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ProjectBackup/C#/FiveM/CardealerClient/bin/Debug/CitizenFX.Core.xml
2022-09-04 12:45:01 +02:00

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<?xml version="1.0"?>
<doc>
<assembly>
<name>CitizenFX.Core</name>
</assembly>
<members>
<member name="E:CitizenFX.Core.BaseScript.Tick">
<summary>
An event containing callbacks to attempt to schedule on every game tick.
A callback will only be rescheduled once the associated task completes.
</summary>
</member>
<member name="M:CitizenFX.Core.BaseScript.Delay(System.Int32)">
<summary>
Returns a task that will delay scheduling of the current interval function by the passed amount of time.
</summary>
<example>
await Delay(500);
</example>
<param name="msecs">The amount of time by which to delay scheduling this interval function.</param>
<returns>An awaitable task.</returns>
</member>
<member name="P:CitizenFX.Core.Blip.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Rotation">
<summary>
Sets the rotation of this <see cref="T:CitizenFX.Core.Blip"/> on the map.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Scale">
<summary>
Sets the scale of this <see cref="T:CitizenFX.Core.Blip"/> on the map.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Type">
<summary>
Gets the type of this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Alpha">
<summary>
Gets or sets the alpha of this <see cref="T:CitizenFX.Core.Blip"/> on the map.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Priority">
<summary>
Sets the priority of this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.NumberLabel">
<summary>
Sets this <see cref="T:CitizenFX.Core.Blip"/>s label to the given number.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Sprite">
<summary>
Gets or sets the sprite of this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Name">
<summary>
Sets this <see cref="T:CitizenFX.Core.Blip"/>s label to the given string.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.Entity">
<summary>
Gets the <see cref="P:CitizenFX.Core.Blip.Entity"/> this <see cref="T:CitizenFX.Core.Blip"/> is attached to.
</summary>
</member>
<member name="P:CitizenFX.Core.Blip.ShowRoute">
<summary>
Sets a value indicating whether the route to this <see cref="T:CitizenFX.Core.Blip"/> should be shown on the map.
</summary>
<value>
<c>true</c> to show the route; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsFriendly">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Blip"/> is friendly.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Blip"/> is friendly; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsFriend">
<summary>
Sets a value indicating whether this (Player) <see cref="T:CitizenFX.Core.Blip"/> is a friend. Toggles a half cyan circle on the right side.
</summary>
<value>
<c>true</c> if this (Player) <see cref="T:CitizenFX.Core.Blip"/> is a friend; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsCrew">
<summary>
Sets a value indicating whether this (Player) <see cref="T:CitizenFX.Core.Blip"/> is a CREW member. Toggles a half cyan circle on the left side.
</summary>
<value>
<c>true</c> if this (Player) <see cref="T:CitizenFX.Core.Blip"/> is a CREW member; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsFlashing">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Blip"/> is flashing.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Blip"/> is flashing; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsOnMinimap">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Blip"/> is on minimap.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Blip"/> is on minimap; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Blip.IsShortRange">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Blip"/> is short range.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Blip"/> is short range; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Blip.RemoveNumberLabel">
<summary>
Removes the number label for this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Blip.Delete">
<summary>
Removes this <see cref="T:CitizenFX.Core.Blip"/>.
</summary>
</member>
<member name="T:CitizenFX.Core.Button">
<summary>
The Buttons enum used for creating <see cref="T:CitizenFX.Core.ButtonCombination"/>s
</summary>
</member>
<member name="T:CitizenFX.Core.ButtonCombination">
<summary>
A value type used for checking if a sequence of <see cref="T:CitizenFX.Core.Button"/>s has been pressed.
Check if the combination has been entered with <see cref="M:CitizenFX.Core.Game.WasButtonCombinationJustEntered(CitizenFX.Core.ButtonCombination)"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.ButtonCombination.Hash">
<summary>
Gets the calculated hash of the Sequence
</summary>
</member>
<member name="P:CitizenFX.Core.ButtonCombination.Length">
<summary>
Gets the length of the sequence
</summary>
</member>
<member name="M:CitizenFX.Core.ButtonCombination.#ctor(CitizenFX.Core.Button[])">
<summary>
Creates a <see cref="T:CitizenFX.Core.ButtonCombination"/> from a given list of <see cref="T:CitizenFX.Core.Button"/>s.
</summary>
<param name="buttons">The sequence of <see cref="T:CitizenFX.Core.Button"/>s in the order a user should enter in game.</param>
<remarks>There must be between 6 and 29 inclusive <see cref="T:CitizenFX.Core.Button"/>s otherwise an <see cref="T:System.ArgumentException"/> is thrown</remarks>
</member>
<member name="P:CitizenFX.Core.Camera.MemoryAddress">
<summary>
Gets the memory address of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.IsActive">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Camera"/> is currently being rendered.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Camera"/> is active; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Camera.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.Rotation">
<summary>
Gets or sets the rotation of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
<value>
The yaw, pitch and roll rotations measured in degrees.
</value>
</member>
<member name="P:CitizenFX.Core.Camera.Direction">
<summary>
Gets or sets the direction this <see cref="T:CitizenFX.Core.Camera"/> is pointing in.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.UpVector">
<summary>
Gets the up vector of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.ForwardVector">
<summary>
Gets the forward vector of this <see cref="T:CitizenFX.Core.Camera"/>, see also <seealso cref="P:CitizenFX.Core.Camera.Direction"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.RightVector">
<summary>
Gets the right vector of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.Matrix">
<summary>
Gets the matrix of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Camera.GetOffsetPosition(CitizenFX.Core.Vector3)">
<summary>
Gets the position in world coords of an offset relative to this <see cref="T:CitizenFX.Core.Camera"/>
</summary>
<param name="offset">The offset from this <see cref="T:CitizenFX.Core.Camera"/>.</param>
</member>
<member name="M:CitizenFX.Core.Camera.GetPositionOffset(CitizenFX.Core.Vector3)">
<summary>
Gets the relative offset of this <see cref="T:CitizenFX.Core.Camera"/> from a world coords position
</summary>
<param name="worldCoords">The world coords.</param>
</member>
<member name="P:CitizenFX.Core.Camera.FieldOfView">
<summary>
Gets or sets the field of view of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.NearClip">
<summary>
Gets or sets the near clip of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.FarClip">
<summary>
Gets or sets the far clip of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.NearDepthOfField">
<summary>
Sets the near depth of field for this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.FarDepthOfField">
<summary>
Gets or sets the far depth of field of this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.DepthOfFieldStrength">
<summary>
Sets the depth of field strength for this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.MotionBlurStrength">
<summary>
Sets the strenght of the motion blur for this <see cref="T:CitizenFX.Core.Camera"/>
</summary>
</member>
<member name="M:CitizenFX.Core.Camera.Shake(CitizenFX.Core.CameraShake,System.Single)">
<summary>
Shakes this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
<param name="shakeType">Type of the shake to apply.</param>
<param name="amplitude">The amplitude of the shaking.</param>
</member>
<member name="M:CitizenFX.Core.Camera.StopShaking">
<summary>
Stops shaking this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Camera.IsShaking">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Camera"/> is shaking.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Camera"/> is shaking; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Camera.ShakeAmplitude">
<summary>
Sets the shake amplitude for this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Camera.PointAt(CitizenFX.Core.Entity,CitizenFX.Core.Vector3)">
<summary>
Points this <see cref="T:CitizenFX.Core.Camera"/> at a specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.Entity"/> to point at.</param>
<param name="offset">The offset from the <paramref name="target"/> to point at.</param>
</member>
<member name="M:CitizenFX.Core.Camera.PointAt(CitizenFX.Core.PedBone,CitizenFX.Core.Vector3)">
<summary>
Points this <see cref="T:CitizenFX.Core.Camera"/> at a specified <see cref="T:CitizenFX.Core.PedBone"/>.
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.PedBone"/> to point at.</param>
<param name="offset">The offset from the <paramref name="target"/> to point at</param>
</member>
<member name="M:CitizenFX.Core.Camera.PointAt(CitizenFX.Core.Vector3)">
<summary>
Points this <see cref="T:CitizenFX.Core.Camera"/> at a specified position.
</summary>
<param name="target">The position to point at.</param>
</member>
<member name="M:CitizenFX.Core.Camera.StopPointing">
<summary>
Stops this <see cref="T:CitizenFX.Core.Camera"/> pointing at a specific target.
</summary>
</member>
<member name="M:CitizenFX.Core.Camera.InterpTo(CitizenFX.Core.Camera,System.Int32,System.Boolean,System.Boolean)">
<summary>
Starts a transition between this <see cref="T:CitizenFX.Core.Camera"/> and the new camera. (Old (incorrect) function, please use the overload function!)
</summary>
<param name="to"></param>
<param name="duration"></param>
<param name="easePosition"></param>
<param name="easeRotation"></param>
</member>
<member name="M:CitizenFX.Core.Camera.InterpTo(CitizenFX.Core.Camera,System.Int32,System.Int32,System.Int32)">
<summary>
Starts a transition between this <see cref="T:CitizenFX.Core.Camera"/> and the new camera.
</summary>
<param name="to"></param>
<param name="duration"></param>
<param name="easePosition"></param>
<param name="easeRotation"></param>
</member>
<member name="P:CitizenFX.Core.Camera.IsInterpolating">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Camera"/> is interpolating.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Camera"/> is interpolating; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Camera.AttachTo(CitizenFX.Core.Entity,CitizenFX.Core.Vector3)">
<summary>
Attaches this <see cref="T:CitizenFX.Core.Camera"/> to a specific <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to attach to.</param>
<param name="offset">The offset from the <paramref name="entity"/> to attach to.</param>
</member>
<member name="M:CitizenFX.Core.Camera.AttachTo(CitizenFX.Core.PedBone,CitizenFX.Core.Vector3)">
<summary>
Attaches this <see cref="T:CitizenFX.Core.Camera"/> to a specific <see cref="T:CitizenFX.Core.PedBone"/>.
</summary>
<param name="pedBone">The <see cref="T:CitizenFX.Core.PedBone"/> to attach to.</param>
<param name="offset">The offset from the <paramref name="pedBone"/> to attach to.</param>
</member>
<member name="M:CitizenFX.Core.Camera.Detach">
<summary>
Detaches this <see cref="T:CitizenFX.Core.Camera"/> from any <see cref="T:CitizenFX.Core.Entity"/> or <see cref="T:CitizenFX.Core.PedBone"/> it may be attached to.
</summary>
</member>
<member name="M:CitizenFX.Core.Camera.Delete">
<summary>
Destroys this <see cref="T:CitizenFX.Core.Camera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.MemoryAddress">
<summary>
Gets the memory address of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.Position">
<summary>
Gets the position of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.Rotation">
<summary>
Gets the rotation of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
<value>
The yaw, pitch and roll rotations measured in degrees.
</value>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.Direction">
<summary>
Gets the direction the <see cref="T:CitizenFX.Core.GameplayCamera"/> is pointing in.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.UpVector">
<summary>
Gets the up vector of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.ForwardVector">
<summary>
Gets the forward vector of the <see cref="T:CitizenFX.Core.GameplayCamera"/>, see also <seealso cref="P:CitizenFX.Core.GameplayCamera.Direction"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.RightVector">
<summary>
Gets the right vector of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.Matrix">
<summary>
Gets the matrix of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.GetOffsetPosition(CitizenFX.Core.Vector3)">
<summary>
Gets the position in world coords of an offset relative to the <see cref="T:CitizenFX.Core.GameplayCamera"/>
</summary>
<param name="offset">The offset from the <see cref="T:CitizenFX.Core.GameplayCamera"/>.</param>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.GetPositionOffset(CitizenFX.Core.Vector3)">
<summary>
Gets the relative offset of the <see cref="T:CitizenFX.Core.GameplayCamera"/> from a world coords position
</summary>
<param name="worldCoords">The world coords.</param>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.RelativePitch">
<summary>
Gets or sets the relative pitch of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.RelativeHeading">
<summary>
Gets or sets the relative heading of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.ClampYaw(System.Single,System.Single)">
<summary>
Clamps the yaw of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
<param name="min">The minimum yaw value.</param>
<param name="max">The maximum yaw value.</param>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.ClampPitch(System.Single,System.Single)">
<summary>
Clamps the pitch of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
<param name="min">The minimum pitch value.</param>
<param name="max">The maximum pitch value.</param>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.Zoom">
<summary>
Gets the zoom of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.FieldOfView">
<summary>
Gets the field of view of the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.IsRendering">
<summary>
Gets a value indicating whether the <see cref="T:CitizenFX.Core.GameplayCamera"/> is rendering.
</summary>
<value>
<c>true</c> if the <see cref="T:CitizenFX.Core.GameplayCamera"/> is rendering; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.IsAimCamActive">
<summary>
Gets a value indicating whether the aiming camera is rendering.
</summary>
<value>
<c>true</c> if the aiming camera is rendering; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.IsFirstPersonAimCamActive">
<summary>
Gets a value indicating whether the first person aiming camera is rendering.
</summary>
<value>
<c>true</c> if the aiming camera is rendering; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.IsLookingBehind">
<summary>
Gets a value indicating whether the <see cref="T:CitizenFX.Core.GameplayCamera"/> is looking behind.
</summary>
<value>
<c>true</c> if the <see cref="T:CitizenFX.Core.GameplayCamera"/> is looking behind; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.Shake(CitizenFX.Core.CameraShake,System.Single)">
<summary>
Shakes the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
<param name="shakeType">Type of the shake to apply.</param>
<param name="amplitude">The amplitude of the shaking.</param>
</member>
<member name="M:CitizenFX.Core.GameplayCamera.StopShaking">
<summary>
Stops shaking the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.IsShaking">
<summary>
Gets a value indicating whether the <see cref="T:CitizenFX.Core.GameplayCamera"/> is shaking.
</summary>
<value>
<c>true</c> if the <see cref="T:CitizenFX.Core.GameplayCamera"/> is shaking; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.GameplayCamera.ShakeAmplitude">
<summary>
Sets the shake amplitude for the <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.CheckpointCustomIcon.#ctor(CitizenFX.Core.CheckpointCustomIconStyle,System.Byte)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.CheckpointCustomIcon" /> struct.
</summary>
<param name="iconStyle">The icon style.</param>
<param name="iconNumber">The icon number,
if <paramref name="iconStyle"/> is <see cref="F:CitizenFX.Core.CheckpointCustomIconStyle.Number"/> allowed range is 0 - 99
otherwise allowed range is 0 - 9. </param>
</member>
<member name="P:CitizenFX.Core.CheckpointCustomIcon.Number">
<summary>
Gets or sets the number to display inside the icon.
</summary>
<value>
The number.
if <see cref="P:CitizenFX.Core.CheckpointCustomIcon.Style"/> is <see cref="F:CitizenFX.Core.CheckpointCustomIconStyle.Number"/> allowed range is 0 - 99
otherwise allowed range is 0 - 9.
</value>
</member>
<member name="P:CitizenFX.Core.Checkpoint.MemoryAddress">
<summary>
Gets the memory address of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.TargetPosition">
<summary>
Gets or sets the position where this <see cref="T:CitizenFX.Core.Checkpoint"/> points to.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.Icon">
<summary>
Gets or sets the icon drawn in this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.Radius">
<summary>
Gets or sets the radius of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.IconColor">
<summary>
Gets or sets the color of the icon in this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.CylinderNearHeight">
<summary>
Gets or sets the near height of the cylinder of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.CylinderFarHeight">
<summary>
Gets or sets the far height of the cylinder of this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Checkpoint.CylinderRadius">
<summary>
Gets or sets the radius of the cylinder in this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Checkpoint.Delete">
<summary>
Removes this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Checkpoint.Exists">
<summary>
Determines if this <see cref="T:CitizenFX.Core.Checkpoint"/> exists.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Checkpoint"/> exists; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Checkpoint.Exists(CitizenFX.Core.Checkpoint)">
<summary>
Determines if a specific <see cref="T:CitizenFX.Core.Checkpoint"/> exists.
</summary>
<returns><c>true</c> if the <paramref name="checkpoint"/> exists; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Checkpoint.Equals(CitizenFX.Core.Checkpoint)">
<summary>
Determines if a <see cref="T:CitizenFX.Core.Checkpoint"/> refer to the same <see cref="T:CitizenFX.Core.Checkpoint"/> as this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
<param name="checkpoint">The other <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<returns><c>true</c> if the <paramref name="checkpoint"/> is the same checkpoint as this <see cref="T:CitizenFX.Core.Checkpoint"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Checkpoint.Equals(System.Object)">
<summary>
Determines if an <see cref="T:System.Object"/> refer to the same <see cref="T:CitizenFX.Core.Checkpoint"/> as this <see cref="T:CitizenFX.Core.Checkpoint"/>.
</summary>
<param name="obj">The <see cref="T:System.Object"/> to check.</param>
<returns><c>true</c> if the <paramref name="obj"/> is the same checkpoint as this <see cref="T:CitizenFX.Core.Checkpoint"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Checkpoint.op_Equality(CitizenFX.Core.Checkpoint,CitizenFX.Core.Checkpoint)">
<summary>
Determines if 2 <see cref="T:CitizenFX.Core.Checkpoint"/>s refer to the same checkpoint
</summary>
<param name="left">The left <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="right">The right <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<returns><c>true</c> if <paramref name="left"/> is the same checkpoint as this <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Checkpoint.op_Inequality(CitizenFX.Core.Checkpoint,CitizenFX.Core.Checkpoint)">
<summary>
Determines if 2 <see cref="T:CitizenFX.Core.Checkpoint"/>s don't refer to the same checkpoint
</summary>
<param name="left">The left <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="right">The right <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<returns><c>true</c> if <paramref name="left"/> is not the same checkpoint as this <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="P:CitizenFX.Core.UI.IElement.Enabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.IElement"/> will be drawn.
</summary>
<value>
<c>true</c> if enabled; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.IElement.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.UI.IElement"/>.
</summary>
<value>
The color.
</value>
</member>
<member name="P:CitizenFX.Core.UI.IElement.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.UI.IElement"/>.
</summary>
<value>
The position scaled on a 1280*720 pixel base.
</value>
<remarks>
If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.IElement.Centered">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.IElement"/> should be positioned based on its center or top left corner
</summary>
<value>
<c>true</c> if centered; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.UI.IElement.Draw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.IElement"/> this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.IElement.Draw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.IElement"/> this frame at the specified offset.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.IElement"/> using a 1280*720 pixel base.</param>
</member>
<member name="M:CitizenFX.Core.UI.IElement.ScaledDraw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.IElement"/> this frame using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.IElement.ScaledDraw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.IElement"/> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.IElement"/> using a <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>*720 pixel base.</param>
</member>
<member name="P:CitizenFX.Core.UI.Rectangle.Enabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Rectangle"/> will be drawn.
</summary>
<value>
<c>true</c> if enabled; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Rectangle.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.UI.Rectangle"/>.
</summary>
<value>
The color.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Rectangle.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.UI.Rectangle"/>.
</summary>
<value>
The position scaled on a 1280*720 pixel base.
</value>
<remarks>
If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.Rectangle.Centered">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Rectangle"/> should be positioned based on its center or top left corner
</summary>
<value>
<c>true</c> if centered; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Rectangle.Size">
<summary>
Gets or sets the size to draw the <see cref="T:CitizenFX.Core.UI.Rectangle"/>
</summary>
<value>
The size on a 1280*720 pixel base
</value>
<remarks>
If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</remarks>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.#ctor">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Rectangle"/> class used for grouping drawing Rectangles on screen.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.#ctor(System.Drawing.PointF,System.Drawing.SizeF)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Rectangle"/> class used for grouping drawing Rectangles on screen.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Rectangle"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.#ctor(System.Drawing.PointF,System.Drawing.SizeF,System.Drawing.Color)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Rectangle"/> class used for grouping drawing Rectangles on screen.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Rectangle"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.#ctor(System.Drawing.PointF,System.Drawing.SizeF,System.Drawing.Color,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Rectangle"/> class used for grouping drawing Rectangles on screen.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Rectangle"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="centered">Position the <see cref="T:CitizenFX.Core.UI.Rectangle"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.Core.UI.Rectangle.Centered"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.Draw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Rectangle" /> this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.Draw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Rectangle" /> this frame at the specified offset.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Rectangle" /> using a 1280*720 pixel base.</param>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.ScaledDraw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Rectangle" /> this frame using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Rectangle.ScaledDraw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Rectangle" /> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Rectangle" /> using a <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />*720 pixel base.</param>
</member>
<member name="P:CitizenFX.Core.UI.Container.Items">
<summary>
The <see cref="T:CitizenFX.Core.UI.IElement"/>s Contained inside this <see cref="T:CitizenFX.Core.UI.Container"/>
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Container.#ctor">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Container"/> class used for grouping <see cref="T:CitizenFX.Core.UI.IElement"/>s together.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Container.#ctor(System.Drawing.PointF,System.Drawing.SizeF)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Container"/> class used for grouping <see cref="T:CitizenFX.Core.UI.IElement"/>s together.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Container.#ctor(System.Drawing.PointF,System.Drawing.SizeF,System.Drawing.Color)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Container"/> class used for grouping <see cref="T:CitizenFX.Core.UI.IElement"/>s together.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Container.#ctor(System.Drawing.PointF,System.Drawing.SizeF,System.Drawing.Color,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Container"/> class used for grouping <see cref="T:CitizenFX.Core.UI.IElement"/>s together.
</summary>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Size"/> of the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Rectangle.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Container"/>.</param>
<param name="centered">Position the <see cref="T:CitizenFX.Core.UI.Container"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.Core.UI.Rectangle.Centered"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Container.Draw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Container" /> this frame and all its <see cref="T:CitizenFX.Core.UI.IElement"/>s.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Container.Draw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Container" /> this frame and all its <see cref="T:CitizenFX.Core.UI.IElement"/>s at the specified offset.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Rectangle" /> using a 1280*720 pixel base.</param>
</member>
<member name="M:CitizenFX.Core.UI.Container.ScaledDraw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Container" /> this frame and all its <see cref="T:CitizenFX.Core.UI.IElement"/>s using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Container.ScaledDraw(System.Drawing.SizeF)">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Container" /> this frame and all its <see cref="T:CitizenFX.Core.UI.IElement"/>s at the specified offset using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Container" /> using a <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />*720 pixel base.</param>
</member>
<member name="M:CitizenFX.Core.UI.Notification.Hide">
<summary>
Hides this <see cref="T:CitizenFX.Core.UI.Notification"/> instantly
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Screen.StringToArray(System.String)">
<summary>
Converts the inputString into a string[] (array) containing strings each 99 or less characters long.
</summary>
<param name="inputString">The string to convert.</param>
<returns>string[] containing strings each 99 or less characters long.</returns>
</member>
<member name="F:CitizenFX.Core.UI.Screen.Width">
<summary>
The base width of the screen used for all UI Calculations, unless ScaledDraw is used
</summary>
</member>
<member name="F:CitizenFX.Core.UI.Screen.Height">
<summary>
The base height of the screen used for all UI Calculations
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.AspectRatio">
<summary>
Gets the current Screen Aspect Ratio
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.ScaledWidth">
<summary>
Gets the width of the scaled against a 720pixel height base.
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Resolution">
<summary>
Gets the actual Screen resolution the game is being rendered at
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Screen.ShowSubtitle(System.String,System.Int32)">
<summary>
Shows a subtitle at the bottom of the screen for a given time
</summary>
<param name="message">The message to display.</param>
<param name="duration">The duration to display the subtitle in milliseconds.</param>
</member>
<member name="M:CitizenFX.Core.UI.Screen.DisplayHelpTextThisFrame(System.String)">
<summary>
Displays a help message in the top corner of the screen this frame.
</summary>
<param name="helpText">The text to display.</param>
</member>
<member name="M:CitizenFX.Core.UI.Screen.ShowNotification(System.String,System.Boolean)">
<summary>
Creates a <see cref="T:CitizenFX.Core.UI.Notification"/> above the minimap with the given message.
</summary>
<param name="message">The message in the notification.</param>
<param name="blinking">if set to <c>true</c> the notification will blink.</param>
<returns>The handle of the <see cref="T:CitizenFX.Core.UI.Notification"/> which can be used to hide it using <see cref="M:CitizenFX.Core.UI.Notification.Hide"/></returns>
</member>
<member name="M:CitizenFX.Core.UI.Screen.WorldToScreen(CitizenFX.Core.Vector3,System.Boolean)">
<summary>
Translates a point in WorldSpace to its given Coordinates on the <see cref="T:CitizenFX.Core.UI.Screen"/>
</summary>
<param name="position">The position in the World.</param>
<param name="scaleWidth">if set to <c>true</c> Returns the screen position scaled by <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>; otherwise, returns the screen position scaled by <see cref="F:CitizenFX.Core.UI.Screen.Width"/>.</param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.UI.Screen.LoadingPrompt.Show(System.String,CitizenFX.Core.UI.LoadingSpinnerType)">
<summary>
Creates a loading prompt at the bottom right of the screen with the given text and spinner type
</summary>
<param name="loadingText">The text to display next to the spinner</param>
<param name="spinnerType">The style of spinner to draw</param>
<remarks>
<see cref="F:CitizenFX.Core.UI.LoadingSpinnerType.Clockwise1"/>, <see cref="F:CitizenFX.Core.UI.LoadingSpinnerType.Clockwise2"/>, <see cref="F:CitizenFX.Core.UI.LoadingSpinnerType.Clockwise3"/> and <see cref="F:CitizenFX.Core.UI.LoadingSpinnerType.RegularClockwise"/> all see to be the same.
But Rockstar always seem to use the <see cref="F:CitizenFX.Core.UI.LoadingSpinnerType.RegularClockwise"/> in the scripts
</remarks>
</member>
<member name="M:CitizenFX.Core.UI.Screen.LoadingPrompt.Hide">
<summary>
Remove the loading prompt at the bottom right of the screen
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.LoadingPrompt.IsActive">
<summary>
Gets a value indicating whether the Loading Prompt is currently being displayed
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Hud.IsComponentActive(CitizenFX.Core.UI.HudComponent)">
<summary>
Determines whether a given <see cref="T:CitizenFX.Core.UI.HudComponent"/> is Active.
</summary>
<param name="component">The <see cref="T:CitizenFX.Core.UI.HudComponent"/> to check</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.UI.HudComponent"/> is Active; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Hud.ShowComponentThisFrame(CitizenFX.Core.UI.HudComponent)">
<summary>
Draws the specified <see cref="T:CitizenFX.Core.UI.HudComponent"/> this frame.
</summary>
<param name="component">The <see cref="T:CitizenFX.Core.UI.HudComponent"/></param>
<remarks>This will only draw the <see cref="T:CitizenFX.Core.UI.HudComponent"/> if the <see cref="T:CitizenFX.Core.UI.HudComponent"/> can be drawn</remarks>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Hud.HideComponentThisFrame(CitizenFX.Core.UI.HudComponent)">
<summary>
Hides the specified <see cref="T:CitizenFX.Core.UI.HudComponent"/> this frame.
</summary>
<param name="component">The <see cref="T:CitizenFX.Core.UI.HudComponent"/> to hide.</param>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Hud.ShowCursorThisFrame">
<summary>
Shows the mouse cursor this frame.
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Hud.CursorSprite">
<summary>
Gets or sets the sprite the cursor should used when drawn
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Hud.IsVisible">
<summary>
Gets or sets a value indicating whether any HUD components should be rendered.
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Hud.IsRadarVisible">
<summary>
Gets or sets a value indicating whether the radar is visible.
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Hud.RadarZoom">
<summary>
Sets how far the Minimap should be zoomed in
</summary>
<value>
The Radar zoom, Accepts values from 0 to 200
</value>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Fading.IsFadedIn">
<summary>
Gets a value indicating whether the screen is faded in.
</summary>
<value>
<c>true</c> if the screen is faded in; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Fading.IsFadedOut">
<summary>
Gets a value indicating whether the screen is faded out.
</summary>
<value>
<c>true</c> if the screen is faded out; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Fading.IsFadingIn">
<summary>
Gets a value indicating whether the screen is fading in.
</summary>
<value>
<c>true</c> if the screen is fading in; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Screen.Fading.IsFadingOut">
<summary>
Gets a value indicating whether the screen is fading out.
</summary>
<value>
<c>true</c> if the screen is fading out; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Fading.FadeIn(System.Int32)">
<summary>
Fades the screen in over a specific time, useful for transitioning
</summary>
<param name="time">The time for the fade in to take</param>
</member>
<member name="M:CitizenFX.Core.UI.Screen.Fading.FadeOut(System.Int32)">
<summary>
Fades the screen out over a specific time, useful for transitioning
</summary>
<param name="time">The time for the fade out to take</param>
</member>
<member name="P:CitizenFX.Core.UI.ISprite.Size">
<summary>
Gets or sets the size to draw the <see cref="T:CitizenFX.Core.UI.ISprite"/>
</summary>
<value>
The size on a 1280*720 pixel base
</value>
<remarks>
If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.ISprite.Rotation">
<summary>
Gets or sets the rotation to draw thie <see cref="T:CitizenFX.Core.UI.ISprite"/>.
</summary>
<value>
The rotation measured in degrees, clockwise increasing, 0.0 at vertical
</value>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Enabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Sprite" /> will be drawn.
</summary>
<value>
<c>true</c> if enabled; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.UI.Sprite" />.
</summary>
<value>
The color.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.UI.Sprite" />.
</summary>
<value>
The position scaled on a 1280*720 pixel base.
</value>
<remarks>
If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Size">
<summary>
Gets or sets the size to draw the <see cref="T:CitizenFX.Core.UI.Sprite" />
</summary>
<value>
The size on a 1280*720 pixel base
</value>
<remarks>
If ScaledDraw is called, the size will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Rotation">
<summary>
Gets or sets the rotation to draw thie <see cref="T:CitizenFX.Core.UI.Sprite" />.
</summary>
<value>
The rotation measured in degrees, clockwise increasing, 0.0 at vertical
</value>
</member>
<member name="P:CitizenFX.Core.UI.Sprite.Centered">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Sprite"/> should be positioned based on its center or top left corner
</summary>
<value>
<c>true</c> if centered; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.#ctor(System.String,System.String,System.Drawing.SizeF,System.Drawing.PointF)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Sprite"/> class used for drawing in game textures on the screen.
</summary>
<param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.Core.UI.Sprite"/> is stored (the *.ytd file).</param>
<param name="textureName">Name of the <see cref="T:CitizenFX.Core.UI.Sprite"/> inside the Texture dictionary.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Size"/> of the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.#ctor(System.String,System.String,System.Drawing.SizeF,System.Drawing.PointF,System.Drawing.Color)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Sprite"/> class used for drawing in game textures on the screen.
</summary>
<param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.Core.UI.Sprite"/> is stored (the *.ytd file).</param>
<param name="textureName">Name of the <see cref="T:CitizenFX.Core.UI.Sprite"/> inside the Texture dictionary.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Size"/> of the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.#ctor(System.String,System.String,System.Drawing.SizeF,System.Drawing.PointF,System.Drawing.Color,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Sprite"/> class used for drawing in game textures on the screen.
</summary>
<param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.Core.UI.Sprite"/> is stored (the *.ytd file).</param>
<param name="textureName">Name of the <see cref="T:CitizenFX.Core.UI.Sprite"/> inside the Texture dictionary.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Size"/> of the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="rotation">Set the rotation to draw the sprite, measured in degrees, see also <seealso cref="P:CitizenFX.Core.UI.Sprite.Rotation"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.#ctor(System.String,System.String,System.Drawing.SizeF,System.Drawing.PointF,System.Drawing.Color,System.Single,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Sprite"/> class used for drawing in game textures on the screen.
</summary>
<param name="textureDict">The Texture dictionary where the <see cref="T:CitizenFX.Core.UI.Sprite"/> is stored (the *.ytd file).</param>
<param name="textureName">Name of the <see cref="T:CitizenFX.Core.UI.Sprite"/> inside the Texture dictionary.</param>
<param name="size">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Size"/> of the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Sprite.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Sprite"/>.</param>
<param name="rotation">Set the rotation to draw the sprite, measured in degrees, see also <seealso cref="P:CitizenFX.Core.UI.Sprite.Rotation"/>.</param>
<param name="centered">Position the <see cref="T:CitizenFX.Core.UI.Sprite"/> based on its center instead of top left corner, see also <seealso cref="P:CitizenFX.Core.UI.Sprite.Centered"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.Draw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Sprite" />.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.Draw(System.Drawing.SizeF)">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Sprite" /> at the specified offset.
</summary>
<param name="offset">The offset.</param>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.ScaledDraw">
<summary>
Draws this <see cref="T:CitizenFX.Core.UI.Sprite" /> using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Sprite.ScaledDraw(System.Drawing.SizeF)">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Sprite" /> at the specified offset using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
<param name="offset">The offset.</param>
</member>
<member name="P:CitizenFX.Core.UI.Text.Enabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Text" /> will be drawn.
</summary>
<value>
<c>true</c> if enabled; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Color">
<summary>
Gets or sets the color of this <see cref="T:CitizenFX.Core.UI.Text" />.
</summary>
<value>
The color.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.UI.Text" />.
</summary>
<value>
The position scaled on a 1280*720 pixel base.
</value>
<remarks>
If ScaledDraw is called, the position will be scaled by the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</remarks>
</member>
<member name="P:CitizenFX.Core.UI.Text.Scale">
<summary>
Gets or sets the scale of this <see cref="T:CitizenFX.Core.UI.Text"/>.
</summary>
<value>
The scale usually a value between ~0.5 and 3.0, Default = 1.0
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Font">
<summary>
Gets or sets the font of this <see cref="T:CitizenFX.Core.UI.Text"/>.
</summary>
<value>
The GTA Font use when drawing.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Caption">
<summary>
Gets or sets the text to draw in this <see cref="T:CitizenFX.Core.UI.Text"/>.
</summary>
<value>
The caption.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Alignment">
<summary>
Gets or sets the alignment of this <see cref="T:CitizenFX.Core.UI.Text"/>.
</summary>
<value>
The alignment:<c>Left</c>, <c>Center</c>, <c>Right</c> Justify
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Shadow">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Text"/> is drawn with a shadow effect.
</summary>
<value>
<c>true</c> if shadow; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Outline">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.UI.Text"/> is drawn with an outline.
</summary>
<value>
<c>true</c> if outline; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.WrapWidth">
<summary>
Gets or sets the maximun size of the <see cref="T:CitizenFX.Core.UI.Text"/> before it wraps to a new line.
</summary>
<value>
The width of the <see cref="T:CitizenFX.Core.UI.Text"/>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Centered">
<summary>
Gets or sets a value indicating whether the alignment of this <see cref="T:CitizenFX.Core.UI.Text" /> is centered.
See <see cref="P:CitizenFX.Core.UI.Text.Alignment"/>
</summary>
<value>
<c>true</c> if centered; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.UI.Text.Width">
<summary>
Measures how many pixels in the horizontal axis this <see cref="T:CitizenFX.Core.UI.Text"/> will use when drawn against a 1280 pixel base
</summary>
</member>
<member name="P:CitizenFX.Core.UI.Text.ScaledWidth">
<summary>
Measures how many pixels in the horizontal axis this <see cref="T:CitizenFX.Core.UI.Text"/> will use when drawn against a <see cref="P:CitizenFX.Core.UI.Text.ScaledWidth"/> pixel base
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single,System.Drawing.Color)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Text.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single,System.Drawing.Color,CitizenFX.Core.UI.Font)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Text.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="font">Sets the <see cref="P:CitizenFX.Core.UI.Text.Font"/> used when drawing the text.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single,System.Drawing.Color,CitizenFX.Core.UI.Font,CitizenFX.Core.UI.Alignment)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Text.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="font">Sets the <see cref="P:CitizenFX.Core.UI.Text.Font"/> used when drawing the text.</param>
<param name="alignment">Sets the <see cref="P:CitizenFX.Core.UI.Text.Alignment"/> used when drawing the text, <see cref="F:CitizenFX.Core.UI.Alignment.Left"/>,<see cref="F:CitizenFX.Core.UI.Alignment.Center"/> or <see cref="F:CitizenFX.Core.UI.Alignment.Right"/>.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single,System.Drawing.Color,CitizenFX.Core.UI.Font,CitizenFX.Core.UI.Alignment,System.Boolean,System.Boolean)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Text.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="font">Sets the <see cref="P:CitizenFX.Core.UI.Text.Font"/> used when drawing the text.</param>
<param name="alignment">Sets the <see cref="P:CitizenFX.Core.UI.Text.Alignment"/> used when drawing the text, <see cref="F:CitizenFX.Core.UI.Alignment.Left"/>,<see cref="F:CitizenFX.Core.UI.Alignment.Center"/> or <see cref="F:CitizenFX.Core.UI.Alignment.Right"/>.</param>
<param name="shadow">Sets whether or not to draw the <see cref="T:CitizenFX.Core.UI.Text"/> with a <see cref="P:CitizenFX.Core.UI.Text.Shadow"/> effect.</param>
<param name="outline">Sets whether or not to draw the <see cref="T:CitizenFX.Core.UI.Text"/> with an <see cref="P:CitizenFX.Core.UI.Text.Outline"/> around the letters.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.#ctor(System.String,System.Drawing.PointF,System.Single,System.Drawing.Color,CitizenFX.Core.UI.Font,CitizenFX.Core.UI.Alignment,System.Boolean,System.Boolean,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.UI.Text"/> class used for drawing text on the screen.
</summary>
<param name="caption">The <see cref="T:CitizenFX.Core.UI.Text"/> to draw.</param>
<param name="position">Set the <see cref="P:CitizenFX.Core.UI.Text.Position"/> on screen where to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="scale">Sets a <see cref="P:CitizenFX.Core.UI.Text.Scale"/> used to increase of decrease the size of the <see cref="T:CitizenFX.Core.UI.Text"/>, for no scaling use 1.0f.</param>
<param name="color">Set the <see cref="P:CitizenFX.Core.UI.Text.Color"/> used to draw the <see cref="T:CitizenFX.Core.UI.Text"/>.</param>
<param name="font">Sets the <see cref="P:CitizenFX.Core.UI.Text.Font"/> used when drawing the text.</param>
<param name="alignment">Sets the <see cref="P:CitizenFX.Core.UI.Text.Alignment"/> used when drawing the text, <see cref="F:CitizenFX.Core.UI.Alignment.Left"/>,<see cref="F:CitizenFX.Core.UI.Alignment.Center"/> or <see cref="F:CitizenFX.Core.UI.Alignment.Right"/>.</param>
<param name="shadow">Sets whether or not to draw the <see cref="T:CitizenFX.Core.UI.Text"/> with a <see cref="P:CitizenFX.Core.UI.Text.Shadow"/> effect.</param>
<param name="outline">Sets whether or not to draw the <see cref="T:CitizenFX.Core.UI.Text"/> with an <see cref="P:CitizenFX.Core.UI.Text.Outline"/> around the letters.</param>
<param name="wrapWidth">Sets how many horizontal pixel to draw before wrapping the <see cref="T:CitizenFX.Core.UI.Text"/> on the next line down.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.GetStringWidth(System.String,CitizenFX.Core.UI.Font,System.Single)">
<summary>
Measures how many pixels in the horizontal axis the string will use when drawn
</summary>
<param name="text">The string of text to measure.</param>
<param name="font">The <see cref="T:CitizenFX.Core.UI.Font"/> of the textu to measure.</param>
<param name="scale">Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling.</param>
<returns>
The amount of pixels scaled on a 1280 pixel width base
</returns>
</member>
<member name="M:CitizenFX.Core.UI.Text.GetScaledStringWidth(System.String,CitizenFX.Core.UI.Font,System.Single)">
<summary>
Measures how many pixels in the horizontal axis the string will use when drawn
</summary>
<param name="text">The string of text to measure.</param>
<param name="font">The <see cref="T:CitizenFX.Core.UI.Font"/> of the textu to measure.</param>
<param name="scale">Sets a sclae value for increasing or decreasing the size of the text, default value 1.0f - no scaling.</param>
<returns>
The amount of pixels scaled by the pixel width base return in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth"/>
</returns>
</member>
<member name="M:CitizenFX.Core.UI.Text.Draw">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Text" /> this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Text.Draw(System.Drawing.SizeF)">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Text" /> this frame at the specified offset.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Text" /> using a 1280*720 pixel base.</param>
</member>
<member name="M:CitizenFX.Core.UI.Text.ScaledDraw">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Text" /> this frame using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
</member>
<member name="M:CitizenFX.Core.UI.Text.ScaledDraw(System.Drawing.SizeF)">
<summary>
Draws the <see cref="T:CitizenFX.Core.UI.Text" /> this frame at the specified offset using the width returned in <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />.
</summary>
<param name="offset">The offset to shift the draw position of this <see cref="T:CitizenFX.Core.UI.Text" /> using a <see cref="P:CitizenFX.Core.UI.Screen.ScaledWidth" />*720 pixel base.</param>
</member>
<member name="P:CitizenFX.Core.Entity.MemoryAddress">
<summary>
Gets the memory address where the <see cref="T:CitizenFX.Core.Entity"/> is stored in memory.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.Health">
<summary>
Gets or sets the health of this <see cref="T:CitizenFX.Core.Entity"/> as an <see cref="T:System.Int32"/>.
</summary>
<value>
The health from 0 - 100 as an integer.
</value>
<remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.Core.Entity.HealthFloat"/> instead.</remarks>
</member>
<member name="P:CitizenFX.Core.Entity.HealthFloat">
<summary>
Gets or sets the health of this <see cref="T:CitizenFX.Core.Entity"/> as a <see cref="T:System.Single"/>.
</summary>
<value>
The health in float.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.MaxHealth">
<summary>
Gets or sets the maximum health of this <see cref="T:CitizenFX.Core.Entity"/> as an <see cref="T:System.Int32"/>.
</summary>
<value>
The maximum health from 0 - 100 as an integer.
</value>
<remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.Core.Entity.MaxHealthFloat"/> instead.</remarks>
</member>
<member name="P:CitizenFX.Core.Entity.MaxHealthFloat">
<summary>
Gets or sets the maximum health of this <see cref="T:CitizenFX.Core.Entity"/> in float.
</summary>
<value>
The maximum health in float.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsDead">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is dead.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is dead; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsAlive">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is alive.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is alive; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.Position">
<summary>
Gets or sets the position of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<value>
The position in world space.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.PositionNoOffset">
<summary>
Sets the position of this <see cref="T:CitizenFX.Core.Entity"/> without any offset.
</summary>
<value>
The position in world space.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.Rotation">
<summary>
Gets or sets the rotation of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<value>
The yaw, pitch, roll rotation values.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.Quaternion">
<summary>
Gets or sets the quaternion of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.Heading">
<summary>
Gets or sets the heading of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<value>
The heading in degrees.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.UpVector">
<summary>
Gets the vector that points above this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.RightVector">
<summary>
Gets the vector that points to the right of this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.ForwardVector">
<summary>
Gets the vector that points in front of this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.Matrix">
<summary>
Gets this <see cref="T:CitizenFX.Core.Entity"/>s matrix which stores position and rotation information.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.IsPositionFrozen">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is frozen.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is position frozen; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.Velocity">
<summary>
Gets or sets the velocity of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.RotationVelocity">
<summary>
Gets the rotation velocity of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.MaxSpeed">
<summary>
Sets the maximum speed this <see cref="T:CitizenFX.Core.Entity"/> can move at.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.HasGravity">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> has gravity.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has gravity; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.HeightAboveGround">
<summary>
Gets how high above ground this <see cref="T:CitizenFX.Core.Entity"/> is.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.SubmersionLevel">
<summary>
Gets a value indicating how submersed this <see cref="T:CitizenFX.Core.Entity"/> is, 1.0f means the whole entity is submerged.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.LodDistance">
<summary>
Gets or sets the level of detail distance of this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.IsVisible">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is visible.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is visible; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsOccluded">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is occluded.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is occluded; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsOnScreen">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is on screen.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is on screen; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsRendered">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is rendered.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is rendered; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsUpright">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is upright.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is upright; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsUpsideDown">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is upside down.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is upside down; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsInAir">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is in the air.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is in the air; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsInWater">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is in water.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is in water; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsPersistent">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is persistent.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is persistent; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsOnFire">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is on fire.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is on fire; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsFireProof">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is fire proof.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is fire proof; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsMeleeProof">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is melee proof.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is melee proof; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsBulletProof">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is bullet proof.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is bullet proof; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsExplosionProof">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is explosion proof.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is explosion proof; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsCollisionProof">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is collision proof.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is collision proof; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsInvincible">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is invincible.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is invincible; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsOnlyDamagedByPlayer">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> can only be damaged by <see cref="T:CitizenFX.Core.Player"/>s.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> can only be damaged by <see cref="T:CitizenFX.Core.Player"/>s; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.Opacity">
<summary>
Gets or sets how opacque this <see cref="T:CitizenFX.Core.Entity"/> is.
</summary>
<value>
0 for completely see through, 255 for fully opacque
</value>
</member>
<member name="M:CitizenFX.Core.Entity.ResetOpacity">
<summary>
Resets the opacity, <seealso cref="P:CitizenFX.Core.Entity.Opacity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.HasCollided">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> has collided with anything.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has collided; otherwise, <c>false</c>.
</value>
<remarks><see cref="P:CitizenFX.Core.Entity.IsRecordingCollisions"/> must be <c>true</c> for this to work.</remarks>
</member>
<member name="P:CitizenFX.Core.Entity.MaterialCollidingWith">
<summary>
Gets the material this entity is currently brushing up against. Only works
for the material the entity is facing towards.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.IsCollisionEnabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> has collision.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has collision; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Entity.IsRecordingCollisions">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Entity"/> is recording collisions.
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.SetNoCollision(CitizenFX.Core.Entity,System.Boolean)">
<summary>
Sets the collision between this <see cref="T:CitizenFX.Core.Entity"/> and another <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to set collision with</param>
<param name="toggle">if set to <c>true</c> the 2 <see cref="T:CitizenFX.Core.Entity"/>s wont collide with each other.</param>
</member>
<member name="M:CitizenFX.Core.Entity.HasBeenDamagedBy(CitizenFX.Core.Entity)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by a specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by the specified <see cref="T:CitizenFX.Core.Entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.HasBeenDamagedBy(CitizenFX.Core.WeaponHash)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by a specific weapon].
</summary>
<param name="weapon">The weapon to check.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by the specified weapon; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.HasBeenDamagedByAnyWeapon">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by any weapon.
</summary>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by any weapon; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.HasBeenDamagedByAnyMeleeWeapon">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by any melee weapon.
</summary>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has been damaged by any melee weapon; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.ClearLastWeaponDamage">
<summary>
Clears the last weapon damage this <see cref="T:CitizenFX.Core.Entity"/> received.
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.IsInArea(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is in a specified area
</summary>
<param name="minBounds">The minimum bounds.</param>
<param name="maxBounds">The maximum bounds.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is in the specified area; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsInAngledArea(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is in a specified angled area
</summary>
<param name="origin">The origin.</param>
<param name="edge">The edge.</param>
<param name="angle">The angle.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is in the specified angled area; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsInRangeOf(CitizenFX.Core.Vector3,System.Single)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is in range of a specified position
</summary>
<param name="position">The position.</param>
<param name="range">The maximum range.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is in range of the <paramref name="position"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsNearEntity(CitizenFX.Core.Entity,CitizenFX.Core.Vector3)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is near a specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check.</param>
<param name="bounds">The max displacement from the <paramref name="entity"/>.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is near the <paramref name="entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsTouching(CitizenFX.Core.Model)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is touching an <see cref="T:CitizenFX.Core.Entity"/> with the <see cref="P:CitizenFX.Core.Entity.Model"/> <paramref name="model"/>.
</summary>
<param name="model">The <see cref="P:CitizenFX.Core.Entity.Model"/> to check</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is touching a <paramref name="model"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsTouching(CitizenFX.Core.Entity)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is touching the <see cref="T:CitizenFX.Core.Entity"/> <paramref name="entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is touching <paramref name="entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.GetOffsetPosition(CitizenFX.Core.Vector3)">
<summary>
Gets the position in world coords of an offset relative this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<param name="offset">The offset from this <see cref="T:CitizenFX.Core.Entity"/>.</param>
</member>
<member name="M:CitizenFX.Core.Entity.GetPositionOffset(CitizenFX.Core.Vector3)">
<summary>
Gets the relative offset of this <see cref="T:CitizenFX.Core.Entity"/> from a world coords position
</summary>
<param name="worldCoords">The world coords.</param>
</member>
<member name="P:CitizenFX.Core.Entity.Bones">
<summary>
Gets a collection of the <see cref="T:CitizenFX.Core.EntityBone"/>s in this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.AttachBlip">
<summary>
Creates a <see cref="T:CitizenFX.Core.Blip"/> on this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.AttachedBlip">
<summary>
Gets the <see cref="T:CitizenFX.Core.Blip"/> attached to this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<remarks>returns <c>null</c> if no <see cref="T:CitizenFX.Core.Blip"/>s are attached to this <see cref="T:CitizenFX.Core.Entity"/></remarks>
</member>
<member name="P:CitizenFX.Core.Entity.AttachedBlips">
<summary>
Gets an <c>array</c> of all <see cref="T:CitizenFX.Core.Blip"/>s attached to this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.AttachTo(CitizenFX.Core.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Attaches this <see cref="T:CitizenFX.Core.Entity"/> to a different <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to attach this <see cref="T:CitizenFX.Core.Entity"/> to.</param>
<param name="position">The position relative to the <paramref name="entity"/> to attach this <see cref="T:CitizenFX.Core.Entity"/> to.</param>
<param name="rotation">The rotation to apply to this <see cref="T:CitizenFX.Core.Entity"/> relative to the <paramref name="entity"/></param>
</member>
<member name="M:CitizenFX.Core.Entity.AttachTo(CitizenFX.Core.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Attaches this <see cref="T:CitizenFX.Core.Entity"/> to a different <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<param name="entityBone">The <see cref="T:CitizenFX.Core.EntityBone"/> to attach this <see cref="T:CitizenFX.Core.Entity"/> to.</param>
<param name="position">The position relative to the <paramref name="entityBone"/> to attach this <see cref="T:CitizenFX.Core.Entity"/> to.</param>
<param name="rotation">The rotation to apply to this <see cref="T:CitizenFX.Core.Entity"/> relative to the <paramref name="entityBone"/></param>
</member>
<member name="M:CitizenFX.Core.Entity.Detach">
<summary>
Detaches this <see cref="T:CitizenFX.Core.Entity"/> from any <see cref="T:CitizenFX.Core.Entity"/> it may be attached to.
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.IsAttached">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is attached to any other <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is attached to another <see cref="T:CitizenFX.Core.Entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.IsAttachedTo(CitizenFX.Core.Entity)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> is attached to the specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check if this <see cref="T:CitizenFX.Core.Entity"/> is attached to.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> is attached to <paramref name="entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Entity.GetEntityAttachedTo">
<summary>
Gets the <see cref="T:CitizenFX.Core.Entity"/> this <see cref="T:CitizenFX.Core.Entity"/> is attached to.
<remarks>returns <c>null</c> if this <see cref="T:CitizenFX.Core.Entity"/> isnt attached to any entity</remarks>
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.ApplyForce(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.ForceType)">
<summary>
Applies a force to this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="direction">The direction to apply the force relative to world coords.</param>
<param name="rotation">The rotation force to apply</param>
<param name="forceType">Type of the force to apply.</param>
</member>
<member name="M:CitizenFX.Core.Entity.ApplyForceRelative(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.ForceType)">
<summary>
Applies a force to this <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="direction">The direction to apply the force relative to this <see cref="T:CitizenFX.Core.Entity"/>s rotation</param>
<param name="rotation">The rotation force to apply</param>
<param name="forceType">Type of the force to apply.</param>
</member>
<member name="M:CitizenFX.Core.Entity.RemoveAllParticleEffects">
<summary>
Stops all particle effects attached to this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.NetworkId">
<summary>
Gets the network ID of this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.Delete">
<summary>
Deletes this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.MarkAsNoLongerNeeded">
<summary>
Marks this <see cref="T:CitizenFX.Core.Entity"/> as no longer needed letting the game delete it when its too far away.
</summary>
</member>
<member name="P:CitizenFX.Core.Entity.State">
<summary>
Gets the <see cref="T:CitizenFX.Core.StateBag"/> of this <see cref="T:CitizenFX.Core.Entity"/>
</summary>
</member>
<member name="M:CitizenFX.Core.Entity.FromHandle(System.Int32)">
<summary>
Creates a new instance of an <see cref="T:CitizenFX.Core.Entity"/> from the given handle.
</summary>
<param name="handle">The entity handle.</param>
<returns>Returns a <see cref="T:CitizenFX.Core.Ped"/> if this handle corresponds to a Ped.
Returns a <see cref="T:CitizenFX.Core.Vehicle"/> if this handle corresponds to a Vehicle.
Returns a <see cref="T:CitizenFX.Core.Prop"/> if this handle corresponds to a Prop.
Returns <c>null</c> if no <see cref="T:CitizenFX.Core.Entity"/> exists this the specified <paramref name="handle"/></returns>
</member>
<member name="M:CitizenFX.Core.Entity.FromNetworkId(System.Int32)">
<summary>
Creates a new instance of an <see cref="T:CitizenFX.Core.Entity"/> from the given network ID.
</summary>
<param name="networkId">The network ID of the entity.</param>
<returns>Returns a <see cref="T:CitizenFX.Core.Ped"/> if this network ID corresponds to a Ped.
Returns a <see cref="T:CitizenFX.Core.Vehicle"/> if this network ID corresponds to a Vehicle.
Returns a <see cref="T:CitizenFX.Core.Prop"/> if this network ID corresponds to a Prop.
Returns <c>null</c> if no <see cref="T:CitizenFX.Core.Entity"/> exists for the specified <paramref name="networkId"/></returns>
</member>
<member name="M:CitizenFX.Core.Entity.Exists">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> exists.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Entity.Exists(CitizenFX.Core.Entity)">
<summary>
Determines whether the <see cref="T:CitizenFX.Core.Entity"/> exists.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Entity"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Entity.Equals(CitizenFX.Core.Entity)">
<summary>
Checks if two <see cref="T:CitizenFX.Core.Entity"/>s refer to the same <see cref="T:CitizenFX.Core.Entity"/>
</summary>
<param name="entity">The other <see cref="T:CitizenFX.Core.Entity"/>.</param>
<returns><c>true</c> if they are the same <see cref="T:CitizenFX.Core.Entity"/>; otherwise, false</returns>
</member>
<member name="P:CitizenFX.Core.EntityBone.Index">
<summary>
Gets the bone index of this <see cref="T:CitizenFX.Core.EntityBone"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.EntityBone.Position">
<summary>
Gets the position of this <see cref="T:CitizenFX.Core.EntityBone"/> in world coords.
</summary>
</member>
<member name="P:CitizenFX.Core.EntityBone.IsValid">
<summary>
Determines if this <see cref="T:CitizenFX.Core.EntityBone"/> is valid
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.EntityBone"/> is valid; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.EntityBone.Equals(CitizenFX.Core.EntityBone)">
<summary>
Checks if two <see cref="T:CitizenFX.Core.EntityBone"/>s refer to the same <see cref="T:CitizenFX.Core.EntityBone"/>
</summary>
<param name="entityBone">The other <see cref="T:CitizenFX.Core.EntityBone"/>.</param>
<returns><c>true</c> if they are the same bone of the same <see cref="T:CitizenFX.Core.Entity"/>; otherwise, false</returns>
</member>
<member name="P:CitizenFX.Core.EntityBoneCollection.Item(System.String)">
<summary>
Gets the <see cref="T:CitizenFX.Core.EntityBone"/> with the specified bone name.
</summary>
<param name="boneName">Name of the bone.</param>
</member>
<member name="P:CitizenFX.Core.EntityBoneCollection.Item(System.Int32)">
<summary>
Gets the <see cref="T:CitizenFX.Core.EntityBone"/> at the specified bone index.
</summary>
<param name="boneIndex">The bone index.</param>
</member>
<member name="M:CitizenFX.Core.EntityBoneCollection.HasBone(System.String)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Entity"/> has a bone with the specified bone name
</summary>
<param name="boneName">Name of the bone.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Entity"/> has a bone with the specified bone name; otherwise, <c>false</c>.
</returns>
</member>
<member name="P:CitizenFX.Core.EntityBoneCollection.Core">
<summary>
Gets the number of bones that this <see cref="T:CitizenFX.Core.Entity"/> has.
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ActivePose">
<summary>
Gets a ActivePose Helper class for sending ActivePose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ApplyImpulse">
<summary>
Gets a ApplyImpulse Helper class for sending ApplyImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ApplyBulletImpulse">
<summary>
Gets a ApplyBulletImpulse Helper class for sending ApplyBulletImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BodyRelax">
<summary>
Gets a BodyRelax Helper class for sending BodyRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureBalance">
<summary>
Gets a ConfigureBalance Helper class for sending ConfigureBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureBalanceReset">
<summary>
Gets a ConfigureBalanceReset Helper class for sending ConfigureBalanceReset <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
reset the values configurable by the Configure Balance message to their defaults.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureSelfAvoidance">
<summary>
Gets a ConfigureSelfAvoidance Helper class for sending ConfigureSelfAvoidance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureBullets">
<summary>
Gets a ConfigureBullets Helper class for sending ConfigureBullets <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureBulletsExtra">
<summary>
Gets a ConfigureBulletsExtra Helper class for sending ConfigureBulletsExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureLimits">
<summary>
Gets a ConfigureLimits Helper class for sending ConfigureLimits <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureSoftLimit">
<summary>
Gets a ConfigureSoftLimit Helper class for sending ConfigureSoftLimit <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureShotInjuredArm">
<summary>
Gets a ConfigureShotInjuredArm Helper class for sending ConfigureShotInjuredArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
This single message allows you to configure the injured arm reaction during shot
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureShotInjuredLeg">
<summary>
Gets a ConfigureShotInjuredLeg Helper class for sending ConfigureShotInjuredLeg <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
This single message allows you to configure the injured leg reaction during shot
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.DefineAttachedObject">
<summary>
Gets a DefineAttachedObject Helper class for sending DefineAttachedObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ForceToBodyPart">
<summary>
Gets a ForceToBodyPart Helper class for sending ForceToBodyPart <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Apply an impulse to a named body part
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.LeanInDirection">
<summary>
Gets a LeanInDirection Helper class for sending LeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.LeanRandom">
<summary>
Gets a LeanRandom Helper class for sending LeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.LeanToPosition">
<summary>
Gets a LeanToPosition Helper class for sending LeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.LeanTowardsObject">
<summary>
Gets a LeanTowardsObject Helper class for sending LeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HipsLeanInDirection">
<summary>
Gets a HipsLeanInDirection Helper class for sending HipsLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HipsLeanRandom">
<summary>
Gets a HipsLeanRandom Helper class for sending HipsLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HipsLeanToPosition">
<summary>
Gets a HipsLeanToPosition Helper class for sending HipsLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HipsLeanTowardsObject">
<summary>
Gets a HipsLeanTowardsObject Helper class for sending HipsLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ForceLeanInDirection">
<summary>
Gets a ForceLeanInDirection Helper class for sending ForceLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ForceLeanRandom">
<summary>
Gets a ForceLeanRandom Helper class for sending ForceLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ForceLeanToPosition">
<summary>
Gets a ForceLeanToPosition Helper class for sending ForceLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ForceLeanTowardsObject">
<summary>
Gets a ForceLeanTowardsObject Helper class for sending ForceLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetStiffness">
<summary>
Gets a SetStiffness Helper class for sending SetStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetMuscleStiffness">
<summary>
Gets a SetMuscleStiffness Helper class for sending SetMuscleStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetWeaponMode">
<summary>
Gets a SetWeaponMode Helper class for sending SetWeaponMode <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.RegisterWeapon">
<summary>
Gets a RegisterWeapon Helper class for sending RegisterWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Use this message to register weapon. This is an alternativeto the registerWeapon public function.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotRelax">
<summary>
Gets a ShotRelax Helper class for sending ShotRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.FireWeapon">
<summary>
Gets a FireWeapon Helper class for sending FireWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
One shot message apply a force to the hand as we fire the gun that should be in this hand
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ConfigureConstraints">
<summary>
Gets a ConfigureConstraints Helper class for sending ConfigureConstraints <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
One shot to give state of constraints on character and response to constraints
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.StayUpright">
<summary>
Gets a StayUpright Helper class for sending StayUpright <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.StopAllBehaviours">
<summary>
Gets a StopAllBehaviours Helper class for sending StopAllBehaviours <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Send this message to immediately stop all behaviours from executing.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetCharacterStrength">
<summary>
Gets a SetCharacterStrength Helper class for sending SetCharacterStrength <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1]
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetCharacterHealth">
<summary>
Gets a SetCharacterHealth Helper class for sending SetCharacterHealth <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Sets character's health on the dead-to-alive scale: [0..1]
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetFallingReaction">
<summary>
Gets a SetFallingReaction Helper class for sending SetFallingReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Sets the type of reaction if catchFall is called
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetCharacterUnderwater">
<summary>
Gets a SetCharacterUnderwater Helper class for sending SetCharacterUnderwater <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Sets viscosity applied to damping limbs
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetCharacterCollisions">
<summary>
Gets a SetCharacterCollisions Helper class for sending SetCharacterCollisions <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
setCharacterCollisions:
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetCharacterDamping">
<summary>
Gets a SetCharacterDamping Helper class for sending SetCharacterDamping <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Damp out cartwheeling and somersaulting above a certain threshold
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SetFrictionScale">
<summary>
Gets a SetFrictionScale Helper class for sending SetFrictionScale <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
setFrictionScale:
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.AnimPose">
<summary>
Gets a AnimPose Helper class for sending AnimPose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ArmsWindmill">
<summary>
Gets a ArmsWindmill Helper class for sending ArmsWindmill <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ArmsWindmillAdaptive">
<summary>
Gets a ArmsWindmillAdaptive Helper class for sending ArmsWindmillAdaptive <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BalancerCollisionsReaction">
<summary>
Gets a BalancerCollisionsReaction Helper class for sending BalancerCollisionsReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BodyBalance">
<summary>
Gets a BodyBalance Helper class for sending BodyBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BodyFoetal">
<summary>
Gets a BodyFoetal Helper class for sending BodyFoetal <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BodyRollUp">
<summary>
Gets a BodyRollUp Helper class for sending BodyRollUp <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BodyWrithe">
<summary>
Gets a BodyWrithe Helper class for sending BodyWrithe <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.BraceForImpact">
<summary>
Gets a BraceForImpact Helper class for sending BraceForImpact <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Buoyancy">
<summary>
Gets a Buoyancy Helper class for sending Buoyancy <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Simple buoyancy model. No character movement just fluid forces/torques added to parts.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.CatchFall">
<summary>
Gets a CatchFall Helper class for sending CatchFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Electrocute">
<summary>
Gets a Electrocute Helper class for sending Electrocute <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.FallOverWall">
<summary>
Gets a FallOverWall Helper class for sending FallOverWall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Grab">
<summary>
Gets a Grab Helper class for sending Grab <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HeadLook">
<summary>
Gets a HeadLook Helper class for sending HeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.HighFall">
<summary>
Gets a HighFall Helper class for sending HighFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.IncomingTransforms">
<summary>
Gets a IncomingTransforms Helper class for sending IncomingTransforms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.InjuredOnGround">
<summary>
Gets a InjuredOnGround Helper class for sending InjuredOnGround <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
InjuredOnGround
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Carried">
<summary>
Gets a Carried Helper class for sending Carried <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Carried
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Dangle">
<summary>
Gets a Dangle Helper class for sending Dangle <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Dangle
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.OnFire">
<summary>
Gets a OnFire Helper class for sending OnFire <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.PedalLegs">
<summary>
Gets a PedalLegs Helper class for sending PedalLegs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.PointArm">
<summary>
Gets a PointArm Helper class for sending PointArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm)
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.PointGun">
<summary>
Gets a PointGun Helper class for sending PointGun <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.PointGunExtra">
<summary>
Gets a PointGunExtra Helper class for sending PointGunExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.RollDownStairs">
<summary>
Gets a RollDownStairs Helper class for sending RollDownStairs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Shot">
<summary>
Gets a Shot Helper class for sending Shot <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotNewBullet">
<summary>
Gets a ShotNewBullet Helper class for sending ShotNewBullet <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotSnap">
<summary>
Gets a ShotSnap Helper class for sending ShotSnap <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotShockSpin">
<summary>
Gets a ShotShockSpin Helper class for sending ShotShockSpin <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotFallToKnees">
<summary>
Gets a ShotFallToKnees Helper class for sending ShotFallToKnees <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
configure the fall to knees shot.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotFromBehind">
<summary>
Gets a ShotFromBehind Helper class for sending ShotFromBehind <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
configure the shot from behind reaction
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotInGuts">
<summary>
Gets a ShotInGuts Helper class for sending ShotInGuts <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
configure the shot in guts reaction
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotHeadLook">
<summary>
Gets a ShotHeadLook Helper class for sending ShotHeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.ShotConfigureArms">
<summary>
Gets a ShotConfigureArms Helper class for sending ShotConfigureArms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
configure the arm reactions in shot
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.SmartFall">
<summary>
Gets a SmartFall Helper class for sending SmartFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<remarks>
Clone of High Fall with a wider range of operating conditions.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.StaggerFall">
<summary>
Gets a StaggerFall Helper class for sending StaggerFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Teeter">
<summary>
Gets a Teeter Helper class for sending Teeter <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.UpperBodyFlinch">
<summary>
Gets a UpperBodyFlinch Helper class for sending UpperBodyFlinch <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.Euphoria.Yanked">
<summary>
Gets a Yanked Helper class for sending Yanked <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to this <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.Message">
<summary>
A Base class for manually building a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/>
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.#ctor(System.String)">
<summary>
Creates a class to manually build <see cref="T:CitizenFX.Core.NaturalMotion.Message"/>s that can be sent to any <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="message">The name of the natual motion message.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.Abort(CitizenFX.Core.Ped)">
<summary>
Stops this Natural Motion behavious on the given <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.Ped"/> to send the Abort <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SendTo(CitizenFX.Core.Ped)">
<summary>
Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.Core.Ped"/> that will loop until manually aborted
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.Ped"/> to send the <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SendTo(CitizenFX.Core.Ped,System.Int32)">
<summary>
Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.Core.Ped"/> for a specified duration.
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.Ped"/> to send the <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<param name="duration">How long to apply the behaviour for (-1 for looped).</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SetArgument(System.String,System.Boolean)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Boolean"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SetArgument(System.String,System.Int32)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Int32"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SetArgument(System.String,System.Single)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Single"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SetArgument(System.String,System.String)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.String"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.SetArgument(System.String,CitizenFX.Core.Vector3)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:CitizenFX.Core.Vector3"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.Message.ResetArguments">
<summary>
Resets all arguments to their default value's
</summary>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.CustomHelper">
<summary>
A Helper class for building a <seealso cref="T:CitizenFX.Core.NaturalMotion.Message" /> and sending it to a given <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.#ctor(CitizenFX.Core.Ped,System.String)">
<summary>
Creates a Helper class for building Natural Motion messages to send to a given <see cref="T:CitizenFX.Core.Ped"/>
</summary>
<param name="target">The <see cref="T:CitizenFX.Core.Ped"/> that the message will be applied to.</param>
<param name="message">The name of the natual motion message.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.Start">
<summary>
Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.Core.Ped"/> that will loop until manually aborted
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.Start(System.Int32)">
<summary>
Starts this Natural Motion behaviour on the <see cref="T:CitizenFX.Core.Ped"/> for a specified duration.
</summary>
<param name="duration">How long to apply the behaviour for (-1 for looped).</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.Stop">
<summary>
Stops this Natural Motion behavious on the <see cref="T:CitizenFX.Core.Ped"/>
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.SetArgument(System.String,System.Boolean)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Boolean"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.SetArgument(System.String,System.Int32)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Int32"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.SetArgument(System.String,System.Single)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.Single"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.SetArgument(System.String,System.String)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:System.String"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.SetArgument(System.String,CitizenFX.Core.Vector3)">
<summary>
Sets a <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> argument to a <see cref="T:CitizenFX.Core.Vector3"/> value
</summary>
<param name="argName">The argument name.</param>
<param name="value">The value to set the argument to.</param>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CustomHelper.ResetArguments">
<summary>
Resets all arguments to their default value's
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ActivePoseHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ActivePoseHelper for sending a ActivePose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ActivePose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ActivePoseHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ActivePoseHelper"/>.
Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ActivePoseHelper.UseGravityCompensation">
<summary>
Sets the UseGravityCompensation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ActivePoseHelper"/>.
Apply gravity compensation as well?.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ActivePoseHelper.AnimSource">
<summary>
Sets the AnimSource setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ActivePoseHelper"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ApplyImpulseHelper for sending a ApplyImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ApplyImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.EqualizeAmount">
<summary>
Sets the EqualizeAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
0 means straight impulse, 1 means multiply by the mass (change in velocity).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.PartIndex">
<summary>
Sets the PartIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
index of part being hit. -1 apply impulse to COM.
</summary>
<remarks>
Default value = 0.
Min value = -1.
Max value = 28.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.Impulse">
<summary>
Sets the Impulse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
impulse vector (impulse is change in momentum).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -4500.0f.
Max value = 4500.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.HitPoint">
<summary>
Sets the HitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
optional point on part where hit. If not supplied then the impulse is applied at the part centre.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.LocalHitPointInfo">
<summary>
Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
hitPoint in local coordinates of bodyPart.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.LocalImpulseInfo">
<summary>
Sets the LocalImpulseInfo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
impulse in local coordinates of bodyPart.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper.AngularImpulse">
<summary>
Sets the AngularImpulse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyImpulseHelper"/>.
impulse should be considered an angular impulse.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ApplyBulletImpulseHelper for sending a ApplyBulletImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ApplyBulletImpulse <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.EqualizeAmount">
<summary>
Sets the EqualizeAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
0 means straight impulse, 1 means multiply by the mass (change in velocity).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.PartIndex">
<summary>
Sets the PartIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
index of part being hit.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 28.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.Impulse">
<summary>
Sets the Impulse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
impulse vector (impulse is change in momentum).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1000.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.HitPoint">
<summary>
Sets the HitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
optional point on part where hit.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.LocalHitPointInfo">
<summary>
Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
true = hitPoint is in local coordinates of bodyPart, false = hitpoint is in world coordinates.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper.ExtraShare">
<summary>
Sets the ExtraShare setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ApplyBulletImpulseHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = -2.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper">
<summary>
Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BodyRelaxHelper for sending a BodyRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BodyRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Set the amount of relaxation across the whole body; Used to collapse the character into a rag-doll-like state.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.Relaxation">
<summary>
Sets the Relaxation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper"/>.
How relaxed the body becomes, in percentage relaxed. 100 being totally rag-dolled, 0 being very stiff and rigid.
</summary>
<remarks>
Default value = 50.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.HoldPose">
<summary>
Sets the HoldPose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper"/>.
automatically hold the current pose as the character relaxes - can be used to avoid relaxing into a t-pose.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRelaxHelper.DisableJointDriving">
<summary>
Sets the DisableJointDriving setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRelaxHelper"/>.
sets the drive state to free - this reduces drifting on the ground.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper">
<summary>
This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureBalanceHelper for sending a ConfigureBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
This single message allows you to configure various parameters used on any behaviour that uses the dynamic balance.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepHeight">
<summary>
Sets the StepHeight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
maximum height that character steps vertically (above 0.2 is high...but ok for say underwater).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 0.4f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepHeightInc4Step">
<summary>
Sets the StepHeightInc4Step setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
added to stepHeight if going up steps.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 0.4f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LegsApartRestep">
<summary>
Sets the LegsApartRestep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
if the legs end up more than (legsApartRestep + hipwidth) apart even though balanced, take another step.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LegsTogetherRestep">
<summary>
Sets the LegsTogetherRestep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LegsApartMax">
<summary>
Sets the LegsApartMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.TaperKneeStrength">
<summary>
Sets the TaperKneeStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
does the knee strength reduce with angle.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LegStiffness">
<summary>
Sets the LegStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
stiffness of legs.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LeftLegSwingDamping">
<summary>
Sets the LeftLegSwingDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
damping of left leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.2f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.RightLegSwingDamping">
<summary>
Sets the RightLegSwingDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
damping of right leg during swing phase (mmmmDrunk used 1.25 to slow legs movement).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.2f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.OpposeGravityLegs">
<summary>
Sets the OpposeGravityLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Gravity opposition applied to hips and knees.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.OpposeGravityAnkles">
<summary>
Sets the OpposeGravityAnkles setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Gravity opposition applied to ankles. General balancer likes 1.0. StaggerFall likes 0.1.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LeanAcc">
<summary>
Sets the LeanAcc setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Multiplier on the floorAcceleration added to the lean.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.HipLeanAcc">
<summary>
Sets the HipLeanAcc setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Multiplier on the floorAcceleration added to the leanHips.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LeanAccMax">
<summary>
Sets the LeanAccMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Max floorAcceleration allowed for lean and leanHips.
</summary>
<remarks>
Default value = 5.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ResistAcc">
<summary>
Sets the ResistAcc setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Level of cheat force added to character to resist the effect of floorAcceleration (anti-Acceleration) - added to upperbody.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ResistAccMax">
<summary>
Sets the ResistAccMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Max floorAcceleration allowed for anti-Acceleration. If GT 20.0 then it is probably in a crash.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FootSlipCompOnMovingFloor">
<summary>
Sets the FootSlipCompOnMovingFloor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AnkleEquilibrium">
<summary>
Sets the AnkleEquilibrium setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
ankle equilibrium angle used when static balancing.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ExtraFeetApart">
<summary>
Sets the ExtraFeetApart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
additional feet apart setting.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.DontStepTime">
<summary>
Sets the DontStepTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
amount of time at the start of a balance before the character is allowed to start stepping.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThreshold">
<summary>
Sets the BalanceAbortThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
when the character gives up and goes into a fall. Larger values mean that the balancer can lean more before failing.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.GiveUpHeight">
<summary>
Sets the GiveUpHeight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
height between lowest foot and COM below which balancer will give up.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepClampScale">
<summary>
Sets the StepClampScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepClampScaleVariance">
<summary>
Sets the StepClampScaleVariance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Variance in clamp scale every step. if negative only takes away from clampScale.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.PredictionTimeHip">
<summary>
Sets the PredictionTimeHip setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.PredictionTime">
<summary>
Sets the PredictionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.PredictionTimeVariance">
<summary>
Sets the PredictionTimeVariance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Variance in predictionTime every step. if negative only takes away from predictionTime.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.MaxSteps">
<summary>
Sets the MaxSteps setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Maximum number of steps that the balancer will take.
</summary>
<remarks>
Default value = 100.
Min value = 1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.MaxBalanceTime">
<summary>
Sets the MaxBalanceTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Maximum time(seconds) that the balancer will balance for.
</summary>
<remarks>
Default value = 50.0f.
Min value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ExtraSteps">
<summary>
Sets the ExtraSteps setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Allow the balancer to take this many more steps before hitting maxSteps. If negative nothing happens(safe default).
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ExtraTime">
<summary>
Sets the ExtraTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Allow the balancer to balance for this many more seconds before hitting maxBalanceTime. If negative nothing happens(safe default).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FallType">
<summary>
Sets the FallType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
How to fall after maxSteps or maxBalanceTime.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.FallType.RampDownStiffness"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.FallType.Slump"/> BCR has to be active.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FallMult">
<summary>
Sets the FallMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Multiply the rampDown of stiffness on falling by this amount ( GT 1 fall quicker).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FallReduceGravityComp">
<summary>
Sets the FallReduceGravityComp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Reduce gravity compensation as the legs weaken on falling.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.RampHipPitchOnFail">
<summary>
Sets the RampHipPitchOnFail setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
bend over when falling after maxBalanceTime.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StableLinSpeedThresh">
<summary>
Sets the StableLinSpeedThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Linear speed threshold for successful balance.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StableRotSpeedThresh">
<summary>
Sets the StableRotSpeedThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Rotational speed threshold for successful balance.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FailMustCollide">
<summary>
Sets the FailMustCollide setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
The upper body of the character must be colliding and other failure conditions met to fail.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.IgnoreFailure">
<summary>
Sets the IgnoreFailure setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Ignore maxSteps and maxBalanceTime and try to balance forever.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.ChangeStepTime">
<summary>
Sets the ChangeStepTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
time not in contact (airborne) before step is changed. If -ve don't change step.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.BalanceIndefinitely">
<summary>
Sets the BalanceIndefinitely setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Ignore maxSteps and maxBalanceTime and try to balance forever.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.MovingFloor">
<summary>
Sets the MovingFloor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AirborneStep">
<summary>
Sets the AirborneStep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
when airborne try to step. Set to false for e.g. shotGun reaction.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.UseComDirTurnVelThresh">
<summary>
Sets the UseComDirTurnVelThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.MinKneeAngle">
<summary>
Sets the MinKneeAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Minimum knee angle (-ve value will mean this functionality is not applied). 0.4 seems a good value.
</summary>
<remarks>
Default value = -0.5f.
Min value = -0.5f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FlatterSwingFeet">
<summary>
Sets the FlatterSwingFeet setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FlatterStaticFeet">
<summary>
Sets the FlatterStaticFeet setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AvoidLeg">
<summary>
Sets the AvoidLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AvoidFootWidth">
<summary>
Sets the AvoidFootWidth setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AvoidFeedback">
<summary>
Sets the AvoidFeedback setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LeanAgainstVelocity">
<summary>
Sets the LeanAgainstVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepDecisionThreshold">
<summary>
Sets the StepDecisionThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StepIfInSupport">
<summary>
Sets the StepIfInSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
The balancer sometimes decides to step even if balanced.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.AlwaysStepWithFarthest">
<summary>
Sets the AlwaysStepWithFarthest setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.StandUp">
<summary>
Sets the StandUp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
standup more with increased velocity.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.DepthFudge">
<summary>
Sets the DepthFudge setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.DepthFudgeStagger">
<summary>
Sets the DepthFudgeStagger setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Supposed to increase foot friction: Impact depth of a collision with the foot is changed when staggerFall is running - impact.SetDepth(impact.GetDepth() - depthFudgeStagger).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FootFriction">
<summary>
Sets the FootFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Foot friction multiplier is multiplied by this amount if balancer is running.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.FootFrictionStagger">
<summary>
Sets the FootFrictionStagger setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
Foot friction multiplier is multiplied by this amount if staggerFall is running.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.BackwardsLeanCutoff">
<summary>
Sets the BackwardsLeanCutoff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 1.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.GiveUpHeightEnd">
<summary>
Sets the GiveUpHeightEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
if this value is different from giveUpHeight, actual giveUpHeight will be ramped toward this value.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.BalanceAbortThresholdEnd">
<summary>
Sets the BalanceAbortThresholdEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
if this value is different from balanceAbortThreshold, actual balanceAbortThreshold will be ramped toward this value.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.GiveUpRampDuration">
<summary>
Sets the GiveUpRampDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
duration of ramp from start of behaviour for above two parameters. If smaller than 0, no ramp is applied.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper.LeanToAbort">
<summary>
Sets the LeanToAbort setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceHelper"/>.
lean at which to send abort message when maxSteps or maxBalanceTime is reached.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureBalanceResetHelper">
<summary>
reset the values configurable by the Configure Balance message to their defaults.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureBalanceResetHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureBalanceResetHelper for sending a ConfigureBalanceReset <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureBalanceReset <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
reset the values configurable by the Configure Balance message to their defaults.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper">
<summary>
this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureSelfAvoidanceHelper for sending a ConfigureSelfAvoidance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureSelfAvoidance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
this single message allows to configure self avoidance for the character.BBDD Self avoidance tech.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.UseSelfAvoidance">
<summary>
Sets the UseSelfAvoidance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Enable or disable self avoidance tech.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.OverwriteDragReduction">
<summary>
Sets the OverwriteDragReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.TorsoSwingFraction">
<summary>
Sets the TorsoSwingFraction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Place the adjusted target this much along the arc between effector (wrist) and target, value in range [0,1].
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.MaxTorsoSwingAngleRad">
<summary>
Sets the MaxTorsoSwingAngleRad setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Max value on the effector (wrist) to adjusted target offset.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.6f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.SelfAvoidIfInSpineBoundsOnly">
<summary>
Sets the SelfAvoidIfInSpineBoundsOnly setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Restrict self avoidance to operate on targets that are within character torso bounds only.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.SelfAvoidAmount">
<summary>
Sets the SelfAvoidAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
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].
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.OverwriteTwist">
<summary>
Sets the OverwriteTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Overwrite desired IK twist with self avoidance procedural twist.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.UsePolarPathAlgorithm">
<summary>
Sets the UsePolarPathAlgorithm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
Use the alternative self avoidance algorithm that is based on linear and polar target blending. WARNING: It only requires "radius" in terms of parametrization.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper.Radius">
<summary>
Sets the Radius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSelfAvoidanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureBulletsHelper for sending a ConfigureBullets <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureBullets <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseSpreadOverParts">
<summary>
Sets the ImpulseSpreadOverParts setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
spreads impulse across parts. currently only for spine parts, not limbs.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseLeakageStrengthScaled">
<summary>
Sets the ImpulseLeakageStrengthScaled setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
for weaker characters subsequent impulses remain strong.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulsePeriod">
<summary>
Sets the ImpulsePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
duration that impulse is spread over (triangular shaped).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseTorqueScale">
<summary>
Sets the ImpulseTorqueScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.LoosenessFix">
<summary>
Sets the LoosenessFix setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseDelay">
<summary>
Sets the ImpulseDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
time from hit before impulses are being applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseReductionPerShot">
<summary>
Sets the ImpulseReductionPerShot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
by how much are subsequent impulses reduced (e.g. 0.0: no reduction, 0.1: 10% reduction each new hit).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseRecovery">
<summary>
Sets the ImpulseRecovery setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 60.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseMinLeakage">
<summary>
Sets the ImpulseMinLeakage setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
the minimum amount of impulse leakage allowed.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueMode">
<summary>
Sets the TorqueMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Disabled"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Proportional"/> - proportional to character strength, can reduce impulse amount.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Additive"/> - no reduction of impulse and not proportional to character strength.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueSpinMode">
<summary>
Sets the TorqueSpinMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueSpinMode.FromImpulse"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueSpinMode.Flipping"/> a burst effect is achieved.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueFilterMode">
<summary>
Sets the TorqueFilterMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueFilterMode.ApplyEveryBullet"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueAlwaysSpine3">
<summary>
Sets the TorqueAlwaysSpine3 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
always apply torques to spine3 instead of actual part hit.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueDelay">
<summary>
Sets the TorqueDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
time from hit before torques are being applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorquePeriod">
<summary>
Sets the TorquePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
duration of torque.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueGain">
<summary>
Sets the TorqueGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
multiplies impulse magnitude to arrive at torque that is applied.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueCutoff">
<summary>
Sets the TorqueCutoff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.TorqueReductionPerTick">
<summary>
Sets the TorqueReductionPerTick setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.LiftGain">
<summary>
Sets the LiftGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount of lift (directly multiplies torque axis to give lift force).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.CounterImpulseDelay">
<summary>
Sets the CounterImpulseDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
time after impulse is applied that counter impulse is applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.CounterImpulseMag">
<summary>
Sets the CounterImpulseMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount of the original impulse that is countered.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.CounterAfterMagReached">
<summary>
Sets the CounterAfterMagReached setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.DoCounterImpulse">
<summary>
Sets the DoCounterImpulse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
add a counter impulse to the pelvis.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.CounterImpulse2Hips">
<summary>
Sets the CounterImpulse2Hips setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount of the counter impulse applied to hips - the rest is applied to the part originally hit.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseNoBalMult">
<summary>
Sets the ImpulseNoBalMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabStart">
<summary>
Sets the ImpulseBalStabStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabEnd">
<summary>
Sets the ImpulseBalStabEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseBalStabMult">
<summary>
Sets the ImpulseBalStabMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngStart">
<summary>
Sets the ImpulseSpineAngStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.
</summary>
<remarks>
Default value = 0.7f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngEnd">
<summary>
Sets the ImpulseSpineAngEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseSpineAngMult">
<summary>
Sets the ImpulseSpineAngMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseVelStart">
<summary>
Sets the ImpulseVelStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseVelEnd">
<summary>
Sets the ImpulseVelEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseVelMult">
<summary>
Sets the ImpulseVelMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMult">
<summary>
Sets the ImpulseAirMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMultStart">
<summary>
Sets the ImpulseAirMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if impulse is above this value scale it by impulseAirMult.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseAirMax">
<summary>
Sets the ImpulseAirMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount to clamp impulse to if character is airborne and dynamicBalance is OK.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseAirApplyAbove">
<summary>
Sets the ImpulseAirApplyAbove setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
</summary>
<remarks>
Default value = 399.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseAirOn">
<summary>
Sets the ImpulseAirOn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMult">
<summary>
Sets the ImpulseOneLegMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMultStart">
<summary>
Sets the ImpulseOneLegMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if impulse is above this value scale it by impulseOneLegMult.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegMax">
<summary>
Sets the ImpulseOneLegMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegApplyAbove">
<summary>
Sets the ImpulseOneLegApplyAbove setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
</summary>
<remarks>
Default value = 399.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.ImpulseOneLegOn">
<summary>
Sets the ImpulseOneLegOn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbRatio">
<summary>
Sets the RbRatio setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbLowerShare">
<summary>
Sets the RbLowerShare setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMoment">
<summary>
Sets the RbMoment setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArm">
<summary>
Sets the RbMaxTwistMomentArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArm">
<summary>
Sets the RbMaxBroomMomentArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbRatioAirborne">
<summary>
Sets the RbRatioAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMomentAirborne">
<summary>
Sets the RbMomentAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArmAirborne">
<summary>
Sets the RbMaxTwistMomentArmAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if Airborne: Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArmAirborne">
<summary>
Sets the RbMaxBroomMomentArmAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbRatioOneLeg">
<summary>
Sets the RbRatioOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMomentOneLeg">
<summary>
Sets the RbMomentOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxTwistMomentArmOneLeg">
<summary>
Sets the RbMaxTwistMomentArmOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if only one leg in contact: Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbMaxBroomMomentArmOneLeg">
<summary>
Sets the RbMaxBroomMomentArmOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbTwistAxis">
<summary>
Sets the RbTwistAxis setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.RbTwistAxis.WorldUp"/>.
</remarks>.
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper.RbPivot">
<summary>
Sets the RbPivot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureBulletsExtraHelper for sending a ConfigureBulletsExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureBulletsExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpreadOverParts">
<summary>
Sets the ImpulseSpreadOverParts setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
spreads impulse across parts. currently only for spine parts, not limbs.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulsePeriod">
<summary>
Sets the ImpulsePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
duration that impulse is spread over (triangular shaped).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseTorqueScale">
<summary>
Sets the ImpulseTorqueScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.LoosenessFix">
<summary>
Sets the LoosenessFix setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseDelay">
<summary>
Sets the ImpulseDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
time from hit before impulses are being applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueMode">
<summary>
Sets the TorqueMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Disabled"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Proportional"/> - proportional to character strength, can reduce impulse amount.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueMode.Additive"/> - no reduction of impulse and not proportional to character strength.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueSpinMode">
<summary>
Sets the TorqueSpinMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueSpinMode.FromImpulse"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.TorqueSpinMode.Flipping"/> a burst effect is achieved.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueFilterMode">
<summary>
Sets the TorqueFilterMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TorqueFilterMode.ApplyEveryBullet"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueAlwaysSpine3">
<summary>
Sets the TorqueAlwaysSpine3 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
always apply torques to spine3 instead of actual part hit.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueDelay">
<summary>
Sets the TorqueDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
time from hit before torques are being applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorquePeriod">
<summary>
Sets the TorquePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
duration of torque.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueGain">
<summary>
Sets the TorqueGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
multiplies impulse magnitude to arrive at torque that is applied.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueCutoff">
<summary>
Sets the TorqueCutoff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
minimum ratio of impulse that remains after converting to torque (if in strength-proportional mode).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.TorqueReductionPerTick">
<summary>
Sets the TorqueReductionPerTick setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
ratio of torque for next tick (e.g. 1.0: not reducing over time, 0.9: each tick torque is reduced by 10%).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.LiftGain">
<summary>
Sets the LiftGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount of lift (directly multiplies torque axis to give lift force).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseDelay">
<summary>
Sets the CounterImpulseDelay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
time after impulse is applied that counter impulse is applied.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulseMag">
<summary>
Sets the CounterImpulseMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount of the original impulse that is countered.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.CounterAfterMagReached">
<summary>
Sets the CounterAfterMagReached setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
applies the counter impulse counterImpulseDelay(secs) after counterImpulseMag of the Impulse has been applied.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.DoCounterImpulse">
<summary>
Sets the DoCounterImpulse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
add a counter impulse to the pelvis.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.CounterImpulse2Hips">
<summary>
Sets the CounterImpulse2Hips setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount of the counter impulse applied to hips - the rest is applied to the part originally hit.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseNoBalMult">
<summary>
Sets the ImpulseNoBalMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount to scale impulse by if the dynamicBalance is not OK. 1.0 means this functionality is not applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabStart">
<summary>
Sets the ImpulseBalStabStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabEnd">
<summary>
Sets the ImpulseBalStabEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% LE Start to impulseBalStabMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseBalStabMult">
<summary>
Sets the ImpulseBalStabMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngStart">
<summary>
Sets the ImpulseSpineAngStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.
</summary>
<remarks>
Default value = 0.7f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngEnd">
<summary>
Sets the ImpulseSpineAngEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% GE Start to impulseSpineAngMult*100% LT End. NB: Start GT End. This the dot of hip2Head with up.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseSpineAngMult">
<summary>
Sets the ImpulseSpineAngMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelStart">
<summary>
Sets the ImpulseVelStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelEnd">
<summary>
Sets the ImpulseVelEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
100% LE Start to impulseVelMult*100% GT End. NB: Start LT End.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseVelMult">
<summary>
Sets the ImpulseVelMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMult">
<summary>
Sets the ImpulseAirMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount to scale impulse by if the character is airborne and dynamicBalance is OK and impulse is above impulseAirMultStart.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMultStart">
<summary>
Sets the ImpulseAirMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if impulse is above this value scale it by impulseAirMult.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirMax">
<summary>
Sets the ImpulseAirMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount to clamp impulse to if character is airborne and dynamicBalance is OK.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirApplyAbove">
<summary>
Sets the ImpulseAirApplyAbove setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
</summary>
<remarks>
Default value = 399.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseAirOn">
<summary>
Sets the ImpulseAirOn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
scale and/or clamp impulse if the character is airborne and dynamicBalance is OK.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMult">
<summary>
Sets the ImpulseOneLegMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount to scale impulse by if the character is contacting with one foot only and dynamicBalance is OK and impulse is above impulseAirMultStart.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMultStart">
<summary>
Sets the ImpulseOneLegMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if impulse is above this value scale it by impulseOneLegMult.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegMax">
<summary>
Sets the ImpulseOneLegMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
amount to clamp impulse to if character is contacting with one foot only and dynamicBalance is OK.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegApplyAbove">
<summary>
Sets the ImpulseOneLegApplyAbove setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if impulse is above this amount then do not scale/clamp just let it through as is - it's a shotgun or cannon.
