes, contains the row echelon form of the matrix. Brings the matrix into reduced row echelon form using elementary row operations. The matrix to put into reduced row echelon form. The fifth column of the matrix. When the method completes, contains the resultant matrix after the operation. When the method completes, contains the resultant fifth column of the matrix. The fifth column is often called the augmented part of the matrix. This is because the fifth column is really just an extension of the matrix so that there is a place to put all of the non-zero components after the operation is complete. Often times the resultant matrix will the identity matrix or a matrix similar to the identity matrix. Sometimes, however, that is not possible and numbers other than zero and one may appear. This method can be used to solve systems of linear equations. Upon completion of this method, the will contain the solution for the system. It is up to the user to analyze both the input and the result to determine if a solution really exists. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard matrix. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard matrix. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard matrix. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard matrix. Creates a left-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at matrix. Creates a left-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at matrix. Creates a right-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at matrix. Creates a right-handed, look-at matrix. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at matrix. Creates a left-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, orthographic projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, customized orthographic projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, perspective projection matrix. Width of the viewing volume. Height of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, perspective projection matrix based on a field of view. Field of view in the y direction, in radians. Aspect ratio, defined as view space width divided by height. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a left-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a left-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a right-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. When the method completes, contains the created projection matrix. Creates a right-handed, customized perspective projection matrix. Minimum x-value of the viewing volume. Maximum x-value of the viewing volume. Minimum y-value of the viewing volume. Maximum y-value of the viewing volume. Minimum z-value of the viewing volume. Maximum z-value of the viewing volume. The created projection matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. When the method completes, contains the created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. The created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. When the method completes, contains the created scaling matrix. Creates a matrix that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. The created scaling matrix. Creates a matrix that uniformly scales along all three axis. The uniform scale that is applied along all axis. When the method completes, contains the created scaling matrix. Creates a matrix that uniformly scales along all three axis. The uniform scale that is applied along all axis. The created scaling matrix. Creates a matrix that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a matrix that rotates around an arbitrary axis. The axis around which to rotate. This parameter is assumed to be normalized. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation matrix. Creates a matrix that rotates around an arbitrary axis. The axis around which to rotate. This parameter is assumed to be normalized. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation matrix. Creates a rotation matrix from a quaternion. The quaternion to use to build the matrix. The created rotation matrix. Creates a rotation matrix from a quaternion. The quaternion to use to build the matrix. The created rotation matrix. Creates a rotation matrix with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. When the method completes, contains the created rotation matrix. Creates a rotation matrix with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. The created rotation matrix. Creates a translation matrix using the specified offsets. The offset for all three coordinate planes. When the method completes, contains the created translation matrix. Creates a translation matrix using the specified offsets. The offset for all three coordinate planes. The created translation matrix. Creates a translation matrix using the specified offsets. X-coordinate offset. Y-coordinate offset. Z-coordinate offset. When the method completes, contains the created translation matrix. Creates a translation matrix using the specified offsets. X-coordinate offset. Y-coordinate offset. Z-coordinate offset. The created translation matrix. Creates a skew/shear matrix by means of a translation vector, a rotation vector, and a rotation angle. shearing is performed in the direction of translation vector, where translation vector and rotation vector define the shearing plane. The effect is such that the skewed rotation vector has the specified angle with rotation itself. The rotation angle. The rotation vector The translation vector Contains the created skew/shear matrix. Creates a 3D affine transformation matrix. Scaling factor. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 3D affine transformation matrix. Scaling factor. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Creates a 3D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 3D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created affine transformation matrix. Creates a 2D affine transformation matrix. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created affine transformation matrix. Creates a transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created transformation matrix. Creates a transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created transformation matrix. Creates a 2D transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. When the method completes, contains the created transformation matrix. Creates a 2D transformation matrix. Center point of the scaling operation. Scaling rotation amount. Scaling factor. The center of the rotation. The rotation of the transformation. The translation factor of the transformation. The created transformation matrix. Adds two matrices. The first matrix to add. The second matrix to add. The sum of the two matrices. Assert a matrix (return it unchanged). The matrix to assert (unchanged). The asserted (unchanged) matrix. Subtracts two matrices. The first matrix to subtract. The second matrix to subtract. The difference between the two matrices. Negates a matrix. The matrix to negate. The negated matrix. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Multiplies two matrices. The first matrix to multiply. The second matrix to multiply. The product of the two matrices. Scales a matrix by a given value. The matrix to scale. The amount by which to scale. The scaled matrix. Divides two matrices. The first matrix to divide. The second matrix to divide. The quotient of the two matrices. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Represents a 3x3 Matrix ( contains only Scale and Rotation ). A with all of its components set to zero. The identity . Value at row 1 column 1 of the Matrix3x3. Value at row 1 column 2 of the Matrix3x3. Value at row 1 column 3 of the Matrix3x3. Value at row 2 column 1 of the Matrix3x3. Value at row 2 column 2 of the Matrix3x3. Value at row 2 column 3 of the Matrix3x3. Value at row 3 column 1 of the Matrix3x3. Value at row 3 column 2 of the Matrix3x3. Value at row 3 column 3 of the Matrix3x3. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. The value to assign at row 1 column 1 of the Matrix3x3. The value to assign at row 1 column 2 of the Matrix3x3. The value to assign at row 1 column 3 of the Matrix3x3. The value to assign at row 2 column 1 of the Matrix3x3. The value to assign at row 2 column 2 of the Matrix3x3. The value to assign at row 2 column 3 of the Matrix3x3. The value to assign at row 3 column 1 of the Matrix3x3. The value to assign at row 3 column 2 of the Matrix3x3. The value to assign at row 3 column 3 of the Matrix3x3. Initializes a new instance of the struct. The values to assign to the components of the Matrix3x3. This must be an array with sixteen elements. Thrown when is null. Thrown when contains more or less than sixteen elements. Gets or sets the first row in the Matrix3x3; that is M11, M12, M13 Gets or sets the second row in the Matrix3x3; that is M21, M22, M23 Gets or sets the third row in the Matrix3x3; that is M31, M32, M33 Gets or sets the first column in the Matrix3x3; that is M11, M21, M31 Gets or sets the second column in the Matrix3x3; that is M12, M22, M32 Gets or sets the third column in the Matrix3x3; that is M13, M23, M33 Gets or sets the scale of the Matrix3x3; that is M11, M22, and M33. Gets a value indicating whether this instance is an identity Matrix3x3. true if this instance is an identity Matrix3x3; otherwise, false. Gets or sets the component at the specified index. The value of the Matrix3x3 component, depending on the index. The zero-based index of the component to access. The value of the component at the specified index. Thrown when the is out of the range [0, 15]. Gets or sets the component at the specified index. The value of the Matrix3x3 component, depending on the index. The row of the Matrix3x3 to access. The column of the Matrix3x3 to access. The value of the component at the specified index. Thrown when the or is out of the range [0, 3]. Calculates the determinant of the Matrix3x3. The determinant of the Matrix3x3. Inverts the Matrix3x3. Transposes the Matrix3x3. Orthogonalizes the specified Matrix3x3. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the Matrix3x3 will be orthogonal to any other given row in the Matrix3x3. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified Matrix3x3. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Decomposes a Matrix3x3 into an orthonormalized Matrix3x3 Q and a right triangular Matrix3x3 R. When the method completes, contains the orthonormalized Matrix3x3 of the decomposition. When the method completes, contains the right triangular Matrix3x3 of the decomposition. Decomposes a Matrix3x3 into a lower triangular Matrix3x3 L and an orthonormalized Matrix3x3 Q. When the method completes, contains the lower triangular Matrix3x3 of the decomposition. When the method completes, contains the orthonormalized Matrix3x3 of the decomposition. Decomposes a Matrix3x3 into a scale, rotation, and translation. When the method completes, contains the scaling component of the decomposed Matrix3x3. When the method completes, contains the rotation component of the decomposed Matrix3x3. This method is designed to decompose an SRT transformation Matrix3x3 only. Decomposes a uniform scale matrix into a scale, rotation, and translation. A uniform scale matrix has the same scale in every axis. When the method completes, contains the scaling component of the decomposed matrix. When the method completes, contains the rotation component of the decomposed matrix. This method is designed to decompose only an SRT transformation matrix that has the same scale in every axis. Exchanges two rows in the Matrix3x3. The first row to exchange. This is an index of the row starting at zero. The second row to exchange. This is an index of the row starting at zero. Exchanges two columns in the Matrix3x3. The first column to exchange. This is an index of the column starting at zero. The second column to exchange. This is an index of the column starting at zero. Creates an array containing the elements of the Matrix3x3. A 9-element array containing the components of the Matrix3x3. Determines the sum of two matrices. The first Matrix3x3 to add. The second Matrix3x3 to add. When the method completes, contains the sum of the two matrices. Determines the sum of two matrices. The first Matrix3x3 to add. The second Matrix3x3 to add. The sum of the two matrices. Determines the difference between two matrices. The first Matrix3x3 to subtract. The second Matrix3x3 to subtract. When the method completes, contains the difference between the two matrices. Determines the difference between two matrices. The first Matrix3x3 to subtract. The second Matrix3x3 to subtract. The difference between the two matrices. Scales a Matrix3x3 by the given value. The Matrix3x3 to scale. The amount by which to scale. When the method completes, contains the scaled Matrix3x3. Scales a Matrix3x3 by the given value. The Matrix3x3 to scale. The amount by which to scale. The scaled Matrix3x3. Determines the product of two matrices. The first Matrix3x3 to multiply. The second Matrix3x3 to multiply. The product of the two matrices. Determines the product of two matrices. The first Matrix3x3 to multiply. The second Matrix3x3 to multiply. The product of the two matrices. Scales a Matrix3x3 by the given value. The Matrix3x3 to scale. The amount by which to scale. When the method completes, contains the scaled Matrix3x3. Scales a Matrix3x3 by the given value. The Matrix3x3 to scale. The amount by which to scale. The scaled Matrix3x3. Determines the quotient of two matrices. The first Matrix3x3 to divide. The second Matrix3x3 to divide. When the method completes, contains the quotient of the two matrices. Determines the quotient of two matrices. The first Matrix3x3 to divide. The second Matrix3x3 to divide. The quotient of the two matrices. Performs the exponential operation on a Matrix3x3. The Matrix3x3 to perform the operation on. The exponent to raise the Matrix3x3 to. When the method completes, contains the exponential Matrix3x3. Thrown when the is negative. Performs the exponential operation on a Matrix3x3. The Matrix3x3 to perform the operation on. The exponent to raise the Matrix3x3 to. The exponential Matrix3x3. Thrown when the is negative. Negates a Matrix3x3. The Matrix3x3 to be negated. When the method completes, contains the negated Matrix3x3. Negates a Matrix3x3. The Matrix3x3 to be negated. The negated Matrix3x3. Performs a linear interpolation between two matrices. Start Matrix3x3. End Matrix3x3. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two matrices. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two matrices. Start Matrix3x3. End Matrix3x3. Value between 0 and 1 indicating the weight of . The linear interpolation of the two matrices. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a cubic interpolation between two matrices. Start Matrix3x3. End Matrix3x3. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two matrices. Performs a cubic interpolation between two matrices. Start Matrix3x3. End Matrix3x3. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two matrices. Calculates the transpose of the specified Matrix3x3. The Matrix3x3 whose transpose is to be calculated. When the method completes, contains the transpose of the specified Matrix3x3. Calculates the transpose of the specified Matrix3x3. The Matrix3x3 whose transpose is to be calculated. When the method completes, contains the transpose of the specified Matrix3x3. Calculates the transpose of the specified Matrix3x3. The Matrix3x3 whose transpose is to be calculated. The transpose of the specified Matrix3x3. Calculates the inverse of the specified Matrix3x3. The Matrix3x3 whose inverse is to be calculated. When the method completes, contains the inverse of the specified Matrix3x3. Calculates the inverse of the specified Matrix3x3. The Matrix3x3 whose inverse is to be calculated. The inverse of the specified Matrix3x3. Orthogonalizes the specified Matrix3x3. The Matrix3x3 to orthogonalize. When the method completes, contains the orthogonalized Matrix3x3. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the Matrix3x3 will be orthogonal to any other given row in the Matrix3x3. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthogonalizes the specified Matrix3x3. The Matrix3x3 to orthogonalize. The orthogonalized Matrix3x3. Orthogonalization is the process of making all rows orthogonal to each other. This means that any given row in the Matrix3x3 will be orthogonal to any other given row in the Matrix3x3. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified Matrix3x3. The Matrix3x3 to orthonormalize. When the method completes, contains the orthonormalized Matrix3x3. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Orthonormalizes the specified Matrix3x3. The Matrix3x3 to orthonormalize. The orthonormalized Matrix3x3. Orthonormalization is the process of making all rows and columns orthogonal to each other and making all rows and columns of unit length. This means that any given row will be orthogonal to any other given row and any given column will be orthogonal to any other given column. Any given row will not be orthogonal to any given column. Every row and every column will be of unit length. Because this method uses the modified Gram-Schmidt process, the resulting Matrix3x3 tends to be numerically unstable. The numeric stability decreases according to the rows so that the first row is the most stable and the last row is the least stable. This operation is performed on the rows of the Matrix3x3 rather than the columns. If you wish for this operation to be performed on the columns, first transpose the input and than transpose the output. Brings the Matrix3x3 into upper triangular form using elementary row operations. The Matrix3x3 to put into upper triangular form. When the method completes, contains the upper triangular Matrix3x3. If the Matrix3x3 is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the Matrix3x3 represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the Matrix3x3 into upper triangular form using elementary row operations. The Matrix3x3 to put into upper triangular form. The upper triangular Matrix3x3. If the Matrix3x3 is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the Matrix3x3 represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the Matrix3x3 into lower triangular form using elementary row operations. The Matrix3x3 to put into lower triangular form. When the method completes, contains the lower triangular Matrix3x3. If the Matrix3x3 is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the Matrix3x3 represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the Matrix3x3 into lower triangular form using elementary row operations. The Matrix3x3 to put into lower triangular form. The lower triangular Matrix3x3. If the Matrix3x3 is not invertible (i.e. its determinant is zero) than the result of this method may produce Single.Nan and Single.Inf values. When the Matrix3x3 represents a system of linear equations, than this often means that either no solution exists or an infinite number of solutions exist. Brings the Matrix3x3 into row echelon form using elementary row operations; The Matrix3x3 to put into row echelon form. When the method completes, contains the row echelon form of the Matrix3x3. Brings the Matrix3x3 into row echelon form using elementary row operations; The Matrix3x3 to put into row echelon form. When the method completes, contains the row echelon form of the Matrix3x3. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard Matrix3x3. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard Matrix3x3. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard Matrix3x3. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard Matrix3x3. Creates a left-handed, look-at Matrix3x3. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at Matrix3x3. Creates a left-handed, look-at Matrix3x3. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at Matrix3x3. Creates a right-handed, look-at Matrix3x3. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at Matrix3x3. Creates a right-handed, look-at Matrix3x3. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at Matrix3x3. Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. When the method completes, contains the created scaling Matrix3x3. Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis. Scaling factor for all three axes. The created scaling Matrix3x3. Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. When the method completes, contains the created scaling Matrix3x3. Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis. Scaling factor that is applied along the x-axis. Scaling factor that is applied along the y-axis. Scaling factor that is applied along the z-axis. The created scaling Matrix3x3. Creates a Matrix3x3 that uniformly scales along all three axis. The uniform scale that is applied along all axis. When the method completes, contains the created scaling Matrix3x3. Creates a Matrix3x3 that uniformly scales along all three axis. The uniform scale that is applied along all axis. The created scaling Matrix3x3. Creates a Matrix3x3 that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation Matrix3x3. Creates a Matrix3x3 that rotates around the x-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation Matrix3x3. Creates a Matrix3x3 that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation Matrix3x3. Creates a Matrix3x3 that rotates around the y-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation Matrix3x3. Creates a Matrix3x3 that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation Matrix3x3. Creates a Matrix3x3 that rotates around the z-axis. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation Matrix3x3. Creates a Matrix3x3 that rotates around an arbitrary axis. The axis around which to rotate. This parameter is assumed to be normalized. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. When the method completes, contains the created rotation Matrix3x3. Creates a Matrix3x3 that rotates around an arbitrary axis. The axis around which to rotate. This parameter is assumed to be normalized. Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin. The created rotation Matrix3x3. Creates a rotation Matrix3x3 from a quaternion. The quaternion to use to build the Matrix3x3. The created rotation Matrix3x3. Creates a rotation Matrix3x3 from a quaternion. The quaternion to use to build the Matrix3x3. The created rotation Matrix3x3. Creates a rotation Matrix3x3 with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. When the method completes, contains the created rotation Matrix3x3. Creates a rotation Matrix3x3 with a specified yaw, pitch, and roll. Yaw around the y-axis, in radians. Pitch around the x-axis, in radians. Roll around the z-axis, in radians. The created rotation Matrix3x3. Adds two matrices. The first Matrix3x3 to add. The second Matrix3x3 to add. The sum of the two matrices. Assert a Matrix3x3 (return it unchanged). The Matrix3x3 to assert (unchanged). The asserted (unchanged) Matrix3x3. Subtracts two matrices. The first Matrix3x3 to subtract. The second Matrix3x3 to subtract. The difference between the two matrices. Negates a Matrix3x3. The Matrix3x3 to negate. The negated Matrix3x3. Scales a Matrix3x3 by a given value. The Matrix3x3 to scale. The amount by which to scale. The scaled Matrix3x3. Scales a Matrix3x3 by a given value. The Matrix3x3 to scale. The amount by which to scale. The scaled Matrix3x3. Multiplies two matrices. The first Matrix3x3 to multiply. The second Matrix3x3 to multiply. The product of the two matrices. Scales a Matrix3x3 by a given value. The Matrix3x3 to scale. The amount by which to scale. The scaled Matrix3x3. Divides two matrices. The first Matrix3x3 to divide. The second Matrix3x3 to divide. The quotient of the two matrices. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Convert the 3x3 Matrix to a 4x4 Matrix. A 4x4 Matrix with zero translation and M44=1 Convert the 4x4 Matrix to a 3x3 Matrix. A 3x3 Matrix Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified are equal. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Represents a four dimensional mathematical quaternion. A with all of its components set to zero. A with all of its components set to one. The identity (0, 0, 0, 1). The X component of the quaternion. The Y component of the quaternion. The Z component of the quaternion. The W component of the quaternion. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. A vector containing the values with which to initialize the components. Initializes a new instance of the struct. A vector containing the values with which to initialize the X, Y, and Z components. Initial value for the W component of the quaternion. Initializes a new instance of the struct. A vector containing the values with which to initialize the X and Y components. Initial value for the Z component of the quaternion. Initial value for the W component of the quaternion. Initializes a new instance of the struct. Initial value for the X component of the quaternion. Initial value for the Y component of the quaternion. Initial value for the Z component of the quaternion. Initial value for the W component of the quaternion. Initializes a new instance of the struct. The values to assign to the X, Y, Z, and W components of the quaternion. This must be an array with four elements. Thrown when is null. Thrown when contains more or less than four elements. Gets a value indicating whether this instance is equivalent to the identity quaternion. true if this instance is an identity quaternion; otherwise, false. Gets a value indicting whether this instance is normalized. Gets the angle of the quaternion. The quaternion's angle. Gets the axis components of the quaternion. The axis components of the quaternion. Gets or sets the component at the specified index. The value of the X, Y, Z, or W component, depending on the index. The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z component, and 3 for the W component. The value of the component at the specified index. Thrown when the is out of the range [0, 3]. Conjugates the quaternion. Conjugates and renormalizes the quaternion. Calculates the length of the quaternion. The length of the quaternion. may be preferred when only the relative length is needed and speed is of the essence. Calculates the squared length of the quaternion. The squared length of the quaternion. This method may be preferred to when only a relative length is needed and speed is of the essence. Converts the quaternion into a unit quaternion. Creates an array containing the elements of the quaternion. A four-element array containing the components of the quaternion. Adds two quaternions. The first quaternion to add. The second quaternion to add. When the method completes, contains the sum of the two quaternions. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. When the method completes, contains the difference of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. When the method completes, contains the scaled quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Multiplies a quaternion by another. The first quaternion to multiply. The second quaternion to multiply. When the method completes, contains the multiplied quaternion. Multiplies a quaternion by another. The first quaternion to multiply. The second quaternion to multiply. The multiplied quaternion. Reverses the direction of a given quaternion. The quaternion to negate. When the method completes, contains a quaternion facing in the opposite direction. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains a new containing the 4D Cartesian coordinates of the specified point. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 4D Cartesian coordinates of the specified point. Conjugates a quaternion. The quaternion to conjugate. When the method completes, contains the conjugated quaternion. Conjugates a quaternion. The quaternion to conjugate. The conjugated quaternion. Calculates the dot product of two quaternions. First source quaternion. Second source quaternion. When the method completes, contains the dot product of the two quaternions. Calculates the dot product of two quaternions. First source quaternion. Second source quaternion. The dot product of the two quaternions. Exponentiates a quaternion. The quaternion to exponentiate. When the method completes, contains the exponentiated quaternion. Exponentiates a quaternion. The quaternion to exponentiate. The exponentiated quaternion. Conjugates and renormalizes the quaternion. The quaternion to conjugate and renormalize. When the method completes, contains the conjugated and renormalized quaternion. Conjugates and renormalizes the quaternion. The quaternion to conjugate and renormalize. The conjugated and renormalized quaternion. Performs a linear interpolation between two quaternions. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two quaternions. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two quaternion. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The linear interpolation of the two quaternions. This method performs the linear interpolation based on the following formula. start + (end - start) * amount Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Calculates the natural logarithm of the specified quaternion. The quaternion whose logarithm will be calculated. When the method completes, contains the natural logarithm of the quaternion. Calculates the natural logarithm of the specified quaternion. The quaternion whose logarithm will be calculated. The natural logarithm of the quaternion. Converts the quaternion into a unit quaternion. The quaternion to normalize. When the method completes, contains the normalized quaternion. Converts the quaternion into a unit quaternion. The quaternion to normalize. The normalized quaternion. Creates a quaternion given a rotation and an axis. The axis of rotation. The angle of rotation. When the method completes, contains the newly created quaternion. Creates a quaternion given a rotation and an axis. The axis of rotation. The angle of rotation. The newly created quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. When the method completes, contains the newly created quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. When the method completes, contains the newly created quaternion. Creates a left-handed, look-at quaternion. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at quaternion. Creates a left-handed, look-at quaternion. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at quaternion. Creates a left-handed, look-at quaternion. The camera's forward direction. The camera's up vector. When the method completes, contains the created look-at quaternion. Creates a left-handed, look-at quaternion. The camera's forward direction. The camera's up vector. The created look-at quaternion. Creates a right-handed, look-at quaternion. The position of the viewer's eye. The camera look-at target. The camera's up vector. When the method completes, contains the created look-at quaternion. Creates a right-handed, look-at quaternion. The position of the viewer's eye. The camera look-at target. The camera's up vector. The created look-at quaternion. Creates a right-handed, look-at quaternion. The camera's forward direction. The camera's up vector. When the method completes, contains the created look-at quaternion. Creates a right-handed, look-at quaternion. The camera's forward direction. The camera's up vector. The created look-at quaternion. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard quaternion. Creates a left-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard quaternion. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. When the method completes, contains the created billboard quaternion. Creates a right-handed spherical billboard that rotates around a specified object position. The position of the object around which the billboard will rotate. The position of the camera. The up vector of the camera. The forward vector of the camera. The created billboard quaternion. Creates a quaternion given a rotation matrix. The rotation matrix. The newly created quaternion. Creates a quaternion given a yaw, pitch, and roll value. The yaw of rotation. The pitch of rotation. The roll of rotation. When the method completes, contains the newly created quaternion. Creates a quaternion given a yaw, pitch, and roll value. The yaw of rotation. The pitch of rotation. The roll of rotation. The newly created quaternion. Interpolates between two quaternions, using spherical linear interpolation. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . When the method completes, contains the spherical linear interpolation of the two quaternions. Interpolates between two quaternions, using spherical linear interpolation. Start quaternion. End quaternion. Value between 0 and 1 indicating the weight of . The spherical linear interpolation of the two quaternions. Interpolates between quaternions, using spherical quadrangle interpolation. First source quaternion. Second source quaternion. Third source quaternion. Fourth source quaternion. Value between 0 and 1 indicating the weight of interpolation. When the method completes, contains the spherical quadrangle interpolation of the quaternions. Interpolates between quaternions, using spherical quadrangle interpolation. First source quaternion. Second source quaternion. Third source quaternion. Fourth source quaternion. Value between 0 and 1 indicating the weight of interpolation. The spherical quadrangle interpolation of the quaternions. Sets up control points for spherical quadrangle interpolation. First source quaternion. Second source quaternion. Third source quaternion. Fourth source quaternion. An array of three quaternions that represent control points for spherical quadrangle interpolation. Adds two quaternions. The first quaternion to add. The second quaternion to add. The sum of the two quaternions. Subtracts two quaternions. The first quaternion to subtract. The second quaternion to subtract. The difference of the two quaternions. Reverses the direction of a given quaternion. The quaternion to negate. A quaternion facing in the opposite direction. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Scales a quaternion by the given value. The quaternion to scale. The amount by which to scale the quaternion. The scaled quaternion. Multiplies a quaternion by another. The first quaternion to multiply. The second quaternion to multiply. The multiplied quaternion. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Represents a two dimensional mathematical vector. A with all of its components set to zero. The X unit (1, 0). The Y unit (0, 1). A with all of its components set to one. The X component of the vector. The Y component of the vector. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initializes a new instance of the struct. The values to assign to the X and Y components of the vector. This must be an array with two elements. Thrown when is null. Thrown when contains more or less than two elements. Gets a value indicting whether this instance is normalized. Gets a value indicting whether this vector is zero Gets or sets the component at the specified index. The value of the X or Y component, depending on the index. The index of the component to access. Use 0 for the X component and 1 for the Y component. The value of the component at the specified index. Thrown when the is out of the range [0, 1]. Calculates the length of the vector. The length of the vector. may be preferred when only the relative length is needed and speed is of the essence. Calculates the squared length of the vector. The squared length of the vector. This method may be preferred to when only a relative length is needed and speed is of the essence. Converts the vector into a unit vector. Creates an array containing the elements of the vector. A two-element array containing the components of the vector. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector The vector with subtracted scalar for each element. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Multiplies a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. When the method completes, contains the multiplied vector. Multiplies a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. The multiplied vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 2D Cartesian coordinates of vertex 1 of the triangle. A containing the 2D Cartesian coordinates of vertex 2 of the triangle. A containing the 2D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 2D Cartesian coordinates of the specified point. Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle. A containing the 2D Cartesian coordinates of vertex 1 of the triangle. A containing the 2D Cartesian coordinates of vertex 2 of the triangle. A containing the 2D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 2D Cartesian coordinates of the specified point. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Saturates this instance in the range [0,1] Calculates the distance between two vectors. The first vector. The second vector. When the method completes, contains the distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the squared distance between two vectors. The first vector. The second vector When the method completes, contains the squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the dot product of two vectors. First source vector. Second source vector. When the method completes, contains the dot product of the two vectors. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. When the method completes, contains the reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. The reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Orthogonalizes a list of vectors. The list of orthogonalized vectors. The list of vectors to orthogonalize. Orthogonalization is the process of making all vectors orthogonal to each other. This means that any given vector in the list will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Orthonormalizes a list of vectors. The list of orthonormalized vectors. The list of vectors to orthonormalize. Orthonormalization is the process of making all vectors orthogonal to each other and making all vectors of unit length. This means that any given vector will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Transforms a 2D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 2D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of vectors by the given rotation. The array of vectors to transform. The rotation to apply. The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . Transforms a 2D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 2D vector by the given . The source vector. The transformation . The transformed . Transforms an array of 2D vectors by the given . The array of vectors to transform. The transformation . The array for which the transformed vectors are stored. Thrown when or is null. Thrown when is shorter in length than . Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . When the method completes, contains the transformed coordinates. A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . The transformed coordinates. A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a coordinate transformation on an array of vectors using the given . The array of coordinate vectors to transform. The transformation . The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a normal transformation using the given . The normal vector to transform. The transformation . When the method completes, contains the transformed normal. A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Performs a normal transformation using the given . The normal vector to transform. The transformation . The transformed normal. A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Performs a normal transformation on an array of vectors using the given . The array of normal vectors to transform. The transformation . The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Multiplies a vector with another by performing component-wise multiplication equivalent to . The first vector to multiply. The second vector to multiply. The multiplication of the two vectors. Assert a vector (return it unchanged). The vector to assert (unchanged). The asserted (unchanged) vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with subtraced scalar from each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with subtraced scalar from each element. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Performs an explicit conversion from to . The value. The result of the conversion. Performs an explicit conversion from to . The value. The result of the conversion. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Represents a three dimensional mathematical vector. A with all of its components set to zero. The X unit (1, 0, 0). The Y unit (0, 1, 0). The Z unit (0, 0, 1). A with all of its components set to one. A unit designating up (0, 1, 0). A unit designating down (0, -1, 0). A unit designating left (-1, 0, 0). A unit designating right (1, 0, 0). A unit designating forward in a right-handed coordinate system (0, 0, -1). A unit designating forward in a left-handed coordinate system (0, 0, 1). A unit designating backward in a right-handed coordinate system (0, 0, 1). A unit designating backward in a left-handed coordinate system (0, 0, -1). The X component of the vector. The Y component of the vector. The Z component of the vector. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initial value for the Z component of the vector. Initializes a new instance of the struct. A vector containing the values with which to initialize the X and Y components. Initial value for the Z component of the vector. Initializes a new instance of the struct. The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements. Thrown when is null. Thrown when contains more or less than three elements. Gets a value indicting whether this instance is normalized. Gets a value indicting whether this vector is zero Gets or sets the component at the specified index. The value of the X, Y, or Z component, depending on the index. The index of the component to access. Use 0 for the X component, 1 for the Y component, and 2 for the Z component. The value of the component at the specified index. Thrown when the is out of the range [0, 2]. Calculates the length of the vector. The length of the vector. may be preferred when only the relative length is needed and speed is of the essence. Calculates the squared length of the vector. The squared length of the vector. This method may be preferred to when only a relative length is needed and speed is of the essence. Converts the vector into a unit vector. Creates an array containing the elements of the vector. A three-element array containing the components of the vector. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector. The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector. The vector with subtracted scalar for each element. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Multiply a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. When the method completes, contains the multiplied vector. Multiply a vector with another by performing component-wise multiplication. The first vector to Multiply. The second vector to multiply. The multiplied vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. A containing the 3D Cartesian coordinates of vertex 1 of the triangle. A containing the 3D Cartesian coordinates of vertex 2 of the triangle. A containing the 3D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 3D Cartesian coordinates of the specified point. Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle. A containing the 3D Cartesian coordinates of vertex 1 of the triangle. A containing the 3D Cartesian coordinates of vertex 2 of the triangle. A containing the 3D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 3D Cartesian coordinates of the specified point. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Calculates the cross product of two vectors. First source vector. Second source vector. When the method completes, contains he cross product of the two vectors. Calculates the cross product of two vectors. First source vector. Second source vector. The cross product of the two vectors. Calculates the distance between two vectors. The first vector. The second vector. When the method completes, contains the distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the squared distance between two vectors. The first vector. The second vector. When the method completes, contains the squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Tests whether one 3D vector is near another 3D vector. The left vector. The right vector. The epsilon. true if left and right are near another 3D, false otherwise Tests whether one 3D vector is near another 3D vector. The left vector. The right vector. The epsilon. true if left and right are near another 3D, false otherwise Calculates the dot product of two vectors. First source vector. Second source vector. When the method completes, contains the dot product of the two vectors. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Projects a 3D vector from object space into screen space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. When the method completes, contains the vector in screen space. Projects a 3D vector from object space into screen space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. The vector in screen space. Projects a 3D vector from screen space into object space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. When the method completes, contains the vector in object space. Projects a 3D vector from screen space into object space. The vector to project. The X position of the viewport. The Y position of the viewport. The width of the viewport. The height of the viewport. The minimum depth of the viewport. The maximum depth of the viewport. The combined world-view-projection matrix. The vector in object space. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. When the method completes, contains the reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Returns the reflection of a vector off a surface that has the specified normal. The source vector. Normal of the surface. The reflected vector. Reflect only gives the direction of a reflection off a surface, it does not determine whether the original vector was close enough to the surface to hit it. Orthogonalizes a list of vectors. The list of orthogonalized vectors. The list of vectors to orthogonalize. Orthogonalization is the process of making all vectors orthogonal to each other. This means that any given vector in the list will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Orthonormalizes a list of vectors. The list of orthonormalized vectors. The list of vectors to orthonormalize. Orthonormalization is the process of making all vectors orthogonal to each other and making all vectors of unit length. This means that any given vector will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Transforms a 3D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 3D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of vectors by the given rotation. The array of vectors to transform. The rotation to apply. The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . Transforms a 3D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 3D vector by the given . The source vector. The transformation . The transformed . Transforms a 3D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 3D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 3D vector by the given . The source vector. The transformation . The transformed . Transforms an array of 3D vectors by the given . The array of vectors to transform. The transformation . The array for which the transformed vectors are stored. Thrown when or is null. Thrown when is shorter in length than . Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . When the method completes, contains the transformed coordinates. A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a coordinate transformation using the given . The coordinate vector to transform. The transformation . The transformed coordinates. A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a coordinate transformation on an array of vectors using the given . The array of coordinate vectors to transform. The transformation . The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . A coordinate transform performs the transformation with the assumption that the w component is one. The four dimensional vector obtained from the transformation operation has each component in the vector divided by the w component. This forces the w component to be one and therefore makes the vector homogeneous. The homogeneous vector is often preferred when working with coordinates as the w component can safely be ignored. Performs a normal transformation using the given . The normal vector to transform. The transformation . When the method completes, contains the transformed normal. A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Performs a normal transformation using the given . The normal vector to transform. The transformation . The transformed normal. A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Performs a normal transformation on an array of vectors using the given . The array of normal vectors to transform. The transformation . The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . A normal transform performs the transformation with the assumption that the w component is zero. This causes the fourth row and fourth column of the matrix to be unused. The end result is a vector that is not translated, but all other transformation properties apply. This is often preferred for normal vectors as normals purely represent direction rather than location because normal vectors should not be translated. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Multiplies a vector with another by performing component-wise multiplication equivalent to . The first vector to multiply. The second vector to multiply. The multiplication of the two vectors. Assert a vector (return it unchanged). The vector to assert (unchanged). The asserted (unchanged) vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with added scalar from each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with subtraced scalar from each element. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Performs an explicit conversion from to . The value. The result of the conversion. Performs an explicit conversion from to . The value. The result of the conversion. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Represents a four dimensional mathematical vector. A with all of its components set to zero. The X unit (1, 0, 0, 0). The Y unit (0, 1, 0, 0). The Z unit (0, 0, 1, 0). The W unit (0, 0, 0, 1). A with all of its components set to one. The X component of the vector. The Y component of the vector. The Z component of the vector. The W component of the vector. Initializes a new instance of the struct. The value that will be assigned to all components. Initializes a new instance of the struct. Initial value for the X component of the vector. Initial value for the Y component of the vector. Initial value for the Z component of the vector. Initial value for the W component of the vector. Initializes a new instance of the struct. A vector containing the values with which to initialize the X, Y, and Z components. Initial value for the W component of the vector. Initializes a new instance of the struct. A vector containing the values with which to initialize the X and Y components. Initial value for the Z component of the vector. Initial value for the W component of the vector. Initializes a new instance of the struct. The values to assign to the X, Y, Z, and W components of the vector. This must be an array with four elements. Thrown when is null. Thrown when contains more or less than four elements. Gets a value indicting whether this instance is normalized. Gets a value indicting whether this vector is zero Gets or sets the component at the specified index. The value of the X, Y, Z, or W component, depending on the index. The index of the component to access. Use 0 for the X component, 1 for the Y component, 2 for the Z component, and 3 for the W component. The value of the component at the specified index. Thrown when the is out of the range [0, 3]. Calculates the length of the vector. The length of the vector. may be preferred when only the relative length is needed and speed is of the essence. Calculates the squared length of the vector. The squared length of the vector. This method may be preferred to when only a relative length is needed and speed is of the essence. Converts the vector into a unit vector. Creates an array containing the elements of the vector. A four-element array containing the components of the vector. Adds two vectors. The first vector to add. The second vector to add. When the method completes, contains the sum of the two vectors. Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Perform a component-wise addition The input vector The scalar value to be added to elements The vector with added scalar for each element. Subtracts two vectors. The first vector to subtract. The second vector to subtract. When the method completes, contains the difference of the two vectors. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The input vector The scalar value to be subtraced from elements The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector. The vector with subtracted scalar for each element. Perform a component-wise subtraction The scalar value to be subtraced from elements The input vector. The vector with subtracted scalar for each element. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Multiplies a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. When the method completes, contains the multiplied vector. Multiplies a vector with another by performing component-wise multiplication. The first vector to multiply. The second vector to multiply. The multiplied vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. When the method completes, contains the scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Reverses the direction of a given vector. The vector to negate. When the method completes, contains a vector facing in the opposite direction. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). When the method completes, contains the 4D Cartesian coordinates of the specified point. Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle. A containing the 4D Cartesian coordinates of vertex 1 of the triangle. A containing the 4D Cartesian coordinates of vertex 2 of the triangle. A containing the 4D Cartesian coordinates of vertex 3 of the triangle. Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ). Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ). A new containing the 4D Cartesian coordinates of the specified point. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. When the method completes, contains the clamped value. Restricts a value to be within a specified range. The value to clamp. The minimum value. The maximum value. The clamped value. Calculates the distance between two vectors. The first vector. The second vector. When the method completes, contains the distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the distance between two vectors. The first vector. The second vector. The distance between the two vectors. may be preferred when only the relative distance is needed and speed is of the essence. Calculates the squared distance between two vectors. The first vector. The second vector. When the method completes, contains the squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the squared distance between two vectors. The first vector. The second vector. The squared distance between the two vectors. Distance squared is the value before taking the square root. Distance squared can often be used in place of distance if relative comparisons are being made. For example, consider three points A, B, and C. To determine whether B or C is further from A, compare the distance between A and B to the distance between A and C. Calculating the two distances involves two square roots, which are computationally expensive. However, using distance squared provides the same information and avoids calculating two square roots. Calculates the dot product of two vectors. First source vector Second source vector. When the method completes, contains the dot product of the two vectors. Calculates the dot product of two vectors. First source vector. Second source vector. The dot product of the two vectors. Converts the vector into a unit vector. The vector to normalize. When the method completes, contains the normalized vector. Converts the vector into a unit vector. The vector to normalize. The normalized vector. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a linear interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The linear interpolation of the two vectors. Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . When the method completes, contains the cubic interpolation of the two vectors. Performs a cubic interpolation between two vectors. Start vector. End vector. Value between 0 and 1 indicating the weight of . The cubic interpolation of the two vectors. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. When the method completes, contains the result of the Hermite spline interpolation. Performs a Hermite spline interpolation. First source position vector. First source tangent vector. Second source position vector. Second source tangent vector. Weighting factor. The result of the Hermite spline interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. When the method completes, contains the result of the Catmull-Rom interpolation. Performs a Catmull-Rom interpolation using the specified positions. The first position in the interpolation. The second position in the interpolation. The third position in the interpolation. The fourth position in the interpolation. Weighting factor. A vector that is the result of the Catmull-Rom interpolation. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the largest components of the source vectors. Returns a vector containing the largest components of the specified vectors. The first source vector. The second source vector. A vector containing the largest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. When the method completes, contains an new vector composed of the smallest components of the source vectors. Returns a vector containing the smallest components of the specified vectors. The first source vector. The second source vector. A vector containing the smallest components of the source vectors. Orthogonalizes a list of vectors. The list of orthogonalized vectors. The list of vectors to orthogonalize. Orthogonalization is the process of making all vectors orthogonal to each other. This means that any given vector in the list will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Orthonormalizes a list of vectors. The list of orthonormalized vectors. The list of vectors to orthonormalize. Orthonormalization is the process of making all vectors orthogonal to each other and making all vectors of unit length. This means that any given vector will be orthogonal to any other given vector in the list. Because this method uses the modified Gram-Schmidt process, the resulting vectors tend to be numerically unstable. The numeric stability decreases according to the vectors position in the list so that the first vector is the most stable and the last vector is the least stable. Thrown when or is null. Thrown when is shorter in length than . Transforms a 4D vector by the given rotation. The vector to rotate. The rotation to apply. When the method completes, contains the transformed . Transforms a 4D vector by the given rotation. The vector to rotate. The rotation to apply. The transformed . Transforms an array of vectors by the given rotation. The array of vectors to transform. The rotation to apply. The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . Transforms a 4D vector by the given . The source vector. The transformation . When the method completes, contains the transformed . Transforms a 4D vector by the given . The source vector. The transformation . The transformed . Transforms an array of 4D vectors by the given . The array of vectors to transform. The transformation . The array for which the transformed vectors are stored. This array may be the same array as . Thrown when or is null. Thrown when is shorter in length than . Adds two vectors. The first vector to add. The second vector to add. The sum of the two vectors. Multiplies a vector with another by performing component-wise multiplication equivalent to . The first vector to multiply. The second vector to multiply. The multiplication of the two vectors. Assert a vector (return it unchanged). The vector to assert (unchanged). The asserted (unchanged) vector. Subtracts two vectors. The first vector to subtract. The second vector to subtract. The difference of the two vectors. Reverses the direction of a given vector. The vector to negate. A vector facing in the opposite direction. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Scales a vector by the given value. The amount by which to scale the vector. The vector to scale. The scaled vector. Scales a vector by the given value. The vector to scale. The amount by which to scale the vector. The scaled vector. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise addition The input vector. The scalar value to be added on elements The vector with added scalar for each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with subtraced scalar from each element. Perform a component-wise subtraction The input vector. The scalar value to be subtraced from elements The vector with subtraced scalar from each element. Tests for equality between two objects. The first value to compare. The second value to compare. true if has the same value as ; otherwise, false. Tests for inequality between two objects. The first value to compare. The second value to compare. true if has a different value than ; otherwise, false. Performs an explicit conversion from to . The value. The result of the conversion. Performs an explicit conversion from to . The value. The result of the conversion. Returns a that represents this instance. A that represents this instance. Returns a that represents this instance. The format. A that represents this instance. Returns a that represents this instance. The format provider. A that represents this instance. Returns a that represents this instance. The format. The format provider. A that represents this instance. Returns a hash code for this instance. A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. Determines whether the specified is equal to this instance. The to compare with this instance. true if the specified is equal to this instance; otherwise, false. 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 More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/ Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has. Adds an output for the specified audio submix. Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip. Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\ Can be used for objects, vehicles and peds. Example of enemy: ![enemy](https://i.imgur.com/fl78svv.png) Example of friend: ![friend](https://i.imgur.com/Q16ho5d.png) Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use [AddBlipCoords](#\_0xC6F43D0E)) Example image: ![example](https://i.imgur.com/9hQl3DB.png) 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?) Takes a camera and uses the information from it as a camera spline node. 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 } p5 only set to true in single player native scripts. 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. 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. A simple "localized" door-system (with hundreds/thousands of doors) can be created by setting p5, p6, and p7 to false and using EventHandlers to synchronize the states to: [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53), [DOOR_SYSTEM_SET_OPEN_RATIO](#\_0xB6E6FBA95C7324AC), [DOOR_SYSTEM_SET_HOLD_OPEN](#\_0xD9B71952F78A2640), etc. Example: GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow"); I tried this and nothing happened... All found occurrences in b678d: pastebin.com/ceu67jz8 NativeDB Added Parameter 9: BOOL noDamage ``` ``` BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not. BOOL noDamage = false: damage || nodamage = true: no damage ``` ```cpp enum class eExplosionTag : uint32_t { DONTCARE = 0xFFFFFFFF, GRENADE = 0, GRENADELAUNCHER = 1, STICKYBOMB = 2, MOLOTOV = 3, ROCKET = 4, TANKSHELL = 5, HI_OCTANE = 6, CAR = 7, PLANE = 8, PETROL_PUMP = 9, BIKE = 10, DIR_STEAM = 11, DIR_FLAME = 12, DIR_WATER_HYDRANT = 13, DIR_GAS_CANISTER = 14, BOAT = 15, SHIP_DESTROY = 16, TRUCK = 17, BULLET = 18, SMOKEGRENADELAUNCHER = 19, SMOKEGRENADE = 20, BZGAS = 21, FLARE = 22, GAS_CANISTER = 23, EXTINGUISHER = 24, _0x988620B8 = 25, EXP_TAG_TRAIN = 26, EXP_TAG_BARREL = 27, EXP_TAG_PROPANE = 28, EXP_TAG_BLIMP = 29, EXP_TAG_DIR_FLAME_EXPLODE = 30, EXP_TAG_TANKER = 31, PLANE_ROCKET = 32, EXP_TAG_VEHICLE_BULLET = 33, EXP_TAG_GAS_TANK = 34, EXP_TAG_BIRD_CRAP = 35, EXP_TAG_RAILGUN = 36, EXP_TAG_BLIMP2 = 37, EXP_TAG_FIREWORK = 38, EXP_TAG_SNOWBALL = 39, EXP_TAG_PROXMINE = 40, EXP_TAG_VALKYRIE_CANNON = 41, EXP_TAG_AIR_DEFENCE = 42, EXP_TAG_PIPEBOMB = 43, EXP_TAG_VEHICLEMINE = 44, EXP_TAG_EXPLOSIVEAMMO = 45, EXP_TAG_APCSHELL = 46, EXP_TAG_BOMB_CLUSTER = 47, EXP_TAG_BOMB_GAS = 48, EXP_TAG_BOMB_INCENDIARY = 49, EXP_TAG_BOMB_STANDARD = 50, EXP_TAG_TORPEDO = 51, EXP_TAG_TORPEDO_UNDERWATER = 52, EXP_TAG_BOMBUSHKA_CANNON = 53, EXP_TAG_BOMB_CLUSTER_SECONDARY = 54, EXP_TAG_HUNTER_BARRAGE = 55, EXP_TAG_HUNTER_CANNON = 56, EXP_TAG_ROGUE_CANNON = 57, EXP_TAG_MINE_UNDERWATER = 58, EXP_TAG_ORBITAL_CANNON = 59, EXP_TAG_BOMB_STANDARD_WIDE = 60, EXP_TAG_EXPLOSIVEAMMO_SHOTGUN = 61, EXP_TAG_OPPRESSOR2_CANNON = 62, EXP_TAG_MORTAR_KINETIC = 63, EXP_TAG_VEHICLEMINE_KINETIC = 64, EXP_TAG_VEHICLEMINE_EMP = 65, EXP_TAG_VEHICLEMINE_SPIKE = 66, EXP_TAG_VEHICLEMINE_SLICK = 67, EXP_TAG_VEHICLEMINE_TAR = 68, EXP_TAG_SCRIPT_DRONE = 69, EXP_TAG_RAYGUN = 70, EXP_TAG_BURIEDMINE = 71, EXP_TAG_SCRIPT_MISSILE = 72, EXP_TAG_RCTANK_ROCKET = 73, EXP_TAG_BOMB_WATER = 74, EXP_TAG_BOMB_WATER_SECONDARY = 75, _0xF728C4A9 = 76, _0xBAEC056F = 77, EXP_TAG_FLASHGRENADE = 78, EXP_TAG_STUNGRENADE = 79, _0x763D3B3B = 80, EXP_TAG_SCRIPT_MISSILE_LARGE = 81, EXP_TAG_SUBMARINE_BIG = 82, }; Only 8 current rises can exist. If rises need to be changed, use REMOVE_EXTRA_CALMING_QUAD and then ADD_EXTRA_CALMING_QUAD again. After removing a rise, you will be able to add a rise again. Returns the index of the newly created hospital spawn point. p3 might be radius? NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs, _GET_TEXT_SUBSTRING 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. Loads a minimap overlay from a GFx file in the current resource. Creates a navmesh blocking object, vehicles will avoid driving through this area. Only 32 blocking objects may exist at a given time and must be manually managed. See [`REMOVE_NAVMESH_BLOCKING_OBJECT`](#\_0x46399A7895957C0E) and [onResourceStop](https://docs.fivem.net/docs/scripting-reference/events/list/onResourceStop/) 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). 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::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) 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. NativeDB Added Parameter 10: BOOL p9 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 Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter. Experimental natives, please do not use in a live environment. Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. __ 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. BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0); - Nacorpio ----- Hardcoded to not work in Multiplayer. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Adds a handler for changes to a state bag. The function called expects to match the following signature: ```ts function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean); ``` * **bagName**: The internal bag ID for the state bag which changed. This is usually `player:Source`, `entity:NetID` or `localEntity:Handle`. * **key**: The changed key. * **value**: The new value stored at key. The old value is still stored in the state bag at the time this callback executes. * **reserved**: Currently unused. * **replicated**: Whether the set is meant to be replicated. At this time, the change handler can't opt to reject changes. See description of [`ADD_STUNT_JUMP_ANGLED`](#\_0xBBE5D803A5360CBF) 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. 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. Visualized example in-game: ![](https://d.fivem.dev/2019-03-15\_18-24\_c7802\_846.png) Here is a list of almost all of the stunt jumps from GTA V (taken from decompiled scripts): https://pastebin.com/EW1jBPkY Adds a float to a text component placeholder, replacing `~1~` in the current text command's text label. ![Example output](https://i.imgur.com/jvuQ0II.png) p1 was always -1 Adds an arbitrary string as a text component placeholder, replacing `~a~` in the current text command's text label. See the documentation on text formatting for more information. 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 Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research. This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944) boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone. x, y, z: offset in world coords from some entity. Example from michael2 script. CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f); CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f); See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). 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) See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). damages a ped with the given amount ---- armorFirst means it will damage/lower the armor first before damaging the player. setting damageAmount to a negative amount will cause the player or the armor (depending on armorFirst) to be healed by damageAmount instead. ``` ``` NativeDB Added Parameter 4: Any p3 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/). 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 Found one occurence in re_crashrescue.c4 PED::APPLY_PED_BLOOD(l_4B, 3, 0.0, 0.0, 0.0, "wound_sheet"); 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"); 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 Called in the gamescripts like: APP::APP_SET_APP("car"); APP::APP_SET_APP("dog"); Appears to return false if any window is broken. Returns false if every seat is occupied. 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" Last param determines if its relative to the Entity Attaches entity 1 to entity 2. Attach an entity to the specified entity. breakForce is the amount of force required to break the bond. p14 - is always 1 in scripts p15 - is 1 or 0 in scripts - unknown 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. The position supplied can be anywhere, and the entity should anchor relative to that point from it's origin. Might be more appropriate in AUDIO? p2 is unknown and is always -1 in the script natives. HookOffset defines where the hook is attached. leave at 0 for default attachment. Push a function from the Scaleform onto the stack 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`](#\_0xB9449845F73F5E9C) for header scaleform functions. Starts frontend (pause menu) scaleform movie methods for header options. Use [`BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND`](#\_0xAB58C27C2E6123C6) to customize the content inside the frontend menus. 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". Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here BEGIN_TEXT_COMMAND_PRINT e.g void StartLoadingMessage(char *text, int spinnerType = 3) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); } -- [[OR]] void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); WAIT(timeMs); _REMOVE_LOADING_PROMPT(); } 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 clears a print text command with this text Used to be known as _SET_TEXT_COMPONENT_FORMAT 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 ESMINDOLLA - cash (negative) Used to be known as _SET_TEXT_ENTRY nothin doin. BOOL Message(char* text) { BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED(); } 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); } Used to be known as _SET_TEXT_ENTRY_2 void ShowSubtitle(char *text) { BEGIN_TEXT_COMMAND_PRINT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); END_TEXT_COMMAND_PRINT(2000, 1); } 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_STRING(a_2); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM2"); HUD::_0x17299B63C7683A2B(v_3); HUD::_0x17299B63C7683A2B(v_4); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM1"); HUD::_0x17299B63C7683A2B(v_3); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); 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`](#\_0xBC38B49BCB83BC9B), once adding all required text components. 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 \_DRAW_NOTIFICATION(1, 1); } Deletes the given context from the background scripts context map. NativeDB Introduced: v323 Hashed version of 0xDC2BACD920D0A0DD. NativeDB Introduced: v323 Inserts the given context into the background scripts context map. NativeDB Introduced: v323 Hashed version of 0x9D5A25BADB742ACD. NativeDB Introduced: v323 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. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt This is limited to 4 blocked events at a time. 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. Removes the loading prompt at the bottom right of the screen. 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. This is similar to the PushScaleformMovieFunction natives, except it calls in the `TIMELINE` of a minimap overlay. Calls the Scaleform function. 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. 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_FUNCTION_MIXED_PARAMS(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_FUNCTION_MIXED_PARAMS(scaleform, "MY_FUNCTION_2", 10.0, -1.0, -1.0, -1.0, -1.0, "String param #1", "String param #2", 0, 0, 0); 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). Cancels the currently executing event. All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Prevents the ped from going limp. [Example: Can prevent peds from falling when standing on moving vehicles.] 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. Returns when it is safe to start applying changes to cutscene entities. Should always be used for applying components. See [`SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED`](#\_0x2A56C06EBEF2B0D9) and [`REGISTER_ENTITY_FOR_CUTSCENE`](#\_0xE40C1C56DF95C2E8) for an example. This will be true before the cutscene is considered loaded modelHash (p1) was always 0 in R* scripts Whether or not it is safe to run functions on the camera, as the camera is now no longer being used by the cutscene. Returns if the script can begin interacting with the registered entity. Primarly used for lead-outs of cutscenes. Returns on frame after cutscene ends, so you cannot get is while using IsCutsceneActive() Whether it is safe to start doing scripted actions on the entity, like simulating walking out of a cutscene. this returns if you can use the weapon while using a parachute Does something similar to INTERIOR::DISABLE_INTERIOR When this is set to ON, shadows only draw as you get nearer. When OFF, they draw from a further distance. 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" I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down Displays cash change notifications on HUD. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2); Still needs more research. NativeDB Added Parameter 13: Any p12 Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false); MISC::_0x957838AAF91BD12D(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. flags appears to always be 0 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. Example: CLEAR_AREA_OF_PEDS(0, 0, 0, 10000, 1); Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false); ``` ``` NativeDB Added Parameter 10: BOOL p9 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 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"); eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Resets the screen's draw-origin which was changed by the function [`SET_DRAW_ORIGIN`](#\_0xAA0008F3BBB8F416) back to `x=0, y=0`. See [`SET_DRAW_ORIGIN`](#\_0xAA0008F3BBB8F416) for further information. This native **could affect** the arguments of the `CEventNetworkEntityDamage` game event, by clearing the damaging entity before the event is fired. Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154). 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. Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8) Does the same as SET_RACE_TRACK_RENDER(false); Clears the blood on a ped. Somehow related to changing ped's clothes. p1: from 0 to 5 in the b617d scripts. p2: "blushing" and "ALL" found in the b617d scripts. 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. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html 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. Clear a ped's tasks. Stop animations and other tasks created by scripts. Immediately stops the pedestrian from whatever it's doing. The difference between this and [CLEAR_PED_TASKS](#\_0xE1EF3C1216AFF2CD) is that this one teleports the ped but does not change the position of the ped. It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference. 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. 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]); There seem to be 26 flags 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); **This native does absolutely nothing, just a nullsub** p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z Removes vehicle xenon lights custom RGB color. Creates a copy of the passed ped, optionally setting it as local and/or shallow-copying the head blend data. Copies ped's components and props to targetPed. Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json Commits the backing pixels to the specified runtime texture. 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' Works for vehicles with a retractable landing gear landing gear states: 0: Deployed 1: Closing 2: Opening 3: Retracted Forces the ped to use the mounted weapon. Returns false if task is not possible. Takes the specified time and writes it to the structure specified in the second argument. struct date_time { alignas(8) int year; alignas(8) int month; alignas(8) int day; alignas(8) int hour; alignas(8) int minute; alignas(8) int second; }; Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle. Returns the cosine of the given number. Used for doing money drop Pickup hashes: pastebin.com/8EuSv2r1 Creates an audio submix with the specified name, or gets the existing audio submix by that name. Creates a camera with the specified cam name, You can use `SET_CAM_` natives to manipulate the camera.\ Make sure to call [RENDER_SCRIPT_CAMS](#\_0x07E5B515DB0636FC) once the camera is created, or this won't have any visible effect. ### Camera names: * DEFAULT_SCRIPTED_CAMERA * DEFAULT_ANIMATED_CAMERA * DEFAULT_SPLINE_CAMERA * DEFAULT_SCRIPTED_FLY_CAMERA * TIMED_SPLINE_CAMERA * CUSTOM_TIMED_SPLINE_CAMERA * ROUNDED_SPLINE_CAMERA * SMOOTHED_SPLINE_CAMERA CAM::\_GET_GAMEPLAY_CAM_COORDS can be used instead of posX,Y,Z\ CAM::\_GET_GAMEPLAY_CAM_ROT can be used instead of rotX,Y,Z\ CAM::\_80EC114669DAEFF4() can be used instead of p7 (Possible p7 is FOV parameter. )\ rotationOrder is 2 usually Create a camera with the specified cam name/type, You can use `SET_CAM_` natives to manipulate the camera. Camera names found in the b617d scripts: ``` "DEFAULT_ANIMATED_CAMERA" "DEFAULT_SCRIPTED_CAMERA" "DEFAULT_SCRIPTED_FLY_CAMERA" "DEFAULT_SPLINE_CAMERA" ``` ``` 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. * diameter - The diameter 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 (prior to game build 2189): 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) ``` [Checkpoint Types](https://docs.fivem.net/docs/game-references/checkpoints/) as of game build 2189 Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE. As per the name, this native creates a "fake" gamer tag that is attached to a specific ped. Unlike "real" gamer tags, you cannot set the crew colour of these gamer tags. To create gamer tags for actual players and for more gamer tag information, see [CREATE_MP_GAMER_TAG_WITH_CREW_COLOR](#\_0x6DD05E9D83EFA4C9). 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. enum IncidentTypes { FireDepartment = 3, Paramedics = 5, Police = 7, PedsInCavalcades = 11, Merryweather = 14 }; 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. ===================================================== ``` ``` NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 9: Any p8 p0 could be type (valueused in scripts: 14, 7, 5, 3, 11) p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts. p3 is usually 0f or 3f ===================================================== enum IncidentTypes { FireDepartment = 3, Paramedics = 5, Police = 7, PedsInCavalcades = 11, Merryweather = 14 }; 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. ===================================================== ``` ``` NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 Train models must be [requested](#\_0x963D27A58DF860AC) before use. See trains.xml for freight and metro variations. ``` NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 ``` ### Train Models: * freight * freightcar * freightcar2 (Added v2372) * freightcont1 * freightcont2 * freightgrain * metrotrain * tankercar 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 4 - Prologue phone These values represent bit flags, so a value of '3' would toggle Trevor and Franklin's phones together, causing unexpected behavior and most likely crash the game. 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. Only works with objects! Network players do not see changes done with this. 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 Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). 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. Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Creates an object (prop) with the specified model centered at the specified position. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading. This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Pickup hashes: pastebin.com/8EuSv2r1 Pickup hashes: pastebin.com/8EuSv2r1 flags: 8 (1 << 3): place on ground 512 (1 << 9): spin around Drops the Hook/Magnet on a cargobob state enum eCargobobHook { CARGOBOB_HOOK = 0, CARGOBOB_MAGNET = 1, }; Pickup hashes: pastebin.com/8EuSv2r1 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. Creates a blank runtime texture. Creates a runtime texture from a DUI handle. Creates a runtime texture from the specified file in the current resource. Creates a runtime texture dictionary with the specified name. Example: ```lua local txd = CreateRuntimeTxd('meow') ``` Creates a script vehicle generator at the given coordinates. Most parameters after the model hash are unknown. Parameters: a/w/s - 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); p6 always 2 (but it doesnt seem to matter...) roll and pitch 0 yaw to Ped.rotation Creates a tracked point: useful for checking the visibility of a 3D point on screen. Tracked points must be manually managed and will not be destroyed on resource stop (they are not an instance of CScriptResource). See [`DESTROY_TRACKED_POINT`](#\_0xB25DC90BAD56CA42) and [onResourceStop](https://docs.fivem.net/docs/scripting-reference/events/list/onResourceStop/). Only 64 points may be tracked at a given time. Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). ``` NativeDB Added Parameter 8: BOOL p7 ``` Now has 8 params. ``` ``` NativeDB Added Parameter 9: Any p8 NativeDB Added Parameter 10: Any p9 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. Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 Example: if (!DATAFILE::_BEDB96A7584AA8CF()) { if (!g_109E3) { if (((sub_d4f() == 2) == 0) && (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS())) { if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE()) { g_17A8B = 0; } if (!g_D52C) { sub_730(); } } } } 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::_LOAD_UGC_FILE("RockstarPlaylists") // loads "rockstarplaylists_00.ugc" ``` ``` NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 1: int p0 Adds the given request ID to the watch list. Returns whether or not the specified property is set for the entity. Decor types: ``` enum eDecorType { DECOR_TYPE_FLOAT = 1, DECOR_TYPE_BOOL = 2, DECOR_TYPE_INT = 3, DECOR_TYPE_UNK = 4, DECOR_TYPE_TIME = 5 }; ``` Called after all decorator type initializations. This function sets metadata of type bool to specified entity. Sets property to int. Deletes the specified entity, then sets the handle pointed to by the pointer to NULL. 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. ======================================================= Deletes the specified object, then sets the handle pointed to by the pointer to NULL. 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"); Deletes the specified ped, then sets the handle pointed to by the pointer to NULL. 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. Does nothing and always returns false. BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. Destroys a DUI browser. Destroys the currently active mobile phone. First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second. [Control values and meaning](https://docs.fivem.net/docs/game-references/controls/#controls) Example: `CONTROLS::DISABLE_CONTROL_ACTION(2, 19, true)` disables the switching UI from appearing both when using a keyboard and Xbox 360 controller. Needs to be executed each frame. Control group 1 and 0 gives the same results as 2. Same results for all players. Disables the editor runtime mode, changing game behavior to not track entity metadata. This function supports SDK infrastructure and is not intended to be used directly from your code. The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were. Disables the game's afk camera that starts panning around after 30 seconds of inactivity. Example: This removes the interior from the strip club and when trying to walk inside the player just falls: INTERIOR::DISABLE_INTERIOR(118018, true); Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame 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 how does this work? "DISPLAY_CASH(true);" makes the cash amount render on the screen when appropriate "DISPLAY_CASH(false);" disables cash amount rendering 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? If Hud should be displayed 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" 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. If Minimap / Radar should be displayed. Displays the crosshair for this frame. Purpose of the BOOL currently unknown. Both, true and false, work If value is set to true, and ambient siren sound will be played. Appears to enable/disable an audio flag. Returns whether or not the passed camera handle exists. Returns true only when the magnet is active, will return false if the hook is active Returns true only when the hook is active, will return false if the magnet is active Checks whether an entity exists in the game world. Checks via CVehicleModelInfo Used in pi_menu.c. Checks if there is a brief entry for specified value. Values: 0 - Dialogue brief 1 - Help text brief 2 - Mission Objective brief p5 is usually 0. Returns whether the ped's blip is controlled by the game. It's the default blip you can see on enemies during freeroam in singleplayer (the one that fades out quickly). Pickup hashes: pastebin.com/8EuSv2r1 Returns true if a destructible object with this handle exists, false otherwise. 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")) { Checks if there is a cover point at position Checks if the passed gxt name exists in the game files. Maximum amount of vehicles with vehicle stuck check appears to be 16. When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar. Search radius: 0.5 Returns a list of door system entries: a door system hash (see [ADD_DOOR_TO_SYSTEM](#\_0x6F8838D03D1DC226)) and its object handle. The data returned adheres to the following layout: ``` [{doorHash1, doorHandle1}, ..., {doorHashN, doorHandleN}] ``` Includes networking check: ownership vs. or the door itself **isn't** networked. Lockstates not applied and CNetObjDoor's not created until [DOOR_SYSTEM_GET_IS_PHYSICS_LOADED](#\_0xDF97CDD4FC08FD34) returns true. ### Door lock states: (v323) * **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 Includes networking check: ownership vs. or the door itself **isn't** networked. Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. Includes networking check: ownership vs. or the door itself **isn't** networked. Fades the screen in. duration: The time the fade should take, in milliseconds. Fades the screen out. duration: The time the fade should take, in milliseconds. 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); } NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. Draws a gizmo. This function supports SDK infrastructure and is not intended to be used directly from your code. This should be used from JavaScript or another language supporting mutable buffers like ArrayBuffer. Matrix layout is as follows: * Element \[0], \[1] and \[2] should represent the right vector. * Element \[4], \[5] and \[6] should represent the forward vector. * Element \[8], \[9] and \[10] should represent the up vector. * Element \[12], \[13] and \[14] should represent X, Y and Z translation coordinates. * All other elements should be \[0, 0, 0, 1]. 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); } Draws a marker with the specified appearance at the target location. This has to be called every frame, e.g. in a `Wait(0)` loop. There's a [list of markers](https://docs.fivem.net/game-references/markers/) on the FiveM documentation site. 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. 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. ``` ``` NativeDB Added Parameter 9: BOOL p8 unk is not used so no need 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); 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 ``` ``` NativeDB Added Parameter 12: BOOL p11 All calls to this native are preceded by calls to GRAPHICS::_0x61BB1D9B3A95D802 and GRAPHICS::_0xC6372ECD45D73BCD, respectively. "act_cinema.ysc", line 1483: HUD::SET_HUD_COMPONENT_POSITION(15, 0.0, -0.0375); HUD::SET_TEXT_RENDER_ID(l_AE); GRAPHICS::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(1); if (GRAPHICS::_0x0AD973CA1E077B60(${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::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(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()); } } Creates a motion-blur sort of effect, this native does not seem to work, however by using the [`START_SCREEN_EFFECT`](#\_0x2206BF9A37B7F724) native with `"DrugsMichaelAliensFight"` as the effect parameter, you should be able to get the effect. This native does not seem to work, however by using the [START_SCREEN_EFFECT](https://runtime.fivem.net/doc/natives/#\_0x2206BF9A37B7F724) native with "DrugsMichaelAliensFight" as the effect parameter, you should be able to get the effect. padIndex: 0 - PLAYER_CONTROL 1 - Unknown 2 - FRONTEND_CONTROL Creates cartoon effect when Michel smokes the weed control values and meaning: github.com/crosire/scripthookvdotnet/blob/dev_v3/source/scripting/Control.cs and https://docs.fivem.net/game-references/controls/ 0, 1 and 2 used in the scripts. Control values from the decompiled scripts: 0,1,2,3,4,5,6,8,9,10,11,14,15,16,17,19,21,22,24,25,26,30,31,32,33,34,35,36, 37,44,46,47,59,60,65,68,69,70,71,72,73,74,75,76,79,80,81,82,86,95,98,99,100 ,101,114,140,141,143,172,173,174,175,176,177,178,179,180,181,187,188,189,19 0,195,196,197,198,199,201,202,203,204,205,206,207,208,209,210,217,218,219,2 20,221,225,228,229,230,231,234,235,236,237,238,239,240,241,242,245,246,257, 261,262,263,264,286,287,288,289,337,338,339,340,341,342,343 INPUTGROUP_MOVE INPUTGROUP_LOOK INPUTGROUP_WHEEL INPUTGROUP_CELLPHONE_NAVIGATE INPUTGROUP_CELLPHONE_NAVIGATE_UD INPUTGROUP_CELLPHONE_NAVIGATE_LR INPUTGROUP_FRONTEND_DPAD_ALL INPUTGROUP_FRONTEND_DPAD_UD INPUTGROUP_FRONTEND_DPAD_LR INPUTGROUP_FRONTEND_LSTICK_ALL INPUTGROUP_FRONTEND_RSTICK_ALL INPUTGROUP_FRONTEND_GENERIC_UD INPUTGROUP_FRONTEND_GENERIC_LR INPUTGROUP_FRONTEND_GENERIC_ALL INPUTGROUP_FRONTEND_BUMPERS INPUTGROUP_FRONTEND_TRIGGERS INPUTGROUP_FRONTEND_STICKS INPUTGROUP_SCRIPT_DPAD_ALL INPUTGROUP_SCRIPT_DPAD_UD INPUTGROUP_SCRIPT_DPAD_LR INPUTGROUP_SCRIPT_LSTICK_ALL INPUTGROUP_SCRIPT_RSTICK_ALL INPUTGROUP_SCRIPT_BUMPERS INPUTGROUP_SCRIPT_TRIGGERS INPUTGROUP_WEAPON_WHEEL_CYCLE INPUTGROUP_FLY INPUTGROUP_SUB INPUTGROUP_VEH_MOVE_ALL INPUTGROUP_CURSOR INPUTGROUP_CURSOR_SCROLL INPUTGROUP_SNIPER_ZOOM_SECONDARY INPUTGROUP_VEH_HYDRAULICS_CONTROL Took those in IDA Pro.Not sure in which order they go Enables or disables the specified 'dispatch service' type. 'Dispatch services' are used for spawning AI response peds/vehicles for events such as a fire in the street (type 3 - DT_FireDepartment), or gunfire in a gang area (type 11 - DT_Gangs). List of dispatch services: ```cpp enum DispatchType { DT_Invalid = 0, DT_PoliceAutomobile, DT_PoliceHelicopter, DT_FireDepartment, DT_SwatAutomobile, DT_AmbulanceDepartment, DT_PoliceRiders, DT_PoliceVehicleRequest, DT_PoliceRoadBlock, DT_PoliceAutomobileWaitPulledOver, DT_PoliceAutomobileWaitCruising, DT_Gangs, DT_SwatHelicopter, DT_PoliceBoat, DT_ArmyVehicle, DT_BikerBackup = 15 }; ``` Note that 'dispatch service' has nothing to do with the police scanner (audio), to toggle that, use [SET_AUDIO_FLAG](#\_0xB9EFD5C25018725A) with `'PoliceScannerDisabled'`. Enables the editor runtime mode, changing game behavior to track entity metadata. This function supports SDK infrastructure and is not intended to be used directly from your code. This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment. Enables laser sight on any weapon. It doesn't work. Neither on tick nor OnKeyDown NativeDB Added Parameter 3: Any p2 Makes the ped jump around like they're in a tennis match Sets whether the vehicle passed has exhaust pops. Pops and calls the Scaleform function on the stack Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL. enum eBusySpinnerType { BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT, }; After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis. ``` ``` NativeDB Added Parameter 3: int p2 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 Finalizes a text command started with [`BEGIN_TEXT_COMMAND_SET_BLIP_NAME`](#\_0xF9113A30DE5C6670), setting the name of the specified blip. Shows an "award" notification above the minimap, lua example result: ![](https://i.imgur.com/e2DNaKX.png) Old description: ``` Example: UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT"); UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); ``` This function and the one below it are for after you receive an invite, not sending it. p0 = 1 or 0 nothin doin. int invite(Player player) { int iVar2, iVar3; networkHandleMgr handle; NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13); networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(0); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle)) { iVar2 = 0; if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0) { iVar2 = 1; } if (clan.unk21 > 0) { iVar3 = 0; } else { iVar3 = 1; } BOOL unused = _0x54E79E9C(&clan.clanHandle, 35); return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0); } } p0 = 1 or 0 crashes my game... this is for sending invites to network players - jobs/apartment/ect... return notification handle int invite(Player player) { networkHandleMgr netHandle; networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(1); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13); if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle)) { NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle); _DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0); } } Sets some extra options for a notification. It adds an image (or icon type) and sets a notification title (sender) and subtitle (subject). Texture dictionary and texture name parameters are usually the same exact value. Example result: ![](https://i.imgur.com/LviutDl.png) Old description with list of possible icons and texture names: ``` List of picNames: 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. ``` 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 = UI::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5); ``` Example result: ![](https://i.imgur.com/YrN4Bcm.png) List of picNames 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.) List of picNames: 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) { _SET_NOTIFICATION_TEXT_ENTRY("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 _DRAW_NOTIFICATION(1, 1); } [List of picture names](https://pastebin.com/XdpJVbHz) Example result: ![](https://i.imgur.com/SdEZ22m.png) Example output preview: ![](https://i.imgur.com/TJvqkYq.png) NativeDB Added Parameter 7: int hudColorIndex1 NativeDB Added Parameter 8: int hudColorIndex2 Internal function for ensuring an entity has a state bag. Enters cursor mode, suppressing mouse movement to the game and displaying a mouse cursor instead. This function supports SDK infrastructure and is not intended to be used directly from your code. This native is not implemented. This native is not implemented. This native is not implemented. This native is not implemented. Applies lethal damage (FLT_MAX) to the `SKEL_Head` bone of the specified ped using the weapon passed, leading to the ped's untimely demise. The naming of the native is a legacy leftover (formerly EXPLODE_CHAR_HEAD in GTA3) as in the early 3D GTA games, lethal damage to a ped head would 'explode' it. WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001); 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. 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" Hardcoded to not work in SP. ``` 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 -alphazolam ``` [Animations list](https://alexguirre.github.io/animations-list/) 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). This function is coded to not work on vehicles of type: `CBike`, `Bmx`, `CBoat`, `CTrain`, and `CSubmarine`. adds a short flash to the Radar/Minimap Usage: UI.FLASH_MINIMAP_DISPLAY used with 1,2,8,64,128 in the scripts PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter. 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" creates single lightning+thunder at random position Some motionstate hashes are 0xec17e58 (standing idle), 0xbac0f10b (nothing?), 0x3f67c6af (aiming with pistol 2-h), 0x422d7a25 (stealth), 0xbd8817db, 0x916e828c and those for the strings "motionstate_idle", "motionstate_walk", "motionstate_run", "motionstate_actionmode_idle", and "motionstate_actionmode_walk". Regarding p2, p3 and p4: Most common is 0, 0, 0); followed by 0, 1, 0); and 1, 1, 0); in the scripts. p4 is very rarely something other than 0. [31/03/2017] ins1de : enum MotionState { StopRunning = -530524, StopWalking = -668482597, Idle = 247561816, // 1, 1, 0 Idl2 = -1871534317, SkyDive =-1161760501, // 0, 1, 0 Stealth = 1110276645, Sprint = -1115154469, Swim = -1855028596, Unknown1 = 1063765679, Unknown2 = -633298724, } Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE. Forces the particular room in an interior to load incase not teleporting into the portal. Forces the game snow pass to render. Doesn't actually return anything. 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. 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 Returns all player indices for 'active' physical players known to the client. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt Returns profile setting 17. Returns all rope handles. The data returned adheres to the following layout: ``` [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` Returns all registered vehicle model names, including non-dlc vehicles and custom vehicles in no particular order. **Example output** ``` ["dubsta", "dubsta2", "dubsta3", "myverycoolcar", "sultan", "sultanrs", ...] ``` This native will not return vehicles that are unregistered (i.e from a resource being stopped) during runtime. A getter for [SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME](#\_0x0B919E1FB47CC4E0). A getter for [SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME](#\_0x90B6DA738A9A25DA). 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) [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) p1 is always 0 in the scripts. Returns the Blip handle of given Entity. This function is hard-coded to always return 0. 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 Blips Images + IDs: gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse. The last parameter, as in other "ROT" methods, is usually 2. 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. 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) See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum. Gets the current day of the week. 0: Sunday 1: Monday 2: Tuesday 3: Wednesday 4: Thursday 5: Friday 6: Saturday 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. Returns TRUE if it found something. FALSE if not. Get the closest vehicle node to a given position, unknown1 = 3.0, unknown2 = 0 Has 8 params in the latest patches. isMission - if true doesn't return mission objects 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. p1 seems to be always 1.0f in the scripts 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: 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: pastebin.com/xiFdXa7h Use flag 127 to return police cars FYI: When falling through the map (or however you got under it) you will respawn when your player ped's height is <= -200.0 meters (I think you all know this) and when in a vehicle you will actually respawn at the closest vehicle node. ---------- Vector3 nodePos; GET_CLOSEST_VEHICLE_NODE(x,y,z,&nodePos,...) p4 is either 0, 1 or 8. 1 means any path/road. 0 means node in the middle of the closest main (asphalt) road. p5, p6 are always the same: 0x40400000 (3.0), 0 p5 can also be 100.0 and p6 can be 2.5: PATHFIND::GET_CLOSEST_VEHICLE_NODE(a_0, &v_5, v_9, 100.0, 2.5) Known node types: simple path/asphalt road, only asphalt road, water, under the map at always the same coords. The node types follows a pattern. For example, every fourth node is of the type water i.e. 3, 7, 11, 15, 19, 23, 27, 31, 35, 39... 239. Could not see any difference between nodes within certain types. Starting at 2, every fourth node is under the map, always same coords. Same with only asphalt road (0, 4, 8, etc) and simple path/asphalt road (1, 5, 9, etc). gtaforums.com/topic/843561-pathfind-node-types 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. p5 is either 1 or 12. 1 means any path/road. 12, 8, 0 means node in the middle of the closest main (asphalt) road. p6 is always 3.0 p7 is always 0. Known node types: simple path/asphalt road, only asphalt road, water, under the map at always the same coords. The node types follows a pattern. For example, every fourth node is of the type water i.e. 3, 7, 11, 15, 19, 23, 27, 31, 35, 39... 239. Could not see any difference between nodes within certain types. Starting at 2, every fourth node is under the map, always same coords. Same with only asphalt road (0, 4, 8, etc) and simple path/asphalt road (1, 5, 9, etc). 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) : pastebin.com/fxtMWAHD Returns POSIX timestamp. Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E)) 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 index2 is unused NativeDB Added Parameter 3: int p2 formerly called _GET_CONTROL_ACTION_NAME incorrectly p2 appears to always be true. p2 is unused variable in function. 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 0, 1 and 2 used in the scripts. 0 is by far the most common of them. Seems to return values between -1 and 1 for controls like gas and steering. Can be used to get a console variable of type `char*`, for example a string. Can be used to get a console variable casted back to `int` (an integer value). ``` enum RoofState { ROOFSTATE_UP = 0; ROOFSTATE_LOWERING, ROOFSTATE_DOWN, ROOFSTATE_RAISING }; ``` Got a "6" return value but not sure about what the value means 6 -> unknown (Stopped but not fully open ?) if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background")) This native returns the currently used game's name. 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) 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; and is not implemented. NativeDB Added Parameter 2: Any p1 Returns the name of the currently executing resource. Returns the peer address of the remote game server that the user is currently connected to. Gets the elapsed time of the current cutscene in Gets the total length of the cutscene irrespective of playback list in milliseconds To account for sections, see [`_GET_CUTSCENE_END_TIME`]() Gets the aggressiveness factor of the ocean waves. This function is hard-coded to always return 1. 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_LABEL_TEXT, you can get the localized name. 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. The Second item in the struct `*(Hash *)(outData + 1)` is the vehicle hash. dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS() 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]; }; dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1. struct DlcWeaponData { int emptyCheck; //use DLC1::_IS_DLC_DATA_EMPTY 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]; }; Returns the NUI window handle for a specified DUI browser object. ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) ``` 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 ``` [Animations list](https://alexguirre.github.io/animations-list/) Returns entity's archetype name, if available. Returns the index of the bone. If the bone was not found, -1 will be returned. list: 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. Gets the current coordinates (world position) for a specified entity. Gets the entity's forward vector. Gets the X-component of the entity's forward vector. Gets the Y-component of the entity's forward vector. Returns the heading of the entity in degrees. Also know as the "Yaw" of an 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); 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. Returns the transient entity index for a specified mapdata/entity pair. This function supports SDK infrastructure and is not intended to be used directly from your code. Returns the handle of a cutscene entity, can be ped Returns the LOD distance of an entity. Retrieves the map data and entity handles from a specific entity. This function supports SDK infrastructure and is not intended to be used directly from your code. Return an integer value of entity's maximum health. Example: - Player = 200 Returns the model hash from the 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. A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt w is the correct parameter name! Displays the current ROLL axis of the entity [-180.0000/180.0000+] (Sideways Roll) such as a vehicle tipped on its side ``` 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. All ambient entities in-world seem to have the same value for the second argument (Any *script), depending on when the scripthook was activated/re-activated. I've seen numbers from ~5 to almost 70 when the value was translated with to_string. The function return value seems to always be 0. Get the speed of a entity. 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). Get how much of the entity is submerged. 1.0f is whole entity. Returns: 0 = no entity 1 = ped 2 = vehicle 3 = object eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) 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!). eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938), but for a specified resource. A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8), but for a specified resource. A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B), but for a specified resource. cpp // view mode enumeration enum _0xA11D7CA8 { THIRD_PERSON_NEAR = 0, THIRD_PERSON_MEDIUM = 1, THIRD_PERSON_FAR = 2, CINEMATIC = 3, FIRST_PERSON = 4, }; See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. Gets the high precision frame time of the last frame in seconds. *note: the example above is way less precise.* 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 Returns the internal build number of the current game being executed. Possible values: * FiveM * 1604 * 2060 * 2189 * 2372 * 2545 * 2612 * 2699 * RedM * 1311 * 1355 * 1436 * LibertyM * 43 * FXServer * 0 Returns the current game being executed. Possible values: | Return value | Meaning | | ------------ | ------------------------------ | | `fxserver` | Server-side code ('Duplicity') | | `fivem` | FiveM for GTA V | | `libertym` | LibertyM for GTA IV | | `redm` | RedM for Red Dead Redemption 2 | Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as follows: ```json [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` ### Supported pools * `CPed`: Peds (including animals) and players. * `CObject`: Objects (props), doors, and projectiles. * `CVehicle`: Vehicles. * `CPickup`: Pickups. 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. p3 can be 0, 1 or 2. Bear in mind this native can only calculate the elevation when the coordinates are within the client's render distance. ``` ``` NativeDB Added Parameter 6: BOOL p5 p1 may be a BOOL representing whether or not the group even exists This native converts its past string to hash. It is hashed using jenkins one at a time method. 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); dx = x1 - x2 dy = y1 - y2 Max 1000. At 0 the main rotor will stall. Max 1000. At -100 both helicopter rotors will stall. Max 1000. At 0 the tail rotor will stall. HUD colors and their values: pastebin.com/d9aHPbXN World to relative screen coords this world to screen will keep the text on screen. it will keep it in the screen pos x1, y1, z1 -- Coords of your ped model x2, y2, z2 -- Coords of the ped you want to switch to 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) 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. Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE Returns the handle of the interior that the entity is in. Returns 0 if outside. NativeDB Introduced: v1604 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. NativeDB Introduced: v1290 Returns true if profile setting 208 is equal to 0. false = Any resolution < 1280x720 true = Any resolution >= 1280x720 From the driver's perspective, is the left headlight broken. gadgetHash - was always 0xFBAB5776 ("GADGET_PARACHUTE"). From the driver's perspective, is the right headlight broken. Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt Returns profile setting 225. Returns true when in a vehicle, false whilst entering/exiting. Check if Vehicle Secondary is avaliable for customize 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. Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY ``` Landing gear states: 0: Deployed 1: Closing (Retracting) 3: Opening (Deploying) 4: Retracted 5: Broken ``` Landing gear state 2 is never used. Returns the length of the string passed (much like strlen). Returns the string length of the string from the gxt string . Second Param = LiveryIndex example int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh); for (int i = 0; i < count; i++) { 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_LABEL_TEXT, to get the localized livery name. ----------- NOTE: You may need to set the vehicle's modKit to 0 by using this function: SET_VEHICLE_MOD_KIT() before getting the name, otherwise this native may return NULL. dev-c.com/nativedb/func/info/1f2aa07f00b3217a Returns the local player's targeting mode. See [`SET_PLAYER_TARGETING_MODE`](#\_0xB1906895227793F3). 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); Retrieves the map data entity handle. This function supports SDK infrastructure and is not intended to be used directly from your code. Returns mapdata's entity matrix. This function supports SDK infrastructure and is not intended to be used directly from your code. This should be used from JavaScript or another language supporting mutable buffers like ArrayBuffer. Matrix layout is as follows: * Element \[0], \[1] and \[2] should represent the right vector. * Element \[4], \[5] and \[6] should represent the forward vector. * Element \[8], \[9] and \[10] should represent the up vector. * Element \[12], \[13] and \[14] should represent X, Y and Z translation coordinates. * All other elements should be \[0, 0, 0, 1]. Returns the transient map data index for a specified hash. This function supports SDK infrastructure and is not intended to be used directly from your code. Returns the zoom level data by index from mapzoomdata.meta file. This function is hard-coded to always return 96. This function is hard-coded to always return 0. p2 is mostly 1 in the scripts. Gets the maximum wanted level the player can get. Ranges from 0 to 5. p0 was always 0xAE2602A3. Returns how many real ms are equal to one game minute. A getter for [`SetMillisecondsPerGameMinute`](#\_0x36CA2554). 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); Returns the text label of a mod type for a given vehicle Use _GET_LABEL_TEXT to get the part name in the game's language 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; } 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 PROL = Prologue / North Yankton ISHeist = Cayo Perico Island 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 See [`GET_NAVMESH_ROUTE_DISTANCE_REMAINING`](#\_0xC6F5C0BCDC74D62D) for more details. 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. Returns the same value as [`GetNetworkTime`](#\_0x7A5487FE9FAA6B48) in freemode, but as opposed to `GetNetworkTime` it always gets the most recent time, instead of once per tick. Could be used for benchmarking since it can return times in ticks. Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX. ``` NativeDB Removed Parameter 1: int index ``` Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. See gtaforums.com/topic/843561-pathfind-node-types for node type info. 0 = paved road only, 1 = any road, 3 = water p10 always equal 0x40400000 p11 always equal 0 Returns the id. Get the nth closest vehicle node and its heading. (unknown2 = 9, unknown3 = 3.0, unknown4 = 2.5) eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Need to check behavior when drawableId = -1 List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Gets the number of players in the current session. If not multiplayer, always returns 1. Actually number of color combinations Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX. Returns the total number of DLC vehicles. Returns the total number of DLC weapons. Returns the total number of DLC weapon components. paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 Gets the amount of metadata values with the specified key existing in the specified resource's manifest. See also: [Resource manifest](https://docs.fivem.net/resources/manifest/) Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale Returns how many possible mods a vehicle has for a given mod type Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Converts world coords (posX - Z) to coords relative to the entity Example: posX = 50 posY = 1000 posZ = 60 Entity's coords are: x=30, y=1000, z=60. All three returned coords will then be in range of [-20,20] depending on rotation of the entity. Offset values are relative to the entity. x = left/right y = forward/backward z = up/down Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick. A getter for [SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xEAE6DCC7EEE3DB1D). Returns: 0 5 10 15 20 25 30 35 gtaforums.com/topic/885580-ped-headshotmugshot-txd/ 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. 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. 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 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. enum ePedBoneId : uint16_t { SKEL_ROOT = 0x0, SKEL_Pelvis = 0x2E28, SKEL_L_Thigh = 0xE39F, SKEL_L_Calf = 0xF9BB, SKEL_L_Foot = 0x3779, SKEL_L_Toe0 = 0x83C, EO_L_Foot = 0x84C5, EO_L_Toe = 0x68BD, 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, EO_R_Foot = 0x1096, EO_R_Toe = 0x7163, 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, SPR_L_Breast = 0xFC8E, SPR_R_Breast = 0x885F, IK_Root = 0xDD1C, SKEL_Neck_2 = 0x5FD4, SKEL_Pelvis1 = 0xD003, SKEL_PelvisRoot = 0x45FC, SKEL_SADDLE = 0x9524, MH_L_CalfBack = 0x1013, MH_L_ThighBack = 0x600D, SM_L_Skirt = 0xC419, MH_R_CalfBack = 0xB013, MH_R_ThighBack = 0x51A3, SM_R_Skirt = 0x7712, SM_M_BackSkirtRoll = 0xDBB, SM_L_BackSkirtRoll = 0x40B2, SM_R_BackSkirtRoll = 0xC141, SM_M_FrontSkirtRoll = 0xCDBB, SM_L_FrontSkirtRoll = 0x9B69, SM_R_FrontSkirtRoll = 0x86F1, SM_CockNBalls_ROOT = 0xC67D, SM_CockNBalls = 0x9D34, MH_L_Finger00 = 0x8C63, MH_L_FingerBulge00 = 0x5FB8, MH_L_Finger10 = 0x8C53, MH_L_FingerTop00 = 0xA244, MH_L_HandSide = 0xC78A, MH_Watch = 0x2738, MH_L_Sleeve = 0x933C, MH_R_Finger00 = 0x2C63, MH_R_FingerBulge00 = 0x69B8, MH_R_Finger10 = 0x2C53, MH_R_FingerTop00 = 0xEF4B, MH_R_HandSide = 0x68FB, MH_R_Sleeve = 0x92DC, FACIAL_jaw = 0xB21, FACIAL_underChin = 0x8A95, FACIAL_L_underChin = 0x234E, FACIAL_chin = 0xB578, FACIAL_chinSkinBottom = 0x98BC, FACIAL_L_chinSkinBottom = 0x3E8F, FACIAL_R_chinSkinBottom = 0x9E8F, FACIAL_tongueA = 0x4A7C, FACIAL_tongueB = 0x4A7D, FACIAL_tongueC = 0x4A7E, FACIAL_tongueD = 0x4A7F, FACIAL_tongueE = 0x4A80, FACIAL_L_tongueE = 0x35F2, FACIAL_R_tongueE = 0x2FF2, FACIAL_L_tongueD = 0x35F1, FACIAL_R_tongueD = 0x2FF1, FACIAL_L_tongueC = 0x35F0, FACIAL_R_tongueC = 0x2FF0, FACIAL_L_tongueB = 0x35EF, FACIAL_R_tongueB = 0x2FEF, FACIAL_L_tongueA = 0x35EE, FACIAL_R_tongueA = 0x2FEE, FACIAL_chinSkinTop = 0x7226, FACIAL_L_chinSkinTop = 0x3EB3, FACIAL_chinSkinMid = 0x899A, FACIAL_L_chinSkinMid = 0x4427, FACIAL_L_chinSide = 0x4A5E, FACIAL_R_chinSkinMid = 0xF5AF, FACIAL_R_chinSkinTop = 0xF03B, FACIAL_R_chinSide = 0xAA5E, FACIAL_R_underChin = 0x2BF4, FACIAL_L_lipLowerSDK = 0xB9E1, FACIAL_L_lipLowerAnalog = 0x244A, FACIAL_L_lipLowerThicknessV = 0xC749, FACIAL_L_lipLowerThicknessH = 0xC67B, FACIAL_lipLowerSDK = 0x7285, FACIAL_lipLowerAnalog = 0xD97B, FACIAL_lipLowerThicknessV = 0xC5BB, FACIAL_lipLowerThicknessH = 0xC5ED, FACIAL_R_lipLowerSDK = 0xA034, FACIAL_R_lipLowerAnalog = 0xC2D9, FACIAL_R_lipLowerThicknessV = 0xC6E9, FACIAL_R_lipLowerThicknessH = 0xC6DB, FACIAL_nose = 0x20F1, FACIAL_L_nostril = 0x7322, FACIAL_L_nostrilThickness = 0xC15F, FACIAL_noseLower = 0xE05A, FACIAL_L_noseLowerThickness = 0x79D5, FACIAL_R_noseLowerThickness = 0x7975, FACIAL_noseTip = 0x6A60, FACIAL_R_nostril = 0x7922, FACIAL_R_nostrilThickness = 0x36FF, FACIAL_noseUpper = 0xA04F, FACIAL_L_noseUpper = 0x1FB8, FACIAL_noseBridge = 0x9BA3, FACIAL_L_nasolabialFurrow = 0x5ACA, FACIAL_L_nasolabialBulge = 0xCD78, FACIAL_L_cheekLower = 0x6907, FACIAL_L_cheekLowerBulge1 = 0xE3FB, FACIAL_L_cheekLowerBulge2 = 0xE3FC, FACIAL_L_cheekInner = 0xE7AB, FACIAL_L_cheekOuter = 0x8161, FACIAL_L_eyesackLower = 0x771B, FACIAL_L_eyeball = 0x1744, FACIAL_L_eyelidLower = 0x998C, FACIAL_L_eyelidLowerOuterSDK = 0xFE4C, FACIAL_L_eyelidLowerOuterAnalog = 0xB9AA, FACIAL_L_eyelashLowerOuter = 0xD7F6, FACIAL_L_eyelidLowerInnerSDK = 0xF151, FACIAL_L_eyelidLowerInnerAnalog = 0x8242, FACIAL_L_eyelashLowerInner = 0x4CCF, FACIAL_L_eyelidUpper = 0x97C1, FACIAL_L_eyelidUpperOuterSDK = 0xAF15, FACIAL_L_eyelidUpperOuterAnalog = 0x67FA, FACIAL_L_eyelashUpperOuter = 0x27B7, FACIAL_L_eyelidUpperInnerSDK = 0xD341, FACIAL_L_eyelidUpperInnerAnalog = 0xF092, FACIAL_L_eyelashUpperInner = 0x9B1F, FACIAL_L_eyesackUpperOuterBulge = 0xA559, FACIAL_L_eyesackUpperInnerBulge = 0x2F2A, FACIAL_L_eyesackUpperOuterFurrow = 0xC597, FACIAL_L_eyesackUpperInnerFurrow = 0x52A7, FACIAL_forehead = 0x9218, FACIAL_L_foreheadInner = 0x843, FACIAL_L_foreheadInnerBulge = 0x767C, FACIAL_L_foreheadOuter = 0x8DCB, FACIAL_skull = 0x4221, FACIAL_foreheadUpper = 0xF7D6, FACIAL_L_foreheadUpperInner = 0xCF13, FACIAL_L_foreheadUpperOuter = 0x509B, FACIAL_R_foreheadUpperInner = 0xCEF3, FACIAL_R_foreheadUpperOuter = 0x507B, FACIAL_L_temple = 0xAF79, FACIAL_L_ear = 0x19DD, FACIAL_L_earLower = 0x6031, FACIAL_L_masseter = 0x2810, FACIAL_L_jawRecess = 0x9C7A, FACIAL_L_cheekOuterSkin = 0x14A5, FACIAL_R_cheekLower = 0xF367, FACIAL_R_cheekLowerBulge1 = 0x599B, FACIAL_R_cheekLowerBulge2 = 0x599C, FACIAL_R_masseter = 0x810, FACIAL_R_jawRecess = 0x93D4, FACIAL_R_ear = 0x1137, FACIAL_R_earLower = 0x8031, FACIAL_R_eyesackLower = 0x777B, FACIAL_R_nasolabialBulge = 0xD61E, FACIAL_R_cheekOuter = 0xD32, FACIAL_R_cheekInner = 0x737C, FACIAL_R_noseUpper = 0x1CD6, FACIAL_R_foreheadInner = 0xE43, FACIAL_R_foreheadInnerBulge = 0x769C, FACIAL_R_foreheadOuter = 0x8FCB, FACIAL_R_cheekOuterSkin = 0xB334, FACIAL_R_eyesackUpperInnerFurrow = 0x9FAE, FACIAL_R_eyesackUpperOuterFurrow = 0x140F, FACIAL_R_eyesackUpperInnerBulge = 0xA359, FACIAL_R_eyesackUpperOuterBulge = 0x1AF9, FACIAL_R_nasolabialFurrow = 0x2CAA, FACIAL_R_temple = 0xAF19, FACIAL_R_eyeball = 0x1944, FACIAL_R_eyelidUpper = 0x7E14, FACIAL_R_eyelidUpperOuterSDK = 0xB115, FACIAL_R_eyelidUpperOuterAnalog = 0xF25A, FACIAL_R_eyelashUpperOuter = 0xE0A, FACIAL_R_eyelidUpperInnerSDK = 0xD541, FACIAL_R_eyelidUpperInnerAnalog = 0x7C63, FACIAL_R_eyelashUpperInner = 0x8172, FACIAL_R_eyelidLower = 0x7FDF, FACIAL_R_eyelidLowerOuterSDK = 0x1BD, FACIAL_R_eyelidLowerOuterAnalog = 0x457B, FACIAL_R_eyelashLowerOuter = 0xBE49, FACIAL_R_eyelidLowerInnerSDK = 0xF351, FACIAL_R_eyelidLowerInnerAnalog = 0xE13, FACIAL_R_eyelashLowerInner = 0x3322, FACIAL_L_lipUpperSDK = 0x8F30, FACIAL_L_lipUpperAnalog = 0xB1CF, FACIAL_L_lipUpperThicknessH = 0x37CE, FACIAL_L_lipUpperThicknessV = 0x38BC, FACIAL_lipUpperSDK = 0x1774, FACIAL_lipUpperAnalog = 0xE064, FACIAL_lipUpperThicknessH = 0x7993, FACIAL_lipUpperThicknessV = 0x7981, FACIAL_L_lipCornerSDK = 0xB1C, FACIAL_L_lipCornerAnalog = 0xE568, FACIAL_L_lipCornerThicknessUpper = 0x7BC, FACIAL_L_lipCornerThicknessLower = 0xDD42, FACIAL_R_lipUpperSDK = 0x7583, FACIAL_R_lipUpperAnalog = 0x51CF, FACIAL_R_lipUpperThicknessH = 0x382E, FACIAL_R_lipUpperThicknessV = 0x385C, FACIAL_R_lipCornerSDK = 0xB3C, FACIAL_R_lipCornerAnalog = 0xEE0E, FACIAL_R_lipCornerThicknessUpper = 0x54C3, FACIAL_R_lipCornerThicknessLower = 0x2BBA, MH_MulletRoot = 0x3E73, MH_MulletScaler = 0xA1C2, MH_Hair_Scale = 0xC664, MH_Hair_Crown = 0x1675, SM_Torch = 0x8D6, FX_Light = 0x8959, FX_Light_Scale = 0x5038, FX_Light_Switch = 0xE18E, BagRoot = 0xAD09, BagPivotROOT = 0xB836, BagPivot = 0x4D11, BagBody = 0xAB6D, BagBone_R = 0x937, BagBone_L = 0x991, SM_LifeSaver_Front = 0x9420, SM_R_Pouches_ROOT = 0x2962, SM_R_Pouches = 0x4141, SM_L_Pouches_ROOT = 0x2A02, SM_L_Pouches = 0x4B41, SM_Suit_Back_Flapper = 0xDA2D, SPR_CopRadio = 0x8245, SM_LifeSaver_Back = 0x2127, MH_BlushSlider = 0xA0CE, SKEL_Tail_01 = 0x347, SKEL_Tail_02 = 0x348, MH_L_Concertina_B = 0xC988, MH_L_Concertina_A = 0xC987, MH_R_Concertina_B = 0xC8E8, MH_R_Concertina_A = 0xC8E7, MH_L_ShoulderBladeRoot = 0x8711, MH_L_ShoulderBlade = 0x4EAF, MH_R_ShoulderBladeRoot = 0x3A0A, MH_R_ShoulderBlade = 0x54AF, FB_R_Ear_000 = 0x6CDF, SPR_R_Ear = 0x63B6, FB_L_Ear_000 = 0x6439, SPR_L_Ear = 0x5B10, FB_TongueA_000 = 0x4206, FB_TongueB_000 = 0x4207, FB_TongueC_000 = 0x4208, SKEL_L_Toe1 = 0x1D6B, SKEL_R_Toe1 = 0xB23F, SKEL_Tail_03 = 0x349, SKEL_Tail_04 = 0x34A, SKEL_Tail_05 = 0x34B, SPR_Gonads_ROOT = 0xBFDE, SPR_Gonads = 0x1C00, FB_L_Brow_Out_001 = 0xE3DB, FB_L_Lid_Upper_001 = 0xB2B6, FB_L_Eye_001 = 0x62AC, FB_L_CheekBone_001 = 0x542E, FB_L_Lip_Corner_001 = 0x74AC, FB_R_Lid_Upper_001 = 0xAA10, FB_R_Eye_001 = 0x6B52, FB_R_CheekBone_001 = 0x4B88, FB_R_Brow_Out_001 = 0x54C, FB_R_Lip_Corner_001 = 0x2BA6, FB_Brow_Centre_001 = 0x9149, FB_UpperLipRoot_001 = 0x4ED2, FB_UpperLip_001 = 0xF18F, FB_L_Lip_Top_001 = 0x4F37, FB_R_Lip_Top_001 = 0x4537, FB_Jaw_001 = 0xB4A0, FB_LowerLipRoot_001 = 0x4324, FB_LowerLip_001 = 0x508F, FB_L_Lip_Bot_001 = 0xB93B, FB_R_Lip_Bot_001 = 0xC33B, FB_Tongue_001 = 0xB987 }; Returns the hash of the weapon/model/object that killed the ped. See [`SET_PED_CONFIG_FLAG`](#\_0x1913FE4CBF41C463). 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_UNKNOWN = 6, ZONE_NONE = 7 }; A getter for [SET_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x95E3D6257B166CF2). 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 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. A getter for [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get. A getter for [\_SET_PED_FACE_FEATURE](#\_0x71A5C1DBA060049E). Returns 0.0 if fails to get. Returns the group id of which the specified ped is a member of. A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get. A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get. 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 typedef struct { int shapeFirst, shapeSecond, shapeThird; int skinFirst, skinSecond, skinThird; float shapeMix, skinMix, thirdMix; } headBlendData; 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. Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc. A getter for [SET_PED_HEAD_OVERLAY](#\_0x48F44967FA05CC1E) and [\_SET_PED_HEAD_OVERLAY_COLOR](#\_0x497BF74A7B9CB952) natives. Used with freemode (online) characters. Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Gets the ped in the specified seat of the passed vehicle. 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. **NativeDB Added Parameter 3**: BOOL p2 (uses a different GetOccupant function) 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. Console/PC structure definitions and example: pastebin.com/SsFej963 For FiveM/Cfx.Re use-cases refer to: [`GET_GAME_POOL`](#\_0x2B9D4F50). 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 } } } Here's the right way to do it (console and pc): pastebin.com/SsFej963 List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html -1: no landing 0: landing on both feet 1: stumbling 2: rolling 3: ragdoll 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? List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html 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. Returns whether the entity is in stealth mode List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Ped types: ```cpp enum ePedType { PED_TYPE_PLAYER_0, PED_TYPE_PLAYER_1, PED_TYPE_NETWORK_PLAYER, PED_TYPE_PLAYER_2, PED_TYPE_CIVMALE, PED_TYPE_CIVFEMALE, PED_TYPE_COP, PED_TYPE_GANG_ALBANIAN, PED_TYPE_GANG_BIKER_1, PED_TYPE_GANG_BIKER_2, PED_TYPE_GANG_ITALIAN, PED_TYPE_GANG_RUSSIAN, PED_TYPE_GANG_RUSSIAN_2, PED_TYPE_GANG_IRISH, PED_TYPE_GANG_JAMAICAN, PED_TYPE_GANG_AFRICAN_AMERICAN, PED_TYPE_GANG_KOREAN, PED_TYPE_GANG_CHINESE_JAPANESE, PED_TYPE_GANG_PUERTO_RICAN, PED_TYPE_DEALER, PED_TYPE_MEDIC, PED_TYPE_FIREMAN, PED_TYPE_CRIMINAL, PED_TYPE_BUM, PED_TYPE_PROSTITUTE, PED_TYPE_SPECIAL, PED_TYPE_MISSION, PED_TYPE_SWAT, PED_TYPE_ANIMAL, PED_TYPE_ARMY }; ``` See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1); Returns the group ID the player is member of. Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT 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; } ============================================================ This has bothered me for too long, whoever may come across this, where did anyone ever come up with this made up hash? 0x733A643B5B0C53C1 I've looked all over old hash list, and this nativedb I can not find that PC hash anywhere. What native name is it now or was it? Unlike [GET_PLAYER_INVINCIBLE](#\_0xB721981B2B939E07) this native gets both [SET_PLAYER_INVINCIBLE_KEEP_RAGDOLL_ENABLED](#\_0x6BC97F4F4BB3C04B) and [SET_PLAYER_INVINCIBLE](#\_0x239528EACDC3E7DE) invincibility state. A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032). A getter for [SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER](#\_0xAE540335B4ABC4E2). Returns the players name from a specified player 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, Gets the ped for a specified player index. Does the same like PLAYER::GET_PLAYER_PED Returns 255 (radio off index) if the function fails. Returns active radio station name 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, Assigns the handle of locked-on melee target to *entity that you pass it. Returns false if no entity found. Gets the player's team. Does nothing in singleplayer. A getter for [SET_PLAYER_VEHICLE_DAMAGE_MODIFIER](#\_0xA50E117CDDF82F0C). A getter for [SET_PLAYER_VEHICLE_DEFENSE_MODIFIER](#\_0x4C60E6EFDAFF2462). A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3). A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C). A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC). Distance traveled in the vehicles current recording. 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`](#\_0xAF514CABE74CBF15). 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); Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Returns String with radio station name. 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 A getter for [SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xB3B3359379FE77D3). Same as vehicle density multiplier. 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. Not present in the retail version! It's just a nullsub. p0 always true (except in one case) p1 a random vehicle hash loaded in memory successIndicator: 0 if success, -1 if failed Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash"); `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. Returns all commands that are registered in the command system. The data returned adheres to the following layout: ``` [ { "name": "cmdlist" }, { "name": "command1" } ] ``` 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); 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); 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. Old name: _GET_TEXT_SCALE_HEIGHT A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938). A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8). A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B). Gets the metadata value at a specified key/index from a resource's manifest. See also: [Resource manifest](https://docs.fivem.net/resources/manifest/) Returns the current state of the specified resource. 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. cpp enum eRopeFlags { DrawShadowEnabled = 2, Breakable = 4, RopeUnwindingFront = 8, RopeWinding = 32 } Gets the height of the specified runtime texture. Gets the row pitch of the specified runtime texture, for use when creating data for `SET_RUNTIME_TEXTURE_ARGB_DATA`. Gets the width of the specified runtime texture. 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. Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0. 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. 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. A getter for [SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x7A556143A1C03898). 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. Hardcoded to always return 1280x720. Use [`_GET_ACTIVE_SCREEN_RESOLUTION`](?\_0x873C9F3104101DD3) to retrieve the correct screen resolution. Gets the status of a script-assigned task. taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt returned values: 0 to 7 = task that's currently in progress, 0 meaning the first one. -1 no task sequence in progress. Returns the result of a shape test. 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. 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. Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT. Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP. More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86 struct Outfit_s { int mask, torso, pants, parachute, shoes, misc1, tops1, armour, crew, tops2, hat, glasses, earpiece; int maskTexture, torsoTexture, pantsTexture, parachuteTexture, shoesTexture, misc1Texture, tops1Texture, armourTexture, crewTexture, tops2Texture, hatTexture, glassesTexture, earpieceTexture; }; Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D). Returns the value of a state bag key. 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) See [`SET_STATE_OF_RAYFIRE_MAP_OBJECT`](#\_0x5C29F698D404C5E1) to see the different states Get a destructible object's state. Substract 1 to get the real state. For example, if the object just spawned (state 2), the native will return 3. 3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool. appcamera, appmedia, and cellphone_controller. 0 = succeeded 1 = pending 2 = failed 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. Converts the hash of a street name into a readable string. To retrieve a hash for a given (street) coordinate, see [`GET_STREET_NAME_AT_COORD`](#\_0x2EB41072B4C1E4C0). Character types: ``` 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale ``` ```csharp 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. } ``` Returns the texture resolution of the passed texture dict+name. Note: Most texture resolutions are doubled compared to the console version of the game. Only use for this in the PC scripts is: if (GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX() != -1) For a full list, see here: pastebin.com/cnk7FTF2 Subtracts the second argument from the first. Adds the first argument to the second. Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage. 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. 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. Gets the door count for the specified train. Gets the ratio that a door is open for on a train. Gets current UTC time static - max acceleration Returns attached vehicle (Vehicle in parameter must be cargobob) Seems related to vehicle health, like the one in IV. Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0. iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]); if (iVar3 == joaat("weapon_stickybomb")) { func_171(726); iLocal_260 = 1; } A getter for [SET_VEHICLE_CHEAT_POWER_INCREASE](#\_0xB59E4BD37AE292DB). 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)); char* className = UI::_GET_LABEL_TEXT(buffer); For a full enum, see here : pastebin.com/i2GGAjY0 char buffer[128]; std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS_FROM_NAME (hash)); const char* className = HUD::_GET_LABEL_TEXT(buffer); See [`SET_VEHICLE_CUSTOM_PRIMARY_COLOUR`](#\_0x7141766F91D15BEA) and [`SET_VEHICLE_CUSTOM_SECONDARY_COLOUR`](#\_0x36CED73BFED89754). Returns hash of default vehicle horn Hash is stored in audVehicleAudioEntity 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); A getter for [SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x245A6883D966D537). A getter for [`SET_VEHICLE_DIRT_LEVEL`](#\_0x79D3B596FE44EE8B). See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) 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). } Gets a vehicle's multiplier used with a wheel's GET_VEHICLE_WHEEL_STEERING_ANGLE to determine the angle the wheel is rendered. 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 formerly known as _GET_VEHICLE_PAINT_FADE The result is a value from 0-1, where 0 is fresh paint. Returns the effective handling data of a vehicle as a floating-point value. Example: `local fSteeringLock = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock')` Returns the effective handling data of a vehicle as an integer value. Example: `local modelFlags = GetVehicleHandlingInt(vehicle, 'CHandlingData', 'strModelFlags')` Returns the effective handling data of a vehicle as a vector value. Example: `local inertiaMultiplier = GetVehicleHandlingVector(vehicle, 'CHandlingData', 'vecInertiaMultiplier')` NativeDB Added Parameter 2: float maxEngineHealth NativeDB Added Parameter 3: float maxPetrolTankHealth NativeDB Added Parameter 4: float maxBodyHealth NativeDB Added Parameter 5: float maxMainRotorHealth NativeDB Added Parameter 6: float maxTailRotorHealth NativeDB Added Parameter 7: float maxUnkHealth Returns a value depending on the lock-on state of vehicle weapons. 0: not locked on 1: locking on 2: locked on Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Gets the vehicle indicator light state. 0 = off, 1 = left, 2 = right, 3 = both Only used like this: if (VEHICLE::GET_VEHICLE_IS_MERCENARY(ENTITY::GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(v_3))) { sub_157e9c(g_40001._f1868, 0); } -1 = no livery Returns -1 if the vehicle has no livery Returns -1 if the vehicle mod is stock Returns the acceleration of the specified model. Returns max speed (without mods) of the specified vehicle model in m/s. Returns max braking of the specified vehicle model. Returns max traction of the specified vehicle model. Returns max number of passengers (including the driver) for the specified vehicle model. Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value. returns a string which is the codename of the vehicle's currently selected primary color p1 is always 0 returns a string which is the codename of the vehicle's currently selected secondary color Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels Returns false for nodes that aren't used for GPS routes. Example: Nodes in Fort Zancudo and LSIA are false 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 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(). 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. Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver Returns the license plate text from a vehicle. 8 chars maximum. 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, 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. 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. 1000 is max health Begins leaking gas at around 650 health Returns the plates a vehicle has. ``` enum eVehiclePlateType { VPT_FRONT_AND_BACK_PLATES = 0, VPT_FRONT_PLATES = 1, VPT_BACK_PLATES = 2, VPT_NONE = 3, }; ``` Motorcycles with no visible plates will sometimes return a 2 for unknown reasons. See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15). A getter for [MODIFY_VEHICLE_TOP_SPEED](#\_0x93A3996368C94158). Returns -1.0 if a modifier is not set. Gets the trailer of a vehicle and puts it into the trailer parameter. List of known states: ``` 1: Not wheeling. 65: Vehicle is ready to do wheelie (burnouting). 129: Vehicle is doing wheelie. ``` Gets brake pressure of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Normal values around 1.0f when braking. Gets the flags of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets whether the wheel is powered. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. This is a shortcut to a flag in GET_VEHICLE_WHEEL_FLAGS. Gets power being sent to a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets the rotation speed of a wheel. This is used internally to calcuate GET_VEHICLE_WHEEL_SPEED. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Returns vehicle's wheels' size (size is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels (returns 0 in case of default wheels). Gets speed of a wheel at the tyre. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets steering angle of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets the current suspension compression of a wheel. Returns a positive value. 0 means the suspension is fully extended, the wheel is off the ground. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets the traction vector length of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. cpp enum eVehicleWheelType { VWT_SPORT = 0, VWT_MUSCLE = 1, VWT_LOWRIDER = 2, VWT_SUV = 3, VWT_OFFROAD = 4, VWT_TUNER = 5, VWT_BIKE = 6, VWT_HIEND = 7, VWT_SUPERMOD1 = 8, // Benny's Original VWT_SUPERMOD2 = 9, // Benny's Bespoke VWT_SUPERMOD3 = 10, // Open Wheel VWT_SUPERMOD4 = 11, // Street VWT_SUPERMOD5 = 12, // Track }; Returns vehicle's wheels' width (width is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels (returns 0 in case of default wheels). Returns the offset of the specified wheel relative to the wheel's axle center. Returns vehicle xenon lights custom RGB color values. Do note this native doesn't return non-RGB colors that was set with [\_SET_VEHICLE_XENON_LIGHTS_COLOR](#\_0xE41033B25D003A07). Remnant from GTA IV. Does nothing in GTA V. Drft 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 Returns the model of any weapon. Can also take an ammo hash? sub_6663a(&l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg})); A getter for [SET_WEAPON_ANIMATION_OVERRIDE](\_0x1055AC3A667F09D9). // 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); } } A getter for `CWeaponAccuracyModifier` in a weapon component. A getter for `CameraHash` in a weapon scope component. A getter for `ClipSize` in a weapon component. A getter for `CWeaponDamageModifier` in a weapon component. A getter for `CWeaponFallOffModifier` damage modifier value in a weapon component. A getter for `CWeaponFallOffModifier` range modifier value in a weapon component. A getter for `ReticuleHash` in a weapon scope component. This native does not return damages of weapons from the melee and explosive group. A getter for [\_SET_WEAPON_DAMAGE_MODIFIER](#\_0x4757F00BC6323CFE). 0=unknown (or incorrect weaponHash) 1= no damage (flare,snowball, petrolcan) 2=melee 3=bullet 4=force ragdoll fall 5=explosive (RPG, Railgun, grenade) 6=fire(molotov) 8=fall(WEAPON_HELI_CRASH) 10=electric 11=barbed wire 12=extinguisher 13=gas 14=water cannon(WEAPON_HIT_BY_WATER_CANNON) // members should be aligned to 8 bytes by default but it's best to use alignas here, just to be sure struct WeaponHudStatsData { alignas(8) uint8_t hudDamage; // 0x0000 alignas(8) uint8_t hudSpeed; // 0x0008 alignas(8) uint8_t hudCapacity; // 0x0010 alignas(8) uint8_t hudAccuracy; // 0x0018 alignas(8) uint8_t hudRange; // 0x0020 }; Usage: WeaponHudStatsData data; if (GET_WEAPON_HUD_STATS(weaponHash, (Any*)&data)) { // uint8_t damagePercentage = data.hudDamage etc... } Drops the current weapon and returns the object Unknown behavior when unarmed. Converts a screen coordinate into its relative world coordinate. Returns the coordinates of an entity-bone. '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 Gets the zone scumminess level, used to calculate the cellphone signal strength. ```cpp enum eZoneScumminess { SCUMMINESS_POSH = 0, SCUMMINESS_NICE = 1, SCUMMINESS_ABOVE_AVERAGE = 2, SCUMMINESS_BELOW_AVERAGE = 3, SCUMMINESS_CRAP = 4, SCUMMINESS_SCUM = 5 } ``` Achievements from 0-57 more achievements came with update 1.29 (freemode events update), I'd say that they now go to 60, but I'll need to check. 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) 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. 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. ``` p1 is either 1 or 2 in the PC scripts. ``` This native is used to "give"/duplicate a player ped to a frontend menu as configured via the `ACTIVATE_FRONTEND_MENU` native, you first must utilize the `CLONE_PED` ( https://runtime.fivem.net/doc/natives/#\_0xEF29A16337FACADB ) to clone said ped. addonHash: (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} 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. p8 seems to always be false. Only appeared in Golf & Golf_mp. Parameters were all ptrs if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject"))) Gets whether the specified animation set has finished loading. An animation set provides movement animations for a ped. Animation set and clip set are synonymous. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). p3 - possibly radius? Alias for HAS_ANIM_SET_LOADED. Sets the value of the specified variable to 0. Always returns true. Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED. ``` P3 is always 3 as far as i cant tell ``` [Animations list](https://alexguirre.github.io/animations-list/) Entity 1 = Victim Entity 2 = Attacker p2 seems to always be 1 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. Checks if entity1 has a clear line of sight to entity2. So a simple raycast which if it collides with any of the given colliderTypes returns false. The direction of the check matters with for example bushes, so checking from inside to outside a bush with traceType 256 returns true, but the other way around returns false. 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 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. Returns whether or not the specific minimap overlay has loaded. Checks if the specified model has loaded into memory. NativeDB Added Parameter 2: Any p1 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. p2 should be FALSE, otherwise it seems to always return FALSE Bool does not check if the weapon is current equipped, unfortunately. Only values used in the scripts are: "heist_mp" "heistmap_mp" "instructional_buttons" "heist_pre" Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting. Checks if the specified gxt has loaded into the passed slot. Third Parameter = unsure, but pretty sure it is weapon hash --> get_hash_key("weapon_stickybomb") Fourth Parameter = unsure, almost always -1 I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel) 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`](#\_0x0B4DF1FA60C0E664) native, but instead shows the HUD Component. Hides the players weapon during a cutscene. NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 3: Any p2 Forces the weapon wheel to show/hide. Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash One call found in the b617d scripts: AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER"); 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))) Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera. Example: bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS"); Common in the scripts: AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID()); if (MISC::IS_AUSSIE_VERSION()) { sub_127a9(&l_31, 1024); // l_31 |= 1024 l_129 = 3; sub_129d2("AUSSIE VERSION IS TRUE!?!?!"); // DEBUG } Used to block some of the prostitute stuff due to laws in Australia. <!-- Native implemented by Disquse. 0xFFF65C63 --> Returns true if the minimap is currently expanded. False if it's the normal minimap state. Use [`IsBigmapFull`](#\_0x66EE14B2) to check if the full map is currently revealed on the minimap. <!-- Native implemented by Disquse. 0x66EE14B2 --> Returns bit's boolean state from [offset] of [address]. Example: MISC::IS_BIT_SET(bitAddress, 1); To enable and disable bits, see: MISC::SET_BIT(&bitAddress, 1); // enable MISC::CLEAR_BIT(&bitAddress, 1); // disable See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. For projectiles, see: [`IS_PROJECTILE_TYPE_IN_ANGLED_AREA`](#\_0xF0BC12401061DEA0) Returns whether or not the passed camera handle is active. [Animations list](https://alexguirre.github.io/animations-list/) NativeDB Introduced: v1493 Returns true if the collision at the specified coords is marked as being outside (false if there's an interior) Returns whether a control was newly pressed since the last check. Returns whether a control was newly released since the last check. Returns whether a control is currently pressed. Returns whether a control is currently *not* pressed. xyz - relative to the world origin. 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); } Example: DLC::IS_DLC_PRESENT($\mpbusiness2\); ($ = gethashkey) bruteforce these: 0xB119F6D 0x96F02EE6 if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash)) { OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash); } Returns whether or not a browser is created for a specified DUI browser object. Gets whether or not this is the CitizenFX server. 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 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 NativeDB Added Parameter 2: BOOL p1 p10 is some entity flag check, also used in [`IS_ENTITY_AT_ENTITY`](#\_0x751B70C3D034E187), [`IS_ENTITY_IN_AREA`](#\_0x54736AA40E271165) and [`IS_ENTITY_AT_COORD`](#\_0x20B60995556D004F). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. 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 See also [`IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM`](#\_0x6EC47A344923E1ED) ``` Taken from ENTITY::IS_ENTITY_PLAYING_ANIM(PLAYER::PLAYER_PED_ID(), "creatures@shark@move", "attack_player", 3) p4 is always 3 in the scripts. taskFlag: 2 - Check synchronized scene ``` [Animations list](https://alexguirre.github.io/animations-list/) A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446). 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 "AI::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. ^ Attach a phCollider to the ped. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. This function is hard-coded to always return 0. 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. Hardcoded to return 1 Checks whether the horn of a vehicle is currently played. 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; ======================================================= 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. ======================================================= Returns whether the specified model represents a vehicle. Check if model is in cdimage(rpf) Returns whether the specified model exists in the game. 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... Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Returns the current NUI focus state previously set with `SET_NUI_FOCUS`. Checks if keyboard input is enabled during NUI focus using `SET_NUI_FOCUS_KEEP_INPUT`. NativeDB Introduced: v1365 Returns the same as `IS_SOCIAL_CLUB_ACTIVE`. gtaforums.com/topic/885580-ped-headshotmugshot-txd/ gtaforums.com/topic/885580-ped-headshotmugshot-txd/ When passing a ped parameter, the function returns true if the ped is currently in any scenario. Checks if the ped is currently equipped with a weapon matching a bit specified using a bitwise-or in typeFlags. | Bit value | Effect | |-----------|-------------------| | 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. Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all. This function is hard-coded to always return 0. p1 is always 0 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 This native returns a true or false value. Ped ped = The ped whose weapon you want to check. Seems to consistently return true if the ped is dead, however, it does not detect the dying phase. 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) angle is ped's view cone 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. Returns true/false if the ped is/isn't humanoid. Returns whether the specified ped is hurt. Gets a value indicating whether this ped's health is below its injured threshold. The default threshold is 100. Returns whether the specified ped is in any vehicle. If `atGetIn` is set to true, also returns true if the ped is currently in the process of entering a vehicle (a specific stage check for `CTaskEnterVehicle`). 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 p1 is nearly always 0 in the scripts. 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 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. This native checks if a ped is on the ground, in pain from a (gunshot) wound. Returns true/false if the ped is/isn't male. Same function call as PED::GET_MOUNT, aka just returns 0 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. If the ped handle passed through the parenthesis is in a ragdoll state this will return true. Returns whether the specified ped is reloading. Returns whether the specified ped is shooting. Detect if ped is in any vehicle [True/False] Detect if ped is sitting in the specified vehicle [True/False] 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. What's strafing? Returns true if the ped passed through the parenthesis is wearing a helmet. Returns true if an unk value is greater than 0.0f 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. Returns TRUE if the player ('s ped) is climbing at the moment. 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. Gets a value indicating whether the specified player is currently aiming freely. Gets a value indicating whether the specified player is currently aiming freely at the specified entity. this function is hard-coded to always return 0. Returns TRUE if the game is in online mode and FALSE if in offline mode. This is an alias for NETWORK_IS_SIGNED_ONLINE. Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested. Returns true if the player is riding a train. Returns true if the player is currently switching, false otherwise. (When the camera is in the sky moving from Trevor to Franklin for example) 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) Gets a value indicating whether the specified position is on a road. The vehicle parameter is not implemented (ignored). 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. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Determines whether there is a projectile within the specified coordinates. The coordinates form a rectangle. ownedByPlayer = only projectiles fired by the player will be detected. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. ``` NativeDB Removed Parameter 7: float p7 ``` Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box. 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). 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")) { 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. Returns whether screen transition to blur/from blur is running. [Animations list](https://alexguirre.github.io/animations-list/) In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box. This function is hard-coded to always return 0. NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 Returns true when the srl from BEGIN_SRL is loaded. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Returns whether an asynchronous streaming file registration completed. Returns true if a synchronized scene is running To check if the model is an amphibious car, see gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-33#entry1069317363 (for build 944 and above only!) Returns true if the two times are equal; otherwise returns false. Subtracts the second argument from the first, then returns whether the result is negative. Subtracts the first argument from the second, then returns whether the result is negative. 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. Scripts verify that towTruck is the first parameter, not the second. p1 is false almost always. However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) p1 is always 0 in the scripts. p1 = check if vehicle is on fire 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 garageName example "Michael - Beverly Hills" NativeDB Introduced: v1290 Returns true if the id is non zero. Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh) End Function Possibly: Returns whether the searchlight (found on police vehicles) is toggled on. Seat indices range from -1 to [`GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS`](#\_0xA7C4F2C6E744A550) minus one. ```cpp // CTaskExitVehicleSeat::eSeatPosition - 1 enum eSeatPosition { SF_FrontDriverSide = -1, SF_FrontPassengerSide = 0, SF_BackDriverSide = 1, SF_BackPassengerSide = 2, SF_AltFrontDriverSide = 3, SF_AltFrontPassengerSide = 4, SF_AltBackDriverSide = 5, SF_AltBackPassengerSide = 6, }; ``` ``` NativeDB Added Parameter 3: BOOL isTaskRunning 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. ``` Returns false if the vehicle has the FLAG_NO_RESPRAY flag set. 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. Is this for red lights only? more testing required. p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range. 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 cpp enum eWindowId { VEH_EXT_WINDSCREEN = 0, VEH_EXT_WINDSCREEN_R = 1, VEH_EXT_WINDOW_LF = 2, VEH_EXT_WINDOW_RF = 3, VEH_EXT_WINDOW_LR = 4, VEH_EXT_WINDOW_RR = 5, VEH_EXT_WINDOW_LM = 6, VEH_EXT_WINDOW_RM = 7, } Returns true if a Warning Message or ReportUGC menu is active. Gets whether the world point the calling script is registered to is within desired range of the player. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Leaves cursor mode. This function supports SDK infrastructure and is not intended to be used directly from your code. This native has been removed in v1180. 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 Reads the contents of a text file in a specified resource. If executed on the client, this file has to be included in `files` in the resource manifest. Example: `local data = LoadResourceFile("devtools", "data.json")` Rope presets can be found in the gamefiles. One example is "ropeFamily3", it is NOT a hash but rather a string. Example: AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET"); All found occurrences in the b678d decompiled scripts: 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. Example: AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS"); Only called a few times in the scripts. 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. Locks the minimap to the specified world position. Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload. Sets the water height for a given position and radius. Starts listening to the specified channel, when available. Adds the specified channel to the target list for the specified Mumble voice target ID. Adds the specified player to the target list for the specified Mumble voice target ID. Adds the specified player to the target list for the specified Mumble voice target ID. Clears the target list for the specified Mumble voice target ID. Clears channels from the target list for the specified Mumble voice target ID. Clears players from the target list for the specified Mumble voice target ID. Returns the mumble voice channel from a player's server id. This native will return true if the user succesfully connected to the voice server. If the user disabled the voice-chat setting it will return false. Stops listening to the specified channel. Removes the specified voice channel from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_CHANNEL](#\_0x4D386C9E) Removes the specified player from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER](#\_0x32C5355A) Removes the specified player from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID](#\_0x25F2B65F) Sets the current input distance. The player will be able to talk to other players within this distance. Use this native to disable noise suppression and high pass filters. The possible intents for this are as follows (backticks are used to represent hashes): | Index | Description | |-|-| | \`speech\` | Default intent | | \`music\` | Disable noise suppression and high pass filter | Sets the current output distance. The player will be able to hear other players talking within this distance. Changes the Mumble server address to connect to, and reconnects to the new address. Sets the audio submix ID for a specified player using Mumble 'Native Audio' functionality. Sets the current Mumble voice target ID to broadcast voice to. Overrides the output volume for a particular player on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override. Set to -1.0 to reset the Volume override. Overrides the output volume for a particular player with the specified server id and player name on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override. To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. .. NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int p2 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int p2 p1 = 0 (always) p2 = 1 (always) NativeDB Introduced: v323 p1 is just an assumption. p2 was false and p3 was true. 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 p1 = 0 (always) p2 = 1 (always) NativeDB Introduced: v323 NativeDB Introduced: v323 11 - Need to download tunables. 12 - Need to download background script. Returns 1 if the multiplayer is loaded, otherwhise 0. NativeDB Introduced: v323 NativeDB Added Parameter 6: Any p5 Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle Retrieves a membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP). Test C++ code: https://pastebin.com/CD8wni4C Checks if a crew/membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP) is valid. bufferSize is 35 in the scripts. bufferSize is 35 in the scripts. 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] pastebin.com/cSZniHak This is what R\* uses to hide players in MP interiors. 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); NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 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. DSPORT Example for p1: "AM_DISTRACT_COPS" NativeDB Introduced: v323 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. state - 0 does 5 fades state - 1 does 6 fades native is missing third argument, also boolean, setting to 1 made vehicle fade in slower, probably "slow" as per NETWORK_FADE_OUT_ENTITY ``` ``` NativeDB Added Parameter 3: BOOL slow normal - transition like when your coming out of LSC slow - transition like when you walk into a mission 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. Get the local entity handle of the given network id Through this native you can get back the entity that you previously converted to netid with [NetworkGetNetworkIdFromEntity](#\_0x9E35DAB6) or with the `ToNet` natives Returns the owner ID of the specified entity. NativeDB Introduced: v323 scriptName examples: "freemode", "AM_CR_SecurityVan", ... Most of the time, these values are used: p1 = -1 p2 = 0 Retrieves the local player's NetworkHandle* and stores it in the given buffer. * Currently unknown struct Seems to always return 0, but it's used in quite a few loops. for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++) { if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0) { var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3)); Get the network id of the given entity An entity network id represents a given entity for other clients, it's a handle shared between clients, can be reconverted to a client entity handle.\ These (entity network IDs) can and will be reused, the network id will not change. If you need to refer to an entity across machines (clients, or the server), you should use its network id. Read more at [Network and local IDs](https://docs.fivem.net/docs/scripting-manual/networking/ids/) Returns the amount of players connected in the current session. Only works when connected to a session/server. Returns the Player associated to a given Ped when in an online session. Returns the Name of the inviter of the specific selected Invite. The Native returns a hash of the session id as string from the specific invite index! NativeDB Introduced: v323 Same as 0xEA560AC9EEB1E19B. ``` ``` Same as 0xEA560AC9EEB1E19B. NativeDB Introduced: v323 Same as GET_RANDOM_INT_IN_RANGE Same as 0x13A8DE2FD77D04F3. NativeDB Introduced: v323 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.. NativeDB Introduced: v323 NativeDB Introduced: v323 Returns count. Actually returns the version (TUNABLE_VERSION) Returns a NetworkHandle* from the specified member ID and stores it in a given buffer. * Currently unknown struct Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer. * Currently unknown struct Example: std::vector<UINT64> GetPlayerNetworkHandle(Player player) { const int size = 13; uint64_t *buffer = std::make_unique<uint64_t[]>(size).get(); NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast<int *>(buffer), 13); for (int i = 0; i < size; i++) { Log::Msg("networkhandle[%i]: %llx", i, buffer[i]); } std::vector<UINT64> result(buffer, buffer + sizeof(buffer)); return result; } Returns a NetworkHandle* from the specified user ID and stores it in a given buffer. * Currently unknown struct index is always 18 in scripts Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials. 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()`. 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. In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param. If you are host, returns true else returns false. Checks if the networkHandle is the same as any other user that is signed in on the local machine. For example, if your console has two or more users signed in (on different controllers), the profile that is not controlling the game would be "inactive". Note according to IDA TU27 X360(Console), This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location. Side note: This location just stops where it's at once jumped to. Screenshot for side note, h t t p ://i.imgur.com/m2ci1mF.png h t t p://i.imgur.com/Z0Wx2B6.png Hardcoded to return false. Hardcoded to return false. Note according to IDA TU27 X360(Console), This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location. Side note: This location just stops where it's at once jumped to. Screenshot for side note, h t t p ://i.imgur.com/m2ci1mF.png h t t p://i.imgur.com/Z0Wx2B6.png This function is hard-coded to always return 0. returns true if someone is screaming or talking in a microphone This checks if player is playing on gta online or not. Please add an if and block your mod if this is "true". 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 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. Could possibly bypass being muted or automatically muted Works in Singleplayer too. Passing wrong data (e.g. hours above 23) will cause the game to crash. 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 p0 is always false in scripts. This is used alongside the native, 'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info. Returns the name of a given player. Returns "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist. Takes a 24 char buffer. Returns the buffer or "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist. Does exactly the same thing as PLAYER_ID() Checks if a specific value (BYTE) in CPlayerInfo 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. 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 NativeDB Added Parameter 7: Any p6 Message is limited to 64 characters. the first arg seems to be the network player handle (&handle) and the second var is pretty much always "" and the third seems to be a number between 0 and ~10 and the 4th is is something like 0 to 5 and I guess the 5th is a bool cuz it is always 0 or 1 does this send an invite to a player? 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." 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. 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. 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. 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 Only works as host. playerTypes: 0 = regular joiner 4 = spectator 8 = unknown Only one occurence in the scripts: auto sub_cb43(auto a_0, auto a_1) { if (g_2594CB._f1) { if (NETWORK::_855BC38818F6F684()) { NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93); g_2594CB._f14 -- [[{13}]] = a_0._fB93; g_2594CB._f4 -- [["64"]] = a_1; return 1; } } return 0; } other: looks like it passes a player in the paramater Contains string "NETWORK_VOICE_CONNECT_TO_PLAYER" in ida value must be < 255 On PC it's a nullsub which means it does absolutely nothing. Now that Discord supports Rich Presence, R* might finally implement this for PC. Or maybe in future games like RDR2, GTA VI... This native does absolutely nothing, just a nullsub Example: int playerHandle; NETWORK_HANDLE_FROM_PLAYER(selectedPlayer, &playerHandle, 13); NETWORK_SHOW_PROFILE_UI(&playerHandle); NativeDB Introduced: v323 Only used once in a script (am_contact_requests) p1 = 0 p2 = 1 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. ``` 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. p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts. Returns defaultValue if the tunable doesn't exist. Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC gets the entity id of a network id gets the object id of a network id gets the ped id of a network id `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 if (!sub_8f12("START LOAD SCENE SAFE")) { if (CUTSCENE::GET_CUTSCENE_TIME() > 4178) { STREAMING::_ACCFB4ACF53551B0(1973.845458984375, 3818.447265625, 32.43629837036133, 15.0, 2); sub_8e9e("START LOAD SCENE SAFE", 1); } } (Previously known as STREAMING::_NEW_LOAD_SCENE_START_SAFE) p0 was always 2 in R* scripts. Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved. 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)); 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); Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, 0888C3502DBBEEF5 is a cognate to this function and loads MP DLC (and unloads SP DLC by extension). The original (and wrong) definition is below: This unload the GTA:O DLC map parts (like high end garages/apartments). Works in singleplayer. Has a 3rd param (int) since patch [???]. ``` ``` NativeDB Added Parameter 3: int p2 The patrol route name must starts with "miss_" to be properly created. 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" Shows a menu for reporting UGC content. Uses the `SOCIAL_CLUB2` scaleform. Max value for p1 is 15. 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 Sets whether peds can stand on top of *all* vehicles without falling off. Note this flag is not replicated automatically, you will have to manually do so. 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); This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect` Overrides whether or not peds can stand on top of the specified vehicle. Note this flag is not replicated automatically, you will have to manually do so. Overrides the vehicle's horn hash. When changing this hash on a vehicle, [`_GET_VEHICLE_HORN_HASH`](#\_0xACB5DCCA1EC76840) will **not** return the 'overwritten' hash. It will still always return the default horn hash (same as [`GET_VEHICLE_DEFAULT_HORN`](#\_0x02165D55000219AC)). List of possible hashes (found in decompiled scripts): | signed | unsigned | hex | |--------------:|-------------:|:------------:| | `1604822495` | `1604822495` | `0x5FA7A5DF` | | `-1262465009` | `3032502287` | `0xB4C0500F` | | `-889553789` | `3405413507` | `0xCAFA7C83` | | `-1557943086` | `2737024210` | `0xA323ACD2` | | `-1318696617` | `2976270679` | `0xB1664957` | | `-7740003` | `4287227293` | `0xFF89E59D` | | `-1815146967` | `2479820329` | `0x93CF0E29` | | `-339919356` | `3955047940` | `0xEBBD3E04` | Return the local Participant ID Return the local Participant ID. This native is exactly the same as 'PARTICIPANT_ID' native. REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false); *uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0); PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon"); Sets current pause menu page/component to the specified value. Available page IDs: https://pastebin.com/qxuhwjPT Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc 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. See the old description below for more info. *** > Seems to add/set the current menu context (to show/hide buttons?) > Pausemenu.xml: > `<Contexts>*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION</Contexts>` > Code: > > ``` > if (...) { > sub_bbd34(a_0, 0, "FM_BET_HELP"); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native > UI::OBJECT_DECAL_TOGGLE(${bet_locked}); > } else { > sub_bbd34(a_0, 0, ""); > UI::OBJECT_DECAL_TOGGLE(${bet_available}); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native > } > ``` > > OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision > // Old > Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior. Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts. Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png gets the network id of a ped 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; This returns YOUR 'identity' as a Player type. Always returns 0 in story mode. Returns current player ped NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 longest time being ilde? NativeDB Removed Parameter 4: Any p3 NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 **This native does absolutely nothing, just a nullsub** NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 NativeDB Removed Parameter 8: Any p7 NativeDB Removed Parameter 9: Any p8 NativeDB Removed Parameter 10: Any p9 Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session 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 [Animations list](https://alexguirre.github.io/animations-list/) ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) Only call found in the b617d scripts: AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET"); ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) 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"); **Warning**: Parameters are wrong after painID. To preserve C-Sharp backwards compatibility, we can't add or remove parameters. Correct parameters should be:\ `PLAY_PAIN(Ped ped, int painID, float p3, bool createNetEvent)` Check the *examples* section for the correct usage of this native. **Description:** Plays a pain sound. A maximum of 33 pain IDs are allowed.\ `createNetEvent` creates a `CPedPlayPainEvent` when set to true. Below is a list of all the pain IDs (Asterisks indicate that sounds can play in a Low, Medium or High fashion), for example: `PAIN_LOW_GENERIC`. The corresponding pain strings belong to the game exe. **Pain IDs:** * 0: PAIN_\*\_GENERIC (Low, Medium, High) * 1: UNUSED * 2: UNUSED * 3: SCREAM_PANIC (Nothing can be heard) * 4: SCREAM_PANIC_SHORT * 5: SCREAM_SCARED * 6: SCREAM_SHOCKED * 7: SCREAM_TERROR * 8: ON_FIRE * 9: UNUSED * 10: UNUSED * 11: INHALE (Nothing can be heard) * 12: EXHALE (Nothing can be heard) * 13: DEATH_HIGH_SHORT * 14: UNUSED * 15: PAIN_HIGH_GENERIC * 16: PAIN_\*\_GENERIC (Low, Medium, High) * 17: PAIN_SHOVE * 18: PAIN_WHEEZE * 19: COUGH * 20: PAIN_TAZER * 21: UNUSED * 22: CLIMB_LARGE (Nothing can be heard) * 23: CLIMB_SMALL (Nothing can be heard) * 24: JUMP (Nothing can be heard) * 25: COWER * 26: WHIMPER * 27: DYING_MOAN * 28: EXHALE_CYCLING (Nothing can be heard) * 29: PAIN_RAPIDS (Nothing can be heard) * 30: SNEEZE * 31: MELEE_SMALL_GRUNT (Nothing can be heard) * 32: MELEE_LARGE_GRUNT (Nothing can be heard) * 33: PAIN_\*\_GENERIC (Low, Medium, High) See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications. ``` NativeDB Added Parameter 4: Any p3 ``` Plays ambient speech; see also [`PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE`](#\_0xC6941B4A3A8FBBB9). ``` 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 pastebin.com/1GZS5dCL ``` ``` NativeDB Added Parameter 4: Any p3 ``` 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._0x3523634255FC3318, 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. All found occurrences in b617d, sorted alphabetically and identical lines removed: 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); Plays the given police radio message. All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW gtaforums.com/topic/795622-audio-for-mods All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0 No changes made in b678d. gtaforums.com/topic/795622-audio-for-mods List: https://pastebin.com/DCeRiaLJ All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM 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::_2208438012482A1A(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]] ]); } ``` Examples: CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_2734, NETWORK::_02C40BF885C567B6(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"); ``` [Animations list](https://alexguirre.github.io/animations-list/) ``` p4 and p7 are usually 1000.0f. ``` [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) Points the camera at the specified entity. Offset works like [GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS](#\_0x1899F328B0E12848). 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. spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called Detaches the vehicle's windscreen. This native is used to attribute the SRL that BeginSrl is going to load. This is usually used for 'in-game' cinematics (not cutscenes but camera stuff) instead of SetFocusArea 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. Found in the scripts: MISC::_11B56FBBF7224868("CONTRAILS"); Example: bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS"); All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Only one match in the scripts: GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger"); Called to update entity attachments. Scope entry for profiler. Scope exit for profiler. Returns true if the profiler is active. 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. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a set of archetypes with the game engine. These should match `CBaseArchetypeDef` class information from the game. Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a `/`. Commands registered using this function can also be executed by resources, using the [`ExecuteCommand` native](#\_0x561C060B). The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script). **Example result**: ![](https://i.imgur.com/TaCnG09.png) **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a set of entities with the game engine. These should match `CEntityDef` class information from the game. At this time, this function **should not be used in a live environment**. This can only be run once [`CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY`](#\_0xB56BBBCC2955D9CB) is true, but can be run before [`HAS_CUTSCENE_LOADED`](#\_0xC59F528E9AB9F339) Registers a specified .gfx file as GFx font library. The .gfx file has to be registered with the streamer already. Registers a specified font name for use with text draw commands. Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in). Registers a key mapping for the current resource. See the related [cookbook post](https://cookbook.fivem.net/2020/01/06/using-the-new-console-key-bindings/) for more information. 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); gtaforums.com/topic/885580-ped-headshotmugshot-txd/ Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black. **Result of the example code:** <https://i.imgur.com/iHz8ztn.png> An internal function which allows the current resource's HLL script runtimes to receive state for the specified event. **This native does absolutely nothing, just a nullsub** **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a dynamic streaming asset from the server with the GTA streaming module system. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a KVP value as an asset with the GTA streaming module system. This function currently won't work. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a file from an URL as a streaming asset in the GTA streaming subsystem. This will asynchronously register the asset, and caching is done based on the URL itself - cache headers are ignored. Use `IS_STREAMING_FILE_READY` to check if the asset has been registered successfully. Only used twice in armenian1.c PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt. l_216 = RECSBRobber1 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`](#\_0xEC9264727EEC0F28). 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. NativeDB Introduced: v323 Parameter `p1` does not seem to be used or referenced in game binaries.\ **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request. Pickup hashes: pastebin.com/8EuSv2r1 If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped. Used in am_mp_property_ext and am_mp_property_int ``` ``` NativeDB Added Parameter 2: Ped ped Unloads the specified animation set. An animation set provides movement animations for a ped. Animation set and clip set are synonymous. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). Removes the blip from your map. Alias for REMOVE_ANIM_SET. Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does. Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol... 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. IPL list: pastebin.com/iNGLY32D p5 requires more research. See also [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) and [`CREATE_MODEL_SWAP`](#\_0x92C47782FDA8B2A3). Network players do not see changes done with this. Removes the gamer tag associated with the provided ID. This does not happen instantly. Use [IS_MP_GAMER_TAG_FREE](#\_0x595B5178E412E199) to determine when the ID is free for reuse. Removes multiplayer cash hud each frame Ped will no longer get angry when you stay near him. 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. Retracts the hook on the cargobob. Note: after you retract it the natives for dropping the hook no longer work Found in the b617d scripts, duplicates removed: AUDIO::_B4BBFD9CD8B3922B("V_CARSHOWROOM_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_CIA_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_DLC_HEIST_APARTMENT_DOOR_CLOSED"); AUDIO::_B4BBFD9CD8B3922B("V_FINALEBANK_PS_VAULT_INTACT"); AUDIO::_B4BBFD9CD8B3922B("V_MICHAEL_PS_BATHROOM_WITH_WINDOW"); Experimental natives, please do not use in a live environment. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Removes a handler for changes to a state bag. See [REQUEST_VEHICLE_RECORDING](#\_0xAF514CABE74CBF15) See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF 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. draws circular marker at pos -1 = none 0 = red 1 = green 2 = blue 3 = green larger 4 = nothing 5 = green small 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. ``` ``` NativeDB Added Parameter 6: Any p5 HUD colors and their values: pastebin.com/d9aHPbXN -------------------------------------------------- makes hudColorIndex2 color into hudColorIndex color HUD colors and their values: pastebin.com/d9aHPbXN 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: 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: ??? Request a gxt into the passed slot. All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz ``` ``` NativeDB Added Parameter 3: Any p2 Starts loading the specified animation set. An animation set provides movement animations for a ped. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). playbackFlags: Which scenes should be played. Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9. Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does. Exemple: REQUEST_IPL("TrevorsTrailerTrash"); All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm ``` ``` NativeDB Added Parameter 3: Any p2 Request a model to be loaded into memory. 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"); 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"); maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty Same as [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F), except it seems to fix stretched scaleforms on ultrawide. All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6 ``` ``` NativeDB Added Parameter 3: int p2 formerly _REQUEST_STREAMED_SCRIPT 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 REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3); vehicle found that have asset's: cargobob3 submersible blazer 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. For a full list of the points, see here: goo.gl/wIH0vn Max number of loaded recordings is 32. 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); Sets the waves intensity back to original (1.0 in most cases). NativeDB Introduced: v323 Resets parameters which is used by the game for checking is ped needs to fly through windscreen after a crash to default values. Resets mapdata entity transform matrix to its original state. This function supports SDK infrastructure and is not intended to be used directly from your code. Resets values from the zoom level data by index to defaults from mapzoomdata.meta. Resets the effect of SET_PARTICLE_FX_OVERRIDE Resets the value for the last vehicle driven by the Ped. 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. Resets whether or not peds can stand on top of the specified vehicle. Note this flag is not replicated automatically, you will have to manually do so. 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; }; } NativeDB Introduced: v323 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. 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. 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). Roll down all the windows of the vehicle passed through the first parameter. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). Forces a rope to a certain length. Loads rope textures for all ropes in the current scene. Reset a rope to a certain length. Unloads rope textures for all ropes in the current scene. Pushes a boolean for the Scaleform function onto the stack. Pushes a float for the Scaleform function onto the stack. Pushes an integer for the Scaleform function onto the stack. Values: 0 - Dialogue Brief 1 - Help Text Brief 2 - Mission Objective Brief This method is the equivalent to PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING when using it to add a new button (like "INSTRUCTIONAL_BUTTONS"). When switching with a controller, the icons update and become the controller's icons. If bool Toggle = true so the mobile is hide to screen. If bool Toggle = false so the mobile is show to screen. If the function returns 0, the end of the iteration has been reached. Starts a new iteration of the current threads. Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F) sfink: from scripts: func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride")); func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride")); NativeDB Introduced: v323 NativeDB Introduced: v323 Social Club native to add license plate for the user Returns true if the add license plate text request is still pending. Returns a status for adding the license plate Gets number of plates in the response of the get license plates request. Range: \[0, count) can be used as second argument to \_0x1D4446A62D35B0D0 and \_0x2E89990DDFF670C3 Checks if the "is valid license plate" request is still pending. Gets the status of the is valid license plate request Gets license plate text related to the get license plate info request Gets license plate data related to the get license plate info request SC native to start a request for if license plate text is valid Changes the license plate for the user (no insert). NativeDB Introduced: v323 NativeDB Added Parameter 1: Hash attrHash NativeDB Added Parameter 2: float value Starts a task to check an entered string for profanity on the ROS/Social Club services. See also: [`SC_PROFANITY_GET_CHECK_IS_VALID`](#\_0x1753344C770358AE) and [`SC_PROFANITY_GET_CHECK_IS_PENDING`](#\_0x82E4A58BABC15AE7). NativeDB Introduced: v323 Gets the selected entity at the current mouse cursor position, and changes the current selection depth. This function supports SDK infrastructure and is not intended to be used directly from your code. Gets the selected entity at the specified mouse cursor position, and changes the current selection depth. This function supports SDK infrastructure and is not intended to be used directly from your code. Sends a message to the specific DUI root page. This is similar to SEND_NUI_MESSAGE. Injects a 'mouse down' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE. Injects a 'mouse move' event for a DUI object. Coordinates are in browser space. Injects a 'mouse up' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE. Injects a 'mouse wheel' event for a DUI object. Sends a message to the `loadingScreen` NUI frame, which contains the HTML page referenced in `loadscreen` resources. 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. characters 0: Michael 1: Franklin 2: Trevor 3: MPMale 4: MPFemale Makes pedestrians sound their horn longer, faster and more agressive when they use their horn. Adds a cooldown between instances of moving and then aiming. Can be optionally used to hinder 'speedboosting' To turn off, set value to 0 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. On PC the multiplier can be between 0.0f and 50.0f (inclusive). Audio List gtaforums.com/topic/795622-audio-for-mods/ All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ Yes mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal. NativeDB Introduced: v2372 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. 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: 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 Needs to be called every frame. Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt Sets a floating-point parameter for a submix effect. Sets an integer parameter for a submix effect. Assigns a RadioFX effect to a submix effect slot. The parameter values for this effect are as follows (backticks are used to represent hashes): | Index | Type | Description | |-|-|-| | \`enabled\` | int | Enables or disables RadioFX on this DSP. | | \`default\` | int | Sets default parameters for the RadioFX DSP and enables it. | | \`freq_low\` | float | | | \`freq_hi\` | float | | | \`fudge\` | float | | | \`rm_mod_freq\` | float | | | \`rm_mix\` | float | | | \`o_freq_lo\` | float | | | \`o_freq_hi\` | float | | Sets the volumes for the sound channels in a submix effect. Values can be between 0.0 and 1.0. Channel 5 and channel 6 are not used in voice chat but are believed to be center and LFE channels. Output slot starts at 0 for the first ADD_AUDIO_SUBMIX_OUTPUT call then incremented by 1 on each subsequent call. Toggles the big minimap state like in GTA:Online. To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63). 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 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. 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); Allows the user to set a blip as friendly or enemy based on the toggle. Sets whether or not the specified blip should only be displayed when nearby, or on the minimap. Examples result: ![](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** | index | Legend entry | Label | | --- | --- | --- | | 7 | Other Players | `BLIP_OTHPLYR` | | 10 | Property | `BLIP_PROPCAT` | | 11 | Owned Property | `BLIP_APARTCAT` | See https://docs.fivem.net/docs/game-references/blips/#BlipColors **displayId Behaviour** <br> 0 = Doesn't show up, ever, anywhere. <br> 1 = Doesn't show up, ever, anywhere. <br> 2 = Shows on both main map and minimap. (Selectable on map) <br> 3 = Shows on main map only. (Selectable on map) <br> 4 = Shows on main map only. (Selectable on map) <br> 5 = Shows on minimap only. <br> 6 = Shows on both main map and minimap. (Selectable on map) <br> 7 = Doesn't show up, ever, anywhere. <br> 8 = Shows on both main map and minimap. (Not selectable on map) <br> 9 = Shows on minimap only. <br> 10 = Shows on both main map and minimap. (Not selectable on map) <br> Anything higher than 10 seems to be exactly the same as 10. <br> <br> Rockstar seem to only use 0, 2, 3, 4, 5 and 8 in the decompiled scripts. Sets the interval in milliseconds before flashing the blip. Flashes blip for time in milliseconds before stopping. Doesn't work if the label text of gxtEntry is >= 80. See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935 After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there. Enable / disable showing route for the Blip-object. NativeDB Added Parameter 3: Any p2 <!-- _loc1_.map((name, idx) => `| ${idx} | ${name} | ![${name}](https://runtime.fivem.net/blips/${name}.svg) |`).join('\n') --> Sets the displayed sprite for a specific blip. There's a [list of sprites](https://docs.fivem.net/game-references/blips/) on the FiveM documentation site. works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him Set camera as active/inactive. 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... Allows you to aim and shoot at the direction the camera is facing. Sets the position of the cam. NOTE: Debugging functions are not present in the retail version of the game. Sets the field of view of the cam. --------------------------------------------- Min: 1.0f Max: 130.0f 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. Sets the rotation of the cam. Last parameter unknown. Last parameter seems to always be set to 2. I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual. Sets the smoothing style for a DEFAULT_SPLINE_CAMERA Ranges from 0 to 3 in rockstar scripts although there are actually 26 ``` 0: No lead-in or lead-out smoothing 1: Smooth lead-in 2: Smooth lead-out 3: Both lead-in and lead-out are smoothed 4-6: Longer speed up, lead-in, lead-out, and both in order as above. 6: see above, but missed a node in testing(?) 7: Smoothed lead-in, longer smoothed lead-out 8: Longer lead-in and lead-out than 6, didn't drop node 9: Constant acceleration 10: Constant deceleration. Dropped 2 nodes in testing. 11: Same as 0 12: 10 but slower lead-in, reaches end node less early 13: Extremely close to 3, slightly longer lead-in/lead-out 14: Constant acceleration, dropped last 2 nodes in testing and halted (?) 15: Very similar to 10, did not drop any nodes. 16: Long lead-in, dropped 2 nodes in testing, very long leadout. 17: Constant acceleration, slower speed-up than 9 18: Same as 17 is to 9, slightly longer lead-out, lingers at end node 19: Very long lead in and out 20: Very long, gradual lead-in acceleration at start, gets extremely fast 21: Same as 20 but for constant deceleration 22: 20 and 21 combined, long linger at end node. Dropped 2 nodes in testing 23: Constant acceleration, doesn't complete path before it stops 24: Same as 23 but with constant deceleration, but completes path 25: 23 and 24 combined, insanely fast at middle. 26: No noticable lead-in, misses last 2 nodes in testing 27+: Alternates between 0 and 26 ``` The above is documented and graphed at [Spline Cam Interp Graphs](https://docs.google.com/spreadsheets/d/1ejyiMcEYrhhQOL0mLe8664UN-vU4Oh-SBqQnVcKlFIk/edit?usp=sharing) ``` Using 1-3 will result in misalignment from the passed durations for the spline nodes, the overall duration will remain but other nodes will be shortened if smoothing anything. Graph below demonstrates interpolation between 0-1000 and back 10 times. ![](https://i.imgur.com/cixWh7m.png) ## Parameters * **cam**: The DEFAULT_SPLINE_CAMERA to apply the smoothing to * **smoothingStyle**: 0 to 3, 0 no additional smoothing, 1 smooth lead-in, 2 smooth lead-out, 3 smooth lead-in & lead-out ``` 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. Hardcoded to not work in multiplayer. Stops cargobob from being able to detach the attached vehicle. Won't attract or magnetize to any helicopters or planes of course, but that's common sense. 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. Sets the checkpoint color. Sets the checkpoint icon color. Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work. SET_CLOCK_TIME(12, 34, 56); 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); 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"); Only used in networked environment with MP cutscenes Sets cutscene location, used for multiplayer apartments/businesses. See [`SET_PED_COMPONENT_VARIATION`](#\_0x262B14F48D29DE80) Sets the components for a cutscene ped, this will take precendence over the cutscene's component overrides. This does not require the entity be registered. See See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F) Only used twice in R* scripts NOTE: Debugging functions are not present in the retail version of the game. 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. Sets the default number plate text pattern for vehicles seen on the local client with the specified plate index as their *default* index (`plateProbabilities` from carvariations). For consistency, this should be used with the same value on all clients, since vehicles *without* custom text will use a seeded random number generator with this pattern to determine the default plate text. The default value is `11AAA111`, and using this or a NULL string will revert to the default game RNG. ### Pattern string format * `1` will lead to a random number from 0-9. * `A` will lead to a random letter from A-Z. * `.` will lead to a random letter *or* number, with 50% probability of being either. * `^1` will lead to a literal `1` being emitted. * `^A` will lead to a literal `A` being emitted. * Any other character will lead to said character being emitted. * A string shorter than 8 characters will be padded on the right. This native sets the app id for the discord rich presence implementation. Sets a clickable button to be displayed in a player's Discord rich presence. This native sets the image asset for the discord rich presence implementation. This native sets the small image asset for the discord rich presence implementation. This native sets the hover text of the small image asset for the discord rich presence implementation. This native sets the hover text of the image asset for the discord rich presence implementation. Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles. This is a NOP function. It does nothing at all. Sets the on-screen drawing origin for draw-functions in world coordinates. The effect can be reset by calling [`CLEAR_DRAW_ORIGIN`](#\_0xFF0B610F6BE0D7AF) and is limited to 32 different origins each frame. 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. 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. range 0.0f - 1.0f Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0 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/ Navigates the specified DUI browser to a different URL. Used with [SET_ENABLE_HANDCUFFS](#\_0xDF1AF8B5D56542FA) 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. ped can not pull out a weapon when true Enables diving motion when underwater. Enable/Disables global slipstream physics This native sets the entity's alpha level. [Animations list](https://alexguirre.github.io/animations-list/) 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 Marks the specified entity (ped, vehicle or object) as no longer needed. Entities marked as no longer needed, will be deleted as the engine sees fit. Sets whether the entity can be targeted without being in line-of-sight. Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis. Sets the coordinates (world position) for a specified entity. Draws an outline around a given entity. This function supports SDK infrastructure and is not intended to be used directly from your code. Sets color for entity outline. `255, 0, 255, 255` by default. Sets variant of shader that will be used to draw entity outline. Variants are: * **0**: Default value, gauss shader. * **1**: 2px wide solid color outline. * **2**: Fullscreen solid color except for entity. Set the heading of an entity in degrees also known as "Yaw". health >= 0 male ped ~= 100 - 200 female ped ~= 0 - 100 ``` NativeDB Added Parameter 3: int p2 ``` 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; } 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. ``` NativeDB Added Parameter 3: Any p2 ``` Sets the provided entity not visible for yourself for the current frame. Sets the provided entity visible for yourself for the current frame. 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). Sets an entity's matrix. Arguments are in the same order as with GET_ENTITY_MATRIX. For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849 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. Enable / disable each type of damage. -------------- 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); w is the correct parameter name! 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 Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement. Toggle the visibility of a given entity. Groups found in the scripts used with this native: "AMMUNATION", "QUARRY", "Triathlon_1", "Triathlon_2", "Triathlon_3" Sets whether the game should fade in after the player dies or is arrested. Sets whether the game should fade out after the player is arrested. Sets whether the game should fade out after the player dies. 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. Purpose of p0 and p1 unknown. Allows Weapon-Flashlight beams to stay visible while moving. Normally it only stays on while aiming. Sets some in-game parameters which is used for checks is ped needs to fly through windscreen after a crash. 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. Override the area where the camera will render the terrain. p3, p4 and p5 are usually set to 0.0 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); See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. 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 Sets the camera position relative to heading in float from -360 to +360. Heading is alwyas 0 in aiming camera. This native sets the camera's pitch (rotation on the x-axis). 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. p6 & p7 - possibly length or time Focuses the camera on the specified vehicle. 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 Birds will try to reach the given height. 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> 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. level can be from 0 to 3 0: 9.8 1: 2.4 2: 0.1 - very low 3: 0.0 0: Freedom to move 1: Circle Around Leader 2: Alternative Circle Around Leader 3: Line, with Leader at center 4: Arrow Formation 5: "V" Formation 6: Line Follow Formation 7: Single Formation 8: Pairwise Sets the range at which members will automatically leave the group. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingField('AIRTUG', 'CHandlingData', 'fSteeringLock', 360.0)` Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingFloat('AIRTUG', 'CHandlingData', 'fSteeringLock', 360.0)` Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingVector('AIRTUG', 'CHandlingData', 'vecCentreOfMassOffset', vector3(0.0, 0.0, -5.0))` Preview: https://gfycat.com/MaleRareAmazonparrot Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f); this native works on planes to? 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%. Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE. Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data. Sets whether or not `SHUTDOWN_LOADING_SCREEN` automatically shuts down the NUI frame for the loading screen. If this is enabled, you will have to manually invoke `SHUTDOWN_LOADING_SCREEN_NUI` whenever you want to hide the NUI loading screen. Possible p0 values: "prologue" "Prologue_Main" Sets values to the zoom level data by index. If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so.. Overrides how many real ms are equal to one game minute. A setter for [`GetMillisecondsPerGameMinute`](#\_0x2F8B4D1C595B11DB). Sets the type for the minimap blip clipping object to be either rectangular or rounded. This native is used to colorize certain map components like the army base at the top of the map. An incomplete list of components ID: 0: Los Santos' air port yellow lift-off markers. 1: Sandy Shore's air port yellow lift-off markers. 2: Trevor's air port yellow lift-off markers. 6: Vespucci Beach lifeguard building. 15: Army base. [List of hud colors](https://pastebin.com/d9aHPbXN) Overrides the minimap component data (from `common:/data/ui/frontend.xml`) for a specified component. 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 [`N_0x35edd5b2e3ff01c0()`](https://runtime.fivem.net/doc/reference.html#\_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). If true, the entire map will be revealed. Toggles the North Yankton map Sets the display info for a minimap overlay. 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 p1 is always 0 Last parameter is unknown and always zero. 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. Unloads model from memory 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. ``` ``` NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts. Sets whether all tags should group (normal game behavior) or should remain independent and above each ped's respective head when in a vehicle. Sets the maximum distance at which all tags will be visible and which beyond will not be displayed. Distance is measured from the camera position. Sets flag's sprite transparency. 0-255. Sets a gamer tag's component colour Should be enabled as component (2). Has 0 alpha by default. cpp 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 }; ``` ``` NativeDB Added Parameter 4: Any p3 displays wanted star above head Preview image: ![](https://i.imgur.com/1BTmdyv.png) To change the bank balance use [`STAT_SET_INT`](#\_0xB3271D7AB655B441) with "BANK_BALANCE" to whatever value you need to. **This native does absolutely nothing, just a nullsub** Preview image: ![](https://i.imgur.com/1BTmdyv.png) To change money value use [`STAT_SET_INT`](#\_0xB3271D7AB655B441) with "MP0\_WALLET_BALANCE" to whatever value you need to. Whether or not another player is allowed to take control of the entity NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 4: Any p3 **This native does absolutely nothing, just a nullsub** 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. Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*" This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. Overrides a flag on the object which determines if the object should be avoided by a vehicle in task: CTaskVehicleGoToPointWithAvoidanceAutomobile. Tested on vehicles that were created by the vehicle generators. rage::phArchetypeDamp p9: Some phBoundGeometry margin value, limited to (0.0, 0.1) exclusive. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. p0 always seems to be 0 duration in milliseconds frequency should range from about 10 (slow vibration) to 255 (very fast) example: SET_PAD_SHAKE(0, 100, 200); only works on some fx's p4 = 0 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 ! Only works on some fx's, while on others it might SEEM to work "properly", but the colors can be "strange" or even completly different from what you've expected. Reason for this is that those fx's might already have colors "baked into them" which then start to act as a "mixing palette", resulting in a different color than expected. A hypothetical example of this would be if the fx itself is already full (bright) red (RGB: 1.0, 0.0, 0.0) and you then set the color to (bright) green (RGB: 0.0, 1.0, 0.0), that it MIGHT result in Yellow (RGB: 1.0, 1.0, 0.0). This doc previously stated that the set color is **NOT** networked, however it does actually turns out to be networked. Tested with all fireworks effects and several other FX effects resulted in colored fx effects on all clients when used in combination with [START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD](#\_0xF56B8137DF10135D). This might however not be the case for all types of particle fx's, so it's recommended to test this thoroughly with multiple clients before releasing your script for example. 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`](#\_0xECF128344E9FF9F1) to toggle the "offline" or "online" state in the "friends" tab of the pause menu in GTA Online. Example: On: ![lights on](https://vespura.com/hi/i/2019-04-01\_16-09\_540ee\_1015.png) Off: ![lights off](https://vespura.com/hi/i/2019-04-01\_16-10\_8b5e7\_1016.png) Toggles the pause menu ped sleep state for frontend menus. [Example GIF](https://vespura.com/hi/i/2019-04-01\_15-51\_8ed38\_1014.gif) accuracy = 0-100, 100 being perfectly accurate if "flag" is true, the AI blip will always be displayed for the specified ped, if it has an AI blip If "flag" is false, the AI blip will only be displayed when the player is in combat with the specified ped, if it has an AI blip value ranges from 0 to 3. ``` stance: 0 = idle 1 = walk 2 = running p5 = usually set to true ``` [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) NativeDB Added Parameter 4: BOOL p3 Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko 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. 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. This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt 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. It makes the ped lose (or not lose) their props (like glasses or helmets/hat) when someone punches or pushes the ped. This is probably what's being used in GTA:O to keep players from knocking other player's hats/glasses off when in combat. 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 p2 usually 0 This only will teleport the ped to the group leader if the group leader teleports (sets coords). Only works in singleplayer 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. 100 would equal attack less then 50ish would mean run away Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers directly to the values also described in combatbehaviour.meta: 0: CA_Poor 1: CA_Average 2: CA_Professional Tested this and got the same results as the first explanation here. Could not find any difference between 0, 1 and 2. These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta. So far, these are the equivalents found: ``` enum CombatAttributes { BF_CanUseCover = 0, BF_CanUseVehicles = 1, BF_CanDoDrivebys = 2, BF_CanLeaveVehicle = 3, BF_CanFightArmedPedsWhenNotArmed = 5, BF_CanTauntInVehicle = 20, BF_AlwaysFight = 46, BF_IgnoreTrafficWhenDriving = 52, BF_FleesFromInvincibleOpponents = 63, BF_FreezeMovement = 292, BF_PlayerCanUseFiringWeapons = 1424 }; ``` 8 = ?\ 9 = ?\ 13 = ?\ 14 ?