</summary>
<remarks>
Default value = 399.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.ImpulseOneLegOn">
<summary>
Sets the ImpulseOneLegOn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
scale and/or clamp impulse if the character is contacting with one leg only and dynamicBalance is OK.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbRatio">
<summary>
Sets the RbRatio setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbLowerShare">
<summary>
Sets the RbLowerShare setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMoment">
<summary>
Sets the RbMoment setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArm">
<summary>
Sets the RbMaxTwistMomentArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArm">
<summary>
Sets the RbMaxBroomMomentArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioAirborne">
<summary>
Sets the RbRatioAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if Airborne: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentAirborne">
<summary>
Sets the RbMomentAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if Airborne: 0.0 only force, 0.5 = force and half the rigid body moment applied, 1.0 = force and full rigidBody moment.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmAirborne">
<summary>
Sets the RbMaxTwistMomentArmAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if Airborne: Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmAirborne">
<summary>
Sets the RbMaxBroomMomentArmAirborne setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if Airborne: Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbRatioOneLeg">
<summary>
Sets the RbRatioOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if only one leg in contact: 0.0 no rigidBody response, 0.5 half partForce half rigidBody, 1.0 = no partForce full rigidBody.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMomentOneLeg">
<summary>
Sets the RbMomentOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxTwistMomentArmOneLeg">
<summary>
Sets the RbMaxTwistMomentArmOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if only one leg in contact: Maximum twist arm moment of bullet applied.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbMaxBroomMomentArmOneLeg">
<summary>
Sets the RbMaxBroomMomentArmOneLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
if only one leg in contact: Maximum broom((everything but the twist) arm moment of bullet applied.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbTwistAxis">
<summary>
Sets the RbTwistAxis setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.RbTwistAxis.WorldUp"/>.
</remarks>.
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper.RbPivot">
<summary>
Sets the RbPivot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureBulletsExtraHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper">
<summary>
Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureLimitsHelper for sending a ConfigureLimits <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureLimits <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Enable/disable/edit character limits in real time. This adjusts limits in RAGE-native space and will *not* reorient the joint.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
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.
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Enable">
<summary>
Sets the Enable setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
If false, disable (set all to PI, -PI) limits.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.ToDesired">
<summary>
Sets the ToDesired setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
If true, set limits to accommodate current desired angles.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Restore">
<summary>
Sets the Restore setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
Return to cached defaults?.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.ToCurAnimation">
<summary>
Sets the ToCurAnimation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
If true, set limits to the current animated limits.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Index">
<summary>
Sets the Index setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
Index of effector to configure. Set to -1 to use mask.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Lean1">
<summary>
Sets the Lean1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
Custom limit values to use if not setting limits to desired. Limits are RAGE-native, not NM-wrapper-native.
</summary>
<remarks>
Default value = 1.6f.
Min value = 0.0f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Lean2">
<summary>
Sets the Lean2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
</summary>
<remarks>
Default value = 1.6f.
Min value = 0.0f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Twist">
<summary>
Sets the Twist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
</summary>
<remarks>
Default value = 1.6f.
Min value = 0.0f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper.Margin">
<summary>
Sets the Margin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureLimitsHelper"/>.
Joint limit margin to add to current animation limits when using those to set runtime limits.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 3.1f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureSoftLimitHelper for sending a ConfigureSoftLimit <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureSoftLimit <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.Index">
<summary>
Sets the Index setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
Select limb that the soft limit is going to be applied to.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
Stiffness of the soft limit. Parameter is used to calculate spring term that contributes to the desired acceleration.
</summary>
<remarks>
Default value = 15.0f.
Min value = 0.0f.
Max value = 30.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.9f.
Max value = 1.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.LimitAngle">
<summary>
Sets the LimitAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
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.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 6.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.ApproachDirection">
<summary>
Sets the ApproachDirection setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
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.
</summary>
<remarks>
Default value = 1.
Min value = -1.
Max value = 1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper.VelocityScaled">
<summary>
Sets the VelocityScaled setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureSoftLimitHelper"/>.
Scale stiffness based on character angular velocity.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper">
<summary>
This single message allows you to configure the injured arm reaction during shot.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureShotInjuredArmHelper for sending a ConfigureShotInjuredArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureShotInjuredArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
This single message allows you to configure the injured arm reaction during shot.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.InjuredArmTime">
<summary>
Sets the InjuredArmTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
length of the reaction.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.HipYaw">
<summary>
Sets the HipYaw setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Amount of hip twist. (Negative values twist into bullet direction - probably not what is wanted).
</summary>
<remarks>
Default value = 0.8f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.HipRoll">
<summary>
Sets the HipRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Amount of hip roll.
</summary>
<remarks>
Default value = 0.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.ForceStepExtraHeight">
<summary>
Sets the ForceStepExtraHeight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Additional height added to stepping foot.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 0.7f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.ForceStep">
<summary>
Sets the ForceStep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
force a step to be taken whether pushed out of balance or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.StepTurn">
<summary>
Sets the StepTurn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
turn the character using the balancer.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.VelMultiplierStart">
<summary>
Sets the VelMultiplierStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Start velocity where parameters begin to be ramped down to zero linearly.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.VelMultiplierEnd">
<summary>
Sets the VelMultiplierEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
End velocity of ramp where parameters are scaled to zero.
</summary>
<remarks>
Default value = 5.0f.
Min value = 1.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.VelForceStep">
<summary>
Sets the VelForceStep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Velocity above which a step is not forced.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.VelStepTurn">
<summary>
Sets the VelStepTurn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
Velocity above which a stepTurn is not asked for.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper.VelScales">
<summary>
Sets the VelScales setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredArmHelper"/>.
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).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper">
<summary>
This single message allows you to configure the injured leg reaction during shot.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureShotInjuredLegHelper for sending a ConfigureShotInjuredLeg <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureShotInjuredLeg <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
This single message allows you to configure the injured leg reaction during shot.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.TimeBeforeCollapseWoundLeg">
<summary>
Sets the TimeBeforeCollapseWoundLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
time before a wounded leg is set to be weak and cause the character to collapse.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryTime">
<summary>
Sets the LegInjuryTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg inury duration (reaction to being shot in leg).
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegForceStep">
<summary>
Sets the LegForceStep setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
force a step to be taken whether pushed out of balance or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegLimpBend">
<summary>
Sets the LegLimpBend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Bend the legs via the balancer by this amount if stepping on the injured leg. 0.2 seems a good default.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegLiftTime">
<summary>
Sets the LegLiftTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg lift duration (reaction to being shot in leg) (lifting happens when not stepping with other leg).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjury">
<summary>
Sets the LegInjury setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg injury - leg strength is reduced.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryHipPitch">
<summary>
Sets the LegInjuryHipPitch setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg injury bend forwards amount when not lifting leg.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryLiftHipPitch">
<summary>
Sets the LegInjuryLiftHipPitch setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjurySpineBend">
<summary>
Sets the LegInjurySpineBend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg injury bend forwards amount when not lifting leg.
</summary>
<remarks>
Default value = 0.1f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper.LegInjuryLiftSpineBend">
<summary>
Sets the LegInjuryLiftSpineBend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureShotInjuredLegHelper"/>.
Leg injury bend forwards amount when lifting leg (lifting happens when not stepping with other leg).
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the DefineAttachedObjectHelper for sending a DefineAttachedObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the DefineAttachedObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper.PartIndex">
<summary>
Sets the PartIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper"/>.
index of part to attach to.
</summary>
<remarks>
Default value = -1.
Min value = -1.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper.ObjectMass">
<summary>
Sets the ObjectMass setting for this <see cref="T:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper"/>.
mass of the attached object.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper.WorldPos">
<summary>
Sets the WorldPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.DefineAttachedObjectHelper"/>.
world position of attached object's centre of mass. must be updated each frame.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper">
<summary>
Apply an impulse to a named body part.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ForceToBodyPartHelper for sending a ForceToBodyPart <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ForceToBodyPart <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Apply an impulse to a named body part.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper.PartIndex">
<summary>
Sets the PartIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper"/>.
part or link or bound index.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 28.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper.Force">
<summary>
Sets the Force setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper"/>.
force to apply.
</summary>
<remarks>
Default value = Vector3(0.0f, -50.0f, 0.0f).
Min value = -100000.0f.
Max value = 100000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper.ForceDefinedInPartSpace">
<summary>
Sets the ForceDefinedInPartSpace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceToBodyPartHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.LeanInDirectionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the LeanInDirectionHelper for sending a LeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the LeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanInDirectionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanInDirectionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanInDirectionHelper.Dir">
<summary>
Sets the Dir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanInDirectionHelper"/>.
direction to lean in.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.LeanRandomHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the LeanRandomHelper for sending a LeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the LeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanRandomHelper.LeanAmountMin">
<summary>
Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanRandomHelper"/>.
minimum amount of lean.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanRandomHelper.LeanAmountMax">
<summary>
Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanRandomHelper"/>.
maximum amount of lean.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanRandomHelper.ChangeTimeMin">
<summary>
Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanRandomHelper"/>.
min time until changing direction.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanRandomHelper.ChangeTimeMax">
<summary>
Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanRandomHelper"/>.
maximum time until changing direction.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.LeanToPositionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the LeanToPositionHelper for sending a LeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the LeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanToPositionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanToPositionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanToPositionHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanToPositionHelper"/>.
position to head towards.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the LeanTowardsObjectHelper for sending a LeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the LeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper.Offset">
<summary>
Sets the Offset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper"/>.
offset from instance position added when calculating position to lean to.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -100.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper"/>.
levelIndex of object to lean towards.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper.BoundIndex">
<summary>
Sets the BoundIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.LeanTowardsObjectHelper"/>.
boundIndex of object to lean towards (0 = just use instance coordinates).
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HipsLeanInDirectionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HipsLeanInDirectionHelper for sending a HipsLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HipsLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanInDirectionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanInDirectionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanInDirectionHelper.Dir">
<summary>
Sets the Dir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanInDirectionHelper"/>.
direction to lean in.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HipsLeanRandomHelper for sending a HipsLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HipsLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper.LeanAmountMin">
<summary>
Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper"/>.
minimum amount of lean.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper.LeanAmountMax">
<summary>
Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper"/>.
maximum amount of lean.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper.ChangeTimeMin">
<summary>
Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper"/>.
min time until changing direction.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper.ChangeTimeMax">
<summary>
Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanRandomHelper"/>.
maximum time until changing direction.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HipsLeanToPositionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HipsLeanToPositionHelper for sending a HipsLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HipsLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanToPositionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanToPositionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanToPositionHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanToPositionHelper"/>.
position to head towards.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HipsLeanTowardsObjectHelper for sending a HipsLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HipsLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper.Offset">
<summary>
Sets the Offset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
offset from instance position added when calculating position to lean to.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -100.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
levelIndex of object to lean hips towards.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper.BoundIndex">
<summary>
Sets the BoundIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HipsLeanTowardsObjectHelper"/>.
boundIndex of object to lean hips towards (0 = just use instance coordinates).
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ForceLeanInDirectionHelper for sending a ForceLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ForceLeanInDirection <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper.Dir">
<summary>
Sets the Dir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper"/>.
direction to lean in.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper.BodyPart">
<summary>
Sets the BodyPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanInDirectionHelper"/>.
body part that the force is applied to.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ForceLeanRandomHelper for sending a ForceLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ForceLeanRandom <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.LeanAmountMin">
<summary>
Sets the LeanAmountMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper"/>.
minimum amount of lean.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.LeanAmountMax">
<summary>
Sets the LeanAmountMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper"/>.
maximum amount of lean.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.ChangeTimeMin">
<summary>
Sets the ChangeTimeMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper"/>.
min time until changing direction.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.ChangeTimeMax">
<summary>
Sets the ChangeTimeMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper"/>.
maximum time until changing direction.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper.BodyPart">
<summary>
Sets the BodyPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanRandomHelper"/>.
body part that the force is applied to.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ForceLeanToPositionHelper for sending a ForceLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ForceLeanToPosition <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper"/>.
position to head towards.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper.BodyPart">
<summary>
Sets the BodyPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanToPositionHelper"/>.
body part that the force is applied to.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ForceLeanTowardsObjectHelper for sending a ForceLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ForceLeanTowardsObject <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.LeanAmount">
<summary>
Sets the LeanAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
amount of lean, 0 to about 0.5. -ve will move away from the target.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.Offset">
<summary>
Sets the Offset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
offset from instance position added when calculating position to lean to.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -100.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
levelIndex of object to move towards.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.BoundIndex">
<summary>
Sets the BoundIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
boundIndex of object to move towards (0 = just use instance coordinates).
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper.BodyPart">
<summary>
Sets the BodyPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ForceLeanTowardsObjectHelper"/>.
body part that the force is applied to.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetStiffnessHelper">
<summary>
Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetStiffnessHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetStiffnessHelper for sending a SetStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Use this message to manually set the body stiffness values -before using Active Pose to drive to an animated pose, for example.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetStiffnessHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetStiffnessHelper"/>.
stiffness of whole character.
</summary>
<remarks>
Default value = 12.0f.
Min value = 2.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetStiffnessHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetStiffnessHelper"/>.
damping amount, less is underdamped.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetStiffnessHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetStiffnessHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper">
<summary>
Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetMuscleStiffnessHelper for sending a SetMuscleStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetMuscleStiffness <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Use this message to manually set the muscle stiffness values -before using Active Pose to drive to an animated pose, for example.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper.MuscleStiffness">
<summary>
Sets the MuscleStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper"/>.
muscle stiffness of joint/s.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetMuscleStiffnessHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetWeaponModeHelper">
<summary>
Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetWeaponModeHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetWeaponModeHelper for sending a SetWeaponMode <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetWeaponMode <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Use this message to set the character's weapon mode. This is an alternativeto the setWeaponMode public function.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetWeaponModeHelper.WeaponMode">
<summary>
Sets the WeaponMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetWeaponModeHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.WeaponMode.PistolRight"/>.
</remarks>.
</member>
<member name="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper">
<summary>
Use this message to register weapon. This is an alternativeto the registerWeapon public function.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the RegisterWeaponHelper for sending a RegisterWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the RegisterWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Use this message to register weapon. This is an alternativeto the registerWeapon public function.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.Hand">
<summary>
Sets the Hand setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.Hand.Right"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.LevelIndex">
<summary>
Sets the LevelIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
Level index of the weapon.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.ConstraintHandle">
<summary>
Sets the ConstraintHandle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
pointer to the hand-gun constraint handle.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToHandA">
<summary>
Sets the GunToHandA setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
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).
</summary>
<remarks>
Default value = Vector3(1.0f, 0.0f, 0.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToHandB">
<summary>
Sets the GunToHandB setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
B vector of the gunToHand matrix.
</summary>
<remarks>
Default value = Vector3(0.0f, 1.0f, 0.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToHandC">
<summary>
Sets the GunToHandC setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
C vector of the gunToHand matrix.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToHandD">
<summary>
Sets the GunToHandD setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
D vector of the gunToHand matrix.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToMuzzleInGun">
<summary>
Sets the GunToMuzzleInGun setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
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.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper.GunToButtInGun">
<summary>
Sets the GunToButtInGun setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RegisterWeaponHelper"/>.
Gun centre to butt expressed in gun co-ordinates. The gun pivots around this point when aiming.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotRelaxHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotRelaxHelper for sending a ShotRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotRelax <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotRelaxHelper.RelaxPeriodUpper">
<summary>
Sets the RelaxPeriodUpper setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotRelaxHelper"/>.
time over which to relax to full relaxation for upper body.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotRelaxHelper.RelaxPeriodLower">
<summary>
Sets the RelaxPeriodLower setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotRelaxHelper"/>.
time over which to relax to full relaxation for lower body.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper">
<summary>
One shot message apply a force to the hand as we fire the gun that should be in this hand.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.FireWeaponHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the FireWeaponHelper for sending a FireWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the FireWeapon <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
One shot message apply a force to the hand as we fire the gun that should be in this hand.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.FiredWeaponStrength">
<summary>
Sets the FiredWeaponStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
The force of the gun.
</summary>
<remarks>
Default value = 1000.0f.
Min value = 0.0f.
Max value = 10000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.GunHandEnum">
<summary>
Sets the GunHandEnum setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
Which hand is the gun in.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.Hand.Left"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.ApplyFireGunForceAtClavicle">
<summary>
Sets the ApplyFireGunForceAtClavicle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
Should we apply some of the force at the shoulder. Force double handed weapons (Ak47 etc).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.InhibitTime">
<summary>
Sets the InhibitTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
Minimum time before next fire impulse.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.Direction">
<summary>
Sets the Direction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
direction of impulse in gun frame.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FireWeaponHelper.Split">
<summary>
Sets the Split setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FireWeaponHelper"/>.
Split force between hand and clavicle when applyFireGunForceAtClavicle is true. 1 = all hand, 0 = all clavicle.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper">
<summary>
One shot to give state of constraints on character and response to constraints.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ConfigureConstraintsHelper for sending a ConfigureConstraints <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ConfigureConstraints <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
One shot to give state of constraints on character and response to constraints.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.HandCuffs">
<summary>
Sets the HandCuffs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.HandCuffsBehindBack">
<summary>
Sets the HandCuffsBehindBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
not implemented.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.LegCuffs">
<summary>
Sets the LegCuffs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
not implemented.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.RightDominant">
<summary>
Sets the RightDominant setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.PassiveMode">
<summary>
Sets the PassiveMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
0 setCurrent, 1= IK to dominant, (2=pointGunLikeIK //not implemented).
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 5.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.BespokeBehaviour">
<summary>
Sets the BespokeBehaviour setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
not implemented.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper.Blend2ZeroPose">
<summary>
Sets the Blend2ZeroPose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ConfigureConstraintsHelper"/>.
Blend Arms to zero pose.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.StayUprightHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the StayUprightHelper for sending a StayUpright <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the StayUpright <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.UseForces">
<summary>
Sets the UseForces setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
enable force based constraint.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.UseTorques">
<summary>
Sets the UseTorques setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
enable torque based constraint.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.LastStandMode">
<summary>
Sets the LastStandMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
Uses position/orientation control on the spine and drifts in the direction of bullets. This ignores all other stayUpright settings.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.LastStandSinkRate">
<summary>
Sets the LastStandSinkRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
The sink rate (higher for a faster drop).
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.LastStandHorizDamping">
<summary>
Sets the LastStandHorizDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
Higher values for more damping.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.LastStandMaxTime">
<summary>
Sets the LastStandMaxTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
Max time allowed in last stand mode.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TurnTowardsBullets">
<summary>
Sets the TurnTowardsBullets setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
Use cheat torques to face the direction of bullets if not facing too far away.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.VelocityBased">
<summary>
Sets the VelocityBased setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
make strength of constraint function of COM velocity. Uses -1 for forceDamping if the damping is positive.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TorqueOnlyInAir">
<summary>
Sets the TorqueOnlyInAir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
only apply torque based constraint when airBorne.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceStrength">
<summary>
Sets the ForceStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
strength of constraint.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceDamping">
<summary>
Sets the ForceDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
damping in constraint: -1 makes it scale automagically with forceStrength. Other negative values will scale this automagic damping.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 50.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceFeetMult">
<summary>
Sets the ForceFeetMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
multiplier to the force applied to the feet.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceSpine3Share">
<summary>
Sets the ForceSpine3Share setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
share of pelvis force applied to spine3.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceLeanReduction">
<summary>
Sets the ForceLeanReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
how much the character lean is taken into account when reducing the force.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceInAirShare">
<summary>
Sets the ForceInAirShare setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
share of the feet force to the airborne foot.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceMin">
<summary>
Sets the ForceMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceMax">
<summary>
Sets the ForceMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
see above.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceSaturationVel">
<summary>
Sets the ForceSaturationVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (forceStrength).
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.ForceThresholdVel">
<summary>
Sets the ForceThresholdVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
when in velocityBased mode, the COM velocity above which constraint starts applying forces.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TorqueStrength">
<summary>
Sets the TorqueStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
strength of torque based constraint.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TorqueDamping">
<summary>
Sets the TorqueDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
damping of torque based constraint.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TorqueSaturationVel">
<summary>
Sets the TorqueSaturationVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
when in velocityBased mode, the COM velocity at which constraint reaches maximum strength (torqueStrength).
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.TorqueThresholdVel">
<summary>
Sets the TorqueThresholdVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
when in velocityBased mode, the COM velocity above which constraint starts applying torques.
</summary>
<remarks>
Default value = 2.5f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.SupportPosition">
<summary>
Sets the SupportPosition setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
distance the foot is behind Com projection that is still considered able to generate the support for the upright constraint.
</summary>
<remarks>
Default value = 2.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.NoSupportForceMult">
<summary>
Sets the NoSupportForceMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.StepUpHelp">
<summary>
Sets the StepUpHelp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
strength of cheat force applied upwards to spine3 to help the character up steps/slopes.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.StayUpAcc">
<summary>
Sets the StayUpAcc setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
How much the cheat force takes into account the acceleration of moving platforms.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StayUprightHelper.StayUpAccMax">
<summary>
Sets the StayUpAccMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StayUprightHelper"/>.
The maximum floorAcceleration (of a moving platform) that the cheat force takes into account.
</summary>
<remarks>
Default value = 5.0f.
Min value = 0.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.StopAllBehavioursHelper">
<summary>
Send this message to immediately stop all behaviours from executing.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.StopAllBehavioursHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the StopAllBehavioursHelper for sending a StopAllBehaviours <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the StopAllBehaviours <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Send this message to immediately stop all behaviours from executing.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetCharacterStrengthHelper">
<summary>
Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1].
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetCharacterStrengthHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetCharacterStrengthHelper for sending a SetCharacterStrength <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetCharacterStrength <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Sets character's strength on the dead-granny-to-healthy-terminator scale: [0..1].
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterStrengthHelper.CharacterStrength">
<summary>
Sets the CharacterStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterStrengthHelper"/>.
strength of character.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetCharacterHealthHelper">
<summary>
Sets character's health on the dead-to-alive scale: [0..1].
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetCharacterHealthHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetCharacterHealthHelper for sending a SetCharacterHealth <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetCharacterHealth <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Sets character's health on the dead-to-alive scale: [0..1].
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterHealthHelper.CharacterHealth">
<summary>
Sets the CharacterHealth setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterHealthHelper"/>.
health of character.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper">
<summary>
Sets the type of reaction if catchFall is called.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetFallingReactionHelper for sending a SetFallingReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetFallingReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Sets the type of reaction if catchFall is called.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.HandsAndKnees">
<summary>
Sets the HandsAndKnees setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.CallRDS">
<summary>
Sets the CallRDS setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
If true catchFall will call rollDownstairs if comVel GT comVelRDSThresh - prevents excessive sliding in catchFall. Was previously only true for handsAndKnees.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.ComVelRDSThresh">
<summary>
Sets the ComVelRDSThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
comVel above which rollDownstairs will start - prevents excessive sliding in catchFall.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.ResistRolling">
<summary>
Sets the ResistRolling setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.ArmReduceSpeed">
<summary>
Sets the ArmReduceSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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.
</summary>
<remarks>
Default value = 2.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.ReachLengthMultiplier">
<summary>
Sets the ReachLengthMultiplier setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Reach length multiplier that scales characters arm topological length, value in range from (0, 1 GT where 1.0 means reach length is maximum.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.3f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.InhibitRollingTime">
<summary>
Sets the InhibitRollingTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Time after hitting ground that the catchFall can call rds.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.ChangeFrictionTime">
<summary>
Sets the ChangeFrictionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Time after hitting ground that the catchFall can change the friction of parts to inhibit sliding.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.GroundFriction">
<summary>
Sets the GroundFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.FrictionMin">
<summary>
Sets the FrictionMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.FrictionMax">
<summary>
Sets the FrictionMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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).
</summary>
<remarks>
Default value = 9999.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.StopOnSlopes">
<summary>
Sets the StopOnSlopes setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Apply tactics to help stop on slopes.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.StopManual">
<summary>
Sets the StopManual setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Override slope value to manually force stopping on flat ground. Encourages character to come to rest face down or face up.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.StoppedStrengthDecay">
<summary>
Sets the StoppedStrengthDecay setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Speed at which strength reduces when stopped.
</summary>
<remarks>
Default value = 5.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.SpineLean1Offset">
<summary>
Sets the SpineLean1Offset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Bias spine post towards hunched (away from arched).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.RiflePose">
<summary>
Sets the RiflePose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Hold rifle in a safe position to reduce complications with collision. Only applied if holding a rifle.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.HkHeadAvoid">
<summary>
Sets the HkHeadAvoid setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Enable head ground avoidance when handsAndKnees is true.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.AntiPropClav">
<summary>
Sets the AntiPropClav setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Discourage the character getting stuck propped up by elbows when falling backwards - by inhibiting backwards moving clavicles (keeps the arms slightly wider).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.AntiPropWeak">
<summary>
Sets the AntiPropWeak setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.HeadAsWeakAsArms">
<summary>
Sets the HeadAsWeakAsArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
Head weakens as arms weaken. If false and antiPropWeak when falls onto back doesn't loosen neck so early (matches bodyStrength instead).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper.SuccessStrength">
<summary>
Sets the SuccessStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFallingReactionHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.3f.
Max value = 1.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper">
<summary>
Sets viscosity applied to damping limbs.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetCharacterUnderwaterHelper for sending a SetCharacterUnderwater <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetCharacterUnderwater <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Sets viscosity applied to damping limbs.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.Underwater">
<summary>
Sets the Underwater setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper"/>.
is character underwater?.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.Viscosity">
<summary>
Sets the Viscosity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper"/>.
viscosity applied to character's parts.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.GravityFactor">
<summary>
Sets the GravityFactor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper"/>.
gravity factor applied to character.
</summary>
<remarks>
Default value = 1.0f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.Stroke">
<summary>
Sets the Stroke setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper"/>.
swimming force applied to character as a function of handVelocity and footVelocity.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1000.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper.LinearStroke">
<summary>
Sets the LinearStroke setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterUnderwaterHelper"/>.
swimming force (linearStroke=true,False) = (f(v),f(v*v)).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper">
<summary>
setCharacterCollisions:.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetCharacterCollisionsHelper for sending a SetCharacterCollisions <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetCharacterCollisions <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
setCharacterCollisions:.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.Spin">
<summary>
Sets the Spin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.MaxVelocity">
<summary>
Sets the MaxVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
torque = spin*(relative velocity) up to this maximum for relative velocity.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.ApplyToAll">
<summary>
Sets the ApplyToAll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.ApplyToSpine">
<summary>
Sets the ApplyToSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.ApplyToThighs">
<summary>
Sets the ApplyToThighs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.ApplyToClavicles">
<summary>
Sets the ApplyToClavicles setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.ApplyToUpperArms">
<summary>
Sets the ApplyToUpperArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.FootSlip">
<summary>
Sets the FootSlip setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
allow foot slipping if collided.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper.VehicleClass">
<summary>
Sets the VehicleClass setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterCollisionsHelper"/>.
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.
</summary>
<remarks>
Default value = 15.
Min value = 0.
Max value = 100.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper">
<summary>
Damp out cartwheeling and somersaulting above a certain threshold.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetCharacterDampingHelper for sending a SetCharacterDamping <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetCharacterDamping <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Damp out cartwheeling and somersaulting above a certain threshold.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.SomersaultThresh">
<summary>
Sets the SomersaultThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
Somersault AngularMomentum measure above which we start damping - try 34.0. Falling over straight backwards gives 54 on hitting ground.
</summary>
<remarks>
Default value = 34.0f.
Min value = 0.0f.
Max value = 200.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.SomersaultDamp">
<summary>
Sets the SomersaultDamp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
Amount to damp somersaulting by (spinning around left/right axis) - try 0.45.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.CartwheelThresh">
<summary>
Sets the CartwheelThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
Cartwheel AngularMomentum measure above which we start damping - try 27.0.
</summary>
<remarks>
Default value = 27.0f.
Min value = 0.0f.
Max value = 200.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.CartwheelDamp">
<summary>
Sets the CartwheelDamp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
Amount to damp somersaulting by (spinning around front/back axis) - try 0.8.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.VehicleCollisionTime">
<summary>
Sets the VehicleCollisionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper.V2">
<summary>
Sets the V2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetCharacterDampingHelper"/>.
If true damping is proportional to Angular momentum squared. If false proportional to Angular momentum.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper">
<summary>
setFrictionScale:.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SetFrictionScaleHelper for sending a SetFrictionScale <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SetFrictionScale <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
setFrictionScale:.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper.Scale">
<summary>
Sets the Scale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper"/>.
Friction scale to be applied to parts in mask.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper.GlobalMin">
<summary>
Sets the GlobalMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper"/>.
Character-wide minimum impact friction. Affects all parts (not just those in mask).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1000000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper.GlobalMax">
<summary>
Sets the GlobalMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper"/>.
Character-wide maximum impact friction. Affects all parts (not just those in mask).
</summary>
<remarks>
Default value = 999999.0f.
Min value = 0.0f.
Max value = 1000000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SetFrictionScaleHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.AnimPoseHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the AnimPoseHelper for sending a AnimPose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the AnimPose <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffness">
<summary>
Sets the MuscleStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.1f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping of masked joints.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.EffectorMask">
<summary>
Sets the EffectorMask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
Two character body-masking value, bitwise joint mask or bitwise logic string of two character body-masking value (see notes for explanation).
</summary>
<remarks>
Default value = ub.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.OverideHeadlook">
<summary>
Sets the OverideHeadlook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
overide Headlook behaviour (if animPose includes the head).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.OveridePointArm">
<summary>
Sets the OveridePointArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
overide PointArm behaviour (if animPose includes the arm/arms).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.OveridePointGun">
<summary>
Sets the OveridePointGun setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
overide PointGun behaviour (if animPose includes the arm/arms)//mmmmtodo not used at moment.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.UseZMPGravityCompensation">
<summary>
Sets the UseZMPGravityCompensation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
If true then modify gravity compensation based on stance (can reduce gravity compensation to zero if cofm is outside of balance area).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravityCompensation">
<summary>
Sets the GravityCompensation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to joints in the effectorMask. If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftArm">
<summary>
Sets the MuscleStiffnessLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
muscle stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightArm">
<summary>
Sets the MuscleStiffnessRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
muscle stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffnessSpine">
<summary>
Sets the MuscleStiffnessSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
muscle stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffnessLeftLeg">
<summary>
Sets the MuscleStiffnessLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
muscle stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.MuscleStiffnessRightLeg">
<summary>
Sets the MuscleStiffnessRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
muscle stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.StiffnessLeftArm">
<summary>
Sets the StiffnessLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
stiffness applied to left arm (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.StiffnessRightArm">
<summary>
Sets the StiffnessRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
stiffness applied to right arm (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.StiffnessSpine">
<summary>
Sets the StiffnessSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
stiffness applied to spine (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.StiffnessLeftLeg">
<summary>
Sets the StiffnessLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
stiffness applied to left leg (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.StiffnessRightLeg">
<summary>
Sets the StiffnessRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
stiffness applied to right leg (applied after stiffness). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampingLeftArm">
<summary>
Sets the DampingLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping applied to left arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampingRightArm">
<summary>
Sets the DampingRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping applied to right arm (applied after stiffness). If stiffness -ve then not applied (use current setting).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampingSpine">
<summary>
Sets the DampingSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping applied to spine (applied after stiffness). If stiffness-ve then not applied (use current setting).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampingLeftLeg">
<summary>
Sets the DampingLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping applied to left leg (applied after stiffness). If stiffness-ve then not applied (use current setting).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampingRightLeg">
<summary>
Sets the DampingRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
damping applied to right leg (applied after stiffness). If stiffness -ve then not applied (use current setting).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravCompLeftArm">
<summary>
Sets the GravCompLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to left arm (applied after gravityCompensation). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravCompRightArm">
<summary>
Sets the GravCompRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to right arm (applied after gravityCompensation). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravCompSpine">
<summary>
Sets the GravCompSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to spine (applied after gravityCompensation). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravCompLeftLeg">
<summary>
Sets the GravCompLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to left leg (applied after gravityCompensation). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.GravCompRightLeg">
<summary>
Sets the GravCompRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
gravity compensation applied to right leg (applied after gravityCompensation). If -ve then not applied (use current setting).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.ConnectedLeftHand">
<summary>
Sets the ConnectedLeftHand setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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).
</summary>
<remarks>
Default value = 0.
Min value = -1.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.ConnectedRightHand">
<summary>
Sets the ConnectedRightHand setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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).
</summary>
<remarks>
Default value = 0.
Min value = -1.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.ConnectedLeftFoot">
<summary>
Sets the ConnectedLeftFoot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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).
</summary>
<remarks>
Default value = -2.
Min value = -2.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.ConnectedRightFoot">
<summary>
Sets the ConnectedRightFoot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
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).
</summary>
<remarks>
Default value = -2.
Min value = -2.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.AnimSource">
<summary>
Sets the AnimSource setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.AnimPoseHelper.DampenSideMotionInstanceIndex">
<summary>
Sets the DampenSideMotionInstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.AnimPoseHelper"/>.
LevelIndex of object to dampen side motion relative to. -1 means not used.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ArmsWindmillHelper for sending a ArmsWindmill <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ArmsWindmill <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftPartID">
<summary>
Sets the LeftPartID setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
ID of part that the circle uses as local space for positioning.
</summary>
<remarks>
Default value = 10.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftRadius1">
<summary>
Sets the LeftRadius1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
radius for first axis of ellipse.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftRadius2">
<summary>
Sets the LeftRadius2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
radius for second axis of ellipse.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftSpeed">
<summary>
Sets the LeftSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
speed of target around the circle.
</summary>
<remarks>
Default value = 1.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftNormal">
<summary>
Sets the LeftNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Euler Angles orientation of circle in space of part with part ID.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.2f, 0.2f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftCentre">
<summary>
Sets the LeftCentre setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
centre of circle in the space of partID.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.5f, -0.1f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightPartID">
<summary>
Sets the RightPartID setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
ID of part that the circle uses as local space for positioning.
</summary>
<remarks>
Default value = 10.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightRadius1">
<summary>
Sets the RightRadius1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
radius for first axis of ellipse.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightRadius2">
<summary>
Sets the RightRadius2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
radius for second axis of ellipse.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightSpeed">
<summary>
Sets the RightSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
speed of target around the circle.
</summary>
<remarks>
Default value = 1.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightNormal">
<summary>
Sets the RightNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Euler Angles orientation of circle in space of part with part ID.
</summary>
<remarks>
Default value = Vector3(0.0f, -0.2f, -0.2f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightCentre">
<summary>
Sets the RightCentre setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
centre of circle in the space of partID.
</summary>
<remarks>
Default value = Vector3(0.0f, -0.5f, -0.1f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.ShoulderStiffness">
<summary>
Sets the ShoulderStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Stiffness applied to the shoulders.
</summary>
<remarks>
Default value = 12.0f.
Min value = 1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.ShoulderDamping">
<summary>
Sets the ShoulderDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Damping applied to the shoulders.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.ElbowStiffness">
<summary>
Sets the ElbowStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Stiffness applied to the elbows.
</summary>
<remarks>
Default value = 12.0f.
Min value = 1.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.ElbowDamping">
<summary>
Sets the ElbowDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Damping applied to the elbows.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.LeftElbowMin">
<summary>
Sets the LeftElbowMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Minimum left elbow bend.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.7f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.RightElbowMin">
<summary>
Sets the RightElbowMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Minimum right elbow bend.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.7f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.PhaseOffset">
<summary>
Sets the PhaseOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
phase offset(degrees) when phase synchronization is turned on.
</summary>
<remarks>
Default value = 0.0f.
Min value = -360.0f.
Max value = 360.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.DragReduction">
<summary>
Sets the DragReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
how much to compensate for movement of character/target.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.IKtwist">
<summary>
Sets the IKtwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
angle of elbow around twist axis ?.
</summary>
<remarks>
Default value = 0.0f.
Min value = -3.1f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.AngVelThreshold">
<summary>
Sets the AngVelThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
value of character angular speed above which adaptive arm motion starts.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.AngVelGain">
<summary>
Sets the AngVelGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
multiplies angular speed of character to get speed of arms.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.MirrorMode">
<summary>
Sets the MirrorMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.MirrorMode.Mirrored"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.MirrorMode.Parallel"/> leftArm parameters are used.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.AdaptiveMode">
<summary>
Sets the AdaptiveMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.AdaptiveMode.NotAdaptive"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.ForceSync">
<summary>
Sets the ForceSync setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
toggles phase synchronization.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.UseLeft">
<summary>
Sets the UseLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Use the left arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.UseRight">
<summary>
Sets the UseRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
Use the right arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper.DisableOnImpact">
<summary>
Sets the DisableOnImpact setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillHelper"/>.
If true, each arm will stop windmilling if it hits the ground.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ArmsWindmillAdaptiveHelper for sending a ArmsWindmillAdaptive <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ArmsWindmillAdaptive <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.AngSpeed">
<summary>
Sets the AngSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
Controls the speed of the windmilling.
</summary>
<remarks>
Default value = 6.3f.
Min value = 0.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
Controls how stiff the rest of the body is.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.Amplitude">
<summary>
Sets the Amplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
Controls how large the motion is, higher values means the character waves his arms in a massive arc.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.Phase">
<summary>
Sets the Phase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
Set to a non-zero value to desynchronise the left and right arms motion.
</summary>
<remarks>
Default value = 0.0f.
Min value = -4.0f.
Max value = 8.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
How stiff the arms are controls how pronounced the windmilling motion appears.
</summary>
<remarks>
Default value = 14.1f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.LeftElbowAngle">
<summary>
Sets the LeftElbowAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If not negative then left arm will blend to this angle.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 6.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.RightElbowAngle">
<summary>
Sets the RightElbowAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If not negative then right arm will blend to this angle.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 6.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1mult">
<summary>
Sets the Lean1mult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
0 arms go up and down at the side. 1 circles. 0..1 elipse.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.Lean1offset">
<summary>
Sets the Lean1offset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
0.f centre of circle at side.
</summary>
<remarks>
Default value = 0.0f.
Min value = -6.0f.
Max value = 6.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.ElbowRate">
<summary>
Sets the ElbowRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
rate at which elbow tries to match *ElbowAngle.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 6.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.ArmDirection">
<summary>
Sets the ArmDirection setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.ArmDirection.Adaptive"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.DisableOnImpact">
<summary>
Sets the DisableOnImpact setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If true, each arm will stop windmilling if it hits the ground.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.SetBackAngles">
<summary>
Sets the SetBackAngles setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If true, back angles will be set to compliment arms windmill.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.UseAngMom">
<summary>
Sets the UseAngMom setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If true, use angular momentum about com to choose arm circling direction. Otherwise use com angular velocity.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.BendLeftElbow">
<summary>
Sets the BendLeftElbow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If true, bend the left elbow to give a stuntman type scramble look.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.BendRightElbow">
<summary>
Sets the BendRightElbow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
If true, bend the right elbow to give a stuntman type scramble look.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ArmsWindmillAdaptiveHelper"/>.
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).
</summary>
<remarks>
Default value = ub.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BalancerCollisionsReactionHelper for sending a BalancerCollisionsReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BalancerCollisionsReaction <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.NumStepsTillSlump">
<summary>
Sets the NumStepsTillSlump setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Begin slump and stop stepping after this many steps.
</summary>
<remarks>
Default value = 4.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.Stable2SlumpTime">
<summary>
Sets the Stable2SlumpTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Time after becoming stable leaning against a wall that slump starts.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ExclusionZone">
<summary>
Sets the ExclusionZone setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Steps are ihibited to not go closer to the wall than this (after impact).
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultStart">
<summary>
Sets the FootFrictionMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Friction multiplier applied to feet when slump starts.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.FootFrictionMultRate">
<summary>
Sets the FootFrictionMultRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 50.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultStart">
<summary>
Sets the BackFrictionMultStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Friction multiplier applied to back when slump starts.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.BackFrictionMultRate">
<summary>
Sets the BackFrictionMultRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Friction multiplier reduced by this amount every second after slump starts (only if character is not slumping).
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 50.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLegStiffReduction">
<summary>
Sets the ImpactLegStiffReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Reduce the stiffness of the legs by this much as soon as an impact is detected.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffReduction">
<summary>
Sets the SlumpLegStiffReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Reduce the stiffness of the legs by this much as soon as slump starts.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SlumpLegStiffRate">
<summary>
Sets the SlumpLegStiffRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Rate at which the stiffness of the legs is reduced during slump.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 50.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ReactTime">
<summary>
Sets the ReactTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Time that the character reacts to the impact with ub flinch and writhe.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ImpactExagTime">
<summary>
Sets the ImpactExagTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Time that the character exaggerates impact with spine.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinTime">
<summary>
Sets the GlanceSpinTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Duration that the glance torque is applied for.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinMag">
<summary>
Sets the GlanceSpinMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Magnitude of the glance torque.
</summary>
<remarks>
Default value = 50.0f.
Min value = 0.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.GlanceSpinDecayMult">
<summary>
Sets the GlanceSpinDecayMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
multiplier used when decaying torque spin over time.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColWithIndex">
<summary>
Sets the IgnoreColWithIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
used so impact with the character that is pushing you over doesn't set off the behaviour.
</summary>
<remarks>
Default value = -2.
Min value = -2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SlumpMode">
<summary>
Sets the SlumpMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
0=Normal slump(less movement then slump and movement LT small), 1=fast slump, 2=less movement then slump.
</summary>
<remarks>
Default value = 1.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ReboundMode">
<summary>
Sets the ReboundMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
0=fall2knees/slump if shot not running, 1=stumble, 2=slump, 3=restart.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColMassBelow">
<summary>
Sets the IgnoreColMassBelow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
collisions with non-fixed objects with mass below this will not set this behaviour off (e.g. ignore guns).
</summary>
<remarks>
Default value = 20.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ForwardMode">
<summary>
Sets the ForwardMode setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
0=slump, 1=fallToKnees if shot is running, otherwise slump.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.TimeToForward">
<summary>
Sets the TimeToForward setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
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).
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.1f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ReboundForce">
<summary>
Sets the ReboundForce setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
if forwards impact only: cheat force to try to get the character away from the wall. 3 is a good value.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.BraceWall">
<summary>
Sets the BraceWall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Brace against wall if forwards impact(at the moment only if bodyBalance is running/in charge of arms).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.IgnoreColVolumeBelow">
<summary>
Sets the IgnoreColVolumeBelow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
collisions with non-fixed objects with volume below this will not set this behaviour off.
</summary>
<remarks>
Default value = 0.1f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.FallOverWallDrape">
<summary>
Sets the FallOverWallDrape setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
use fallOverWall as the main drape reaction.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.FallOverHighWalls">
<summary>
Sets the FallOverHighWalls setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
trigger fall over wall if hit up to spine2 else only if hit up to spine1.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.Snap">
<summary>
Sets the Snap setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Add a Snap to when you hit a wall to emphasize the hit.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapMag">
<summary>
Sets the SnapMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
The magnitude of the snap reaction.
</summary>
<remarks>
Default value = -0.6f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapDirectionRandomness">
<summary>
Sets the SnapDirectionRandomness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftArm">
<summary>
Sets the SnapLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the leftArm.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightArm">
<summary>
Sets the SnapRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the rightArm.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapLeftLeg">
<summary>
Sets the SnapLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the leftLeg.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapRightLeg">
<summary>
Sets the SnapRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the rightLeg.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapSpine">
<summary>
Sets the SnapSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the spine.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapNeck">
<summary>
Sets the SnapNeck setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
snap the neck.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapPhasedLegs">
<summary>
Sets the SnapPhasedLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Legs are either in phase with each other or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapHipType">
<summary>
Sets the SnapHipType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
type of hip reaction 0=none, 1=side2side 2=steplike.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapInterval">
<summary>
Sets the UnSnapInterval setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
Interval before applying reverse snap.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.UnSnapRatio">
<summary>
Sets the UnSnapRatio setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
The magnitude of the reverse snap.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.SnapUseTorques">
<summary>
Sets the SnapUseTorques setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
use torques to make the snap otherwise use a change in the parts angular velocity.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessZeroDuration">
<summary>
Sets the ImpactWeaknessZeroDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
duration for which the character's upper body stays at minimum stiffness (not quite zero).
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ImpactWeaknessRampDuration">
<summary>
Sets the ImpactWeaknessRampDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
duration of the ramp to bring the character's upper body stiffness back to normal levels.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ImpactLoosenessAmount">
<summary>
Sets the ImpactLoosenessAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
how loose the character is on impact. between 0 and 1.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictim">
<summary>
Sets the ObjectBehindVictim setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
detected an object behind a shot victim in the direction of a bullet?.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimPos">
<summary>
Sets the ObjectBehindVictimPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
the intersection pos of a detected object behind a shot victim in the direction of a bullet.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper.ObjectBehindVictimNormal">
<summary>
Sets the ObjectBehindVictimNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BalancerCollisionsReactionHelper"/>.
the normal of a detected object behind a shot victim in the direction of a bullet.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BodyBalanceHelper for sending a BodyBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BodyBalance <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
NB. WAS m_bodyStiffness ClaviclesStiffness=9.0f.
</summary>
<remarks>
Default value = 9.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.Elbow">
<summary>
Sets the Elbow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
How much the elbow swings based on the leg movement.
</summary>
<remarks>
Default value = 0.9f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.Shoulder">
<summary>
Sets the Shoulder setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
How much the shoulder(lean1) swings based on the leg movement.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmDamping">
<summary>
Sets the ArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
NB. WAS m_damping NeckDamping=1 ClaviclesDamping=1.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
enable and provide a look-at target to make the character's head turn to face it while balancing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HeadLookPos">
<summary>
Sets the HeadLookPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
position of thing to look at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HeadLookInstanceIndex">
<summary>
Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
level index of thing to look at.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SpineStiffness">
<summary>
Sets the SpineStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SomersaultAngle">
<summary>
Sets the SomersaultAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
multiplier of the somersault 'angle' (lean forward/back) for arms out (lean2).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SomersaultAngleThreshold">
<summary>
Sets the SomersaultAngleThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Amount of somersault 'angle' before m_somersaultAngle is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SideSomersaultAngle">
<summary>
Sets the SideSomersaultAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Amount of side somersault 'angle' before sideSomersault is used for ArmsOut. Unless drunk - DO NOT EXCEED 0.8.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SideSomersaultAngleThreshold">
<summary>
Sets the SideSomersaultAngleThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BackwardsAutoTurn">
<summary>
Sets the BackwardsAutoTurn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Automatically turn around if moving backwards.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TurnWithBumpRadius">
<summary>
Sets the TurnWithBumpRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
0.9 is a sensible value. If pusher within this distance then turn to get out of the way of the pusher.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BackwardsArms">
<summary>
Sets the BackwardsArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Bend elbows, relax shoulders and inhibit spine twist when moving backwards.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BlendToZeroPose">
<summary>
Sets the BlendToZeroPose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Blend upper body to zero pose as the character comes to rest. If false blend to a stored pose.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmsOutOnPush">
<summary>
Sets the ArmsOutOnPush setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Put arms out based on lean2 of legs, or angular velocity (lean or twist), or lean (front/back or side/side).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmsOutOnPushMultiplier">
<summary>
Sets the ArmsOutOnPushMultiplier setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Arms out based on lean2 of the legs to simulate being pushed.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmsOutOnPushTimeout">
<summary>
Sets the ArmsOutOnPushTimeout setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
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).
</summary>
<remarks>
Default value = 1.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ReturningToBalanceArmsOut">
<summary>
Sets the ReturningToBalanceArmsOut setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmsOutStraightenElbows">
<summary>
Sets the ArmsOutStraightenElbows setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
multiplier for straightening the elbows based on the amount of arms out(lean2) 0 = dont straighten elbows. Otherwise straighten elbows proportionately to armsOut.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ArmsOutMinLean2">
<summary>
Sets the ArmsOutMinLean2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Minimum desiredLean2 applied to shoulder (to stop arms going above shoulder height or not).
</summary>
<remarks>
Default value = -9.9f.
Min value = -10.0f.
Max value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.SpineDamping">
<summary>
Sets the SpineDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.UseBodyTurn">
<summary>
Sets the UseBodyTurn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ElbowAngleOnContact">
<summary>
Sets the ElbowAngleOnContact setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
on contact with upperbody the desired elbow angle is set to at least this value.
</summary>
<remarks>
Default value = 1.9f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BendElbowsTime">
<summary>
Sets the BendElbowsTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Time after contact (with Upper body) that the min m_elbowAngleOnContact is applied.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BendElbowsGait">
<summary>
Sets the BendElbowsGait setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Minimum desired angle of elbow during non contact arm swing.
</summary>
<remarks>
Default value = 0.7f.
Min value = -3.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HipL2ArmL2">
<summary>
Sets the HipL2ArmL2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
mmmmdrunk = 0.2 multiplier of hip lean2 (star jump) to give shoulder lean2 (flapping).
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ShoulderL2">
<summary>
Sets the ShoulderL2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
mmmmdrunk = 0.7 shoulder lean2 offset.
</summary>
<remarks>
Default value = 0.5f.
Min value = -3.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ShoulderL1">
<summary>
Sets the ShoulderL1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
mmmmdrunk 1.1 shoulder lean1 offset (+ve frankenstein).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ShoulderTwist">
<summary>
Sets the ShoulderTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
mmmmdrunk = 0.0 shoulder twist.
</summary>
<remarks>
Default value = -0.4f.
Min value = -3.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HeadLookAtVelProb">
<summary>
Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TurnOffProb">
<summary>
Sets the TurnOffProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability that turn will be off. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.Turn2VelProb">
<summary>
Sets the Turn2VelProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability of turning towards velocity. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TurnAwayProb">
<summary>
Sets the TurnAwayProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability of turning away from headLook target. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TurnLeftProb">
<summary>
Sets the TurnLeftProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability of turning left. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TurnRightProb">
<summary>
Sets the TurnRightProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability of turning right. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.Turn2TargetProb">
<summary>
Sets the Turn2TargetProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Weighted Probability of turning towards headLook target. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.AngVelMultiplier">
<summary>
Sets the AngVelMultiplier setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
somersault, twist, sideSomersault) multiplier of the angular velocity for arms out (lean2) (somersault, twist, sideSomersault).
</summary>
<remarks>
Default value = Vector3(4.0f, 1.0f, 4.0f).
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.AngVelThreshold">
<summary>
Sets the AngVelThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
somersault, twist, sideSomersault) threshold above which angVel is used for arms out (lean2) Unless drunk - DO NOT EXCEED 7.0 for each component.
</summary>
<remarks>
Default value = Vector3(1.2f, 3.0f, 1.2f).
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BraceDistance">
<summary>
Sets the BraceDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TargetPredictionTime">
<summary>
Sets the TargetPredictionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
time expected to get arms up from idle.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.ReachAbsorbtionTime">
<summary>
Sets the ReachAbsorbtionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
larger values and he absorbs the impact more.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BraceStiffness">
<summary>
Sets the BraceStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.MinBraceTime">
<summary>
Sets the MinBraceTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
minimum bracing time so the character doesn't look twitchy.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.TimeToBackwardsBrace">
<summary>
Sets the TimeToBackwardsBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
time before arm brace kicks in when hit from behind.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HandsDelayMin">
<summary>
Sets the HandsDelayMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.HandsDelayMax">
<summary>
Sets the HandsDelayMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.BraceOffset">
<summary>
Sets the BraceOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
braceTarget is global headLookPos plus braceOffset m in the up direction.
</summary>
<remarks>
Default value = 0.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.MoveRadius">
<summary>
Sets the MoveRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.MoveAmount">
<summary>
Sets the MoveAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
amount of leanForce applied away from pusher.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyBalanceHelper.MoveWhenBracing">
<summary>
Sets the MoveWhenBracing setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyBalanceHelper"/>.
Only move away from pusher when bracing against pusher.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BodyFoetalHelper for sending a BodyFoetal <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BodyFoetal <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
The stiffness of the body determines how fast the character moves into the position, and how well that they hold it.
</summary>
<remarks>
Default value = 9.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.DampingFactor">
<summary>
Sets the DampingFactor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
Sets damping value for the character joints.
</summary>
<remarks>
Default value = 1.4f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.Asymmetry">
<summary>
Sets the Asymmetry setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
A value between 0-1 that controls how asymmetric the results are by varying stiffness across the body.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.RandomSeed">
<summary>
Sets the RandomSeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
Random seed used to generate asymmetry values.
</summary>
<remarks>
Default value = 100.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.BackTwist">
<summary>
Sets the BackTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
Amount of random back twist to add.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyFoetalHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyFoetalHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BodyRollUpHelper for sending a BodyRollUp <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BodyRollUp <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
stiffness of whole body.
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.UseArmToSlowDown">
<summary>
Sets the UseArmToSlowDown setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
the degree to which the character will try to stop a barrel roll with his arms.
</summary>
<remarks>
Default value = 1.3f.
Min value = -2.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.ArmReachAmount">
<summary>
Sets the ArmReachAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
the likeliness of the character reaching for the ground with its arms.
</summary>
<remarks>
Default value = 1.4f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.LegPush">
<summary>
Sets the LegPush setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
used to keep rolling down slope, 1 is full (kicks legs out when pointing upwards).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.AsymmetricalLegs">
<summary>
Sets the AsymmetricalLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = -2.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.NoRollTimeBeforeSuccess">
<summary>
Sets the NoRollTimeBeforeSuccess setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
time that roll velocity has to be lower than rollVelForSuccess, before success message is sent.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.RollVelForSuccess">
<summary>
Sets the RollVelForSuccess setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
lower threshold for roll velocity at which success message can be sent.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.RollVelLinearContribution">
<summary>
Sets the RollVelLinearContribution setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
contribution of linear COM velocity to roll Velocity (if 0, roll velocity equal to COM angular velocity).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.VelocityScale">
<summary>
Sets the VelocityScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
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).
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.VelocityOffset">
<summary>
Sets the VelocityOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
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).
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyRollUpHelper.ApplyMinMaxFriction">
<summary>
Sets the ApplyMinMaxFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyRollUpHelper"/>.
Controls whether or not behaviour enforces min/max friction.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BodyWritheHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BodyWritheHelper for sending a BodyWrithe <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BodyWrithe <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
</summary>
<remarks>
Default value = 13.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BackStiffness">
<summary>
Sets the BackStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
</summary>
<remarks>
Default value = 13.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.LegStiffness">
<summary>
Sets the LegStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
The stiffness of the character will determine how 'determined' a writhe this is - high values will make him thrash about wildly.
</summary>
<remarks>
Default value = 13.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ArmDamping">
<summary>
Sets the ArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
damping amount, less is underdamped.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BackDamping">
<summary>
Sets the BackDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
damping amount, less is underdamped.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.LegDamping">
<summary>
Sets the LegDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
damping amount, less is underdamped.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ArmPeriod">
<summary>
Sets the ArmPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Controls how fast the writhe is executed, smaller values make faster motions.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BackPeriod">
<summary>
Sets the BackPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Controls how fast the writhe is executed, smaller values make faster motions.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.LegPeriod">
<summary>
Sets the LegPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Controls how fast the writhe is executed, smaller values make faster motions.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ArmAmplitude">
<summary>
Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BackAmplitude">
<summary>
Sets the BackAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
scales the amount of writhe. 0 = no writhe.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.LegAmplitude">
<summary>
Sets the LegAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
scales the amount of writhe. 0 = no writhe.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ElbowAmplitude">
<summary>
Sets the ElbowAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.KneeAmplitude">
<summary>
Sets the KneeAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.RollOverFlag">
<summary>
Sets the RollOverFlag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Flag to set trying to rollOver.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BlendArms">
<summary>
Sets the BlendArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Blend the writhe arms with the current desired arms (0=don't apply any writhe, 1=only writhe).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BlendBack">
<summary>
Sets the BlendBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Blend the writhe spine and neck with the current desired (0=don't apply any writhe, 1=only writhe).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.BlendLegs">
<summary>
Sets the BlendLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Blend the writhe legs with the current desired legs (0=don't apply any writhe, 1=only writhe).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ApplyStiffness">
<summary>
Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Use writhe stiffnesses if true. If false don't set any stiffnesses.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.OnFire">
<summary>
Sets the OnFire setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Extra shoulderBlend. Rolling:one way only, maxRollOverTime, rollOverRadius, doesn't reduce arm stiffness to help rolling. No shoulder twist.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ShoulderLean1">
<summary>
Sets the ShoulderLean1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 6.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.ShoulderLean2">
<summary>
Sets the ShoulderLean2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 6.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.Lean1BlendFactor">
<summary>
Sets the Lean1BlendFactor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.Lean2BlendFactor">
<summary>
Sets the Lean2BlendFactor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.RollTorqueScale">
<summary>
Sets the RollTorqueScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
Scale rolling torque that is applied to character spine.
</summary>
<remarks>
Default value = 150.0f.
Min value = 0.0f.
Max value = 300.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.MaxRollOverTime">
<summary>
Sets the MaxRollOverTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 60.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BodyWritheHelper.RollOverRadius">
<summary>
Sets the RollOverRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BodyWritheHelper"/>.
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.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BraceForImpactHelper for sending a BraceForImpact <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the BraceForImpact <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.BraceDistance">
<summary>
Sets the BraceDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
distance from object at which to raise hands to brace 0.5 good if newBrace=true - otherwise 0.65.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.TargetPredictionTime">
<summary>
Sets the TargetPredictionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
time epected to get arms up from idle.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.ReachAbsorbtionTime">
<summary>
Sets the ReachAbsorbtionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
larger values and he absorbs the impact more.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
levelIndex of object to brace.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
stiffness of character. catch_fall stiffness scales with this too, with its defaults at this values default.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GrabDontLetGo">
<summary>
Sets the GrabDontLetGo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Once a constraint is made, keep reaching with whatever hand is allowed.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GrabStrength">
<summary>
Sets the GrabStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
strength in hands for grabbing (kg m/s), -1 to ignore/disable.
</summary>
<remarks>
Default value = 40.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GrabDistance">
<summary>
Sets the GrabDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Relative distance at which the grab starts.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GrabReachAngle">
<summary>
Sets the GrabReachAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.0f.
Max value = 3.2f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GrabHoldTimer">
<summary>
Sets the GrabHoldTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
amount of time, in seconds, before grab automatically bails.
</summary>
<remarks>
Default value = 2.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MaxGrabCarVelocity">
<summary>
Sets the MaxGrabCarVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Don't try to grab a car moving above this speed mmmmtodo make this the relative velocity of car to character?.
</summary>
<remarks>
Default value = 95.0f.
Min value = 0.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.LegStiffness">
<summary>
Sets the LegStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Balancer leg stiffness mmmmtodo remove this parameter and use configureBalance?.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.TimeToBackwardsBrace">
<summary>
Sets the TimeToBackwardsBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
time before arm brace kicks in when hit from behind.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.Look">
<summary>
Sets the Look setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
position to look at, e.g. the driver.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
location of the front part of the object to brace against. This should be the centre of where his hands should meet the object.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MinBraceTime">
<summary>
Sets the MinBraceTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
minimum bracing time so the character doesn't look twitchy.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.HandsDelayMin">
<summary>
Sets the HandsDelayMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
If bracing with 2 hands delay one hand by at least this amount of time to introduce some asymmetry.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.HandsDelayMax">
<summary>
Sets the HandsDelayMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
If bracing with 2 hands delay one hand by at most this amount of time to introduce some asymmetry.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MoveAway">
<summary>
Sets the MoveAway setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
move away from the car (if in reaching zone).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MoveAwayAmount">
<summary>
Sets the MoveAwayAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
forceLean away amount (-ve is lean towards).
</summary>
<remarks>
Default value = 0.1f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MoveAwayLean">
<summary>
Sets the MoveAwayLean setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Lean away amount (-ve is lean towards).
</summary>
<remarks>
Default value = 0.1f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.MoveSideways">
<summary>
Sets the MoveSideways setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Amount of sideways movement if at the front or back of the car to add to the move away from car.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.BbArms">
<summary>
Sets the BbArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Use bodyBalance arms for the default (non bracing) behaviour if bodyBalance is active.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.NewBrace">
<summary>
Sets the NewBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Use the new brace prediction code.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.BraceOnImpact">
<summary>
Sets the BraceOnImpact setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.Roll2Velocity">
<summary>
Sets the Roll2Velocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.RollType">
<summary>
Sets the RollType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = 3.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.SnapImpacts">
<summary>
Sets the SnapImpacts setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Exaggerate impacts using snap.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.SnapImpact">
<summary>
Sets the SnapImpact setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = 7.0f.
Min value = -20.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.SnapBonnet">
<summary>
Sets the SnapBonnet setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = -7.0f.
Min value = -20.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.SnapFloor">
<summary>
Sets the SnapFloor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = 7.0f.
Min value = -20.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.DampVel">
<summary>
Sets the DampVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Damp out excessive spin and upward velocity when on car.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.DampSpin">
<summary>
Sets the DampSpin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Amount to damp spinning by (cartwheeling and somersaulting).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.DampUpVel">
<summary>
Sets the DampUpVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Amount to damp upward velocity by to limit the amount of air above the car the character can get.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 40.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.DampSpinThresh">
<summary>
Sets the DampSpinThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Angular velocity above which we start damping.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.DampUpVelThresh">
<summary>
Sets the DampUpVelThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Upward velocity above which we start damping.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsHelp">
<summary>
Sets the GsHelp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Enhance a glancing spin with the side of the car by modulating body friction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsEndMin">
<summary>
Sets the GsEndMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
ID for glancing spin. min depth to be considered from either end (front/rear) of a car (-ve is inside the car area).
</summary>
<remarks>
Default value = -0.1f.
Min value = -10.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsSideMin">
<summary>
Sets the GsSideMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
ID for glancing spin. min depth to be considered on the side of a car (-ve is inside the car area).
</summary>
<remarks>
Default value = -0.2f.
Min value = -10.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsSideMax">
<summary>
Sets the GsSideMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
ID for glancing spin. max depth to be considered on the side of a car (+ve is outside the car area).
</summary>
<remarks>
Default value = 0.5f.
Min value = -10.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsUpness">
<summary>
Sets the GsUpness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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).
</summary>
<remarks>
Default value = 0.9f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsCarVelMin">
<summary>
Sets the GsCarVelMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
ID for glancing spin. Minimum car velocity.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsScale1Foot">
<summary>
Sets the GsScale1Foot setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
Apply gsFricScale1 to the foot if colliding with car. (Otherwise foot friction - with the ground - is determined by gsFricScale2 if it is in gsFricMask2).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsFricScale1">
<summary>
Sets the GsFricScale1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsFricMask1">
<summary>
Sets the GsFricMask1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsFricScale2">
<summary>
Sets the GsFricScale2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BraceForImpactHelper.GsFricMask2">
<summary>
Sets the GsFricMask2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BraceForImpactHelper"/>.
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.
</summary>
<remarks>
Default value = la.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper">
<summary>
Simple buoyancy model. No character movement just fluid forces/torques added to parts.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.BuoyancyHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the BuoyancyHelper for sending a Buoyancy <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Buoyancy <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Simple buoyancy model. No character movement just fluid forces/torques added to parts.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.SurfacePoint">
<summary>
Sets the SurfacePoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Arbitrary point on surface of water.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.SurfaceNormal">
<summary>
Sets the SurfaceNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Normal to surface of water.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.Buoyancy">
<summary>
Sets the Buoyancy setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Buoyancy multiplier.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.ChestBuoyancy">
<summary>
Sets the ChestBuoyancy setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Buoyancy mulplier for spine2/3. Helps character float upright.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Damping for submerged parts.
</summary>
<remarks>
Default value = 40.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.Righting">
<summary>
Sets the Righting setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Use righting torque to being character face-up in water?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.RightingStrength">
<summary>
Sets the RightingStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
Strength of righting torque.
</summary>
<remarks>
Default value = 25.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.BuoyancyHelper.RightingTime">
<summary>
Sets the RightingTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.BuoyancyHelper"/>.
How long to wait after chest hits water to begin righting torque.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CatchFallHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the CatchFallHelper for sending a CatchFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the CatchFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.TorsoStiffness">
<summary>
Sets the TorsoStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
stiffness of torso.
</summary>
<remarks>
Default value = 9.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.LegsStiffness">
<summary>
Sets the LegsStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
stiffness of legs.
</summary>
<remarks>
Default value = 6.0f.
Min value = 4.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.ArmsStiffness">
<summary>
Sets the ArmsStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
stiffness of arms.
</summary>
<remarks>
Default value = 15.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.BackwardsMinArmOffset">
<summary>
Sets the BackwardsMinArmOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
0 will prop arms up near his shoulders. -0.3 will place hands nearer his behind.
</summary>
<remarks>
Default value = -0.3f.
Min value = -1.0f.
Max value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.ForwardMaxArmOffset">
<summary>
Sets the ForwardMaxArmOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
0 will point arms down with angled body, 0.45 will point arms forward a bit to catch nearer the head.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.ZAxisSpinReduction">
<summary>
Sets the ZAxisSpinReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
Tries to reduce the spin around the Z axis. Scale 0 - 1.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.ExtraSit">
<summary>
Sets the ExtraSit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
Scale extra-sit value 0..1. Setting to 0 helps with arched-back issues. Set to 1 for a more alive-looking finish.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
Toggle to use the head look in this behaviour.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.CatchFallHelper.Mask">
<summary>
Sets the Mask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.CatchFallHelper"/>.
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).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ElectrocuteHelper for sending a Electrocute <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Electrocute <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.StunMag">
<summary>
Sets the StunMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
The magnitude of the reaction.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.InitialMult">
<summary>
Sets the InitialMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
initialMult*stunMag = The magnitude of the 1st snap reaction (other mults are applied after this).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.LargeMult">
<summary>
Sets the LargeMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
largeMult*stunMag = The magnitude of a random large snap reaction (other mults are applied after this).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.LargeMinTime">
<summary>
Sets the LargeMinTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
min time to next large random snap (about 14 snaps with stunInterval = 0.07s).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 200.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.LargeMaxTime">
<summary>
Sets the LargeMaxTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
max time to next large random snap (about 28 snaps with stunInterval = 0.07s).
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 200.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.MovingMult">
<summary>
Sets the MovingMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
movingMult*stunMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.BalancingMult">
<summary>
Sets the BalancingMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
balancingMult*stunMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.AirborneMult">
<summary>
Sets the AirborneMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
airborneMult*stunMag = The magnitude of the reaction if airborne.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.MovingThresh">
<summary>
Sets the MovingThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.StunInterval">
<summary>
Sets the StunInterval setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
Direction flips every stunInterval.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.DirectionRandomness">
<summary>
Sets the DirectionRandomness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
The character vibrates in a prescribed way - Higher the value the more random this direction is.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.LeftArm">
<summary>
Sets the LeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the leftArm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.RightArm">
<summary>
Sets the RightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the rightArm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.LeftLeg">
<summary>
Sets the LeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the leftLeg.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.RightLeg">
<summary>
Sets the RightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the rightLeg.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.Spine">
<summary>
Sets the Spine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the spine.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.Neck">
<summary>
Sets the Neck setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
vibrate the neck.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.PhasedLegs">
<summary>
Sets the PhasedLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
Legs are either in phase with each other or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.ApplyStiffness">
<summary>
Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
let electrocute apply a (higher generally) stiffness to the character whilst being vibrated.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.UseTorques">
<summary>
Sets the UseTorques setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
use torques to make vibration otherwise use a change in the parts angular velocity.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ElectrocuteHelper.HipType">
<summary>
Sets the HipType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ElectrocuteHelper"/>.
type of hip reaction 0=none, 1=side2side 2=steplike.
</summary>
<remarks>
Default value = 2.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.FallOverWallHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the FallOverWallHelper for sending a FallOverWall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the FallOverWall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
stiffness of the body, roll up stiffness scales with this and defaults at this default value.
</summary>
<remarks>
Default value = 9.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Damping in the effectors.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MagOfForce">
<summary>
Sets the MagOfForce setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Magnitude of the falloverWall helper force.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MaxDistanceFromPelToHitPoint">
<summary>
Sets the MaxDistanceFromPelToHitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
The maximum distance away from the pelvis that hit points will be registered.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MaxForceDist">
<summary>
Sets the MaxForceDist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
maximum distance between hitPoint and body part at which forces are applied to part.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.StepExclusionZone">
<summary>
Sets the StepExclusionZone setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Specifies extent of area in front of the wall in which balancer won't try to take another step.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MinLegHeight">
<summary>
Sets the MinLegHeight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
minimum height of pelvis above feet at which fallOverWall is attempted.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.1f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.BodyTwist">
<summary>
Sets the BodyTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MaxTwist">
<summary>
Sets the MaxTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
max angle the character can twist before twsit helper torques are turned off.
</summary>
<remarks>
Default value = 3.1f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.FallOverWallEndA">
<summary>
Sets the FallOverWallEndA setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
One end of the wall to try to fall over.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.FallOverWallEndB">
<summary>
Sets the FallOverWallEndB setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
One end of the wall over which we are trying to fall over.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.ForceAngleAbort">
<summary>
Sets the ForceAngleAbort setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
The angle abort threshold.
</summary>
<remarks>
Default value = -0.2f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.ForceTimeOut">
<summary>
Sets the ForceTimeOut setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
The force time out.
</summary>
<remarks>
Default value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MoveArms">
<summary>
Sets the MoveArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Lift the arms up if true. Do nothing with the arms if false (eg when using catchfall arms or brace etc).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MoveLegs">
<summary>
Sets the MoveLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Move the legs if true. Do nothing with the legs if false (eg when using dynamicBalancer etc).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.BendSpine">
<summary>
Sets the BendSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Bend spine to help falloverwall if true. Do nothing with the spine if false.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.AngleDirWithWallNormal">
<summary>
Sets the AngleDirWithWallNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = 180.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.LeaningAngleThreshold">
<summary>
Sets the LeaningAngleThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = 180.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MaxAngVel">
<summary>
Sets the MaxAngVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
if the angular velocity is higher than maxAngVel, the torques and forces are not applied.
</summary>
<remarks>
Default value = 2.0f.
Min value = -1.0f.
Max value = 30.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.AdaptForcesToLowWall">
<summary>
Sets the AdaptForcesToLowWall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Will reduce the magnitude of the forces applied to the character to help him to fall over wall.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MaxWallHeight">
<summary>
Sets the MaxWallHeight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Maximum height (from the lowest foot) to start to apply forces and torques to fall over the wall.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.DistanceToSendSuccessMessage">
<summary>
Sets the DistanceToSendSuccessMessage setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.RollingBackThr">
<summary>
Sets the RollingBackThr setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.RollingPotential">
<summary>
Sets the RollingPotential setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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).
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.UseArmIK">
<summary>
Sets the UseArmIK setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
Try to reach the wallEdge. To configure the IK : use limitAngleBack, limitAngleFront and limitAngleTotallyBack.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.ReachDistanceFromHitPoint">
<summary>
Sets the ReachDistanceFromHitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
distance from predicted hitpoint where each hands will try to reach the wall.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.MinReachDistanceFromHitPoint">
<summary>
Sets the MinReachDistanceFromHitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
minimal distance from predicted hitpoint where each hands will try to reach the wall. Used if the hand target is outside the wall Edge.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.FallOverWallHelper.AngleTotallyBack">
<summary>
Sets the AngleTotallyBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.FallOverWallHelper"/>.
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.
</summary>
<remarks>
Default value = 15.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.GrabHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the GrabHelper for sending a Grab <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Grab <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.UseLeft">
<summary>
Sets the UseLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Flag to toggle use of left hand.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.UseRight">
<summary>
Sets the UseRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Flag to toggle the use of the Right hand.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.DropWeaponIfNecessary">
<summary>
Sets the DropWeaponIfNecessary setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
if hasn't grabbed when weapon carrying hand is close to target, grab anyway.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.DropWeaponDistance">
<summary>
Sets the DropWeaponDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
distance below which a weapon carrying hand will request weapon to be dropped.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.GrabStrength">
<summary>
Sets the GrabStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
strength in hands for grabbing (kg m/s), -1 to ignore/disable.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.StickyHands">
<summary>
Sets the StickyHands setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
strength of cheat force on hands to pull towards target and stick to target ("cleverHandIK" strength).
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.TurnToTarget">
<summary>
Sets the TurnToTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.TurnType.ToTarget"/>.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.GrabHoldMaxTimer">
<summary>
Sets the GrabHoldMaxTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
amount of time, in seconds, before grab automatically bails.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.PullUpTime">
<summary>
Sets the PullUpTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Time to reach the full pullup strength.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.PullUpStrengthRight">
<summary>
Sets the PullUpStrengthRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Strength to pull up with the right arm. 0 = no pull up.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.PullUpStrengthLeft">
<summary>
Sets the PullUpStrengthLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Strength to pull up with the left arm. 0 = no pull up.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.Pos1">
<summary>
Sets the Pos1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Grab pos1, right hand if not using line or surface grab.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.Pos2">
<summary>
Sets the Pos2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Grab pos2, left hand if not using line or surface grab.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.Pos3">
<summary>
Sets the Pos3 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.Pos4">
<summary>
Sets the Pos4 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.NormalR">
<summary>
Sets the NormalR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Normal for the right grab point.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.NormalL">
<summary>
Sets the NormalL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Normal for the left grab point.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.NormalR2">
<summary>
Sets the NormalR2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Normal for the 2nd right grab point (if pointsX4grab=true).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.NormalL2">
<summary>
Sets the NormalL2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Normal for the 3rd left grab point (if pointsX4grab=true).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.HandsCollide">
<summary>
Sets the HandsCollide setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Hand collisions on when grabbing (false turns off hand collisions making grab more stable esp. to grab points slightly inside geometry).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.JustBrace">
<summary>
Sets the JustBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Flag to toggle between grabbing and bracing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.UseLineGrab">
<summary>
Sets the UseLineGrab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
use the line grab, Grab along the line (x-x2).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.PointsX4grab">
<summary>
Sets the PointsX4grab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
use 2 point.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.FromEA">
<summary>
Sets the FromEA setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
use 2 point.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.SurfaceGrab">
<summary>
Sets the SurfaceGrab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Toggle surface grab on. Requires pos1,pos2,pos3 and pos4 to be specified.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
levelIndex of instance to grab (-1 = world coordinates).
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.InstancePartIndex">
<summary>
Sets the InstancePartIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
boundIndex of part on instance to grab (0 = just use instance coordinates).
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.DontLetGo">
<summary>
Sets the DontLetGo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
stiffness of upper body. Scales the arm grab such that the armStiffness is default when this is at default value.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.ReachAngle">
<summary>
Sets the ReachAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Angle from front at which the grab activates. If the point is outside this angle from front will not try to grab.
</summary>
<remarks>
Default value = 2.8f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.OneSideReachAngle">
<summary>
Sets the OneSideReachAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Angle at which we will only reach with one hand.
</summary>
<remarks>
Default value = 1.4f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.GrabDistance">
<summary>
Sets the GrabDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Relative distance at which the grab starts.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.Move2Radius">
<summary>
Sets the Move2Radius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 14.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Stiffness of the arm.
</summary>
<remarks>
Default value = 14.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.MaxReachDistance">
<summary>
Sets the MaxReachDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
distance to reach out towards the grab point.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.OrientationConstraintScale">
<summary>
Sets the OrientationConstraintScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
scale torque used to rotate hands to face normals.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.MaxWristAngle">
<summary>
Sets the MaxWristAngle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
When we are grabbing the max angle the wrist ccan be at before we break the grab.
</summary>
<remarks>
Default value = 3.1f.
Min value = 0.0f.
Max value = 3.2f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.UseHeadLookToTarget">
<summary>
Sets the UseHeadLookToTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
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).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.LookAtGrab">
<summary>
Sets the LookAtGrab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
if true, the character will look at the grab.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.GrabHelper.TargetForHeadLook">
<summary>
Sets the TargetForHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.GrabHelper"/>.
Only used if useHeadLookToTarget is true, the target in world space to look at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HeadLookHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HeadLookHelper for sending a HeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
Damping of the muscles.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
Stiffness of the muscles.
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.InstanceIndex">
<summary>
Sets the InstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
levelIndex of object to be looked at. vel parameters are ignored if this is non -1.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.Vel">
<summary>
Sets the Vel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
The velocity of the point being looked at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -100.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
The point being looked at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.AlwaysLook">
<summary>
Sets the AlwaysLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
Flag to force always to look.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.EyesHorizontal">
<summary>
Sets the EyesHorizontal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.AlwaysEyesHorizontal">
<summary>
Sets the AlwaysEyesHorizontal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.KeepHeadAwayFromGround">
<summary>
Sets the KeepHeadAwayFromGround setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HeadLookHelper.TwistSpine">
<summary>
Sets the TwistSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HeadLookHelper"/>.
Allow headlook to twist spine.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.HighFallHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the HighFallHelper for sending a HighFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the HighFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Bodydamping">
<summary>
Sets the Bodydamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
The damping of the joints.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Catchfalltime">
<summary>
Sets the Catchfalltime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
The length of time before the impact that the character transitions to the landing.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.CrashOrLandCutOff">
<summary>
Sets the CrashOrLandCutOff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.9f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.PdStrength">
<summary>
Sets the PdStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Strength of the controller to keep the character at angle aimAngleBase from vertical.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.PdDamping">
<summary>
Sets the PdDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.ArmAngSpeed">
<summary>
Sets the ArmAngSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
arm circling speed in armWindMillAdaptive.
</summary>
<remarks>
Default value = 7.9f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.ArmAmplitude">
<summary>
Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
in armWindMillAdaptive.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.ArmPhase">
<summary>
Sets the ArmPhase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.
</summary>
<remarks>
Default value = 3.1f.
Min value = 0.0f.
Max value = 6.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.ArmBendElbows">
<summary>
Sets the ArmBendElbows setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LegRadius">
<summary>
Sets the LegRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
radius of legs on pedal.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LegAngSpeed">
<summary>
Sets the LegAngSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
in pedal.
</summary>
<remarks>
Default value = 7.9f.
Min value = 0.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LegAsymmetry">
<summary>
Sets the LegAsymmetry setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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.
</summary>
<remarks>
Default value = 4.0f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Arms2LegsPhase">
<summary>
Sets the Arms2LegsPhase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
phase angle between the arms and legs circling angle.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 6.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Arms2LegsSync">
<summary>
Sets the Arms2LegsSync setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Syncs the arms angle to what the leg angle is.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.AlwaysSynced"/>.
All speed/direction parameters of armswindmill are overwritten if = <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.AlwaysSynced"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.SyncedAtStart"/> and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.ArmsUp">
<summary>
Sets the ArmsUp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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.
</summary>
<remarks>
Default value = -3.1f.
Min value = -4.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.OrientateBodyToFallDirection">
<summary>
Sets the OrientateBodyToFallDirection setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.OrientateTwist">
<summary>
Sets the OrientateTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.OrientateMax">
<summary>
Sets the OrientateMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
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.
</summary>
<remarks>
Default value = 300.0f.
Min value = 0.0f.
Max value = 2000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.AlanRickman">
<summary>
Sets the AlanRickman setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.FowardRoll">
<summary>
Sets the FowardRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Try to execute a forward Roll on landing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.UseZeroPose_withFowardRoll">
<summary>
Sets the UseZeroPose_withFowardRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Blend to a zero pose when forward roll is attempted.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.AimAngleBase">
<summary>
Sets the AimAngleBase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Angle from vertical the pdController is driving to ( positive = forwards).
</summary>
<remarks>
Default value = 0.2f.
Min value = -3.1f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.FowardVelRotation">
<summary>
Sets the FowardVelRotation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
scale to add/subtract from aimAngle based on forward speed (Internal).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.FootVelCompScale">
<summary>
Sets the FootVelCompScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.SideD">
<summary>
Sets the SideD setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
sideoffset for the feet during prepareForLanding. +ve = right.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.FowardOffsetOfLegIK">
<summary>
Sets the FowardOffsetOfLegIK setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Forward offset for the feet during prepareForLanding.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LegL">
<summary>
Sets the LegL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Leg Length for ik (Internal)//unused.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.CatchFallCutOff">
<summary>
Sets the CatchFallCutOff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff.
</summary>
<remarks>
Default value = 0.9f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LegStrength">
<summary>
Sets the LegStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Strength of the legs at landing.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Balance">
<summary>
Sets the Balance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.IgnorWorldCollisions">
<summary>
Sets the IgnorWorldCollisions setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Never go into bailout (foetal).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.AdaptiveCircling">
<summary>
Sets the AdaptiveCircling setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
stuntman type fall. Arm and legs circling direction controlled by angmom and orientation.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.Hula">
<summary>
Sets the Hula setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
With stuntman type fall. Hula reaction if can't see floor and not rotating fast.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.MaxSpeedForRecoverableFall">
<summary>
Sets the MaxSpeedForRecoverableFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Character needs to be moving less than this speed to consider fall as a recoverable one.
</summary>
<remarks>
Default value = 15.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.MinSpeedForBrace">
<summary>
Sets the MinSpeedForBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.HighFallHelper.LandingNormal">
<summary>
Sets the LandingNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.HighFallHelper"/>.
Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.IncomingTransformsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the IncomingTransformsHelper for sending a IncomingTransforms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the IncomingTransforms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper">
<summary>
InjuredOnGround.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the InjuredOnGroundHelper for sending a InjuredOnGround <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the InjuredOnGround <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
InjuredOnGround.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.NumInjuries">
<summary>
Sets the NumInjuries setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury1Component">
<summary>
Sets the Injury1Component setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury2Component">
<summary>
Sets the Injury2Component setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = 0.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury1LocalPosition">
<summary>
Sets the Injury1LocalPosition setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury2LocalPosition">
<summary>
Sets the Injury2LocalPosition setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury1LocalNormal">
<summary>
Sets the Injury1LocalNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = Vector3(1.0f, 0.0f, 0.0f).
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.Injury2LocalNormal">
<summary>
Sets the Injury2LocalNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = Vector3(1.0f, 0.0f, 0.0f).
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.AttackerPos">
<summary>
Sets the AttackerPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = Vector3(1.0f, 0.0f, 0.0f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.DontReachWithLeft">
<summary>
Sets the DontReachWithLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.DontReachWithRight">
<summary>
Sets the DontReachWithRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper.StrongRollForce">
<summary>
Sets the StrongRollForce setting for this <see cref="T:CitizenFX.Core.NaturalMotion.InjuredOnGroundHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.CarriedHelper">
<summary>
Carried.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.CarriedHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the CarriedHelper for sending a Carried <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Carried <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Carried.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.DangleHelper">
<summary>
Dangle.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.DangleHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the DangleHelper for sending a Dangle <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Dangle <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Dangle.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.DangleHelper.DoGrab">
<summary>
Sets the DoGrab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.DangleHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.DangleHelper.GrabFrequency">
<summary>
Sets the GrabFrequency setting for this <see cref="T:CitizenFX.Core.NaturalMotion.DangleHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.OnFireHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the OnFireHelper for sending a OnFire <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the OnFire <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.StaggerTime">
<summary>
Sets the StaggerTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Max time for stumbling around before falling to ground.
</summary>
<remarks>
Default value = 2.5f.
Min value = 0.0f.
Max value = 30.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.StaggerLeanRate">
<summary>
Sets the StaggerLeanRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
How quickly the character leans hips when staggering.
</summary>
<remarks>
Default value = 0.9f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.StumbleMaxLeanBack">
<summary>
Sets the StumbleMaxLeanBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
max the character leans hips back when staggering.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.StumbleMaxLeanForward">
<summary>
Sets the StumbleMaxLeanForward setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
max the character leans hips forwards when staggering.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.ArmsWindmillWritheBlend">
<summary>
Sets the ArmsWindmillWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend armsWindmill with the bodyWrithe arms when character is upright.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.SpineStumbleWritheBlend">
<summary>
Sets the SpineStumbleWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend spine stumble with the bodyWrithe spine when character is upright.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.LegsStumbleWritheBlend">
<summary>
Sets the LegsStumbleWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend legs stumble with the bodyWrithe legs when character is upright.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.ArmsPoseWritheBlend">
<summary>
Sets the ArmsPoseWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend the bodyWrithe arms with the current desired pose from on fire behaviour when character is on the floor.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.SpinePoseWritheBlend">
<summary>
Sets the SpinePoseWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend the bodyWrithe back with the current desired pose from on fire behaviour when character is on the floor.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.LegsPoseWritheBlend">
<summary>
Sets the LegsPoseWritheBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Blend the bodyWrithe legs with the current desired pose from on fire behaviour when character is on the floor.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.RollOverFlag">
<summary>
Sets the RollOverFlag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Flag to set bodyWrithe trying to rollOver.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.RollTorqueScale">
<summary>
Sets the RollTorqueScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
Scale rolling torque that is applied to character spine by bodyWrithe. Torque magnitude is calculated with the following formula: m_rollOverDirection*rollOverPhase*rollTorqueScale.
</summary>
<remarks>
Default value = 25.0f.
Min value = 0.0f.
Max value = 300.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.PredictTime">
<summary>
Sets the PredictTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
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.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.MaxRollOverTime">
<summary>
Sets the MaxRollOverTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
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.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 60.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.OnFireHelper.RollOverRadius">
<summary>
Sets the RollOverRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.OnFireHelper"/>.
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.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.PedalLegsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the PedalLegsHelper for sending a PedalLegs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the PedalLegs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.PedalLeftLeg">
<summary>
Sets the PedalLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
pedal with this leg or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.PedalRightLeg">
<summary>
Sets the PedalRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
pedal with this leg or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.BackPedal">
<summary>
Sets the BackPedal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
pedal forwards or backwards.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.Radius">
<summary>
Sets the Radius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
base radius of pedal action.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.AngularSpeed">
<summary>
Sets the AngularSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
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).
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.LegStiffness">
<summary>
Sets the LegStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
stiffness of legs.
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.PedalOffset">
<summary>
Sets the PedalOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Move the centre of the pedal for the left leg up by this amount, the right leg down by this amount.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.RandomSeed">
<summary>
Sets the RandomSeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Random seed used to generate speed changes.
</summary>
<remarks>
Default value = 100.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.SpeedAsymmetry">
<summary>
Sets the SpeedAsymmetry setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
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.
</summary>
<remarks>
Default value = 8.0f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.AdaptivePedal4Dragging">
<summary>
Sets the AdaptivePedal4Dragging setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.AngSpeedMultiplier4Dragging">
<summary>
Sets the AngSpeedMultiplier4Dragging setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
newAngularSpeed = Clamp(angSpeedMultiplier4Dragging * linear_speed/pedalRadius, 0.0, angularSpeed).
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.RadiusVariance">
<summary>
Sets the RadiusVariance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
0-1 value used to add variance to the radius value while pedalling, to desynchonize the legs' movement and provide some variety.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.LegAngleVariance">
<summary>
Sets the LegAngleVariance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
0-1 value used to vary the angle of the legs from the hips during the pedal.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.CentreSideways">
<summary>
Sets the CentreSideways setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Move the centre of the pedal for both legs sideways (+ve = right). NB: not applied to hula.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.CentreForwards">
<summary>
Sets the CentreForwards setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Move the centre of the pedal for both legs forward (or backward -ve).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.CentreUp">
<summary>
Sets the CentreUp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Move the centre of the pedal for both legs up (or down -ve).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.Ellipse">
<summary>
Sets the Ellipse setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.DragReduction">
<summary>
Sets the DragReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
how much to account for the target moving through space rather than being static.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.Spread">
<summary>
Sets the Spread setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
Spread legs.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PedalLegsHelper.Hula">
<summary>
Sets the Hula setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PedalLegsHelper"/>.
If true circle the legs in a hula motion.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.PointArmHelper">
<summary>
BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm).
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.PointArmHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the PointArmHelper for sending a PointArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the PointArm <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
BEHAVIOURS REFERENCED: AnimPose - allows animPose to overridebodyParts: Arms (useLeftArm, useRightArm).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.TargetLeft">
<summary>
Sets the TargetLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
point to point to (in world space).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.TwistLeft">
<summary>
Sets the TwistLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
twist of the arm around point direction.
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmStraightnessLeft">
<summary>
Sets the ArmStraightnessLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
values less than 1 can give the arm a more bent look.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.UseLeftArm">
<summary>
Sets the UseLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmStiffnessLeft">
<summary>
Sets the ArmStiffnessLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
stiffness of arm.
</summary>
<remarks>
Default value = 15.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmDampingLeft">
<summary>
Sets the ArmDampingLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
damping value for arm used to point.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.InstanceIndexLeft">
<summary>
Sets the InstanceIndexLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
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.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.PointSwingLimitLeft">
<summary>
Sets the PointSwingLimitLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
Swing limit.
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.UseZeroPoseWhenNotPointingLeft">
<summary>
Sets the UseZeroPoseWhenNotPointingLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.TargetRight">
<summary>
Sets the TargetRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
point to point to (in world space).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.TwistRight">
<summary>
Sets the TwistRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
twist of the arm around point direction.
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmStraightnessRight">
<summary>
Sets the ArmStraightnessRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
values less than 1 can give the arm a more bent look.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.UseRightArm">
<summary>
Sets the UseRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmStiffnessRight">
<summary>
Sets the ArmStiffnessRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
stiffness of arm.
</summary>
<remarks>
Default value = 15.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.ArmDampingRight">
<summary>
Sets the ArmDampingRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
damping value for arm used to point.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.InstanceIndexRight">
<summary>
Sets the InstanceIndexRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
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.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.PointSwingLimitRight">
<summary>
Sets the PointSwingLimitRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
Swing limit.
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointArmHelper.UseZeroPoseWhenNotPointingRight">
<summary>
Sets the UseZeroPoseWhenNotPointingRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointArmHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.PointGunHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the PointGunHelper for sending a PointGun <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the PointGun <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.EnableRight">
<summary>
Sets the EnableRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Allow right hand to point/support?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.EnableLeft">
<summary>
Sets the EnableLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Allow right hand to point/support?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.LeftHandTarget">
<summary>
Sets the LeftHandTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Target for the left Hand.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.LeftHandTargetIndex">
<summary>
Sets the LeftHandTargetIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Index of the object that the left hand target is specified in, -1 is world space.
</summary>
<remarks>
Default value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RightHandTarget">
<summary>
Sets the RightHandTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Target for the right Hand.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RightHandTargetIndex">
<summary>
Sets the RightHandTargetIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Index of the object that the right hand target is specified in, -1 is world space.
</summary>
<remarks>
Default value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.LeadTarget">
<summary>
Sets the LeadTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Stiffness of the arm.
</summary>
<remarks>
Default value = 14.0f.
Min value = 2.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ArmStiffnessDetSupport">
<summary>
Sets the ArmStiffnessDetSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Stiffness of the arm on pointing arm when a support arm is detached from a two-handed weapon.
</summary>
<remarks>
Default value = 8.0f.
Min value = 2.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ArmDamping">
<summary>
Sets the ArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Damping.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.GravityOpposition">
<summary>
Sets the GravityOpposition setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Amount of gravity opposition on pointing arm.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.GravOppDetachedSupport">
<summary>
Sets the GravOppDetachedSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Amount of gravity opposition on pointing arm when a support arm is detached from a two-handed weapon.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.MassMultDetachedSupport">
<summary>
Sets the MassMultDetachedSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.AllowShotLooseness">
<summary>
Sets the AllowShotLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Allow shot to set a lower arm muscleStiffness than pointGun normally would.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ClavicleBlend">
<summary>
Sets the ClavicleBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ElbowAttitude">
<summary>
Sets the ElbowAttitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Controls arm twist. (except in pistolIK).
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.SupportConstraint">
<summary>
Sets the SupportConstraint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Type of constraint between the support hand and gun. 0=no constraint, 1=hard distance constraint, 2=Force based constraint, 3=hard spherical constraint.
</summary>
<remarks>
Default value = 1.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ConstraintMinDistance">
<summary>
Sets the ConstraintMinDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 0.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.MakeConstraintDistance">
<summary>
Sets the MakeConstraintDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
For supportConstraint = 1: Minimum distance within which support hand constraint will be made.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ReduceConstraintLengthVel">
<summary>
Sets the ReduceConstraintLengthVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
For supportConstraint = 1: Velocity at which to reduce the support hand constraint length.
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.BreakingStrength">
<summary>
Sets the BreakingStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
For supportConstraint = 1: strength of the supporting hands constraint (kg m/s), -1 to ignore/disable.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.BrokenSupportTime">
<summary>
Sets the BrokenSupportTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Once constraint is broken then do not try to reconnect/support for this amount of time.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.BrokenToSideProb">
<summary>
Sets the BrokenToSideProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Probability that the when a constraint is broken that during brokenSupportTime a side pose will be selected.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ConnectAfter">
<summary>
Sets the ConnectAfter setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ConnectFor">
<summary>
Sets the ConnectFor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Time to try to reconnect for.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.OneHandedPointing">
<summary>
Sets the OneHandedPointing setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 1.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.AlwaysSupport">
<summary>
Sets the AlwaysSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Support a non pointing gunHand i.e. if in zero pose (constrain as well if constraint possible).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.PoseUnusedGunArm">
<summary>
Sets the PoseUnusedGunArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Apply neutral pose when a gun arm isn't in use. NB: at the moment Rifle hand is always controlled by pointGun.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.PoseUnusedSupportArm">
<summary>
Sets the PoseUnusedSupportArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Apply neutral pose when a support arm isn't in use.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.PoseUnusedOtherArm">
<summary>
Sets the PoseUnusedOtherArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.MaxAngleAcross">
<summary>
Sets the MaxAngleAcross setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
max aiming angle(deg) sideways across body midline measured from chest forward that the character will try to point.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.MaxAngleAway">
<summary>
Sets the MaxAngleAway setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
max aiming angle(deg) sideways away from body midline measured from chest forward that the character will try to point.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FallingLimits">
<summary>
Sets the FallingLimits setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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).
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.AcrossLimit">
<summary>
Sets the AcrossLimit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.AwayLimit">
<summary>
Sets the AwayLimit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UpLimit">
<summary>
Sets the UpLimit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
max aiming angle(deg) upwards from body midline measured from chest forward that the character will try to point.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.DownLimit">
<summary>
Sets the DownLimit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
max aiming angle(deg) downwards from body midline measured from chest forward that the character will try to point.
</summary>
<remarks>
Default value = 45.0f.
Min value = 0.0f.
Max value = 180.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RifleFall">
<summary>
Sets the RifleFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Pose the rifle hand to reduce complications with collisions. 0 = false, 1 = always when falling, 2 = when falling except if falling backwards.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FallingSupport">
<summary>
Sets the FallingSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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).
</summary>
<remarks>
Default value = 1.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FallingTypeSupport">
<summary>
Sets the FallingTypeSupport setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 5.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.PistolNeutralType">
<summary>
Sets the PistolNeutralType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
0 = byFace, 1=acrossFront, 2=bySide. NB: bySide is not connectible so be careful if combined with kPistol and oneHandedPointing = 0 or 2.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.NeutralPoint4Pistols">
<summary>
Sets the NeutralPoint4Pistols setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
NOT IMPLEMENTED YET KEEP=false - use pointing for neutral targets in pistol modes.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.NeutralPoint4Rifle">
<summary>
Sets the NeutralPoint4Rifle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
use pointing for neutral targets in rifle mode.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.CheckNeutralPoint">
<summary>
Sets the CheckNeutralPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Check the neutral pointing is pointable, if it isn't then choose a neutral pose instead.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.Point2Side">
<summary>
Sets the Point2Side setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
side, up, back) side is left for left arm, right for right arm mmmmtodo.
</summary>
<remarks>
Default value = Vector3(5.0f, -5.0f, -2.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.Add2WeaponDistSide">
<summary>
Sets the Add2WeaponDistSide setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
add to weaponDistance for point2Side neutral pointing (to straighten the arm).
</summary>
<remarks>
Default value = 0.3f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.Point2Connect">
<summary>
Sets the Point2Connect setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
side, up, back) side is left for left arm, right for rght arm mmmmtodo.
</summary>
<remarks>
Default value = Vector3(-1.0f, -0.9f, -0.2f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.Add2WeaponDistConnect">
<summary>
Sets the Add2WeaponDistConnect setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
add to weaponDistance for point2Connect neutral pointing (to straighten the arm).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UsePistolIK">
<summary>
Sets the UsePistolIK setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
enable new ik for pistol pointing.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UseSpineTwist">
<summary>
Sets the UseSpineTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Use spine twist to orient chest?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UseTurnToTarget">
<summary>
Sets the UseTurnToTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Turn balancer to help gun point at target.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Use head look to drive head?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ErrorThreshold">
<summary>
Sets the ErrorThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
angular difference between pointing direction and target direction above which feedback will be generated.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FireWeaponRelaxTime">
<summary>
Sets the FireWeaponRelaxTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Duration of arms relax following firing weapon. NB:This is clamped (0,5) in pointGun.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FireWeaponRelaxAmount">
<summary>
Sets the FireWeaponRelaxAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Relax multiplier following firing weapon. Recovers over relaxTime.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.FireWeaponRelaxDistance">
<summary>
Sets the FireWeaponRelaxDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Range of motion for ik-based recoil.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 0.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.UseIncomingTransforms">
<summary>
Sets the UseIncomingTransforms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Use the incoming transforms to inform the pointGun of the primaryWeaponDistance, poleVector for the arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.MeasureParentOffset">
<summary>
Sets the MeasureParentOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.LeftHandParentOffset">
<summary>
Sets the LeftHandParentOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Pointing-from offset from parent effector, expressed in spine3's frame, x = back/forward, y = right/left, z = up/down.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.LeftHandParentEffector">
<summary>
Sets the LeftHandParentEffector setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = -1.
Min value = -1.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RightHandParentOffset">
<summary>
Sets the RightHandParentOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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).
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RightHandParentEffector">
<summary>
Sets the RightHandParentEffector setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = -1.
Min value = -1.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.PrimaryHandWeaponDistance">
<summary>
Sets the PrimaryHandWeaponDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.ConstrainRifle">
<summary>
Sets the ConstrainRifle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Use hard constraint to keep rifle stock against shoulder?.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.RifleConstraintMinDistance">
<summary>
Sets the RifleConstraintMinDistance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Rifle constraint distance. Deliberately kept large to create a flat constraint surface where rifle meets the shoulder.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.DisableArmCollisions">
<summary>
Sets the DisableArmCollisions setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Disable collisions between right hand/forearm and the torso/legs.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunHelper.DisableRifleCollisions">
<summary>
Sets the DisableRifleCollisions setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunHelper"/>.
Disable collisions between right hand/forearm and spine3/spine2 if in rifle mode.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper">
<summary>
Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the PointGunExtraHelper for sending a PointGunExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the PointGunExtra <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Seldom set parameters for pointGun - just to keep number of parameters in any message less than or equal to 64.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.ConstraintStrength">
<summary>
Sets the ConstraintStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
For supportConstraint = 2: force constraint strength of the supporting hands - it gets shaky at about 4.0.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.ConstraintThresh">
<summary>
Sets the ConstraintThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
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.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.WeaponMask">
<summary>
Sets the WeaponMask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Currently unused - no intoWorldTest. RAGE bit mask to exclude weapons from ray probe - currently defaults to MP3 weapon flag.
</summary>
<remarks>
Default value = 1024.
Min value = 0.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.TimeWarpActive">
<summary>
Sets the TimeWarpActive setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Is timeWarpActive enabled?.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.TimeWarpStrengthScale">
<summary>
Sets the TimeWarpStrengthScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Scale for arm and helper strength when timewarp is enabled. 1 = normal compensation.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.OriStiff">
<summary>
Sets the OriStiff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Hand stabilization controller stiffness.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.OriDamp">
<summary>
Sets the OriDamp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Hand stabilization controller damping.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.PosStiff">
<summary>
Sets the PosStiff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Hand stabilization controller stiffness.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.PointGunExtraHelper.PosDamp">
<summary>
Sets the PosDamp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.PointGunExtraHelper"/>.
Hand stabilization controller damping.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the RollDownStairsHelper for sending a RollDownStairs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the RollDownStairs <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.Stiffness">
<summary>
Sets the Stiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Effector Stiffness. value feeds through to rollUp directly.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.Damping">
<summary>
Sets the Damping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Effector Damping.
</summary>
<remarks>
Default value = 1.4f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.Forcemag">
<summary>
Sets the Forcemag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Helper force strength. Do not go above 1 for a rollDownStairs/roll along ground reaction.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.M_useArmToSlowDown">
<summary>
Sets the M_useArmToSlowDown setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
the degree to which the character will try to stop a barrel roll with his arms.
</summary>
<remarks>
Default value = -1.9f.
Min value = -3.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.UseZeroPose">
<summary>
Sets the UseZeroPose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.SpinWhenInAir">
<summary>
Sets the SpinWhenInAir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.M_armReachAmount">
<summary>
Sets the M_armReachAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
how much the character reaches with his arms to brace against the ground.
</summary>
<remarks>
Default value = 1.4f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.M_legPush">
<summary>
Sets the M_legPush setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
amount that the legs push outwards when tumbling.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.TryToAvoidHeadButtingGround">
<summary>
Sets the TryToAvoidHeadButtingGround setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Blends between a zeroPose and the Rollup, Faster the character is rotating the less the zeroPose.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ArmReachLength">
<summary>
Sets the ArmReachLength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
the length that the arm reaches and so how much it straightens.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.CustomRollDir">
<summary>
Sets the CustomRollDir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
pass in a custom direction in to have the character try and roll in that direction.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 1.0f).
Min value = 1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.UseCustomRollDir">
<summary>
Sets the UseCustomRollDir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
pass in true to use the customRollDir parameter.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.StiffnessDecayTarget">
<summary>
Sets the StiffnessDecayTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
The target linear velocity used to start the rolling.
</summary>
<remarks>
Default value = 9.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.StiffnessDecayTime">
<summary>
Sets the StiffnessDecayTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
time, in seconds, to decay stiffness down to the stiffnessDecayTarget value (or -1 to disable).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.AsymmetricalLegs">
<summary>
Sets the AsymmetricalLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ZAxisSpinReduction">
<summary>
Sets the ZAxisSpinReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Tries to reduce the spin around the z axis. Scale 0 - 1.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.TargetLinearVelocityDecayTime">
<summary>
Sets the TargetLinearVelocityDecayTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Time for the targetlinearVelocity to decay to zero.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.TargetLinearVelocity">
<summary>
Sets the TargetLinearVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Helper torques are applied to match the spin of the character to the max of targetLinearVelocity and COMVelMag.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.OnlyApplyHelperForces">
<summary>
Sets the OnlyApplyHelperForces setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Don't use rollup if true.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.UseVelocityOfObjectBelow">
<summary>
Sets the UseVelocityOfObjectBelow setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
scale applied cheat forces/torques to (zero) if object underneath character has velocity greater than 1.f.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.UseRelativeVelocity">
<summary>
Sets the UseRelativeVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
useVelocityOfObjectBelow uses a relative velocity of the character to the object underneath.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ApplyFoetalToLegs">
<summary>
Sets the ApplyFoetalToLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
if true, use rollup for upper body and a kind of foetal behavior for legs.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MovementLegsInFoetalPosition">
<summary>
Sets the MovementLegsInFoetalPosition setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyFoetalToLegs = true : define the variation of angles for the joints of the legs.
</summary>
<remarks>
Default value = 1.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MaxAngVelAroundFrontwardAxis">
<summary>
Sets the MaxAngVelAroundFrontwardAxis setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : maximal angular velocity around frontward axis of the pelvis to apply cheating torques.
</summary>
<remarks>
Default value = 2.0f.
Min value = -1.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MinAngVel">
<summary>
Sets the MinAngVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyNewRollingCheatingTorques or applyHelPerTorqueToAlign defined to true : minimal angular velocity of the roll to apply cheating torques.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ApplyNewRollingCheatingTorques">
<summary>
Sets the ApplyNewRollingCheatingTorques setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
if true will use the new way to apply cheating torques (like in fallOverWall), otherwise will use the old way.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MaxAngVel">
<summary>
Sets the MaxAngVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyNewRollingCheatingTorques defined to true : maximal angular velocity of the roll to apply cheating torque.
</summary>
<remarks>
Default value = 5.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MagOfTorqueToRoll">
<summary>
Sets the MagOfTorqueToRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyNewRollingCheatingTorques defined to true : magnitude of the torque to roll down the stairs.
</summary>
<remarks>
Default value = 50.0f.
Min value = 0.0f.
Max value = 500.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ApplyHelPerTorqueToAlign">
<summary>
Sets the ApplyHelPerTorqueToAlign setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
apply torque to align the body orthogonally to the direction of the roll.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.DelayToAlignBody">
<summary>
Sets the DelayToAlignBody setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyHelPerTorqueToAlign defined to true : delay to start to apply torques.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.MagOfTorqueToAlign">
<summary>
Sets the MagOfTorqueToAlign setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Only used if applyHelPerTorqueToAlign defined to true : magnitude of the torque to align orthogonally the body.
</summary>
<remarks>
Default value = 50.0f.
Min value = 0.0f.
Max value = 500.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.AirborneReduction">
<summary>
Sets the AirborneReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Ordinarily keep at 0.85. Make this lower if you want spinning in the air.
</summary>
<remarks>
Default value = 0.9f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.ApplyMinMaxFriction">
<summary>
Sets the ApplyMinMaxFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Pass-through to Roll Up. Controls whether or not behaviour enforces min/max friction.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.RollDownStairsHelper.LimitSpinReduction">
<summary>
Sets the LimitSpinReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.RollDownStairsHelper"/>.
Scale zAxisSpinReduction back when rotating end-over-end (somersault) to give the body a chance to align with the axis of rotation.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotHelper for sending a Shot <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Shot <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
stiffness of body. Feeds through to roll_up.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.SpineDamping">
<summary>
Sets the SpineDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
stiffness of body. Feeds through to roll_up.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
arm stiffness.
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialNeckStiffness">
<summary>
Sets the InitialNeckStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
initial stiffness of neck after being shot.
</summary>
<remarks>
Default value = 14.0f.
Min value = 3.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialNeckDamping">
<summary>
Sets the InitialNeckDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
intial damping of neck after being shot.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.NeckStiffness">
<summary>
Sets the NeckStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
stiffness of neck.
</summary>
<remarks>
Default value = 14.0f.
Min value = 3.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.NeckDamping">
<summary>
Sets the NeckDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
damping of neck.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.KMultOnLoose">
<summary>
Sets the KMultOnLoose setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
how much to add to upperbody stiffness dependent on looseness.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.KMult4Legs">
<summary>
Sets the KMult4Legs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
how much to add to leg stiffnesses dependent on looseness.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.LoosenessAmount">
<summary>
Sets the LoosenessAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
how loose the character is made by a newBullet. between 0 and 1.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.Looseness4Fall">
<summary>
Sets the Looseness4Fall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
how loose the character is made by a newBullet if falling.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.Looseness4Stagger">
<summary>
Sets the Looseness4Stagger setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.MinArmsLooseness">
<summary>
Sets the MinArmsLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
minimum looseness to apply to the arms.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.MinLegsLooseness">
<summary>
Sets the MinLegsLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
minimum looseness to apply to the Legs.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.GrabHoldTime">
<summary>
Sets the GrabHoldTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
how long to hold for before returning to relaxed arm position.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.SpineBlendExagCPain">
<summary>
Sets the SpineBlendExagCPain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
true: spine is blended with zero pose, false: spine is blended with zero pose if not setting exag or cpain.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.SpineBlendZero">
<summary>
Sets the SpineBlendZero setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
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.
</summary>
<remarks>
Default value = 0.6f.
Min value = -0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.BulletProofVest">
<summary>
Sets the BulletProofVest setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
looseness applied to spine is different if bulletProofVest is true.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AlwaysResetLooseness">
<summary>
Sets the AlwaysResetLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
looseness always reset on shotNewBullet even if previous looseness ramp still running. Except for the neck which has it's own ramp.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AlwaysResetNeckLooseness">
<summary>
Sets the AlwaysResetNeckLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Neck looseness always reset on shotNewBullet even if previous looseness ramp still running.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AngVelScale">
<summary>
Sets the AngVelScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
How much to scale the angular velocity coming in from animation of a part if it is in angVelScaleMask (otherwise scale by 1.0).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AngVelScaleMask">
<summary>
Sets the AngVelScaleMask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Parts to scale the initial angular velocity by angVelScale (otherwize scale by 1.0).
</summary>
<remarks>
Default value = fb.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.FlingWidth">
<summary>
Sets the FlingWidth setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Width of the fling behaviour.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.FlingTime">
<summary>
Sets the FlingTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Duration of the fling behaviour.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.TimeBeforeReachForWound">
<summary>
Sets the TimeBeforeReachForWound setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
time, in seconds, before the character begins to grab for the wound on the first hit.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ExagDuration">
<summary>
Sets the ExagDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
exaggerate bullet duration (at exagMag/exagTwistMag).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ExagMag">
<summary>
Sets the ExagMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
exaggerate bullet spine Lean magnitude.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ExagTwistMag">
<summary>
Sets the ExagTwistMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
exaggerate bullet spine Twist magnitude.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ExagSmooth2Zero">
<summary>
Sets the ExagSmooth2Zero setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
exaggerate bullet duration ramping to zero after exagDuration.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ExagZeroTime">
<summary>
Sets the ExagZeroTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
exaggerate bullet time spent at 0 spine lean/twist after exagDuration + exagSmooth2Zero.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CpainSmooth2Time">
<summary>
Sets the CpainSmooth2Time setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
conscious pain duration ramping from zero to cpainMag/cpainTwistMag.
</summary>
<remarks>
Default value = 0.2f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CpainDuration">
<summary>
Sets the CpainDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
conscious pain duration at cpainMag/cpainTwistMag after cpainSmooth2Time.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CpainMag">
<summary>
Sets the CpainMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
conscious pain spine Lean(back/Forward) magnitude (Replaces spinePainMultiplier).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CpainTwistMag">
<summary>
Sets the CpainTwistMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
conscious pain spine Twist/Lean2Side magnitude Replaces spinePainTwistMultiplier).
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CpainSmooth2Zero">
<summary>
Sets the CpainSmooth2Zero setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
conscious pain ramping to zero after cpainSmooth2Time + cpainDuration (Replaces spinePainTime).
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.Crouching">
<summary>
Sets the Crouching setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
is the guy crouching or not.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ChickenArms">
<summary>
Sets the ChickenArms setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.ReachForWound">
<summary>
Sets the ReachForWound setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.Fling">
<summary>
Sets the Fling setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AllowInjuredArm">
<summary>
Sets the AllowInjuredArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
injured arm code runs if arm hit (turns and steps and bends injured arm).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AllowInjuredLeg">
<summary>
Sets the AllowInjuredLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
when false injured leg is not bent and character does not bend to reach it.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AllowInjuredLowerLegReach">
<summary>
Sets the AllowInjuredLowerLegReach setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
when false don't try to reach for injured Lower Legs (shins/feet).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.AllowInjuredThighReach">
<summary>
Sets the AllowInjuredThighReach setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
when false don't try to reach for injured Thighs.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.StableHandsAndNeck">
<summary>
Sets the StableHandsAndNeck setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
additional stability for hands and neck (less loose).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.Melee">
<summary>
Sets the Melee setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.FallingReaction">
<summary>
Sets the FallingReaction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
0=Rollup, 1=Catchfall, 2=rollDownStairs, 3=smartFall.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.UseExtendedCatchFall">
<summary>
Sets the UseExtendedCatchFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
keep the character active instead of relaxing at the end of the catch fall.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialWeaknessZeroDuration">
<summary>
Sets the InitialWeaknessZeroDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
duration for which the character's upper body stays at minimum stiffness (not quite zero).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialWeaknessRampDuration">
<summary>
Sets the InitialWeaknessRampDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
duration of the ramp to bring the character's upper body stiffness back to normal levels.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialNeckDuration">
<summary>
Sets the InitialNeckDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
duration for which the neck stays at intial stiffness/damping.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.InitialNeckRampDuration">
<summary>
Sets the InitialNeckRampDuration setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
duration of the ramp to bring the neck stiffness/damping back to normal levels.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.UseCStrModulation">
<summary>
Sets the UseCStrModulation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
if enabled upper and lower body strength scales with character strength, using the range given by parameters below.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CStrUpperMin">
<summary>
Sets the CStrUpperMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
proportions to what the strength would be normally.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CStrUpperMax">
<summary>
Sets the CStrUpperMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CStrLowerMin">
<summary>
Sets the CStrLowerMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.CStrLowerMax">
<summary>
Sets the CStrLowerMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHelper.DeathTime">
<summary>
Sets the DeathTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHelper"/>.
time to death (HACK for underwater). If -ve don't ever die.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper">
<summary>
Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotNewBulletHelper for sending a ShotNewBullet <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotNewBullet <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Send new wound information to the shot. Can cause shot to restart it's performance in part or in whole.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.BodyPart">
<summary>
Sets the BodyPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper"/>.
part ID on the body where the bullet hit.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 21.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.LocalHitPointInfo">
<summary>
Sets the LocalHitPointInfo setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.Normal">
<summary>
Sets the Normal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper"/>.
Normal coming out of impact point on character. Can be local or global depending on localHitPointInfo.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, -1.0f).
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.HitPoint">
<summary>
Sets the HitPoint setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper"/>.
position of impact on character. Can be local or global depending on localHitPointInfo.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper.BulletVel">
<summary>
Sets the BulletVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotNewBulletHelper"/>.
bullet velocity in world coordinates.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
Min value = -2000.0f.
Max value = 2000.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotSnapHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotSnapHelper for sending a ShotSnap <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotSnap <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.Snap">
<summary>
Sets the Snap setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
Add a Snap to shot.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapMag">
<summary>
Sets the SnapMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
The magnitude of the reaction.
</summary>
<remarks>
Default value = 0.4f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapMovingMult">
<summary>
Sets the SnapMovingMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
movingMult*snapMag = The magnitude of the reaction if moving(comVelMag) faster than movingThresh.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapBalancingMult">
<summary>
Sets the SnapBalancingMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
balancingMult*snapMag = The magnitude of the reaction if balancing = (not lying on the floor/ not upper body not collided) and not airborne.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapAirborneMult">
<summary>
Sets the SnapAirborneMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
airborneMult*snapMag = The magnitude of the reaction if airborne.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapMovingThresh">
<summary>
Sets the SnapMovingThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
If moving(comVelMag) faster than movingThresh then mvingMult applied to stunMag.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapDirectionRandomness">
<summary>
Sets the SnapDirectionRandomness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
The character snaps in a prescribed way (decided by bullet direction) - Higher the value the more random this direction is.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapLeftArm">
<summary>
Sets the SnapLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the leftArm.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapRightArm">
<summary>
Sets the SnapRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the rightArm.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapLeftLeg">
<summary>
Sets the SnapLeftLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the leftLeg.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapRightLeg">
<summary>
Sets the SnapRightLeg setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the rightLeg.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapSpine">
<summary>
Sets the SnapSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the spine.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapNeck">
<summary>
Sets the SnapNeck setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
snap the neck.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapPhasedLegs">
<summary>
Sets the SnapPhasedLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
Legs are either in phase with each other or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapHipType">
<summary>
Sets the SnapHipType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
type of hip reaction 0=none, 1=side2side 2=steplike.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapUseBulletDir">
<summary>
Sets the SnapUseBulletDir setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
Legs are either in phase with each other or not.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapHitPart">
<summary>
Sets the SnapHitPart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
Snap only around the wounded part//mmmmtodo check whether bodyPart doesn't have to be remembered for unSnap.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.UnSnapInterval">
<summary>
Sets the UnSnapInterval setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
Interval before applying reverse snap.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.UnSnapRatio">
<summary>
Sets the UnSnapRatio setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
The magnitude of the reverse snap.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotSnapHelper.SnapUseTorques">
<summary>
Sets the SnapUseTorques setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotSnapHelper"/>.
use torques to make the snap otherwise use a change in the parts angular velocity.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper">
<summary>
configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotShockSpinHelper for sending a ShotShockSpin <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotShockSpin <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
configure the shockSpin effect in shot. Spin/Lift the character using cheat torques/forces.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.AddShockSpin">
<summary>
Sets the AddShockSpin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
if enabled, add a short 'shock' of torque to the character's spine to exaggerate bullet impact.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.RandomizeShockSpinDirection">
<summary>
Sets the RandomizeShockSpinDirection setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
for use with close-range shotgun blasts, or similar.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.AlwaysAddShockSpin">
<summary>
Sets the AlwaysAddShockSpin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
if true, apply the shock spin no matter which body component was hit. otherwise only apply if the spine or clavicles get hit.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinMin">
<summary>
Sets the ShockSpinMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
minimum amount of torque to add if using shock-spin feature.
</summary>
<remarks>
Default value = 50.0f.
Min value = 0.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinMax">
<summary>
Sets the ShockSpinMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
maxiumum amount of torque to add if using shock-spin feature.
</summary>
<remarks>
Default value = 90.0f.
Min value = 0.0f.
Max value = 1000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinLiftForceMult">
<summary>
Sets the ShockSpinLiftForceMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
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.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinDecayMult">
<summary>
Sets the ShockSpinDecayMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
multiplier used when decaying torque spin over time.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinScalePerComponent">
<summary>
Sets the ShockSpinScalePerComponent setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinMaxTwistVel">
<summary>
Sets the ShockSpinMaxTwistVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
shock spin ends when twist velocity is greater than this value (try 6.0). If set to -1 does not stop.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 200.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinScaleByLeverArm">
<summary>
Sets the ShockSpinScaleByLeverArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
shock spin scales by lever arm of bullet i.e. bullet impact point to centre line.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinAirMult">
<summary>
Sets the ShockSpinAirMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
shockSpin's torque is multipied by this value when both the character's feet are not in contact.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpin1FootMult">
<summary>
Sets the ShockSpin1FootMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
shockSpin's torque is multipied by this value when the one of the character's feet are not in contact.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.ShockSpinFootGripMult">
<summary>
Sets the ShockSpinFootGripMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
shockSpin scales the torques applied to the feet by footSlipCompensation.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper.BracedSideSpinMult">
<summary>
Sets the BracedSideSpinMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotShockSpinHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 1.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper">
<summary>
configure the fall to knees shot.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotFallToKneesHelper for sending a ShotFallToKnees <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotFallToKnees <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
configure the fall to knees shot.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FallToKnees">
<summary>
Sets the FallToKnees setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkAlwaysChangeFall">
<summary>
Sets the FtkAlwaysChangeFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Always change fall behaviour. If false only change when falling forward.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkBalanceTime">
<summary>
Sets the FtkBalanceTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
How long the balancer runs for before fallToKnees starts.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkHelperForce">
<summary>
Sets the FtkHelperForce setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Hip helper force magnitude - to help character lean over balance point of line between toes.
</summary>
<remarks>
Default value = 200.0f.
Min value = 0.0f.
Max value = 2000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkHelperForceOnSpine">
<summary>
Sets the FtkHelperForceOnSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Helper force applied to spine3 aswell.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkLeanHelp">
<summary>
Sets the FtkLeanHelp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Help balancer lean amount - to help character lean over balance point of line between toes. Half of this is also applied as hipLean.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 0.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkSpineBend">
<summary>
Sets the FtkSpineBend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Bend applied to spine when falling from knees. (+ve forward - try -0.1) (only if rds called).
</summary>
<remarks>
Default value = 0.0f.
Min value = -0.2f.
Max value = 0.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkStiffSpine">
<summary>
Sets the FtkStiffSpine setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Stiffen spine when falling from knees (only if rds called).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkImpactLooseness">
<summary>
Sets the FtkImpactLooseness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Looseness (muscleStiffness = 1.01f - m_parameters.ftkImpactLooseness) applied to upperBody on knee impacts.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkImpactLoosenessTime">
<summary>
Sets the FtkImpactLoosenessTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Time that looseness is applied after knee impacts.
</summary>
<remarks>
Default value = 0.2f.
Min value = -0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkBendRate">
<summary>
Sets the FtkBendRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Rate at which the legs are bent to go from standing to on knees.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkHipBlend">
<summary>
Sets the FtkHipBlend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Blend from current hip to balancing on knees hip angle.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkLungeProb">
<summary>
Sets the FtkLungeProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Probability that a lunge reaction will be allowed.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkKneeSpin">
<summary>
Sets the FtkKneeSpin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkFricMult">
<summary>
Sets the FtkFricMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Multiplier on the reduction of friction for the feet based on angle away from horizontal - helps the character fall to knees quicker.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkHipAngleFall">
<summary>
Sets the FtkHipAngleFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Apply this hip angle when the character starts to fall backwards when on knees.
</summary>
<remarks>
Default value = 0.5f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkPitchForwards">
<summary>
Sets the FtkPitchForwards setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Hip pitch applied (+ve forward, -ve backwards) if character is falling forwards on way down to it's knees.
</summary>
<remarks>
Default value = 0.1f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkPitchBackwards">
<summary>
Sets the FtkPitchBackwards setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Hip pitch applied (+ve forward, -ve backwards) if character is falling backwards on way down to it's knees.
</summary>
<remarks>
Default value = 0.1f.
Min value = -0.5f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkFallBelowStab">
<summary>
Sets the FtkFallBelowStab setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkBalanceAbortThreshold">
<summary>
Sets the FtkBalanceAbortThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
when the character gives up and goes into a fall.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkOnKneesArmType">
<summary>
Sets the FtkOnKneesArmType setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Type of arm response when on knees falling forward 0=useFallArms (from RollDownstairs or catchFall), 1= armsIn, 2=armsOut.
</summary>
<remarks>
Default value = 2.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkReleaseReachForWound">
<summary>
Sets the FtkReleaseReachForWound setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
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.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkReachForWound">
<summary>
Sets the FtkReachForWound setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
true = Keep reaching for wound regardless of fall/onground state. false = respect the shotConfigureArms params: reachFalling, reachFallingWithOneHand, reachOnFloor.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkReleasePointGun">
<summary>
Sets the FtkReleasePointGun setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
Override the pointGun when knees hit.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper.FtkFailMustCollide">
<summary>
Sets the FtkFailMustCollide setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFallToKneesHelper"/>.
The upper body of the character must be colliding and other failure conditions met to fail.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper">
<summary>
configure the shot from behind reaction.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotFromBehindHelper for sending a ShotFromBehind <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotFromBehind <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
configure the shot from behind reaction.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.ShotFromBehind">
<summary>
Sets the ShotFromBehind setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbSpineAmount">
<summary>
Sets the SfbSpineAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
SpineBend.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbNeckAmount">
<summary>
Sets the SfbNeckAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
Neck Bend.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbHipAmount">
<summary>
Sets the SfbHipAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
hip Pitch.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbKneeAmount">
<summary>
Sets the SfbKneeAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
knee bend.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbPeriod">
<summary>
Sets the SfbPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
shotFromBehind reaction period after being shot.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbForceBalancePeriod">
<summary>
Sets the SfbForceBalancePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
amount of time not taking a step.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbArmsOnset">
<summary>
Sets the SfbArmsOnset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
amount of time before applying spread out arms pose.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbKneesOnset">
<summary>
Sets the SfbKneesOnset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
amount of time before bending knees a bit.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbNoiseGain">
<summary>
Sets the SfbNoiseGain setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
Controls additional independent randomized bending of left/right elbows.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper.SfbIgnoreFail">
<summary>
Sets the SfbIgnoreFail setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotFromBehindHelper"/>.
0=balancer fails as normal, 1= ignore backArchedBack and leanedTooFarBack balancer failures, 2= ignore backArchedBack balancer failure only, 3= ignore leanedTooFarBack balancer failure only.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper">
<summary>
configure the shot in guts reaction.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotInGutsHelper for sending a ShotInGuts <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotInGuts <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
configure the shot in guts reaction.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.ShotInGuts">
<summary>
Sets the ShotInGuts setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigSpineAmount">
<summary>
Sets the SigSpineAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
SpineBend.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigNeckAmount">
<summary>
Sets the SigNeckAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
Neck Bend.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigHipAmount">
<summary>
Sets the SigHipAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
hip Pitch.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigKneeAmount">
<summary>
Sets the SigKneeAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
knee bend.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigPeriod">
<summary>
Sets the SigPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
active time after being shot.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigForceBalancePeriod">
<summary>
Sets the SigForceBalancePeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
amount of time not taking a step.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotInGutsHelper.SigKneesOnset">
<summary>
Sets the SigKneesOnset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotInGutsHelper"/>.
amount of time not taking a step.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotHeadLookHelper for sending a ShotHeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotHeadLook <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.HeadLook">
<summary>
Sets the HeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
position to look at with headlook flag.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.HeadLookAtWoundMinTimer">
<summary>
Sets the HeadLookAtWoundMinTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
Min time to look at wound.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.HeadLookAtWoundMaxTimer">
<summary>
Sets the HeadLookAtWoundMaxTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
Max time to look at wound.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.HeadLookAtHeadPosMaxTimer">
<summary>
Sets the HeadLookAtHeadPosMaxTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
Min time to look headLook or if zero - forward or in velocity direction.
</summary>
<remarks>
Default value = 1.7f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper.HeadLookAtHeadPosMinTimer">
<summary>
Sets the HeadLookAtHeadPosMinTimer setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotHeadLookHelper"/>.
Max time to look headLook or if zero - forward or in velocity direction.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper">
<summary>
configure the arm reactions in shot.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the ShotConfigureArmsHelper for sending a ShotConfigureArms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the ShotConfigureArms <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
configure the arm reactions in shot.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Brace">
<summary>
Sets the Brace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
blind brace with arms if appropriate.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.PointGun">
<summary>
Sets the PointGun setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Point gun if appropriate.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.UseArmsWindmill">
<summary>
Sets the UseArmsWindmill setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
armsWindmill if going backwards fast enough.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.ReleaseWound">
<summary>
Sets the ReleaseWound setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
release wound if going sideways/forward fast enough. 0 = don't. 1 = only if bracing. 2 = any default arm reaction.
</summary>
<remarks>
Default value = 1.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.ReachFalling">
<summary>
Sets the ReachFalling setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
reachForWound when falling 0 = false, 1 = true, 2 = once per shot performance.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.ReachFallingWithOneHand">
<summary>
Sets the ReachFallingWithOneHand setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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).
</summary>
<remarks>
Default value = 3.
Min value = 0.
Max value = 3.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.ReachOnFloor">
<summary>
Sets the ReachOnFloor setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
reachForWound when on floor - 0 = false, 1 = true, 2 = once per shot performance.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AlwaysReachTime">
<summary>
Sets the AlwaysReachTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Inhibit arms brace for this amount of time after reachForWound has begun.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AWSpeedMult">
<summary>
Sets the AWSpeedMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AWRadiusMult">
<summary>
Sets the AWRadiusMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AWStiffnessAdd">
<summary>
Sets the AWStiffnessAdd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
For armsWindmill, added arm stiffness ranges from 0 to AWStiffnessAdd.
</summary>
<remarks>
Default value = 4.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.ReachWithOneHand">
<summary>
Sets the ReachWithOneHand setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AllowLeftPistolRFW">
<summary>
Sets the AllowLeftPistolRFW setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.AllowRightPistolRFW">
<summary>
Sets the AllowRightPistolRFW setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.RfwWithPistol">
<summary>
Sets the RfwWithPistol setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Override pointGun and reachForWound if desired if holding a pistol. It never will for a rifle.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2">
<summary>
Sets the Fling2 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Type of reaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2Left">
<summary>
Sets the Fling2Left setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Fling the left arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2Right">
<summary>
Sets the Fling2Right setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Fling the right arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2OverrideStagger">
<summary>
Sets the Fling2OverrideStagger setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Override stagger arms even if staggerFall:m_upperBodyReaction = true.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2TimeBefore">
<summary>
Sets the Fling2TimeBefore setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Time after hit that the fling will start (allows for a bit of loose arm movement from bullet impact.snap etc).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2Time">
<summary>
Sets the Fling2Time setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Duration of the fling behaviour.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffL">
<summary>
Sets the Fling2MStiffL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
MuscleStiffness of the left arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2MStiffR">
<summary>
Sets the Fling2MStiffR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
MuscleStiffness of the right arm. If negative then uses the shots underlying muscle stiffness from controlStiffness (i.e. respects looseness).
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeL">
<summary>
Sets the Fling2RelaxTimeL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2RelaxTimeR">
<summary>
Sets the Fling2RelaxTimeR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinL">
<summary>
Sets the Fling2AngleMinL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = -1.5f.
Min value = -1.5f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxL">
<summary>
Sets the Fling2AngleMaxL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Max fling angle for left arm.
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.5f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMinR">
<summary>
Sets the Fling2AngleMinR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Min fling angle for right arm.
</summary>
<remarks>
Default value = -1.5f.
Min value = -1.5f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2AngleMaxR">
<summary>
Sets the Fling2AngleMaxR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Max fling angle for right arm.
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.5f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinL">
<summary>
Sets the Fling2LengthMinL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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).
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.3f.
Max value = 0.6f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxL">
<summary>
Sets the Fling2LengthMaxL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Max left arm length.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.3f.
Max value = 0.6f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMinR">
<summary>
Sets the Fling2LengthMinR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Min right arm length.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.3f.
Max value = 0.6f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Fling2LengthMaxR">
<summary>
Sets the Fling2LengthMaxR setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Max right arm length.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.3f.
Max value = 0.6f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.Bust">
<summary>
Sets the Bust setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.BustElbowLift">
<summary>
Sets the BustElbowLift setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Lift the elbows up this much extra to avoid upper arm penetrating the bust (when target hits spine2 or spine3).
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.CupSize">
<summary>
Sets the CupSize setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
Amount reach target to bust (spine2) will be offset forward by.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper.CupBust">
<summary>
Sets the CupBust setting for this <see cref="T:CitizenFX.Core.NaturalMotion.ShotConfigureArmsHelper"/>.
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.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="T:CitizenFX.Core.NaturalMotion.SmartFallHelper">
<summary>
Clone of High Fall with a wider range of operating conditions.
</summary>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.SmartFallHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the SmartFallHelper for sending a SmartFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the SmartFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
<remarks>
Clone of High Fall with a wider range of operating conditions.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Bodydamping">
<summary>
Sets the Bodydamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
The damping of the joints.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 3.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Catchfalltime">
<summary>
Sets the Catchfalltime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
The length of time before the impact that the character transitions to the landing.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.CrashOrLandCutOff">
<summary>
Sets the CrashOrLandCutOff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.9f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.PdStrength">
<summary>
Sets the PdStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Strength of the controller to keep the character at angle aimAngleBase from vertical.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.PdDamping">
<summary>
Sets the PdDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Damping multiplier of the controller to keep the character at angle aimAngleBase from vertical. The actual damping is pdDamping*pdStrength*constant*angVel.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ArmAngSpeed">
<summary>
Sets the ArmAngSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
arm circling speed in armWindMillAdaptive.
</summary>
<remarks>
Default value = 7.9f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ArmAmplitude">
<summary>
Sets the ArmAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
in armWindMillAdaptive.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ArmPhase">
<summary>
Sets the ArmPhase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
in armWindMillAdaptive 3.1 opposite for stuntman. 1.0 old default. 0.0 in phase.
</summary>
<remarks>
Default value = 3.1f.
Min value = 0.0f.
Max value = 6.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ArmBendElbows">
<summary>
Sets the ArmBendElbows setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
in armWindMillAdaptive bend the elbows as a function of armAngle. For stuntman true otherwise false.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LegRadius">
<summary>
Sets the LegRadius setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
radius of legs on pedal.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 0.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LegAngSpeed">
<summary>
Sets the LegAngSpeed setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
in pedal.
</summary>
<remarks>
Default value = 7.9f.
Min value = 0.0f.
Max value = 15.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LegAsymmetry">
<summary>
Sets the LegAsymmetry setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 4.0f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Arms2LegsPhase">
<summary>
Sets the Arms2LegsPhase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
phase angle between the arms and legs circling angle.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 6.5f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Arms2LegsSync">
<summary>
Sets the Arms2LegsSync setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Syncs the arms angle to what the leg angle is.
</summary>
<remarks>
Default value = <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.AlwaysSynced"/>.
All speed/direction parameters of armswindmill are overwritten if = <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.AlwaysSynced"/>.
If <see cref="F:CitizenFX.Core.NaturalMotion.Synchroisation.SyncedAtStart"/> and you want synced arms/legs then armAngSpeed=legAngSpeed, legAsymmetry = 0.0 (to stop randomizations of the leg cicle speed).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ArmsUp">
<summary>
Sets the ArmsUp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = -3.1f.
Min value = -4.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.OrientateBodyToFallDirection">
<summary>
Sets the OrientateBodyToFallDirection setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
toggle to orientate to fall direction. i.e. orientate so that the character faces the horizontal velocity direction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.OrientateTwist">
<summary>
Sets the OrientateTwist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.OrientateMax">
<summary>
Sets the OrientateMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 300.0f.
Min value = 0.0f.
Max value = 2000.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.AlanRickman">
<summary>
Sets the AlanRickman setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
If true then orientate the character to face the point from where it started falling. HighFall like the one in dieHard with Alan Rickman.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.FowardRoll">
<summary>
Sets the FowardRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Try to execute a forward Roll on landing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.UseZeroPose_withFowardRoll">
<summary>
Sets the UseZeroPose_withFowardRoll setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Blend to a zero pose when forward roll is attempted.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.AimAngleBase">
<summary>
Sets the AimAngleBase setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Angle from vertical the pdController is driving to ( positive = forwards).
</summary>
<remarks>
Default value = 0.2f.
Min value = -3.1f.
Max value = 3.1f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.FowardVelRotation">
<summary>
Sets the FowardVelRotation setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
scale to add/subtract from aimAngle based on forward speed (Internal).
</summary>
<remarks>
Default value = 0.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.FootVelCompScale">
<summary>
Sets the FootVelCompScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Scale to change to amount of vel that is added to the foot ik from the velocity (Internal).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.SideD">
<summary>
Sets the SideD setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
sideoffset for the feet during prepareForLanding. +ve = right.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.FowardOffsetOfLegIK">
<summary>
Sets the FowardOffsetOfLegIK setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Forward offset for the feet during prepareForLanding.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LegL">
<summary>
Sets the LegL setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Leg Length for ik (Internal)//unused.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.CatchFallCutOff">
<summary>
Sets the CatchFallCutOff setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
0.5angle is 0.878 dot. Cutoff to go to the catchFall ( internal) //mmmtodo do like crashOrLandCutOff.
</summary>
<remarks>
Default value = 0.9f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LegStrength">
<summary>
Sets the LegStrength setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Strength of the legs at landing.
</summary>
<remarks>
Default value = 12.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Balance">
<summary>
Sets the Balance setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
If true have enough strength to balance. If false not enough strength in legs to balance (even though bodyBlance called).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.IgnorWorldCollisions">
<summary>
Sets the IgnorWorldCollisions setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Never go into bailout (foetal).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.AdaptiveCircling">
<summary>
Sets the AdaptiveCircling setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
stuntman type fall. Arm and legs circling direction controlled by angmom and orientation.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Hula">
<summary>
Sets the Hula setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
With stuntman type fall. Hula reaction if can't see floor and not rotating fast.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.MaxSpeedForRecoverableFall">
<summary>
Sets the MaxSpeedForRecoverableFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Character needs to be moving less than this speed to consider fall as a recoverable one.
</summary>
<remarks>
Default value = 15.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.MinSpeedForBrace">
<summary>
Sets the MinSpeedForBrace setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Character needs to be moving at least this fast horizontally to start bracing for impact if there is an object along its trajectory.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.LandingNormal">
<summary>
Sets the LandingNormal setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Ray-cast normal doted with up direction has to be greater than this number to consider object flat enough to land on it.
</summary>
<remarks>
Default value = 0.6f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsForceMag">
<summary>
Sets the RdsForceMag setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
</summary>
<remarks>
Default value = 0.8f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsTargetLinVeDecayTime">
<summary>
Sets the RdsTargetLinVeDecayTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
RDS: Time for the targetlinearVelocity to decay to zero.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsTargetLinearVelocity">
<summary>
Sets the RdsTargetLinearVelocity setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 30.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsUseStartingFriction">
<summary>
Sets the RdsUseStartingFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Start Catch Fall/RDS state with specified friction. Catch fall will overwrite based on setFallingReaction.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsStartingFriction">
<summary>
Sets the RdsStartingFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Catch Fall/RDS starting friction. Catch fall will overwrite based on setFallingReaction.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsStartingFrictionMin">
<summary>
Sets the RdsStartingFrictionMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Catch Fall/RDS starting friction minimum. Catch fall will overwrite based on setFallingReaction.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.RdsForceVelThreshold">
<summary>
Sets the RdsForceVelThreshold setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Velocity threshold under which RDS force mag will be applied.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.InitialState">
<summary>
Sets the InitialState setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Force initial state (used in vehicle bail out to start SF_CatchFall (6) earlier.
</summary>
<remarks>
Default value = 0.
Min value = 0.
Max value = 7.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ChangeExtremityFriction">
<summary>
Sets the ChangeExtremityFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Allow friction changes to be applied to the hands and feet.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.Teeter">
<summary>
Sets the Teeter setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Set up an immediate teeter in the direction of trave if initial state is SF_Balance.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.TeeterOffset">
<summary>
Sets the TeeterOffset setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.StopRollingTime">
<summary>
Sets the StopRollingTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Time in seconds before ped should start actively trying to stop rolling.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ReboundScale">
<summary>
Sets the ReboundScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Scale for rebound assistance. 0=off, 1=very bouncy, 2=jbone crazy Try 0.5?.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ReboundMask">
<summary>
Sets the ReboundMask setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Part mask to apply rebound assistance.
</summary>
<remarks>
Default value = uk.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.ForceHeadAvoid">
<summary>
Sets the ForceHeadAvoid setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Force head avoid to be active during Catch Fall even when character is not on the ground.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.CfZAxisSpinReduction">
<summary>
Sets the CfZAxisSpinReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Pass-through parameter for Catch Fall spin reduction. Increase to stop more spin. 0..1.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.SplatWhenStopped">
<summary>
Sets the SplatWhenStopped setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Transition to splat state when com vel is below value, regardless of character health or fall velocity. Set to zero to disable.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.BlendHeadWhenStopped">
<summary>
Sets the BlendHeadWhenStopped setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Blend head to neutral pose com vel approaches zero. Linear between zero and value. Set to zero to disable.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.SmartFallHelper.SpreadLegs">
<summary>
Sets the SpreadLegs setting for this <see cref="T:CitizenFX.Core.NaturalMotion.SmartFallHelper"/>.
Spread legs amount for Pedal during fall.
</summary>
<remarks>
Default value = 0.1f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.StaggerFallHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the StaggerFallHelper for sending a StaggerFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the StaggerFall <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
stiffness of arms. catch_fall's stiffness scales with this value, but has default values when this is default.
</summary>
<remarks>
Default value = 12.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.ArmDamping">
<summary>
Sets the ArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Sets damping value for the arms.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.SpineDamping">
<summary>
Sets the SpineDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.SpineStiffness">
<summary>
Sets the SpineStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
</summary>
<remarks>
Default value = 10.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.ArmStiffnessStart">
<summary>
Sets the ArmStiffnessStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
armStiffness during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.ArmDampingStart">
<summary>
Sets the ArmDampingStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
armDamping during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.SpineDampingStart">
<summary>
Sets the SpineDampingStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
spineDamping during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.SpineStiffnessStart">
<summary>
Sets the SpineStiffnessStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
spineStiffness during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TimeAtStartValues">
<summary>
Sets the TimeAtStartValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.RampTimeFromStartValues">
<summary>
Sets the RampTimeFromStartValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues).
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.StaggerStepProb">
<summary>
Sets the StaggerStepProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Probability per step of time spent in a stagger step.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.StepsTillStartEnd">
<summary>
Sets the StepsTillStartEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
steps taken before lowerBodyStiffness starts ramping down by perStepReduction1.
</summary>
<remarks>
Default value = 2.
Min value = 0.
Max value = 100.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TimeStartEnd">
<summary>
Sets the TimeStartEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
time from start of behaviour before lowerBodyStiffness starts ramping down for rampTimeToEndValues to endValues.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.RampTimeToEndValues">
<summary>
Sets the RampTimeToEndValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LowerBodyStiffness">
<summary>
Sets the LowerBodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
lowerBodyStiffness should be 12.
</summary>
<remarks>
Default value = 13.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LowerBodyStiffnessEnd">
<summary>
Sets the LowerBodyStiffnessEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
lowerBodyStiffness at end.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.PredictionTime">
<summary>
Sets the PredictionTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.PerStepReduction1">
<summary>
Sets the PerStepReduction1 setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
LowerBody stiffness will be reduced every step to make the character fallover.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LeanInDirRate">
<summary>
Sets the LeanInDirRate setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
leanInDirection will be increased from 0 to leanInDirMax linearly at this rate.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LeanInDirMaxF">
<summary>
Sets the LeanInDirMaxF setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Max of leanInDirection magnitude when going forwards.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LeanInDirMaxB">
<summary>
Sets the LeanInDirMaxB setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Max of leanInDirection magnitude when going backwards.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LeanHipsMaxF">
<summary>
Sets the LeanHipsMaxF setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Max of leanInDirectionHips magnitude when going forwards.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.LeanHipsMaxB">
<summary>
Sets the LeanHipsMaxB setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Max of leanInDirectionHips magnitude when going backwards.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.Lean2multF">
<summary>
Sets the Lean2multF setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Lean of spine to side in side velocity direction when going forwards.
</summary>
<remarks>
Default value = -1.0f.
Min value = -5.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.Lean2multB">
<summary>
Sets the Lean2multB setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Lean of spine to side in side velocity direction when going backwards.
</summary>
<remarks>
Default value = -2.0f.
Min value = -5.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.PushOffDist">
<summary>
Sets the PushOffDist setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
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.
</summary>
<remarks>
Default value = 0.2f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.MaxPushoffVel">
<summary>
Sets the MaxPushoffVel setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
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.
</summary>
<remarks>
Default value = 20.0f.
Min value = -20.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.HipBendMult">
<summary>
Sets the HipBendMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
hipBend scaled with velocity.
</summary>
<remarks>
Default value = 0.0f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.AlwaysBendForwards">
<summary>
Sets the AlwaysBendForwards setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
bend forwards at the hip (hipBendMult) whether moving backwards or forwards.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.SpineBendMult">
<summary>
Sets the SpineBendMult setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
spine bend scaled with velocity.
</summary>
<remarks>
Default value = 0.4f.
Min value = -10.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
enable and provide a look-at target to make the character's head turn to face it while balancing, balancer default is 0.2.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.HeadLookPos">
<summary>
Sets the HeadLookPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
position of thing to look at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.HeadLookInstanceIndex">
<summary>
Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
level index of thing to look at.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.HeadLookAtVelProb">
<summary>
Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TurnOffProb">
<summary>
Sets the TurnOffProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability that turn will be off. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.Turn2TargetProb">
<summary>
Sets the Turn2TargetProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability of turning towards headLook target. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.Turn2VelProb">
<summary>
Sets the Turn2VelProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability of turning towards velocity. This is one of six turn type weights.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TurnAwayProb">
<summary>
Sets the TurnAwayProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability of turning away from headLook target. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TurnLeftProb">
<summary>
Sets the TurnLeftProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability of turning left. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.TurnRightProb">
<summary>
Sets the TurnRightProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
Weighted Probability of turning right. This is one of six turn type weights.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.UseBodyTurn">
<summary>
Sets the UseBodyTurn setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
enable and provide a positive bodyTurnTimeout and provide a look-at target to make the character turn to face it while balancing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.StaggerFallHelper.UpperBodyReaction">
<summary>
Sets the UpperBodyReaction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.StaggerFallHelper"/>.
enable upper body reaction ie blindBrace and armswindmill.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.TeeterHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the TeeterHelper for sending a Teeter <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Teeter <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.EdgeLeft">
<summary>
Sets the EdgeLeft setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Defines the left edge point (left of character facing edge).
</summary>
<remarks>
Default value = Vector3(39.5f, 38.9f, 21.1f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.EdgeRight">
<summary>
Sets the EdgeRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Defines the right edge point (right of character facing edge).
</summary>
<remarks>
Default value = Vector3(39.5f, 39.9f, 21.1f).
Min value = 0.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.UseExclusionZone">
<summary>
Sets the UseExclusionZone setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
stop stepping across the line defined by edgeLeft and edgeRight.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.CallHighFall">
<summary>
Sets the CallHighFall setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
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).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.LeanAway">
<summary>
Sets the LeanAway setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
lean away from the edge based on velocity towards the edge (if closer than 2m from edge).
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.PreTeeterTime">
<summary>
Sets the PreTeeterTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Time-to-edge threshold to start pre-teeter (windmilling, etc).
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.LeanAwayTime">
<summary>
Sets the LeanAwayTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Time-to-edge threshold to start leaning away from a potential fall.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.LeanAwayScale">
<summary>
Sets the LeanAwayScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Scales stay upright lean and hip pitch.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.TeeterHelper.TeeterTime">
<summary>
Sets the TeeterTime setting for this <see cref="T:CitizenFX.Core.NaturalMotion.TeeterHelper"/>.
Time-to-edge threshold to start full-on teeter (more aggressive lean, drop-and-twist, etc).
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the UpperBodyFlinchHelper for sending a UpperBodyFlinch <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the UpperBodyFlinch <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.HandDistanceLeftRight">
<summary>
Sets the HandDistanceLeftRight setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Left-Right distance between the hands.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.HandDistanceFrontBack">
<summary>
Sets the HandDistanceFrontBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Front-Back distance between the hands.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.HandDistanceVertical">
<summary>
Sets the HandDistanceVertical setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Vertical distance between the hands.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.BodyStiffness">
<summary>
Sets the BodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
stiffness of body. Value carries over to head look, spine twist.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.BodyDamping">
<summary>
Sets the BodyDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
damping value used for upper body.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.BackBendAmount">
<summary>
Sets the BackBendAmount setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Amount to bend the back during the flinch.
</summary>
<remarks>
Default value = -0.6f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.UseRightArm">
<summary>
Sets the UseRightArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Toggle to use the right arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.UseLeftArm">
<summary>
Sets the UseLeftArm setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Toggle to Use the Left arm.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.NoiseScale">
<summary>
Sets the NoiseScale setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Amplitude of the perlin noise applied to the arms positions in the flicnh to the front part of the behaviour.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.NewHit">
<summary>
Sets the NewHit setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Relaxes the character for 1 frame if set.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.ProtectHeadToggle">
<summary>
Sets the ProtectHeadToggle setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Always protect head. Note if false then character flinches if target is in front, protects head if target is behind.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.DontBraceHead">
<summary>
Sets the DontBraceHead setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
don't protect head only brace from front. Turned on by bcr.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.ApplyStiffness">
<summary>
Sets the ApplyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Turned of by bcr.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.HeadLookAwayFromTarget">
<summary>
Sets the HeadLookAwayFromTarget setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Look away from target (unless protecting head then look between feet).
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
Use headlook.
</summary>
<remarks>
Default value = True.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.TurnTowards">
<summary>
Sets the TurnTowards setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
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.
</summary>
<remarks>
Default value = 1.
Min value = -2.
Max value = 2.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper.Pos">
<summary>
Sets the Pos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.UpperBodyFlinchHelper"/>.
position in world-space of object to flinch from.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="M:CitizenFX.Core.NaturalMotion.YankedHelper.#ctor(CitizenFX.Core.Ped)">
<summary>
Creates a new Instance of the YankedHelper for sending a Yanked <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to a given <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to send the Yanked <see cref="T:CitizenFX.Core.NaturalMotion.Message"/> to.</param>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.ArmStiffness">
<summary>
Sets the ArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
stiffness of arms when upright.
</summary>
<remarks>
Default value = 11.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.ArmDamping">
<summary>
Sets the ArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Sets damping value for the arms when upright.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineDamping">
<summary>
Sets the SpineDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Spine Damping when upright.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineStiffness">
<summary>
Sets the SpineStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Spine Stiffness when upright...
</summary>
<remarks>
Default value = 10.0f.
Min value = 6.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.ArmStiffnessStart">
<summary>
Sets the ArmStiffnessStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
armStiffness during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.ArmDampingStart">
<summary>
Sets the ArmDampingStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
armDamping during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineDampingStart">
<summary>
Sets the SpineDampingStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
spineDamping during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineStiffnessStart">
<summary>
Sets the SpineStiffnessStart setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
spineStiffness during the yanked timescale ie timeAtStartValues.
</summary>
<remarks>
Default value = 3.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.TimeAtStartValues">
<summary>
Sets the TimeAtStartValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
time spent with Start values for arms and spine stiffness and damping ie for whiplash efffect.
</summary>
<remarks>
Default value = 0.4f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.RampTimeFromStartValues">
<summary>
Sets the RampTimeFromStartValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
time spent ramping from Start to end values for arms and spine stiffness and damping ie for whiplash efffect (occurs after timeAtStartValues).
</summary>
<remarks>
Default value = 0.1f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.StepsTillStartEnd">
<summary>
Sets the StepsTillStartEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
steps taken before lowerBodyStiffness starts ramping down.
</summary>
<remarks>
Default value = 2.
Min value = 0.
Max value = 100.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.TimeStartEnd">
<summary>
Sets the TimeStartEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
time from start of behaviour before lowerBodyStiffness starts ramping down by perStepReduction1.
</summary>
<remarks>
Default value = 100.0f.
Min value = 0.0f.
Max value = 100.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.RampTimeToEndValues">
<summary>
Sets the RampTimeToEndValues setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
time spent ramping from lowerBodyStiffness to lowerBodyStiffnessEnd.
</summary>
<remarks>
Default value = 0.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.LowerBodyStiffness">
<summary>
Sets the LowerBodyStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
lowerBodyStiffness should be 12.
</summary>
<remarks>
Default value = 12.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.LowerBodyStiffnessEnd">
<summary>
Sets the LowerBodyStiffnessEnd setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
lowerBodyStiffness at end.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.PerStepReduction">
<summary>
Sets the PerStepReduction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
LowerBody stiffness will be reduced every step to make the character fallover.
</summary>
<remarks>
Default value = 1.5f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HipPitchForward">
<summary>
Sets the HipPitchForward setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Amount to bend forward at the hips (+ve forward, -ve backwards). Behaviour switches between hipPitchForward and hipPitchBack.
</summary>
<remarks>
Default value = 0.6f.
Min value = -1.3f.
Max value = 1.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HipPitchBack">
<summary>
Sets the HipPitchBack setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Amount to bend backwards at the hips (+ve backwards, -ve forwards). Behaviour switches between hipPitchForward and hipPitchBack.
</summary>
<remarks>
Default value = 1.0f.
Min value = -1.3f.
Max value = 1.3f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineBend">
<summary>
Sets the SpineBend setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Bend/Twist the spine amount.
</summary>
<remarks>
Default value = 0.7f.
Min value = 0.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.FootFriction">
<summary>
Sets the FootFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Foot friction when standing/stepping. 0.5 gives a good slide sometimes.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.TurnThresholdMin">
<summary>
Sets the TurnThresholdMin setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
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.
</summary>
<remarks>
Default value = 0.6f.
Min value = -0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.TurnThresholdMax">
<summary>
Sets the TurnThresholdMax setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
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.
</summary>
<remarks>
Default value = 0.6f.
Min value = -0.1f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.UseHeadLook">
<summary>
Sets the UseHeadLook setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
enable and provide a look-at target to make the character's head turn to face it while balancing.
</summary>
<remarks>
Default value = False.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HeadLookPos">
<summary>
Sets the HeadLookPos setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
position of thing to look at.
</summary>
<remarks>
Default value = Vector3(0.0f, 0.0f, 0.0f).
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HeadLookInstanceIndex">
<summary>
Sets the HeadLookInstanceIndex setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
level index of thing to look at.
</summary>
<remarks>
Default value = -1.
Min value = -1.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HeadLookAtVelProb">
<summary>
Sets the HeadLookAtVelProb setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Probability [0-1] that headLook will be looking in the direction of velocity when stepping.
</summary>
<remarks>
Default value = -1.0f.
Min value = -1.0f.
Max value = 1.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.ComVelRDSThresh">
<summary>
Sets the ComVelRDSThresh setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
for handsAndKnees catchfall ONLY: comVel above which rollDownstairs will start.
</summary>
<remarks>
Default value = 2.0f.
Min value = 0.0f.
Max value = 20.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HulaPeriod">
<summary>
Sets the HulaPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
0.25 A complete wiggle will take 4*hulaPeriod.
</summary>
<remarks>
Default value = 0.3f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.HipAmplitude">
<summary>
Sets the HipAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Amount of hip movement.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.SpineAmplitude">
<summary>
Sets the SpineAmplitude setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Amount of spine movement.
</summary>
<remarks>
Default value = 1.0f.
Min value = 0.0f.
Max value = 4.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.MinRelaxPeriod">
<summary>
Sets the MinRelaxPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
wriggle relaxes for a minimum of minRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
</summary>
<remarks>
Default value = 0.3f.
Min value = -5.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.MaxRelaxPeriod">
<summary>
Sets the MaxRelaxPeriod setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
wriggle relaxes for a maximum of maxRelaxPeriod (if it is negative it is a multiplier on the time previously spent wriggling).
</summary>
<remarks>
Default value = 1.5f.
Min value = -5.0f.
Max value = 5.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.RollHelp">
<summary>
Sets the RollHelp setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Amount of cheat torque applied to turn the character over.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundLegStiffness">
<summary>
Sets the GroundLegStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Leg Stiffness when on the ground.
</summary>
<remarks>
Default value = 11.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundArmStiffness">
<summary>
Sets the GroundArmStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Arm Stiffness when on the ground.
</summary>
<remarks>
Default value = 11.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundSpineStiffness">
<summary>
Sets the GroundSpineStiffness setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Spine Stiffness when on the ground.
</summary>
<remarks>
Default value = 14.0f.
Min value = 0.0f.
Max value = 16.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundLegDamping">
<summary>
Sets the GroundLegDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Leg Damping when on the ground.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundArmDamping">
<summary>
Sets the GroundArmDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Arm Damping when on the ground.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundSpineDamping">
<summary>
Sets the GroundSpineDamping setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
Spine Damping when on the ground.
</summary>
<remarks>
Default value = 0.5f.
Min value = 0.0f.
Max value = 2.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.NaturalMotion.YankedHelper.GroundFriction">
<summary>
Sets the GroundFriction setting for this <see cref="T:CitizenFX.Core.NaturalMotion.YankedHelper"/>.
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.
</summary>
<remarks>
Default value = 8.0f.
Min value = 0.0f.
Max value = 10.0f.
</remarks>
</member>
<member name="P:CitizenFX.Core.Game.Version">
<summary>
Gets the current GameVersion.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.Language">
<summary>
Gets the game Language.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.GameTime">
<summary>
Gets how many milliseconds the game has been open in this session
</summary>
</member>
<member name="P:CitizenFX.Core.Game.TimeScale">
<summary>
Sets the time scale of the Game.
</summary>
<value>
The Time Scale, only accepts values in range 0.0f to 1.0f
</value>
</member>
<member name="P:CitizenFX.Core.Game.FrameCount">
<summary>
Gets the total number of frames that's been rendered in this session.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.FPS">
<summary>
Gets the current frame rate per second.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.LastFrameTime">
<summary>
Gets the time it currently takes to render a frame, in seconds.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.MaxWantedLevel">
<summary>
Gets or sets the maximum wanted level a <see cref="P:CitizenFX.Core.Game.Player"/> can receive.
</summary>
<value>
The maximum wanted level, only accepts values 0 to 5
</value>
</member>
<member name="P:CitizenFX.Core.Game.WantedMultiplier">
<summary>
Sets the wanted level multiplier
</summary>
<value>
The multiplier to apply to a players wanted level
</value>
</member>
<member name="P:CitizenFX.Core.Game.ShowsPoliceBlipsOnRadar">
<summary>
Sets a value indicating whether Police <see cref="T:CitizenFX.Core.Blip"/>s should be visible on the Minimap
</summary>
</member>
<member name="P:CitizenFX.Core.Game.RadioStation">
<summary>
Gets or sets the radio station.
</summary>
</member>
<member name="P:CitizenFX.Core.Game.Player">
<summary>
Gets the <see cref="P:CitizenFX.Core.Game.Player"/> that you are controling
</summary>
</member>
<member name="P:CitizenFX.Core.Game.PlayerPed">
<summary>
Gets the <see cref="T:CitizenFX.Core.Ped"/> that you are controling
</summary>
</member>
<member name="P:CitizenFX.Core.Game.Nightvision">
<summary>
Gets or sets a value indicating whether to render the world with a night vision filter
</summary>
</member>
<member name="P:CitizenFX.Core.Game.ThermalVision">
<summary>
Gets or sets a value indicating whether to render the world with a thermal vision filter
</summary>
</member>
<member name="P:CitizenFX.Core.Game.IsMissionActive">
<summary>
Gets or sets a value informing the Game Engine if a mission is in progress
</summary>
<value>
if <c>true</c> a mission is currently active; otherwise, <c>false</c>
</value>
</member>
<member name="P:CitizenFX.Core.Game.IsRandomEventActive">
<summary>
Gets or sets a value informing the Game Engine if a random event is in progress.
</summary>
<value>
if <c>true</c> a random event is currently active; otherwise, <c>false</c>
</value>
</member>
<member name="P:CitizenFX.Core.Game.IsCutsceneActive">
<summary>
Gets or a value indicating whether the cutscene is active.
</summary>
<value>
if <c>true</c> a cutscene is currently active; otherwise, <c>false</c>
</value>
</member>
<member name="P:CitizenFX.Core.Game.IsWaypointActive">
<summary>
Gets a value indicating whether there is a Waypoint set
</summary>
</member>
<member name="P:CitizenFX.Core.Game.IsPaused">
<summary>
Gets or sets a value indicating whether the game is paused
</summary>
</member>
<member name="P:CitizenFX.Core.Game.IsLoading">
<summary>
Gets a value indicating whether there is a loading screen being displayed
</summary>
</member>
<member name="P:CitizenFX.Core.Game.CurrentInputMode">
<summary>
Gets whether the last input was made with a GamePad or Keyboard and Mouse
</summary>
</member>
<member name="M:CitizenFX.Core.Game.WasButtonCombinationJustEntered(CitizenFX.Core.ButtonCombination)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.ButtonCombination"/> was entered.
</summary>
<param name="combination">The <see cref="T:CitizenFX.Core.ButtonCombination"/> to check against.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.ButtonCombination"/> was just entered; otherwise, <c>false</c></returns>
<remarks>
Only works for Gamepad inputs
Cheat combinations use the same system
</remarks>
</member>
<member name="M:CitizenFX.Core.Game.WasCheatStringJustEntered(System.String)">
<summary>
Gets whether a cheat code was entered into the cheat text box
</summary>
<param name="cheat">The name of the cheat to check.</param>
<returns><c>true</c> if the cheat was just entered; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsControlPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is currently pressed
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> is pressed; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsControlJustPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> was just pressed this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsControlJustReleased(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> was just released this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just released this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsEnabledControlPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Enabled this frame and is currently pressed
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> is pressed; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsEnabledControlJustPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Enabled and was just pressed this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsEnabledControlJustReleased(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Enabled and was just released this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just released this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsDisabledControlPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Disabled this frame and is currently pressed
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> is pressed; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsDisabledControlJustPressed(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Disabled and was just pressed this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just pressed this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsDisabledControlJustReleased(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Disabled and was just released this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> was just released this frame; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.IsControlEnabled(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets whether a <see cref="T:CitizenFX.Core.Control"/> is Enabled ot Disabled this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Control"/> is Enabled; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.EnableControlThisFrame(System.Int32,CitizenFX.Core.Control)">
<summary>
Makes the Game Engine respond to the given Control this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
</member>
<member name="M:CitizenFX.Core.Game.DisableControlThisFrame(System.Int32,CitizenFX.Core.Control)">
<summary>
Makes the Game Engine ignore to the given Control this frame
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
</member>
<member name="M:CitizenFX.Core.Game.DisableAllControlsThisFrame(System.Int32)">
<summary>
Disables all <see cref="T:CitizenFX.Core.Control"/>s this frame.
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
</member>
<member name="M:CitizenFX.Core.Game.EnableAllControlsThisFrame(System.Int32)">
<summary>
Enables all <see cref="T:CitizenFX.Core.Control"/>s this frame.
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
</member>
<member name="M:CitizenFX.Core.Game.GetControlNormal(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets an Analog value of a <see cref="T:CitizenFX.Core.Control"/> input between -1.0f and 1.0f
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns>The normalised <see cref="T:CitizenFX.Core.Control"/> value</returns>
</member>
<member name="M:CitizenFX.Core.Game.GetDisabledControlNormal(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets an Analog value of a Disabled <see cref="T:CitizenFX.Core.Control"/> input between -1.0f and 1.0f
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns>The normalised <see cref="T:CitizenFX.Core.Control"/> value</returns>
</member>
<member name="M:CitizenFX.Core.Game.GetControlValue(System.Int32,CitizenFX.Core.Control)">
<summary>
Gets an value of a <see cref="T:CitizenFX.Core.Control"/> input.
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<returns>The <see cref="T:CitizenFX.Core.Control"/> value</returns>
</member>
<member name="M:CitizenFX.Core.Game.SetControlNormal(System.Int32,CitizenFX.Core.Control,System.Single)">
<summary>
Override a <see cref="T:CitizenFX.Core.Control"/> by giving it a user defined value this frame.
</summary>
<param name="index">The Input Method (0 = Mouse and Keyboard, 2 = GamePad).</param>
<param name="control">The <see cref="T:CitizenFX.Core.Control"/>.</param>
<param name="value">the value to set the control to.</param>
</member>
<member name="M:CitizenFX.Core.Game.Pause(System.Boolean)">
<summary>
Pauses or Resumes the game
</summary>
<param name="value">if set to <c>true</c> Pause the game; otherwise, resume the game.</param>
</member>
<member name="M:CitizenFX.Core.Game.PauseClock(System.Boolean)">
<summary>
Pauses or Resumes the game clock
</summary>
<param name="value">if set to <c>true</c> Pause the game clock; otherwise, resume the game clock.</param>
</member>
<member name="M:CitizenFX.Core.Game.DoAutoSave">
<summary>
Performs and automative game save
</summary>
</member>
<member name="M:CitizenFX.Core.Game.ShowSaveMenu">
<summary>
Shows the save menu enabling the user to perform a manual game save.
</summary>
</member>
<member name="M:CitizenFX.Core.Game.DoesGXTEntryExist(System.String)">
<summary>
Determines the game language files contain a entry for the specified GXT key
</summary>
<param name="entry">The GXT key.</param>
<returns><c>true</c> if GXT entry exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Game.GetGXTEntry(System.String)">
<summary>
Returns a localised <see cref="T:System.String"/> from the games language files with a specified GXT key
</summary>
<param name="entry">The GXT key.</param>
<returns>The localised <see cref="T:System.String"/> if the key exists; otherwise, <see cref="F:System.String.Empty"/></returns>
</member>
<member name="M:CitizenFX.Core.Game.GenerateHash(System.String)">
<summary>
Calculates a Jenkins One At A Time hash from the given <see cref="T:System.String"/> which can then be used by any native function that takes a hash
</summary>
<param name="input">The input <see cref="T:System.String"/> to hash.</param>
<returns>The Jenkins hash of the <see cref="T:System.String"/></returns>
</member>
<member name="M:CitizenFX.Core.Game.PlaySound(System.String,System.String)">
<summary>
Plays a sound from the games sound files
</summary>
<param name="soundFile">The file the sound is stored in.</param>
<param name="soundSet">The name of the sound inside the file.</param>
</member>
<member name="M:CitizenFX.Core.Game.PlayMusic(System.String)">
<summary>
Plays music from the games music files
</summary>
<param name="musicFile">The music file to play.</param>
</member>
<member name="M:CitizenFX.Core.Game.StopMusic(System.String)">
<summary>
Stops playing a music file
</summary>
<param name="musicFile">The music file to stop.</param>
</member>
<member name="M:CitizenFX.Core.Game.GetUserInput(System.Int32)">
<summary>
Creates an input box for enabling a user to input text using the keyboard
</summary>
<param name="maxLength">The maximum length of input allowed.</param>
<returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
</member>
<member name="M:CitizenFX.Core.Game.GetUserInput(System.String,System.Int32)">
<summary>
Creates an input box for enabling a user to input text using the keyboard
</summary>
<param name="defaultText">The default text.</param>
<param name="maxLength">The maximum length of input allowed.</param>
<returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
</member>
<member name="M:CitizenFX.Core.Game.GetUserInput(CitizenFX.Core.WindowTitle,System.Int32)">
<summary>
Creates an input box for enabling a user to input text using the keyboard
</summary>
<param name="windowTitle">The Title of the Window.</param>
<param name="maxLength">The maximum length of input allowed.</param>
<returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
</member>
<member name="M:CitizenFX.Core.Game.GetUserInput(CitizenFX.Core.WindowTitle,System.String,System.Int32)">
<summary>
Creates an input box for enabling a user to input text using the keyboard
</summary>
<param name="windowTitle">The Title of the Window.</param>
<param name="defaultText">The default text.</param>
<param name="maxLength">The maximum length of input allowed.</param>
<returns>The <see cref="T:System.String"/> of what the user entered, If the user cancelled <see cref="F:System.String.Empty"/> is returned</returns>
</member>
<member name="M:CitizenFX.Core.Game._GetTattooCollectionData(System.Int32,System.Int32)">
<summary>
Private unsafe version of <see cref="M:CitizenFX.Core.Game.GetTattooCollectionData(System.Int32,System.Int32)"/>
</summary>
<param name="characterType"></param>
<param name="decorationIndex"></param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Game.GetTattooCollectionData(System.Int32,System.Int32)">
<summary>
Returns a <see cref="T:CitizenFX.Core.TattooCollectionData"/> struct containing information about a specific tattoo.
Currently only the <see cref="F:CitizenFX.Core.TattooCollectionData.TattooCollectionHash"/>, <see cref="F:CitizenFX.Core.TattooCollectionData.TattooNameHash"/>
and <see cref="F:CitizenFX.Core.TattooCollectionData.TattooZone"/> are known. It's still unkown what the other values are used for or if
they're even correctly offset in the byte array.
</summary>
<param name="characterType">Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale</param>
<param name="decorationIndex">Tattoo index, value between 0 and <see cref="M:CitizenFX.Core.Native.API.GetNumDecorations(System.Int32)"/></param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Game._GetAltPropVariationData(System.Int32,System.Int32)">
<summary>
Private (unsafe) version of <see cref="M:CitizenFX.Core.Game.GetAltPropVariationData(System.Int32,System.Int32)"/>
</summary>
<param name="ped"></param>
<param name="propIndex"></param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Game.GetAltPropVariationData(System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="ped"></param>
<param name="propIndex"></param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Game.GetWeaponHudStats(System.UInt32,CitizenFX.Core.Game.WeaponHudStats@)">
<summary>
Get the hud stats for this weapon.
</summary>
<param name="weaponHash"></param>
<param name="weaponStats"></param>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Game.GetWeaponComponentHudStats(System.UInt32,CitizenFX.Core.Game.WeaponComponentHudStats@)">
<summary>
Get the hud stats for this weapon component.
</summary>
<param name="weaponHash"></param>
<param name="weaponComponentStats"></param>
<returns></returns>
</member>
<member name="P:CitizenFX.Core.Model.Hash">
<summary>
Gets the hash for this <see cref="T:CitizenFX.Core.Model"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Model.IsValid">
<summary>
Returns true if this <see cref="T:CitizenFX.Core.Model"/> is valid.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is valid; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsInCdImage">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is in the cd image.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is in the cd image; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsLoaded">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is loaded so it can be spawned.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is loaded; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsCollisionLoaded">
<summary>
Gets a value indicating whether the collision for this <see cref="T:CitizenFX.Core.Model"/> is loaded.
</summary>
<value>
<c>true</c> if the collision is loaded; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsBicycle">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a bicycle.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a bicycle; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsBike">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a motorbike.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a motorbike; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsBoat">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a boat.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a boat; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsCar">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a car.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a car; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsCargobob">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a cargobob.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a cargobob; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsHelicopter">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a helicopter.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a helicopter; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsPed">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a ped.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a ped; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsPlane">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a plane.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a plane; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsProp">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a prop.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a prop; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsQuadbike">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a quadbike.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a quadbike; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsTrain">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a train.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a train; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Model.IsVehicle">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Model"/> is a vehicle.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is a vehicle; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Model.GetDimensions">
<summary>
Gets the dimensions of this <see cref="T:CitizenFX.Core.Model"/>.
</summary>
<returns></returns>
</member>
<member name="M:CitizenFX.Core.Model.GetDimensions(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Gets the dimensions of this <see cref="T:CitizenFX.Core.Model"/>.
</summary>
<param name="minimum">The minimum dimensions output <see cref="T:CitizenFX.Core.Vector3"/>.</param>
<param name="maximum">The maximum dimensions output <see cref="T:CitizenFX.Core.Vector3"/>.</param>
</member>
<member name="M:CitizenFX.Core.Model.Request">
<summary>
Attempt to load this <see cref="T:CitizenFX.Core.Model"/> into memory.
</summary>
</member>
<member name="M:CitizenFX.Core.Model.Request(System.Int32)">
<summary>
Attempt to load this <see cref="T:CitizenFX.Core.Model"/> into memory for a given period of time.
</summary>
<param name="timeout">The time (in milliseconds) before giving up trying to load this <see cref="T:CitizenFX.Core.Model"/></param>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Model"/> is loaded; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Model.MarkAsNoLongerNeeded">
<summary>
Frees this <see cref="T:CitizenFX.Core.Model"/> from memory.
</summary>
</member>
<member name="T:CitizenFX.Core.UnsafePedHeadBlendData">
<summary>
This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely.
</summary>
</member>
<member name="T:CitizenFX.Core.PedHeadBlendData">
<summary>
A struct containing all ped head blend data. Used for MP (freemode) characters.
</summary>
</member>
<member name="T:CitizenFX.Core.UnsafeTattooCollectionData">
<summary>
This is used to GET the data. The GetData() function returns the data into a usable struct for scripts to use safely.
</summary>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.#ctor(System.String)">
<summary>
Creates a class used for loading <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/>s than can be used to start <see cref="T:CitizenFX.Core.ParticleEffect"/>s from inside the Asset
</summary>
<param name="assetName">The name of the asset file which contains all the <see cref="T:CitizenFX.Core.ParticleEffect"/>s you are wanting to start</param>
<remarks>The files have the extension *.ypt in OpenIV, use the file name withouth the extension for the <paramref name="assetName"/></remarks>
</member>
<member name="P:CitizenFX.Core.ParticleEffectsAsset.AssetName">
<summary>
Gets the name of the this <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> file
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffectsAsset.IsLoaded">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> is Loaded
</summary>
<remarks>Use <see cref="M:CitizenFX.Core.ParticleEffectsAsset.Request"/> or <see cref="M:CitizenFX.Core.ParticleEffectsAsset.Request(System.Int32)"/> to load the asset</remarks>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.StartNonLoopedAtCoord(System.String,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis)">
<summary>
Starts a Particle Effect that runs once at a given position then is destroyed.
</summary>
<param name="effectName">The name of the effect.</param>
<param name="pos">The World position where the effect is.</param>
<param name="rot">What rotation to apply to the effect.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in.</param>
<returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.StartNonLoopedOnEntity(System.String,CitizenFX.Core.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis)">
<summary>
Starts a Particle Effect on an <see cref="T:CitizenFX.Core.Entity"/> that runs once then is destroyed.
</summary>
<param name="effectName">the name of the effect.</param>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> the effect is attached to.</param>
<param name="off">The offset from the <paramref name="entity"/> to attach the effect.</param>
<param name="rot">The rotation, relative to the <paramref name="entity"/>, the effect has.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis</param>
<returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.StartNonLoopedOnEntity(System.String,CitizenFX.Core.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis)">
<summary>
Starts a Particle Effect on an <see cref="T:CitizenFX.Core.EntityBone"/> that runs once then is destroyed.
</summary>
<param name="effectName">the name of the effect.</param>
<param name="entityBone">The <see cref="T:CitizenFX.Core.EntityBone"/> the effect is attached to.</param>
<param name="off">The offset from the <paramref name="entityBone"/> to attach the effect.</param>
<param name="rot">The rotation, relative to the <paramref name="entityBone"/>, the effect has.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis</param>
<returns><c>true</c>If the effect was able to start; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.CreateEffectOnEntity(System.String,CitizenFX.Core.Entity,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis,System.Boolean)">
<summary>
Creates a <see cref="T:CitizenFX.Core.ParticleEffect"/> on an <see cref="T:CitizenFX.Core.Entity"/> that runs looped.
</summary>
<param name="effectName">The name of the Effect</param>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> the effect is attached to.</param>
<param name="off">The offset from the <paramref name="entity"/> to attach the effect.</param>
<param name="rot">The rotation, relative to the <paramref name="entity"/>, the effect has.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis.</param>
<param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.Core.ParticleEffect.Start"/> is called.</param>
<returns>The <see cref="T:CitizenFX.Core.EntityParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.CreateEffectOnEntity(System.String,CitizenFX.Core.EntityBone,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis,System.Boolean)">
<summary>
Creates a <see cref="T:CitizenFX.Core.ParticleEffect"/> on an <see cref="T:CitizenFX.Core.EntityBone"/> that runs looped.
</summary>
<param name="effectName">The name of the Effect</param>
<param name="entityBone">The <see cref="T:CitizenFX.Core.EntityBone"/> the effect is attached to.</param>
<param name="off">The offset from the <paramref name="entityBone"/> to attach the effect.</param>
<param name="rot">The rotation, relative to the <paramref name="entityBone"/>, the effect has.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in. For a car side exahust you may need to flip in the Y Axis.</param>
<param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.Core.ParticleEffect.Start"/> is called.</param>
<returns>The <see cref="T:CitizenFX.Core.EntityParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.CreateEffectAtCoord(System.String,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.InvertAxis,System.Boolean)">
<summary>
Creates a <see cref="T:CitizenFX.Core.ParticleEffect"/> at a position that runs looped.
</summary>
<param name="effectName">The name of the effect.</param>
<param name="pos">The World position where the effect is.</param>
<param name="rot">What rotation to apply to the effect.</param>
<param name="scale">How much to scale the size of the effect by.</param>
<param name="invertAxis">Which axis to flip the effect in.</param>
<param name="startNow">if <c>true</c> attempt to start this effect now; otherwise, the effect will start when <see cref="M:CitizenFX.Core.ParticleEffect.Start"/> is called.</param>
<returns>The <see cref="T:CitizenFX.Core.CoordinateParticleEffect"/> represented by this that can be used to start/stop/modify this effect</returns>
</member>
<member name="P:CitizenFX.Core.ParticleEffectsAsset.NonLoopedColor">
<summary>
Sets the <see cref="T:System.Drawing.Color"/> for all NonLooped Particle Effects
</summary>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.Request">
<summary>
Attempts to load this <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> into memory so it can be used for starting <see cref="T:CitizenFX.Core.ParticleEffect"/>s.
</summary>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.Request(System.Int32)">
<summary>
Attempts to load this <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> into memory so it can be used for starting <see cref="T:CitizenFX.Core.ParticleEffect"/>s.
</summary>
<param name="timeout">How long in milli-seconds should the game wait while the model hasnt been loaded before giving up</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> is Loaded; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.ParticleEffectsAsset.MarkAsNoLongerNeeded">
<summary>
Tells the game we have finished using this <see cref="T:CitizenFX.Core.ParticleEffectsAsset"/> and it can be freed from memory
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.Handle">
<summary>
Gets the Handle of this <see cref="T:CitizenFX.Core.ParticleEffect"/>
</summary>
<value>
The handle, will return -1 when the this <see cref="T:CitizenFX.Core.ParticleEffect"/> is not active
</value>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.IsActive">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.ParticleEffect"/> is active.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.ParticleEffect"/> is active; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.ParticleEffect.Stop">
<summary>
Deletes this <see cref="T:CitizenFX.Core.ParticleEffect"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.MemoryAddress">
<summary>
Gets the memory address where this <see cref="T:CitizenFX.Core.ParticleEffect"/> is located in game memory.
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.Offset">
<summary>
Gets or sets the offset.
If this <see cref="T:CitizenFX.Core.ParticleEffect"/> is attached to an <see cref="T:CitizenFX.Core.Entity"/>, this refers to the offset from the <see cref="T:CitizenFX.Core.Entity"/>;
otherwise, this refers to its position in World coords
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.Rotation">
<summary>
Gets or Sets the rotation of this <see cref="T:CitizenFX.Core.ParticleEffect"/>
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.Color">
<summary>
Gets or sets the <see cref="P:CitizenFX.Core.ParticleEffect.Color"/> of this <see cref="T:CitizenFX.Core.ParticleEffect"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.Scale">
<summary>
Gets or sets the size scaling factor of this <see cref="T:CitizenFX.Core.ParticleEffect"/>
</summary>
<value>
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;
</value>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.InvertAxis">
<summary>
Gets or sets which axis of this <see cref="T:CitizenFX.Core.ParticleEffect"/> should be inverted.
</summary>
</member>
<member name="M:CitizenFX.Core.ParticleEffect.SetParameter(System.String,System.Single)">
<summary>
Modifys parameters of this <see cref="T:CitizenFX.Core.ParticleEffect"/>.
</summary>
<param name="parameterName">Name of the parameter you want to modify, these are stored inside the effect files.</param>
<param name="value">The new value for the parameter.</param>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.AssetName">
<summary>
Gets the name of the asset this effect is stored in.
</summary>
</member>
<member name="P:CitizenFX.Core.ParticleEffect.EffectName">
<summary>
Gets the name of this effect.
</summary>
</member>
<member name="P:CitizenFX.Core.EntityParticleEffect.Entity">
<summary>
Gets or sets the <see cref="P:CitizenFX.Core.EntityParticleEffect.Entity"/> this <see cref="T:CitizenFX.Core.EntityParticleEffect"/> is attached to.
</summary>
</member>
<member name="P:CitizenFX.Core.EntityParticleEffect.Bone">
<summary>
Gets or sets the <see cref="T:CitizenFX.Core.EntityBone"/> that this <see cref="T:CitizenFX.Core.EntityParticleEffect"/> is attached to.
</summary>
</member>
<member name="M:CitizenFX.Core.EntityParticleEffect.Start">
<summary>
Starts this <see cref="T:CitizenFX.Core.EntityParticleEffect"/>.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.EntityParticleEffect"/> was sucessfully started; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.EntityParticleEffect.CopyTo(CitizenFX.Core.Entity)">
<summary>
Creates a copy of this <see cref="T:CitizenFX.Core.EntityParticleEffect"/> to another <see cref="P:CitizenFX.Core.EntityParticleEffect.Entity"/> to simplify applying the same effect to many Entities.
</summary>
<param name="entity">The <see cref="P:CitizenFX.Core.EntityParticleEffect.Entity"/> to copy to.</param>
<returns>An <see cref="T:CitizenFX.Core.EntityParticleEffect"/> that has all the same properties as this instance, but for a different <see cref="P:CitizenFX.Core.EntityParticleEffect.Entity"/>.</returns>
</member>
<member name="M:CitizenFX.Core.EntityParticleEffect.CopyTo(CitizenFX.Core.EntityBone)">
<summary>
Creates a copy of this <see cref="T:CitizenFX.Core.EntityParticleEffect"/> to another <see cref="T:CitizenFX.Core.EntityBone"/> to simplify applying the same effect to many Entities.
</summary>
<param name="entityBone">The <see cref="T:CitizenFX.Core.EntityBone"/> to copy to.</param>
<returns>An <see cref="T:CitizenFX.Core.EntityParticleEffect"/> that has all the same properties as this instance, but for a different <see cref="T:CitizenFX.Core.EntityBone"/>.</returns>
</member>
<member name="M:CitizenFX.Core.CoordinateParticleEffect.Start">
<summary>
Starts this <see cref="T:CitizenFX.Core.CoordinateParticleEffect"/>.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.CoordinateParticleEffect"/> was sucessfully started; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.CoordinateParticleEffect.CopyTo(CitizenFX.Core.Vector3)">
<summary>
Creates a copy of this <see cref="T:CitizenFX.Core.CoordinateParticleEffect"/> to another position to simplify applying the same effect to many positions.
</summary>
<param name="position">The position to copy to.</param>
<returns>A <see cref="T:CitizenFX.Core.CoordinateParticleEffect"/> that has all the same properties as this instance, but for a different position.</returns>
</member>
<member name="M:CitizenFX.Core.Ped.GetHeadBlendData">
<summary>
Get the headblend data from this <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<returns>A <see cref="T:CitizenFX.Core.PedHeadBlendData"/> struct containing all headblend data from a mp ped.</returns>
</member>
<member name="M:CitizenFX.Core.Ped._GetHeadBlendData">
<summary>
Gets the unsafe headblend struct and converts it into a safe struct and returns that struct.
</summary>
<returns>A <see cref="T:CitizenFX.Core.PedHeadBlendData"/> struct.</returns>
</member>
<member name="P:CitizenFX.Core.Ped.Money">
<summary>
Gets or sets how much money this <see cref="T:CitizenFX.Core.Ped"/> is carrying.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Gender">
<summary>
Gets the gender of this <see cref="T:CitizenFX.Core.Ped"/>. Note this does not seem to work correctly for all peds.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Armor">
<summary>
Gets or sets how much Armor this <see cref="T:CitizenFX.Core.Ped"/> is wearing.
</summary>
<remarks>if you need to get or set the value strictly, use <see cref="P:CitizenFX.Core.Ped.ArmorFloat"/> instead.</remarks>
</member>
<member name="P:CitizenFX.Core.Ped.ArmorFloat">
<summary>
Gets or sets how much Armor this <see cref="T:CitizenFX.Core.Ped"/> is wearing in float.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Accuracy">
<summary>
Gets or sets how accurate this <see cref="T:CitizenFX.Core.Ped"/>s shooting ability is.