\ Research thread: gtaforums.com/topic/833391-researchguide-combat-behaviour-flags/ 0 - Stationary (Will just stand in place) 1 - Defensive (Will try to find cover and very likely to blind fire) 2 - Offensive (Will attempt to charge at enemy but take cover as well) 3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack) Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers directly to the values also described as AttackRange in combatbehaviour.meta: 0: CR_Near 1: CR_Medium 2: CR_Far This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of components **0**: Face\ **1**: Mask\ **2**: Hair\ **3**: Torso\ **4**: Leg\ **5**: Parachute / bag\ **6**: Shoes\ **7**: Accessory\ **8**: Undershirt\ **9**: Kevlar\ **10**: Badge\ **11**: Torso 2 ### Related and useful natives [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842)\ [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD) [List of component/props ID](gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples cpp // Potential names and hash collisions included as comments enum ePedConfigFlags { _0x67D1A445 = 0, _0xC63DE95E = 1, CPED_CONFIG_FLAG_NoCriticalHits = 2, CPED_CONFIG_FLAG_DrownsInWater = 3, CPED_CONFIG_FLAG_DisableReticuleFixedLockon = 4, _0x37D196F4 = 5, _0xE2462399 = 6, CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7, _0xEDDEB838 = 8, _0xB398B6FD = 9, _0xF6664E68 = 10, _0xA05E7CA3 = 11, _0xCE394045 = 12, CPED_CONFIG_FLAG_NeverLeavesGroup = 13, _0xCD8D1411 = 14, _0xB031F1A9 = 15, _0xFE65BEE3 = 16, CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17, _0x380165BD = 18, _0x07C045C7 = 19, _0x583B5E2D = 20, _0x475EDA58 = 21, _0x8629D05B = 22, _0x1522968B = 23, CPED_CONFIG_FLAG_IgnoreSeenMelee = 24, _0x4CC09C4B = 25, _0x034F3053 = 26, _0xD91BA7CC = 27, _0x5C8DC66E = 28, _0x8902EAA0 = 29, _0x6580B9D2 = 30, _0x0EF7A297 = 31, _0x6BF86E5B = 32, CPED_CONFIG_FLAG_DieWhenRagdoll = 33, CPED_CONFIG_FLAG_HasHelmet = 34, CPED_CONFIG_FLAG_UseHelmet = 35, _0xEEB3D630 = 36, _0xB130D17B = 37, _0x5F071200 = 38, CPED_CONFIG_FLAG_DisableEvasiveDives = 39, _0xC287AAFF = 40, _0x203328CC = 41, CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42, CPED_CONFIG_FLAG_DisablePlayerLockon = 43, CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44, _0xEC4A8ACF = 45, _0xDB115BFA = 46, CPED_CONFIG_FLAG_PedBeingDeleted = 47, CPED_CONFIG_FLAG_BlockWeaponSwitching = 48, _0xF8E99565 = 49, _0xDD17FEE6 = 50, _0x7ED9B2C9 = 51, _0x655E8618 = 52, _0x5A6C1F6E = 53, _0xD749FC41 = 54, _0x357F63F3 = 55, _0xC5E60961 = 56, _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, _0x3E3C4560 = 72, _0x2994C7B7 = 73, _0x6D59D275 = 74, CPED_CONFIG_FLAG_UsingCoverPoint = 75, CPED_CONFIG_FLAG_IsInTheAir = 76, _0x2D493FB7 = 77, CPED_CONFIG_FLAG_IsAimingGun = 78, _0x14D69875 = 79, _0x40B05311 = 80, _0x8B230BC5 = 81, _0xC74E5842 = 82, _0x9EA86147 = 83, _0x674C746C = 84, _0x3E56A8C2 = 85, _0xC144A1EF = 86, _0x0548512D = 87, _0x31C93909 = 88, _0xA0269315 = 89, _0xD4D59D4D = 90, _0x411D4420 = 91, _0xDF4AEF0D = 92, CPED_CONFIG_FLAG_ForcePedLoadCover = 93, _0x300E4CD3 = 94, _0xF1C5BF04 = 95, _0x89C2EF13 = 96, CPED_CONFIG_FLAG_VaultFromCover = 97, _0x02A852C8 = 98, _0x3D9407F1 = 99, _0x319B4558 = 100, CPED_CONFIG_FLAG_ForcedAim = 101, _0xB942D71A = 102, _0xD26C55A8 = 103, _0xB89E703B = 104, CPED_CONFIG_FLAG_ForceReload = 105, _0xD9E73DA2 = 106, _0xFF71DC2C = 107, _0x1E27E8D8 = 108, _0xF2C53966 = 109, _0xC4DBE247 = 110, _0x83C0A4BF = 111, _0x0E0FAF8C = 112, _0x26616660 = 113, _0x43B80B79 = 114, _0x0D2A9309 = 115, _0x12C1C983 = 116, CPED_CONFIG_FLAG_BumpedByPlayer = 117, _0xE586D504 = 118, _0x52374204 = 119, CPED_CONFIG_FLAG_IsHandCuffed = 120, CPED_CONFIG_FLAG_IsAnkleCuffed = 121, CPED_CONFIG_FLAG_DisableMelee = 122, _0xFE714397 = 123, _0xB3E660BD = 124, _0x5FED6BFD = 125, _0xC9D6F66F = 126, _0x519BC986 = 127, CPED_CONFIG_FLAG_CanBeAgitated = 128, _0x9A4B617C = 129, // CPED_CONFIG_FLAG_FaceDirInsult _0xDAB70E9F = 130, _0xE569438A = 131, _0xBBC77D6D = 132, _0xCB59EF0F = 133, _0x8C5EA971 = 134, CPED_CONFIG_FLAG_IsScuba = 135, CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136, _0xDCE59B58 = 137, CPED_CONFIG_FLAG_RidingTrain = 138, CPED_CONFIG_FLAG_ArrestResult = 139, CPED_CONFIG_FLAG_CanAttackFriendly = 140, _0x98A4BE43 = 141, _0x6901E731 = 142, _0x9EC9BF6C = 143, _0x42841A8F = 144, CPED_CONFIG_FLAG_ShootingAnimFlag = 145, CPED_CONFIG_FLAG_DisableLadderClimbing = 146, CPED_CONFIG_FLAG_StairsDetected = 147, CPED_CONFIG_FLAG_SlopeDetected = 148, _0x1A15670B = 149, _0x61786EE5 = 150, _0xCB9186BD = 151, _0xF0710152 = 152, _0x43DFE310 = 153, _0xC43C624E = 154, CPED_CONFIG_FLAG_CanPerformArrest = 155, CPED_CONFIG_FLAG_CanPerformUncuff = 156, CPED_CONFIG_FLAG_CanBeArrested = 157, _0xF7960FF5 = 158, _0x59564113 = 159, _0x0C6C3099 = 160, _0x645F927A = 161, _0xA86549B9 = 162, _0x8AAF337A = 163, _0x13BAA6E7 = 164, _0x5FB9D1F5 = 165, CPED_CONFIG_FLAG_IsInjured = 166, _0x6398A20B = 167, _0xD8072639 = 168, _0xA05B1845 = 169, _0x83F6D220 = 170, _0xD8430331 = 171, _0x4B547520 = 172, _0xE66E1406 = 173, _0x1C4BFE0C = 174, _0x90008BFA = 175, _0x07C7A910 = 176, _0xF15F8191 = 177, _0xCE4E8BE2 = 178, _0x1D46E4F2 = 179, CPED_CONFIG_FLAG_IsInCustody = 180, _0xE4FD9B3A = 181, _0x67AE0812 = 182, CPED_CONFIG_FLAG_IsAgitated = 183, CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184, _0x7B2D325E = 185, CPED_CONFIG_FLAG_EnableWeaponBlocking = 186, CPED_CONFIG_FLAG_HasHurtStarted = 187, CPED_CONFIG_FLAG_DisableHurt = 188, CPED_CONFIG_FLAG_PlayerIsWeird = 189, _0x32FC208B = 190, _0x0C296E5A = 191, _0xE63B73EC = 192, _0x04E9CC80 = 193, CPED_CONFIG_FLAG_UsingScenario = 194, CPED_CONFIG_FLAG_VisibleOnScreen = 195, _0xD88C58A1 = 196, _0x5A3DCF43 = 197, // CPED_CONFIG_FLAG_AvoidUnderSide _0xEA02B420 = 198, _0x3F559CFF = 199, _0x8C55D029 = 200, _0x5E6466F6 = 201, _0xEB5AD706 = 202, _0x0EDDDDE7 = 203, _0xA64F7B1D = 204, _0x48532CBA = 205, _0xAA25A9E7 = 206, _0x415B26B9 = 207, CPED_CONFIG_FLAG_DisableExplosionReactions = 208, CPED_CONFIG_FLAG_DodgedPlayer = 209, _0x67405504 = 210, _0x75DDD68C = 211, _0x2AD879B4 = 212, _0x51486F91 = 213, _0x32F79E21 = 214, _0xBF099213 = 215, _0x054AC8E2 = 216, _0x14E495CC = 217, _0x3C7DF9DF = 218, _0x848FFEF2 = 219, CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220, _0x2618E1CF = 221, _0x84F722FA = 222, _0xD1B87B1F = 223, _0x728AA918 = 224, CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225, CPED_CONFIG_FLAG_DisablePedAvoidance = 226, _0x59E91185 = 227, _0x1EA7225F = 228, CPED_CONFIG_FLAG_DisablePanicInVehicle = 229, _0x6DCA7D88 = 230, _0xFC3E572D = 231, _0x08E9F9CF = 232, _0x2D3BA52D = 233, _0xFD2F53EA = 234, _0x31A1B03B = 235, CPED_CONFIG_FLAG_IsHoldingProp = 236, _0x82ED0A66 = 237, // CPED_CONFIG_FLAG_BlocksPathingWhenDead _0xCE57C9A3 = 238, _0x26149198 = 239, _0x1B33B598 = 240, _0x719B6E87 = 241, _0x13E8E8E8 = 242, _0xF29739AE = 243, _0xABEA8A74 = 244, _0xB60EA2BA = 245, _0x536B0950 = 246, _0x0C754ACA = 247, CPED_CONFIG_FLAG_DisableVehicleSeatRandomAnimations = 248, _0x12659168 = 249, _0x1BDF2F04 = 250, _0x7728FAA3 = 251, _0x6A807ED8 = 252, CPED_CONFIG_FLAG_OnStairs = 253, _0xE1A2F73F = 254, _0x5B3697C8 = 255, _0xF1EB20A9 = 256, _0x8B7DF407 = 257, _0x329DCF1A = 258, _0x8D90DD1B = 259, _0xB8A292B7 = 260, _0x8374B087 = 261, _0x2AF558F0 = 262, _0x82251455 = 263, _0x30CF498B = 264, _0xE1CD50AF = 265, _0x72E4AE48 = 266, _0xC2657EA1 = 267, _0x29FF6030 = 268, _0x8248A5EC = 269, CPED_CONFIG_FLAG_OnStairSlope = 270, _0xA0897933 = 271, CPED_CONFIG_FLAG_DontBlipCop = 272, CPED_CONFIG_FLAG_ClimbedShiftedFence = 273, _0xF7823618 = 274, _0xDC305CCE = 275, // CPED_CONFIG_FLAG_KillWhenTrapped CPED_CONFIG_FLAG_EdgeDetected = 276, _0x92B67896 = 277, _0xCAD677C9 = 278, CPED_CONFIG_FLAG_AvoidTearGas = 279, _0x5276AC7B = 280, _0x1032692A = 281, _0xDA23E7F1 = 282, _0x9139724D = 283, _0xA1457461 = 284, _0x4186E095 = 285, _0xAC68E2EB = 286, CPED_CONFIG_FLAG_RagdollingOnBoat = 287, CPED_CONFIG_FLAG_HasBrandishedWeapon = 288, _0x1B9EE8A1 = 289, _0xF3F5758C = 290, _0x2A9307F1 = 291, _0x7403D216 = 292, _0xA06A3C6C = 293, CPED_CONFIG_FLAG_DisableShockingEvents = 294, _0xF8DA25A5 = 295, _0x7EF55802 = 296, _0xB31F1187 = 297, _0x84315402 = 298, _0x0FD69867 = 299, _0xC7829B67 = 300, CPED_CONFIG_FLAG_DisablePedConstraints = 301, _0x6D23CF25 = 302, _0x2ADA871B = 303, _0x47BC8A58 = 304, _0xEB692FA5 = 305, _0x4A133C50 = 306, _0xC58099C3 = 307, _0xF3D76D41 = 308, _0xB0EEE9F2 = 309, CPED_CONFIG_FLAG_IsInCluster = 310, _0x0FA153EF = 311, _0xD73F5CD3 = 312, _0xD4136C22 = 313, _0xE404CA6B = 314, _0xB9597446 = 315, _0xD5C98277 = 316, _0xD5060A9C = 317, _0x3E5F1CBB = 318, _0xD8BE1D54 = 319, _0x0B1F191F = 320, _0xC995167A = 321, CPED_CONFIG_FLAG_HasHighHeels = 322, _0x86B01E54 = 323, _0x3A56FE15 = 324, _0xC03B736C = 325, // CPED_CONFIG_FLAG_SpawnedAtScenario _0xBBF47729 = 326, _0x22B668A8 = 327, _0x2624D4D4 = 328, CPED_CONFIG_FLAG_DisableTalkTo = 329, CPED_CONFIG_FLAG_DontBlip = 330, CPED_CONFIG_FLAG_IsSwitchingWeapon = 331, _0x630F55F3 = 332, _0x150468FD = 333, _0x914EBD6B = 334, _0x79AF3B6D = 335, _0x75C7A632 = 336, _0x52D530E2 = 337, _0xDB2A90E0 = 338, _0x5922763D = 339, _0x12ADB567 = 340, _0x105C8518 = 341, _0x106F703D = 342, _0xED152C3E = 343, _0xA0EFE6A8 = 344, _0xBF348C82 = 345, _0xCDDFE830 = 346, _0x7B59BD9B = 347, _0x0124C788 = 348, CPED_CONFIG_FLAG_EquipJetpack = 349, _0x08D361A5 = 350, _0xE13D1F7C = 351, _0x40E25FB9 = 352, _0x930629D9 = 353, _0xECCF0C7F = 354, _0xB6E9613B = 355, _0x490C0478 = 356, _0xE8865BEA = 357, _0xF3C34A29 = 358, CPED_CONFIG_FLAG_IsDuckingInVehicle = 359, _0xF660E115 = 360, _0xAB0E6DED = 361, CPED_CONFIG_FLAG_HasReserveParachute = 362, CPED_CONFIG_FLAG_UseReserveParachute = 363, _0x5C5D9CD3 = 364, _0x8F7701F3 = 365, _0xBC4436AD = 366, _0xD7E07D37 = 367, _0x03C4FD24 = 368, _0x7675789A = 369, _0xB7288A88 = 370, _0xC06B6291 = 371, _0x95A4A805 = 372, _0xA8E9A042 = 373, CPED_CONFIG_FLAG_NeverLeaveTrain = 374, _0xBAC674B3 = 375, _0x147F1FFB = 376, _0x4376DD79 = 377, _0xCD3DB518 = 378, _0xFE4BA4B6 = 379, _0x5DF03A55 = 380, _0xBCD816CD = 381, _0xCF02DD69 = 382, _0xF73AFA2E = 383, _0x80B9A9D0 = 384, _0xF601F7EE = 385, _0xA91350FC = 386, _0x3AB23B96 = 387, CPED_CONFIG_FLAG_IsClimbingLadder = 388, CPED_CONFIG_FLAG_HasBareFeet = 389, _0xB4B1CD4C = 390, _0x5459AFB8 = 391, _0x54F27667 = 392, _0xC11D3E8F = 393, _0x5419EB3E = 394, _0x82D8DBB4 = 395, _0x33B02D2F = 396, _0xAE66176D = 397, _0xA2692593 = 398, _0x714C7E31 = 399, _0xEC488AC7 = 400, _0xAE398504 = 401, _0xABC58D72 = 402, _0x5E5B9591 = 403, _0x6BA1091E = 404, _0x77840177 = 405, _0x1C7ACAC4 = 406, _0x124420E9 = 407, _0x75A65587 = 408, _0xDFD2D55B = 409, _0xBDD39919 = 410, _0x43DEC267 = 411, _0xE42B7797 = 412, CPED_CONFIG_FLAG_IsHolsteringWeapon = 413, _0x4F8149F5 = 414, _0xDD9ECA7A = 415, _0x9E7EF9D2 = 416, _0x2C6ED942 = 417, CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418, _0xA488727D = 419, _0xCFF5F6DE = 420, _0x6D614599 = 421, CPED_CONFIG_FLAG_DisableVehicleCombat = 422, _0xFE401D26 = 423, CPED_CONFIG_FLAG_FallsLikeAircraft = 424, _0x2B42AE82 = 425, _0x7A95734F = 426, _0xDF4D8617 = 427, _0x578F1F14 = 428, CPED_CONFIG_FLAG_DisableStartEngine = 429, CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430, _0x153C9500 = 431, _0xCB7A632E = 432, _0xDE727981 = 433, CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434, _0x12BBB935 = 435, _0xAD0A1277 = 436, _0xEA6AA46A = 437, CPED_CONFIG_FLAG_DisableHelmetArmor = 438, _0xCB7F3A1E = 439, _0x50178878 = 440, _0x051B4F0D = 441, _0x2FC3DECC = 442, _0xC0030B0B = 443, _0xBBDAF1E9 = 444, _0x944FE59C = 445, _0x506FBA39 = 446, _0xDD45FE84 = 447, _0xE698AE75 = 448, _0x199633F8 = 449, CPED_CONFIG_FLAG_PedIsArresting = 450, CPED_CONFIG_FLAG_IsDecoyPed = 451, _0x3A251D83 = 452, _0xA56F6986 = 453, _0x1D19C622 = 454, _0xB68D3EAB = 455, CPED_CONFIG_FLAG_CanBeIncapacitated = 456, _0x4BD5EBAD = 457, } teleports ped to coords along with the vehicle ped is in p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts. Has 5 parameters since latest patches. Sets Ped Default Clothes 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. 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} 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. 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 ) if anyone is interested firing pattern info: pastebin.com/Px036isB bit 15 (0x8000) = force cower p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE"). p2 is always true. 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"); 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); 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. For more info please refer to [this](https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained) topic. **Other information:** IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.</br> This native function is often called prior to calling natives such as: * [`SetPedHairColor`](#0xBB43F090) * [`SetPedHeadOverlayColor`](#0x78935A27) * [`SetPedHeadOverlay`](#0xD28DBA90) * [`SetPedFaceFeature`](#0x6C8D4458) ``` 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 ``` **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html ``` ``` NativeDB Added Parameter 3: BOOL p2 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")); 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 "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 sets the maximum health of a ped I think it's never been used in any script Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds. Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds) Overrides a ped model personality type. 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. 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 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. 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 The distance between these points, is the diagonal of a box (remember it's 3D). NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 Default modifier is 1.0, minimum is 0.0 and maximum is 10.0. i could be time. Only example in the decompiled scripts uses it as -1. **This native does absolutely nothing, just a nullsub** ``` Points to the same function as for example GET_RANDOM_VEHICLE_MODEL_IN_MEMORY and it does absolutely nothing. ``` 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. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html from extreme3.c4 PED::_39D55A620FCB6A3A(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 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()); This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of props **0**: Hat\ **1**: Glass\ **2**: Ear\ **6**: Watch\ **7**: Bracelet ### Related and useful natives [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47)\ [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171) [List of component/props ID](https://gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples 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. p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused. List of component/props ID: gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values: Returns handle of the projectile. shootRate 0-1000 p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION". 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. Sweat is set to 100.0 or 0.0 in the decompiled scripts. Only 1 and 2 appear in the scripts. combatbehaviour.meta seems to only have TLR_SearchForTarget for all peds, but we don't know if that's 1 or 2. p4/p5: Unusued in TU27 ### Ragdoll Types **0**: CTaskNMRelax **1**: CTaskNMScriptControl: Hardcoded not to work in networked environments. **Else**: CTaskNMBalance 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. x, y, and z are coordinates, most likely to where the ped will fall. p7 is probably the force of the fall, but untested, so I left the variable name the same. 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); p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION". NativeDB Added Parameter 5: Any p4 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. This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative. tintIndex can be the following: 0 : Default/Black 1 : Green 2 : Gold 3 : Pink 4 : Army 5 : LSPD 6 : Orange 7 : Platinum tintIndex for MK2 weapons : 0 : Classic Black 1 : Classic Gray 2 : Classic Two-Tone 3 : Classic White 4 : Classic Beige 5 : Classic Green 6 : Classic Blue 7 : Classic Earth 8 : Classic Brown & Black 9 : Red Contrast 10 : Blue Contrast 11 : Yellow Contrast 12 : Orange Contrast 13 : Bold Pink 14 : Bold Purple & Yellow 15 : Bold Orange 16 : Bold Green & Purple 17 : Bold Red Features 18 : Bold Green Features 19 : Bold Cyan Features 20 : Bold Yellow Features 21 : Bold Red & White 22 : Bold Blue & White 23 : Metallic Gold 24 : Metallic Platinum 25 : Metallic Gray & Lilac 26 : Metallic Purple & Lime 27 : Metallic Red 28 : Metallic Green 29 : Metallic Blue 30 : Metallic White & Aqua 31 : Metallic Orange & Yellow 32 : Mettalic Red and Yellow combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function It adds the wetness level to the player clothing/outfit. As if player just got out from water surface. min: 1.9f, max: 100.0f 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. Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3. Time is number of milliseconds before reverting, zero for indefinitely. Sets whether this player can be hassled by gangs. Sets whether the player is able to do drive-bys in vehicle (shooting & aiming in vehicles), this also includes middle finger taunts. This is a toggle, it does not have to be ran every frame. Example: ```lua SetPlayerCanDoDriveBy(PlayerId(), false) ``` Sets whether this player can take cover. 6 matches across 4 scripts. 5 occurrences were 240. The other was 255. Every occurrence was either 0 or 2. 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 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); Used to toggle the square up aim. Affects the range of auto aim target. Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4 NativeDB Added Parameter 3: BOOL p2 modifier's min value is 0.1 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. example: PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708); tints 0- 13 0 - unkown 1 - unkown 2 - unkown 3 - unkown 4 - unkown 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, p1 was always 5. p4 was always false. 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, example: flags: 0-6 PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6); wouldnt the flag be the seatIndex? Values around 1.0f to 2.0f used in game scripts. All names can be found in playerswitchestablishingshots.meta the status of default voip system. It affects on `NETWORK_IS_PLAYER_TALKING` and `mp_facial` animation. This function doesn't need to be called every frame, it works like a switcher. Sets your targeting mode. 0 = Assisted Aim - Full 1 = Assisted Aim - Partial 2 = Free Aim - Assisted 3 = Free Aim Set player team on deathmatch and last team standing.. modifier's min value is 0.1 modifier's min value is 0.1 # 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 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 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). p2 is always false in R* scripts The native ensures the 'modifier' parameter is 0.1 or greater. Sets flag on vehicle that changes behaviour in relation to when player gets wanted level The player will be ignored by the police if toggle is set to true 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 Min and max are usually 100.0 and 200.0 Found in the b617d scripts, duplicates removed: AUDIO::_044DBAD7A7FA2BE5("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN"); AUDIO::_044DBAD7A7FA2BE5("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN"); AUDIO::_044DBAD7A7FA2BE5("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW"); List of interior hashes: pastebin.com/1FUyXNqY Not for every interior zoom > 0 available. zoomLevel ranges from 0 to 200 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); Sets radio station by index. For a full list, see here: pastebin.com/Kj9t38KF Only found this one in the decompiled scripts: AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS"); Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png Works for both player and peds, but some flags don't seem to work for the player (1, for example) 1 - Blocks ragdolling when shot. 2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation. 4 - Blocks ragdolling when set on fire. ----------------------------------------------------------------------- There seem to be 26 flags 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. Enables spawning random trains on the preset tracks. Requires [`SWITCH_TRAIN_TRACK`](#\_0xFD813BB7DB977F20) and [`SET_TRAIN_TRACK_SPAWN_FREQUENCY`](#\_0x21973BBF8D17EDFA) to be set. 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); makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations) A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A). A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA). A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A). Sets the player's rich presence detail state for social platform providers to a specified string. Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs. missing a last parameter int p6 ``` ``` NativeDB Added Parameter 7: Any p6 See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. ``` NativeDB Added Parameter 8: Any p7 bool p7 - always 1 ``` unknown3 is related to `SEND_SCRIPT_WORLD_STATE_EVENT > CNetworkRoadNodeWorldStateData` in networked environments. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. When this 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. Toggles whether the usage of [ADD_ROPE](#\_0xE832D760399EB220) should create an underlying CNetworkRopeWorldStateData. By default this is set to false. Set's the ropes length change rate, which is the speed that rope should wind if started. Sets a pixel in the specified runtime texture. This will have to be committed using `COMMIT_RUNTIME_TEXTURE` to have any effect. 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. It is not possible to "decrease" speed. Anything below 1 will be ignored. ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false) Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED. 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. 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. Valid values for `horizontalAlign`, from original documentation: * **C (67)** - Center: DRAW_TEXT starts in the middle of the screen, while DRAW_RECT starts on the right; both move with the right side of the screen. * **L (76)** - Left: Anchors to the left side, DRAW_RECT starts on the left side of the screen, same as DRAW_TEXT when centered. * **R (82)** - Right: DRAW_TEXT starts on the left side (normal 0,0), while DRAW_RECT starts some short distance away from the right side of the screen, both move with the right side of the screen. Valid values for `verticalAlign`, from original documentation: * **B (66)** - Bottom: DRAW_RECT starts about as far as the middle of the map from the bottom, while DRAW_TEXT is about rather centered. * **C (67)** - Center: It starts at a certain distance from the bottom, but the distance is fixed, the distance is different from 66. * **T (84)** - Top: Anchors to the top, DRAW_RECT starts on the top of the screen, DRAW_TEXT just below it. 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`. 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. 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. 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); Sets the color of HUD_COLOUR_SCRIPT_VARIABLE Only called once in the decompiled scripts. Presumably activates the specified generator. Toggles Heatvision on/off. HUD::SET_SOCIAL_CLUB_TOUR("Gallery"); HUD::SET_SOCIAL_CLUB_TOUR("Missions"); HUD::SET_SOCIAL_CLUB_TOUR("General"); HUD::SET_SOCIAL_CLUB_TOUR("Playlists"); Internal function for setting a state bag value. Hardcoded to not work in multiplayer. Used to lock/unlock doors to interior areas of the game. (Possible) Door Types: 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: pastebin.com/gywnbzsH get door info: pastebin.com/i14rbekD 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 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. Access to the store for shark cards etc... 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. p0 - PLAYER::PLAYER_PED_ID(); p1 - "Phase", "Wobble", "x_axis","y_axis","introphase","speed". p2 - From what i can see it goes up to 1f (maybe). -LcGamingHD Example: TASK::_D5BB4025AE449A4E(PLAYER::PLAYER_PED_ID(), "Phase", 0.5); * Flag 1: Aggressive ramming of suspect * Flag 2: Ram attempts * Flag 8: Medium-aggressive boxing tactic with a bit of PIT * Flag 16: Ramming, seems to be slightly less aggressive than 1-2. * Flag 32: Stay back from suspect, no tactical contact. Convoy-like. This is not tested - it's just an assumption. Doesn't seem to work. I'll try with an int instead. --JT Read the scripts, im dumpass. Doesn't work at all, wether with an bool neither an int if (!VEHICLE::IS_TAXI_LIGHT_ON(l_115)) { VEHICLE::SET_TAXI_LIGHTS(l_115, 1); } colors you input not same as you think? A: for some reason its R B G A distance - shadow distance in pixels, both horizontal and vertical r, g, b, a - color **This native does absolutely nothing, just a nullsub** fonts that mess up your text where made for number values/misc stuff 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 **This native does absolutely nothing, just a nullsub** 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. 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) 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.) 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 in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer. Enables or disables whether train doors should be forced open whilst a player is inside the train. This is enabled by default in multiplayer. Sets the ratio that a door is open for on a train. Only called once inside main_persitant with the parameters, 0 This native doesn't work like [`SetWeatherTypeTransition`](#\_0x578C752848ECFA0C). Probably changes tvs from being a 3d audio to being "global" audio 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 From the scripts, p0: "ArmWrestlingIntensity", "INOUT", "Monkey_Stream", "ZoomLevel" AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0); AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0); Makes the vehicle accept no passengers. This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. Vehicle will make a 'rattling' noise when decelerating Disables the vehicle from being repaired when a vehicle extra is enabled. p2 often set to 1000.0 in the decompiled scripts. SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0); SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0); Will give a boost-soundeffect. 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%). On accelerating, spins the driven wheels with the others braked, so you don't go anywhere. This has not yet been tested - it's just an assumption of what the types could be. Previously named GET_VEHICLE_DEFORMATION_GET_TREE (hash collision) from Decrypted Scripts I found VEHICLE::SET_VEHICLE_CEILING_HEIGHT(l_BD9[2 -- [[2]] ], 420.0); <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. colorPrimary & colorSecondary are the paint indexes for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter). Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.) p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) 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 This fixes the deformation of a vehicle but the vehicle health doesn't improve **Usage:** * Use this native inside a looped function. * Values: * `0.0` = no vehicles on streets * `1.0` = normal vehicles on streets `1.0` Seems to be the maximum. Sets the dirt level of the passed vehicle. // Source GTA VC miss2 leak, matching constants for 0/2/4, testing // They use 10 in am_mp_property_int, don't know what it does atm. enum eCarLock { CARLOCK_NONE = 0, CARLOCK_UNLOCKED = 1, CARLOCK_LOCKED = 2, CARLOCK_LOCKOUT_PLAYER_ONLY = 3, CARLOCK_LOCKED_PLAYER_INSIDE = 4, CARLOCK_LOCKED_INITIALLY = 5, CARLOCK_FORCE_SHUT_DOORS = 6, CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7 }; Closes all doors of a vehicle: See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Sets the specified door index open on the passed vehicle. See [`IS_VEHICLE_DOOR_FULLY_OPEN`](#\_0x3E933CFF7B111C22). Sets the specified door index shut on the passed vehicle. ```cpp enum eDoorId { VEH_EXT_DOOR_DSIDE_F = 0, VEH_EXT_DOOR_DSIDE_R = 1, VEH_EXT_DOOR_PSIDE_F = 2, VEH_EXT_DOOR_PSIDE_R = 3, VEH_EXT_BONNET = 4, VEH_EXT_BOOT = 5, // 0x872E72B8 = 0xFFFFFFFF, } ``` 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 1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs <- false statement ------------------------- 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 Starts or stops the engine on the specified vehicle. From what I've tested when I do this to a helicopter the propellers turn off after the engine has started. Examples with a besra: * [fade value `0.0`](https://i.imgur.com/DXNk63e.jpg) * [fade value `0.5`](https://i.imgur.com/2Vb35fq.jpg) * [fade value `1.0`](https://i.imgur.com/aa8cxaD.jpg) The parameter fade is a value from 0-1, where 0 is fresh paint. Incorrectly named `SET_VEHICLE_EXCLUSIVE_DRIVER`; likely `SET_VEHICLE_ALLOW_*`. Toggles a flag related to `SET_VEHICLE_EXCLUSIVE_DRIVER`, however, doesn't enable that feature (or trigger script events related to it). See [`_SET_VEHICLE_EXCLUSIVE_DRIVER_2`](#\_0xB5C51B5502E85E83). ``` NativeDB Removed Parameter 2: int index ``` Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off. Max value is 32767 Note: only some vehicle have extras extra ids are from 1 - 9 depending on the vehicle ------------------------------------------------- ^ not sure if outdated or simply wrong. Max extra ID for b944 is 14 ------------------------------------------------- p2 is not a on/off toggle. mostly 0 means on and 1 means off. not sure if it really should be a BOOL. ------------------------------------------------- Confirmed p2 does not work as a bool. Changed to int. [0=on, 1=off] They use the same color indexs as SET_VEHICLE_COLOURS. Fix a given vehicle. If the vehicle's engine's broken then you cannot fix it with this native. 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 Seems to be related to the metal parts, not tyres (like i was expecting lol) Must be called every tick. It switch to highbeam when p1 is set to true. Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_FIELD`, this might require some experimentation. Example: `SetVehicleHandlingField(vehicle, 'CHandlingData', 'fSteeringLock', 360.0)` Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_FLOAT`, this might require some experimentation. Example: `SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock', 360.0)` Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_INT`, this might require some experimentation. Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_VECTOR`, this might require some experimentation. if true, axles won't bend. Sets the turn signal enabled for a vehicle. Set turnSignal to 1 for left light, 0 for right light. 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. p1 (toggle) was always 1 (true) except in one case in the b678 scripts. Sets the wanted state of this vehicle. 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. multiplier = brightness of head lights. this value isn't capped afaik. multiplier = 0.0 no lights multiplier = 1.0 default game value cpp // eVehicleModType values modified to conform to script native reorganization (see 0x140D25327 in 1604). enum eVehicleModType { VMT_SPOILER = 0, VMT_BUMPER_F = 1, VMT_BUMPER_R = 2, VMT_SKIRT = 3, VMT_EXHAUST = 4, VMT_CHASSIS = 5, VMT_GRILL = 6, VMT_BONNET = 7, VMT_WING_L = 8, VMT_WING_R = 9, VMT_ROOF = 10, VMT_ENGINE = 11, VMT_BRAKES = 12, VMT_GEARBOX = 13, VMT_HORN = 14, VMT_SUSPENSION = 15, VMT_ARMOUR = 16, VMT_NITROUS = 17, VMT_TURBO = 18, VMT_SUBWOOFER = 19, VMT_TYRE_SMOKE = 20, VMT_HYDRAULICS = 21, VMT_XENON_LIGHTS = 22, VMT_WHEELS = 23, VMT_WHEELS_REAR_OR_HYDRAULICS = 24, VMT_PLTHOLDER = 25, VMT_PLTVANITY = 26, VMT_INTERIOR1 = 27, VMT_INTERIOR2 = 28, VMT_INTERIOR3 = 29, VMT_INTERIOR4 = 30, VMT_INTERIOR5 = 31, VMT_SEATS = 32, VMT_STEERING = 33, VMT_KNOB = 34, VMT_PLAQUE = 35, VMT_ICE = 36, VMT_TRUNK = 37, VMT_HYDRO = 38, VMT_ENGINEBAY1 = 39, VMT_ENGINEBAY2 = 40, VMT_ENGINEBAY3 = 41, VMT_CHASSIS2 = 42, VMT_CHASSIS3 = 43, VMT_CHASSIS4 = 44, VMT_CHASSIS5 = 45, VMT_DOOR_L = 46, VMT_DOOR_R = 47, VMT_LIVERY_MOD = 48, VMT_LIGHTBAR = 49, }; seems to make the vehicle stop spawning naturally in traffic. Here's an essential example: VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY("taco"), true); paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color. p3 seems to always be 0. Changes the secondary paint type and color paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color 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. NOTE: Debugging functions are not present in the retail version of the game. Plates: Blue/White - 0 Yellow/black - 1 Yellow/Blue - 2 Blue/White2 - 3 Blue/White3 - 4 Yankton - 5 Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful. ``` ``` NativeDB Added Parameter 2: float p1 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. 1000 is max health Begins leaking gas at around 650 health can't seem to enable radio on cop cars etc Reduces grip significantly so it's hard to go anywhere. Only works during nighttime. 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,GAMEPLAY::GET_HASH_KEY("VEHICLE_WEAPON_PLANE_ROCKET"));VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET(pilot, target, targPos.x, targPos.y, targPos.z); Activate siren on vehicle (Only works if the vehicle has a siren). Overrides the vehicle's startup engine rev sound. 2 calls found in the b617d scripts: ```cpp AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS"); AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS"); ``` 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 If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives Sets the height of the vehicle's suspension. This changes the same value set by Suspension in the mod shop. Negatives values raise the car. Positive values lower the car. This is change is visual only. The collision of the vehicle will not move. Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised. Allows you to toggle bulletproof tires. "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 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 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 independance day tyre smoke vehicle must be a plane Example script: https://pastebin.com/J6XGbkCW List of known states: ``` 1: Not wheeling. 65: Vehicle is ready to do wheelie (burnouting). 129: Vehicle is doing wheelie. ``` Sets brake pressure of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Normal values around 1.0f Sets the flags of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Sets whether the wheel is powered. On all wheel drive cars this works to change which wheels receive power, but if a car's fDriveBiasFront doesn't send power to that wheel, it won't get power anyway. This can be fixed by changing the fDriveBiasFront with SET_VEHICLE_HANDLING_FLOAT. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. This is a shortcut to a flag in SET_VEHICLE_WHEEL_FLAGS. Sets power being sent to a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Not sure what this changes, probably determines physical rim size in case the tire is blown. Sets the rotation speed of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Sets vehicle's wheels' size (size is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels. Returns whether change was successful (can be false if trying to set size for non-default wheels). Use along with SetVehicleWheelSize to resize the wheels (this native sets the collider size affecting physics while SetVehicleWheelSize will change visual size). Use along with SetVehicleWheelWidth to resize the wheels (this native sets the collider width affecting physics while SetVehicleWheelWidth will change visual width). Sets the traction vector length of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Refer to [GET_VEHICLE_WHEEL_TYPE](#\_0xB3ED1BFB4BE636DC) for wheel types. Sets vehicle's wheels' width (width is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels. Returns whether change was successful (can be false if trying to set width for non-default wheels). Adjusts the offset of the specified wheel relative to the wheel's axle center. Needs to be called every frame in order to function properly, as GTA will reset the offset otherwise. This function can be especially useful to set the track width of a vehicle, for example: ``` function SetVehicleFrontTrackWidth(vehicle, width) SetVehicleWheelXOffset(vehicle, 0, -width/2) SetVehicleWheelXOffset(vehicle, 1, width/2) end ``` enum WindowTints { WINDOWTINT_NONE, WINDOWTINT_PURE_BLACK, WINDOWTINT_DARKSMOKE, WINDOWTINT_LIGHTSMOKE, WINDOWTINT_STOCK, WINDOWTINT_LIMO, WINDOWTINT_GREEN }; Sets custom vehicle xenon lights color, allowing to use RGB palette. The game will ignore lights color set by [\_SET_VEHICLE_XENON_LIGHTS_COLOR](#\_0xE41033B25D003A07) when custom color is active. This native is not synced between players. Requires xenon lights mod to be set on vehicle. For a full list, see here: pastebin.com/Kj9t38KF Overrides a floating point value from `visualsettings.dat` temporarily. Max value is 1.0 **instructionalKey enum list**: ``` enum INSTRUCTIONAL_BUTTON_TYPES { NONE = 0, SELECT = 1, OK = 2, YES = 4, BACK = 8, BACK_SELECT = 9, BACK_OK = 10, BACK_YES = 12, CANCEL = 16, CANCEL_SELECT = 17, CANCEL_OK = 18, CANCEL_YES = 20, NO = 32, NO_SELECT = 33, NO_OK = 34, YES_NO = 36, RETRY = 64, RETRY_SELECT = 65, RETRY_OK = 66, RETRY_YES = 68, RETRY_BACK = 72, RETRY_BACK_SELECT = 73, RETRY_BACK_OK = 74, RETRY_BACK_YES = 76, RETRY_CANCEL = 80, RETRY_CANCEL_SELECT = 81, RETRY_CANCEL_OK = 82, RETRY_CANCEL_YES = 84, SKIP = 256, SKIP_SELECT = 257, SKIP_OK = 258, SKIP_YES = 260, SKIP_BACK = 264, SKIP_BACK_SELECT = 265, SKIP_BACK_OK = 266, SKIP_BACK_YES = 268, SKIP_CANCEL = 272, SKIP_CANCEL_SELECT = 273, SKIP_CANCEL_OK = 274, SKIP_CANCEL_YES = 276, CONTINUE = 16384, BACK_CONTINUE = 16392, CANCEL_CONTINUE = 16400, LOADING_SPINNER = 134217728, SELECT_LOADING_SPINNER = 134217729, OK_LOADING_SPINNER = 134217730, YES_LOADING_SPINNER = 134217732, BACK_LOADING_SPINNER = 134217736, BACK_SELECT_LOADING_SPINNER = 134217737, BACK_OK_LOADING_SPINNER = 134217738, BACK_YES_LOADING_SPINNER = 134217740, CANCEL_LOADING_SPINNER = 134217744, CANCEL_SELECT_LOADING_SPINNER = 134217745, CANCEL_OK_LOADING_SPINNER = 134217746, CANCEL_YES_LOADING_SPINNER = 134217748 } ``` Note: this list is definitely NOT complete, but these are the ones I've been able to find before giving up because it's such a boring thing to look for 'good' combinations. **Result of the example code:** <https://i.imgur.com/imwoimm.png> You can only use text entries. No custom text. C# Example : Function.Call(Hash._SET_WARNING_MESSAGE_2, "HUD_QUIT", "HUD_CGIGNORE", 2, "HUD_CGINVITE", 0, -1, 0, 0, 1); you can recreate this easily with scaleforms --------------- Fixed native name, from before nativedb restoration. ``` ``` NativeDB Added Parameter 10: Any p9 You can only use text entries. No custom text. ``` ``` NativeDB Added Parameter 11: Any p10 This native removes the current waypoint from the map. Example: C#: Function.Call(Hash.SET_WAYPOINT_OFF); C++: HUD::SET_WAYPOINT_OFF(); Disables the game's built-in auto-reloading. Disables autoswapping to another weapon when the current weapon runs out of ammo. 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" Sets whether or not the weather should be owned by the network subsystem. To be able to use [\_SET_WEATHER_TYPE_TRANSITION](#\_0x578C752848ECFA0C), this has to be set to false. // timecycle_keyframe_data BLIZZARD = 0x27EA2814 CLEAR = 0x36A83D84 CLEARING = 0x6DB1A50D CLOUDS = 0x30FDAF5C EXTRASUNNY = 0x97AA0A79 FOGGY = 0xAE737644 HALLOWEEN = 0xC91A3202 NEUTRAL = 0xA4CA1326 OVERCAST = 0xBB898D2D RAIN = 0x54A69840 SMOG = 0x10DCF4B5 SNOW = 0xEFB6EFF6 SNOWLIGHT = 0x23FB812B THUNDER = 0xB677829F XMAS = 0xAAC9C895 Refer to [`SET_WEATHER_TYPE_NOW`](#0x29B487C359E19889) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Sets the the raw wind speed value. Sets the wind direction. Using this native will clamp the wind speed value to a range of 0.0- 12.0. Using SET_WIND sets the same value but without the restriction. 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 p0 argument found in the b617d scripts: "DRUNK_SHAKE" 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 CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2); Shoots a bullet from the first vector to the second vector. The weapon used as weaponHash should already be loaded via REQUEST_WEAPON_ASSET, otherwise the bullet may fail to materialise. entity - entity to ignore ``` ``` NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 19: Any p18 NativeDB Added Parameter 20: Any p19 NativeDB Added Parameter 21: Any p20 Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used. 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`](#\_0x14892474891E09EB). To toggle the right side of the circle use: [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A). Example code result: ![](https://i.imgur.com/iZ9tNWl.png) 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`](#\_0xDCFB5D4DB8BF367E). Adds the GTA: Online player heading indicator to a blip. This function shows 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`](#\_0x6806C51AD12B83B8) native, but instead hides the HUD component. Toggles a cyan outline around the blip. Color can be changed with [`SET_BLIP_SECONDARY_COLOUR`](#\_0x14892474891E09EB). Enabling this circle will override the "crew" and "friend" half-circles (see [`SHOW_CREW_INDICATOR_ON_BLIP`](#\_0xDCFB5D4DB8BF367E) and [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A)). Adds a green checkmark on top of a blip. Starts a new singleplayer game (at the prologue). Shuts down the `loadingScreen` NUI frame, similarly to `SHUTDOWN_LOADING_SCREEN`. This is to make the player walk without accepting input. Call this native every frame so you can control the direction of your ped. Returns the sine of the given number. SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle) This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). p1 appears as 5, 10, 15, 25, or 30. p2 is always true. ``` ``` NativeDB Added Parameter 4: Any p3 p1 appears to always be 1 (only comes up twice) ``` ``` NativeDB Added Parameter 3: Any p2 2 matches. p1 was always true. ``` ``` NativeDB Added Parameter 4: Any p3 Only 1 match. Both p1 & p2 were true. ``` ``` NativeDB Added Parameter 4: Any p3 normalizedValue is from 0.0 - 1.0 p2 is always 1 ``` ``` NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 2: Any p1 Every occurrence of p1 & p2 were both true. ``` ``` NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 p1 was always true. ``` ``` NativeDB Added Parameter 3: Any p2 Also known as _RECHARGE_SPECIAL_ABILITY ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 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); 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: pastebin.com/MtM9N9CC flags: Usually 0. Similar to [`SET_CUTSCENE_ORIGIN`](\_0xB812B3FD1C01CF27) but without heading and doesn't need [`START_CUTSCENE`](\_0x186D5CB5E7B0FF7B) Does the same as [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E), except blocking until the shape test completes. Use [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E) instead. Literally. Rockstar named this correctly: it's expensive, and it's synchronous. Equivalent of [START_FIND_KVP](#\_0xDD379006), but for another resource than the current one. 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) 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) network fx ``` ``` NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 network fx ``` ``` NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 NativeDB Added Parameter 17: Any p16 NOTE: the [USE_PARTICLE_FX_ASSET](#\_0x6C38AF3693A69A91) needs to be called before EVERY StartNetworkedParticleFxNonLoopedAtCoord(....) call! List with lots of particle effects: https://vespura.com/fivem/particle-list/ Note: Not all particles on this list are for non looped and vice versa, neither are all of them suited/meant to have SetParticleFxNonLoopedColour(....) called on them. ``` NativeDB Added Parameter 12: BOOL p11 ``` 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); All native script names: pastebin.com/K9adDsu4 and pastebin.com/yLNWicUi return : script thread id, 0 if failed Pass pointer to struct of args in p1, size of struct goes into p2 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 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 list: pastebin.com/N9unUFWY ------------------------------------------------------------------- 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); Starts a particle effect on an entity for example your player. List: pastebin.com/N9unUFWY Example: C#: Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "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 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 list: pastebin.com/N9unUFWY p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer). See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15). AI abides by the provided driving style (e.g., stopping at red lights or waiting behind traffic) while executing the specificed vehicle recording. 0x1F2E4E06DEA8992B is a related native that deals with the AI physics for such recordings. 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 // this enum comes directly from R* so don't edit this enum ePlayerSwitchType { SWITCH_TYPE_AUTO, SWITCH_TYPE_LONG, SWITCH_TYPE_MEDIUM, SWITCH_TYPE_SHORT }; Use GET_IDEAL_PLAYER_SWITCH_TYPE for the best switch type. Or just auto, because it calls the same function in executable. ---------------------------------------------------- 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. Teleports the player to the given coordinates. If findCollisionLand is true it will try to find the Z value for you, this however has a timeout of 100 frames. When trying to find the Z value the native will take longer the higher the difference from the given Z to the ground, this combined with the timeout can cause the teleport to just teleport to the given Z value, so try to estimate the z value, so don't just pass in 1000.0. Also if you're in a vehicle and teleportWithVehicle is true it will not find the Z value for you. 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. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E). Raycast from point to point, where the ray has a radius. Asynchronously starts a line-of-sight (raycast) world probe shape test. ```cpp enum TraceFlags { None = 0, IntersectWorld = 1, IntersectVehicles = 2, IntersectPedsSimpleCollision = 4, IntersectPeds = 8, IntersectObjects = 16, IntersectWater = 32, Unknown = 128, IntersectFoliage = 256, IntersectEverything = 4294967295 } ``` NOTE: Raycasts that intersect with mission_entites (flag = 2) has limited range and will not register for far away entites. The range seems to be about 30 metres. Use the handle with [GET_SHAPE_TEST_RESULT](#\_0x3D87450E15D98694) or [GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL](#\_0x65287525D951F6BE) until it returns 0 or 2. Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters. 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. Example: for (v_2 = 0; v_2 <= 4; v_2 += 1) { STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2); } p2 - Default value? Seems to be -1 most of the time. p2 appears to always be -1 p1 is always -1 in the script files Needs more research. Seems to return "STAT_UNKNOWN" if no such user id exists. NativeDB Added Parameter 4: Any p3 Example: STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY("MPPLY_MELEECHLENGECOMPLETED"), trur, true); p1 always true. '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. Example: STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY("MP0_WEAPON_ACCURACY"), 66.6f, true); 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" Does not take effect immediately, unfortunately. profileSetting seems to only be 936, 937 and 938 in scripts 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. Looks like p1 may be a flag, still need to do some research, though. [Animations list](https://alexguirre.github.io/animations-list/) ?? Stop cutscene instantly, will dump registered entities right where they were when ran. RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm p1 is always 0 in the native scripts Disables the player's teleportation This native makes the gameplay camera zoom into first person/third person with a special effect. ``` ``` NativeDB Added Parameter 4: Any p3 In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } p1 sync task id? Always returns zero. Always returns zero. Always returns zero. 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. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Toggles whether ambient trains can spawn on the specified track or not. | trackId | File | Description | | --- | --- | --- | | 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 | Tracks IDs `0` and `3` are the main tracks you find trains on during normal gameplay, all the others are used during missions and are not complete tracks. 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`](#\_0x14621BB1DF14E2B2). 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. 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 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. 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_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 p2 tend to be 16, 17 or 1 p3 to p7 tend to be 0.0 Not clear what it actually does, but here's how script uses it - if (OBJECT::HAS_PICKUP_BEEN_COLLECTED(...) { if(ENTITY::DOES_ENTITY_EXIST(PLAYER::PLAYER_PED_ID())) { TASK::TASK_CLEAR_LOOK_AT(PLAYER::PLAYER_PED_ID()); } ... } Another one where it doesn't "look" at current player - TASK::TASK_PLAY_ANIM(l_3ED, "missheist_agency2aig_2", "look_at_phone_a", 1000.0, -2.0, -1, 48, v_2, 0, 0, 0); PED::_2208438012482A1A(l_3ED, 0, 0); TASK::TASK_CLEAR_LOOK_AT(l_3ED); Climbs or vaults the nearest thing. Despite its name, it only attacks ONE hated target. The one closest hated target. p2 seems to be always 0 Despite its name, it only attacks ONE hated target. The one closest to the specified position. Makes the specified ped attack the target ped. p2 should be 0 p3 should be 16 The ped will act like NPC's involved in a gunfight. The ped will squat down with their heads held in place and look around. 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. speed 1.0 = walk, 2.0 = run p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle p6 is always 0 Adds a new point to the current point route; a maximum of 8 points can be added. Call [TASK_FLUSH_ROUTE](#\_0x841142A1376E9006) before the first call to this. Call [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E) to make the Ped go the route. Clears the current point route. Call this before [TASK_EXTEND_ROUTE](#\_0x1E7889778264843A) and [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E). If no timeout, set timeout to -1. 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); p6 always -1 p7 always 10.0 p8 always 1 See [`FORCE_PED_MOTION_STATE`](#\_0xF28965D04F570DCA) 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. 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. example from fm_mission_controller TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000); NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 Will make the ped move to a coordinate while aiming (and optionally shooting) at given coordinates. 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). 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. From re_prisonvanbreak: TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1); p0 - Guessing PedID p1, p2, p3 - XYZ? p4 - ??? p5 - Maybe the size of sphere from XYZ? p6 - ??? p7, p8, p9 - XYZ again? p10 - Maybe the size of sphere from second XYZ? 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. 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. Needs more research. Default value of p13 is -1.0 or 0xBF800000. Default value of p14 is 0. Modified examples from "fm_mission_controller.ysc", line ~203551: TASK::TASK_HELI_MISSION(ped, vehicle, 0, 0, posX, posY, posZ, 4, 1.0, -1.0, -1.0, 10, 10, 5.0, 0); TASK::TASK_HELI_MISSION(ped, vehicle, 0, 0, posX, posY, posZ, 4, 1.0, -1.0, -1.0, 0, ?, 5.0, 4096); int mode seams to set mission type 4 = coords target, 23 = ped target. int 14 set to 32 = ped will land at destination. My findings: mode 4 or 7 forces heli to snap to the heading set 8 makes the heli flee from the ped. 9 circles around ped with angle set 10, 11 normal + imitate ped heading 20 makes the heli land when he's near the ped. It won't resume chasing. 21 emulates an helicopter crash 23 makes the heli circle erratically around ped I change p2 to 'vehicleToFollow' as it seems to work like the task natives to set targets. In the heli_taxi script where as the merryweather heli takes you to your waypoint it has no need to follow a vehicle or a ped, so of course both have 0 set. 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. ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 4: Any p3 Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02) Flags from decompiled scripts: 0 = normal exit and closes door. 1 = normal exit and closes door. 16 = teleports outside, door kept closed. (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally) 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. param3: duration in ms, use -1 to look forever param4: using 2048 is fine param5: using 3 is fine 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); Example: TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0); 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. This function has a third parameter as well (bool). Second parameter is unused. seconds parameter was for jetpack in the early stages of gta and the hard coded code is now removed ``` ``` NativeDB Added Parameter 3: BOOL p2 makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED 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(); This tasks the ped to do nothing for the specified amount of miliseconds. This is useful if you want to add a delay between tasks when using a sequence task. EDITED (7/13/2017) NOTE: If you want air combat, AI::TASK_COMBAT_PED (while your pilot is in an aircraft) also does the same thing as this native. DESCRIPTION: Ever wish your buddy could shoot down one of your enemies for you? Ever wanted an auto-pilot? Well look no further! This is the native for you! (Ped intelligence may vary) USAGE: -- REQUIRED -- • pilot = The ped flying the aircraft. • aircraft = The aircraft the pilot is flying -- OPTIONAL -- [atleast 1 must be assigned] • targetVehicle = The vehicle the pilot will target. • targetPed = The ped the pilot will target. • destinationX, destinationY, destinationZ = The location the pilot will target. -- LOGIC -- • missionFlag = The type of mission. pastebin.com/R8x73dbv • angularDrag = The higher the value, the slower the plane will rotate. Value ranges from 0 - Infinity. • unk = Set to 0, and you'll be fine. • targetHeading = The target angle (from world space north) that the pilot will try to acheive before executing an attack/landing. • maxZ = Maximum Z coordinate height for flying. • minZ = Minimum Z coordinate height for flying. Z: 2,700 is the default max height a pilot will be able to fly. Anything greater and he will fly downward until reaching 2,700 again. Mission Types (incase you don't like links..): 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 Example C#: Function.Call(Hash.TASK_PLANE_MISSION, pilot, vehicle, 0, Game.Player.Character, 0, 0, 0, 6, 0f, 0f, 0f, 2500.0f, -1500f); Example C++ AI::TASK_PLANE_MISSION(pilot, vehicle, 0, PLAYER::GET_PLAYER_PED(PLAYER::GET_PLAYER_INDEX()), 0, 0, 0, 6, 0.0, 0.0, 0.0, 2500.0, -1500.0); [DEPRECATED] EXAMPLE USAGE: pastebin.com/gx7Finsk ``` ``` NativeDB Added Parameter 14: Any p13 [Animations list](https://alexguirre.github.io/animations-list/) ``` float blendInSpeed > normal speed is 8.0f ---------------------- float blendOutSpeed > normal speed is 8.0f ---------------------- 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 ``` It's similar to the one above, except the first 6 floats let you specify the initial position and rotation of the task. (Ped gets teleported to the position). [Animations list](https://alexguirre.github.io/animations-list/) 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). ========================================================= from armenian3.c4 TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0); Only appears twice in the scripts. TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 0x41200000); TASK::TASK_RAPPEL_FROM_HELI(a_0, 0x41200000); The 2nd param (unused) 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); } 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@"); 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); 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. p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used Firing Pattern Hash Information: https://pastebin.com/Px036isB //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 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. ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: BOOL p1 Makes the specified ped flee the specified distance from the specified position. 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 scenarioName example: "WORLD_HUMAN_GUARD_STAND" Makes the specified ped stand still for (time) milliseconds. 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 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. List of scenarioNames: pastebin.com/6mrYTdQv 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 Makes the ped run to take cover Stealth kill action name hashes: stealth kills can be found here: Grand Theft Auto V\common.rpf\data\action\stealth_kills.meta ... { "ACT_stealth_kill_a", "ACT_stealth_kill_weapon", "ACT_stealth_kill_b", "ACT_stealth_kill_c", "ACT_stealth_kill_d", "ACT_stealth_kill_a_gardener" } Only known script using this native: fbi4_prep2 EXAMPLE: ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_a"), 1f, 0);ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_knife"), 1f, 0); Also it may be important to note, that each time this task is called, it's followed by AI::CLEAR_PED_TASKS on the target NativeDB Added Parameter 2: Any p1 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 TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0); 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. ``` ``` NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 used in sequence task both parameters seems to be always 0 duration in milliseconds 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 Actually has 3 params, not 2. p0: Ped p1: int (or bool?) p2: int ``` ``` NativeDB Added Parameter 3: Any p2 Updated variables An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead. chases targetEnt fast and aggressively -- Makes ped (needs to be in vehicle) chase targetEnt. info about driving modes: HTTP://gtaforums.com/topic/822314-guide-driving-styles/ --------------------------------------------------------------- Passing P6 value as floating value didn't throw any errors, though unsure what is it exactly, looks like radius or something. P10 though, it is mentioned as float, however, I used bool and set it to true, that too worked. Here the e.g. code I used Function.Call(Hash.TASK_VEHICLE_DRIVE_TO_COORD, Ped, Vehicle, Cor X, Cor Y, Cor Z, 30f, 1f, Vehicle.GetHashCode(), 16777216, 1f, true); You can let your character drive to the destination at the speed and driving style you set. You can use map marks to set the destination. Drive randomly with no destination set. 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/ Makes a ped in a vehicle follow an entity (ped, vehicle, etc.) drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/ task_vehicle_follow_waypoint_recording(Ped p0, Vehicle p1, string p2, int p3, int p4, int p5, int p6, float.x p7, float.Y p8, float.Z p9, bool p10, int p11) 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 -khorio 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/ 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. missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE). See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE). 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. 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. '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 '7 - 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 Makes a ped wander/patrol around the specified area. The ped will continue to wander after getting distracted, but only if this additional task is temporary, ie. killing a target, after killing the target it will continue to wander around. Use `GetIsTaskActive(ped, 222)` to check if the ped is still wandering the area. 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. NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 For a full list, see here: pastebin.com/yLNWicUi 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: [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48). 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 Old description: Only called in golf and golf_mp\ parameters used are\ GRAPHICS::\_0x5CE62918F8D703C7(255, 0, 0, 64, 255, 255, 255, 5, 255, 255, 0, 64); This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). 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 Flags are identical to START_SHAPE_TEST\*, however, 128 is automatically set. Displays "normal" notifications again after calling `_0x56C8B608CFD49854` (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). Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627). Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately. Once called each frame hides all above radar notifications. Removes a notification instantly instead of waiting for it to disappear Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT". NativeDB Introduced: v323 Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)). Gets the current frame time. in script hook .net Vehicle v = ...; Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle); Transforms the `stormberg` 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. Transforms the `stormberg` to its "water 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. The backing function for TriggerEvent. The backing function for TriggerLatentServerEvent. List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W All music event names found in the b617d scripts: pastebin.com/GnYt0R3P 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. The backing function for TriggerServerEvent. NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 6: Any p5 Return the mission id of a job. Return the root content id of a job. NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 6: Any p5 All presets can be found in common\data\ui\uiscenes.meta eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Called 4 times in the b617d scripts: MISC::_A74802FB8D0B7814("CONTRAILS", 0); AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED"); GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123); GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256"); 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. gtaforums.com/topic/885580-ped-headshotmugshot-txd/ Will unregister and cleanup a registered NUI callback handler. Use along side the REGISTER_RAW_NUI_CALLBACK native. **This native does absolutely nothing, just a nullsub** ``` On last-gen this just runs blr and this func is called by several other functions other then the native's table. ``` Transiently updates the entity with the specified mapdata index and entity index. This function supports SDK infrastructure and is not intended to be used directly from your code. 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 See [`SET_PED_HEAD_BLEND_DATA`](#\_0x9414E18B9434C2FE) Related to displaying cash on the HUD Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts From the b678d decompiled scripts: GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station"); Calculates distance between vectors. Calculates distance between vectors but does not perform Sqrt operations. (Its way faster) calls from vehicle to net. Calculates the magnitude of a vector. Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster) 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 Returns whether or not the currently executing event was canceled. Despite this function's name, it simply returns whether the specified handle is a Ped. 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. For a full list of the points, see here: goo.gl/wIH0vn For a full list of the points, see here: goo.gl/wIH0vn For a full list of the points, see here: goo.gl/wIH0vn Does nothing and always returns 0. Please note that you will need to call DO_SCREEN_FADE_IN after exiting the Rockstar Editor when you call this. ``` NativeDB Added Parameter 1: int p0 ``` Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) 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) To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. NativeDB Introduced: v2699 Adds a point related to CTacticalAnalysis Allows opening the pause menu this frame, when the player is dead. Seems to animate the gameplay camera zoom. Eg. _ANIMATE_GAMEPLAY_CAM_ZOOM(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::_CLAMP_GAMEPLAY_CAM_YAW(-20f, 50f); CAM::_CLAMP_GAMEPLAY_CAM_PITCH(-60f, 0f); CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1f); See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724) Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Returns true when the bomb bay doors of this plane are open. False if they're closed. Only used with the "akula" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` Returns whether the outrigger legs are deployed for the vehicle. The Chernobog is one of the few vehicles with outrigger legs. ``` NativeDB Introduced: v1290 ``` NativeDB Introduced: v1180 This native works with vehicles only. Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA). BEGIN_TEXT_COMMAND_* Example: _BEGIN_TEXT_COMMAND_GET_WIDTH("NUMBER"); ADD_TEXT_COMPONENT_FLOAT(69.420f, 2); float width = _END_TEXT_COMMAND_GET_WIDTH(1); get's line count int GetLineCount(char *text, float x, float y) { _BEGIN_TEXT_COMMAND_LINE_COUNT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return _END_TEXT_COMMAND_GET_LINE_COUNT(x, y); } 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. CANCEL_* Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true. NativeDB Introduced: v678 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int amount NativeDB Added Parameter 4: int* p3 Checks if the ped can play the speech or has the speech file, last parameter is usually 0 Disables the phone up-button, oddly enough. i.e.: When the phone is out, and this method is called with false as it's parameter, the phone will not be able to scroll up. However, when you use the down arrow key, it's functionality still, works on the phone. When the phone is not out, and this method is called with false as it's parameter, you will not be able to bring up the phone. Although the up arrow key still works for whatever functionality it's used for, just not for the phone. This can be used for creating menu's when trying to disable the phone from being used. You do not have to call the function again with false as a parameter, as soon as the function stops being called, the phone will again be usable. For move the finger of player, the value of int goes 1 at 5. if the bool "Toggle" is "true" so the phone is lean. if the bool "Toggle" is "false" so the phone is not lean. minimum: Degrees between -90f and 90f. maximum: Degrees between -90f and 90f. Clamps the gameplay camera's current pitch. Eg. _CLAMP_GAMEPLAY_CAM_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player. minimum: Degrees between -180f and 180f. maximum: Degrees between -180f and 180f. Clamps the gameplay camera's current yaw. Eg. _CLAMP_GAMEPLAY_CAM_YAW(0.0f, 0.0f) will set the horizontal angle directly behind the player. Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90). Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D) NativeDB Introduced: v1493 Immediately removes entity from an interior. Like sets entity to `limbo` room. ``` NativeDB Introduced: v2189 ``` **This native does absolutely nothing, just a nullsub** CLEAR_PED_* NativeDB Introduced: v2372 CLEAR_* NativeDB Introduced: v1290 Used one time in fmmc_launcher.c instead of CLONE_PED because ? Both coordinates are from objects in the decompiled scripts. Native related to [\_0xECDC202B25E5CF48](#\_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. NativeDB Introduced: v2372 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::_DE2EF5DA284CC8DF(); If true is passed, the player won't be able to open the multiplayer chat This will disable the ability to make camera changes in R* Editor. RE* 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 video](https://streamable.com/6n45d5) Not sure if there is a native (and if so, which one) that resets the collisions. Enables drawing some hud components, such as help labels, this frame, when the player is dead. NativeDB Introduced: v2699 NativeDB Introduced: v2699 Return if the rope was generated or not by the script where the native is called. Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set. NativeDB Introduced: v1180 NativeDB Introduced: v2189 Checks if vehicle tyre at index exists. Also returns false if tyre was removed. ``` ``` NativeDB Introduced: v1493 Hardcoded not to work in multiplayer environments. Native name between `SET_LOCAL_PLAYER_VISIBLE_LOCALLY` & `SET_MAX_WANTED_LEVEL`. ``` OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 0, 0.0, 50.0, 0); //door unlocked OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 1, 0.0, 50.0, 0); //door locked ``` NativeDB Introduced: v1868 NativeDB Introduced: v1290 Similar to [\_DRAW_SPRITE](#\_0xE7FFAE5EBF23D890), 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 ``` NativeDB Added Parameter 26: BOOL p25 It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A p0 was always "CELEBRATION_WINNER" Draws a 3D sphere, typically seen in the GTA:O freemode event "Penned In". Example [image](https://imgur.com/nCbtS4H): ```lua DrawSphere(35.45, 172.66, 126.22, 1.0, 0, 0, 255, 0.2) ``` Used for drawling Deadline trailing lights, see deadline.ytd For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details. 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. 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 ``` NativeDB Introduced: v1868 ``` Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly. ENABLE_* END_TEXT_COMMAND_* In scripts font most of the time is passed as 1. Use _BEGIN_TEXT_GET_COMMAND_GET_WIDTH param is not font from what i've tested END_TEXT_COMMAND_* Determines how many lines the text string will use when drawn on screen. Must use 0x521FB041D93DD0E4 for setting up Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens. 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::\_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a\_0); returns a notification handle, prints out a notification like below: type range: 0 if you set type to 1, image goes from 0 - 39 - Xbox you can add text to example: UI::_0xD202B92CBF1D816F(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); 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::_0xDD6CB2CCE7C2735C(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); - imgur.com/UPy0Ial Examples from the scripts: l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_SAVE_REPLAY_CLIP~",""); l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~",""); milestoneId: 0 = "percentcomplete" 1 = "storycomplete" 2 = "vehicles" 3 = "properties" 4 = "psych" 5 = "mapreveal" 6 = "prologue" 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. ``` NativeDB Introduced: v1290 ``` 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. NativeDB Introduced: v2372 Exits the game and downloads a fresh social club update on next restart. 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. FORCE_VEHICLE_??? For Steam. Always returns 0 in retail version of the game. Returns current screen resolution. Returns the current AI BLIP for the specified ped Returns value of the '-benchmarkIterations' command line option. Returns value of the '-benchmarkPass' command line option. In percentage: 0.0 - 100.0 ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v2060 Same call as VEHICLE::_0x0F3B4D4E43177236 Enumerated type defined in camControlHelperMetadataViewModes: ```cpp enum Context { ON_FOOT = 0, // [G|S]ET_FOLLOW_PED_CAM_* IN_VEHICLE = 1, // [G|S]ET_FOLLOW_VEHICLE_CAM_* ON_BIKE = 2, IN_BOAT = 3, IN_AIRCRAFT = 4, IN_SUBMARINE = 5, IN_HELI = 6, IN_TURRET = 7, } ``` NativeDB Introduced: v2699 NativeDB Introduced: v2699 Returns true if the vehicle has the FLAG_JUMPING_CAR flag set. Gets the position of the cargobob hook, in world coords. NativeDB Introduced: v1180 Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X). Return the hash of the radio stations current track. NativeDB Introduced: v1493 Return the playback time (in milliseconds) of the radio stations current track. NativeDB Introduced: v1493 Returns the time of the cutscene's end accounting for [`REQUEST_CUTSCENE_WITH_PLAYBACK_LIST`](\_0xC23DE0E91C30B58C) If a cutscene is laid out with 10 second sections, and section 0 and 1 are enabled then it would be 20000ms. ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v2372 Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP. ``` NativeDB Introduced: v2060 ``` Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP. ``` NativeDB Introduced: v2060 ``` NativeDB Introduced: v1604 NativeDB Introduced: v2372 Gets the world rotation of the specified bone of the specified entity. This native is used in casinoroulette.c but I don't know yet what is the difference with _GET_ENTITY_BONE_ROTATION Gets the world rotation of the specified bone of the specified entity. Gets the local rotation of the specified bone of the specified entity. ``` NativeDB Introduced: v1734 ``` Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius. NativeDB Introduced: v1290 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. GET_ENTITY_* Seems to return the handle of the entity's portable pickup. NativeDB Introduced: v1180 NativeDB Introduced: v1604 See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier. Returns pointer to an empty string. GET_C* NativeDB Introduced: v2189 NativeDB Added Parameter 6: BOOL p5 GET_* Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's minimum Z value at specified point (grid node). Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's maximum Z value at specified point (grid node). NativeDB Introduced: v2372 GET_INTERIOR_* NativeDB Introduced: v1493 NativeDB Introduced: v1604 See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Although we don't have a jenkins hash for this one, the name is 100% confirmed. Returns whether this vehicle is currently disabled by an EMP mine. NativeDB Introduced: v1604 NativeDB Introduced: v1604 Gets a string literal from a label name. GET_F* Returns last vehicle that was rammed by the given vehicle using the shunt boost. NativeDB Introduced: v1604 Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version. Will return a vehicle's manufacturer display label. Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash. ``` NativeDB Introduced: v1868 ``` Needs more research. Gets the stat name of a masked bool? section - values used in the decompiled scripts: "_NGPSTAT_BOOL" "_NGTATPSTAT_BOOL" "_NGDLCPSTAT_BOOL" "_DLCBIKEPSTAT_BOOL" "_DLCGUNPSTAT_BOOL" "_GUNTATPSTAT_BOOL" "_DLCSMUGCHARPSTAT_BOOL" "_GANGOPSPSTAT_BOOL" "_BUSINESSBATPSTAT_BOOL" "_ARENAWARSPSTAT_BOOL" "_CASINOPSTAT_BOOL" "_CASINOHSTPSTAT_BOOL" "_HEIST3TATTOOSTAT_BOOL" 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" NativeDB Introduced: v1180 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; Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta). ``` NativeDB Introduced: v2060 ``` Returns the total number of DLC weapon components that are available in SP. ``` NativeDB Introduced: v2060 ``` Used for freemode (online) characters. 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" Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`. 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 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) NativeDB Introduced: v2699 Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped. NativeDB Introduced: v2189 A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF). 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 [`_0x013E5CFC38CD5387`](#\_0x013E5CFC38CD5387) to get the makeup colors. 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. 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 [`_0x4852FC386E2E1BB5`](#\_0x4852FC386E2E1BB5) to get the hair colors. NativeDB Introduced: v2372 NativeDB Introduced: v1493 returns pickup hash. NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v2372 Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds. NativeDB Introduced: v1734 Gets mouse selection data from scaleforms with mouse support. Must be checked every frame. Returns item index if using the COLOUR_SWITCHER\_02 scaleform. Selection types, found in MOUSE_EVENTS.as: MOUSE_DRAG_OUT = 0; MOUSE_DRAG_OVER = 1; MOUSE_DOWN = 2; MOUSE_MOVE = 3; MOUSE_UP = 4; MOUSE_PRESS = 5; MOUSE_RELEASE = 6; MOUSE_RELEASE_OUTSIDE = 7; MOUSE_ROLL_OUT = 8; MOUSE_ROLL_OVER = 9; MOUSE_WHEEL_UP = 10; MOUSE_WHEEL_DOWN = 11; Scaleforms that this works with: * COLOUR_SWITCHER\_02 * MP_RESULTS_PANEL * MP_NEXT_JOB_SELECTION * SC_LEADERBOARD Probably works with other scaleforms, needs more research. In order to use this Native you MUST have controls 239, 240, 237, 238 enabled! This native, due to its erroneous redundancy of the returned boolean value, works differently in C#: shifting the parameters (where `received` becomes `selectionType` and so on making the fourth parameter unused and always 0). methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and `SET_SCRIPT_GFX_ALIGN_PARAMS`. NativeDB Introduced: v2189 NativeDB Introduced: v2189 NativeDB Introduced: v1493 Returns a substring of a specified length starting at a specified position. Example: // Get "STRING" text from "MY_STRING" subStr = HUD::_GET_TEXT_SUBSTRING("MY_STRING", 3, 6); 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_TEXT_SUBSTRING_SAFE(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_TEXT_SUBSTRING_SAFE(text, i, i + 1, 1), " ")) { return FALSE; } } return TRUE; } 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_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 9); // Overflows are possibly replaced with underscores (needs verification) subStr = HUD::_GET_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 10); // "STRING_"? GET_TIME_* The number of milliseconds since last padIndex registered pressed NativeDB Introduced: v1868 NativeDB Introduced: v2060 0.0 = no memory used 1.0 = all memory used Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB GET_* 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. In decompiled scripts this is used to check if the vehicle has enough bombs before a bomb can be dropped (bombs are dropped by using [`_SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_PARAMS`](#\_0xBFE5756E7407064A)). Use [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774) to set the amount of bombs on that vehicle. Similar to [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1), this gets the amount of countermeasures that are present on this vehicle. Use [`_SET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0x9BDA23BF666F0855) to set the current amount. Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup). GET_VEHICLE_* NativeDB Introduced: v1365 See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE GET_VEHICLE_MODEL_* 9.8 * thrust if air vehicle, else 0.38 + drive force? GET_VEHICLE_MODEL_* Function pertains only to aviation vehicles. GET_VEHICLE_MODEL_* called if the vehicle is a boat -- returns vecMoveResistanceX? Gets the color of the neon lights of the specified vehicle. See [`_SET_VEHICLE_NEON_LIGHTS_COLOUR`](#\_0x8E0A582209A62695) for more information Also includes some "turnOffBones" when vehicle mods are installed. Returns index of the current vehicle's rooftop livery. A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270). Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available. Outputs 2 Vector3's. Scripts check if out2.x - out1.x > something.x Could be suspension related, as in max suspension height and min suspension height, considering the natives location. 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. Returns the headlight color index from the vehicle. Value between 0, 12. Use [\_SET_VEHICLE_HEADLIGHTS_COLOUR](#\_0xE41033B25D003A07) to set the headlights color for the vehicle. Must enable xenon headlights before it'll take affect. List of colors and ids: ``` enum headlightColors { Default = -1, White = 0, Blue = 1, Electric_Blue = 2, Mint_Green = 3, Lime_Green = 4, Yellow = 5, Golden_Shower = 6, Orange = 7, Red = 8, Pony_Pink = 9, Hot_Pink = 10, Purple = 11, Blacklight = 12 } ``` NativeDB Introduced: v2372 NativeDB Introduced: v1290 Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210? Hardcoded to always return true. 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 Get inputted "Cheat code", for example: while (TRUE) { if (MISC::_557E43C447E700A8(${fugitive})) { // Do something. } SYSTEM::WAIT(0); } Calling this will also set the last saved string hash to zero. HAS_* NativeDB Introduced: v1868 HAS_* HAS_* HAS_* Hardcoded to return false. HIDE_*_THIS_FRAME Hides area and vehicle name HUD components for one frame. NativeDB Introduced: v1604 Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand. Returns the weapon hash to the selected/highlighted weapon in the wheel Returns the weapon hash active in a specific weapon wheel slotList Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc Calling this each frame, stops the player from receiving a weapon via the weapon wheel. Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera. IS_A* IS_* Returns true if command line option '-benchmark' is set. Returns a bool if interior rendering is disabled, if yes, all "normal" rendered interiors are invisible aka "constrained" NativeDB Introduced: v2372 Returns true if the cursor is hovering above instructional buttons. Note: The buttons need to support mouse (with the TOGGLE_MOUSE_SUPPORT scaleform movie method) for it to return true. Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active. IS_* NativeDB Introduced: v1290 IS_PED_* Returns true if the ped is currently opening a door (CTaskOpenDoor). 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. NativeDB Introduced: v1604 NativeDB Introduced: v1290 NativeDB Introduced: v2699 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 NativeDB Introduced: v1493 Checks if model is a boat, then checks for FLAG_IS_JETSKI. IS_* IS_* Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT _IS_VEHICLE_* ``` ``` NativeDB Introduced: v1493 Appears to return true if the vehicle has any damage, including cosmetically. GET_* Only ever used once in decompiled scripts: **am_pi_menu**: Returns true if the engine is on fire, or if the vehicle engine health is < 0 and it **has been** on fire. It sometimes doesn't return true when the vehicle engine has been on fire, and has since been fixed. I'm not really sure what the exact conditions are. This usually returns true even if there are no visible flames yet (engine health > 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true. mpsum2_g9ec ``` ``` NativeDB Introduced: v2699 indices: 0 = Left 1 = Right 2 = Front 3 = Back Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine. IS_VEHICLE_* 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). 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. IS_WARNING_MESSAGE_* Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU L* (LINK_*?) Only occurrence was false, in maintransition. From fm_deathmatch_creator and fm_race_creator: FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP")); FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP")); NativeDB Introduced: v1604 0 - default 1 - HeistIsland ``` NativeDB Introduced: v2189 ``` Possible return values: 0, 1, 2 Same return values as GET_CURRENT_LANGUAGE Updates the display of the MP/SP loading buttons, and locks the state so that other options are not displayed or changed. This can only be done once. Disables the radio station (hides it from the radio wheel). NativeDB Introduced: v1493 NativeDB Introduced: v2372 NativeDB Introduced: v1604 Not present in retail version of the game, actual definiton seems to be _LOG_DEBUG_INFO(const char* category, const char* debugText); is this like setting is as no longer needed? NETWORK_RE* Triggers a CEventNetworkInviteConfirmed event Getter for SET_NETWORK_CUTSCENE_ENTITIES. ``` ``` NativeDB Introduced: v2699 NativeDB Introduced: v2699 Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER NETWORK_CAN_* NETWORK_CAN_R??? or NETWORK_CAN_S??? ``` ``` NativeDB Added Parameter 7: Any p6 NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Same as 0x8968D4D8C6C40C11. NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Same as 0x394DCDB9E836B7A9. NETWORK_C\* ``` NativeDB Introduced: v1734 ``` GTAO_CASINO_HOUSE GTAO_CASINO_INSIDETRACK GTAO_CASINO_LUCKYWHEEL GTAO_CASINO_BLACKJACK GTAO_CASINO_ROULETTE GTAO_CASINO_SLOTS GTAO_CASINO_PURCHASE_CHIPS NETWORK_C\* ``` NativeDB Introduced: v1734 ``` NETWORK_C\* ``` NativeDB Introduced: v1734 ``` NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Only documented... NativeDB Introduced: v323 Hardcoded to return -1. NativeDB Introduced: v1493 NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v2060 NativeDB Introduced: v1493 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 For the money bags that drop a max of $40,000. Often called 40k bags. Most likely NETWORK_EARN_FROM_ROB*** NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2699 NativeDB Introduced: v2699 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v2699 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1493 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 3: Any p2 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v2699 NativeDB Introduced: v1180 NativeDB Introduced: v1604 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: int id NativeDB Introduced: v2189 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v323 Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32) ``` ``` NativeDB Introduced: v323 NETWORK_GET_* NativeDB Introduced: v323 NativeDB Introduced: v323 Used by NetBlender NativeDB Introduced: v323 NETWORK_GET_* NativeDB Introduced: v323 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). NativeDB Introduced: v2372 NETWORK_* NativeDB Introduced: v323 Returns true if bank balance >= amount. NativeDB Introduced: v323 Returns true if bank balance + wallet balance >= amount. Returns true if wallet balance >= amount. NativeDB Introduced: v323 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." NETWORK_IS_* NativeDB Introduced: v323 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). Returns true if the specified network id is controlled by someone else. NETWORK_ARE_* NativeDB Introduced: v2245 Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash. NativeDB Introduced: v2189 NativeDB Introduced: v2372 p4 and p5 are always 0 in scripts NativeDB Introduced: v1290 String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct. NativeDB Introduced: v2699 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, }; ``` ``` NativeDB Introduced: v2699 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 Sets whether or not an object (created using `CREATE_OBJECT`, or similar) should have its position/rotation synchronized, even if it is a 'static' object (for example, having flag 32 - Static - set in its archetype definition). This has to be called during the same frame the object is created/registered for network, as otherwise it may already have a remote clone created. Once a remote clone is created, changing this value will not have any effect on said clone. Used by Metric VEHICLE_DIST_DRIVEN ``` ``` NativeDB Introduced: v2699 Allow vehicle wheels to be destructible even when the Vehicle entity is invincible. ``` ``` NativeDB Introduced: v1365 Returns true if the NAT type is Strict (3) and a certain number of connections have failed. NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2189 NativeDB Introduced: v2699 NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: BOOL p1 NativeDB Added Parameter 3: BOOL p2 NativeDB Introduced: v1493 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2699 NativeDB Introduced: v2189 NativeDB Introduced: v1734 NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v2699 NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Introduced: v2372 NativeDB Introduced: v2189 NativeDB Introduced: v323 NativeDB Introduced: v1604 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1180 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v2699 NativeDB Introduced: v1604 NativeDB Removed Parameter 4: BOOL p3 NativeDB Introduced: v2189 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1180 NativeDB Introduced: v2189 NativeDB Introduced: v1290 NativeDB Introduced: v2699 Always returns -1. Seems to be XB1 specific. NativeDB Introduced: v2372 Implemented only for Trains. ``` ``` NativeDB Introduced: v2372 NativeDB Introduced: v372 Note: only one of the arguments can be set to true at a time bool is always true in game scripts Same as 0x350AA5EBC03D3BD2 Same as 0x23789E777D14CE44 Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED NativeDB Introduced: v1290 Sets audio flag "OverrideMicrophoneSettings" 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. Disables the loading spinner in Pause Menu when switching from one header tab to another. If mouse is hovering on a slot, it returns the slot's index, else it returns -1. If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1. NativeDB Introduced: v1734 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v2699 NativeDB Introduced: v1734 NativeDB Introduced: v1180 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1180 NativeDB Introduced: v1604 PLAYSTATS_START_INVITE_DESPAWNING? NativeDB Introduced: v1493 Allows CEventNetworkStuntPerformed to be triggered. Disallows CEventNetworkStuntPerformed to be triggered. NativeDB Introduced: v1290 NativeDB Introduced: v1180 Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points. If toggle is true, the map is shown in full screen If toggle is false, the map is shown in normal mode Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow). Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref. Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE? MISC::_6F7794F28C6B2535(&a_0._f1, "tlPlateText"); MISC::_6F7794F28C6B2535(&a_0._f1C, "tlPlateText_pending"); MISC::_6F7794F28C6B2535(&a_0._f10B, "tlCarAppPlateText"); "tl" prefix sounds like "Text Label" NativeDB Introduced: v1290 NativeDB Added Parameter 1: Player player NativeDB Added Parameter 2: int a NativeDB Added Parameter 3: int b p0 is the handle returned from _0xFDBF4CDBC07E1706 Appears to remove stealth kill action from memory Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81) Used internally for long range tasks Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent. 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. REQUEST_VEHICLE_* Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS ``` ``` NativeDB Introduced: v1290 Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS ``` ``` NativeDB Introduced: v1493 Begins with RESET_*. Next character in the name is either D or E. NativeDB Introduced: v1868 Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0. Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009) Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). S* 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. Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics. GRAPHICS::\_0x77FE3402004CD1B0(HUD::\_GET_LABEL_TEXT("YACHT_GSY")); GRAPHICS::\_0x77FE3402004CD1B0(PLAYER::GET_PLAYER_NAME(PLAYER::PLAYER_ID())); Both \_0xBA7148484BD90365 / \_0x77FE3402004CD1B0 works, but \_0x77FE3402004CD1B0 is usually used for "name" (organisation, players..). Same as HAS_ACHIEVEMENT_BEEN_PASSED Returns the nickname of the logged-in Rockstar Social Club account. NativeDB Introduced: v1290 NativeDB Introduced: v1493 For Steam. Does nothing and always returns false in the retail version of the game. 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. ``` NativeDB Introduced: v2189 ``` NativeDB Introduced: v1868 Toggles a global boolean, name is probably a hash collision but describes its functionality. If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles. ``` NativeDB Introduced: v2060 ``` NativeDB Introduced: v1290 In percentage: 0.0 - 100.0 NativeDB Introduced: v1290 NativeDB Introduced: v1868 binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale) ``` ``` NativeDB Introduced: v1290 NativeDB Introduced: v1290 Must be toggled before being queued for animation See https://imgur.com/a/lLkEsMN ``` NativeDB Introduced: v1734 ``` Makes a blip go small when off the minimap. SET_BLIP_AS_* Does not require whole number/integer rotations. 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](#\_0x6636C535F6CC2725). This native has its name defined inside its codE Native name labeled within its code This native has a name defined inside its code This native has a name defined inside its code This native has a name defined inside its code 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. Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons. 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. Stops the cargobob from being able to attach any vehicle ``` ``` NativeDB Introduced: v1180 Something to do with "high speed bump severity"? if (!sub_87a46("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER")) { VEHICLE::_84FD40F56075E816(0.0); sub_8795b("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER", 1); } This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates. This is for simulating player input. Requires a component_at_*_flsh to be attached to the weapon object Only used with the "akula" and "annihilator2" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` SET_* Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though. ``` NativeDB Introduced: v1365 ``` True stops vtols from switching modes. Doesn't stop the sound though. ``` ``` NativeDB Introduced: v1290 NativeDB Introduced: v1604 NativeDB Introduced: v1604 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) NativeDB Introduced: v2372 Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}" ``` ``` NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1493 NativeDB Introduced: v2372 True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. SET_ENTITY_* The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier. Clipsets: "facials@gen_female@base" "facials@gen_male@base" "facials@p_m_zero@base" Typically followed with [SET_FACIAL_IDLE_ANIM_OVERRIDE](#\_0xFFC24B988B938B38): "mood_drunk\_1" "mood_stressed\_1" "mood_happy\_1" "mood_talking\_1" ``` NativeDB Introduced: v1493 ``` SET_FIRE_\* ``` NativeDB Introduced: v1734 ``` Enables/disables flashlight on ped's weapon. ``` NativeDB Introduced: v2060 ``` NativeDB Introduced: v1365 X,Y position of boat is frozen in place when anchored and its engine disabled, only the Z value changes. Requires 0xE3EBAAE484798530 to be set to true. SET_FORCED_ZENITH_QUADTREE? Forces footstep tracks on all surfaces. USE_/USING_* NativeDB Introduced: v1180 Forces vehicle trails on all surfaces. USE_/USING_* Sets gameplay camera to hash ``` ``` NativeDB Introduced: v1180 Does nothing ``` ``` NativeDB Added Parameter 2: Any p1 From b617 scripts: CAM::_21E253A7F8DA5DFB("DINGHY"); CAM::_21E253A7F8DA5DFB("ISSI2"); CAM::_21E253A7F8DA5DFB("SPEEDO"); Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). 'Solidness' cannot be achieved using 255 - this will have the opposite effect of it defaulting to 128 it seems (or just having no effect at all). Sets profile setting 866 SET_* value between 0.0 and 1.0 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 Works only on vehicles that support hydraulic. See: SET_BLIP_ROUTE SET_INCIDENT_* NativeDB Introduced: v2372 NativeDB Introduced: v1493 Enables the specified island. For more information, see islandhopper.meta ``` NativeDB Introduced: v2189 ``` Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds. ``` NativeDB Introduced: v1604 ``` Formerly incorrectly named `USE_PLAYER_COLOUR_INSTEAD_OF_TEAM_COLOUR` due to incorrect treatment of console vs. PC native registration. Native name guessed through ordering. ``` NativeDB Added Parameter 2: BOOL p1 ``` Maximum amount of pickup models that can be disallowed is 30. SET_LOCAL_PLAYER_* Argument must be 0.0f or above 38.0f, or it will be ignored. ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Introduced: v2189 Shows the cursor on screen for one frame. Changes the mouse cursor's sprite. public enum CursorType { None = 0, Normal = 1, TransparentNormal = 2, PreGrab = 3, Grab = 4, MiddleFinger = 5, LeftArrow = 6, RightArrow = 7, UpArrow = 8, DownArrow = 9, HorizontalExpand = 10, Add = 11, Remove = 12, } Shows/hides the frontend cursor on the pause menu or similar menus. Clicking off and then on the game window will show it again. By default, the player health value shown by a gamer tag's health bar is synchronised with the health of the ped it is attached to. This native disables that behaviour, allowing [`_SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH`](#\_0x1563FE35E9928E67) to have an effect. displays wanted star above head Manually sets the player health value for a gamer tag, using the maximum health to calculate what percentage of the bar should be filled. Has no effect unless [\_SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC](#\_0xD29EC58C2F6B5014) has been called prior to disable synchronisation with the attached ped. Sets the health bar of a gamer tag to show the health of the last (or current) vehicle of the ped the gamer tag is attached to. The vehicle health value is stored separate from the player health and using it won't clear any player health overrides. Sets the visibility of all components of the gamer tag to the specified value. Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper). rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel Sets color of embedded light source. Only appears in am_mp_nightclub.c for the nightclub dancefloor. Not sure what p1 does, seems to only ever be '1' in scripts. ``` NativeDB Introduced: v1493 ``` Sets the intensity of Speed Boost and Slow Down props. The corresponding values for Speed Boosts in the Creator are:\ Weak: `15`\ Normal: `25`\ Strong: `35`\ Extra Strong: `45`\ Ultra Strong: `100` For Slow Downs:\ Weak: `44`\ Normal: `30`\ Strong: `16` 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 }; Set state to true to extend the wings, false to retract them. NativeDB Introduced: v2699 Enables/disables ped's "loud" footstep sound. ``` ``` NativeDB Introduced: v1493 Enables/disables ped's "quiet" footstep sound. ``` ``` NativeDB Introduced: v1493 Found in the b617d scripts: PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h"); SET_PED_MO* This native sets the glow intensity of illuminated clothing items. This native does **NOT** need to be executed every tick. This native is **NOT** synced with other connected players, you will have to set the opacity on the ped on all clients individually. Glow intensity is a value between `0.0` and `1.0`. In some older decompiled scripts this is known as `_SET_PED_REFLECTION_INTENSITY`. Since there's no joaat hash for this, I find `_SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY` more descriptive than `_SET_PED_REFLECTION_INTENSITY`. Use [`GetPedIlluminatedClothingGlowIntensity`](#\_0x1461B28A06717D68) to get the illuminated clothing glow intensity of a specific ped. Intensity: `1.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_c2e23\_229.png) Intensity: `0.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_35c33\_230.png) **Examples code result**: ![](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif) (Direct link if embed doesn't work: [here](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif)) Used for freemode (online) characters. Indices: 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 27. red small pupil 28. devil blue/black 29. white small pupil 30. glossed over Sets the various freemode face features, e.g. nose length, chin shape. **Indexes (From 0 to 19):** Parentheses indicate morph scale/direction as in (-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) **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. Used for freemode (online) characters. ``` Used for freemode (online) characters. Called after SET_PED_HEAD_OVERLAY(). ``` **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. Assigns some ambient voice to the ped. This native sets a scuba mask for freemode models and an oxygen bottle for player_\* models. It works on freemode and player_\* models. Speech related. 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")); Dat151RelType == 29 ``` ``` NativeDB Introduced: v2699 Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes. 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. NativeDB Introduced: v1180 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 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 SET_PLAYER_* NativeDB Introduced: v2372 SET_PLAYER_* Seems to lock the underwater timer of the specified player. Set `percentage` to `50.0` will reduce the value of [GET_PLAYER_UNDERWATER_TIME_REMAINING](#\_0xA1FCF8E6AF40B731) to 5.0. If you want to increase the underwater time for ped, use [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) instead. Using this native after [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) **WILL NOT** get what you want. For example, if you set the max time underwater to `100.0` seconds using [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) and then call this native and set the `percentage` to 50.0, you will not get `50.0`, instead `2.0`. Doesn't have an effect in Story Mode. ``` NativeDB Introduced: v2372 ``` NativeDB Introduced: v1493 Controls rain, rain sounds and the creation of puddles. With an `level` higher than `0.5f`, only the creation of puddles gets faster, rain and rain sound won't increase after that. With an `level` of `0.0f` rain and rain sounds are disabled and there won't be any new puddles. To use the rain level of the current weather, call this native with `-1f` as `level`. NativeDB Introduced: v2372 Lowers the vehicle's stance. Only works for vehicles that support this feature. ``` NativeDB Introduced: v2372 ``` Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`. Sets profile setting 501 This native is used in some casino scripts to fit the scaleform in the rendertarget. Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2 NativeDB Introduced: v2372 NativeDB Introduced: v1868 NativeDB Introduced: v1365 NativeDB Added Parameter 3: Any p2 Sets the position of the audio event to the entity's position for one frame(?) if (l_8C3 == 0) { sub_27fd1(0, -1, 1); if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) { AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D); } if (sub_7dd(l_A00)) { AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); } sub_91c("TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK"); l_8C3 = 1; } -- Found in the b617d scripts, duplicates removed: AUDIO::_950A154B8DAB6185("CAR_5_IG_6", l_7FE[1 -- [[1]] ]); AUDIO::_950A154B8DAB6185("EX03_TRAIN_BIKE_LAND", PLAYER::PLAYER_PED_ID()); AUDIO::_950A154B8DAB6185("FBI_2_MCS_1_LeadIn", l_40[2 -- [[1]] ]); AUDIO::_950A154B8DAB6185("FIN_C2_MCS_1", l_24C[0 -- [[1]] ]); AUDIO::_950A154B8DAB6185("MNT_DNC", l_5F); AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); NativeDB Introduced: v1493 0 = high 1 = normal 2 = low Toggles the Cayo Perico map. ``` NativeDB Introduced: v2189 ``` Inverse of 0x95CF53B3D687F9FA ``` ``` NativeDB Added Parameter 1: Vehicle vehicle NativeDB Introduced: v1868 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 ``` ``` NativeDB Introduced: v2060 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 ``` ``` NativeDB Introduced: v2060 NativeDB Introduced: v1868 NativeDB Introduced: v1365 NativeDB Introduced: v1365 NativeDB Introduced: v1365 Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000). Only used in R* Script fm_mission_controller_2020 ``` ``` NativeDB Introduced: v2699 Sets a global mode which makes the pause menu map show 'Destination' instead of 'Waypoint' in the key legend on the bottom of the screen. <!-- Name guess: - alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND. --> SET_VARIABLE_ON_* 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. In decompiled scripts this is used to deduct from or add to the count whenever bombs are dropped or purchased/restocked. Use [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1) to get the amount of bombs on that vehicle. SET_VEHICLE_AL* 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. Similar to [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774), this sets the amount of countermeasures that are present on this vehicle. Use [`_GET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0xF846AA63DF56B804) to get the current amount. SET_VEHICLE_D* NativeDB Introduced: v1365 See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native. NativeDB Introduced: v1365 NativeDB Introduced: v1290 If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible). ``` ``` NativeDB Introduced: v1290 According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles. I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`. For the deluxo: * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode). * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode). If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode. This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided. Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key. NativeDB Introduced: v1290 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) To reset the max speed, set the `speed` value to `0.0` or lower. NativeDB Introduced: v1493 Sets the color of the neon lights on the specified vehicle. RGB values and colour names taken from the decompiled scripts: | Colour | R | G | B | |---------------|:---:|:---:|:---:| | White | 222 | 222 | 255 | | Blue | 2 | 21 | 255 | | Electric Blue | 3 | 83 | 255 | | Mint Green | 0 | 255 | 140 | | Lime Green | 94 | 255 | 1 | | Yellow | 255 | 255 | 0 | | Golden Shower | 255 | 150 | 0 | | Orange | 255 | 62 | 0 | | Red | 255 | 1 | 1 | | Pony Pink | 255 | 50 | 100 | | Hot Pink | 255 | 5 | 190 | | Purple | 35 | 1 | 255 | | Blacklight | 15 | 3 | 255 | Sets the neon lights of the specified vehicle on/off. Indices: 0 = Left 1 = Right 2 = Front 3 = Back NativeDB Introduced: v1604 NativeDB Added Parameter 2 (2060): float level NativeDB Added Parameter 3 (2060): float power NativeDB Added Parameter 4 (2060): float rechargeTime NativeDB Added Parameter 5 (2060): BOOL disableSound parachuteModel = 230075693 colorIndex = 0 - 7 Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2). ``` NativeDB Introduced: v1604 ``` Used to set the tornado custom (convertible) rooftop livery. Livery value that works for tornado custom is between 0 and 9 from what i can tell. Maybe 0-8 even. Might work on other custom vehicles but im not sure what those might be, only confirmed it working with the tornado custom. Adds some kind of shadow to the vehicle. -1 disables the effect. DISABLE_* If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous. 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. Btw, func_1333 ends up calling this func which uses this native, void func_1338(int iParam0)//Position { ENTITY::FREEZE_ENTITY_POSITION(iParam0, true); ENTITY::SET_ENTITY_COLLISION(iParam0, false, 0); ENTITY::SET_ENTITY_INVINCIBLE(iParam0, true); VEHICLE::_0xDF594D8D(iParam0, true); } Toggles specific flag on turret ``` ``` NativeDB Introduced: v1290 Related to monster trucks in native scripts. ``` ``` NativeDB Introduced: v1604 Paint index goes from 0 to 12. You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB) NativeDB Introduced: v2372 NativeDB Introduced: v2060 Param names copied from the corresponding scaleform function "SET_LIST_ROW" 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) } ``` **Result of the example code:** <https://i.imgur.com/TvmNF4k.png> NativeDB Introduced: v1493 Changes the weapon damage output by the given multiplier value. Does NOT need to be called every frame. NativeDB Introduced: v2372 Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. ``` 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); ``` 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* ``` ``` NativeDB Introduced: v2699 SHOW_\* ``` NativeDB Introduced: v1734 ``` 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. If you're already in SP then it'll re-load singleplayer. 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. SET_* NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 Begins with START_*. Next character in the name is either D or E. NativeDB Introduced: v2189 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. Since it is only used in the PC version, likely some mouse-friendly shape test. Uses **in** vector arguments. Asynchronous. ``` it 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 ``` See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"? Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"? platformName must be one of the following: ps3, xbox360, ps4, xboxone Begins with STOP_*. Next character in the name is either D or E. NativeDB Introduced: v1290 Stops CTaskBringVehicleToHalt Stops recording and discards the recorded clip. Stops recording and saves the recorded clip. This disable the recording feature and has to be called every frame. This was previously named as "RESERVE_ENTITY_EXPLODES_ON_HIGH_EXPLOSION_COMBO" which is obviously incorrect. Seems to only appear in scripts used in Singleplayer. p1 ranges from 2 - 46. I assume this switches the crime type Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped. doesn't act normally when used on mount chilliad flags: 0: normal 1: no transition 255: switch IN 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 Used in carsteal3 script with p0 = "Carsteal4_spycar". S* Same as 0x3D42B92563939375 S* NativeDB Introduced: v1290 Used only once in the scripts (am_mp_nightclub) ``` ``` Used only once in the scripts (am_mp_nightclub) NativeDB Introduced: v1493 NativeDB Introduced: v1290 Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope. NativeDB Introduced: v1868 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 ``` NativeDB Introduced: v2189 ``` NativeDB Introduced: v1868 Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF` Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand. Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification. Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET" If true, remove all feed components instantly. Otherwise tween/animate close each component From the decompiled scripts: HUD::_92F0DA1E27DB96DC(6); HUD::_92F0DA1E27DB96DC(184); HUD::_92F0DA1E27DB96DC(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: gyazo.com/68bd384455fceb0a85a8729e48216e15 Disabling/enabling a player from getting pickups. From the scripts: OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1); SET_PLAYER_* p1 = 6 See TRIGGER_SCRIPT_EVENT ... When not in a vehicle ``` NativeDB Introduced: v1290 ``` Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE U* From fm_deathmatch_creator and fm_race_creator: FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP")); FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP")); NativeDB Introduced: v1604 NativeDB Introduced: v1493 Deprecated name, use ACTIVATE_INTERIOR_ENTITY_SET instead Deprecated name, use ADD_ENTITY_TO_AUDIO_MIX_GROUP instead Deprecated name, use ADD_EXPLOSION_WITH_USER_VFX instead Deprecated name, use ADD_EXTRA_CALMING_QUAD instead Deprecated name, use ADD_PED_DECORATION_FROM_HASHES instead Deprecated name, use ADD_PED_DECORATION_FROM_HASHES instead Deprecated name, use ADD_PED_DECORATION_FROM_HASHES_IN_CORONA instead Deprecated name, use ADD_ROAD_NODE_SPEED_ZONE instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_KEYBOARD_DISPLAY instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_KEYBOARD_DISPLAY instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_PHONE_NUMBER instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL instead Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_WEBSITE instead Deprecated name, use ADD_VEHICLE_COMBAT_ANGLED_AVOIDANCE_AREA instead Deprecated name, use ADD_VEHICLE_CREW_EMBLEM instead Deprecated name, use ANIMPOSTFX_IS_RUNNING instead Deprecated name, use ANIMPOSTFX_PLAY instead Deprecated name, use ANIMPOSTFX_STOP instead Deprecated name, use ANIMPOSTFX_STOP_ALL instead Deprecated name, use ARE_ALL_VEHICLE_WINDOWS_INTACT instead Deprecated name, use ARE_ANY_VEHICLE_SEATS_FREE instead Deprecated name, use ARE_NODES_LOADED_FOR_AREA instead Deprecated name, use ARE_PLANE_PROPELLERS_INTACT instead Deprecated name, use ATTACH_ENTITY_TO_CARGOBOB instead Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD instead Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND instead Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND instead Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER instead Deprecated name, use BEGIN_SCALEFORM_SCRIPT_HUD_MOVIE_METHOD instead Deprecated name, use BEGIN_SCALEFORM_SCRIPT_HUD_MOVIE_METHOD instead Deprecated name, use BEGIN_TEXT_COMMAND_BUSYSPINNER_ON instead Deprecated name, use BEGIN_TEXT_COMMAND_BUSYSPINNER_ON instead Deprecated name, use BEGIN_TEXT_COMMAND_DISPLAY_HELP instead Deprecated name, use BEGIN_TEXT_COMMAND_DISPLAY_TEXT instead Deprecated name, use BEGIN_TEXT_COMMAND_OVERRIDE_BUTTON_TEXT instead Deprecated name, use BEGIN_TEXT_COMMAND_PRINT instead Deprecated name, use BEGIN_TEXT_COMMAND_SCALEFORM_STRING instead Deprecated name, use BEGIN_TEXT_COMMAND_THEFEED_POST instead Deprecated name, use BRING_VEHICLE_TO_HALT instead Deprecated name, use BUSYSPINNER_IS_ON instead Deprecated name, use BUSYSPINNER_OFF instead Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD instead Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER instead Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING instead Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_STRING instead Deprecated name, use CAN_ANCHOR_BOAT_HERE instead Deprecated name, use CAN_ANCHOR_BOAT_HERE instead Deprecated name, use CAN_PED_SEE_HATED_PED instead Deprecated name, use CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER instead Deprecated name, use CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE instead Deprecated name, use CHANGE_FAKE_MP_CASH instead Deprecated name, use CHANGE_FAKE_MP_CASH instead Deprecated name, use CLEAR_AREA_LEAVE_VEHICLE_HEALTH instead Deprecated name, use CLEAR_GPS_DISABLED_ZONE_AT_INDEX instead Deprecated name, use CLEAR_PED_DECORATIONS_LEAVE_SCARS instead Deprecated name, use CLEAR_PED_SCUBA_GEAR_VARIATION instead Deprecated name, use CLEAR_RAGDOLL_BLOCKING_FLAGS instead Deprecated name, use CLONE_PED_TO_TARGET instead Deprecated name, use CLOUD_CHECK_AVAILABILITY instead Deprecated name, use CLOUD_GET_AVAILABILITY_CHECK_RESULT instead Deprecated name, use CONTROL_LANDING_GEAR instead Deprecated name, use CONVERT_POSIX_TIME instead Deprecated name, use CREATE_FAKE_MP_GAMER_TAG instead Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead Deprecated name, use CREATE_NON_NETWORKED_PORTABLE_PICKUP instead Deprecated name, use CREATE_PARACHUTE_BAG_OBJECT instead Deprecated name, use CREATE_PICK_UP_ROPE_FOR_CARGOBOB instead Deprecated name, use DATAARRAY_ADD_BOOL instead Deprecated name, use DATAARRAY_ADD_DICT instead Deprecated name, use DATAARRAY_ADD_FLOAT instead Deprecated name, use DATAARRAY_ADD_INT instead Deprecated name, use DATAARRAY_ADD_STRING instead Deprecated name, use DATAARRAY_ADD_VECTOR instead Deprecated name, use DATAARRAY_GET_BOOL instead Deprecated name, use DATAARRAY_GET_COUNT instead Deprecated name, use DATAARRAY_GET_DICT instead Deprecated name, use DATAARRAY_GET_FLOAT instead Deprecated name, use DATAARRAY_GET_INT instead Deprecated name, use DATAARRAY_GET_STRING instead Deprecated name, use DATAARRAY_GET_TYPE instead Deprecated name, use DATAARRAY_GET_VECTOR instead Deprecated name, use DATADICT_CREATE_ARRAY instead Deprecated name, use DATADICT_CREATE_DICT instead Deprecated name, use DATADICT_GET_ARRAY instead Deprecated name, use DATADICT_GET_BOOL instead Deprecated name, use DATADICT_GET_DICT instead Deprecated name, use DATADICT_GET_FLOAT instead Deprecated name, use DATADICT_GET_INT instead Deprecated name, use DATADICT_GET_STRING instead Deprecated name, use DATADICT_GET_TYPE instead Deprecated name, use DATADICT_GET_VECTOR instead Deprecated name, use DATADICT_SET_BOOL instead Deprecated name, use DATADICT_SET_FLOAT instead Deprecated name, use DATADICT_SET_INT instead Deprecated name, use DATADICT_SET_STRING instead Deprecated name, use DATADICT_SET_VECTOR instead Deprecated name, use DATAFILE_LOAD_OFFLINE_UGC instead Deprecated name, use DEACTIVATE_INTERIOR_ENTITY_SET instead Deprecated name, use DECOR_GET_FLOAT instead Deprecated name, use DECOR_SET_FLOAT instead Deprecated name, use DETONATE_VEHICLE_PHONE_EXPLOSIVE_DEVICE instead Deprecated name, use DISABLE_INDIVIDUAL_PLANE_PROPELLER instead Deprecated name, use DISABLE_SCREENBLUR_FADE instead Deprecated name, use DISPLAY_ONSCREEN_KEYBOARD_WITH_LONGER_INITIAL_STRING instead Deprecated name, use DISTANT_COP_CAR_SIRENS instead Deprecated name, use DOES_CARGOBOB_HAVE_PICKUP_MAGNET instead Deprecated name, use DOES_CARGOBOB_HAVE_PICKUP_MAGNET instead Deprecated name, use DOES_CARGOBOB_HAVE_PICK_UP_ROPE instead Deprecated name, use DOES_PICKUP_OF_TYPE_EXIST_IN_AREA instead Deprecated name, use DOES_RAYFIRE_MAP_OBJECT_EXIST instead Deprecated name, use DOES_SCRIPT_WITH_NAME_HASH_EXIST instead Deprecated name, use DOES_VEHICLE_HAVE_CREW_EMBLEM instead Deprecated name, use DOES_VEHICLE_HAVE_CREW_EMBLEM instead Deprecated name, use DONT_TILT_MINIMAP_THIS_FRAME instead Deprecated name, use DOOR_SYSTEM_SET_DOOR_STATE instead Deprecated name, use DOOR_SYSTEM_SET_OPEN_RATIO instead Deprecated name, use DRAW_SCALEFORM_MOVIE_3D_SOLID instead Deprecated name, use ENABLE_CLOWN_BLOOD_VFX instead Deprecated name, use ENABLE_EXTERIOR_CULL_MODEL_THIS_FRAME instead Deprecated name, use END_SCALEFORM_MOVIE_METHOD instead Deprecated name, use END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE instead Deprecated name, use END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE instead Deprecated name, use END_TEXT_COMMAND_BUSYSPINNER_ON instead Deprecated name, use END_TEXT_COMMAND_BUSYSPINNER_ON instead Deprecated name, use END_TEXT_COMMAND_DISPLAY_HELP instead Deprecated name, use END_TEXT_COMMAND_DISPLAY_TEXT instead Deprecated name, use END_TEXT_COMMAND_OVERRIDE_BUTTON_TEXT instead Deprecated name, use END_TEXT_COMMAND_PRINT instead Deprecated name, use END_TEXT_COMMAND_SCALEFORM_STRING instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_AWARD instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_AWARD instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG_WITH_GAME_NAME instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG_WITH_GAME_NAME instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG_AND_ADDITIONAL_ICON instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MPTICKER instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_STATS instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER_FORCED instead Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER_WITH_TOKENS instead Deprecated name, use EXTEND_WORLD_BOUNDARY_FOR_PLAYER instead Deprecated name, use FLAG_PLAYER_CONTEXT_IN_TOURNAMENT instead Deprecated name, use FORCE_GAME_STATE_PLAYING instead Deprecated name, use FORCE_LIGHTNING_FLASH instead Deprecated name, use GET_ANIM_DURATION instead Deprecated name, use GET_COORDS_OF_PROJECTILE_TYPE_IN_AREA instead Deprecated name, use GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE instead Deprecated name, use GET_CURRENT_FRONTEND_MENU_VERSION instead Deprecated name, use GET_CURRENT_LANGUAGE instead Deprecated name, use GET_CURRENT_LANGUAGE instead Deprecated name, use GET_CURRENT_NUMBER_OF_CLOUD_PHOTOS instead Deprecated name, use GET_CURRENT_NUMBER_OF_CLOUD_PHOTOS instead Deprecated name, use GET_CURRENT_WEBPAGE_ID instead Deprecated name, use GET_DEEP_OCEAN_SCALER instead Deprecated name, use GET_DEEP_OCEAN_SCALER instead Deprecated name, use GET_ENTITY_COLLISION_DISABLED instead Deprecated name, use GET_FINAL_RENDERED_CAM_COORD instead Deprecated name, use GET_FINAL_RENDERED_CAM_FAR_CLIP instead Deprecated name, use GET_FINAL_RENDERED_CAM_FAR_DOF instead Deprecated name, use GET_FINAL_RENDERED_CAM_MOTION_BLUR_STRENGTH instead Deprecated name, use GET_FINAL_RENDERED_CAM_NEAR_CLIP instead Deprecated name, use GET_FINAL_RENDERED_CAM_NEAR_DOF instead Deprecated name, use GET_FINAL_RENDERED_CAM_ROT instead Deprecated name, use GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR instead Deprecated name, use GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD instead Deprecated name, use GET_HASH_OF_THIS_SCRIPT_NAME instead Deprecated name, use GET_HELI_MAIN_ROTOR_HEALTH instead Deprecated name, use GET_HELI_TAIL_BOOM_HEALTH instead Deprecated name, use GET_HELI_TAIL_ROTOR_HEALTH instead Deprecated name, use GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION instead Deprecated name, use GET_INTERIOR_AT_COORDS_WITH_TYPEHASH instead Deprecated name, use GET_INTERIOR_FROM_PRIMARY_VIEW instead Deprecated name, use GET_INTERIOR_LOCATION_AND_NAMEHASH instead Deprecated name, use GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED instead Deprecated name, use GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED instead Deprecated name, use GET_IS_VEHICLE_ENGINE_RUNNING instead Deprecated name, use GET_LANDING_GEAR_STATE instead Deprecated name, use GET_LENGTH_OF_LITERAL_STRING_IN_BYTES instead Deprecated name, use GET_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON instead Deprecated name, use GET_MAXIMUM_NUMBER_OF_CLOUD_PHOTOS instead Deprecated name, use GET_MENU_PED_INT_STAT instead Deprecated name, use GET_MINIMAP_FOW_COORDINATE_IS_REVEALED instead Deprecated name, use GET_MINIMAP_FOW_DISCOVERY_RATIO instead Deprecated name, use GET_NEW_SELECTED_MISSION_CREATOR_BLIP instead Deprecated name, use GET_NEXT_WEATHER_TYPE_HASH_NAME instead Deprecated name, use GET_NO_LOADING_SCREEN instead Deprecated name, use GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE instead Deprecated name, use GET_NUM_TATTOO_SHOP_DLC_ITEMS instead Deprecated name, use GET_NUM_UNLOCKED_RADIO_STATIONS instead Deprecated name, use GET_PACKED_BOOL_STAT_KEY instead Deprecated name, use GET_PACKED_INT_STAT_KEY instead Deprecated name, use GET_PACKED_TU_BOOL_STAT_KEY instead Deprecated name, use GET_PACKED_TU_BOOL_STAT_KEY instead Deprecated name, use GET_PACKED_TU_INT_STAT_KEY instead Deprecated name, use GET_PACKED_TU_INT_STAT_KEY instead Deprecated name, use GET_PED_AMMO_TYPE_FROM_WEAPON instead Deprecated name, use GET_PED_AS_GROUP_LEADER instead Deprecated name, use GET_PED_DECORATION_ZONE_FROM_HASHES instead Deprecated name, use GET_PED_HEAD_BLEND_DATA instead Deprecated name, use GET_PED_HEAD_BLEND_FIRST_INDEX instead Deprecated name, use GET_PED_HEAD_BLEND_NUM_HEADS instead Deprecated name, use GET_PED_HEAD_OVERLAY_NUM instead Deprecated name, use GET_PED_SOURCE_OF_DEATH instead Deprecated name, use GET_PED_TIME_OF_DEATH instead Deprecated name, use GET_PED_USING_VEHICLE_DOOR instead Deprecated name, use GET_PLAYER_SWITCH_INTERP_OUT_DURATION instead Deprecated name, use GET_PREV_WEATHER_TYPE_HASH_NAME instead Deprecated name, use GET_RAYFIRE_MAP_OBJECT instead Deprecated name, use GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE instead Deprecated name, use GET_RENDERED_CHARACTER_HEIGHT instead Deprecated name, use GET_ROAD_BOUNDARY_USING_HEADING instead Deprecated name, use GET_ROOM_KEY_FOR_GAME_VIEWPORT instead Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT instead Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING instead Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING instead Deprecated name, use GET_SCREENBLUR_FADE_CURRENT_TIME instead Deprecated name, use GET_SCREEN_COORD_FROM_WORLD_COORD instead Deprecated name, use GET_SHAPE_TEST_RESULT instead Deprecated name, use GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL instead Deprecated name, use GET_SHOP_PED_APPAREL_FORCED_COMPONENT_COUNT instead Deprecated name, use GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT instead Deprecated name, use GET_STANDARD_BLIP_ENUM_ID instead Deprecated name, use GET_STATE_OF_RAYFIRE_MAP_OBJECT instead Deprecated name, use GET_STATUS_OF_TEXTURE_DOWNLOAD instead Deprecated name, use GET_TATTOO_SHOP_DLC_ITEM_DATA instead Deprecated name, use GET_TIME_AS_STRING instead Deprecated name, use GET_USINGNIGHTVISION instead Deprecated name, use GET_USINGNIGHTVISION instead Deprecated name, use GET_USINGSEETHROUGH instead Deprecated name, use GET_UTC_TIME instead Deprecated name, use GET_VEHICLE_CLASS_ESTIMATED_MAX_SPEED instead Deprecated name, use GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS instead Deprecated name, use GET_VEHICLE_ENVEFF_SCALE instead Deprecated name, use GET_VEHICLE_ESTIMATED_MAX_SPEED instead Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use GET_VEHICLE_HAS_KERS instead Deprecated name, use GET_VEHICLE_HEALTH_PERCENTAGE instead Deprecated name, use GET_VEHICLE_LOCK_ON_TARGET instead Deprecated name, use GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED instead Deprecated name, use GET_VEHICLE_MODEL_MAX_BRAKING_MAX_MODS instead Deprecated name, use GET_VEHICLE_MODEL_NUMBER_OF_SEATS instead Deprecated name, use GET_VEHICLE_MODEL_VALUE instead Deprecated name, use GET_VEHICLE_MOD_IDENTIFIER_HASH instead Deprecated name, use GET_VEHICLE_NODE_IS_GPS_ALLOWED instead Deprecated name, use GET_VEHICLE_NODE_IS_SWITCHED_OFF instead Deprecated name, use GET_VEHICLE_PED_IS_ENTERING instead Deprecated name, use GET_VEHICLE_THROTTLE_OFFSET instead Deprecated name, use GET_VEHICLE_WHEEL_Y_ROTATION instead Deprecated name, use GET_WAYPOINT_BLIP_ENUM_ID instead Deprecated name, use GET_WEAPON_DAMAGE instead Deprecated name, use GET_WEAPON_TYPE_FROM_PICKUP_TYPE instead Deprecated name, use HAS_CLOUD_REQUESTS_FINISHED instead Deprecated name, use HAS_SCALEFORM_MOVIE_FILENAME_LOADED instead Deprecated name, use HAS_SCALEFORM_SCRIPT_HUD_MOVIE_LOADED instead Deprecated name, use HAS_SCRIPT_WITH_NAME_HASH_LOADED instead Deprecated name, use HAVE_ALL_STREAMING_REQUESTS_COMPLETED instead Deprecated name, use HAVE_VEHICLE_MODS_STREAMED_IN instead Deprecated name, use HIDE_MINIMAP_EXTERIOR_MAP_THIS_FRAME instead Deprecated name, use HIDE_PORTABLE_PICKUP_WHEN_DETACHED instead Deprecated name, use HUD_FORCE_WEAPON_WHEEL instead Deprecated name, use HUD_SET_WEAPON_WHEEL_TOP_SLOT instead Deprecated name, use INIT_CREATOR_BUDGET instead Deprecated name, use IS_ANY_PED_RAPPELLING_FROM_HELI instead Deprecated name, use IS_ANY_PED_RAPPELLING_FROM_HELI instead Deprecated name, use IS_CINEMATIC_CAM_INPUT_ACTIVE instead Deprecated name, use IS_COLLISION_MARKED_OUTSIDE instead Deprecated name, use IS_CONTENT_ITEM_LOCKED instead Deprecated name, use IS_CONTENT_ITEM_LOCKED instead Deprecated name, use IS_DOOR_REGISTERED_WITH_SYSTEM instead Deprecated name, use IS_ENTITY_ATTACHED_TO_HANDLER_FRAME instead Deprecated name, use IS_ENTITY_ATTACHED_TO_HANDLER_FRAME instead Deprecated name, use IS_FLASH_LIGHT_ON instead Deprecated name, use IS_INTERIOR_ENTITY_SET_ACTIVE instead Deprecated name, use IS_MINIMAP_RENDERING instead Deprecated name, use IS_MISSION_NEWS_STORY_UNLOCKED instead Deprecated name, use IS_MP_GAMER_TAG_FREE instead Deprecated name, use IS_MP_GAMER_TAG_MOVIE_ACTIVE instead Deprecated name, use IS_NETWORK_ID_OWNED_BY_PARTICIPANT instead Deprecated name, use IS_PED_IN_HIGH_COVER instead Deprecated name, use IS_PLANE_LANDING_GEAR_INTACT instead Deprecated name, use IS_PLAYER_VEH_RADIO_ENABLE instead Deprecated name, use IS_PROJECTILE_TYPE_WITHIN_DISTANCE instead Deprecated name, use IS_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_READY instead Deprecated name, use IS_SWITCH_SKIPPING_DESCENT instead Deprecated name, use IS_TIME_EQUAL_TO instead Deprecated name, use IS_TIME_LESS_THAN instead Deprecated name, use IS_TIME_MORE_THAN instead Deprecated name, use IS_VEHICLE_IN_SUBMARINE_MODE instead Deprecated name, use IS_VEHICLE_SIREN_AUDIO_ON instead Deprecated name, use IS_VEHICLE_SPRAYABLE instead Deprecated name, use IS_WARNING_MESSAGE_ACTIVE instead Deprecated name, use LOAD_CLOUD_HAT instead Deprecated name, use MODIFY_VEHICLE_TOP_SPEED instead Deprecated name, use NETWORK_ACCESS_TUNABLE_BOOL_HASH instead Deprecated name, use NETWORK_ACCESS_TUNABLE_FLOAT_HASH instead Deprecated name, use NETWORK_ACCESS_TUNABLE_INT_HASH instead Deprecated name, use NETWORK_ADD_ENTITY_ANGLED_AREA instead Deprecated name, use NETWORK_APPLY_CACHED_PLAYER_HEAD_BLEND_DATA instead Deprecated name, use NETWORK_APPLY_VOICE_PROXIMITY_OVERRIDE instead Deprecated name, use NETWORK_BLOCK_JOIN_QUEUE_INVITES instead Deprecated name, use NETWORK_CLAN_ANY_DOWNLOAD_MEMBERSHIP_PENDING instead Deprecated name, use NETWORK_CLAN_GET_EMBLEM_TXD_NAME instead Deprecated name, use NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT instead Deprecated name, use NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT instead Deprecated name, use NETWORK_CLAN_SERVICE_IS_VALID instead Deprecated name, use NETWORK_DOES_TUNABLE_EXIST_HASH instead Deprecated name, use NETWORK_EARN_FROM_AMBIENT_JOB instead Deprecated name, use NETWORK_EARN_FROM_BEND_JOB instead Deprecated name, use NETWORK_EARN_FROM_DAILY_OBJECTIVES instead Deprecated name, use NETWORK_EARN_FROM_JOB_BONUS instead Deprecated name, use NETWORK_FIND_GAMERS_IN_CREW instead Deprecated name, use NETWORK_GET_CONTENT_MODIFIER_LIST_ID instead Deprecated name, use NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK instead Deprecated name, use NETWORK_GET_LOCAL_SCENE_FROM_NETWORK_ID instead Deprecated name, use NETWORK_GET_LOCAL_SCENE_FROM_NETWORK_ID instead Deprecated name, use NETWORK_GET_MAX_NUM_PARTICIPANTS instead Deprecated name, use NETWORK_GET_PVC_TRANSFER_BALANCE instead Deprecated name, use NETWORK_GET_RANDOM_INT_RANGED instead Deprecated name, use NETWORK_GET_REMAINING_TRANSFER_BALANCE instead Deprecated name, use NETWORK_GET_STRING_BANK_BALANCE instead Deprecated name, use NETWORK_GET_TUNABLE_CLOUD_CRC instead Deprecated name, use NETWORK_HASH_FROM_GAMER_HANDLE instead Deprecated name, use NETWORK_HASH_FROM_PLAYER_HANDLE instead Deprecated name, use NETWORK_HAS_ROS_PRIVILEGE_END_DATE instead Deprecated name, use NETWORK_HAS_VALID_ROS_CREDENTIALS instead Deprecated name, use NETWORK_HAS_VALID_ROS_CREDENTIALS instead Deprecated name, use NETWORK_HAVE_ROS_BANNED_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_BANNED_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_CREATE_TICKET_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_CREATE_TICKET_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_LEADERBOARD_WRITE_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead Deprecated name, use NETWORK_HAVE_ROS_SOCIAL_CLUB_PRIV instead Deprecated name, use NETWORK_IS_CLOUD_BACKGROUND_SCRIPT_REQUEST_PENDING instead Deprecated name, use NETWORK_IS_CLOUD_BACKGROUND_SCRIPT_REQUEST_PENDING instead Deprecated name, use NETWORK_IS_DOOR_NETWORKED instead Deprecated name, use NETWORK_IS_TUNABLE_CLOUD_REQUEST_PENDING instead Deprecated name, use NETWORK_OVERRIDE_SEND_RESTRICTIONS instead Deprecated name, use NETWORK_OVERRIDE_SEND_RESTRICTIONS_ALL instead Deprecated name, use NETWORK_PLAYER_GET_CHEATER_REASON instead Deprecated name, use NETWORK_PLAYER_GET_USERID instead Deprecated name, use NETWORK_PLAYER_INDEX_IS_CHEATER instead Deprecated name, use NETWORK_QUEUE_GAMER_FOR_STATUS instead Deprecated name, use NETWORK_REQUEST_CLOUD_BACKGROUND_SCRIPTS instead Deprecated name, use NETWORK_SEND_INVITE_VIA_PRESENCE instead Deprecated name, use NETWORK_SESSION_GET_KICK_VOTE instead Deprecated name, use NETWORK_SESSION_GET_KICK_VOTE instead Deprecated name, use NETWORK_SESSION_GET_MATCHMAKING_GROUP_FREE instead Deprecated name, use NETWORK_SESSION_JOIN_INVITE instead Deprecated name, use NETWORK_SESSION_SET_MATCHMAKING_GROUP instead Deprecated name, use NETWORK_SESSION_SET_MATCHMAKING_GROUP_MAX instead Deprecated name, use NETWORK_SESSION_VALIDATE_JOIN instead Deprecated name, use NETWORK_SESSION_VOICE_CONNECT_TO_PLAYER instead Deprecated name, use NETWORK_SESSION_VOICE_RESPOND_TO_REQUEST instead Deprecated name, use NETWORK_SESSION_VOICE_SET_TIMEOUT instead Deprecated name, use NETWORK_SET_RICH_PRESENCE_STRING instead Deprecated name, use NETWORK_SPENT_REQUEST_HEIST instead Deprecated name, use NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH instead Deprecated name, use NETWORK_USE_HIGH_PRECISION_BLENDING instead Deprecated name, use ON_ENTER_MP instead Deprecated name, use ON_ENTER_SP instead Deprecated name, use OPEN_BOMB_BAY_DOORS instead Deprecated name, use OPEN_ONLINE_POLICIES_MENU instead Deprecated name, use OPEN_REPORTUGC_MENU instead Deprecated name, use PATCH_DECAL_DIFFUSE_MAP instead Deprecated name, use PATCH_DECAL_DIFFUSE_MAP instead Deprecated name, use PAUSE_DEATH_ARREST_RESTART instead Deprecated name, use PAUSE_MENU_ACTIVATE_CONTEXT instead Deprecated name, use PAUSE_MENU_DEACTIVATE_CONTEXT instead Deprecated name, use PAUSE_MENU_REDRAW_INSTRUCTIONAL_BUTTONS instead Deprecated name, use PIN_INTERIOR_IN_MEMORY instead Deprecated name, use PLAYSTATS_CRATE_CREATED instead Deprecated name, use PLAYSTATS_CRATE_CREATED instead Deprecated name, use PLAYSTATS_CRATE_CREATED instead Deprecated name, use PLAYSTATS_CRATE_DROP_MISSION_DONE instead Deprecated name, use PLAYSTATS_HEIST_SAVE_CHEAT instead Deprecated name, use PLAYSTATS_HOLD_UP_MISSION_DONE instead Deprecated name, use PLAYSTATS_IMPORT_EXPORT_MISSION_DONE instead Deprecated name, use PLAYSTATS_RACE_TO_POINT_MISSION_DONE instead Deprecated name, use PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE instead Deprecated name, use PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE instead Deprecated name, use PLAY_PED_AMBIENT_SPEECH_NATIVE instead Deprecated name, use PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE instead Deprecated name, use PLAY_STREAM_FROM_POSITION instead Deprecated name, use POP_OUT_VEHICLE_WINDSCREEN instead Deprecated name, use PRESENCE_EVENT_UPDATESTAT_FLOAT instead Deprecated name, use PRESENCE_EVENT_UPDATESTAT_INT instead Deprecated name, use PRESET_INTERIOR_AMBIENT_CACHE instead Deprecated name, use REFILL_AMMO_INSTANTLY instead Deprecated name, use REFRESH_PLAYER_LIST_STATS instead Deprecated name, use RELEASE_SCRIPT_GUID_FROM_ENTITY instead Deprecated name, use REMOVE_NAMED_PTFX_ASSET instead Deprecated name, use REMOVE_PICK_UP_ROPE_FOR_CARGOBOB instead Deprecated name, use REMOVE_ROAD_NODE_SPEED_ZONE instead Deprecated name, use RENDER_FAKE_PICKUP_GLOW instead Deprecated name, use REPLACE_HUD_COLOUR instead Deprecated name, use REPLACE_HUD_COLOUR_WITH_RGBA instead Deprecated name, use REQUEST_ADDITIONAL_TEXT_FOR_DLC instead Deprecated name, use REQUEST_CUTSCENE_WITH_PLAYBACK_LIST instead Deprecated name, use REQUEST_MODELS_IN_ROOM instead Deprecated name, use REQUEST_PED_VEHICLE_VISIBILITY_TRACKING instead Deprecated name, use REQUEST_SCALEFORM_SCRIPT_HUD_MOVIE instead Deprecated name, use REQUEST_SCRIPT_WITH_NAME_HASH instead Deprecated name, use RESET_DEEP_OCEAN_SCALER instead Deprecated name, use RESET_DEEP_OCEAN_SCALER instead Deprecated name, use RESET_PARTICLE_FX_OVERRIDE instead Deprecated name, use RESET_SCRIPT_GFX_ALIGN instead Deprecated name, use ROPE_GET_DISTANCE_BETWEEN_ENDS instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_BOOL instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_BOOL instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_FLOAT instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_FLOAT instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_LATEST_BRIEF_STRING instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_PLAYER_NAME_STRING instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING instead Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING instead Deprecated name, use SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID instead Deprecated name, use SCRIPT_THREAD_ITERATOR_RESET instead Deprecated name, use SC_GAMERDATA_GET_BOOL instead Deprecated name, use SC_GAMERDATA_GET_FLOAT instead Deprecated name, use SC_GAMERDATA_GET_INT instead Deprecated name, use SC_INBOX_GET_MESSAGE_IS_READ_AT_INDEX instead Deprecated name, use SC_INBOX_GET_MESSAGE_TYPE_AT_INDEX instead Deprecated name, use SC_INBOX_GET_TOTAL_NUM_MESSAGES instead Deprecated name, use SC_INBOX_MESSAGE_DO_APPLY instead Deprecated name, use SC_LICENSEPLATE_ISVALID instead Deprecated name, use SC_PROFANITY_CHECK_STRING instead Deprecated name, use SC_PROFANITY_GET_CHECK_IS_PENDING instead Deprecated name, use SC_PROFANITY_GET_CHECK_IS_VALID instead Deprecated name, use SETUP_SHOP_PED_APPAREL_QUERY_TU instead Deprecated name, use SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME instead Deprecated name, use SET_ANIM_PHASE instead Deprecated name, use SET_ARTIFICIAL_LIGHTS_STATE instead Deprecated name, use SET_BIGMAP_ACTIVE instead Deprecated name, use SET_BIKE_ON_STAND instead Deprecated name, use SET_BOAT_SINKS_WHEN_WRECKED instead Deprecated name, use SET_CARGOBOB_FORCE_DONT_DETACH_VEHICLE instead Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_ACTIVE instead Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_ACTIVE instead Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_STRENGTH instead Deprecated name, use SET_CHECKPOINT_RGBA2 instead Deprecated name, use SET_COLOUR_OF_NEXT_TEXT_COMPONENT instead Deprecated name, use SET_DEEP_OCEAN_SCALER instead Deprecated name, use SET_DEEP_OCEAN_SCALER instead Deprecated name, use SET_DISABLE_RANDOM_TRAINS_THIS_FRAME instead Deprecated name, use SET_DISTANT_CARS_ENABLED instead Deprecated name, use SET_ENTITY_COMPLETELY_DISABLE_COLLISION instead Deprecated name, use SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET instead Deprecated name, use SET_FIRST_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE instead Deprecated name, use SET_FLY_CAM_MAX_HEIGHT instead Deprecated name, use SET_FOCUS_POS_AND_VEL instead Deprecated name, use SET_FOLLOW_PED_CAM_THIS_UPDATE instead Deprecated name, use SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET instead Deprecated name, use SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR instead Deprecated name, use SET_HELI_TAIL_EXPLODE_THROW_DASHBOARD instead Deprecated name, use SET_HIDOF_OVERRIDE instead Deprecated name, use SET_INSTANCE_PRIORITY_HINT instead Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead Deprecated name, use SET_MINIMAP_HIDE_FOW instead Deprecated name, use SET_MINIMAP_IN_PROLOGUE instead Deprecated name, use SET_MINIMAP_IN_PROLOGUE instead Deprecated name, use SET_MINIMAP_IN_SPECTATOR_MODE instead Deprecated name, use SET_MP_GAMER_TAG_BIG_TEXT instead Deprecated name, use SET_MP_GAMER_TAG_HEALTH_BAR_COLOUR instead Deprecated name, use SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER instead Deprecated name, use SET_NETWORK_VEHICLE_AS_GHOST instead Deprecated name, use SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY instead Deprecated name, use SET_OBJECT_FORCE_VEHICLES_TO_AVOID instead Deprecated name, use SET_PARTICLE_FX_LOOPED_FAR_CLIP_DIST instead Deprecated name, use SET_PARTICLE_FX_OVERRIDE instead Deprecated name, use SET_PARTICLE_FX_OVERRIDE instead Deprecated name, use SET_PED_AI_BLIP_FORCED_ON instead Deprecated name, use SET_PED_AI_BLIP_GANG_ID instead Deprecated name, use SET_PED_AI_BLIP_HAS_CONE instead Deprecated name, use SET_PED_AI_BLIP_NOTICE_RANGE instead Deprecated name, use SET_PED_HAS_AI_BLIP instead Deprecated name, use SET_PED_HAS_AI_BLIP instead Deprecated name, use SET_PED_PATH_MAY_ENTER_WATER instead Deprecated name, use SET_PED_PRELOAD_PROP_DATA instead Deprecated name, use SET_PICKUP_ROPE_LENGTH_FOR_CARGOBOB instead Deprecated name, use SET_RADAR_ZOOM_PRECISE instead Deprecated name, use SET_RADAR_ZOOM_TO_DISTANCE instead Deprecated name, use SET_RAGDOLL_BLOCKING_FLAGS instead Deprecated name, use SET_SCRIPT_GFX_ALIGN instead Deprecated name, use SET_SCRIPT_GFX_ALIGN instead Deprecated name, use SET_SCRIPT_GFX_ALIGN_PARAMS instead Deprecated name, use SET_SCRIPT_GFX_DRAW_ORDER instead Deprecated name, use SET_SCRIPT_GFX_DRAW_ORDER instead Deprecated name, use SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED instead Deprecated name, use SET_STATE_OF_RAYFIRE_MAP_OBJECT instead Deprecated name, use SET_SUBMARINE_CRUSH_DEPTHS instead Deprecated name, use SET_SYNCHRONIZED_SCENE_HOLD_LAST_FRAME instead Deprecated name, use SET_TASK_MOVE_NETWORK_SIGNAL_BOOL instead Deprecated name, use SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT instead Deprecated name, use SET_TASK_VEHICLE_GOTO_PLANE_MIN_HEIGHT_ABOVE_TERRAIN instead Deprecated name, use SET_TASK_VEHICLE_GOTO_PLANE_MIN_HEIGHT_ABOVE_TERRAIN instead Deprecated name, use SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE instead Deprecated name, use SET_TV_CHANNEL_PLAYLIST instead Deprecated name, use SET_VEHICLE_ACTIVE_FOR_PED_NAVIGATION instead Deprecated name, use SET_VEHICLE_CEILING_HEIGHT instead Deprecated name, use SET_VEHICLE_CHEAT_POWER_INCREASE instead Deprecated name, use SET_VEHICLE_DROPS_MONEY_WHEN_BLOWN_UP instead Deprecated name, use SET_VEHICLE_ENVEFF_SCALE instead Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION_IMMEDIATE instead Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION_IMMEDIATE instead Deprecated name, use SET_VEHICLE_HAS_MUTED_SIRENS instead Deprecated name, use SET_VEHICLE_HAS_MUTED_SIRENS instead Deprecated name, use SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS instead Deprecated name, use SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED instead Deprecated name, use SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED instead Deprecated name, use SET_VEHICLE_IS_RACING instead Deprecated name, use SET_VEHICLE_KERS_ALLOWED instead Deprecated name, use SET_VEHICLE_TOW_TRUCK_ARM_POSITION instead Deprecated name, use SET_VEHICLE_TOW_TRUCK_ARM_POSITION instead Deprecated name, use SET_VEHICLE_USE_CUTSCENE_WHEEL_COMPRESSION instead Deprecated name, use SET_VEHICLE_USE_PLAYER_LIGHT_SETTINGS instead Deprecated name, use SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP instead Deprecated name, use SET_VEHICLE_WHEEL_Y_ROTATION instead Deprecated name, use SET_WARNING_MESSAGE_WITH_HEADER instead Deprecated name, use SET_WARNING_MESSAGE_WITH_HEADER_AND_SUBSTRING_FLAGS instead Deprecated name, use SET_WEATHER_TYPE_OVERTIME_PERSIST instead Deprecated name, use SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY instead Deprecated name, use SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW instead Deprecated name, use SHOULD_USE_METRIC_MEASUREMENTS instead Deprecated name, use SHOW_CREW_INDICATOR_ON_BLIP instead Deprecated name, use SHOW_FRIEND_INDICATOR_ON_BLIP instead Deprecated name, use SHOW_OUTLINE_INDICATOR_ON_BLIP instead Deprecated name, use SHOW_TICK_ON_BLIP instead Deprecated name, use SPECIAL_ABILITY_CHARGE_NORMALIZED instead Deprecated name, use START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE instead Deprecated name, use START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE instead Deprecated name, use START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY instead Deprecated name, use START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE instead Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD instead Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY instead Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_PED_BONE instead Deprecated name, use START_NEW_SCRIPT_WITH_NAME_HASH instead Deprecated name, use START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS instead Deprecated name, use START_SAVE_ARRAY_WITH_SIZE instead Deprecated name, use START_SAVE_STRUCT_WITH_SIZE instead Deprecated name, use START_SHAPE_TEST_CAPSULE instead Deprecated name, use START_SHAPE_TEST_SWEPT_SPHERE instead Deprecated name, use STAT_SET_PROFILE_SETTING_VALUE instead Deprecated name, use STOP_CURRENT_PLAYING_SPEECH instead Deprecated name, use STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP instead Deprecated name, use STREAMVOL_CREATE_SPHERE instead Deprecated name, use TASK_GET_OFF_BOAT instead Deprecated name, use TASK_MOVE_NETWORK_ADVANCED_BY_NAME instead Deprecated name, use TASK_MOVE_NETWORK_BY_NAME instead Deprecated name, use TASK_STOP_PHONE_GESTURE_ANIMATION instead Deprecated name, use TASK_VEHICLE_FOLLOW instead Deprecated name, use THEFEED_CLEAR_FROZEN_POST instead Deprecated name, use THEFEED_COMMENT_TELEPORT_POOL_OFF instead Deprecated name, use THEFEED_FORCE_RENDER_OFF instead Deprecated name, use THEFEED_FREEZE_NEXT_POST instead Deprecated name, use THEFEED_GET_FIRST_VISIBLE_DELETE_REMAINING instead Deprecated name, use THEFEED_GET_FIRST_VISIBLE_DELETE_REMAINING instead Deprecated name, use THEFEED_HIDE_THIS_FRAME instead Deprecated name, use THEFEED_REMOVE_ITEM instead Deprecated name, use THEFEED_RESET_ALL_PARAMETERS instead Deprecated name, use THEFEED_SET_SCRIPTED_MENU_HEIGHT instead Deprecated name, use THEFEED_SPS_EXTEND_WIDESCREEN_OFF instead Deprecated name, use THEFEED_SPS_EXTEND_WIDESCREEN_ON instead Deprecated name, use THEFEED_UPDATE_ITEM_TEXTURE instead Deprecated name, use TOGGLE_PAUSED_RENDERPHASES instead Deprecated name, use TOGGLE_PAUSED_RENDERPHASES instead Deprecated name, use TRANSFORM_TO_CAR instead Deprecated name, use TRANSFORM_TO_CAR instead Deprecated name, use TRANSFORM_TO_SUBMARINE instead Deprecated name, use TRANSFORM_TO_SUBMARINE instead Deprecated name, use TRIGGER_SCREENBLUR_FADE_IN instead Deprecated name, use TRIGGER_SCREENBLUR_FADE_OUT instead Deprecated name, use UGC_GET_CONTENT_CATEGORY instead Deprecated name, use UGC_GET_CONTENT_DESCRIPTION_HASH instead Deprecated name, use UGC_GET_CONTENT_FILE_VERSION instead Deprecated name, use UGC_GET_CONTENT_ID instead Deprecated name, use UGC_GET_CONTENT_PATH instead Deprecated name, use UGC_GET_CONTENT_USER_ID instead Deprecated name, use UGC_GET_CONTENT_USER_ID instead Deprecated name, use UGC_GET_ROOT_CONTENT_ID instead Deprecated name, use UNPATCH_DECAL_DIFFUSE_MAP instead Deprecated name, use UPDATE_LIGHTS_ON_ENTITY instead Deprecated name, use USE_PARTICLE_FX_ASSET instead Deprecated name, use USE_PARTICLE_FX_ASSET instead Deprecated name, use _ADD_AMMO_TO_PED_BY_TYPE instead Deprecated name, use _ARE_BOMB_BAY_DOORS_OPEN instead Deprecated name, use _ARE_PLANE_WINGS_INTACT instead Deprecated name, use _ARE_PLANE_WINGS_INTACT instead Deprecated name, use _BEGIN_TEXT_COMMAND_GET_WIDTH instead Deprecated name, use _BEGIN_TEXT_COMMAND_GET_WIDTH instead Deprecated name, use _BEGIN_TEXT_COMMAND_LINE_COUNT instead Deprecated name, use _CANCEL_CURRENT_POLICE_REPORT instead Deprecated name, use _CAN_ANCHOR_BOAT_HERE_2 instead Deprecated name, use _CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE instead Deprecated name, use _CELL_CAM_DISABLE_THIS_FRAME instead Deprecated name, use _CELL_CAM_MOVE_FINGER instead Deprecated name, use _CELL_CAM_SET_LEAN instead Deprecated name, use _CLEAR_RESTART_CUSTOM_POSITION instead Deprecated name, use _CLONE_PED_EX instead Deprecated name, use _CLOSE_MULTIPLAYER_CHAT instead Deprecated name, use _DISABLE_MULTIPLAYER_CHAT instead Deprecated name, use _DOES_VEHICLE_HAVE_LANDING_GEAR instead Deprecated name, use _DRAW_LIGHT_WITH_RANGE_AND_SHADOW instead Deprecated name, use _END_TEXT_COMMAND_GET_WIDTH instead Deprecated name, use _END_TEXT_COMMAND_LINE_COUNT instead Deprecated name, use _END_TEXT_COMMAND_LINE_COUNT instead Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_GXT_ENTRY instead Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_GXT_ENTRY instead Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_REPLAY_ICON instead Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT instead Deprecated name, use _FIND_VEHICLE_CARRYING_THIS_ENTITY instead Deprecated name, use _FORCE_VEHICLE_ENGINE_AUDIO instead Deprecated name, use _GET_ACHIEVEMENT_PROGRESS instead Deprecated name, use _GET_ACTIVE_SCREEN_RESOLUTION instead Deprecated name, use _GET_ASPECT_RATIO instead Deprecated name, use _GET_CAN_VEHICLE_JUMP instead Deprecated name, use _GET_CAN_VEHICLE_JUMP instead Deprecated name, use _GET_CURRENT_RADIO_TRACK_PLAYBACK_TIME instead Deprecated name, use _GET_ENTITY_BONE_POSITION_2 instead Deprecated name, use _GET_ENTITY_BONE_ROTATION instead Deprecated name, use _GET_ENTITY_INSIDE_EXPLOSION_AREA instead Deprecated name, use _GET_HAS_OBJECT_FRAG_INST instead Deprecated name, use _GET_HAS_RETRACTABLE_WHEELS instead Deprecated name, use _GET_HAS_RETRACTABLE_WHEELS instead Deprecated name, use _GET_HAS_ROCKET_BOOST instead Deprecated name, use _GET_HAS_ROCKET_BOOST instead Deprecated name, use _GET_IS_DOOR_VALID instead Deprecated name, use _GET_MAX_AMMO_BY_TYPE instead Deprecated name, use _GET_NAME_OF_THREAD instead Deprecated name, use _GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH instead Deprecated name, use _GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH instead Deprecated name, use _GET_NUM_DISPATCHED_UNITS_FOR_PLAYER instead Deprecated name, use _GET_ONLINE_VERSION instead Deprecated name, use _GET_PED_EMISSIVE_INTENSITY instead Deprecated name, use _GET_PED_HAIR_RGB_COLOR instead Deprecated name, use _GET_PED_MAKEUP_RGB_COLOR instead Deprecated name, use _GET_VEHICLE_BOMB_COUNT instead Deprecated name, use _GET_VEHICLE_CAN_ACTIVATE_PARACHUTE instead Deprecated name, use _GET_VEHICLE_COUNTERMEASURE_COUNT instead Deprecated name, use _GET_VEHICLE_DASHBOARD_COLOR instead Deprecated name, use _GET_VEHICLE_HAS_PARACHUTE instead Deprecated name, use _GET_VEHICLE_HAS_PARACHUTE instead Deprecated name, use _GET_VEHICLE_INTERIOR_COLOR instead Deprecated name, use _GET_VEHICLE_MODEL_ESTIMATED_AGILITY instead Deprecated name, use _GET_VEHICLE_XENON_LIGHTS_COLOR instead Deprecated name, use _GET_VEHICLE_XENON_LIGHTS_COLOR instead Deprecated name, use _HUD_WEAPON_WHEEL_IGNORE_SELECTION instead Deprecated name, use _IS_ANY_AIR_DEFENSE_ZONE_INSIDE_SPHERE instead Deprecated name, use _IS_ENTITY_GHOSTED_TO_LOCAL_PLAYER instead Deprecated name, use _IS_MULTIPLAYER_CHAT_ACTIVE instead Deprecated name, use _IS_THIS_MODEL_A_JETSKI instead Deprecated name, use _IS_THIS_MODEL_A_JETSKI instead Deprecated name, use _IS_TV_PLAYLIST_ITEM_PLAYING instead Deprecated name, use _IS_USING_KEYBOARD instead Deprecated name, use _IS_USING_KEYBOARD instead Deprecated name, use _IS_USING_KEYBOARD_2 instead Deprecated name, use _IS_VALID_MP_GAMER_TAG_MOVIE instead Deprecated name, use _IS_VALID_MP_GAMER_TAG_MOVIE instead Deprecated name, use _LOADINGSCREEN_IS_LOADING_FREEMODE instead Deprecated name, use _LOADINGSCREEN_SET_LOAD_FREEMODE instead Deprecated name, use _LOADINGSCREEN_SET_LOAD_FREEMODE_WITH_EVENT_NAME instead Deprecated name, use _LOCALIZATION_GET_SYSTEM_DATE_FORMAT instead Deprecated name, use _LOCK_RADIO_STATION instead Deprecated name, use _NETWORK_GET_DESTROYER_OF_ENTITY instead Deprecated name, use _NETWORK_IS_FRIEND_HANDLE_ONLINE instead Deprecated name, use _NETWORK_IS_THIS_SCRIPT_MARKED instead Deprecated name, use _NETWORK_SET_CURRENT_DATA_MANAGER_HANDLE instead Deprecated name, use _NETWORK_SET_ENTITY_INVISIBLE_TO_NETWORK instead Deprecated name, use _NET_GAMESERVER_BASKET_ADD_ITEM instead Deprecated name, use _NET_GAMESERVER_BASKET_APPLY_SERVER_DATA instead Deprecated name, use _NET_GAMESERVER_BASKET_END instead Deprecated name, use _NET_GAMESERVER_BASKET_IS_FULL instead Deprecated name, use _NET_GAMESERVER_BASKET_START instead Deprecated name, use _NET_GAMESERVER_BEGIN_SERVICE instead Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS instead Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS instead Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS_HASH instead Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS_HASH instead Deprecated name, use _NET_GAMESERVER_CHECKOUT_START instead Deprecated name, use _NET_GAMESERVER_DELETE_SET_TELEMETRY_NONCE_SEED instead Deprecated name, use _NET_GAMESERVER_END_SERVICE instead Deprecated name, use _NET_GAMESERVER_END_SERVICE instead Deprecated name, use _NET_GAMESERVER_GET_PRICE instead Deprecated name, use _NET_GAMESERVER_IS_SESSION_REFRESH_PENDING instead Deprecated name, use _NET_GAMESERVER_IS_SESSION_VALID instead Deprecated name, use _NET_GAMESERVER_SESSION_APPLY_RECEIVED_DATA instead Deprecated name, use _NET_GAMESERVER_SET_TELEMETRY_NONCE_SEED instead Deprecated name, use _NET_GAMESERVER_START_SESSION instead Deprecated name, use _NET_GAMESERVER_TRANSFER_BANK_TO_WALLET instead Deprecated name, use _NET_GAMESERVER_TRANSFER_CASH_SET_TELEMETRY_NONCE_SEED instead Deprecated name, use _NET_GAMESERVER_TRANSFER_WALLET_TO_BANK instead Deprecated name, use _RACE_GALLERY_FULLSCREEN instead Deprecated name, use _RAISE_RETRACTABLE_WHEELS instead Deprecated name, use _REQUEST_SCALEFORM_MOVIE_INTERACTIVE instead Deprecated name, use _SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING_2 instead Deprecated name, use _SET_ACHIEVEMENT_PROGRESS instead Deprecated name, use _SET_BINK_MOVIE instead Deprecated name, use _SET_BINK_MOVIE_TIME instead Deprecated name, use _SET_BINK_MOVIE_VOLUME instead Deprecated name, use _SET_BINK_SHOULD_SKIP instead Deprecated name, use _SET_BOAT_IS_SINKING instead Deprecated name, use _SET_BOAT_MOVEMENT_RESISTANCE instead Deprecated name, use _SET_CAN_PED_EQUIP_WEAPON instead Deprecated name, use _SET_CHECKPOINT_ICON_HEIGHT instead Deprecated name, use _SET_CONTROL_LIGHT_EFFECT_COLOR instead Deprecated name, use _SET_DISABLE_TURRET_MOVEMENT_THIS_FRAME instead Deprecated name, use _SET_DISABLE_VEHICLE_FLIGHT_NOZZLE_POSITION instead Deprecated name, use _SET_ENTITY_CLEANUP_BY_ENGINE instead Deprecated name, use _SET_ENTITY_CLEANUP_BY_ENGINE instead Deprecated name, use _SET_GAMEPLAY_HINT_ANIM_CLOSEUP instead Deprecated name, use _SET_HYDRAULIC_WHEEL_VALUE instead Deprecated name, use _SET_INTERIOR_ENTITY_SET_COLOR instead Deprecated name, use _SET_MINIMAP_ALTITUDE_INDICATOR_LEVEL instead Deprecated name, use _SET_MOUSE_CURSOR_ACTIVE_THIS_FRAME instead Deprecated name, use _SET_MOUSE_CURSOR_SPRITE instead Deprecated name, use _SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC instead Deprecated name, use _SET_MP_GAMER_TAG_MP_BAG_LARGE_COUNT instead Deprecated name, use _SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH instead Deprecated name, use _SET_MP_GAMER_TAG_USE_VEHICLE_HEALTH instead Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead Deprecated name, use _SET_NETWORK_VEHICLE_POSITION_UPDATE_MULTIPLIER instead Deprecated name, use _SET_OBJECT_TEXTURE_VARIATION instead Deprecated name, use _SET_PED_EMISSIVE_INTENSITY instead Deprecated name, use _SET_PLAYER_IS_IN_ANIMAL_FORM instead Deprecated name, use _SET_PLAYER_IS_IN_DIRECTOR_MODE instead Deprecated name, use _SET_RAIN_LEVEL instead Deprecated name, use _SET_RESTART_CUSTOM_POSITION instead Deprecated name, use _SET_VARIABLE_ON_CUTSCENE_AUDIO instead Deprecated name, use _SET_VEHICLE_BOMB_COUNT instead Deprecated name, use _SET_VEHICLE_BOMB_COUNT instead Deprecated name, use _SET_VEHICLE_COUNTERMEASURE_COUNT instead Deprecated name, use _SET_VEHICLE_DASHBOARD_COLOR instead Deprecated name, use _SET_VEHICLE_DOOR_CAN_BREAK instead Deprecated name, use _SET_VEHICLE_HOVER_TRANSFORM_PERCENTAGE instead Deprecated name, use _SET_VEHICLE_INTERIOR_COLOR instead Deprecated name, use _SET_VEHICLE_PARACHUTE_MODEL instead Deprecated name, use _SET_VEHICLE_PARACHUTE_TEXTURE_VARIATION instead Deprecated name, use _SET_VEHICLE_PARACHUTE_TEXTURE_VARIATION instead Deprecated name, use _SET_VEHICLE_RECEIVES_RAMP_DAMAGE instead Deprecated name, use _SET_VEHICLE_XENON_LIGHTS_COLOR instead Deprecated name, use _SET_VEHICLE_XENON_LIGHTS_COLOR instead Deprecated name, use _SET_WARNING_MESSAGE_WITH_ALERT instead Deprecated name, use _SET_WEAPON_DAMAGE_MODIFIER instead Deprecated name, use _STOP_RECORDING_AND_SAVE_CLIP instead Deprecated name, use _TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS instead Deprecated name, use _THEFEED_DISABLE_LOADING_SCREEN_TIPS instead Deprecated name, use _THEFEED_DISPLAY_LOADING_SCREEN_TIPS instead Deprecated name, use _THEFEED_SET_ANIMPOSTFX_COLOR instead Deprecated name, use _THEFEED_SET_NEXT_POST_BACKGROUND_COLOR instead Deprecated name, use _THEFEED_SET_NEXT_POST_BACKGROUND_COLOR instead Deprecated name, use _TRIGGER_SCRIPT_CRC_CHECK_ON_PLAYER instead Deprecated name, use _UPDATE_PLAYER_TELEPORT instead 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 More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/ More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/ More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/ Please note that you will need to call DO_SCREEN_FADE_IN after exiting the Rockstar Editor when you call this. ``` NativeDB Added Parameter 1: int p0 ``` Please note that you will need to call DO_SCREEN_FADE_IN after exiting the Rockstar Editor when you call this. ``` NativeDB Added Parameter 1: int p0 ``` Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has. Adds an output for the specified audio submix. The input submix. The output submix. Use `0` for the master game submix. Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) 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) The X coordinate of the center of the blip. The Y coordinate of the center of the blip. The Z coordinate of the center of the blip. The width of the blip. The height of the blip. A handle to the blip. Adds a rectangular blip for the specified coordinates/area. It is recommended to use [SET_BLIP_ROTATION](#\_0xF87683CDF73C3F6E) and [SET_BLIP_COLOUR](#\_0x03D7FB09E75D6B7E) 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) The X coordinate of the center of the blip. The Y coordinate of the center of the blip. The Z coordinate of the center of the blip. The width of the blip. The height of the blip. A handle to the blip. Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip. The X coordinate to create the blip on. The Y coordinate. The Z coordinate. A blip handle. Create a blip that by default is red (enemy), you can use [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend).\ Can be used for objects, vehicles and peds. Example of enemy: ![enemy](https://i.imgur.com/fl78svv.png) Example of friend: ![friend](https://i.imgur.com/Q16ho5d.png) The entity handle to create the blip. A blip handle. Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use [AddBlipCoords](#\_0xC6F43D0E)) Example image: ![example](https://i.imgur.com/9hQl3DB.png) The x position of the blip (you can also send a vector3 instead of the bulk coordinates) The y position of the blip (you can also send a vector3 instead of the bulk coordinates) The z position of the blip (you can also send a vector3 instead of the bulk coordinates) The number that defines the radius of the blip circle The blip handle that can be manipulated with every `SetBlip` natives 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?) Takes a camera and uses the information from it as a camera spline node. Camera to add cam2 as a node to Camera used for reference Duration used for transition, has no effect for the first node. Takes a camera and uses the information from it as a camera spline node. Camera to add cam2 as a node to Camera used for reference Duration used for transition, has no effect for the first node. 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 } To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area p5 only set to true in single player native scripts. 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. 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. A simple "localized" door-system (with hundreds/thousands of doors) can be created by setting p5, p6, and p7 to false and using EventHandlers to synchronize the states to: [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53), [DOOR_SYSTEM_SET_OPEN_RATIO](#\_0xB6E6FBA95C7324AC), [DOOR_SYSTEM_SET_HOLD_OPEN](#\_0xD9B71952F78A2640), etc. A (unique) door system identifier Entity model hash The X coordinate of the door object The Y coordinate of the door object The Z coordinate of the door object false; relies upon getNetworkGameScriptHandler. On true disables the creation `CRequestDoorEvent's` in [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53). Example: GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow"); I tried this and nothing happened... All found occurrences in b678d: pastebin.com/ceu67jz8 All found occurrences in b678d: pastebin.com/ceu67jz8 All found occurrences in b678d: pastebin.com/ceu67jz8 NativeDB Added Parameter 9: BOOL noDamage ``` ``` BOOL isAudible = If explosion makes a sound. BOOL isInvisible = If the explosion is invisible or not. BOOL noDamage = false: damage || nodamage = true: no damage ``` ```cpp enum class eExplosionTag : uint32_t { DONTCARE = 0xFFFFFFFF, GRENADE = 0, GRENADELAUNCHER = 1, STICKYBOMB = 2, MOLOTOV = 3, ROCKET = 4, TANKSHELL = 5, HI_OCTANE = 6, CAR = 7, PLANE = 8, PETROL_PUMP = 9, BIKE = 10, DIR_STEAM = 11, DIR_FLAME = 12, DIR_WATER_HYDRANT = 13, DIR_GAS_CANISTER = 14, BOAT = 15, SHIP_DESTROY = 16, TRUCK = 17, BULLET = 18, SMOKEGRENADELAUNCHER = 19, SMOKEGRENADE = 20, BZGAS = 21, FLARE = 22, GAS_CANISTER = 23, EXTINGUISHER = 24, _0x988620B8 = 25, EXP_TAG_TRAIN = 26, EXP_TAG_BARREL = 27, EXP_TAG_PROPANE = 28, EXP_TAG_BLIMP = 29, EXP_TAG_DIR_FLAME_EXPLODE = 30, EXP_TAG_TANKER = 31, PLANE_ROCKET = 32, EXP_TAG_VEHICLE_BULLET = 33, EXP_TAG_GAS_TANK = 34, EXP_TAG_BIRD_CRAP = 35, EXP_TAG_RAILGUN = 36, EXP_TAG_BLIMP2 = 37, EXP_TAG_FIREWORK = 38, EXP_TAG_SNOWBALL = 39, EXP_TAG_PROXMINE = 40, EXP_TAG_VALKYRIE_CANNON = 41, EXP_TAG_AIR_DEFENCE = 42, EXP_TAG_PIPEBOMB = 43, EXP_TAG_VEHICLEMINE = 44, EXP_TAG_EXPLOSIVEAMMO = 45, EXP_TAG_APCSHELL = 46, EXP_TAG_BOMB_CLUSTER = 47, EXP_TAG_BOMB_GAS = 48, EXP_TAG_BOMB_INCENDIARY = 49, EXP_TAG_BOMB_STANDARD = 50, EXP_TAG_TORPEDO = 51, EXP_TAG_TORPEDO_UNDERWATER = 52, EXP_TAG_BOMBUSHKA_CANNON = 53, EXP_TAG_BOMB_CLUSTER_SECONDARY = 54, EXP_TAG_HUNTER_BARRAGE = 55, EXP_TAG_HUNTER_CANNON = 56, EXP_TAG_ROGUE_CANNON = 57, EXP_TAG_MINE_UNDERWATER = 58, EXP_TAG_ORBITAL_CANNON = 59, EXP_TAG_BOMB_STANDARD_WIDE = 60, EXP_TAG_EXPLOSIVEAMMO_SHOTGUN = 61, EXP_TAG_OPPRESSOR2_CANNON = 62, EXP_TAG_MORTAR_KINETIC = 63, EXP_TAG_VEHICLEMINE_KINETIC = 64, EXP_TAG_VEHICLEMINE_EMP = 65, EXP_TAG_VEHICLEMINE_SPIKE = 66, EXP_TAG_VEHICLEMINE_SLICK = 67, EXP_TAG_VEHICLEMINE_TAR = 68, EXP_TAG_SCRIPT_DRONE = 69, EXP_TAG_RAYGUN = 70, EXP_TAG_BURIEDMINE = 71, EXP_TAG_SCRIPT_MISSILE = 72, EXP_TAG_RCTANK_ROCKET = 73, EXP_TAG_BOMB_WATER = 74, EXP_TAG_BOMB_WATER_SECONDARY = 75, _0xF728C4A9 = 76, _0xBAEC056F = 77, EXP_TAG_FLASHGRENADE = 78, EXP_TAG_STUNGRENADE = 79, _0x763D3B3B = 80, EXP_TAG_SCRIPT_MISSILE_LARGE = 81, EXP_TAG_SUBMARINE_BIG = 82, }; Only 8 current rises can exist. If rises need to be changed, use REMOVE_EXTRA_CALMING_QUAD and then ADD_EXTRA_CALMING_QUAD again. After removing a rise, you will be able to add a rise again. If succeeded to add, returns a rise index that can be used on REMOVE_EXTRA_CALMING_QUAD. If failed to add, returns -1 (make sure you don't pass -1 to REMOVE_EXTRA_CALMING_QUAD). Only 8 current rises can exist. If rises need to be changed, use REMOVE_EXTRA_CALMING_QUAD and then ADD_EXTRA_CALMING_QUAD again. After removing a rise, you will be able to add a rise again. If succeeded to add, returns a rise index that can be used on REMOVE_EXTRA_CALMING_QUAD. If failed to add, returns -1 (make sure you don't pass -1 to REMOVE_EXTRA_CALMING_QUAD). Only 8 current rises can exist. If rises need to be changed, use REMOVE_EXTRA_CALMING_QUAD and then ADD_EXTRA_CALMING_QUAD again. After removing a rise, you will be able to add a rise again. If succeeded to add, returns a rise index that can be used on REMOVE_EXTRA_CALMING_QUAD. If failed to add, returns -1 (make sure you don't pass -1 to REMOVE_EXTRA_CALMING_QUAD). Returns the index of the newly created hospital spawn point. p3 might be radius? NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs, _GET_TEXT_SUBSTRING 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. Loads a minimap overlay from a GFx file in the current resource. The path to a `.gfx` file in the current resource. It has to be specified as a `file`. A minimap overlay ID. Creates a navmesh blocking object, vehicles will avoid driving through this area. Only 32 blocking objects may exist at a given time and must be manually managed. See [`REMOVE_NAVMESH_BLOCKING_OBJECT`](#\_0x46399A7895957C0E) and [onResourceStop](https://docs.fivem.net/docs/scripting-reference/events/list/onResourceStop/) The x coordinate to create the block on. The y coordinate. The z coordinate. The width of the block. The length of the block. The height of the block. The heading of object in degrees. Usually false. A bitfield; usually 7. NativeDB Introduced: v2699 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). 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::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) 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::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) 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::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz")) 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. NativeDB Added Parameter 10: BOOL p9 NativeDB Added Parameter 10: BOOL p9 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 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 Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter. Experimental natives, please do not use in a live environment. Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. __ 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. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Rotation X component. Rotation Y component. Rotation Z component. The maximum length the rope can droop. 1 to 4 are thick ropes. 5 and up are thin ropes. Ropes types defined in ropedata.xml. An invalid rope type such as 0 will crash the game. The initial length of the rope. The minimum length the rope can be. The speed in which the rope will wind if winding is started. Whether the rope should have collision. In original scripts this is followed by a LoadRopeData call when set. 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). The speed as which physics should run at. 1.0f is normal, 2.0f is twice as fast, -1.0f is time going backwards. This can affect gravity, etc. Whether shooting the rope will break it. Unknown pointer, always 0 in original scrips. A script handle for the rope BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0); - Nacorpio ----- Hardcoded to not work in Multiplayer. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Adds a handler for changes to a state bag. The function called expects to match the following signature: ```ts function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean); ``` * **bagName**: The internal bag ID for the state bag which changed. This is usually `player:Source`, `entity:NetID` or `localEntity:Handle`. * **key**: The changed key. * **value**: The new value stored at key. The old value is still stored in the state bag at the time this callback executes. * **reserved**: Currently unused. * **replicated**: Whether the set is meant to be replicated. At this time, the change handler can't opt to reject changes. The key to check for, or null. The bag ID to check for, or null. The handler function. A cookie to remove the change handler. See description of [`ADD_STUNT_JUMP_ANGLED`](#\_0xBBE5D803A5360CBF) 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. Jump entry left far bottom corner coordinate X. Jump entry left far bottom corner coordinate Y. Jump entry left far bottom corner coordinate Z. Jump entry right near top corner coordinate X. Jump entry right near top corner coordinate Y. Jump entry right near top corner coordinate Z. Landing zone end coordinate X. Landing zone end coordinate Y. Landing zone end coordinate Z. Landing zone start coordinate X. Landing zone start coordinate Y. Landing zone start coordinate Z. Stuntcam (cinematic) coordinate x. Stuntcam (cinematic) coordinate y. Stuntcam (cinematic) coordinate z. Unknown, always 150. Unknown, always 0. Unknown, always 0. The ID of the stunt jump that was added. 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. Visualized example in-game: ![](https://d.fivem.dev/2019-03-15\_18-24\_c7802\_846.png) Here is a list of almost all of the stunt jumps from GTA V (taken from decompiled scripts): https://pastebin.com/EW1jBPkY Entry zone bottom left corner x. Entry zone bottom left corner y. Entry zone bottom left corner z. Entry zone top right corner x. Entry zone top right corner y. Entry zone top right corner z. Probably a "feather" radius for entry zone, you need to enter the jump within the min/max coordinates, or within this radius of those two coordinates. Landing zone start corner coordinate x. Landing zone start corner coordinate y. Landing zone start corner coordinate z. Landing zone end corner coordinate x. Landing zone end corner coordinate y. Landing zone end corner coordinate z. Probably a "feather" radius for landing zone, you need to land within the min/max coordinates, or within this radius of those two coordinates. Stunt (cinematic) camera x position. Stunt (cinematic) camera y position. Stunt (cinematic) camera z position. always 150 always 0 always 0 The ID of the stuntjump that was created. Adds a point related to CTacticalAnalysis Adds a point related to CTacticalAnalysis Adds a float to a text component placeholder, replacing `~1~` in the current text command's text label. ![Example output](https://i.imgur.com/jvuQ0II.png) The number to substitute in the label. How many decimal places to add p1 was always -1 p1 was always -1 p1 was always -1 Adds an arbitrary string as a text component placeholder, replacing `~a~` in the current text command's text label. See the documentation on text formatting for more information. A string to add of up to 99 characters. This can contain additional `~` formatting directives. Adds an arbitrary string as a text component placeholder, replacing `~a~` in the current text command's text label. See the documentation on text formatting for more information. A string to add of up to 99 characters. This can contain additional `~` formatting directives. 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 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 Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research. This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944) This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944) boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone. boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone. x, y, z: offset in world coords from some entity. Allows opening the pause menu this frame, when the player is dead. Allows opening the pause menu this frame, when the player is dead. Seems to animate the gameplay camera zoom. Eg. _ANIMATE_GAMEPLAY_CAM_ZOOM(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::_CLAMP_GAMEPLAY_CAM_YAW(-20f, 50f); CAM::_CLAMP_GAMEPLAY_CAM_PITCH(-60f, 0f); CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1f); Example from michael2 script. CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f); CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f); CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f); See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724) See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724) See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Whether the specified effect is active See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Whether the specified effect is active 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) 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) See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724). Called in the gamescripts like: APP::APP_SET_APP("car"); APP::APP_SET_APP("dog"); damages a ped with the given amount ---- armorFirst means it will damage/lower the armor first before damaging the player. setting damageAmount to a negative amount will cause the player or the armor (depending on armorFirst) to be healed by damageAmount instead. ``` ``` NativeDB Added Parameter 4: Any p3 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/). The entity you want to apply a force on See native description above for a list of commonly used values Force amount (X) Force amount (Y) Force amount (Z) Rotation/offset force (X) Rotation/offset force (Y) Rotation/offset force (Z) (Often 0) Entity bone index (Usually false) Vector defined in local (body-fixed) coordinate frame (Usually true) (Usually true) When true, force gets multiplied with the objects mass and different objects will have the same acceleration (Usually false) (Usually true) 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 Found one occurence in re_crashrescue.c4 PED::APPLY_PED_BLOOD(l_4B, 3, 0.0, 0.0, 0.0, "wound_sheet"); 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"); 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 Appears to return false if any window is broken. Returns false if every seat is occupied. Returns false if every seat is occupied. Returns true when the bomb bay doors of this plane are open. False if they're closed. The vehicle to check the bomb bay doors on. A bool indicating the state of the doors (true = open, false = closed). Returns true when the bomb bay doors of this plane are open. False if they're closed. The vehicle to check the bomb bay doors on. A bool indicating the state of the doors (true = open, false = closed). Returns true when the bomb bay doors of this plane are open. False if they're closed. The vehicle to check the bomb bay doors on. A bool indicating the state of the doors (true = open, false = closed). Only used with the "akula" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` Only used with the "akula" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` Returns whether the outrigger legs are deployed for the vehicle. The Chernobog is one of the few vehicles with outrigger legs. ``` NativeDB Introduced: v1290 ``` The deployment state of the vehicle's outrigger legs Returns whether the outrigger legs are deployed for the vehicle. The Chernobog is one of the few vehicles with outrigger legs. ``` NativeDB Introduced: v1290 ``` The deployment state of the vehicle's outrigger legs 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" Last param determines if its relative to the Entity NativeDB Introduced: v1180 This native works with vehicles only. Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA). The camera handle. The vehicle handle. Whether or not the camera rotation will relative the vehicle rotation. The X rotation. The Y rotation. The Z rotation. The X offset direction. The Y offset direction. The Z offset direction. Whether or not the camera direction will relative to the vehicle direction. This native works with vehicles only. Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA). The camera handle. The vehicle handle. Whether or not the camera rotation will relative the vehicle rotation. The X rotation. The Y rotation. The Z rotation. The X offset direction. The Y offset direction. The Z offset direction. Whether or not the camera direction will relative to the vehicle direction. Attaches entity 1 to entity 2. Attach an entity to the specified entity. Entity to attach. Entity to attach `entity1` with. This is different to boneID, use ['GET_PED_BONE_INDEX'](#\_0x3F428D08BE5AAE31) to get the index from the ID. use the index for attaching to specific bones. `entity1` will be attached to the center of `entity2` if bone index given doesn't correspond to bone indexes for that entity type. X-axis offset from the center of `entity2`. Y-axis offset from the center of `entity2`. Z-axis offset from the center of `entity2`. X-axis rotation. Y-axis rotation. Z-axis rotation. Unknown. Does not seem to have any effect. If set to false attached entity will not detach when fixed. Controls collision between the two entities (FALSE disables collision). Pitch doesnt work when false and roll will only work on negative numbers (only peds) The order in which the rotation is applied. See [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9) If false it ignores entity vector. breakForce is the amount of force required to break the bond. p14 - is always 1 in scripts p15 - is 1 or 0 in scripts - unknown 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. The position supplied can be anywhere, and the entity should anchor relative to that point from it's origin. Might be more appropriate in AUDIO? p2 is unknown and is always -1 in the script natives. The vehicle which should be attached The cargobob HookOffset defines where the hook is attached. leave at 0 for default attachment. Push a function from the Scaleform onto the stack Push a function from the Scaleform onto the stack 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`](#\_0xB9449845F73F5E9C) for header scaleform functions. The function name of the scaleform to call. 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`](#\_0xB9449845F73F5E9C) for header scaleform functions. The function name of the scaleform to call. 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`](#\_0xB9449845F73F5E9C) for header scaleform functions. The function name of the scaleform to call. 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`](#\_0xB9449845F73F5E9C) for header scaleform functions. The function name of the scaleform to call. Starts frontend (pause menu) scaleform movie methods for header options. Use [`BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND`](#\_0xAB58C27C2E6123C6) to customize the content inside the frontend menus. Scaleform function name. Starts frontend (pause menu) scaleform movie methods for header options. Use [`BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND`](#\_0xAB58C27C2E6123C6) to customize the content inside the frontend menus. Scaleform function name. Starts frontend (pause menu) scaleform movie methods for header options. Use [`BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND`](#\_0xAB58C27C2E6123C6) to customize the content inside the frontend menus. Scaleform function name. 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". 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". 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". Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here BEGIN_TEXT_COMMAND_PRINT e.g void StartLoadingMessage(char *text, int spinnerType = 3) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); } -- [[OR]] void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); WAIT(timeMs); _REMOVE_LOADING_PROMPT(); } 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 Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here BEGIN_TEXT_COMMAND_PRINT e.g void StartLoadingMessage(char *text, int spinnerType = 3) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); } -- [[OR]] void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); WAIT(timeMs); _REMOVE_LOADING_PROMPT(); } 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 Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here BEGIN_TEXT_COMMAND_PRINT e.g void StartLoadingMessage(char *text, int spinnerType = 3) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); } -- [[OR]] void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); WAIT(timeMs); _REMOVE_LOADING_PROMPT(); } 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 Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here BEGIN_TEXT_COMMAND_PRINT e.g void StartLoadingMessage(char *text, int spinnerType = 3) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); } -- [[OR]] void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000) { _SET_LOADING_PROMPT_TEXT_ENTRY("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); _SHOW_LOADING_PROMPT(spinnerType); WAIT(timeMs); _REMOVE_LOADING_PROMPT(); } 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 clears a print text command with this text clears a print text command with this text Used to be known as _SET_TEXT_COMPONENT_FORMAT Used to be known as _SET_TEXT_COMPONENT_FORMAT 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 ESMINDOLLA - cash (negative) Used to be known as _SET_TEXT_ENTRY 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 ESMINDOLLA - cash (negative) Used to be known as _SET_TEXT_ENTRY BEGIN_TEXT_COMMAND_* Example: _BEGIN_TEXT_COMMAND_GET_WIDTH("NUMBER"); ADD_TEXT_COMPONENT_FLOAT(69.420f, 2); float width = _END_TEXT_COMMAND_GET_WIDTH(1); BEGIN_TEXT_COMMAND_* Example: _BEGIN_TEXT_COMMAND_GET_WIDTH("NUMBER"); ADD_TEXT_COMPONENT_FLOAT(69.420f, 2); float width = _END_TEXT_COMMAND_GET_WIDTH(1); BEGIN_TEXT_COMMAND_* Example: _BEGIN_TEXT_COMMAND_GET_WIDTH("NUMBER"); ADD_TEXT_COMPONENT_FLOAT(69.420f, 2); float width = _END_TEXT_COMMAND_GET_WIDTH(1); nothin doin. BOOL Message(char* text) { BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED(); } nothin doin. BOOL Message(char* text) { BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED(); } 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); } 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); } get's line count int GetLineCount(char *text, float x, float y) { _BEGIN_TEXT_COMMAND_LINE_COUNT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return _END_TEXT_COMMAND_GET_LINE_COUNT(x, y); } get's line count int GetLineCount(char *text, float x, float y) { _BEGIN_TEXT_COMMAND_LINE_COUNT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return _END_TEXT_COMMAND_GET_LINE_COUNT(x, y); } Used to be known as _SET_TEXT_ENTRY_2 void ShowSubtitle(char *text) { BEGIN_TEXT_COMMAND_PRINT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); END_TEXT_COMMAND_PRINT(2000, 1); } Used to be known as _SET_TEXT_ENTRY_2 void ShowSubtitle(char *text) { BEGIN_TEXT_COMMAND_PRINT("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); END_TEXT_COMMAND_PRINT(2000, 1); } 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_STRING(a_2); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM2"); HUD::_0x17299B63C7683A2B(v_3); HUD::_0x17299B63C7683A2B(v_4); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM1"); HUD::_0x17299B63C7683A2B(v_3); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); a GXT text label 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_STRING(a_2); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM2"); HUD::_0x17299B63C7683A2B(v_3); HUD::_0x17299B63C7683A2B(v_4); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM1"); HUD::_0x17299B63C7683A2B(v_3); GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING(); a GXT text label 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`](#\_0xBC38B49BCB83BC9B), once adding all required text components. The text label to set. 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 \_DRAW_NOTIFICATION(1, 1); } The text label to use. 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 \_DRAW_NOTIFICATION(1, 1); } The text label to use. Deletes the given context from the background scripts context map. NativeDB Introduced: v323 Hashed version of 0xDC2BACD920D0A0DD. NativeDB Introduced: v323 Inserts the given context into the background scripts context map. NativeDB Introduced: v323 Hashed version of 0x9D5A25BADB742ACD. NativeDB Introduced: v323 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. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt This is limited to 4 blocked events at a time. 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 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 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. Removes the loading prompt at the bottom right of the screen. Removes the loading prompt at the bottom right of the screen. Removes the loading prompt at the bottom right of the screen. 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. This is similar to the PushScaleformMovieFunction natives, except it calls in the `TIMELINE` of a minimap overlay. The minimap overlay ID. A function in the overlay's TIMELINE. Calls the Scaleform function. Calls the Scaleform function. 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. 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. 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_FUNCTION_MIXED_PARAMS(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_FUNCTION_MIXED_PARAMS(scaleform, "MY_FUNCTION_2", 10.0, -1.0, -1.0, -1.0, -1.0, "String param #1", "String param #2", 0, 0, 0); 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_FUNCTION_MIXED_PARAMS(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_FUNCTION_MIXED_PARAMS(scaleform, "MY_FUNCTION_2", 10.0, -1.0, -1.0, -1.0, -1.0, "String param #1", "String param #2", 0, 0, 0); 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). 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). Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true. NativeDB Introduced: v678 Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true. NativeDB Introduced: v678 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int amount NativeDB Added Parameter 4: int* p3 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int amount NativeDB Added Parameter 4: int* p3 Prevents the ped from going limp. [Example: Can prevent peds from falling when standing on moving vehicles.] Checks if the ped can play the speech or has the speech file, last parameter is usually 0 Checks if the ped can play the speech or has the speech file, last parameter is usually 0 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. Returns when it is safe to start applying changes to cutscene entities. Should always be used for applying components. See [`SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED`](#\_0x2A56C06EBEF2B0D9) and [`REGISTER_ENTITY_FOR_CUTSCENE`](#\_0xE40C1C56DF95C2E8) for an example. This will be true before the cutscene is considered loaded Whether you can request assets for cutscene entities, like components. Returns when it is safe to start applying changes to cutscene entities. Should always be used for applying components. See [`SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED`](#\_0x2A56C06EBEF2B0D9) and [`REGISTER_ENTITY_FOR_CUTSCENE`](#\_0xE40C1C56DF95C2E8) for an example. This will be true before the cutscene is considered loaded Whether you can request assets for cutscene entities, like components. modelHash (p1) was always 0 in R* scripts Whether or not it is safe to run functions on the camera, as the camera is now no longer being used by the cutscene. Mostly false Returns if the script can begin interacting with the registered entity. Primarly used for lead-outs of cutscenes. Returns on frame after cutscene ends, so you cannot get is while using IsCutsceneActive() Whether it is safe to start doing scripted actions on the entity, like simulating walking out of a cutscene. i.e Michael Can be 0 Whether or not it is safe to begin interacting with the entity this returns if you can use the weapon while using a parachute Cancels the currently executing event. All music event names found in the b617d scripts: pastebin.com/GnYt0R3P 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. CANCEL_* 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. CANCEL_* Does something similar to INTERIOR::DISABLE_INTERIOR When this is set to ON, shadows only draw as you get nearer. When OFF, they draw from a further distance. When this is set to ON, shadows only draw as you get nearer. When OFF, they draw from a further distance. 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" 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" 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" I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down Disables the phone up-button, oddly enough. i.e.: When the phone is out, and this method is called with false as it's parameter, the phone will not be able to scroll up. However, when you use the down arrow key, it's functionality still, works on the phone. When the phone is not out, and this method is called with false as it's parameter, you will not be able to bring up the phone. Although the up arrow key still works for whatever functionality it's used for, just not for the phone. This can be used for creating menu's when trying to disable the phone from being used. You do not have to call the function again with false as a parameter, as soon as the function stops being called, the phone will again be usable. Disables the phone up-button, oddly enough. i.e.: When the phone is out, and this method is called with false as it's parameter, the phone will not be able to scroll up. However, when you use the down arrow key, it's functionality still, works on the phone. When the phone is not out, and this method is called with false as it's parameter, you will not be able to bring up the phone. Although the up arrow key still works for whatever functionality it's used for, just not for the phone. This can be used for creating menu's when trying to disable the phone from being used. You do not have to call the function again with false as a parameter, as soon as the function stops being called, the phone will again be usable. Disables the phone up-button, oddly enough. i.e.: When the phone is out, and this method is called with false as it's parameter, the phone will not be able to scroll up. However, when you use the down arrow key, it's functionality still, works on the phone. When the phone is not out, and this method is called with false as it's parameter, you will not be able to bring up the phone. Although the up arrow key still works for whatever functionality it's used for, just not for the phone. This can be used for creating menu's when trying to disable the phone from being used. You do not have to call the function again with false as a parameter, as soon as the function stops being called, the phone will again be usable. For move the finger of player, the value of int goes 1 at 5. For move the finger of player, the value of int goes 1 at 5. if the bool "Toggle" is "true" so the phone is lean. if the bool "Toggle" is "false" so the phone is not lean. if the bool "Toggle" is "true" so the phone is lean. if the bool "Toggle" is "false" so the phone is not lean. Displays cash change notifications on HUD. Displays cash change notifications on HUD. Displays cash change notifications on HUD. minimum: Degrees between -90f and 90f. maximum: Degrees between -90f and 90f. Clamps the gameplay camera's current pitch. Eg. _CLAMP_GAMEPLAY_CAM_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player. minimum: Degrees between -180f and 180f. maximum: Degrees between -180f and 180f. Clamps the gameplay camera's current yaw. Eg. _CLAMP_GAMEPLAY_CAM_YAW(0.0f, 0.0f) will set the horizontal angle directly behind the player. Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90). Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90). List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2); Still needs more research. NativeDB Added Parameter 13: Any p12 X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false); MISC::_0x957838AAF91BD12D(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. MISC::_0x957838AAF91BD12D(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. MISC::_0x957838AAF91BD12D(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. flags appears to always be 0 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. Example: CLEAR_AREA_OF_PEDS(0, 0, 0, 10000, 1); Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false); ``` ``` NativeDB Added Parameter 10: BOOL p9 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 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"); 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"); eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Resets the screen's draw-origin which was changed by the function [`SET_DRAW_ORIGIN`](#\_0xAA0008F3BBB8F416) back to `x=0, y=0`. See [`SET_DRAW_ORIGIN`](#\_0xAA0008F3BBB8F416) for further information. This native **could affect** the arguments of the `CEventNetworkEntityDamage` game event, by clearing the damaging entity before the event is fired. The entity to clear the last damaging entity from. Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D) Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D) NativeDB Introduced: v1493 NativeDB Introduced: v1493 Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154). Index of disabled zone. Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154). Index of disabled zone. 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. Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8) Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8) Does the same as SET_RACE_TRACK_RENDER(false); Immediately removes entity from an interior. Like sets entity to `limbo` room. ``` NativeDB Introduced: v2189 ``` **This native does absolutely nothing, just a nullsub** **This native does absolutely nothing, just a nullsub** Clears the blood on a ped. Ped id. Somehow related to changing ped's clothes. Somehow related to changing ped's clothes. CLEAR_PED_* CLEAR_PED_* p1: from 0 to 5 in the b617d scripts. p2: "blushing" and "ALL" found in the b617d scripts. p1: from 0 to 5 in the b617d scripts. p2: "blushing" and "ALL" found in the b617d scripts. 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. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html 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. The ped to remove the scuba gear from. 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. The ped to remove the scuba gear from. 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. The ped to remove the scuba gear from. Clear a ped's tasks. Stop animations and other tasks created by scripts. Ped id. Use PlayerPedId() for your own character. Immediately stops the pedestrian from whatever it's doing. The difference between this and [CLEAR_PED_TASKS](#\_0xE1EF3C1216AFF2CD) is that this one teleports the ped but does not change the position of the ped. Ped id. It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference. NativeDB Introduced: v2372 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. 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]); There seem to be 26 flags There seem to be 26 flags There seem to be 26 flags 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); **This native does absolutely nothing, just a nullsub** **This native does absolutely nothing, just a nullsub** p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z CLEAR_* NativeDB Introduced: v1290 The vehicle to have tasks cleared CLEAR_* NativeDB Introduced: v1290 The vehicle to have tasks cleared Removes vehicle xenon lights custom RGB color. The vehicle handle. Creates a copy of the passed ped, optionally setting it as local and/or shallow-copying the head blend data. The input ped. Whether or not the ped should be registered as a network object. Script host flag. If true, head blend data is referenced, not copied. A new ped handle representing the ped's copy. Used one time in fmmc_launcher.c instead of CLONE_PED because ? Used one time in fmmc_launcher.c instead of CLONE_PED because ? Used one time in fmmc_launcher.c instead of CLONE_PED because ? Copies ped's components and props to targetPed. Copies ped's components and props to targetPed. Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json Commits the backing pixels to the specified runtime texture. The runtime texture handle. 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' Works for vehicles with a retractable landing gear landing gear states: 0: Deployed 1: Closing 2: Opening 3: Retracted Works for vehicles with a retractable landing gear landing gear states: 0: Deployed 1: Closing 2: Opening 3: Retracted Forces the ped to use the mounted weapon. Returns false if task is not possible. Takes the specified time and writes it to the structure specified in the second argument. struct date_time { alignas(8) int year; alignas(8) int month; alignas(8) int day; alignas(8) int hour; alignas(8) int minute; alignas(8) int second; }; Takes the specified time and writes it to the structure specified in the second argument. struct date_time { alignas(8) int year; alignas(8) int month; alignas(8) int day; alignas(8) int hour; alignas(8) int minute; alignas(8) int second; }; Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle. The source to copy the vehicle damage. The target to paste the vehicle damage. Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle. The source to copy the vehicle damage. The target to paste the vehicle damage. Returns the cosine of the given number. The number of degrees (in degrees, not radians) The cosine of the given number Both coordinates are from objects in the decompiled scripts. Native related to [\_0xECDC202B25E5CF48](#\_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. X coordinate Y coordinate Z coordinate Unknown float 150.0 is used in freemode script. X coordinate Y coordinate Z coordinate weapon_air_defence_gun and 0 are used in the decompiled scripts. Seems to be some sort of handle, result is += 1 any time this native is called. Both coordinates are from objects in the decompiled scripts. Native related to [\_0xECDC202B25E5CF48](#\_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. X coordinate Y coordinate Z coordinate Unknown float 150.0 is used in freemode script. X coordinate Y coordinate Z coordinate weapon_air_defence_gun and 0 are used in the decompiled scripts. Seems to be some sort of handle, result is += 1 any time this native is called. Used for doing money drop Pickup hashes: pastebin.com/8EuSv2r1 Creates an audio submix with the specified name, or gets the existing audio submix by that name. The audio submix name. A submix ID, or -1 if the submix could not be created. Creates a camera with the specified cam name, You can use `SET_CAM_` natives to manipulate the camera.\ Make sure to call [RENDER_SCRIPT_CAMS](#\_0x07E5B515DB0636FC) once the camera is created, or this won't have any visible effect. ### Camera names: * DEFAULT_SCRIPTED_CAMERA * DEFAULT_ANIMATED_CAMERA * DEFAULT_SPLINE_CAMERA * DEFAULT_SCRIPTED_FLY_CAMERA * TIMED_SPLINE_CAMERA * CUSTOM_TIMED_SPLINE_CAMERA * ROUNDED_SPLINE_CAMERA * SMOOTHED_SPLINE_CAMERA A string representing the camera type, the game will convert the string into a joaat hash upon native execution. Set to true if you wish to make this new camera the active camera. A camera handle referencing the camera that was created. Create a camera with the specified cam name/type, You can use `SET_CAM_` natives to manipulate the camera. Camera names found in the b617d scripts: ``` "DEFAULT_ANIMATED_CAMERA" "DEFAULT_SCRIPTED_CAMERA" "DEFAULT_SCRIPTED_FLY_CAMERA" "DEFAULT_SPLINE_CAMERA" ``` Is the type of the camera, is always setted to `DEFAULT_SCRIPTED_CAMERA` in Rockstar scripts and in Fivem Forum Posts The x position of the camera (you can also send a vector3 instead of the bulk coordinates) The y position of the camera (you can also send a vector3 instead of the bulk coordinates) The z position of the camera (you can also send a vector3 instead of the bulk coordinates) The x rotation of the camera The y rotation of the camera The z rotation of the camera The Field Of View of the camera, is the observable world that is seen A camera handle. CAM::\_GET_GAMEPLAY_CAM_COORDS can be used instead of posX,Y,Z\ CAM::\_GET_GAMEPLAY_CAM_ROT can be used instead of rotX,Y,Z\ CAM::\_80EC114669DAEFF4() can be used instead of p7 (Possible p7 is FOV parameter. )\ rotationOrder is 2 usually ``` 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. * diameter - The diameter 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 (prior to game build 2189): 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) ``` [Checkpoint Types](https://docs.fivem.net/docs/game-references/checkpoints/) as of game build 2189 Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE. The initial URL to load in the browser. The width of the backing surface. The height of the backing surface. A DUI object. As per the name, this native creates a "fake" gamer tag that is attached to a specific ped. Unlike "real" gamer tags, you cannot set the crew colour of these gamer tags. To create gamer tags for actual players and for more gamer tag information, see [CREATE_MP_GAMER_TAG_WITH_CREW_COLOR](#\_0x6DD05E9D83EFA4C9). The ped that the fake gamer tag will be attached to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. The ID of the new gamer tag. As per the name, this native creates a "fake" gamer tag that is attached to a specific ped. Unlike "real" gamer tags, you cannot set the crew colour of these gamer tags. To create gamer tags for actual players and for more gamer tag information, see [CREATE_MP_GAMER_TAG_WITH_CREW_COLOR](#\_0x6DD05E9D83EFA4C9). The ped that the fake gamer tag will be attached to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. The ID of the new gamer tag. As per the name, this native creates a "fake" gamer tag that is attached to a specific ped. Unlike "real" gamer tags, you cannot set the crew colour of these gamer tags. To create gamer tags for actual players and for more gamer tag information, see [CREATE_MP_GAMER_TAG_WITH_CREW_COLOR](#\_0x6DD05E9D83EFA4C9). The ped that the fake gamer tag will be attached to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. The ID of the new gamer tag. 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. enum IncidentTypes { FireDepartment = 3, Paramedics = 5, Police = 7, PedsInCavalcades = 11, Merryweather = 14 }; 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. ===================================================== ``` ``` NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 9: Any p8 p0 could be type (valueused in scripts: 14, 7, 5, 3, 11) p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts. p3 is usually 0f or 3f ===================================================== enum IncidentTypes { FireDepartment = 3, Paramedics = 5, Police = 7, PedsInCavalcades = 11, Merryweather = 14 }; 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. ===================================================== ``` ``` NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 Train models must be [requested](#\_0x963D27A58DF860AC) before use. See trains.xml for freight and metro variations. ``` NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 ``` ### Train Models: * freight * freightcar * freightcar2 (Added v2372) * freightcont1 * freightcont2 * freightgrain * metrotrain * tankercar 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 4 - Prologue phone These values represent bit flags, so a value of '3' would toggle Trevor and Franklin's phones together, causing unexpected behavior and most likely crash the game. 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. Only works with objects! Network players do not see changes done with this. 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 Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). The local player ID to assign the gamer tag to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. Red component of the crew colour. Green component of the crew colour. Blue component of the crew colour. Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). The local player ID to assign the gamer tag to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. Red component of the crew colour. Green component of the crew colour. Blue component of the crew colour. Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). The local player ID to assign the gamer tag to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. Red component of the crew colour. Green component of the crew colour. Blue component of the crew colour. Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). The local player ID to assign the gamer tag to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. Red component of the crew colour. Green component of the crew colour. Blue component of the crew colour. Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use [IS_MP_GAMER_TAG_ACTIVE](#\_0x4E929E7A5796FD26) to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use [SET_MP_GAMER_TAG_VISIBILITY](#\_0x63BB75ABEDC1F6A0) to change the visibility of individual components or [\_SET_MP_GAMER_TAG_VISIBILITY_ALL](#\_0xEE76FF7E6A0166B0) to set all of them at once. To create a gamer tag for a ped that is not a player, see [CREATE_FAKE_MP_GAMER_TAG](#\_0xBFEFE3321A3F5015). The local player ID to assign the gamer tag to. The name displayed on the gamer tag. If the crew is private. Public crews have a pointed end cap, private crews do not. If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name. The name of the crew. The rank from 1-5 that the player is within the crew. Use 0 if the player is the founder of the crew. Only relevant for private crews. Red component of the crew colour. Green component of the crew colour. Blue component of the crew colour. 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. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). The model to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component, 'ground level'. Whether to create a network object for the object. If false, the object exists only locally. Whether to register the object as pinned to the script host in the R\* network model. False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode. A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created. Creates an object (prop) with the specified model centered at the specified position. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). The model to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Whether to create a network object for the object. If false, the object exists only locally. Whether to register the object as pinned to the script host in the R\* network model. False to create a door archetype (archetype flag bit 26 set) as a door. Required to be set to true to create door models in network mode. A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created. Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading. This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). Unused. Peds get set to CIVMALE/CIVFEMALE/etc. no matter the value specified. The model of ped to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Heading to face towards, in degrees. Whether to create a network object for the ped. If false, the ped exists only locally. Whether to register the ped as pinned to the script host in the R\* network model. A script handle (fwScriptGuid index) for the ped, or `0` if the ped failed to be created. Drops the Hook/Magnet on a cargobob state enum eCargobobHook { CARGOBOB_HOOK = 0, CARGOBOB_MAGNET = 1, }; Drops the Hook/Magnet on a cargobob state enum eCargobobHook { CARGOBOB_HOOK = 0, CARGOBOB_MAGNET = 1, }; Pickup hashes: pastebin.com/8EuSv2r1 Pickup hashes: pastebin.com/8EuSv2r1 flags: 8 (1 << 3): place on ground 512 (1 << 9): spin around Pickup hashes: pastebin.com/8EuSv2r1 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. Creates a blank runtime texture. A handle to the runtime TXD to create the runtime texture in. The name for the texture in the runtime texture dictionary. The width of the new texture. The height of the new texture. A runtime texture handle. Creates a runtime texture from a DUI handle. A handle to the runtime TXD to create the runtime texture in. The name for the texture in the runtime texture dictionary. The DUI handle returned from GET_DUI_HANDLE. The runtime texture handle. Creates a runtime texture from the specified file in the current resource. A handle to the runtime TXD to create the runtime texture in. The name for the texture in the runtime texture dictionary. The file name of an image to load. This should preferably be a PNG, and has to be specified as a `file` in the resource manifest. A runtime texture handle. Creates a runtime texture dictionary with the specified name. Example: ```lua local txd = CreateRuntimeTxd('meow') ``` The name for the runtime TXD. A handle to the runtime TXD. Creates a script vehicle generator at the given coordinates. Most parameters after the model hash are unknown. Parameters: a/w/s - 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); p6 always 2 (but it doesnt seem to matter...) roll and pitch 0 yaw to Ped.rotation Creates a tracked point: useful for checking the visibility of a 3D point on screen. Tracked points must be manually managed and will not be destroyed on resource stop (they are not an instance of CScriptResource). See [`DESTROY_TRACKED_POINT`](#\_0xB25DC90BAD56CA42) and [onResourceStop](https://docs.fivem.net/docs/scripting-reference/events/list/onResourceStop/). Only 64 points may be tracked at a given time. Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL). ``` NativeDB Added Parameter 8: BOOL p7 ``` The model of vehicle to spawn. Spawn coordinate X component. Spawn coordinate Y component. Spawn coordinate Z component. Heading to face towards, in degrees. Whether to create a network object for the vehicle. If false, the vehicle exists only locally. Whether to register the vehicle as pinned to the script host in the R\* network model. A script handle (fwScriptGuid index) for the vehicle, or `0` if the vehicle failed to be created. Now has 8 params. ``` ``` NativeDB Added Parameter 9: Any p8 NativeDB Added Parameter 10: Any p9 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. 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. Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array Types: 1 = Boolean 2 = Integer 3 = Float 4 = String 5 = Vector3 6 = Object 7 = Array NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 Example: if (!DATAFILE::_BEDB96A7584AA8CF()) { if (!g_109E3) { if (((sub_d4f() == 2) == 0) && (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS())) { if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE()) { g_17A8B = 0; } if (!g_D52C) { sub_730(); } } } } Example: if (!DATAFILE::_BEDB96A7584AA8CF()) { if (!g_109E3) { if (((sub_d4f() == 2) == 0) && (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS())) { if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE()) { g_17A8B = 0; } if (!g_D52C) { sub_730(); } } } } 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::_LOAD_UGC_FILE("RockstarPlaylists") // loads "rockstarplaylists_00.ugc" ``` ``` NativeDB Added Parameter 2: 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::_LOAD_UGC_FILE("RockstarPlaylists") // loads "rockstarplaylists_00.ugc" ``` ``` NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 1: int p0 Adds the given request ID to the watch list. Adds the given request ID to the watch list. Returns whether or not the specified property is set for the entity. Decor types: ``` enum eDecorType { DECOR_TYPE_FLOAT = 1, DECOR_TYPE_BOOL = 2, DECOR_TYPE_INT = 3, DECOR_TYPE_UNK = 4, DECOR_TYPE_TIME = 5 }; ``` Called after all decorator type initializations. This function sets metadata of type bool to specified entity. Sets property to int. Deletes the specified entity, then sets the handle pointed to by the pointer to NULL. The entity to delete. 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. ======================================================= Deletes the specified object, then sets the handle pointed to by the pointer to NULL. 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"); Deletes the specified ped, then sets the handle pointed to by the pointer to NULL. 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. Does nothing and always returns false. Does nothing and always returns false. BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. Destroys a DUI browser. The DUI browser handle. Destroys the currently active mobile phone. First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second. [Control values and meaning](https://docs.fivem.net/docs/game-references/controls/#controls) Example: `CONTROLS::DISABLE_CONTROL_ACTION(2, 19, true)` disables the switching UI from appearing both when using a keyboard and Xbox 360 controller. Needs to be executed each frame. Control group 1 and 0 gives the same results as 2. Same results for all players. Disables the editor runtime mode, changing game behavior to not track entity metadata. This function supports SDK infrastructure and is not intended to be used directly from your code. 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::_DE2EF5DA284CC8DF(); The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were. Disables the game's afk camera that starts panning around after 30 seconds of inactivity. On/Off Example: This removes the interior from the strip club and when trying to walk inside the player just falls: INTERIOR::DISABLE_INTERIOR(118018, true); If true is passed, the player won't be able to open the multiplayer chat If true is passed, the player won't be able to open the multiplayer chat Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame 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 This will disable the ability to make camera changes in R* Editor. RE* This will disable the ability to make camera changes in R* Editor. RE* how does this work? 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 video](https://streamable.com/6n45d5) Not sure if there is a native (and if so, which one) that resets the collisions. the vehicle to disable world collisions for 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 video](https://streamable.com/6n45d5) Not sure if there is a native (and if so, which one) that resets the collisions. the vehicle to disable world collisions for "DISPLAY_CASH(true);" makes the cash amount render on the screen when appropriate "DISPLAY_CASH(false);" disables cash amount rendering 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? If Hud should be displayed Enables drawing some hud components, such as help labels, this frame, when the player is dead. Enables drawing some hud components, such as help labels, this frame, when the player is dead. 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" 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. the toggle boolean 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. the toggle boolean If Minimap / Radar should be displayed. Displays the crosshair for this frame. Purpose of the BOOL currently unknown. Both, true and false, work If value is set to true, and ambient siren sound will be played. Appears to enable/disable an audio flag. If value is set to true, and ambient siren sound will be played. Appears to enable/disable an audio flag. If value is set to true, and ambient siren sound will be played. Appears to enable/disable an audio flag. Fades the screen in. duration: The time the fade should take, in milliseconds. Fades the screen out. duration: The time the fade should take, in milliseconds. Returns whether or not the passed camera handle exists. Returns true only when the hook is active, will return false if the magnet is active Returns true only when the hook is active, will return false if the magnet is active Returns true only when the magnet is active, will return false if the hook is active Returns true only when the magnet is active, will return false if the hook is active Checks whether an entity exists in the game world. The entity to check if it exists. Whether the entity exists or not. NativeDB Introduced: v2699 NativeDB Introduced: v2699 Checks via CVehicleModelInfo Used in pi_menu.c. Checks if there is a brief entry for specified value. Values: 0 - Dialogue brief 1 - Help text brief 2 - Mission Objective brief A value indicating brief text. Used in pi_menu.c. Checks if there is a brief entry for specified value. Values: 0 - Dialogue brief 1 - Help text brief 2 - Mission Objective brief A value indicating brief text. p5 is usually 0. Returns whether the ped's blip is controlled by the game. It's the default blip you can see on enemies during freeroam in singleplayer (the one that fades out quickly). Pickup hashes: pastebin.com/8EuSv2r1 Pickup hashes: pastebin.com/8EuSv2r1 Returns true if a destructible object with this handle exists, false otherwise. Returns true if a destructible object with this handle exists, false otherwise. Returns true if a destructible object with this handle exists, false otherwise. Return if the rope was generated or not by the script where the native is called. Return if the rope was generated or not by the script where the native is called. 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")) { Checks if there is a cover point at position Checks if the passed gxt name exists in the game files. Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set. Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set. NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Introduced: v2189 Maximum amount of vehicles with vehicle stuck check appears to be 16. Checks if vehicle tyre at index exists. Also returns false if tyre was removed. ``` ``` NativeDB Introduced: v1493 Checks if vehicle tyre at index exists. Also returns false if tyre was removed. ``` ``` NativeDB Introduced: v1493 When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar. When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar. Hardcoded not to work in multiplayer environments. Native name between `SET_LOCAL_PLAYER_VISIBLE_LOCALLY` & `SET_MAX_WANTED_LEVEL`. ``` OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 0, 0.0, 50.0, 0); //door unlocked OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 1, 0.0, 50.0, 0); //door locked ``` tells the game whether or not the door is locked multiplier that specifies how fast the door/gate will rotate in degrees per second. multiplier that specifies how fast the door/gate will rotate in degrees per second. multiplier that specifies how fast the door/gate will rotate in degrees per second. Search radius: 0.5 The X coordinate of the door object The Y coordinate of the door object The Z coordinate of the door object Entity model hash Search radius: 0.5 The X coordinate of the door object The Y coordinate of the door object The Z coordinate of the door object Entity model hash Returns a list of door system entries: a door system hash (see [ADD_DOOR_TO_SYSTEM](#\_0x6F8838D03D1DC226)) and its object handle. The data returned adheres to the following layout: ``` [{doorHash1, doorHandle1}, ..., {doorHashN, doorHandleN}] ``` An object containing a list of door system entries. NativeDB Introduced: v1868 Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Lockstates not applied and CNetObjDoor's not created until [DOOR_SYSTEM_GET_IS_PHYSICS_LOADED](#\_0xDF97CDD4FC08FD34) returns true. ### Door lock states: (v323) * **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 On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent. On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff) Lockstates not applied and CNetObjDoor's not created until [DOOR_SYSTEM_GET_IS_PHYSICS_LOADED](#\_0xDF97CDD4FC08FD34) returns true. ### Door lock states: (v323) * **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 On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent. On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff) Lockstates not applied and CNetObjDoor's not created until [DOOR_SYSTEM_GET_IS_PHYSICS_LOADED](#\_0xDF97CDD4FC08FD34) returns true. ### Door lock states: (v323) * **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 On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent. On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff) Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. Includes networking check: ownership vs. or the door itself **isn't** networked. Door system identifier On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused. NativeDB Introduced: v1290 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); } NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. NOTE: Debugging functions are not present in the retail version of the game. Draws a gizmo. This function supports SDK infrastructure and is not intended to be used directly from your code. This should be used from JavaScript or another language supporting mutable buffers like ArrayBuffer. Matrix layout is as follows: * Element \[0], \[1] and \[2] should represent the right vector. * Element \[4], \[5] and \[6] should represent the forward vector. * Element \[8], \[9] and \[10] should represent the up vector. * Element \[12], \[13] and \[14] should represent X, Y and Z translation coordinates. * All other elements should be \[0, 0, 0, 1]. A mutable pointer to a 64-byte buffer of floating-point values, representing an XMFLOAT4X4 in layout. A unique identifier of what the gizmo is affecting. Whether or not the matrix was modified. Similar to [\_DRAW_SPRITE](#\_0xE7FFAE5EBF23D890), 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 ``` Name of texture dictionary to load texture from Name of texture to load from texture dictionary Screen X Screen Y Scale X Scale Y Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees Color Color Color Opacity level Similar to [\_DRAW_SPRITE](#\_0xE7FFAE5EBF23D890), 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 ``` Name of texture dictionary to load texture from Name of texture to load from texture dictionary Screen X Screen Y Scale X Scale Y Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees Color Color Color Opacity level 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); } Draws a marker with the specified appearance at the target location. This has to be called every frame, e.g. in a `Wait(0)` loop. There's a [list of markers](https://docs.fivem.net/game-references/markers/) on the FiveM documentation site. The marker type to draw. The X coordinate to draw the marker at. The Y coordinate to draw the marker at. The Z coordinate to draw the marker at. The X component of the direction vector for the marker, or 0.0 to use rotX/Y/Z. The Y component of the direction vector for the marker, or 0.0 to use rotX/Y/Z. The Z component of the direction vector for the marker, or 0.0 to use rotX/Y/Z. The X rotation for the marker. Only used if the direction vector is 0.0. The Y rotation for the marker. Only used if the direction vector is 0.0. The Z rotation for the marker. Only used if the direction vector is 0.0. The scale for the marker on the X axis. The scale for the marker on the Y axis. The scale for the marker on the Z axis. The red component of the marker color, on a scale from 0-255. The green component of the marker color, on a scale from 0-255. The blue component of the marker color, on a scale from 0-255. The alpha component of the marker color, on a scale from 0-255. Whether or not the marker should slowly animate up/down. Whether the marker should be a 'billboard', as in, should constantly face the camera. Typically set to `2`. Does not seem to matter directly. Rotations only apply to the heading. A texture dictionary to draw the marker with, or NULL. Example: 'GolfPutting' A texture name in `textureDict` to draw the marker with, or NULL. Example: 'PuttingMarker' Whether or not the marker should draw on intersecting entities. NativeDB Added Parameter 26: BOOL p25 NativeDB Added Parameter 26: BOOL p25 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. 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. ``` ``` NativeDB Added Parameter 9: BOOL p8 unk is not used so no need It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A p0 was always "CELEBRATION_WINNER" It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A p0 was always "CELEBRATION_WINNER" Draws a 3D sphere, typically seen in the GTA:O freemode event "Penned In". Example [image](https://imgur.com/nCbtS4H): ```lua DrawSphere(35.45, 172.66, 126.22, 1.0, 0, 0, 255, 0.2) ``` X coordinate of the sphere Y coordinate of the sphere Z coordinate of the sphere Size of the sphere, `1.0` = 1 meter Color red `0`-`255` Color green `0`-`255` Color blue `0`-`255` Opacity from `0.0`-`1.0` Draws a 3D sphere, typically seen in the GTA:O freemode event "Penned In". Example [image](https://imgur.com/nCbtS4H): ```lua DrawSphere(35.45, 172.66, 126.22, 1.0, 0, 0, 255, 0.2) ``` X coordinate of the sphere Y coordinate of the sphere Z coordinate of the sphere Size of the sphere, `1.0` = 1 meter Color red `0`-`255` Color green `0`-`255` Color blue `0`-`255` Opacity from `0.0`-`1.0` 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); 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 ``` ``` NativeDB Added Parameter 12: BOOL p11 Used for drawling Deadline trailing lights, see deadline.ytd For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details. Used for drawling Deadline trailing lights, see deadline.ytd For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details. 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. 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. 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 ``` NativeDB Introduced: v1868 ``` All calls to this native are preceded by calls to GRAPHICS::_0x61BB1D9B3A95D802 and GRAPHICS::_0xC6372ECD45D73BCD, respectively. "act_cinema.ysc", line 1483: HUD::SET_HUD_COMPONENT_POSITION(15, 0.0, -0.0375); HUD::SET_TEXT_RENDER_ID(l_AE); GRAPHICS::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(1); if (GRAPHICS::_0x0AD973CA1E077B60(${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::_0x61BB1D9B3A95D802(4); GRAPHICS::_0xC6372ECD45D73BCD(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()); } } Creates a motion-blur sort of effect, this native does not seem to work, however by using the [`START_SCREEN_EFFECT`](#\_0x2206BF9A37B7F724) native with `"DrugsMichaelAliensFight"` as the effect parameter, you should be able to get the effect. This native does not seem to work, however by using the [START_SCREEN_EFFECT](https://runtime.fivem.net/doc/natives/#\_0x2206BF9A37B7F724) native with "DrugsMichaelAliensFight" as the effect parameter, you should be able to get the effect. Creates a motion-blur sort of effect, this native does not seem to work, however by using the [`START_SCREEN_EFFECT`](#\_0x2206BF9A37B7F724) native with `"DrugsMichaelAliensFight"` as the effect parameter, you should be able to get the effect. This native does not seem to work, however by using the [START_SCREEN_EFFECT](https://runtime.fivem.net/doc/natives/#\_0x2206BF9A37B7F724) native with "DrugsMichaelAliensFight" as the effect parameter, you should be able to get the effect. padIndex: 0 - PLAYER_CONTROL 1 - Unknown 2 - FRONTEND_CONTROL The control system instance to use. Creates cartoon effect when Michel smokes the weed Creates cartoon effect when Michel smokes the weed control values and meaning: github.com/crosire/scripthookvdotnet/blob/dev_v3/source/scripting/Control.cs and https://docs.fivem.net/game-references/controls/ 0, 1 and 2 used in the scripts. Control values from the decompiled scripts: 0,1,2,3,4,5,6,8,9,10,11,14,15,16,17,19,21,22,24,25,26,30,31,32,33,34,35,36, 37,44,46,47,59,60,65,68,69,70,71,72,73,74,75,76,79,80,81,82,86,95,98,99,100 ,101,114,140,141,143,172,173,174,175,176,177,178,179,180,181,187,188,189,19 0,195,196,197,198,199,201,202,203,204,205,206,207,208,209,210,217,218,219,2 20,221,225,228,229,230,231,234,235,236,237,238,239,240,241,242,245,246,257, 261,262,263,264,286,287,288,289,337,338,339,340,341,342,343 INPUTGROUP_MOVE INPUTGROUP_LOOK INPUTGROUP_WHEEL INPUTGROUP_CELLPHONE_NAVIGATE INPUTGROUP_CELLPHONE_NAVIGATE_UD INPUTGROUP_CELLPHONE_NAVIGATE_LR INPUTGROUP_FRONTEND_DPAD_ALL INPUTGROUP_FRONTEND_DPAD_UD INPUTGROUP_FRONTEND_DPAD_LR INPUTGROUP_FRONTEND_LSTICK_ALL INPUTGROUP_FRONTEND_RSTICK_ALL INPUTGROUP_FRONTEND_GENERIC_UD INPUTGROUP_FRONTEND_GENERIC_LR INPUTGROUP_FRONTEND_GENERIC_ALL INPUTGROUP_FRONTEND_BUMPERS INPUTGROUP_FRONTEND_TRIGGERS INPUTGROUP_FRONTEND_STICKS INPUTGROUP_SCRIPT_DPAD_ALL INPUTGROUP_SCRIPT_DPAD_UD INPUTGROUP_SCRIPT_DPAD_LR INPUTGROUP_SCRIPT_LSTICK_ALL INPUTGROUP_SCRIPT_RSTICK_ALL INPUTGROUP_SCRIPT_BUMPERS INPUTGROUP_SCRIPT_TRIGGERS INPUTGROUP_WEAPON_WHEEL_CYCLE INPUTGROUP_FLY INPUTGROUP_SUB INPUTGROUP_VEH_MOVE_ALL INPUTGROUP_CURSOR INPUTGROUP_CURSOR_SCROLL INPUTGROUP_SNIPER_ZOOM_SECONDARY INPUTGROUP_VEH_HYDRAULICS_CONTROL Took those in IDA Pro.Not sure in which order they go Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly. Enables or disables the specified 'dispatch service' type. 'Dispatch services' are used for spawning AI response peds/vehicles for events such as a fire in the street (type 3 - DT_FireDepartment), or gunfire in a gang area (type 11 - DT_Gangs). List of dispatch services: ```cpp enum DispatchType { DT_Invalid = 0, DT_PoliceAutomobile, DT_PoliceHelicopter, DT_FireDepartment, DT_SwatAutomobile, DT_AmbulanceDepartment, DT_PoliceRiders, DT_PoliceVehicleRequest, DT_PoliceRoadBlock, DT_PoliceAutomobileWaitPulledOver, DT_PoliceAutomobileWaitCruising, DT_Gangs, DT_SwatHelicopter, DT_PoliceBoat, DT_ArmyVehicle, DT_BikerBackup = 15 }; ``` Note that 'dispatch service' has nothing to do with the police scanner (audio), to toggle that, use [SET_AUDIO_FLAG](#\_0xB9EFD5C25018725A) with `'PoliceScannerDisabled'`. The ID of the dispatch service to toggle. True to enable the dispatch service, false to disable the dispatch service. Enables or disables the specified 'dispatch service' type. 'Dispatch services' are used for spawning AI response peds/vehicles for events such as a fire in the street (type 3 - DT_FireDepartment), or gunfire in a gang area (type 11 - DT_Gangs). List of dispatch services: ```cpp enum DispatchType { DT_Invalid = 0, DT_PoliceAutomobile, DT_PoliceHelicopter, DT_FireDepartment, DT_SwatAutomobile, DT_AmbulanceDepartment, DT_PoliceRiders, DT_PoliceVehicleRequest, DT_PoliceRoadBlock, DT_PoliceAutomobileWaitPulledOver, DT_PoliceAutomobileWaitCruising, DT_Gangs, DT_SwatHelicopter, DT_PoliceBoat, DT_ArmyVehicle, DT_BikerBackup = 15 }; ``` Note that 'dispatch service' has nothing to do with the police scanner (audio), to toggle that, use [SET_AUDIO_FLAG](#\_0xB9EFD5C25018725A) with `'PoliceScannerDisabled'`. The ID of the dispatch service to toggle. True to enable the dispatch service, false to disable the dispatch service. Enables the editor runtime mode, changing game behavior to track entity metadata. This function supports SDK infrastructure and is not intended to be used directly from your code. ENABLE_* ENABLE_* This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment. This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment. This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment. Enables laser sight on any weapon. It doesn't work. Neither on tick nor OnKeyDown NativeDB Added Parameter 3: Any p2 Makes the ped jump around like they're in a tennis match Sets whether the vehicle passed has exhaust pops. Enables or disables exaust pops. Sets whether the vehicle passed has exhaust pops. Enables or disables exaust pops. Pops and calls the Scaleform function on the stack Pops and calls the Scaleform function on the stack Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL. enum eBusySpinnerType { BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT, }; enum eBusySpinnerType { BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT, }; enum eBusySpinnerType { BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT, }; enum eBusySpinnerType { BUSY_SPINNER_LEFT, BUSY_SPINNER_LEFT_2, BUSY_SPINNER_LEFT_3, BUSY_SPINNER_SAVE, BUSY_SPINNER_RIGHT, }; After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis. ``` ``` NativeDB Added Parameter 3: int p2 After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis. ``` ``` NativeDB Added Parameter 3: int p2 END_TEXT_COMMAND_* In scripts font most of the time is passed as 1. Use _BEGIN_TEXT_GET_COMMAND_GET_WIDTH param is not font from what i've tested END_TEXT_COMMAND_* In scripts font most of the time is passed as 1. Use _BEGIN_TEXT_GET_COMMAND_GET_WIDTH param is not font from what i've tested END_TEXT_COMMAND_* Determines how many lines the text string will use when drawn on screen. Must use 0x521FB041D93DD0E4 for setting up END_TEXT_COMMAND_* Determines how many lines the text string will use when drawn on screen. Must use 0x521FB041D93DD0E4 for setting up END_TEXT_COMMAND_* Determines how many lines the text string will use when drawn on screen. Must use 0x521FB041D93DD0E4 for setting up END_TEXT_COMMAND_* Determines how many lines the text string will use when drawn on screen. Must use 0x521FB041D93DD0E4 for setting up 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 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 Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens. Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens. Finalizes a text command started with [`BEGIN_TEXT_COMMAND_SET_BLIP_NAME`](#\_0xF9113A30DE5C6670), setting the name of the specified blip. The blip to change the name for. Shows an "award" notification above the minimap, lua example result: ![](https://i.imgur.com/e2DNaKX.png) Old description: ``` Example: UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT"); UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); ``` The texture dictionary name for the icon on the left. The texture name for the icon on the left. The gained "RP" amount that will be displayed on the right side of the notification. Hudcolor overlay that gets applied on top of the notification, conflicts with text/image visibility in most cases if set to something other than 0. The label that will be displayed at the top of the notification (title). The notification handle. Shows an "award" notification above the minimap, lua example result: ![](https://i.imgur.com/e2DNaKX.png) Old description: ``` Example: UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT"); UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); ``` The texture dictionary name for the icon on the left. The texture name for the icon on the left. The gained "RP" amount that will be displayed on the right side of the notification. Hudcolor overlay that gets applied on top of the notification, conflicts with text/image visibility in most cases if set to something other than 0. The label that will be displayed at the top of the notification (title). The notification handle. Shows an "award" notification above the minimap, lua example result: ![](https://i.imgur.com/e2DNaKX.png) Old description: ``` Example: UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT"); UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); ``` The texture dictionary name for the icon on the left. The texture name for the icon on the left. The gained "RP" amount that will be displayed on the right side of the notification. Hudcolor overlay that gets applied on top of the notification, conflicts with text/image visibility in most cases if set to something other than 0. The label that will be displayed at the top of the notification (title). The notification handle. Shows an "award" notification above the minimap, lua example result: ![](https://i.imgur.com/e2DNaKX.png) Old description: ``` Example: UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT"); UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); ``` The texture dictionary name for the icon on the left. The texture name for the icon on the left. The gained "RP" amount that will be displayed on the right side of the notification. Hudcolor overlay that gets applied on top of the notification, conflicts with text/image visibility in most cases if set to something other than 0. The label that will be displayed at the top of the notification (title). The notification handle. This function and the one below it are for after you receive an invite, not sending it. p0 = 1 or 0 nothin doin. int invite(Player player) { int iVar2, iVar3; networkHandleMgr handle; NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13); networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(0); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle)) { iVar2 = 0; if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0) { iVar2 = 1; } if (clan.unk21 > 0) { iVar3 = 0; } else { iVar3 = 1; } BOOL unused = _0x54E79E9C(&clan.clanHandle, 35); return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0); } } This function and the one below it are for after you receive an invite, not sending it. p0 = 1 or 0 nothin doin. int invite(Player player) { int iVar2, iVar3; networkHandleMgr handle; NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13); networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(0); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle)) { iVar2 = 0; if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0) { iVar2 = 1; } if (clan.unk21 > 0) { iVar3 = 0; } else { iVar3 = 1; } BOOL unused = _0x54E79E9C(&clan.clanHandle, 35); return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0); } } This function and the one below it are for after you receive an invite, not sending it. p0 = 1 or 0 nothin doin. int invite(Player player) { int iVar2, iVar3; networkHandleMgr handle; NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13); networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(0); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle)) { iVar2 = 0; if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0) { iVar2 = 1; } if (clan.unk21 > 0) { iVar3 = 0; } else { iVar3 = 1; } BOOL unused = _0x54E79E9C(&clan.clanHandle, 35); return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0); } } This function and the one below it are for after you receive an invite, not sending it. p0 = 1 or 0 nothin doin. int invite(Player player) { int iVar2, iVar3; networkHandleMgr handle; NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13); networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(0); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle)) { iVar2 = 0; if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0) { iVar2 = 1; } if (clan.unk21 > 0) { iVar3 = 0; } else { iVar3 = 1; } BOOL unused = _0x54E79E9C(&clan.clanHandle, 35); return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0); } } p0 = 1 or 0 crashes my game... this is for sending invites to network players - jobs/apartment/ect... return notification handle int invite(Player player) { networkHandleMgr netHandle; networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(1); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13); if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle)) { NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle); _DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0); } } p0 = 1 or 0 crashes my game... this is for sending invites to network players - jobs/apartment/ect... return notification handle int invite(Player player) { networkHandleMgr netHandle; networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(1); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13); if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle)) { NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle); _DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0); } } p0 = 1 or 0 crashes my game... this is for sending invites to network players - jobs/apartment/ect... return notification handle int invite(Player player) { networkHandleMgr netHandle; networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(1); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13); if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle)) { NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle); _DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0); } } p0 = 1 or 0 crashes my game... this is for sending invites to network players - jobs/apartment/ect... return notification handle int invite(Player player) { networkHandleMgr netHandle; networkClanMgr clan; char *playerName = GET_PLAYER_NAME(player); _SET_NOTIFICATION_TEXT_ENTRY("STRING"); _SET_NOTIFACTION_COLOR_NEXT(1); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName); NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13); if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle)) { NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle); _DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0); } } Sets some extra options for a notification. It adds an image (or icon type) and sets a notification title (sender) and subtitle (subject). Texture dictionary and texture name parameters are usually the same exact value. Example result: ![](https://i.imgur.com/LviutDl.png) Old description with list of possible icons and texture names: ``` List of picNames: 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. ``` The texture dictionary for the icon. The texture name for the icon. Flash, doesn't seem to work no matter what. The icon type, see the list in the description below. The notification title. The notification subtitle. The notification handle. Sets some extra options for a notification. It adds an image (or icon type) and sets a notification title (sender) and subtitle (subject). Texture dictionary and texture name parameters are usually the same exact value. Example result: ![](https://i.imgur.com/LviutDl.png) Old description with list of possible icons and texture names: ``` List of picNames: 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. ``` The texture dictionary for the icon. The texture name for the icon. Flash, doesn't seem to work no matter what. The icon type, see the list in the description below. The notification title. The notification subtitle. The notification handle. 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::\_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a\_0); 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::\_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a\_0); 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::\_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a\_0); 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::\_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a\_0); 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 = UI::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5); ``` Example result: ![](https://i.imgur.com/YrN4Bcm.png) 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 = UI::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5); ``` Example result: ![](https://i.imgur.com/YrN4Bcm.png) 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 = UI::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5); ``` Example result: ![](https://i.imgur.com/YrN4Bcm.png) List of picNames 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.) List of picNames 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.) List of picNames: 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) { _SET_NOTIFICATION_TEXT_ENTRY("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 _DRAW_NOTIFICATION(1, 1); } List of picNames: 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) { _SET_NOTIFICATION_TEXT_ENTRY("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 _DRAW_NOTIFICATION(1, 1); } returns a notification handle, prints out a notification like below: type range: 0 if you set type to 1, image goes from 0 - 39 - Xbox you can add text to example: UI::_0xD202B92CBF1D816F(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); returns a notification handle, prints out a notification like below: type range: 0 if you set type to 1, image goes from 0 - 39 - Xbox you can add text to example: UI::_0xD202B92CBF1D816F(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); returns a notification handle, prints out a notification like below: type range: 0 if you set type to 1, image goes from 0 - 39 - Xbox you can add text to example: UI::_0xD202B92CBF1D816F(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); 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::_0xDD6CB2CCE7C2735C(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); - imgur.com/UPy0Ial Examples from the scripts: l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_SAVE_REPLAY_CLIP~",""); l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~",""); 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::_0xDD6CB2CCE7C2735C(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); - imgur.com/UPy0Ial Examples from the scripts: l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_SAVE_REPLAY_CLIP~",""); l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~",""); 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::_0xDD6CB2CCE7C2735C(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); - imgur.com/UPy0Ial Examples from the scripts: l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_SAVE_REPLAY_CLIP~",""); l_D1[1 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~",""); l_D1[2 -- [[1]] ]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~",""); [List of picture names](https://pastebin.com/XdpJVbHz) Example result: ![](https://i.imgur.com/SdEZ22m.png) The notification handle. [List of picture names](https://pastebin.com/XdpJVbHz) Example result: ![](https://i.imgur.com/SdEZ22m.png) The notification handle. [List of picture names](https://pastebin.com/XdpJVbHz) Example result: ![](https://i.imgur.com/SdEZ22m.png) The notification handle. Example output preview: ![](https://i.imgur.com/TJvqkYq.png) Makes the notification flash on the screen. Makes the notification appear in the "Pause Menu > Info/Brief > Notifications" section. The notification handle. Example output preview: ![](https://i.imgur.com/TJvqkYq.png) Makes the notification flash on the screen. Makes the notification appear in the "Pause Menu > Info/Brief > Notifications" section. The notification handle. NativeDB Added Parameter 7: int hudColorIndex1 NativeDB Added Parameter 8: int hudColorIndex2 NativeDB Added Parameter 7: int hudColorIndex1 NativeDB Added Parameter 8: int hudColorIndex2 Internal function for ensuring an entity has a state bag. Enters cursor mode, suppressing mouse movement to the game and displaying a mouse cursor instead. This function supports SDK infrastructure and is not intended to be used directly from your code. This native is not implemented. This native is not implemented. This native is not implemented. This native is not implemented. Applies lethal damage (FLT_MAX) to the `SKEL_Head` bone of the specified ped using the weapon passed, leading to the ped's untimely demise. The naming of the native is a legacy leftover (formerly EXPLODE_CHAR_HEAD in GTA3) as in the early 3D GTA games, lethal damage to a ped head would 'explode' it. The ped to lethally injure. The weapon to attribute the damage to. WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001); 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. 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" 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" 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" milestoneId: 0 = "percentcomplete" 1 = "storycomplete" 2 = "vehicles" 3 = "properties" 4 = "psych" 5 = "mapreveal" 6 = "prologue" milestoneId: 0 = "percentcomplete" 1 = "storycomplete" 2 = "vehicles" 3 = "properties" 4 = "psych" 5 = "mapreveal" 6 = "prologue" Hardcoded to not work in SP. ``` 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 -alphazolam ``` [Animations list](https://alexguirre.github.io/animations-list/) 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. ``` NativeDB Introduced: v1290 ``` 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. ``` NativeDB Introduced: v1290 ``` 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. 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. 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. 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). This function is coded to not work on vehicles of type: `CBike`, `Bmx`, `CBoat`, `CTrain`, and `CSubmarine`. adds a short flash to the Radar/Minimap Usage: UI.FLASH_MINIMAP_DISPLAY used with 1,2,8,64,128 in the scripts PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter. 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" 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" creates single lightning+thunder at random position creates single lightning+thunder at random position Some motionstate hashes are 0xec17e58 (standing idle), 0xbac0f10b (nothing?), 0x3f67c6af (aiming with pistol 2-h), 0x422d7a25 (stealth), 0xbd8817db, 0x916e828c and those for the strings "motionstate_idle", "motionstate_walk", "motionstate_run", "motionstate_actionmode_idle", and "motionstate_actionmode_walk". Regarding p2, p3 and p4: Most common is 0, 0, 0); followed by 0, 1, 0); and 1, 1, 0); in the scripts. p4 is very rarely something other than 0. [31/03/2017] ins1de : enum MotionState { StopRunning = -530524, StopWalking = -668482597, Idle = 247561816, // 1, 1, 0 Idl2 = -1871534317, SkyDive =-1161760501, // 0, 1, 0 Stealth = 1110276645, Sprint = -1115154469, Swim = -1855028596, Unknown1 = 1063765679, Unknown2 = -633298724, } Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE. Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Forces the particular room in an interior to load incase not teleporting into the portal. Forces the game snow pass to render. Whether or not to force rendering to use a snow pass. Exits the game and downloads a fresh social club update on next restart. Doesn't actually return anything. Doesn't actually return anything. 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. FORCE_VEHICLE_??? 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. FORCE_VEHICLE_??? 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. FORCE_VEHICLE_??? 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. The entity to freeze/unfreeze. Freeze or unfreeze entity. 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 For Steam. Always returns 0 in retail version of the game. Returns the progression of an achievement; 0 if the achievement cannot be progressed. For Steam. Always returns 0 in retail version of the game. Returns the progression of an achievement; 0 if the achievement cannot be progressed. For Steam. Always returns 0 in retail version of the game. Returns the progression of an achievement; 0 if the achievement cannot be progressed. Returns all player indices for 'active' physical players known to the client. The data returned adheres to the following layout: ``` [127, 42, 13, 37] ``` An object containing a list of player indices. Returns current screen resolution. Returns current screen resolution. https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt Returns the current AI BLIP for the specified ped Returns the current AI BLIP for the specified ped Returns all rope handles. The data returned adheres to the following layout: ``` [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` An object containing a list of all rope handles. Returns all registered vehicle model names, including non-dlc vehicles and custom vehicles in no particular order. **Example output** ``` ["dubsta", "dubsta2", "dubsta3", "myverycoolcar", "sultan", "sultanrs", ...] ``` This native will not return vehicles that are unregistered (i.e from a resource being stopped) during runtime. Returns profile setting 17. Returns profile setting 17. A getter for [SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME](#\_0x0B919E1FB47CC4E0). Returns ambient ped range multiplier value. A getter for [SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME](#\_0x90B6DA738A9A25DA). Returns ambient vehicle range multiplier value. 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) [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) Returns value of the '-benchmarkIterations' command line option. Returns value of the '-benchmarkIterations' command line option. Returns value of the '-benchmarkPass' command line option. Returns value of the '-benchmarkPass' command line option. p1 is always 0 in the scripts. In percentage: 0.0 - 100.0 ``` NativeDB Introduced: v1734 ``` Returns the Blip handle of given Entity. This function is hard-coded to always return 0. 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 NativeDB Introduced: v2060 NativeDB Introduced: v2060 Blips Images + IDs: gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html Same call as VEHICLE::_0x0F3B4D4E43177236 Same call as VEHICLE::_0x0F3B4D4E43177236 Enumerated type defined in camControlHelperMetadataViewModes: ```cpp enum Context { ON_FOOT = 0, // [G|S]ET_FOLLOW_PED_CAM_* IN_VEHICLE = 1, // [G|S]ET_FOLLOW_VEHICLE_CAM_* ON_BIKE = 2, IN_BOAT = 3, IN_AIRCRAFT = 4, IN_SUBMARINE = 5, IN_HELI = 6, IN_TURRET = 7, } ``` The active view mode context. Enumerated type defined in camControlHelperMetadataViewModes: ```cpp enum Context { ON_FOOT = 0, // [G|S]ET_FOLLOW_PED_CAM_* IN_VEHICLE = 1, // [G|S]ET_FOLLOW_VEHICLE_CAM_* ON_BIKE = 2, IN_BOAT = 3, IN_AIRCRAFT = 4, IN_SUBMARINE = 5, IN_HELI = 6, IN_TURRET = 7, } ``` The active view mode context. NativeDB Introduced: v2699 Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse. NativeDB Introduced: v2699 The last parameter, as in other "ROT" methods, is usually 2. 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. 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) See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum. See [`_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT`](#\_0x19CAFA3C87F7C2FF). See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum. See [`_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT`](#\_0x19CAFA3C87F7C2FF). Returns true if the vehicle has the FLAG_JUMPING_CAR flag set. Returns true if the vehicle has the FLAG_JUMPING_CAR flag set. Returns true if the vehicle has the FLAG_JUMPING_CAR flag set. Gets the position of the cargobob hook, in world coords. Gets the position of the cargobob hook, in world coords. Gets the current day of the week. 0: Sunday 1: Monday 2: Tuesday 3: Wednesday 4: Thursday 5: Friday 6: Saturday 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. NativeDB Introduced: v1180 NativeDB Introduced: v1180 Returns TRUE if it found something. FALSE if not. Get the closest vehicle node to a given position, unknown1 = 3.0, unknown2 = 0 Has 8 params in the latest patches. isMission - if true doesn't return mission objects 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. p1 seems to be always 1.0f in the scripts 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: 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: pastebin.com/xiFdXa7h Use flag 127 to return police cars FYI: When falling through the map (or however you got under it) you will respawn when your player ped's height is <= -200.0 meters (I think you all know this) and when in a vehicle you will actually respawn at the closest vehicle node. ---------- Vector3 nodePos; GET_CLOSEST_VEHICLE_NODE(x,y,z,&nodePos,...) p4 is either 0, 1 or 8. 1 means any path/road. 0 means node in the middle of the closest main (asphalt) road. p5, p6 are always the same: 0x40400000 (3.0), 0 p5 can also be 100.0 and p6 can be 2.5: PATHFIND::GET_CLOSEST_VEHICLE_NODE(a_0, &v_5, v_9, 100.0, 2.5) Known node types: simple path/asphalt road, only asphalt road, water, under the map at always the same coords. The node types follows a pattern. For example, every fourth node is of the type water i.e. 3, 7, 11, 15, 19, 23, 27, 31, 35, 39... 239. Could not see any difference between nodes within certain types. Starting at 2, every fourth node is under the map, always same coords. Same with only asphalt road (0, 4, 8, etc) and simple path/asphalt road (1, 5, 9, etc). gtaforums.com/topic/843561-pathfind-node-types 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. p5 is either 1 or 12. 1 means any path/road. 12, 8, 0 means node in the middle of the closest main (asphalt) road. p6 is always 3.0 p7 is always 0. Known node types: simple path/asphalt road, only asphalt road, water, under the map at always the same coords. The node types follows a pattern. For example, every fourth node is of the type water i.e. 3, 7, 11, 15, 19, 23, 27, 31, 35, 39... 239. Could not see any difference between nodes within certain types. Starting at 2, every fourth node is under the map, always same coords. Same with only asphalt road (0, 4, 8, etc) and simple path/asphalt road (1, 5, 9, etc). 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) : pastebin.com/fxtMWAHD Returns POSIX timestamp. Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E)) An int representing the cloud time. Returns POSIX timestamp. Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E)) An int representing the cloud time. Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X). Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X). 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 index2 is unused index2 is unused NativeDB Added Parameter 3: int p2 NativeDB Added Parameter 3: int p2 formerly called _GET_CONTROL_ACTION_NAME incorrectly p2 appears to always be true. p2 is unused variable in function. 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 0, 1 and 2 used in the scripts. 0 is by far the most common of them. formerly called _GET_CONTROL_ACTION_NAME incorrectly p2 appears to always be true. p2 is unused variable in function. 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 0, 1 and 2 used in the scripts. 0 is by far the most common of them. Seems to return values between -1 and 1 for controls like gas and steering. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. Seems to return values between -1 and 1 for controls like gas and steering. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. Can be used to get a console variable of type `char*`, for example a string. The console variable to look up. The default value to set if none is found. Returns the convar value if it can be found, otherwise it returns the assigned `default`. Can be used to get a console variable casted back to `int` (an integer value). The console variable to look up. The default value to set if none is found (variable not set using [SET_CONVAR](#\_0x341B16D2), or not accessible). Returns the convar value if it can be found, otherwise it returns the assigned `default`. ``` enum RoofState { ROOFSTATE_UP = 0; ROOFSTATE_LOWERING, ROOFSTATE_DOWN, ROOFSTATE_RAISING }; ``` Got a "6" return value but not sure about what the value means 6 -> unknown (Stopped but not fully open ?) if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background")) if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background")) if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background")) This native returns the currently used game's name. The game name as a string, one of the following values: gta4, gta5, rdr3 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) 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) 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) 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; and is not implemented. NativeDB Added Parameter 2: Any p1 Return the hash of the radio stations current track. NativeDB Introduced: v1493 Return the hash of the radio stations current track. NativeDB Introduced: v1493 Return the playback time (in milliseconds) of the radio stations current track. NativeDB Introduced: v1493 Return the playback time (in milliseconds) of the radio stations current track. NativeDB Introduced: v1493 Return the playback time (in milliseconds) of the radio stations current track. NativeDB Introduced: v1493 Returns the name of the currently executing resource. The name of the resource. Returns the peer address of the remote game server that the user is currently connected to. The peer address of the game server (e.g. `127.0.0.1:30120`), or NULL if not available. Returns the time of the cutscene's end accounting for [`REQUEST_CUTSCENE_WITH_PLAYBACK_LIST`](\_0xC23DE0E91C30B58C) If a cutscene is laid out with 10 second sections, and section 0 and 1 are enabled then it would be 20000ms. ``` NativeDB Introduced: v1734 ``` Returns the time of the cutscene's end accounting for [`REQUEST_CUTSCENE_WITH_PLAYBACK_LIST`](\_0xC23DE0E91C30B58C) If a cutscene is laid out with 10 second sections, and section 0 and 1 are enabled then it would be 20000ms. ``` NativeDB Introduced: v1734 ``` Gets the elapsed time of the current cutscene in Elapsed time in milliseconds Gets the total length of the cutscene irrespective of playback list in milliseconds To account for sections, see [`_GET_CUTSCENE_END_TIME`]() Cutscene total length in milliseconds NativeDB Introduced: v2372 NativeDB Introduced: v2372 Gets the aggressiveness factor of the ocean waves. Gets the aggressiveness factor of the ocean waves. Gets the aggressiveness factor of the ocean waves. Gets the aggressiveness factor of the ocean waves. This function is hard-coded to always return 1. 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_LABEL_TEXT, you can get the localized name. 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. The X coordinate of the first point. The Y coordinate of the first point. The Z coordinate of the first point. The X coordinate of the second point. The Y coordinate of the second point. The Z coordinate of the second point. Whether or not to use the Z coordinate. The distance between the passed points in units. The Second item in the struct `*(Hash *)(outData + 1)` is the vehicle hash. takes a number from 0 to `GET_NUM_DLC_VEHICLES()` - 1. a struct of 3 8-byte items. A boolean value return if find or not the dlcVehicleIndex. dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS() 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]; }; Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP. ``` NativeDB Introduced: v2060 ``` dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1. struct DlcWeaponData { int emptyCheck; //use DLC1::_IS_DLC_DATA_EMPTY 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]; }; Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP. ``` NativeDB Introduced: v2060 ``` NativeDB Introduced: v1604 NativeDB Introduced: v2372 Returns the NUI window handle for a specified DUI browser object. The DUI browser handle. The NUI window handle, for use in e.g. CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE. ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) ``` 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 ``` [Animations list](https://alexguirre.github.io/animations-list/) Returns entity's archetype name, if available. An entity handle. Entity's archetype name Returns the index of the bone. If the bone was not found, -1 will be returned. list: 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. Gets the world rotation of the specified bone of the specified entity. This native is used in casinoroulette.c but I don't know yet what is the difference with _GET_ENTITY_BONE_ROTATION Gets the world rotation of the specified bone of the specified entity. This native is used in casinoroulette.c but I don't know yet what is the difference with _GET_ENTITY_BONE_ROTATION Gets the world rotation of the specified bone of the specified entity. This native is used in casinoroulette.c but I don't know yet what is the difference with _GET_ENTITY_BONE_ROTATION Gets the world rotation of the specified bone of the specified entity. Gets the world rotation of the specified bone of the specified entity. Gets the world rotation of the specified bone of the specified entity. Gets the local rotation of the specified bone of the specified entity. ``` NativeDB Introduced: v1734 ``` Gets the current coordinates (world position) for a specified entity. The entity to get the coordinates from. Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive. The current entity coordinates. Gets the entity's forward vector. The entity to get the forward vector for. The forward vector. Gets the X-component of the entity's forward vector. Gets the Y-component of the entity's forward vector. Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity. The entity to get the heading from. The current entity heading. 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); The entity to get the health from. The current entity health. 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. Returns the transient entity index for a specified mapdata/entity pair. This function supports SDK infrastructure and is not intended to be used directly from your code. The input map data index from GET_MAPDATA_FROM_HASH_KEY. The input entity handle from GET_ENTITY_MAPDATA_OWNER. A transient (non-persistable) index to the requested entity, or -1. Returns the handle of a cutscene entity, can be ped I.E MP\_1, MP\_4, Michael, Trevor Not strictly neccasary, can get 0 Returns entity handle Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius. See [`ADD_EXPLOSION`](#\_0xE3AD2BDBAEE269AC). Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius. See [`ADD_EXPLOSION`](#\_0xE3AD2BDBAEE269AC). NativeDB Introduced: v1290 Returns the LOD distance of an entity. Retrieves the map data and entity handles from a specific entity. This function supports SDK infrastructure and is not intended to be used directly from your code. An entity owned by map data. The output map data handle. The output entity handle. True if successful, false if not. Return an integer value of entity's maximum health. Example: - Player = 200 Returns the model hash from the entity The entity to get the model for. The model hash from the 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. 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. GET_ENTITY_* Seems to return the handle of the entity's portable pickup. NativeDB Introduced: v1180 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. A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt The entity to obtain the population type from. A population type, from the enumeration above. NativeDB Introduced: v1604 w is the correct parameter name! Displays the current ROLL axis of the entity [-180.0000/180.0000+] (Sideways Roll) such as a vehicle tipped on its side ``` 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. The entity to get the rotation for. The order yaw, pitch and roll is applied. Usually 2. A vector where the Z coordinate is the yaw. All ambient entities in-world seem to have the same value for the second argument (Any *script), depending on when the scripthook was activated/re-activated. I've seen numbers from ~5 to almost 70 when the value was translated with to_string. The function return value seems to always be 0. Get the speed of a entity. Entity id you want to test for speed. Speed of a entity in m/s. You can convert to km/h using the value you get and multiply by 3.6, and miles/h by 2.236936. Also, the float returned is the length of [GET_ENTITY_SPEED_VECTOR](?\_0x9A8D700A51CB7B0D) 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). Get how much of the entity is submerged. 1.0f is whole entity. Returns: 0 = no entity 1 = ped 2 = vehicle 3 = object See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) 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!). eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938), but for a specified resource. The resource to fetch from. The key to fetch A float that contains the value stored in the Kvp or nil/null if none. A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8), but for a specified resource. The resource to fetch from. The key to fetch A int that contains the value stored in the Kvp or nil/null if none. A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B), but for a specified resource. The resource to fetch from. The key to fetch A string that contains the value stored in the Kvp or nil/null if none. See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier. An integer representing the Timecycle modifier See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier. An integer representing the Timecycle modifier cpp // view mode enumeration enum _0xA11D7CA8 { THIRD_PERSON_NEAR = 0, THIRD_PERSON_MEDIUM = 1, THIRD_PERSON_FAR = 2, CINEMATIC = 3, FIRST_PERSON = 4, }; Returns a value from the view mode enumeration See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. Gets the high precision frame time of the last frame in seconds. *note: the example above is way less precise.* The frame time (in seconds) of the last frame. Returns the internal build number of the current game being executed. Possible values: * FiveM * 1604 * 2060 * 2189 * 2372 * 2545 * 2612 * 2699 * RedM * 1311 * 1355 * 1436 * LibertyM * 43 * FXServer * 0 The build number, or **0** if no build number is known. Returns the current game being executed. Possible values: | Return value | Meaning | | ------------ | ------------------------------ | | `fxserver` | Server-side code ('Duplicity') | | `fivem` | FiveM for GTA V | | `libertym` | LibertyM for GTA IV | | `redm` | RedM for Red Dead Redemption 2 | The game the script environment is running in. Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as follows: ```json [ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...] ``` ### Supported pools * `CPed`: Peds (including animals) and players. * `CObject`: Objects (props), doors, and projectiles. * `CVehicle`: Vehicles. * `CPickup`: Pickups. The pool name to get a list of entities from. An array containing entity handles for each entity in the named pool. 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 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. 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. Returns pointer to an empty string. GET_C* Returns pointer to an empty string. GET_C* NativeDB Introduced: v2189 p3 can be 0, 1 or 2. p3 can be 0, 1 or 2. Bear in mind this native can only calculate the elevation when the coordinates are within the client's render distance. ``` ``` NativeDB Added Parameter 6: BOOL p5 Position on the X-axis to get ground elevation at. Position on the Y-axis to get ground elevation at. Position on the Z-axis to get ground elevation at. The ground elevation at the specified position. NativeDB Added Parameter 6: BOOL p5 NativeDB Added Parameter 6: BOOL p5 p1 may be a BOOL representing whether or not the group even exists GET_* GET_* GET_* This native converts its past string to hash. It is hashed using jenkins one at a time method. The string to hash. The hash of `string`. 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); dx = x1 - x2 dy = y1 - y2 Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's minimum Z value at specified point (grid node). Returns CGameWorldHeightMap's minimum Z value at specified point (grid node). Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle. Returns CGameWorldHeightMap's maximum Z value at specified point (grid node). Returns CGameWorldHeightMap's maximum Z value at specified point (grid node). Max 1000. At 0 the main rotor will stall. Max 1000. At -100 both helicopter rotors will stall. Max 1000. At -100 both helicopter rotors will stall. Max 1000. At 0 the tail rotor will stall. HUD colors and their values: pastebin.com/d9aHPbXN World to relative screen coords this world to screen will keep the text on screen. it will keep it in the screen pos World to relative screen coords this world to screen will keep the text on screen. it will keep it in the screen pos World to relative screen coords this world to screen will keep the text on screen. it will keep it in the screen pos NativeDB Introduced: v2372 x1, y1, z1 -- Coords of your ped model x2, y2, z2 -- Coords of the ped you want to switch to 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) 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. 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. Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE Returns the handle of the interior that the entity is in. Returns 0 if outside. NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 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. GET_INTERIOR_* NativeDB Introduced: v1493 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1604 NativeDB Introduced: v1604 Returns true if profile setting 208 is equal to 0. Returns true if profile setting 208 is equal to 0. See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) false = Any resolution < 1280x720 true = Any resolution >= 1280x720 From the driver's perspective, is the left headlight broken. From the driver's perspective, is the left headlight broken. gadgetHash - was always 0xFBAB5776 ("GADGET_PARACHUTE"). Although we don't have a jenkins hash for this one, the name is 100% confirmed. Although we don't have a jenkins hash for this one, the name is 100% confirmed. From the driver's perspective, is the right headlight broken. From the driver's perspective, is the right headlight broken. Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt Returns profile setting 225. Returns profile setting 225. Returns whether this vehicle is currently disabled by an EMP mine. NativeDB Introduced: v1604 Returns true when in a vehicle, false whilst entering/exiting. Returns true when in a vehicle, false whilst entering/exiting. Check if Vehicle Secondary is avaliable for customize NativeDB Introduced: v1604 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. Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY Gets a string literal from a label name. GET_F* ``` Landing gear states: 0: Deployed 1: Closing (Retracting) 3: Opening (Deploying) 4: Retracted 5: Broken ``` Landing gear state 2 is never used. The vehicle to check. The current state of the vehicles landing gear. ``` Landing gear states: 0: Deployed 1: Closing (Retracting) 3: Opening (Deploying) 4: Retracted 5: Broken ``` Landing gear state 2 is never used. The vehicle to check. The current state of the vehicles landing gear. Returns last vehicle that was rammed by the given vehicle using the shunt boost. NativeDB Introduced: v1604 Returns the length of the string passed (much like strlen). Returns the string length of the string from the gxt string . Second Param = LiveryIndex example int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh); for (int i = 0; i < count; i++) { 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_LABEL_TEXT, to get the localized livery name. ----------- NOTE: You may need to set the vehicle's modKit to 0 by using this function: SET_VEHICLE_MOD_KIT() before getting the name, otherwise this native may return NULL. dev-c.com/nativedb/func/info/1f2aa07f00b3217a Returns the local player's targeting mode. See [`SET_PLAYER_TARGETING_MODE`](#\_0xB1906895227793F3). Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version. Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version. 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); Will return a vehicle's manufacturer display label. Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash. ``` NativeDB Introduced: v1868 ``` Returns the zoom level data by index from mapzoomdata.meta file. Zoom level index. fZoomScale value. fZoomSpeed value. fScrollSpeed value. vTiles X. vTiles Y. A boolean indicating TRUE if the data was received successfully. Retrieves the map data entity handle. This function supports SDK infrastructure and is not intended to be used directly from your code. A mapdata hash from `mapDataLoaded` event. An internal entity's index. The output entity handle. True if successful, false if not. Returns mapdata's entity matrix. This function supports SDK infrastructure and is not intended to be used directly from your code. This should be used from JavaScript or another language supporting mutable buffers like ArrayBuffer. Matrix layout is as follows: * Element \[0], \[1] and \[2] should represent the right vector. * Element \[4], \[5] and \[6] should represent the forward vector. * Element \[8], \[9] and \[10] should represent the up vector. * Element \[12], \[13] and \[14] should represent X, Y and Z translation coordinates. * All other elements should be \[0, 0, 0, 1]. A mapdata hash from `mapDataLoaded` event. An internal entity's index. A mutable pointer to a 64-byte buffer of floating-point values, representing an XMFLOAT4X4 in layout. Whether or not the matrix was retrieved. Returns the transient map data index for a specified hash. This function supports SDK infrastructure and is not intended to be used directly from your code. The input map data handle. A transient (non-persistable) index to the requested mapdata, or -1. p2 is mostly 1 in the scripts. Gets the maximum wanted level the player can get. Ranges from 0 to 5. This function is hard-coded to always return 96. This function is hard-coded to always return 96. This function is hard-coded to always return 96. This function is hard-coded to always return 0. p0 was always 0xAE2602A3. p0 was always 0xAE2602A3. Returns how many real ms are equal to one game minute. A getter for [`SetMillisecondsPerGameMinute`](#\_0x36CA2554). A number of milliseconds that equals to one game minute. Returns the text label of a mod type for a given vehicle Use _GET_LABEL_TEXT to get the part name in the game's language Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). 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); 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; } 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 PROL = Prologue / North Yankton ISHeist = Cayo Perico Island 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 See [`GET_NAVMESH_ROUTE_DISTANCE_REMAINING`](#\_0xC6F5C0BCDC74D62D) for more details. 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. Returns the same value as [`GetNetworkTime`](#\_0x7A5487FE9FAA6B48) in freemode, but as opposed to `GetNetworkTime` it always gets the most recent time, instead of once per tick. Could be used for benchmarking since it can return times in ticks. Returns the network time as an integer Returns the same value as [`GetNetworkTime`](#\_0x7A5487FE9FAA6B48) in freemode, but as opposed to `GetNetworkTime` it always gets the most recent time, instead of once per tick. Could be used for benchmarking since it can return times in ticks. Returns the network time as an integer Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX. ``` NativeDB Removed Parameter 1: int index ``` The disabled zone index Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX. ``` NativeDB Removed Parameter 1: int index ``` The disabled zone index Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Needs more research. Gets the stat name of a masked bool? section - values used in the decompiled scripts: "_NGPSTAT_BOOL" "_NGTATPSTAT_BOOL" "_NGDLCPSTAT_BOOL" "_DLCBIKEPSTAT_BOOL" "_DLCGUNPSTAT_BOOL" "_GUNTATPSTAT_BOOL" "_DLCSMUGCHARPSTAT_BOOL" "_GANGOPSPSTAT_BOOL" "_BUSINESSBATPSTAT_BOOL" "_ARENAWARSPSTAT_BOOL" "_CASINOPSTAT_BOOL" "_CASINOHSTPSTAT_BOOL" "_HEIST3TATTOOSTAT_BOOL" Needs more research. Gets the stat name of a masked bool? section - values used in the decompiled scripts: "_NGPSTAT_BOOL" "_NGTATPSTAT_BOOL" "_NGDLCPSTAT_BOOL" "_DLCBIKEPSTAT_BOOL" "_DLCGUNPSTAT_BOOL" "_GUNTATPSTAT_BOOL" "_DLCSMUGCHARPSTAT_BOOL" "_GANGOPSPSTAT_BOOL" "_BUSINESSBATPSTAT_BOOL" "_ARENAWARSPSTAT_BOOL" "_CASINOPSTAT_BOOL" "_CASINOHSTPSTAT_BOOL" "_HEIST3TATTOOSTAT_BOOL" 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" 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" See gtaforums.com/topic/843561-pathfind-node-types for node type info. 0 = paved road only, 1 = any road, 3 = water p10 always equal 0x40400000 p11 always equal 0 Returns the id. Get the nth closest vehicle node and its heading. (unknown2 = 9, unknown3 = 3.0, unknown4 = 2.5) Returns the total number of DLC vehicles. Returns the total number of DLC weapon components. Returns the total number of DLC weapon components that are available in SP. ``` NativeDB Introduced: v2060 ``` 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). ``` NativeDB Introduced: v2060 ``` Used for freemode (online) characters. paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 p0 appears to be for MP ``` ``` NativeDB Added Parameter 2: Any p1 Gets the amount of metadata values with the specified key existing in the specified resource's manifest. See also: [Resource manifest](https://docs.fivem.net/resources/manifest/) The resource name. The key to look up in the resource manifest. Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale Returns how many possible mods a vehicle has for a given mod type Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork) List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Need to check behavior when drawableId = -1 List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Gets the number of players in the current session. If not multiplayer, always returns 1. NativeDB Introduced: v1180 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; 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; 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; Actually number of color combinations Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX. Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Converts world coords (posX - Z) to coords relative to the entity Example: posX = 50 posY = 1000 posZ = 60 Entity's coords are: x=30, y=1000, z=60. All three returned coords will then be in range of [-20,20] depending on rotation of the entity. Offset values are relative to the entity. x = left/right y = forward/backward z = up/down 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" 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" Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick. A getter for [SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xEAE6DCC7EEE3DB1D). Returns parked vehicle density multiplier value. Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`. If the pause menu is open, it will return a Vector3, Z is always 0. If the pause menu is closed, it will return Vector3.Zero Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`. If the pause menu is open, it will return a Vector3, Z is always 0. If the pause menu is closed, it will return Vector3.Zero 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 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 Returns: 0 5 10 15 20 25 30 35 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. 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. 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. 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) 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 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. enum ePedBoneId : uint16_t { SKEL_ROOT = 0x0, SKEL_Pelvis = 0x2E28, SKEL_L_Thigh = 0xE39F, SKEL_L_Calf = 0xF9BB, SKEL_L_Foot = 0x3779, SKEL_L_Toe0 = 0x83C, EO_L_Foot = 0x84C5, EO_L_Toe = 0x68BD, 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, EO_R_Foot = 0x1096, EO_R_Toe = 0x7163, 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, SPR_L_Breast = 0xFC8E, SPR_R_Breast = 0x885F, IK_Root = 0xDD1C, SKEL_Neck_2 = 0x5FD4, SKEL_Pelvis1 = 0xD003, SKEL_PelvisRoot = 0x45FC, SKEL_SADDLE = 0x9524, MH_L_CalfBack = 0x1013, MH_L_ThighBack = 0x600D, SM_L_Skirt = 0xC419, MH_R_CalfBack = 0xB013, MH_R_ThighBack = 0x51A3, SM_R_Skirt = 0x7712, SM_M_BackSkirtRoll = 0xDBB, SM_L_BackSkirtRoll = 0x40B2, SM_R_BackSkirtRoll = 0xC141, SM_M_FrontSkirtRoll = 0xCDBB, SM_L_FrontSkirtRoll = 0x9B69, SM_R_FrontSkirtRoll = 0x86F1, SM_CockNBalls_ROOT = 0xC67D, SM_CockNBalls = 0x9D34, MH_L_Finger00 = 0x8C63, MH_L_FingerBulge00 = 0x5FB8, MH_L_Finger10 = 0x8C53, MH_L_FingerTop00 = 0xA244, MH_L_HandSide = 0xC78A, MH_Watch = 0x2738, MH_L_Sleeve = 0x933C, MH_R_Finger00 = 0x2C63, MH_R_FingerBulge00 = 0x69B8, MH_R_Finger10 = 0x2C53, MH_R_FingerTop00 = 0xEF4B, MH_R_HandSide = 0x68FB, MH_R_Sleeve = 0x92DC, FACIAL_jaw = 0xB21, FACIAL_underChin = 0x8A95, FACIAL_L_underChin = 0x234E, FACIAL_chin = 0xB578, FACIAL_chinSkinBottom = 0x98BC, FACIAL_L_chinSkinBottom = 0x3E8F, FACIAL_R_chinSkinBottom = 0x9E8F, FACIAL_tongueA = 0x4A7C, FACIAL_tongueB = 0x4A7D, FACIAL_tongueC = 0x4A7E, FACIAL_tongueD = 0x4A7F, FACIAL_tongueE = 0x4A80, FACIAL_L_tongueE = 0x35F2, FACIAL_R_tongueE = 0x2FF2, FACIAL_L_tongueD = 0x35F1, FACIAL_R_tongueD = 0x2FF1, FACIAL_L_tongueC = 0x35F0, FACIAL_R_tongueC = 0x2FF0, FACIAL_L_tongueB = 0x35EF, FACIAL_R_tongueB = 0x2FEF, FACIAL_L_tongueA = 0x35EE, FACIAL_R_tongueA = 0x2FEE, FACIAL_chinSkinTop = 0x7226, FACIAL_L_chinSkinTop = 0x3EB3, FACIAL_chinSkinMid = 0x899A, FACIAL_L_chinSkinMid = 0x4427, FACIAL_L_chinSide = 0x4A5E, FACIAL_R_chinSkinMid = 0xF5AF, FACIAL_R_chinSkinTop = 0xF03B, FACIAL_R_chinSide = 0xAA5E, FACIAL_R_underChin = 0x2BF4, FACIAL_L_lipLowerSDK = 0xB9E1, FACIAL_L_lipLowerAnalog = 0x244A, FACIAL_L_lipLowerThicknessV = 0xC749, FACIAL_L_lipLowerThicknessH = 0xC67B, FACIAL_lipLowerSDK = 0x7285, FACIAL_lipLowerAnalog = 0xD97B, FACIAL_lipLowerThicknessV = 0xC5BB, FACIAL_lipLowerThicknessH = 0xC5ED, FACIAL_R_lipLowerSDK = 0xA034, FACIAL_R_lipLowerAnalog = 0xC2D9, FACIAL_R_lipLowerThicknessV = 0xC6E9, FACIAL_R_lipLowerThicknessH = 0xC6DB, FACIAL_nose = 0x20F1, FACIAL_L_nostril = 0x7322, FACIAL_L_nostrilThickness = 0xC15F, FACIAL_noseLower = 0xE05A, FACIAL_L_noseLowerThickness = 0x79D5, FACIAL_R_noseLowerThickness = 0x7975, FACIAL_noseTip = 0x6A60, FACIAL_R_nostril = 0x7922, FACIAL_R_nostrilThickness = 0x36FF, FACIAL_noseUpper = 0xA04F, FACIAL_L_noseUpper = 0x1FB8, FACIAL_noseBridge = 0x9BA3, FACIAL_L_nasolabialFurrow = 0x5ACA, FACIAL_L_nasolabialBulge = 0xCD78, FACIAL_L_cheekLower = 0x6907, FACIAL_L_cheekLowerBulge1 = 0xE3FB, FACIAL_L_cheekLowerBulge2 = 0xE3FC, FACIAL_L_cheekInner = 0xE7AB, FACIAL_L_cheekOuter = 0x8161, FACIAL_L_eyesackLower = 0x771B, FACIAL_L_eyeball = 0x1744, FACIAL_L_eyelidLower = 0x998C, FACIAL_L_eyelidLowerOuterSDK = 0xFE4C, FACIAL_L_eyelidLowerOuterAnalog = 0xB9AA, FACIAL_L_eyelashLowerOuter = 0xD7F6, FACIAL_L_eyelidLowerInnerSDK = 0xF151, FACIAL_L_eyelidLowerInnerAnalog = 0x8242, FACIAL_L_eyelashLowerInner = 0x4CCF, FACIAL_L_eyelidUpper = 0x97C1, FACIAL_L_eyelidUpperOuterSDK = 0xAF15, FACIAL_L_eyelidUpperOuterAnalog = 0x67FA, FACIAL_L_eyelashUpperOuter = 0x27B7, FACIAL_L_eyelidUpperInnerSDK = 0xD341, FACIAL_L_eyelidUpperInnerAnalog = 0xF092, FACIAL_L_eyelashUpperInner = 0x9B1F, FACIAL_L_eyesackUpperOuterBulge = 0xA559, FACIAL_L_eyesackUpperInnerBulge = 0x2F2A, FACIAL_L_eyesackUpperOuterFurrow = 0xC597, FACIAL_L_eyesackUpperInnerFurrow = 0x52A7, FACIAL_forehead = 0x9218, FACIAL_L_foreheadInner = 0x843, FACIAL_L_foreheadInnerBulge = 0x767C, FACIAL_L_foreheadOuter = 0x8DCB, FACIAL_skull = 0x4221, FACIAL_foreheadUpper = 0xF7D6, FACIAL_L_foreheadUpperInner = 0xCF13, FACIAL_L_foreheadUpperOuter = 0x509B, FACIAL_R_foreheadUpperInner = 0xCEF3, FACIAL_R_foreheadUpperOuter = 0x507B, FACIAL_L_temple = 0xAF79, FACIAL_L_ear = 0x19DD, FACIAL_L_earLower = 0x6031, FACIAL_L_masseter = 0x2810, FACIAL_L_jawRecess = 0x9C7A, FACIAL_L_cheekOuterSkin = 0x14A5, FACIAL_R_cheekLower = 0xF367, FACIAL_R_cheekLowerBulge1 = 0x599B, FACIAL_R_cheekLowerBulge2 = 0x599C, FACIAL_R_masseter = 0x810, FACIAL_R_jawRecess = 0x93D4, FACIAL_R_ear = 0x1137, FACIAL_R_earLower = 0x8031, FACIAL_R_eyesackLower = 0x777B, FACIAL_R_nasolabialBulge = 0xD61E, FACIAL_R_cheekOuter = 0xD32, FACIAL_R_cheekInner = 0x737C, FACIAL_R_noseUpper = 0x1CD6, FACIAL_R_foreheadInner = 0xE43, FACIAL_R_foreheadInnerBulge = 0x769C, FACIAL_R_foreheadOuter = 0x8FCB, FACIAL_R_cheekOuterSkin = 0xB334, FACIAL_R_eyesackUpperInnerFurrow = 0x9FAE, FACIAL_R_eyesackUpperOuterFurrow = 0x140F, FACIAL_R_eyesackUpperInnerBulge = 0xA359, FACIAL_R_eyesackUpperOuterBulge = 0x1AF9, FACIAL_R_nasolabialFurrow = 0x2CAA, FACIAL_R_temple = 0xAF19, FACIAL_R_eyeball = 0x1944, FACIAL_R_eyelidUpper = 0x7E14, FACIAL_R_eyelidUpperOuterSDK = 0xB115, FACIAL_R_eyelidUpperOuterAnalog = 0xF25A, FACIAL_R_eyelashUpperOuter = 0xE0A, FACIAL_R_eyelidUpperInnerSDK = 0xD541, FACIAL_R_eyelidUpperInnerAnalog = 0x7C63, FACIAL_R_eyelashUpperInner = 0x8172, FACIAL_R_eyelidLower = 0x7FDF, FACIAL_R_eyelidLowerOuterSDK = 0x1BD, FACIAL_R_eyelidLowerOuterAnalog = 0x457B, FACIAL_R_eyelashLowerOuter = 0xBE49, FACIAL_R_eyelidLowerInnerSDK = 0xF351, FACIAL_R_eyelidLowerInnerAnalog = 0xE13, FACIAL_R_eyelashLowerInner = 0x3322, FACIAL_L_lipUpperSDK = 0x8F30, FACIAL_L_lipUpperAnalog = 0xB1CF, FACIAL_L_lipUpperThicknessH = 0x37CE, FACIAL_L_lipUpperThicknessV = 0x38BC, FACIAL_lipUpperSDK = 0x1774, FACIAL_lipUpperAnalog = 0xE064, FACIAL_lipUpperThicknessH = 0x7993, FACIAL_lipUpperThicknessV = 0x7981, FACIAL_L_lipCornerSDK = 0xB1C, FACIAL_L_lipCornerAnalog = 0xE568, FACIAL_L_lipCornerThicknessUpper = 0x7BC, FACIAL_L_lipCornerThicknessLower = 0xDD42, FACIAL_R_lipUpperSDK = 0x7583, FACIAL_R_lipUpperAnalog = 0x51CF, FACIAL_R_lipUpperThicknessH = 0x382E, FACIAL_R_lipUpperThicknessV = 0x385C, FACIAL_R_lipCornerSDK = 0xB3C, FACIAL_R_lipCornerAnalog = 0xEE0E, FACIAL_R_lipCornerThicknessUpper = 0x54C3, FACIAL_R_lipCornerThicknessLower = 0x2BBA, MH_MulletRoot = 0x3E73, MH_MulletScaler = 0xA1C2, MH_Hair_Scale = 0xC664, MH_Hair_Crown = 0x1675, SM_Torch = 0x8D6, FX_Light = 0x8959, FX_Light_Scale = 0x5038, FX_Light_Switch = 0xE18E, BagRoot = 0xAD09, BagPivotROOT = 0xB836, BagPivot = 0x4D11, BagBody = 0xAB6D, BagBone_R = 0x937, BagBone_L = 0x991, SM_LifeSaver_Front = 0x9420, SM_R_Pouches_ROOT = 0x2962, SM_R_Pouches = 0x4141, SM_L_Pouches_ROOT = 0x2A02, SM_L_Pouches = 0x4B41, SM_Suit_Back_Flapper = 0xDA2D, SPR_CopRadio = 0x8245, SM_LifeSaver_Back = 0x2127, MH_BlushSlider = 0xA0CE, SKEL_Tail_01 = 0x347, SKEL_Tail_02 = 0x348, MH_L_Concertina_B = 0xC988, MH_L_Concertina_A = 0xC987, MH_R_Concertina_B = 0xC8E8, MH_R_Concertina_A = 0xC8E7, MH_L_ShoulderBladeRoot = 0x8711, MH_L_ShoulderBlade = 0x4EAF, MH_R_ShoulderBladeRoot = 0x3A0A, MH_R_ShoulderBlade = 0x54AF, FB_R_Ear_000 = 0x6CDF, SPR_R_Ear = 0x63B6, FB_L_Ear_000 = 0x6439, SPR_L_Ear = 0x5B10, FB_TongueA_000 = 0x4206, FB_TongueB_000 = 0x4207, FB_TongueC_000 = 0x4208, SKEL_L_Toe1 = 0x1D6B, SKEL_R_Toe1 = 0xB23F, SKEL_Tail_03 = 0x349, SKEL_Tail_04 = 0x34A, SKEL_Tail_05 = 0x34B, SPR_Gonads_ROOT = 0xBFDE, SPR_Gonads = 0x1C00, FB_L_Brow_Out_001 = 0xE3DB, FB_L_Lid_Upper_001 = 0xB2B6, FB_L_Eye_001 = 0x62AC, FB_L_CheekBone_001 = 0x542E, FB_L_Lip_Corner_001 = 0x74AC, FB_R_Lid_Upper_001 = 0xAA10, FB_R_Eye_001 = 0x6B52, FB_R_CheekBone_001 = 0x4B88, FB_R_Brow_Out_001 = 0x54C, FB_R_Lip_Corner_001 = 0x2BA6, FB_Brow_Centre_001 = 0x9149, FB_UpperLipRoot_001 = 0x4ED2, FB_UpperLip_001 = 0xF18F, FB_L_Lip_Top_001 = 0x4F37, FB_R_Lip_Top_001 = 0x4537, FB_Jaw_001 = 0xB4A0, FB_LowerLipRoot_001 = 0x4324, FB_LowerLip_001 = 0x508F, FB_L_Lip_Bot_001 = 0xB93B, FB_R_Lip_Bot_001 = 0xC33B, FB_Tongue_001 = 0xB987 }; Returns the hash of the weapon/model/object that killed the ped. See [`SET_PED_CONFIG_FLAG`](#\_0x1913FE4CBF41C463). 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_UNKNOWN = 6, ZONE_NONE = 7 }; 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_UNKNOWN = 6, ZONE_NONE = 7 }; A getter for [SET_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x95E3D6257B166CF2). Returns ped density multiplier value. NativeDB Introduced: v2699 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 Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped. The ped to get the glow intensity from. A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity. Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped. The ped to get the glow intensity from. A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity. Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped. The ped to get the glow intensity from. A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity. NativeDB Introduced: v2189 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. A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF). The target ped Returns ped's eye colour, or -1 if fails to get. A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF). The target ped Returns ped's eye colour, or -1 if fails to get. A getter for [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get. The target ped Returns ped's eye colour, or -1 if fails to get. A getter for [\_SET_PED_FACE_FEATURE](#\_0x71A5C1DBA060049E). Returns 0.0 if fails to get. The target ped Face feature index Returns ped's face feature value, or 0.0 if fails to get. Returns the group id of which the specified ped is a member of. A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get. The target ped Returns ped's primary hair colour. A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get. The target ped Returns ped's secondary hair colour. 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 [`_0x013E5CFC38CD5387`](#\_0x013E5CFC38CD5387) to get the makeup colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. 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 [`_0x013E5CFC38CD5387`](#\_0x013E5CFC38CD5387) to get the makeup colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. 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 [`_0x013E5CFC38CD5387`](#\_0x013E5CFC38CD5387) to get the makeup colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. 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 typedef struct { int shapeFirst, shapeSecond, shapeThird; int skinFirst, skinSecond, skinThird; float shapeMix, skinMix, thirdMix; } headBlendData; 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. 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. Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc. Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc. A getter for [SET_PED_HEAD_OVERLAY](#\_0x48F44967FA05CC1E) and [\_SET_PED_HEAD_OVERLAY_COLOR](#\_0x497BF74A7B9CB952) natives. The target ped Overlay index Overlay value pointer Colour type pointer First colour pointer Second colour pointer Opacity pointer Returns ped's head overlay data. Used with freemode (online) characters. Used with freemode (online) characters. 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. Gets the ped in the specified seat of the passed vehicle. 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. **NativeDB Added Parameter 3**: BOOL p2 (uses a different GetOccupant function) The vehicle to get the ped for. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). A handle to a ped in the specified vehicle seat, or 0 if no such ped existed. Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). 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. 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 [`_0x4852FC386E2E1BB5`](#\_0x4852FC386E2E1BB5) to get the hair colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. 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 [`_0x4852FC386E2E1BB5`](#\_0x4852FC386E2E1BB5) to get the hair colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. 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 [`_0x4852FC386E2E1BB5`](#\_0x4852FC386E2E1BB5) to get the hair colors. The hair color index. Value between 0-63 (inclusive). Output red value. Output green value. Output blue value. Console/PC structure definitions and example: pastebin.com/SsFej963 For FiveM/Cfx.Re use-cases refer to: [`GET_GAME_POOL`](#\_0x2B9D4F50). Ped type to ignore 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 } } } Here's the right way to do it (console and pc): pastebin.com/SsFej963 List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html -1: no landing 0: landing on both feet 1: stumbling 2: rolling 3: ragdoll 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? List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html 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. 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. Returns whether the entity is in stealth mode NativeDB Introduced: v2372 NativeDB Introduced: v2372 List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Ped types: ```cpp enum ePedType { PED_TYPE_PLAYER_0, PED_TYPE_PLAYER_1, PED_TYPE_NETWORK_PLAYER, PED_TYPE_PLAYER_2, PED_TYPE_CIVMALE, PED_TYPE_CIVFEMALE, PED_TYPE_COP, PED_TYPE_GANG_ALBANIAN, PED_TYPE_GANG_BIKER_1, PED_TYPE_GANG_BIKER_2, PED_TYPE_GANG_ITALIAN, PED_TYPE_GANG_RUSSIAN, PED_TYPE_GANG_RUSSIAN_2, PED_TYPE_GANG_IRISH, PED_TYPE_GANG_JAMAICAN, PED_TYPE_GANG_AFRICAN_AMERICAN, PED_TYPE_GANG_KOREAN, PED_TYPE_GANG_CHINESE_JAPANESE, PED_TYPE_GANG_PUERTO_RICAN, PED_TYPE_DEALER, PED_TYPE_MEDIC, PED_TYPE_FIREMAN, PED_TYPE_CRIMINAL, PED_TYPE_BUM, PED_TYPE_PROSTITUTE, PED_TYPE_SPECIAL, PED_TYPE_MISSION, PED_TYPE_SWAT, PED_TYPE_ANIMAL, PED_TYPE_ARMY }; ``` See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) NativeDB Introduced: v1493 gtaforums.com/topic/885580-ped-headshotmugshot-txd/ returns pickup hash. returns pickup hash. NativeDB Introduced: v1290 NativeDB Introduced: v1290 Returns the group ID the player is member of. Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT 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; } ============================================================ This has bothered me for too long, whoever may come across this, where did anyone ever come up with this made up hash? 0x733A643B5B0C53C1 I've looked all over old hash list, and this nativedb I can not find that PC hash anywhere. What native name is it now or was it? Unlike [GET_PLAYER_INVINCIBLE](#\_0xB721981B2B939E07) this native gets both [SET_PLAYER_INVINCIBLE_KEEP_RAGDOLL_ENABLED](#\_0x6BC97F4F4BB3C04B) and [SET_PLAYER_INVINCIBLE](#\_0x239528EACDC3E7DE) invincibility state. The player id A boolean to tell if the player is invincible. A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032). The player index. Returns player melee weapon damage modifier value. A getter for [SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER](#\_0xAE540335B4ABC4E2). The player index. The value of player melee weapon defense modifier. Returns the players name from a specified player index The player index, or -1 to get the local player ped. The name of the queried player. "**Invalid**" if the player does not exist. NativeDB Introduced: v2372 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, Gets the ped for a specified player index. The player index, or -1 to get the local player ped. The specified player's ped, or 0 if invalid. Does the same like PLAYER::GET_PLAYER_PED Returns 255 (radio off index) if the function fails. Returns active radio station name NativeDB Introduced: v2372 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, Assigns the handle of locked-on melee target to *entity that you pass it. Returns false if no entity found. Gets the player's team. Does nothing in singleplayer. A getter for [SET_PLAYER_VEHICLE_DAMAGE_MODIFIER](#\_0xA50E117CDDF82F0C). The player index. The value of player vehicle damage modifier. A getter for [SET_PLAYER_VEHICLE_DEFENSE_MODIFIER](#\_0x4C60E6EFDAFF2462). The player index. The value of player vehicle defense modifier. A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3). The player index. The value of player weapon damage modifier. A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C). The player index. The value of player weapon defense modifier. A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC). The player index. The value of player weapon defense modifier 2. Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1); Distance traveled in the vehicles current recording. 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`](#\_0xAF514CABE74CBF15). 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); Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds. Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Returns String with radio station name. NativeDB Introduced: v1734 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 A getter for [SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xB3B3359379FE77D3). Same as vehicle density multiplier. Returns random vehicle density multiplier value. 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. Not present in the retail version! It's just a nullsub. p0 always true (except in one case) p1 a random vehicle hash loaded in memory successIndicator: 0 if success, -1 if failed Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash"); Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash"); Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash"); `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. The des-object handle to get the animation progress from. 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. `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. The des-object handle to get the animation progress from. 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. `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. The des-object handle to get the animation progress from. 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. Returns all commands that are registered in the command system. The data returned adheres to the following layout: ``` [ { "name": "cmdlist" }, { "name": "command1" } ] ``` An object containing registered commands. 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); 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); 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. Old name: _GET_TEXT_SCALE_HEIGHT 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. Old name: _GET_TEXT_SCALE_HEIGHT 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. Old name: _GET_TEXT_SCALE_HEIGHT A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938). The key to fetch The floating-point value stored under the specified key, or 0.0 if not found. A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8). The key to fetch The integer value stored under the specified key, or 0 if not found. A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B). The key to fetch The string value stored under the specified key, or nil/null if not found. Gets the metadata value at a specified key/index from a resource's manifest. See also: [Resource manifest](https://docs.fivem.net/resources/manifest/) The resource name. The key in the resource manifest. The value index, in a range from \[0..GET_NUM_RESOURCE_METDATA-1]. Returns the current state of the specified resource. The name of the resource. The resource state. One of `"missing", "started", "starting", "stopped", "stopping", "uninitialized" or "unknown"`. 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. cpp enum eRopeFlags { DrawShadowEnabled = 2, Breakable = 4, RopeUnwindingFront = 8, RopeWinding = 32 } The rope to get the flags for. The rope's flags. Gets the height of the specified runtime texture. A handle to the runtime texture. The height in pixels. Gets the row pitch of the specified runtime texture, for use when creating data for `SET_RUNTIME_TEXTURE_ARGB_DATA`. A handle to the runtime texture. The row pitch in bytes. Gets the width of the specified runtime texture. A handle to the runtime texture. The width in pixels. 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. Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0. Gets mouse selection data from scaleforms with mouse support. Must be checked every frame. Returns item index if using the COLOUR_SWITCHER\_02 scaleform. Selection types, found in MOUSE_EVENTS.as: MOUSE_DRAG_OUT = 0; MOUSE_DRAG_OVER = 1; MOUSE_DOWN = 2; MOUSE_MOVE = 3; MOUSE_UP = 4; MOUSE_PRESS = 5; MOUSE_RELEASE = 6; MOUSE_RELEASE_OUTSIDE = 7; MOUSE_ROLL_OUT = 8; MOUSE_ROLL_OVER = 9; MOUSE_WHEEL_UP = 10; MOUSE_WHEEL_DOWN = 11; Scaleforms that this works with: * COLOUR_SWITCHER\_02 * MP_RESULTS_PANEL * MP_NEXT_JOB_SELECTION * SC_LEADERBOARD Probably works with other scaleforms, needs more research. In order to use this Native you MUST have controls 239, 240, 237, 238 enabled! This native, due to its erroneous redundancy of the returned boolean value, works differently in C#: shifting the parameters (where `received` becomes `selectionType` and so on making the fourth parameter unused and always 0). Handle of the scaleform Returns a boolean indicating if the data was received successfully (in Lua). The type of MouseEvent specified above. Context of the slot the mouse is hovering on. Index of the slot the mouse is hovering on. * **retVal** Returns true if MOUSE_EVENT callback from Scaleforms has been called. Gets mouse selection data from scaleforms with mouse support. Must be checked every frame. Returns item index if using the COLOUR_SWITCHER\_02 scaleform. Selection types, found in MOUSE_EVENTS.as: MOUSE_DRAG_OUT = 0; MOUSE_DRAG_OVER = 1; MOUSE_DOWN = 2; MOUSE_MOVE = 3; MOUSE_UP = 4; MOUSE_PRESS = 5; MOUSE_RELEASE = 6; MOUSE_RELEASE_OUTSIDE = 7; MOUSE_ROLL_OUT = 8; MOUSE_ROLL_OVER = 9; MOUSE_WHEEL_UP = 10; MOUSE_WHEEL_DOWN = 11; Scaleforms that this works with: * COLOUR_SWITCHER\_02 * MP_RESULTS_PANEL * MP_NEXT_JOB_SELECTION * SC_LEADERBOARD Probably works with other scaleforms, needs more research. In order to use this Native you MUST have controls 239, 240, 237, 238 enabled! This native, due to its erroneous redundancy of the returned boolean value, works differently in C#: shifting the parameters (where `received` becomes `selectionType` and so on making the fourth parameter unused and always 0). Handle of the scaleform Returns a boolean indicating if the data was received successfully (in Lua). The type of MouseEvent specified above. Context of the slot the mouse is hovering on. Index of the slot the mouse is hovering on. * **retVal** Returns true if MOUSE_EVENT callback from Scaleforms has been called. methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string. 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string. 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string. 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int. 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int. 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. The return value of this native: `EndScaleformMovieMethodReturn` Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int. A getter for [SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x7A556143A1C03898). Returns scenario ped density multiplier value. 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. 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. Hardcoded to always return 1280x720. Use [`_GET_ACTIVE_SCREEN_RESOLUTION`](?\_0x873C9F3104101DD3) to retrieve the correct screen resolution. Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and `SET_SCRIPT_GFX_ALIGN_PARAMS`. The input X coordinate. The input Y coordinate. A pointer to the calculated X value. A pointer to the calculated Y value. Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and `SET_SCRIPT_GFX_ALIGN_PARAMS`. The input X coordinate. The input Y coordinate. A pointer to the calculated X value. A pointer to the calculated Y value. Gets the status of a script-assigned task. taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt returned values: 0 to 7 = task that's currently in progress, 0 meaning the first one. -1 no task sequence in progress. Returns the result of a shape test. 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. A shape test handle. Whether or not the shape test hit any collisions. The resulting coordinates where the shape test hit a collision. The surface normal of the hit position. Any dynamic entity hit by the 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. Returns the result of a shape test. 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. A shape test handle. Whether or not the shape test hit any collisions. The resulting coordinates where the shape test hit a collision. The surface normal of the hit position. Any dynamic entity hit by the 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. 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. A shape test handle. Whether or not the shape test hit any collisions. The resulting coordinates where the shape test hit a collision. The surface normal of the hit position. hash of the hit material or surface type, see materialFX.dat Any dynamic entity hit by the 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. 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. A shape test handle. Whether or not the shape test hit any collisions. The resulting coordinates where the shape test hit a collision. The surface normal of the hit position. hash of the hit material or surface type, see materialFX.dat Any dynamic entity hit by the 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. 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. A shape test handle. Whether or not the shape test hit any collisions. The resulting coordinates where the shape test hit a collision. The surface normal of the hit position. hash of the hit material or surface type, see materialFX.dat Any dynamic entity hit by the 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. Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT. Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT. Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP. Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP. More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86 struct Outfit_s { int mask, torso, pants, parachute, shoes, misc1, tops1, armour, crew, tops2, hat, glasses, earpiece; int maskTexture, torsoTexture, pantsTexture, parachuteTexture, shoesTexture, misc1Texture, tops1Texture, armourTexture, crewTexture, tops2Texture, hatTexture, glassesTexture, earpieceTexture; }; Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D). Network ID of sound. Integer representing a sound id, -1 (0xFFFFFFFF) on failure. Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D). Network ID of sound. Integer representing a sound id, -1 (0xFFFFFFFF) on failure. Returns the value of a state bag key. Value. 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) See [`SET_STATE_OF_RAYFIRE_MAP_OBJECT`](#\_0x5C29F698D404C5E1) to see the different states Get a destructible object's state. Substract 1 to get the real state. For example, if the object just spawned (state 2), the native will return 3. See [`SET_STATE_OF_RAYFIRE_MAP_OBJECT`](#\_0x5C29F698D404C5E1) to see the different states Get a destructible object's state. Substract 1 to get the real state. For example, if the object just spawned (state 2), the native will return 3. See [`SET_STATE_OF_RAYFIRE_MAP_OBJECT`](#\_0x5C29F698D404C5E1) to see the different states Get a destructible object's state. Substract 1 to get the real state. For example, if the object just spawned (state 2), the native will return 3. 3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool. appcamera, appmedia, and cellphone_controller. 3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool. appcamera, appmedia, and cellphone_controller. 0 = succeeded 1 = pending 2 = failed 0 = succeeded 1 = pending 2 = failed 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. Converts the hash of a street name into a readable string. To retrieve a hash for a given (street) coordinate, see [`GET_STREET_NAME_AT_COORD`](#\_0x2EB41072B4C1E4C0). NativeDB Introduced: v2189 NativeDB Introduced: v2189 NativeDB Introduced: v1493 Character types: ``` 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale ``` ```csharp 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. } ``` Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale. Tattoo index, value between 0 and GetNumDecorations(characterType). The referenced struct. A bool indicating that the tattoo data could be fetched(?) Character types: ``` 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale ``` ```csharp 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. } ``` Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale. Tattoo index, value between 0 and GetNumDecorations(characterType). The referenced struct. A bool indicating that the tattoo data could be fetched(?) Character types: ``` 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale ``` ```csharp 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. } ``` Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale. Tattoo index, value between 0 and GetNumDecorations(characterType). The referenced struct. A bool indicating that the tattoo data could be fetched(?) Returns a substring of a specified length starting at a specified position. Example: // Get "STRING" text from "MY_STRING" subStr = HUD::_GET_TEXT_SUBSTRING("MY_STRING", 3, 6); 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_TEXT_SUBSTRING_SAFE(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_TEXT_SUBSTRING_SAFE(text, i, i + 1, 1), " ")) { return FALSE; } } return TRUE; } 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_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 9); // Overflows are possibly replaced with underscores (needs verification) subStr = HUD::_GET_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 10); // "STRING_"? Returns the texture resolution of the passed texture dict+name. Note: Most texture resolutions are doubled compared to the console version of the game. Subtracts the second argument from the first. GET_TIME_* GET_TIME_* Adds the first argument to the second. Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage. 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. The number of milliseconds since last padIndex registered pressed The number of milliseconds since last padIndex registered pressed Only use for this in the PC scripts is: if (GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX() != -1) For a full list, see here: pastebin.com/cnk7FTF2 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. Gets the door count for the specified train. The train to obtain the door count for. The door count. Gets the ratio that a door is open for on a train. The train to obtain the door ratio for. Zero-based door index. A value between 0.0 (fully closed) and 1.0 (fully open). NativeDB Introduced: v1868 NativeDB Introduced: v2060 0.0 = no memory used 1.0 = all memory used Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB GET_* 0.0 = no memory used 1.0 = all memory used Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB GET_* Gets current UTC time static - max acceleration Returns attached vehicle (Vehicle in parameter must be cargobob) Seems related to vehicle health, like the one in IV. Max 1000, min 0. Vehicle does not necessarily explode or become undrivable at 0. 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. In decompiled scripts this is used to check if the vehicle has enough bombs before a bomb can be dropped (bombs are dropped by using [`_SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_PARAMS`](#\_0xBFE5756E7407064A)). Use [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774) to set the amount of bombs on that vehicle. The vehicle to get the amount of bombs from. An int indicating the amount of bombs remaining on that plane. 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. In decompiled scripts this is used to check if the vehicle has enough bombs before a bomb can be dropped (bombs are dropped by using [`_SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_PARAMS`](#\_0xBFE5756E7407064A)). Use [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774) to set the amount of bombs on that vehicle. The vehicle to get the amount of bombs from. An int indicating the amount of bombs remaining on that plane. 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. In decompiled scripts this is used to check if the vehicle has enough bombs before a bomb can be dropped (bombs are dropped by using [`_SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_PARAMS`](#\_0xBFE5756E7407064A)). Use [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774) to set the amount of bombs on that vehicle. The vehicle to get the amount of bombs from. An int indicating the amount of bombs remaining on that plane. iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]); if (iVar3 == joaat("weapon_stickybomb")) { func_171(726); iLocal_260 = 1; } A getter for [SET_VEHICLE_CHEAT_POWER_INCREASE](#\_0xB59E4BD37AE292DB). The target vehicle. Returns vehicle's cheat power increase modifier value. 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)); char* className = UI::_GET_LABEL_TEXT(buffer); For a full enum, see here : pastebin.com/i2GGAjY0 char buffer[128]; std::sprintf(buffer, "VEH_CLASS_%i", VEHICLE::GET_VEHICLE_CLASS_FROM_NAME (hash)); const char* className = HUD::_GET_LABEL_TEXT(buffer); See [`SET_VEHICLE_CUSTOM_PRIMARY_COLOUR`](#\_0x7141766F91D15BEA) and [`SET_VEHICLE_CUSTOM_SECONDARY_COLOUR`](#\_0x36CED73BFED89754). The target vehicle Similar to [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1), this gets the amount of countermeasures that are present on this vehicle. Use [`_SET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0x9BDA23BF666F0855) to set the current amount. The vehicle to get the amount of countermeasures from. An int indicating the amount of countermeasures remaining on that plane. Similar to [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1), this gets the amount of countermeasures that are present on this vehicle. Use [`_SET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0x9BDA23BF666F0855) to set the current amount. The vehicle to get the amount of countermeasures from. An int indicating the amount of countermeasures remaining on that plane. Similar to [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1), this gets the amount of countermeasures that are present on this vehicle. Use [`_SET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0x9BDA23BF666F0855) to set the current amount. The vehicle to get the amount of countermeasures from. An int indicating the amount of countermeasures remaining on that plane. Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup). GET_VEHICLE_* Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup). GET_VEHICLE_* Returns hash of default vehicle horn Hash is stored in audVehicleAudioEntity NativeDB Introduced: v1365 NativeDB Introduced: v1365 NativeDB Introduced: v1365 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); A getter for [SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x245A6883D966D537). Returns vehicle density multiplier value. A getter for [`SET_VEHICLE_DIRT_LEVEL`](#\_0x79D3B596FE44EE8B). The vehicle to check. A number between 0.0 and 15.0 representing the vehicles dirt level. See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE 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). } Gets a vehicle's multiplier used with a wheel's GET_VEHICLE_WHEEL_STEERING_ANGLE to determine the angle the wheel is rendered. 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 formerly known as _GET_VEHICLE_PAINT_FADE The result is a value from 0-1, where 0 is fresh paint. formerly known as _GET_VEHICLE_PAINT_FADE The result is a value from 0-1, where 0 is fresh paint. Returns the effective handling data of a vehicle as a floating-point value. Example: `local fSteeringLock = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock')` The vehicle to obtain data for. The handling class to get. Only "CHandlingData" is supported at this time. The field name to get. These match the keys in `handling.meta`. A floating-point value. Returns the effective handling data of a vehicle as an integer value. Example: `local modelFlags = GetVehicleHandlingInt(vehicle, 'CHandlingData', 'strModelFlags')` The vehicle to obtain data for. The handling class to get. Only "CHandlingData" is supported at this time. The field name to get. These match the keys in `handling.meta`. An integer. Returns the effective handling data of a vehicle as a vector value. Example: `local inertiaMultiplier = GetVehicleHandlingVector(vehicle, 'CHandlingData', 'vecInertiaMultiplier')` The vehicle to obtain data for. The handling class to get. Only "CHandlingData" is supported at this time. The field name to get. These match the keys in `handling.meta`. An integer. NativeDB Added Parameter 2: float maxEngineHealth NativeDB Added Parameter 3: float maxPetrolTankHealth NativeDB Added Parameter 4: float maxBodyHealth NativeDB Added Parameter 5: float maxMainRotorHealth NativeDB Added Parameter 6: float maxTailRotorHealth NativeDB Added Parameter 7: float maxUnkHealth NativeDB Added Parameter 2: float maxEngineHealth NativeDB Added Parameter 3: float maxPetrolTankHealth NativeDB Added Parameter 4: float maxBodyHealth NativeDB Added Parameter 5: float maxMainRotorHealth NativeDB Added Parameter 6: float maxTailRotorHealth NativeDB Added Parameter 7: float maxUnkHealth Returns a value depending on the lock-on state of vehicle weapons. 0: not locked on 1: locking on 2: locked on Returns a value depending on the lock-on state of vehicle weapons. 0: not locked on 1: locking on 2: locked on Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). Gets the vehicle indicator light state. 0 = off, 1 = left, 2 = right, 3 = both An integer. Only used like this: if (VEHICLE::GET_VEHICLE_IS_MERCENARY(ENTITY::GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(v_3))) { sub_157e9c(g_40001._f1868, 0); } Only used like this: if (VEHICLE::GET_VEHICLE_IS_MERCENARY(ENTITY::GET_VEHICLE_INDEX_FROM_ENTITY_INDEX(v_3))) { sub_157e9c(g_40001._f1868, 0); } -1 = no livery Returns -1 if the vehicle has no livery Returns -1 if the vehicle mod is stock Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). returns a string which is the codename of the vehicle's currently selected primary color p1 is always 0 returns a string which is the codename of the vehicle's currently selected primary color p1 is always 0 returns a string which is the codename of the vehicle's currently selected secondary color returns a string which is the codename of the vehicle's currently selected secondary color Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD). Returns the acceleration of the specified model. GET_VEHICLE_MODEL_* 9.8 * thrust if air vehicle, else 0.38 + drive force? GET_VEHICLE_MODEL_* 9.8 * thrust if air vehicle, else 0.38 + drive force? GET_VEHICLE_MODEL_* 9.8 * thrust if air vehicle, else 0.38 + drive force? Returns max speed (without mods) of the specified vehicle model in m/s. Returns max speed (without mods) of the specified vehicle model in m/s. Returns max braking of the specified vehicle model. GET_VEHICLE_MODEL_* Function pertains only to aviation vehicles. GET_VEHICLE_MODEL_* Function pertains only to aviation vehicles. Returns max traction of the specified vehicle model. GET_VEHICLE_MODEL_* called if the vehicle is a boat -- returns vecMoveResistanceX? GET_VEHICLE_MODEL_* called if the vehicle is a boat -- returns vecMoveResistanceX? Returns max number of passengers (including the driver) for the specified vehicle model. Returns max number of passengers (including the driver) for the specified vehicle model. Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value. Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value. Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value. Gets the color of the neon lights of the specified vehicle. See [`_SET_VEHICLE_NEON_LIGHTS_COLOUR`](#\_0x8E0A582209A62695) for more information Returns false for nodes that aren't used for GPS routes. Example: Nodes in Fort Zancudo and LSIA are false Returns false for nodes that aren't used for GPS routes. Example: Nodes in Fort Zancudo and LSIA are false Returns false for nodes that aren't used for GPS routes. Example: Nodes in Fort Zancudo and LSIA are false 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 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 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 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(). 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. Also includes some "turnOffBones" when vehicle mods are installed. Also includes some "turnOffBones" when vehicle mods are installed. Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver Returns the license plate text from a vehicle. 8 chars maximum. 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, 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. The target ped False = CurrentVehicle, True = LastVehicle The vehicle id. Returns 0 if the ped is/was not in a vehicle. 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. 1000 is max health Begins leaking gas at around 650 health Returns the plates a vehicle has. ``` enum eVehiclePlateType { VPT_FRONT_AND_BACK_PLATES = 0, VPT_FRONT_PLATES = 1, VPT_BACK_PLATES = 2, VPT_NONE = 3, }; ``` Motorcycles with no visible plates will sometimes return a 2 for unknown reasons. See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15). Returns index of the current vehicle's rooftop livery. A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270). The vehicle handle. An index of the current vehicle's rooftop livery. Returns index of the current vehicle's rooftop livery. A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270). The vehicle handle. An index of the current vehicle's rooftop livery. Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available. The vehicle handle. A number of available rooftop liveries for vehicle. Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available. The vehicle handle. A number of available rooftop liveries for vehicle. Outputs 2 Vector3's. Scripts check if out2.x - out1.x > something.x Could be suspension related, as in max suspension height and min suspension height, considering the natives location. Outputs 2 Vector3's. Scripts check if out2.x - out1.x > something.x Could be suspension related, as in max suspension height and min suspension height, considering the natives location. 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. A getter for [MODIFY_VEHICLE_TOP_SPEED](#\_0x93A3996368C94158). Returns -1.0 if a modifier is not set. The target vehicle. Returns vehicle's modified top speed. Gets the trailer of a vehicle and puts it into the trailer parameter. Gets brake pressure of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Normal values around 1.0f when braking. Gets the flags of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. An unsigned int containing bit flags. Gets whether the wheel is powered. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. This is a shortcut to a flag in GET_VEHICLE_WHEEL_FLAGS. Gets power being sent to a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Gets the rotation speed of a wheel. This is used internally to calcuate GET_VEHICLE_WHEEL_SPEED. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. The angular velocity of the wheel. Returns vehicle's wheels' size (size is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels (returns 0 in case of default wheels). The vehicle to obtain data for. Float representing size of the wheel (usually between 0.5 and 1.5) Gets speed of a wheel at the tyre. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. An integer. Gets steering angle of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. The steering angle of the wheel, with 0 being straight. Gets the current suspension compression of a wheel. Returns a positive value. 0 means the suspension is fully extended, the wheel is off the ground. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. The current compression of the wheel's suspension. Gets the traction vector length of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. cpp enum eVehicleWheelType { VWT_SPORT = 0, VWT_MUSCLE = 1, VWT_LOWRIDER = 2, VWT_SUV = 3, VWT_OFFROAD = 4, VWT_TUNER = 5, VWT_BIKE = 6, VWT_HIEND = 7, VWT_SUPERMOD1 = 8, // Benny's Original VWT_SUPERMOD2 = 9, // Benny's Bespoke VWT_SUPERMOD3 = 10, // Open Wheel VWT_SUPERMOD4 = 11, // Street VWT_SUPERMOD5 = 12, // Track }; Returns an eVehicleWheelType integer value. Returns vehicle's wheels' width (width is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels (returns 0 in case of default wheels). The vehicle to obtain data for. Float representing width of the wheel (usually between 0.1 and 1.5) Returns the offset of the specified wheel relative to the wheel's axle center. List of known states: ``` 1: Not wheeling. 65: Vehicle is ready to do wheelie (burnouting). 129: Vehicle is doing wheelie. ``` Vehicle Vehicle's current wheelie state. Returns the headlight color index from the vehicle. Value between 0, 12. Use [\_SET_VEHICLE_HEADLIGHTS_COLOUR](#\_0xE41033B25D003A07) to set the headlights color for the vehicle. Must enable xenon headlights before it'll take affect. List of colors and ids: ``` enum headlightColors { Default = -1, White = 0, Blue = 1, Electric_Blue = 2, Mint_Green = 3, Lime_Green = 4, Yellow = 5, Golden_Shower = 6, Orange = 7, Red = 8, Pony_Pink = 9, Hot_Pink = 10, Purple = 11, Blacklight = 12 } ``` The vehicle to get the headlight color from. Returns an int, value between 0-12 or 255 if no color is set. Returns the headlight color index from the vehicle. Value between 0, 12. Use [\_SET_VEHICLE_HEADLIGHTS_COLOUR](#\_0xE41033B25D003A07) to set the headlights color for the vehicle. Must enable xenon headlights before it'll take affect. List of colors and ids: ``` enum headlightColors { Default = -1, White = 0, Blue = 1, Electric_Blue = 2, Mint_Green = 3, Lime_Green = 4, Yellow = 5, Golden_Shower = 6, Orange = 7, Red = 8, Pony_Pink = 9, Hot_Pink = 10, Purple = 11, Blacklight = 12 } ``` The vehicle to get the headlight color from. Returns an int, value between 0-12 or 255 if no color is set. Returns the headlight color index from the vehicle. Value between 0, 12. Use [\_SET_VEHICLE_HEADLIGHTS_COLOUR](#\_0xE41033B25D003A07) to set the headlights color for the vehicle. Must enable xenon headlights before it'll take affect. List of colors and ids: ``` enum headlightColors { Default = -1, White = 0, Blue = 1, Electric_Blue = 2, Mint_Green = 3, Lime_Green = 4, Yellow = 5, Golden_Shower = 6, Orange = 7, Red = 8, Pony_Pink = 9, Hot_Pink = 10, Purple = 11, Blacklight = 12 } ``` The vehicle to get the headlight color from. Returns an int, value between 0-12 or 255 if no color is set. Returns the headlight color index from the vehicle. Value between 0, 12. Use [\_SET_VEHICLE_HEADLIGHTS_COLOUR](#\_0xE41033B25D003A07) to set the headlights color for the vehicle. Must enable xenon headlights before it'll take affect. List of colors and ids: ``` enum headlightColors { Default = -1, White = 0, Blue = 1, Electric_Blue = 2, Mint_Green = 3, Lime_Green = 4, Yellow = 5, Golden_Shower = 6, Orange = 7, Red = 8, Pony_Pink = 9, Hot_Pink = 10, Purple = 11, Blacklight = 12 } ``` The vehicle to get the headlight color from. Returns an int, value between 0-12 or 255 if no color is set. Returns vehicle xenon lights custom RGB color values. Do note this native doesn't return non-RGB colors that was set with [\_SET_VEHICLE_XENON_LIGHTS_COLOR](#\_0xE41033B25D003A07). The vehicle handle. Red color (0-255). Green color (0-255). Blue color (0-255). A boolean indicating if vehicle have custom xenon lights RGB color. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Remnant from GTA IV. Does nothing in GTA V. Drft NativeDB Introduced: v1290 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 A getter for [SET_WEAPON_ANIMATION_OVERRIDE](\_0x1055AC3A667F09D9). The target ped. The weapon animation override. // 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); } } A getter for `CWeaponAccuracyModifier` in a weapon component. Weapon component name hash. A weapon component accuracy modifier. A getter for `CameraHash` in a weapon scope component. Weapon component name hash. The hash of the scope camera. A getter for `ClipSize` in a weapon component. Weapon component name hash. A weapon component clip size. A getter for `CWeaponDamageModifier` in a weapon component. Weapon component name hash. A weapon component damage modifier. A getter for `CWeaponFallOffModifier` damage modifier value in a weapon component. Weapon component name hash. A weapon component damage modifier. A getter for `CWeaponFallOffModifier` range modifier value in a weapon component. Weapon component name hash. A weapon component range modifier. A getter for `ReticuleHash` in a weapon scope component. Weapon component name hash. The hash of the reticule camera. This native does not return damages of weapons from the melee and explosive group. 0 in the decompiled scripts. Damages of the weapon. This native does not return damages of weapons from the melee and explosive group. 0 in the decompiled scripts. Damages of the weapon. A getter for [\_SET_WEAPON_DAMAGE_MODIFIER](#\_0x4757F00BC6323CFE). Weapon name hash. A weapon damage modifier. 0=unknown (or incorrect weaponHash) 1= no damage (flare,snowball, petrolcan) 2=melee 3=bullet 4=force ragdoll fall 5=explosive (RPG, Railgun, grenade) 6=fire(molotov) 8=fall(WEAPON_HELI_CRASH) 10=electric 11=barbed wire 12=extinguisher 13=gas 14=water cannon(WEAPON_HIT_BY_WATER_CANNON) // members should be aligned to 8 bytes by default but it's best to use alignas here, just to be sure struct WeaponHudStatsData { alignas(8) uint8_t hudDamage; // 0x0000 alignas(8) uint8_t hudSpeed; // 0x0008 alignas(8) uint8_t hudCapacity; // 0x0010 alignas(8) uint8_t hudAccuracy; // 0x0018 alignas(8) uint8_t hudRange; // 0x0020 }; Usage: WeaponHudStatsData data; if (GET_WEAPON_HUD_STATS(weaponHash, (Any*)&data)) { // uint8_t damagePercentage = data.hudDamage etc... } Drops the current weapon and returns the object Unknown behavior when unarmed. Returns the model of any weapon. Can also take an ammo hash? sub_6663a(&l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg})); Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Converts a screen coordinate into its relative world coordinate. A screen horizontal axis coordinate (0.0 - 1.0). A screen vertical axis coordinate (0.0 - 1.0). The world coord vector pointer. The screen normal vector pointer. A Vector3 representing the world coordinates relative to the specified screen coordinates and a screen plane normal Vector3 (normalised). Returns the coordinates of an entity-bone. '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 Gets the zone scumminess level, used to calculate the cellphone signal strength. ```cpp enum eZoneScumminess { SCUMMINESS_POSH = 0, SCUMMINESS_NICE = 1, SCUMMINESS_ABOVE_AVERAGE = 2, SCUMMINESS_BELOW_AVERAGE = 3, SCUMMINESS_CRAP = 4, SCUMMINESS_SCUM = 5 } ``` The zone id The zone scumminess level Achievements from 0-57 more achievements came with update 1.29 (freemode events update), I'd say that they now go to 60, but I'll need to check. 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) 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. 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. ``` p1 is either 1 or 2 in the PC scripts. ``` This native is used to "give"/duplicate a player ped to a frontend menu as configured via the `ACTIVATE_FRONTEND_MENU` native, you first must utilize the `CLONE_PED` ( https://runtime.fivem.net/doc/natives/#\_0xEF29A16337FACADB ) to clone said ped. addonHash: (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} 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. 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. p8 seems to always be false. p8 seems to always be false. Only appeared in Golf & Golf_mp. Parameters were all ptrs Only appeared in Golf & Golf_mp. Parameters were all ptrs Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210? Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210? if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject"))) Gets whether the specified animation set has finished loading. An animation set provides movement animations for a ped. Animation set and clip set are synonymous. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). Hardcoded to always return true. Hardcoded to always return true. p3 - possibly radius? 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 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 Get inputted "Cheat code", for example: while (TRUE) { if (MISC::_557E43C447E700A8(${fugitive})) { // Do something. } SYSTEM::WAIT(0); } Calling this will also set the last saved string hash to zero. Get inputted "Cheat code", for example: while (TRUE) { if (MISC::_557E43C447E700A8(${fugitive})) { // Do something. } SYSTEM::WAIT(0); } Calling this will also set the last saved string hash to zero. Alias for HAS_ANIM_SET_LOADED. Sets the value of the specified variable to 0. Always returns true. Sets the value of the specified variable to 0. Always returns true. Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED. Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED. HAS_* HAS_* ``` P3 is always 3 as far as i cant tell ``` [Animations list](https://alexguirre.github.io/animations-list/) Entity 1 = Victim Entity 2 = Attacker p2 seems to always be 1 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. Checks if entity1 has a clear line of sight to entity2. So a simple raycast which if it collides with any of the given colliderTypes returns false. The direction of the check matters with for example bushes, so checking from inside to outside a bush with traceType 256 returns true, but the other way around returns false. Entity to start from Entity to check to A bit mask with bits 1, 2, 4, etc, relating to collider types (see: [START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE](#\_0x377906D8A31E5586)). 17 is most common in GTA scripts. Returns `true` if no collider of specified bitmask is hit. 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 NativeDB Introduced: v1868 NativeDB Introduced: v1868 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. HAS_* HAS_* Returns whether or not the specific minimap overlay has loaded. A minimap overlay ID. A boolean indicating load status. Checks if the specified model has loaded into memory. HAS_* HAS_* HAS_* HAS_* NativeDB Added Parameter 2: Any p1 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. p2 should be FALSE, otherwise it seems to always return FALSE Bool does not check if the weapon is current equipped, unfortunately. Hardcoded to return false. Hardcoded to return false. Only values used in the scripts are: "heist_mp" "heistmap_mp" "instructional_buttons" "heist_pre" Only values used in the scripts are: "heist_mp" "heistmap_mp" "instructional_buttons" "heist_pre" Only values used in the scripts are: "heist_mp" "heistmap_mp" "instructional_buttons" "heist_pre" Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting. Checks if the specified gxt has loaded into the passed slot. Third Parameter = unsure, but pretty sure it is weapon hash --> get_hash_key("weapon_stickybomb") Fourth Parameter = unsure, almost always -1 HIDE_*_THIS_FRAME Hides area and vehicle name HUD components for one frame. HIDE_*_THIS_FRAME Hides area and vehicle name HUD components for one frame. I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel) 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`](#\_0x0B4DF1FA60C0E664) native, but instead shows the HUD Component. Hides the players weapon during a cutscene. NativeDB Introduced: v1604 NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 3: Any p2 Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand. Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand. Forces the weapon wheel to show/hide. Forces the weapon wheel to show/hide. Forces the weapon wheel to show/hide. Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash Returns the weapon hash to the selected/highlighted weapon in the wheel Returns the weapon hash to the selected/highlighted weapon in the wheel Returns the weapon hash active in a specific weapon wheel slotList Returns the weapon hash active in a specific weapon wheel slotList Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc Calling this each frame, stops the player from receiving a weapon via the weapon wheel. Calling this each frame, stops the player from receiving a weapon via the weapon wheel. Calling this each frame, stops the player from receiving a weapon via the weapon wheel. 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))) Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). One call found in the b617d scripts: AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER"); One call found in the b617d scripts: AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER"); Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera. Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera. Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera. Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera. IS_A* IS_A* Example: bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS"); Common in the scripts: AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID()); if (MISC::IS_AUSSIE_VERSION()) { sub_127a9(&l_31, 1024); // l_31 |= 1024 l_129 = 3; sub_129d2("AUSSIE VERSION IS TRUE!?!?!"); // DEBUG } Used to block some of the prostitute stuff due to laws in Australia. <!-- Native implemented by Disquse. 0xFFF65C63 --> Returns true if the minimap is currently expanded. False if it's the normal minimap state. Use [`IsBigmapFull`](#\_0x66EE14B2) to check if the full map is currently revealed on the minimap. A bool indicating if the minimap is currently expanded or normal state. <!-- Native implemented by Disquse. 0x66EE14B2 --> Returns true if the full map is currently revealed on the minimap. Use [`IsBigmapActive`](#\_0xFFF65C63) to check if the minimap is currently expanded or in it's normal state. Returns bit's boolean state from [offset] of [address]. Example: MISC::IS_BIT_SET(bitAddress, 1); To enable and disable bits, see: MISC::SET_BIT(&bitAddress, 1); // enable MISC::CLEAR_BIT(&bitAddress, 1); // disable IS_* IS_* See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. For projectiles, see: [`IS_PROJECTILE_TYPE_IN_ANGLED_AREA`](#\_0xF0BC12401061DEA0) X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area True if a bullet, as maintained by a pool within CWeaponManager, has been fired into the defined angled area. Returns whether or not the passed camera handle is active. [Animations list](https://alexguirre.github.io/animations-list/) NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1493 Returns true if the collision at the specified coords is marked as being outside (false if there's an interior) Returns true if the collision at the specified coords is marked as being outside (false if there's an interior) Returns true if the collision at the specified coords is marked as being outside (false if there's an interior) Returns true if command line option '-benchmark' is set. Returns true if command line option '-benchmark' is set. Returns whether a control was newly pressed since the last check. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. True if the control was pressed. Returns whether a control was newly released since the last check. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. True if the control was recently released. Returns whether a control is currently pressed. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. True if the control was pressed. Returns whether a control is currently *not* pressed. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. True if the control is not pressed. xyz - relative to the world origin. 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); } Example: DLC::IS_DLC_PRESENT($\mpbusiness2\); ($ = gethashkey) bruteforce these: 0xB119F6D 0x96F02EE6 if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash)) { OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash); } if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash)) { OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash); } if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash)) { OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash); } Returns whether or not a browser is created for a specified DUI browser object. The DUI browser handle. A boolean indicating TRUE if the browser is created. Gets whether or not this is the CitizenFX server. A boolean value. 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 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 NativeDB Added Parameter 2: BOOL p1 p10 is some entity flag check, also used in [`IS_ENTITY_AT_ENTITY`](#\_0x751B70C3D034E187), [`IS_ENTITY_IN_AREA`](#\_0x54736AA40E271165) and [`IS_ENTITY_AT_COORD`](#\_0x20B60995556D004F). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area a debug flag invoking functions in the same path as `DRAW_MARKER` If true, include the Z dimension when doing the height check; otherwise the query becomes two-dimensional 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 See also [`IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM`](#\_0x6EC47A344923E1ED) ``` Taken from ENTITY::IS_ENTITY_PLAYING_ANIM(PLAYER::PLAYER_PED_ID(), "creatures@shark@move", "attack_player", 3) p4 is always 3 in the scripts. taskFlag: 2 - Check synchronized scene ``` [Animations list](https://alexguirre.github.io/animations-list/) A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446). The entity to check for Boolean stating if it is frozen or not. 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 "AI::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. ^ Attach a phCollider to the ped. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. explosion enum, -1 for any explosion type. See [ADD_EXPLOSION](#\_0xE3AD2BDBAEE269AC). X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area This function is hard-coded to always return 0. Hardcoded to return 1 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. Checks whether the horn of a vehicle is currently played. 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; aka "constrained" aka "constrained" ======================================================= 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. ======================================================= Returns a bool if interior rendering is disabled, if yes, all "normal" rendered interiors are invisible NativeDB Introduced: v2372 Returns whether the specified model represents a vehicle. Check if model is in cdimage(rpf) Returns whether the specified model exists in the game. Returns true if the cursor is hovering above instructional buttons. Note: The buttons need to support mouse (with the TOGGLE_MOUSE_SUPPORT scaleform movie method) for it to return true. Returns true if the cursor is hovering above instructional buttons. Note: The buttons need to support mouse (with the TOGGLE_MOUSE_SUPPORT scaleform movie method) for it to return true. Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active. Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active. 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... IS_* IS_* Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Checks if keyboard input is enabled during NUI focus using `SET_NUI_FOCUS_KEEP_INPUT`. True or false. Returns the current NUI focus state previously set with `SET_NUI_FOCUS`. True or false. NativeDB Introduced: v1365 NativeDB Introduced: v1365 Returns the same as `IS_SOCIAL_CLUB_ACTIVE`. Returns the same as `IS_SOCIAL_CLUB_ACTIVE`. Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all. When passing a ped parameter, the function returns true if the ped is currently in any scenario. Checks if the ped is currently equipped with a weapon matching a bit specified using a bitwise-or in typeFlags. | Bit value | Effect | |-----------|-------------------| | 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. The ped to check armed state on. Type flags to check. Whether or not the ped is currently equipped with any weapon matching typeFlags. This function is hard-coded to always return 0. p1 is always 0 NativeDB Introduced: v1290 NativeDB Introduced: v1290 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 This native returns a true or false value. Ped ped = The ped whose weapon you want to check. Seems to consistently return true if the ped is dead, however, it does not detect the dying phase. the ped always passed 1 in the scripts; requires more research. Whether the ped is dead or dying. 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) angle is ped's view cone 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. Returns true/false if the ped is/isn't humanoid. Returns whether the specified ped is hurt. Returns whether the specified ped is in any vehicle. If `atGetIn` is set to true, also returns true if the ped is currently in the process of entering a vehicle (a specific stage check for `CTaskEnterVehicle`). The ped to check. `true` to also consider attempting to enter a vehicle. Whether or not the ped is currently involved in any vehicle. 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 p1 is nearly always 0 in the scripts. 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 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. This native checks if a ped is on the ground, in pain from a (gunshot) wound. Returns `true` if the ped is in [writhe](https://dictionary.cambridge.org/dictionary/english/writhe), `false` otherwise. Gets a value indicating whether this ped's health is below its injured threshold. The default threshold is 100. Returns true/false if the ped is/isn't male. Same function call as PED::GET_MOUNT, aka just returns 0 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. IS_PED_* Returns true if the ped is currently opening a door (CTaskOpenDoor). IS_PED_* Returns true if the ped is currently opening a door (CTaskOpenDoor). If the ped handle passed through the parenthesis is in a ragdoll state this will return true. Returns whether the specified ped is reloading. Returns whether the specified ped is shooting. Detect if ped is in any vehicle [True/False] Detect if ped is sitting in the specified vehicle [True/False] 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. What's strafing? Returns true if the ped passed through the parenthesis is wearing a helmet. gtaforums.com/topic/885580-ped-headshotmugshot-txd/ gtaforums.com/topic/885580-ped-headshotmugshot-txd/ Returns true if an unk value is greater than 0.0f Returns true if an unk value is greater than 0.0f 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. 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. 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. Returns TRUE if the player ('s ped) is climbing at the moment. 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. Gets a value indicating whether the specified player is currently aiming freely. Gets a value indicating whether the specified player is currently aiming freely at the specified entity. this function is hard-coded to always return 0. Returns TRUE if the game is in online mode and FALSE if in offline mode. This is an alias for NETWORK_IS_SIGNED_ONLINE. Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested. Returns true if the player is riding a train. Returns true if the player is currently switching, false otherwise. (When the camera is in the sky moving from Trevor to Franklin for example) Returns true if the player is currently switching, false otherwise. (When the camera is in the sky moving from Trevor to Franklin for example) NativeDB Introduced: v1604 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) The x coordinate. The y coordinate. The z coordinate. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area a debug flag invoking functions in the same path as `DRAW_MARKER` If true, include the Z dimension when doing the height check; otherwise the query becomes two-dimensional Gets a value indicating whether the specified position is on a road. The vehicle parameter is not implemented (ignored). NativeDB Introduced: v1290 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. X coordinate of the position to check. Y coordinate of the position to check. Z coordinate of the position to check. The range, seems to not be very accurate during testing. Unknown, when set to true it seems to always return true no matter what I try. Check for any vehicles in that area. Check for any peds in that area. Unknown. Unknown. This entity will be ignored if it's in the area. Set to 0 if you don't want to exclude any entities. Unknown. Returns true if there is anything in that location matching the provided parameters. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Determines whether there is a projectile within the specified coordinates. The coordinates form a rectangle. ownedByPlayer = only projectiles fired by the player will be detected. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. ``` NativeDB Removed Parameter 7: float p7 ``` X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box. NativeDB Introduced: v2699 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 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). The return value of this native: `EndScaleformMovieMethodReturn` Returns true if the return value of a scaleform function is ready to be collected 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). The return value of this native: `EndScaleformMovieMethodReturn` Returns true if the return value of a scaleform function is ready to be collected 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). The return value of this native: `EndScaleformMovieMethodReturn` Returns true if the return value of a scaleform function is ready to be collected 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")) { 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. Returns whether screen transition to blur/from blur is running. Returns whether screen transition to blur/from blur is running. In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } [Animations list](https://alexguirre.github.io/animations-list/) NativeDB Introduced: v1493 eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box. This function is hard-coded to always return 0. NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 Returns true when the srl from BEGIN_SRL is loaded. * A boolean once BeginSrl srl is loaded. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Returns whether an asynchronous streaming file registration completed. The file name to check, for example `asset.ydr`. Whether or not the streaming file has been registered. Returns true if a synchronized scene is running To check if the model is an amphibious car, see gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-33#entry1069317363 (for build 944 and above only!) Checks if model is a boat, then checks for FLAG_IS_JETSKI. Checks if model is a boat, then checks for FLAG_IS_JETSKI. Checks if model is a boat, then checks for FLAG_IS_JETSKI. Returns true if the two times are equal; otherwise returns false. Returns true if the two times are equal; otherwise returns false. Subtracts the second argument from the first, then returns whether the result is negative. Subtracts the second argument from the first, then returns whether the result is negative. Subtracts the first argument from the second, then returns whether the result is negative. Subtracts the first argument from the second, then returns whether the result is negative. 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. IS_* IS_* IS_* IS_* IS_* IS_* IS_* p1 is false almost always. However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF Scripts verify that towTruck is the first parameter, not the second. Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT _IS_VEHICLE_* ``` ``` NativeDB Introduced: v1493 Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT _IS_VEHICLE_* ``` ``` NativeDB Introduced: v1493 Appears to return true if the vehicle has any damage, including cosmetically. GET_* See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) The vehicle to check. The index of the door to check. A bool indiciating if the specified door is fully open on the specified vehicle. p1 is always 0 in the scripts. p1 = check if vehicle is on fire Only ever used once in decompiled scripts: **am_pi_menu**: Returns true if the engine is on fire, or if the vehicle engine health is < 0 and it **has been** on fire. It sometimes doesn't return true when the vehicle engine has been on fire, and has since been fixed. I'm not really sure what the exact conditions are. This usually returns true even if there are no visible flames yet (engine health > 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true. The vehicle to check. Returns true when the engine of your vehicle is on fire. Returns false if it's not on fire. Only ever used once in decompiled scripts: **am_pi_menu**: Returns true if the engine is on fire, or if the vehicle engine health is < 0 and it **has been** on fire. It sometimes doesn't return true when the vehicle engine has been on fire, and has since been fixed. I'm not really sure what the exact conditions are. This usually returns true even if there are no visible flames yet (engine health > 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true. The vehicle to check. Returns true when the engine of your vehicle is on fire. Returns false if it's not on fire. 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 garageName example "Michael - Beverly Hills" NativeDB Introduced: v1290 NativeDB Introduced: v1290 mpsum2_g9ec ``` ``` NativeDB Introduced: v2699 indices: 0 = Left 1 = Right 2 = Front 3 = Back Returns true if the id is non zero. Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh) End Function Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine. Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine. IS_VEHICLE_* The vehicle to check Is the given vehicle's radio enabled IS_VEHICLE_* The vehicle to check Is the given vehicle's radio enabled Possibly: Returns whether the searchlight (found on police vehicles) is toggled on. 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). 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. The vehicle to check. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). 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). 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. The vehicle to check. See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). Seat indices range from -1 to [`GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS`](#\_0xA7C4F2C6E744A550) minus one. ```cpp // CTaskExitVehicleSeat::eSeatPosition - 1 enum eSeatPosition { SF_FrontDriverSide = -1, SF_FrontPassengerSide = 0, SF_BackDriverSide = 1, SF_BackPassengerSide = 2, SF_AltFrontDriverSide = 3, SF_AltFrontPassengerSide = 4, SF_AltBackDriverSide = 5, SF_AltBackPassengerSide = 6, }; ``` ``` NativeDB Added Parameter 3: BOOL isTaskRunning 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. ``` The vehicle to check. The eSeatPosition or -2 for **any** vehicle seat. Returns false if the vehicle has the FLAG_NO_RESPRAY flag set. Returns false if the vehicle has the FLAG_NO_RESPRAY flag set. Returns false if the vehicle has the FLAG_NO_RESPRAY flag set. 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. True if the vehicle's speed is equal to, or less than 0.02 meters per second, or 0.05 meters per second, if the vehicle's handbrake is engaged. Is this for red lights only? more testing required. p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range. 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 cpp enum eWindowId { VEH_EXT_WINDSCREEN = 0, VEH_EXT_WINDSCREEN_R = 1, VEH_EXT_WINDOW_LF = 2, VEH_EXT_WINDOW_RF = 3, VEH_EXT_WINDOW_LR = 4, VEH_EXT_WINDOW_RR = 5, VEH_EXT_WINDOW_LM = 6, VEH_EXT_WINDOW_RM = 7, } Returns true if a Warning Message or ReportUGC menu is active. Returns true if a Warning Message or ReportUGC menu is active. IS_WARNING_MESSAGE_* IS_WARNING_MESSAGE_* Gets whether the world point the calling script is registered to is within desired range of the player. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU Leaves cursor mode. This function supports SDK infrastructure and is not intended to be used directly from your code. L* (LINK_*?) L* (LINK_*?) This native has been removed in v1180. if true, all path nodes will be loaded and be kept in memory; otherwise, all path nodes will be loaded, but unloaded as the game sees fit. 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 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 From fm_deathmatch_creator and fm_race_creator: FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP")); FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP")); NativeDB Introduced: v1604 0 - default 1 - HeistIsland ``` NativeDB Introduced: v2189 ``` Reads the contents of a text file in a specified resource. If executed on the client, this file has to be included in `files` in the resource manifest. Example: `local data = LoadResourceFile("devtools", "data.json")` The resource name. The file in the resource. The file contents Rope presets can be found in the gamefiles. One example is "ropeFamily3", it is NOT a hash but rather a string. Example: AUDIO::LOAD_STREAM("CAR_STEAL_1_PASSBY", "CAR_STEAL_1_SOUNDSET"); All found occurrences in the b678d decompiled scripts: 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. Example: AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS"); Only called a few times in the scripts. Only occurrence was false, in maintransition. Only occurrence was false, in maintransition. Only occurrence was false, in maintransition. Possible return values: 0, 1, 2 Possible return values: 0, 1, 2 Same return values as GET_CURRENT_LANGUAGE Same return values as GET_CURRENT_LANGUAGE Updates the display of the MP/SP loading buttons, and locks the state so that other options are not displayed or changed. This can only be done once. Updates the display of the MP/SP loading buttons, and locks the state so that other options are not displayed or changed. This can only be done once. 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. Locks the minimap to the specified world position. Disables the radio station (hides it from the radio wheel). NativeDB Introduced: v1493 Disables the radio station (hides it from the radio wheel). NativeDB Introduced: v1493 Disables the radio station (hides it from the radio wheel). NativeDB Introduced: v1493 NativeDB Introduced: v2372 NativeDB Introduced: v1604 Not present in retail version of the game, actual definiton seems to be _LOG_DEBUG_INFO(const char* category, const char* debugText); Not present in retail version of the game, actual definiton seems to be _LOG_DEBUG_INFO(const char* category, const char* debugText); Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload. is this like setting is as no longer needed? Sets the water height for a given position and radius. Starts listening to the specified channel, when available. A game voice channel ID. Adds the specified channel to the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). A game voice channel ID. Adds the specified player to the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). A game player index. Adds the specified player to the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). The player's server id. Clears the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). Clears channels from the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). Clears players from the target list for the specified Mumble voice target ID. A Mumble voice target ID, ranging from 1..30 (inclusive). Returns the mumble voice channel from a player's server id. The player's server id. Int representing the identifier of the voice channel. This native will return true if the user succesfully connected to the voice server. If the user disabled the voice-chat setting it will return false. True if the player is connected to a mumble server. Stops listening to the specified channel. A game voice channel ID. Removes the specified voice channel from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_CHANNEL](#\_0x4D386C9E) A Mumble voice target ID, ranging from 1..30 (inclusive). The game voice channel ID to remove from the target. Removes the specified player from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER](#\_0x32C5355A) A Mumble voice target ID, ranging from 1..30 (inclusive). The player index to remove from the target. Removes the specified player from the user's voice targets. Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID](#\_0x25F2B65F) A Mumble voice target ID, ranging from 1..30 (inclusive). The player's server id to remove from the target. Sets the current input distance. The player will be able to talk to other players within this distance. The input distance. Use this native to disable noise suppression and high pass filters. The possible intents for this are as follows (backticks are used to represent hashes): | Index | Description | |-|-| | \`speech\` | Default intent | | \`music\` | Disable noise suppression and high pass filter | The intent hash. Sets the current output distance. The player will be able to hear other players talking within this distance. The output distance. Changes the Mumble server address to connect to, and reconnects to the new address. The address of the mumble server. The port of the mumble server. Sets the audio submix ID for a specified player using Mumble 'Native Audio' functionality. The player's server ID. The submix ID. Sets the current Mumble voice target ID to broadcast voice to. A Mumble voice target ID, ranging from 1..30 (inclusive). 0 disables voice targets, and 31 is server loopback. Overrides the output volume for a particular player on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override. Set to -1.0 to reset the Volume override. A game player index. The volume, ranging from 0.0 to 1.0 (or above). Overrides the output volume for a particular player with the specified server id and player name on Mumble. This will also bypass 3D audio and distance calculations. -1.0 to reset the override. The player's server id. The volume, ranging from 0.0 to 1.0 (or above). 2 matches in 1 script - am_hold_up Used in multiplayer scripts? NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1290 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. Possibly a cinematic or script-cam version of _0x487A82C650EB7799 DISABLE_S* NativeDB Introduced: v1493 Found in the scripts: MISC::_02DEAAC8F8EA7FE7(""); **This native does absolutely nothing, just a nullsub** SET_* FORCE_* A vehicle recording playback flag only used in jewelry_heist CLEAR_* Returns false if amount > wallet balance or daily transfer limit has been hit. NativeDB Introduced: v323 NativeDB Introduced: v1180 CLEAR_VEHICLE_* NativeDB Introduced: v1290 NativeDB Introduced: v1180 NativeDB Introduced: v1180 0 as param = weird black and green screen 0.1 - 0.99 = Prevent rain effect from falling (still sound and effects on puddles) and prevent puddles from increase/decrease, seems than it prevent any weather change too 1 and more = "Unfreeze" rain puddles but clear weather too When 'freezing' is enabled, it seem to also freeze value getted with GetRainLevel NETWORK_SET_* NativeDB Introduced: v1868 NativeDB Introduced: v2189 BG_* NativeDB Introduced: v323 Doesn't actually return anything. ``` NativeDB Introduced: v2060 ``` Returns some sort of index/offset for overlays/decorations. ``` Character types: 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale ``` ``` NativeDB Introduced: v2189 ``` NativeDB Introduced: v1290 UI3DSCENE_* In agency_heist3b.c4, its like this 90% of the time: PED::_110F526AB784111F(ped, 0.099); PED::SET_PED_ENVEFF_SCALE(ped, 1.0); PED::_D69411AA0CEBF9E9(ped, 87, 81, 68); PED::SET_ENABLE_PED_ENVEFF_SCALE(ped, 1); and its like this 10% of the time: PED::_110F526AB784111F(ped, 0.2); PED::SET_PED_ENVEFF_SCALE(ped, 0.65); PED::_D69411AA0CEBF9E9(ped, 74, 69, 60); PED::SET_ENABLE_PED_ENVEFF_SCALE(ped, 1); NativeDB Introduced: v2189 SET_TEXT_??? - Used in golf and golf_mp **This native does absolutely nothing, just a nullsub** Hardcoded to only work in multiplayer. SET_NETWORK_* NETWORK_IS_* **This native does absolutely nothing, just a nullsub** Checks some commerce stuff NativeDB Introduced: v1290 NativeDB Introduced: v2060 GET_TENNIS_*; references 0xFBFEC0E9 = interruptswing SET_ENTITY_* Only appears in lamar1 script. NativeDB Introduced: v1604 Sets a value that appears to affect door opening behavior when damaged. SET_* SCRIPT_RACE_* ENABLE_VEHICLE_* NativeDB Introduced: v1604 SET_TRA* NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: char* p1 NativeDB Added Parameter 3: char* p2 NativeDB Introduced: v323 IS_COMMERCE_* NativeDB Introduced: v1493 GET_* Unsure about the use of this native but here's an example: void sub_8709() { MISC::_1EAE0A6E978894A2(0, 1); MISC::_1EAE0A6E978894A2(1, 1); MISC::_1EAE0A6E978894A2(2, 1); MISC::_1EAE0A6E978894A2(3, 1); MISC::_1EAE0A6E978894A2(4, 1); MISC::_1EAE0A6E978894A2(5, 1); MISC::_1EAE0A6E978894A2(6, 1); MISC::_1EAE0A6E978894A2(7, 1); MISC::_1EAE0A6E978894A2(8, 1); } So it appears that p0 ranges from 0 to 8. ENABLE_DISPATCH_SERVICE, seems to have a similar layout. NativeDB Introduced: v1180 SET_PED_STE* NativeDB Introduced: v2189 -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. HAS_* **This native does absolutely nothing, just a nullsub** HAS_S* GET_C* NativeDB Introduced: v1493 BG_* NativeDB Introduced: v323 NativeDB Introduced: v2372 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1290 Hardcoded to return false. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). Only used once in scripts, in maintransition. maintransition.c4, line ~82432: if (PED::_7350823473013C02(PLAYER::PLAYER_PED_ID()) && (DECORATOR::_241FCA5B1AA14F75() == 0)) { g_2542A5 = a_1; // 'g_2542A5' used in 'building_controller.ysc' for IPL stuff? return 1; } Likely used solely for the players ped. The function it's in seems to only be used for initialization/quitting. Called among natives to discard scaleforms, disable frontend, fading in/out, etc. Neighboring strings to some calls include "HUD_JOINING", "HUD_QUITTING". Most likely ARE_* NativeDB Introduced: v2060 NativeDB Introduced: v1868 NativeDB Introduced: v1180 Does nothing (it's a nullsub). NativeDB Introduced: v323 NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: float* p1 NativeDB Added Parameter 3: char* p2 NativeDB Introduced: v323 NativeDB Introduced: v1365 STATS::0x343B27E2(0); STATS::0x343B27E2(1); STATS::0x343B27E2(2); STATS::0x343B27E2(3); STATS::0x343B27E2(4); STATS::0x343B27E2(5); STATS::0x343B27E2(6); STATS::0x343B27E2(7); Identical in ingamehud & maintransition. NativeDB Introduced: v1290 SET_F* NativeDB Introduced: v2372 NativeDB Introduced: v2189 [`SET_VEHICLE_STEER_BIAS`](#\_0x42A8EC77D5150CBE) for peds, e.g., `_SET_PED_STEER_BIAS`. F\* ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v1868 NativeDB Introduced: v323 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1493 GET_BLIP_\* Seems to always return 0 from what I can tell. I've tried a lot of different blip related natives and it always seems to return 0. Decompiled scripts always pass a blip handle as p0. The blip to check. Seems to always return 0 from what I can tell. I've tried a lot of different blip related natives and it always seems to return 0. SET_VEHICLE_W* (next character is either H or I) Correct native name lies between SET_BLIP_SPRITE and SET_RADIUS_BLIP_EDGE alphabetically. Used in arcade games and Beam hack minigame in Doomsday Heist. For example, [Penetrator Arcade Game](https://streamable.com/8igrzw) NativeDB Introduced: v1290 inside script_txds.rpf, browse it with OpenIV textureName 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 almost always 0.0 red color green color blue color alpha NativeDB Introduced: v1493 NativeDB Introduced: v323 NativeDB Introduced: v463 NativeDB Introduced: v1868 Appears to return whether the player is using the pause menu store. Can't be sure though. Used with radios: void sub_cf383(auto _a0) { if ((a_0)==1) { if (MISC::IS_BIT_SET((g_240005._f1), 3)) { PLAYER::_2F7CEB6520288061(0); AUDIO::SET_AUDIO_FLAG("AllowRadioDuringSwitch", 0); AUDIO::SET_MOBILE_PHONE_RADIO_STATE(0); AUDIO::SET_AUDIO_FLAG("MobileRadioInGame", 0); } sub_cf3f6(1); } else { if (MISC::IS_BIT_SET((g_240005._f1), 3)) { PLAYER::_2F7CEB6520288061(1); AUDIO::SET_AUDIO_FLAG("AllowRadioDuringSwitch", 1); AUDIO::SET_MOBILE_PHONE_RADIO_STATE(1); AUDIO::SET_AUDIO_FLAG("MobileRadioInGame", 1); } sub_cf3f6(0); } } SET_PLAYER_S* NativeDB Introduced: v2189 NativeDB Introduced: v1290 GET_CURRENT_* NativeDB Introduced: v1493 NativeDB Introduced: v2189 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v2189 NativeDB Introduced: v1493 NativeDB Introduced: v1180 NativeDB Introduced: v323 NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: char* p1 NativeDB Introduced: v323 NativeDB Introduced: v1290 ROPE_* Does nothing. It's a nullsub. NativeDB Introduced: v1604 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). unknown. Returns an entity handle or -1, value changes based on p0's value. NativeDB Introduced: v1290 NativeDB Introduced: v1734 Sets profile setting 934 NativeDB Introduced: v1493 NativeDB Introduced: v1868 NativeDB Removed Parameter 3: int R NativeDB Removed Parameter 4: int G NativeDB Removed Parameter 5: int B NativeDB Introduced: v757 NativeDB Removed Parameter 3: int R NativeDB Removed Parameter 4: int G NativeDB Removed Parameter 5: int B NativeDB Introduced: v757 Usually used alongside other vehicle door natives. NativeDB Introduced: v1604 Sets some voice chat related value. NETWORK_SET_* ``` NativeDB Introduced: v1180 ``` Sets the given checkpoint target to the new coords the handle of a created checkpoint IS_* nullsub, doesn't do anything ``` NativeDB Introduced: v1868 ``` Usage: INTERIOR::_0x405DC2AEF6AF95B9(INTERIOR::GET_KEY_FOR_ENTITY_IN_ROOM(PLAYER::PLAYER_PED_ID())); NativeDB Introduced: v1493 SET_* NativeDB Introduced: v1180 NativeDB Introduced: v1290 CLEAR_VEHICLE_* related to: NETWORK_BAIL NETWORK_BAIL_TRANSITION NETWORK_JOIN_GROUP_ACTIVITY NETWORK_JOIN_TRANSITION NETWORK_LAUNCH_TRANSITION NETWORK_SESSION_HOST NETWORK_SESSION_HOST_CLOSED NETWORK_SESSION_HOST_FRIENDS_ONLY NETWORK_SESSION_HOST_SINGLE_PLAYER NETWORK_SESSION_VOICE_LEAVE NativeDB Added Parameter 1: char* p0 NativeDB Introduced: v323 NETWORK_A\* 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? ``` NativeDB Introduced: v1734 ``` This has been found in use in the decompiled files. Checks if the specified unknown flag is set in the ped's model. The engine itself seems to exclusively check for flags 1 and 4 (Might be inlined code of the check that checks for other flags). Game scripts exclusively check for flags 1 and 4. A* Only found 3 times in decompiled scripts. Not a whole lot to go off of. MISC::_48F069265A0E4BEC(a_0, "Movie_Name_For_This_Player"); MISC::_48F069265A0E4BEC(&a_0._fB, "Ringtone_For_This_Player"); MISC::_48F069265A0E4BEC(&a_0._f1EC4._f12[v_A -- [[6]] ], &v_13); // where v_13 is "MPATMLOGSCRS0" thru "MPATMLOGSCRS15" Does nothing (essentially a nullsub). SET_PED_ALLOW* **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1180 Only used once in the entire game scripts. Does not actually return anything. NativeDB Introduced: v1868 NativeDB Introduced: v2060 This function is hard-coded to always return 1. Something like flush_all_scripts Most of time comes after NETWORK_END_TUTORIAL_SESSION() or before TERMINATE_THIS_THREAD() NativeDB Introduced: v2189 **This native does absolutely nothing, just a nullsub** **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v323 NativeDB Introduced: v1290 NativeDB Introduced: v1868 Related to the ped's weapon - flag used when disabling ped vehicle weapon SET_PED_\* ``` NativeDB Introduced: v1734 ``` NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: float* p1 NativeDB Introduced: v323 GET_* Usex in decompiled scripts in combination with [`_GET_VEHICLE_SUSPENSION_BOUNDS`](#\_0xDF7E3EEB29642C38). NativeDB Introduced: v1180 ``` // Example from fm_bj_race_controller.c if (!VEHICLE::_0x51F30DB60626A20E(uParam0->f_26, uParam0->f_12.f_3, uParam0->f_12, 2, 1) && !func_282(uParam0->f_6)) { VEHICLE::_GET_VEHICLE_SUSPENSION_BOUNDS(*uParam0, &vVar15, &uVar16); VEHICLE::_GET_VEHICLE_SUSPENSION_BOUNDS(uParam0->f_26, &vVar17, &uVar18); fVar19 = SYSTEM::VDIST2(0f, 0f, vVar15.z, 0f, 0f, vVar17.z); uParam0->f_12.f_3.f_2 = (uParam0->f_12.f_3.f_2 + fVar19); if (!VEHICLE::_0x51F30DB60626A20E(uParam0->f_26, uParam0->f_12.f_3, uParam0->f_12, 2, 1)) { uParam0->f_12.f_3 = { uParam0->f_6 }; uParam0->f_12 = { uParam0->f_9 }; } } ``` the target vehicle vehicle location vehicle location vehicle location some kind of vehicle rotation value some kind of vehicle rotation value some kind of vehicle rotation value usually 2 usually 1 A BOOL value, purpose unknown. NativeDB Introduced: v1868 Related to [`_CLEAR_VEHICLE_TASKS`](#\_0xDBBC7A2432524127) and requires more research (e.g., \_CLEAR_VEHICLE_SECONDARY_TASKS). ``` CLEAR_* NativeDB Introduced: v1290 ``` The vehicle to have tasks cleared From the scripts: MISC::_54F157E0336A3822(sub_aa49(a_0), "ForcedStopDirection", v_E); Related to tennis mode. SET_* Name between DISABLE_ALL_CONTROL_ACTIONS and DISABLE_CONTROL_ACTION Sets profile setting 935 NativeDB Introduced: v1868 _NETWORK_CAN_VIEW_* - _NETWORK_CAN_SESSION* NETWORK_CAN_PLAY_GAMER_USER_CONTENT? ``` ``` NativeDB Introduced: v2699 NativeDB Introduced: v1868 NativeDB Introduced: v1180 NativeDB Introduced: v1604 STAT_SET_* FORCE_* IS_* NativeDB Introduced: v1493 Disables some other rendering (internal) NativeDB Introduced: v1604 NativeDB Introduced: v1868 Only called once in the scripts. Related to weapon objects. W* **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1868 p1: 0..16 ``` NativeDB Introduced: v2060 ``` example from completionpercentage_controller.ysc.c4 if (STATS::_5EAD2BF6484852E4()) { MISC::SET_BIT(g_17b95._f20df._ff10, 15); STATS::_11FF1C80276097ED(0xe9ec4dd1, 200, 0); } Sets some health value. Looks like it's used for helis. DISABLE_* DISABLE_* Appears once in "re_dealgonewrong" Returns true if profile setting 901 is set to true and sets it to false. NETWORK_C* NativeDB Introduced: v2189 Unknown. Called after creating a checkpoint (type: 51) in the creators. NETWORK_GET_NUM_* **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1365 NETWORK_GET_* Hardcoded to return false. ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v1493 NativeDB Introduced: v1290 Sets GtaThread+0x14A SET_S* SET_CAM_* **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1180 IS_* NativeDB Introduced: v2372 SET_ENTITY_R* SET_F* Sets some voice chat related value. NETWORK_SET_* NativeDB Introduced: v2060 NativeDB Introduced: v1604 NativeDB Introduced: v2189 NativeDB Introduced: v1180 **This native does absolutely nothing, just a nullsub** 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. ``` NativeDB Introduced: v2189 ``` 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 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" Sets bit 3 in GtaThread+0x150 SET_T* This function is hard-coded to always return 1. Does nothing (it's a nullsub). NativeDB Introduced: v323 SET_P* HAS_* Probably something like "has game been started for the first time". Clears the fields sets by [N\_0xc7f29ca00f46350e](#\_0xC7F29CA00F46350E) (1604 retail: 0x1424A7A10, 0x1424A7A11) and iterates over the global CDoor's bucket-list. Related to its "Pre-networked state"? **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1604 NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: int* p1 NativeDB Introduced: v323 NativeDB Introduced: v1604 Jenkins hash _might_ be 0xFC227584. Last named native above this one is `TRACK_VEHICLE_VISIBILITY` and first named native below is `UNCUFF_PED`. Unknown what it does, couldn't find good examples in the decompiled scripts. _RESET_* _RESET_GAMEPLAY_CAM_RELATIVE_ORBIT_HOLD_TIME? ``` ``` NativeDB Introduced: v2699 NativeDB Introduced: v1604 Has something to do with a host request. NETWORK_RE* NET_GAMESERVER_* 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 ================================= Hard-coded to always return 0. Checks some commerce stuff NativeDB Introduced: v1290 REQUEST_* Sets bit 1 in GtaThread+0x154 BG_* NativeDB Introduced: v323 NativeDB Introduced: v2189 SET_VEHICLE_* SET_PICKUP_\* ``` NativeDB Introduced: v1734 ``` Related to cutscene entities. Unsure about the use. SET_ENTITY_* NativeDB Introduced: v1734 Sets profile setting 940 and 941 _SET_F* - _SET_G* ``` ``` NativeDB Introduced: v2699 NET_GAMESERVER_* Checks if the transaction status is equal to 3. NativeDB Introduced: v1365 UI3DSCENE_* NativeDB Introduced: v1290 SET_VEHICLE_AL* **This native does absolutely nothing, just a nullsub** ``` Something to do with phone cameras. startup.c4: void sub_2a3d() { UNK2::_7E2BD3EF6C205F09("No_Filter", 1); UNK2::_7E2BD3EF6C205F09("phone_cam1", 1); UNK2::_7E2BD3EF6C205F09("phone_cam2", 1); UNK2::_7E2BD3EF6C205F09("phone_cam3", 1); UNK2::_7E2BD3EF6C205F09("phone_cam4", 1); UNK2::_7E2BD3EF6C205F09("phone_cam5", 1); UNK2::_7E2BD3EF6C205F09("phone_cam6", 1); UNK2::_7E2BD3EF6C205F09("phone_cam7", 1); UNK2::_7E2BD3EF6C205F09("phone_cam9", 1); UNK2::_7E2BD3EF6C205F09("phone_cam12", 0); } ``` Possibly used to clear scenario points. CLEAR_* NativeDB Introduced: v1604 _PLAYSTATS_ROB_ARMOURD_TRUCK IS_* SET_VEHICLE_* NativeDB Introduced: v323 CLEAR_PED_* IS_* NativeDB Introduced: v1868 UI::_817B86108EB94E51(1, &g_189F36._f10CD1[0 -- [[16]] ], &g_189F36._f10CD1[1 -- [[16]] ], &g_189F36._f10CD1[2 -- [[16]] ], &g_189F36._f10CD1[3 -- [[16]] ], &g_189F36._f10CD1[4 -- [[16]] ], &g_189F36._f10CD1[5 -- [[16]] ], &g_189F36._f10CD1[6 -- [[16]] ], &g_189F36._f10CD1[7 -- [[16]] ]); NativeDB Introduced: v1180 NativeDB Introduced: v2060 Only found 2 times in decompiled scripts. Not a whole lot to go off of. MISC::_8269816F6CFD40F8(&a_0._f1F5A._f6[0 -- [[8]] ], "TEMPSTAT_LABEL"); // gets saved in a struct called "g_SaveData_STRING_ScriptSaves" MISC::_8269816F6CFD40F8(&a_0._f4B4[v_1A -- [[8]] ], &v_5); // where v_5 is "Name0" thru "Name9", gets saved in a struct called "OUTFIT_Name" BG_* NativeDB Introduced: v323 Does nothing. It's a nullsub. NativeDB Introduced: v1604 NativeDB Introduced: v1493 NativeDB Introduced: v2372 Returns true if bit 0 in GtaThread+0x154 is set. BG_* NativeDB Introduced: v323 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v2189 NativeDB Introduced: v1868 SET_A* NativeDB Introduced: v1290 NativeDB Introduced: v1365 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1290 Used only once in the scripts (taxi_clowncar) SET_PARTICLE_FX_* NativeDB Introduced: v757 I* SET_PLAYER_MAX_* SET_SCRIPT_* Sets the cutscene's owning thread ID. NativeDB Introduced: v1180 NETWORK_SET_\* ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v1604 NativeDB Introduced: v1493 NativeDB Introduced: v323 ADD_\* ``` NativeDB Introduced: v1868 ``` NativeDB Introduced: v2189 Does nothing (it's a nullsub). Seems to be PS4 specific. ``` NativeDB Introduced: v2060 ``` NativeDB Introduced: v1868 Probably IS_SWITCH_* NativeDB Introduced: v1604 NativeDB Introduced: v1290 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. ``` NativeDB Introduced: v2189 ``` SET_WEAPON_OBJECT_* NativeDB Introduced: v1180 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v2372 NativeDB Introduced: v1604 GET_F* NativeDB Introduced: v1493 REQUEST_* Does nothing. It's a nullsub. NativeDB Introduced: v1604 Related to car generators & CPlayerSwitchMgrLong SET_VEHICLE_* SET_VEHICLE_GENERATORS_EXPECTED_GAMEPLAY_PT ? FORCE_* Hardcoded to return 0. NativeDB Introduced: v323 NativeDB Introduced: v1290 NativeDB Introduced: v1868 SET_H* NativeDB Introduced: v2189 Sets some voice chat related value. NETWORK_SET_* NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: char* p1 NativeDB Introduced: v323 SET_FOLLOW_* SET_FOLLOW_* DISABLE_* SET_* REMOVE_\* ``` NativeDB Introduced: v1868 ``` B\* ``` NativeDB Introduced: v1734 ``` SET_C\* ``` NativeDB Introduced: v1734 ``` Gets hash related to task happening with seat index Native name: GET_I\* NativeDB Introduced: v2189 ROPE_\* ``` NativeDB Introduced: v1868 ``` CLEAR_* Needs more research. If the "phone_cam12" filter is applied, this function is called with "TRUE"; otherwise, "FALSE". Example (XBOX 360): // check current filter selection if (MISC::ARE_STRINGS_EQUAL(getElem(g_2471024, &l_17, 4), "phone_cam12") != 0) { MOBILE::_0xC273BB4D(0); // FALSE } else { MOBILE::_0xC273BB4D(1); // TRUE } Appears to set whether a transition should be started when the session is migrating. NETWORK_SET_* Only called once in the scripts: if (sub_1abd() && (!PED::_A3F3564A5B3646C0(l_8C))) { if (sub_52e3("RESNA_CELLR", 0)) { PED::SET_PED_CAN_PLAY_GESTURE_ANIMS(l_8C, 1); PED::SET_PED_CAN_PLAY_AMBIENT_ANIMS(l_8C, 1); PED::SET_PED_CAN_PLAY_VISEME_ANIMS(l_8C, 1, 0); l_184 += 1; } } Checks something related to the mobile phone task. IS_* NativeDB Added Parameter 1: int p0 NativeDB Introduced: v323 GET_SAVE_* GET_SAVE_UNLESS_CUSTOM_DOT ? NativeDB Introduced: v1604 NativeDB Introduced: v2189 NativeDB Introduced: v1290 NativeDB Introduced: v2189 NativeDB Introduced: v1604 NativeDB Introduced: v2189 STATS::0xE3247582(0); STATS::0xE3247582(1); STATS::0xE3247582(2); STATS::0xE3247582(3); STATS::0xE3247582(4); STATS::0xE3247582(5); STATS::0xE3247582(6); Some property related to gates. Native name between `DOOR_SYSTEM_SET_AUTOMATIC_RATE` and `DOOR_SYSTEM_SET_DOOR_STATE`. NativeDB Introduced: v1493 NativeDB Introduced: v1868 NativeDB Introduced: v1180 NativeDB Added Parameter 1: Entity entity NativeDB Introduced: v1290 NativeDB Introduced: v2189 NativeDB Introduced: v1290 Used only once in the scripts (fm_mission_controller) like so: TASK::_0xAB13A5565480B6D9(iLocal_3160, "Cutting"); SET_* NativeDB Introduced: v1868 NativeDB Introduced: v1290 This has been found in use in the decompiled files. gets 2 floats from the CNetGamePlayer of p0 and stores them in p1 and p2. Possibly waypoint? NativeDB Introduced: v2189 NativeDB Introduced: v1604 Does nothing (it's a nullsub). NativeDB Introduced: v323 Exemple of use(carmod_shop.c4) INTERIOR::_AF348AFCB575A441("V_CarModRoom"); SET_PED_* NativeDB Introduced: v1734 NativeDB Introduced: v1180 This native doesn't seem to do anything, might be a debug-only native. Confirmed, it is a debug native. NativeDB Added Parameter 2: Any p1 NativeDB Introduced: v1493 **This native does absolutely nothing, just a nullsub** SET_C* _SET_PED_HEAD_* - _SET_PED_HEARING_* _SET_PED_HEALTH_... ``` ``` NativeDB Introduced: v2699 Setter for 0xE59343E9E96529E7 SET_M* This function is hard-coded to always return 1. NETWORK_IS_* PLAYER::0xBF6993C7(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::_B45EFF719D8427A6((l_8d._f47)); NativeDB Introduced: v1493 NativeDB Introduced: v1868 NativeDB Introduced: v1604 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1290 ROPE_* SET_C\* ``` NativeDB Introduced: v1734 ``` Clears all areas created by 0xD4A7A435B3710D05 CLEAR_* NativeDB Introduced: v1290 Disables something. Used only once in R* scripts (freemode.ysc). DISABLE_PLAYER_* NativeDB Introduced: v2060 Returns profile setting 237. GET_* SET_PARTICLE_FX_* **This native does absolutely nothing, just a nullsub** FORCE_* Most likely ROPE_ATTACH_* Seems to only appear in scripts used in Singleplayer. Always used like this in scripts PLAYER::_BC9490CA15AEA8FB(PLAYER::PLAYER_ID()); NETWORK_SESSION_IS_* This function is hard-coded to always return 0. NativeDB Introduced: v1290 **This native does absolutely nothing, just a nullsub** ``` NativeDB Introduced: v2372 ``` NativeDB Introduced: v1868 GOLF_TRAIL_SET_* NativeDB Added Parameter 2: Any p1 NativeDB Introduced: v1493 SET_VEH* NativeDB Introduced: v2189 NativeDB Added Parameter 1: char* p0 NativeDB Introduced: v323 Getter for 0xCD74233600C4EA6B GET_* NativeDB Introduced: v1868 - This is called after SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME - This is called after SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME SET_ENTITY_* Vehicle must be a plane. Native name is between SET_VEHICLE_BRAKE_LIGHTS and SET_VEHICLE_BULLDOZER_ARM_POSITION alphabetically. GET_IS_LOADING_\* ``` NativeDB Introduced: v1734 ``` SET_VEHICLE_LI* NETWORK_IS_TRANSITION_* NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: char* p1 NativeDB Added Parameter 3: float* p2 NativeDB Introduced: v323 Toggles a value (bool) for cutscenes. SET_* GET_NE* NativeDB Introduced: v1493 NativeDB Introduced: v2189 Sets profile setting 939 ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v1493 See [`N_0x701fda1e82076ba4`](#\_0x701FDA1E82076BA4). NET_GAMESERVER_* Checks if the transaction status is equal to 1. NativeDB Introduced: v1365 IS_MOBILE_PHONE_* NETWORK_S\* ``` NativeDB Introduced: v1734 ``` Found in "director_mode", "fm_bj_race_controler", "fm_deathmatch_controler", "fm_impromptu_dm_controler", "fm_race_controler", "gb_deathmatch". Returns profile setting 243. GET_* RESET_* **This native does absolutely nothing, just a nullsub** REQUEST_* Does nothing (it's a nullsub). NativeDB Introduced: v323 NativeDB Introduced: v2189 Setter for 0xC2D2AD9EAAE265B8 SET_* NativeDB Introduced: v2060 what does this do? NativeDB Introduced: v1180 SET_TV_??? **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1868 NETWORK_SESSION_IS_* NativeDB Introduced: v2189 Adds an area that seems to be related to pickup physics behavior. Max amount of areas is 10. Only works in multiplayer. ADD_* NativeDB Introduced: v1290 NativeDB Introduced: v2189 NativeDB Introduced: v1868 NativeDB Introduced: v1180 RESET_* ``` NativeDB Introduced: v1180 ``` This native is used for the "larger" circular checkpoints, and sets the circle/ring around the checkpoint to point in the same direction as the inner arrow the handle of a created checkpoint NativeDB Introduced: v1734 Related to locking the vehicle or something similar. In the decompiled scripts, its always called after VEHICLE::_SET_EXCLUSIVE_DRIVER(a_0, 0, 0); VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_ALL_PLAYERS(a_0, 1); VEHICLE::SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(a_0, PLAYER::PLAYER_ID(), 0); NativeDB Introduced: v2189 SET_* 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); Always returns false. ``` NativeDB Introduced: v1868 ``` NativeDB Added Parameter 1: Vehicle vehicle NativeDB Added Parameter 2: Any p1 2 occurrences in agency_heist3a. p1 was 0.7f then 0.4f. Tune Backwards... ? SET_RADIO_* NativeDB Introduced: v2060 NativeDB Introduced: v1868 NativeDB Introduced: v2189 NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Introduced: v1493 This function is hard-coded to always return 1. 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::_GET_LAST_INPUT_METHOD(2)) { if (a_5) { if (PAD::IS_LOOK_INVERTED()) { a_3 *= -1; } if (PAD::_E1615EC03B3BB4FD()) { a_3 *= -1; } } } NativeDB Introduced: v2189 NativeDB Introduced: v2060 RESET_* Resets the effect of 0x428AD3E26C8D9EB0 sets something to 1 Sets an unknown value related to timecycles. NativeDB Introduced: v1290 NativeDB Introduced: v1290 STOP_S* NativeDB Introduced: v1290 SET_* Getter for 0xB3C641F3630BF6DA GET_M* NativeDB Introduced: v2372 TOGGLE_* SET_ENTITY_M\* ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v2372 NativeDB Added Parameter 1: char* p0 NativeDB Added Parameter 2: int* p1 NativeDB Added Parameter 3: char* p2 NativeDB Introduced: v323 This function is hard-coded to always return 0. GET_H* NativeDB Introduced: v1604 Related to tennis mode. Checks for `0x0FCED5ADF = swung` NativeDB Introduced: v1868 NativeDB Introduced: v1290 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1290 **This native does absolutely nothing, just a nullsub** SET_PED_* Has most likely to do with some shooting attributes as it sets the float which is in the same range as shootRate. This function is hard-coded to always return 0. STAT_LOAD_* FORCE_* NativeDB Introduced: v1493 Some kind of flags. Only used in R* Script fm_content_cargo ``` ``` NativeDB Introduced: v2699 AD* GET_* NETWORK_RE* Only 1 occurrence. p1 was 2. Sets profile setting 933 Initial guess of native: `_IS_PED_WEARING_MOTORCYCLE_HELMET`. SET_PED_ALLOW* toggle 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. SET_VEHICLE_* NativeDB Introduced: v1604 NativeDB Added Parameter 9: Any p8 NativeDB Introduced: v1290 BL\* ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v2060 NativeDB Introduced: v1868 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. Actual name begins with 'S' NativeDB Introduced: v2060 REMOVE_* NativeDB Introduced: v1493 Another unknown label type... MISC::_FAA457EF263E8763(a_0, "Thumb_label"); MISC::_FAA457EF263E8763(&a_0._f10, "Photo_label"); MISC::_FAA457EF263E8763(a_0, "GXTlabel"); MISC::_FAA457EF263E8763(&a_0._f21, "StringComp"); MISC::_FAA457EF263E8763(&a_0._f43, "SecondStringComp"); MISC::_FAA457EF263E8763(&a_0._f53, "ThirdStringComp"); MISC::_FAA457EF263E8763(&a_0._f32, "SenderStringComp"); MISC::_FAA457EF263E8763(&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::_FAA457EF263E8763(&a_0._f4B, "PAID_PLAYER"); MISC::_FAA457EF263E8763(&a_0._f5B, "RADIO_STATION"); SET_A\* ``` NativeDB Introduced: v1734 ``` NativeDB Introduced: v1180 p0 is always 0. p1 is pointing to a global. Toggles some stunt jump stuff. SET_CHECKPOINT_\* ``` NativeDB Introduced: v1734 ``` A\* ``` NativeDB Introduced: v1734 ``` Native to check whether [`_SET_PED_SCUBA_GEAR_VARIATION`](#\_0x36c6984c3ed0c911) is enabled/actived. Tune Forward... ? SET_RADIO_* Related to Peds dropping pickup_health_snack; p0 is a value between [0.0, 1.0] that corresponds to drop rate NativeDB Added Parameter 2: Any p1 NativeDB Introduced: v372 Note: only one of the arguments can be set to true at a time Note: only one of the arguments can be set to true at a time bool is always true in game scripts bool is always true in game scripts Same as 0x350AA5EBC03D3BD2 Same as 0x350AA5EBC03D3BD2 Same as 0x23789E777D14CE44 Same as 0x23789E777D14CE44 Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED NativeDB Introduced: v1290 gets the entity id of a network id gets the object id of a network id gets the ped id of a network id NETWORK_RE* Triggers a CEventNetworkInviteConfirmed event NETWORK_RE* Triggers a CEventNetworkInviteConfirmed event To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area .. .. Getter for SET_NETWORK_CUTSCENE_ENTITIES. ``` ``` NativeDB Introduced: v2699 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int p2 NativeDB Added Parameter 1: int p0 NativeDB Added Parameter 2: int p1 NativeDB Added Parameter 3: int p2 NativeDB Introduced: v2699 p1 = 0 (always) p2 = 1 (always) NativeDB Introduced: v323 p1 is just an assumption. p2 was false and p3 was true. 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 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 p1 = 0 (always) p2 = 1 (always) NativeDB Introduced: v323 NativeDB Introduced: v323 11 - Need to download tunables. 12 - Need to download background script. Returns 1 if the multiplayer is loaded, otherwhise 0. 11 - Need to download tunables. 12 - Need to download background script. Returns 1 if the multiplayer is loaded, otherwhise 0. NativeDB Introduced: v323 Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER NETWORK_CAN_* Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER NETWORK_CAN_* NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 6: Any p5 NETWORK_CAN_R??? or NETWORK_CAN_S??? ``` ``` NativeDB Added Parameter 7: Any p6 NETWORK_CAN_R??? or NETWORK_CAN_S??? ``` ``` NativeDB Added Parameter 7: Any p6 NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Same as 0x8968D4D8C6C40C11. NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Same as 0x394DCDB9E836B7A9. NETWORK_C\* ``` NativeDB Introduced: v1734 ``` GTAO_CASINO_HOUSE GTAO_CASINO_INSIDETRACK GTAO_CASINO_LUCKYWHEEL GTAO_CASINO_BLACKJACK GTAO_CASINO_ROULETTE GTAO_CASINO_SLOTS GTAO_CASINO_PURCHASE_CHIPS NETWORK_C\* ``` NativeDB Introduced: v1734 ``` NETWORK_C\* ``` NativeDB Introduced: v1734 ``` NETWORK_C\* ``` NativeDB Introduced: v1734 ``` Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle Only documented... Only documented... Retrieves a membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP). Test C++ code: https://pastebin.com/CD8wni4C A player network handle. Output buffer for the membership data. Also known as "desc". If the player has multiple crews/memberships, use \[0-9], or -1 to get the active crew/membership. Returns true on success, false otherwise. Checks if a crew/membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP) is valid. A player network handle. If the player has multiple crews/memberships, use \[0-9], or -1 to get the active crew/membership. Returns true if valid, false otherwise. bufferSize is 35 in the scripts. bufferSize is 35 in the scripts. bufferSize is 35 in the scripts. bufferSize is 35 in the scripts. 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] pastebin.com/cSZniHak This is what R\* uses to hide players in MP interiors. NativeDB Introduced: v323 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); Hardcoded to return -1. Hardcoded to return -1. NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 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. NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v2060 NativeDB Introduced: v1493 NativeDB Introduced: v1493 DSPORT DSPORT Example for p1: "AM_DISTRACT_COPS" Example for p1: "AM_DISTRACT_COPS" NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 For the money bags that drop a max of $40,000. Often called 40k bags. Most likely NETWORK_EARN_FROM_ROB*** For the money bags that drop a max of $40,000. Often called 40k bags. Most likely NETWORK_EARN_FROM_ROB*** NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2699 NativeDB Introduced: v2699 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v2699 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v323 NativeDB Introduced: v323 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 3: Any p2 NativeDB Introduced: v1734 NativeDB Introduced: v2699 NativeDB Introduced: v1180 NativeDB Introduced: v1604 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1180 NativeDB Introduced: v1180 NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: int id NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: int id NativeDB Introduced: v2189 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 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. state - 0 does 5 fades state - 1 does 6 fades native is missing third argument, also boolean, setting to 1 made vehicle fade in slower, probably "slow" as per NETWORK_FADE_OUT_ENTITY ``` ``` NativeDB Added Parameter 3: BOOL slow normal - transition like when your coming out of LSC slow - transition like when you walk into a mission NativeDB Introduced: v323 NativeDB Introduced: v323 Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32) ``` ``` NativeDB Introduced: v323 Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32) ``` ``` NativeDB Introduced: v323 NETWORK_GET_* NativeDB Introduced: v323 NETWORK_GET_* NativeDB Introduced: v323 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. 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. 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. Get the local entity handle of the given network id Through this native you can get back the entity that you previously converted to netid with [NetworkGetNetworkIdFromEntity](#\_0x9E35DAB6) or with the `ToNet` natives the network id of the entity The local entity handle of the network id Returns the owner ID of the specified entity. The entity to get the owner for. On the server, the server ID of the entity owner. On the client, returns the player/slot ID of the entity owner. NativeDB Introduced: v323 scriptName examples: "freemode", "AM_CR_SecurityVan", ... Most of the time, these values are used: p1 = -1 p2 = 0 NativeDB Introduced: v323 Used by NetBlender Used by NetBlender Retrieves the local player's NetworkHandle* and stores it in the given buffer. * Currently unknown struct Seems to always return 0, but it's used in quite a few loops. for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++) { if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0) { var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3)); Seems to always return 0, but it's used in quite a few loops. for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++) { if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0) { var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3)); Get the network id of the given entity An entity network id represents a given entity for other clients, it's a handle shared between clients, can be reconverted to a client entity handle.\ These (entity network IDs) can and will be reused, the network id will not change. If you need to refer to an entity across machines (clients, or the server), you should use its network id. Read more at [Network and local IDs](https://docs.fivem.net/docs/scripting-manual/networking/ids/) the handle of the entity from which the network id should be taken The network id of the given entity Returns the amount of players connected in the current session. Only works when connected to a session/server. NativeDB Introduced: v323 NETWORK_GET_* NativeDB Introduced: v323 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). The player id, MUST be another player. A Vector3 containing the coordinates of another 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). The player id, MUST be another player. A Vector3 containing the coordinates of another player. Returns the Player associated to a given Ped when in an online session. Returns the Player associated to a given Ped when in an online session. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Returns the Name of the inviter of the specific selected Invite. The Name of the inviter. Returns the Name of the inviter of the specific selected Invite. The Name of the inviter. The Native returns a hash of the session id as string from the specific invite index! A hash of the session id. The Native returns a hash of the session id as string from the specific invite index! A hash of the session id. NativeDB Introduced: v323 Same as 0xEA560AC9EEB1E19B. ``` ``` Same as 0xEA560AC9EEB1E19B. NativeDB Introduced: v323 Same as 0xEA560AC9EEB1E19B. ``` ``` Same as 0xEA560AC9EEB1E19B. NativeDB Introduced: v323 Same as GET_RANDOM_INT_IN_RANGE Same as GET_RANDOM_INT_IN_RANGE Same as GET_RANDOM_INT_IN_RANGE Same as 0x13A8DE2FD77D04F3. NativeDB Introduced: v323 Same as 0x13A8DE2FD77D04F3. NativeDB Introduced: v323 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.. NativeDB Introduced: v323 NativeDB Introduced: v323 Returns count. Actually returns the version (TUNABLE_VERSION) Actually returns the version (TUNABLE_VERSION) Actually returns the version (TUNABLE_VERSION) NETWORK_* NativeDB Introduced: v323 NETWORK_* NativeDB Introduced: v323 Returns true if bank balance >= amount. NativeDB Introduced: v323 Returns true if bank balance + wallet balance >= amount. Returns true if bank balance + wallet balance >= amount. Returns true if wallet balance >= amount. NativeDB Introduced: v323 Returns a NetworkHandle* from the specified member ID and stores it in a given buffer. * Currently unknown struct Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer. * Currently unknown struct Example: std::vector<UINT64> GetPlayerNetworkHandle(Player player) { const int size = 13; uint64_t *buffer = std::make_unique<uint64_t[]>(size).get(); NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast<int *>(buffer), 13); for (int i = 0; i < size; i++) { Log::Msg("networkhandle[%i]: %llx", i, buffer[i]); } std::vector<UINT64> result(buffer, buffer + sizeof(buffer)); return result; } Returns a NetworkHandle* from the specified user ID and stores it in a given buffer. * Currently unknown struct 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." 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." index is always 18 in scripts index is always 18 in scripts Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials. Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials. Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials. Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials. 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()`. Unknown int Unknown int Unknown int Unknown int Unknown always 0 in decompiled scripts BOOL purpose unknown, both 0 and 1 are used in decompiled scripts. BOOL purpose unknown, both 0 and 1 are used in decompiled scripts. Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1. Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1. Unknown int, sometimes 0, but also 32768 or 16384 appear in decompiled scripst, maybe a flag of some sort? Probably a bool indicating if the transition was created. 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. NETWORK_IS_* NativeDB Introduced: v323 NETWORK_IS_* NativeDB Introduced: v323 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). In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param. If you are host, returns true else returns false. Note according to IDA TU27 X360(Console), This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location. Side note: This location just stops where it's at once jumped to. Screenshot for side note, h t t p ://i.imgur.com/m2ci1mF.png h t t p://i.imgur.com/Z0Wx2B6.png Hardcoded to return false. Hardcoded to return false. Hardcoded to return false. Hardcoded to return false. Checks if the networkHandle is the same as any other user that is signed in on the local machine. For example, if your console has two or more users signed in (on different controllers), the profile that is not controlling the game would be "inactive". Returns true if the networkHandle is signed in on the same machine, but is not the main player. Returns true if the specified network id is controlled by someone else. The network id for an object or entity. Probably a bool, returns 1 if you don't have control over the netId entity. Returns true if the specified network id is controlled by someone else. The network id for an object or entity. Probably a bool, returns 1 if you don't have control over the netId entity. Note according to IDA TU27 X360(Console), This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location. Side note: This location just stops where it's at once jumped to. Screenshot for side note, h t t p ://i.imgur.com/m2ci1mF.png h t t p://i.imgur.com/Z0Wx2B6.png This function is hard-coded to always return 0. NETWORK_ARE_* NETWORK_ARE_* returns true if someone is screaming or talking in a microphone NativeDB Introduced: v2245 This checks if player is playing on gta online or not. Please add an if and block your mod if this is "true". 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 Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash. 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. Could possibly bypass being muted or automatically muted Could possibly bypass being muted or automatically muted NativeDB Introduced: v2189 Works in Singleplayer too. Passing wrong data (e.g. hours above 23) will cause the game to crash. 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 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 p0 is always false in scripts. p0 is always false in scripts. This is used alongside the native, 'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info. This is used alongside the native, 'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Returns the name of a given player. Returns "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist. Takes a 24 char buffer. Returns the buffer or "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist. Takes a 24 char buffer. Returns the buffer or "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist. Does exactly the same thing as PLAYER_ID() Checks if a specific value (BYTE) in CPlayerInfo 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. 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 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 p4 and p5 are always 0 in scripts p4 and p5 are always 0 in scripts NativeDB Added Parameter 7: Any p6 NativeDB Introduced: v1290 String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct. String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct. Message is limited to 64 characters. the first arg seems to be the network player handle (&handle) and the second var is pretty much always "" and the third seems to be a number between 0 and ~10 and the 4th is is something like 0 to 5 and I guess the 5th is a bool cuz it is always 0 or 1 does this send an invite to a player? 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." 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. 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. 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. 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 Only works as host. playerTypes: 0 = regular joiner 4 = spectator 8 = unknown playerTypes: 0 = regular joiner 4 = spectator 8 = unknown playerTypes: 0 = regular joiner 4 = spectator 8 = unknown Only one occurence in the scripts: auto sub_cb43(auto a_0, auto a_1) { if (g_2594CB._f1) { if (NETWORK::_855BC38818F6F684()) { NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93); g_2594CB._f14 -- [[{13}]] = a_0._fB93; g_2594CB._f4 -- [["64"]] = a_1; return 1; } } return 0; } other: looks like it passes a player in the paramater Contains string "NETWORK_VOICE_CONNECT_TO_PLAYER" in ida Only one occurence in the scripts: auto sub_cb43(auto a_0, auto a_1) { if (g_2594CB._f1) { if (NETWORK::_855BC38818F6F684()) { NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93); g_2594CB._f14 -- [[{13}]] = a_0._fB93; g_2594CB._f4 -- [["64"]] = a_1; return 1; } } return 0; } other: looks like it passes a player in the paramater Contains string "NETWORK_VOICE_CONNECT_TO_PLAYER" in ida Only one occurence in the scripts: auto sub_cb43(auto a_0, auto a_1) { if (g_2594CB._f1) { if (NETWORK::_855BC38818F6F684()) { NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93); g_2594CB._f14 -- [[{13}]] = a_0._fB93; g_2594CB._f4 -- [["64"]] = a_1; return 1; } } return 0; } other: looks like it passes a player in the paramater Contains string "NETWORK_VOICE_CONNECT_TO_PLAYER" in ida NativeDB Introduced: v2699 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, }; ``` ``` NativeDB Introduced: v2699 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 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 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 Sets whether or not an object (created using `CREATE_OBJECT`, or similar) should have its position/rotation synchronized, even if it is a 'static' object (for example, having flag 32 - Static - set in its archetype definition). This has to be called during the same frame the object is created/registered for network, as otherwise it may already have a remote clone created. Once a remote clone is created, changing this value will not have any effect on said clone. The object to set forced blending state for. `true` to enable forced blending. Sets whether or not an object (created using `CREATE_OBJECT`, or similar) should have its position/rotation synchronized, even if it is a 'static' object (for example, having flag 32 - Static - set in its archetype definition). This has to be called during the same frame the object is created/registered for network, as otherwise it may already have a remote clone created. Once a remote clone is created, changing this value will not have any effect on said clone. The object to set forced blending state for. `true` to enable forced blending. value must be < 255 On PC it's a nullsub which means it does absolutely nothing. Now that Discord supports Rich Presence, R* might finally implement this for PC. Or maybe in future games like RDR2, GTA VI... This native does absolutely nothing, just a nullsub This native does absolutely nothing, just a nullsub This native does absolutely nothing, just a nullsub Used by Metric VEHICLE_DIST_DRIVEN ``` ``` NativeDB Introduced: v2699 Allow vehicle wheels to be destructible even when the Vehicle entity is invincible. ``` ``` NativeDB Introduced: v1365 Allow vehicle wheels to be destructible even when the Vehicle entity is invincible. ``` ``` NativeDB Introduced: v1365 Returns true if the NAT type is Strict (3) and a certain number of connections have failed. Returns true if the NAT type is Strict (3) and a certain number of connections have failed. Example: int playerHandle; NETWORK_HANDLE_FROM_PLAYER(selectedPlayer, &playerHandle, 13); NETWORK_SHOW_PROFILE_UI(&playerHandle); NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v323 NativeDB Introduced: v2189 NativeDB Introduced: v2699 NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: BOOL p1 NativeDB Added Parameter 3: BOOL p2 NativeDB Added Parameter 1: int amount NativeDB Added Parameter 2: BOOL p1 NativeDB Added Parameter 3: BOOL p2 NativeDB Introduced: v1493 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2699 NativeDB Introduced: v2189 NativeDB Introduced: v1734 NativeDB Introduced: v1868 NativeDB Introduced: v1868 NativeDB Introduced: v1734 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v2699 NativeDB Introduced: v1180 NativeDB Introduced: v1180 Only used once in a script (am_contact_requests) p1 = 0 p2 = 1 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2189 NativeDB Introduced: v323 NativeDB Introduced: v1604 NativeDB Introduced: v1493 NativeDB Introduced: v1493 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. NativeDB Introduced: v1180 NativeDB Introduced: v1493 NativeDB Introduced: v1493 NativeDB Introduced: v2699 NativeDB Introduced: v1604 NativeDB Removed Parameter 4: BOOL p3 NativeDB Introduced: v2189 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1734 NativeDB Introduced: v1180 NativeDB Introduced: v2189 NativeDB Introduced: v2189 NativeDB Introduced: v1290 NativeDB Introduced: v2699 ``` 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. ``` 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. p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area Always returns -1. Seems to be XB1 specific. Always returns -1. Seems to be XB1 specific. Returns defaultValue if the tunable doesn't exist. Returns defaultValue if the tunable doesn't exist. Returns defaultValue if the tunable doesn't exist. NativeDB Introduced: v2372 NativeDB Introduced: v2372 Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC Implemented only for Trains. ``` ``` NativeDB Introduced: v2372 Implemented only for Trains. ``` ``` NativeDB Introduced: v2372 `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 World `x` coordinate. World `y` coordinate. World `z` coordinate. Offset `x` coordinate. Offset `y` coordinate. Offset `z` coordinate. Action radius, value is usually between `3f` and `7000f` in original 1868 scripts. 0, 1, 2, 3 or 4 used in decompiled scripts, 0 is by far the most common. True if success, used only 7 times in decompiled scripts of 1868 (https://github.com/root-cause/v-decompiled-scripts). if (!sub_8f12("START LOAD SCENE SAFE")) { if (CUTSCENE::GET_CUTSCENE_TIME() > 4178) { STREAMING::_ACCFB4ACF53551B0(1973.845458984375, 3818.447265625, 32.43629837036133, 15.0, 2); sub_8e9e("START LOAD SCENE SAFE", 1); } } (Previously known as STREAMING::_NEW_LOAD_SCENE_START_SAFE) if (!sub_8f12("START LOAD SCENE SAFE")) { if (CUTSCENE::GET_CUTSCENE_TIME() > 4178) { STREAMING::_ACCFB4ACF53551B0(1973.845458984375, 3818.447265625, 32.43629837036133, 15.0, 2); sub_8e9e("START LOAD SCENE SAFE", 1); } } (Previously known as STREAMING::_NEW_LOAD_SCENE_START_SAFE) p0 was always 2 in R* scripts. Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved. p0 was always 2 in R* scripts. Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved. 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)); 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 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); Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, 0888C3502DBBEEF5 is a cognate to this function and loads MP DLC (and unloads SP DLC by extension). The original (and wrong) definition is below: This unload the GTA:O DLC map parts (like high end garages/apartments). Works in singleplayer. Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, 0888C3502DBBEEF5 is a cognate to this function and loads MP DLC (and unloads SP DLC by extension). The original (and wrong) definition is below: This unload the GTA:O DLC map parts (like high end garages/apartments). Works in singleplayer. Unloads GROUP_MAP (GTAO/MP) DLC data and loads GROUP_MAP_SP DLC. Neither are loaded by default, 0888C3502DBBEEF5 is a cognate to this function and loads MP DLC (and unloads SP DLC by extension). The original (and wrong) definition is below: This unload the GTA:O DLC map parts (like high end garages/apartments). Works in singleplayer. Has a 3rd param (int) since patch [???]. ``` ``` NativeDB Added Parameter 3: int p2 Has a 3rd param (int) since patch [???]. ``` ``` NativeDB Added Parameter 3: int p2 The patrol route name must starts with "miss_" to be properly created. 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" Shows a menu for reporting UGC content. Shows a menu for reporting UGC content. Shows a menu for reporting UGC content. Uses the `SOCIAL_CLUB2` scaleform. Uses the `SOCIAL_CLUB2` scaleform. Max value for p1 is 15. 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 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 Sets audio flag "OverrideMicrophoneSettings" Sets audio flag "OverrideMicrophoneSettings" 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. 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. Sets whether peds can stand on top of *all* vehicles without falling off. Note this flag is not replicated automatically, you will have to manually do so. true to override, false to use default game behavior. 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); This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect` Overrides the vehicle's horn hash. When changing this hash on a vehicle, [`_GET_VEHICLE_HORN_HASH`](#\_0xACB5DCCA1EC76840) will **not** return the 'overwritten' hash. It will still always return the default horn hash (same as [`GET_VEHICLE_DEFAULT_HORN`](#\_0x02165D55000219AC)). List of possible hashes (found in decompiled scripts): | signed | unsigned | hex | |--------------:|-------------:|:------------:| | `1604822495` | `1604822495` | `0x5FA7A5DF` | | `-1262465009` | `3032502287` | `0xB4C0500F` | | `-889553789` | `3405413507` | `0xCAFA7C83` | | `-1557943086` | `2737024210` | `0xA323ACD2` | | `-1318696617` | `2976270679` | `0xB1664957` | | `-7740003` | `4287227293` | `0xFF89E59D` | | `-1815146967` | `2479820329` | `0x93CF0E29` | | `-339919356` | `3955047940` | `0xEBBD3E04` | The vehicle you want to change the horn on. Must be set to true. If set to false, the default horn hash will be restored. A horn hash. Overrides whether or not peds can stand on top of the specified vehicle. Note this flag is not replicated automatically, you will have to manually do so. The vehicle. Can they? Return the local Participant ID Return the local Participant ID. This native is exactly the same as 'PARTICIPANT_ID' native. REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false); *uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0); PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon"); REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false); *uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0); PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon"); REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false); *uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0); PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon"); REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false); *uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0); PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon"); 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. See the old description below for more info. *** > Seems to add/set the current menu context (to show/hide buttons?) > Pausemenu.xml: > `<Contexts>*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION</Contexts>` > Code: > > ``` > if (...) { > sub_bbd34(a_0, 0, "FM_BET_HELP"); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native > UI::OBJECT_DECAL_TOGGLE(${bet_locked}); > } else { > sub_bbd34(a_0, 0, ""); > UI::OBJECT_DECAL_TOGGLE(${bet_available}); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native > } > ``` > > OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision > // Old > Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior. Context name hash. Activates the specified frontend menu context. pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'. The `*ALL*` part of the context means that whatever is being defined, will be active when any or all of those conditions after `*ALL*` are met. The `*NONE*` part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after `*NONE*` are met. This basically allows you to hide certain menu sections, or things like instructional buttons. See the old description below for more info. *** > Seems to add/set the current menu context (to show/hide buttons?) > Pausemenu.xml: > `<Contexts>*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION</Contexts>` > Code: > > ``` > if (...) { > sub_bbd34(a_0, 0, "FM_BET_HELP"); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native > UI::OBJECT_DECAL_TOGGLE(${bet_locked}); > } else { > sub_bbd34(a_0, 0, ""); > UI::OBJECT_DECAL_TOGGLE(${bet_available}); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native > } > ``` > > OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision > // Old > Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior. Context name hash. Activates the specified frontend menu context. pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'. The `*ALL*` part of the context means that whatever is being defined, will be active when any or all of those conditions after `*ALL*` are met. The `*NONE*` part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after `*NONE*` are met. This basically allows you to hide certain menu sections, or things like instructional buttons. See the old description below for more info. *** > Seems to add/set the current menu context (to show/hide buttons?) > Pausemenu.xml: > `<Contexts>*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION</Contexts>` > Code: > > ``` > if (...) { > sub_bbd34(a_0, 0, "FM_BET_HELP"); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native > UI::OBJECT_DECAL_TOGGLE(${bet_locked}); > } else { > sub_bbd34(a_0, 0, ""); > UI::OBJECT_DECAL_TOGGLE(${bet_available}); > UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native > } > ``` > > OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision > // Old > Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior. Context name hash. Disables the loading spinner in Pause Menu when switching from one header tab to another. true to disable and false to re-enable the loading icon. Disables the loading spinner in Pause Menu when switching from one header tab to another. true to disable and false to re-enable the loading icon. If mouse is hovering on a slot, it returns the slot's index, else it returns -1. If mouse is hovering on a slot, it returns the slot's index, else it returns -1. If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1. If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1. Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts. Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts. Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts. Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png Wether to show the message or not. Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png Wether to show the message or not. Sets current pause menu page/component to the specified value. Available page IDs: https://pastebin.com/qxuhwjPT Sets current pause menu page/component to the specified value. Available page IDs: https://pastebin.com/qxuhwjPT Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc gets the network id of a ped [Animations list](https://alexguirre.github.io/animations-list/) 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 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 NativeDB Introduced: v1290 ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) Only call found in the b617d scripts: AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET"); Only call found in the b617d scripts: AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET"); ``` 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. ``` [Animations list](https://alexguirre.github.io/animations-list/) 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"); **Warning**: Parameters are wrong after painID. To preserve C-Sharp backwards compatibility, we can't add or remove parameters. Correct parameters should be:\ `PLAY_PAIN(Ped ped, int painID, float p3, bool createNetEvent)` Check the *examples* section for the correct usage of this native. **Description:** Plays a pain sound. A maximum of 33 pain IDs are allowed.\ `createNetEvent` creates a `CPedPlayPainEvent` when set to true. Below is a list of all the pain IDs (Asterisks indicate that sounds can play in a Low, Medium or High fashion), for example: `PAIN_LOW_GENERIC`. The corresponding pain strings belong to the game exe. **Pain IDs:** * 0: PAIN_\*\_GENERIC (Low, Medium, High) * 1: UNUSED * 2: UNUSED * 3: SCREAM_PANIC (Nothing can be heard) * 4: SCREAM_PANIC_SHORT * 5: SCREAM_SCARED * 6: SCREAM_SHOCKED * 7: SCREAM_TERROR * 8: ON_FIRE * 9: UNUSED * 10: UNUSED * 11: INHALE (Nothing can be heard) * 12: EXHALE (Nothing can be heard) * 13: DEATH_HIGH_SHORT * 14: UNUSED * 15: PAIN_HIGH_GENERIC * 16: PAIN_\*\_GENERIC (Low, Medium, High) * 17: PAIN_SHOVE * 18: PAIN_WHEEZE * 19: COUGH * 20: PAIN_TAZER * 21: UNUSED * 22: CLIMB_LARGE (Nothing can be heard) * 23: CLIMB_SMALL (Nothing can be heard) * 24: JUMP (Nothing can be heard) * 25: COWER * 26: WHIMPER * 27: DYING_MOAN * 28: EXHALE_CYCLING (Nothing can be heard) * 29: PAIN_RAPIDS (Nothing can be heard) * 30: SNEEZE * 31: MELEE_SMALL_GRUNT (Nothing can be heard) * 32: MELEE_LARGE_GRUNT (Nothing can be heard) * 33: PAIN_\*\_GENERIC (Low, Medium, High) The ped entity. The pain id, max allowed id is 33. See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications. ``` NativeDB Added Parameter 4: Any p3 ``` See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications. ``` NativeDB Added Parameter 4: Any p3 ``` Plays ambient speech; see also [`PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE`](#\_0xC6941B4A3A8FBBB9). ``` 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 pastebin.com/1GZS5dCL ``` ``` NativeDB Added Parameter 4: Any p3 ``` The ped to play the ambient speech. Name of the speech to play, eg. "GENERIC_HI". Plays ambient speech; see also [`PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE`](#\_0xC6941B4A3A8FBBB9). ``` 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 pastebin.com/1GZS5dCL ``` ``` NativeDB Added Parameter 4: Any p3 ``` The ped to play the ambient speech. Name of the speech to play, eg. "GENERIC_HI". 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._0x3523634255FC3318, 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. 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._0x3523634255FC3318, 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. All found occurrences in b617d, sorted alphabetically and identical lines removed: 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); Plays the given police radio message. All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW gtaforums.com/topic/795622-audio-for-mods All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0 No changes made in b678d. gtaforums.com/topic/795622-audio-for-mods List: https://pastebin.com/DCeRiaLJ All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM 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::_2208438012482A1A(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]] ]); } ``` Examples: CAM::PLAY_SYNCHRONIZED_CAM_ANIM(l_2734, NETWORK::_02C40BF885C567B6(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"); ``` [Animations list](https://alexguirre.github.io/animations-list/) ``` p4 and p7 are usually 1000.0f. ``` [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) 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; This returns YOUR 'identity' as a Player type. Always returns 0 in story mode. Returns current player ped NativeDB Introduced: v1734 NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Introduced: v1734 NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 NativeDB Introduced: v1290 NativeDB Introduced: v1493 NativeDB Introduced: v1290 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1290 NativeDB Introduced: v1290 longest time being ilde? longest time being ilde? NativeDB Introduced: v2699 NativeDB Removed Parameter 4: Any p3 NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 **This native does absolutely nothing, just a nullsub** NativeDB Introduced: v1734 NativeDB Introduced: v1180 NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 NativeDB Removed Parameter 8: Any p7 NativeDB Removed Parameter 9: Any p8 NativeDB Removed Parameter 10: Any p9 NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 NativeDB Removed Parameter 8: Any p7 NativeDB Removed Parameter 9: Any p8 NativeDB Removed Parameter 10: Any p9 NativeDB Removed Parameter 5: Any p4 NativeDB Removed Parameter 6: Any p5 NativeDB Removed Parameter 7: Any p6 NativeDB Removed Parameter 8: Any p7 NativeDB Removed Parameter 9: Any p8 NativeDB Removed Parameter 10: Any p9 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session NativeDB Introduced: v1180 NativeDB Introduced: v1604 PLAYSTATS_START_INVITE_DESPAWNING? PLAYSTATS_START_INVITE_DESPAWNING? NativeDB Introduced: v1493 Allows CEventNetworkStuntPerformed to be triggered. Allows CEventNetworkStuntPerformed to be triggered. Disallows CEventNetworkStuntPerformed to be triggered. Disallows CEventNetworkStuntPerformed to be triggered. Points the camera at the specified entity. Offset works like [GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS](#\_0x1899F328B0E12848). Cam (Return value of CREATE_CAM or CREATE_CAM_WITH_PARAMS). Entity for the camera to point at. X offset for the camera (left/right). Y offset for the camera (forward/backward). Z offset for the camera (up/down). Always seems to be 1 (true). 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. Detaches the vehicle's windscreen. Detaches the vehicle's windscreen. spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called This native is used to attribute the SRL that BeginSrl is going to load. This is usually used for 'in-game' cinematics (not cutscenes but camera stuff) instead of SetFocusArea 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. A SRL name. Found in the scripts: MISC::_11B56FBBF7224868("CONTRAILS"); Found in the scripts: MISC::_11B56FBBF7224868("CONTRAILS"); NativeDB Introduced: v1180 NativeDB Introduced: v1180 Example: bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS"); All music event names found in the b617d scripts: pastebin.com/GnYt0R3P Only one match in the scripts: GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger"); Only one match in the scripts: GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger"); Called to update entity attachments. Scope entry for profiler. Scope name. Scope exit for profiler. Returns true if the profiler is active. True or false. 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. 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. Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points. Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points. If toggle is true, the map is shown in full screen If toggle is false, the map is shown in normal mode If toggle is true, the map is shown in full screen If toggle is false, the map is shown in normal mode If toggle is true, the map is shown in full screen If toggle is false, the map is shown in normal mode Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow). Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow). **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a set of archetypes with the game engine. These should match `CBaseArchetypeDef` class information from the game. A function returning a list of archetypes. Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a `/`. Commands registered using this function can also be executed by resources, using the [`ExecuteCommand` native](#\_0x561C060B). The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script). **Example result**: ![](https://i.imgur.com/TaCnG09.png) The command you want to register. A handler function that gets called whenever the command is executed. If this is a server command and you set this to true, then players will need the command.yourCommandName ace permission to execute this command. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a set of entities with the game engine. These should match `CEntityDef` class information from the game. At this time, this function **should not be used in a live environment**. A function returning a list of entities. This can only be run once [`CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY`](#\_0xB56BBBCC2955D9CB) is true, but can be run before [`HAS_CUTSCENE_LOADED`](#\_0xC59F528E9AB9F339) Entity to put into the cutscene. cHandle of cutscene entity, i.e Michael, MP\_1, MP\_4, Lamar Not strictly neccasary, often 0 in R\* scripts 0 for SP, 64 for MP seemingly Registers a specified .gfx file as GFx font library. The .gfx file has to be registered with the streamer already. The name of the .gfx file, without extension. Registers a specified font name for use with text draw commands. The name of the font in the GFx font library. An index to use with [SET_TEXT_FONT](#\_0x66E0276CC5F6B9DA) and similar natives. Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in). Registers a key mapping for the current resource. See the related [cookbook post](https://cookbook.fivem.net/2020/01/06/using-the-new-console-key-bindings/) for more information. The command to execute, and the identifier of the binding. A description for in the settings menu. The [mapper ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `keyboard`. The [IO parameter ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `f3`. Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref. Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref. 