</summary>
<value>
The accuracy from 0 to 100, 0 being very innacurate, 100 being perfectly accurate.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.Task">
<summary>
Opens a list of <see cref="T:CitizenFX.Core.Tasks"/> that this <see cref="T:CitizenFX.Core.Ped"/> can carry out.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.TaskSequenceProgress">
<summary>
Gets the stage of the <see cref="T:CitizenFX.Core.TaskSequence"/> this <see cref="T:CitizenFX.Core.Ped"/> is currently executing.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Euphoria">
<summary>
Opens a list of <see cref="T:CitizenFX.Core.NaturalMotion.Euphoria"/> Helpers which can be applied to this <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Weapons">
<summary>
Gets a collection of all this <see cref="T:CitizenFX.Core.Ped"/>s <see cref="T:CitizenFX.Core.Weapon"/>s.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Style">
<summary>
Opens a list of clothing and prop configurations that this <see cref="T:CitizenFX.Core.Ped"/> can wear.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.VehicleWeapon">
<summary>
Gets the vehicle weapon this <see cref="T:CitizenFX.Core.Ped"/> is using.
<remarks>The vehicle weapon, returns <see cref="F:CitizenFX.Core.VehicleWeaponHash.Invalid"/> if this <see cref="T:CitizenFX.Core.Ped"/> isnt using a vehicle weapon.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.LastVehicle">
<summary>
Gets the last <see cref="T:CitizenFX.Core.Vehicle"/> this <see cref="T:CitizenFX.Core.Ped"/> used.
</summary>
<remarks>returns <c>null</c> if the last vehicle doesn't exist.</remarks>
</member>
<member name="P:CitizenFX.Core.Ped.CurrentVehicle">
<summary>
Gets the current <see cref="T:CitizenFX.Core.Vehicle"/> this <see cref="T:CitizenFX.Core.Ped"/> is using.
</summary>
<remarks>returns <c>null</c> if this <see cref="T:CitizenFX.Core.Ped"/> isn't in a <see cref="T:CitizenFX.Core.Vehicle"/>.</remarks>
</member>
<member name="P:CitizenFX.Core.Ped.VehicleTryingToEnter">
<summary>
Gets the <see cref="T:CitizenFX.Core.Vehicle"/> this <see cref="T:CitizenFX.Core.Ped"/> is trying to enter.
</summary>
<remarks>returns <c>null</c> if this <see cref="T:CitizenFX.Core.Ped"/> isn't trying to enter a <see cref="T:CitizenFX.Core.Vehicle"/>.</remarks>
</member>
<member name="P:CitizenFX.Core.Ped.PedGroup">
<summary>
Gets the PedGroup this <see cref="T:CitizenFX.Core.Ped"/> is in.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.Sweat">
<summary>
Gets or sets the how much sweat should be rendered on this <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<value>
The sweat from 0 to 100, 0 being no sweat, 100 being saturated.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.WetnessHeight">
<summary>
Sets how high up on this <see cref="T:CitizenFX.Core.Ped"/>s body water should be visible.
</summary>
<value>
The height ranges from 0.0f to 1.99f, 0.0f being no water visible, 1.99f being covered in water.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.Voice">
<summary>
Sets the voice to use when this <see cref="T:CitizenFX.Core.Ped"/> speaks.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.ShootRate">
<summary>
Sets the rate this <see cref="T:CitizenFX.Core.Ped"/> will shoot at.
</summary>
<value>
The shoot rate from 0.0f to 1000.0f, 100.0f is the default value.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.WasKilledByStealth">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Ped"/> was killed by a stealth attack.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Ped"/> was killed by stealth; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.WasKilledByTakedown">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Ped"/> was killed by a takedown.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Ped"/> was killed by a takedown; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.SeatIndex">
<summary>
Gets the <see cref="T:CitizenFX.Core.VehicleSeat"/> this <see cref="T:CitizenFX.Core.Ped"/> is in.
</summary>
<value>
The <see cref="T:CitizenFX.Core.VehicleSeat"/> this <see cref="T:CitizenFX.Core.Ped"/> is in if this <see cref="T:CitizenFX.Core.Ped"/> is in a <see cref="T:CitizenFX.Core.Vehicle"/>; otherwise, <see cref="F:CitizenFX.Core.VehicleSeat.None"/>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.IsJumpingOutOfVehicle">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Ped"/> is jumping out of their vehicle.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Ped"/> is jumping out of their vehicle; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.StaysInVehicleWhenJacked">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Ped"/> will stay in the vehicle when the driver gets jacked.
</summary>
<value>
<c>true</c> if <see cref="T:CitizenFX.Core.Ped"/> stays in vehicle when jacked; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.MaxDrivingSpeed">
<summary>
Sets the maximum driving speed this <see cref="T:CitizenFX.Core.Ped"/> can drive at.
</summary>
</member>
<member name="P:CitizenFX.Core.Ped.InjuryHealthThreshold">
<summary>
Gets or sets the injury health threshold for this <see cref="T:CitizenFX.Core.Ped"/>.
The ped is considered injured when its health drops below this value.
</summary>
<value>
The injury health threshold. Should be below <see cref="P:CitizenFX.Core.Entity.MaxHealth"/>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.FatalInjuryHealthThreshold">
<summary>
Gets or sets the fatal injury health threshold for this <see cref="T:CitizenFX.Core.Ped"/>.
The ped is considered dead when its health drops below this value.
</summary>
<value>
The fatal injury health threshold. Should be below <see cref="P:CitizenFX.Core.Entity.MaxHealth"/>.
</value>
<remarks>
Note on player controlled peds: One of the game scripts will kill the player when their health drops below 100, regardless of this setting.
</remarks>
</member>
<member name="P:CitizenFX.Core.Ped.IsHuman">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Ped"/> is human.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Ped"/> is human; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Ped.BlockPermanentEvents">
<summary>
Sets whether permanent events are blocked for this <see cref="T:CitizenFX.Core.Ped"/>.
If permanent events are blocked, this <see cref="T:CitizenFX.Core.Ped"/> will only do as it's told, and won't flee when shot at, etc.
</summary>
<value>
<c>true</c> if permanent events are blocked; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Ped.Exists">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Ped"/> exists.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Ped"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Ped.Exists(CitizenFX.Core.Ped)">
<summary>
Determines whether the <see cref="T:CitizenFX.Core.Ped"/> exists.
</summary>
<param name="ped">The <see cref="T:CitizenFX.Core.Ped"/> to check.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Ped"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="P:CitizenFX.Core.PedBoneCollection.Item(System.String)">
<summary>
Gets the <see cref="T:CitizenFX.Core.PedBone"/> with the specified bone name.
</summary>
<param name="boneName">Name of the bone.</param>
</member>
<member name="P:CitizenFX.Core.PedBoneCollection.Item(System.Int32)">
<summary>
Gets the <see cref="T:CitizenFX.Core.PedBone"/> at the specified bone index.
</summary>
<param name="boneIndex">The bone index.</param>
</member>
<member name="P:CitizenFX.Core.PedBoneCollection.Item(CitizenFX.Core.Bone)">
<summary>
Gets the <see cref="T:CitizenFX.Core.PedBone"/> with the specified boneId.
</summary>
<param name="boneId">The boneId.</param>
</member>
<member name="P:CitizenFX.Core.PedBoneCollection.LastDamaged">
<summary>
Gets the last damaged Bone for this <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.PedBoneCollection.ClearLastDamaged">
<summary>
Clears the last damage a bone on this <see cref="T:CitizenFX.Core.Ped"/> received.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.Character">
<summary>
Gets the <see cref="T:CitizenFX.Core.Ped"/> this <see cref="T:CitizenFX.Core.Player"/> is controling.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.State">
<summary>
Gets the <see cref="T:CitizenFX.Core.StateBag"/> of this <see cref="T:CitizenFX.Core.Player"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Player.Name">
<summary>
Gets the name of this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.Money">
<summary>
Gets or sets how much money this <see cref="T:CitizenFX.Core.Player"/> has.
<remarks>Only works if current player is <see cref="F:CitizenFX.Core.PedHash.Michael"/>, <see cref="F:CitizenFX.Core.PedHash.Franklin"/> or <see cref="F:CitizenFX.Core.PedHash.Trevor"/></remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.Player.WantedLevel">
<summary>
Gets or sets the wanted level for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.WantedCenterPosition">
<summary>
Gets or sets the wanted center position for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<value>
The place in world coords where the police think this <see cref="T:CitizenFX.Core.Player"/> is.
</value>
</member>
<member name="P:CitizenFX.Core.Player.MaxArmor">
<summary>
Gets or sets the maximum amount of armor this <see cref="T:CitizenFX.Core.Player"/> can carry.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.PrimaryParachuteTint">
<summary>
Gets or sets the primary parachute tint for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.ReserveParachuteTint">
<summary>
Gets or sets the reserve parachute tint for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.CanLeaveParachuteSmokeTrail">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can leave a parachute smoke trail.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can leave a parachute smoke trail; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.ParachuteSmokeTrailColor">
<summary>
Gets or sets the color of the parachute smoke trail for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<value>
The color of the parachute smoke trail for this <see cref="T:CitizenFX.Core.Player"/>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsAlive">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is alive.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is alive; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsDead">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is dead.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is dead; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsAiming">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is aiming.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is aiming; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsClimbing">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is climbing.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is climbing; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsRidingTrain">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is riding a train.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is riding a train; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsPressingHorn">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is pressing a horn.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is pressing a horn; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsPlaying">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is playing.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is playing; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsInvincible">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is invincible.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is invincible; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IgnoredByPolice">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is ignored by the police.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is ignored by the police; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IgnoredByEveryone">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is ignored by everyone.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is ignored by everyone; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.DispatchsCops">
<summary>
Sets a value indicating whether cops will be dispatched for this <see cref="T:CitizenFX.Core.Player"/>
</summary>
<value>
<c>true</c> if cops will be dispatched; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.CanUseCover">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can use cover.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can use cover; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.CanStartMission">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can start a mission.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can start a mission; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.CanControlRagdoll">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can control ragdoll.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can control ragdoll; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.CanControlCharacter">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can control its <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can control its <see cref="T:CitizenFX.Core.Ped"/>; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Player.ChangeModel(CitizenFX.Core.Model)">
<summary>
Attempts to change the <see cref="T:CitizenFX.Core.Model"/> of this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> to change this <see cref="T:CitizenFX.Core.Player"/> to.</param>
<returns><c>true</c> if the change was sucessful; otherwise, <c>false</c>.</returns>
</member>
<member name="P:CitizenFX.Core.Player.RemainingSprintTime">
<summary>
Gets how long this <see cref="T:CitizenFX.Core.Player"/> can remain sprinting for.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.RemainingSprintStamina">
<summary>
Gets how much sprint stamina this <see cref="T:CitizenFX.Core.Player"/> currently has.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.RemainingUnderwaterTime">
<summary>
Gets how long this <see cref="T:CitizenFX.Core.Player"/> can stay underwater before they start losing health.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.IsSpecialAbilityActive">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is using their special ability.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is using their special ability; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Player.IsSpecialAbilityEnabled">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> can use their special ability.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> can use their special ability; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Player.ChargeSpecialAbility(System.Int32)">
<summary>
Charges the special ability for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<param name="absoluteAmount">The absolute amount.</param>
</member>
<member name="M:CitizenFX.Core.Player.ChargeSpecialAbility(System.Single)">
<summary>
Charges the special ability for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<param name="normalizedRatio">The amount between <c>0.0f</c> and <c>1.0f</c></param>
</member>
<member name="M:CitizenFX.Core.Player.RefillSpecialAbility">
<summary>
Refills the special ability for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.DepleteSpecialAbility">
<summary>
Depletes the special ability for this <see cref="T:CitizenFX.Core.Player"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Player.LastVehicle">
<summary>
Gets the last <see cref="T:CitizenFX.Core.Vehicle"/> this <see cref="T:CitizenFX.Core.Player"/> used.
</summary>
<remarks>returns <c>null</c> if the last vehicle doesn't exist.</remarks>
</member>
<member name="M:CitizenFX.Core.Player.IsTargetting(CitizenFX.Core.Entity)">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Player"/> is targetting the specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="entity">The <see cref="T:CitizenFX.Core.Entity"/> to check.</param>
<returns>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is targetting the specified <see cref="T:CitizenFX.Core.Entity"/>; otherwise, <c>false</c>.
</returns>
</member>
<member name="P:CitizenFX.Core.Player.IsTargettingAnything">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Player"/> is targetting anything.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Player"/> is targetting anything; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Player.GetTargetedEntity">
<summary>
Gets the <see cref="T:CitizenFX.Core.Entity"/> this <see cref="T:CitizenFX.Core.Player"/> is targetting.
</summary>
<returns>The <see cref="T:CitizenFX.Core.Entity"/> if this <see cref="T:CitizenFX.Core.Player"/> is targetting any <see cref="T:CitizenFX.Core.Entity"/>; otherwise, <c>null</c></returns>
</member>
<member name="P:CitizenFX.Core.Player.ForcedAim">
<summary>
Sets a value indicating whether ths player is forced to aim.
</summary>
<value>
<c>true</c> to make the player always be aiming; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Player.DisableFiringThisFrame">
<summary>
Prevents this <see cref="T:CitizenFX.Core.Player"/> firing this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetRunSpeedMultThisFrame(System.Single)">
<summary>
Sets the run speed mult for this this <see cref="T:CitizenFX.Core.Player"/> this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME).
</summary>
<param name="mult">The factor - min: <c>0.0f</c>, default: <c>1.0f</c>, max: <c>1.499f</c>.</param>
</member>
<member name="M:CitizenFX.Core.Player.SetSwimSpeedMultThisFrame(System.Single)">
<summary>
Sets the swim speed mult for this this <see cref="T:CitizenFX.Core.Player"/> this frame. (THIS NAME IS WRONG, SHOULD NOT BE CALLED EVERY FRAME).
</summary>
<param name="mult">The factor - min: <c>0.0f</c>, default: <c>1.0f</c>, max: <c>1.499f</c>.</param>
</member>
<member name="M:CitizenFX.Core.Player.SetFireAmmoThisFrame">
<summary>
Makes this <see cref="T:CitizenFX.Core.Player"/> shoot fire bullets this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetExplosiveAmmoThisFrame">
<summary>
Makes this <see cref="T:CitizenFX.Core.Player"/> shoot explosive bullets this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetExplosiveMeleeThisFrame">
<summary>
Makes this <see cref="T:CitizenFX.Core.Player"/> have an explosive melee attack this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetSuperJumpThisFrame">
<summary>
Lets this <see cref="T:CitizenFX.Core.Player"/> jump really high this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetMayNotEnterAnyVehicleThisFrame">
<summary>
Blocks this <see cref="T:CitizenFX.Core.Player"/> from entering any <see cref="T:CitizenFX.Core.Vehicle"/> this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Player.SetMayOnlyEnterThisVehicleThisFrame(CitizenFX.Core.Vehicle)">
<summary>
Only lets this <see cref="T:CitizenFX.Core.Player"/> enter a specific <see cref="T:CitizenFX.Core.Vehicle"/> this frame.
</summary>
<param name="vehicle">The <see cref="T:CitizenFX.Core.Vehicle"/> this <see cref="T:CitizenFX.Core.Player"/> is allowed to enter.</param>
</member>
<member name="M:CitizenFX.Core.Prop.Exists">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Prop"/> exists.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Prop"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Prop.Exists(CitizenFX.Core.Prop)">
<summary>
Determines whether the <see cref="T:CitizenFX.Core.Prop"/> exists.
</summary>
<param name="prop">The <see cref="T:CitizenFX.Core.Prop"/> to check.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Prop"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="P:CitizenFX.Core.RaycastResult.HitEntity">
<summary>
Gets the <see cref="T:CitizenFX.Core.Entity" /> this raycast collided with.
<remarks>Returns <c>null</c> if the raycast didnt collide with any <see cref="T:CitizenFX.Core.Entity"/>.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.RaycastResult.HitPosition">
<summary>
Gets the world coordinates where this raycast collided.
<remarks>Returns <see cref="F:CitizenFX.Core.Vector3.Zero"/> if the raycast didnt collide with anything.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.RaycastResult.SurfaceNormal">
<summary>
Gets the normal of the surface where this raycast collided.
<remarks>Returns <see cref="F:CitizenFX.Core.Vector3.Zero"/> if the raycast didnt collide with anything.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.RaycastResult.DitHit">
<summary>
Gets a value indicating whether this raycast collided with anything.
</summary>
</member>
<member name="P:CitizenFX.Core.RaycastResult.DitHitEntity">
<summary>
Gets a value indicating whether this raycast collided with any <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.RaycastResult.Material">
<summary>
Gets a value indicating the material type of the collision.
</summary>
</member>
<member name="M:CitizenFX.Core.Tasks.LookAt(CitizenFX.Core.Entity,System.Int32)">
<summary>
Looks at the specified <see cref="T:CitizenFX.Core.Entity"/>.
</summary>
<param name="target"></param>
<param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
</member>
<member name="M:CitizenFX.Core.Tasks.LookAt(CitizenFX.Core.Vector3,System.Int32)">
<summary>
Looks at the specified <see cref="T:CitizenFX.Core.Vector3"/> position.
</summary>
<param name="position"></param>
<param name="duration">Must be greater than 0 for the ped to actually move their head.</param>
</member>
<member name="P:CitizenFX.Core.Vehicle.DisplayName">
<summary>
Gets the display name of this <see cref="T:CitizenFX.Core.Vehicle"/>.
<remarks>Use <see cref="M:CitizenFX.Core.Game.GetGXTEntry(System.String)"/> to get the localized name.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.LocalizedName">
<summary>
Gets the localized name of this <see cref="T:CitizenFX.Core.Vehicle"/>
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.ClassDisplayName">
<summary>
Gets the display name of this <see cref="T:CitizenFX.Core.Vehicle"/>s <see cref="T:CitizenFX.Core.VehicleClass"/>.
<remarks>Use <see cref="M:CitizenFX.Core.Game.GetGXTEntry(System.String)"/> to get the localized class name.</remarks>
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.ClassLocalizedName">
<summary>
Gets the localized name of this <see cref="T:CitizenFX.Core.Vehicle"/>s <see cref="T:CitizenFX.Core.VehicleClass"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.ClassType">
<summary>
Gets the class of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.BodyHealth">
<summary>
Gets or sets this <see cref="T:CitizenFX.Core.Vehicle"/>s body health.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.EngineHealth">
<summary>
Gets or sets this <see cref="T:CitizenFX.Core.Vehicle"/> engine health.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.PetrolTankHealth">
<summary>
Gets or sets this <see cref="T:CitizenFX.Core.Vehicle"/> petrol tank health.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.FuelLevel">
<summary>
Gets or sets this <see cref="T:CitizenFX.Core.Vehicle"/> fuel level.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsEngineRunning">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/>s engine is running.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/>s engine is running; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsEngineStarting">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/>s engine is currently starting.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/>s engine is starting; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsRadioEnabled">
<summary>
Turns this <see cref="T:CitizenFX.Core.Vehicle"/>s radio on or off
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.RadioStation">
<summary>
Sets this <see cref="T:CitizenFX.Core.Vehicle"/>s radio station.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.Speed">
<summary>
Gets or sets this <see cref="T:CitizenFX.Core.Vehicle"/>s speed.
</summary>
<value>
The speed in m/s.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.WheelSpeed">
<summary>
Gets the speed the drive wheels are turning at, This is the value used for the dashboard speedometers(after being converted to mph).
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.Acceleration">
<summary>
Gets the acceleration of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.CurrentRPM">
<summary>
Gets or sets the current RPM of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
<value>
The current RPM between <c>0.0f</c> and <c>1.0f</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.CurrentGear">
<summary>
Gets the current gear this <see cref="T:CitizenFX.Core.Vehicle"/> is using.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.SteeringAngle">
<summary>
Gets the steering angle of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
<value>
The steering angle in degrees.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.SteeringScale">
<summary>
Gets or sets the steering scale of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.HasForks">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has forks.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has forks; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsAlarmSet">
<summary>
Sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has an alarm set.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has an alarm set; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsAlarmSounding">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> is sounding its alarm.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> is sounding its alarm; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.AlarmTimeLeft">
<summary>
Gets or sets time left before this <see cref="T:CitizenFX.Core.Vehicle"/> alarm stops.
If greater than zero, the vehicle alarm will be sounding.
the value is up to 65534.
</summary>
<value>
The time left before this <see cref="T:CitizenFX.Core.Vehicle"/> alarm stops.
</value>
</member>
<member name="M:CitizenFX.Core.Vehicle.StartAlarm">
<summary>
Starts sounding the alarm on this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.HasSiren">
<summary>
Gets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has a siren.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has a siren; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsSirenActive">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its siren turned on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its siren turned on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsSirenSilent">
<summary>
Sets a value indicating whether the siren on this <see cref="T:CitizenFX.Core.Vehicle"/> plays sounds.
</summary>
<value>
<c>true</c> if the siren on this <see cref="T:CitizenFX.Core.Vehicle"/> plays sounds; otherwise, <c>false</c>.
</value>
</member>
<member name="M:CitizenFX.Core.Vehicle.SoundHorn(System.Int32)">
<summary>
Sounds the horn on this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
<param name="duration">The duration to sound the horn for.</param>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsWanted">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> is wanted by the police.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> is wanted by the police; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.ProvidesCover">
<summary>
Gets or sets a value indicating whether peds can use this <see cref="T:CitizenFX.Core.Vehicle"/> for cover.
</summary>
<value>
<c>true</c> if peds can use this <see cref="T:CitizenFX.Core.Vehicle"/> for cover; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.DropsMoneyOnExplosion">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> drops money when destroyed.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> drops money when destroyed; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.PreviouslyOwnedByPlayer">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> was previously owned by a <see cref="T:CitizenFX.Core.Player"/>.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> was previously owned by a <see cref="T:CitizenFX.Core.Player"/>; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.NeedsToBeHotwired">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> needs to be hotwired to start.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> needs to be hotwired to start; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.AreLightsOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its lights on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its lights on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.AreHighBeamsOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its high beams on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its high beams on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsInteriorLightOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its interior lights on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its interior lights on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsSearchLightOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its search light on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its search light on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsTaxiLightOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its taxi light on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its taxi light on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsLeftIndicatorLightOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its left indicator light on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its left indicator light on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsRightIndicatorLightOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its right indicator light on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its right indicator light on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsHandbrakeForcedOn">
<summary>
Sets a value indicating whether the Handbrake on this <see cref="T:CitizenFX.Core.Vehicle"/> is forced on.
</summary>
<value>
<c>true</c> if the Handbrake on this <see cref="T:CitizenFX.Core.Vehicle"/> is forced on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.AreBrakeLightsOn">
<summary>
Gets or sets a value indicating whether this <see cref="T:CitizenFX.Core.Vehicle"/> has its brake light on.
</summary>
<value>
<c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> has its brake light on; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Vehicle.IsEngineOnFire">
<summary>
Gets whether or not the engine is on fire and losing health rapdily.
</summary>
</member>
<member name="P:CitizenFX.Core.Vehicle.SuspensionHeight">
<summary>
Gets or sets the suspension height of this <see cref="T:CitizenFX.Core.Vehicle"/>.
</summary>
<value>
The suspension height.
</value>
</member>
<member name="M:CitizenFX.Core.Vehicle.Exists">
<summary>
Determines whether this <see cref="T:CitizenFX.Core.Vehicle"/> exists.
</summary>
<returns><c>true</c> if this <see cref="T:CitizenFX.Core.Vehicle"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="M:CitizenFX.Core.Vehicle.Exists(CitizenFX.Core.Vehicle)">
<summary>
Determines whether the <see cref="T:CitizenFX.Core.Vehicle"/> exists.
</summary>
<param name="vehicle">The <see cref="T:CitizenFX.Core.Vehicle"/> to check.</param>
<returns><c>true</c> if the <see cref="T:CitizenFX.Core.Vehicle"/> exists; otherwise, <c>false</c></returns>
</member>
<member name="P:CitizenFX.Core.Weapon.HudStats">
<summary>
Gets the <see cref="T:CitizenFX.Core.Game.WeaponHudStats"/> data from this <see cref="T:CitizenFX.Core.Weapon"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.WeaponComponent.HudStats">
<summary>
Gets the <see cref="T:CitizenFX.Core.Game.WeaponComponentHudStats"/> data from this <see cref="T:CitizenFX.Core.WeaponComponent"/>.
</summary>
</member>
<member name="P:CitizenFX.Core.World.CurrentDate">
<summary>
Gets or sets the current date and time in the GTA World.
</summary>
<value>
The current date and time.
</value>
</member>
<member name="P:CitizenFX.Core.World.CurrentDayTime">
<summary>
Gets or sets the current time of day in the GTA World.
</summary>
<value>
The current time of day
</value>
</member>
<member name="P:CitizenFX.Core.World.Blackout">
<summary>
Sets a value indicating whether lights in the <see cref="T:CitizenFX.Core.World"/> should be rendered.
</summary>
<value>
<c>true</c> if blackout; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.World.CloudHat">
<summary>
Gets or sets the current Cloud Hat.
</summary>
</member>
<member name="P:CitizenFX.Core.World.CloudHatOpacity">
<summary>
Gets or sets the current Cloud Hat opacity. On a scale of 0.0 to 1.0.
</summary>
</member>
<member name="P:CitizenFX.Core.World.Weather">
<summary>
Gets or sets the weather.
</summary>
<value>
The weather.
</value>
</member>
<member name="P:CitizenFX.Core.World.NextWeather">
<summary>
Gets or sets the next weather.
</summary>
<value>
The next weather.
</value>
</member>
<member name="P:CitizenFX.Core.World.WeatherTransition">
<summary>
Gets or sets the weather transition.
</summary>
<value>
The weather transition.
</value>
</member>
<member name="M:CitizenFX.Core.World.TransitionToWeather(CitizenFX.Core.Weather,System.Single)">
<summary>
Transitions to weather. Duration is 45f in most scripts.
</summary>
<param name="weather">The weather.</param>
<param name="duration">The duration.</param>
</member>
<member name="P:CitizenFX.Core.World.GravityLevel">
<summary>
Sets the gravity level for all <see cref="T:CitizenFX.Core.World"/> objects.
</summary>
<value>
The gravity level:
9.8f - Default gravity.
2.4f - Moon gravity.
0.1f - Very low gravity.
0.0f - No gravity.
</value>
</member>
<member name="P:CitizenFX.Core.World.RenderingCamera">
<summary>
Gets or sets the rendering camera.
</summary>
<value>
The rendering <see cref="T:CitizenFX.Core.Camera"/>.
</value>
<remarks>
Setting to <c>null</c> sets the rendering <see cref="T:CitizenFX.Core.Camera"/> to <see cref="T:CitizenFX.Core.GameplayCamera"/>.
</remarks>
</member>
<member name="M:CitizenFX.Core.World.DestroyAllCameras">
<summary>
Destroys all user created <see cref="T:CitizenFX.Core.Camera"/>s.
</summary>
</member>
<member name="P:CitizenFX.Core.World.WaypointPosition">
<summary>
Gets or sets the waypoint position.
</summary>
<returns>The <see cref="T:CitizenFX.Core.Vector3"/> coordinates of the Waypoint <see cref="T:CitizenFX.Core.Blip"/></returns>
<remarks>
Returns an empty <see cref="T:CitizenFX.Core.Vector3"/> if a waypoint <see cref="T:CitizenFX.Core.Blip"/> hasn't been set
If the game engine cant extract height information the Z component will be 0.0f
</remarks>
</member>
<member name="M:CitizenFX.Core.World.GetWaypointBlip">
<summary>
Gets the waypoint blip.
</summary>
<returns>The <see cref="T:CitizenFX.Core.Vector3"/> coordinates of the Waypoint <see cref="T:CitizenFX.Core.Blip"/></returns>
<remarks>
Returns <c>null</c> if a waypoint <see cref="T:CitizenFX.Core.Blip"/> hasn't been set
</remarks>
</member>
<member name="M:CitizenFX.Core.World.RemoveWaypoint">
<summary>
Removes the waypoint.
</summary>
</member>
<member name="M:CitizenFX.Core.World.GetDistance(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Gets the straight line distance between 2 positions.
</summary>
<param name="origin">The origin.</param>
<param name="destination">The destination.</param>
<returns>The distance</returns>
</member>
<member name="M:CitizenFX.Core.World.CalculateTravelDistance(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Calculates the travel distance using roads and paths between 2 positions.
</summary>
<param name="origin">The origin.</param>
<param name="destination">The destination.</param>
<returns>The travel distance</returns>
</member>
<member name="M:CitizenFX.Core.World.GetGroundHeight(CitizenFX.Core.Vector3)">
<summary>
Gets the height of the ground at a given position.
</summary>
<param name="position">The position.</param>
<returns>The height measured in meters</returns>
</member>
<member name="M:CitizenFX.Core.World.GetGroundHeight(CitizenFX.Core.Vector2)">
<summary>
Gets the height of the ground at a given position.
</summary>
<param name="position">The position.</param>
<returns>The height measured in meters</returns>
</member>
<member name="M:CitizenFX.Core.World.GetAllBlips(CitizenFX.Core.BlipSprite[])">
<summary>
Gets an <c>array</c> of all the <see cref="T:CitizenFX.Core.Blip"/>s on the map with a given <see cref="T:CitizenFX.Core.BlipSprite"/>.
</summary>
<param name="blipTypes">The blip types to include, leave blank to get all <see cref="T:CitizenFX.Core.Blip"/>s.</param>
</member>
<member name="M:CitizenFX.Core.World.GetAllProps">
<summary>
Gets an <c>array</c> of all the <see cref="T:CitizenFX.Core.Prop"/>s on the map.
</summary>
</member>
<member name="M:CitizenFX.Core.World.GetAllPeds">
<summary>
Gets an <c>array</c> of all the <see cref="T:CitizenFX.Core.Ped"/>s on the map.
</summary>
</member>
<member name="M:CitizenFX.Core.World.GetAllVehicles">
<summary>
Gets an <c>array</c> of all the <see cref="T:CitizenFX.Core.Vehicle"/>s on the map.
</summary>
</member>
<member name="M:CitizenFX.Core.World.GetAllPickups">
<summary>
Gets an <c>array</c> of all the <see cref="T:CitizenFX.Core.Pickup"/>s on the map.
</summary>
</member>
<member name="M:CitizenFX.Core.World.GetClosest``1(CitizenFX.Core.Vector3,``0[])">
<summary>
Gets the closest <see cref="T:CitizenFX.Core.ISpatial"/> to a given position in the World.
</summary>
<typeparam name="T"></typeparam>
<param name="position">The position to check against.</param>
<param name="spatials">The spatials to check.</param>
<returns>The closest <see cref="T:CitizenFX.Core.ISpatial"/> to the <paramref name="position"/></returns>
</member>
<member name="M:CitizenFX.Core.World.GetClosest``1(CitizenFX.Core.Vector2,``0[])">
<summary>
Gets the closest <see cref="T:CitizenFX.Core.ISpatial"/> to a given position in the World ignoring height.
</summary>
<typeparam name="T"></typeparam>
<param name="position">The position to check against.</param>
<param name="spatials">The spatials to check.</param>
<returns>The closest <see cref="T:CitizenFX.Core.ISpatial"/> to the <paramref name="position"/></returns>
</member>
<member name="M:CitizenFX.Core.World.GetSafeCoordForPed(CitizenFX.Core.Vector3,System.Boolean,System.Int32)">
<summary>
Gets the nearest safe coordinate to position a <see cref="T:CitizenFX.Core.Ped"/>.
</summary>
<param name="position">The position to check around.</param>
<param name="sidewalk">if set to <c>true</c> Only find positions on the sidewalk.</param>
<param name="flags">The flags.</param>
</member>
<member name="M:CitizenFX.Core.World.GetNextPositionOnStreet(CitizenFX.Core.Vector2,System.Boolean)">
<summary>
Gets the next position on the street where a <see cref="T:CitizenFX.Core.Vehicle"/> can be placed.
</summary>
<param name="position">The position to check around.</param>
<param name="unoccupied">if set to <c>true</c> only find positions that dont already have a vehicle in them.</param>
</member>
<member name="M:CitizenFX.Core.World.GetNextPositionOnStreet(CitizenFX.Core.Vector3,System.Boolean)">
<summary>
Gets the next position on the street where a <see cref="T:CitizenFX.Core.Vehicle"/> can be placed.
</summary>
<param name="position">The position to check around.</param>
<param name="unoccupied">if set to <c>true</c> only find positions that dont already have a vehicle in them.</param>
</member>
<member name="M:CitizenFX.Core.World.GetNextPositionOnSidewalk(CitizenFX.Core.Vector2)">
<summary>
Gets the next position on the street where a <see cref="T:CitizenFX.Core.Ped"/> can be placed.
</summary>
<param name="position">The position to check around.</param>
</member>
<member name="M:CitizenFX.Core.World.GetNextPositionOnSidewalk(CitizenFX.Core.Vector3)">
<summary>
Gets the next position on the street where a <see cref="T:CitizenFX.Core.Ped"/> can be placed.
</summary>
<param name="position">The position to check around.</param>
</member>
<member name="M:CitizenFX.Core.World.GetZoneLocalizedName(CitizenFX.Core.Vector2)">
<summary>
Gets the localized name of the a zone in the map.
</summary>
<param name="position">The position on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.GetZoneLocalizedName(CitizenFX.Core.Vector3)">
<summary>
Gets the localized name of the a zone in the map.
</summary>
<param name="position">The position on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.GetZoneDisplayName(CitizenFX.Core.Vector2)">
<summary>
Gets the display name of the a zone in the map.
Use <see cref="M:CitizenFX.Core.Game.GetGXTEntry(System.String)"/> to convert to the localized name.
</summary>
<param name="position">The position on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.GetZoneDisplayName(CitizenFX.Core.Vector3)">
<summary>
Gets the display name of the a zone in the map.
Use <see cref="M:CitizenFX.Core.Game.GetGXTEntry(System.String)"/> to convert to the localized name.
</summary>
<param name="position">The position on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.CreateBlip(CitizenFX.Core.Vector3)">
<summary>
Creates a <see cref="T:CitizenFX.Core.Blip"/> at the given position on the map.
</summary>
<param name="position">The position of the blip on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.CreateBlip(CitizenFX.Core.Vector3,System.Single)">
<summary>
Creates a <see cref="T:CitizenFX.Core.Blip"/> for a circular area at the given position on the map.
</summary>
<param name="position">The position of the blip on the map.</param>
<param name="radius">The radius of the area on the map.</param>
</member>
<member name="M:CitizenFX.Core.World.CreateCamera(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Creates a <see cref="T:CitizenFX.Core.Camera"/>, use <see cref="P:CitizenFX.Core.World.RenderingCamera"/> to switch to this camera
</summary>
<param name="position">The position of the camera.</param>
<param name="rotation">The rotation of the camera.</param>
<param name="fov">The field of view of the camera.</param>
</member>
<member name="M:CitizenFX.Core.World.CreatePed(CitizenFX.Core.Model,CitizenFX.Core.Vector3,System.Single)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Ped"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position and heading specified.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Ped"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Ped"/> at.</param>
<param name="heading">The heading of the <see cref="T:CitizenFX.Core.Ped"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Ped"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateRandomPed(CitizenFX.Core.Vector3)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Ped"/> of a random <see cref="T:CitizenFX.Core.Model"/> at the position specified.
</summary>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Ped"/> at.</param>
</member>
<member name="M:CitizenFX.Core.World.CreateVehicle(CitizenFX.Core.Model,CitizenFX.Core.Vector3,System.Single)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Vehicle"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position and heading specified.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Vehicle"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Vehicle"/> at.</param>
<param name="heading">The heading of the <see cref="T:CitizenFX.Core.Vehicle"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Vehicle"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateRandomVehicle(CitizenFX.Core.Vector3,System.Single)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Vehicle"/> of a random <see cref="T:CitizenFX.Core.Model"/> at the position specified.
</summary>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Vehicle"/> at.</param>
<param name="heading">The heading of the <see cref="T:CitizenFX.Core.Vehicle"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Vehicle"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateProp(CitizenFX.Core.Model,CitizenFX.Core.Vector3,System.Boolean,System.Boolean)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Prop"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position specified.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Prop"/> at.</param>
<param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.Core.Prop"/> will have physics; otherwise, it will be static.</param>
<param name="placeOnGround">if set to <c>true</c> place the prop on the ground nearest to the <paramref name="position"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Prop"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateProp(CitizenFX.Core.Model,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Boolean,System.Boolean)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Prop"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position specified.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Prop"/> at.</param>
<param name="rotation">The rotation of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.Core.Prop"/> will have physics; otherwise, it will be static.</param>
<param name="placeOnGround">if set to <c>true</c> place the prop on the ground nearest to the <paramref name="position"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Prop"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreatePropNoOffset(CitizenFX.Core.Model,CitizenFX.Core.Vector3,System.Boolean)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Prop"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position specified without any offset.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Prop"/> at.</param>
<param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.Core.Prop"/> will have physics; otherwise, it will be static.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Prop"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreatePropNoOffset(CitizenFX.Core.Model,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Boolean)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Prop"/> of the given <see cref="T:CitizenFX.Core.Model"/> at the position specified without any offset.
</summary>
<param name="model">The <see cref="T:CitizenFX.Core.Model"/> of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="position">The position to spawn the <see cref="T:CitizenFX.Core.Prop"/> at.</param>
<param name="rotation">The rotation of the <see cref="T:CitizenFX.Core.Prop"/>.</param>
<param name="dynamic">if set to <c>true</c> the <see cref="T:CitizenFX.Core.Prop"/> will have physics; otherwise, it will be static.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Prop"/> could not be spawned</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateCheckpoint(CitizenFX.Core.CheckpointIcon,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Drawing.Color)">
<summary>
Creates a <see cref="T:CitizenFX.Core.Checkpoint"/> in the world.
</summary>
<param name="icon">The <see cref="T:CitizenFX.Core.CheckpointIcon"/> to display inside the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="position">The position in the World.</param>
<param name="pointTo">The position in the world where this <see cref="T:CitizenFX.Core.Checkpoint"/> should point.</param>
<param name="radius">The radius of the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="color">The color of the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Checkpoint"/> could not be created</remarks>
</member>
<member name="M:CitizenFX.Core.World.CreateCheckpoint(CitizenFX.Core.CheckpointCustomIcon,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Drawing.Color)">
<summary>
Creates a <see cref="T:CitizenFX.Core.Checkpoint"/> in the world.
</summary>
<param name="icon">The <see cref="T:CitizenFX.Core.CheckpointCustomIcon"/> to display inside the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="position">The position in the World.</param>
<param name="pointTo">The position in the world where this <see cref="T:CitizenFX.Core.Checkpoint"/> should point.</param>
<param name="radius">The radius of the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<param name="color">The color of the <see cref="T:CitizenFX.Core.Checkpoint"/>.</param>
<remarks>returns <c>null</c> if the <see cref="T:CitizenFX.Core.Checkpoint"/> could not be created</remarks>
</member>
<member name="M:CitizenFX.Core.World.AddRope(CitizenFX.Core.RopeType,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Single,System.Boolean)">
<summary>
Spawns a <see cref="T:CitizenFX.Core.Rope"/>.
</summary>
<param name="type">The type of <see cref="T:CitizenFX.Core.Rope"/>.</param>
<param name="position">The position of the <see cref="T:CitizenFX.Core.Rope"/>.</param>
<param name="rotation">The rotation of the <see cref="T:CitizenFX.Core.Rope"/>.</param>
<param name="length">The length of the <see cref="T:CitizenFX.Core.Rope"/>.</param>
<param name="minLength">The minimum length of the <see cref="T:CitizenFX.Core.Rope"/>.</param>
<param name="breakable">if set to <c>true</c> the <see cref="T:CitizenFX.Core.Rope"/> will break if shot.</param>
</member>
<member name="M:CitizenFX.Core.World.ShootBullet(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Ped,CitizenFX.Core.WeaponAsset,System.Int32,System.Single)">
<summary>
Fires a single bullet in the world
</summary>
<param name="sourcePosition">Where the bullet is fired from.</param>
<param name="targetPosition">Where the bullet is fired to.</param>
<param name="owner">The <see cref="T:CitizenFX.Core.Ped"/> who fired the bullet, leave <c>null</c> for no one.</param>
<param name="weaponAsset">The weapon that the bullet is fired from.</param>
<param name="damage">The damage the bullet will cause.</param>
<param name="speed">The speed, only affects projectile weapons, leave -1 for default.</param>
</member>
<member name="M:CitizenFX.Core.World.AddExplosion(CitizenFX.Core.Vector3,CitizenFX.Core.ExplosionType,System.Single,System.Single,CitizenFX.Core.Ped,System.Boolean,System.Boolean)">
<summary>
Creates an explosion in the world
</summary>
<param name="position">The position of the explosion.</param>
<param name="type">The type of explosion.</param>
<param name="radius">The radius of the explosion.</param>
<param name="cameraShake">The amount of camera shake to apply to nearby cameras.</param>
<param name="owner">The <see cref="T:CitizenFX.Core.Ped"/> who caused the explosion, leave null if no one caused the explosion.</param>
<param name="aubidble">if set to <c>true</c> explosion can be heard.</param>
<param name="invisible">if set to <c>true</c> explosion is invisible.</param>
</member>
<member name="M:CitizenFX.Core.World.AddRelationshipGroup(System.String)">
<summary>
Creates a <see cref="T:CitizenFX.Core.RelationshipGroup"/> with the given name.
</summary>
<param name="name">The name of the relationship group.</param>
</member>
<member name="M:CitizenFX.Core.World.Raycast(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.IntersectOptions,CitizenFX.Core.Entity)">
<summary>
Creates a raycast between 2 points.
</summary>
<param name="source">The source of the raycast.</param>
<param name="target">The target of the raycast.</param>
<param name="options">What type of objects the raycast should intersect with.</param>
<param name="ignoreEntity">Specify an <see cref="T:CitizenFX.Core.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
</member>
<member name="M:CitizenFX.Core.World.Raycast(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.IntersectOptions,CitizenFX.Core.Entity)">
<summary>
Creates a raycast between 2 points.
</summary>
<param name="source">The source of the raycast.</param>
<param name="direction">The direction of the raycast.</param>
<param name="maxDistance">How far the raycast should go out to.</param>
<param name="options">What type of objects the raycast should intersect with.</param>
<param name="ignoreEntity">Specify an <see cref="T:CitizenFX.Core.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
</member>
<member name="M:CitizenFX.Core.World.RaycastCapsule(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,CitizenFX.Core.IntersectOptions,CitizenFX.Core.Entity)">
<summary>
Creates a 3D raycast between 2 points.
</summary>
<param name="source">The source of the raycast.</param>
<param name="target">The target of the raycast.</param>
<param name="radius">The radius of the raycast.</param>
<param name="options">What type of objects the raycast should intersect with.</param>
<param name="ignoreEntity">Specify an <see cref="T:CitizenFX.Core.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
</member>
<member name="M:CitizenFX.Core.World.RaycastCapsule(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Single,CitizenFX.Core.IntersectOptions,CitizenFX.Core.Entity)">
<summary>
Creates a 3D raycast between 2 points.
</summary>
<param name="source">The source of the raycast.</param>
<param name="direction">The direction of the raycast.</param>
<param name="radius">The radius of the raycast.</param>
<param name="maxDistance">How far the raycast should go out to.</param>
<param name="options">What type of objects the raycast should intersect with.</param>
<param name="ignoreEntity">Specify an <see cref="T:CitizenFX.Core.Entity"/> that the raycast should ignore, leave null for no entities ignored.</param>
</member>
<member name="M:CitizenFX.Core.World.GetCrosshairCoordinates">
<summary>
Determines where the crosshair intersects with the world.
</summary>
<returns>A <see cref="T:CitizenFX.Core.RaycastResult"/> containing information about where the crosshair intersects with the world.</returns>
</member>
<member name="M:CitizenFX.Core.World.GetCrosshairCoordinates(CitizenFX.Core.Entity)">
<summary>
Determines where the crosshair intersects with the world.
</summary>
<param name="ignoreEntity">Prevent the raycast detecting a specific <see cref="T:CitizenFX.Core.Entity"/>.</param>
<returns>A <see cref="T:CitizenFX.Core.RaycastResult"/> containing information about where the crosshair intersects with the world.</returns>
</member>
<member name="M:CitizenFX.Core.World.DrawMarker(CitizenFX.Core.MarkerType,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Drawing.Color,System.Boolean,System.Boolean,System.Boolean,System.String,System.String,System.Boolean)">
<summary>
Draws a marker in the world, this needs to be done on a per frame basis
</summary>
<param name="type">The type of marker.</param>
<param name="pos">The position of the marker.</param>
<param name="dir">The direction the marker points in.</param>
<param name="rot">The rotation of the marker.</param>
<param name="scale">The amount to scale the marker by.</param>
<param name="color">The color of the marker.</param>
<param name="bobUpAndDown">if set to <c>true</c> the marker will bob up and down.</param>
<param name="faceCamera">if set to <c>true</c> the marker will always face the camera, regardless of its rotation.</param>
<param name="rotateY">if set to <c>true</c> rotates only on the y axis(heading).</param>
<param name="textueDict">Name of texture dictionary to load the texture from, leave null for no texture in the marker.</param>
<param name="textureName">Name of texture inside the dictionary to load the texture from, leave null for no texture in the marker.</param>
<param name="drawOnEntity">if set to <c>true</c> draw on any <see cref="T:CitizenFX.Core.Entity"/> that intersects the marker.</param>
</member>
<member name="M:CitizenFX.Core.World.DrawLightWithRange(CitizenFX.Core.Vector3,System.Drawing.Color,System.Single,System.Single)">
<summary>
Draws light around a region.
</summary>
<param name="position">The position to center the light around.</param>
<param name="color">The color of the light.</param>
<param name="range">How far the light should extend to.</param>
<param name="intensity">The intensity: <c>0.0f</c> being no intensity, <c>1.0f</c> being full intensity.</param>
</member>
<member name="M:CitizenFX.Core.World.RemoveAllParticleEffectsInRange(CitizenFX.Core.Vector3,System.Single)">
<summary>
Stops all particle effects in a range.
</summary>
<param name="pos">The position in the world to stop particle effects.</param>
<param name="range">The maximum distance from the <paramref name="pos"/> to stop particle effects.</param>
</member>
<member name="T:CitizenFX.Core.FastStructure">
<summary>
Provides fast reading and writing of generic structures to a memory location using IL emitted functions.
</summary>
</member>
<member name="M:CitizenFX.Core.FastStructure.GetPtr``1(``0@)">
<summary>
Retrieve a pointer to the passed generic structure type. This is achieved by emitting a <see cref="T:System.Reflection.Emit.DynamicMethod"/> to retrieve a pointer to the structure.
</summary>
<typeparam name="T"></typeparam>
<param name="structure"></param>
<returns>A pointer to the provided structure in memory.</returns>
<see cref="F:CitizenFX.Core.FastStructure`1.GetPtr"/>
</member>
<member name="M:CitizenFX.Core.FastStructure.PtrToStructure``1(System.IntPtr)">
<summary>
Loads the generic value type <typeparamref name="T"/> from a pointer. This is achieved by emitting a <see cref="T:System.Reflection.Emit.DynamicMethod"/> that returns the value in the memory location as a <typeparamref name="T"/>.
<para>The equivalent non-generic C# code:</para>
<code>
unsafe MyStruct ReadFromPointer(byte* pointer)
{
return *(MyStruct*)pointer;
}
</code>
</summary>
<typeparam name="T">Any value/structure type</typeparam>
<param name="pointer">Unsafe pointer to memory to load the value from</param>
<returns>The newly loaded value</returns>
</member>
<member name="M:CitizenFX.Core.FastStructure.StructureToPtr``1(``0@,System.IntPtr)">
<summary>
Writes the generic value type <typeparamref name="T"/> to the location specified by a pointer. This is achieved by emitting a <see cref="T:System.Reflection.Emit.DynamicMethod"/> that copies the value from the referenced structure into the specified memory location.
<para>There is no exact equivalent possible in C#, the closest possible (generates the same IL) is the following code:</para>
<code>
unsafe void WriteToPointer(ref SharedHeader dest, ref SharedHeader src)
{
dest = src;
}
</code>
</summary>
<typeparam name="T"></typeparam>
<param name="pointer"></param>
<param name="structure"></param>
</member>
<member name="M:CitizenFX.Core.FastStructure.SizeOf``1">
<summary>
Retrieve the cached size of a structure
</summary>
<typeparam name="T"></typeparam>
<returns></returns>
<remarks>Caches the size by type</remarks>
<see cref="F:CitizenFX.Core.FastStructure`1.Size"/>
</member>
<member name="M:CitizenFX.Core.FastStructure.ReadArray``1(``0[],System.IntPtr,System.Int32,System.Int32)">
<summary>
Reads a number of elements from a memory location into the provided buffer starting at the specified index.
</summary>
<typeparam name="T">The structure type</typeparam>
<param name="buffer">The destination buffer.</param>
<param name="source">The source memory location.</param>
<param name="index">The start index within <paramref name="buffer"/>.</param>
<param name="count">The number of elements to read.</param>
</member>
<member name="M:CitizenFX.Core.FastStructure.WriteArray``1(System.IntPtr,``0[],System.Int32,System.Int32)">
<summary>
Writes a number of elements to a memory location from the provided buffer starting at the specified index.
</summary>
<typeparam name="T">The structure type</typeparam>
<param name="destination">The destination memory location.</param>
<param name="buffer">The source buffer.</param>
<param name="index">The start index within <paramref name="buffer"/>.</param>
<param name="count">The number of elements to write.</param>
</member>
<member name="T:CitizenFX.Core.FastStructure`1">
<summary>
Emits optimized IL for the reading and writing of structures to/from memory.
<para>For a 32-byte structure with 1 million iterations:</para>
<para>The <see cref="F:CitizenFX.Core.FastStructure`1.PtrToStructure"/> method performs approx. 20x faster than
<see cref="M:System.Runtime.InteropServices.Marshal.PtrToStructure(System.IntPtr,System.Type)"/> (8ms vs 160ms), and about 1.6x slower than the non-generic equivalent (8ms vs 5ms)</para>
<para>The <see cref="F:CitizenFX.Core.FastStructure`1.StructureToPtr"/> method performs approx. 8x faster than
<see cref="M:System.Runtime.InteropServices.Marshal.StructureToPtr(System.Object,System.IntPtr,System.Boolean)"/> (4ms vs 34ms). </para>
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="T:CitizenFX.Core.FastStructure`1.GetPtrDelegate">
<summary>
Delegate that returns a pointer to the provided structure. Use with extreme caution.
</summary>
<param name="value"></param>
<returns></returns>
</member>
<member name="T:CitizenFX.Core.FastStructure`1.PtrToStructureDelegate">
<summary>
Delegate for loading a structure from the specified memory address
</summary>
<param name="pointer"></param>
<returns></returns>
</member>
<member name="T:CitizenFX.Core.FastStructure`1.StructureToPtrDelegate">
<summary>
Delegate for writing a structure to the specified memory address
</summary>
<param name="value"></param>
<param name="pointer"></param>
</member>
<member name="F:CitizenFX.Core.FastStructure`1.GetPtr">
<summary>
The <see cref="T:CitizenFX.Core.FastStructure`1.GetPtrDelegate"/> delegate for the generated IL to retrieve a pointer to the structure
</summary>
</member>
<member name="F:CitizenFX.Core.FastStructure`1.PtrToStructure">
<summary>
The <see cref="T:CitizenFX.Core.FastStructure`1.PtrToStructureDelegate"/> delegate for the generated IL to retrieve a structure from a specified memory address.
</summary>
</member>
<member name="F:CitizenFX.Core.FastStructure`1.StructureToPtr">
<summary>
The <see cref="T:CitizenFX.Core.FastStructure`1.StructureToPtrDelegate"/> delegate for the generated IL to store a structure at the specified memory address.
</summary>
</member>
<member name="F:CitizenFX.Core.FastStructure`1.Size">
<summary>
Cached size of T as determined by <see cref="M:System.Runtime.InteropServices.Marshal.SizeOf(System.Type)"/>.
</summary>
</member>
<member name="M:CitizenFX.Core.FastStructure`1.#cctor">
<summary>
Performs once of type compatibility check.
</summary>
<exception cref="T:System.ArgumentException">Thrown if the type T is incompatible</exception>
</member>
<member name="F:CitizenFX.Core.MathUtil.ZeroTolerance">
<summary>
The value for which all absolute numbers smaller than are considered equal to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.MathUtil.Pi">
<summary>
A value specifying the approximation of π which is 180 degrees.
</summary>
</member>
<member name="F:CitizenFX.Core.MathUtil.TwoPi">
<summary>
A value specifying the approximation of 2π which is 360 degrees.
</summary>
</member>
<member name="F:CitizenFX.Core.MathUtil.PiOverTwo">
<summary>
A value specifying the approximation of π/2 which is 90 degrees.
</summary>
</member>
<member name="F:CitizenFX.Core.MathUtil.PiOverFour">
<summary>
A value specifying the approximation of π/4 which is 45 degrees.
</summary>
</member>
<member name="M:CitizenFX.Core.MathUtil.NearEqual(System.Single,System.Single)">
<summary>
Checks if a and b are almost equals, taking into account the magnitude of floating point numbers (unlike <see cref="M:CitizenFX.Core.MathUtil.WithinEpsilon(System.Single,System.Single,System.Single)"/> method). See Remarks.
See remarks.
</summary>
<param name="a">The left value to compare.</param>
<param name="b">The right value to compare.</param>
<returns><c>true</c> if a almost equal to b, <c>false</c> otherwise</returns>
<remarks>
The code is using the technique described by Bruce Dawson in
<a href="http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/">Comparing Floating point numbers 2012 edition</a>.
</remarks>
</member>
<member name="M:CitizenFX.Core.MathUtil.IsZero(System.Single)">
<summary>
Determines whether the specified value is close to zero (0.0f).
</summary>
<param name="a">The floating value.</param>
<returns><c>true</c> if the specified value is close to zero (0.0f); otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.IsOne(System.Single)">
<summary>
Determines whether the specified value is close to one (1.0f).
</summary>
<param name="a">The floating value.</param>
<returns><c>true</c> if the specified value is close to one (1.0f); otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.WithinEpsilon(System.Single,System.Single,System.Single)">
<summary>
Checks if a - b are almost equals within a float epsilon.
</summary>
<param name="a">The left value to compare.</param>
<param name="b">The right value to compare.</param>
<param name="epsilon">Epsilon value</param>
<returns><c>true</c> if a almost equal to b within a float epsilon, <c>false</c> otherwise</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RevolutionsToDegrees(System.Single)">
<summary>
Converts revolutions to degrees.
</summary>
<param name="revolution">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RevolutionsToRadians(System.Single)">
<summary>
Converts revolutions to radians.
</summary>
<param name="revolution">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RevolutionsToGradians(System.Single)">
<summary>
Converts revolutions to gradians.
</summary>
<param name="revolution">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.DegreesToRevolutions(System.Single)">
<summary>
Converts degrees to revolutions.
</summary>
<param name="degree">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.DegreesToRadians(System.Single)">
<summary>
Converts degrees to radians.
</summary>
<param name="degree">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RadiansToRevolutions(System.Single)">
<summary>
Converts radians to revolutions.
</summary>
<param name="radian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RadiansToGradians(System.Single)">
<summary>
Converts radians to gradians.
</summary>
<param name="radian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.GradiansToRevolutions(System.Single)">
<summary>
Converts gradians to revolutions.
</summary>
<param name="gradian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.GradiansToDegrees(System.Single)">
<summary>
Converts gradians to degrees.
</summary>
<param name="gradian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.GradiansToRadians(System.Single)">
<summary>
Converts gradians to radians.
</summary>
<param name="gradian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.RadiansToDegrees(System.Single)">
<summary>
Converts radians to degrees.
</summary>
<param name="radian">The value to convert.</param>
<returns>The converted value.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Clamp(System.Single,System.Single,System.Single)">
<summary>
Clamps the specified value.
</summary>
<param name="value">The value.</param>
<param name="min">The min.</param>
<param name="max">The max.</param>
<returns>The result of clamping a value between min and max</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Clamp(System.Int32,System.Int32,System.Int32)">
<summary>
Clamps the specified value.
</summary>
<param name="value">The value.</param>
<param name="min">The min.</param>
<param name="max">The max.</param>
<returns>The result of clamping a value between min and max</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Lerp(System.Double,System.Double,System.Double)">
<summary>
Interpolates between two values using a linear function by a given amount.
</summary>
<remarks>
See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
</remarks>
<param name="from">Value to interpolate from.</param>
<param name="to">Value to interpolate to.</param>
<param name="amount">Interpolation amount.</param>
<returns>The result of linear interpolation of values based on the amount.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Lerp(System.Single,System.Single,System.Single)">
<summary>
Interpolates between two values using a linear function by a given amount.
</summary>
<remarks>
See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
</remarks>
<param name="from">Value to interpolate from.</param>
<param name="to">Value to interpolate to.</param>
<param name="amount">Interpolation amount.</param>
<returns>The result of linear interpolation of values based on the amount.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Lerp(System.Byte,System.Byte,System.Single)">
<summary>
Interpolates between two values using a linear function by a given amount.
</summary>
<remarks>
See http://www.encyclopediaofmath.org/index.php/Linear_interpolation and
http://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
</remarks>
<param name="from">Value to interpolate from.</param>
<param name="to">Value to interpolate to.</param>
<param name="amount">Interpolation amount.</param>
<returns>The result of linear interpolation of values based on the amount.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.SmoothStep(System.Single)">
<summary>
Performs smooth (cubic Hermite) interpolation between 0 and 1.
</summary>
<remarks>
See https://en.wikipedia.org/wiki/Smoothstep
</remarks>
<param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
</member>
<member name="M:CitizenFX.Core.MathUtil.SmootherStep(System.Single)">
<summary>
Performs a smooth(er) interpolation between 0 and 1 with 1st and 2nd order derivatives of zero at endpoints.
</summary>
<remarks>
See https://en.wikipedia.org/wiki/Smoothstep
</remarks>
<param name="amount">Value between 0 and 1 indicating interpolation amount.</param>
</member>
<member name="M:CitizenFX.Core.MathUtil.Mod(System.Single,System.Single)">
<summary>
Calculates the modulo of the specified value.
</summary>
<param name="value">The value.</param>
<param name="modulo">The modulo.</param>
<returns>The result of the modulo applied to value</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Mod2PI(System.Single)">
<summary>
Calculates the modulo 2*PI of the specified value.
</summary>
<param name="value">The value.</param>
<returns>The result of the modulo applied to value</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Wrap(System.Int32,System.Int32,System.Int32)">
<summary>
Wraps the specified value into a range [min, max]
</summary>
<param name="value">The value to wrap.</param>
<param name="min">The min.</param>
<param name="max">The max.</param>
<returns>Result of the wrapping.</returns>
<exception cref="T:System.ArgumentException">Is thrown when <paramref name="min"/> is greater than <paramref name="max"/>.</exception>
</member>
<member name="M:CitizenFX.Core.MathUtil.Wrap(System.Single,System.Single,System.Single)">
<summary>
Wraps the specified value into a range [min, max[
</summary>
<param name="value">The value.</param>
<param name="min">The min.</param>
<param name="max">The max.</param>
<returns>Result of the wrapping.</returns>
<exception cref="T:System.ArgumentException">Is thrown when <paramref name="min"/> is greater than <paramref name="max"/>.</exception>
</member>
<member name="M:CitizenFX.Core.MathUtil.Gauss(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Gauss function.
</summary>
<param name="amplitude">Curve amplitude.</param>
<param name="x">Position X.</param>
<param name="y">Position Y</param>
<param name="radX">Radius X.</param>
<param name="radY">Radius Y.</param>
<param name="sigmaX">Curve sigma X.</param>
<param name="sigmaY">Curve sigma Y.</param>
<returns>The result of Gaussian function.</returns>
</member>
<member name="M:CitizenFX.Core.MathUtil.Gauss(System.Double,System.Double,System.Double,System.Double,System.Double,System.Double,System.Double)">
<summary>
Gauss function.
</summary>
<param name="amplitude">Curve amplitude.</param>
<param name="x">Position X.</param>
<param name="y">Position Y</param>
<param name="radX">Radius X.</param>
<param name="radY">Radius Y.</param>
<param name="sigmaX">Curve sigma X.</param>
<param name="sigmaY">Curve sigma Y.</param>
<returns>The result of Gaussian function.</returns>
</member>
<member name="T:CitizenFX.Core.Matrix">
<summary>
Represents a 4x4 mathematical matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Matrix"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.Identity">
<summary>
The identity <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M11">
<summary>
Value at row 1 column 1 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M12">
<summary>
Value at row 1 column 2 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M13">
<summary>
Value at row 1 column 3 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M14">
<summary>
Value at row 1 column 4 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M21">
<summary>
Value at row 2 column 1 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M22">
<summary>
Value at row 2 column 2 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M23">
<summary>
Value at row 2 column 3 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M24">
<summary>
Value at row 2 column 4 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M31">
<summary>
Value at row 3 column 1 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M32">
<summary>
Value at row 3 column 2 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M33">
<summary>
Value at row 3 column 3 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M34">
<summary>
Value at row 3 column 4 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M41">
<summary>
Value at row 4 column 1 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M42">
<summary>
Value at row 4 column 2 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M43">
<summary>
Value at row 4 column 3 of the matrix.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix.M44">
<summary>
Value at row 4 column 4 of the matrix.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Up">
<summary>
Gets or sets the up <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is M21, M22, and M23.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Down">
<summary>
Gets or sets the down <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is -M21, -M22, and -M23.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Right">
<summary>
Gets or sets the right <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is M11, M12, and M13.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Left">
<summary>
Gets or sets the left <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is -M11, -M12, and -M13.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Forward">
<summary>
Gets or sets the forward <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is -M31, -M32, and -M33.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Backward">
<summary>
Gets or sets the backward <see cref="T:CitizenFX.Core.Vector3"/> of the matrix; that is M31, M32, and M33.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix"/> struct.
</summary>
<param name="M11">The value to assign at row 1 column 1 of the matrix.</param>
<param name="M12">The value to assign at row 1 column 2 of the matrix.</param>
<param name="M13">The value to assign at row 1 column 3 of the matrix.</param>
<param name="M14">The value to assign at row 1 column 4 of the matrix.</param>
<param name="M21">The value to assign at row 2 column 1 of the matrix.</param>
<param name="M22">The value to assign at row 2 column 2 of the matrix.</param>
<param name="M23">The value to assign at row 2 column 3 of the matrix.</param>
<param name="M24">The value to assign at row 2 column 4 of the matrix.</param>
<param name="M31">The value to assign at row 3 column 1 of the matrix.</param>
<param name="M32">The value to assign at row 3 column 2 of the matrix.</param>
<param name="M33">The value to assign at row 3 column 3 of the matrix.</param>
<param name="M34">The value to assign at row 3 column 4 of the matrix.</param>
<param name="M41">The value to assign at row 4 column 1 of the matrix.</param>
<param name="M42">The value to assign at row 4 column 2 of the matrix.</param>
<param name="M43">The value to assign at row 4 column 3 of the matrix.</param>
<param name="M44">The value to assign at row 4 column 4 of the matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix"/> struct.
</summary>
<param name="values">The values to assign to the components of the matrix. This must be an array with sixteen elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than sixteen elements.</exception>
</member>
<member name="P:CitizenFX.Core.Matrix.Row1">
<summary>
Gets or sets the first row in the matrix; that is M11, M12, M13, and M14.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Row2">
<summary>
Gets or sets the second row in the matrix; that is M21, M22, M23, and M24.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Row3">
<summary>
Gets or sets the third row in the matrix; that is M31, M32, M33, and M34.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Row4">
<summary>
Gets or sets the fourth row in the matrix; that is M41, M42, M43, and M44.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Column1">
<summary>
Gets or sets the first column in the matrix; that is M11, M21, M31, and M41.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Column2">
<summary>
Gets or sets the second column in the matrix; that is M12, M22, M32, and M42.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Column3">
<summary>
Gets or sets the third column in the matrix; that is M13, M23, M33, and M43.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.Column4">
<summary>
Gets or sets the fourth column in the matrix; that is M14, M24, M34, and M44.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.TranslationVector">
<summary>
Gets or sets the translation of the matrix; that is M41, M42, and M43.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.ScaleVector">
<summary>
Gets or sets the scale of the matrix; that is M11, M22, and M33.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix.IsIdentity">
<summary>
Gets a value indicating whether this instance is an identity matrix.
</summary>
<value>
<c>true</c> if this instance is an identity matrix; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Matrix.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the matrix component, depending on the index.</value>
<param name="index">The zero-based index of the component to access.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 15].</exception>
</member>
<member name="P:CitizenFX.Core.Matrix.Item(System.Int32,System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the matrix component, depending on the index.</value>
<param name="row">The row of the matrix to access.</param>
<param name="column">The column of the matrix to access.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="row"/> or <paramref name="column"/>is out of the range [0, 3].</exception>
</member>
<member name="M:CitizenFX.Core.Matrix.Determinant">
<summary>
Calculates the determinant of the matrix.
</summary>
<returns>The determinant of the matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Invert">
<summary>
Inverts the matrix.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix.Transpose">
<summary>
Transposes the matrix.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthogonalize">
<summary>
Orthogonalizes the specified matrix.
</summary>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthonormalize">
<summary>
Orthonormalizes the specified matrix.
</summary>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.DecomposeQR(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Decomposes a matrix into an orthonormalized matrix Q and a right triangular matrix R.
</summary>
<param name="Q">When the method completes, contains the orthonormalized matrix of the decomposition.</param>
<param name="R">When the method completes, contains the right triangular matrix of the decomposition.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.DecomposeLQ(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Decomposes a matrix into a lower triangular matrix L and an orthonormalized matrix Q.
</summary>
<param name="L">When the method completes, contains the lower triangular matrix of the decomposition.</param>
<param name="Q">When the method completes, contains the orthonormalized matrix of the decomposition.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Decompose(CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@)">
<summary>
Decomposes a matrix into a scale, rotation, and translation.
</summary>
<param name="scale">When the method completes, contains the scaling component of the decomposed matrix.</param>
<param name="rotation">When the method completes, contains the rotation component of the decomposed matrix.</param>
<param name="translation">When the method completes, contains the translation component of the decomposed matrix.</param>
<remarks>
This method is designed to decompose an SRT transformation matrix only.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.DecomposeUniformScale(System.Single@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@)">
<summary>
Decomposes a uniform scale matrix into a scale, rotation, and translation.
A uniform scale matrix has the same scale in every axis.
</summary>
<param name="scale">When the method completes, contains the scaling component of the decomposed matrix.</param>
<param name="rotation">When the method completes, contains the rotation component of the decomposed matrix.</param>
<param name="translation">When the method completes, contains the translation component of the decomposed matrix.</param>
<remarks>
This method is designed to decompose only an SRT transformation matrix that has the same scale in every axis.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.ExchangeRows(System.Int32,System.Int32)">
<summary>
Exchanges two rows in the matrix.
</summary>
<param name="firstRow">The first row to exchange. This is an index of the row starting at zero.</param>
<param name="secondRow">The second row to exchange. This is an index of the row starting at zero.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.ExchangeColumns(System.Int32,System.Int32)">
<summary>
Exchanges two columns in the matrix.
</summary>
<param name="firstColumn">The first column to exchange. This is an index of the column starting at zero.</param>
<param name="secondColumn">The second column to exchange. This is an index of the column starting at zero.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.ToArray">
<summary>
Creates an array containing the elements of the matrix.
</summary>
<returns>A sixteen-element array containing the components of the matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Add(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Determines the sum of two matrices.
</summary>
<param name="left">The first matrix to add.</param>
<param name="right">The second matrix to add.</param>
<param name="result">When the method completes, contains the sum of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Add(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Determines the sum of two matrices.
</summary>
<param name="left">The first matrix to add.</param>
<param name="right">The second matrix to add.</param>
<returns>The sum of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Subtract(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Determines the difference between two matrices.
</summary>
<param name="left">The first matrix to subtract.</param>
<param name="right">The second matrix to subtract.</param>
<param name="result">When the method completes, contains the difference between the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Subtract(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Determines the difference between two matrices.
</summary>
<param name="left">The first matrix to subtract.</param>
<param name="right">The second matrix to subtract.</param>
<returns>The difference between the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Multiply(CitizenFX.Core.Matrix@,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<param name="result">When the method completes, contains the scaled matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Multiply(CitizenFX.Core.Matrix,System.Single)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Multiply(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Determines the product of two matrices.
</summary>
<param name="left">The first matrix to multiply.</param>
<param name="right">The second matrix to multiply.</param>
<param name="result">The product of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Multiply(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Determines the product of two matrices.
</summary>
<param name="left">The first matrix to multiply.</param>
<param name="right">The second matrix to multiply.</param>
<returns>The product of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Divide(CitizenFX.Core.Matrix@,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<param name="result">When the method completes, contains the scaled matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Divide(CitizenFX.Core.Matrix,System.Single)">
<summary>
Scales a matrix by the given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Divide(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Determines the quotient of two matrices.
</summary>
<param name="left">The first matrix to divide.</param>
<param name="right">The second matrix to divide.</param>
<param name="result">When the method completes, contains the quotient of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Divide(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Determines the quotient of two matrices.
</summary>
<param name="left">The first matrix to divide.</param>
<param name="right">The second matrix to divide.</param>
<returns>The quotient of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Exponent(CitizenFX.Core.Matrix@,System.Int32,CitizenFX.Core.Matrix@)">
<summary>
Performs the exponential operation on a matrix.
</summary>
<param name="value">The matrix to perform the operation on.</param>
<param name="exponent">The exponent to raise the matrix to.</param>
<param name="result">When the method completes, contains the exponential matrix.</param>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="exponent"/> is negative.</exception>
</member>
<member name="M:CitizenFX.Core.Matrix.Exponent(CitizenFX.Core.Matrix,System.Int32)">
<summary>
Performs the exponential operation on a matrix.
</summary>
<param name="value">The matrix to perform the operation on.</param>
<param name="exponent">The exponent to raise the matrix to.</param>
<returns>The exponential matrix.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="exponent"/> is negative.</exception>
</member>
<member name="M:CitizenFX.Core.Matrix.Negate(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Negates a matrix.
</summary>
<param name="value">The matrix to be negated.</param>
<param name="result">When the method completes, contains the negated matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Negate(CitizenFX.Core.Matrix)">
<summary>
Negates a matrix.
</summary>
<param name="value">The matrix to be negated.</param>
<returns>The negated matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Lerp(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Performs a linear interpolation between two matrices.
</summary>
<param name="start">Start matrix.</param>
<param name="end">End matrix.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two matrices.</param>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.Lerp(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix,System.Single)">
<summary>
Performs a linear interpolation between two matrices.
</summary>
<param name="start">Start matrix.</param>
<param name="end">End matrix.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two matrices.</returns>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.SmoothStep(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Performs a cubic interpolation between two matrices.
</summary>
<param name="start">Start matrix.</param>
<param name="end">End matrix.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the cubic interpolation of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.SmoothStep(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix,System.Single)">
<summary>
Performs a cubic interpolation between two matrices.
</summary>
<param name="start">Start matrix.</param>
<param name="end">End matrix.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The cubic interpolation of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Transpose(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Calculates the transpose of the specified matrix.
</summary>
<param name="value">The matrix whose transpose is to be calculated.</param>
<param name="result">When the method completes, contains the transpose of the specified matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.TransposeByRef(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Calculates the transpose of the specified matrix.
</summary>
<param name="value">The matrix whose transpose is to be calculated.</param>
<param name="result">When the method completes, contains the transpose of the specified matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Transpose(CitizenFX.Core.Matrix)">
<summary>
Calculates the transpose of the specified matrix.
</summary>
<param name="value">The matrix whose transpose is to be calculated.</param>
<returns>The transpose of the specified matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Invert(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Calculates the inverse of the specified matrix.
</summary>
<param name="value">The matrix whose inverse is to be calculated.</param>
<param name="result">When the method completes, contains the inverse of the specified matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Invert(CitizenFX.Core.Matrix)">
<summary>
Calculates the inverse of the specified matrix.
</summary>
<param name="value">The matrix whose inverse is to be calculated.</param>
<returns>The inverse of the specified matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthogonalize(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Orthogonalizes the specified matrix.
</summary>
<param name="value">The matrix to orthogonalize.</param>
<param name="result">When the method completes, contains the orthogonalized matrix.</param>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthogonalize(CitizenFX.Core.Matrix)">
<summary>
Orthogonalizes the specified matrix.
</summary>
<param name="value">The matrix to orthogonalize.</param>
<returns>The orthogonalized matrix.</returns>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthonormalize(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Orthonormalizes the specified matrix.
</summary>
<param name="value">The matrix to orthonormalize.</param>
<param name="result">When the method completes, contains the orthonormalized matrix.</param>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.Orthonormalize(CitizenFX.Core.Matrix)">
<summary>
Orthonormalizes the specified matrix.
</summary>
<param name="value">The matrix to orthonormalize.</param>
<returns>The orthonormalized matrix.</returns>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.UpperTriangularForm(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Brings the matrix into upper triangular form using elementary row operations.
</summary>
<param name="value">The matrix to put into upper triangular form.</param>
<param name="result">When the method completes, contains the upper triangular matrix.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.UpperTriangularForm(CitizenFX.Core.Matrix)">
<summary>
Brings the matrix into upper triangular form using elementary row operations.
</summary>
<param name="value">The matrix to put into upper triangular form.</param>
<returns>The upper triangular matrix.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.LowerTriangularForm(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Brings the matrix into lower triangular form using elementary row operations.
</summary>
<param name="value">The matrix to put into lower triangular form.</param>
<param name="result">When the method completes, contains the lower triangular matrix.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.LowerTriangularForm(CitizenFX.Core.Matrix)">
<summary>
Brings the matrix into lower triangular form using elementary row operations.
</summary>
<param name="value">The matrix to put into lower triangular form.</param>
<returns>The lower triangular matrix.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.RowEchelonForm(CitizenFX.Core.Matrix@,CitizenFX.Core.Matrix@)">
<summary>
Brings the matrix into row echelon form using elementary row operations;
</summary>
<param name="value">The matrix to put into row echelon form.</param>
<param name="result">When the method completes, contains the row echelon form of the matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RowEchelonForm(CitizenFX.Core.Matrix)">
<summary>
Brings the matrix into row echelon form using elementary row operations;
</summary>
<param name="value">The matrix to put into row echelon form.</param>
<returns>When the method completes, contains the row echelon form of the matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.ReducedRowEchelonForm(CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4@)">
<summary>
Brings the matrix into reduced row echelon form using elementary row operations.
</summary>
<param name="value">The matrix to put into reduced row echelon form.</param>
<param name="augment">The fifth column of the matrix.</param>
<param name="result">When the method completes, contains the resultant matrix after the operation.</param>
<param name="augmentResult">When the method completes, contains the resultant fifth column of the matrix.</param>
<remarks>
<para>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.</para>
<para>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.</para>
<para>This method can be used to solve systems of linear equations. Upon completion of this method,
the <paramref name="augmentResult"/> 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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix.BillboardLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.BillboardLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.BillboardRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.BillboardRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.LookAtLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, look-at matrix.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.LookAtLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed, look-at matrix.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.LookAtRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, look-at matrix.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.LookAtRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed, look-at matrix.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoLH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, orthographic projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoLH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a left-handed, orthographic projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoRH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, orthographic projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoRH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a right-handed, orthographic projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, customized orthographic projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a left-handed, customized orthographic projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, customized orthographic projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.OrthoOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a right-handed, customized orthographic projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveLH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, perspective projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveLH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a left-handed, perspective projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveRH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, perspective projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveRH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a right-handed, perspective projection matrix.
</summary>
<param name="width">Width of the viewing volume.</param>
<param name="height">Height of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveFovLH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, perspective projection matrix based on a field of view.
</summary>
<param name="fov">Field of view in the y direction, in radians.</param>
<param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveFovLH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a left-handed, perspective projection matrix based on a field of view.
</summary>
<param name="fov">Field of view in the y direction, in radians.</param>
<param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveFovRH(System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, perspective projection matrix based on a field of view.
</summary>
<param name="fov">Field of view in the y direction, in radians.</param>
<param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveFovRH(System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a right-handed, perspective projection matrix based on a field of view.
</summary>
<param name="fov">Field of view in the y direction, in radians.</param>
<param name="aspect">Aspect ratio, defined as view space width divided by height.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a left-handed, customized perspective projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveOffCenterLH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a left-handed, customized perspective projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a right-handed, customized perspective projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<param name="result">When the method completes, contains the created projection matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.PerspectiveOffCenterRH(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Creates a right-handed, customized perspective projection matrix.
</summary>
<param name="left">Minimum x-value of the viewing volume.</param>
<param name="right">Maximum x-value of the viewing volume.</param>
<param name="bottom">Minimum y-value of the viewing volume.</param>
<param name="top">Maximum y-value of the viewing volume.</param>
<param name="znear">Minimum z-value of the viewing volume.</param>
<param name="zfar">Maximum z-value of the viewing volume.</param>
<returns>The created projection matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="scale">Scaling factor for all three axes.</param>
<param name="result">When the method completes, contains the created scaling matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(CitizenFX.Core.Vector3)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="scale">Scaling factor for all three axes.</param>
<returns>The created scaling matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="x">Scaling factor that is applied along the x-axis.</param>
<param name="y">Scaling factor that is applied along the y-axis.</param>
<param name="z">Scaling factor that is applied along the z-axis.</param>
<param name="result">When the method completes, contains the created scaling matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(System.Single,System.Single,System.Single)">
<summary>
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="x">Scaling factor that is applied along the x-axis.</param>
<param name="y">Scaling factor that is applied along the y-axis.</param>
<param name="z">Scaling factor that is applied along the z-axis.</param>
<returns>The created scaling matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that uniformly scales along all three axis.
</summary>
<param name="scale">The uniform scale that is applied along all axis.</param>
<param name="result">When the method completes, contains the created scaling matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Scaling(System.Single)">
<summary>
Creates a matrix that uniformly scales along all three axis.
</summary>
<param name="scale">The uniform scale that is applied along all axis.</param>
<returns>The created scaling matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationX(System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that rotates around the x-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationX(System.Single)">
<summary>
Creates a matrix that rotates around the x-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationY(System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that rotates around the y-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationY(System.Single)">
<summary>
Creates a matrix that rotates around the y-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationZ(System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that rotates around the z-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationZ(System.Single)">
<summary>
Creates a matrix that rotates around the z-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationAxis(CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a matrix that rotates around an arbitrary axis.
</summary>
<param name="axis">The axis around which to rotate. This parameter is assumed to be normalized.</param>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationAxis(CitizenFX.Core.Vector3,System.Single)">
<summary>
Creates a matrix that rotates around an arbitrary axis.
</summary>
<param name="axis">The axis around which to rotate. This parameter is assumed to be normalized.</param>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationQuaternion(CitizenFX.Core.Quaternion@,CitizenFX.Core.Matrix@)">
<summary>
Creates a rotation matrix from a quaternion.
</summary>
<param name="rotation">The quaternion to use to build the matrix.</param>
<param name="result">The created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationQuaternion(CitizenFX.Core.Quaternion)">
<summary>
Creates a rotation matrix from a quaternion.
</summary>
<param name="rotation">The quaternion to use to build the matrix.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a rotation matrix with a specified yaw, pitch, and roll.
</summary>
<param name="yaw">Yaw around the y-axis, in radians.</param>
<param name="pitch">Pitch around the x-axis, in radians.</param>
<param name="roll">Roll around the z-axis, in radians.</param>
<param name="result">When the method completes, contains the created rotation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
<summary>
Creates a rotation matrix with a specified yaw, pitch, and roll.
</summary>
<param name="yaw">Yaw around the y-axis, in radians.</param>
<param name="pitch">Pitch around the x-axis, in radians.</param>
<param name="roll">Roll around the z-axis, in radians.</param>
<returns>The created rotation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Translation(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="value">The offset for all three coordinate planes.</param>
<param name="result">When the method completes, contains the created translation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Translation(CitizenFX.Core.Vector3)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="value">The offset for all three coordinate planes.</param>
<returns>The created translation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Translation(System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="x">X-coordinate offset.</param>
<param name="y">Y-coordinate offset.</param>
<param name="z">Z-coordinate offset.</param>
<param name="result">When the method completes, contains the created translation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Translation(System.Single,System.Single,System.Single)">
<summary>
Creates a translation matrix using the specified offsets.
</summary>
<param name="x">X-coordinate offset.</param>
<param name="y">Y-coordinate offset.</param>
<param name="z">Z-coordinate offset.</param>
<returns>The created translation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Skew(System.Single,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
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.
</summary>
<param name="angle">The rotation angle.</param>
<param name="rotationVec">The rotation vector</param>
<param name="transVec">The translation vector</param>
<param name="matrix">Contains the created skew/shear matrix. </param>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation(System.Single,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a 3D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created affine transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation(System.Single,CitizenFX.Core.Quaternion,CitizenFX.Core.Vector3)">
<summary>
Creates a 3D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created affine transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation(System.Single,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a 3D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created affine transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation(System.Single,CitizenFX.Core.Vector3,CitizenFX.Core.Quaternion,CitizenFX.Core.Vector3)">
<summary>
Creates a 3D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created affine transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation2D(System.Single,System.Single,CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@)">
<summary>
Creates a 2D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created affine transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation2D(System.Single,System.Single,CitizenFX.Core.Vector2)">
<summary>
Creates a 2D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created affine transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation2D(System.Single,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@)">
<summary>
Creates a 2D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created affine transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.AffineTransformation2D(System.Single,CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Vector2)">
<summary>
Creates a 2D affine transformation matrix.
</summary>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created affine transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Transformation(CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@)">
<summary>
Creates a transformation matrix.
</summary>
<param name="scalingCenter">Center point of the scaling operation.</param>
<param name="scalingRotation">Scaling rotation amount.</param>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Transformation(CitizenFX.Core.Vector3,CitizenFX.Core.Quaternion,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Quaternion,CitizenFX.Core.Vector3)">
<summary>
Creates a transformation matrix.
</summary>
<param name="scalingCenter">Center point of the scaling operation.</param>
<param name="scalingRotation">Scaling rotation amount.</param>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Transformation2D(CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@)">
<summary>
Creates a 2D transformation matrix.
</summary>
<param name="scalingCenter">Center point of the scaling operation.</param>
<param name="scalingRotation">Scaling rotation amount.</param>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<param name="result">When the method completes, contains the created transformation matrix.</param>
</member>
<member name="M:CitizenFX.Core.Matrix.Transformation2D(CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single,CitizenFX.Core.Vector2)">
<summary>
Creates a 2D transformation matrix.
</summary>
<param name="scalingCenter">Center point of the scaling operation.</param>
<param name="scalingRotation">Scaling rotation amount.</param>
<param name="scaling">Scaling factor.</param>
<param name="rotationCenter">The center of the rotation.</param>
<param name="rotation">The rotation of the transformation.</param>
<param name="translation">The translation factor of the transformation.</param>
<returns>The created transformation matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Addition(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Adds two matrices.
</summary>
<param name="left">The first matrix to add.</param>
<param name="right">The second matrix to add.</param>
<returns>The sum of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_UnaryPlus(CitizenFX.Core.Matrix)">
<summary>
Assert a matrix (return it unchanged).
</summary>
<param name="value">The matrix to assert (unchanged).</param>
<returns>The asserted (unchanged) matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Subtraction(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Subtracts two matrices.
</summary>
<param name="left">The first matrix to subtract.</param>
<param name="right">The second matrix to subtract.</param>
<returns>The difference between the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_UnaryNegation(CitizenFX.Core.Matrix)">
<summary>
Negates a matrix.
</summary>
<param name="value">The matrix to negate.</param>
<returns>The negated matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Multiply(System.Single,CitizenFX.Core.Matrix)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="right">The matrix to scale.</param>
<param name="left">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Multiply(CitizenFX.Core.Matrix,System.Single)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Multiply(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Multiplies two matrices.
</summary>
<param name="left">The first matrix to multiply.</param>
<param name="right">The second matrix to multiply.</param>
<returns>The product of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Division(CitizenFX.Core.Matrix,System.Single)">
<summary>
Scales a matrix by a given value.
</summary>
<param name="left">The matrix to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled matrix.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Division(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Divides two matrices.
</summary>
<param name="left">The first matrix to divide.</param>
<param name="right">The second matrix to divide.</param>
<returns>The quotient of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Equality(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.op_Inequality(CitizenFX.Core.Matrix,CitizenFX.Core.Matrix)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Equals(CitizenFX.Core.Matrix@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Matrix"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Matrix"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Matrix"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Equals(CitizenFX.Core.Matrix)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Matrix"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Matrix"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Matrix"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CitizenFX.Core.Matrix3x3">
<summary>
Represents a 3x3 Matrix ( contains only Scale and Rotation ).
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Matrix3x3"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.Identity">
<summary>
The identity <see cref="T:CitizenFX.Core.Matrix3x3"/>.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M11">
<summary>
Value at row 1 column 1 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M12">
<summary>
Value at row 1 column 2 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M13">
<summary>
Value at row 1 column 3 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M21">
<summary>
Value at row 2 column 1 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M22">
<summary>
Value at row 2 column 2 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M23">
<summary>
Value at row 2 column 3 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M31">
<summary>
Value at row 3 column 1 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M32">
<summary>
Value at row 3 column 2 of the Matrix3x3.
</summary>
</member>
<member name="F:CitizenFX.Core.Matrix3x3.M33">
<summary>
Value at row 3 column 3 of the Matrix3x3.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix3x3"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix3x3"/> struct.
</summary>
<param name="M11">The value to assign at row 1 column 1 of the Matrix3x3.</param>
<param name="M12">The value to assign at row 1 column 2 of the Matrix3x3.</param>
<param name="M13">The value to assign at row 1 column 3 of the Matrix3x3.</param>
<param name="M21">The value to assign at row 2 column 1 of the Matrix3x3.</param>
<param name="M22">The value to assign at row 2 column 2 of the Matrix3x3.</param>
<param name="M23">The value to assign at row 2 column 3 of the Matrix3x3.</param>
<param name="M31">The value to assign at row 3 column 1 of the Matrix3x3.</param>
<param name="M32">The value to assign at row 3 column 2 of the Matrix3x3.</param>
<param name="M33">The value to assign at row 3 column 3 of the Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Matrix3x3"/> struct.
</summary>
<param name="values">The values to assign to the components of the Matrix3x3. This must be an array with sixteen elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than sixteen elements.</exception>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Row1">
<summary>
Gets or sets the first row in the Matrix3x3; that is M11, M12, M13
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Row2">
<summary>
Gets or sets the second row in the Matrix3x3; that is M21, M22, M23
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Row3">
<summary>
Gets or sets the third row in the Matrix3x3; that is M31, M32, M33
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Column1">
<summary>
Gets or sets the first column in the Matrix3x3; that is M11, M21, M31
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Column2">
<summary>
Gets or sets the second column in the Matrix3x3; that is M12, M22, M32
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Column3">
<summary>
Gets or sets the third column in the Matrix3x3; that is M13, M23, M33
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.ScaleVector">
<summary>
Gets or sets the scale of the Matrix3x3; that is M11, M22, and M33.
</summary>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.IsIdentity">
<summary>
Gets a value indicating whether this instance is an identity Matrix3x3.
</summary>
<value>
<c>true</c> if this instance is an identity Matrix3x3; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the Matrix3x3 component, depending on the index.</value>
<param name="index">The zero-based index of the component to access.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 15].</exception>
</member>
<member name="P:CitizenFX.Core.Matrix3x3.Item(System.Int32,System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the Matrix3x3 component, depending on the index.</value>
<param name="row">The row of the Matrix3x3 to access.</param>
<param name="column">The column of the Matrix3x3 to access.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="row"/> or <paramref name="column"/>is out of the range [0, 3].</exception>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Determinant">
<summary>
Calculates the determinant of the Matrix3x3.
</summary>
<returns>The determinant of the Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Invert">
<summary>
Inverts the Matrix3x3.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Transpose">
<summary>
Transposes the Matrix3x3.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthogonalize">
<summary>
Orthogonalizes the specified Matrix3x3.
</summary>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthonormalize">
<summary>
Orthonormalizes the specified Matrix3x3.
</summary>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.DecomposeQR(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Decomposes a Matrix3x3 into an orthonormalized Matrix3x3 Q and a right triangular Matrix3x3 R.
</summary>
<param name="Q">When the method completes, contains the orthonormalized Matrix3x3 of the decomposition.</param>
<param name="R">When the method completes, contains the right triangular Matrix3x3 of the decomposition.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.DecomposeLQ(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Decomposes a Matrix3x3 into a lower triangular Matrix3x3 L and an orthonormalized Matrix3x3 Q.
</summary>
<param name="L">When the method completes, contains the lower triangular Matrix3x3 of the decomposition.</param>
<param name="Q">When the method completes, contains the orthonormalized Matrix3x3 of the decomposition.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Decompose(CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Decomposes a Matrix3x3 into a scale, rotation, and translation.
</summary>
<param name="scale">When the method completes, contains the scaling component of the decomposed Matrix3x3.</param>
<param name="rotation">When the method completes, contains the rotation component of the decomposed Matrix3x3.</param>
<remarks>
This method is designed to decompose an SRT transformation Matrix3x3 only.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.DecomposeUniformScale(System.Single@,CitizenFX.Core.Quaternion@)">
<summary>
Decomposes a uniform scale matrix into a scale, rotation, and translation.
A uniform scale matrix has the same scale in every axis.
</summary>
<param name="scale">When the method completes, contains the scaling component of the decomposed matrix.</param>
<param name="rotation">When the method completes, contains the rotation component of the decomposed matrix.</param>
<remarks>
This method is designed to decompose only an SRT transformation matrix that has the same scale in every axis.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ExchangeRows(System.Int32,System.Int32)">
<summary>
Exchanges two rows in the Matrix3x3.
</summary>
<param name="firstRow">The first row to exchange. This is an index of the row starting at zero.</param>
<param name="secondRow">The second row to exchange. This is an index of the row starting at zero.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ExchangeColumns(System.Int32,System.Int32)">
<summary>
Exchanges two columns in the Matrix3x3.
</summary>
<param name="firstColumn">The first column to exchange. This is an index of the column starting at zero.</param>
<param name="secondColumn">The second column to exchange. This is an index of the column starting at zero.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ToArray">
<summary>
Creates an array containing the elements of the Matrix3x3.
</summary>
<returns>A 9-element array containing the components of the Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Add(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Determines the sum of two matrices.
</summary>
<param name="left">The first Matrix3x3 to add.</param>
<param name="right">The second Matrix3x3 to add.</param>
<param name="result">When the method completes, contains the sum of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Add(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Determines the sum of two matrices.
</summary>
<param name="left">The first Matrix3x3 to add.</param>
<param name="right">The second Matrix3x3 to add.</param>
<returns>The sum of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Subtract(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Determines the difference between two matrices.
</summary>
<param name="left">The first Matrix3x3 to subtract.</param>
<param name="right">The second Matrix3x3 to subtract.</param>
<param name="result">When the method completes, contains the difference between the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Subtract(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Determines the difference between two matrices.
</summary>
<param name="left">The first Matrix3x3 to subtract.</param>
<param name="right">The second Matrix3x3 to subtract.</param>
<returns>The difference between the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Multiply(CitizenFX.Core.Matrix3x3@,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Scales a Matrix3x3 by the given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<param name="result">When the method completes, contains the scaled Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Multiply(CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Scales a Matrix3x3 by the given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Multiply(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Determines the product of two matrices.
</summary>
<param name="left">The first Matrix3x3 to multiply.</param>
<param name="right">The second Matrix3x3 to multiply.</param>
<param name="result">The product of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Multiply(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Determines the product of two matrices.
</summary>
<param name="left">The first Matrix3x3 to multiply.</param>
<param name="right">The second Matrix3x3 to multiply.</param>
<returns>The product of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Divide(CitizenFX.Core.Matrix3x3@,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Scales a Matrix3x3 by the given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<param name="result">When the method completes, contains the scaled Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Divide(CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Scales a Matrix3x3 by the given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Divide(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Determines the quotient of two matrices.
</summary>
<param name="left">The first Matrix3x3 to divide.</param>
<param name="right">The second Matrix3x3 to divide.</param>
<param name="result">When the method completes, contains the quotient of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Divide(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Determines the quotient of two matrices.
</summary>
<param name="left">The first Matrix3x3 to divide.</param>
<param name="right">The second Matrix3x3 to divide.</param>
<returns>The quotient of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Exponent(CitizenFX.Core.Matrix3x3@,System.Int32,CitizenFX.Core.Matrix3x3@)">
<summary>
Performs the exponential operation on a Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to perform the operation on.</param>
<param name="exponent">The exponent to raise the Matrix3x3 to.</param>
<param name="result">When the method completes, contains the exponential Matrix3x3.</param>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="exponent"/> is negative.</exception>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Exponent(CitizenFX.Core.Matrix3x3,System.Int32)">
<summary>
Performs the exponential operation on a Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to perform the operation on.</param>
<param name="exponent">The exponent to raise the Matrix3x3 to.</param>
<returns>The exponential Matrix3x3.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="exponent"/> is negative.</exception>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Negate(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Negates a Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to be negated.</param>
<param name="result">When the method completes, contains the negated Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Negate(CitizenFX.Core.Matrix3x3)">
<summary>
Negates a Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to be negated.</param>
<returns>The negated Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Lerp(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Performs a linear interpolation between two matrices.
</summary>
<param name="start">Start Matrix3x3.</param>
<param name="end">End Matrix3x3.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two matrices.</param>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Lerp(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Performs a linear interpolation between two matrices.
</summary>
<param name="start">Start Matrix3x3.</param>
<param name="end">End Matrix3x3.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two matrices.</returns>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.SmoothStep(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Performs a cubic interpolation between two matrices.
</summary>
<param name="start">Start Matrix3x3.</param>
<param name="end">End Matrix3x3.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the cubic interpolation of the two matrices.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.SmoothStep(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Performs a cubic interpolation between two matrices.
</summary>
<param name="start">Start Matrix3x3.</param>
<param name="end">End Matrix3x3.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The cubic interpolation of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Transpose(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Calculates the transpose of the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 whose transpose is to be calculated.</param>
<param name="result">When the method completes, contains the transpose of the specified Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.TransposeByRef(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Calculates the transpose of the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 whose transpose is to be calculated.</param>
<param name="result">When the method completes, contains the transpose of the specified Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Transpose(CitizenFX.Core.Matrix3x3)">
<summary>
Calculates the transpose of the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 whose transpose is to be calculated.</param>
<returns>The transpose of the specified Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Invert(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Calculates the inverse of the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 whose inverse is to be calculated.</param>
<param name="result">When the method completes, contains the inverse of the specified Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Invert(CitizenFX.Core.Matrix3x3)">
<summary>
Calculates the inverse of the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 whose inverse is to be calculated.</param>
<returns>The inverse of the specified Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthogonalize(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Orthogonalizes the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to orthogonalize.</param>
<param name="result">When the method completes, contains the orthogonalized Matrix3x3.</param>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthogonalize(CitizenFX.Core.Matrix3x3)">
<summary>
Orthogonalizes the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to orthogonalize.</param>
<returns>The orthogonalized Matrix3x3.</returns>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthonormalize(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Orthonormalizes the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to orthonormalize.</param>
<param name="result">When the method completes, contains the orthonormalized Matrix3x3.</param>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Orthonormalize(CitizenFX.Core.Matrix3x3)">
<summary>
Orthonormalizes the specified Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to orthonormalize.</param>
<returns>The orthonormalized Matrix3x3.</returns>
<remarks>
<para>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.</para>
<para>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.</para>
<para>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.</para>
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.UpperTriangularForm(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Brings the Matrix3x3 into upper triangular form using elementary row operations.
</summary>
<param name="value">The Matrix3x3 to put into upper triangular form.</param>
<param name="result">When the method completes, contains the upper triangular Matrix3x3.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.UpperTriangularForm(CitizenFX.Core.Matrix3x3)">
<summary>
Brings the Matrix3x3 into upper triangular form using elementary row operations.
</summary>
<param name="value">The Matrix3x3 to put into upper triangular form.</param>
<returns>The upper triangular Matrix3x3.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LowerTriangularForm(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Brings the Matrix3x3 into lower triangular form using elementary row operations.
</summary>
<param name="value">The Matrix3x3 to put into lower triangular form.</param>
<param name="result">When the method completes, contains the lower triangular Matrix3x3.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LowerTriangularForm(CitizenFX.Core.Matrix3x3)">
<summary>
Brings the Matrix3x3 into lower triangular form using elementary row operations.
</summary>
<param name="value">The Matrix3x3 to put into lower triangular form.</param>
<returns>The lower triangular Matrix3x3.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RowEchelonForm(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Brings the Matrix3x3 into row echelon form using elementary row operations;
</summary>
<param name="value">The Matrix3x3 to put into row echelon form.</param>
<param name="result">When the method completes, contains the row echelon form of the Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RowEchelonForm(CitizenFX.Core.Matrix3x3)">
<summary>
Brings the Matrix3x3 into row echelon form using elementary row operations;
</summary>
<param name="value">The Matrix3x3 to put into row echelon form.</param>
<returns>When the method completes, contains the row echelon form of the Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.BillboardLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.BillboardLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.BillboardRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.BillboardRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LookAtLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a left-handed, look-at Matrix3x3.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LookAtLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed, look-at Matrix3x3.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LookAtRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a right-handed, look-at Matrix3x3.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.LookAtRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed, look-at Matrix3x3.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="scale">Scaling factor for all three axes.</param>
<param name="result">When the method completes, contains the created scaling Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(CitizenFX.Core.Vector3)">
<summary>
Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="scale">Scaling factor for all three axes.</param>
<returns>The created scaling Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(System.Single,System.Single,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="x">Scaling factor that is applied along the x-axis.</param>
<param name="y">Scaling factor that is applied along the y-axis.</param>
<param name="z">Scaling factor that is applied along the z-axis.</param>
<param name="result">When the method completes, contains the created scaling Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(System.Single,System.Single,System.Single)">
<summary>
Creates a Matrix3x3 that scales along the x-axis, y-axis, and y-axis.
</summary>
<param name="x">Scaling factor that is applied along the x-axis.</param>
<param name="y">Scaling factor that is applied along the y-axis.</param>
<param name="z">Scaling factor that is applied along the z-axis.</param>
<returns>The created scaling Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that uniformly scales along all three axis.
</summary>
<param name="scale">The uniform scale that is applied along all axis.</param>
<param name="result">When the method completes, contains the created scaling Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Scaling(System.Single)">
<summary>
Creates a Matrix3x3 that uniformly scales along all three axis.
</summary>
<param name="scale">The uniform scale that is applied along all axis.</param>
<returns>The created scaling Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationX(System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that rotates around the x-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationX(System.Single)">
<summary>
Creates a Matrix3x3 that rotates around the x-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationY(System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that rotates around the y-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationY(System.Single)">
<summary>
Creates a Matrix3x3 that rotates around the y-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationZ(System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that rotates around the z-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationZ(System.Single)">
<summary>
Creates a Matrix3x3 that rotates around the z-axis.
</summary>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationAxis(CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a Matrix3x3 that rotates around an arbitrary axis.
</summary>
<param name="axis">The axis around which to rotate. This parameter is assumed to be normalized.</param>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<param name="result">When the method completes, contains the created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationAxis(CitizenFX.Core.Vector3,System.Single)">
<summary>
Creates a Matrix3x3 that rotates around an arbitrary axis.
</summary>
<param name="axis">The axis around which to rotate. This parameter is assumed to be normalized.</param>
<param name="angle">Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationQuaternion(CitizenFX.Core.Quaternion@,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a rotation Matrix3x3 from a quaternion.
</summary>
<param name="rotation">The quaternion to use to build the Matrix3x3.</param>
<param name="result">The created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationQuaternion(CitizenFX.Core.Quaternion)">
<summary>
Creates a rotation Matrix3x3 from a quaternion.
</summary>
<param name="rotation">The quaternion to use to build the Matrix3x3.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationYawPitchRoll(System.Single,System.Single,System.Single,CitizenFX.Core.Matrix3x3@)">
<summary>
Creates a rotation Matrix3x3 with a specified yaw, pitch, and roll.
</summary>
<param name="yaw">Yaw around the y-axis, in radians.</param>
<param name="pitch">Pitch around the x-axis, in radians.</param>
<param name="roll">Roll around the z-axis, in radians.</param>
<param name="result">When the method completes, contains the created rotation Matrix3x3.</param>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
<summary>
Creates a rotation Matrix3x3 with a specified yaw, pitch, and roll.
</summary>
<param name="yaw">Yaw around the y-axis, in radians.</param>
<param name="pitch">Pitch around the x-axis, in radians.</param>
<param name="roll">Roll around the z-axis, in radians.</param>
<returns>The created rotation Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Addition(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Adds two matrices.
</summary>
<param name="left">The first Matrix3x3 to add.</param>
<param name="right">The second Matrix3x3 to add.</param>
<returns>The sum of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_UnaryPlus(CitizenFX.Core.Matrix3x3)">
<summary>
Assert a Matrix3x3 (return it unchanged).
</summary>
<param name="value">The Matrix3x3 to assert (unchanged).</param>
<returns>The asserted (unchanged) Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Subtraction(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Subtracts two matrices.
</summary>
<param name="left">The first Matrix3x3 to subtract.</param>
<param name="right">The second Matrix3x3 to subtract.</param>
<returns>The difference between the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_UnaryNegation(CitizenFX.Core.Matrix3x3)">
<summary>
Negates a Matrix3x3.
</summary>
<param name="value">The Matrix3x3 to negate.</param>
<returns>The negated Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Multiply(System.Single,CitizenFX.Core.Matrix3x3)">
<summary>
Scales a Matrix3x3 by a given value.
</summary>
<param name="right">The Matrix3x3 to scale.</param>
<param name="left">The amount by which to scale.</param>
<returns>The scaled Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Multiply(CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Scales a Matrix3x3 by a given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Multiply(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Multiplies two matrices.
</summary>
<param name="left">The first Matrix3x3 to multiply.</param>
<param name="right">The second Matrix3x3 to multiply.</param>
<returns>The product of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Division(CitizenFX.Core.Matrix3x3,System.Single)">
<summary>
Scales a Matrix3x3 by a given value.
</summary>
<param name="left">The Matrix3x3 to scale.</param>
<param name="right">The amount by which to scale.</param>
<returns>The scaled Matrix3x3.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Division(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Divides two matrices.
</summary>
<param name="left">The first Matrix3x3 to divide.</param>
<param name="right">The second Matrix3x3 to divide.</param>
<returns>The quotient of the two matrices.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Equality(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Inequality(CitizenFX.Core.Matrix3x3,CitizenFX.Core.Matrix3x3)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Explicit(CitizenFX.Core.Matrix3x3)~CitizenFX.Core.Matrix">
<summary>
Convert the 3x3 Matrix to a 4x4 Matrix.
</summary>
<returns>A 4x4 Matrix with zero translation and M44=1</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.op_Explicit(CitizenFX.Core.Matrix)~CitizenFX.Core.Matrix3x3">
<summary>
Convert the 4x4 Matrix to a 3x3 Matrix.
</summary>
<returns>A 3x3 Matrix</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Equals(CitizenFX.Core.Matrix3x3@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Matrix3x3"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Matrix3x3"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Matrix3x3"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Equals(CitizenFX.Core.Matrix3x3)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Matrix3x3"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Matrix3x3"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Matrix3x3"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Equals(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Matrix3x3@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Matrix3x3"/> are equal.
</summary>
</member>
<member name="M:CitizenFX.Core.Matrix3x3.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CitizenFX.Core.Quaternion">
<summary>
Represents a four dimensional mathematical quaternion.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Quaternion"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.One">
<summary>
A <see cref="T:CitizenFX.Core.Quaternion"/> with all of its components set to one.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.Identity">
<summary>
The identity <see cref="T:CitizenFX.Core.Quaternion"/> (0, 0, 0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.X">
<summary>
The X component of the quaternion.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.Y">
<summary>
The Y component of the quaternion.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.Z">
<summary>
The Z component of the quaternion.
</summary>
</member>
<member name="F:CitizenFX.Core.Quaternion.W">
<summary>
The W component of the quaternion.
</summary>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(CitizenFX.Core.Vector4)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the components.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(CitizenFX.Core.Vector3,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the X, Y, and Z components.</param>
<param name="w">Initial value for the W component of the quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(CitizenFX.Core.Vector2,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the X and Y components.</param>
<param name="z">Initial value for the Z component of the quaternion.</param>
<param name="w">Initial value for the W component of the quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="x">Initial value for the X component of the quaternion.</param>
<param name="y">Initial value for the Y component of the quaternion.</param>
<param name="z">Initial value for the Z component of the quaternion.</param>
<param name="w">Initial value for the W component of the quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Quaternion"/> struct.
</summary>
<param name="values">The values to assign to the X, Y, Z, and W components of the quaternion. This must be an array with four elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than four elements.</exception>
</member>
<member name="P:CitizenFX.Core.Quaternion.IsIdentity">
<summary>
Gets a value indicating whether this instance is equivalent to the identity quaternion.
</summary>
<value>
<c>true</c> if this instance is an identity quaternion; otherwise, <c>false</c>.
</value>
</member>
<member name="P:CitizenFX.Core.Quaternion.IsNormalized">
<summary>
Gets a value indicting whether this instance is normalized.
</summary>
</member>
<member name="P:CitizenFX.Core.Quaternion.Angle">
<summary>
Gets the angle of the quaternion.
</summary>
<value>The quaternion's angle.</value>
</member>
<member name="P:CitizenFX.Core.Quaternion.Axis">
<summary>
Gets the axis components of the quaternion.
</summary>
<value>The axis components of the quaternion.</value>
</member>
<member name="P:CitizenFX.Core.Quaternion.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the X, Y, Z, or W component, depending on the index.</value>
<param name="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.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 3].</exception>
</member>
<member name="M:CitizenFX.Core.Quaternion.Conjugate">
<summary>
Conjugates the quaternion.
</summary>
</member>
<member name="M:CitizenFX.Core.Quaternion.Invert">
<summary>
Conjugates and renormalizes the quaternion.
</summary>
</member>
<member name="M:CitizenFX.Core.Quaternion.Length">
<summary>
Calculates the length of the quaternion.
</summary>
<returns>The length of the quaternion.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Quaternion.LengthSquared"/> may be preferred when only the relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Quaternion.LengthSquared">
<summary>
Calculates the squared length of the quaternion.
</summary>
<returns>The squared length of the quaternion.</returns>
<remarks>
This method may be preferred to <see cref="M:CitizenFX.Core.Quaternion.Length"/> when only a relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Quaternion.Normalize">
<summary>
Converts the quaternion into a unit quaternion.
</summary>
</member>
<member name="M:CitizenFX.Core.Quaternion.ToArray">
<summary>
Creates an array containing the elements of the quaternion.
</summary>
<returns>A four-element array containing the components of the quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Add(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Adds two quaternions.
</summary>
<param name="left">The first quaternion to add.</param>
<param name="right">The second quaternion to add.</param>
<param name="result">When the method completes, contains the sum of the two quaternions.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Add(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Adds two quaternions.
</summary>
<param name="left">The first quaternion to add.</param>
<param name="right">The second quaternion to add.</param>
<returns>The sum of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Subtract(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Subtracts two quaternions.
</summary>
<param name="left">The first quaternion to subtract.</param>
<param name="right">The second quaternion to subtract.</param>
<param name="result">When the method completes, contains the difference of the two quaternions.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Subtract(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Subtracts two quaternions.
</summary>
<param name="left">The first quaternion to subtract.</param>
<param name="right">The second quaternion to subtract.</param>
<returns>The difference of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Multiply(CitizenFX.Core.Quaternion@,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="value">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<param name="result">When the method completes, contains the scaled quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Multiply(CitizenFX.Core.Quaternion,System.Single)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="value">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Multiply(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Multiplies a quaternion by another.
</summary>
<param name="left">The first quaternion to multiply.</param>
<param name="right">The second quaternion to multiply.</param>
<param name="result">When the method completes, contains the multiplied quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Multiply(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Multiplies a quaternion by another.
</summary>
<param name="left">The first quaternion to multiply.</param>
<param name="right">The second quaternion to multiply.</param>
<returns>The multiplied quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Negate(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Reverses the direction of a given quaternion.
</summary>
<param name="value">The quaternion to negate.</param>
<param name="result">When the method completes, contains a quaternion facing in the opposite direction.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Negate(CitizenFX.Core.Quaternion)">
<summary>
Reverses the direction of a given quaternion.
</summary>
<param name="value">The quaternion to negate.</param>
<returns>A quaternion facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Barycentric(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,System.Single,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<param name="result">When the method completes, contains a new <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of the specified point.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Barycentric(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,System.Single,System.Single)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<returns>A new <see cref="T:CitizenFX.Core.Quaternion"/> containing the 4D Cartesian coordinates of the specified point.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Conjugate(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Conjugates a quaternion.
</summary>
<param name="value">The quaternion to conjugate.</param>
<param name="result">When the method completes, contains the conjugated quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Conjugate(CitizenFX.Core.Quaternion)">
<summary>
Conjugates a quaternion.
</summary>
<param name="value">The quaternion to conjugate.</param>
<returns>The conjugated quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Dot(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,System.Single@)">
<summary>
Calculates the dot product of two quaternions.
</summary>
<param name="left">First source quaternion.</param>
<param name="right">Second source quaternion.</param>
<param name="result">When the method completes, contains the dot product of the two quaternions.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Dot(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Calculates the dot product of two quaternions.
</summary>
<param name="left">First source quaternion.</param>
<param name="right">Second source quaternion.</param>
<returns>The dot product of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Exponential(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Exponentiates a quaternion.
</summary>
<param name="value">The quaternion to exponentiate.</param>
<param name="result">When the method completes, contains the exponentiated quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Exponential(CitizenFX.Core.Quaternion)">
<summary>
Exponentiates a quaternion.
</summary>
<param name="value">The quaternion to exponentiate.</param>
<returns>The exponentiated quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Invert(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Conjugates and renormalizes the quaternion.
</summary>
<param name="value">The quaternion to conjugate and renormalize.</param>
<param name="result">When the method completes, contains the conjugated and renormalized quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Invert(CitizenFX.Core.Quaternion)">
<summary>
Conjugates and renormalizes the quaternion.
</summary>
<param name="value">The quaternion to conjugate and renormalize.</param>
<returns>The conjugated and renormalized quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Lerp(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Performs a linear interpolation between two quaternions.
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two quaternions.</param>
<remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Quaternion.Lerp(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,System.Single)">
<summary>
Performs a linear interpolation between two quaternion.
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two quaternions.</returns>
<remarks>
This method performs the linear interpolation based on the following formula.
<code>start + (end - start) * amount</code>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Quaternion.Logarithm(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Calculates the natural logarithm of the specified quaternion.
</summary>
<param name="value">The quaternion whose logarithm will be calculated.</param>
<param name="result">When the method completes, contains the natural logarithm of the quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Logarithm(CitizenFX.Core.Quaternion)">
<summary>
Calculates the natural logarithm of the specified quaternion.
</summary>
<param name="value">The quaternion whose logarithm will be calculated.</param>
<returns>The natural logarithm of the quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Normalize(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@)">
<summary>
Converts the quaternion into a unit quaternion.
</summary>
<param name="value">The quaternion to normalize.</param>
<param name="result">When the method completes, contains the normalized quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Normalize(CitizenFX.Core.Quaternion)">
<summary>
Converts the quaternion into a unit quaternion.
</summary>
<param name="value">The quaternion to normalize.</param>
<returns>The normalized quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationAxis(CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Creates a quaternion given a rotation and an axis.
</summary>
<param name="axis">The axis of rotation.</param>
<param name="angle">The angle of rotation.</param>
<param name="result">When the method completes, contains the newly created quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationAxis(CitizenFX.Core.Vector3,System.Single)">
<summary>
Creates a quaternion given a rotation and an axis.
</summary>
<param name="axis">The axis of rotation.</param>
<param name="angle">The angle of rotation.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationMatrix(CitizenFX.Core.Matrix@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a quaternion given a rotation matrix.
</summary>
<param name="matrix">The rotation matrix.</param>
<param name="result">When the method completes, contains the newly created quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationMatrix(CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a quaternion given a rotation matrix.
</summary>
<param name="matrix">The rotation matrix.</param>
<param name="result">When the method completes, contains the newly created quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.LookAtLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a left-handed, look-at quaternion.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.LookAtLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed, look-at quaternion.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationLookAtLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a left-handed, look-at quaternion.
</summary>
<param name="forward">The camera's forward direction.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationLookAtLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed, look-at quaternion.
</summary>
<param name="forward">The camera's forward direction.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.LookAtRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a right-handed, look-at quaternion.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.LookAtRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed, look-at quaternion.
</summary>
<param name="eye">The position of the viewer's eye.</param>
<param name="target">The camera look-at target.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationLookAtRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a right-handed, look-at quaternion.
</summary>
<param name="forward">The camera's forward direction.</param>
<param name="up">The camera's up vector.</param>
<param name="result">When the method completes, contains the created look-at quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationLookAtRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed, look-at quaternion.
</summary>
<param name="forward">The camera's forward direction.</param>
<param name="up">The camera's up vector.</param>
<returns>The created look-at quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.BillboardLH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.BillboardLH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a left-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.BillboardRH(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<param name="result">When the method completes, contains the created billboard quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.BillboardRH(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Creates a right-handed spherical billboard that rotates around a specified object position.
</summary>
<param name="objectPosition">The position of the object around which the billboard will rotate.</param>
<param name="cameraPosition">The position of the camera.</param>
<param name="cameraUpVector">The up vector of the camera.</param>
<param name="cameraForwardVector">The forward vector of the camera.</param>
<returns>The created billboard quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationMatrix(CitizenFX.Core.Matrix)">
<summary>
Creates a quaternion given a rotation matrix.
</summary>
<param name="matrix">The rotation matrix.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Creates a quaternion given a yaw, pitch, and roll value.
</summary>
<param name="yaw">The yaw of rotation.</param>
<param name="pitch">The pitch of rotation.</param>
<param name="roll">The roll of rotation.</param>
<param name="result">When the method completes, contains the newly created quaternion.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.RotationYawPitchRoll(System.Single,System.Single,System.Single)">
<summary>
Creates a quaternion given a yaw, pitch, and roll value.
</summary>
<param name="yaw">The yaw of rotation.</param>
<param name="pitch">The pitch of rotation.</param>
<param name="roll">The roll of rotation.</param>
<returns>The newly created quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Slerp(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Interpolates between two quaternions, using spherical linear interpolation.
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the spherical linear interpolation of the two quaternions.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Slerp(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,System.Single)">
<summary>
Interpolates between two quaternions, using spherical linear interpolation.
</summary>
<param name="start">Start quaternion.</param>
<param name="end">End quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The spherical linear interpolation of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Squad(CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Quaternion@,System.Single,CitizenFX.Core.Quaternion@)">
<summary>
Interpolates between quaternions, using spherical quadrangle interpolation.
</summary>
<param name="value1">First source quaternion.</param>
<param name="value2">Second source quaternion.</param>
<param name="value3">Third source quaternion.</param>
<param name="value4">Fourth source quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of interpolation.</param>
<param name="result">When the method completes, contains the spherical quadrangle interpolation of the quaternions.</param>
</member>
<member name="M:CitizenFX.Core.Quaternion.Squad(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,System.Single)">
<summary>
Interpolates between quaternions, using spherical quadrangle interpolation.
</summary>
<param name="value1">First source quaternion.</param>
<param name="value2">Second source quaternion.</param>
<param name="value3">Third source quaternion.</param>
<param name="value4">Fourth source quaternion.</param>
<param name="amount">Value between 0 and 1 indicating the weight of interpolation.</param>
<returns>The spherical quadrangle interpolation of the quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.SquadSetup(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Sets up control points for spherical quadrangle interpolation.
</summary>
<param name="value1">First source quaternion.</param>
<param name="value2">Second source quaternion.</param>
<param name="value3">Third source quaternion.</param>
<param name="value4">Fourth source quaternion.</param>
<returns>An array of three quaternions that represent control points for spherical quadrangle interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Addition(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Adds two quaternions.
</summary>
<param name="left">The first quaternion to add.</param>
<param name="right">The second quaternion to add.</param>
<returns>The sum of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Subtraction(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Subtracts two quaternions.
</summary>
<param name="left">The first quaternion to subtract.</param>
<param name="right">The second quaternion to subtract.</param>
<returns>The difference of the two quaternions.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_UnaryNegation(CitizenFX.Core.Quaternion)">
<summary>
Reverses the direction of a given quaternion.
</summary>
<param name="value">The quaternion to negate.</param>
<returns>A quaternion facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Multiply(System.Single,CitizenFX.Core.Quaternion)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="value">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Multiply(CitizenFX.Core.Quaternion,System.Single)">
<summary>
Scales a quaternion by the given value.
</summary>
<param name="value">The quaternion to scale.</param>
<param name="scale">The amount by which to scale the quaternion.</param>
<returns>The scaled quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Multiply(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Multiplies a quaternion by another.
</summary>
<param name="left">The first quaternion to multiply.</param>
<param name="right">The second quaternion to multiply.</param>
<returns>The multiplied quaternion.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Equality(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.op_Inequality(CitizenFX.Core.Quaternion,CitizenFX.Core.Quaternion)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Equals(CitizenFX.Core.Quaternion@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Quaternion"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Quaternion"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Quaternion"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Equals(CitizenFX.Core.Quaternion)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Quaternion"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Quaternion"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Quaternion"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Quaternion.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CitizenFX.Core.Vector2">
<summary>
Represents a two dimensional mathematical vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Vector2"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.UnitX">
<summary>
The X unit <see cref="T:CitizenFX.Core.Vector2"/> (1, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.UnitY">
<summary>
The Y unit <see cref="T:CitizenFX.Core.Vector2"/> (0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.One">
<summary>
A <see cref="T:CitizenFX.Core.Vector2"/> with all of its components set to one.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.X">
<summary>
The X component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector2.Y">
<summary>
The Y component of the vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector2.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector2"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.#ctor(System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector2"/> struct.
</summary>
<param name="x">Initial value for the X component of the vector.</param>
<param name="y">Initial value for the Y component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector2"/> struct.
</summary>
<param name="values">The values to assign to the X and Y components of the vector. This must be an array with two elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than two elements.</exception>
</member>
<member name="P:CitizenFX.Core.Vector2.IsNormalized">
<summary>
Gets a value indicting whether this instance is normalized.
</summary>
</member>
<member name="P:CitizenFX.Core.Vector2.IsZero">
<summary>
Gets a value indicting whether this vector is zero
</summary>
</member>
<member name="P:CitizenFX.Core.Vector2.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the X or Y component, depending on the index.</value>
<param name="index">The index of the component to access. Use 0 for the X component and 1 for the Y component.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 1].</exception>
</member>
<member name="M:CitizenFX.Core.Vector2.Length">
<summary>
Calculates the length of the vector.
</summary>
<returns>The length of the vector.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector2.LengthSquared"/> may be preferred when only the relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.LengthSquared">
<summary>
Calculates the squared length of the vector.
</summary>
<returns>The squared length of the vector.</returns>
<remarks>
This method may be preferred to <see cref="M:CitizenFX.Core.Vector2.Length"/> when only a relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Normalize">
<summary>
Converts the vector into a unit vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector2.ToArray">
<summary>
Creates an array containing the elements of the vector.
</summary>
<returns>A two-element array containing the components of the vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Add(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<param name="result">When the method completes, contains the sum of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Add(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Add(CitizenFX.Core.Vector2@,System.Single@,CitizenFX.Core.Vector2@)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<param name="result">The vector with added scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Add(CitizenFX.Core.Vector2,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<param name="result">When the method completes, contains the difference of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(CitizenFX.Core.Vector2@,System.Single@,CitizenFX.Core.Vector2@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(CitizenFX.Core.Vector2,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(System.Single@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Subtract(System.Single,CitizenFX.Core.Vector2)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Multiply(CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Multiply(CitizenFX.Core.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Multiply(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Multiplies a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<param name="result">When the method completes, contains the multiplied vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Multiply(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Multiplies a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplied vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Divide(CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Divide(CitizenFX.Core.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Divide(System.Single,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Divide(System.Single,CitizenFX.Core.Vector2)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Negate(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<param name="result">When the method completes, contains a vector facing in the opposite direction.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Negate(CitizenFX.Core.Vector2)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Barycentric(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<param name="result">When the method completes, contains the 2D Cartesian coordinates of the specified point.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Barycentric(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single,System.Single)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<returns>A new <see cref="T:CitizenFX.Core.Vector2"/> containing the 2D Cartesian coordinates of the specified point.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Clamp(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<param name="result">When the method completes, contains the clamped value.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Clamp(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<returns>The clamped value.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Saturate">
<summary>
Saturates this instance in the range [0,1]
</summary>
</member>
<member name="M:CitizenFX.Core.Vector2.Distance(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single@)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<param name="result">When the method completes, contains the distance between the two vectors.</param>
<remarks>
<see cref="M:CitizenFX.Core.Vector2.DistanceSquared(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single@)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Distance(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The distance between the two vectors.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector2.DistanceSquared(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.DistanceSquared(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single@)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector</param>
<param name="result">When the method completes, contains the squared distance between the two vectors.</param>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.DistanceSquared(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The squared distance between the two vectors.</returns>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Dot(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single@)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<param name="result">When the method completes, contains the dot product of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Dot(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<returns>The dot product of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Normalize(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<param name="result">When the method completes, contains the normalized vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Normalize(CitizenFX.Core.Vector2)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<returns>The normalized vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Lerp(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Lerp(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two vectors.</returns>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.SmoothStep(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the cubic interpolation of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.SmoothStep(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The cubic interpolation of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Hermite(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Hermite spline interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Hermite(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<returns>The result of the Hermite spline interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.CatmullRom(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,System.Single,CitizenFX.Core.Vector2@)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Catmull-Rom interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.CatmullRom(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,CitizenFX.Core.Vector2,System.Single)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Max(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the largest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Max(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the largest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Min(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the smallest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Min(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the smallest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Reflect(CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@,CitizenFX.Core.Vector2@)">
<summary>
Returns the reflection of a vector off a surface that has the specified normal.
</summary>
<param name="vector">The source vector.</param>
<param name="normal">Normal of the surface.</param>
<param name="result">When the method completes, contains the reflected vector.</param>
<remarks>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.</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Reflect(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Returns the reflection of a vector off a surface that has the specified normal.
</summary>
<param name="vector">The source vector.</param>
<param name="normal">Normal of the surface.</param>
<returns>The reflected vector.</returns>
<remarks>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.</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.Orthogonalize(CitizenFX.Core.Vector2[],CitizenFX.Core.Vector2[])">
<summary>
Orthogonalizes a list of vectors.
</summary>
<param name="destination">The list of orthogonalized vectors.</param>
<param name="source">The list of vectors to orthogonalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector2.Orthonormalize(CitizenFX.Core.Vector2[],CitizenFX.Core.Vector2[])">
<summary>
Orthonormalizes a list of vectors.
</summary>
<param name="destination">The list of orthonormalized vectors.</param>
<param name="source">The list of vectors to orthonormalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector2@)">
<summary>
Transforms a 2D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2,CitizenFX.Core.Quaternion)">
<summary>
Transforms a 2D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2[],CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector2[])">
<summary>
Transforms an array of vectors by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4@)">
<summary>
Transforms a 2D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2,CitizenFX.Core.Matrix)">
<summary>
Transforms a 2D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Transform(CitizenFX.Core.Vector2[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4[])">
<summary>
Transforms an array of 2D vectors by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformCoordinate(CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector2@)">
<summary>
Performs a coordinate transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="coordinate">The coordinate vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed coordinates.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformCoordinate(CitizenFX.Core.Vector2,CitizenFX.Core.Matrix)">
<summary>
Performs a coordinate transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="coordinate">The coordinate vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed coordinates.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformCoordinate(CitizenFX.Core.Vector2[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector2[])">
<summary>
Performs a coordinate transformation on an array of vectors using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of coordinate vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformNormal(CitizenFX.Core.Vector2@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector2@)">
<summary>
Performs a normal transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="normal">The normal vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed normal.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformNormal(CitizenFX.Core.Vector2,CitizenFX.Core.Matrix)">
<summary>
Performs a normal transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="normal">The normal vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed normal.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.TransformNormal(CitizenFX.Core.Vector2[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector2[])">
<summary>
Performs a normal transformation on an array of vectors using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of normal vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Addition(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Multiply(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="!:Multiply(ref SharpDX.Vector2,ref SharpDX.Vector2,out SharpDX.Vector2)"/>.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplication of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_UnaryPlus(CitizenFX.Core.Vector2)">
<summary>
Assert a vector (return it unchanged).
</summary>
<param name="value">The vector to assert (unchanged).</param>
<returns>The asserted (unchanged) vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Subtraction(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_UnaryNegation(CitizenFX.Core.Vector2)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Multiply(System.Single,CitizenFX.Core.Vector2)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Multiply(CitizenFX.Core.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Division(CitizenFX.Core.Vector2,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Division(System.Single,CitizenFX.Core.Vector2)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Division(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Addition(CitizenFX.Core.Vector2,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Addition(System.Single,CitizenFX.Core.Vector2)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Subtraction(CitizenFX.Core.Vector2,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with subtraced scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Subtraction(System.Single,CitizenFX.Core.Vector2)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with subtraced scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Equality(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Inequality(CitizenFX.Core.Vector2,CitizenFX.Core.Vector2)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Explicit(CitizenFX.Core.Vector2)~CitizenFX.Core.Vector3">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector2"/> to <see cref="T:CitizenFX.Core.Vector3"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.op_Explicit(CitizenFX.Core.Vector2)~CitizenFX.Core.Vector4">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector2"/> to <see cref="T:CitizenFX.Core.Vector4"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Equals(CitizenFX.Core.Vector2@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector2"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector2"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector2"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Equals(CitizenFX.Core.Vector2)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector2"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector2"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector2"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector2.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CitizenFX.Core.Vector3">
<summary>
Represents a three dimensional mathematical vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Vector3"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.UnitX">
<summary>
The X unit <see cref="T:CitizenFX.Core.Vector3"/> (1, 0, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.UnitY">
<summary>
The Y unit <see cref="T:CitizenFX.Core.Vector3"/> (0, 1, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.UnitZ">
<summary>
The Z unit <see cref="T:CitizenFX.Core.Vector3"/> (0, 0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.One">
<summary>
A <see cref="T:CitizenFX.Core.Vector3"/> with all of its components set to one.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Up">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating up (0, 1, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Down">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating down (0, -1, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Left">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating left (-1, 0, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Right">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating right (1, 0, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.ForwardRH">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating forward in a right-handed coordinate system (0, 0, -1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.ForwardLH">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating forward in a left-handed coordinate system (0, 0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.BackwardRH">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating backward in a right-handed coordinate system (0, 0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.BackwardLH">
<summary>
A unit <see cref="T:CitizenFX.Core.Vector3"/> designating backward in a left-handed coordinate system (0, 0, -1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.X">
<summary>
The X component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Y">
<summary>
The Y component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector3.Z">
<summary>
The Z component of the vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector3.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector3"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.#ctor(System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector3"/> struct.
</summary>
<param name="x">Initial value for the X component of the vector.</param>
<param name="y">Initial value for the Y component of the vector.</param>
<param name="z">Initial value for the Z component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.#ctor(CitizenFX.Core.Vector2,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector3"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the X and Y components.</param>
<param name="z">Initial value for the Z component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector3"/> struct.
</summary>
<param name="values">The values to assign to the X, Y, and Z components of the vector. This must be an array with three elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than three elements.</exception>
</member>
<member name="P:CitizenFX.Core.Vector3.IsNormalized">
<summary>
Gets a value indicting whether this instance is normalized.
</summary>
</member>
<member name="P:CitizenFX.Core.Vector3.IsZero">
<summary>
Gets a value indicting whether this vector is zero
</summary>
</member>
<member name="P:CitizenFX.Core.Vector3.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the X, Y, or Z component, depending on the index.</value>
<param name="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.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 2].</exception>
</member>
<member name="M:CitizenFX.Core.Vector3.Length">
<summary>
Calculates the length of the vector.
</summary>
<returns>The length of the vector.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector3.LengthSquared"/> may be preferred when only the relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.LengthSquared">
<summary>
Calculates the squared length of the vector.
</summary>
<returns>The squared length of the vector.</returns>
<remarks>
This method may be preferred to <see cref="M:CitizenFX.Core.Vector3.Length"/> when only a relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.Normalize">
<summary>
Converts the vector into a unit vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector3.ToArray">
<summary>
Creates an array containing the elements of the vector.
</summary>
<returns>A three-element array containing the components of the vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Add(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<param name="result">When the method completes, contains the sum of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Add(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Add(CitizenFX.Core.Vector3@,System.Single@,CitizenFX.Core.Vector3@)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<param name="result">The vector with added scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Add(CitizenFX.Core.Vector3,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<param name="result">When the method completes, contains the difference of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(CitizenFX.Core.Vector3@,System.Single@,CitizenFX.Core.Vector3@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(CitizenFX.Core.Vector3,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(System.Single@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector.</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Subtract(System.Single,CitizenFX.Core.Vector3)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector.</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Multiply(CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Multiply(CitizenFX.Core.Vector3,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Multiply(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Multiply a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<param name="result">When the method completes, contains the multiplied vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Multiply(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Multiply a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to Multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplied vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Divide(CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Divide(CitizenFX.Core.Vector3,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Divide(System.Single,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Divide(System.Single,CitizenFX.Core.Vector3)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Negate(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<param name="result">When the method completes, contains a vector facing in the opposite direction.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Negate(CitizenFX.Core.Vector3)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Barycentric(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<param name="result">When the method completes, contains the 3D Cartesian coordinates of the specified point.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Barycentric(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single,System.Single)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<returns>A new <see cref="T:CitizenFX.Core.Vector3"/> containing the 3D Cartesian coordinates of the specified point.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Clamp(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<param name="result">When the method completes, contains the clamped value.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Clamp(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<returns>The clamped value.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Cross(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Calculates the cross product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<param name="result">When the method completes, contains he cross product of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Cross(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Calculates the cross product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<returns>The cross product of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Distance(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single@)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<param name="result">When the method completes, contains the distance between the two vectors.</param>
<remarks>
<see cref="M:CitizenFX.Core.Vector3.DistanceSquared(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single@)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.Distance(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The distance between the two vectors.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector3.DistanceSquared(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.DistanceSquared(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single@)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<param name="result">When the method completes, contains the squared distance between the two vectors.</param>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.DistanceSquared(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The squared distance between the two vectors.</returns>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.NearEqual(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Tests whether one 3D vector is near another 3D vector.
</summary>
<param name="left">The left vector.</param>
<param name="right">The right vector.</param>
<param name="epsilon">The epsilon.</param>
<returns><c>true</c> if left and right are near another 3D, <c>false</c> otherwise</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.NearEqual(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Tests whether one 3D vector is near another 3D vector.
</summary>
<param name="left">The left vector.</param>
<param name="right">The right vector.</param>
<param name="epsilon">The epsilon.</param>
<returns><c>true</c> if left and right are near another 3D, <c>false</c> otherwise</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Dot(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single@)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<param name="result">When the method completes, contains the dot product of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Dot(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<returns>The dot product of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Normalize(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<param name="result">When the method completes, contains the normalized vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Normalize(CitizenFX.Core.Vector3)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<returns>The normalized vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Lerp(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.Lerp(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two vectors.</returns>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.SmoothStep(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the cubic interpolation of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.SmoothStep(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The cubic interpolation of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Hermite(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Hermite spline interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Hermite(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<returns>The result of the Hermite spline interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.CatmullRom(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Single,CitizenFX.Core.Vector3@)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Catmull-Rom interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.CatmullRom(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,CitizenFX.Core.Vector3,System.Single)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Max(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the largest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Max(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the largest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Min(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the smallest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Min(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the smallest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Project(CitizenFX.Core.Vector3@,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3@)">
<summary>
Projects a 3D vector from object space into screen space.
</summary>
<param name="vector">The vector to project.</param>
<param name="x">The X position of the viewport.</param>
<param name="y">The Y position of the viewport.</param>
<param name="width">The width of the viewport.</param>
<param name="height">The height of the viewport.</param>
<param name="minZ">The minimum depth of the viewport.</param>
<param name="maxZ">The maximum depth of the viewport.</param>
<param name="worldViewProjection">The combined world-view-projection matrix.</param>
<param name="result">When the method completes, contains the vector in screen space.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Project(CitizenFX.Core.Vector3,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix)">
<summary>
Projects a 3D vector from object space into screen space.
</summary>
<param name="vector">The vector to project.</param>
<param name="x">The X position of the viewport.</param>
<param name="y">The Y position of the viewport.</param>
<param name="width">The width of the viewport.</param>
<param name="height">The height of the viewport.</param>
<param name="minZ">The minimum depth of the viewport.</param>
<param name="maxZ">The maximum depth of the viewport.</param>
<param name="worldViewProjection">The combined world-view-projection matrix.</param>
<returns>The vector in screen space.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Unproject(CitizenFX.Core.Vector3@,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3@)">
<summary>
Projects a 3D vector from screen space into object space.
</summary>
<param name="vector">The vector to project.</param>
<param name="x">The X position of the viewport.</param>
<param name="y">The Y position of the viewport.</param>
<param name="width">The width of the viewport.</param>
<param name="height">The height of the viewport.</param>
<param name="minZ">The minimum depth of the viewport.</param>
<param name="maxZ">The maximum depth of the viewport.</param>
<param name="worldViewProjection">The combined world-view-projection matrix.</param>
<param name="result">When the method completes, contains the vector in object space.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Unproject(CitizenFX.Core.Vector3,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Matrix)">
<summary>
Projects a 3D vector from screen space into object space.
</summary>
<param name="vector">The vector to project.</param>
<param name="x">The X position of the viewport.</param>
<param name="y">The Y position of the viewport.</param>
<param name="width">The width of the viewport.</param>
<param name="height">The height of the viewport.</param>
<param name="minZ">The minimum depth of the viewport.</param>
<param name="maxZ">The maximum depth of the viewport.</param>
<param name="worldViewProjection">The combined world-view-projection matrix.</param>
<returns>The vector in object space.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Reflect(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Returns the reflection of a vector off a surface that has the specified normal.
</summary>
<param name="vector">The source vector.</param>
<param name="normal">Normal of the surface.</param>
<param name="result">When the method completes, contains the reflected vector.</param>
<remarks>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.</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.Reflect(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Returns the reflection of a vector off a surface that has the specified normal.
</summary>
<param name="vector">The source vector.</param>
<param name="normal">Normal of the surface.</param>
<returns>The reflected vector.</returns>
<remarks>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.</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.Orthogonalize(CitizenFX.Core.Vector3[],CitizenFX.Core.Vector3[])">
<summary>
Orthogonalizes a list of vectors.
</summary>
<param name="destination">The list of orthogonalized vectors.</param>
<param name="source">The list of vectors to orthogonalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector3.Orthonormalize(CitizenFX.Core.Vector3[],CitizenFX.Core.Vector3[])">
<summary>
Orthonormalizes a list of vectors.
</summary>
<param name="destination">The list of orthonormalized vectors.</param>
<param name="source">The list of vectors to orthonormalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3@)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3,CitizenFX.Core.Quaternion)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3[],CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector3[])">
<summary>
Transforms an array of vectors by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix3x3@,CitizenFX.Core.Vector3@)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Matrix3x3"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix3x3"/>.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector3"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3,CitizenFX.Core.Matrix3x3)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Matrix3x3"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix3x3"/>.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector3"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3@)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector3"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4@)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3,CitizenFX.Core.Matrix)">
<summary>
Transforms a 3D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Transform(CitizenFX.Core.Vector3[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4[])">
<summary>
Transforms an array of 3D vectors by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformCoordinate(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3@)">
<summary>
Performs a coordinate transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="coordinate">The coordinate vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed coordinates.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformCoordinate(CitizenFX.Core.Vector3,CitizenFX.Core.Matrix)">
<summary>
Performs a coordinate transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="coordinate">The coordinate vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed coordinates.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformCoordinate(CitizenFX.Core.Vector3[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3[])">
<summary>
Performs a coordinate transformation on an array of vectors using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of coordinate vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformNormal(CitizenFX.Core.Vector3@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3@)">
<summary>
Performs a normal transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="normal">The normal vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed normal.</param>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformNormal(CitizenFX.Core.Vector3,CitizenFX.Core.Matrix)">
<summary>
Performs a normal transformation using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="normal">The normal vector to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed normal.</returns>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.TransformNormal(CitizenFX.Core.Vector3[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector3[])">
<summary>
Performs a normal transformation on an array of vectors using the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of normal vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
<remarks>
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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Addition(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Multiply(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="!:Multiply(ref SharpDX.Vector3,ref SharpDX.Vector3,out SharpDX.Vector3)"/>.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplication of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_UnaryPlus(CitizenFX.Core.Vector3)">
<summary>
Assert a vector (return it unchanged).
</summary>
<param name="value">The vector to assert (unchanged).</param>
<returns>The asserted (unchanged) vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Subtraction(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_UnaryNegation(CitizenFX.Core.Vector3)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Multiply(System.Single,CitizenFX.Core.Vector3)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Multiply(CitizenFX.Core.Vector3,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Division(CitizenFX.Core.Vector3,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Division(System.Single,CitizenFX.Core.Vector3)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Division(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Addition(CitizenFX.Core.Vector3,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Addition(System.Single,CitizenFX.Core.Vector3)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Subtraction(CitizenFX.Core.Vector3,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with added scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Subtraction(System.Single,CitizenFX.Core.Vector3)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with subtraced scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Equality(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Inequality(CitizenFX.Core.Vector3,CitizenFX.Core.Vector3)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Explicit(CitizenFX.Core.Vector3)~CitizenFX.Core.Vector2">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector3"/> to <see cref="T:CitizenFX.Core.Vector2"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.op_Explicit(CitizenFX.Core.Vector3)~CitizenFX.Core.Vector4">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector3"/> to <see cref="T:CitizenFX.Core.Vector4"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Equals(CitizenFX.Core.Vector3@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector3"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector3"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector3"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Equals(CitizenFX.Core.Vector3)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector3"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector3"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector3"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector3.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="T:CitizenFX.Core.Vector4">
<summary>
Represents a four dimensional mathematical vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.Zero">
<summary>
A <see cref="T:CitizenFX.Core.Vector4"/> with all of its components set to zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.UnitX">
<summary>
The X unit <see cref="T:CitizenFX.Core.Vector4"/> (1, 0, 0, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.UnitY">
<summary>
The Y unit <see cref="T:CitizenFX.Core.Vector4"/> (0, 1, 0, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.UnitZ">
<summary>
The Z unit <see cref="T:CitizenFX.Core.Vector4"/> (0, 0, 1, 0).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.UnitW">
<summary>
The W unit <see cref="T:CitizenFX.Core.Vector4"/> (0, 0, 0, 1).
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.One">
<summary>
A <see cref="T:CitizenFX.Core.Vector4"/> with all of its components set to one.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.X">
<summary>
The X component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.Y">
<summary>
The Y component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.Z">
<summary>
The Z component of the vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Vector4.W">
<summary>
The W component of the vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector4.#ctor(System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector4"/> struct.
</summary>
<param name="value">The value that will be assigned to all components.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector4"/> struct.
</summary>
<param name="x">Initial value for the X component of the vector.</param>
<param name="y">Initial value for the Y component of the vector.</param>
<param name="z">Initial value for the Z component of the vector.</param>
<param name="w">Initial value for the W component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.#ctor(CitizenFX.Core.Vector3,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector4"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the X, Y, and Z components.</param>
<param name="w">Initial value for the W component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.#ctor(CitizenFX.Core.Vector2,System.Single,System.Single)">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector4"/> struct.
</summary>
<param name="value">A vector containing the values with which to initialize the X and Y components.</param>
<param name="z">Initial value for the Z component of the vector.</param>
<param name="w">Initial value for the W component of the vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.#ctor(System.Single[])">
<summary>
Initializes a new instance of the <see cref="T:CitizenFX.Core.Vector4"/> struct.
</summary>
<param name="values">The values to assign to the X, Y, Z, and W components of the vector. This must be an array with four elements.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="values"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="values"/> contains more or less than four elements.</exception>
</member>
<member name="P:CitizenFX.Core.Vector4.IsNormalized">
<summary>
Gets a value indicting whether this instance is normalized.
</summary>
</member>
<member name="P:CitizenFX.Core.Vector4.IsZero">
<summary>
Gets a value indicting whether this vector is zero
</summary>
</member>
<member name="P:CitizenFX.Core.Vector4.Item(System.Int32)">
<summary>
Gets or sets the component at the specified index.
</summary>
<value>The value of the X, Y, Z, or W component, depending on the index.</value>
<param name="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.</param>
<returns>The value of the component at the specified index.</returns>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when the <paramref name="index"/> is out of the range [0, 3].</exception>
</member>
<member name="M:CitizenFX.Core.Vector4.Length">
<summary>
Calculates the length of the vector.
</summary>
<returns>The length of the vector.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector4.LengthSquared"/> may be preferred when only the relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.LengthSquared">
<summary>
Calculates the squared length of the vector.
</summary>
<returns>The squared length of the vector.</returns>
<remarks>
This method may be preferred to <see cref="M:CitizenFX.Core.Vector4.Length"/> when only a relative length is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.Normalize">
<summary>
Converts the vector into a unit vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Vector4.ToArray">
<summary>
Creates an array containing the elements of the vector.
</summary>
<returns>A four-element array containing the components of the vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Add(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<param name="result">When the method completes, contains the sum of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Add(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Add(CitizenFX.Core.Vector4@,System.Single@,CitizenFX.Core.Vector4@)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<param name="result">The vector with added scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Add(CitizenFX.Core.Vector4,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be added to elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<param name="result">When the method completes, contains the difference of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(CitizenFX.Core.Vector4@,System.Single@,CitizenFX.Core.Vector4@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(CitizenFX.Core.Vector4,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The input vector</param>
<param name="right">The scalar value to be subtraced from elements</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(System.Single@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector.</param>
<param name="result">The vector with subtracted scalar for each element.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Subtract(System.Single,CitizenFX.Core.Vector4)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="left">The scalar value to be subtraced from elements</param>
<param name="right">The input vector.</param>
<returns>The vector with subtracted scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Multiply(CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Multiply(CitizenFX.Core.Vector4,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Multiply(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Multiplies a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<param name="result">When the method completes, contains the multiplied vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Multiply(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Multiplies a vector with another by performing component-wise multiplication.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplied vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Divide(CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Divide(CitizenFX.Core.Vector4,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Divide(System.Single,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<param name="result">When the method completes, contains the scaled vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Divide(System.Single,CitizenFX.Core.Vector4)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Negate(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<param name="result">When the method completes, contains a vector facing in the opposite direction.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Negate(CitizenFX.Core.Vector4)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Barycentric(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<param name="result">When the method completes, contains the 4D Cartesian coordinates of the specified point.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Barycentric(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,System.Single,System.Single)">
<summary>
Returns a <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
</summary>
<param name="value1">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
<param name="value2">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
<param name="value3">A <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
<param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in <paramref name="value2"/>).</param>
<param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in <paramref name="value3"/>).</param>
<returns>A new <see cref="T:CitizenFX.Core.Vector4"/> containing the 4D Cartesian coordinates of the specified point.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Clamp(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<param name="result">When the method completes, contains the clamped value.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Clamp(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Restricts a value to be within a specified range.
</summary>
<param name="value">The value to clamp.</param>
<param name="min">The minimum value.</param>
<param name="max">The maximum value.</param>
<returns>The clamped value.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Distance(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single@)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<param name="result">When the method completes, contains the distance between the two vectors.</param>
<remarks>
<see cref="M:CitizenFX.Core.Vector4.DistanceSquared(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single@)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.Distance(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Calculates the distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The distance between the two vectors.</returns>
<remarks>
<see cref="M:CitizenFX.Core.Vector4.DistanceSquared(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)"/> may be preferred when only the relative distance is needed
and speed is of the essence.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.DistanceSquared(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single@)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<param name="result">When the method completes, contains the squared distance between the two vectors.</param>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.DistanceSquared(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Calculates the squared distance between two vectors.
</summary>
<param name="value1">The first vector.</param>
<param name="value2">The second vector.</param>
<returns>The squared distance between the two vectors.</returns>
<remarks>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.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.Dot(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single@)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector</param>
<param name="right">Second source vector.</param>
<param name="result">When the method completes, contains the dot product of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Dot(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Calculates the dot product of two vectors.
</summary>
<param name="left">First source vector.</param>
<param name="right">Second source vector.</param>
<returns>The dot product of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Normalize(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<param name="result">When the method completes, contains the normalized vector.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Normalize(CitizenFX.Core.Vector4)">
<summary>
Converts the vector into a unit vector.
</summary>
<param name="value">The vector to normalize.</param>
<returns>The normalized vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Lerp(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the linear interpolation of the two vectors.</param>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.Lerp(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,System.Single)">
<summary>
Performs a linear interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The linear interpolation of the two vectors.</returns>
<remarks>
Passing <paramref name="amount"/> a value of 0 will cause <paramref name="start"/> to be returned; a value of 1 will cause <paramref name="end"/> to be returned.
</remarks>
</member>
<member name="M:CitizenFX.Core.Vector4.SmoothStep(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<param name="result">When the method completes, contains the cubic interpolation of the two vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.SmoothStep(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,System.Single)">
<summary>
Performs a cubic interpolation between two vectors.
</summary>
<param name="start">Start vector.</param>
<param name="end">End vector.</param>
<param name="amount">Value between 0 and 1 indicating the weight of <paramref name="end"/>.</param>
<returns>The cubic interpolation of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Hermite(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Hermite spline interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Hermite(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,System.Single)">
<summary>
Performs a Hermite spline interpolation.
</summary>
<param name="value1">First source position vector.</param>
<param name="tangent1">First source tangent vector.</param>
<param name="value2">Second source position vector.</param>
<param name="tangent2">Second source tangent vector.</param>
<param name="amount">Weighting factor.</param>
<returns>The result of the Hermite spline interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.CatmullRom(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,System.Single,CitizenFX.Core.Vector4@)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<param name="result">When the method completes, contains the result of the Catmull-Rom interpolation.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.CatmullRom(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,CitizenFX.Core.Vector4,System.Single)">
<summary>
Performs a Catmull-Rom interpolation using the specified positions.
</summary>
<param name="value1">The first position in the interpolation.</param>
<param name="value2">The second position in the interpolation.</param>
<param name="value3">The third position in the interpolation.</param>
<param name="value4">The fourth position in the interpolation.</param>
<param name="amount">Weighting factor.</param>
<returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Max(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the largest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Max(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Returns a vector containing the largest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the largest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Min(CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@,CitizenFX.Core.Vector4@)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<param name="result">When the method completes, contains an new vector composed of the smallest components of the source vectors.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Min(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Returns a vector containing the smallest components of the specified vectors.
</summary>
<param name="left">The first source vector.</param>
<param name="right">The second source vector.</param>
<returns>A vector containing the smallest components of the source vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Orthogonalize(CitizenFX.Core.Vector4[],CitizenFX.Core.Vector4[])">
<summary>
Orthogonalizes a list of vectors.
</summary>
<param name="destination">The list of orthogonalized vectors.</param>
<param name="source">The list of vectors to orthogonalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector4.Orthonormalize(CitizenFX.Core.Vector4[],CitizenFX.Core.Vector4[])">
<summary>
Orthonormalizes a list of vectors.
</summary>
<param name="destination">The list of orthonormalized vectors.</param>
<param name="source">The list of vectors to orthonormalize.</param>
<remarks>
<para>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.</para>
<para>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.</para>
</remarks>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4@,CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector4@)">
<summary>
Transforms a 4D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4,CitizenFX.Core.Quaternion)">
<summary>
Transforms a 4D vector by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="vector">The vector to rotate.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4[],CitizenFX.Core.Quaternion@,CitizenFX.Core.Vector4[])">
<summary>
Transforms an array of vectors by the given <see cref="T:CitizenFX.Core.Quaternion"/> rotation.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="rotation">The <see cref="T:CitizenFX.Core.Quaternion"/> rotation to apply.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4@,CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4@)">
<summary>
Transforms a 4D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="result">When the method completes, contains the transformed <see cref="T:CitizenFX.Core.Vector4"/>.</param>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4,CitizenFX.Core.Matrix)">
<summary>
Transforms a 4D vector by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="vector">The source vector.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<returns>The transformed <see cref="T:CitizenFX.Core.Vector4"/>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Transform(CitizenFX.Core.Vector4[],CitizenFX.Core.Matrix@,CitizenFX.Core.Vector4[])">
<summary>
Transforms an array of 4D vectors by the given <see cref="T:CitizenFX.Core.Matrix"/>.
</summary>
<param name="source">The array of vectors to transform.</param>
<param name="transform">The transformation <see cref="T:CitizenFX.Core.Matrix"/>.</param>
<param name="destination">The array for which the transformed vectors are stored.
This array may be the same array as <paramref name="source"/>.</param>
<exception cref="T:System.ArgumentNullException">Thrown when <paramref name="source"/> or <paramref name="destination"/> is <c>null</c>.</exception>
<exception cref="T:System.ArgumentOutOfRangeException">Thrown when <paramref name="destination"/> is shorter in length than <paramref name="source"/>.</exception>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Addition(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Adds two vectors.
</summary>
<param name="left">The first vector to add.</param>
<param name="right">The second vector to add.</param>
<returns>The sum of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Multiply(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Multiplies a vector with another by performing component-wise multiplication equivalent to <see cref="!:Multiply(ref SharpDX.Vector4,ref SharpDX.Vector4,out SharpDX.Vector4)"/>.
</summary>
<param name="left">The first vector to multiply.</param>
<param name="right">The second vector to multiply.</param>
<returns>The multiplication of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_UnaryPlus(CitizenFX.Core.Vector4)">
<summary>
Assert a vector (return it unchanged).
</summary>
<param name="value">The vector to assert (unchanged).</param>
<returns>The asserted (unchanged) vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Subtraction(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Subtracts two vectors.
</summary>
<param name="left">The first vector to subtract.</param>
<param name="right">The second vector to subtract.</param>
<returns>The difference of the two vectors.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_UnaryNegation(CitizenFX.Core.Vector4)">
<summary>
Reverses the direction of a given vector.
</summary>
<param name="value">The vector to negate.</param>
<returns>A vector facing in the opposite direction.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Multiply(System.Single,CitizenFX.Core.Vector4)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Multiply(CitizenFX.Core.Vector4,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Division(CitizenFX.Core.Vector4,System.Single)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Division(System.Single,CitizenFX.Core.Vector4)">
<summary>
Scales a vector by the given value.
</summary>
<param name="scale">The amount by which to scale the vector.</param>
<param name="value">The vector to scale.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Division(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Scales a vector by the given value.
</summary>
<param name="value">The vector to scale.</param>
<param name="scale">The amount by which to scale the vector.</param>
<returns>The scaled vector.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Addition(CitizenFX.Core.Vector4,System.Single)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Addition(System.Single,CitizenFX.Core.Vector4)">
<summary>
Perform a component-wise addition
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be added on elements</param>
<returns>The vector with added scalar for each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Subtraction(CitizenFX.Core.Vector4,System.Single)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with subtraced scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Subtraction(System.Single,CitizenFX.Core.Vector4)">
<summary>
Perform a component-wise subtraction
</summary>
<param name="value">The input vector.</param>
<param name="scalar">The scalar value to be subtraced from elements</param>
<returns>The vector with subtraced scalar from each element.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Equality(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Tests for equality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has the same value as <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Inequality(CitizenFX.Core.Vector4,CitizenFX.Core.Vector4)">
<summary>
Tests for inequality between two objects.
</summary>
<param name="left">The first value to compare.</param>
<param name="right">The second value to compare.</param>
<returns><c>true</c> if <paramref name="left"/> has a different value than <paramref name="right"/>; otherwise, <c>false</c>.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Explicit(CitizenFX.Core.Vector4)~CitizenFX.Core.Vector2">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector4"/> to <see cref="T:CitizenFX.Core.Vector2"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.op_Explicit(CitizenFX.Core.Vector4)~CitizenFX.Core.Vector3">
<summary>
Performs an explicit conversion from <see cref="T:CitizenFX.Core.Vector4"/> to <see cref="T:CitizenFX.Core.Vector3"/>.
</summary>
<param name="value">The value.</param>
<returns>The result of the conversion.</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.ToString">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.ToString(System.String)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.ToString(System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.ToString(System.String,System.IFormatProvider)">
<summary>
Returns a <see cref="T:System.String"/> that represents this instance.
</summary>
<param name="format">The format.</param>
<param name="formatProvider">The format provider.</param>
<returns>
A <see cref="T:System.String"/> that represents this instance.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.GetHashCode">
<summary>
Returns a hash code for this instance.
</summary>
<returns>
A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Equals(CitizenFX.Core.Vector4@)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector4"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector4"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector4"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Equals(CitizenFX.Core.Vector4)">
<summary>
Determines whether the specified <see cref="T:CitizenFX.Core.Vector4"/> is equal to this instance.
</summary>
<param name="other">The <see cref="T:CitizenFX.Core.Vector4"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:CitizenFX.Core.Vector4"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:CitizenFX.Core.Vector4.Equals(System.Object)">
<summary>
Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
</summary>
<param name="value">The <see cref="T:System.Object"/> to compare with this instance.</param>
<returns>
<c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
</returns>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ACTIVATE_FRONTEND_MENU">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ACTIVATE_INTERIOR_ENTITY_SET">
<summary>
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_ARMOUR_TO_PED">
<summary>
Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_AUDIO_SUBMIX_OUTPUT">
<summary>
Adds an output for the specified audio submix.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_BLIP_FOR_COORD">
<summary>
Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_BLIP_FOR_ENTITY">
<summary>
Create a blip that for default is red (enemy), you can use the [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend)
Example of enemy:
![enemy](https://i.imgur.com/fl78svv.png)
Example of friend:
![friend](https://i.imgur.com/Q16ho5d.png)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_BLIP_FOR_RADIUS">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_CAM_SPLINE_NODE">
<summary>
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?)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_CAM_SPLINE_NODE_USING_CAMERA">
<summary>
Takes a camera and uses the information from it as a camera spline node.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_DECAL">
<summary>
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
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_DOOR_TO_SYSTEM">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_ENTITY_ICON">
<summary>
Example:
GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow");
I tried this and nothing happened...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_ENTITY_TO_AUDIO_MIX_GROUP">
<summary>
All found occurrences in b678d:
pastebin.com/ceu67jz8
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_EXPLOSION">
<summary>
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,
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_EXTRA_CALMING_QUAD">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_HOSPITAL_RESTART">
<summary>
Returns the index of the newly created hospital spawn point.
p3 might be radius?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_LINE_TO_CONVERSATION">
<summary>
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 &lt; 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_MINIMAP_OVERLAY">
<summary>
Loads a minimap overlay from a GFx file in the current resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_NAVMESH_BLOCKING_OBJECT">
<summary>
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_PATROL_ROUTE_NODE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_PED_DECORATION_FROM_HASHES">
<summary>
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" -
&lt;Item&gt;
&lt;uvPos x="0.500000" y="0.500000" /&gt;
&lt;scale x="0.600000" y="0.500000" /&gt;
&lt;rotation value="0.000000" /&gt;
&lt;nameHash&gt;FM_Hair_Fuzz&lt;/nameHash&gt;
&lt;txdHash&gt;mp_hair_fuzz&lt;/txdHash&gt;
&lt;txtHash&gt;mp_hair_fuzz&lt;/txtHash&gt;
&lt;zone&gt;ZONE_HEAD&lt;/zone&gt;
&lt;type&gt;TYPE_TATTOO&lt;/type&gt;
&lt;faction&gt;FM&lt;/faction&gt;
&lt;garment&gt;All&lt;/garment&gt;
&lt;gender&gt;GENDER_DONTCARE&lt;/gender&gt;
&lt;award /&gt;
&lt;awardLevel /&gt;
&lt;/Item&gt;
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_PED_TO_CONVERSATION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_POP_MULTIPLIER_AREA">
<summary>
NativeDB Added Parameter 10: BOOL p9
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_POP_MULTIPLIER_SPHERE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_RELATIONSHIP_GROUP">
<summary>
Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_REPLACE_TEXTURE">
<summary>
Experimental natives, please do not use in a live environment.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_ROPE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_SCRIPT_TO_RANDOM_PED">
<summary>
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0);
- Nacorpio
-----
Hardcoded to not work in Multiplayer.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_SHOCKING_EVENT_AT_POSITION">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_SHOCKING_EVENT_FOR_ENTITY">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_STATE_BAG_CHANGE_HANDLER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_STUNT_JUMP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_STUNT_JUMP_ANGLED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_FLOAT">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_SUBSTRING_PHONE_NUMBER">
<summary>
p1 was always -1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL_HASH_KEY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_SUBSTRING_TIME">
<summary>
Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TEXT_COMPONENT_SUBSTRING_WEBSITE">
<summary>
This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_VEHICLE_CREW_EMBLEM">
<summary>
boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_VEHICLE_SUBTASK_ATTACK_COORD">
<summary>
x, y, z: offset in world coords from some entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ANIMATED_SHAKE_CAM">
<summary>
Example from michael2 script.
CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ANIMATED_SHAKE_SCRIPT_GLOBAL">
<summary>
CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ANIMPOSTFX_IS_RUNNING">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ANIMPOSTFX_PLAY">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ANIMPOSTFX_STOP">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_DAMAGE_TO_PED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_FORCE_TO_ENTITY">
<summary>
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/).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_PED_BLOOD">
<summary>
Found one occurence in re_crashrescue.c4
PED::APPLY_PED_BLOOD(l_4B, 3, 0.0, 0.0, 0.0, "wound_sheet");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_PED_DAMAGE_DECAL">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APPLY_PED_DAMAGE_PACK">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.APP_SET_APP">
<summary>
Called in the gamescripts like:
APP::APP_SET_APP("car");
APP::APP_SET_APP("dog");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ARE_ALL_VEHICLE_WINDOWS_INTACT">
<summary>
Appears to return false if any window is broken.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ARE_ANY_VEHICLE_SEATS_FREE">
<summary>
Returns false if every seat is occupied.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ASSISTED_MOVEMENT_REQUEST_ROUTE">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_CAM_TO_ENTITY">
<summary>
Last param determines if its relative to the Entity
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_ENTITIES_TO_ROPE">
<summary>
Attaches entity 1 to entity 2.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_ENTITY_TO_ENTITY">
<summary>
Attach an entity to the specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_ENTITY_TO_ENTITY_PHYSICALLY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_ROPE_TO_ENTITY">
<summary>
The position supplied can be anywhere, and the entity should anchor relative to that point from it's origin.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_TV_AUDIO_TO_ENTITY">
<summary>
Might be more appropriate in AUDIO?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_VEHICLE_TO_CARGOBOB">
<summary>
p2 is unknown and is always -1 in the script natives.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ATTACH_VEHICLE_TO_TOW_TRUCK">
<summary>
HookOffset defines where the hook is attached. leave at 0 for default attachment.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_SCALEFORM_MOVIE_METHOD">
<summary>
Push a function from the Scaleform onto the stack
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_SCALEFORM_SCRIPT_HUD_MOVIE_METHOD">
<summary>
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".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_BUSYSPINNER_ON">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_CLEAR_PRINT">
<summary>
clears a print text command with this text
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_DISPLAY_HELP">
<summary>
Used to be known as _SET_TEXT_COMPONENT_FORMAT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_DISPLAY_TEXT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED">
<summary>
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();
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_IS_THIS_HELP_MESSAGE_BEING_DISPLAYED">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_PRINT">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_SCALEFORM_STRING">
<summary>
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();
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_SET_BLIP_NAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BEGIN_TEXT_COMMAND_THEFEED_POST">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BG_END_CONTEXT">
<summary>
Deletes the given context from the background scripts context map.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BG_END_CONTEXT_HASH">
<summary>
Hashed version of 0xDC2BACD920D0A0DD.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BG_START_CONTEXT">
<summary>
Inserts the given context into the background scripts context map.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BG_START_CONTEXT_HASH">
<summary>
Hashed version of 0x9D5A25BADB742ACD.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BLIP_SIREN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BLOCK_DECISION_MAKER_EVENT">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
This is limited to 4 blocked events at a time.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BRING_VEHICLE_TO_HALT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.BUSYSPINNER_OFF">
<summary>
Removes the loading prompt at the bottom right of the screen.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALCULATE_TRAVEL_DISTANCE_BETWEEN_POINTS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALL_MINIMAP_SCALEFORM_FUNCTION">
<summary>
This is similar to the PushScaleformMovieFunction natives, except it calls in the `TIMELINE` of a minimap overlay.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALL_SCALEFORM_MOVIE_METHOD">
<summary>
Calls the Scaleform function.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CALL_SCALEFORM_MOVIE_METHOD_WITH_STRING">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CANCEL_EVENT">
<summary>
Cancels the currently executing event.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CANCEL_MUSIC_EVENT">
<summary>
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_PED_RAGDOLL">
<summary>
Prevents the ped from going limp.
[Example: Can prevent peds from falling when standing on moving vehicles.]
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_PHONE_BE_SEEN_ON_SCREEN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_SET_ENTER_STATE_FOR_REGISTERED_ENTITY">
<summary>
modelHash (p1) was always 0 in R* scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_SET_EXIT_STATE_FOR_CAMERA">
<summary>
Whether or not it is safe to run functions on the camera,
as the camera is now no longer being used by the cutscene.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_SET_EXIT_STATE_FOR_REGISTERED_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAN_USE_WEAPON_ON_PARACHUTE">
<summary>
this returns if you can use the weapon while using a parachute
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CAP_INTERIOR">
<summary>
Does something similar to INTERIOR::DISABLE_INTERIOR
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER">
<summary>
When this is set to ON, shadows only draw as you get nearer.
When OFF, they draw from a further distance.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CEIL">
<summary>
I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CHANGE_FAKE_MP_CASH">
<summary>
Displays cash change notifications on HUD.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_ALL_PED_PROPS">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AMBIENT_ZONE_STATE">
<summary>
This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);
Still needs more research.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_ANGLED_AREA_OF_VEHICLES">
<summary>
NativeDB Added Parameter 13: Any p12
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA">
<summary>
Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA_LEAVE_VEHICLE_HEALTH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA_OF_COPS">
<summary>
flags appears to always be 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA_OF_OBJECTS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA_OF_PEDS">
<summary>
Example: CLEAR_AREA_OF_PEDS(0, 0, 0, 10000, 1);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_AREA_OF_VEHICLES">
<summary>
Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false);
```
```
NativeDB Added Parameter 10: BOOL p9
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_BIT">
<summary>
This sets bit [offset] of [address] to off.
Example:
MISC::CLEAR_BIT(&amp;bitAddress, 1);
To check if this bit has been enabled:
MISC::IS_BIT_SET(bitAddress, 1); // will return 0 afterwards
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_CUSTOM_RADIO_TRACK_LIST">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_DECISION_MAKER_EVENT_RESPONSE">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_DRAW_ORIGIN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_ENTITY_LAST_DAMAGE_ENTITY">
<summary>
This native **could affect** the arguments of the `CEventNetworkEntityDamage` game event, by clearing the damaging entity before the event is fired.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_GPS_DISABLED_ZONE_AT_INDEX">
<summary>
Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_GPS_FLAGS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_GPS_MULTI_ROUTE">
<summary>
Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_GPS_RACE_TRACK">
<summary>
Does the same as SET_RACE_TRACK_RENDER(false);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_BLOOD_DAMAGE">
<summary>
Clears the blood on a ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_BLOOD_DAMAGE_BY_ZONE">
<summary>
Somehow related to changing ped's clothes.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_DAMAGE_DECAL_BY_ZONE">
<summary>
p1: from 0 to 5 in the b617d scripts.
p2: "blushing" and "ALL" found in the b617d scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_LAST_WEAPON_DAMAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_PROP">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_SCUBA_GEAR_VARIATION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_TASKS">
<summary>
Clear a ped's tasks. Stop animations and other tasks created by scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_TASKS_IMMEDIATELY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PED_WETNESS">
<summary>
It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_PLAYER_WANTED_LEVEL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_POPSCHEDULE_OVERRIDE_VEHICLE_MODEL">
<summary>
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]);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_RAGDOLL_BLOCKING_FLAGS">
<summary>
There seem to be 26 flags
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_RELATIONSHIP_BETWEEN_GROUPS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_REMINDER_MESSAGE">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLEAR_THIS_PRINT">
<summary>
p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLONE_PED">
<summary>
Creates a copy of the passed ped, optionally setting it as local and/or shallow-copying the head blend data.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLONE_PED_TO_TARGET">
<summary>
Copies ped's components and props to targetPed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CLOUD_CHECK_AVAILABILITY">
<summary>
Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.COMMIT_RUNTIME_TEXTURE">
<summary>
Commits the backing pixels to the specified runtime texture.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.COMPARE_STRINGS">
<summary>
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:
&lt;0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'A' &lt; 'B', so result = -1)
0 - The contents of both strings are equal.
&gt;0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'B' &gt; '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' &gt; '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' &lt; 'a'
MISC::COMPARE_STRINGS("a", "A", true, 1); // 1; 'a' &gt; 'A'
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CONTROL_LANDING_GEAR">
<summary>
Works for vehicles with a retractable landing gear
landing gear states:
0: Deployed
1: Closing
2: Opening
3: Retracted
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CONTROL_MOUNTED_WEAPON">
<summary>
Forces the ped to use the mounted weapon.
Returns false if task is not possible.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CONVERT_POSIX_TIME">
<summary>
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;
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.COPY_VEHICLE_DAMAGES">
<summary>
Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.COS">
<summary>
Returns the cosine of the given number.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_AMBIENT_PICKUP">
<summary>
Used for doing money drop
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_AUDIO_SUBMIX">
<summary>
Creates an audio submix with the specified name, or gets the existing audio submix by that name.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_CAM">
<summary>
Create a camera with the specified cam name, You can use `SET_CAM_` natives to manipulate the camera.
Cam names:
```
"DEFAULT_SCRIPTED_CAMERA"
"DEFAULT_ANIMATED_CAMERA"
"DEFAULT_SPLINE_CAMERA"
"DEFAULT_SCRIPTED_FLY_CAMERA"
"TIMED_SPLINE_CAMERA"
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_CAMERA_WITH_PARAMS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_CAM_WITH_PARAMS">
<summary>
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"
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_CHECKPOINT">
<summary>
```
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_DUI">
<summary>
Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_FAKE_MP_GAMER_TAG">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_GROUP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_INCIDENT">
<summary>
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 &amp; 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_INCIDENT_WITH_ENTITY">
<summary>
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 &amp; 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MISSION_TRAIN">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MOBILE_PHONE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MODEL_HIDE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MODEL_SWAP">
<summary>
Only works with objects!
Network players do not see changes done with this.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MONEY_PICKUPS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_MP_GAMER_TAG_WITH_CREW_COLOR">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_NM_MESSAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_OBJECT">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_OBJECT_NO_OFFSET">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_PED">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_PICKUP">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_PICKUP_ROTATE">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
flags:
8 (1 &lt;&lt; 3): place on ground
512 (1 &lt;&lt; 9): spin around
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_PICK_UP_ROPE_FOR_CARGOBOB">
<summary>
Drops the Hook/Magnet on a cargobob
state
enum eCargobobHook
{
CARGOBOB_HOOK = 0,
CARGOBOB_MAGNET = 1,
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_PORTABLE_PICKUP">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_RANDOM_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_RUNTIME_TEXTURE">
<summary>
Creates a blank runtime texture.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE">
<summary>
Creates a runtime texture from a DUI handle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_RUNTIME_TEXTURE_FROM_IMAGE">
<summary>
Creates a runtime texture from the specified file in the current resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_RUNTIME_TXD">
<summary>
Creates a runtime texture dictionary with the specified name.
Example:
```lua
local txd = CreateRuntimeTxd('meow')
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_SCRIPT_VEHICLE_GENERATOR">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_SYNCHRONIZED_SCENE">
<summary>
p6 always 2 (but it doesnt seem to matter...)
roll and pitch 0
yaw to Ped.rotation
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_TRACKED_POINT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_VEHICLE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CREATE_WEAPON_OBJECT">
<summary>
Now has 8 params.
```
```
NativeDB Added Parameter 9: Any p8
NativeDB Added Parameter 10: Any p9
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.CUSTOM_MENU_COORDINATES">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAARRAY_GET_TYPE">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATADICT_GET_TYPE">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_CREATE">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_DELETE">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_GET_FILE_DICT">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_IS_SAVE_PENDING">
<summary>
Example:
if (!DATAFILE::_BEDB96A7584AA8CF())
{
if (!g_109E3)
{
if (((sub_d4f() == 2) == 0) &amp;&amp; (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()))
{
if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE())
{
g_17A8B = 0;
}
if (!g_D52C)
{
sub_730();
}
}
}
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_LOAD_OFFLINE_UGC">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_SELECT_ACTIVE_FILE">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_SELECT_CREATOR_STATS">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_SELECT_UGC_DATA">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_SELECT_UGC_PLAYER_DATA">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_SELECT_UGC_STATS">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_START_SAVE_TO_CLOUD">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_STORE_MISSION_HEADER">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DATAFILE_WATCH_REQUEST_ID">
<summary>
Adds the given request ID to the watch list.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DECOR_EXIST_ON">
<summary>
Returns whether or not the specified property is set for the entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DECOR_REGISTER">
<summary>
Decor types:
```
enum eDecorType
{
DECOR_TYPE_FLOAT = 1,
DECOR_TYPE_BOOL = 2,
DECOR_TYPE_INT = 3,
DECOR_TYPE_UNK = 4,
DECOR_TYPE_TIME = 5
};
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DECOR_REGISTER_LOCK">
<summary>
Called after all decorator type initializations.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DECOR_SET_BOOL">
<summary>
This function sets metadata of type bool to specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DECOR_SET_INT">
<summary>
Sets property to int.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_ENTITY">
<summary>
Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_INCIDENT">
<summary>
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.
=======================================================
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_OBJECT">
<summary>
Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_PATROL_ROUTE">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_PED">
<summary>
Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DELETE_VEHICLE">
<summary>
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(&amp;vehicle);
Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DEPOSIT_VC">
<summary>
Does nothing and always returns false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DESTROY_ALL_CAMS">
<summary>
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DESTROY_CAM">
<summary>
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DESTROY_DUI">
<summary>
Destroys a DUI browser.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DESTROY_MOBILE_PHONE">
<summary>
Destroys the currently active mobile phone.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DETACH_VEHICLE_FROM_TOW_TRUCK">
<summary>
First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_CONTROL_ACTION">
<summary>
[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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_EDITOR_RUNTIME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_HOSPITAL_RESTART">
<summary>
The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_IDLE_CAMERA">
<summary>
Disables the game's afk camera that starts panning around after 30 seconds of inactivity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_INTERIOR">
<summary>
Example:
This removes the interior from the strip club and when trying to walk inside the player just falls:
INTERIOR::DISABLE_INTERIOR(118018, true);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_PLAYER_FIRING">
<summary>
Inhibits the player from using any method of combat including melee and firearms.
NOTE: Only disables the firing for one frame
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_POLICE_RESTART">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_VEHICLE_WEAPON">
<summary>
how does this work?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_CASH">
<summary>
"DISPLAY_CASH(true);" makes the cash amount render on the screen when appropriate
"DISPLAY_CASH(false);" disables cash amount rendering
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_HELP_TEXT_THIS_FRAME">
<summary>
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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_HUD">
<summary>
If Hud should be displayed
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_ONSCREEN_KEYBOARD">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_PLAYER_NAME_TAGS_ON_BLIPS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_RADAR">
<summary>
If Minimap / Radar should be displayed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_SNIPER_SCOPE_THIS_FRAME">
<summary>
Displays the crosshair for this frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISPLAY_SYSTEM_SIGNIN_UI">
<summary>
Purpose of the BOOL currently unknown.
Both, true and false, work
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISTANT_COP_CAR_SIRENS">
<summary>
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_CAM_EXIST">
<summary>
Returns whether or not the passed camera handle exists.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_CARGOBOB_HAVE_PICKUP_MAGNET">
<summary>
Returns true only when the magnet is active, will return false if the hook is active
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_CARGOBOB_HAVE_PICK_UP_ROPE">
<summary>
Returns true only when the hook is active, will return false if the magnet is active
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_ENTITY_EXIST">
<summary>
Checks whether an entity exists in the game world.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_EXTRA_EXIST">
<summary>
Checks via CVehicleModelInfo
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_LATEST_BRIEF_STRING_EXIST">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS">
<summary>
p5 is usually 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_PED_HAVE_AI_BLIP">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_PICKUP_OF_TYPE_EXIST_IN_AREA">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_RAYFIRE_MAP_OBJECT_EXIST">
<summary>
Returns true if a destructible object with this handle exists, false otherwise.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_SCENARIO_GROUP_EXIST">
<summary>
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") &amp;&amp; (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_SCRIPTED_COVER_POINT_EXIST_AT_COORDS">
<summary>
Checks if there is a cover point at position
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_TEXT_LABEL_EXIST">
<summary>
Checks if the passed gxt name exists in the game files.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOES_VEHICLE_HAVE_STUCK_VEHICLE_CHECK">
<summary>
Maximum amount of vehicles with vehicle stuck check appears to be 16.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DONT_TILT_MINIMAP_THIS_FRAME">
<summary>
When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_FIND_EXISTING_DOOR">
<summary>
Search radius: 0.5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_GET_ACTIVE">
<summary>
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}]
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_SET_AUTOMATIC_RATE">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_SET_DOOR_STATE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_SET_HOLD_OPEN">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_SET_OPEN_RATIO">
<summary>
Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DOOR_SYSTEM_SET_SPRING_REMOVED">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DO_SCREEN_FADE_IN">
<summary>
Fades the screen in.
duration: The time the fade should take, in milliseconds.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DO_SCREEN_FADE_OUT">
<summary>
Fades the screen out.
duration: The time the fade should take, in milliseconds.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_BOX">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_BOX">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_CROSS">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_LINE">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_LINE_WITH_TWO_COLOURS">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_SPHERE">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_TEXT">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_DEBUG_TEXT_2D">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_GIZMO">
<summary>
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].
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_LINE">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_MARKER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_POLY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_RECT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_SCALEFORM_MOVIE_FULLSCREEN">
<summary>
unk is not used so no need
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_SPOT_LIGHT">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_SPRITE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DRAW_TV_CHANNEL">
<summary>
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());
}
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_ALIEN_BLOOD_VFX">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_ALL_CONTROL_ACTIONS">
<summary>
padIndex:
0 - PLAYER_CONTROL
1 - Unknown
2 - FRONTEND_CONTROL
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_CLOWN_BLOOD_VFX">
<summary>
Creates cartoon effect when Michel smokes the weed
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_CONTROL_ACTION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_DISPATCH_SERVICE">
<summary>
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'`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_EDITOR_RUNTIME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_EXTERIOR_CULL_MODEL_THIS_FRAME">
<summary>
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_LASER_SIGHT_RENDERING">
<summary>
Enables laser sight on any weapon.
It doesn't work. Neither on tick nor OnKeyDown
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_SPECIAL_ABILITY">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_TENNIS_MODE">
<summary>
Makes the ped jump around like they're in a tennis match
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENABLE_VEHICLE_EXHAUST_POPS">
<summary>
Sets whether the vehicle passed has exhaust pops.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_SCALEFORM_MOVIE_METHOD">
<summary>
Pops and calls the Scaleform function on the stack
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_SRL">
<summary>
Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_BUSYSPINNER_ON">
<summary>
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT,
BUSY_SPINNER_LEFT_2,
BUSY_SPINNER_LEFT_3,
BUSY_SPINNER_SAVE,
BUSY_SPINNER_RIGHT,
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_DISPLAY_TEXT">
<summary>
After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f &lt; x, y &lt; 1.0f, percentage of the axis.
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_PRINT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_SET_BLIP_NAME">
<summary>
Finalizes a text command started with [`BEGIN_TEXT_COMMAND_SET_BLIP_NAME`](#\_0xF9113A30DE5C6670), setting the name
of the specified blip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_AWARD">
<summary>
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");
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_CREWTAG">
<summary>
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, &amp;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(&amp;clan, 35, &amp;handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") &amp;&amp; clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 &gt; 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&amp;clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &amp;clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_CREWTAG_WITH_GAME_NAME">
<summary>
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, &amp;netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&amp;netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&amp;clan.clanHandle, 35, &amp;netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&amp;clan.clanHandle, 35), &amp;clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT">
<summary>
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.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU">
<summary>
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, &amp;v_9, "", a_5);
```
Example result:
![](https://i.imgur.com/YrN4Bcm.png)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG">
<summary>
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.)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG_AND_ADDITIONAL_ICON">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_STATS">
<summary>
[List of picture names](https://pastebin.com/XdpJVbHz)
Example result:
![](https://i.imgur.com/SdEZ22m.png)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_TICKER">
<summary>
Example output preview:
![](https://i.imgur.com/TJvqkYq.png)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.END_TEXT_COMMAND_THEFEED_POST_VERSUS_TU">
<summary>
NativeDB Added Parameter 7: int hudColorIndex1
NativeDB Added Parameter 8: int hudColorIndex2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENSURE_ENTITY_STATE_BAG">
<summary>
Internal function for ensuring an entity has a state bag.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ENTER_CURSOR_MODE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPERIMENTAL_LOAD_CLONE_CREATE">
<summary>
This native is not implemented.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPERIMENTAL_LOAD_CLONE_SYNC">
<summary>
This native is not implemented.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPERIMENTAL_SAVE_CLONE_CREATE">
<summary>
This native is not implemented.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPERIMENTAL_SAVE_CLONE_SYNC">
<summary>
This native is not implemented.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPLODE_PED_HEAD">
<summary>
Forces the ped to fall back and kills it.
It doesn't really explode the ped's head but it kills the ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPLODE_PROJECTILES">
<summary>
WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXPLODE_VEHICLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.EXTEND_WORLD_BOUNDARY_FOR_PLAYER">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FADE_OUT_LOCAL_PLAYER">
<summary>
Hardcoded to not work in SP.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FIND_ANIM_EVENT_PHASE">
<summary>
```
In the script "player_scene_t_bbfight.c4":
"if (ENTITY::FIND_ANIM_EVENT_PHASE(&amp;l_16E, &amp;l_19F[v_4 -- [[16]] ], v_9, &amp;v_A, &amp;v_B))"
-- &amp;l_16E (p0) is requested as an anim dictionary earlier in the script.
-- &amp;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 &amp; p4) are both set as -1.0, but v_A is used immediately after this native for:
"if (v_A &lt; 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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FIND_SPAWN_POINT_IN_DIRECTION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FIX_VEHICLE_WINDOW">
<summary>
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`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FLASH_MINIMAP_DISPLAY">
<summary>
adds a short flash to the Radar/Minimap
Usage: UI.FLASH_MINIMAP_DISPLAY
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_CLEANUP">
<summary>
used with 1,2,8,64,128 in the scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME">
<summary>
PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_ENTITY_AI_AND_ANIMATION_UPDATE">
<summary>
Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_GAME_STATE_PLAYING">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_LIGHTNING_FLASH">
<summary>
creates single lightning+thunder at random position
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_PED_MOTION_STATE">
<summary>
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,
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_PLAYBACK_RECORDED_VEHICLE_UPDATE">
<summary>
Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_ROOM_FOR_ENTITY">
<summary>
Forces the particular room in an interior to load incase not teleporting into the portal.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_SNOW_PASS">
<summary>
Forces the game snow pass to render.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORCE_SONAR_BLIPS_THIS_FRAME">
<summary>
Doesn't actually return anything.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FREEZE_ENTITY_POSITION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GENERATE_DIRECTIONS_TO_COORD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ACTIVE_PLAYERS">
<summary>
Returns all player indices for 'active' physical players known to the client.
The data returned adheres to the following layout:
```
[127, 42, 13, 37]
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ACTIVE_VEHICLE_MISSION_TYPE">
<summary>
https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ALLOW_MOVEMENT_WHILE_ZOOMED">
<summary>
Returns profile setting 17.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ALL_ROPES">
<summary>
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, ...]
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_AMBIENT_PED_RANGE_MULTIPLIER">
<summary>
A getter for [SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME](#\_0x0B919E1FB47CC4E0).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_AMBIENT_VEHICLE_RANGE_MULTIPLIER">
<summary>
A getter for [SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME](#\_0x90B6DA738A9A25DA).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_AMMO_IN_PED_WEAPON">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ANIM_DURATION">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ANIM_INITIAL_OFFSET_POSITION">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ANIM_INITIAL_OFFSET_ROTATION">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_BEST_PED_WEAPON">
<summary>
p1 is always 0 in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_BLIP_FROM_ENTITY">
<summary>
Returns the Blip handle of given Entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_BLIP_INFO_ID_PICKUP_INDEX">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_BLIP_INFO_ID_TYPE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_BLIP_SPRITE">
<summary>
Blips Images + IDs:
gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CAM_MATRIX">
<summary>
Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CAM_ROT">
<summary>
The last parameter, as in other "ROT" methods, is usually 2.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CAM_SPLINE_NODE_PHASE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CAM_SPLINE_PHASE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CAM_VIEW_MODE_FOR_CONTEXT">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOCK_DAY_OF_WEEK">
<summary>
Gets the current day of the week.
0: Sunday
1: Monday
2: Tuesday
3: Wednesday
4: Thursday
5: Friday
6: Saturday
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOCK_HOURS">
<summary>
Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOCK_MINUTES">
<summary>
Gets the current ingame clock minute.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOCK_SECONDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_FIRE_POS">
<summary>
Returns TRUE if it found something. FALSE if not.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_MAJOR_VEHICLE_NODE">
<summary>
Get the closest vehicle node to a given position, unknown1 = 3.0, unknown2 = 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_OBJECT_OF_TYPE">
<summary>
Has 8 params in the latest patches.
isMission - if true doesn't return mission objects
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_ROAD">
<summary>
p1 seems to be always 1.0f in the scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_VEHICLE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_VEHICLE_NODE">
<summary>
FYI: When falling through the map (or however you got under it) you will respawn when your player ped's height is &lt;= -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,&amp;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, &amp;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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOSEST_VEHICLE_NODE_WITH_HEADING">
<summary>
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, &amp;closestVehicleNodeCoords, &amp;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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CLOUD_TIME_AS_INT">
<summary>
Returns POSIX timestamp.
Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_COMBAT_FLOAT">
<summary>
p0: Ped Handle
p1: int i | 0 &lt;= i &lt;= 27
p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
&lt;BlindFireChance value="0.1"/&gt;
&lt;WeaponShootRateModifier value="1.0"/&gt;
&lt;TimeBetweenBurstsInCover value="1.25"/&gt;
&lt;BurstDurationInCover value="2.0"/&gt;
&lt;TimeBetweenPeeks value="10.0"/&gt;
&lt;WeaponAccuracy value="0.18"/&gt;
&lt;FightProficiency value="0.8"/&gt;
&lt;StrafeWhenMovingChance value="1.0"/&gt;
&lt;WalkWhenStrafingChance value="0.0"/&gt;
&lt;AttackWindowDistanceForCover value="55.0"/&gt;
&lt;TimeToInvalidateInjuredTarget value="9.0"/&gt;
&lt;TriggerChargeTime_Near value="4.0"/&gt;
&lt;TriggerChargeTime_Far value="10.0"/&gt;
-------------Confirmed by editing combatbehavior.meta:
p1:
0=BlindFireChance
1=BurstDurationInCover
3=TimeBetweenBurstsInCover
4=TimeBetweenPeeks
5=StrafeWhenMovingChance
8=WalkWhenStrafingChance
11=AttackWindowDistanceForCover
12=TimeToInvalidateInjuredTarget
16=OptimalCoverDistance
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_COMMERCE_ITEM_CAT">
<summary>
index2 is unused
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_COMMERCE_ITEM_TEXTURENAME">
<summary>
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CONTROL_INSTRUCTIONAL_BUTTON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CONTROL_UNBOUND_NORMAL">
<summary>
Seems to return values between -1 and 1 for controls like gas and steering.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CONVERTIBLE_ROOF_STATE">
<summary>
```
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 -&gt; unknown (Stopped but not fully open ?)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_FRONTEND_MENU_VERSION">
<summary>
if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_GAME_NAME">
<summary>
This native returns the currently used game's name.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_LANGUAGE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_PED_WEAPON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_PED_WEAPON_ENTITY_INDEX">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_RESOURCE_NAME">
<summary>
Returns the name of the currently executing resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CURRENT_SERVER_ENDPOINT">
<summary>
Returns the peer address of the remote game server that the user is currently connected to.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CUTSCENE_TIME">
<summary>
Gets the elapsed time of the current cutscene in
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_CUTSCENE_TOTAL_DURATION">
<summary>
Gets the total length of the cutscene irrespective of playback list in milliseconds
To account for sections, see [`_GET_CUTSCENE_END_TIME`]()
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DEEP_OCEAN_SCALER">
<summary>
Gets the aggressiveness factor of the ocean waves.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID">
<summary>
This function is hard-coded to always return 1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DISPLAY_NAME_FROM_VEHICLE_MODEL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DISTANCE_BETWEEN_COORDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DLC_VEHICLE_DATA">
<summary>
The Second item in the struct `*(Hash *)(outData + 1)` is the vehicle hash.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DLC_VEHICLE_MODEL">
<summary>
dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS()
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DLC_WEAPON_COMPONENT_DATA">
<summary>
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];
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DLC_WEAPON_DATA">
<summary>
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];
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_DUI_HANDLE">
<summary>
Returns the NUI window handle for a specified DUI browser object.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_ANIM_CURRENT_TIME">
<summary>
```
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_ANIM_TOTAL_TIME">
<summary>
```
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_ARCHETYPE_NAME">
<summary>
Returns entity's archetype name, if available.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_BONE_INDEX_BY_NAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_COORDS">
<summary>
Gets the current coordinates (world position) for a specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_FORWARD_VECTOR">
<summary>
Gets the entity's forward vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_FORWARD_X">
<summary>
Gets the X-component of the entity's forward vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_FORWARD_Y">
<summary>
Gets the Y-component of the entity's forward vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_HEADING">
<summary>
Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_HEALTH">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_HEIGHT_ABOVE_GROUND">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_INDEX_FROM_MAPDATA">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_INDEX_OF_CUTSCENE_ENTITY">
<summary>
Returns the handle of a cutscene entity, can be ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_LOD_DIST">
<summary>
Returns the LOD distance of an entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_MAPDATA_OWNER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_MAX_HEALTH">
<summary>
Return an integer value of entity's maximum health.
Example:
- Player = 200
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_MODEL">
<summary>
Returns the model hash from the entity
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_PLAYER_IS_FREE_AIMING_AT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_POPULATION_TYPE">
<summary>
A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_QUATERNION">
<summary>
w is the correct parameter name!
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_ROLL">
<summary>
Displays the current ROLL axis of the entity [-180.0000/180.0000+]
(Sideways Roll) such as a vehicle tipped on its side
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_ROTATION">
<summary>
```
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_SCRIPT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_SPEED">
<summary>
Get the speed of a entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_SPEED_VECTOR">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_SUBMERGED_LEVEL">
<summary>
Get how much of the entity is submerged. 1.0f is whole entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ENTITY_TYPE">
<summary>
Returns:
0 = no entity
1 = ped
2 = vehicle
3 = object
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EVENT_AT_INDEX">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EVENT_DATA">
<summary>
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!).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EVENT_EXISTS">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EXTERNAL_KVP_FLOAT">
<summary>
A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938), but for a specified resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EXTERNAL_KVP_INT">
<summary>
A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8), but for a specified resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_EXTERNAL_KVP_STRING">
<summary>
A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B), but for a specified resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_FOLLOW_PED_CAM_VIEW_MODE">
<summary>
cpp
// view mode enumeration
enum _0xA11D7CA8
{
THIRD_PERSON_NEAR = 0,
THIRD_PERSON_MEDIUM = 1,
THIRD_PERSON_FAR = 2,
CINEMATIC = 3,
FIRST_PERSON = 4,
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_FOLLOW_PED_CAM_ZOOM_LEVEL">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_FOLLOW_VEHICLE_CAM_VIEW_MODE">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_FRAME_TIME">
<summary>
Gets the high precision frame time of the last frame in seconds.
*note: the example above is way less precise.*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GAMEPLAY_CAM_ROT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GAME_BUILD_NUMBER">
<summary>
Returns the internal build number of the current game being executed.
Possible values:
* FiveM
* 1604
* 2060
* 2189
* 2372
* 2545
* 2612
* RedM
* 1311
* 1355
* 1436
* LibertyM
* 43
* FXServer
* 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GAME_NAME">
<summary>
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 |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GAME_POOL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GLOBAL_ACTIONSCRIPT_FLAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GPS_WAYPOINT_ROUTE_END">
<summary>
p3 can be 0, 1 or 2.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GROUND_Z_FOR_3D_COORD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_GROUP_SIZE">
<summary>
p1 may be a BOOL representing whether or not the group even exists
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HASH_KEY">
<summary>
This native converts its past string to hash. It is hashed using jenkins one at a time method.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HASH_OF_MAP_AREA_AT_COORDS">
<summary>
Returns a hash representing which part of the map the given coords are located.
Possible return values:
(Hash of) city -&gt; -289320599
(Hash of) countryside -&gt; 2072609373
C# Example :
Ped player = Game.Player.Character;
Hash h = Function.Call&lt;Hash&gt;(Hash.GET_HASH_OF_MAP_AREA_AT_COORDS, player.Position.X, player.Position.Y, player.Position.Z);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HEADING_FROM_VECTOR_2D">
<summary>
dx = x1 - x2
dy = y1 - y2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HELI_MAIN_ROTOR_HEALTH">
<summary>
Max 1000.
At 0 the main rotor will stall.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HELI_TAIL_BOOM_HEALTH">
<summary>
Max 1000.
At -100 both helicopter rotors will stall.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HELI_TAIL_ROTOR_HEALTH">
<summary>
Max 1000.
At 0 the tail rotor will stall.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HUD_COLOUR">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION">
<summary>
World to relative screen coords
this world to screen will keep the text on screen. it will keep it in the screen pos
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IDEAL_PLAYER_SWITCH_TYPE">
<summary>
x1, y1, z1 -- Coords of your ped model
x2, y2, z2 -- Coords of the ped you want to switch to
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_AT_COORDS">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_AT_COORDS_WITH_TYPE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_AT_COORDS_WITH_TYPEHASH">
<summary>
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_FROM_ENTITY">
<summary>
Returns the handle of the interior that the entity is in. Returns 0 if outside.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_FROM_PRIMARY_VIEW">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_GROUP_ID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_INTERIOR_LOCATION_AND_NAMEHASH">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_AUTO_SAVE_OFF">
<summary>
Returns true if profile setting 208 is equal to 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_HIDEF">
<summary>
false = Any resolution &lt; 1280x720
true = Any resolution &gt;= 1280x720
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED">
<summary>
From the driver's perspective, is the left headlight broken.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_PED_GADGET_EQUIPPED">
<summary>
gadgetHash - was always 0xFBAB5776 ("GADGET_PARACHUTE").
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED">
<summary>
From the driver's perspective, is the right headlight broken.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_TASK_ACTIVE">
<summary>
Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_USING_ALTERNATE_DRIVEBY">
<summary>
Returns profile setting 225.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_VEHICLE_ENGINE_RUNNING">
<summary>
Returns true when in a vehicle, false whilst entering/exiting.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_VEHICLE_SECONDARY_COLOUR_CUSTOM">
<summary>
Check if Vehicle Secondary is avaliable for customize
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_WIDESCREEN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_KEY_FOR_ENTITY_IN_ROOM">
<summary>
Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LANDING_GEAR_STATE">
<summary>
```
Landing gear states:
0: Deployed
1: Closing (Retracting)
3: Opening (Deploying)
4: Retracted
5: Broken
```
Landing gear state 2 is never used.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LENGTH_OF_LITERAL_STRING">
<summary>
Returns the length of the string passed (much like strlen).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LENGTH_OF_STRING_WITH_THIS_TEXT_LABEL">
<summary>
Returns the string length of the string from the gxt string .
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LIVERY_NAME">
<summary>
Second Param = LiveryIndex
example
int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh);
for (int i = 0; i &lt; 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LOCAL_PLAYER_AIM_STATE">
<summary>
Returns the local player's targeting mode. See [`SET_PLAYER_TARGETING_MODE`](#\_0xB1906895227793F3).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_LOCAL_TIME">
<summary>
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(&amp;year, &amp;month, &amp;day, &amp;hour, &amp;minute, &amp;second);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAPDATA_ENTITY_HANDLE">
<summary>
Retrieves the map data entity handle.
This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAPDATA_ENTITY_MATRIX">
<summary>
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].
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAPDATA_FROM_HASH_KEY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAP_ZOOM_DATA_LEVEL">
<summary>
Returns the zoom level data by index from mapzoomdata.meta file.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAXIMUM_NUMBER_OF_CLOUD_PHOTOS">
<summary>
This function is hard-coded to always return 96.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAXIMUM_NUMBER_OF_PHOTOS">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAX_AMMO_IN_CLIP">
<summary>
p2 is mostly 1 in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MAX_WANTED_LEVEL">
<summary>
Gets the maximum wanted level the player can get.
Ranges from 0 to 5.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MENU_PED_BOOL_STAT">
<summary>
p0 was always 0xAE2602A3.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MILLISECONDS_PER_GAME_MINUTE">
<summary>
Returns how many real ms are equal to one game minute.
A getter for [`SetMillisecondsPerGameMinute`](#\_0x36CA2554).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MODEL_DIMENSIONS">
<summary>
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()), &amp;v_1A, &amp;v_17);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MOD_TEXT_LABEL">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_MOUNT">
<summary>
Function just returns 0
void __fastcall ped__get_mount(NativeContext *a1)
{
NativeContext *v1; // rbx@1
v1 = a1;
GetAddressOfPedFromScriptHandle(a1-&gt;Args-&gt;Arg1);
v1-&gt;Returns-&gt;Item1= 0;
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NAME_OF_ZONE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NAVMESH_ROUTE_DISTANCE_REMAINING">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NAVMESH_ROUTE_RESULT">
<summary>
See [`GET_NAVMESH_ROUTE_DISTANCE_REMAINING`](#\_0xC6F5C0BCDC74D62D) for more details.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NETWORK_ID_FROM_SOUND_ID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NETWORK_TIME_ACCURATE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NEXT_GPS_DISABLED_ZONE_INDEX">
<summary>
Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX.
```
NativeDB Removed Parameter 1: int index
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NEXT_WEATHER_TYPE_HASH_NAME">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NTH_CLOSEST_VEHICLE_NODE_ID">
<summary>
Returns the id.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING">
<summary>
Get the nth closest vehicle node and its heading. (unknown2 = 9, unknown3 = 3.0, unknown4 = 2.5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_EVENTS">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS">
<summary>
Need to check behavior when drawableId = -1
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PED_TEXTURE_VARIATIONS">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PLAYERS">
<summary>
Gets the number of players in the current session.
If not multiplayer, always returns 1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_VEHICLE_COLOURS">
<summary>
Actually number of color combinations
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_VEHICLE_NUMBER_PLATES">
<summary>
Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_DLC_VEHICLES">
<summary>
Returns the total number of DLC vehicles.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_DLC_WEAPONS">
<summary>
Returns the total number of DLC weapons.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_DLC_WEAPON_COMPONENTS">
<summary>
Returns the total number of DLC weapon components.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_MOD_COLORS">
<summary>
paintType:
0: Normal
1: Metallic
2: Pearl
3: Matte
4: Metal
5: Chrome
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_RESERVED_MISSION_OBJECTS">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_RESERVED_MISSION_PEDS">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_RESERVED_MISSION_VEHICLES">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_RESOURCE_METADATA">
<summary>
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_TATTOO_SHOP_DLC_ITEMS">
<summary>
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUM_VEHICLE_MODS">
<summary>
Returns how many possible mods a vehicle has for a given mod type
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_OBJECT_INDEX_FROM_ENTITY_INDEX">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_OFFSET_FROM_ENTITY_GIVEN_WORLD_COORDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS">
<summary>
Offset values are relative to the entity.
x = left/right
y = forward/backward
z = up/down
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ONSCREEN_KEYBOARD_RESULT">
<summary>
Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PARKED_VEHICLE_DENSITY_MULTIPLIER">
<summary>
A getter for [SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xEAE6DCC7EEE3DB1D).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PAUSE_MENU_STATE">
<summary>
Returns:
0
5
10
15
20
25
30
35
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PEDHEADSHOT_TXD_STRING">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_ALERTNESS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_AMMO_TYPE_FROM_WEAPON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_AS_GROUP_MEMBER">
<summary>
from fm_mission_controller.c4 (variable names changed for clarity):
int groupID = PLAYER::GET_PLAYER_GROUP(PLAYER::PLAYER_ID());
PED::GET_GROUP_SIZE(group, &amp;unused, &amp;groupSize);
if (groupSize &gt;= 1) {
. . . . for (int memberNumber = 0; memberNumber &lt; groupSize; memberNumber++) {
. . . . . . . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber);
. . . . . . . . //and so on
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_BONE_COORDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_BONE_INDEX">
<summary>
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
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_CAUSE_OF_DEATH">
<summary>
Returns the hash of the weapon/model/object that killed the ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_CONFIG_FLAG">
<summary>
See [`SET_PED_CONFIG_FLAG`](#\_0x1913FE4CBF41C463).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_DECORATION_ZONE_FROM_HASHES">
<summary>
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
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_DENSITY_MULTIPLIER">
<summary>
A getter for [SET_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x95E3D6257B166CF2).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_DRAWABLE_VARIATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_EXTRACTED_DISPLACEMENT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_EYE_COLOR">
<summary>
A getter for [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_FACE_FEATURE">
<summary>
A getter for [\_SET_PED_FACE_FEATURE](#\_0x71A5C1DBA060049E). Returns 0.0 if fails to get.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_GROUP_INDEX">
<summary>
Returns the group id of which the specified ped is a member of.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HAIR_COLOR">
<summary>
A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HAIR_HIGHLIGHT_COLOR">
<summary>
A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HEAD_BLEND_DATA">
<summary>
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;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HEAD_BLEND_FIRST_INDEX">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HEAD_BLEND_NUM_HEADS">
<summary>
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HEAD_OVERLAY_DATA">
<summary>
A getter for [SET_PED_HEAD_OVERLAY](#\_0x48F44967FA05CC1E) and [\_SET_PED_HEAD_OVERLAY_COLOR](#\_0x497BF74A7B9CB952) natives.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_HEAD_OVERLAY_NUM">
<summary>
Used with freemode (online) characters.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_INDEX_FROM_ENTITY_INDEX">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_IN_VEHICLE_SEAT">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_LAST_WEAPON_IMPACT_COORD">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_NEARBY_PEDS">
<summary>
Console/PC structure definitions and example: pastebin.com/SsFej963
For FiveM/Cfx.Re use-cases refer to: [`GET_GAME_POOL`](#\_0x2B9D4F50).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_NEARBY_VEHICLES">
<summary>
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 &lt; count; i++)
{
int offsettedID = i * 2 + 2;
//Make sure it exists
if (veh[offsettedID] != NULL &amp;&amp; ENTITY::DOES_ENTITY_EXIST(veh[offsettedID]))
{
//Do something
}
}
}
Here's the right way to do it (console and pc):
pastebin.com/SsFej963
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_PALETTE_VARIATION">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_PARACHUTE_LANDING_TYPE">
<summary>
-1: no landing
0: landing on both feet
1: stumbling
2: rolling
3: ragdoll
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_PARACHUTE_STATE">
<summary>
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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_PROP_INDEX">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_PROP_TEXTURE_INDEX">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_SOURCE_OF_DEATH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_STEALTH_MOVEMENT">
<summary>
Returns whether the entity is in stealth mode
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_TEXTURE_VARIATION">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_TYPE">
<summary>
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
};
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_USING_VEHICLE_DOOR">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYERS_LAST_VEHICLE">
<summary>
Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_GROUP">
<summary>
Returns the group ID the player is member of.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_INDEX">
<summary>
Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_INVINCIBLE">
<summary>
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 &amp; (1 &lt;&lt; 8)) != 0) || ((flag &amp; (1 &lt;&lt; 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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_INVINCIBLE_2">
<summary>
Unlike [GET_PLAYER_INVINCIBLE](#\_0xB721981B2B939E07) this native gets both [SET_PLAYER_INVINCIBLE_KEEP_RAGDOLL_ENABLED](#\_0x6BC97F4F4BB3C04B) and [SET_PLAYER_INVINCIBLE](#\_0x239528EACDC3E7DE) invincibility state.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER">
<summary>
A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER">
<summary>
A getter for [SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER](#\_0xAE540335B4ABC4E2).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_NAME">
<summary>
Returns the players name from a specified player index
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_PARACHUTE_TINT_INDEX">
<summary>
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,
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_PED">
<summary>
Gets the ped for a specified player index.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_PED_SCRIPT_INDEX">
<summary>
Does the same like PLAYER::GET_PLAYER_PED
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_RADIO_STATION_INDEX">
<summary>
Returns 255 (radio off index) if the function fails.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_RADIO_STATION_NAME">
<summary>
Returns active radio station name
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_RESERVE_PARACHUTE_TINT_INDEX">
<summary>
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,
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_TARGET_ENTITY">
<summary>
Assigns the handle of locked-on melee target to *entity that you pass it.
Returns false if no entity found.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_TEAM">
<summary>
Gets the player's team.
Does nothing in singleplayer.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_VEHICLE_DAMAGE_MODIFIER">
<summary>
A getter for [SET_PLAYER_VEHICLE_DAMAGE_MODIFIER](#\_0xA50E117CDDF82F0C).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_VEHICLE_DEFENSE_MODIFIER">
<summary>
A getter for [SET_PLAYER_VEHICLE_DEFENSE_MODIFIER](#\_0x4C60E6EFDAFF2462).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_WEAPON_DAMAGE_MODIFIER">
<summary>
A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_WEAPON_DEFENSE_MODIFIER">
<summary>
A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_WEAPON_DEFENSE_MODIFIER_2">
<summary>
A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_POSITION_IN_RECORDING">
<summary>
Distance traveled in the vehicles current recording.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_POSIX_TIME">
<summary>
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(&amp;year, &amp;month, &amp;day, &amp;hour, &amp;minute, &amp;second);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PREV_WEATHER_TYPE_HASH_NAME">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RADIO_STATION_NAME">
<summary>
Returns String with radio station name.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RANDOM_PED_AT_COORD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RANDOM_VEHICLE_DENSITY_MULTIPLIER">
<summary>
A getter for [SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xB3B3359379FE77D3).
Same as vehicle density multiplier.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RANDOM_VEHICLE_IN_SPHERE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RANDOM_VEHICLE_MODEL_IN_MEMORY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RAYFIRE_MAP_OBJECT">
<summary>
Example:
OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE">
<summary>
`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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_REGISTERED_COMMANDS">
<summary>
Returns all commands that are registered in the command system.
The data returned adheres to the following layout:
```
[
{
"name": "cmdlist"
},
{
"name": "command1"
}
]
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RELATIONSHIP_BETWEEN_GROUPS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RELATIONSHIP_BETWEEN_PEDS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RENDERED_CHARACTER_HEIGHT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RESOURCE_KVP_FLOAT">
<summary>
A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RESOURCE_KVP_INT">
<summary>
A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RESOURCE_KVP_STRING">
<summary>
A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RESOURCE_METADATA">
<summary>
Gets the metadata value at a specified key/index from a resource's manifest.
See also: [Resource manifest](https://docs.fivem.net/resources/manifest/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RESOURCE_STATE">
<summary>
Returns the current state of the specified resource.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ROOM_KEY_FROM_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ROPE_FLAGS">
<summary>
cpp
enum eRopeFlags
{
DrawShadowEnabled = 2,
Breakable = 4,
RopeUnwindingFront = 8,
RopeWinding = 32
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RUNTIME_TEXTURE_HEIGHT">
<summary>
Gets the height of the specified runtime texture.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RUNTIME_TEXTURE_PITCH">
<summary>
Gets the row pitch of the specified runtime texture, for use when creating data for `SET_RUNTIME_TEXTURE_ARGB_DATA`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_RUNTIME_TEXTURE_WIDTH">
<summary>
Gets the width of the specified runtime texture.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SAFE_COORD_FOR_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SAFE_ZONE_SIZE">
<summary>
Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCENARIO_PED_DENSITY_MULTIPLIER">
<summary>
A getter for [SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x7A556143A1C03898).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD">
<summary>
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&lt;bool&gt;(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
return new Vector2(x2dp.GetResult&lt;float&gt;(), y2dp.GetResult&lt;float&gt;());
}
//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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCREEN_RESOLUTION">
<summary>
Hardcoded to always return 1280x720. Use [`_GET_ACTIVE_SCREEN_RESOLUTION`](?\_0x873C9F3104101DD3) to retrieve the correct screen resolution.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SCRIPT_TASK_STATUS">
<summary>
Gets the status of a script-assigned task.
taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SEQUENCE_PROGRESS">
<summary>
returned values:
0 to 7 = task that's currently in progress, 0 meaning the first one.
-1 no task sequence in progress.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHAPE_TEST_RESULT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHOP_PED_APPAREL_FORCED_COMPONENT_COUNT">
<summary>
Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHOP_PED_APPAREL_FORCED_PROP_COUNT">
<summary>
Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHOP_PED_COMPONENT">
<summary>
More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SHOP_PED_QUERY_OUTFIT">
<summary>
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;
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_SOUND_ID_FROM_NETWORK_ID">
<summary>
Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STATE_BAG_VALUE">
<summary>
Returns the value of a state bag key.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STATE_OF_CLOSEST_DOOR_OF_TYPE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STATE_OF_RAYFIRE_MAP_OBJECT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STATUS_OF_SORTED_LIST_OPERATION">
<summary>
3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool.
appcamera, appmedia, and cellphone_controller.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STATUS_OF_TEXTURE_DOWNLOAD">
<summary>
0 = succeeded
1 = pending
2 = failed
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STREET_NAME_AT_COORD">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_STREET_NAME_FROM_HASH_KEY">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TATTOO_SHOP_DLC_ITEM_DATA">
<summary>
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.
}
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TEXTURE_RESOLUTION">
<summary>
Returns the texture resolution of the passed texture dict+name.
Note: Most texture resolutions are doubled compared to the console version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIMECYCLE_MODIFIER_INDEX">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIME_DIFFERENCE">
<summary>
Subtracts the second argument from the first.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIME_OFFSET">
<summary>
Adds the first argument to the second.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIME_POSITION_IN_RECORDING">
<summary>
Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIME_SINCE_LAST_ARREST">
<summary>
Returns the time since the character was arrested in (ms) milliseconds.
example
var time = Function.call&lt;int&gt;(Hash.GET_TIME_SINCE_LAST_ARREST();
UI.DrawSubtitle(time.ToString());
if player has not been arrested, the int returned will be -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TIME_SINCE_LAST_DEATH">
<summary>
Returns the time since the character died in (ms) milliseconds.
example
var time = Function.call&lt;int&gt;(Hash.GET_TIME_SINCE_LAST_DEATH();
UI.DrawSubtitle(time.ToString());
if player has not died, the int returned will be -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TRAIN_CARRIAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TRAIN_DOOR_COUNT">
<summary>
Gets the door count for the specified train.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_TRAIN_DOOR_OPEN_RATIO">
<summary>
Gets the ratio that a door is open for on a train.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_UTC_TIME">
<summary>
Gets current UTC time
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_ACCELERATION">
<summary>
static - max acceleration
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_ATTACHED_TO_CARGOBOB">
<summary>
Returns attached vehicle (Vehicle in parameter must be cargobob)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_BODY_HEALTH">
<summary>
Seems related to vehicle health, like the one in IV.
Max 1000, min 0.
Vehicle does not necessarily explode or become undrivable at 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_CAUSE_OF_DESTRUCTION">
<summary>
iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]);
if (iVar3 == joaat("weapon_stickybomb"))
{
func_171(726);
iLocal_260 = 1;
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_CHEAT_POWER_INCREASE">
<summary>
A getter for [SET_VEHICLE_CHEAT_POWER_INCREASE](#\_0xB59E4BD37AE292DB).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_CLASS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_CLASS_FROM_NAME">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_COLOR">
<summary>
See [`SET_VEHICLE_CUSTOM_PRIMARY_COLOUR`](#\_0x7141766F91D15BEA) and [`SET_VEHICLE_CUSTOM_SECONDARY_COLOUR`](#\_0x36CED73BFED89754).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DEFAULT_HORN">
<summary>
Returns hash of default vehicle horn
Hash is stored in audVehicleAudioEntity
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DEFORMATION_AT_POS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DENSITY_MULTIPLIER">
<summary>
A getter for [SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x245A6883D966D537).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DIRT_LEVEL">
<summary>
A getter for [`SET_VEHICLE_DIRT_LEVEL`](#\_0x79D3B596FE44EE8B).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DOOR_ANGLE_RATIO">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DOOR_LOCK_STATUS">
<summary>
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).
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DRAWN_WHEEL_ANGLE_MULT">
<summary>
Gets a vehicle's multiplier used with a wheel's GET_VEHICLE_WHEEL_STEERING_ANGLE to determine the angle the wheel is rendered.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_ENGINE_HEALTH">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_ENVEFF_SCALE">
<summary>
formerly known as _GET_VEHICLE_PAINT_FADE
The result is a value from 0-1, where 0 is fresh paint.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_HANDLING_FLOAT">
<summary>
Returns the effective handling data of a vehicle as a floating-point value.
Example: `local fSteeringLock = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock')`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_HANDLING_INT">
<summary>
Returns the effective handling data of a vehicle as an integer value.
Example: `local modelFlags = GetVehicleHandlingInt(vehicle, 'CHandlingData', 'strModelFlags')`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_HANDLING_VECTOR">
<summary>
Returns the effective handling data of a vehicle as a vector value.
Example: `local inertiaMultiplier = GetVehicleHandlingVector(vehicle, 'CHandlingData', 'vecInertiaMultiplier')`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_HEALTH_PERCENTAGE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_HOMING_LOCKON_STATE">
<summary>
Returns a value depending on the lock-on state of vehicle weapons.
0: not locked on
1: locking on
2: locked on
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_INDEX_FROM_ENTITY_INDEX">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_INDICATOR_LIGHTS">
<summary>
Gets the vehicle indicator light state. 0 = off, 1 = left, 2 = right, 3 = both
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_IS_MERCENARY">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_LIVERY">
<summary>
-1 = no livery
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_LIVERY_COUNT">
<summary>
Returns -1 if the vehicle has no livery
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MOD">
<summary>
Returns -1 if the vehicle mod is stock
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_ACCELERATION">
<summary>
Returns the acceleration of the specified model.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED">
<summary>
Returns max speed (without mods) of the specified vehicle model in m/s.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_MAX_BRAKING">
<summary>
Returns max braking of the specified vehicle model.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_MAX_TRACTION">
<summary>
Returns max traction of the specified vehicle model.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_NUMBER_OF_SEATS">
<summary>
Returns max number of passengers (including the driver) for the specified vehicle model.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MODEL_VALUE">
<summary>
Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MOD_COLOR_1_NAME">
<summary>
returns a string which is the codename of the vehicle's currently selected primary color
p1 is always 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MOD_COLOR_2_NAME">
<summary>
returns a string which is the codename of the vehicle's currently selected secondary color
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MOD_IDENTIFIER_HASH">
<summary>
Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_MOD_VARIATION">
<summary>
Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NODE_IS_GPS_ALLOWED">
<summary>
Returns false for nodes that aren't used for GPS routes.
Example:
Nodes in Fort Zancudo and LSIA are false
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NODE_IS_SWITCHED_OFF">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NODE_POSITION">
<summary>
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().
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NODE_PROPERTIES">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NUMBER_OF_PASSENGERS">
<summary>
Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NUMBER_PLATE_TEXT">
<summary>
Returns the license plate text from a vehicle. 8 chars maximum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX">
<summary>
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,
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_PED_IS_IN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_PED_IS_USING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_PETROL_TANK_HEALTH">
<summary>
1000 is max health
Begins leaking gas at around 650 health
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_PLATE_TYPE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_RECORDING_ID">
<summary>
See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_TOP_SPEED_MODIFIER">
<summary>
A getter for [MODIFY_VEHICLE_TOP_SPEED](#\_0x93A3996368C94158). Returns -1.0 if a modifier is not set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_TRAILER_VEHICLE">
<summary>
Gets the trailer of a vehicle and puts it into the trailer parameter.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEELIE_STATE">
<summary>
List of known states:
```
1: Not wheeling.
65: Vehicle is ready to do wheelie (burnouting).
129: Vehicle is doing wheelie.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_BRAKE_PRESSURE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_FLAGS">
<summary>
Gets the flags of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_IS_POWERED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_POWER">
<summary>
Gets power being sent to a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_ROTATION_SPEED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_SIZE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_SPEED">
<summary>
Gets speed of a wheel at the tyre.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_STEERING_ANGLE">
<summary>
Gets steering angle of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_SUSPENSION_COMPRESSION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_TRACTION_VECTOR_LENGTH">
<summary>
Gets the traction vector length of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_TYPE">
<summary>
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
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_WIDTH">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_X_OFFSET">
<summary>
Returns the offset of the specified wheel relative to the wheel's axle center.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WANTED_LEVEL_RADIUS">
<summary>
Remnant from GTA IV. Does nothing in GTA V.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WANTED_LEVEL_THRESHOLD">
<summary>
Drft
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WATER_HEIGHT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPONTYPE_MODEL">
<summary>
Returns the model of any weapon.
Can also take an ammo hash?
sub_6663a(&amp;l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg}));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_ANIMATION_OVERRIDE">
<summary>
A getter for [SET_WEAPON_ANIMATION_OVERRIDE](\_0x1055AC3A667F09D9).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_CLIP_SIZE">
<summary>
// 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, &amp;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);
}
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_ACCURACY_MODIFIER">
<summary>
A getter for `CWeaponAccuracyModifier` in a weapon component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_CAMERA_HASH">
<summary>
A getter for `CameraHash` in a weapon scope component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_CLIP_SIZE">
<summary>
A getter for `ClipSize` in a weapon component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_DAMAGE_MODIFIER">
<summary>
A getter for `CWeaponDamageModifier` in a weapon component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_RANGE_DAMAGE_MODIFIER">
<summary>
A getter for `CWeaponFallOffModifier` damage modifier value in a weapon component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_RANGE_MODIFIER">
<summary>
A getter for `CWeaponFallOffModifier` range modifier value in a weapon component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_COMPONENT_RETICULE_HASH">
<summary>
A getter for `ReticuleHash` in a weapon scope component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_DAMAGE">
<summary>
This native does not return damages of weapons from the melee and explosive group.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_DAMAGE_MODIFIER">
<summary>
A getter for [\_SET_WEAPON_DAMAGE_MODIFIER](#\_0x4757F00BC6323CFE).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_DAMAGE_TYPE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_HUD_STATS">
<summary>
// 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*)&amp;data))
{
// uint8_t damagePercentage = data.hudDamage etc...
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WEAPON_OBJECT_FROM_PED">
<summary>
Drops the current weapon and returns the object
Unknown behavior when unarmed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_WORLD_POSITION_OF_ENTITY_BONE">
<summary>
Returns the coordinates of an entity-bone.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ZONE_FROM_NAME_ID">
<summary>
'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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_ZONE_SCUMMINESS">
<summary>
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
}
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_ACHIEVEMENT_TO_PLAYER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_DELAYED_WEAPON_TO_PED">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_PED_HELMET">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_PED_NM_MESSAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_PED_TO_PAUSE_MENU">
<summary>
```
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT">
<summary>
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}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GOLF_TRAIL_SET_FIXED_CONTROL_POINT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GOLF_TRAIL_SET_PATH">
<summary>
p8 seems to always be false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GOLF_TRAIL_SET_SHADER_PARAMS">
<summary>
Only appeared in Golf &amp; Golf_mp. Parameters were all ptrs
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ANIM_EVENT_FIRED">
<summary>
if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject")))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ANIM_SET_LOADED">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_BULLET_IMPACTED_IN_AREA">
<summary>
p3 - possibly radius?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_CLIP_SET_LOADED">
<summary>
Alias for HAS_ANIM_SET_LOADED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_CLOUD_REQUESTS_FINISHED">
<summary>
Sets the value of the specified variable to 0.
Always returns true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_CUT_FILE_LOADED">
<summary>
Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_ANIM_FINISHED">
<summary>
```
P3 is always 3 as far as i cant tell
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY">
<summary>
Entity 1 = Victim
Entity 2 = Attacker
p2 seems to always be 1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_CLEAR_LOS_TO_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_ENTITY_COLLIDED_WITH_ANYTHING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_MINIMAP_OVERLAY_LOADED">
<summary>
Returns whether or not the specific minimap overlay has loaded.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_MODEL_LOADED">
<summary>
Checks if the specified model has loaded into memory.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_OBJECT_BEEN_BROKEN">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_PED_BEEN_DAMAGED_BY_WEAPON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_PED_GOT_WEAPON">
<summary>
p2 should be FALSE, otherwise it seems to always return FALSE
Bool does not check if the weapon is current equipped, unfortunately.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_SCALEFORM_MOVIE_FILENAME_LOADED">
<summary>
Only values used in the scripts are:
"heist_mp"
"heistmap_mp"
"instructional_buttons"
"heist_pre"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_SCRIPT_LOADED">
<summary>
Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_THIS_ADDITIONAL_TEXT_LOADED">
<summary>
Checks if the specified gxt has loaded into the passed slot.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HAS_VEHICLE_GOT_PROJECTILE_ATTACHED">
<summary>
Third Parameter = unsure, but pretty sure it is weapon hash
--&gt; get_hash_key("weapon_stickybomb")
Fourth Parameter = unsure, almost always -1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HIDE_HUD_AND_RADAR_THIS_FRAME">
<summary>
I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HIDE_HUD_COMPONENT_THIS_FRAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE">
<summary>
Hides the players weapon during a cutscene.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HINT_AMBIENT_AUDIO_BANK">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HINT_SCRIPT_AUDIO_BANK">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HUD_FORCE_WEAPON_WHEEL">
<summary>
Forces the weapon wheel to show/hide.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HUD_SET_WEAPON_WHEEL_TOP_SLOT">
<summary>
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.INTERRUPT_CONVERSATION_AND_PAUSE">
<summary>
One call found in the b617d scripts:
AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.INT_TO_PARTICIPANTINDEX">
<summary>
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)))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.INT_TO_PLAYERINDEX">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.INVALIDATE_IDLE_CAM">
<summary>
Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ALARM_PLAYING">
<summary>
Example:
bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_AMBIENT_SPEECH_DISABLED">
<summary>
Common in the scripts:
AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_AUSSIE_VERSION">
<summary>
if (MISC::IS_AUSSIE_VERSION()) {
sub_127a9(&amp;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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_BIGMAP_ACTIVE">
<summary>
&lt;!-- Native implemented by Disquse. 0xFFF65C63 --&gt;
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_BIGMAP_FULL">
<summary>
&lt;!-- Native implemented by Disquse. 0x66EE14B2 --&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_BIT_SET">
<summary>
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(&amp;bitAddress, 1); // enable
MISC::CLEAR_BIT(&amp;bitAddress, 1); // disable
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_BULLET_IN_ANGLED_AREA">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
For projectiles, see: [`IS_PROJECTILE_TYPE_IN_ANGLED_AREA`](#\_0xF0BC12401061DEA0)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CAM_ACTIVE">
<summary>
Returns whether or not the passed camera handle is active.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CAM_PLAYING_ANIM">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CINEMATIC_CAM_INPUT_ACTIVE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_COLLISION_MARKED_OUTSIDE">
<summary>
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CONTROL_JUST_PRESSED">
<summary>
Returns whether a control was newly pressed since the last check.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CONTROL_JUST_RELEASED">
<summary>
Returns whether a control was newly released since the last check.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CONTROL_PRESSED">
<summary>
Returns whether a control is currently pressed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_CONTROL_RELEASED">
<summary>
Returns whether a control is currently *not* pressed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_COP_PED_IN_AREA_3D">
<summary>
xyz - relative to the world origin.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_COP_VEHICLE_IN_AREA_3D">
<summary>
Usage:
public bool isCopInRange(Vector3 Location, float Range)
{
return Function.Call&lt;bool&gt;(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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_DLC_PRESENT">
<summary>
Example:
DLC::IS_DLC_PRESENT($\mpbusiness2\);
($ = gethashkey)
bruteforce these:
0xB119F6D
0x96F02EE6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_DOOR_REGISTERED_WITH_SYSTEM">
<summary>
if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
{
OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_DUI_AVAILABLE">
<summary>
Returns whether or not a browser is created for a specified DUI browser object.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_DUPLICITY_VERSION">
<summary>
Gets whether or not this is the CitizenFX server.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_AT_COORD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_AT_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_DEAD">
<summary>
NativeDB Added Parameter 2: BOOL p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_IN_ANGLED_AREA">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_ON_SCREEN">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_PLAYING_ANIM">
<summary>
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_POSITION_FROZEN">
<summary>
A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ENTITY_STATIC">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_EXPLOSION_IN_ANGLED_AREA">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_FRONTEND_FADING">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_GAMEPLAY_CAM_RENDERING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_GAME_IN_CONTROL_OF_MUSIC">
<summary>
Hardcoded to return 1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_HORN_ACTIVE">
<summary>
Checks whether the horn of a vehicle is currently played.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_HUD_COMPONENT_ACTIVE">
<summary>
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;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_INCIDENT_VALID">
<summary>
=======================================================
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.
=======================================================
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_MODEL_A_VEHICLE">
<summary>
Returns whether the specified model represents a vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_MODEL_IN_CDIMAGE">
<summary>
Check if model is in cdimage(rpf)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_MODEL_VALID">
<summary>
Returns whether the specified model exists in the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_NAVMESH_LOADED_IN_AREA">
<summary>
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...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_NEXT_WEATHER_TYPE">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_NUI_FOCUSED">
<summary>
Returns the current NUI focus state previously set with `SET_NUI_FOCUS`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_NUI_FOCUS_KEEPING_INPUT">
<summary>
Checks if keyboard input is enabled during NUI focus using `SET_NUI_FOCUS_KEEP_INPUT`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_OBJECT_A_PORTABLE_PICKUP">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_ONLINE_POLICIES_MENU_ACTIVE">
<summary>
Returns the same as `IS_SOCIAL_CLUB_ACTIVE`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PEDHEADSHOT_READY">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PEDHEADSHOT_VALID">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_ACTIVE_IN_SCENARIO">
<summary>
When passing a ped parameter, the function returns true if the ped is currently in any scenario.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_ARMED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_A_PLAYER">
<summary>
Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_BEING_ARRESTED">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_BEING_STUNNED">
<summary>
p1 is always 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_COMPONENT_VARIATION_VALID">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_CURRENT_WEAPON_SILENCED">
<summary>
This native returns a true or false value.
Ped ped = The ped whose weapon you want to check.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_DEAD_OR_DYING">
<summary>
Seems to consistently return true if the ped is dead, however, it does not detect the dying phase.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_EVASIVE_DIVING">
<summary>
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, &amp;num3) != 0)
if (ENTITY::IS_ENTITY_A_VEHICLE(num3) != 0)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_FACING_PED">
<summary>
angle is ped's view cone
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_FATALLY_INJURED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_HUMAN">
<summary>
Returns true/false if the ped is/isn't humanoid.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_HURT">
<summary>
Returns whether the specified ped is hurt.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_INJURED">
<summary>
Gets a value indicating whether this ped's health is below its injured threshold.
The default threshold is 100.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_ANY_VEHICLE">
<summary>
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`).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_COMBAT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_COVER">
<summary>
p1 is nearly always 0 in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_MELEE_COMBAT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_VEHICLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_IN_WRITHE">
<summary>
This native checks if a ped is on the ground, in pain from a (gunshot) wound.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_MALE">
<summary>
Returns true/false if the ped is/isn't male.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_ON_MOUNT">
<summary>
Same function call as PED::GET_MOUNT, aka just returns 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_ON_VEHICLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_RAGDOLL">
<summary>
If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_RELOADING">
<summary>
Returns whether the specified ped is reloading.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_SHOOTING">
<summary>
Returns whether the specified ped is shooting.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_SITTING_IN_ANY_VEHICLE">
<summary>
Detect if ped is in any vehicle
[True/False]
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_SITTING_IN_VEHICLE">
<summary>
Detect if ped is sitting in the specified vehicle
[True/False]
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_STOPPED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_STRAFING">
<summary>
What's strafing?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PED_WEARING_HELMET">
<summary>
Returns true if the ped passed through the parenthesis is wearing a helmet.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_BATTLE_AWARE">
<summary>
Returns true if an unk value is greater than 0.0f
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_BEING_ARRESTED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_CLIMBING">
<summary>
Returns TRUE if the player ('s ped) is climbing at the moment.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_CONTROL_ON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_FREE_AIMING">
<summary>
Gets a value indicating whether the specified player is currently aiming freely.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_FREE_AIMING_AT_ENTITY">
<summary>
Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_LOGGING_IN_NP">
<summary>
this function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_ONLINE">
<summary>
Returns TRUE if the game is in online mode and FALSE if in offline mode.
This is an alias for NETWORK_IS_SIGNED_ONLINE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_PLAYING">
<summary>
Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_RIDING_TRAIN">
<summary>
Returns true if the player is riding a train.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PLAYER_SWITCH_IN_PROGRESS">
<summary>
Returns true if the player is currently switching, false otherwise.
(When the camera is in the sky moving from Trevor to Franklin for example)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_POINT_IN_ANGLED_AREA">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_POINT_ON_ROAD">
<summary>
Gets a value indicating whether the specified position is on a road.
The vehicle parameter is not implemented (ignored).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_POSITION_OCCUPIED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PREV_WEATHER_TYPE">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PROJECTILE_IN_AREA">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PROJECTILE_TYPE_IN_ANGLED_AREA">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
```
NativeDB Removed Parameter 7: float p7
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PROJECTILE_TYPE_IN_AREA">
<summary>
Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_READY">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCENARIO_GROUP_ENABLED">
<summary>
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") &amp;&amp; (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCENARIO_TYPE_ENABLED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCREENBLUR_FADE_RUNNING">
<summary>
Returns whether screen transition to blur/from blur is running.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SCRIPT_GLOBAL_SHAKING">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SHOCKING_EVENT_IN_SPHERE">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SNIPER_BULLET_IN_AREA">
<summary>
Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SNIPER_INVERTED">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SPECIAL_ABILITY_ACTIVE">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SPECIAL_ABILITY_ENABLED">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SPECIAL_ABILITY_METER_FULL">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SRL_LOADED">
<summary>
Returns true when the srl from BEGIN_SRL is loaded.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_STREAMING_FILE_READY">
<summary>
**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.
Returns whether an asynchronous streaming file registration completed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_SYNCHRONIZED_SCENE_RUNNING">
<summary>
Returns true if a synchronized scene is running
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_THIS_MODEL_A_CAR">
<summary>
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!)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_TIME_EQUAL_TO">
<summary>
Returns true if the two times are equal; otherwise returns false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_TIME_LESS_THAN">
<summary>
Subtracts the second argument from the first, then returns whether the result is negative.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_TIME_MORE_THAN">
<summary>
Subtracts the first argument from the second, then returns whether the result is negative.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_TRACKED_PED_VISIBLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_ATTACHED_TO_TOW_TRUCK">
<summary>
Scripts verify that towTruck is the first parameter, not the second.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_A_CONVERTIBLE">
<summary>
p1 is false almost always.
However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_DOOR_DAMAGED">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_DOOR_FULLY_OPEN">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_DRIVEABLE">
<summary>
p1 is always 0 in the scripts.
p1 = check if vehicle is on fire
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_IN_BURNOUT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_IN_GARAGE_AREA">
<summary>
garageName example "Michael - Beverly Hills"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_IN_SUBMARINE_MODE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_NODE_ID_VALID">
<summary>
Returns true if the id is non zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_ON_ALL_WHEELS">
<summary>
Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean
Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh)
End Function
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_SEARCHLIGHT_ON">
<summary>
Possibly: Returns whether the searchlight (found on police vehicles) is toggled on.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_SEAT_FREE">
<summary>
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.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_SPRAYABLE">
<summary>
Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_STOPPED">
<summary>
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 &lt;= 0.00039999999.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_STOPPED_AT_TRAFFIC_LIGHTS">
<summary>
Is this for red lights only? more testing required.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_STUCK_TIMER_UP">
<summary>
p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_TYRE_BURST">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_VEHICLE_WINDOW_INTACT">
<summary>
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,
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_WARNING_MESSAGE_ACTIVE">
<summary>
Returns true if a Warning Message or ReportUGC menu is active.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE">
<summary>
Gets whether the world point the calling script is registered to is within desired range of the player.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.KNOCK_OFF_PED_PROP">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LEAVE_CURSOR_MODE">
<summary>
Leaves cursor mode. This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_ALL_PATH_NODES">
<summary>
This native has been removed in v1180.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_CLOUD_HAT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_RESOURCE_FILE">
<summary>
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")`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_ROPE_DATA">
<summary>
Rope presets can be found in the gamefiles. One example is "ropeFamily3", it is NOT a hash but rather a string.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_STREAM">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOAD_STREAM_WITH_START_OFFSET">
<summary>
Example:
AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS");
Only called a few times in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOCK_MINIMAP_ANGLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.LOCK_MINIMAP_POSITION">
<summary>
Locks the minimap to the specified world position.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MAKE_PED_RELOAD">
<summary>
Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MODIFY_WATER">
<summary>
Sets the water height for a given position and radius.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_ADD_VOICE_CHANNEL_LISTEN">
<summary>
Starts listening to the specified channel, when available.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_ADD_VOICE_TARGET_CHANNEL">
<summary>
Adds the specified channel to the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_ADD_VOICE_TARGET_PLAYER">
<summary>
Adds the specified player to the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID">
<summary>
Adds the specified player to the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_CLEAR_VOICE_TARGET">
<summary>
Clears the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_CLEAR_VOICE_TARGET_CHANNELS">
<summary>
Clears channels from the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_CLEAR_VOICE_TARGET_PLAYERS">
<summary>
Clears players from the target list for the specified Mumble voice target ID.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_GET_VOICE_CHANNEL_FROM_SERVER_ID">
<summary>
Returns the mumble voice channel from a player's server id.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_IS_CONNECTED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_REMOVE_VOICE_CHANNEL_LISTEN">
<summary>
Stops listening to the specified channel.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_REMOVE_VOICE_TARGET_CHANNEL">
<summary>
Removes the specified voice channel from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_CHANNEL](#\_0x4D386C9E)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_REMOVE_VOICE_TARGET_PLAYER">
<summary>
Removes the specified player from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER](#\_0x32C5355A)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_REMOVE_VOICE_TARGET_PLAYER_BY_SERVER_ID">
<summary>
Removes the specified player from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID](#\_0x25F2B65F)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_AUDIO_INPUT_DISTANCE">
<summary>
Sets the current input distance. The player will be able to talk to other players within this distance.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_AUDIO_INPUT_INTENT">
<summary>
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 |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_AUDIO_OUTPUT_DISTANCE">
<summary>
Sets the current output distance. The player will be able to hear other players talking within this distance.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_SERVER_ADDRESS">
<summary>
Changes the Mumble server address to connect to, and reconnects to the new address.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_SUBMIX_FOR_SERVER_ID">
<summary>
Sets the audio submix ID for a specified player using Mumble 'Native Audio' functionality.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_VOICE_TARGET">
<summary>
Sets the current Mumble voice target ID to broadcast voice to.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_VOLUME_OVERRIDE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.MUMBLE_SET_VOLUME_OVERRIDE_BY_SERVER_ID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_ADD_ENTITY_ANGLED_AREA">
<summary>
To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_ADD_FOLLOWERS">
<summary>
..
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BAIL">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BAIL_TRANSITION">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_AIRSTRIKE">
<summary>
p1 = 0 (always)
p2 = 1 (always)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_BACKUP_GANG">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_BOUNTY">
<summary>
p1 is just an assumption. p2 was false and p3 was true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_FAIRGROUND_RIDE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_HELI_STRIKE">
<summary>
p1 = 0 (always)
p2 = 1 (always)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_LOTTERY_TICKET">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_BUY_SMOKES">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CAN_ACCESS_MULTIPLAYER">
<summary>
11 - Need to download tunables.
12 - Need to download background script.
Returns 1 if the multiplayer is loaded, otherwhise 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CAN_BUY_LOTTERY_TICKET">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CAN_SPEND_MONEY">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CHECK_DATA_MANAGER_SUCCEEDED_FOR_HANDLE">
<summary>
Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CLAN_GET_MEMBERSHIP">
<summary>
Retrieves a membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP).
Test C++ code:
https://pastebin.com/CD8wni4C
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CLAN_GET_MEMBERSHIP_VALID">
<summary>
Checks if a crew/membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP) is valid.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CLAN_GET_UI_FORMATTED_TAG">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CLAN_IS_ROCKSTAR_CLAN">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CLAN_PLAYER_GET_DESC">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_CONCEAL_PLAYER">
<summary>
This is what R\* uses to hide players in MP interiors.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_DELETE_CHARACTER">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_DO_TRANSITION_QUICKMATCH">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_DO_TRANSITION_QUICKMATCH_ASYNC">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_DO_TRANSITION_QUICKMATCH_WITH_GROUP">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_DO_TRANSITION_TO_FREEMODE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_EARN_FROM_AI_TARGET_KILL">
<summary>
DSPORT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_EARN_FROM_AMBIENT_JOB">
<summary>
Example for p1: "AM_DISTRACT_COPS"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_EARN_FROM_JOB_BONUS">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_EXPLODE_VEHICLE">
<summary>
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 &lt;2&gt;], 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_FADE_IN_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_FADE_OUT_ENTITY">
<summary>
normal - transition like when your coming out of LSC
slow - transition like when you walk into a mission
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_CONTENT_MODIFIER_LIST_ID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_ENTITY_FROM_NETWORK_ID">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_ENTITY_OWNER">
<summary>
Returns the owner ID of the specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_EVC_BALANCE">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_HOST_OF_SCRIPT">
<summary>
scriptName examples:
"freemode", "AM_CR_SecurityVan", ...
Most of the time, these values are used:
p1 = -1
p2 = 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_LOCAL_HANDLE">
<summary>
Retrieves the local player's NetworkHandle* and stores it in the given buffer.
* Currently unknown struct
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_MAX_NUM_PARTICIPANTS">
<summary>
Seems to always return 0, but it's used in quite a few loops.
for (num3 = 0; num3 &lt; NETWORK::0xCCD8C02D(); num3++)
{
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
{
var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_NETWORK_ID_FROM_ENTITY">
<summary>
Get the network id of the given entity
An entity network id is representing a given entity for other clients, is like a handle that every client recognize, can be reconverted to a client entity handle.
These 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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_NUM_CONNECTED_PLAYERS">
<summary>
Returns the amount of players connected in the current session. Only works when connected to a session/server.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_PLAYER_INDEX_FROM_PED">
<summary>
Returns the Player associated to a given Ped when in an online session.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_PRESENCE_INVITE_INVITER">
<summary>
Returns the Name of the inviter of the specific selected Invite.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_PRESENCE_INVITE_SESSION_ID">
<summary>
The Native returns a hash of the session id as string from the specific invite index!
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_PVC_BALANCE">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_PVC_TRANSFER_BALANCE">
<summary>
Same as 0xEA560AC9EEB1E19B.
```
```
Same as 0xEA560AC9EEB1E19B.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_RANDOM_INT_RANGED">
<summary>
Same as GET_RANDOM_INT_IN_RANGE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_REMAINING_TRANSFER_BALANCE">
<summary>
Same as 0x13A8DE2FD77D04F3.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_RESPAWN_RESULT">
<summary>
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..
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_STRING_BANK_WALLET_BALANCE">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_STRING_WALLET_BALANCE">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_TRANSITION_MEMBERS">
<summary>
Returns count.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_GET_TUNABLE_CLOUD_CRC">
<summary>
Actually returns the version (TUNABLE_VERSION)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HANDLE_FROM_MEMBER_ID">
<summary>
Returns a NetworkHandle* from the specified member ID and stores it in a given buffer.
* Currently unknown struct
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HANDLE_FROM_PLAYER">
<summary>
Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer.
* Currently unknown struct
Example:
std::vector&lt;UINT64&gt; GetPlayerNetworkHandle(Player player) {
const int size = 13;
uint64_t *buffer = std::make_unique&lt;uint64_t[]&gt;(size).get();
NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast&lt;int *&gt;(buffer), 13);
for (int i = 0; i &lt; size; i++) {
Log::Msg("networkhandle[%i]: %llx", i, buffer[i]);
}
std::vector&lt;UINT64&gt; result(buffer, buffer + sizeof(buffer));
return result;
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HANDLE_FROM_USER_ID">
<summary>
Returns a NetworkHandle* from the specified user ID and stores it in a given buffer.
* Currently unknown struct
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HAS_ROS_PRIVILEGE">
<summary>
index is always 18 in scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HAS_VALID_ROS_CREDENTIALS">
<summary>
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HOST_TRANSITION">
<summary>
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()`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_CHATTING_IN_PLATFORM_PARTY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_FRIEND_IN_SAME_TITLE">
<summary>
In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_HOST">
<summary>
If you are host, returns true else returns false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_INACTIVE_PROFILE">
<summary>
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".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_IN_PARTY">
<summary>
Note according to IDA TU27 X360(Console),
This native &amp; '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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_IN_PLATFORM_PARTY">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_IN_PLATFORM_PARTY_CHAT">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_PARTY_MEMBER">
<summary>
Note according to IDA TU27 X360(Console),
This native &amp; '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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_PENDING_FRIEND">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_PLAYER_TALKING">
<summary>
returns true if someone is screaming or talking in a microphone
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_SESSION_STARTED">
<summary>
This checks if player is playing on gta online or not.
Please add an if and block your mod if this is "true".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_SIGNED_IN">
<summary>
Returns whether the player is signed into Social Club.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_SIGNED_ONLINE">
<summary>
Returns whether the game is not in offline mode.
seemed not to work for some ppl
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_JOIN_TRANSITION">
<summary>
int handle[76];
NETWORK_HANDLE_FROM_FRIEND(iSelectedPlayer, &amp;handle[0], 13);
Player uVar2 = NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(&amp;handle[0]);
NETWORK_JOIN_TRANSITION(uVar2);
nothing doin.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_OVERRIDE_CHAT_RESTRICTIONS">
<summary>
Could possibly bypass being muted or automatically muted
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_OVERRIDE_CLOCK_TIME">
<summary>
Works in Singleplayer too.
Passing wrong data (e.g. hours above 23) will cause the game to crash.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS_ALL">
<summary>
p0 is always false in scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_OVERRIDE_SEND_RESTRICTIONS">
<summary>
This is used alongside the native,
'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_PLAYER_GET_NAME">
<summary>
Returns the name of a given player. Returns "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_PLAYER_GET_USERID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_PLAYER_ID_TO_INT">
<summary>
Does exactly the same thing as PLAYER_ID()
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_PLAYER_IS_ROCKSTAR_DEV">
<summary>
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 &amp; 360.
R* now checks with the is_dlc_present native for the dlc hash 2532323046,
if that is present it will unlock dev stuff.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_REFUND_CASH">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_RESURRECT_LOCAL_PLAYER">
<summary>
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SEND_TEXT_MESSAGE">
<summary>
Message is limited to 64 characters.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SEND_TRANSITION_GAMER_INSTRUCTION">
<summary>
the first arg seems to be the network player handle (&amp;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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_END">
<summary>
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."
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_ENTER">
<summary>
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 &amp;&amp; Global_1312631 = true/1) those are passed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_HOST">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_HOST_FRIENDS_ONLY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_HOST_SINGLE_PLAYER">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_KICK_PLAYER">
<summary>
Only works as host.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_SET_MATCHMAKING_GROUP_MAX">
<summary>
playerTypes:
0 = regular joiner
4 = spectator
8 = unknown
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SESSION_VOICE_CONNECT_TO_PLAYER">
<summary>
Only one occurence in the scripts:
auto sub_cb43(auto a_0, auto a_1) {
if (g_2594CB._f1) {
if (NETWORK::_855BC38818F6F684()) {
NETWORK::_ABD5E88B8A2D3DB2(&amp;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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SET_PROPERTY_ID">
<summary>
value must be &lt; 255
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SET_RICH_PRESENCE">
<summary>
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...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SET_RICH_PRESENCE_STRING">
<summary>
This native does absolutely nothing, just a nullsub
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SHOW_PROFILE_UI">
<summary>
Example:
int playerHandle;
NETWORK_HANDLE_FROM_PLAYER(selectedPlayer, &amp;playerHandle, 13);
NETWORK_SHOW_PROFILE_UI(&amp;playerHandle);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SPENT_BANK_INTEREST">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SPENT_HIRE_MUGGER">
<summary>
Only used once in a script (am_contact_requests)
p1 = 0
p2 = 1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SPENT_PAY_VEHICLE_INSURANCE_PREMIUM">
<summary>
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&lt;13&gt; 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() &lt; carCost.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_START_RESPAWN_SEARCH_FOR_PLAYER">
<summary>
```
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_START_RESPAWN_SEARCH_IN_ANGLED_AREA_FOR_PLAYER">
<summary>
p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH">
<summary>
Returns defaultValue if the tunable doesn't exist.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_USE_HIGH_PRECISION_BLENDING">
<summary>
Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NET_TO_ENT">
<summary>
gets the entity id of a network id
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NET_TO_OBJ">
<summary>
gets the object id of a network id
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NET_TO_PED">
<summary>
gets the ped id of a network id
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NEW_LOAD_SCENE_START">
<summary>
`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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NEW_LOAD_SCENE_START_SPHERE">
<summary>
if (!sub_8f12("START LOAD SCENE SAFE")) {
if (CUTSCENE::GET_CUTSCENE_TIME() &gt; 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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NEXT_ONSCREEN_KEYBOARD_RESULT_WILL_DISPLAY_USING_THESE_FONTS">
<summary>
p0 was always 2 in R* scripts.
Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OBJ_TO_NET">
<summary>
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));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ON_ENTER_MP">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ON_ENTER_SP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OPEN_COMMERCE_STORE">
<summary>
Has a 3rd param (int) since patch [???].
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OPEN_PATROL_ROUTE">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OPEN_REPORTUGC_MENU">
<summary>
Shows a menu for reporting UGC content.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OPEN_SOCIAL_CLUB_MENU">
<summary>
Uses the `SOCIAL_CLUB2` scaleform.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_CAM_SPLINE_MOTION_BLUR">
<summary>
Max value for p1 is 15.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_LODSCALE_THIS_FRAME">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_PEDS_CAN_STAND_ON_TOP_FLAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_POPSCHEDULE_VEHICLE_MODEL">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_TREVOR_RAGE">
<summary>
This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_VEHICLE_PEDS_CAN_STAND_ON_TOP_FLAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OVERRIDE_VEH_HORN">
<summary>
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` |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PARTICIPANT_ID">
<summary>
Return the local Participant ID
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PARTICIPANT_ID_TO_INT">
<summary>
Return the local Participant ID.
This native is exactly the same as 'PARTICIPANT_ID' native.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PATCH_DECAL_DIFFUSE_MAP">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSE_MENUCEPTION_GO_DEEPER">
<summary>
Sets current pause menu page/component to the specified value.
Available page IDs: https://pastebin.com/qxuhwjPT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSE_MENUCEPTION_THE_KICK">
<summary>
Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSE_MENU_ACTIVATE_CONTEXT">
<summary>
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.
***
&gt; Seems to add/set the current menu context (to show/hide buttons?)
&gt; Pausemenu.xml:
&gt; `&lt;Contexts&gt;*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION&lt;/Contexts&gt;`
&gt; Code:
&gt;
&gt; ```
&gt; if (...) {
&gt; sub_bbd34(a_0, 0, "FM_BET_HELP");
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_locked});
&gt; } else {
&gt; sub_bbd34(a_0, 0, "");
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_available});
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native
&gt; }
&gt; ```
&gt;
&gt; OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision
&gt; // Old
&gt; 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSE_MENU_REDRAW_INSTRUCTIONAL_BUTTONS">
<summary>
Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSE_MENU_SET_WARN_ON_TAB_CHANGE">
<summary>
Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PED_TO_NET">
<summary>
gets the network id of a ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYER_ATTACH_VIRTUAL_BOUND">
<summary>
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;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYER_DETACH_VIRTUAL_BOUND">
<summary>
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;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYER_ID">
<summary>
This returns YOUR 'identity' as a Player type.
Always returns 0 in story mode.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYER_PED_ID">
<summary>
Returns current player ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_CRATE_DROP_MISSION_DONE">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_IDLE_KICK">
<summary>
longest time being ilde?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_MATCH_STARTED">
<summary>
NativeDB Removed Parameter 4: Any p3
NativeDB Removed Parameter 5: Any p4
NativeDB Removed Parameter 6: Any p5
NativeDB Removed Parameter 7: Any p6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_ODDJOB_DONE">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_RACE_TO_POINT_MISSION_DONE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAYSTATS_SET_JOIN_TYPE">
<summary>
Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_ANIMAL_VOCALIZATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_ANIM_ON_RUNNING_SCENARIO">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_CAM_ANIM">
<summary>
```
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_DEFERRED_SOUND_FRONTEND">
<summary>
Only call found in the b617d scripts:
AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_ENTITY_ANIM">
<summary>
```
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 &lt;1.0f values.
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_MISSION_COMPLETE_AUDIO">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_PAIN">
<summary>
**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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE">
<summary>
See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications.
```
NativeDB Added Parameter 4: Any p3
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_PED_AMBIENT_SPEECH_NATIVE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_PED_RINGTONE">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_POLICE_REPORT">
<summary>
Plays the given police radio message.
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SOUND">
<summary>
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SOUND_FROM_COORD">
<summary>
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW
gtaforums.com/topic/795622-audio-for-mods
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SOUND_FROM_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SOUND_FRONTEND">
<summary>
List: https://pastebin.com/DCeRiaLJ
All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_STREAM_FROM_OBJECT">
<summary>
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]] ]);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SYNCHRONIZED_CAM_ANIM">
<summary>
```
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SYNCHRONIZED_ENTITY_ANIM">
<summary>
```
p4 and p7 are usually 1000.0f.
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.POINT_CAM_AT_ENTITY">
<summary>
Points the camera at the specified entity.
Offset works like [GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS](#\_0x1899F328B0E12848).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.POINT_CAM_AT_PED_BONE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.POPULATE_NOW">
<summary>
spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.POP_OUT_VEHICLE_WINDSCREEN">
<summary>
Detaches the vehicle's windscreen.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PREFETCH_SRL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PRELOAD_CLOUD_HAT">
<summary>
Found in the scripts:
MISC::_11B56FBBF7224868("CONTRAILS");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PREPARE_ALARM">
<summary>
Example:
bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PREPARE_MUSIC_EVENT">
<summary>
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PRESET_INTERIOR_AMBIENT_CACHE">
<summary>
Only one match in the scripts:
GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PROCESS_ENTITY_ATTACHMENTS">
<summary>
Called to update entity attachments.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PROFILER_ENTER_SCOPE">
<summary>
Scope entry for profiler.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PROFILER_EXIT_SCOPE">
<summary>
Scope exit for profiler.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PROFILER_IS_RECORDING">
<summary>
Returns true if the profiler is active.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.QUEUE_MISSION_REPEAT_SAVE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_ARCHETYPES">
<summary>
**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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_COMMAND">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_ENTITIES">
<summary>
**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**.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_ENTITY_FOR_CUTSCENE">
<summary>
This can only be run once [`CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY`](#\_0xB56BBBCC2955D9CB) is true, but can be run before [`HAS_CUTSCENE_LOADED`](#\_0xC59F528E9AB9F339)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_FONT_FILE">
<summary>
Registers a specified .gfx file as GFx font library.
The .gfx file has to be registered with the streamer already.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_FONT_ID">
<summary>
Registers a specified font name for use with text draw commands.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_HATED_TARGETS_AROUND_PED">
<summary>
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_KEY_MAPPING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_OBJECT_SCRIPT_BRAIN">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_PEDHEADSHOT">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_PEDHEADSHOT_TRANSPARENT">
<summary>
Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black.
**Result of the example code:**
&lt;https://i.imgur.com/iHz8ztn.png&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_RESOURCE_AS_EVENT_HANDLER">
<summary>
An internal function which allows the current resource's HLL script runtimes to receive state for the specified event.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_SCRIPT_WITH_AUDIO">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_STREAMING_FILE_FROM_CACHE">
<summary>
**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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_STREAMING_FILE_FROM_KVS">
<summary>
**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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_STREAMING_FILE_FROM_URL">
<summary>
**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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_SYNCHRONISED_SCRIPT_SPEECH">
<summary>
Only used twice in armenian1.c
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REGISTER_TARGET">
<summary>
PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.
l_216 = RECSBRobber1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RELEASE_CONTROL_OF_FRONTEND">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RELEASE_SCRIPT_GUID_FROM_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RELEASE_WEAPON_AUDIO">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_ALL_PED_WEAPONS">
<summary>
setting the last params to false it does that same so I would suggest its not a toggle
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_ALL_PICKUPS_OF_TYPE">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_ALL_PROJECTILES_OF_TYPE">
<summary>
If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_ALL_STICKY_BOMBS_FROM_ENTITY">
<summary>
Used in am_mp_property_ext and am_mp_property_int
```
```
NativeDB Added Parameter 2: Ped ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_ANIM_SET">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_BLIP">
<summary>
Removes the blip from your map.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_CLIP_SET">
<summary>
Alias for REMOVE_ANIM_SET.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_CUT_FILE">
<summary>
Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_DECALS_IN_RANGE">
<summary>
Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_DOOR_FROM_SYSTEM">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_IPL">
<summary>
IPL list: pastebin.com/iNGLY32D
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_MODEL_HIDE">
<summary>
p5 requires more research. See also [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) and [`CREATE_MODEL_SWAP`](#\_0x92C47782FDA8B2A3).
Network players do not see changes done with this.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_MP_GAMER_TAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_MULTIPLAYER_HUD_CASH">
<summary>
Removes multiplayer cash hud each frame
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_PED_DEFENSIVE_AREA">
<summary>
Ped will no longer get angry when you stay near him.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_PED_ELEGANTLY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_PICK_UP_ROPE_FOR_CARGOBOB">
<summary>
Retracts the hook on the cargobob.
Note: after you retract it the natives for dropping the hook no longer work
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_PORTAL_SETTINGS_OVERRIDE">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_REPLACE_TEXTURE">
<summary>
Experimental natives, please do not use in a live environment.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_STATE_BAG_CHANGE_HANDLER">
<summary>
**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.
Removes a handler for changes to a state bag.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_VEHICLE_RECORDING">
<summary>
See [REQUEST_VEHICLE_RECORDING](#\_0xAF514CABE74CBF15)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_VEHICLE_WINDOW">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REMOVE_WEAPON_FROM_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RENDER_FAKE_PICKUP_GLOW">
<summary>
draws circular marker at pos
-1 = none
0 = red
1 = green
2 = blue
3 = green larger
4 = nothing
5 = green small
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RENDER_SCRIPT_CAMS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REPLACE_HUD_COLOUR">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
--------------------------------------------------
makes hudColorIndex2 color into hudColorIndex color
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REPLACE_HUD_COLOUR_WITH_RGBA">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REPORT_CRIME">
<summary>
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: ???
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_ADDITIONAL_TEXT">
<summary>
Request a gxt into the passed slot.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_AMBIENT_AUDIO_BANK">
<summary>
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_ANIM_SET">
<summary>
Starts loading the specified animation set. An animation set provides movement animations for a ped. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_CUTSCENE_WITH_PLAYBACK_LIST">
<summary>
playbackFlags: Which scenes should be played.
Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_CUT_FILE">
<summary>
Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_IPL">
<summary>
Exemple: REQUEST_IPL("TrevorsTrailerTrash");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_MISSION_AUDIO_BANK">
<summary>
All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_MODEL">
<summary>
Request a model to be loaded into memory.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_MODELS_IN_ROOM">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_NAMED_PTFX_ASSET">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_PTFX_ASSET">
<summary>
maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_SCALEFORM_MOVIE_INSTANCE">
<summary>
Same as [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F), except it seems to fix stretched scaleforms on ultrawide.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_SCRIPT_AUDIO_BANK">
<summary>
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_SCRIPT_WITH_NAME_HASH">
<summary>
formerly _REQUEST_STREAMED_SCRIPT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_STREAMED_TEXTURE_DICT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_VEHICLE_ASSET">
<summary>
REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3);
vehicle found that have asset's:
cargobob3
submersible
blazer
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_VEHICLE_RECORDING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_WAYPOINT_RECORDING">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
Max number of loaded recordings is 32.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REQUEST_WEAPON_ASSET">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_DEEP_OCEAN_SCALER">
<summary>
Sets the waves intensity back to original (1.0 in most cases).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_DISPATCH_TIME_BETWEEN_SPAWN_ATTEMPTS">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_FLY_THROUGH_WINDSCREEN_PARAMS">
<summary>
Resets parameters which is used by the game for checking is ped needs to fly through windscreen after a crash to default values.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_MAPDATA_ENTITY_MATRIX">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_MAP_ZOOM_DATA_LEVEL">
<summary>
Resets values from the zoom level data by index to defaults from mapzoomdata.meta.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_PARTICLE_FX_OVERRIDE">
<summary>
Resets the effect of SET_PARTICLE_FX_OVERRIDE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_PED_LAST_VEHICLE">
<summary>
Resets the value for the last vehicle driven by the Ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_SCRIPT_GFX_ALIGN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_VEHICLE_PEDS_CAN_STAND_ON_TOP_FLAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_VEHICLE_STUCK_TIMER">
<summary>
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-&gt;FirstStuckTimer = (WORD)0u;
case 1:
unknownClassInVehicle-&gt;SecondStuckTimer = (WORD)0u;
case 2:
unknownClassInVehicle-&gt;ThirdStuckTimer = (WORD)0u;
case 3:
unknownClassInVehicle-&gt;FourthStuckTimer = (WORD)0u;
case 4:
unknownClassInVehicle-&gt;FirstStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;SecondStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;ThirdStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;FourthStuckTimer = (WORD)0u;
break;
};
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_WORLD_BOUNDARY_FOR_PLAYER">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESTART_FRONTEND_MENU">
<summary>
Before using this native click the native above and look at the decription.
Example:
int GetHash = Function.Call&lt;int&gt;(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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESURRECT_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.REVIVE_INJURED_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROLL_DOWN_WINDOW">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROLL_DOWN_WINDOWS">
<summary>
Roll down all the windows of the vehicle passed through the first parameter.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROLL_UP_WINDOW">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROPE_FORCE_LENGTH">
<summary>
Forces a rope to a certain length.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROPE_LOAD_TEXTURES">
<summary>
Loads rope textures for all ropes in the current scene.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROPE_RESET_LENGTH">
<summary>
Reset a rope to a certain length.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ROPE_UNLOAD_TEXTURES">
<summary>
Unloads rope textures for all ropes in the current scene.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCALEFORM_MOVIE_METHOD_ADD_PARAM_BOOL">
<summary>
Pushes a boolean for the Scaleform function onto the stack.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCALEFORM_MOVIE_METHOD_ADD_PARAM_FLOAT">
<summary>
Pushes a float for the Scaleform function onto the stack.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT">
<summary>
Pushes an integer for the Scaleform function onto the stack.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCALEFORM_MOVIE_METHOD_ADD_PARAM_LATEST_BRIEF_STRING">
<summary>
Values:
0 - Dialogue Brief
1 - Help Text Brief
2 - Mission Objective Brief
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCALEFORM_MOVIE_METHOD_ADD_PARAM_PLAYER_NAME_STRING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCRIPT_IS_MOVING_MOBILE_PHONE_OFFSCREEN">
<summary>
If bool Toggle = true so the mobile is hide to screen.
If bool Toggle = false so the mobile is show to screen.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID">
<summary>
If the function returns 0, the end of the iteration has been reached.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SCRIPT_THREAD_ITERATOR_RESET">
<summary>
Starts a new iteration of the current threads.
Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_GAMERDATA_GET_BOOL">
<summary>
sfink: from scripts:
func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride"));
func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride"));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_GAMERDATA_GET_FLOAT">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_GAMERDATA_GET_INT">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_ADD">
<summary>
Social Club native to add license plate for the user
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_ADD_IS_PENDING">
<summary>
Returns true if the add license plate text request is still pending.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_ADD_STATUS">
<summary>
Returns a status for adding the license plate
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_COUNT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_ISVALID_IS_PENDING">
<summary>
Checks if the "is valid license plate" request is still pending.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_ISVALID_STATUS">
<summary>
Gets the status of the is valid license plate request
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_PLATE">
<summary>
Gets license plate text related to the get license plate info request
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_GET_PLATE_DATA">
<summary>
Gets license plate data related to the get license plate info request
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_ISVALID">
<summary>
SC native to start a request for if license plate text is valid
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_LICENSEPLATE_SET_PLATE_DATA">
<summary>
Changes the license plate for the user (no insert).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_PRESENCE_ATTR_SET_FLOAT">
<summary>
NativeDB Introduced: v323
NativeDB Added Parameter 1: Hash attrHash
NativeDB Added Parameter 2: float value
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SC_PROFANITY_CHECK_STRING">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEETHROUGH_RESET">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SELECT_ENTITY_AT_CURSOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SELECT_ENTITY_AT_POS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_DUI_MESSAGE">
<summary>
Sends a message to the specific DUI root page. This is similar to SEND_NUI_MESSAGE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_DUI_MOUSE_DOWN">
<summary>
Injects a 'mouse down' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_DUI_MOUSE_MOVE">
<summary>
Injects a 'mouse move' event for a DUI object. Coordinates are in browser space.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_DUI_MOUSE_UP">
<summary>
Injects a 'mouse up' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_DUI_MOUSE_WHEEL">
<summary>
Injects a 'mouse wheel' event for a DUI object.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SEND_LOADING_SCREEN_MESSAGE">
<summary>
Sends a message to the `loadingScreen` NUI frame, which contains the HTML page referenced in `loadscreen` resources.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SETUP_SHOP_PED_APPAREL_QUERY_TU">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SETUP_SHOP_PED_OUTFIT_QUERY">
<summary>
characters
0: Michael
1: Franklin
2: Trevor
3: MPMale
4: MPFemale
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AGGRESSIVE_HORNS">
<summary>
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AIM_COOLDOWN">
<summary>
Adds a cooldown between instances of moving and then aiming.
Can be optionally used to hinder 'speedboosting'
To turn off, set value to 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AMBIENT_VOICE_NAME">
<summary>
Audio List
gtaforums.com/topic/795622-audio-for-mods/
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ
Yes
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ANIMAL_MOOD">
<summary>
mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ANIM_PHASE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ARTIFICIAL_LIGHTS_STATE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_FLAG">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_SPECIAL_EFFECT_MODE">
<summary>
Needs to be called every frame.
Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_SUBMIX_EFFECT_PARAM_FLOAT">
<summary>
Sets a floating-point parameter for a submix effect.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_SUBMIX_EFFECT_PARAM_INT">
<summary>
Sets an integer parameter for a submix effect.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_SUBMIX_EFFECT_RADIO_FX">
<summary>
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 | |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_AUDIO_SUBMIX_OUTPUT_VOLUMES">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BIGMAP_ACTIVE">
<summary>
Toggles the big minimap state like in GTA:Online.
To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BIKE_ON_STAND">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BIT">
<summary>
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(&amp;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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_ALPHA">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_AS_FRIENDLY">
<summary>
false for enemy
true for friendly
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_AS_SHORT_RANGE">
<summary>
Sets whether or not the specified blip should only be displayed when nearby, or on the minimap.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_CATEGORY">
<summary>
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` |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_COLOUR">
<summary>
See https://docs.fivem.net/docs/game-references/blips/#BlipColors
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_DISPLAY">
<summary>
**displayId Behaviour** &lt;br&gt;
0 = Doesn't show up, ever, anywhere. &lt;br&gt;
1 = Doesn't show up, ever, anywhere. &lt;br&gt;
2 = Shows on both main map and minimap. (Selectable on map) &lt;br&gt;
3 = Shows on main map only. (Selectable on map) &lt;br&gt;
4 = Shows on main map only. (Selectable on map) &lt;br&gt;
5 = Shows on minimap only. &lt;br&gt;
6 = Shows on both main map and minimap. (Selectable on map) &lt;br&gt;
7 = Doesn't show up, ever, anywhere. &lt;br&gt;
8 = Shows on both main map and minimap. (Not selectable on map) &lt;br&gt;
9 = Shows on minimap only. &lt;br&gt;
10 = Shows on both main map and minimap. (Not selectable on map) &lt;br&gt;
Anything higher than 10 seems to be exactly the same as 10. &lt;br&gt;
&lt;br&gt;
Rockstar seem to only use 0, 2, 3, 4, 5 and 8 in the decompiled scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_FLASH_INTERVAL">
<summary>
Sets the interval in milliseconds before flashing the blip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_FLASH_TIMER">
<summary>
Flashes blip for time in milliseconds before stopping.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_NAME_FROM_TEXT_FILE">
<summary>
Doesn't work if the label text of gxtEntry is &gt;= 80.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_PRIORITY">
<summary>
See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_ROTATION">
<summary>
After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_ROUTE">
<summary>
Enable / disable showing route for the Blip-object.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_SHOW_CONE">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_SPRITE">
<summary>
&lt;!--
_loc1_.map((name, idx) =&gt; `| ${idx} | ${name} | ![${name}](https://runtime.fivem.net/blips/${name}.svg) |`).join('\n')
--&gt;
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLOCKING_OF_NON_TEMPORARY_EVENTS">
<summary>
works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_ACTIVE">
<summary>
Set camera as active/inactive.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_ACTIVE_WITH_INTERP">
<summary>
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...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_AFFECTS_AIMING">
<summary>
Allows you to aim and shoot at the direction the camera is facing.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_COORD">
<summary>
Sets the position of the cam.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_DEBUG_NAME">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_FOV">
<summary>
Sets the field of view of the cam.
---------------------------------------------
Min: 1.0f
Max: 130.0f
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_INHERIT_ROLL_VEHICLE">
<summary>
The native seems to only be called once.
The native is used as so,
CAM::SET_CAM_INHERIT_ROLL_VEHICLE(l_544, getElem(2, &amp;l_525, 4));
In the exile1 script.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_ROT">
<summary>
Sets the rotation of the cam.
Last parameter unknown.
Last parameter seems to always be set to 2.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_SPLINE_DURATION">
<summary>
I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAM_SPLINE_SMOOTHING_STYLE">
<summary>
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 &amp; lead-out
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAN_ATTACK_FRIENDLY">
<summary>
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 &amp; p2 = false for unable to aim at.
p1 = true &amp; p2 = false for able to aim at.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAN_RESPRAY_VEHICLE">
<summary>
Hardcoded to not work in multiplayer.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CARGOBOB_FORCE_DONT_DETACH_VEHICLE">
<summary>
Stops cargobob from being able to detach the attached vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CARGOBOB_PICKUP_MAGNET_ACTIVE">
<summary>
Won't attract or magnetize to any helicopters or planes of course, but that's common sense.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CHECKPOINT_CYLINDER_HEIGHT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CHECKPOINT_RGBA">
<summary>
Sets the checkpoint color.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CHECKPOINT_RGBA2">
<summary>
Sets the checkpoint icon color.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CINEMATIC_MODE_ACTIVE">
<summary>
Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CLOCK_TIME">
<summary>
SET_CLOCK_TIME(12, 34, 56);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUSTOM_RADIO_TRACK_LIST">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_AUDIO_OVERRIDE">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_ENTITY_STREAMING_FLAGS">
<summary>
Only used in networked environment with MP cutscenes
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_ORIGIN">
<summary>
Sets cutscene location, used for multiplayer apartments/businesses.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_PED_COMPONENT_VARIATION">
<summary>
See [`SET_PED_COMPONENT_VARIATION`](#\_0x262B14F48D29DE80)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_PED_COMPONENT_VARIATION_FROM_PED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_PED_PROP_VARIATION">
<summary>
See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CUTSCENE_TRIGGER_AREA">
<summary>
Only used twice in R* scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DEEP_OCEAN_SCALER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DEFAULT_VEHICLE_NUMBER_PLATE_TEXT_PATTERN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_APP_ID">
<summary>
This native sets the app id for the discord rich presence implementation.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_RICH_PRESENCE_ACTION">
<summary>
Sets a clickable button to be displayed in a player's Discord rich presence.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_RICH_PRESENCE_ASSET">
<summary>
This native sets the image asset for the discord rich presence implementation.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_RICH_PRESENCE_ASSET_SMALL">
<summary>
This native sets the small image asset for the discord rich presence implementation.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_RICH_PRESENCE_ASSET_SMALL_TEXT">
<summary>
This native sets the hover text of the small image asset for the discord rich presence implementation.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISCORD_RICH_PRESENCE_ASSET_TEXT">
<summary>
This native sets the hover text of the image asset for the discord rich presence implementation.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DISTANT_CARS_ENABLED">
<summary>
Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DITCH_POLICE_MODELS">
<summary>
This is a NOP function. It does nothing at all.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRAW_ORIGIN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRIVEBY_TASK_TARGET">
<summary>
For p1 &amp; 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRIVER_ABILITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRIVER_AGGRESSIVENESS">
<summary>
range 0.0f - 1.0f
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRIVER_RACING_MODIFIER">
<summary>
Scripts use 0.2, 0.5 and 1.0. Value must be &gt;= 0.0 &amp;&amp; &lt;= 1.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE">
<summary>
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/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_DUI_URL">
<summary>
Navigates the specified DUI browser to a different URL.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENABLE_BOUND_ANKLES">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENABLE_HANDCUFFS">
<summary>
ped can not pull out a weapon when true
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENABLE_SCUBA">
<summary>
Enables diving motion when underwater.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENABLE_VEHICLE_SLIPSTREAMING">
<summary>
Enable/Disables global slipstream physics
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_ALPHA">
<summary>
This native sets the entity's alpha level.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_ANIM_CURRENT_TIME">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_AS_MISSION_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_AS_NO_LONGER_NEEDED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_CAN_BE_TARGETED_WITHOUT_LOS">
<summary>
Sets whether the entity can be targeted without being in line-of-sight.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_COORDS">
<summary>
Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_COORDS_NO_OFFSET">
<summary>
Sets the coordinates (world position) for a specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_DRAW_OUTLINE">
<summary>
Draws an outline around a given entity. This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_DRAW_OUTLINE_COLOR">
<summary>
Sets color for entity outline. `255, 0, 255, 255` by default.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_DRAW_OUTLINE_SHADER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_HEADING">
<summary>
Set the heading of an entity in degrees also known as "Yaw".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_HEALTH">
<summary>
health &gt;= 0
male ped ~= 100 - 200
female ped ~= 0 - 100
```
NativeDB Added Parameter 3: int p2
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_INVINCIBLE">
<summary>
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 &lt;&lt; 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 &amp; (1 &lt;&lt; 8)) != 0) || ((flag &amp; (1 &lt;&lt; 9)) != 0);
}
return false;
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_LOAD_COLLISION_FLAG">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_LOCALLY_INVISIBLE">
<summary>
Sets the provided entity not visible for yourself for the current frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_LOCALLY_VISIBLE">
<summary>
Sets the provided entity visible for yourself for the current frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_LOD_DIST">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_MATRIX">
<summary>
Sets an entity's matrix. Arguments are in the same order as with GET_ENTITY_MATRIX.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_MAX_HEALTH">
<summary>
For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_NO_COLLISION_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_PROOFS">
<summary>
Enable / disable each type of damage.
--------------
p7 is to to '1' in am_mp_property_ext/int: entity::set_entity_proofs(uParam0-&gt;f_19, true, true, true, true, true, true, 1, true);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_QUATERNION">
<summary>
w is the correct parameter name!
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_TRAFFICLIGHT_OVERRIDE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_VELOCITY">
<summary>
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ENTITY_VISIBLE">
<summary>
Toggle the visibility of a given entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_EXCLUSIVE_SCENARIO_GROUP">
<summary>
Groups found in the scripts used with this native:
"AMMUNATION",
"QUARRY",
"Triathlon_1",
"Triathlon_2",
"Triathlon_3"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FADE_IN_AFTER_DEATH_ARREST">
<summary>
Sets whether the game should fade in after the player dies or is arrested.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FADE_OUT_AFTER_ARREST">
<summary>
Sets whether the game should fade out after the player is arrested.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FADE_OUT_AFTER_DEATH">
<summary>
Sets whether the game should fade out after the player dies.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FAKE_WANTED_LEVEL">
<summary>
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 &amp; blue flashing effect.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FLASH">
<summary>
Purpose of p0 and p1 unknown.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FLASH_LIGHT_KEEP_ON_WHILE_MOVING">
<summary>
Allows Weapon-Flashlight beams to stay visible while moving. Normally it only stays on while aiming.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FLY_THROUGH_WINDSCREEN_PARAMS">
<summary>
Sets some in-game parameters which is used for checks is ped needs to fly through windscreen after a crash.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOCUS_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOCUS_POS_AND_VEL">
<summary>
Override the area where the camera will render the terrain.
p3, p4 and p5 are usually set to 0.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOLLOW_PED_CAM_THIS_UPDATE">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOLLOW_PED_CAM_VIEW_MODE">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOLLOW_VEHICLE_CAM_VIEW_MODE">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FORKLIFT_FORK_HEIGHT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAMEPLAY_CAM_RELATIVE_HEADING">
<summary>
Sets the camera position relative to heading in float from -360 to +360.
Heading is alwyas 0 in aiming camera.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAMEPLAY_CAM_RELATIVE_PITCH">
<summary>
This native sets the camera's pitch (rotation on the x-axis).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAMEPLAY_ENTITY_HINT">
<summary>
p6 &amp; p7 - possibly length or time
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAMEPLAY_VEHICLE_HINT">
<summary>
Focuses the camera on the specified vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GAME_PAUSED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GLOBAL_MIN_BIRD_FLIGHT_HEIGHT">
<summary>
Birds will try to reach the given height.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GPS_DISABLED_ZONE_AT_INDEX">
<summary>
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: &lt;https://i.imgur.com/P9VUuxM.png&gt;
Enabled Zone (normal): &lt;https://i.imgur.com/BPi24aw.png&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GPS_FLAGS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GRAVITY_LEVEL">
<summary>
level can be from 0 to 3
0: 9.8
1: 2.4
2: 0.1 - very low
3: 0.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GROUP_FORMATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_GROUP_SEPARATION_RANGE">
<summary>
Sets the range at which members will automatically leave the group.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HANDLING_FIELD">
<summary>
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)`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HANDLING_FLOAT">
<summary>
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)`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HANDLING_INT">
<summary>
Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HANDLING_VECTOR">
<summary>
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))`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HEAD_BLEND_PALETTE_COLOR">
<summary>
Preview: https://gfycat.com/MaleRareAmazonparrot
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HELI_BLADES_FULL_SPEED">
<summary>
Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f);
this native works on planes to?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_HELI_BLADES_SPEED">
<summary>
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%.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_INSTANCE_PRIORITY_HINT">
<summary>
Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_INSTANCE_PRIORITY_MODE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MANUAL_SHUTDOWN_LOADING_SCREEN_NUI">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MAPDATACULLBOX_ENABLED">
<summary>
Possible p0 values:
"prologue"
"Prologue_Main"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MAP_ZOOM_DATA_LEVEL">
<summary>
Sets values to the zoom level data by index.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MICROPHONE_POSITION">
<summary>
If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so..
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MILLISECONDS_PER_GAME_MINUTE">
<summary>
Overrides how many real ms are equal to one game minute.