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); gtaforums.com/topic/885580-ped-headshotmugshot-txd/ Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black. **Result of the example code:** <https://i.imgur.com/iHz8ztn.png> A ped handle. The Pedheadshot handle. Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black. **Result of the example code:** <https://i.imgur.com/iHz8ztn.png> A ped handle. The Pedheadshot handle. An internal function which allows the current resource's HLL script runtimes to receive state for the specified event. An event name, or "\*" to disable HLL event filtering for this resource. **This native does absolutely nothing, just a nullsub** **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a dynamic streaming asset from the server with the GTA streaming module system. The resource to add the asset to. A file name in the resource. The string returned from `REGISTER_RESOURCE_ASSET` on the server. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a KVP value as an asset with the GTA streaming module system. This function currently won't work. The KVP key in the current resource to register as an asset. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Registers a file from an URL as a streaming asset in the GTA streaming subsystem. This will asynchronously register the asset, and caching is done based on the URL itself - cache headers are ignored. Use `IS_STREAMING_FILE_READY` to check if the asset has been registered successfully. The file name to register as, for example `asset.ydr`. The URL to fetch the asset from. Only used twice in armenian1.c PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt. l_216 = RECSBRobber1 Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE? MISC::_6F7794F28C6B2535(&a_0._f1, "tlPlateText"); MISC::_6F7794F28C6B2535(&a_0._f1C, "tlPlateText_pending"); MISC::_6F7794F28C6B2535(&a_0._f10B, "tlCarAppPlateText"); "tl" prefix sounds like "Text Label" Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE? MISC::_6F7794F28C6B2535(&a_0._f1, "tlPlateText"); MISC::_6F7794F28C6B2535(&a_0._f1C, "tlPlateText_pending"); MISC::_6F7794F28C6B2535(&a_0._f10B, "tlCarAppPlateText"); "tl" prefix sounds like "Text Label" NativeDB Introduced: v1290 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`](#\_0xEC9264727EEC0F28). 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`](#\_0xEC9264727EEC0F28). 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. The entity handle to invalidate. 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. The entity handle to invalidate. 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. The entity handle to invalidate. NativeDB Introduced: v323 NativeDB Added Parameter 1: Player player NativeDB Added Parameter 2: int a NativeDB Added Parameter 3: int b NativeDB Added Parameter 1: Player player NativeDB Added Parameter 2: int a NativeDB Added Parameter 3: int b Parameter `p1` does not seem to be used or referenced in game binaries.\ **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request. The ped entity Pickup hashes: pastebin.com/8EuSv2r1 If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped. Used in am_mp_property_ext and am_mp_property_int ``` ``` NativeDB Added Parameter 2: Ped ped Used in am_mp_property_ext and am_mp_property_int ``` ``` NativeDB Added Parameter 2: Ped ped Unloads the specified animation set. An animation set provides movement animations for a ped. Animation set and clip set are synonymous. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). Removes the blip from your map. Blip handle to remove. Alias for REMOVE_ANIM_SET. p0 is the handle returned from _0xFDBF4CDBC07E1706 p0 is the handle returned from _0xFDBF4CDBC07E1706 Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does. Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does. Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol... 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. IPL list: pastebin.com/iNGLY32D p5 requires more research. See also [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) and [`CREATE_MODEL_SWAP`](#\_0x92C47782FDA8B2A3). Network players do not see changes done with this. The radius specified in gta units The model that you want to make visible Removes the gamer tag associated with the provided ID. This does not happen instantly. Use [IS_MP_GAMER_TAG_FREE](#\_0x595B5178E412E199) to determine when the ID is free for reuse. A player ID with a gamer tag or a fake gamer tag ID. Removes the gamer tag associated with the provided ID. This does not happen instantly. Use [IS_MP_GAMER_TAG_FREE](#\_0x595B5178E412E199) to determine when the ID is free for reuse. A player ID with a gamer tag or a fake gamer tag ID. Removes multiplayer cash hud each frame Ped will no longer get angry when you stay near him. 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. Retracts the hook on the cargobob. Note: after you retract it the natives for dropping the hook no longer work Retracts the hook on the cargobob. Note: after you retract it the natives for dropping the hook no longer work Found in the b617d scripts, duplicates removed: AUDIO::_B4BBFD9CD8B3922B("V_CARSHOWROOM_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_CIA_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_DLC_HEIST_APARTMENT_DOOR_CLOSED"); AUDIO::_B4BBFD9CD8B3922B("V_FINALEBANK_PS_VAULT_INTACT"); AUDIO::_B4BBFD9CD8B3922B("V_MICHAEL_PS_BATHROOM_WITH_WINDOW"); Found in the b617d scripts, duplicates removed: AUDIO::_B4BBFD9CD8B3922B("V_CARSHOWROOM_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_CIA_PS_WINDOW_UNBROKEN"); AUDIO::_B4BBFD9CD8B3922B("V_DLC_HEIST_APARTMENT_DOOR_CLOSED"); AUDIO::_B4BBFD9CD8B3922B("V_FINALEBANK_PS_VAULT_INTACT"); AUDIO::_B4BBFD9CD8B3922B("V_MICHAEL_PS_BATHROOM_WITH_WINDOW"); Experimental natives, please do not use in a live environment. **Experimental**: This native may be altered or removed in future versions of CitizenFX without warning. Removes a handler for changes to a state bag. The cookie. Appears to remove stealth kill action from memory Appears to remove stealth kill action from memory See [REQUEST_VEHICLE_RECORDING](#\_0xAF514CABE74CBF15) Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81) Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81) See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF 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. draws circular marker at pos -1 = none 0 = red 1 = green 2 = blue 3 = green larger 4 = nothing 5 = green small draws circular marker at pos -1 = none 0 = red 1 = green 2 = blue 3 = green larger 4 = nothing 5 = green small draws circular marker at pos -1 = none 0 = red 1 = green 2 = blue 3 = green larger 4 = nothing 5 = green small 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. ``` ``` NativeDB Added Parameter 6: Any p5 HUD colors and their values: pastebin.com/d9aHPbXN -------------------------------------------------- makes hudColorIndex2 color into hudColorIndex color HUD colors and their values: pastebin.com/d9aHPbXN -------------------------------------------------- makes hudColorIndex2 color into hudColorIndex color HUD colors and their values: pastebin.com/d9aHPbXN -------------------------------------------------- makes hudColorIndex2 color into hudColorIndex color HUD colors and their values: pastebin.com/d9aHPbXN HUD colors and their values: pastebin.com/d9aHPbXN HUD colors and their values: pastebin.com/d9aHPbXN 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: 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: ??? Request a gxt into the passed slot. All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz ``` ``` NativeDB Added Parameter 3: Any p2 Starts loading the specified animation set. An animation set provides movement animations for a ped. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF). Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does. Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does. playbackFlags: Which scenes should be played. Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9. Usually 8 playbackFlags: Which scenes should be played. Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9. Usually 8 playbackFlags: Which scenes should be played. Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9. Usually 8 Exemple: REQUEST_IPL("TrevorsTrailerTrash"); All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm ``` ``` NativeDB Added Parameter 3: Any p2 Request a model to be loaded into memory. 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"); 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"); 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"); 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"); Used internally for long range tasks Used internally for long range tasks maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty Same as [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F), except it seems to fix stretched scaleforms on ultrawide. 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. 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. Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent. Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent. All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6 ``` ``` NativeDB Added Parameter 3: int p2 formerly _REQUEST_STREAMED_SCRIPT formerly _REQUEST_STREAMED_SCRIPT 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 REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3); vehicle found that have asset's: cargobob3 submersible blazer REQUEST_VEHICLE_* REQUEST_VEHICLE_* 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. For a full list of the points, see here: goo.gl/wIH0vn Max number of loaded recordings is 32. 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); Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS ``` ``` NativeDB Introduced: v1290 Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS ``` ``` NativeDB Introduced: v1290 Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS ``` ``` NativeDB Introduced: v1493 Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS ``` ``` NativeDB Introduced: v1493 Begins with RESET_*. Next character in the name is either D or E. Begins with RESET_*. Next character in the name is either D or E. Sets the waves intensity back to original (1.0 in most cases). Sets the waves intensity back to original (1.0 in most cases). Sets the waves intensity back to original (1.0 in most cases). Sets the waves intensity back to original (1.0 in most cases). NativeDB Introduced: v1868 NativeDB Introduced: v323 Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0. Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0. Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009) Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009) Resets parameters which is used by the game for checking is ped needs to fly through windscreen after a crash to default values. Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). S* S* Resets values from the zoom level data by index to defaults from mapzoomdata.meta. Zoom level index. Resets mapdata entity transform matrix to its original state. This function supports SDK infrastructure and is not intended to be used directly from your code. A mapdata hash from `mapDataLoaded` event. An internal entity's index. True if successful, false if not. Resets the effect of SET_PARTICLE_FX_OVERRIDE Resets the effect of SET_PARTICLE_FX_OVERRIDE Resets the effect of SET_PARTICLE_FX_OVERRIDE Resets the value for the last vehicle driven by the Ped. 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 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 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. Resets whether or not peds can stand on top of the specified vehicle. Note this flag is not replicated automatically, you will have to manually do so. The vehicle. 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; }; } NativeDB Introduced: v323 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. 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. 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 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. 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). Roll down all the windows of the vehicle passed through the first parameter. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). Forces a rope to a certain length. Loads rope textures for all ropes in the current scene. Reset a rope to a certain length. Unloads rope textures for all ropes in the current scene. Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics. Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics. sfink: from scripts: func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride")); func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride")); sfink: from scripts: func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride")); func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride")); sfink: from scripts: func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride")); func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride")); NativeDB Introduced: v323 NativeDB Introduced: v323 NativeDB Introduced: v323 NativeDB Introduced: v323 Same as HAS_ACHIEVEMENT_BEEN_PASSED Same as HAS_ACHIEVEMENT_BEEN_PASSED Returns the nickname of the logged-in Rockstar Social Club account. Social Club native to add license plate for the user Social Club native to add license plate for the user Returns true if the add license plate text request is still pending. Returns true if the add license plate text request is still pending. Returns a status for adding the license plate Returns a status for adding the license plate Gets number of plates in the response of the get license plates request. Range: \[0, count) can be used as second argument to \_0x1D4446A62D35B0D0 and \_0x2E89990DDFF670C3 Gets number of plates in the response of the get license plates request. Range: \[0, count) can be used as second argument to \_0x1D4446A62D35B0D0 and \_0x2E89990DDFF670C3 Checks if the "is valid license plate" request is still pending. Checks if the "is valid license plate" request is still pending. Gets the status of the is valid license plate request Gets the status of the is valid license plate request Gets license plate text related to the get license plate info request The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates. Gets license plate data related to the get license plate info request The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates. Gets license plate data related to the get license plate info request The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates. SC native to start a request for if license plate text is valid SC native to start a request for if license plate text is valid Changes the license plate for the user (no insert). Changes the license plate for the user (no insert). NativeDB Introduced: v323 NativeDB Added Parameter 1: Hash attrHash NativeDB Added Parameter 2: float value NativeDB Introduced: v323 NativeDB Added Parameter 1: Hash attrHash NativeDB Added Parameter 2: float value Starts a task to check an entered string for profanity on the ROS/Social Club services. See also: [`SC_PROFANITY_GET_CHECK_IS_VALID`](#\_0x1753344C770358AE) and [`SC_PROFANITY_GET_CHECK_IS_PENDING`](#\_0x82E4A58BABC15AE7). Starts a task to check an entered string for profanity on the ROS/Social Club services. See also: [`SC_PROFANITY_GET_CHECK_IS_VALID`](#\_0x1753344C770358AE) and [`SC_PROFANITY_GET_CHECK_IS_PENDING`](#\_0x82E4A58BABC15AE7). Starts a task to check an entered string for profanity on the ROS/Social Club services. See also: [`SC_PROFANITY_GET_CHECK_IS_VALID`](#\_0x1753344C770358AE) and [`SC_PROFANITY_GET_CHECK_IS_PENDING`](#\_0x82E4A58BABC15AE7). Pushes a boolean for the Scaleform function onto the stack. Pushes a boolean for the Scaleform function onto the stack. Pushes a boolean for the Scaleform function onto the stack. Pushes a float for the Scaleform function onto the stack. Pushes a float for the Scaleform function onto the stack. Pushes a float for the Scaleform function onto the stack. Pushes an integer for the Scaleform function onto the stack. Pushes an integer for the Scaleform function onto the stack. Pushes an integer for the Scaleform function onto the stack. Values: 0 - Dialogue Brief 1 - Help Text Brief 2 - Mission Objective Brief Values: 0 - Dialogue Brief 1 - Help Text Brief 2 - Mission Objective Brief Values: 0 - Dialogue Brief 1 - Help Text Brief 2 - Mission Objective Brief This method is the equivalent to PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING when using it to add a new button (like "INSTRUCTIONAL_BUTTONS"). When switching with a controller, the icons update and become the controller's icons. This method is the equivalent to PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING when using it to add a new button (like "INSTRUCTIONAL_BUTTONS"). When switching with a controller, the icons update and become the controller's icons. This method is the equivalent to PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING when using it to add a new button (like "INSTRUCTIONAL_BUTTONS"). When switching with a controller, the icons update and become the controller's icons. GRAPHICS::\_0x77FE3402004CD1B0(HUD::\_GET_LABEL_TEXT("YACHT_GSY")); GRAPHICS::\_0x77FE3402004CD1B0(PLAYER::GET_PLAYER_NAME(PLAYER::PLAYER_ID())); Both \_0xBA7148484BD90365 / \_0x77FE3402004CD1B0 works, but \_0x77FE3402004CD1B0 is usually used for "name" (organisation, players..). GRAPHICS::\_0x77FE3402004CD1B0(HUD::\_GET_LABEL_TEXT("YACHT_GSY")); GRAPHICS::\_0x77FE3402004CD1B0(PLAYER::GET_PLAYER_NAME(PLAYER::PLAYER_ID())); Both \_0xBA7148484BD90365 / \_0x77FE3402004CD1B0 works, but \_0x77FE3402004CD1B0 is usually used for "name" (organisation, players..). GRAPHICS::\_0x77FE3402004CD1B0(HUD::\_GET_LABEL_TEXT("YACHT_GSY")); GRAPHICS::\_0x77FE3402004CD1B0(PLAYER::GET_PLAYER_NAME(PLAYER::PLAYER_ID())); Both \_0xBA7148484BD90365 / \_0x77FE3402004CD1B0 works, but \_0x77FE3402004CD1B0 is usually used for "name" (organisation, players..). If bool Toggle = true so the mobile is hide to screen. If bool Toggle = false so the mobile is show to screen. If the function returns 0, the end of the iteration has been reached. If the function returns 0, the end of the iteration has been reached. If the function returns 0, the end of the iteration has been reached. Starts a new iteration of the current threads. Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F) Starts a new iteration of the current threads. Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F) Starts a new iteration of the current threads. Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F) NativeDB Introduced: v1290 NativeDB Introduced: v323 Gets the selected entity at the current mouse cursor position, and changes the current selection depth. This function supports SDK infrastructure and is not intended to be used directly from your code. A bit mask of entity types to match. Whether to do a *precise* test, i.e. of visual coordinates, too. An entity handle, or zero. Gets the selected entity at the specified mouse cursor position, and changes the current selection depth. This function supports SDK infrastructure and is not intended to be used directly from your code. Mouse cursor X fraction. Mouse cursor Y fraction. A bit mask of entity types to match. Whether to do a *precise* test, i.e. of visual coordinates, too. An entity handle, or zero. Sends a message to the specific DUI root page. This is similar to SEND_NUI_MESSAGE. The DUI browser handle. The message, encoded as JSON. Injects a 'mouse down' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE. The DUI browser handle. Either `'left'`, `'middle'` or `'right'`. Injects a 'mouse move' event for a DUI object. Coordinates are in browser space. The DUI browser handle. The mouse X position. The mouse Y position. Injects a 'mouse up' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE. The DUI browser handle. Either `'left'`, `'middle'` or `'right'`. Injects a 'mouse wheel' event for a DUI object. The DUI browser handle. The wheel Y delta. The wheel X delta. Sends a message to the `loadingScreen` NUI frame, which contains the HTML page referenced in `loadscreen` resources. The JSON-encoded message. A success value. NativeDB Introduced: v1493 For Steam. Does nothing and always returns false in the retail version of the game. For Steam. Does nothing and always returns false in the retail version of the game. For Steam. Does nothing and always returns false in the retail version of the game. Makes pedestrians sound their horn longer, faster and more agressive when they use their horn. 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. ``` NativeDB Introduced: v2189 ``` Adds a cooldown between instances of moving and then aiming. Can be optionally used to hinder 'speedboosting' To turn off, set value to 0 Number of milliseconds between allowed aiming 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. On PC the multiplier can be between 0.0f and 50.0f (inclusive). Toggles a global boolean, name is probably a hash collision but describes its functionality. Toggles a global boolean, name is probably a hash collision but describes its functionality. NativeDB Introduced: v1868 Audio List gtaforums.com/topic/795622-audio-for-mods/ All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ Yes NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v2372 mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal. 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. True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on. 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. True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on. If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles. ``` NativeDB Introduced: v2060 ``` 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: 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 Needs to be called every frame. Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt Audio mode to apply this frame Needs to be called every frame. Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt Audio mode to apply this frame Sets a floating-point parameter for a submix effect. The submix. The effect slot for the submix. It is expected that the effect is set in this slot beforehand. The parameter index for the effect. The parameter value to set. Sets an integer parameter for a submix effect. The submix. The effect slot for the submix. It is expected that the effect is set in this slot beforehand. The parameter index for the effect. The parameter value to set. Assigns a RadioFX effect to a submix effect slot. The parameter values for this effect are as follows (backticks are used to represent hashes): | Index | Type | Description | |-|-|-| | \`enabled\` | int | Enables or disables RadioFX on this DSP. | | \`default\` | int | Sets default parameters for the RadioFX DSP and enables it. | | \`freq_low\` | float | | | \`freq_hi\` | float | | | \`fudge\` | float | | | \`rm_mod_freq\` | float | | | \`rm_mix\` | float | | | \`o_freq_lo\` | float | | | \`o_freq_hi\` | float | | The submix. The effect slot for the submix. Sets the volumes for the sound channels in a submix effect. Values can be between 0.0 and 1.0. Channel 5 and channel 6 are not used in voice chat but are believed to be center and LFE channels. Output slot starts at 0 for the first ADD_AUDIO_SUBMIX_OUTPUT call then incremented by 1 on each subsequent call. The submix. The output slot index. The volume for the front left channel. The volume for the front right channel. The volume for the rear left channel. The volume for the rear right channel. The volume for channel 5. The volume for channel 6. Toggles the big minimap state like in GTA:Online. To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63). Enable or disable the expanded minimap. Enable or disable the full map from being shown on the minimap, requires p0 to be true. Toggles the big minimap state like in GTA:Online. To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63). Enable or disable the expanded minimap. Enable or disable the full map from being shown on the minimap, requires p0 to be true. 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 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 NativeDB Introduced: v1290 NativeDB Introduced: v1290 In percentage: 0.0 - 100.0 NativeDB Introduced: v1290 In percentage: 0.0 - 100.0 NativeDB Introduced: v1290 NativeDB Introduced: v1868 binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale) ``` ``` NativeDB Introduced: v1290 binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale) ``` ``` NativeDB Introduced: v1290 NativeDB Introduced: v1290 NativeDB Introduced: v1290 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. 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); Allows the user to set a blip as friendly or enemy based on the toggle. The blip handle True for friendly, false for enemy Sets whether or not the specified blip should only be displayed when nearby, or on the minimap. The blip handle. True to only display the blip as 'short range', false to display the blip from a longer distance. Examples result: ![](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** | index | Legend entry | Label | | --- | --- | --- | | 7 | Other Players | `BLIP_OTHPLYR` | | 10 | Property | `BLIP_PROPCAT` | | 11 | Owned Property | `BLIP_APARTCAT` | The blip to change the category index of The category index to change to See https://docs.fivem.net/docs/game-references/blips/#BlipColors **displayId Behaviour** <br> 0 = Doesn't show up, ever, anywhere. <br> 1 = Doesn't show up, ever, anywhere. <br> 2 = Shows on both main map and minimap. (Selectable on map) <br> 3 = Shows on main map only. (Selectable on map) <br> 4 = Shows on main map only. (Selectable on map) <br> 5 = Shows on minimap only. <br> 6 = Shows on both main map and minimap. (Selectable on map) <br> 7 = Doesn't show up, ever, anywhere. <br> 8 = Shows on both main map and minimap. (Not selectable on map) <br> 9 = Shows on minimap only. <br> 10 = Shows on both main map and minimap. (Not selectable on map) <br> Anything higher than 10 seems to be exactly the same as 10. <br> <br> Rockstar seem to only use 0, 2, 3, 4, 5 and 8 in the decompiled scripts. Must be toggled before being queued for animation Must be toggled before being queued for animation Sets the interval in milliseconds before flashing the blip. The blip to change flashing interval Interval in milliseconds before flashing the blip Flashes blip for time in milliseconds before stopping. The blip to start flashing Time in milliseconds to flash the blip before stopping Doesn't work if the label text of gxtEntry is >= 80. See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935 After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there. Enable / disable showing route for the Blip-object. See https://imgur.com/a/lLkEsMN ``` NativeDB Introduced: v1734 ``` NativeDB Added Parameter 3: Any p2 Makes a blip go small when off the minimap. SET_BLIP_AS_* Makes a blip go small when off the minimap. SET_BLIP_AS_* <!-- _loc1_.map((name, idx) => `| ${idx} | ${name} | ![${name}](https://runtime.fivem.net/blips/${name}.svg) |`).join('\n') --> Sets the displayed sprite for a specific blip. There's a [list of sprites](https://docs.fivem.net/game-references/blips/) on the FiveM documentation site. The blip to change. The sprite ID to set. Does not require whole number/integer rotations. Does not require whole number/integer rotations. works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him 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](#\_0x6636C535F6CC2725). The TR3 vehicle. A value between 0.0 (left) and 1.0 (back) 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](#\_0x6636C535F6CC2725). The TR3 vehicle. A value between 0.0 (left) and 1.0 (back) Set camera as active/inactive. 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... Allows you to aim and shoot at the direction the camera is facing. Sets the position of the cam. NOTE: Debugging functions are not present in the retail version of the game. This native has its name defined inside its codE This native has its name defined inside its codE Native name labeled within its code Native name labeled within its code This native has a name defined inside its code This native has a name defined inside its code This native has a name defined inside its code This native has a name defined inside its code This native has a name defined inside its code This native has a name defined inside its code 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. Sets the field of view of the cam. --------------------------------------------- Min: 1.0f Max: 130.0f 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. Sets the rotation of the cam. Last parameter unknown. Last parameter seems to always be set to 2. I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual. Sets the smoothing style for a DEFAULT_SPLINE_CAMERA Ranges from 0 to 3 in rockstar scripts although there are actually 26 ``` 0: No lead-in or lead-out smoothing 1: Smooth lead-in 2: Smooth lead-out 3: Both lead-in and lead-out are smoothed 4-6: Longer speed up, lead-in, lead-out, and both in order as above. 6: see above, but missed a node in testing(?) 7: Smoothed lead-in, longer smoothed lead-out 8: Longer lead-in and lead-out than 6, didn't drop node 9: Constant acceleration 10: Constant deceleration. Dropped 2 nodes in testing. 11: Same as 0 12: 10 but slower lead-in, reaches end node less early 13: Extremely close to 3, slightly longer lead-in/lead-out 14: Constant acceleration, dropped last 2 nodes in testing and halted (?) 15: Very similar to 10, did not drop any nodes. 16: Long lead-in, dropped 2 nodes in testing, very long leadout. 17: Constant acceleration, slower speed-up than 9 18: Same as 17 is to 9, slightly longer lead-out, lingers at end node 19: Very long lead in and out 20: Very long, gradual lead-in acceleration at start, gets extremely fast 21: Same as 20 but for constant deceleration 22: 20 and 21 combined, long linger at end node. Dropped 2 nodes in testing 23: Constant acceleration, doesn't complete path before it stops 24: Same as 23 but with constant deceleration, but completes path 25: 23 and 24 combined, insanely fast at middle. 26: No noticable lead-in, misses last 2 nodes in testing 27+: Alternates between 0 and 26 ``` The above is documented and graphed at [Spline Cam Interp Graphs](https://docs.google.com/spreadsheets/d/1ejyiMcEYrhhQOL0mLe8664UN-vU4Oh-SBqQnVcKlFIk/edit?usp=sharing) ``` Using 1-3 will result in misalignment from the passed durations for the spline nodes, the overall duration will remain but other nodes will be shortened if smoothing anything. Graph below demonstrates interpolation between 0-1000 and back 10 times. ![](https://i.imgur.com/cixWh7m.png) ## Parameters * **cam**: The DEFAULT_SPLINE_CAMERA to apply the smoothing to * **smoothingStyle**: 0 to 3, 0 no additional smoothing, 1 smooth lead-in, 2 smooth lead-out, 3 smooth lead-in & lead-out ``` Sets the smoothing style for a DEFAULT_SPLINE_CAMERA Ranges from 0 to 3 in rockstar scripts although there are actually 26 ``` 0: No lead-in or lead-out smoothing 1: Smooth lead-in 2: Smooth lead-out 3: Both lead-in and lead-out are smoothed 4-6: Longer speed up, lead-in, lead-out, and both in order as above. 6: see above, but missed a node in testing(?) 7: Smoothed lead-in, longer smoothed lead-out 8: Longer lead-in and lead-out than 6, didn't drop node 9: Constant acceleration 10: Constant deceleration. Dropped 2 nodes in testing. 11: Same as 0 12: 10 but slower lead-in, reaches end node less early 13: Extremely close to 3, slightly longer lead-in/lead-out 14: Constant acceleration, dropped last 2 nodes in testing and halted (?) 15: Very similar to 10, did not drop any nodes. 16: Long lead-in, dropped 2 nodes in testing, very long leadout. 17: Constant acceleration, slower speed-up than 9 18: Same as 17 is to 9, slightly longer lead-out, lingers at end node 19: Very long lead in and out 20: Very long, gradual lead-in acceleration at start, gets extremely fast 21: Same as 20 but for constant deceleration 22: 20 and 21 combined, long linger at end node. Dropped 2 nodes in testing 23: Constant acceleration, doesn't complete path before it stops 24: Same as 23 but with constant deceleration, but completes path 25: 23 and 24 combined, insanely fast at middle. 26: No noticable lead-in, misses last 2 nodes in testing 27+: Alternates between 0 and 26 ``` The above is documented and graphed at [Spline Cam Interp Graphs](https://docs.google.com/spreadsheets/d/1ejyiMcEYrhhQOL0mLe8664UN-vU4Oh-SBqQnVcKlFIk/edit?usp=sharing) ``` Using 1-3 will result in misalignment from the passed durations for the spline nodes, the overall duration will remain but other nodes will be shortened if smoothing anything. Graph below demonstrates interpolation between 0-1000 and back 10 times. ![](https://i.imgur.com/cixWh7m.png) ## Parameters * **cam**: The DEFAULT_SPLINE_CAMERA to apply the smoothing to * **smoothingStyle**: 0 to 3, 0 no additional smoothing, 1 smooth lead-in, 2 smooth lead-out, 3 smooth lead-in & lead-out ``` 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. Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons. Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons. 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. 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. 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. Hardcoded to not work in multiplayer. Something to do with "high speed bump severity"? if (!sub_87a46("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER")) { VEHICLE::_84FD40F56075E816(0.0); sub_8795b("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER", 1); } Something to do with "high speed bump severity"? if (!sub_87a46("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER")) { VEHICLE::_84FD40F56075E816(0.0); sub_8795b("SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER", 1); } Stops cargobob from being able to detach the attached vehicle. Stops cargobob from being able to detach the attached vehicle. Stops cargobob from being able to detach the attached vehicle. Stops the cargobob from being able to attach any vehicle ``` ``` NativeDB Introduced: v1180 Stops the cargobob from being able to attach any vehicle ``` ``` NativeDB Introduced: v1180 Won't attract or magnetize to any helicopters or planes of course, but that's common sense. Won't attract or magnetize to any helicopters or planes of course, but that's common sense. 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. This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates. The checkpoint the multiplier should be applied to. The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0 This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates. The checkpoint the multiplier should be applied to. The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0 This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates. The checkpoint the multiplier should be applied to. The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0 Sets the checkpoint color. Sets the checkpoint icon color. Sets the checkpoint icon color. Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work. SET_CLOCK_TIME(12, 34, 56); This is for simulating player input. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. An unbounded normal value. This is for simulating player input. The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7). The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check. An unbounded normal value. Requires a component_at_*_flsh to be attached to the weapon object Requires a component_at_*_flsh to be attached to the weapon object 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); 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); 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"); Only used in networked environment with MP cutscenes MP\_1, MP\_2, etc Always 0 in R\* scripts Always 1 in R\* scripts Only used in networked environment with MP cutscenes MP\_1, MP\_2, etc Always 0 in R\* scripts Always 1 in R\* scripts Sets cutscene location, used for multiplayer apartments/businesses. Often -1, 0 or 1 See [`SET_PED_COMPONENT_VARIATION`](#\_0x262B14F48D29DE80) Sets the components for a cutscene ped, this will take precendence over the cutscene's component overrides. This does not require the entity be registered. See cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc Ped to copy components from Not strictly neccasary, can be 0 Sets the components for a cutscene ped, this will take precendence over the cutscene's component overrides. This does not require the entity be registered. See cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc Ped to copy components from Not strictly neccasary, can be 0 See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F) i.e Michael, Trevor, MP\_1, MP\_4 See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F) i.e Michael, Trevor, MP\_1, MP\_4 Only used twice in R* scripts NOTE: Debugging functions are not present in the retail version of the game. 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. 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. 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. 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. Sets the default number plate text pattern for vehicles seen on the local client with the specified plate index as their *default* index (`plateProbabilities` from carvariations). For consistency, this should be used with the same value on all clients, since vehicles *without* custom text will use a seeded random number generator with this pattern to determine the default plate text. The default value is `11AAA111`, and using this or a NULL string will revert to the default game RNG. ### Pattern string format * `1` will lead to a random number from 0-9. * `A` will lead to a random letter from A-Z. * `.` will lead to a random letter *or* number, with 50% probability of being either. * `^1` will lead to a literal `1` being emitted. * `^A` will lead to a literal `A` being emitted. * Any other character will lead to said character being emitted. * A string shorter than 8 characters will be padded on the right. A plate index, or `-1` to set a default for any indices that do not have a specific value. A number plate pattern string, or a null value to reset to default. Only used with the "akula" and "annihilator2" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` Only used with the "akula" and "annihilator2" in the decompiled native scripts. ``` NativeDB Introduced: v1290 ``` SET_* SET_* Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though. ``` NativeDB Introduced: v1365 ``` Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though. ``` NativeDB Introduced: v1365 ``` Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though. ``` NativeDB Introduced: v1365 ``` True stops vtols from switching modes. Doesn't stop the sound though. ``` ``` NativeDB Introduced: v1290 True stops vtols from switching modes. Doesn't stop the sound though. ``` ``` NativeDB Introduced: v1290 NativeDB Introduced: v1604 NativeDB Introduced: v1604 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) The vehicle to toggle this for. True disables the collision, false enables the collision 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) The vehicle to toggle this for. True disables the collision, false enables the collision This native sets the app id for the discord rich presence implementation. A valid Discord API App Id, can be generated at https://discordapp.com/developers/applications/ Sets a clickable button to be displayed in a player's Discord rich presence. The button index, either 0 or 1. The text to display on the button. The URL to open when clicking the button. This has to start with `fivem://connect/` or `https://`. This native sets the image asset for the discord rich presence implementation. The name of a valid asset registered on Discordapp's developer dashboard. note that the asset has to be registered under the same discord API application set using the SET_DISCORD_APP_ID native. This native sets the small image asset for the discord rich presence implementation. The name of a valid asset registered on Discordapp's developer dashboard. Note that the asset has to be registered under the same discord API application set using the SET_DISCORD_APP_ID native. This native sets the hover text of the small image asset for the discord rich presence implementation. Text to be displayed when hovering over small image asset. Note that you must also set a valid small image asset using the SET_DISCORD_RICH_PRESENCE_ASSET_SMALL native. This native sets the hover text of the image asset for the discord rich presence implementation. Text to be displayed when hovering over image asset. Note that you must also set a valid image asset using the SET_DISCORD_RICH_PRESENCE_ASSET native. Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles. Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles. Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles. This is a NOP function. It does nothing at all. Sets the on-screen drawing origin for draw-functions in world coordinates. The effect can be reset by calling [`CLEAR_DRAW_ORIGIN`](#\_0xFF0B610F6BE0D7AF) and is limited to 32 different origins each frame. NativeDB Introduced: v2372 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/ 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. 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. range 0.0f - 1.0f Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0 Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0 Navigates the specified DUI browser to a different URL. The DUI browser handle. The new URL. Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}" ``` ``` NativeDB Introduced: v1604 Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}" ``` ``` NativeDB Introduced: v1604 NativeDB Introduced: v1604 NativeDB Introduced: v1604 Used with [SET_ENABLE_HANDCUFFS](#\_0xDF1AF8B5D56542FA) 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. ped can not pull out a weapon when true Enables diving motion when underwater. NativeDB Introduced: v1493 Enable/Disables global slipstream physics Enable/Disables global slipstream physics This native sets the entity's alpha level. The entity to change the alpha for. The alpha level ranges from 0 to 255, but changes occur every 20% (every 51). Whether or not to change the alpha of the entity's skin. NativeDB Introduced: v2372 NativeDB Introduced: v2372 [Animations list](https://alexguirre.github.io/animations-list/) 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 Marks the specified entity (ped, vehicle or object) as no longer needed. Entities marked as no longer needed, will be deleted as the engine sees fit. Sets whether the entity can be targeted without being in line-of-sight. True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up. Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis. The entity to change coordinates for. The X coordinate. The Y coordinate. The Z coordinate, ground level. Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive. Whether to disable physics for dead peds, too, and not just living peds. A special flag used for ragdolling peds. Whether to clear any entities in the target area. Sets the coordinates (world position) for a specified entity. The entity to change coordinates for. The X coordinate. The Y coordinate. The Z coordinate, origin level. Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive. Whether to disable physics for dead peds, too, and not just living peds. A special flag used for ragdolling peds. SET_ENTITY_* SET_ENTITY_* Draws an outline around a given entity. This function supports SDK infrastructure and is not intended to be used directly from your code. A valid entity handle. Whether or not to draw an outline. Sets color for entity outline. `255, 0, 255, 255` by default. Red component of color. Green component of color. Blue component of color. Alpha component of color, ignored for shader `0`. Sets variant of shader that will be used to draw entity outline. Variants are: * **0**: Default value, gauss shader. * **1**: 2px wide solid color outline. * **2**: Fullscreen solid color except for entity. An outline shader variant. Set the heading of an entity in degrees also known as "Yaw". The entity to set the heading for. The heading in degrees. health >= 0 male ped ~= 100 - 200 female ped ~= 0 - 100 ``` NativeDB Added Parameter 3: int p2 ``` 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; } 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. ``` NativeDB Added Parameter 3: Any p2 ``` Sets the provided entity not visible for yourself for the current frame. Sets the provided entity visible for yourself for the current frame. The entity to set locally visible. 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). Sets an entity's matrix. Arguments are in the same order as with GET_ENTITY_MATRIX. A valid entity handle. For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849 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. Enable / disable each type of damage. -------------- 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); w is the correct parameter name! 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 Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement. Toggle the visibility of a given entity. The entity to change the visibility of Whether or not the entity will be visible Always 0 in scripts Groups found in the scripts used with this native: "AMMUNATION", "QUARRY", "Triathlon_1", "Triathlon_2", "Triathlon_3" The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier. The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier. Clipsets: "facials@gen_female@base" "facials@gen_male@base" "facials@p_m_zero@base" Typically followed with [SET_FACIAL_IDLE_ANIM_OVERRIDE](#\_0xFFC24B988B938B38): "mood_drunk\_1" "mood_stressed\_1" "mood_happy\_1" "mood_talking\_1" ``` NativeDB Introduced: v1493 ``` Clipsets: "facials@gen_female@base" "facials@gen_male@base" "facials@p_m_zero@base" Typically followed with [SET_FACIAL_IDLE_ANIM_OVERRIDE](#\_0xFFC24B988B938B38): "mood_drunk\_1" "mood_stressed\_1" "mood_happy\_1" "mood_talking\_1" ``` NativeDB Introduced: v1493 ``` Sets whether the game should fade in after the player dies or is arrested. Sets whether the game should fade out after the player is arrested. Sets whether the game should fade out after the player dies. 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. SET_FIRE_\* ``` NativeDB Introduced: v1734 ``` Purpose of p0 and p1 unknown. Enables/disables flashlight on ped's weapon. ``` NativeDB Introduced: v2060 ``` Allows Weapon-Flashlight beams to stay visible while moving. Normally it only stays on while aiming. On/Off Sets some in-game parameters which is used for checks is ped needs to fly through windscreen after a crash. Vehicle minimum speed (default 35.0). Unknown minimum speed (default 40.0). Unknown modifier (default 17.0). Minimum damage (default 2000.0). A bool indicating if parameters was set successfully. 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. Override the area where the camera will render the terrain. p3, p4 and p5 are usually set to 0.0 Override the area where the camera will render the terrain. p3, p4 and p5 are usually set to 0.0 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); 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); See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. NativeDB Introduced: v1365 See [IS_TURRET_SEAT](#\_0xE33FFA906CE74880) NativeDB Introduced: v1365 See [IS_TURRET_SEAT](#\_0xE33FFA906CE74880) See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum. Forces footstep tracks on all surfaces. USE_/USING_* NativeDB Introduced: v1180 NativeDB Introduced: v1180 Forces vehicle trails on all surfaces. USE_/USING_* X,Y position of boat is frozen in place when anchored and its engine disabled, only the Z value changes. Requires 0xE3EBAAE484798530 to be set to true. SET_FORCED_ZENITH_QUADTREE? X,Y position of boat is frozen in place when anchored and its engine disabled, only the Z value changes. Requires 0xE3EBAAE484798530 to be set to true. SET_FORCED_ZENITH_QUADTREE? 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 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 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 Sets gameplay camera to hash ``` ``` NativeDB Introduced: v1180 Sets gameplay camera to hash ``` ``` NativeDB Introduced: v1180 Does nothing ``` ``` NativeDB Added Parameter 2: Any p1 Sets the camera position relative to heading in float from -360 to +360. Heading is alwyas 0 in aiming camera. This native sets the camera's pitch (rotation on the x-axis). the angle to rotate the camera by always seems to be set to 1.0 in native calls 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. From b617 scripts: CAM::_21E253A7F8DA5DFB("DINGHY"); CAM::_21E253A7F8DA5DFB("ISSI2"); CAM::_21E253A7F8DA5DFB("SPEEDO"); From b617 scripts: CAM::_21E253A7F8DA5DFB("DINGHY"); CAM::_21E253A7F8DA5DFB("ISSI2"); CAM::_21E253A7F8DA5DFB("SPEEDO"); p6 & p7 - possibly length or time Focuses the camera on the specified vehicle. The vehicle to focus on. Position offset X Position offset Y Position offset Z Effect duration Effect fade in duration EFfect fade out duration Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). 'Solidness' cannot be achieved using 255 - this will have the opposite effect of it defaulting to 128 it seems (or just having no effect at all). A value between 1 and 254. Default: 128 Sets the alpha value used by [`_SET_LOCAL_PLAYER_AS_GHOST`](#\_0x5FFE9B4144F9712F), [`SET_NETWORK_VEHICLE_AS_GHOST`](#\_0x6274C4712850841E), and [`_NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER`](#\_0x4BA166079D658ED4). 'Solidness' cannot be achieved using 255 - this will have the opposite effect of it defaulting to 128 it seems (or just having no effect at all). A value between 1 and 254. Default: 128 Birds will try to reach the given height. 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> X coordinate of first vector. Y coordinate of first vector. Z coordinate of first vector. X coordinate of second vector. Y coordinate of second vector. Z coordinate of second vector. Index of zone. 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> X coordinate of first vector. Y coordinate of first vector. Z coordinate of first vector. X coordinate of second vector. Y coordinate of second vector. Z coordinate of second vector. Index of zone. 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. level can be from 0 to 3 0: 9.8 1: 2.4 2: 0.1 - very low 3: 0.0 0: Freedom to move 1: Circle Around Leader 2: Alternative Circle Around Leader 3: Line, with Leader at center 4: Arrow Formation 5: "V" Formation 6: Line Follow Formation 7: Single Formation 8: Pairwise Sets the range at which members will automatically leave the group. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingField('AIRTUG', 'CHandlingData', 'fSteeringLock', 360.0)` The vehicle class to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The value to set. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingFloat('AIRTUG', 'CHandlingData', 'fSteeringLock', 360.0)` The vehicle class to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The floating-point value to set. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. The vehicle class to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The integer value to set. Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta. Example: `SetHandlingVector('AIRTUG', 'CHandlingData', 'vecCentreOfMassOffset', vector3(0.0, 0.0, -5.0))` The vehicle class to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The Vector3 value to set. Sets profile setting 866 SET_* Sets profile setting 866 SET_* Preview: https://gfycat.com/MaleRareAmazonparrot From 0 to 3. Preview: https://gfycat.com/MaleRareAmazonparrot From 0 to 3. Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f); this native works on planes to? 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%. value between 0.0 and 1.0 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 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 Works only on vehicles that support hydraulic. Works only on vehicles that support hydraulic. Works only on vehicles that support hydraulic. See: SET_BLIP_ROUTE See: SET_BLIP_ROUTE SET_INCIDENT_* SET_INCIDENT_* Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE. Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE. Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data. toggles the instance priority mode Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data. toggles the instance priority mode Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data. toggles the instance priority mode Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data. toggles the instance priority mode NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1493 NativeDB Introduced: v1493 Enables the specified island. For more information, see islandhopper.meta ``` NativeDB Introduced: v2189 ``` Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds. ``` NativeDB Introduced: v1604 ``` Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds. ``` NativeDB Introduced: v1604 ``` Formerly incorrectly named `USE_PLAYER_COLOUR_INSTEAD_OF_TEAM_COLOUR` due to incorrect treatment of console vs. PC native registration. Native name guessed through ordering. ``` NativeDB Added Parameter 2: BOOL p1 ``` Maximum amount of pickup models that can be disallowed is 30. SET_LOCAL_PLAYER_* Maximum amount of pickup models that can be disallowed is 30. SET_LOCAL_PLAYER_* Sets whether or not `SHUTDOWN_LOADING_SCREEN` automatically shuts down the NUI frame for the loading screen. If this is enabled, you will have to manually invoke `SHUTDOWN_LOADING_SCREEN_NUI` whenever you want to hide the NUI loading screen. TRUE to manually shut down the loading screen NUI. Sets values to the zoom level data by index. Zoom level index. fZoomScale value. fZoomSpeed value. fScrollSpeed value. vTiles X. vTiles Y. Possible p0 values: "prologue" "Prologue_Main" Possible p0 values: "prologue" "Prologue_Main" If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so.. Overrides how many real ms are equal to one game minute. A setter for [`GetMillisecondsPerGameMinute`](#\_0x2F8B4D1C595B11DB). Milliseconds. Argument must be 0.0f or above 38.0f, or it will be ignored. ``` ``` NativeDB Added Parameter 3: Any p2 Argument must be 0.0f or above 38.0f, or it will be ignored. ``` ``` NativeDB Added Parameter 3: Any p2 Sets the type for the minimap blip clipping object to be either rectangular or rounded. 0 for rectangular, 1 for rounded. This native is used to colorize certain map components like the army base at the top of the map. An incomplete list of components ID: 0: Los Santos' air port yellow lift-off markers. 1: Sandy Shore's air port yellow lift-off markers. 2: Trevor's air port yellow lift-off markers. 6: Vespucci Beach lifeguard building. 15: Army base. [List of hud colors](https://pastebin.com/d9aHPbXN) The component ID to change. True to enable the color, false to disable the effect. The hudcolor index. Overrides the minimap component data (from `common:/data/ui/frontend.xml`) for a specified component. The name of the minimap component to override. Equivalent to the `alignX` field in `frontend.xml`. Equivalent to the `alignY` field in `frontend.xml`. Equivalent to the `posX` field in `frontend.xml`. Equivalent to the `posY` field in `frontend.xml`. Equivalent to the `sizeX` field in `frontend.xml`. Equivalent to the `sizeY` field in `frontend.xml`. 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 [`N_0x35edd5b2e3ff01c0()`](https://runtime.fivem.net/doc/reference.html#\_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). The ID of the hole to draw on the map. ID starts with 1 for hole 1, 2 for hole 2, etc. 0 disables the golf map behaviour. 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 [`N_0x35edd5b2e3ff01c0()`](https://runtime.fivem.net/doc/reference.html#\_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). The ID of the hole to draw on the map. ID starts with 1 for hole 1, 2 for hole 2, etc. 0 disables the golf map behaviour. If true, the entire map will be revealed. If true, the entire map will be revealed. If true, the entire map will be revealed. Toggles the North Yankton map Toggles the North Yankton map Toggles the North Yankton map Sets the display info for a minimap overlay. The minimap overlay ID. The X position for the overlay. This is equivalent to a game coordinate X. The Y position for the overlay. This is equivalent to a game coordinate Y, except that it's inverted (gfxY = -gameY). The X scale for the overlay. This is equivalent to the Flash \_xscale property, therefore 100 = 100%. The Y scale for the overlay. This is equivalent to the Flash \_yscale property. The alpha value for the overlay. This is equivalent to the Flash \_alpha property, therefore 100 = 100%. NativeDB Introduced: v2189 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 p1 is always 0 Last parameter is unknown and always zero. 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. Unloads model from memory 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. ``` ``` NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 Shows the cursor on screen for one frame. Shows the cursor on screen for one frame. Changes the mouse cursor's sprite. public enum CursorType { None = 0, Normal = 1, TransparentNormal = 2, PreGrab = 3, Grab = 4, MiddleFinger = 5, LeftArrow = 6, RightArrow = 7, UpArrow = 8, DownArrow = 9, HorizontalExpand = 10, Add = 11, Remove = 12, } Changes the mouse cursor's sprite. public enum CursorType { None = 0, Normal = 1, TransparentNormal = 2, PreGrab = 3, Grab = 4, MiddleFinger = 5, LeftArrow = 6, RightArrow = 7, UpArrow = 8, DownArrow = 9, HorizontalExpand = 10, Add = 11, Remove = 12, } Changes the mouse cursor's sprite. public enum CursorType { None = 0, Normal = 1, TransparentNormal = 2, PreGrab = 3, Grab = 4, MiddleFinger = 5, LeftArrow = 6, RightArrow = 7, UpArrow = 8, DownArrow = 9, HorizontalExpand = 10, Add = 11, Remove = 12, } Shows/hides the frontend cursor on the pause menu or similar menus. Clicking off and then on the game window will show it again. Set to false to disable the cursor, true to enable it. Shows/hides the frontend cursor on the pause menu or similar menus. Clicking off and then on the game window will show it again. Set to false to disable the cursor, true to enable it. name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts. name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts. Sets flag's sprite transparency. 0-255. Sets flag's sprite transparency. 0-255. Sets a gamer tag's component colour a gamerTagId obtained using for example: [`CREATE_FAKE_MP_GAMER_TAG`](#\_0xBFEFE3321A3F5015). a component id, see the full list here: [link](https://docs.fivem.net/docs/game-references/gamer-tags/#components-list) a hud color index, see the full list here: [link](https://docs.fivem.net/docs/game-references/hud-colors/) Sets a gamer tag's component colour a gamerTagId obtained using for example: [`CREATE_FAKE_MP_GAMER_TAG`](#\_0xBFEFE3321A3F5015). a component id, see the full list here: [link](https://docs.fivem.net/docs/game-references/gamer-tags/#components-list) a hud color index, see the full list here: [link](https://docs.fivem.net/docs/game-references/hud-colors/) By default, the player health value shown by a gamer tag's health bar is synchronised with the health of the ped it is attached to. This native disables that behaviour, allowing [`_SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH`](#\_0x1563FE35E9928E67) to have an effect. If player health synchronisation should be disabled. By default, the player health value shown by a gamer tag's health bar is synchronised with the health of the ped it is attached to. This native disables that behaviour, allowing [`_SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH`](#\_0x1563FE35E9928E67) to have an effect. If player health synchronisation should be disabled. By default, the player health value shown by a gamer tag's health bar is synchronised with the health of the ped it is attached to. This native disables that behaviour, allowing [`_SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH`](#\_0x1563FE35E9928E67) to have an effect. If player health synchronisation should be disabled. Should be enabled as component (2). Has 0 alpha by default. a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015) a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN) Should be enabled as component (2). Has 0 alpha by default. a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015) a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN) Should be enabled as component (2). Has 0 alpha by default. a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015) a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN) displays wanted star above head displays wanted star above head displays wanted star above head Manually sets the player health value for a gamer tag, using the maximum health to calculate what percentage of the bar should be filled. Has no effect unless [\_SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC](#\_0xD29EC58C2F6B5014) has been called prior to disable synchronisation with the attached ped. The amount the health the player has. The maximum amount of health the player could have. Manually sets the player health value for a gamer tag, using the maximum health to calculate what percentage of the bar should be filled. Has no effect unless [\_SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC](#\_0xD29EC58C2F6B5014) has been called prior to disable synchronisation with the attached ped. The amount the health the player has. The maximum amount of health the player could have. Manually sets the player health value for a gamer tag, using the maximum health to calculate what percentage of the bar should be filled. Has no effect unless [\_SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC](#\_0xD29EC58C2F6B5014) has been called prior to disable synchronisation with the attached ped. The amount the health the player has. The maximum amount of health the player could have. Sets the health bar of a gamer tag to show the health of the last (or current) vehicle of the ped the gamer tag is attached to. The vehicle health value is stored separate from the player health and using it won't clear any player health overrides. If vehicle health should be displayed instead of player health. Sets the health bar of a gamer tag to show the health of the last (or current) vehicle of the ped the gamer tag is attached to. The vehicle health value is stored separate from the player health and using it won't clear any player health overrides. If vehicle health should be displayed instead of player health. Sets the health bar of a gamer tag to show the health of the last (or current) vehicle of the ped the gamer tag is attached to. The vehicle health value is stored separate from the player health and using it won't clear any player health overrides. If vehicle health should be displayed instead of player health. cpp 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 }; ``` ``` NativeDB Added Parameter 4: Any p3 cpp 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 }; ``` ``` NativeDB Added Parameter 4: Any p3 Sets the visibility of all components of the gamer tag to the specified value. The new visibility state of all gamer tag components. Sets the visibility of all components of the gamer tag to the specified value. The new visibility state of all gamer tag components. Sets the visibility of all components of the gamer tag to the specified value. The new visibility state of all gamer tag components. Sets the visibility of all components of the gamer tag to the specified value. The new visibility state of all gamer tag components. Sets the visibility of all components of the gamer tag to the specified value. The new visibility state of all gamer tag components. displays wanted star above head displays wanted star above head Sets whether all tags should group (normal game behavior) or should remain independent and above each ped's respective head when in a vehicle. Whether tags should use normal game behavior. Default is true. Sets the maximum distance at which all tags will be visible and which beyond will not be displayed. Distance is measured from the camera position. The visible distance. Default is 100.0f. Preview image: ![](https://i.imgur.com/1BTmdyv.png) To change the bank balance use [`STAT_SET_INT`](#\_0xB3271D7AB655B441) with "BANK_BALANCE" to whatever value you need to. **This native does absolutely nothing, just a nullsub** Preview image: ![](https://i.imgur.com/1BTmdyv.png) To change money value use [`STAT_SET_INT`](#\_0xB3271D7AB655B441) with "MP0\_WALLET_BALANCE" to whatever value you need to. Preview image: ![](https://i.imgur.com/1BTmdyv.png) To change money value use [`STAT_SET_INT`](#\_0xB3271D7AB655B441) with "MP0\_WALLET_BALANCE" to whatever value you need to. Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper). Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper). Whether or not another player is allowed to take control of the entity rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 4: Any p3 **This native does absolutely nothing, just a nullsub** 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. Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*" Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*" Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*" This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. Overrides a flag on the object which determines if the object should be avoided by a vehicle in task: CTaskVehicleGoToPointWithAvoidanceAutomobile. Tested on vehicles that were created by the vehicle generators. Overrides a flag on the object which determines if the object should be avoided by a vehicle in task: CTaskVehicleGoToPointWithAvoidanceAutomobile. Tested on vehicles that were created by the vehicle generators. Overrides a flag on the object which determines if the object should be avoided by a vehicle in task: CTaskVehicleGoToPointWithAvoidanceAutomobile. Tested on vehicles that were created by the vehicle generators. Sets color of embedded light source. Only appears in am_mp_nightclub.c for the nightclub dancefloor. Not sure what p1 does, seems to only ever be '1' in scripts. ``` NativeDB Introduced: v1493 ``` rage::phArchetypeDamp p9: Some phBoundGeometry margin value, limited to (0.0, 0.1) exclusive. Sets the intensity of Speed Boost and Slow Down props. The corresponding values for Speed Boosts in the Creator are:\ Weak: `15`\ Normal: `25`\ Strong: `35`\ Extra Strong: `45`\ Ultra Strong: `100` For Slow Downs:\ Weak: `44`\ Normal: `30`\ Strong: `16` A Speed Boost or Slow Down prop Ranges from `1`-`254`, other values are ignored. Higher values will increase the effect of Speed Boosts and decrease the effect of Slow Downs. Sets the intensity of Speed Boost and Slow Down props. The corresponding values for Speed Boosts in the Creator are:\ Weak: `15`\ Normal: `25`\ Strong: `35`\ Extra Strong: `45`\ Ultra Strong: `100` For Slow Downs:\ Weak: `44`\ Normal: `30`\ Strong: `16` A Speed Boost or Slow Down prop Ranges from `1`-`254`, other values are ignored. Higher values will increase the effect of Speed Boosts and decrease the effect of Slow Downs. 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 }; 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 }; 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 }; Set state to true to extend the wings, false to retract them. The vehicle (tested with oppressor only) Set to true to extend the wings, false to retract them. Set state to true to extend the wings, false to retract them. The vehicle (tested with oppressor only) Set to true to extend the wings, false to retract them. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. p0 always seems to be 0 duration in milliseconds frequency should range from about 10 (slow vibration) to 255 (very fast) example: SET_PAD_SHAKE(0, 100, 200); only works on some fx's p4 = 0 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 ! Only works on some fx's, while on others it might SEEM to work "properly", but the colors can be "strange" or even completly different from what you've expected. Reason for this is that those fx's might already have colors "baked into them" which then start to act as a "mixing palette", resulting in a different color than expected. A hypothetical example of this would be if the fx itself is already full (bright) red (RGB: 1.0, 0.0, 0.0) and you then set the color to (bright) green (RGB: 0.0, 1.0, 0.0), that it MIGHT result in Yellow (RGB: 1.0, 1.0, 0.0). This doc previously stated that the set color is **NOT** networked, however it does actually turns out to be networked. Tested with all fireworks effects and several other FX effects resulted in colored fx effects on all clients when used in combination with [START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD](#\_0xF56B8137DF10135D). This might however not be the case for all types of particle fx's, so it's recommended to test this thoroughly with multiple clients before releasing your script for example. Red (0.0 - 1.0) Green (0.0 - 1.0) Blue (0.0 - 1.0) NativeDB Introduced: v2699 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`](#\_0xECF128344E9FF9F1) to toggle the "offline" or "online" state in the "friends" tab of the pause menu in GTA Online. Example: On: ![lights on](https://vespura.com/hi/i/2019-04-01\_16-09\_540ee\_1015.png) Off: ![lights off](https://vespura.com/hi/i/2019-04-01\_16-10\_8b5e7\_1016.png) True enables the light, false disables the light. 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`](#\_0xECF128344E9FF9F1) to toggle the "offline" or "online" state in the "friends" tab of the pause menu in GTA Online. Example: On: ![lights on](https://vespura.com/hi/i/2019-04-01\_16-09\_540ee\_1015.png) Off: ![lights off](https://vespura.com/hi/i/2019-04-01\_16-10\_8b5e7\_1016.png) True enables the light, false disables the light. Toggles the pause menu ped sleep state for frontend menus. [Example GIF](https://vespura.com/hi/i/2019-04-01\_15-51\_8ed38\_1014.gif) 0 will make the ped slowly fall asleep, 1 will slowly wake the ped up. Toggles the pause menu ped sleep state for frontend menus. [Example GIF](https://vespura.com/hi/i/2019-04-01\_15-51\_8ed38\_1014.gif) 0 will make the ped slowly fall asleep, 1 will slowly wake the ped up. accuracy = 0-100, 100 being perfectly accurate if "flag" is true, the AI blip will always be displayed for the specified ped, if it has an AI blip If "flag" is false, the AI blip will only be displayed when the player is in combat with the specified ped, if it has an AI blip if "flag" is true, the AI blip will always be displayed for the specified ped, if it has an AI blip If "flag" is false, the AI blip will only be displayed when the player is in combat with the specified ped, if it has an AI blip if "flag" is true, the AI blip will always be displayed for the specified ped, if it has an AI blip If "flag" is false, the AI blip will only be displayed when the player is in combat with the specified ped, if it has an AI blip value ranges from 0 to 3. ``` stance: 0 = idle 1 = walk 2 = running p5 = usually set to true ``` [Animations list](https://alexguirre.github.io/animations-list/) [Animations list](https://alexguirre.github.io/animations-list/) NativeDB Added Parameter 4: BOOL p3 Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko 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. 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. This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. Enables/disables ped's "loud" footstep sound. ``` ``` NativeDB Introduced: v1493 Enables/disables ped's "loud" footstep sound. ``` ``` NativeDB Introduced: v1493 Enables/disables ped's "quiet" footstep sound. ``` ``` NativeDB Introduced: v1493 Enables/disables ped's "quiet" footstep sound. ``` ``` NativeDB Introduced: v1493 state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt 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. It makes the ped lose (or not lose) their props (like glasses or helmets/hat) when someone punches or pushes the ped. This is probably what's being used in GTA:O to keep players from knocking other player's hats/glasses off when in combat. The target ped true = allow props to fall off, false = don't let props fall off purpose unknown, usually 0 It makes the ped lose (or not lose) their props (like glasses or helmets/hat) when someone punches or pushes the ped. This is probably what's being used in GTA:O to keep players from knocking other player's hats/glasses off when in combat. The target ped true = allow props to fall off, false = don't let props fall off purpose unknown, usually 0 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 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 p2 usually 0 This only will teleport the ped to the group leader if the group leader teleports (sets coords). Only works in singleplayer 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. 100 would equal attack less then 50ish would mean run away Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers directly to the values also described in combatbehaviour.meta: 0: CA_Poor 1: CA_Average 2: CA_Professional Tested this and got the same results as the first explanation here. Could not find any difference between 0, 1 and 2. These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta. So far, these are the equivalents found: ``` enum CombatAttributes { BF_CanUseCover = 0, BF_CanUseVehicles = 1, BF_CanDoDrivebys = 2, BF_CanLeaveVehicle = 3, BF_CanFightArmedPedsWhenNotArmed = 5, BF_CanTauntInVehicle = 20, BF_AlwaysFight = 46, BF_IgnoreTrafficWhenDriving = 52, BF_FleesFromInvincibleOpponents = 63, BF_FreezeMovement = 292, BF_PlayerCanUseFiringWeapons = 1424 }; ``` 8 = ?\ 9 = ?\ 13 = ?\ 14 ?\ Research thread: gtaforums.com/topic/833391-researchguide-combat-behaviour-flags/ 0 - Stationary (Will just stand in place) 1 - Defensive (Will try to find cover and very likely to blind fire) 2 - Offensive (Will attempt to charge at enemy but take cover as well) 3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack) Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers directly to the values also described as AttackRange in combatbehaviour.meta: 0: CR_Near 1: CR_Medium 2: CR_Far This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of components **0**: Face\ **1**: Mask\ **2**: Hair\ **3**: Torso\ **4**: Leg\ **5**: Parachute / bag\ **6**: Shoes\ **7**: Accessory\ **8**: Undershirt\ **9**: Kevlar\ **10**: Badge\ **11**: Torso 2 ### Related and useful natives [GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS](#\_0x27561561732A7842)\ [GET_NUMBER_OF_PED_TEXTURE_VARIATIONS](#\_0x8F7156A3142A6BAD) [List of component/props ID](gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples The ped handle. The component that you want to set. The drawable id that is going to be set. The texture id of the drawable. 0 to 3. cpp // Potential names and hash collisions included as comments enum ePedConfigFlags { _0x67D1A445 = 0, _0xC63DE95E = 1, CPED_CONFIG_FLAG_NoCriticalHits = 2, CPED_CONFIG_FLAG_DrownsInWater = 3, CPED_CONFIG_FLAG_DisableReticuleFixedLockon = 4, _0x37D196F4 = 5, _0xE2462399 = 6, CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7, _0xEDDEB838 = 8, _0xB398B6FD = 9, _0xF6664E68 = 10, _0xA05E7CA3 = 11, _0xCE394045 = 12, CPED_CONFIG_FLAG_NeverLeavesGroup = 13, _0xCD8D1411 = 14, _0xB031F1A9 = 15, _0xFE65BEE3 = 16, CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17, _0x380165BD = 18, _0x07C045C7 = 19, _0x583B5E2D = 20, _0x475EDA58 = 21, _0x8629D05B = 22, _0x1522968B = 23, CPED_CONFIG_FLAG_IgnoreSeenMelee = 24, _0x4CC09C4B = 25, _0x034F3053 = 26, _0xD91BA7CC = 27, _0x5C8DC66E = 28, _0x8902EAA0 = 29, _0x6580B9D2 = 30, _0x0EF7A297 = 31, _0x6BF86E5B = 32, CPED_CONFIG_FLAG_DieWhenRagdoll = 33, CPED_CONFIG_FLAG_HasHelmet = 34, CPED_CONFIG_FLAG_UseHelmet = 35, _0xEEB3D630 = 36, _0xB130D17B = 37, _0x5F071200 = 38, CPED_CONFIG_FLAG_DisableEvasiveDives = 39, _0xC287AAFF = 40, _0x203328CC = 41, CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42, CPED_CONFIG_FLAG_DisablePlayerLockon = 43, CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44, _0xEC4A8ACF = 45, _0xDB115BFA = 46, CPED_CONFIG_FLAG_PedBeingDeleted = 47, CPED_CONFIG_FLAG_BlockWeaponSwitching = 48, _0xF8E99565 = 49, _0xDD17FEE6 = 50, _0x7ED9B2C9 = 51, _0x655E8618 = 52, _0x5A6C1F6E = 53, _0xD749FC41 = 54, _0x357F63F3 = 55, _0xC5E60961 = 56, _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, _0x3E3C4560 = 72, _0x2994C7B7 = 73, _0x6D59D275 = 74, CPED_CONFIG_FLAG_UsingCoverPoint = 75, CPED_CONFIG_FLAG_IsInTheAir = 76, _0x2D493FB7 = 77, CPED_CONFIG_FLAG_IsAimingGun = 78, _0x14D69875 = 79, _0x40B05311 = 80, _0x8B230BC5 = 81, _0xC74E5842 = 82, _0x9EA86147 = 83, _0x674C746C = 84, _0x3E56A8C2 = 85, _0xC144A1EF = 86, _0x0548512D = 87, _0x31C93909 = 88, _0xA0269315 = 89, _0xD4D59D4D = 90, _0x411D4420 = 91, _0xDF4AEF0D = 92, CPED_CONFIG_FLAG_ForcePedLoadCover = 93, _0x300E4CD3 = 94, _0xF1C5BF04 = 95, _0x89C2EF13 = 96, CPED_CONFIG_FLAG_VaultFromCover = 97, _0x02A852C8 = 98, _0x3D9407F1 = 99, _0x319B4558 = 100, CPED_CONFIG_FLAG_ForcedAim = 101, _0xB942D71A = 102, _0xD26C55A8 = 103, _0xB89E703B = 104, CPED_CONFIG_FLAG_ForceReload = 105, _0xD9E73DA2 = 106, _0xFF71DC2C = 107, _0x1E27E8D8 = 108, _0xF2C53966 = 109, _0xC4DBE247 = 110, _0x83C0A4BF = 111, _0x0E0FAF8C = 112, _0x26616660 = 113, _0x43B80B79 = 114, _0x0D2A9309 = 115, _0x12C1C983 = 116, CPED_CONFIG_FLAG_BumpedByPlayer = 117, _0xE586D504 = 118, _0x52374204 = 119, CPED_CONFIG_FLAG_IsHandCuffed = 120, CPED_CONFIG_FLAG_IsAnkleCuffed = 121, CPED_CONFIG_FLAG_DisableMelee = 122, _0xFE714397 = 123, _0xB3E660BD = 124, _0x5FED6BFD = 125, _0xC9D6F66F = 126, _0x519BC986 = 127, CPED_CONFIG_FLAG_CanBeAgitated = 128, _0x9A4B617C = 129, // CPED_CONFIG_FLAG_FaceDirInsult _0xDAB70E9F = 130, _0xE569438A = 131, _0xBBC77D6D = 132, _0xCB59EF0F = 133, _0x8C5EA971 = 134, CPED_CONFIG_FLAG_IsScuba = 135, CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136, _0xDCE59B58 = 137, CPED_CONFIG_FLAG_RidingTrain = 138, CPED_CONFIG_FLAG_ArrestResult = 139, CPED_CONFIG_FLAG_CanAttackFriendly = 140, _0x98A4BE43 = 141, _0x6901E731 = 142, _0x9EC9BF6C = 143, _0x42841A8F = 144, CPED_CONFIG_FLAG_ShootingAnimFlag = 145, CPED_CONFIG_FLAG_DisableLadderClimbing = 146, CPED_CONFIG_FLAG_StairsDetected = 147, CPED_CONFIG_FLAG_SlopeDetected = 148, _0x1A15670B = 149, _0x61786EE5 = 150, _0xCB9186BD = 151, _0xF0710152 = 152, _0x43DFE310 = 153, _0xC43C624E = 154, CPED_CONFIG_FLAG_CanPerformArrest = 155, CPED_CONFIG_FLAG_CanPerformUncuff = 156, CPED_CONFIG_FLAG_CanBeArrested = 157, _0xF7960FF5 = 158, _0x59564113 = 159, _0x0C6C3099 = 160, _0x645F927A = 161, _0xA86549B9 = 162, _0x8AAF337A = 163, _0x13BAA6E7 = 164, _0x5FB9D1F5 = 165, CPED_CONFIG_FLAG_IsInjured = 166, _0x6398A20B = 167, _0xD8072639 = 168, _0xA05B1845 = 169, _0x83F6D220 = 170, _0xD8430331 = 171, _0x4B547520 = 172, _0xE66E1406 = 173, _0x1C4BFE0C = 174, _0x90008BFA = 175, _0x07C7A910 = 176, _0xF15F8191 = 177, _0xCE4E8BE2 = 178, _0x1D46E4F2 = 179, CPED_CONFIG_FLAG_IsInCustody = 180, _0xE4FD9B3A = 181, _0x67AE0812 = 182, CPED_CONFIG_FLAG_IsAgitated = 183, CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184, _0x7B2D325E = 185, CPED_CONFIG_FLAG_EnableWeaponBlocking = 186, CPED_CONFIG_FLAG_HasHurtStarted = 187, CPED_CONFIG_FLAG_DisableHurt = 188, CPED_CONFIG_FLAG_PlayerIsWeird = 189, _0x32FC208B = 190, _0x0C296E5A = 191, _0xE63B73EC = 192, _0x04E9CC80 = 193, CPED_CONFIG_FLAG_UsingScenario = 194, CPED_CONFIG_FLAG_VisibleOnScreen = 195, _0xD88C58A1 = 196, _0x5A3DCF43 = 197, // CPED_CONFIG_FLAG_AvoidUnderSide _0xEA02B420 = 198, _0x3F559CFF = 199, _0x8C55D029 = 200, _0x5E6466F6 = 201, _0xEB5AD706 = 202, _0x0EDDDDE7 = 203, _0xA64F7B1D = 204, _0x48532CBA = 205, _0xAA25A9E7 = 206, _0x415B26B9 = 207, CPED_CONFIG_FLAG_DisableExplosionReactions = 208, CPED_CONFIG_FLAG_DodgedPlayer = 209, _0x67405504 = 210, _0x75DDD68C = 211, _0x2AD879B4 = 212, _0x51486F91 = 213, _0x32F79E21 = 214, _0xBF099213 = 215, _0x054AC8E2 = 216, _0x14E495CC = 217, _0x3C7DF9DF = 218, _0x848FFEF2 = 219, CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220, _0x2618E1CF = 221, _0x84F722FA = 222, _0xD1B87B1F = 223, _0x728AA918 = 224, CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225, CPED_CONFIG_FLAG_DisablePedAvoidance = 226, _0x59E91185 = 227, _0x1EA7225F = 228, CPED_CONFIG_FLAG_DisablePanicInVehicle = 229, _0x6DCA7D88 = 230, _0xFC3E572D = 231, _0x08E9F9CF = 232, _0x2D3BA52D = 233, _0xFD2F53EA = 234, _0x31A1B03B = 235, CPED_CONFIG_FLAG_IsHoldingProp = 236, _0x82ED0A66 = 237, // CPED_CONFIG_FLAG_BlocksPathingWhenDead _0xCE57C9A3 = 238, _0x26149198 = 239, _0x1B33B598 = 240, _0x719B6E87 = 241, _0x13E8E8E8 = 242, _0xF29739AE = 243, _0xABEA8A74 = 244, _0xB60EA2BA = 245, _0x536B0950 = 246, _0x0C754ACA = 247, CPED_CONFIG_FLAG_DisableVehicleSeatRandomAnimations = 248, _0x12659168 = 249, _0x1BDF2F04 = 250, _0x7728FAA3 = 251, _0x6A807ED8 = 252, CPED_CONFIG_FLAG_OnStairs = 253, _0xE1A2F73F = 254, _0x5B3697C8 = 255, _0xF1EB20A9 = 256, _0x8B7DF407 = 257, _0x329DCF1A = 258, _0x8D90DD1B = 259, _0xB8A292B7 = 260, _0x8374B087 = 261, _0x2AF558F0 = 262, _0x82251455 = 263, _0x30CF498B = 264, _0xE1CD50AF = 265, _0x72E4AE48 = 266, _0xC2657EA1 = 267, _0x29FF6030 = 268, _0x8248A5EC = 269, CPED_CONFIG_FLAG_OnStairSlope = 270, _0xA0897933 = 271, CPED_CONFIG_FLAG_DontBlipCop = 272, CPED_CONFIG_FLAG_ClimbedShiftedFence = 273, _0xF7823618 = 274, _0xDC305CCE = 275, // CPED_CONFIG_FLAG_KillWhenTrapped CPED_CONFIG_FLAG_EdgeDetected = 276, _0x92B67896 = 277, _0xCAD677C9 = 278, CPED_CONFIG_FLAG_AvoidTearGas = 279, _0x5276AC7B = 280, _0x1032692A = 281, _0xDA23E7F1 = 282, _0x9139724D = 283, _0xA1457461 = 284, _0x4186E095 = 285, _0xAC68E2EB = 286, CPED_CONFIG_FLAG_RagdollingOnBoat = 287, CPED_CONFIG_FLAG_HasBrandishedWeapon = 288, _0x1B9EE8A1 = 289, _0xF3F5758C = 290, _0x2A9307F1 = 291, _0x7403D216 = 292, _0xA06A3C6C = 293, CPED_CONFIG_FLAG_DisableShockingEvents = 294, _0xF8DA25A5 = 295, _0x7EF55802 = 296, _0xB31F1187 = 297, _0x84315402 = 298, _0x0FD69867 = 299, _0xC7829B67 = 300, CPED_CONFIG_FLAG_DisablePedConstraints = 301, _0x6D23CF25 = 302, _0x2ADA871B = 303, _0x47BC8A58 = 304, _0xEB692FA5 = 305, _0x4A133C50 = 306, _0xC58099C3 = 307, _0xF3D76D41 = 308, _0xB0EEE9F2 = 309, CPED_CONFIG_FLAG_IsInCluster = 310, _0x0FA153EF = 311, _0xD73F5CD3 = 312, _0xD4136C22 = 313, _0xE404CA6B = 314, _0xB9597446 = 315, _0xD5C98277 = 316, _0xD5060A9C = 317, _0x3E5F1CBB = 318, _0xD8BE1D54 = 319, _0x0B1F191F = 320, _0xC995167A = 321, CPED_CONFIG_FLAG_HasHighHeels = 322, _0x86B01E54 = 323, _0x3A56FE15 = 324, _0xC03B736C = 325, // CPED_CONFIG_FLAG_SpawnedAtScenario _0xBBF47729 = 326, _0x22B668A8 = 327, _0x2624D4D4 = 328, CPED_CONFIG_FLAG_DisableTalkTo = 329, CPED_CONFIG_FLAG_DontBlip = 330, CPED_CONFIG_FLAG_IsSwitchingWeapon = 331, _0x630F55F3 = 332, _0x150468FD = 333, _0x914EBD6B = 334, _0x79AF3B6D = 335, _0x75C7A632 = 336, _0x52D530E2 = 337, _0xDB2A90E0 = 338, _0x5922763D = 339, _0x12ADB567 = 340, _0x105C8518 = 341, _0x106F703D = 342, _0xED152C3E = 343, _0xA0EFE6A8 = 344, _0xBF348C82 = 345, _0xCDDFE830 = 346, _0x7B59BD9B = 347, _0x0124C788 = 348, CPED_CONFIG_FLAG_EquipJetpack = 349, _0x08D361A5 = 350, _0xE13D1F7C = 351, _0x40E25FB9 = 352, _0x930629D9 = 353, _0xECCF0C7F = 354, _0xB6E9613B = 355, _0x490C0478 = 356, _0xE8865BEA = 357, _0xF3C34A29 = 358, CPED_CONFIG_FLAG_IsDuckingInVehicle = 359, _0xF660E115 = 360, _0xAB0E6DED = 361, CPED_CONFIG_FLAG_HasReserveParachute = 362, CPED_CONFIG_FLAG_UseReserveParachute = 363, _0x5C5D9CD3 = 364, _0x8F7701F3 = 365, _0xBC4436AD = 366, _0xD7E07D37 = 367, _0x03C4FD24 = 368, _0x7675789A = 369, _0xB7288A88 = 370, _0xC06B6291 = 371, _0x95A4A805 = 372, _0xA8E9A042 = 373, CPED_CONFIG_FLAG_NeverLeaveTrain = 374, _0xBAC674B3 = 375, _0x147F1FFB = 376, _0x4376DD79 = 377, _0xCD3DB518 = 378, _0xFE4BA4B6 = 379, _0x5DF03A55 = 380, _0xBCD816CD = 381, _0xCF02DD69 = 382, _0xF73AFA2E = 383, _0x80B9A9D0 = 384, _0xF601F7EE = 385, _0xA91350FC = 386, _0x3AB23B96 = 387, CPED_CONFIG_FLAG_IsClimbingLadder = 388, CPED_CONFIG_FLAG_HasBareFeet = 389, _0xB4B1CD4C = 390, _0x5459AFB8 = 391, _0x54F27667 = 392, _0xC11D3E8F = 393, _0x5419EB3E = 394, _0x82D8DBB4 = 395, _0x33B02D2F = 396, _0xAE66176D = 397, _0xA2692593 = 398, _0x714C7E31 = 399, _0xEC488AC7 = 400, _0xAE398504 = 401, _0xABC58D72 = 402, _0x5E5B9591 = 403, _0x6BA1091E = 404, _0x77840177 = 405, _0x1C7ACAC4 = 406, _0x124420E9 = 407, _0x75A65587 = 408, _0xDFD2D55B = 409, _0xBDD39919 = 410, _0x43DEC267 = 411, _0xE42B7797 = 412, CPED_CONFIG_FLAG_IsHolsteringWeapon = 413, _0x4F8149F5 = 414, _0xDD9ECA7A = 415, _0x9E7EF9D2 = 416, _0x2C6ED942 = 417, CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418, _0xA488727D = 419, _0xCFF5F6DE = 420, _0x6D614599 = 421, CPED_CONFIG_FLAG_DisableVehicleCombat = 422, _0xFE401D26 = 423, CPED_CONFIG_FLAG_FallsLikeAircraft = 424, _0x2B42AE82 = 425, _0x7A95734F = 426, _0xDF4D8617 = 427, _0x578F1F14 = 428, CPED_CONFIG_FLAG_DisableStartEngine = 429, CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430, _0x153C9500 = 431, _0xCB7A632E = 432, _0xDE727981 = 433, CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434, _0x12BBB935 = 435, _0xAD0A1277 = 436, _0xEA6AA46A = 437, CPED_CONFIG_FLAG_DisableHelmetArmor = 438, _0xCB7F3A1E = 439, _0x50178878 = 440, _0x051B4F0D = 441, _0x2FC3DECC = 442, _0xC0030B0B = 443, _0xBBDAF1E9 = 444, _0x944FE59C = 445, _0x506FBA39 = 446, _0xDD45FE84 = 447, _0xE698AE75 = 448, _0x199633F8 = 449, CPED_CONFIG_FLAG_PedIsArresting = 450, CPED_CONFIG_FLAG_IsDecoyPed = 451, _0x3A251D83 = 452, _0xA56F6986 = 453, _0x1D19C622 = 454, _0xB68D3EAB = 455, CPED_CONFIG_FLAG_CanBeIncapacitated = 456, _0x4BD5EBAD = 457, } teleports ped to coords along with the vehicle ped is in Found in the b617d scripts: PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h"); SET_PED_MO* Found in the b617d scripts: PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h"); SET_PED_MO* p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts. Has 5 parameters since latest patches. Sets Ped Default Clothes 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. This native sets the glow intensity of illuminated clothing items. This native does **NOT** need to be executed every tick. This native is **NOT** synced with other connected players, you will have to set the opacity on the ped on all clients individually. Glow intensity is a value between `0.0` and `1.0`. In some older decompiled scripts this is known as `_SET_PED_REFLECTION_INTENSITY`. Since there's no joaat hash for this, I find `_SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY` more descriptive than `_SET_PED_REFLECTION_INTENSITY`. Use [`GetPedIlluminatedClothingGlowIntensity`](#\_0x1461B28A06717D68) to get the illuminated clothing glow intensity of a specific ped. Intensity: `1.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_c2e23\_229.png) Intensity: `0.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_35c33\_230.png) **Examples code result**: ![](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif) (Direct link if embed doesn't work: [here](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif)) The ped to set the glow intensity on. The glow intensity, value between `0.0` and `1.0`. This native sets the glow intensity of illuminated clothing items. This native does **NOT** need to be executed every tick. This native is **NOT** synced with other connected players, you will have to set the opacity on the ped on all clients individually. Glow intensity is a value between `0.0` and `1.0`. In some older decompiled scripts this is known as `_SET_PED_REFLECTION_INTENSITY`. Since there's no joaat hash for this, I find `_SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY` more descriptive than `_SET_PED_REFLECTION_INTENSITY`. Use [`GetPedIlluminatedClothingGlowIntensity`](#\_0x1461B28A06717D68) to get the illuminated clothing glow intensity of a specific ped. Intensity: `1.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_c2e23\_229.png) Intensity: `0.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_35c33\_230.png) **Examples code result**: ![](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif) (Direct link if embed doesn't work: [here](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif)) The ped to set the glow intensity on. The glow intensity, value between `0.0` and `1.0`. This native sets the glow intensity of illuminated clothing items. This native does **NOT** need to be executed every tick. This native is **NOT** synced with other connected players, you will have to set the opacity on the ped on all clients individually. Glow intensity is a value between `0.0` and `1.0`. In some older decompiled scripts this is known as `_SET_PED_REFLECTION_INTENSITY`. Since there's no joaat hash for this, I find `_SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY` more descriptive than `_SET_PED_REFLECTION_INTENSITY`. Use [`GetPedIlluminatedClothingGlowIntensity`](#\_0x1461B28A06717D68) to get the illuminated clothing glow intensity of a specific ped. Intensity: `1.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_c2e23\_229.png) Intensity: `0.0`: ![](https://www.vespura.com/hi/i/2018-11-13\_17-03\_35c33\_230.png) **Examples code result**: ![](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif) (Direct link if embed doesn't work: [here](https://www.vespura.com/hi/i/2018-11-13\_17-11\_10199\_232.gif)) The ped to set the glow intensity on. The glow intensity, value between `0.0` and `1.0`. 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} 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} 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. Used for freemode (online) characters. Indices: 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 27. red small pupil 28. devil blue/black 29. white small pupil 30. glossed over Sets the various freemode face features, e.g. nose length, chin shape. **Indexes (From 0 to 19):** Parentheses indicate morph scale/direction as in (-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) **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity An integer ranging from 0 to 19 A float ranging from -1.0 to 1.0 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 ) if anyone is interested firing pattern info: pastebin.com/Px036isB bit 15 (0x8000) = force cower p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE"). p2 is always true. 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"); 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); Used for freemode (online) characters. 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 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 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 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. For more info please refer to [this](https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset-ped-head-blend-data-explained) topic. **Other information:** IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.</br> This native function is often called prior to calling natives such as: * [`SetPedHairColor`](#0xBB43F090) * [`SetPedHeadOverlayColor`](#0x78935A27) * [`SetPedHeadOverlay`](#0xD28DBA90) * [`SetPedFaceFeature`](#0x6C8D4458) The ped entity Controls the shape of the first ped's face Controls the shape of the second ped's face Controls the shape of the third ped's face Controls the first id's skin tone Controls the second id's skin tone Controls the third id's skin tone 0.0 - 1.0 Of whose characteristics to take Mother -> Father (shapeFirstID and shapeSecondID) 0.0 - 1.0 Of whose characteristics to take Mother -> Father (skinFirstID and skinSecondID) 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. ``` 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 ``` **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity The overlay id displayed up above. An integer representing the index (from 0 to `_GET_NUM_OVERLAY_VALUES(overlayID)-1`) A float ranging from 0.0 to 1.0 ``` Used for freemode (online) characters. Called after SET_PED_HEAD_OVERLAY(). ``` **Note:** You may need to call [`SetPedHeadBlendData`](#0x9414E18B9434C2FE) prior to calling this native in order for it to work. The ped entity An integer representing the overlay id 1 for eyebrows, beards, and chest hair; 2 for blush and lipstick; and 0 otherwise, though not called in those cases. An integer representing the primary color id An integer representing the secondary color id List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html ``` ``` NativeDB Added Parameter 3: BOOL p2 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")); 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 "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 sets the maximum health of a ped I think it's never been used in any script Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds. Ped id. Time in seconds. Maximum is 50.0, any value above will be changed to 50.0. Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds) Overrides a ped model personality type. Ped's model. Personality hash. 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. 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. 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 time in seconds it takes to transition from one movement clipset to another. 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 The distance between these points, is the diagonal of a box (remember it's 3D). Default modifier is 1.0, minimum is 0.0 and maximum is 10.0. Default modifier is 1.0, minimum is 0.0 and maximum is 10.0. NativeDB Added Parameter 7: Any p6 NativeDB Added Parameter 8: Any p7 i could be time. Only example in the decompiled scripts uses it as -1. **This native does absolutely nothing, just a nullsub** ``` Points to the same function as for example GET_RANDOM_VEHICLE_MODEL_IN_MEMORY and it does absolutely nothing. ``` 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. List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html from extreme3.c4 PED::_39D55A620FCB6A3A(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 from extreme3.c4 PED::_39D55A620FCB6A3A(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 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()); This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of props **0**: Hat\ **1**: Glass\ **2**: Ear\ **6**: Watch\ **7**: Bracelet ### Related and useful natives [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47)\ [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171) [List of component/props ID](https://gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html) of player_two with examples The ped handle. The component that you want to set. The drawable id that is going to be set. The texture id of the drawable. Attached or not. 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. p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused. List of component/props ID: gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html List of component/props ID gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values: Assigns some ambient voice to the ped. Assigns some ambient voice to the 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 native sets a scuba mask for freemode models and an oxygen bottle for player_\* models. It works on freemode and player_\* models. Returns handle of the projectile. Returns handle of the projectile. shootRate 0-1000 p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION". 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. Sweat is set to 100.0 or 0.0 in the decompiled scripts. Speech related. Speech related. Only 1 and 2 appear in the scripts. combatbehaviour.meta seems to only have TLR_SearchForTarget for all peds, but we don't know if that's 1 or 2. p4/p5: Unusued in TU27 ### Ragdoll Types **0**: CTaskNMRelax **1**: CTaskNMScriptControl: Hardcoded not to work in networked environments. **Else**: CTaskNMBalance Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1. 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. x, y, and z are coordinates, most likely to where the ped will fall. p7 is probably the force of the fall, but untested, so I left the variable name the same. 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); p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION". NativeDB Added Parameter 5: Any p4 See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). NativeDB Added Parameter 5: Any p4 See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). 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. This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative. 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")); 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")); Dat151RelType == 29 ``` ``` NativeDB Introduced: v2699 tintIndex can be the following: 0 : Default/Black 1 : Green 2 : Gold 3 : Pink 4 : Army 5 : LSPD 6 : Orange 7 : Platinum tintIndex for MK2 weapons : 0 : Classic Black 1 : Classic Gray 2 : Classic Two-Tone 3 : Classic White 4 : Classic Beige 5 : Classic Green 6 : Classic Blue 7 : Classic Earth 8 : Classic Brown & Black 9 : Red Contrast 10 : Blue Contrast 11 : Yellow Contrast 12 : Orange Contrast 13 : Bold Pink 14 : Bold Purple & Yellow 15 : Bold Orange 16 : Bold Green & Purple 17 : Bold Red Features 18 : Bold Green Features 19 : Bold Cyan Features 20 : Bold Yellow Features 21 : Bold Red & White 22 : Bold Blue & White 23 : Metallic Gold 24 : Metallic Platinum 25 : Metallic Gray & Lilac 26 : Metallic Purple & Lime 27 : Metallic Red 28 : Metallic Green 29 : Metallic Blue 30 : Metallic White & Aqua 31 : Metallic Orange & Yellow 32 : Mettalic Red and Yellow The target ped The target weapon hash Tint for weapon hash combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function It adds the wetness level to the player clothing/outfit. As if player just got out from water surface. min: 1.9f, max: 100.0f min: 1.9f, max: 100.0f min: 1.9f, max: 100.0f Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes. Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes. 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. The plane to set the multiplier for The turbulence multiplier. Value between 0.0 and 1.0 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. The plane to set the multiplier for The turbulence multiplier. Value between 0.0 and 1.0 Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3. Time is number of milliseconds before reverting, zero for indefinitely. 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. Sets whether this player can be hassled by gangs. Sets whether the player is able to do drive-bys in vehicle (shooting & aiming in vehicles), this also includes middle finger taunts. This is a toggle, it does not have to be ran every frame. Example: ```lua SetPlayerCanDoDriveBy(PlayerId(), false) ``` The player to target. If set to false, disables the players ability to do drive bys. Sets whether this player can take cover. 6 matches across 4 scripts. 5 occurrences were 240. The other was 255. Every occurrence was either 0 or 2. 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 NativeDB Introduced: v1180 NativeDB Introduced: v1180 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); 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 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 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 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 SET_PLAYER_* 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 SET_PLAYER_* 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 SET_PLAYER_* Used to toggle the square up aim. The player ID to toggle the lock on for. Set to false to prevent lock on, set to true to allow for lock on. Affects the range of auto aim target. Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4 NativeDB Added Parameter 3: BOOL p2 modifier's min value is 0.1 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. The player to set the model for The hash of the model to use example: PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708); tints 0- 13 0 - unkown 1 - unkown 2 - unkown 3 - unkown 4 - unkown 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, p1 was always 5. p4 was always false. NativeDB Introduced: v2372 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, example: flags: 0-6 PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6); wouldnt the flag be the seatIndex? SET_PLAYER_* SET_PLAYER_* Values around 1.0f to 2.0f used in game scripts. All names can be found in playerswitchestablishingshots.meta All names can be found in playerswitchestablishingshots.meta the status of default voip system. It affects on `NETWORK_IS_PLAYER_TALKING` and `mp_facial` animation. This function doesn't need to be called every frame, it works like a switcher. The target player. Overriding state. Sets your targeting mode. 0 = Assisted Aim - Full 1 = Assisted Aim - Partial 2 = Free Aim - Assisted 3 = Free Aim Set player team on deathmatch and last team standing.. Seems to lock the underwater timer of the specified player. Set `percentage` to `50.0` will reduce the value of [GET_PLAYER_UNDERWATER_TIME_REMAINING](#\_0xA1FCF8E6AF40B731) to 5.0. If you want to increase the underwater time for ped, use [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) instead. Using this native after [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) **WILL NOT** get what you want. For example, if you set the max time underwater to `100.0` seconds using [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) and then call this native and set the `percentage` to 50.0, you will not get `50.0`, instead `2.0`. Player id. Maximum is `100.0`. Any value above `100.0` and less than `0.0` will have no effect on [GET_PLAYER_UNDERWATER_TIME_REMAINING](#\_0xA1FCF8E6AF40B731). Seems to lock the underwater timer of the specified player. Set `percentage` to `50.0` will reduce the value of [GET_PLAYER_UNDERWATER_TIME_REMAINING](#\_0xA1FCF8E6AF40B731) to 5.0. If you want to increase the underwater time for ped, use [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) instead. Using this native after [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) **WILL NOT** get what you want. For example, if you set the max time underwater to `100.0` seconds using [SET_PED_MAX_TIME_UNDERWATER](#\_0x6BA428C528D9E522) and then call this native and set the `percentage` to 50.0, you will not get `50.0`, instead `2.0`. Player id. Maximum is `100.0`. Any value above `100.0` and less than `0.0` will have no effect on [GET_PLAYER_UNDERWATER_TIME_REMAINING](#\_0xA1FCF8E6AF40B731). modifier's min value is 0.1 modifier's min value is 0.1 # 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 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 p2 is always false in R* scripts 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). The native ensures the 'modifier' parameter is 0.1 or greater. Sets flag on vehicle that changes behaviour in relation to when player gets wanted level Sets flag on vehicle that changes behaviour in relation to when player gets wanted level The player will be ignored by the police if toggle is set to true 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 Min and max are usually 100.0 and 200.0 Min and max are usually 100.0 and 200.0 Found in the b617d scripts, duplicates removed: AUDIO::_044DBAD7A7FA2BE5("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN"); AUDIO::_044DBAD7A7FA2BE5("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN"); AUDIO::_044DBAD7A7FA2BE5("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW"); Found in the b617d scripts, duplicates removed: AUDIO::_044DBAD7A7FA2BE5("V_CARSHOWROOM_PS_WINDOW_UNBROKEN", "V_CARSHOWROOM_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_CIA_PS_WINDOW_UNBROKEN", "V_CIA_PS_WINDOW_BROKEN"); AUDIO::_044DBAD7A7FA2BE5("V_DLC_HEIST_APARTMENT_DOOR_CLOSED", "V_DLC_HEIST_APARTMENT_DOOR_OPEN"); AUDIO::_044DBAD7A7FA2BE5("V_FINALEBANK_PS_VAULT_INTACT", "V_FINALEBANK_PS_VAULT_BLOWN"); AUDIO::_044DBAD7A7FA2BE5("V_MICHAEL_PS_BATHROOM_WITH_WINDOW", "V_MICHAEL_PS_BATHROOM_WITHOUT_WINDOW"); List of interior hashes: pastebin.com/1FUyXNqY Not for every interior zoom > 0 available. zoomLevel ranges from 0 to 200 Doesn't have an effect in Story Mode. ``` NativeDB Introduced: v2372 ``` 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); 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); Sets radio station by index. For a full list, see here: pastebin.com/Kj9t38KF Only found this one in the decompiled scripts: AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS"); NativeDB Introduced: v1493 Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png Works for both player and peds, but some flags don't seem to work for the player (1, for example) 1 - Blocks ragdolling when shot. 2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation. 4 - Blocks ragdolling when set on fire. ----------------------------------------------------------------------- There seem to be 26 flags Works for both player and peds, but some flags don't seem to work for the player (1, for example) 1 - Blocks ragdolling when shot. 2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation. 4 - Blocks ragdolling when set on fire. ----------------------------------------------------------------------- There seem to be 26 flags Works for both player and peds, but some flags don't seem to work for the player (1, for example) 1 - Blocks ragdolling when shot. 2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation. 4 - Blocks ragdolling when set on fire. ----------------------------------------------------------------------- There seem to be 26 flags Controls rain, rain sounds and the creation of puddles. With an `level` higher than `0.5f`, only the creation of puddles gets faster, rain and rain sound won't increase after that. With an `level` of `0.0f` rain and rain sounds are disabled and there won't be any new puddles. To use the rain level of the current weather, call this native with `-1f` as `level`. Strength of rain effects Controls rain, rain sounds and the creation of puddles. With an `level` higher than `0.5f`, only the creation of puddles gets faster, rain and rain sound won't increase after that. With an `level` of `0.0f` rain and rain sounds are disabled and there won't be any new puddles. To use the rain level of the current weather, call this native with `-1f` as `level`. Strength of rain effects NativeDB Introduced: v2372 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. Enables spawning random trains on the preset tracks. Requires [`SWITCH_TRAIN_TRACK`](#\_0xFD813BB7DB977F20) and [`SET_TRAIN_TRACK_SPAWN_FREQUENCY`](#\_0x21973BBF8D17EDFA) to be set. Whether to enable random trains. Lowers the vehicle's stance. Only works for vehicles that support this feature. ``` NativeDB Introduced: v2372 ``` 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); Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`. Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`. makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations) A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A). The key to set The value to write A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA). The key to set The value to write A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A). The key to set The value to write Sets the player's rich presence detail state for social platform providers to a specified string. The rich presence string to set. Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs. Turn on or off riot mode. Set to `true` to enable riot mode. Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs. Turn on or off riot mode. Set to `true` to enable riot mode. missing a last parameter int p6 ``` ``` NativeDB Added Parameter 7: Any p6 See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. ``` NativeDB Added Parameter 8: Any p7 bool p7 - always 1 ``` X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area unknown3 is related to `SEND_SCRIPT_WORLD_STATE_EVENT > CNetworkRoadNodeWorldStateData` in networked environments. See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area. X dimension of the angled area 'origin' Y dimension of the angled area 'origin' Z dimension of the angled area 'origin' X dimension of the angled area 'extent' Y dimension of the angled area 'extent' Z dimension of the angled area 'extent' Width of the angled area When this 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. Set's the ropes length change rate, which is the speed that rope should wind if started. The rope to set the length change rate for. The rope's new length change rate. Toggles whether the usage of [ADD_ROPE](#\_0xE832D760399EB220) should create an underlying CNetworkRopeWorldStateData. By default this is set to false. Whether to create an underlying network world state 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. It is not possible to "decrease" speed. Anything below 1 will be ignored. Sets a pixel in the specified runtime texture. This will have to be committed using `COMMIT_RUNTIME_TEXTURE` to have any effect. A handle to the runtime texture. The X position of the pixel to change. The Y position of the pixel to change. The new R value (0-255). The new G value (0-255). The new B value (0-255). The new A value (0-255). ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false) Sets profile setting 501 Sets profile setting 501 This native is used in some casino scripts to fit the scaleform in the rendertarget. This native is used in some casino scripts to fit the scaleform in the rendertarget. Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED. 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. 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. Valid values for `horizontalAlign`, from original documentation: * **C (67)** - Center: DRAW_TEXT starts in the middle of the screen, while DRAW_RECT starts on the right; both move with the right side of the screen. * **L (76)** - Left: Anchors to the left side, DRAW_RECT starts on the left side of the screen, same as DRAW_TEXT when centered. * **R (82)** - Right: DRAW_TEXT starts on the left side (normal 0,0), while DRAW_RECT starts some short distance away from the right side of the screen, both move with the right side of the screen. Valid values for `verticalAlign`, from original documentation: * **B (66)** - Bottom: DRAW_RECT starts about as far as the middle of the map from the bottom, while DRAW_TEXT is about rather centered. * **C (67)** - Center: It starts at a certain distance from the bottom, but the distance is fixed, the distance is different from 66. * **T (84)** - Top: Anchors to the top, DRAW_RECT starts on the top of the screen, DRAW_TEXT just below it. 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`. The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R'). 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. Valid values for `horizontalAlign`, from original documentation: * **C (67)** - Center: DRAW_TEXT starts in the middle of the screen, while DRAW_RECT starts on the right; both move with the right side of the screen. * **L (76)** - Left: Anchors to the left side, DRAW_RECT starts on the left side of the screen, same as DRAW_TEXT when centered. * **R (82)** - Right: DRAW_TEXT starts on the left side (normal 0,0), while DRAW_RECT starts some short distance away from the right side of the screen, both move with the right side of the screen. Valid values for `verticalAlign`, from original documentation: * **B (66)** - Bottom: DRAW_RECT starts about as far as the middle of the map from the bottom, while DRAW_TEXT is about rather centered. * **C (67)** - Center: It starts at a certain distance from the bottom, but the distance is fixed, the distance is different from 66. * **T (84)** - Top: Anchors to the top, DRAW_RECT starts on the top of the screen, DRAW_TEXT just below it. 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`. The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R'). 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. Valid values for `horizontalAlign`, from original documentation: * **C (67)** - Center: DRAW_TEXT starts in the middle of the screen, while DRAW_RECT starts on the right; both move with the right side of the screen. * **L (76)** - Left: Anchors to the left side, DRAW_RECT starts on the left side of the screen, same as DRAW_TEXT when centered. * **R (82)** - Right: DRAW_TEXT starts on the left side (normal 0,0), while DRAW_RECT starts some short distance away from the right side of the screen, both move with the right side of the screen. Valid values for `verticalAlign`, from original documentation: * **B (66)** - Bottom: DRAW_RECT starts about as far as the middle of the map from the bottom, while DRAW_TEXT is about rather centered. * **C (67)** - Center: It starts at a certain distance from the bottom, but the distance is fixed, the distance is different from 66. * **T (84)** - Top: Anchors to the top, DRAW_RECT starts on the top of the screen, DRAW_TEXT just below it. 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`. The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R'). The vertical alignment. This can be 67 ('C'), 66 ('B'), or 84 ('T'). 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. The X offset for the item to be drawn. The Y offset for the item to be drawn. The width of the item to be drawn. The height of the item to be drawn. 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. The X offset for the item to be drawn. The Y offset for the item to be drawn. The width of the item to be drawn. The height of the item to be drawn. 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. The X offset for the item to be drawn. The Y offset for the item to be drawn. The width of the item to be drawn. The height of the item to be drawn. 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. A boolean value. 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. A boolean value. 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); The intended draw order/layer. 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); The intended draw order/layer. 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); The intended draw order/layer. 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); The intended draw order/layer. Sets the color of HUD_COLOUR_SCRIPT_VARIABLE Sets the color of HUD_COLOUR_SCRIPT_VARIABLE Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2 Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2 Only called once in the decompiled scripts. Presumably activates the specified generator. Toggles Heatvision on/off. NativeDB Introduced: v2372 NativeDB Introduced: v2372 NativeDB Introduced: v1868 HUD::SET_SOCIAL_CLUB_TOUR("Gallery"); HUD::SET_SOCIAL_CLUB_TOUR("Missions"); HUD::SET_SOCIAL_CLUB_TOUR("General"); HUD::SET_SOCIAL_CLUB_TOUR("Playlists"); HUD::SET_SOCIAL_CLUB_TOUR("Gallery"); HUD::SET_SOCIAL_CLUB_TOUR("Missions"); HUD::SET_SOCIAL_CLUB_TOUR("General"); HUD::SET_SOCIAL_CLUB_TOUR("Playlists"); NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 3: Any p2 NativeDB Introduced: v1365 Internal function for setting a state bag value. Hardcoded to not work in multiplayer. Used to lock/unlock doors to interior areas of the game. (Possible) Door Types: 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: pastebin.com/gywnbzsH get door info: pastebin.com/i14rbekD 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 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 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 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. Access to the store for shark cards etc... 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. Sets the position of the audio event to the entity's position for one frame(?) if (l_8C3 == 0) { sub_27fd1(0, -1, 1); if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) { AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D); } if (sub_7dd(l_A00)) { AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); } sub_91c("TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK"); l_8C3 = 1; } -- Found in the b617d scripts, duplicates removed: AUDIO::_950A154B8DAB6185("CAR_5_IG_6", l_7FE[1 -- [[1]] ]); AUDIO::_950A154B8DAB6185("EX03_TRAIN_BIKE_LAND", PLAYER::PLAYER_PED_ID()); AUDIO::_950A154B8DAB6185("FBI_2_MCS_1_LeadIn", l_40[2 -- [[1]] ]); AUDIO::_950A154B8DAB6185("FIN_C2_MCS_1", l_24C[0 -- [[1]] ]); AUDIO::_950A154B8DAB6185("MNT_DNC", l_5F); AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); Sets the position of the audio event to the entity's position for one frame(?) if (l_8C3 == 0) { sub_27fd1(0, -1, 1); if (PED::IS_SYNCHRONIZED_SCENE_RUNNING(l_87D)) { AUDIO::STOP_SYNCHRONIZED_AUDIO_EVENT(l_87D); } if (sub_7dd(l_A00)) { AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); } sub_91c("TK************ SETTING SYNCH SCENE AUDIO POSITION THIS FRAME ************TK"); l_8C3 = 1; } -- Found in the b617d scripts, duplicates removed: AUDIO::_950A154B8DAB6185("CAR_5_IG_6", l_7FE[1 -- [[1]] ]); AUDIO::_950A154B8DAB6185("EX03_TRAIN_BIKE_LAND", PLAYER::PLAYER_PED_ID()); AUDIO::_950A154B8DAB6185("FBI_2_MCS_1_LeadIn", l_40[2 -- [[1]] ]); AUDIO::_950A154B8DAB6185("FIN_C2_MCS_1", l_24C[0 -- [[1]] ]); AUDIO::_950A154B8DAB6185("MNT_DNC", l_5F); AUDIO::_950A154B8DAB6185("PAP2_IG1_POPPYSEX", l_A00); p0 - PLAYER::PLAYER_PED_ID(); p1 - "Phase", "Wobble", "x_axis","y_axis","introphase","speed". p2 - From what i can see it goes up to 1f (maybe). -LcGamingHD Example: TASK::_D5BB4025AE449A4E(PLAYER::PLAYER_PED_ID(), "Phase", 0.5); The ped on which the task is playing. The property name. The property value to set. p0 - PLAYER::PLAYER_PED_ID(); p1 - "Phase", "Wobble", "x_axis","y_axis","introphase","speed". p2 - From what i can see it goes up to 1f (maybe). -LcGamingHD Example: TASK::_D5BB4025AE449A4E(PLAYER::PLAYER_PED_ID(), "Phase", 0.5); The ped on which the task is playing. The property name. The property value to set. p0 - PLAYER::PLAYER_PED_ID(); p1 - "Phase", "Wobble", "x_axis","y_axis","introphase","speed". p2 - From what i can see it goes up to 1f (maybe). -LcGamingHD Example: TASK::_D5BB4025AE449A4E(PLAYER::PLAYER_PED_ID(), "Phase", 0.5); The ped on which the task is playing. The property name. The property value to set. NativeDB Introduced: v1493 * Flag 1: Aggressive ramming of suspect * Flag 2: Ram attempts * Flag 8: Medium-aggressive boxing tactic with a bit of PIT * Flag 16: Ramming, seems to be slightly less aggressive than 1-2. * Flag 32: Stay back from suspect, no tactical contact. Convoy-like. This is not tested - it's just an assumption. Doesn't seem to work. I'll try with an int instead. --JT Read the scripts, im dumpass. Doesn't work at all, wether with an bool neither an int if (!VEHICLE::IS_TAXI_LIGHT_ON(l_115)) { VEHICLE::SET_TAXI_LIGHTS(l_115, 1); } colors you input not same as you think? A: for some reason its R B G A distance - shadow distance in pixels, both horizontal and vertical r, g, b, a - color Shadow distance in pixels, both horizontal and vertical. Red color. Green color. Blue color. Alpha. **This native does absolutely nothing, just a nullsub** fonts that mess up your text where made for number values/misc stuff 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 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 **This native does absolutely nothing, just a nullsub** 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. 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) 0 = high 1 = normal 2 = low 0 = high 1 = normal 2 = low 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 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.) Toggles the Cayo Perico map. ``` NativeDB Introduced: v2189 ``` Inverse of 0x95CF53B3D687F9FA ``` ``` NativeDB Added Parameter 1: Vehicle vehicle Inverse of 0x95CF53B3D687F9FA ``` ``` NativeDB Added Parameter 1: Vehicle vehicle in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer. in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer. Sets the ratio that a door is open for on a train. The train to set the door ratio for. Zero-based door index. A value between 0.0 (fully closed) and 1.0 (fully open). Only called once inside main_persitant with the parameters, 0 Only called once inside main_persitant with the parameters, 0 Enables or disables whether train doors should be forced open whilst a player is inside the train. This is enabled by default in multiplayer. Should force open. This native doesn't work like [`SetWeatherTypeTransition`](#\_0x578C752848ECFA0C). The name of a timecycle The speed to transition to `modifierName`. Appears to be half-seconds (?) Probably changes tvs from being a 3d audio to being "global" audio 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 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 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 NativeDB Introduced: v1868 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 ``` ``` NativeDB Introduced: v2060 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 ``` ``` NativeDB Introduced: v2060 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 ``` ``` NativeDB Introduced: v2060 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 ``` ``` NativeDB Introduced: v2060 NativeDB Introduced: v1868 NativeDB Introduced: v1365 NativeDB Introduced: v1365 NativeDB Introduced: v1365 Only used in R* Script fm_mission_controller_2020 ``` ``` NativeDB Introduced: v2699 Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000). Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000). Sets a global mode which makes the pause menu map show 'Destination' instead of 'Waypoint' in the key legend on the bottom of the screen. <!-- Name guess: - alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND. --> `true` to show 'Destination', `false` to show 'Waypoint' (the default) Sets a global mode which makes the pause menu map show 'Destination' instead of 'Waypoint' in the key legend on the bottom of the screen. <!-- Name guess: - alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND. --> `true` to show 'Destination', `false` to show 'Waypoint' (the default) SET_VARIABLE_ON_* SET_VARIABLE_ON_* From the scripts, p0: "ArmWrestlingIntensity", "INOUT", "Monkey_Stream", "ZoomLevel" AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0); AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0); AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0); AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0); NativeDB Introduced: v2372 NativeDB Introduced: v2372 For a full list, see here: pastebin.com/Kj9t38KF Makes the vehicle accept no passengers. This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED. Vehicle will make a 'rattling' noise when decelerating Vehicle to modify A value 0.0 - 1.0. Higher the value, the more likely the vehicle is to make the sound while decelerating Vehicle will make a 'rattling' noise when decelerating Vehicle to modify A value 0.0 - 1.0. Higher the value, the more likely the vehicle is to make the sound while decelerating Disables the vehicle from being repaired when a vehicle extra is enabled. The vehicle to set disable auto vehicle repair. Setting the value to true prevents the vehicle from being repaired when a extra is enabled. Setting the value to false allows the vehicle from being repaired when a extra is enabled. p2 often set to 1000.0 in the decompiled scripts. 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. In decompiled scripts this is used to deduct from or add to the count whenever bombs are dropped or purchased/restocked. Use [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1) to get the amount of bombs on that vehicle. The vehicle to set the bombCount on. The amount of bombs to set for this vehicle. 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. In decompiled scripts this is used to deduct from or add to the count whenever bombs are dropped or purchased/restocked. Use [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1) to get the amount of bombs on that vehicle. The vehicle to set the bombCount on. The amount of bombs to set for this vehicle. 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. In decompiled scripts this is used to deduct from or add to the count whenever bombs are dropped or purchased/restocked. Use [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1) to get the amount of bombs on that vehicle. The vehicle to set the bombCount on. The amount of bombs to set for this vehicle. 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. In decompiled scripts this is used to deduct from or add to the count whenever bombs are dropped or purchased/restocked. Use [`_GET_AIRCRAFT_BOMB_COUNT`](#\_0xEA12BD130D7569A1) to get the amount of bombs on that vehicle. The vehicle to set the bombCount on. The amount of bombs to set for this vehicle. SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0); SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0); Will give a boost-soundeffect. 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%). 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%). On accelerating, spins the driven wheels with the others braked, so you don't go anywhere. SET_VEHICLE_AL* SET_VEHICLE_AL* This has not yet been tested - it's just an assumption of what the types could be. Previously named GET_VEHICLE_DEFORMATION_GET_TREE (hash collision) from Decrypted Scripts I found VEHICLE::SET_VEHICLE_CEILING_HEIGHT(l_BD9[2 -- [[2]] ], 420.0); Previously named GET_VEHICLE_DEFORMATION_GET_TREE (hash collision) from Decrypted Scripts I found VEHICLE::SET_VEHICLE_CEILING_HEIGHT(l_BD9[2 -- [[2]] ], 420.0); <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. <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. Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter). Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.) The vehicle to modify. One of the default color values of the vehicle. colorPrimary & colorSecondary are the paint indexes for the vehicle. For a list of valid paint indexes, view: pastebin.com/pwHci0xK 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. 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. Similar to [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774), this sets the amount of countermeasures that are present on this vehicle. Use [`_GET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0xF846AA63DF56B804) to get the current amount. The vehicle to set the amount of countermeasures on. The amount of countermeasures to set on this vehicle. Similar to [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774), this sets the amount of countermeasures that are present on this vehicle. Use [`_GET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0xF846AA63DF56B804) to get the current amount. The vehicle to set the amount of countermeasures on. The amount of countermeasures to set on this vehicle. Similar to [`_SET_AIRCRAFT_BOMB_COUNT`](#\_0xF4B2ED59DEB5D774), this sets the amount of countermeasures that are present on this vehicle. Use [`_GET_AIRCRAFT_COUNTERMEASURE_COUNT`](#\_0xF846AA63DF56B804) to get the current amount. The vehicle to set the amount of countermeasures on. The amount of countermeasures to set on this vehicle. p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) p1, p2, p3 are RGB values for color (255,0,0 for Red, ect) 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 the size of the damage sphere to apply when set to `true`, the damage sphere will travel towards the vehicle from the given point, thus guaranteeing an impact SET_VEHICLE_D* SET_VEHICLE_D* This fixes the deformation of a vehicle but the vehicle health doesn't improve **Usage:** * Use this native inside a looped function. * Values: * `0.0` = no vehicles on streets * `1.0` = normal vehicles on streets `1.0` Seems to be the maximum. Sets the dirt level of the passed vehicle. The vehicle to set. A number between 0.0 and 15.0 representing the vehicles dirt level. See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) 5 is fast, 1 is slow 3 is medium See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5) Sets the specified door index open on the passed vehicle. See [`IS_VEHICLE_DOOR_FULLY_OPEN`](#\_0x3E933CFF7B111C22). Vehicle. Index of the door you want to open (0-7) Whether the door is "loose" (if true the doors have no "spring" and can be closed easily.) Whether the doors open instantly (if true this native seems to ignore loose) Sets the specified door index shut on the passed vehicle. ```cpp enum eDoorId { VEH_EXT_DOOR_DSIDE_F = 0, VEH_EXT_DOOR_DSIDE_R = 1, VEH_EXT_DOOR_PSIDE_F = 2, VEH_EXT_DOOR_PSIDE_R = 3, VEH_EXT_BONNET = 4, VEH_EXT_BOOT = 5, // 0x872E72B8 = 0xFFFFFFFF, } ``` Vehicle. Index of the door you want to close. Whether the doors close instantly. // Source GTA VC miss2 leak, matching constants for 0/2/4, testing // They use 10 in am_mp_property_int, don't know what it does atm. enum eCarLock { CARLOCK_NONE = 0, CARLOCK_UNLOCKED = 1, CARLOCK_LOCKED = 2, CARLOCK_LOCKOUT_PLAYER_ONLY = 3, CARLOCK_LOCKED_PLAYER_INSIDE = 4, CARLOCK_LOCKED_INITIALLY = 5, CARLOCK_FORCE_SHUT_DOORS = 6, CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7 }; NativeDB Introduced: v1365 Closes all doors of a vehicle: 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 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 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 1000 is max health Begins leaking gas at around 650 health -999.90002441406 appears to be minimum health, although nothing special occurs <- false statement ------------------------- 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 Starts or stops the engine on the specified vehicle. From what I've tested when I do this to a helicopter the propellers turn off after the engine has started. The vehicle to start or stop the engine on. true to turn the vehicle on; false to turn it off. if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine. If true, the system will prevent the engine from starting when the player got into it. Examples with a besra: * [fade value `0.0`](https://i.imgur.com/DXNk63e.jpg) * [fade value `0.5`](https://i.imgur.com/2Vb35fq.jpg) * [fade value `1.0`](https://i.imgur.com/aa8cxaD.jpg) The parameter fade is a value from 0-1, where 0 is fresh paint. Target vehicle The paint fade effect strength Examples with a besra: * [fade value `0.0`](https://i.imgur.com/DXNk63e.jpg) * [fade value `0.5`](https://i.imgur.com/2Vb35fq.jpg) * [fade value `1.0`](https://i.imgur.com/aa8cxaD.jpg) The parameter fade is a value from 0-1, where 0 is fresh paint. Target vehicle The paint fade effect strength Incorrectly named `SET_VEHICLE_EXCLUSIVE_DRIVER`; likely `SET_VEHICLE_ALLOW_*`. Toggles a flag related to `SET_VEHICLE_EXCLUSIVE_DRIVER`, however, doesn't enable that feature (or trigger script events related to it). See [`_SET_VEHICLE_EXCLUSIVE_DRIVER_2`](#\_0xB5C51B5502E85E83). ``` NativeDB Removed Parameter 2: int index ``` Incorrectly named `SET_VEHICLE_EXCLUSIVE_DRIVER`; likely `SET_VEHICLE_ALLOW_*`. Toggles a flag related to `SET_VEHICLE_EXCLUSIVE_DRIVER`, however, doesn't enable that feature (or trigger script events related to it). See [`_SET_VEHICLE_EXCLUSIVE_DRIVER_2`](#\_0xB5C51B5502E85E83). ``` NativeDB Removed Parameter 2: int index ``` The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native. The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native. Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off. Max value is 32767 Max value is 32767 Note: only some vehicle have extras extra ids are from 1 - 9 depending on the vehicle ------------------------------------------------- ^ not sure if outdated or simply wrong. Max extra ID for b944 is 14 ------------------------------------------------- p2 is not a on/off toggle. mostly 0 means on and 1 means off. not sure if it really should be a BOOL. ------------------------------------------------- Confirmed p2 does not work as a bool. Changed to int. [0=on, 1=off] They use the same color indexs as SET_VEHICLE_COLOURS. Fix a given vehicle. If the vehicle's engine's broken then you cannot fix it with this native. The vehicle that will be fixed 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 Seems to be related to the metal parts, not tyres (like i was expecting lol) Must be called every tick. It switch to highbeam when p1 is set to true. Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_FIELD`, this might require some experimentation. Example: `SetVehicleHandlingField(vehicle, 'CHandlingData', 'fSteeringLock', 360.0)` The vehicle to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The value to set. Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_FLOAT`, this might require some experimentation. Example: `SetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock', 360.0)` The vehicle to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The floating-point value to set. Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_INT`, this might require some experimentation. The vehicle to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The integer value to set. Sets a handling override for a specific vehicle. Certain handling flags can only be set globally using `SET_HANDLING_VECTOR`, this might require some experimentation. The vehicle to set data for. The handling class to set. Only "CHandlingData" is supported at this time. The field name to set. These match the keys in `handling.meta`. The Vector3 value to set. if true, axles won't bend. NativeDB Introduced: v1365 NativeDB Introduced: v1365 NativeDB Introduced: v1365 NativeDB Introduced: v1290 If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible). ``` ``` NativeDB Introduced: v1290 If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible). ``` ``` NativeDB Introduced: v1290 According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles. I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`. For the deluxo: * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode). * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode). If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode. This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided. Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key. The vehicle (a deluxo or oppressor2). The transform state (value between 0.0 and 1.0). According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles. I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`. For the deluxo: * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode). * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode). If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode. This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided. Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key. The vehicle (a deluxo or oppressor2). The transform state (value between 0.0 and 1.0). According to decompiled scripts this should work with the `deluxo` and `oppressor2` vehicles. I've only seen this work for `deluxo` though, can't figure out what it's supposed to do on `oppressor2`. For the deluxo: * Set `state` to `0.0`: Fully transform to a 'road' vehicle (non-hover mode). * Set `state` to `1.0`: Fully transform to a 'flying' vehicle (hover mode). If you set it to something like 0.5, then something [weird happens](https://streamable.com/p6wmr), you end up in some 50% hover mode, 50% not hover mode. This doesn't need to be called every tick, just once and the vehicle will transform to that state at the usual transform speed. It'll just stop transforming when it reaches the state you provided. Once this native is used then players will just be able to hit the vehicle transform key to toggle the transformation cycle; it won't block users from using the key. The vehicle (a deluxo or oppressor2). The transform state (value between 0.0 and 1.0). NativeDB Introduced: v1290 Sets the turn signal enabled for a vehicle. Set turnSignal to 1 for left light, 0 for right light. 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. p1 (toggle) was always 1 (true) except in one case in the b678 scripts. p1 (toggle) was always 1 (true) except in one case in the b678 scripts. Sets the wanted state of this vehicle. multiplier = brightness of head lights. this value isn't capped afaik. multiplier = 0.0 no lights multiplier = 1.0 default game value 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. 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) 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) To reset the max speed, set the `speed` value to `0.0` or lower. The vehicle handle. The speed limit in meters per second. To reset the max speed, set the `speed` value to `0.0` or lower. The vehicle handle. The speed limit in meters per second. cpp // eVehicleModType values modified to conform to script native reorganization (see 0x140D25327 in 1604). enum eVehicleModType { VMT_SPOILER = 0, VMT_BUMPER_F = 1, VMT_BUMPER_R = 2, VMT_SKIRT = 3, VMT_EXHAUST = 4, VMT_CHASSIS = 5, VMT_GRILL = 6, VMT_BONNET = 7, VMT_WING_L = 8, VMT_WING_R = 9, VMT_ROOF = 10, VMT_ENGINE = 11, VMT_BRAKES = 12, VMT_GEARBOX = 13, VMT_HORN = 14, VMT_SUSPENSION = 15, VMT_ARMOUR = 16, VMT_NITROUS = 17, VMT_TURBO = 18, VMT_SUBWOOFER = 19, VMT_TYRE_SMOKE = 20, VMT_HYDRAULICS = 21, VMT_XENON_LIGHTS = 22, VMT_WHEELS = 23, VMT_WHEELS_REAR_OR_HYDRAULICS = 24, VMT_PLTHOLDER = 25, VMT_PLTVANITY = 26, VMT_INTERIOR1 = 27, VMT_INTERIOR2 = 28, VMT_INTERIOR3 = 29, VMT_INTERIOR4 = 30, VMT_INTERIOR5 = 31, VMT_SEATS = 32, VMT_STEERING = 33, VMT_KNOB = 34, VMT_PLAQUE = 35, VMT_ICE = 36, VMT_TRUNK = 37, VMT_HYDRO = 38, VMT_ENGINEBAY1 = 39, VMT_ENGINEBAY2 = 40, VMT_ENGINEBAY3 = 41, VMT_CHASSIS2 = 42, VMT_CHASSIS3 = 43, VMT_CHASSIS4 = 44, VMT_CHASSIS5 = 45, VMT_DOOR_L = 46, VMT_DOOR_R = 47, VMT_LIVERY_MOD = 48, VMT_LIGHTBAR = 49, }; paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color. p3 seems to always be 0. Changes the secondary paint type and color paintType: 0: Normal 1: Metallic 2: Pearl 3: Matte 4: Metal 5: Chrome color: number of the color 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. seems to make the vehicle stop spawning naturally in traffic. Here's an essential example: VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY("taco"), true); NOTE: Debugging functions are not present in the retail version of the game. Sets the neon lights of the specified vehicle on/off. Indices: 0 = Left 1 = Right 2 = Front 3 = Back NativeDB Introduced: v1493 Sets the color of the neon lights on the specified vehicle. RGB values and colour names taken from the decompiled scripts: | Colour | R | G | B | |---------------|:---:|:---:|:---:| | White | 222 | 222 | 255 | | Blue | 2 | 21 | 255 | | Electric Blue | 3 | 83 | 255 | | Mint Green | 0 | 255 | 140 | | Lime Green | 94 | 255 | 1 | | Yellow | 255 | 255 | 0 | | Golden Shower | 255 | 150 | 0 | | Orange | 255 | 62 | 0 | | Red | 255 | 1 | 1 | | Pony Pink | 255 | 50 | 100 | | Hot Pink | 255 | 5 | 190 | | Purple | 35 | 1 | 255 | | Blacklight | 15 | 3 | 255 | NativeDB Introduced: v1604 NativeDB Added Parameter 2 (2060): float level NativeDB Added Parameter 3 (2060): float power NativeDB Added Parameter 4 (2060): float rechargeTime NativeDB Added Parameter 5 (2060): BOOL disableSound Plates: Blue/White - 0 Yellow/black - 1 Yellow/Blue - 2 Blue/White2 - 3 Blue/White3 - 4 Yankton - 5 Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful. ``` ``` NativeDB Added Parameter 2: float p1 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. parachuteModel = 230075693 parachuteModel = 230075693 colorIndex = 0 - 7 colorIndex = 0 - 7 colorIndex = 0 - 7 1000 is max health Begins leaking gas at around 650 health can't seem to enable radio on cop cars etc Reduces grip significantly so it's hard to go anywhere. Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2). ``` NativeDB Introduced: v1604 ``` Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2). ``` NativeDB Introduced: v1604 ``` Used to set the tornado custom (convertible) rooftop livery. Livery value that works for tornado custom is between 0 and 9 from what i can tell. Maybe 0-8 even. Might work on other custom vehicles but im not sure what those might be, only confirmed it working with the tornado custom. The vehicle handle. Livery index. Used to set the tornado custom (convertible) rooftop livery. Livery value that works for tornado custom is between 0 and 9 from what i can tell. Maybe 0-8 even. Might work on other custom vehicles but im not sure what those might be, only confirmed it working with the tornado custom. The vehicle handle. Livery index. Only works during nighttime. Adds some kind of shadow to the vehicle. -1 disables the effect. DISABLE_* Adds some kind of shadow to the vehicle. -1 disables the effect. DISABLE_* 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,GAMEPLAY::GET_HASH_KEY("VEHICLE_WEAPON_PLANE_ROCKET"));VEHICLE::SET_VEHICLE_SHOOT_AT_TARGET(pilot, target, targPos.x, targPos.y, targPos.z); If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous. If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous. Activate siren on vehicle (Only works if the vehicle has a siren). 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. Btw, func_1333 ends up calling this func which uses this native, void func_1338(int iParam0)//Position { ENTITY::FREEZE_ENTITY_POSITION(iParam0, true); ENTITY::SET_ENTITY_COLLISION(iParam0, false, 0); ENTITY::SET_ENTITY_INVINCIBLE(iParam0, true); VEHICLE::_0xDF594D8D(iParam0, true); } 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. Btw, func_1333 ends up calling this func which uses this native, void func_1338(int iParam0)//Position { ENTITY::FREEZE_ENTITY_POSITION(iParam0, true); ENTITY::SET_ENTITY_COLLISION(iParam0, false, 0); ENTITY::SET_ENTITY_INVINCIBLE(iParam0, true); VEHICLE::_0xDF594D8D(iParam0, true); } Overrides the vehicle's startup engine rev sound. 2 calls found in the b617d scripts: ```cpp AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS"); AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS"); ``` Overrides the vehicle's startup engine rev sound. 2 calls found in the b617d scripts: ```cpp AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_A42, "Franklin_Bike_Rev", "BIG_SCORE_3A_SOUNDS"); AUDIO::SET_VEHICLE_STARTUP_REV_SOUND(l_166, "Trevor_Revs_Off", "PALETO_SCORE_SETUP_SOUNDS"); ``` 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 If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives Sets the height of the vehicle's suspension. This changes the same value set by Suspension in the mod shop. Negatives values raise the car. Positive values lower the car. This is change is visual only. The collision of the vehicle will not move. Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised. Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised. Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised. Toggles specific flag on turret ``` ``` NativeDB Introduced: v1290 Toggles specific flag on turret ``` ``` NativeDB Introduced: v1290 "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 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 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 independance day tyre smoke Allows you to toggle bulletproof tires. vehicle must be a plane vehicle must be a plane Sets brake pressure of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Normal values around 1.0f Sets the flags of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. bit flags Sets whether the wheel is powered. On all wheel drive cars this works to change which wheels receive power, but if a car's fDriveBiasFront doesn't send power to that wheel, it won't get power anyway. This can be fixed by changing the fDriveBiasFront with SET_VEHICLE_HANDLING_FLOAT. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. This is a shortcut to a flag in SET_VEHICLE_WHEEL_FLAGS. Sets power being sent to a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Not sure what this changes, probably determines physical rim size in case the tire is blown. The vehicle to obtain data for. Index of wheel, 0-3. Size of rim collider. Sets the rotation speed of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Sets vehicle's wheels' size (size is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels. Returns whether change was successful (can be false if trying to set size for non-default wheels). The vehicle to set data for. Size of the wheels (usually between 0.5 and 1.5 is reasonable). Bool - whether change was successful or not Use along with SetVehicleWheelSize to resize the wheels (this native sets the collider size affecting physics while SetVehicleWheelSize will change visual size). The vehicle to obtain data for. Index of wheel, 0-3. Radius of tire collider. Use along with SetVehicleWheelWidth to resize the wheels (this native sets the collider width affecting physics while SetVehicleWheelWidth will change visual width). The vehicle to obtain data for. Index of wheel, 0-3. Width of tire collider. Sets the traction vector length of a wheel. Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS. Refer to [GET_VEHICLE_WHEEL_TYPE](#\_0xB3ED1BFB4BE636DC) for wheel types. Sets vehicle's wheels' width (width is the same for all the wheels, cannot get/set specific wheel of vehicle). Only works on non-default wheels. Returns whether change was successful (can be false if trying to set width for non-default wheels). The vehicle to set data for. Width of the wheels (usually between 0.1 and 1.5 is reasonable). Bool - whether change was successful or not Adjusts the offset of the specified wheel relative to the wheel's axle center. Needs to be called every frame in order to function properly, as GTA will reset the offset otherwise. This function can be especially useful to set the track width of a vehicle, for example: ``` function SetVehicleFrontTrackWidth(vehicle, width) SetVehicleWheelXOffset(vehicle, 0, -width/2) SetVehicleWheelXOffset(vehicle, 1, width/2) end ``` Example script: https://pastebin.com/J6XGbkCW List of known states: ``` 1: Not wheeling. 65: Vehicle is ready to do wheelie (burnouting). 129: Vehicle is doing wheelie. ``` Vehicle Wheelie state Related to monster trucks in native scripts. ``` ``` NativeDB Introduced: v1604 Related to monster trucks in native scripts. ``` ``` NativeDB Introduced: v1604 enum WindowTints { WINDOWTINT_NONE, WINDOWTINT_PURE_BLACK, WINDOWTINT_DARKSMOKE, WINDOWTINT_LIGHTSMOKE, WINDOWTINT_STOCK, WINDOWTINT_LIMO, WINDOWTINT_GREEN }; Paint index goes from 0 to 12. You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB) The vehicle handle. The paint index. Paint index goes from 0 to 12. You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB) The vehicle handle. The paint index. Paint index goes from 0 to 12. You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB) The vehicle handle. The paint index. Paint index goes from 0 to 12. You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB) The vehicle handle. The paint index. Sets custom vehicle xenon lights color, allowing to use RGB palette. The game will ignore lights color set by [\_SET_VEHICLE_XENON_LIGHTS_COLOR](#\_0xE41033B25D003A07) when custom color is active. This native is not synced between players. Requires xenon lights mod to be set on vehicle. The vehicle handle. Red color (0-255). Green color (0-255). Blue color (0-255). Overrides a floating point value from `visualsettings.dat` temporarily. The name of the value to set, such as `pedLight.color.red`. The value to write. Max value is 1.0 NativeDB Introduced: v2060 NativeDB Introduced: v2060 **instructionalKey enum list**: ``` enum INSTRUCTIONAL_BUTTON_TYPES { NONE = 0, SELECT = 1, OK = 2, YES = 4, BACK = 8, BACK_SELECT = 9, BACK_OK = 10, BACK_YES = 12, CANCEL = 16, CANCEL_SELECT = 17, CANCEL_OK = 18, CANCEL_YES = 20, NO = 32, NO_SELECT = 33, NO_OK = 34, YES_NO = 36, RETRY = 64, RETRY_SELECT = 65, RETRY_OK = 66, RETRY_YES = 68, RETRY_BACK = 72, RETRY_BACK_SELECT = 73, RETRY_BACK_OK = 74, RETRY_BACK_YES = 76, RETRY_CANCEL = 80, RETRY_CANCEL_SELECT = 81, RETRY_CANCEL_OK = 82, RETRY_CANCEL_YES = 84, SKIP = 256, SKIP_SELECT = 257, SKIP_OK = 258, SKIP_YES = 260, SKIP_BACK = 264, SKIP_BACK_SELECT = 265, SKIP_BACK_OK = 266, SKIP_BACK_YES = 268, SKIP_CANCEL = 272, SKIP_CANCEL_SELECT = 273, SKIP_CANCEL_OK = 274, SKIP_CANCEL_YES = 276, CONTINUE = 16384, BACK_CONTINUE = 16392, CANCEL_CONTINUE = 16400, LOADING_SPINNER = 134217728, SELECT_LOADING_SPINNER = 134217729, OK_LOADING_SPINNER = 134217730, YES_LOADING_SPINNER = 134217732, BACK_LOADING_SPINNER = 134217736, BACK_SELECT_LOADING_SPINNER = 134217737, BACK_OK_LOADING_SPINNER = 134217738, BACK_YES_LOADING_SPINNER = 134217740, CANCEL_LOADING_SPINNER = 134217744, CANCEL_SELECT_LOADING_SPINNER = 134217745, CANCEL_OK_LOADING_SPINNER = 134217746, CANCEL_YES_LOADING_SPINNER = 134217748 } ``` Note: this list is definitely NOT complete, but these are the ones I've been able to find before giving up because it's such a boring thing to look for 'good' combinations. **Result of the example code:** <https://i.imgur.com/imwoimm.png> The text label to display as the first line of the warning message. This is an enum, check the description for a list. The text label to display as the second line of the warning message. Purpose unknown. Purpose unknown. 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. Purpose unknown. Purpose unknown. When not 0, adds a field displaying the value as 'error code' to the warning message. Param names copied from the corresponding scaleform function "SET_LIST_ROW" Param names copied from the corresponding scaleform function "SET_LIST_ROW" 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) } ``` **Result of the example code:** <https://i.imgur.com/TvmNF4k.png> Label of the alert's title. Label of the alert's message. This is an enum, check the description for a list. This is an enum, check the description for a list. Label of another message line usually 0 usually -1 usually 0 unknown label unknown label 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. 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) } ``` **Result of the example code:** <https://i.imgur.com/TvmNF4k.png> Label of the alert's title. Label of the alert's message. This is an enum, check the description for a list. This is an enum, check the description for a list. Label of another message line usually 0 usually -1 usually 0 unknown label unknown label 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. 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) } ``` **Result of the example code:** <https://i.imgur.com/TvmNF4k.png> Label of the alert's title. Label of the alert's message. This is an enum, check the description for a list. This is an enum, check the description for a list. Label of another message line usually 0 usually -1 usually 0 unknown label unknown label 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. Error code, shown at the bottom left if set to value other than 0. You can only use text entries. No custom text. C# Example : Function.Call(Hash._SET_WARNING_MESSAGE_2, "HUD_QUIT", "HUD_CGIGNORE", 2, "HUD_CGINVITE", 0, -1, 0, 0, 1); you can recreate this easily with scaleforms --------------- Fixed native name, from before nativedb restoration. ``` ``` NativeDB Added Parameter 10: Any p9 You can only use text entries. No custom text. C# Example : Function.Call(Hash._SET_WARNING_MESSAGE_2, "HUD_QUIT", "HUD_CGIGNORE", 2, "HUD_CGINVITE", 0, -1, 0, 0, 1); you can recreate this easily with scaleforms --------------- Fixed native name, from before nativedb restoration. ``` ``` NativeDB Added Parameter 10: Any p9 You can only use text entries. No custom text. ``` ``` NativeDB Added Parameter 11: Any p10 You can only use text entries. No custom text. ``` ``` NativeDB Added Parameter 11: Any p10 NativeDB Introduced: v1493 This native removes the current waypoint from the map. Example: C#: Function.Call(Hash.SET_WAYPOINT_OFF); C++: HUD::SET_WAYPOINT_OFF(); 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" Changes the weapon damage output by the given multiplier value. Does NOT need to be called every frame. Hash of the weapon Damage Multiplier Changes the weapon damage output by the given multiplier value. Does NOT need to be called every frame. Hash of the weapon Damage Multiplier Changes the weapon damage output by the given multiplier value. Does NOT need to be called every frame. Hash of the weapon Damage Multiplier NativeDB Introduced: v2372 Disables the game's built-in auto-reloading. On/Off Disables autoswapping to another weapon when the current weapon runs out of ammo. On/Off Sets whether or not the weather should be owned by the network subsystem. To be able to use [\_SET_WEATHER_TYPE_TRANSITION](#\_0x578C752848ECFA0C), this has to be set to false. true to let the network control weather, false to not use network weather behavior. // timecycle_keyframe_data BLIZZARD = 0x27EA2814 CLEAR = 0x36A83D84 CLEARING = 0x6DB1A50D CLOUDS = 0x30FDAF5C EXTRASUNNY = 0x97AA0A79 FOGGY = 0xAE737644 HALLOWEEN = 0xC91A3202 NEUTRAL = 0xA4CA1326 OVERCAST = 0xBB898D2D RAIN = 0x54A69840 SMOG = 0x10DCF4B5 SNOW = 0xEFB6EFF6 SNOWLIGHT = 0x23FB812B THUNDER = 0xB677829F XMAS = 0xAAC9C895 Refer to [`SET_WEATHER_TYPE_NOW`](#0x29B487C359E19889) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. The weather type to override to. A float on how long to take to transition (in seconds). Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. The weather type to override to. A float on how long to take to transition (in seconds). Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types. ``` 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); ``` Sets the the raw wind speed value. Sets the wind direction. the [wind direction](https://en.wikipedia.org/wiki/Wind_direction) in radians Using this native will clamp the wind speed value to a range of 0.0- 12.0. Using SET_WIND sets the same value but without the restriction. 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. 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. characters 0: Michael 1: Franklin 2: Trevor 3: MPMale 4: MPFemale characters 0: Michael 1: Franklin 2: Trevor 3: MPMale 4: MPFemale 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 p0 argument found in the b617d scripts: "DRUNK_SHAKE" 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 CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2); CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2); Shoots a bullet from the first vector to the second vector. The weapon used as weaponHash should already be loaded via REQUEST_WEAPON_ASSET, otherwise the bullet may fail to materialise. The X coordinate to start the shot at. The Y coordinate to start the shot at. The Z coordinate to start the shot at. The X coordinate the shot should end up at. The Y coordinate the shot should end up at. The Z coordinate the shot should end up at. The amount of damage the bullet carries. Whether the bullet should have pinpoint accuracy. Hash of the weapon the bullet is used as ammunition for. Owner of the bullet, e.g. if the bullet kills someone the kill feed shows 'X was shot by ownerPed.' Whether the bullet should be audible. Optional, defaults to true Whether the bullet should be invisible. Optional, defaults to false Speed the bullet should fly at. Optional entity - entity to ignore ``` ``` NativeDB Added Parameter 15: Any p14 entity - entity to ignore ``` ``` NativeDB Added Parameter 15: Any p14 entity - entity to ignore ``` ``` NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 19: Any p18 NativeDB Added Parameter 20: Any p19 NativeDB Added Parameter 21: Any p20 NativeDB Added Parameter 19: Any p18 NativeDB Added Parameter 20: Any p19 NativeDB Added Parameter 21: Any p20 NativeDB Added Parameter 19: Any p18 NativeDB Added Parameter 20: Any p19 NativeDB Added Parameter 21: Any p20 Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used. Returns true if the game is using the metric measurement system, false if imperial is used. Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used. Returns true if the game is using the metric measurement system, false if imperial is used. Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used. Returns true if the game is using the metric measurement system, false if imperial is used. 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`](#\_0x14892474891E09EB). To toggle the right side of the circle use: [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A). Example code result: ![](https://i.imgur.com/iZ9tNWl.png) The blip to toggle the half blue circle around the blip on. Enables or disables the half blue circle around the blip (on the left side). 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`](#\_0x14892474891E09EB). To toggle the right side of the circle use: [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A). Example code result: ![](https://i.imgur.com/iZ9tNWl.png) The blip to toggle the half blue circle around the blip on. Enables or disables the half blue circle around the blip (on the left side). 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`](#\_0x14892474891E09EB). To toggle the right side of the circle use: [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A). Example code result: ![](https://i.imgur.com/iZ9tNWl.png) The blip to toggle the half blue circle around the blip on. Enables or disables the half blue circle around the blip (on the left side). 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`](#\_0xDCFB5D4DB8BF367E). The blip to toggle the half circle on. Enables or disables the half circle around the blip (on the right side of the blip). 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`](#\_0xDCFB5D4DB8BF367E). The blip to toggle the half circle on. Enables or disables the half circle around the blip (on the right side of the blip). 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`](#\_0xDCFB5D4DB8BF367E). The blip to toggle the half circle on. Enables or disables the half circle around the blip (on the right side of the blip). 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* ``` ``` NativeDB Introduced: v2699 Adds the GTA: Online player heading indicator to a blip. Adds the GTA: Online player heading indicator to a blip. This function shows 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`](#\_0x6806C51AD12B83B8) native, but instead hides the HUD component. Toggles a cyan outline around the blip. Color can be changed with [`SET_BLIP_SECONDARY_COLOUR`](#\_0x14892474891E09EB). Enabling this circle will override the "crew" and "friend" half-circles (see [`SHOW_CREW_INDICATOR_ON_BLIP`](#\_0xDCFB5D4DB8BF367E) and [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A)). The blip to toggle the outline on. Enables or disables the outline. Toggles a cyan outline around the blip. Color can be changed with [`SET_BLIP_SECONDARY_COLOUR`](#\_0x14892474891E09EB). Enabling this circle will override the "crew" and "friend" half-circles (see [`SHOW_CREW_INDICATOR_ON_BLIP`](#\_0xDCFB5D4DB8BF367E) and [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A)). The blip to toggle the outline on. Enables or disables the outline. Toggles a cyan outline around the blip. Color can be changed with [`SET_BLIP_SECONDARY_COLOUR`](#\_0x14892474891E09EB). Enabling this circle will override the "crew" and "friend" half-circles (see [`SHOW_CREW_INDICATOR_ON_BLIP`](#\_0xDCFB5D4DB8BF367E) and [`SHOW_FRIEND_INDICATOR_ON_BLIP`](#\_0x23C3EB807312F01A)). The blip to toggle the outline on. Enables or disables the outline. SHOW_\* ``` NativeDB Introduced: v1734 ``` Adds a green checkmark on top of a blip. Adds a green checkmark on top of a blip. Adds a green checkmark on top of a blip. Starts a new singleplayer game (at the prologue). 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. If you're already in SP then it'll re-load singleplayer. 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. always seems to be 1 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. If you're already in SP then it'll re-load singleplayer. 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. always seems to be 1 Shuts down the `loadingScreen` NUI frame, similarly to `SHUTDOWN_LOADING_SCREEN`. This is to make the player walk without accepting input. Call this native every frame so you can control the direction of your ped. The player to target (always your local player id). For game pads, using anything less than 1.0 will make it partially press analog controls (like sticks/triggers). Value in increments of 100's. 2000, 500, 300, 200, etc. Set to -1 if you want your ped to walk forever. Determines the counterclockwise rotation angle when walking. Always true Always false Returns the sine of the given number. The number of degrees (in degrees, not radians) The sine of the given number SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle) This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12 acceleration differenzial (am_rollercoaster.c func\_134) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) output value calculated (X) output value calculated (Y) output value calculated (Z) output value calculated (W) This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12 acceleration differenzial (am_rollercoaster.c func\_134) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe X axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) rotation parameter (maybe Y axys) output value calculated (X) output value calculated (Y) output value calculated (Z) output value calculated (W) 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. See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1). SET_* SET_* NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 p1 appears as 5, 10, 15, 25, or 30. p2 is always true. ``` ``` NativeDB Added Parameter 4: Any p3 p1 appears to always be 1 (only comes up twice) ``` ``` NativeDB Added Parameter 3: Any p2 2 matches. p1 was always true. ``` ``` NativeDB Added Parameter 4: Any p3 Only 1 match. Both p1 & p2 were true. ``` ``` NativeDB Added Parameter 4: Any p3 normalizedValue is from 0.0 - 1.0 p2 is always 1 ``` ``` NativeDB Added Parameter 4: Any p3 normalizedValue is from 0.0 - 1.0 p2 is always 1 ``` ``` NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 Every occurrence of p1 & p2 were both true. ``` ``` NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 p1 was always true. ``` ``` NativeDB Added Parameter 3: Any p2 Also known as _RECHARGE_SPECIAL_ABILITY ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 NativeDB Added Parameter 2: Any p1 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); 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: pastebin.com/MtM9N9CC Begins with START_*. Next character in the name is either D or E. Begins with START_*. Next character in the name is either D or E. flags: Usually 0. Similar to [`SET_CUTSCENE_ORIGIN`](\_0xB812B3FD1C01CF27) but without heading and doesn't need [`START_CUTSCENE`](\_0x186D5CB5E7B0FF7B) Usually 0 Does the same as [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E), except blocking until the shape test completes. Use [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E) instead. Literally. Rockstar named this correctly: it's expensive, and it's synchronous. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E). An entity to ignore, or 0. A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used. A shape test handle. Does the same as [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E), except blocking until the shape test completes. Use [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E) instead. Literally. Rockstar named this correctly: it's expensive, and it's synchronous. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E). An entity to ignore, or 0. A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used. A shape test handle. Does the same as [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E), except blocking until the shape test completes. Use [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E) instead. Literally. Rockstar named this correctly: it's expensive, and it's synchronous. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E). An entity to ignore, or 0. A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used. A shape test handle. Equivalent of [START_FIND_KVP](#\_0xDD379006), but for another resource than the current one. The resource to try finding the key/values for A prefix match A KVP find handle to use with [FIND_KVP](#\_0xBD7BEBC5) and close with [END_FIND_KVP](#\_0xB3210203) 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) The HUD color of the GPS path. Draws the path regardless if the player is in a vehicle or not. 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. 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) The HUD color of the GPS path. Draws the path regardless if the player is in a vehicle or not. 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. 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) The HUD color of the GPS path. Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point. Draws the GPS path regardless if the player is in a vehicle or not. 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) The HUD color of the GPS path. Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point. Draws the GPS path regardless if the player is in a vehicle or not. network fx ``` ``` NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 network fx ``` ``` NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 network fx ``` ``` NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 network fx ``` ``` NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 NativeDB Added Parameter 17: Any p16 network fx ``` ``` NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 NativeDB Added Parameter 17: Any p16 network fx ``` ``` NativeDB Added Parameter 14: Any p13 NativeDB Added Parameter 15: Any p14 NativeDB Added Parameter 16: Any p15 NativeDB Added Parameter 17: Any p16 NOTE: the [USE_PARTICLE_FX_ASSET](#\_0x6C38AF3693A69A91) needs to be called before EVERY StartNetworkedParticleFxNonLoopedAtCoord(....) call! List with lots of particle effects: https://vespura.com/fivem/particle-list/ Note: Not all particles on this list are for non looped and vice versa, neither are all of them suited/meant to have SetParticleFxNonLoopedColour(....) called on them. ``` NativeDB Added Parameter 12: BOOL p11 ``` NOTE: the [USE_PARTICLE_FX_ASSET](#\_0x6C38AF3693A69A91) needs to be called before EVERY StartNetworkedParticleFxNonLoopedAtCoord(....) call! List with lots of particle effects: https://vespura.com/fivem/particle-list/ Note: Not all particles on this list are for non looped and vice versa, neither are all of them suited/meant to have SetParticleFxNonLoopedColour(....) called on them. ``` NativeDB Added Parameter 12: BOOL p11 ``` NativeDB Introduced: v2189 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); All native script names: pastebin.com/K9adDsu4 and pastebin.com/yLNWicUi return : script thread id, 0 if failed Pass pointer to struct of args in p1, size of struct goes into p2 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 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 list: pastebin.com/N9unUFWY ------------------------------------------------------------------- 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); Starts a particle effect on an entity for example your player. List: pastebin.com/N9unUFWY Example: C#: Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "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 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 list: pastebin.com/N9unUFWY p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer). See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15). AI abides by the provided driving style (e.g., stopping at red lights or waiting behind traffic) while executing the specificed vehicle recording. 0x1F2E4E06DEA8992B is a related native that deals with the AI physics for such recordings. 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 // this enum comes directly from R* so don't edit this enum ePlayerSwitchType { SWITCH_TYPE_AUTO, SWITCH_TYPE_LONG, SWITCH_TYPE_MEDIUM, SWITCH_TYPE_SHORT }; Use GET_IDEAL_PLAYER_SWITCH_TYPE for the best switch type. Or just auto, because it calls the same function in executable. ---------------------------------------------------- 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. Teleports the player to the given coordinates. If findCollisionLand is true it will try to find the Z value for you, this however has a timeout of 100 frames. When trying to find the Z value the native will take longer the higher the difference from the given Z to the ground, this combined with the timeout can cause the teleport to just teleport to the given Z value, so try to estimate the z value, so don't just pass in 1000.0. Also if you're in a vehicle and teleportWithVehicle is true it will not find the Z value for you. Teleports the player along with the vehicle they are in. Attempt to find a ground coordinate at the given XY location; overriding the Z value. 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. 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. 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. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E). Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. Unknown, always 2 or 0 See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E). Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. Unknown, always 2 or 0 See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. Raycast from point to point, where the ray has a radius. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) Entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. Raycast from point to point, where the ray has a radius. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) Entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. Asynchronously starts a line-of-sight (raycast) world probe shape test. ```cpp enum TraceFlags { None = 0, IntersectWorld = 1, IntersectVehicles = 2, IntersectPedsSimpleCollision = 4, IntersectPeds = 8, IntersectObjects = 16, IntersectWater = 32, Unknown = 128, IntersectFoliage = 256, IntersectEverything = 4294967295 } ``` NOTE: Raycasts that intersect with mission_entites (flag = 2) has limited range and will not register for far away entites. The range seems to be about 30 metres. Use the handle with [GET_SHAPE_TEST_RESULT](#\_0x3D87450E15D98694) or [GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL](#\_0x65287525D951F6BE) until it returns 0 or 2. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. Flags. An entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. A shape test handle. Asynchronously starts a line-of-sight (raycast) world probe shape test. ```cpp enum TraceFlags { None = 0, IntersectWorld = 1, IntersectVehicles = 2, IntersectPedsSimpleCollision = 4, IntersectPeds = 8, IntersectObjects = 16, IntersectWater = 32, Unknown = 128, IntersectFoliage = 256, IntersectEverything = 4294967295 } ``` NOTE: Raycasts that intersect with mission_entites (flag = 2) has limited range and will not register for far away entites. The range seems to be about 30 metres. Use the handle with [GET_SHAPE_TEST_RESULT](#\_0x3D87450E15D98694) or [GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL](#\_0x65287525D951F6BE) until it returns 0 or 2. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. Flags. An entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. A shape test handle. Since it is only used in the PC version, likely some mouse-friendly shape test. Uses **in** vector arguments. Asynchronous. ``` it 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 ``` See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. Since it is only used in the PC version, likely some mouse-friendly shape test. Uses **in** vector arguments. Asynchronous. ``` it 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 ``` See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags. Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) An entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) An entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters. Starting X coordinate. Starting Y coordinate. Starting Z coordinate. Ending X coordinate. Ending Y coordinate. Ending Z coordinate. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) An entity to ignore, or 0. A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. 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. Example: for (v_2 = 0; v_2 <= 4; v_2 += 1) { STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2); } p2 - Default value? Seems to be -1 most of the time. p2 appears to always be -1 Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"? Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"? Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"? Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"? p1 is always -1 in the script files Needs more research. Seems to return "STAT_UNKNOWN" if no such user id exists. platformName must be one of the following: ps3, xbox360, ps4, xboxone platformName must be one of the following: ps3, xbox360, ps4, xboxone NativeDB Added Parameter 4: Any p3 Example: STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY("MPPLY_MELEECHLENGECOMPLETED"), trur, true); p1 always true. '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. Example: STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY("MP0_WEAPON_ACCURACY"), 66.6f, true); 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" Does not take effect immediately, unfortunately. profileSetting seems to only be 936, 937 and 938 in scripts Does not take effect immediately, unfortunately. profileSetting seems to only be 936, 937 and 938 in scripts Does not take effect immediately, unfortunately. profileSetting seems to only be 936, 937 and 938 in scripts 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. Looks like p1 may be a flag, still need to do some research, though. [Animations list](https://alexguirre.github.io/animations-list/) ?? Begins with STOP_*. Next character in the name is either D or E. Begins with STOP_*. Next character in the name is either D or E. NativeDB Introduced: v1290 Stops CTaskBringVehicleToHalt Stops CTaskBringVehicleToHalt Stop cutscene instantly, will dump registered entities right where they were when ran. RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm p1 is always 0 in the native scripts Disables the player's teleportation Stops recording and discards the recorded clip. Stops recording and discards the recorded clip. Stops recording and saves the recorded clip. Stops recording and saves the recorded clip. This disable the recording feature and has to be called every frame. This disable the recording feature and has to be called every frame. This native makes the gameplay camera zoom into first person/third person with a special effect. ``` ``` NativeDB Added Parameter 4: Any p3 This native makes the gameplay camera zoom into first person/third person with a special effect. ``` ``` NativeDB Added Parameter 4: Any p3 This native makes the gameplay camera zoom into first person/third person with a special effect. ``` ``` NativeDB Added Parameter 4: Any p3 In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } In drunk_controller.c4, sub_309 if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) { CAM::STOP_SCRIPT_GLOBAL_SHAKING(0); } p1 sync task id? Always returns zero. Always returns zero. Always returns zero. Always returns zero. Always returns zero. Always returns zero. Always returns zero. 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. eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt This was previously named as "RESERVE_ENTITY_EXPLODES_ON_HIGH_EXPLOSION_COMBO" which is obviously incorrect. Seems to only appear in scripts used in Singleplayer. p1 ranges from 2 - 46. I assume this switches the crime type This was previously named as "RESERVE_ENTITY_EXPLODES_ON_HIGH_EXPLOSION_COMBO" which is obviously incorrect. Seems to only appear in scripts used in Singleplayer. p1 ranges from 2 - 46. I assume this switches the crime type Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped. Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped. doesn't act normally when used on mount chilliad flags: 0: normal 1: no transition 255: switch IN 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 doesn't act normally when used on mount chilliad flags: 0: normal 1: no transition 255: switch IN 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 Used in carsteal3 script with p0 = "Carsteal4_spycar". S* Used in carsteal3 script with p0 = "Carsteal4_spycar". S* Same as 0x3D42B92563939375 S* Same as 0x3D42B92563939375 S* Toggles whether ambient trains can spawn on the specified track or not. | trackId | File | Description | | --- | --- | --- | | 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 | Tracks IDs `0` and `3` are the main tracks you find trains on during normal gameplay, all the others are used during missions and are not complete tracks. The internal id of the train track to switch Whether ambient trains can spawn or not None. The original return type is `void`, but ABI compatibility makes this impossible. 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`](#\_0x14621BB1DF14E2B2). 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`](#\_0x14621BB1DF14E2B2). 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. 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 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. 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_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 p2 tend to be 16, 17 or 1 p3 to p7 tend to be 0.0 Not clear what it actually does, but here's how script uses it - if (OBJECT::HAS_PICKUP_BEEN_COLLECTED(...) { if(ENTITY::DOES_ENTITY_EXIST(PLAYER::PLAYER_PED_ID())) { TASK::TASK_CLEAR_LOOK_AT(PLAYER::PLAYER_PED_ID()); } ... } Another one where it doesn't "look" at current player - TASK::TASK_PLAY_ANIM(l_3ED, "missheist_agency2aig_2", "look_at_phone_a", 1000.0, -2.0, -1, 48, v_2, 0, 0, 0); PED::_2208438012482A1A(l_3ED, 0, 0); TASK::TASK_CLEAR_LOOK_AT(l_3ED); Climbs or vaults the nearest thing. Despite its name, it only attacks ONE hated target. The one closest hated target. p2 seems to be always 0 Despite its name, it only attacks ONE hated target. The one closest to the specified position. Makes the specified ped attack the target ped. p2 should be 0 p3 should be 16 The ped will act like NPC's involved in a gunfight. The ped will squat down with their heads held in place and look around. Ped id. Duration of the animation in ms. Set to -1 if you do not want a duration. 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. speed 1.0 = walk, 2.0 = run p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle p6 is always 0 See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669). Adds a new point to the current point route; a maximum of 8 points can be added. Call [TASK_FLUSH_ROUTE](#\_0x841142A1376E9006) before the first call to this. Call [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E) to make the Ped go the route. Clears the current point route. Call this before [TASK_EXTEND_ROUTE](#\_0x1E7889778264843A) and [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E). If no timeout, set timeout to -1. 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); The ped to give the task to. The speed to move at in m/s. Unknown. Can be 0, 1, 2 or 3. p6 always -1 p7 always 10.0 p8 always 1 See [`FORCE_PED_MOTION_STATE`](#\_0xF28965D04F570DCA) 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. example from fm_mission_controller TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000); NativeDB Added Parameter 13: Any p12 NativeDB Added Parameter 14: Any p13 Will make the ped move to a coordinate while aiming (and optionally shooting) at given coordinates. Ped to task Destination X position Destination Y position Destination Z position Aim at target x position Aim at target Y position Aim at target Z position mostly 2f, but also 1/1.2f, etc. If true ped will shoot; false - will not Usually 2.0f Usually 0.5f If true ped will stay still; false - will not 0 / 512 / 513, etc ${firing_pattern_full_auto}, 0xC6EE6B4C 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). 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. 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. From re_prisonvanbreak: TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1); p0 - Guessing PedID p1, p2, p3 - XYZ? p4 - ??? p5 - Maybe the size of sphere from XYZ? p6 - ??? p7, p8, p9 - XYZ again? p10 - Maybe the size of sphere from second XYZ? 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. 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. NativeDB Introduced: v1290 Needs more research. Default value of p13 is -1.0 or 0xBF800000. Default value of p14 is 0. Modified examples from "fm_mission_controller.ysc", line ~203551: TASK::TASK_HELI_MISSION(ped, vehicle, 0, 0, posX, posY, posZ, 4, 1.0, -1.0, -1.0, 10, 10, 5.0, 0); TASK::TASK_HELI_MISSION(ped, vehicle, 0, 0, posX, posY, posZ, 4, 1.0, -1.0, -1.0, 0, ?, 5.0, 4096); int mode seams to set mission type 4 = coords target, 23 = ped target. int 14 set to 32 = ped will land at destination. My findings: mode 4 or 7 forces heli to snap to the heading set 8 makes the heli flee from the ped. 9 circles around ped with angle set 10, 11 normal + imitate ped heading 20 makes the heli land when he's near the ped. It won't resume chasing. 21 emulates an helicopter crash 23 makes the heli circle erratically around ped I change p2 to 'vehicleToFollow' as it seems to work like the task natives to set targets. In the heli_taxi script where as the merryweather heli takes you to your waypoint it has no need to follow a vehicle or a ped, so of course both have 0 set. 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. ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 4: Any p3 Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02) Flags from decompiled scripts: 0 = normal exit and closes door. 1 = normal exit and closes door. 16 = teleports outside, door kept closed. (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally) 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. param3: duration in ms, use -1 to look forever param4: using 2048 is fine param5: using 3 is fine 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); 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); 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); Example: TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0); Example: TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0); Example: TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0); Used only once in the scripts (am_mp_nightclub) ``` ``` Used only once in the scripts (am_mp_nightclub) NativeDB Introduced: v1493 Used only once in the scripts (am_mp_nightclub) ``` ``` Used only once in the scripts (am_mp_nightclub) NativeDB Introduced: v1493 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. The ped to do the task The vehicle whose doors the ped shoud open Sets a timeout to the task; doesn't work for 0 The seat index - the ped will attempt to open doors to get to the specified seat This function has a third parameter as well (bool). Second parameter is unused. seconds parameter was for jetpack in the early stages of gta and the hard coded code is now removed ``` ``` NativeDB Added Parameter 3: BOOL p2 makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED 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(); This tasks the ped to do nothing for the specified amount of miliseconds. This is useful if you want to add a delay between tasks when using a sequence task. The ped to pause. Set to this 0 when using task sequences. The amount of miliseconds to wait. NativeDB Introduced: v1290 EDITED (7/13/2017) NOTE: If you want air combat, AI::TASK_COMBAT_PED (while your pilot is in an aircraft) also does the same thing as this native. DESCRIPTION: Ever wish your buddy could shoot down one of your enemies for you? Ever wanted an auto-pilot? Well look no further! This is the native for you! (Ped intelligence may vary) USAGE: -- REQUIRED -- • pilot = The ped flying the aircraft. • aircraft = The aircraft the pilot is flying -- OPTIONAL -- [atleast 1 must be assigned] • targetVehicle = The vehicle the pilot will target. • targetPed = The ped the pilot will target. • destinationX, destinationY, destinationZ = The location the pilot will target. -- LOGIC -- • missionFlag = The type of mission. pastebin.com/R8x73dbv • angularDrag = The higher the value, the slower the plane will rotate. Value ranges from 0 - Infinity. • unk = Set to 0, and you'll be fine. • targetHeading = The target angle (from world space north) that the pilot will try to acheive before executing an attack/landing. • maxZ = Maximum Z coordinate height for flying. • minZ = Minimum Z coordinate height for flying. Z: 2,700 is the default max height a pilot will be able to fly. Anything greater and he will fly downward until reaching 2,700 again. Mission Types (incase you don't like links..): 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 Example C#: Function.Call(Hash.TASK_PLANE_MISSION, pilot, vehicle, 0, Game.Player.Character, 0, 0, 0, 6, 0f, 0f, 0f, 2500.0f, -1500f); Example C++ AI::TASK_PLANE_MISSION(pilot, vehicle, 0, PLAYER::GET_PLAYER_PED(PLAYER::GET_PLAYER_INDEX()), 0, 0, 0, 6, 0.0, 0.0, 0.0, 2500.0, -1500.0); [DEPRECATED] EXAMPLE USAGE: pastebin.com/gx7Finsk ``` ``` NativeDB Added Parameter 14: Any p13 [Animations list](https://alexguirre.github.io/animations-list/) ``` float blendInSpeed > normal speed is 8.0f ---------------------- float blendOutSpeed > normal speed is 8.0f ---------------------- 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 ``` It's similar to the one above, except the first 6 floats let you specify the initial position and rotation of the task. (Ped gets teleported to the position). [Animations list](https://alexguirre.github.io/animations-list/) The target ped Name of the animation dictionary Name of the animation Initial X position of the task Initial Y position of the task Initial Z position of the task Initial X rotation of the task, doesn't seem to have any effect Initial Y rotation of the task, doesn't seem to have any effect Initial Z rotation of the task Adjust character speed to fully enter animation Adjust character speed to fully exit animation (useless `ClearPedTasksImmediately()` is called) Time in milliseconds Value between 0.0 and 1.0, lets you start an animation from the given point 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). ========================================================= from armenian3.c4 TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0); Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope. NativeDB Introduced: v1868 Ped to perform the task X coord to start the task Y coord to start the task Z coord to start the task Second X coord, uses the same position as above in the scripts Second Y coord Second Z coord Minimum Z that the player can descend to Rope to attach this task to, must be created with [ADD_ROPE](#\_0xE832D760399EB220) Clipset to use for the task Usually 1 in the scripts Attaches a ped to a rope and allows player control to rappel down a wall. Disables all collisions while on the rope. NativeDB Introduced: v1868 Ped to perform the task X coord to start the task Y coord to start the task Z coord to start the task Second X coord, uses the same position as above in the scripts Second Y coord Second Z coord Minimum Z that the player can descend to Rope to attach this task to, must be created with [ADD_ROPE](#\_0xE832D760399EB220) Clipset to use for the task Usually 1 in the scripts Only appears twice in the scripts. TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 0x41200000); TASK::TASK_RAPPEL_FROM_HELI(a_0, 0x41200000); The 2nd param (unused) 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); } 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@"); 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); 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. p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used Firing Pattern Hash Information: https://pastebin.com/Px036isB //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 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. ``` ``` NativeDB Added Parameter 3: Any p2 NativeDB Added Parameter 2: BOOL p1 Makes the specified ped flee the specified distance from the specified position. 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 scenarioName example: "WORLD_HUMAN_GUARD_STAND" Makes the specified ped stand still for (time) milliseconds. 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 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. List of scenarioNames: pastebin.com/6mrYTdQv 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 Makes the ped run to take cover Stealth kill action name hashes: stealth kills can be found here: Grand Theft Auto V\common.rpf\data\action\stealth_kills.meta ... { "ACT_stealth_kill_a", "ACT_stealth_kill_weapon", "ACT_stealth_kill_b", "ACT_stealth_kill_c", "ACT_stealth_kill_d", "ACT_stealth_kill_a_gardener" } Only known script using this native: fbi4_prep2 EXAMPLE: ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_a"), 1f, 0);ai::task_stealth_kill(iParam1, Local_252, gameplay::get_hash_key("AR_stealth_kill_knife"), 1f, 0); Also it may be important to note, that each time this task is called, it's followed by AI::CLEAR_PED_TASKS on the target NativeDB Added Parameter 2: Any p1 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 ``` NativeDB Introduced: v2189 ``` 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 TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0); 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. ``` ``` NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 used in sequence task both parameters seems to be always 0 duration in milliseconds 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 Actually has 3 params, not 2. p0: Ped p1: int (or bool?) p2: int ``` ``` NativeDB Added Parameter 3: Any p2 Updated variables An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead. chases targetEnt fast and aggressively -- Makes ped (needs to be in vehicle) chase targetEnt. info about driving modes: HTTP://gtaforums.com/topic/822314-guide-driving-styles/ --------------------------------------------------------------- Passing P6 value as floating value didn't throw any errors, though unsure what is it exactly, looks like radius or something. P10 though, it is mentioned as float, however, I used bool and set it to true, that too worked. Here the e.g. code I used Function.Call(Hash.TASK_VEHICLE_DRIVE_TO_COORD, Ped, Vehicle, Cor X, Cor Y, Cor Z, 30f, 1f, Vehicle.GetHashCode(), 16777216, 1f, true); You can let your character drive to the destination at the speed and driving style you set. You can use map marks to set the destination. Ped id for the task. Vehicle entity id for the task. Destination X coordinate. Destination Y coordinate. Destination Z coordinate. Speed of driving. More info can be found [here](https://vespura.com/fivem/drivingstyle/) Stops in the specific range near the destination. 20.0 works fine. Drive randomly with no destination set. Ped id for the task. Vehicle entity id for the task. Speed of driving. More info can be found [here](https://vespura.com/fivem/drivingstyle/) 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/ Makes a ped in a vehicle follow an entity (ped, vehicle, etc.) drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/ task_vehicle_follow_waypoint_recording(Ped p0, Vehicle p1, string p2, int p3, int p4, int p5, int p6, float.x p7, float.Y p8, float.Z p9, bool p10, int p11) 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 -khorio 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/ 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. missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE). See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE). 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. 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. '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 '7 - 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 Makes a ped wander/patrol around the specified area. The ped will continue to wander after getting distracted, but only if this additional task is temporary, ie. killing a target, after killing the target it will continue to wander around. Use `GetIsTaskActive(ped, 222)` to check if the ped is still wandering the area. The ped which will wander the area. The X coordinate. The Y coordinate The Z coordinate The radius of the area to wander around in The minimal length it will wander before waiting timeBetweenWalks seconds before continuing The length of time the ped will stand still/rest between walks NativeDB Introduced: v1868 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. NativeDB Added Parameter 5: Any p4 NativeDB Added Parameter 6: Any p5 For a full list, see here: pastebin.com/yLNWicUi 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: [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). Enables or disables the golf putting grid display. 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: [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). Enables or disables the golf putting grid display. This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48). 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 Old description: Only called in golf and golf_mp\ parameters used are\ GRAPHICS::\_0x5CE62918F8D703C7(255, 0, 0, 64, 255, 255, 255, 5, 255, 255, 0, 64); red value for the lower level green value for the lower level blue value for the lower level alpha value for the lower level red value for the normal level green value for the normal level blue value for the normal level alpha value for the normal level red value for the upper level green value for the upper level blue value for the upper level alpha value for the upper level This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x1c4fc5752bcd8e48`](https://runtime.fivem.net/doc/reference.html#\_0x1C4FC5752BCD8E48). 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 Old description: Only called in golf and golf_mp\ parameters used are\ GRAPHICS::\_0x5CE62918F8D703C7(255, 0, 0, 64, 255, 255, 255, 5, 255, 255, 0, 64); red value for the lower level green value for the lower level blue value for the lower level alpha value for the lower level red value for the normal level green value for the normal level blue value for the normal level alpha value for the normal level red value for the upper level green value for the upper level blue value for the upper level alpha value for the upper level This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). 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 Grid center x coord. Grid center y coord. Grid center z coord. Not sure, but seems to be the amount of lines top/bottom there are in the grid. -1.0 works best. Grid rotation (keep between 0.0 and 1.0). Offset top/bottom (? not sure about this one, seems weird). Grid width (usually 15.0). Grid height (usually 15.0). Not sure, but seems to be the amount of lines left/right there are in the grid. -1.0 works best. Zoom / scale (higher values = smaller (more) squares) (lower values = bigger (less) squares). glow intensity / opacity (40.0 is fine for daylight, 15.0 is fine for night time). The z coord for 'normal' height (white grid lines level). This is the height difference/margin used for line color changes. 0.2 works fine (normalHeight + 0.2 = yellow, normalHeight - 0.2 = red). This native is used along with these two natives: [`0xa356990e161c9e65`](https://runtime.fivem.net/doc/reference.html#\_0xA356990E161C9E65) and [`0x5ce62918f8d703c7`](https://runtime.fivem.net/doc/reference.html#\_0x5CE62918F8D703C7). 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 Grid center x coord. Grid center y coord. Grid center z coord. Not sure, but seems to be the amount of lines top/bottom there are in the grid. -1.0 works best. Grid rotation (keep between 0.0 and 1.0). Offset top/bottom (? not sure about this one, seems weird). Grid width (usually 15.0). Grid height (usually 15.0). Not sure, but seems to be the amount of lines left/right there are in the grid. -1.0 works best. Zoom / scale (higher values = smaller (more) squares) (lower values = bigger (less) squares). glow intensity / opacity (40.0 is fine for daylight, 15.0 is fine for night time). The z coord for 'normal' height (white grid lines level). This is the height difference/margin used for line color changes. 0.2 works fine (normalHeight + 0.2 = yellow, normalHeight - 0.2 = red). Flags are identical to START_SHAPE_TEST\*, however, 128 is automatically set. See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) Displays "normal" notifications again after calling `_0x56C8B608CFD49854` (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). Displays "normal" notifications again after calling `_0x56C8B608CFD49854` (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). Displays "normal" notifications again after calling `_0x56C8B608CFD49854` (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). Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF` Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF` Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF` Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand. Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand. Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand. Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again. Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627). Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627). Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627). Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately. Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately. Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately. Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately. Once called each frame hides all above radar notifications. Once called each frame hides all above radar notifications. Once called each frame hides all above radar notifications. Removes a notification instantly instead of waiting for it to disappear Removes a notification instantly instead of waiting for it to disappear Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification. Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification. Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET" Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET" If true, remove all feed components instantly. Otherwise tween/animate close each component If true, remove all feed components instantly. Otherwise tween/animate close each component From the decompiled scripts: HUD::_92F0DA1E27DB96DC(6); HUD::_92F0DA1E27DB96DC(184); HUD::_92F0DA1E27DB96DC(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: gyazo.com/68bd384455fceb0a85a8729e48216e15 From the decompiled scripts: HUD::_92F0DA1E27DB96DC(6); HUD::_92F0DA1E27DB96DC(184); HUD::_92F0DA1E27DB96DC(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: gyazo.com/68bd384455fceb0a85a8729e48216e15 From the decompiled scripts: HUD::_92F0DA1E27DB96DC(6); HUD::_92F0DA1E27DB96DC(184); HUD::_92F0DA1E27DB96DC(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: gyazo.com/68bd384455fceb0a85a8729e48216e15 From the decompiled scripts: HUD::_92F0DA1E27DB96DC(6); HUD::_92F0DA1E27DB96DC(184); HUD::_92F0DA1E27DB96DC(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: gyazo.com/68bd384455fceb0a85a8729e48216e15 Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT". NativeDB Introduced: v323 Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT". NativeDB Introduced: v323 Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT". NativeDB Introduced: v323 Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)). Gets the current frame time. Disabling/enabling a player from getting pickups. From the scripts: OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1); SET_PLAYER_* Disabling/enabling a player from getting pickups. From the scripts: OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0); OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1); SET_PLAYER_* in script hook .net Vehicle v = ...; Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle); Transforms the `stormberg` 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` to its "water 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` to its "water 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` to its "water 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. Transforms the `stormberg` to its "water 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. A vehicle handle. If true, the vehicle will be instantly transformed, when false the transform animation plays normally. The backing function for TriggerEvent. The backing function for TriggerLatentServerEvent. List of all usable event names found in b617d used with this native. Sorted alphabetically and identical names removed: pastebin.com/RzDFmB1W All music event names found in the b617d scripts: pastebin.com/GnYt0R3P p1 = 6 p1 = 6 p1 = 6 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. See TRIGGER_SCRIPT_EVENT See TRIGGER_SCRIPT_EVENT The backing function for TriggerServerEvent. ... When not in a vehicle ``` NativeDB Introduced: v1290 ``` ... When not in a vehicle ``` NativeDB Introduced: v1290 ``` NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 6: Any p5 Return the mission id of a job. Return the mission id of a job. Return the mission id of a job. Return the root content id of a job. Return the root content id of a job. Return the root content id of a job. NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 4: Any p3 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 6: Any p5 All presets can be found in common\data\ui\uiscenes.meta All presets can be found in common\data\ui\uiscenes.meta Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE U* Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE U* eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt Called 4 times in the b617d scripts: MISC::_A74802FB8D0B7814("CONTRAILS", 0); Called 4 times in the b617d scripts: MISC::_A74802FB8D0B7814("CONTRAILS", 0); From fm_deathmatch_creator and fm_race_creator: FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP")); FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP")); NativeDB Introduced: v1604 AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED"); AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED"); GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123); GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256"); GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123); GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256"); GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123); GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256"); 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. gtaforums.com/topic/885580-ped-headshotmugshot-txd/ Will unregister and cleanup a registered NUI callback handler. Use along side the REGISTER_RAW_NUI_CALLBACK native. The callback type to target **This native does absolutely nothing, just a nullsub** ``` On last-gen this just runs blr and this func is called by several other functions other then the native's table. ``` NativeDB Introduced: v1493 Transiently updates the entity with the specified mapdata index and entity index. This function supports SDK infrastructure and is not intended to be used directly from your code. A fwMapData index from GET_MAPDATA_FROM_HASH_KEY. An entity index from GET_ENTITY_INDEX_FROM_MAPDATA. The new entity definition in fwEntityDef format. 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 See [`SET_PED_HEAD_BLEND_DATA`](#\_0x9414E18B9434C2FE) Related to displaying cash on the HUD Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts Related to displaying cash on the HUD Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts From the b678d decompiled scripts: GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station"); From the b678d decompiled scripts: GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station"); From the b678d decompiled scripts: GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist"); GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station"); Calculates distance between vectors. Calculates distance between vectors but does not perform Sqrt operations. (Its way faster) calls from vehicle to net. Calculates the magnitude of a vector. Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster) 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 Returns whether or not the currently executing event was canceled. A boolean. Despite this function's name, it simply returns whether the specified handle is a Ped. 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. 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. For a full list of the points, see here: goo.gl/wIH0vn For a full list of the points, see here: goo.gl/wIH0vn For a full list of the points, see here: goo.gl/wIH0vn Does nothing and always returns 0. Does nothing and always returns 0. Allow copying memory from one IntPtr to another. Required as the implementation does not provide an appropriate override. Empty Shared Field An uninitialized Color Structure Equality Operator Compares two Color objects. The return value is based on the equivalence of the A,R,G,B properties of the two Colors. Inequality Operator Compares two Color objects. The return value is based on the equivalence of the A,R,G,B properties of the two colors. IsEmpty Property Indicates transparent black. R,G,B = 0; A=0? Equals Method Checks equivalence of this Color and another object. GetHashCode Method Calculates a hashing value. ToString Method Formats the Color as a string in ARGB notation. Empty Shared Field An uninitialized Point Structure. Ceiling Shared Method Produces a Point structure from a PointF structure by taking the ceiling of the X and Y properties. Round Shared Method Produces a Point structure from a PointF structure by rounding the X and Y properties. Truncate Shared Method Produces a Point structure from a PointF structure by truncating the X and Y properties. Addition Operator Translates a Point using the Width and Height properties of the given Size. Equality Operator Compares two Point objects. The return value is based on the equivalence of the X and Y properties of the two points. Inequality Operator Compares two Point objects. The return value is based on the equivalence of the X and Y properties of the two points. Subtraction Operator Translates a Point using the negation of the Width and Height properties of the given Size. Point to Size Conversion Returns a Size based on the Coordinates of a given Point. Requires explicit cast. Point to PointF Conversion Creates a PointF based on the coordinates of a given Point. No explicit cast is required. Point Constructor Creates a Point from an integer which holds the Y coordinate in the high order 16 bits and the X coordinate in the low order 16 bits. Point Constructor Creates a Point from a Size value. Point Constructor Creates a Point from a specified x,y coordinate pair. IsEmpty Property Indicates if both X and Y are zero. X Property The X coordinate of the Point. Y Property The Y coordinate of the Point. Equals Method Checks equivalence of this Point and another object. GetHashCode Method Calculates a hashing value. Offset Method Moves the Point a specified distance. ToString Method Formats the Point as a string in coordinate notation. Empty Shared Field An uninitialized PointF Structure. Addition Operator Translates a PointF using the Width and Height properties of the given Size. Equality Operator Compares two PointF objects. The return value is based on the equivalence of the X and Y properties of the two points. Inequality Operator Compares two PointF objects. The return value is based on the equivalence of the X and Y properties of the two points. Subtraction Operator Translates a PointF using the negation of the Width and Height properties of the given Size. PointF Constructor Creates a PointF from a specified x,y coordinate pair. IsEmpty Property Indicates if both X and Y are zero. X Property The X coordinate of the PointF. Y Property The Y coordinate of the PointF. Equals Method Checks equivalence of this PointF and another object. GetHashCode Method Calculates a hashing value. ToString Method Formats the PointF as a string in coordinate notation. Empty Shared Field An uninitialized Size Structure. Ceiling Shared Method Produces a Size structure from a SizeF structure by taking the ceiling of the Width and Height properties. Round Shared Method Produces a Size structure from a SizeF structure by rounding the Width and Height properties. Truncate Shared Method Produces a Size structure from a SizeF structure by truncating the Width and Height properties. Addition Operator Addition of two Size structures. Equality Operator Compares two Size objects. The return value is based on the equivalence of the Width and Height properties of the two Sizes. Inequality Operator Compares two Size objects. The return value is based on the equivalence of the Width and Height properties of the two Sizes. Subtraction Operator Subtracts two Size structures. Size to Point Conversion Returns a Point based on the dimensions of a given Size. Requires explicit cast. Size to SizeF Conversion Creates a SizeF based on the dimensions of a given Size. No explicit cast is required. Size Constructor Creates a Size from a Point value. Size Constructor Creates a Size from specified dimensions. IsEmpty Property Indicates if both Width and Height are zero. Width Property The Width coordinate of the Size. Height Property The Height coordinate of the Size. Equals Method Checks equivalence of this Size and another object. GetHashCode Method Calculates a hashing value. ToString Method Formats the Size as a string in coordinate notation. Empty Shared Field An uninitialized SizeF Structure. Addition Operator Addition of two SizeF structures. Equality Operator Compares two SizeF objects. The return value is based on the equivalence of the Width and Height properties of the two Sizes. Inequality Operator Compares two SizeF objects. The return value is based on the equivalence of the Width and Height properties of the two Sizes. Subtraction Operator Subtracts two SizeF structures. SizeF to PointF Conversion Returns a PointF based on the dimensions of a given SizeF. Requires explicit cast. SizeF Constructor Creates a SizeF from a PointF value. SizeF Constructor Creates a SizeF from an existing SizeF value. SizeF Constructor Creates a SizeF from specified dimensions. IsEmpty Property Indicates if both Width and Height are zero. Width Property The Width coordinate of the SizeF. Height Property The Height coordinate of the SizeF. Equals Method Checks equivalence of this SizeF and another object. GetHashCode Method Calculates a hashing value. ToString Method Formats the SizeF as a string in coordinate notation. Gets the column number in the file that contains the code that is executing. This information is typically extracted from the debugging symbols for the executable. The file column number, or 0 (zero) if the file column number cannot be determined. Gets the line number in the file that contains the code that is executing. This information is typically extracted from the debugging symbols for the executable. The file line number, or 0 (zero) if the file line number cannot be determined. Gets the file name that contains the code that is executing. This information is typically extracted from the debugging symbols for the executable. The file name, or null if the file name cannot be determined. Gets the offset from the start of the Microsoft intermediate language (MSIL) code for the method that is executing. This offset might be an approximation depending on whether or not the just-in-time (JIT) compiler is generating debugging code. The generation of this debugging information is controlled by the System.Diagnostics.DebuggableAttribute. The offset from the start of the MSIL code for the method that is executing. Gets the method in which the frame is executing. The method in which the frame is executing. Gets the offset from the start of the native just-in-time (JIT)-compiled code for the method that is being executed. The generation of this debugging information is controlled by the System.Diagnostics.DebuggableAttribute class. The offset from the start of the JIT-compiled code for the method that is being executed. Builds a readable representation of the stack trace. A readable representation of the stack trace. Gets the number of frames in the stack trace. The number of frames in the stack trace. Gets the specified stack frame. The index of the stack frame requested. The specified stack frame. Returns a copy of all stack frames in the current stack trace. An array of type System.Diagnostics.StackFrame representing the function calls in the stack trace. Builds a readable representation of the stack trace. A readable representation of the stack trace. Tries to convert a given to a full path. Returns original value if the conversion isn't possible or a given path is relative. Demystifies the given and tracks the original stack traces for the whole exception tree. Gets demystified string representation of the . method mutates the exception instance that can cause issues if a system relies on the stack trace be in the specific form. Unlike this method is pure. It calls first, computes a demystified string representation and then restores the original state of the exception back. A helper class that contains utilities methods for dealing with reflection. Returns true if is System.Runtime.CompilerServices.IsReadOnlyAttribute. Returns true if the is a value tuple type. Returns true if the given is of type TupleElementNameAttribute. To avoid compile-time depencency hell with System.ValueTuple, this method uses reflection and not checks statically that the given is TupleElementNameAttribute. Returns 'TransformNames' property value from a given . To avoid compile-time depencency hell with System.ValueTuple, this method uses reflection instead of casting the attribute to a specific type. Pretty print a type name. The . true to print a fully qualified name. true to include generic parameter names. The pretty printed type name. Returns a name of given generic type without '`'.