A setter for [`GetMillisecondsPerGameMinute`](#\_0x2F8B4D1C595B11DB).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_CLIP_TYPE">
<summary>
Sets the type for the minimap blip clipping object to be either rectangular or rounded.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_COMPONENT">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_COMPONENT_POSITION">
<summary>
Overrides the minimap component data (from `common:/data/ui/frontend.xml`) for a specified component.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_GOLF_COURSE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_HIDE_FOW">
<summary>
If true, the entire map will be revealed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_IN_PROLOGUE">
<summary>
Toggles the North Yankton map
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MINIMAP_OVERLAY_DISPLAY">
<summary>
Sets the display info for a minimap overlay.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MISSION_FLAG">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED">
<summary>
p1 is always 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MOBILE_PHONE_ROTATION">
<summary>
Last parameter is unknown and always zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MOBILE_PHONE_SCALE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MODEL_AS_NO_LONGER_NEEDED">
<summary>
Unloads model from memory
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MOUNTED_WEAPON_TARGET">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MOVEMENT_MODE_OVERRIDE">
<summary>
name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAGS_USE_VEHICLE_BEHAVIOR">
<summary>
Sets whether all tags should group (normal game behavior) or should remain independent and above each ped's respective head when in a vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAGS_VISIBLE_DISTANCE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAG_ALPHA">
<summary>
Sets flag's sprite transparency. 0-255.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAG_COLOUR">
<summary>
Sets a gamer tag's component colour
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAG_HEALTH_BAR_COLOUR">
<summary>
Should be enabled as component (2). Has 0 alpha by default.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAG_VISIBILITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MP_GAMER_TAG_WANTED_LEVEL">
<summary>
displays wanted star above head
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MULTIPLAYER_BANK_CASH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MULTIPLAYER_HUD_CASH">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_MULTIPLAYER_WALLET_CASH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_NETWORK_ID_CAN_MIGRATE">
<summary>
Whether or not another player is allowed to take control of the entity
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_NETWORK_VEHICLE_RESPOT_TIMER">
<summary>
NativeDB Added Parameter 3: Any p2
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_NEXT_DESIRED_MOVE_STATE">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_NIGHTVISION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY">
<summary>
Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_OBJECT_AS_NO_LONGER_NEEDED">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_OBJECT_FORCE_VEHICLES_TO_AVOID">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_OBJECT_PHYSICS_PARAMS">
<summary>
rage::phArchetypeDamp
p9: Some phBoundGeometry margin value, limited to (0.0, 0.1) exclusive.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_OVERRIDE_WEATHER">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PAD_SHAKE">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PARTICLE_FX_LOOPED_COLOUR">
<summary>
only works on some fx's
p4 = 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA">
<summary>
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 !
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PARTICLE_FX_NON_LOOPED_COLOUR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PAUSE_MENU_PED_LIGHTING">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PAUSE_MENU_PED_SLEEP_STATE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ACCURACY">
<summary>
accuracy = 0-100, 100 being perfectly accurate
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_AI_BLIP_FORCED_ON">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ALERTNESS">
<summary>
value ranges from 0 to 3.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ALTERNATE_MOVEMENT_ANIM">
<summary>
```
stance:
0 = idle
1 = walk
2 = running
p5 = usually set to true
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ALTERNATE_WALK_ANIM">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_AMMO">
<summary>
NativeDB Added Parameter 4: BOOL p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_AO_BLOB_RENDERING">
<summary>
Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ARMOUR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_AS_COP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_AS_NO_LONGER_NEEDED">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_BE_KNOCKED_OFF_VEHICLE">
<summary>
state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_COWER_IN_COVER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_LOSE_PROPS_ON_DAMAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_PLAY_AMBIENT_IDLES">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_PLAY_VISEME_ANIMS">
<summary>
p2 usually 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAN_TELEPORT_TO_GROUP_LEADER">
<summary>
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CAPSULE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COMBAT_ABILITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COMBAT_ATTRIBUTES">
<summary>
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/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COMBAT_MOVEMENT">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COMBAT_RANGE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COMPONENT_VARIATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CONFIG_FLAG">
<summary>
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,
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COORDS_KEEP_VEHICLE">
<summary>
teleports ped to coords along with the vehicle ped is in
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_COWER_HASH">
<summary>
p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_CURRENT_WEAPON_VISIBLE">
<summary>
Has 5 parameters since latest patches.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_DEFAULT_COMPONENT_VARIATION">
<summary>
Sets Ped Default Clothes
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_DUCKING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ENVEFF_COLOR_MODULATOR">
<summary>
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}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ENVEFF_SCALE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_FIRING_PATTERN">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_FLEE_ATTRIBUTES">
<summary>
bit 15 (0x8000) = force cower
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_GADGET">
<summary>
p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE").
p2 is always true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_GESTURE_GROUP">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_GRAVITY">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_HAS_AI_BLIP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_HEAD_BLEND_DATA">
<summary>
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.&lt;/br&gt;
This native function is often called prior to calling natives such as:
* [`SetPedHairColor`](#0xBB43F090)
* [`SetPedHeadOverlayColor`](#0x78935A27)
* [`SetPedHeadOverlay`](#0xD28DBA90)
* [`SetPedFaceFeature`](#0x6C8D4458)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_HEAD_OVERLAY">
<summary>
```
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_HELMET_PROP_INDEX">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
```
```
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_IN_VEHICLE_CONTEXT">
<summary>
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"));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_IS_DRUNK">
<summary>
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&lt;bool&gt;(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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_LEG_IK_MODE">
<summary>
"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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MAX_HEALTH">
<summary>
sets the maximum health of a ped
I think it's never been used in any script
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MAX_TIME_UNDERWATER">
<summary>
Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MIN_GROUND_TIME_FOR_STUNGUN">
<summary>
Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MODEL_PERSONALITY">
<summary>
Overrides a ped model personality type.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MONEY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MOVEMENT_CLIPSET">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_MOVE_RATE_OVERRIDE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_NAME_DEBUG">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_NON_CREATION_AREA">
<summary>
The distance between these points, is the diagonal of a box (remember it's 3D).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PATHS_BACK_TO_ORIGINAL">
<summary>
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PATHS_IN_AREA">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PATH_CLIMB_COST_MODIFIER">
<summary>
Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PINNED_DOWN">
<summary>
i could be time. Only example in the decompiled scripts uses it as -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PLAYS_HEAD_ON_HORN_ANIM_WHEN_DIES_IN_VEHICLE">
<summary>
**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.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_POPULATION_BUDGET">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PRELOAD_PROP_DATA">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PRELOAD_VARIATION_DATA">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PRIMARY_LOOKAT">
<summary>
This is only called once in the scripts.
sub_1CD9(&amp;l_49, 0, getElem(3, &amp;l_34, 4), "MICHAEL", 0, 1);
sub_1CA8("WORLD_HUMAN_SMOKING", 2);
PED::SET_PED_PRIMARY_LOOKAT(getElem(3, &amp;l_34, 4), PLAYER::PLAYER_PED_ID());
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PROP_INDEX">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_RAGDOLL_ON_COLLISION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_RANDOM_COMPONENT_VARIATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_RANDOM_PROPS">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_RESET_FLAG">
<summary>
PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1);
Known values:
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_SHOOT_ORDNANCE_WEAPON">
<summary>
Returns handle of the projectile.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_SHOOT_RATE">
<summary>
shootRate 0-1000
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_STEALTH_MOVEMENT">
<summary>
p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_SUFFERS_CRITICAL_HITS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_SWEAT">
<summary>
Sweat is set to 100.0 or 0.0 in the decompiled scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_TARGET_LOSS_RESPONSE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_TO_RAGDOLL">
<summary>
p4/p5: Unusued in TU27
### Ragdoll Types
**0**: CTaskNMRelax
**1**: CTaskNMScriptControl: Hardcoded not to work in networked environments.
**Else**: CTaskNMBalance
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_TO_RAGDOLL_WITH_FALL">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_USING_ACTION_MODE">
<summary>
p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION".
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_VEHICLE_FORCED_SEAT_USAGE">
<summary>
NativeDB Added Parameter 5: Any p4
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_VISUAL_FIELD_MAX_ELEVATION_ANGLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_VISUAL_FIELD_MIN_ELEVATION_ANGLE">
<summary>
This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_WEAPON_TINT_INDEX">
<summary>
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 &amp; Black
9 : Red Contrast
10 : Blue Contrast
11 : Yellow Contrast
12 : Orange Contrast
13 : Bold Pink
14 : Bold Purple &amp; Yellow
15 : Bold Orange
16 : Bold Green &amp; Purple
17 : Bold Red Features
18 : Bold Green Features
19 : Bold Cyan Features
20 : Bold Yellow Features
21 : Bold Red &amp; White
22 : Bold Blue &amp; White
23 : Metallic Gold
24 : Metallic Platinum
25 : Metallic Gray &amp; Lilac
26 : Metallic Purple &amp; Lime
27 : Metallic Red
28 : Metallic Green
29 : Metallic Blue
30 : Metallic White &amp; Aqua
31 : Metallic Orange &amp; Yellow
32 : Mettalic Red and Yellow
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_WETNESS_ENABLED_THIS_FRAME">
<summary>
combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_WETNESS_HEIGHT">
<summary>
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PICKUP_ROPE_LENGTH_FOR_CARGOBOB">
<summary>
min: 1.9f, max: 100.0f
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLANE_TURBULENCE_MULTIPLIER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYBACK_TO_USE_AI">
<summary>
Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER">
<summary>
Time is number of milliseconds before reverting, zero for indefinitely.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CAN_BE_HASSLED_BY_GANGS">
<summary>
Sets whether this player can be hassled by gangs.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CAN_DO_DRIVE_BY">
<summary>
Sets whether the player is able to do drive-bys in vehicle (shooting &amp; 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)
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CAN_USE_COVER">
<summary>
Sets whether this player can take cover.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CLOTH_LOCK_COUNTER">
<summary>
6 matches across 4 scripts. 5 occurrences were 240. The other was 255.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CLOTH_PACKAGE_INDEX">
<summary>
Every occurrence was either 0 or 2.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_CONTROL">
<summary>
Flags:
SPC_AMBIENT_SCRIPT = (1 &lt;&lt; 1),
SPC_CLEAR_TASKS = (1 &lt;&lt; 2),
SPC_REMOVE_FIRES = (1 &lt;&lt; 3),
SPC_REMOVE_EXPLOSIONS = (1 &lt;&lt; 4),
SPC_REMOVE_PROJECTILES = (1 &lt;&lt; 5),
SPC_DEACTIVATE_GADGETS = (1 &lt;&lt; 6),
SPC_REENABLE_CONTROL_ON_DEATH = (1 &lt;&lt; 7),
SPC_LEAVE_CAMERA_CONTROL_ON = (1 &lt;&lt; 8),
SPC_ALLOW_PLAYER_DAMAGE = (1 &lt;&lt; 9),
SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 &lt;&lt; 10),
SPC_PREVENT_EVERYBODY_BACKOFF = (1 &lt;&lt; 11),
SPC_ALLOW_PAD_SHAKE = (1 &lt;&lt; 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_INVINCIBLE">
<summary>
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 &lt;&lt; 9);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_LOCKON">
<summary>
Used to toggle the square up aim.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_LOCKON_RANGE_OVERRIDE">
<summary>
Affects the range of auto aim target.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_MAX_ARMOUR">
<summary>
Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER">
<summary>
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_MODEL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_PARACHUTE_MODEL_OVERRIDE">
<summary>
example:
PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_PARACHUTE_PACK_TINT_INDEX">
<summary>
tints 0- 13
0 - unkown
1 - unkown
2 - unkown
3 - unkown
4 - unkown
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_PARACHUTE_TINT_INDEX">
<summary>
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,
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_PARACHUTE_VARIATION_OVERRIDE">
<summary>
p1 was always 5.
p4 was always false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_RESERVE_PARACHUTE_TINT_INDEX">
<summary>
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,
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS">
<summary>
example:
flags: 0-6
PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6);
wouldnt the flag be the seatIndex?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_SNEAKING_NOISE_MULTIPLIER">
<summary>
Values around 1.0f to 2.0f used in game scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_SWITCH_ESTABLISHING_SHOT">
<summary>
All names can be found in playerswitchestablishingshots.meta
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_TALKING_OVERRIDE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_TARGETING_MODE">
<summary>
Sets your targeting mode.
0 = Assisted Aim - Full
1 = Assisted Aim - Partial
2 = Free Aim - Assisted
3 = Free Aim
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_TEAM">
<summary>
Set player team on deathmatch and last team standing..
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_VEHICLE_DAMAGE_MODIFIER">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_VEHICLE_DEFENSE_MODIFIER">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_WANTED_CENTRE_POSITION">
<summary>
# 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_WANTED_LEVEL">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_WANTED_LEVEL_NOW">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_WANTED_LEVEL_NO_DROP">
<summary>
p2 is always false in R* scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_WEAPON_DAMAGE_MODIFIER">
<summary>
The native ensures the 'modifier' parameter is 0.1 or greater.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_POLICE_FOCUS_WILL_TRACK_VEHICLE">
<summary>
Sets flag on vehicle that changes behaviour in relation to when player gets wanted level
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_POLICE_IGNORE_PLAYER">
<summary>
The player will be ignored by the police if toggle is set to true
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_POLICE_RADAR_BLIPS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_POP_CONTROL_SPHERE_THIS_FRAME">
<summary>
Min and max are usually 100.0 and 200.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PORTAL_SETTINGS_OVERRIDE">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADAR_AS_INTERIOR_THIS_FRAME">
<summary>
List of interior hashes: pastebin.com/1FUyXNqY
Not for every interior zoom &gt; 0 available.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADAR_ZOOM">
<summary>
zoomLevel ranges from 0 to 200
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADIO_STATION_MUSIC_ONLY">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADIO_TO_STATION_INDEX">
<summary>
Sets radio station by index.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADIO_TO_STATION_NAME">
<summary>
For a full list, see here: pastebin.com/Kj9t38KF
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADIO_TRACK">
<summary>
Only found this one in the decompiled scripts:
AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RADIUS_BLIP_EDGE">
<summary>
Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RAGDOLL_BLOCKING_FLAGS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RANDOM_EVENT_FLAG">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RANDOM_TRAINS">
<summary>
Enables spawning random trains on the preset tracks.
Requires [`SWITCH_TRAIN_TRACK`](#\_0xFD813BB7DB977F20) and [`SET_TRAIN_TRACK_SPAWN_FREQUENCY`](#\_0x21973BBF8D17EDFA) to be set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RELATIONSHIP_BETWEEN_GROUPS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RENDER_TRAIN_AS_DERAILED">
<summary>
makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RESOURCE_KVP">
<summary>
A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RESOURCE_KVP_FLOAT">
<summary>
A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RESOURCE_KVP_INT">
<summary>
A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RICH_PRESENCE">
<summary>
Sets the player's rich presence detail state for social platform providers to a specified string.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RIOT_MODE_ENABLED">
<summary>
Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROADS_BACK_TO_ORIGINAL">
<summary>
missing a last parameter int p6
```
```
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROADS_BACK_TO_ORIGINAL_IN_ANGLED_AREA">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
```
NativeDB Added Parameter 8: Any p7
bool p7 - always 1
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROADS_IN_ANGLED_AREA">
<summary>
unknown3 is related to `SEND_SCRIPT_WORLD_STATE_EVENT &gt; CNetworkRoadNodeWorldStateData` in networked environments.
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROADS_IN_AREA">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROPES_CREATE_NETWORK_WORLD_STATE">
<summary>
Toggles whether the usage of [ADD_ROPE](#\_0xE832D760399EB220) should create an underlying CNetworkRopeWorldStateData. By default this is set to false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ROPE_LENGTH_CHANGE_RATE">
<summary>
Set's the ropes length change rate, which is the speed that rope should wind if started.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RUNTIME_TEXTURE_PIXEL">
<summary>
Sets a pixel in the specified runtime texture. This will have to be committed using `COMMIT_RUNTIME_TEXTURE` to have any effect.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SAVE_MENU_ACTIVE">
<summary>
ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCENARIO_GROUP_ENABLED">
<summary>
Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND">
<summary>
Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCENARIO_TYPE_ENABLED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_GFX_ALIGN">
<summary>
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`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_GFX_ALIGN_PARAMS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_GFX_DRAW_BEHIND_PAUSEMENU">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_GFX_DRAW_ORDER">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_VARIABLE_HUD_COLOUR">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SCRIPT_VEHICLE_GENERATOR">
<summary>
Only called once in the decompiled scripts. Presumably activates the specified generator.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SEETHROUGH">
<summary>
Toggles Heatvision on/off.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SOCIAL_CLUB_TOUR">
<summary>
HUD::SET_SOCIAL_CLUB_TOUR("Gallery");
HUD::SET_SOCIAL_CLUB_TOUR("Missions");
HUD::SET_SOCIAL_CLUB_TOUR("General");
HUD::SET_SOCIAL_CLUB_TOUR("Playlists");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_STATE_BAG_VALUE">
<summary>
Internal function for setting a state bag value.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_STATE_OF_CLOSEST_DOOR_OF_TYPE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_STATE_OF_RAYFIRE_MAP_OBJECT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_STATIC_EMITTER_ENABLED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_STORE_ENABLED">
<summary>
Access to the store for shark cards etc...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_SWIM_MULTIPLIER_FOR_PLAYER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TASK_VEHICLE_CHASE_BEHAVIOR_FLAG">
<summary>
* 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TAXI_LIGHTS">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_COLOUR">
<summary>
colors you input not same as you think?
A: for some reason its R B G A
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_DROPSHADOW">
<summary>
distance - shadow distance in pixels, both horizontal and vertical
r, g, b, a - color
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_EDGE">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_FONT">
<summary>
fonts that mess up your text where made for number values/misc stuff
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_JUSTIFICATION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_PROPORTIONAL">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_SCALE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TEXT_WRAP">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TIMECYCLE_MODIFIER">
<summary>
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.)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TIME_SCALE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TRAILER_LEGS_RAISED">
<summary>
in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TRAINS_FORCE_DOORS_OPEN">
<summary>
Enables or disables whether train doors should be forced open whilst a player is inside the train. This is enabled by default in multiplayer.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TRAIN_DOOR_OPEN_RATIO">
<summary>
Sets the ratio that a door is open for on a train.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TRAIN_TRACK_SPAWN_FREQUENCY">
<summary>
Only called once inside main_persitant with the parameters, 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TRANSITION_TIMECYCLE_MODIFIER">
<summary>
This native doesn't work like [`SetWeatherTypeTransition`](#\_0x578C752848ECFA0C).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TV_AUDIO_FRONTEND">
<summary>
Probably changes tvs from being a 3d audio to being "global" audio
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_TV_CHANNEL_PLAYLIST">
<summary>
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. (&lt;Name&gt;PL_STD_CNT&lt;/Name&gt; = PL_STD_CNT).
https://pastebin.com/zUzGB6h7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VARIABLE_ON_STREAM">
<summary>
From the scripts, p0:
"ArmWrestlingIntensity",
"INOUT",
"Monkey_Stream",
"ZoomLevel"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VARIABLE_ON_UNDER_WATER_STREAM">
<summary>
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON">
<summary>
Makes the vehicle accept no passengers.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_AS_NO_LONGER_NEEDED">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_AUDIO_BODY_DAMAGE_FACTOR">
<summary>
Vehicle will make a 'rattling' noise when decelerating
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_AUTO_REPAIR_DISABLED">
<summary>
Disables the vehicle from being repaired when a vehicle extra is enabled.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_BODY_HEALTH">
<summary>
p2 often set to 1000.0 in the decompiled scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_BOOST_ACTIVE">
<summary>
SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0);
SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0);
Will give a boost-soundeffect.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_BULLDOZER_ARM_POSITION">
<summary>
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%).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_BURNOUT">
<summary>
On accelerating, spins the driven wheels with the others braked, so you don't go anywhere.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_CAN_BE_TARGETTED">
<summary>
This has not yet been tested - it's just an assumption of what the types could be.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_CEILING_HEIGHT">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_CHEAT_POWER_INCREASE">
<summary>
&lt;1.0 - Decreased torque
=1.0 - Default torque
&gt;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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_COLOURS">
<summary>
colorPrimary &amp; colorSecondary are the paint indexes for the vehicle.
For a list of valid paint indexes, view: pastebin.com/pwHci0xK
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_COLOUR_COMBINATION">
<summary>
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.)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_CUSTOM_PRIMARY_COLOUR">
<summary>
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_CUSTOM_SECONDARY_COLOUR">
<summary>
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DAMAGE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DEFORMATION_FIXED">
<summary>
This fixes the deformation of a vehicle but the vehicle health doesn't improve
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME">
<summary>
**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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DIRT_LEVEL">
<summary>
Sets the dirt level of the passed vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOORS_LOCKED">
<summary>
// 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
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOORS_SHUT">
<summary>
Closes all doors of a vehicle:
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOOR_BROKEN">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOOR_CONTROL">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOOR_LATCHED">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOOR_OPEN">
<summary>
Sets the specified door index open on the passed vehicle. See [`IS_VEHICLE_DOOR_FULLY_OPEN`](#\_0x3E933CFF7B111C22).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DOOR_SHUT">
<summary>
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,
}
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_DROPS_MONEY_WHEN_BLOWN_UP">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_ENGINE_HEALTH">
<summary>
1000 is max health
Begins leaking gas at around 650 health
-999.90002441406 appears to be minimum health, although nothing special occurs &lt;- 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_ENGINE_ON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_ENVEFF_SCALE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_EXCLUSIVE_DRIVER">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE">
<summary>
Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_EXTENDED_REMOVAL_RANGE">
<summary>
Max value is 32767
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_EXTRA">
<summary>
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]
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_EXTRA_COLOURS">
<summary>
They use the same color indexs as SET_VEHICLE_COLOURS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_FIXED">
<summary>
Fix a given vehicle.
If the vehicle's engine's broken then you cannot fix it with this native.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_FORWARD_SPEED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_FRICTION_OVERRIDE">
<summary>
Seems to be related to the metal parts, not tyres (like i was expecting lol)
Must be called every tick.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_FULLBEAM">
<summary>
It switch to highbeam when p1 is set to true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_GENERATES_ENGINE_SHOCKING_EVENTS">
<summary>
Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_HANDLING_FIELD">
<summary>
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)`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_HANDLING_FLOAT">
<summary>
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)`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_HANDLING_INT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_HANDLING_VECTOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_HAS_STRONG_AXLES">
<summary>
if true, axles won't bend.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_INDICATOR_LIGHTS">
<summary>
Sets the turn signal enabled for a vehicle.
Set turnSignal to 1 for left light, 0 for right light.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_IS_CONSIDERED_BY_PLAYER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_IS_RACING">
<summary>
p1 (toggle) was always 1 (true) except in one case in the b678 scripts.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_IS_WANTED">
<summary>
Sets the wanted state of this vehicle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_LIGHTS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_LIGHT_MULTIPLIER">
<summary>
multiplier = brightness of head lights.
this value isn't capped afaik.
multiplier = 0.0 no lights
multiplier = 1.0 default game value
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MOD">
<summary>
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,
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MODEL_IS_SUPPRESSED">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MOD_COLOR_1">
<summary>
paintType:
0: Normal
1: Metallic
2: Pearl
3: Matte
4: Metal
5: Chrome
color: number of the color.
p3 seems to always be 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MOD_COLOR_2">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MOD_KIT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_NAME_DEBUG">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX">
<summary>
Plates:
Blue/White - 0
Yellow/black - 1
Yellow/Blue - 2
Blue/White2 - 3
Blue/White3 - 4
Yankton - 5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_ON_GROUND_PROPERLY">
<summary>
Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful.
```
```
NativeDB Added Parameter 2: float p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_OUT_OF_CONTROL">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_PETROL_TANK_HEALTH">
<summary>
1000 is max health
Begins leaking gas at around 650 health
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_RADIO_ENABLED">
<summary>
can't seem to enable radio on cop cars etc
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_REDUCE_GRIP">
<summary>
Reduces grip significantly so it's hard to go anywhere.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_SEARCHLIGHT">
<summary>
Only works during nighttime.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_SHOOT_AT_TARGET">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_SIREN">
<summary>
Activate siren on vehicle (Only works if the vehicle has a siren).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_STARTUP_REV_SOUND">
<summary>
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");
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_STEER_BIAS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_STRONG">
<summary>
If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_SUSPENSION_HEIGHT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_TOW_TRUCK_ARM_POSITION">
<summary>
Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_TYRES_CAN_BURST">
<summary>
Allows you to toggle bulletproof tires.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_TYRE_BURST">
<summary>
"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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_TYRE_FIXED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_TYRE_SMOKE_COLOR">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_USES_LARGE_REAR_RAMP">
<summary>
vehicle must be a plane
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEELIE_STATE">
<summary>
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.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_BRAKE_PRESSURE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_FLAGS">
<summary>
Sets the flags of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_IS_POWERED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_POWER">
<summary>
Sets power being sent to a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_RIM_COLLIDER_SIZE">
<summary>
Not sure what this changes, probably determines physical rim size in case the tire is blown.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_ROTATION_SPEED">
<summary>
Sets the rotation speed of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_SIZE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_TIRE_COLLIDER_SIZE">
<summary>
Use along with SetVehicleWheelSize to resize the wheels (this native sets the collider size affecting physics while SetVehicleWheelSize will change visual size).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_TIRE_COLLIDER_WIDTH">
<summary>
Use along with SetVehicleWheelWidth to resize the wheels (this native sets the collider width affecting physics while SetVehicleWheelWidth will change visual width).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_TRACTION_VECTOR_LENGTH">
<summary>
Sets the traction vector length of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_TYPE">
<summary>
Refer to [GET_VEHICLE_WHEEL_TYPE](#\_0xB3ED1BFB4BE636DC) for wheel types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_WIDTH">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_X_OFFSET">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WINDOW_TINT">
<summary>
enum WindowTints
{
WINDOWTINT_NONE,
WINDOWTINT_PURE_BLACK,
WINDOWTINT_DARKSMOKE,
WINDOWTINT_LIGHTSMOKE,
WINDOWTINT_STOCK,
WINDOWTINT_LIMO,
WINDOWTINT_GREEN
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEH_RADIO_STATION">
<summary>
For a full list, see here: pastebin.com/Kj9t38KF
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VISUAL_SETTING_FLOAT">
<summary>
Overrides a floating point value from `visualsettings.dat` temporarily.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WANTED_LEVEL_DIFFICULTY">
<summary>
Max value is 1.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WARNING_MESSAGE">
<summary>
**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:**
&lt;https://i.imgur.com/imwoimm.png&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WARNING_MESSAGE_WITH_HEADER">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WARNING_MESSAGE_WITH_HEADER_AND_SUBSTRING_FLAGS">
<summary>
You can only use text entries. No custom text.
```
```
NativeDB Added Parameter 11: Any p10
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WAYPOINT_OFF">
<summary>
This native removes the current waypoint from the map.
Example:
C#:
Function.Call(Hash.SET_WAYPOINT_OFF);
C++:
HUD::SET_WAYPOINT_OFF();
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEAPONS_NO_AUTORELOAD">
<summary>
Disables the game's built-in auto-reloading.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEAPONS_NO_AUTOSWAP">
<summary>
Disables autoswapping to another weapon when the current weapon runs out of ammo.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEAPON_ANIMATION_OVERRIDE">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEATHER_OWNED_BY_NETWORK">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEATHER_TYPE_NOW">
<summary>
// 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEATHER_TYPE_NOW_PERSIST">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW`](#0x29B487C359E19889) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEATHER_TYPE_OVERTIME_PERSIST">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEATHER_TYPE_PERSIST">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WIND">
<summary>
Sets the the raw wind speed value.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WIND_DIRECTION">
<summary>
Sets the wind direction.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WIND_SPEED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHAKE_CAM">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHAKE_CINEMATIC_CAM">
<summary>
p0 argument found in the b617d scripts: "DRUNK_SHAKE"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHAKE_GAMEPLAY_CAM">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHAKE_SCRIPT_GLOBAL">
<summary>
CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOOT_SINGLE_BULLET_BETWEEN_COORDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY">
<summary>
entity - entity to ignore
```
```
NativeDB Added Parameter 15: Any p14
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW">
<summary>
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOULD_USE_METRIC_MEASUREMENTS">
<summary>
Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_CREW_INDICATOR_ON_BLIP">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_FRIEND_INDICATOR_ON_BLIP">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_HEADING_INDICATOR_ON_BLIP">
<summary>
Adds the GTA: Online player heading indicator to a blip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_HUD_COMPONENT_THIS_FRAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_OUTLINE_INDICATOR_ON_BLIP">
<summary>
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)).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHOW_TICK_ON_BLIP">
<summary>
Adds a green checkmark on top of a blip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHUTDOWN_AND_LAUNCH_SINGLE_PLAYER_GAME">
<summary>
Starts a new singleplayer game (at the prologue).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SHUTDOWN_LOADING_SCREEN_NUI">
<summary>
Shuts down the `loadingScreen` NUI frame, similarly to `SHUTDOWN_LOADING_SCREEN`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SIMULATE_PLAYER_INPUT_GAIT">
<summary>
This is to make the player walk without accepting input.
Call this native every frame so you can control the direction of your ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SIN">
<summary>
Returns the sine of the given number.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE">
<summary>
SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SLERP_NEAR_QUATERNION">
<summary>
This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SLIDE_OBJECT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SMASH_VEHICLE_WINDOW">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_ABSOLUTE">
<summary>
p1 appears as 5, 10, 15, 25, or 30. p2 is always true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_CONTINUOUS">
<summary>
p1 appears to always be 1 (only comes up twice)
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_LARGE">
<summary>
2 matches. p1 was always true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_MEDIUM">
<summary>
Only 1 match. Both p1 &amp; p2 were true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_NORMALIZED">
<summary>
normalizedValue is from 0.0 - 1.0
p2 is always 1
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_ON_MISSION_FAILED">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_CHARGE_SMALL">
<summary>
Every occurrence of p1 &amp; p2 were both true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_DEACTIVATE">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_DEACTIVATE_FAST">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_DEPLETE_METER">
<summary>
p1 was always true.
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_FILL_METER">
<summary>
Also known as _RECHARGE_SPECIAL_ABILITY
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_LOCK">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_RESET">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_ABILITY_UNLOCK">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_ALARM">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_AUDIO_SCENE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_CUTSCENE">
<summary>
flags: Usually 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_CUTSCENE_AT_COORDS">
<summary>
Similar to [`SET_CUTSCENE_ORIGIN`](\_0xB812B3FD1C01CF27) but without heading and doesn't need [`START_CUTSCENE`](\_0x186D5CB5E7B0FF7B)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_FIND_EXTERNAL_KVP">
<summary>
Equivalent of [START_FIND_KVP](#\_0xDD379006), but for another resource than the current one.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_GPS_CUSTOM_ROUTE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_GPS_MULTI_ROUTE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_NEW_SCRIPT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_NEW_SCRIPT_WITH_ARGS">
<summary>
return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PARTICLE_FX_LOOPED_AT_COORD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD">
<summary>
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&lt;int&gt;(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&lt;int&gt;(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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PLAYBACK_RECORDED_VEHICLE">
<summary>
p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).
See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PLAYBACK_RECORDED_VEHICLE_USING_AI">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PLAYBACK_RECORDED_VEHICLE_WITH_FLAGS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PLAYER_SWITCH">
<summary>
// 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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_PLAYER_TELEPORT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SCRIPT_FIRE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_BOUND">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_BOUNDING_BOX">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_BOX">
<summary>
For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_CAPSULE">
<summary>
Raycast from point to point, where the ray has a radius.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_LOS_PROBE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_SHAPE_TEST_SWEPT_SPHERE">
<summary>
Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.START_VEHICLE_HORN">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_CLEAR_SLOT_FOR_RELOAD">
<summary>
Example:
for (v_2 = 0; v_2 &lt;= 4; v_2 += 1) {
STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_GET_BOOL_MASKED">
<summary>
p2 - Default value? Seems to be -1 most of the time.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_GET_INT">
<summary>
p2 appears to always be -1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_GET_STRING">
<summary>
p1 is always -1 in the script files
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_GET_USER_ID">
<summary>
Needs more research. Seems to return "STAT_UNKNOWN" if no such user id exists.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SAVE">
<summary>
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_BOOL">
<summary>
Example:
STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY("MPPLY_MELEECHLENGECOMPLETED"), trur, true);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_CURRENT_POSIX_TIME">
<summary>
p1 always true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_DATE">
<summary>
'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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_FLOAT">
<summary>
Example:
STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY("MP0_WEAPON_ACCURACY"), 66.6f, true);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_GXT_LABEL">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STAT_SET_PROFILE_SETTING_VALUE">
<summary>
Does not take effect immediately, unfortunately.
profileSetting seems to only be 936, 937 and 938 in scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_ALARM">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_ANIM_PLAYBACK">
<summary>
Looks like p1 may be a flag, still need to do some research, though.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_ANIM_TASK">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_AUDIO_SCENES">
<summary>
??
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_CUTSCENE_IMMEDIATELY">
<summary>
Stop cutscene instantly, will dump registered entities right where they were when ran.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_ENTITY_ANIM">
<summary>
RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_PARTICLE_FX_LOOPED">
<summary>
p1 is always 0 in the native scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_PLAYER_TELEPORT">
<summary>
Disables the player's teleportation
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP">
<summary>
This native makes the gameplay camera zoom into first person/third person with a special effect.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_SCRIPT_GLOBAL_SHAKING">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STOP_SYNCHRONIZED_ENTITY_ANIM">
<summary>
p1 sync task id?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STREAMVOL_CREATE_FRUSTUM">
<summary>
Always returns zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STREAMVOL_CREATE_LINE">
<summary>
Always returns zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STREAMVOL_CREATE_SPHERE">
<summary>
Always returns zero.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STRING_TO_INT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SUPPRESS_SHOCKING_EVENT_TYPE_NEXT_FRAME">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SWITCH_TRAIN_TRACK">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TAKE_CONTROL_OF_FRONTEND">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_ACHIEVE_HEADING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_AIM_GUN_AT_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_ARREST_PED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_BOAT_MISSION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_CHAT_TO_PED">
<summary>
p2 tend to be 16, 17 or 1
p3 to p7 tend to be 0.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_CLEAR_LOOK_AT">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_CLIMB">
<summary>
Climbs or vaults the nearest thing.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_COMBAT_HATED_TARGETS_AROUND_PED">
<summary>
Despite its name, it only attacks ONE hated target. The one closest hated target.
p2 seems to be always 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_COMBAT_HATED_TARGETS_IN_AREA">
<summary>
Despite its name, it only attacks ONE hated target. The one closest to the specified position.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_COMBAT_PED">
<summary>
Makes the specified ped attack the target ped.
p2 should be 0
p3 should be 16
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_COWER">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_DRIVE_BY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_ENTER_VEHICLE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_EXTEND_ROUTE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_FLUSH_ROUTE">
<summary>
Clears the current point route. Call this before [TASK_EXTEND_ROUTE](#\_0x1E7889778264843A) and [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_FOLLOW_NAV_MESH_TO_COORD">
<summary>
If no timeout, set timeout to -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_FOLLOW_POINT_ROUTE">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_FOLLOW_TO_OFFSET_OF_ENTITY">
<summary>
p6 always -1
p7 always 10.0
p8 always 1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_FORCE_MOTION_STATE">
<summary>
See [`FORCE_PED_MOTION_STATE`](#\_0xF28965D04F570DCA)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GOTO_ENTITY_AIMING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_COORD_ANY_MEANS">
<summary>
example from fm_mission_controller
TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS">
<summary>
NativeDB Added Parameter 13: Any p12
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_COORD_ANY_MEANS_EXTRA_PARAMS_WITH_CRUISE_SPEED">
<summary>
NativeDB Added Parameter 14: Any p13
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD">
<summary>
Will make the ped move to a coordinate while aiming (and optionally shooting) at given coordinates.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_ENTITY">
<summary>
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 -&gt; ped and target -&gt; 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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GUARD_CURRENT_POSITION">
<summary>
From re_prisonvanbreak:
TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_GUARD_SPHERE_DEFENSIVE_AREA">
<summary>
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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_HANDS_UP">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_HELI_CHASE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_HELI_MISSION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_JUMP">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_LEAVE_ANY_VEHICLE">
<summary>
Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_LEAVE_VEHICLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_LOOK_AT_ENTITY">
<summary>
param3: duration in ms, use -1 to look forever
param4: using 2048 is fine
param5: using 3 is fine
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_MOVE_NETWORK_ADVANCED_BY_NAME">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_MOVE_NETWORK_BY_NAME">
<summary>
Example:
TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_OPEN_VEHICLE_DOOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PARACHUTE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PARACHUTE_TO_TARGET">
<summary>
makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PATROL">
<summary>
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();
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PAUSE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PLANE_MISSION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PLAY_ANIM">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
```
float blendInSpeed &gt; normal speed is 8.0f
----------------------
float blendOutSpeed &gt; normal speed is 8.0f
----------------------
int duration: time in millisecond
----------------------
-1 _ _ _ _ _ _ _&gt; Default (see flag)
0 _ _ _ _ _ _ _ &gt; Not play at all
Small value _ _ &gt; Slow down animation speed
Other _ _ _ _ _ &gt; 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 &gt; Full body
10 to 31 &gt; Upper body
32 to 47 &gt; Full body &gt; Controllable
48 to 63 &gt; Upper body &gt; Controllable
...
001 to 255 &gt; Normal
256 to 511 &gt; Garbled
...
playbackRate:
values are between 0.0 and 1.0
lockX:
0 in most cases 1 for rcmepsilonism8 and rcmpaparazzo_3
&gt; 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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PLAY_ANIM_ADVANCED">
<summary>
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/)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PLAY_PHONE_GESTURE_ANIMATION">
<summary>
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 &amp; 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).
=========================================================
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_PUT_PED_DIRECTLY_INTO_MELEE">
<summary>
from armenian3.c4
TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_RAPPEL_FROM_HELI">
<summary>
Only appears twice in the scripts.
TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 0x41200000);
TASK::TASK_RAPPEL_FROM_HELI(a_0, 0x41200000);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_RELOAD_WEAPON">
<summary>
The 2nd param (unused) is not implemented.
-----------------------------------------------------------------------
The only occurrence I found in a R* script ("assassin_construction.ysc.c4"):
if (((v_3 &lt; v_4) &amp;&amp; (TASK::GET_SCRIPT_TASK_STATUS(PLAYER::PLAYER_PED_ID(), 0x6a67a5cc) != 1)) &amp;&amp; (v_5 &gt; v_3)) {
TASK::TASK_RELOAD_WEAPON(PLAYER::PLAYER_PED_ID(), 1);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SCRIPTED_ANIMATION">
<summary>
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(&amp;uVar30, joaat("prop_ld_case_01"), Global_1592429.imm_34757[iParam1 &lt;268&gt;], 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, &amp;Var31, &amp;Var32, &amp;Var32, 0f, 0.25f);
set_model_as_no_longer_needed(joaat("prop_ld_case_01"));
remove_anim_dict("anim@heists@biolab@");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SEEK_COVER_TO_COORDS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SET_DECISION_MAKER">
<summary>
p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SHOOT_AT_COORD">
<summary>
Firing Pattern Hash Information: https://pastebin.com/Px036isB
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SHOOT_AT_ENTITY">
<summary>
//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, &amp;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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SKY_DIVE">
<summary>
NativeDB Added Parameter 2: BOOL p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SMART_FLEE_COORD">
<summary>
Makes the specified ped flee the specified distance from the specified position.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SMART_FLEE_PED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_STAND_GUARD">
<summary>
scenarioName example: "WORLD_HUMAN_GUARD_STAND"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_STAND_STILL">
<summary>
Makes the specified ped stand still for (time) milliseconds.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_START_SCENARIO_AT_POSITION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_START_SCENARIO_IN_PLACE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_STAY_IN_COVER">
<summary>
Makes the ped run to take cover
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_STEALTH_KILL">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_STOP_PHONE_GESTURE_ANIMATION">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SWEEP_AIM_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_SYNCHRONIZED_SCENE">
<summary>
TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_THROW_PROJECTILE">
<summary>
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 &lt;14&gt;] if you look above it a little bit line 59622 give_weapon_to_ped uses the same exact param Local_559[2 &lt;14&gt;] 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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_TOGGLE_DUCK">
<summary>
used in sequence task
both parameters seems to be always 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_TURN_PED_TO_FACE_COORD">
<summary>
duration in milliseconds
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_TURN_PED_TO_FACE_ENTITY">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_USE_MOBILE_PHONE">
<summary>
Actually has 3 params, not 2.
p0: Ped
p1: int (or bool?)
p2: int
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_USE_NEAREST_SCENARIO_TO_COORD">
<summary>
Updated variables
An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_CHASE">
<summary>
chases targetEnt fast and aggressively
--
Makes ped (needs to be in vehicle) chase targetEnt.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_DRIVE_TO_COORD">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_DRIVE_WANDER">
<summary>
Drive randomly with no destination set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_ESCORT">
<summary>
Makes a ped follow the targetVehicle with &lt;minDistance&gt; 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/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_FOLLOW">
<summary>
Makes a ped in a vehicle follow an entity (ped, vehicle, etc.)
drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_GOTO_NAVMESH">
<summary>
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/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_HELI_PROTECT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_MISSION">
<summary>
missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_MISSION_COORS_TARGET">
<summary>
See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_MISSION_PED_TARGET">
<summary>
See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_PARK">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_PLAY_ANIM">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_VEHICLE_TEMP_ACTION">
<summary>
'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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_WANDER_IN_AREA">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_WANDER_STANDARD">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TASK_WRITHE">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME">
<summary>
For a full list, see here: pastebin.com/yLNWicUi
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TERRAINGRID_ACTIVATE">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TERRAINGRID_SET_COLOURS">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TERRAINGRID_SET_PARAMS">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TEST_PROBE_AGAINST_ALL_WATER">
<summary>
Flags are identical to START_SHAPE_TEST\*, however, 128 is automatically set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_COMMENT_TELEPORT_POOL_OFF">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_COMMENT_TELEPORT_POOL_ON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_FORCE_RENDER_OFF">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_FREEZE_NEXT_POST">
<summary>
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_GET_FIRST_VISIBLE_DELETE_REMAINING">
<summary>
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_HIDE_THIS_FRAME">
<summary>
Once called each frame hides all above radar notifications.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_REMOVE_ITEM">
<summary>
Removes a notification instantly instead of waiting for it to disappear
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.THEFEED_UPDATE_ITEM_TEXTURE">
<summary>
Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TIMERA">
<summary>
Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TIMESTEP">
<summary>
Gets the current frame time.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRACK_VEHICLE_VISIBILITY">
<summary>
in script hook .net
Vehicle v = ...;
Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRANSFORM_TO_CAR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRANSFORM_TO_SUBMARINE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRIGGER_EVENT_INTERNAL">
<summary>
The backing function for TriggerEvent.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRIGGER_LATENT_SERVER_EVENT_INTERNAL">
<summary>
The backing function for TriggerLatentServerEvent.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRIGGER_MUSIC_EVENT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRIGGER_SCRIPT_EVENT">
<summary>
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 &lt;&lt; playerIndex). Set all bits if it should be broadcast to all players.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.TRIGGER_SERVER_EVENT_INTERNAL">
<summary>
The backing function for TriggerServerEvent.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_CREATE_CONTENT">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_CREATE_MISSION">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_GET_CONTENT_ID">
<summary>
Return the mission id of a job.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_GET_ROOT_CONTENT_ID">
<summary>
Return the root content id of a job.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_SET_PLAYER_DATA">
<summary>
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_UPDATE_CONTENT">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UGC_UPDATE_MISSION">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UI3DSCENE_PUSH_PRESET">
<summary>
All presets can be found in common\data\ui\uiscenes.meta
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNBLOCK_DECISION_MAKER_EVENT">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNLOAD_CLOUD_HAT">
<summary>
Called 4 times in the b617d scripts:
MISC::_A74802FB8D0B7814("CONTRAILS", 0);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNLOCK_RADIO_STATION_TRACK_LIST">
<summary>
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNPATCH_DECAL_DIFFUSE_MAP">
<summary>
GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123);
GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNPIN_INTERIOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNREGISTER_PEDHEADSHOT">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNREGISTER_RAW_NUI_CALLBACK">
<summary>
Will unregister and cleanup a registered NUI callback handler.
Use along side the REGISTER_RAW_NUI_CALLBACK native.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UNREGISTER_SCRIPT_WITH_AUDIO">
<summary>
**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.
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UPDATE_MAPDATA_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UPDATE_ONSCREEN_KEYBOARD">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.UPDATE_PED_HEAD_BLEND_DATA">
<summary>
See [`SET_PED_HEAD_BLEND_DATA`](#\_0x9414E18B9434C2FE)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.USE_FAKE_MP_CASH">
<summary>
Related to displaying cash on the HUD
Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.USE_PARTICLE_FX_ASSET">
<summary>
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");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.VDIST">
<summary>
Calculates distance between vectors.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.VDIST2">
<summary>
Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.VEH_TO_NET">
<summary>
calls from vehicle to net.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.VMAG">
<summary>
Calculates the magnitude of a vector.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.VMAG2">
<summary>
Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAIT">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAS_EVENT_CANCELED">
<summary>
Returns whether or not the currently executing event was canceled.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAS_PED_SKELETON_UPDATED">
<summary>
Despite this function's name, it simply returns whether the specified handle is a Ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WATER_OVERRIDE_SET_STRENGTH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAYPOINT_RECORDING_GET_COORD">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAYPOINT_RECORDING_GET_NUM_POINTS">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WITHDRAW_VC">
<summary>
Does nothing and always returns 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ACTIVATE_ROCKSTAR_EDITOR">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_BLIP_FOR_AREA">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_DISPATCH_SPAWN_BLOCKING_ANGLED_AREA">
<summary>
To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TACTICAL_ANALYSIS_POINT">
<summary>
Adds a point related to CTacticalAnalysis
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ALLOW_PAUSE_MENU_WHEN_DEAD_THIS_FRAME">
<summary>
Allows opening the pause menu this frame, when the player is dead.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ANIMATE_GAMEPLAY_CAM_ZOOM">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ANIMPOSTFX_GET_UNK">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ANIMPOSTFX_STOP_AND_DO_UNK">
<summary>
Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_BOMB_BAY_DOORS_OPEN">
<summary>
Returns true when the bomb bay doors of this plane are open. False if they're closed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_HELI_STUB_WINGS_DEPLOYED">
<summary>
Only used with the "akula" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_OUTRIGGER_LEGS_DEPLOYED">
<summary>
Returns whether the outrigger legs are deployed for the vehicle.
The Chernobog is one of the few vehicles with outrigger legs.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ATTACH_CAM_TO_PED_BONE_2">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ATTACH_CAM_TO_VEHICLE_BONE">
<summary>
This native works with vehicles only.
Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMMAND_GET_WIDTH">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMMAND_LINE_COUNT">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CANCEL_ONSCREEN_KEYBOARD">
<summary>
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_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_ANCHOR_BOAT_HERE_2">
<summary>
Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true.
NativeDB Introduced: v678
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_PAY_GOON">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int amount
NativeDB Added Parameter 4: int* p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_PED_SPEAK">
<summary>
Checks if the ped can play the speech or has the speech file, last parameter is usually 0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CELL_CAM_DISABLE_THIS_FRAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CELL_CAM_MOVE_FINGER">
<summary>
For move the finger of player, the value of int goes 1 at 5.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CELL_CAM_SET_LEAN">
<summary>
if the bool "Toggle" is "true" so the phone is lean.
if the bool "Toggle" is "false" so the phone is not lean.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLAMP_GAMEPLAY_CAM_PITCH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLAMP_GAMEPLAY_CAM_YAW">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_ALL_BLIP_ROUTES">
<summary>
Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_EXTRA_TIMECYCLE_MODIFIER">
<summary>
Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_FACIAL_CLIPSET_OVERRIDE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_INTERIOR_FOR_ENTITY">
<summary>
Immediately removes entity from an interior. Like sets entity to `limbo` room.
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_LAUNCH_PARAMS">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_PED_COVER_CLIPSET_OVERRIDE">
<summary>
CLEAR_PED_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_VEHICLE_TASKS">
<summary>
CLEAR_*
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLONE_PED_EX">
<summary>
Used one time in fmmc_launcher.c instead of CLONE_PED because ?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_AIR_DEFENSE_SPHERE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_NON_NETWORKED_AMBIENT_PICKUP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_FIRST_PERSON_CAM_THIS_FRAME">
<summary>
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();
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_MULTIPLAYER_CHAT">
<summary>
If true is passed, the player won't be able to open the multiplayer chat
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_ROCKSTAR_EDITOR_CAMERA_CHANGES">
<summary>
This will disable the ability to make camera changes in R* Editor.
RE*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_VEHICLE_WORLD_COLLISION">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISPLAY_HUD_WHEN_DEAD_THIS_FRAME">
<summary>
Enables drawing some hud components, such as help labels, this frame, when the player is dead.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_ROPE_BELONG_TO_THIS_SCRIPT">
<summary>
Return if the rope was generated or not by the script where the native is called.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_ALLOW_RAPPEL">
<summary>
Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_LANDING_GEAR">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_SEARCHLIGHT">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_TYRE_EXIST">
<summary>
Checks if vehicle tyre at index exists. Also returns false if tyre was removed.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOOR_CONTROL">
<summary>
Hardcoded not to work in multiplayer environments.
Native name between `SET_LOCAL_PLAYER_VISIBLE_LOCALLY` &amp; `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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOOR_SYSTEM_GET_AUTOMATIC_DISTANCE">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_BINK_MOVIE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_INTERACTIVE_SPRITE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_MARKER_2">
<summary>
NativeDB Added Parameter 26: BOOL p25
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SHOWROOM">
<summary>
It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A
p0 was always "CELEBRATION_WINNER"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SPHERE">
<summary>
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)
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SPRITE_POLY">
<summary>
Used for drawling Deadline trailing lights, see deadline.ytd
For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SPRITE_POLY_2">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SPRITE_UV">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_CROSSHAIR_THIS_FRAME">
<summary>
Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_ENTITY_UNK">
<summary>
ENABLE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_GET_WIDTH">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_LINE_COUNT">
<summary>
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting up
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_SCALEFORM_STRING_2">
<summary>
Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_GXT_ENTRY">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_THEFEED_POST_REPLAY_ICON">
<summary>
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?!");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT">
<summary>
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~","");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FACEBOOK_SET_MILESTONE_COMPLETE">
<summary>
milestoneId:
0 = "percentcomplete"
1 = "storycomplete"
2 = "vehicles"
3 = "properties"
4 = "psych"
5 = "mapreveal"
6 = "prologue"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FIND_RANDOM_POINT_IN_SPACE">
<summary>
Native is significantly more complicated than simply generating a random vector &amp; 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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FIND_VEHICLE_CARRYING_THIS_ENTITY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FORCE_RADIO_TRACK_LIST_POSITION">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FORCE_SOCIAL_CLUB_UPDATE">
<summary>
Exits the game and downloads a fresh social club update on next restart.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FORCE_VEHICLE_ENGINE_AUDIO">
<summary>
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_???
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ACHIEVEMENT_PROGRESS">
<summary>
For Steam.
Always returns 0 in retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ACTIVE_SCREEN_RESOLUTION">
<summary>
Returns current screen resolution.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_AI_BLIP">
<summary>
Returns the current AI BLIP for the specified ped
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BENCHMARK_ITERATIONS_FROM_COMMAND_LINE">
<summary>
Returns value of the '-benchmarkIterations' command line option.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BENCHMARK_PASS_FROM_COMMAND_LINE">
<summary>
Returns value of the '-benchmarkPass' command line option.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BINK_MOVIE_TIME">
<summary>
In percentage: 0.0 - 100.0
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BLIP_ROTATION">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BOAT_BOOM_POSITION_RATIO_2">
<summary>
Same call as VEHICLE::_0x0F3B4D4E43177236
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CAM_ACTIVE_VIEW_MODE_CONTEXT">
<summary>
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,
}
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CAN_VEHICLE_JUMP">
<summary>
Returns true if the vehicle has the FLAG_JUMPING_CAR flag set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CARGOBOB_HOOK_POSITION">
<summary>
Gets the position of the cargobob hook, in world coords.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CLOSEST_BLIP_OF_TYPE">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CLOUD_TIME_AS_STRING">
<summary>
Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_RADIO_TRACK_NAME">
<summary>
Return the hash of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_RADIO_TRACK_PLAYBACK_TIME">
<summary>
Return the playback time (in milliseconds) of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CUTSCENE_END_TIME">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DEBUG_CAMERA">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DLC_WEAPON_COMPONENT_DATA_SP">
<summary>
Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DLC_WEAPON_DATA_SP">
<summary>
Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DOES_VEHICLE_HAVE_TOMBSTONE">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DRIFT_TYRES_ENABLED">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_BONE_POSITION_2">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_BONE_ROTATION">
<summary>
Gets the world rotation of the specified bone of the specified entity.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_BONE_ROTATION_LOCAL">
<summary>
Gets the local rotation of the specified bone of the specified entity.
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_INSIDE_EXPLOSION_AREA">
<summary>
Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_INSIDE_EXPLOSION_SPHERE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_PHYSICS_HEADING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_PICKUP">
<summary>
GET_ENTITY_*
Seems to return the handle of the entity's portable pickup.
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_PROOFS">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTRY_POSITION_OF_DOOR">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_EXTRA_TIMECYCLE_MODIFIER_INDEX">
<summary>
See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GLOBAL_CHAR_BUFFER">
<summary>
Returns pointer to an empty string.
GET_C*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GLOBAL_WATER_TYPE">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GROUND_Z_FOR_3D_COORD_2">
<summary>
NativeDB Added Parameter 6: BOOL p5
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HAS_OBJECT_FRAG_INST">
<summary>
GET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HEIGHTMAP_BOTTOM_Z_FOR_AREA">
<summary>
Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HEIGHTMAP_BOTTOM_Z_FOR_POSITION">
<summary>
Returns CGameWorldHeightMap's minimum Z value at specified point (grid node).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HEIGHTMAP_TOP_Z_FOR_AREA">
<summary>
Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HEIGHTMAP_TOP_Z_FOR_POSITION">
<summary>
Returns CGameWorldHeightMap's maximum Z value at specified point (grid node).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HYDRAULIC_WHEEL_VALUE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_INTERIOR_HEADING">
<summary>
GET_INTERIOR_*
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_ARENA_PROP_PHYSICS_DISABLED">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_DOOR_VALID">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_PLAYER_IN_ANIMAL_FORM">
<summary>
Although we don't have a jenkins hash for this one, the name is 100% confirmed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_VEHICLE_EMP_DISABLED">
<summary>
Returns whether this vehicle is currently disabled by an EMP mine.
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_VEHICLE_SHUNT_BOOST_ACTIVE">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LABEL_TEXT">
<summary>
Gets a string literal from a label name.
GET_F*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LAST_RAMMED_VEHICLE">
<summary>
Returns last vehicle that was rammed by the given vehicle using the shunt boost.
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LOCAL_PLAYER_AIM_STATE_2">
<summary>
Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_MAKE_NAME_FROM_VEHICLE_MODEL">
<summary>
Will return a vehicle's manufacturer display label.
Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash.
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NGSTAT_BOOL_HASH">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NGSTAT_INT_HASH">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_PLAYERS_IN_TEAM">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH">
<summary>
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;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_DLC_WEAPONS_SP">
<summary>
Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta).
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_DLC_WEAPON_COMPONENTS_SP">
<summary>
Returns the total number of DLC weapon components that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_HAIR_COLORS">
<summary>
Used for freemode (online) characters.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ONLINE_VERSION">
<summary>
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"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PAUSE_MENU_CURSOR_POSITION">
<summary>
Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PAUSE_MENU_SELECTION_DATA">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_AMMO_TYPE_FROM_WEAPON_2">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_EMISSIVE_INTENSITY">
<summary>
Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_EVENT_DATA">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_EYE_COLOR">
<summary>
A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_HAIR_RGB_COLOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_HEAD_OVERLAY_VALUE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_MAKEUP_RGB_COLOR">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_TASK_COMBAT_TARGET">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_VISUAL_FIELD_CENTER_ANGLE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PICKUP_HASH">
<summary>
returns pickup hash.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PICKUP_HASH_FROM_WEAPON">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PLAYER_PARACHUTE_MODEL_OVERRIDE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_POWER_SAVING_MODE_DURATION">
<summary>
Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_RANDOM_INT_IN_RANGE_2">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCALEFORM_MOVIE_CURSOR_SELECTION">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_BOOL">
<summary>
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCRIPT_GFX_POSITION">
<summary>
Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and
`SET_SCRIPT_GFX_ALIGN_PARAMS`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SUBMARINE_CRUSH_DEPTH_WARNING_STATE">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SUBMARINE_IS_BELOW_FIRST_CRUSH_DEPTH">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SUBSTRING">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SUBSTRING_SAFE">
<summary>
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 &lt;= (length - 2); i += 1) {
if (!MISC::ARE_STRINGS_EQUAL(HUD::_GET_TEXT_SUBSTRING_SAFE(text, i, i + 1, 1), " ")) {
return FALSE;
}
}
return TRUE;
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SUBSTRING_SLICE">
<summary>
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_"?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TIME_OF_LAST_PED_WEAPON_DAMAGE">
<summary>
GET_TIME_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TIME_SINCE_LAST_INPUT">
<summary>
The number of milliseconds since last padIndex registered pressed
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TYRE_HEALTH">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TYRE_WEAR_MULTIPLIER">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_USED_CREATOR_MODEL_MEMORY_PERCENTAGE">
<summary>
0.0 = no memory used
1.0 = all memory used
Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB
GET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_BOMB_COUNT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_COUNTERMEASURE_COUNT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_CURRENT_SLIPSTREAM_DRAFT">
<summary>
Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup).
GET_VEHICLE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_DEFAULT_HORN_VARIATION">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_DOOR_DESTROY_TYPE">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_ESTIMATED_AGILITY">
<summary>
GET_VEHICLE_MODEL_*
9.8 * thrust if air vehicle, else 0.38 + drive force?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_MAX_KNOTS">
<summary>
GET_VEHICLE_MODEL_*
Function pertains only to aviation vehicles.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_MOVE_RESISTANCE">
<summary>
GET_VEHICLE_MODEL_*
called if the vehicle is a boat -- returns vecMoveResistanceX?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_NEON_LIGHTS_COLOUR">
<summary>
Gets the color of the neon lights of the specified vehicle.
See [`_SET_VEHICLE_NEON_LIGHTS_COLOUR`](#\_0x8E0A582209A62695) for more information
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_NUMBER_OF_BROKEN_OFF_BONES">
<summary>
Also includes some "turnOffBones" when vehicle mods are installed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_ROOF_LIVERY">
<summary>
Returns index of the current vehicle's rooftop livery.
A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_ROOF_LIVERY_COUNT">
<summary>
Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_SUSPENSION_BOUNDS">
<summary>
Outputs 2 Vector3's.
Scripts check if out2.x - out1.x &gt; something.x
Could be suspension related, as in max suspension height and min suspension height, considering the natives location.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_SUSPENSION_HEIGHT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_XENON_LIGHTS_COLOR">
<summary>
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
}
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WANTED_LEVEL_PAROLE_DURATION">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WARNING_MESSAGE_TITLE_HASH">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WEATHER_TYPE_TRANSITION">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GRASS_LOD_SHRINK_SCRIPT_AREAS">
<summary>
Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_ASYNC_INSTALL_FINISHED">
<summary>
Hardcoded to always return true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_BUTTON_COMBINATION_JUST_BEEN_ENTERED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_CHEAT_STRING_JUST_BEEN_ENTERED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_DIRECTOR_MODE_BEEN_TRIGGERED">
<summary>
HAS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_ENTITY_CLEAR_LOS_TO_ENTITY_2">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_FILLED_VEHICLE_POPULATION">
<summary>
HAS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_MULTIPLAYER_AUDIO_DATA_LOADED">
<summary>
HAS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_MULTIPLAYER_AUDIO_DATA_UNLOADED">
<summary>
HAS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_RESUMED_FROM_SUSPEND">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIDE_AREA_AND_VEHICLE_NAME_THIS_FRAME">
<summary>
HIDE_*_THIS_FRAME
Hides area and vehicle name HUD components for one frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIDE_VEHICLE_TOMBSTONE">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_DISPLAY_LOADING_SCREEN_TIPS">
<summary>
Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_WEAPON_WHEEL_GET_SELECTED_HASH">
<summary>
Returns the weapon hash to the selected/highlighted weapon in the wheel
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_WEAPON_WHEEL_GET_SLOT_HASH">
<summary>
Returns the weapon hash active in a specific weapon wheel slotList
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_WEAPON_WHEEL_IGNORE_CONTROL_INPUT">
<summary>
Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_WEAPON_WHEEL_IGNORE_SELECTION">
<summary>
Calling this each frame, stops the player from receiving a weapon via the weapon wheel.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._INVALIDATE_VEHICLE_IDLE_CAM">
<summary>
Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_AIM_CAM_THIRD_PERSON_ACTIVE">
<summary>
IS_A*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_BOAT_ANCHORED_AND_FROZEN">
<summary>
IS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_COMMAND_LINE_BENCHMARK_VALUE_SET">
<summary>
Returns true if command line option '-benchmark' is set.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_INTERIOR_RENDERING_DISABLED">
<summary>
Returns a bool if interior rendering is disabled, if yes, all "normal" rendered interiors are invisible
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_IN_POWER_SAVING_MODE">
<summary>
aka "constrained"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_MISSION_TRAIN">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_MOUSE_CURSOR_ABOVE_INSTRUCTIONAL_BUTTONS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_MULTIPLAYER_CHAT_ACTIVE">
<summary>
Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_NAVMESH_REQUIRED_REGION_OWNED_BY_ANY_THREAD">
<summary>
IS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PED_BODY_BLEMISH_VALID">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PED_OPENING_A_DOOR">
<summary>
IS_PED_*
Returns true if the ped is currently opening a door (CTaskOpenDoor).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PLAYER_CAM_CONTROL_DISABLED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PLAYLIST_UNK">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_POP_MULTIPLIER_AREA_UNK">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_RECORDING">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_SCUBA_GEAR_LIGHT_ENABLED">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_THIS_MODEL_A_JETSKI">
<summary>
Checks if model is a boat, then checks for FLAG_IS_JETSKI.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_TV_PLAYLIST_ITEM_PLAYING">
<summary>
IS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VALID_MP_GAMER_TAG_MOVIE">
<summary>
IS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_BEING_HALTED">
<summary>
Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT
_IS_VEHICLE_*
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_DAMAGED">
<summary>
Appears to return true if the vehicle has any damage, including cosmetically.
GET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_ENGINE_ON_FIRE">
<summary>
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 &lt; 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 &gt; 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_NEON_LIGHT_ENABLED">
<summary>
indices:
0 = Left
1 = Right
2 = Front
3 = Back
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_PARACHUTE_ACTIVE">
<summary>
Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_RADIO_ENABLED">
<summary>
IS_VEHICLE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_SEAT_ACCESSIBLE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_WARNING_MESSAGE_ACTIVE_2">
<summary>
IS_WARNING_MESSAGE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LANDING_MENU_IS_ACTIVE">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LINK_STATIC_EMITTER_TO_ENTITY">
<summary>
L* (LINK_*?)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOADINGSCREEN_SET_LOAD_FREEMODE_WITH_EVENT_NAME">
<summary>
Only occurrence was false, in maintransition.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_CONTENT_CHANGE_SET_GROUP">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_GLOBAL_WATER_TYPE">
<summary>
0 - default
1 - HeistIsland
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOCALIZATION_GET_SYSTEM_DATE_FORMAT">
<summary>
Possible return values: 0, 1, 2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOCALIZATION_GET_SYSTEM_LANGUAGE">
<summary>
Same return values as GET_CURRENT_LANGUAGE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOCK_LOADING_SCREEN_BUTTONS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOCK_RADIO_STATION">
<summary>
Disables the radio station (hides it from the radio wheel).
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOCK_RADIO_STATION_TRACK_LIST">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOG10">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOG_DEBUG_INFO">
<summary>
Not present in retail version of the game, actual definiton seems to be
_LOG_DEBUG_INFO(const char* category, const char* debugText);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._MARK_OBJECT_FOR_DELETION">
<summary>
is this like setting is as no longer needed?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ACCEPT_INVITE">
<summary>
NETWORK_RE*
Triggers a CEventNetworkInviteConfirmed event
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CAN_COMMUNICATE_WITH_GAMER_2">
<summary>
Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER
NETWORK_CAN_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CAN_SPEND_MONEY_2">
<summary>
NETWORK_CAN_R??? or NETWORK_CAN_S???
```
```
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_CAN_GAMBLE">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_CAN_PURCHASE_CHIPS_WITH_PVC">
<summary>
Same as 0x8968D4D8C6C40C11.
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_CAN_PURCHASE_CHIPS_WITH_PVC_2">
<summary>
Same as 0x394DCDB9E836B7A9.
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_CAN_USE_GAMBLING_TYPE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_PURCHASE_CHIPS">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CASINO_SELL_CHIPS">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CLAN_ANIMATION">
<summary>
Only documented...
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_DEDUCT_CASH">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_DISPLAYNAMES_FROM_HANDLES_START">
<summary>
Hardcoded to return -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_BOUNTY_HUNTER_REWARD">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_CASINO_HEIST">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_CASINO_HEIST_BONUS">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_COLLECTABLE_COMPLETED_COLLECTION">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FMBB_WAGE_BONUS">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ARENA_CAREER_PROGRESSION">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ARENA_SKILL_LEVEL_PROGRESSION">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ARENA_WAR">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ARMOUR_TRUCK">
<summary>
For the money bags that drop a max of $40,000. Often called 40k bags.
Most likely NETWORK_EARN_FROM_ROB***
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ASSASSINATE_TARGET_KILLED">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_ASSASSINATE_TARGET_KILLED_2">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_AUTOSHOP_BUSINESS">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_AUTOSHOP_INCOME">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_BB_EVENT_BONUS">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_BB_EVENT_CARGO">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_BUSINESS_BATTLE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_BUSINESS_HUB_SELL">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CARCLUB_MEMBERSHIP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CASHING_OUT">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CASINO_AWARD">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CASINO_MISSION_PARTICIPATION">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CASINO_MISSION_REWARD">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CASINO_STORY_MISSION_REWARD">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CLUB_MANAGEMENT_PARTICIPATION">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_COLLECTABLES_ACTION_FIGURES">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_COLLECTION_ITEM">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_COMPLETE_COLLECTION">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_CRIMINAL_MASTERMIND_BONUS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_DAILY_OBJECTIVE_EVENT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_DAR_CHALLENGE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_DOOMSDAY_FINALE_BONUS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_FMBB_BOSS_WORK">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_FMBB_PHONECALL_MISSION">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_AWARDS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_ELITE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_JOBS_FINALE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_JOBS_PREP_PARTICIPATION">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_JOBS_SETUP">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_WAGES">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_GANGOPS_WAGES_BONUS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_HACKER_TRUCK_MISSION">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_JOB_X2">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_RC_TIME_TRIAL">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_RDR_BONUS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_SELLING_VEHICLE">
<summary>
NativeDB Added Parameter 2: Any p1
NativeDB Added Parameter 3: Any p2
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_SELL_BASE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_SMUGGLING">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_SPIN_THE_WHEEL_CASH">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_TARGET_REFUND">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_TIME_TRIAL_WIN">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_TUNER_AWARD">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_TUNER_FINALE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_UPGRADE_AUTOSHOP_LOCATION">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_VEHICLE_AUTOSHOP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_VEHICLE_AUTOSHOP_BONUS">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_WAGE_PAYMENT">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_WAGE_PAYMENT_BONUS">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_WAREHOUSE">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: int id
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_ISLAND_HEIST">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_JOB_BONUS_FIRST_TIME_BONUS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_JOB_BONUS_HEIST_AWARD">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER_2">
<summary>
Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32)
```
```
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_AVERAGE_PACKET_LOSS_FOR_PLAYER">
<summary>
NETWORK_GET_*
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_IS_HIGH_EARNER">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_LAST_VELOCITY_RECEIVED">
<summary>
Used by NetBlender
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_NUM_UNACKED_FOR_PLAYER">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_OLDEST_RESEND_COUNT_FOR_PLAYER">
<summary>
NETWORK_GET_*
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_PLAYER_COORDS">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_POSITION_HASH_OF_THIS_SCRIPT">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_UNRELIABLE_RESEND_COUNT_FOR_PLAYER">
<summary>
NETWORK_*
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_VC_BANK_BALANCE_IS_NOT_LESS_THAN">
<summary>
Returns true if bank balance &gt;= amount.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_VC_BANK_WALLET_BALANCE_IS_NOT_LESS_THAN">
<summary>
Returns true if bank balance + wallet balance &gt;= amount.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_VC_WALLET_BALANCE_IS_NOT_LESS_THAN">
<summary>
Returns true if wallet balance &gt;= amount.
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HAS_GAME_BEEN_ALTERED">
<summary>
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."
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_CONNECTION_ENDPOINT_RELAY_SERVER">
<summary>
NETWORK_IS_*
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_ENTITY_CONCEALED">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_NETWORK_ID_A_CLONE">
<summary>
Returns true if the specified network id is controlled by someone else.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_PLAYER_EQUAL_TO_INDEX">
<summary>
NETWORK_ARE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_SCRIPT_ACTIVE_BY_HASH">
<summary>
NativeDB Introduced: v2245
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_TEXT_CHAT_ACTIVE">
<summary>
Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_OVERRIDE_CLOCK_MILLISECONDS_PER_GAME_MINUTE">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_PED_FORCE_GAME_STATE_UPDATE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_RESPAWN_COORDS">
<summary>
p4 and p5 are always 0 in scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_RIVAL_DELIVERY_COMPLETED">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SEND_PRESENCE_TRANSITION_INVITE">
<summary>
String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_ENTITY_INVISIBLE_TO_NETWORK">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_OBJECT_FORCE_STATIC_BLEND">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_VEHICLE_WHEELS_DESTRUCTIBLE">
<summary>
Allow vehicle wheels to be destructible even when the Vehicle entity is invincible.
```
```
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOULD_SHOW_CONNECTIVITY_TROUBLESHOOTING">
<summary>
Returns true if the NAT type is Strict (3) and a certain number of connections have failed.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ARCADE_GAME">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ARCADE_GENERIC">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ARENA_JOIN_SPECTATOR">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ARENA_PREMIUM">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ARENA_SPECTATOR_BOX">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_AUTOSHOP_MODIFICATIONS">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_AUTOSHOP_PROPERTY_UTILITY_FEE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BEACH_PARTY_GENERIC">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BOSS">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: BOOL p1
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BOUNTY_HUNTER_MISSION">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BUY_ARENA">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BUY_AUTOSHOP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BUY_BASE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BUY_CASINO">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_BUY_TILTROTOR">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CARCLUB">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CARCLUB_MEMBERSHIP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CARCLUB_TAKEOVER">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CASINO_CLUB_GENERIC">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CASINO_GENERIC">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CASINO_HEIST">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CASINO_HEIST_SKIP_MISSION">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_CASINO_MEMBERSHIP">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_EMPLOY_ASSASSINS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_FROM_BANK">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_GANGOPS_CANNON">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_GANGOPS_START_MISSION">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_GANGOPS_START_STRAND">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_GANGOPS_TRIP_SKIP">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_HANGAR_STAFF_CHARGES">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_HANGAR_UTILITY_CHARGES">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_IM_ABILITY">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_ISLAND_HEIST">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_JOB_SKIP">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_MAKE_IT_RAIN">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_NIGHTCLUB_BAR_DRINK">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_NIGHTCLUB_ENTRY_FEE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_PURCHASE_HANGAR">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_RDRHATCHET_BONUS">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_REHIRE_DJ">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_SPIN_THE_WHEEL_PAYMENT">
<summary>
NativeDB Introduced: v1604
NativeDB Removed Parameter 4: BOOL p3
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_SUBMARINE">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_ARENA">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_AUTOSHOP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_BASE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_CASINO">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_HANGAR">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_SUB">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_UPGRADE_TILTROTOR">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_START_USER_CONTENT_PERMISSIONS_CHECK">
<summary>
Always returns -1. Seems to be XB1 specific.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_UGC_NAV">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_USE_HIGH_PRECISION_VEHICLE_BLENDING">
<summary>
Implemented only for Trains.
```
```
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_BASKET_DELETE">
<summary>
NativeDB Introduced: v372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_GET_BALANCE">
<summary>
Note: only one of the arguments can be set to true at a time
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_GET_PRICE">
<summary>
bool is always true in game scripts
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_TRANSFER_CASH_GET_STATUS">
<summary>
Same as 0x350AA5EBC03D3BD2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_TRANSFER_CASH_GET_STATUS_2">
<summary>
Same as 0x23789E777D14CE44
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_TRANSFER_CASH_SET_TELEMETRY_NONCE_SEED">
<summary>
Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NET_GAMESERVER_USE_SERVER_TRANSACTIONS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OVERRIDE_MICROPHONE_SETTINGS">
<summary>
Sets audio flag "OverrideMicrophoneSettings"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OVERRIDE_PED_BADGE_TEXTURE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PAUSE_MENU_DISABLE_BUSYSPINNER">
<summary>
Disables the loading spinner in Pause Menu when switching from one header tab to another.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PAUSE_MENU_GET_INDEX_OF_MOUSE_HOVERED_SLOT">
<summary>
If mouse is hovering on a slot, it returns the slot's index, else it returns -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PAUSE_MENU_GET_UNIQUE_ID_OF_MOUSE_HOVERED_SLOT">
<summary>
If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ARCADEGAME">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ARENA_WARS_ENDED">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ARENA_WAR_SPECTATOR">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CARCLUB_CHALLENGE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CARCLUB_POINTS">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CARCLUB_PRIZE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_BLACKJACK">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_BLACKJACK_LIGHT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_CHIP">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_INSIDETRACK">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_INSIDETRACK_LIGHT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_LUCKYSEVEN">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_MISSION_ENDED">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_ROULETTE">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_ROULETTE_LIGHT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_SLOTMACHINE">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_SLOTMACHINE_LIGHT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_STORY_MISSION_ENDED">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_THREECARDPOKER">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CASINO_THREECARDPOKER_LIGHT">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_COLLECTIBLE">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_DAR_MISSION_END">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_DRONE_USAGE">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ENTER_SESSION_PACK">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_EXTRA_EVENT">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_H2_FMPREP_END">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_H2_INSTANCE_END">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_PASSIVE_MODE">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_PEGASAIRCRAFT">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ROBBERY_FINALE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_ROBBERY_PREP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_SMUG_MISSION_ENDED">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_SPECTATOR_WHEEL_SPIN">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_START_OFFLINE_MODE">
<summary>
PLAYSTATS_START_INVITE_DESPAWNING?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_STONE_HATCHET_END">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_STUNT_PERFORMED_EVENT_ALLOW_TRIGGER">
<summary>
Allows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_STUNT_PERFORMED_EVENT_DISALLOW_TRIGGER">
<summary>
Disallows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAY_BINK_MOVIE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PRELOAD_VEHICLE_AUDIO">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RACE_GALLERY_ADD_BLIP">
<summary>
Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RACE_GALLERY_FULLSCREEN">
<summary>
If toggle is true, the map is shown in full screen
If toggle is false, the map is shown in normal mode
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RACE_GALLERY_NEXT_BLIP_SPRITE">
<summary>
Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REGISTER_NOIR_SCREEN_EFFECT_THIS_FRAME">
<summary>
Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REGISTER_TEXT_LABEL_TO_SAVE_2">
<summary>
Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE?
MISC::_6F7794F28C6B2535(&amp;a_0._f1, "tlPlateText");
MISC::_6F7794F28C6B2535(&amp;a_0._f1C, "tlPlateText_pending");
MISC::_6F7794F28C6B2535(&amp;a_0._f10B, "tlCarAppPlateText");
"tl" prefix sounds like "Text Label"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RELEASE_BINK_MOVIE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOTE_CHEAT_DETECTED">
<summary>
NativeDB Added Parameter 1: Player player
NativeDB Added Parameter 2: int a
NativeDB Added Parameter 3: int b
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_CURRENT_RISE">
<summary>
p0 is the handle returned from _0xFDBF4CDBC07E1706
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_STEALTH_KILL">
<summary>
Appears to remove stealth kill action from memory
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_VEHICLE_SHADOW_EFFECT">
<summary>
Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_PATHS_PREFER_ACCURATE_BOUNDINGSTRUCT">
<summary>
Used internally for long range tasks
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_SCALEFORM_MOVIE_2">
<summary>
Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_SCALEFORM_MOVIE_INTERACTIVE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_VEHICLE_DASHBOARD_SCALEFORM_MOVIE">
<summary>
REQUEST_VEHICLE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESERVE_NETWORK_LOCAL_OBJECTS">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESERVE_NETWORK_LOCAL_PEDS">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_BENCHMARK_RECORDING">
<summary>
Begins with RESET_*. Next character in the name is either D or E.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_DISPATCH_SPAWN_LOCATION">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_EDITOR_VALUES">
<summary>
Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_EXTRA_TIMECYCLE_MODIFIER_STRENGTH">
<summary>
Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_GHOSTED_ENTITY_ALPHA">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_INPUT_MAPPING_SCHEME">
<summary>
S*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESTART_GAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SAVE_BENCHMARK_RECORDING">
<summary>
Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING_2">
<summary>
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..).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_GET_HAS_ACHIEVEMENT_BEEN_PASSED">
<summary>
Same as HAS_ACHIEVEMENT_BEEN_PASSED
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_GET_NICKNAME">
<summary>
Returns the nickname of the logged-in Rockstar Social Club account.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SEETHROUGH_GET_MAX_THICKNESS">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ABILITY_BAR_VISIBILITY_IN_MULTIPLAYER">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ACHIEVEMENT_PROGRESS">
<summary>
For Steam.
Does nothing and always returns false in the retail version of the game.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_AI_GLOBAL_PATH_NODES_TYPE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ALLOW_ABILITY_BAR_IN_MULTIPLAYER">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ALL_PATHS_CACHE_BOUNDINGSTRUCT">
<summary>
Toggles a global boolean, name is probably a hash collision but describes its functionality.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ARTIFICIAL_LIGHTS_STATE_AFFECTS_VEHICLES">
<summary>
If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_TIME">
<summary>
In percentage: 0.0 - 100.0
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_UNK_2">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_VOLUME">
<summary>
binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale)
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_SHOULD_SKIP">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLIP_DISPLAY_INDICATOR_ON_BLIP">
<summary>
Must be toggled before being queued for animation
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLIP_SCALE_TRANSFORMATION">
<summary>
See https://imgur.com/a/lLkEsMN
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLIP_SHRINK">
<summary>
Makes a blip go small when off the minimap.
SET_BLIP_AS_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLIP_SQUARED_ROTATION">
<summary>
Does not require whole number/integer rotations.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BOAT_BOOM_POSITION_RATIO">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_DOF_FNUMBER_OF_LENS">
<summary>
This native has its name defined inside its codE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_DOF_FOCAL_LENGTH_MULTIPLIER">
<summary>
Native name labeled within its code
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_DOF_FOCUS_DISTANCE_BIAS">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_DOF_MAX_NEAR_IN_FOCUS_DISTANCE_BLEND_LEVEL">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAM_EFFECT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAN_PED_EQUIP_ALL_WEAPONS">
<summary>
Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAN_PED_EQUIP_WEAPON">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CARGOBOB_HOOK_CAN_ATTACH">
<summary>
Stops the cargobob from being able to attach any vehicle
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAR_HIGH_SPEED_BUMP_SEVERITY_MULTIPLIER">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CHECKPOINT_ICON_HEIGHT">
<summary>
This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CONTROL_NORMAL">
<summary>
This is for simulating player input.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CREATE_WEAPON_OBJECT_LIGHT_SOURCE">
<summary>
Requires a component_at_*_flsh to be attached to the weapon object
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DEPLOY_HELI_STUB_WINGS">
<summary>
Only used with the "akula" and "annihilator2" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DIRECTOR_MODE_CLEAR_TRIGGERED_FLAG">
<summary>
SET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_TURRET_MOVEMENT_THIS_FRAME">
<summary>
Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though.
```
NativeDB Introduced: v1365
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_VEHICLE_FLIGHT_NOZZLE_POSITION">
<summary>
True stops vtols from switching modes. Doesn't stop the sound though.
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_VEHICLE_UNK">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_VEHICLE_UNK_2">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_VEHICLE_WINDOW_COLLISIONS">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DRIFT_TYRES_ENABLED">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENABLE_ARENA_PROP_PHYSICS">
<summary>
Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}"
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENABLE_ARENA_PROP_PHYSICS_ON_PED">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENABLE_SCUBA_GEAR_LIGHT">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_ANGULAR_VELOCITY">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_CLEANUP_BY_ENGINE">
<summary>
True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_DECALS_DISABLED">
<summary>
SET_ENTITY_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_EXTRA_TIMECYCLE_MODIFIER_STRENGTH">
<summary>
The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FACIAL_CLIPSET_OVERRIDE">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FIRE_SPREAD_RATE">
<summary>
SET_FIRE_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FLASH_LIGHT_ENABLED">
<summary>
Enables/disables flashlight on ped's weapon.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FOLLOW_TURRET_SEAT_CAM">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FORCED_BOAT_LOCATION_WHEN_ANCHORED">
<summary>
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?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FORCE_PED_FOOTSTEPS_TRACKS">
<summary>
Forces footstep tracks on all surfaces.
USE_/USING_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FORCE_PLAYER_TO_JUMP">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FORCE_VEHICLE_TRAILS">
<summary>
Forces vehicle trails on all surfaces.
USE_/USING_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GAMEPLAY_CAM_HASH">
<summary>
Sets gameplay camera to hash
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GAMEPLAY_CAM_RAW_YAW">
<summary>
Does nothing
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GAMEPLAY_CAM_VEHICLE_CAMERA">
<summary>
From b617 scripts:
CAM::_21E253A7F8DA5DFB("DINGHY");
CAM::_21E253A7F8DA5DFB("ISSI2");
CAM::_21E253A7F8DA5DFB("SPEEDO");
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GHOSTED_ENTITY_ALPHA">
<summary>
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).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HAS_CONTENT_UNLOCKS_FLAGS">
<summary>
Sets profile setting 866
SET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HELICOPTER_ROLL_PITCH_YAW_MULT">
<summary>
value between 0.0 and 1.0
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HYDRAULIC_WHEEL_STATE_TRANSITION">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HYDRAULIC_WHEEL_VALUE">
<summary>
Works only on vehicles that support hydraulic.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_IGNORE_SECONDARY_ROUTE_NODES">
<summary>
See: SET_BLIP_ROUTE
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_INCIDENT_UNK">
<summary>
SET_INCIDENT_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_INTERIOR_ZOOM_LEVEL_DECREASED">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_INTERIOR_ZOOM_LEVEL_INCREASED">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ISLAND_HOPPER_ENABLED">
<summary>
Enables the specified island. For more information, see islandhopper.meta
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_LAUNCH_CONTROL_ENABLED">
<summary>
Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds.
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_LOCAL_PLAYER_AS_GHOST">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL">
<summary>
Maximum amount of pickup models that can be disallowed is 30.
SET_LOCAL_PLAYER_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MINIMAP_ALTITUDE_INDICATOR_LEVEL">
<summary>
Argument must be 0.0f or above 38.0f, or it will be ignored.
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MINIMAP_SONAR_ENABLED">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MOUSE_CURSOR_ACTIVE_THIS_FRAME">
<summary>
Shows the cursor on screen for one frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MOUSE_CURSOR_SPRITE">
<summary>
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,
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MOUSE_CURSOR_VISIBLE_IN_MENUS">
<summary>
Shows/hides the frontend cursor on the pause menu or similar menus.
Clicking off and then on the game window will show it again.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_MP_BAG_LARGE_COUNT">
<summary>
displays wanted star above head
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_USE_VEHICLE_HEALTH">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_VISIBILITY_ALL">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NETWORK_ENABLE_VEHICLE_POSITION_CORRECTION">
<summary>
Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NETWORK_VEHICLE_POSITION_UPDATE_MULTIPLIER">
<summary>
rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_LIGHT_COLOR">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_STUNT_PROP_SPEEDUP">
<summary>
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`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_TEXTURE_VARIATION">
<summary>
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
};
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OPPRESSOR_TRANSFORM_STATE">
<summary>
Set state to true to extend the wings, false to retract them.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_AUDIO_FOOTSTEP_LOUD">
<summary>
Enables/disables ped's "loud" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_AUDIO_FOOTSTEP_QUIET">
<summary>
Enables/disables ped's "quiet" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_COVER_CLIPSET_OVERRIDE">
<summary>
Found in the b617d scripts:
PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h");
SET_PED_MO*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_EMISSIVE_INTENSITY">
<summary>
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))
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_EYE_COLOR">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_FACE_FEATURE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_HAIR_COLOR">
<summary>
Used for freemode (online) characters.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_HEAD_OVERLAY_COLOR">
<summary>
```
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_SCREAM">
<summary>
Assigns some ambient voice to the ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_SCUBA_GEAR_VARIATION">
<summary>
This native sets a scuba mask for freemode models and an oxygen bottle for player_\* models. It works on freemode and player_\* models.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_TALK">
<summary>
Speech related.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_VOICE_GROUP">
<summary>
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"));
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_ENGINE_HEALTH">
<summary>
Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_BLIP_POSITION_THIS_FRAME">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_HOMING_ROCKET_DISABLED">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_IS_IN_ANIMAL_FORM">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_IS_IN_DIRECTOR_MODE">
<summary>
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_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_RESERVE_PARACHUTE_MODEL_OVERRIDE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_ROCKSTAR_EDITOR_DISABLED">
<summary>
SET_PLAYER_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_UNDERWATER_TIME_REMAINING">
<summary>
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`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RADIO_STATION_IS_VISIBLE">
<summary>
Doesn't have an effect in Story Mode.
```
NativeDB Introduced: v2372
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RADIO_TRACK_MIX">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RAIN_LEVEL">
<summary>
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`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RANDOM_BOATS_IN_MP">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_REDUCE_DRIFT_VEHICLE_SUSPENSION">
<summary>
Lowers the vehicle's stance. Only works for vehicles that support this feature.
```
NativeDB Introduced: v2372
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RELATIONSHIP_TO_PLAYER">
<summary>
Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SAVE_MIGRATION_TRANSACTION_ID">
<summary>
Sets profile setting 501
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SCALEFORM_FIT_RENDERTARGET">
<summary>
This native is used in some casino scripts to fit the scaleform in the rendertarget.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SCRIPT_VARIABLE_2_HUD_COLOUR">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SIREN_KEEP_ON">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SNOW_LEVEL">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SPECIALFLIGHT_WING_RATIO">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SPECIAL_ABILITY">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SYNCHRONIZED_AUDIO_EVENT_POSITION_THIS_FRAME">
<summary>
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);
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT_2">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_THREAD_PRIORITY">
<summary>
0 = high
1 = normal
2 = low
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TOGGLE_MINIMAP_HEIST_ISLAND">
<summary>
Toggles the Cayo Perico map.
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TRAILER_LEGS_LOWERED">
<summary>
Inverse of 0x95CF53B3D687F9FA
```
```
NativeDB Added Parameter 1: Vehicle vehicle
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TYRE_HEALTH">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TYRE_SOFTNESS_MULTIPLIER">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TYRE_TRACTION_LOSS_MULTIPLIER">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TYRE_WEAR_MULTIPLIER">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_UNK_BOOL_0x102_FOR_SUBMARINE_VEHICLE_TASK">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_UNK_FLOAT_0x104_FOR_SUBMARINE_VEHICLE_TASK">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_UNK_GLOBAL_BOOL_RELATED_TO_DAMAGE">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_USE_HIGHER_VEHICLE_JUMP_FORCE">
<summary>
Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000).
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_USE_WAYPOINT_AS_DESTINATION">
<summary>
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.
&lt;!--
Name guess:
- alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND.
--&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VARIABLE_ON_CUTSCENE_AUDIO">
<summary>
SET_VARIABLE_ON_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_BOMB_COUNT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_CAN_BE_LOCKED_ON">
<summary>
SET_VEHICLE_AL*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_CONTROLS_INVERTED">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_COUNTERMEASURE_COUNT">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DAMAGE_MODIFIER">
<summary>
SET_VEHICLE_D*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DOORS_LOCKED_FOR_UNK">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DOOR_CAN_BREAK">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_EXCLUSIVE_DRIVER_2">
<summary>
The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HORN_VARIATION">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HOVER_TRANSFORM_ACTIVE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HOVER_TRANSFORM_ENABLED">
<summary>
If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible).
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HOVER_TRANSFORM_PERCENTAGE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HOVER_TRANSFORM_RATIO">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_LIGHTS_MODE">
<summary>
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)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_MAX_SPEED">
<summary>
To reset the max speed, set the `speed` value to `0.0` or lower.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_NEON_LIGHTS_COLOR_2">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_NEON_LIGHTS_COLOUR">
<summary>
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 |
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_NEON_LIGHT_ENABLED">
<summary>
Sets the neon lights of the specified vehicle on/off.
Indices:
0 = Left
1 = Right
2 = Front
3 = Back
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_NITRO_ENABLED">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_PARACHUTE_MODEL">
<summary>
parachuteModel = 230075693
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_PARACHUTE_TEXTURE_VARIATION">
<summary>
colorIndex = 0 - 7
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_REDUCE_TRACTION">
<summary>
Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2).
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_ROOF_LIVERY">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_SHADOW_EFFECT">
<summary>
Adds some kind of shadow to the vehicle.
-1 disables the effect.
DISABLE_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_SILENT">
<summary>
If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_ST">
<summary>
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);
}
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_TURRET_UNK">
<summary>
Toggles specific flag on turret
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_WHEELS_DEAL_DAMAGE">
<summary>
Related to monster trucks in native scripts.
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_XENON_LIGHTS_COLOR">
<summary>
Paint index goes from 0 to 12.
You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB)
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEH_HAS_RADIO_OVERRIDE">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WANTED_LEVEL_HIDDEN_EVASION_TIME">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WARNING_MESSAGE_LIST_ROW">
<summary>
Param names copied from the corresponding scaleform function "SET_LIST_ROW"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WARNING_MESSAGE_WITH_ALERT">
<summary>
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:** &lt;https://i.imgur.com/TvmNF4k.png&gt;
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WARNING_MESSAGE_WITH_HEADER_UNK">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WEAPON_DAMAGE_MODIFIER">
<summary>
Changes the weapon damage output by the given multiplier value.
Does NOT need to be called every frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WEAPON_EXPLOSION_RADIUS_MULTIPLIER">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WEATHER_TYPE_TRANSITION">
<summary>
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);
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_SCRIPTED_HUD_COMPONENT_THIS_FRAME">
<summary>
SHOW_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHUTDOWN_AND_LOAD_MOST_RECENT_SAVE">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SOUND_VEHICLE_HORN_THIS_FRAME">
<summary>
SET_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SPECIAL_ABILITY_ACTIVATE">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SPECIAL_ABILITY_DEPLETE">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_BENCHMARK_RECORDING">
<summary>
Begins with START_*. Next character in the name is either D or E.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY_BONE">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_RECORDING">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SHAPE_TEST_SURROUNDING_COORDS">
<summary>
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.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STAT_GET_PACKED_BOOL_MASK">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STAT_GET_PACKED_INT_MASK">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"?
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STAT_MIGRATE_SAVE">
<summary>
platformName must be one of the following: ps3, xbox360, ps4, xboxone
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_BENCHMARK_RECORDING">
<summary>
Begins with STOP_*. Next character in the name is either D or E.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_BINK_MOVIE">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_BRING_VEHICLE_TO_HALT">
<summary>
Stops CTaskBringVehicleToHalt
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_RECORDING_AND_DISCARD_CLIP">
<summary>
Stops recording and discards the recorded clip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_RECORDING_AND_SAVE_CLIP">
<summary>
Stops recording and saves the recorded clip.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_RECORDING_THIS_FRAME">
<summary>
This disable the recording feature and has to be called every frame.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SWITCH_CRIME_TYPE">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SWITCH_IN_PLAYER">
<summary>
Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SWITCH_OUT_PLAYER">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SWITCH_TO_INPUT_MAPPING_SCHEME">
<summary>
Used in carsteal3 script with p0 = "Carsteal4_spycar".
S*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SWITCH_TO_INPUT_MAPPING_SCHEME_2">
<summary>
Same as 0x3D42B92563939375
S*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_HELI_ESCORT_HELI">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS">
<summary>
Used only once in the scripts (am_mp_nightclub)
```
```
Used only once in the scripts (am_mp_nightclub)
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_PLANE_GOTO_PRECISE_VTOL">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_RAPPEL_DOWN_WALL">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_SUBMARINE_GOTO_AND_STOP">
<summary>
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
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_WANDER_SPECIFIC">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_DISABLE_LOADING_SCREEN_TIPS">
<summary>
Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF`
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_DISPLAY_LOADING_SCREEN_TIPS">
<summary>
Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SET_ANIMPOSTFX_COUNT">
<summary>
Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification.
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SET_ANIMPOSTFX_SOUND">
<summary>
Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET"
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SET_FLUSH_ANIMPOSTFX">
<summary>
If true, remove all feed components instantly. Otherwise tween/animate close each component
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SET_NEXT_POST_BACKGROUND_COLOR">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TOGGLE_USE_PICKUPS_FOR_PLAYER">
<summary>
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_*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRIGGER_SCRIPT_CRC_CHECK_ON_PLAYER">
<summary>
p1 = 6
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRIGGER_SCRIPT_EVENT_2">
<summary>
See TRIGGER_SCRIPT_EVENT
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRIGGER_SIREN">
<summary>
... When not in a vehicle
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UI_IS_SINGLEPLAYER_PAUSE_MENU_ACTIVE">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE
U*
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UNLOAD_CONTENT_CHANGE_SET_GROUP">
<summary>
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
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UPDATE_LSUR">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_INTERIOR_PROP">
<summary>
Deprecated name, use ACTIVATE_INTERIOR_ENTITY_SET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DYNAMIC_MIXER_RELATED_FN">
<summary>
Deprecated name, use ADD_ENTITY_TO_AUDIO_MIX_GROUP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_SPECFX_EXPLOSION">
<summary>
Deprecated name, use ADD_EXPLOSION_WITH_USER_VFX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_CURRENT_RISE">
<summary>
Deprecated name, use ADD_EXTRA_CALMING_QUAD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._APPLY_PED_OVERLAY">
<summary>
Deprecated name, use ADD_PED_DECORATION_FROM_HASHES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_DECORATION">
<summary>
Deprecated name, use ADD_PED_DECORATION_FROM_HASHES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_FACIAL_DECORATION">
<summary>
Deprecated name, use ADD_PED_DECORATION_FROM_HASHES_IN_CORONA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_SPEED_ZONE_FOR_COORD">
<summary>
Deprecated name, use ADD_ROAD_NODE_SPEED_ZONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_STRING3">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_KEYBOARD_DISPLAY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_SCALEFORM">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_KEYBOARD_DISPLAY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_APP_TITLE">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_PHONE_NUMBER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_STRING">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_ITEM_STRING">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_TEXT_LABEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_TEXT_COMPONENT_STRING2">
<summary>
Deprecated name, use ADD_TEXT_COMPONENT_SUBSTRING_WEBSITE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_VEHICLE_COMBAT_AVOIDANCE_AREA">
<summary>
Deprecated name, use ADD_VEHICLE_COMBAT_ANGLED_AVOIDANCE_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_CLAN_DECAL_TO_VEHICLE">
<summary>
Deprecated name, use ADD_VEHICLE_CREW_EMBLEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCREEN_EFFECT_IS_ACTIVE">
<summary>
Deprecated name, use ANIMPOSTFX_IS_RUNNING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SCREEN_EFFECT">
<summary>
Deprecated name, use ANIMPOSTFX_PLAY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_SCREEN_EFFECT">
<summary>
Deprecated name, use ANIMPOSTFX_STOP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_ALL_SCREEN_EFFECTS">
<summary>
Deprecated name, use ANIMPOSTFX_STOP_ALL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_ALL_VEHICLE_WINDOWS_INTACT">
<summary>
Deprecated name, use ARE_ALL_VEHICLE_WINDOWS_INTACT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_ANY_VEHICLE_SEAT_EMPTY">
<summary>
Deprecated name, use ARE_ANY_VEHICLE_SEATS_FREE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_PATH_NODES_LOADED_IN_AREA">
<summary>
Deprecated name, use ARE_NODES_LOADED_FOR_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_PROPELLERS_UNDAMAGED">
<summary>
Deprecated name, use ARE_PLANE_PROPELLERS_INTACT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ATTACH_ENTITY_TO_CARGOBOB">
<summary>
Deprecated name, use ATTACH_ENTITY_TO_CARGOBOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION">
<summary>
Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_N">
<summary>
Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_SCALEFORM_MOVIE_METHOD_N">
<summary>
Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_SCALEFORM_MOVIE_METHOD_V">
<summary>
Deprecated name, use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_FROM_HUD_COMPONENT">
<summary>
Deprecated name, use BEGIN_SCALEFORM_SCRIPT_HUD_MOVIE_METHOD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_SCALEFORM_MOVIE_METHOD_HUD_COMPONENT">
<summary>
Deprecated name, use BEGIN_SCALEFORM_SCRIPT_HUD_MOVIE_METHOD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_LOADING_PROMPT_TEXT_ENTRY">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_BUSYSPINNER_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMMAND_BUSY_STRING">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_BUSYSPINNER_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_COMPONENT_FORMAT">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_DISPLAY_HELP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_ENTRY">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_DISPLAY_TEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMMAND_TIMER">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_OVERRIDE_BUTTON_TEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_ENTRY_2">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_PRINT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMPONENT">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_SCALEFORM_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_TEXT_ENTRY">
<summary>
Deprecated name, use BEGIN_TEXT_COMMAND_THEFEED_POST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HALT">
<summary>
Deprecated name, use BRING_VEHICLE_TO_HALT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_LOADING_PROMPT_BEING_DISPLAYED">
<summary>
Deprecated name, use BUSYSPINNER_IS_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_LOADING_PROMPT">
<summary>
Deprecated name, use BUSYSPINNER_OFF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CALL_SCALEFORM_MOVIE_FUNCTION_VOID">
<summary>
Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CALL_SCALEFORM_MOVIE_FUNCTION_FLOAT_PARAMS">
<summary>
Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMS">
<summary>
Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CALL_SCALEFORM_MOVIE_FUNCTION_STRING_PARAMS">
<summary>
Deprecated name, use CALL_SCALEFORM_MOVIE_METHOD_WITH_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BOAT_ANCHOR">
<summary>
Deprecated name, use CAN_ANCHOR_BOAT_HERE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_BOAT_BE_ANCHORED">
<summary>
Deprecated name, use CAN_ANCHOR_BOAT_HERE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_PED_SEE_PED">
<summary>
Deprecated name, use CAN_PED_SEE_HATED_PED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FAR_SHADOWS_SUPPRESSED">
<summary>
Deprecated name, use CASCADE_SHADOWS_ENABLE_ENTITY_TRACKER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CASCADESHADOWS_SET_TYPE">
<summary>
Deprecated name, use CASCADE_SHADOWS_SET_SHADOW_SAMPLE_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SINGLEPLAYER_HUD_CASH">
<summary>
Deprecated name, use CHANGE_FAKE_MP_CASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLAYER_CASH_CHANGE">
<summary>
Deprecated name, use CHANGE_FAKE_MP_CASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_AREA_OF_EVERYTHING">
<summary>
Deprecated name, use CLEAR_AREA_LEAVE_VEHICLE_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_GPS_DISABLED_ZONE_AT_INDEX">
<summary>
Deprecated name, use CLEAR_GPS_DISABLED_ZONE_AT_INDEX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_PED_FACIAL_DECORATIONS">
<summary>
Deprecated name, use CLEAR_PED_DECORATIONS_LEAVE_SCARS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_PED_SCUBA_GEAR_NOW">
<summary>
Deprecated name, use CLEAR_PED_SCUBA_GEAR_VARIATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_PED_RAGDOLL_BLOCKING_FLAGS">
<summary>
Deprecated name, use CLEAR_RAGDOLL_BLOCKING_FLAGS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ASSIGN_PLAYER_TO_PED">
<summary>
Deprecated name, use CLONE_PED_TO_TARGET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOWNLOAD_CHECK">
<summary>
Deprecated name, use CLOUD_CHECK_AVAILABILITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_ENABLE_MOTION_DRUGGED">
<summary>
Deprecated name, use CLOUD_GET_AVAILABILITY_CHECK_RESULT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_LANDING_GEAR">
<summary>
Deprecated name, use CONTROL_LANDING_GEAR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DATE_AND_TIME_FROM_UNIX_EPOCH">
<summary>
Deprecated name, use CONVERT_POSIX_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_MP_GAMER_TAG">
<summary>
Deprecated name, use CREATE_FAKE_MP_GAMER_TAG instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_MP_GAMER_TAG_COLOR">
<summary>
Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_COLOR">
<summary>
Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_MP_GAMER_TAG_FOR_NET_PLAYER">
<summary>
Deprecated name, use CREATE_MP_GAMER_TAG_WITH_CREW_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_PORTABLE_PICKUP_2">
<summary>
Deprecated name, use CREATE_NON_NETWORKED_PORTABLE_PICKUP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_PARACHUTE_OBJECT">
<summary>
Deprecated name, use CREATE_PARACHUTE_BAG_OBJECT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_CARGOBOB_HOOK">
<summary>
Deprecated name, use CREATE_PICK_UP_ROPE_FOR_CARGOBOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_BOOLEAN">
<summary>
Deprecated name, use DATAARRAY_ADD_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_OBJECT">
<summary>
Deprecated name, use DATAARRAY_ADD_DICT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_FLOAT">
<summary>
Deprecated name, use DATAARRAY_ADD_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_INTEGER">
<summary>
Deprecated name, use DATAARRAY_ADD_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_STRING">
<summary>
Deprecated name, use DATAARRAY_ADD_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_ADD_VECTOR3">
<summary>
Deprecated name, use DATAARRAY_ADD_VECTOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_BOOLEAN">
<summary>
Deprecated name, use DATAARRAY_GET_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_SIZE">
<summary>
Deprecated name, use DATAARRAY_GET_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_OBJECT">
<summary>
Deprecated name, use DATAARRAY_GET_DICT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_FLOAT">
<summary>
Deprecated name, use DATAARRAY_GET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_INTEGER">
<summary>
Deprecated name, use DATAARRAY_GET_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_STRING">
<summary>
Deprecated name, use DATAARRAY_GET_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_TYPE">
<summary>
Deprecated name, use DATAARRAY_GET_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARRAY_VALUE_GET_VECTOR3">
<summary>
Deprecated name, use DATAARRAY_GET_VECTOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_ARRAY">
<summary>
Deprecated name, use DATADICT_CREATE_ARRAY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_OBJECT">
<summary>
Deprecated name, use DATADICT_CREATE_DICT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_ARRAY">
<summary>
Deprecated name, use DATADICT_GET_ARRAY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_BOOLEAN">
<summary>
Deprecated name, use DATADICT_GET_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_OBJECT">
<summary>
Deprecated name, use DATADICT_GET_DICT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_FLOAT">
<summary>
Deprecated name, use DATADICT_GET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_INTEGER">
<summary>
Deprecated name, use DATADICT_GET_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_STRING">
<summary>
Deprecated name, use DATADICT_GET_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_TYPE">
<summary>
Deprecated name, use DATADICT_GET_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_GET_VECTOR3">
<summary>
Deprecated name, use DATADICT_GET_VECTOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_BOOLEAN">
<summary>
Deprecated name, use DATADICT_SET_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_FLOAT">
<summary>
Deprecated name, use DATADICT_SET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_INTEGER">
<summary>
Deprecated name, use DATADICT_SET_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_STRING">
<summary>
Deprecated name, use DATADICT_SET_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OBJECT_VALUE_ADD_VECTOR3">
<summary>
Deprecated name, use DATADICT_SET_VECTOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_UGC_FILE">
<summary>
Deprecated name, use DATAFILE_LOAD_OFFLINE_UGC instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_INTERIOR_PROP">
<summary>
Deprecated name, use DEACTIVATE_INTERIOR_ENTITY_SET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DECOR_GET_FLOAT">
<summary>
Deprecated name, use DECOR_GET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DECOR_SET_FLOAT">
<summary>
Deprecated name, use DECOR_SET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_VEHICLE_PHONE_EXPLOSION">
<summary>
Deprecated name, use DETONATE_VEHICLE_PHONE_EXPLOSIVE_DEVICE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_PLANE_PROPELLER">
<summary>
Deprecated name, use DISABLE_INDIVIDUAL_PLANE_PROPELLER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.PAUSED_SCREENBLUR_LOADED">
<summary>
Deprecated name, use DISABLE_SCREENBLUR_FADE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISPLAY_ONSCREEN_KEYBOARD_2">
<summary>
Deprecated name, use DISPLAY_ONSCREEN_KEYBOARD_WITH_LONGER_INITIAL_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FORCE_AMBIENT_SIREN">
<summary>
Deprecated name, use DISTANT_COP_CAR_SIRENS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_CARGOBOB_MAGNET_ACTIVE">
<summary>
Deprecated name, use DOES_CARGOBOB_HAVE_PICKUP_MAGNET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_CARGOBOB_HAVE_PICKUP_MAGNET">
<summary>
Deprecated name, use DOES_CARGOBOB_HAVE_PICKUP_MAGNET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_CARGOBOB_HOOK_ACTIVE">
<summary>
Deprecated name, use DOES_CARGOBOB_HAVE_PICK_UP_ROPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PICKUP_WITHIN_RADIUS">
<summary>
Deprecated name, use DOES_PICKUP_OF_TYPE_EXIST_IN_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_DES_OBJECT_EXIST">
<summary>
Deprecated name, use DOES_RAYFIRE_MAP_OBJECT_EXIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_SCRIPT_WITH_NAME_HASH_EXIST">
<summary>
Deprecated name, use DOES_SCRIPT_WITH_NAME_HASH_EXIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_VEHICLE_GOT_DECAL">
<summary>
Deprecated name, use DOES_VEHICLE_HAVE_CREW_EMBLEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_DECAL">
<summary>
Deprecated name, use DOES_VEHICLE_HAVE_CREW_EMBLEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CENTER_PLAYER_ON_RADAR_THIS_FRAME">
<summary>
Deprecated name, use DONT_TILT_MINIMAP_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DOOR_ACCELERATION_LIMIT">
<summary>
Deprecated name, use DOOR_SYSTEM_SET_DOOR_STATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DOOR_AJAR_ANGLE">
<summary>
Deprecated name, use DOOR_SYSTEM_SET_OPEN_RATIO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SCALEFORM_MOVIE_3D_NON_ADDITIVE">
<summary>
Deprecated name, use DRAW_SCALEFORM_MOVIE_3D_SOLID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_CAMERA_ENDTIME">
<summary>
Deprecated name, use ENABLE_CLOWN_BLOOD_VFX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIDE_MAP_OBJECT_THIS_FRAME">
<summary>
Deprecated name, use ENABLE_EXTERIOR_CULL_MODEL_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._POP_SCALEFORM_MOVIE_FUNCTION_VOID">
<summary>
Deprecated name, use END_SCALEFORM_MOVIE_METHOD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._POP_SCALEFORM_MOVIE_FUNCTION">
<summary>
Deprecated name, use END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_SCALEFORM_MOVIE_METHOD_RETURN">
<summary>
Deprecated name, use END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_LOADING_PROMPT">
<summary>
Deprecated name, use END_TEXT_COMMAND_BUSYSPINNER_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_BUSY_STRING">
<summary>
Deprecated name, use END_TEXT_COMMAND_BUSYSPINNER_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISPLAY_HELP_TEXT_FROM_STRING_LABEL">
<summary>
Deprecated name, use END_TEXT_COMMAND_DISPLAY_HELP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_TEXT">
<summary>
Deprecated name, use END_TEXT_COMMAND_DISPLAY_TEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_TIMER">
<summary>
Deprecated name, use END_TEXT_COMMAND_OVERRIDE_BUTTON_TEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_SUBTITLE_TIMED">
<summary>
Deprecated name, use END_TEXT_COMMAND_PRINT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMPONENT">
<summary>
Deprecated name, use END_TEXT_COMMAND_SCALEFORM_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_ICON">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_AWARD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_AWARD">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_AWARD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NOTIFICATION_SEND_APARTMENT_INVITE">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_APARTMENT_INVITE">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NOTIFICATION_SEND_CLAN_INVITE">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG_WITH_GAME_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_CLAN_INVITE">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_CREWTAG_WITH_GAME_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE_4">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE_CLAN_TAG">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE_CLAN_TAG_2">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_WITH_CREW_TAG_AND_ADDITIONAL_ICON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_4">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_MPTICKER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE_2">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_STATS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_2">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER_FORCED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_3">
<summary>
Deprecated name, use END_TEXT_COMMAND_THEFEED_POST_TICKER_WITH_TOKENS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._EXPAND_WORLD_LIMITS">
<summary>
Deprecated name, use EXTEND_WORLD_BOUNDARY_FOR_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_IS_IN_TOURNAMENT">
<summary>
Deprecated name, use FLAG_PLAYER_CONTEXT_IN_TOURNAMENT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_LOCALPLAYER_STATE">
<summary>
Deprecated name, use FORCE_GAME_STATE_PLAYING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CREATE_LIGHTNING_THUNDER">
<summary>
Deprecated name, use FORCE_LIGHTNING_FLASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ANIM_DURATION">
<summary>
Deprecated name, use GET_ANIM_DURATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_PROJECTILE_TYPE_IN_AREA">
<summary>
Deprecated name, use GET_COORDS_OF_PROJECTILE_TYPE_IN_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PROJECTILE_NEAR_PED_COORDS">
<summary>
Deprecated name, use GET_COORDS_OF_PROJECTILE_TYPE_WITHIN_DISTANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_FRONTEND_MENU">
<summary>
Deprecated name, use GET_CURRENT_FRONTEND_MENU_VERSION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_UI_LANGUAGE_ID">
<summary>
Deprecated name, use GET_CURRENT_LANGUAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_LANGUAGE_ID">
<summary>
Deprecated name, use GET_CURRENT_LANGUAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_PHOTOS">
<summary>
Deprecated name, use GET_CURRENT_NUMBER_OF_CLOUD_PHOTOS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_NUMBER_OF_PHOTOS">
<summary>
Deprecated name, use GET_CURRENT_NUMBER_OF_CLOUD_PHOTOS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ACTIVE_WEBSITE_ID">
<summary>
Deprecated name, use GET_CURRENT_WEBPAGE_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WAVES_INTENSITY">
<summary>
Deprecated name, use GET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_INTENSITY">
<summary>
Deprecated name, use GET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ENTITY_COLLISON_DISABLED">
<summary>
Deprecated name, use GET_ENTITY_COLLISION_DISABLED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_COORDS">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_COORD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_FAR_CLIP">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_FAR_CLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_FAR_DOF">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_FAR_DOF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_FAR_CLIP_2">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_MOTION_BLUR_STRENGTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_NEAR_CLIP">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_NEAR_CLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_NEAR_DOF">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_NEAR_DOF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_ROT_2">
<summary>
Deprecated name, use GET_FINAL_RENDERED_CAM_ROT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAMEPLAY_CAM_ZOOM">
<summary>
Deprecated name, use GET_FIRST_PERSON_AIM_CAM_ZOOM_FACTOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GROUND_Z_COORD_WITH_OFFSETS">
<summary>
Deprecated name, use GET_GROUND_Z_AND_NORMAL_FOR_3D_COORD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_THIS_SCRIPT_HASH">
<summary>
Deprecated name, use GET_HASH_OF_THIS_SCRIPT_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HELI_MAIN_ROTOR_HEALTH">
<summary>
Deprecated name, use GET_HELI_MAIN_ROTOR_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HELI_ENGINE_HEALTH">
<summary>
Deprecated name, use GET_HELI_TAIL_BOOM_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HELI_TAIL_ROTOR_HEALTH">
<summary>
Deprecated name, use GET_HELI_TAIL_ROTOR_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_2D_COORD_FROM_3D_COORD">
<summary>
Deprecated name, use GET_HUD_SCREEN_POSITION_FROM_WORLD_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UNK_GET_INTERIOR_AT_COORDS">
<summary>
Deprecated name, use GET_INTERIOR_AT_COORDS_WITH_TYPEHASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_INTERIOR_FROM_GAMEPLAY_CAM">
<summary>
Deprecated name, use GET_INTERIOR_FROM_PRIMARY_VIEW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_INTERIOR_INFO">
<summary>
Deprecated name, use GET_INTERIOR_LOCATION_AND_NAMEHASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_HEADLIGHT_L_BROKEN">
<summary>
Deprecated name, use GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_HEADLIGHT_R_BROKEN">
<summary>
Deprecated name, use GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_ENGINE_ON">
<summary>
Deprecated name, use GET_IS_VEHICLE_ENGINE_RUNNING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_LANDING_GEAR">
<summary>
Deprecated name, use GET_LANDING_GEAR_STATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LENGTH_OF_STRING">
<summary>
Deprecated name, use GET_LENGTH_OF_LITERAL_STRING_IN_BYTES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LOCKON_RANGE_OF_CURRENT_PED_WEAPON">
<summary>
Deprecated name, use GET_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_MAXIMUM_NUMBER_OF_PHOTOS_2">
<summary>
Deprecated name, use GET_MAXIMUM_NUMBER_OF_CLOUD_PHOTOS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_USERIDS_UIHIDDEN">
<summary>
Deprecated name, use GET_MENU_PED_INT_STAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_MINIMAP_AREA_REVEALED">
<summary>
Deprecated name, use GET_MINIMAP_FOW_COORDINATE_IS_REVEALED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_MINIMAP_REVEAL_PERCENTAGE">
<summary>
Deprecated name, use GET_MINIMAP_FOW_DISCOVERY_RATIO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_BLIP_NAME_FOR_VAR">
<summary>
Deprecated name, use GET_NEW_SELECTED_MISSION_CREATOR_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NEXT_WEATHER_TYPE">
<summary>
Deprecated name, use GET_NEXT_WEATHER_TYPE_HASH_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NO_LOADING_SCREEN">
<summary>
Deprecated name, use GET_NO_LOADING_SCREEN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_FREE_STACK_SLOTS_COUNT">
<summary>
Deprecated name, use GET_NUMBER_OF_FREE_STACKS_OF_THIS_SIZE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_DECORATIONS">
<summary>
Deprecated name, use GET_NUM_TATTOO_SHOP_DLC_ITEMS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._MAX_RADIO_STATION_INDEX">
<summary>
Deprecated name, use GET_NUM_UNLOCKED_RADIO_STATIONS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PSTAT_BOOL_HASH">
<summary>
Deprecated name, use GET_PACKED_BOOL_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PSTAT_INT_HASH">
<summary>
Deprecated name, use GET_PACKED_INT_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TUPSTAT_BOOL_HASH">
<summary>
Deprecated name, use GET_PACKED_TU_BOOL_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PACKED_TITLE_UPDATE_BOOL_STAT_KEY">
<summary>
Deprecated name, use GET_PACKED_TU_BOOL_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TUPSTAT_INT_HASH">
<summary>
Deprecated name, use GET_PACKED_TU_INT_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PACKED_TITLE_UPDATE_INT_STAT_KEY">
<summary>
Deprecated name, use GET_PACKED_TU_INT_STAT_KEY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_AMMO_TYPE">
<summary>
Deprecated name, use GET_PED_AMMO_TYPE_FROM_WEAPON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_AS_GROUP_LEADER">
<summary>
Deprecated name, use GET_PED_AS_GROUP_LEADER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TATTOO_ZONE">
<summary>
Deprecated name, use GET_PED_DECORATION_ZONE_FROM_HASHES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_HEAD_BLEND_DATA">
<summary>
Deprecated name, use GET_PED_HEAD_BLEND_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_FIRST_PARENT_ID_FOR_PED_TYPE">
<summary>
Deprecated name, use GET_PED_HEAD_BLEND_FIRST_INDEX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_PARENT_PEDS_OF_TYPE">
<summary>
Deprecated name, use GET_PED_HEAD_BLEND_NUM_HEADS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_HEAD_OVERLAY_VALUES">
<summary>
Deprecated name, use GET_PED_HEAD_OVERLAY_NUM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_KILLER">
<summary>
Deprecated name, use GET_PED_SOURCE_OF_DEATH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_TIME_OF_DEATH">
<summary>
Deprecated name, use GET_PED_TIME_OF_DEATH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_USING_VEHICLE_DOOR">
<summary>
Deprecated name, use GET_PED_USING_VEHICLE_DOOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PLAYER_INVERTED_UP">
<summary>
Deprecated name, use GET_PLAYER_SWITCH_INTERP_OUT_DURATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PREV_WEATHER_TYPE">
<summary>
Deprecated name, use GET_PREV_WEATHER_TYPE_HASH_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DES_OBJECT">
<summary>
Deprecated name, use GET_RAYFIRE_MAP_OBJECT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DES_OBJECT_ANIM_PROGRESS">
<summary>
Deprecated name, use GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SCALE_HEIGHT">
<summary>
Deprecated name, use GET_RENDERED_CHARACTER_HEIGHT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ROAD_SIDE_POINT_WITH_HEADING">
<summary>
Deprecated name, use GET_ROAD_BOUNDARY_USING_HEADING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ROOM_KEY_FROM_GAMEPLAY_CAM">
<summary>
Deprecated name, use GET_ROOM_KEY_FOR_GAME_VIEWPORT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCALEFORM_MOVIE_FUNCTION_RETURN_INT">
<summary>
Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SITTING_TV">
<summary>
Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCALEFORM_MOVIE_FUNCTION_RETURN_STRING">
<summary>
Deprecated name, use GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_PARTICLE_FX_DELAYED_BLINK">
<summary>
Deprecated name, use GET_SCREENBLUR_FADE_CURRENT_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._WORLD3D_TO_SCREEN2D">
<summary>
Deprecated name, use GET_SCREEN_COORD_FROM_WORLD_COORD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_RAYCAST_RESULT">
<summary>
Deprecated name, use GET_SHAPE_TEST_RESULT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SHAPE_TEST_RESULT_EX">
<summary>
Deprecated name, use GET_SHAPE_TEST_RESULT_INCLUDING_MATERIAL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_FORCED_COMPONENTS">
<summary>
Deprecated name, use GET_SHOP_PED_APPAREL_FORCED_COMPONENT_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PROP_FROM_OUTFIT">
<summary>
Deprecated name, use GET_SHOP_PED_OUTFIT_COMPONENT_VARIANT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LEVEL_BLIP_SPRITE">
<summary>
Deprecated name, use GET_STANDARD_BLIP_ENUM_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_DES_OBJECT_STATE">
<summary>
Deprecated name, use GET_STATE_OF_RAYFIRE_MAP_OBJECT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_STATUS_OF_TEXTURE_DOWNLOAD">
<summary>
Deprecated name, use GET_STATUS_OF_TEXTURE_DOWNLOAD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TATTOO_COLLECTION_DATA">
<summary>
Deprecated name, use GET_TATTOO_SHOP_DLC_ITEM_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._FORMAT_TIME">
<summary>
Deprecated name, use GET_TIME_AS_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_NIGHTVISION_INACTIVE">
<summary>
Deprecated name, use GET_USINGNIGHTVISION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_NIGHTVISION_ACTIVE">
<summary>
Deprecated name, use GET_USINGNIGHTVISION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_SEETHROUGH_ACTIVE">
<summary>
Deprecated name, use GET_USINGSEETHROUGH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LOCAL_TIME">
<summary>
Deprecated name, use GET_UTC_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_UTC_TIME">
<summary>
Deprecated name, use GET_UTC_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_CLASS_MAX_SPEED">
<summary>
Deprecated name, use GET_VEHICLE_CLASS_ESTIMATED_MAX_SPEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_HORN_HASH">
<summary>
Deprecated name, use GET_VEHICLE_DEFAULT_HORN_IGNORE_MODS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_PAINT_FADE">
<summary>
Deprecated name, use GET_VEHICLE_ENVEFF_SCALE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MAX_SPEED">
<summary>
Deprecated name, use GET_VEHICLE_ESTIMATED_MAX_SPEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PLANE_HOVER_MODE_PERCENTAGE">
<summary>
Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_HOVER_MODE_PERCENTAGE">
<summary>
Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PLANE_VTOL_DIRECTION">
<summary>
Deprecated name, use GET_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_VEHICLE_KERS_BOOST">
<summary>
Deprecated name, use GET_VEHICLE_HAS_KERS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_BODY_HEALTH_2">
<summary>
Deprecated name, use GET_VEHICLE_HEALTH_PERCENTAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_OWNER">
<summary>
Deprecated name, use GET_VEHICLE_LOCK_ON_TARGET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_MAX_SPEED">
<summary>
Deprecated name, use GET_VEHICLE_MODEL_ESTIMATED_MAX_SPEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_HAND_BRAKE">
<summary>
Deprecated name, use GET_VEHICLE_MODEL_MAX_BRAKING_MAX_MODS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_MAX_NUMBER_OF_PASSENGERS">
<summary>
Deprecated name, use GET_VEHICLE_MODEL_NUMBER_OF_SEATS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_MONETARY_VALUE">
<summary>
Deprecated name, use GET_VEHICLE_MODEL_VALUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MOD_DATA">
<summary>
Deprecated name, use GET_VEHICLE_MOD_IDENTIFIER_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SUPPORTS_GPS_ROUTE_FLAG">
<summary>
Deprecated name, use GET_VEHICLE_NODE_IS_GPS_ALLOWED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_SLOW_ROAD_FLAG">
<summary>
Deprecated name, use GET_VEHICLE_NODE_IS_SWITCHED_OFF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_EXCLUSIVE_PHONE_RELATIONSHIPS">
<summary>
Deprecated name, use GET_VEHICLE_PED_IS_ENTERING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_CURRENT_ACCELERATION">
<summary>
Deprecated name, use GET_VEHICLE_THROTTLE_OFFSET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_WHEEL_XROT">
<summary>
Deprecated name, use GET_VEHICLE_WHEEL_Y_ROTATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BLIP_INFO_ID_ITERATOR">
<summary>
Deprecated name, use GET_WAYPOINT_BLIP_ENUM_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WEAPON_DAMAGE">
<summary>
Deprecated name, use GET_WEAPON_DAMAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WEAPON_HASH_FROM_PICKUP">
<summary>
Deprecated name, use GET_WEAPON_TYPE_FROM_PICKUP_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NULLIFY">
<summary>
Deprecated name, use HAS_CLOUD_REQUESTS_FINISHED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_NAMED_SCALEFORM_MOVIE_LOADED">
<summary>
Deprecated name, use HAS_SCALEFORM_MOVIE_FILENAME_LOADED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_HUD_SCALEFORM_LOADED">
<summary>
Deprecated name, use HAS_SCALEFORM_SCRIPT_HUD_MOVIE_LOADED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_STREAMED_SCRIPT_LOADED">
<summary>
Deprecated name, use HAS_SCRIPT_WITH_NAME_HASH_LOADED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_STREAMED_PED_ASSETS_LOADED">
<summary>
Deprecated name, use HAVE_ALL_STREAMING_REQUESTS_COMPLETED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_MOD_LOAD_DONE">
<summary>
Deprecated name, use HAVE_VEHICLE_MODS_STREAMED_IN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_RADAR_THIS_FRAME">
<summary>
Deprecated name, use HIDE_MINIMAP_EXTERIOR_MAP_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIDE_PICKUP">
<summary>
Deprecated name, use HIDE_PORTABLE_PICKUP_WHEN_DETACHED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_WEAPON_WHEEL">
<summary>
Deprecated name, use HUD_FORCE_WEAPON_WHEEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HUD_WEAPON_WHEEL_SET_SLOT_HASH">
<summary>
Deprecated name, use HUD_SET_WEAPON_WHEEL_TOP_SLOT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_MISSION_CREATOR_DATA">
<summary>
Deprecated name, use INIT_CREATOR_BUDGET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ANY_PASSENGERS_RAPPELING">
<summary>
Deprecated name, use IS_ANY_PED_RAPPELLING_FROM_HELI instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_ANY_PASSENGER_RAPPELING_FROM_VEHICLE">
<summary>
Deprecated name, use IS_ANY_PED_RAPPELLING_FROM_HELI instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_CINEMATIC_CAM_ACTIVE">
<summary>
Deprecated name, use IS_CINEMATIC_CAM_INPUT_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_COORDS_COLLIDING_WITH_EXTERIOR">
<summary>
Deprecated name, use IS_COLLISION_MARKED_OUTSIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_OUTFIT_EMPTY">
<summary>
Deprecated name, use IS_CONTENT_ITEM_LOCKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_DLC_DATA_EMPTY">
<summary>
Deprecated name, use IS_CONTENT_ITEM_LOCKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_DOOR_EXIST">
<summary>
Deprecated name, use IS_DOOR_REGISTERED_WITH_SYSTEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_ENABLED_BIKE_RINGTONE">
<summary>
Deprecated name, use IS_ENTITY_ATTACHED_TO_HANDLER_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_NEAR_ENTITY">
<summary>
Deprecated name, use IS_ENTITY_ATTACHED_TO_HANDLER_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_WEAPON_SMOKEGRENADE_ASSIGNED">
<summary>
Deprecated name, use IS_FLASH_LIGHT_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_INTERIOR_PROP_ENABLED">
<summary>
Deprecated name, use IS_INTERIOR_ENTITY_SET_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_RADAR_ENABLED">
<summary>
Deprecated name, use IS_MINIMAP_RENDERING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_NUMBER_OF_PASSENGER_VOICE_VARIATIONS">
<summary>
Deprecated name, use IS_MISSION_NEWS_STORY_UNLOCKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_TREVOR_RANDOM_MODIFIER">
<summary>
Deprecated name, use IS_MP_GAMER_TAG_FREE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_MP_GAMER_TAG">
<summary>
Deprecated name, use IS_MP_GAMER_TAG_MOVIE_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CAN_NETWORK_ID_BE_SEEN">
<summary>
Deprecated name, use IS_NETWORK_ID_OWNED_BY_PARTICIPANT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PED_STANDING_IN_COVER">
<summary>
Deprecated name, use IS_PED_IN_HIGH_COVER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._VEHICLE_HAS_LANDING_GEAR">
<summary>
Deprecated name, use IS_PLANE_LANDING_GEAR_INTACT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PLAYER_VEHICLE_RADIO_ENABLED">
<summary>
Deprecated name, use IS_PLAYER_VEH_RADIO_ENABLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PROJECTILE_TYPE_IN_RADIUS">
<summary>
Deprecated name, use IS_PROJECTILE_TYPE_WITHIN_DISTANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCALEFORM_MOVIE_FUNCTION_RETURN_BOOL">
<summary>
Deprecated name, use IS_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_READY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DESTROY_PLAYER_IN_PAUSE_MENU">
<summary>
Deprecated name, use IS_SWITCH_SKIPPING_DESCENT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_INTEGERS_EQUAL">
<summary>
Deprecated name, use IS_TIME_EQUAL_TO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SUBTRACT_B_FROM_A_AND_CHECK_IF_NEGATIVE">
<summary>
Deprecated name, use IS_TIME_LESS_THAN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SUBTRACT_A_FROM_B_AND_CHECK_IF_NEGATIVE">
<summary>
Deprecated name, use IS_TIME_MORE_THAN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_IS_SUBMARINE_VEHICLE_TRANSFORMED">
<summary>
Deprecated name, use IS_VEHICLE_IN_SUBMARINE_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_SIREN_SOUND_ON">
<summary>
Deprecated name, use IS_VEHICLE_SIREN_AUDIO_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_VEHICLE_SHOP_RESPRAY_ALLOWED">
<summary>
Deprecated name, use IS_VEHICLE_SPRAYABLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_MEDICAL_DISABLED">
<summary>
Deprecated name, use IS_WARNING_MESSAGE_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CLOUD_HAT_TRANSITION">
<summary>
Deprecated name, use LOAD_CLOUD_HAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_ENGINE_POWER_MULTIPLIER">
<summary>
Deprecated name, use MODIFY_VEHICLE_TOP_SPEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ACCESS_TUNABLE_BOOL_HASH">
<summary>
Deprecated name, use NETWORK_ACCESS_TUNABLE_BOOL_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ACCESS_TUNABLE_FLOAT_HASH">
<summary>
Deprecated name, use NETWORK_ACCESS_TUNABLE_FLOAT_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ACCESS_TUNABLE_INT_HASH">
<summary>
Deprecated name, use NETWORK_ACCESS_TUNABLE_INT_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ADD_ENTITY_ANGLED_AREA">
<summary>
Deprecated name, use NETWORK_ADD_ENTITY_ANGLED_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_FORCE_LOCAL_USE_OF_SYNCED_SCENE_CAMERA">
<summary>
Deprecated name, use NETWORK_ADD_SYNCHRONISED_SCENE_CAMERA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_COPY_PED_BLEND_DATA">
<summary>
Deprecated name, use NETWORK_APPLY_CACHED_PLAYER_HEAD_BLEND_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.IS_NETWORK_VEHICLE_BEEN_DAMAGED_BY_ANY_OBJECT">
<summary>
Deprecated name, use NETWORK_APPLY_VOICE_PROXIMITY_OVERRIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_BLOCK_INVITES_2">
<summary>
Deprecated name, use NETWORK_BLOCK_JOIN_QUEUE_INVITES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_CLAN_MEMBERSHIP_FINISHED_DOWNLOADING">
<summary>
Deprecated name, use NETWORK_CLAN_ANY_DOWNLOAD_MEMBERSHIP_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_PLAYER_CREW_EMBLEM_TXD_NAME">
<summary>
Deprecated name, use NETWORK_CLAN_GET_EMBLEM_TXD_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_MEMBERSHIP_DESC">
<summary>
Deprecated name, use NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CLAN_GET_NUM_MEMBERSHIP_DESC">
<summary>
Deprecated name, use NETWORK_CLAN_GET_LOCAL_MEMBERSHIPS_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_PLAYER_IS_IN_CLAN">
<summary>
Deprecated name, use NETWORK_CLAN_SERVICE_IS_VALID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_DOES_TUNABLE_EXIST_HASH">
<summary>
Deprecated name, use NETWORK_DOES_TUNABLE_EXIST_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_AMBIENT_JOB">
<summary>
Deprecated name, use NETWORK_EARN_FROM_AMBIENT_JOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_EARN_FROM_MISSION_H">
<summary>
Deprecated name, use NETWORK_EARN_FROM_BEND_JOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_DAILY_OBJECTIVE">
<summary>
Deprecated name, use NETWORK_EARN_FROM_DAILY_OBJECTIVES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_EARN_FROM_JOB_BONUS">
<summary>
Deprecated name, use NETWORK_EARN_FROM_JOB_BONUS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_X_AFFECTS_GAMERS">
<summary>
Deprecated name, use NETWORK_FIND_GAMERS_IN_CREW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TUNABLES_CONTENT_MODIFIER_ID">
<summary>
Deprecated name, use NETWORK_GET_CONTENT_MODIFIER_LIST_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_SERVER_TIME">
<summary>
Deprecated name, use NETWORK_GET_GLOBAL_MULTIPLAYER_CLOCK instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_UNLINK_NETWORKED_SYNCHRONISED_SCENE">
<summary>
Deprecated name, use NETWORK_GET_LOCAL_SCENE_FROM_NETWORK_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CONVERT_SYNCHRONISED_SCENE_TO_SYNCHRONIZED_SCENE">
<summary>
Deprecated name, use NETWORK_GET_LOCAL_SCENE_FROM_NETWORK_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_NUM_PARTICIPANTS_HOST">
<summary>
Deprecated name, use NETWORK_GET_MAX_NUM_PARTICIPANTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_REMAINING_VC_DAILY_TRANSFERS">
<summary>
Deprecated name, use NETWORK_GET_PVC_TRANSFER_BALANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_RANDOM_INT_IN_RANGE">
<summary>
Deprecated name, use NETWORK_GET_RANDOM_INT_RANGED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_REMAINING_VC_DAILY_TRANSFERS_2">
<summary>
Deprecated name, use NETWORK_GET_REMAINING_TRANSFER_BALANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_BANK_BALANCE_STRING">
<summary>
Deprecated name, use NETWORK_GET_STRING_BANK_BALANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_TUNABLES_VERSION">
<summary>
Deprecated name, use NETWORK_GET_TUNABLE_CLOUD_CRC instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HASH_FROM_GAMER_HANDLE">
<summary>
Deprecated name, use NETWORK_HASH_FROM_GAMER_HANDLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HASH_FROM_PLAYER_HANDLE">
<summary>
Deprecated name, use NETWORK_HASH_FROM_PLAYER_HANDLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_BAN_DATA">
<summary>
Deprecated name, use NETWORK_HAS_ROS_PRIVILEGE_END_DATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ARE_ROS_AVAILABLE">
<summary>
Deprecated name, use NETWORK_HAS_VALID_ROS_CREDENTIALS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_HAVE_JUST_UPLOAD_LATER">
<summary>
Deprecated name, use NETWORK_HAS_VALID_ROS_CREDENTIALS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_ROCKSTAR_BANNED">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_BANNED_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HAS_PLAYER_BEEN_BANNED">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_BANNED_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_SOCIALCLUB_BANNED">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_CREATE_TICKET_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HAVE_SOCIAL_CLUB_PRIVILEGE">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_CREATE_TICKET_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_ROS_PRIVILEGE_4">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_LEADERBOARD_WRITE_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PLAYER_BANNED">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_PLAY_ONLINE">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_ROS_PRIVILEGE_3">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_MULTIPLAYER_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_ROS_PRIVILEGE_10">
<summary>
Deprecated name, use NETWORK_HAVE_ROS_SOCIAL_CLUB_PRIV instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_BG_SCRIPT_BEEN_DOWNLOADED">
<summary>
Deprecated name, use NETWORK_IS_CLOUD_BACKGROUND_SCRIPT_REQUEST_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_CLOUD_BACKGROUND_SCRIPTS_REQUEST_PENDING">
<summary>
Deprecated name, use NETWORK_IS_CLOUD_BACKGROUND_SCRIPT_REQUEST_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_HAS_CONTROL_OF_PAVEMENT_STATS">
<summary>
Deprecated name, use NETWORK_IS_DOOR_NETWORKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_TUNABLES_BEEN_DOWNLOADED">
<summary>
Deprecated name, use NETWORK_IS_TUNABLE_CLOUD_REQUEST_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_OVERRIDE_SEND_RESTRICTIONS">
<summary>
Deprecated name, use NETWORK_OVERRIDE_SEND_RESTRICTIONS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CHAT_MUTE">
<summary>
Deprecated name, use NETWORK_OVERRIDE_SEND_RESTRICTIONS_ALL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_PLAYER_IS_UNK">
<summary>
Deprecated name, use NETWORK_PLAYER_GET_CHEATER_REASON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_PLAYER_GET_USER_ID">
<summary>
Deprecated name, use NETWORK_PLAYER_GET_USERID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_PLAYER_SOMETHING">
<summary>
Deprecated name, use NETWORK_PLAYER_INDEX_IS_CHEATER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_GAMER_STATUS">
<summary>
Deprecated name, use NETWORK_QUEUE_GAMER_FOR_STATUS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_REQUEST_CLOUD_BACKGROUND_SCRIPTS">
<summary>
Deprecated name, use NETWORK_REQUEST_CLOUD_BACKGROUND_SCRIPTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SEND_PRESENCE_INVITE">
<summary>
Deprecated name, use NETWORK_SEND_INVITE_VIA_PRESENCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SESSION_ARE_PLAYERS_VOTING_TO_KICK">
<summary>
Deprecated name, use NETWORK_SESSION_GET_KICK_VOTE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SESSION_IS_PLAYER_VOTED_TO_KICK">
<summary>
Deprecated name, use NETWORK_SESSION_GET_KICK_VOTE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SESSION_GET_UNK">
<summary>
Deprecated name, use NETWORK_SESSION_GET_MATCHMAKING_GROUP_FREE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_IS_PLAYER_ANIMATION_DRAWING_SYNCHRONIZED">
<summary>
Deprecated name, use NETWORK_SESSION_JOIN_INVITE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SCTV_SLOTS">
<summary>
Deprecated name, use NETWORK_SESSION_SET_MATCHMAKING_GROUP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SESSION_SET_MAX_PLAYERS">
<summary>
Deprecated name, use NETWORK_SESSION_SET_MATCHMAKING_GROUP_MAX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SESSION_HOSTED">
<summary>
Deprecated name, use NETWORK_SESSION_VALIDATE_JOIN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_VOICE_CONNECT_TO_PLAYER">
<summary>
Deprecated name, use NETWORK_SESSION_VOICE_CONNECT_TO_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.NETWORK_SET_KEEP_FOCUSPOINT">
<summary>
Deprecated name, use NETWORK_SESSION_VOICE_RESPOND_TO_REQUEST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._0x5B8ED3DB018927B1">
<summary>
Deprecated name, use NETWORK_SESSION_VOICE_SET_TIMEOUT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_RICH_PRESENCE_2">
<summary>
Deprecated name, use NETWORK_SET_RICH_PRESENCE_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SPENT_REQUEST_HEIST">
<summary>
Deprecated name, use NETWORK_SPENT_REQUEST_HEIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_ACCESS_TUNABLE_BOOL_HASH_FAIL_VAL">
<summary>
Deprecated name, use NETWORK_TRY_ACCESS_TUNABLE_BOOL_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_NETWORK_ID_DYNAMIC">
<summary>
Deprecated name, use NETWORK_USE_HIGH_PRECISION_BLENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_MP_DLC_MAPS">
<summary>
Deprecated name, use ON_ENTER_MP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_SP_DLC_MAPS">
<summary>
Deprecated name, use ON_ENTER_SP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OPEN_VEHICLE_BOMB_BAY">
<summary>
Deprecated name, use OPEN_BOMB_BAY_DOORS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_SOCIAL_CLUB_LEGAL_SCREEN">
<summary>
Deprecated name, use OPEN_ONLINE_POLICIES_MENU instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISPLAY_JOB_REPORT">
<summary>
Deprecated name, use OPEN_REPORTUGC_MENU instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_DECAL_TO_MARKER">
<summary>
Deprecated name, use PATCH_DECAL_DIFFUSE_MAP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._OVERRIDE_DECAL_TEXTURE">
<summary>
Deprecated name, use PATCH_DECAL_DIFFUSE_MAP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_AUTOMATIC_RESPAWN">
<summary>
Deprecated name, use PAUSE_DEATH_ARREST_RESTART instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_FRONTEND_MENU_CONTEXT">
<summary>
Deprecated name, use PAUSE_MENU_ACTIVATE_CONTEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.OBJECT_DECAL_TOGGLE">
<summary>
Deprecated name, use PAUSE_MENU_DEACTIVATE_CONTEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_DEATHBLOOD_SEETHROUGH">
<summary>
Deprecated name, use PAUSE_MENU_REDRAW_INSTRUCTIONAL_BUTTONS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_INTERIOR">
<summary>
Deprecated name, use PIN_INTERIOR_IN_MEMORY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_AMBIENT_MISSION_CRATE_CREATED">
<summary>
Deprecated name, use PLAYSTATS_CRATE_CREATED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CRATE_CREATED">
<summary>
Deprecated name, use PLAYSTATS_CRATE_CREATED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CRATE_CREATED_MISSION_DONE">
<summary>
Deprecated name, use PLAYSTATS_CRATE_CREATED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_CRATE_DROP">
<summary>
Deprecated name, use PLAYSTATS_CRATE_DROP_MISSION_DONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_HEIST_SAVE_CHEAT">
<summary>
Deprecated name, use PLAYSTATS_HEIST_SAVE_CHEAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_HOLD_UP">
<summary>
Deprecated name, use PLAYSTATS_HOLD_UP_MISSION_DONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_IMP_EXP">
<summary>
Deprecated name, use PLAYSTATS_IMPORT_EXPORT_MISSION_DONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAYSTATS_RACE_TO_POINT">
<summary>
Deprecated name, use PLAYSTATS_RACE_TO_POINT_MISSION_DONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAY_AMBIENT_SPEECH_AT_COORDS">
<summary>
Deprecated name, use PLAY_AMBIENT_SPEECH_FROM_POSITION_NATIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAY_AMBIENT_SPEECH2">
<summary>
Deprecated name, use PLAY_PED_AMBIENT_SPEECH_AND_CLONE_NATIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAY_AMBIENT_SPEECH1">
<summary>
Deprecated name, use PLAY_PED_AMBIENT_SPEECH_NATIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PLAY_AMBIENT_SPEECH_WITH_VOICE">
<summary>
Deprecated name, use PLAY_PED_AMBIENT_SPEECH_WITH_VOICE_NATIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SPECIAL_FRONTEND_EQUAL">
<summary>
Deprecated name, use PLAY_STREAM_FROM_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DETACH_VEHICLE_WINDSCREEN">
<summary>
Deprecated name, use POP_OUT_VEHICLE_WINDSCREEN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UPDATE_STAT_FLOAT">
<summary>
Deprecated name, use PRESENCE_EVENT_UPDATESTAT_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UPDATE_STAT_INT">
<summary>
Deprecated name, use PRESENCE_EVENT_UPDATESTAT_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PRESET_INTERIOR_AMBIENT_CACHE">
<summary>
Deprecated name, use PRESET_INTERIOR_AMBIENT_CACHE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PED_SKIP_NEXT_RELOADING">
<summary>
Deprecated name, use REFILL_AMMO_INSTANTLY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.USING_NETWORK_WEAPONTYPE">
<summary>
Deprecated name, use REFRESH_PLAYER_LIST_STATS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHAPE_TEST_RESULT_ENTITY">
<summary>
Deprecated name, use RELEASE_SCRIPT_GUID_FROM_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_NAMED_PTFX_ASSET">
<summary>
Deprecated name, use REMOVE_NAMED_PTFX_ASSET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RETRACT_CARGOBOB_HOOK">
<summary>
Deprecated name, use REMOVE_PICK_UP_ROPE_FOR_CARGOBOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_SPEED_ZONE">
<summary>
Deprecated name, use REMOVE_ROAD_NODE_SPEED_ZONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIGHLIGHT_PLACEMENT_COORDS">
<summary>
Deprecated name, use RENDER_FAKE_PICKUP_GLOW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HUD_COLOURS_SWITCH">
<summary>
Deprecated name, use REPLACE_HUD_COLOUR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HUD_COLOUR">
<summary>
Deprecated name, use REPLACE_HUD_COLOUR_WITH_RGBA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_ADDITIONAL_TEXT_2">
<summary>
Deprecated name, use REQUEST_ADDITIONAL_TEXT_FOR_DLC instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_CUTSCENE_EX">
<summary>
Deprecated name, use REQUEST_CUTSCENE_WITH_PLAYBACK_LIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_INTERIOR_ROOM_BY_NAME">
<summary>
Deprecated name, use REQUEST_MODELS_IN_ROOM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PED_FLOOD_INVINCIBILITY">
<summary>
Deprecated name, use REQUEST_PED_VEHICLE_VISIBILITY_TRACKING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_HUD_SCALEFORM">
<summary>
Deprecated name, use REQUEST_SCALEFORM_SCRIPT_HUD_MOVIE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_STREAMED_SCRIPT">
<summary>
Deprecated name, use REQUEST_SCRIPT_WITH_NAME_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_WAVES_INTENSITY">
<summary>
Deprecated name, use RESET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_CURRENT_INTENSITY">
<summary>
Deprecated name, use RESET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RESET_PARTICLE_FX_ASSET_OLD_TO_NEW">
<summary>
Deprecated name, use RESET_PARTICLE_FX_OVERRIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SCREEN_DRAW_POSITION_END">
<summary>
Deprecated name, use RESET_SCRIPT_GFX_ALIGN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ROPE_LENGTH">
<summary>
Deprecated name, use ROPE_GET_DISTANCE_BETWEEN_ENDS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_BOOL">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_BOOL">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_FLOAT">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_FLOAT">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_INT">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SCALEFORM_MOVIE_METHOD_ADD_PARAM_INT_STRING">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_LATEST_BRIEF_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_BUTTON_NAME">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_PLAYER_NAME_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_STRING">
<summary>
Deprecated name, use SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ID_OF_NEXT_THREAD_IN_ENUMERATION">
<summary>
Deprecated name, use SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_ENUMERATING_THREADS">
<summary>
Deprecated name, use SCRIPT_THREAD_ITERATOR_RESET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_GET_IS_PROFILE_ATTRIBUTE_SET">
<summary>
Deprecated name, use SC_GAMERDATA_GET_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._0xA770C8EEC6FB2AC5">
<summary>
Deprecated name, use SC_GAMERDATA_GET_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._0xC85A7127E7AD02AA">
<summary>
Deprecated name, use SC_GAMERDATA_GET_INT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_SC_INBOX_VALID">
<summary>
Deprecated name, use SC_INBOX_GET_MESSAGE_IS_READ_AT_INDEX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_INBOX_MESSAGE_INIT">
<summary>
Deprecated name, use SC_INBOX_GET_MESSAGE_TYPE_AT_INDEX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TOTAL_SC_INBOX_IDS">
<summary>
Deprecated name, use SC_INBOX_GET_TOTAL_NUM_MESSAGES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_INBOX_MESSAGE_PUSH">
<summary>
Deprecated name, use SC_INBOX_MESSAGE_DO_APPLY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._0x0F73393BAC7E6730">
<summary>
Deprecated name, use SC_LICENSEPLATE_ISVALID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_START_CHECK_STRING_TASK">
<summary>
Deprecated name, use SC_PROFANITY_CHECK_STRING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_GET_CHECK_STRING_STATUS">
<summary>
Deprecated name, use SC_PROFANITY_GET_CHECK_IS_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SC_HAS_CHECK_STRING_TASK_COMPLETED">
<summary>
Deprecated name, use SC_PROFANITY_GET_CHECK_IS_VALID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUM_PROPS_FROM_OUTFIT">
<summary>
Deprecated name, use SETUP_SHOP_PED_APPAREL_QUERY_TU instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SOME_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME">
<summary>
Deprecated name, use SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ANIM_PLAYBACK_TIME">
<summary>
Deprecated name, use SET_ANIM_PHASE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLACKOUT">
<summary>
Deprecated name, use SET_ARTIFICIAL_LIGHTS_STATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RADAR_BIGMAP_ENABLED">
<summary>
Deprecated name, use SET_BIGMAP_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BIKE_LEAN_ANGLE">
<summary>
Deprecated name, use SET_BIKE_ON_STAND instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BOAT_EXPLODES_ON_WRECKED_ACTION">
<summary>
Deprecated name, use SET_BOAT_SINKS_WHEN_WRECKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CARGOBOB_HOOK_CAN_DETACH">
<summary>
Deprecated name, use SET_CARGOBOB_FORCE_DONT_DETACH_VEHICLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CARGOBOB_MAGNET_GRAB_VEHICLE">
<summary>
Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CARGOBOB_PICKUP_MAGNET_ACTIVE">
<summary>
Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CARGOBOB_PICKUP_MAGNET_STRENGTH">
<summary>
Deprecated name, use SET_CARGOBOB_PICKUP_MAGNET_STRENGTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CHECKPOINT_ICON_RGBA">
<summary>
Deprecated name, use SET_CHECKPOINT_RGBA2 instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_COLOR_NEXT">
<summary>
Deprecated name, use SET_COLOUR_OF_NEXT_TEXT_COMPONENT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WAVES_INTENSITY">
<summary>
Deprecated name, use SET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CURRENT_INTENSITY">
<summary>
Deprecated name, use SET_DEEP_OCEAN_SCALER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SOMETHING_MULTIPLIER_THIS_FRAME">
<summary>
Deprecated name, use SET_DISABLE_RANDOM_TRAINS_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISPLAY_DISTANT_VEHICLES">
<summary>
Deprecated name, use SET_DISTANT_CARS_ENABLED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_COLLISION_2">
<summary>
Deprecated name, use SET_ENTITY_COMPLETELY_DISABLE_COLLISION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_COORDS_2">
<summary>
Deprecated name, use SET_ENTITY_COORDS_WITHOUT_PLANTS_RESET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FIRST_PERSON_CAM_NEAR_CLIP">
<summary>
Deprecated name, use SET_FIRST_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAMERA_RANGE">
<summary>
Deprecated name, use SET_FLY_CAM_MAX_HEIGHT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FOCUS_AREA">
<summary>
Deprecated name, use SET_FOCUS_POS_AND_VEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_FOLLOW_PED_CAM_CUTSCENE_CHAT">
<summary>
Deprecated name, use SET_FOLLOW_PED_CAM_THIS_UPDATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GAMEPLAY_HINT_ANGLE">
<summary>
Deprecated name, use SET_GAMEPLAY_HINT_BASE_ORBIT_PITCH_OFFSET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_GAMEPLAY_HINT_ANIM_OFFSETZ">
<summary>
Deprecated name, use SET_GAMEPLAY_HINT_FOLLOW_DISTANCE_SCALAR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.WAS_COUNTER_ACTIVATED">
<summary>
Deprecated name, use SET_HELI_TAIL_EXPLODE_THROW_DASHBOARD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HIDOF_ENV_BLUR_PARAMS">
<summary>
Deprecated name, use SET_HIDOF_OVERRIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_UNK_MAP_FLAG">
<summary>
Deprecated name, use SET_INSTANCE_PRIORITY_HINT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_MP_DLC_MAPS">
<summary>
Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._USE_FREEMODE_MAP_BEHAVIOR">
<summary>
Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOWER_MAP_PROP_DENSITY">
<summary>
Deprecated name, use SET_INSTANCE_PRIORITY_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MINIMAP_REVEALED">
<summary>
Deprecated name, use SET_MINIMAP_HIDE_FOW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DRAW_MAP_VISIBLE">
<summary>
Deprecated name, use SET_MINIMAP_IN_PROLOGUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NORTH_YANKTON_MAP">
<summary>
Deprecated name, use SET_MINIMAP_IN_PROLOGUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.KEY_HUD_COLOUR">
<summary>
Deprecated name, use SET_MINIMAP_IN_SPECTATOR_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_CHATTING">
<summary>
Deprecated name, use SET_MP_GAMER_TAG_BIG_TEXT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_HEALTH_BAR_COLOR">
<summary>
Deprecated name, use SET_MP_GAMER_TAG_HEALTH_BAR_COLOUR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NETWORK_ID_SYNC_TO_PLAYER">
<summary>
Deprecated name, use SET_NETWORK_ID_ALWAYS_EXISTS_FOR_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NETWORK_OBJECT_NON_CONTACT">
<summary>
Deprecated name, use SET_NETWORK_VEHICLE_AS_GHOST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_CAN_CLIMB_ON">
<summary>
Deprecated name, use SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_SOMETHING">
<summary>
Deprecated name, use SET_OBJECT_FORCE_VEHICLES_TO_AVOID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PARTICLE_FX_LOOPED_RANGE">
<summary>
Deprecated name, use SET_PARTICLE_FX_LOOPED_FAR_CLIP_DIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PTFX_ASSET_OLD_2_NEW">
<summary>
Deprecated name, use SET_PARTICLE_FX_OVERRIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PARTICLE_FX_ASSET_OLD_TO_NEW">
<summary>
Deprecated name, use SET_PARTICLE_FX_OVERRIDE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_AI_BLIP_ALWAYS_SHOWN">
<summary>
Deprecated name, use SET_PED_AI_BLIP_FORCED_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_AI_BLIP_TYPE">
<summary>
Deprecated name, use SET_PED_AI_BLIP_GANG_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.HIDE_SPECIAL_ABILITY_LOCKON_OPERATION">
<summary>
Deprecated name, use SET_PED_AI_BLIP_HAS_CONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_AI_BLIP_MAX_DISTANCE">
<summary>
Deprecated name, use SET_PED_AI_BLIP_NOTICE_RANGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_ENEMY_AI_BLIP">
<summary>
Deprecated name, use SET_PED_HAS_AI_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_AI_BLIP">
<summary>
Deprecated name, use SET_PED_HAS_AI_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_PATHS_WIDTH_PLANT">
<summary>
Deprecated name, use SET_PED_PATH_MAY_ENTER_WATER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_PED_PROP_VALID">
<summary>
Deprecated name, use SET_PED_PRELOAD_PROP_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CARGOBOB_HOOK_POSITION">
<summary>
Deprecated name, use SET_PICKUP_ROPE_LENGTH_FOR_CARGOBOB instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESPONDING_AS_TEMP">
<summary>
Deprecated name, use SET_RADAR_ZOOM_PRECISE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RADAR_ZOOM_LEVEL_THIS_FRAME">
<summary>
Deprecated name, use SET_RADAR_ZOOM_TO_DISTANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_RAGDOLL_BLOCKING_FLAGS">
<summary>
Deprecated name, use SET_RAGDOLL_BLOCKING_FLAGS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SCREEN_DRAW_POSITION">
<summary>
Deprecated name, use SET_SCRIPT_GFX_ALIGN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SCREEN_DRAW_POSITION_BEGIN">
<summary>
Deprecated name, use SET_SCRIPT_GFX_ALIGN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SCREEN_DRAW_POSITION_RATIO">
<summary>
Deprecated name, use SET_SCRIPT_GFX_ALIGN_PARAMS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_2D_LAYER">
<summary>
Deprecated name, use SET_SCRIPT_GFX_DRAW_ORDER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_UI_LAYER">
<summary>
Deprecated name, use SET_SCRIPT_GFX_DRAW_ORDER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_STREAMED_SCRIPT_AS_NO_LONGER_NEEDED">
<summary>
Deprecated name, use SET_SCRIPT_WITH_NAME_HASH_AS_NO_LONGER_NEEDED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DES_OBJECT_STATE">
<summary>
Deprecated name, use SET_STATE_OF_RAYFIRE_MAP_OBJECT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._JITTER_VEHICLE">
<summary>
Deprecated name, use SET_SUBMARINE_CRUSH_DEPTHS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_SYNCHRONIZED_SCENE_OCCLUSION_PORTAL">
<summary>
Deprecated name, use SET_SYNCHRONIZED_SCENE_HOLD_LAST_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TASK_PROPERTY_BOOL">
<summary>
Deprecated name, use SET_TASK_MOVE_NETWORK_SIGNAL_BOOL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TASK_PROPERTY_FLOAT">
<summary>
Deprecated name, use SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_MIN_HEIGHT_ABOVE_GROUND">
<summary>
Deprecated name, use SET_TASK_VEHICLE_GOTO_PLANE_MIN_HEIGHT_ABOVE_TERRAIN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_MIN_HEIGHT_ABOVE_TERRAIN">
<summary>
Deprecated name, use SET_TASK_VEHICLE_GOTO_PLANE_MIN_HEIGHT_ABOVE_TERRAIN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP">
<summary>
Deprecated name, use SET_THIRD_PERSON_AIM_CAM_NEAR_CLIP_THIS_UPDATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_TV_CHANNEL_SEQUENCE">
<summary>
Deprecated name, use SET_TV_CHANNEL_PLAYLIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_CLOSE_DOOR_DEFERED_ACTION">
<summary>
Deprecated name, use SET_VEHICLE_ACTIVE_FOR_PED_NAVIGATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_VEHICLE_DEFORMATION_GET_TREE">
<summary>
Deprecated name, use SET_VEHICLE_CEILING_HEIGHT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_ENGINE_TORQUE_MULTIPLIER">
<summary>
Deprecated name, use SET_VEHICLE_CHEAT_POWER_INCREASE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_CREATES_MONEY_PICKUPS_WHEN_EXPLODED">
<summary>
Deprecated name, use SET_VEHICLE_DROPS_MONEY_WHEN_BLOWN_UP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_PAINT_FADE">
<summary>
Deprecated name, use SET_VEHICLE_ENVEFF_SCALE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DESIRED_VERTICAL_FLIGHT_PHASE">
<summary>
Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_VTOL_DESIRED_DIRECTION">
<summary>
Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VERTICAL_FLIGHT_PHASE">
<summary>
Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION_IMMEDIATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_VTOL_DIRECTION">
<summary>
Deprecated name, use SET_VEHICLE_FLIGHT_NOZZLE_POSITION_IMMEDIATE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.DISABLE_VEHICLE_IMPACT_EXPLOSION_ACTIVATION">
<summary>
Deprecated name, use SET_VEHICLE_HAS_MUTED_SIRENS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_VEHICLE_SIREN_SOUND">
<summary>
Deprecated name, use SET_VEHICLE_HAS_MUTED_SIRENS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_LIGHTS_CAN_BE_VISIBLY_DAMAGED">
<summary>
Deprecated name, use SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_PED_TARGETTABLE_VEHICLE_DESTROY">
<summary>
Deprecated name, use SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DOOR_DESTROY_TYPE">
<summary>
Deprecated name, use SET_VEHICLE_INDIVIDUAL_DOORS_LOCKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.STEER_UNLOCK_BIAS">
<summary>
Deprecated name, use SET_VEHICLE_IS_RACING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HUD_SPECIAL_ABILITY_BAR_ACTIVE">
<summary>
Deprecated name, use SET_VEHICLE_KERS_ALLOWED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TOW_TRUCK_CRANE_RAISED">
<summary>
Deprecated name, use SET_VEHICLE_TOW_TRUCK_ARM_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TOW_TRUCK_CRANE_HEIGHT">
<summary>
Deprecated name, use SET_VEHICLE_TOW_TRUCK_ARM_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_ALL_VEHICLES_SPAWN">
<summary>
Deprecated name, use SET_VEHICLE_USE_CUTSCENE_WHEEL_COMPRESSION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_USE_PLAYER_LIGHT_SETTINGS">
<summary>
Deprecated name, use SET_VEHICLE_USE_PLAYER_LIGHT_SETTINGS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_MAX_STR_TRAP">
<summary>
Deprecated name, use SET_VEHICLE_WHEELS_CAN_BREAK_OFF_WHEN_BLOW_UP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_VEHICLE_WHEEL_XROT">
<summary>
Deprecated name, use SET_VEHICLE_WHEEL_Y_ROTATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WARNING_MESSAGE_2">
<summary>
Deprecated name, use SET_WARNING_MESSAGE_WITH_HEADER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WARNING_MESSAGE_3">
<summary>
Deprecated name, use SET_WARNING_MESSAGE_WITH_HEADER_AND_SUBSTRING_FLAGS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WEATHER_TYPE_OVER_TIME">
<summary>
Deprecated name, use SET_WEATHER_TYPE_OVERTIME_PERSIST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOOT_SINGLE_BULLET_BETWEEN_COORDS_PRESET_PARAMS">
<summary>
Deprecated name, use SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOOT_SINGLE_BULLET_BETWEEN_COORDS_WITH_EXTRA_PARAMS">
<summary>
Deprecated name, use SHOOT_SINGLE_BULLET_BETWEEN_COORDS_IGNORE_ENTITY_NEW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_GAME_USING_METRIC_MEASUREMENT_SYSTEM">
<summary>
Deprecated name, use SHOULD_USE_METRIC_MEASUREMENTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_CREW">
<summary>
Deprecated name, use SHOW_CREW_INDICATOR_ON_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_FRIEND">
<summary>
Deprecated name, use SHOW_FRIEND_INDICATOR_ON_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.SET_BLIP_FRIENDLY">
<summary>
Deprecated name, use SHOW_OUTLINE_INDICATOR_ON_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BLIP_CHECKED">
<summary>
Deprecated name, use SHOW_TICK_ON_BLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.RESET_SPECIAL_ABILITY_CONTROLS_CINEMATIC">
<summary>
Deprecated name, use SPECIAL_ABILITY_CHARGE_NORMALIZED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAST_RAY_POINT_TO_POINT">
<summary>
Deprecated name, use START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SHAPE_TEST_RAY">
<summary>
Deprecated name, use START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_PARTICLE_FX_LOOPED_ON_ENTITY_2">
<summary>
Deprecated name, use START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE_2">
<summary>
Deprecated name, use START_NETWORKED_PARTICLE_FX_LOOPED_ON_ENTITY_BONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_PARTICLE_FX_NON_LOOPED_AT_COORD_2">
<summary>
Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2">
<summary>
Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2">
<summary>
Deprecated name, use START_NETWORKED_PARTICLE_FX_NON_LOOPED_ON_PED_BONE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_NEW_STREAMED_SCRIPT">
<summary>
Deprecated name, use START_NEW_SCRIPT_WITH_NAME_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_NEW_STREAMED_SCRIPT_WITH_ARGS">
<summary>
Deprecated name, use START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SAVE_ARRAY">
<summary>
Deprecated name, use START_SAVE_ARRAY_WITH_SIZE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SAVE_STRUCT">
<summary>
Deprecated name, use START_SAVE_STRUCT_WITH_SIZE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAST_3D_RAY_POINT_TO_POINT">
<summary>
Deprecated name, use START_SHAPE_TEST_CAPSULE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._START_SHAPE_TEST_CAPSULE_2">
<summary>
Deprecated name, use START_SHAPE_TEST_SWEPT_SPHERE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STAT_SET_PROFILE_SETTING">
<summary>
Deprecated name, use STAT_SET_PROFILE_SETTING_VALUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_MUTE">
<summary>
Deprecated name, use STOP_CURRENT_PLAYING_SPEECH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RENDER_FIRST_PERSON_CAM">
<summary>
Deprecated name, use STOP_RENDERING_SCRIPT_CAMS_USING_CATCH_UP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.FORMAT_FOCUS_HEADING">
<summary>
Deprecated name, use STREAMVOL_CREATE_SPHERE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_GET_OFF_BOAT">
<summary>
Deprecated name, use TASK_GET_OFF_BOAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_MOVE_NETWORK_ADVANCED">
<summary>
Deprecated name, use TASK_MOVE_NETWORK_ADVANCED_BY_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_MOVE_NETWORK">
<summary>
Deprecated name, use TASK_MOVE_NETWORK_BY_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_STOP_PHONE_GESTURE_ANIMATION">
<summary>
Deprecated name, use TASK_STOP_PHONE_GESTURE_ANIMATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_VEHICLE_FOLLOW">
<summary>
Deprecated name, use TASK_VEHICLE_FOLLOW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_FLUSH_PERSISTENT">
<summary>
Deprecated name, use THEFEED_CLEAR_FROZEN_POST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SHOW_GTAO_TOOLTIPS">
<summary>
Deprecated name, use THEFEED_COMMENT_TELEPORT_POOL_OFF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_HIDE_GTAO_TOOLTIPS">
<summary>
Deprecated name, use THEFEED_FORCE_RENDER_OFF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_SET_NEXT_POST_PERSISTENT">
<summary>
Deprecated name, use THEFEED_FREEZE_NEXT_POST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_NOTIFICATION">
<summary>
Deprecated name, use THEFEED_GET_FIRST_VISIBLE_DELETE_REMAINING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_GET_CURRENT_NOTIFICATION">
<summary>
Deprecated name, use THEFEED_GET_FIRST_VISIBLE_DELETE_REMAINING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HIDE_HUD_NOTIFICATIONS_THIS_FRAME">
<summary>
Deprecated name, use THEFEED_HIDE_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REMOVE_NOTIFICATION">
<summary>
Deprecated name, use THEFEED_REMOVE_ITEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_CLEAR_ANIMPOSTFX">
<summary>
Deprecated name, use THEFEED_RESET_ALL_PARAMETERS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLEAR_NOTIFICATIONS_POS">
<summary>
Deprecated name, use THEFEED_SET_SCRIPTED_MENU_HEIGHT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_DISABLE_BASELINE_OFFSET">
<summary>
Deprecated name, use THEFEED_SPS_EXTEND_WIDESCREEN_OFF instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_ENABLE_BASELINE_OFFSET">
<summary>
Deprecated name, use THEFEED_SPS_EXTEND_WIDESCREEN_ON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_ADD_TXD_REF">
<summary>
Deprecated name, use THEFEED_UPDATE_ITEM_TEXTURE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENABLE_GAMEPLAY_CAM">
<summary>
Deprecated name, use TOGGLE_PAUSED_RENDERPHASES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_FROZEN_RENDERING_DISABLED">
<summary>
Deprecated name, use TOGGLE_PAUSED_RENDERPHASES instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSFORM_STORMBERG_TO_ROAD_VEHICLE">
<summary>
Deprecated name, use TRANSFORM_TO_CAR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSFORM_SUBMARINE_TO_VEHICLE">
<summary>
Deprecated name, use TRANSFORM_TO_CAR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSFORM_STORMBERG_TO_WATER_VEHICLE">
<summary>
Deprecated name, use TRANSFORM_TO_SUBMARINE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSFORM_VEHICLE_TO_SUBMARINE">
<summary>
Deprecated name, use TRANSFORM_TO_SUBMARINE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSITION_TO_BLURRED">
<summary>
Deprecated name, use TRIGGER_SCREENBLUR_FADE_IN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TRANSITION_FROM_BLURRED">
<summary>
Deprecated name, use TRIGGER_SCREENBLUR_FADE_OUT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CONTENT_CATEGORY">
<summary>
Deprecated name, use UGC_GET_CONTENT_CATEGORY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CONTENT_DESCRIPTION_HASH">
<summary>
Deprecated name, use UGC_GET_CONTENT_DESCRIPTION_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CONTENT_FILE_VERSION">
<summary>
Deprecated name, use UGC_GET_CONTENT_FILE_VERSION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CONTENT_ID">
<summary>
Deprecated name, use UGC_GET_CONTENT_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UGC_GET_CLOUD_PATH">
<summary>
Deprecated name, use UGC_GET_CONTENT_PATH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CONTENT_USER_ID">
<summary>
Deprecated name, use UGC_GET_CONTENT_USER_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_ADVANCED_MODIFIER_PRIVILEGES">
<summary>
Deprecated name, use UGC_GET_CONTENT_USER_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ROOT_CONTENT_ID">
<summary>
Deprecated name, use UGC_GET_ROOT_CONTENT_ID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._UNDO_DECAL_TEXTURE_OVERRIDE">
<summary>
Deprecated name, use UNPATCH_DECAL_DIFFUSE_MAP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ENTITY_DESCRIPTION_TEXT">
<summary>
Deprecated name, use UPDATE_LIGHTS_ON_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PTFX_ASSET_NEXT_CALL">
<summary>
Deprecated name, use USE_PARTICLE_FX_ASSET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._USE_PARTICLE_FX_ASSET_NEXT_CALL">
<summary>
Deprecated name, use USE_PARTICLE_FX_ASSET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ADD_PED_AMMO">
<summary>
Deprecated name, use _ADD_AMMO_TO_PED_BY_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ARE_BOMB_BAY_DOORS_OPEN">
<summary>
Deprecated name, use _ARE_BOMB_BAY_DOORS_OPEN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.ADD_A_MARKER_OVER_VEHICLE">
<summary>
Deprecated name, use _ARE_PLANE_WINGS_INTACT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ARE_VEHICLE_WINGS_INTACT">
<summary>
Deprecated name, use _ARE_PLANE_WINGS_INTACT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_ENTRY_FOR_WIDTH">
<summary>
Deprecated name, use _BEGIN_TEXT_COMMAND_GET_WIDTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BEGIN_TEXT_COMMAND_WIDTH">
<summary>
Deprecated name, use _BEGIN_TEXT_COMMAND_GET_WIDTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_GXT_ENTRY">
<summary>
Deprecated name, use _BEGIN_TEXT_COMMAND_LINE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_POLICE_REPORTS">
<summary>
Deprecated name, use _CANCEL_CURRENT_POLICE_REPORT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_BOAT_BE_ANCHORED_2">
<summary>
Deprecated name, use _CAN_ANCHOR_BOAT_HERE_2 instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CASCADESHADOWS_RESET_TYPE">
<summary>
Deprecated name, use _CASCADE_SHADOWS_CLEAR_SHADOW_SAMPLE_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DISABLE_PHONE_THIS_FRAME">
<summary>
Deprecated name, use _CELL_CAM_DISABLE_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._MOVE_FINGER">
<summary>
Deprecated name, use _CELL_CAM_MOVE_FINGER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PHONE_LEAN">
<summary>
Deprecated name, use _CELL_CAM_SET_LEAN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NEXT_RESPAWN_TO_CUSTOM">
<summary>
Deprecated name, use _CLEAR_RESTART_CUSTOM_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CLONE_PED_2">
<summary>
Deprecated name, use _CLONE_PED_EX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._ABORT_TEXT_CHAT">
<summary>
Deprecated name, use _CLOSE_MULTIPLAYER_CHAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_TEXT_CHAT_UNK">
<summary>
Deprecated name, use _DISABLE_MULTIPLAYER_CHAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_HAS_LANDING_GEAR">
<summary>
Deprecated name, use _DOES_VEHICLE_HAVE_LANDING_GEAR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_LIGHT_WITH_RANGE_WITH_SHADOW">
<summary>
Deprecated name, use _DRAW_LIGHT_WITH_RANGE_AND_SHADOW instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SCREEN_WIDTH">
<summary>
Deprecated name, use _END_TEXT_COMMAND_GET_WIDTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_TEXT_SCREEN_LINE_COUNT">
<summary>
Deprecated name, use _END_TEXT_COMMAND_LINE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_GET_LINE_COUNT">
<summary>
Deprecated name, use _END_TEXT_COMMAND_LINE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_MESSAGE_3">
<summary>
Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_GXT_ENTRY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_ENTRY">
<summary>
Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_GXT_ENTRY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_WITH_ICON">
<summary>
Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_REPLAY_ICON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_NOTIFICATION_WITH_BUTTON">
<summary>
Deprecated name, use _END_TEXT_COMMAND_THEFEED_POST_REPLAY_INPUT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_ATTACHED_TO_ENTITY">
<summary>
Deprecated name, use _FIND_VEHICLE_CARRYING_THIS_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_AUDIO">
<summary>
Deprecated name, use _FORCE_VEHICLE_ENGINE_AUDIO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_ACHIEVEMENT_PROGRESSION">
<summary>
Deprecated name, use _GET_ACHIEVEMENT_PROGRESS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCREEN_ACTIVE_RESOLUTION">
<summary>
Deprecated name, use _GET_ACTIVE_SCREEN_RESOLUTION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_SCREEN_ASPECT_RATIO">
<summary>
Deprecated name, use _GET_ASPECT_RATIO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_VEHICLE_JUMPING_ABILITY">
<summary>
Deprecated name, use _GET_CAN_VEHICLE_JUMP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_JUMPING_ABILITY">
<summary>
Deprecated name, use _GET_CAN_VEHICLE_JUMP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_CURRENT_RADIO_STATION_HASH">
<summary>
Deprecated name, use _GET_CURRENT_RADIO_TRACK_PLAYBACK_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WORLD_POSITION_OF_ENTITY_BONE_2">
<summary>
Deprecated name, use _GET_ENTITY_BONE_POSITION_2 instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_WORLD_ROTATION_OF_ENTITY_BONE">
<summary>
Deprecated name, use _GET_ENTITY_BONE_ROTATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_INSIDE_EXPLOSION_AREA">
<summary>
Deprecated name, use _GET_ENTITY_INSIDE_EXPLOSION_AREA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_ENTITY_HAVE_FRAG_INST">
<summary>
Deprecated name, use _GET_HAS_OBJECT_FRAG_INST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HAS_LOWERABLE_WHEELS">
<summary>
Deprecated name, use _GET_HAS_RETRACTABLE_WHEELS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_RETRACTABLE_WHEELS">
<summary>
Deprecated name, use _GET_HAS_RETRACTABLE_WHEELS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_VEHICLE_ROCKET_BOOST">
<summary>
Deprecated name, use _GET_HAS_ROCKET_BOOST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_ROCKET_BOOST">
<summary>
Deprecated name, use _GET_HAS_ROCKET_BOOST instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_DOOR">
<summary>
Deprecated name, use _GET_IS_DOOR_VALID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_MAX_AMMO_2">
<summary>
Deprecated name, use _GET_MAX_AMMO_BY_TYPE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_THREAD_NAME">
<summary>
Deprecated name, use _GET_NAME_OF_THREAD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_INSTANCES_OF_STREAMED_SCRIPT">
<summary>
Deprecated name, use _GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_INSTANCES_OF_SCRIPT_WITH_NAME_HASH">
<summary>
Deprecated name, use _GET_NUMBER_OF_REFERENCES_OF_SCRIPT_WITH_NAME_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_NUMBER_OF_DISPATCHED_UNITS_FOR_PLAYER">
<summary>
Deprecated name, use _GET_NUM_DISPATCHED_UNITS_FOR_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_GAME_VERSION">
<summary>
Deprecated name, use _GET_ONLINE_VERSION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY">
<summary>
Deprecated name, use _GET_PED_EMISSIVE_INTENSITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_HAIR_RGB_COLOR">
<summary>
Deprecated name, use _GET_PED_HAIR_RGB_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_MAKEUP_RGB_COLOR">
<summary>
Deprecated name, use _GET_PED_MAKEUP_RGB_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_AIRCRAFT_BOMB_COUNT">
<summary>
Deprecated name, use _GET_VEHICLE_BOMB_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._CAN_VEHICLE_PARACHUTE_BE_ACTIVATED">
<summary>
Deprecated name, use _GET_VEHICLE_CAN_ACTIVATE_PARACHUTE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_AIRCRAFT_COUNTERMEASURE_COUNT">
<summary>
Deprecated name, use _GET_VEHICLE_COUNTERMEASURE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_DASHBOARD_COLOUR">
<summary>
Deprecated name, use _GET_VEHICLE_DASHBOARD_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_VEHICLE_PARACHUTE">
<summary>
Deprecated name, use _GET_VEHICLE_HAS_PARACHUTE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DOES_VEHICLE_HAVE_PARACHUTE">
<summary>
Deprecated name, use _GET_VEHICLE_HAS_PARACHUTE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_INTERIOR_COLOUR">
<summary>
Deprecated name, use _GET_VEHICLE_INTERIOR_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_MODEL_DOWN_FORCE">
<summary>
Deprecated name, use _GET_VEHICLE_MODEL_ESTIMATED_AGILITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_HEADLIGHTS_COLOUR">
<summary>
Deprecated name, use _GET_VEHICLE_XENON_LIGHTS_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_VEHICLE_XENON_LIGHTS_COLOUR">
<summary>
Deprecated name, use _GET_VEHICLE_XENON_LIGHTS_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._BLOCK_WEAPON_WHEEL_THIS_FRAME">
<summary>
Deprecated name, use _HUD_WEAPON_WHEEL_IGNORE_SELECTION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_AIR_DEFENSE_ZONE_INSIDE_SPHERE">
<summary>
Deprecated name, use _IS_ANY_AIR_DEFENSE_ZONE_INSIDE_SPHERE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_ENTITY_A_GHOST">
<summary>
Deprecated name, use _IS_ENTITY_GHOSTED_TO_LOCAL_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_TEXT_CHAT_ACTIVE">
<summary>
Deprecated name, use _IS_MULTIPLAYER_CHAT_ACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_THIS_MODEL_A_SUBMERSIBLE">
<summary>
Deprecated name, use _IS_THIS_MODEL_A_JETSKI instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_THIS_MODEL_AN_EMERGENCY_BOAT">
<summary>
Deprecated name, use _IS_THIS_MODEL_A_JETSKI instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._LOAD_TV_CHANNEL">
<summary>
Deprecated name, use _IS_TV_PLAYLIST_ITEM_PLAYING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_LAST_INPUT_METHOD">
<summary>
Deprecated name, use _IS_USING_KEYBOARD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_INPUT_DISABLED">
<summary>
Deprecated name, use _IS_USING_KEYBOARD instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_INPUT_JUST_DISABLED">
<summary>
Deprecated name, use _IS_USING_KEYBOARD_2 instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_MP_GAMER_TAG_2">
<summary>
Deprecated name, use _IS_VALID_MP_GAMER_TAG_MOVIE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_MP_GAMER_TAG_CREW_FLAGS_SET">
<summary>
Deprecated name, use _IS_VALID_MP_GAMER_TAG_MOVIE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_UI_LOADING_MULTIPLAYER">
<summary>
Deprecated name, use _LOADINGSCREEN_IS_LOADING_FREEMODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_BROADCAST_FINSHED_LOS_SOUND">
<summary>
Deprecated name, use _LOADINGSCREEN_SET_LOAD_FREEMODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._IS_IN_LOADING_SCREEN">
<summary>
Deprecated name, use _LOADINGSCREEN_SET_LOAD_FREEMODE_WITH_EVENT_NAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._GET_USER_LANGUAGE_ID">
<summary>
Deprecated name, use _LOCALIZATION_GET_SYSTEM_DATE_FORMAT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RADIO_STATION_DISABLED">
<summary>
Deprecated name, use _LOCK_RADIO_STATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_DESROYER_OF_ENTITY">
<summary>
Deprecated name, use _NETWORK_GET_DESTROYER_OF_ENTITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_GET_FRIEND_NAME">
<summary>
Deprecated name, use _NETWORK_GET_FRIEND_NAME_FROM_INDEX instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_FRIEND_ONLINE_2">
<summary>
Deprecated name, use _NETWORK_IS_FRIEND_HANDLE_ONLINE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_THIS_SCRIPT_MARKED">
<summary>
Deprecated name, use _NETWORK_IS_THIS_SCRIPT_MARKED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_CHECK_DATA_MANAGER_FOR_HANDLE">
<summary>
Deprecated name, use _NETWORK_SET_CURRENT_DATA_MANAGER_HANDLE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SET_ENTITY_VISIBLE_TO_NETWORK">
<summary>
Deprecated name, use _NETWORK_SET_ENTITY_INVISIBLE_TO_NETWORK instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BASKET_ADD_ITEM">
<summary>
Deprecated name, use _NET_GAMESERVER_BASKET_ADD_ITEM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BASKET_APPLY_SERVER_DATA">
<summary>
Deprecated name, use _NET_GAMESERVER_BASKET_APPLY_SERVER_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BASKET_END">
<summary>
Deprecated name, use _NET_GAMESERVER_BASKET_END instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BASKET_IS_FULL">
<summary>
Deprecated name, use _NET_GAMESERVER_BASKET_IS_FULL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BASKET_START">
<summary>
Deprecated name, use _NET_GAMESERVER_BASKET_START instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_BEGIN_SERVICE">
<summary>
Deprecated name, use _NET_GAMESERVER_BEGIN_SERVICE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_IS_ITEM_UNLOCKED">
<summary>
Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_DOES_ITEM_EXIST">
<summary>
Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_IS_ITEM_UNLOCKED_HASH">
<summary>
Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_DOES_ITEM_EXIST_HASH">
<summary>
Deprecated name, use _NET_GAMESERVER_CATALOG_ITEM_EXISTS_HASH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_CHECKOUT_START">
<summary>
Deprecated name, use _NET_GAMESERVER_CHECKOUT_START instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_DELETE_SET_TELEMETRY_NONCE_SEED">
<summary>
Deprecated name, use _NET_GAMESERVER_DELETE_SET_TELEMETRY_NONCE_SEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_END_SERVICE">
<summary>
Deprecated name, use _NET_GAMESERVER_END_SERVICE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_TERMINATE_SERVICE">
<summary>
Deprecated name, use _NET_GAMESERVER_END_SERVICE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_GET_PRICE">
<summary>
Deprecated name, use _NET_GAMESERVER_GET_PRICE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_GET_TRANSACTIONS_DISABLED">
<summary>
Deprecated name, use _NET_GAMESERVER_IS_SESSION_REFRESH_PENDING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_GET_TRANSACTIONS_ENABLED_FOR_CHARACTER">
<summary>
Deprecated name, use _NET_GAMESERVER_IS_SESSION_VALID instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_SESSION_APPLY_RECEIVED_DATA">
<summary>
Deprecated name, use _NET_GAMESERVER_SESSION_APPLY_RECEIVED_DATA instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_SET_TELEMETRY_NONCE_SEED">
<summary>
Deprecated name, use _NET_GAMESERVER_SET_TELEMETRY_NONCE_SEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_START_SESSION">
<summary>
Deprecated name, use _NET_GAMESERVER_START_SESSION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_TRANSFER_BANK_TO_WALLET">
<summary>
Deprecated name, use _NET_GAMESERVER_TRANSFER_BANK_TO_WALLET instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED">
<summary>
Deprecated name, use _NET_GAMESERVER_TRANSFER_CASH_SET_TELEMETRY_NONCE_SEED instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_TRANSFER_WALLET_TO_BANK">
<summary>
Deprecated name, use _NET_GAMESERVER_TRANSFER_WALLET_TO_BANK instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MAP_FULL_SCREEN">
<summary>
Deprecated name, use _RACE_GALLERY_FULLSCREEN instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._RAISE_LOWERABLE_WHEELS">
<summary>
Deprecated name, use _RAISE_RETRACTABLE_WHEELS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._REQUEST_SCALEFORM_MOVIE3">
<summary>
Deprecated name, use _REQUEST_SCALEFORM_MOVIE_INTERACTIVE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_STRING_2">
<summary>
Deprecated name, use _SCALEFORM_MOVIE_METHOD_ADD_PARAM_TEXTURE_NAME_STRING_2 instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ACHIEVEMENT_PROGRESSION">
<summary>
Deprecated name, use _SET_ACHIEVEMENT_PROGRESS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_REQUESTED">
<summary>
Deprecated name, use _SET_BINK_MOVIE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_PROGRESS">
<summary>
Deprecated name, use _SET_BINK_MOVIE_TIME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BINK_MOVIE_UNK">
<summary>
Deprecated name, use _SET_BINK_MOVIE_VOLUME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._0x6805D58CAA427B72">
<summary>
Deprecated name, use _SET_BINK_SHOULD_SKIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BOAT_SINKING">
<summary>
Deprecated name, use _SET_BOAT_IS_SINKING instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_BOAT_ANCHOR_BUOYANCY_COEFFICIENT">
<summary>
Deprecated name, use _SET_BOAT_MOVEMENT_RESISTANCE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CAN_PED_SELECT_WEAPON">
<summary>
Deprecated name, use _SET_CAN_PED_EQUIP_WEAPON instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CHECKPOINT_SCALE">
<summary>
Deprecated name, use _SET_CHECKPOINT_ICON_HEIGHT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CONTROL_GROUP_COLOR">
<summary>
Deprecated name, use _SET_CONTROL_LIGHT_EFFECT_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DISABLE_TURRET_MOVEMENT">
<summary>
Deprecated name, use _SET_DISABLE_TURRET_MOVEMENT_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PLANE_VTOL_ANIMATION_DISABLED">
<summary>
Deprecated name, use _SET_DISABLE_VEHICLE_FLIGHT_NOZZLE_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_REGISTER">
<summary>
Deprecated name, use _SET_ENTITY_CLEANUP_BY_ENGINE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_ENTITY_SOMETHING">
<summary>
Deprecated name, use _SET_ENTITY_CLEANUP_BY_ENGINE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_IS_MULTIPLAYER_BRIEF">
<summary>
Deprecated name, use _SET_GAMEPLAY_HINT_ANIM_CLOSEUP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_HYDRAULIC_STATE">
<summary>
Deprecated name, use _SET_HYDRAULIC_WHEEL_VALUE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_INTERIOR_PROP_COLOR">
<summary>
Deprecated name, use _SET_INTERIOR_ENTITY_SET_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MINIMAP_ATTITUDE_INDICATOR_LEVEL">
<summary>
Deprecated name, use _SET_MINIMAP_ALTITUDE_INDICATOR_LEVEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_CURSOR_THIS_FRAME">
<summary>
Deprecated name, use _SET_MOUSE_CURSOR_ACTIVE_THIS_FRAME instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CURSOR_SPRITE">
<summary>
Deprecated name, use _SET_MOUSE_CURSOR_SPRITE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_HEALTH_BAR_DISPLAY">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_UNK">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_MP_BAG_LARGE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_HEALTH_BAR_MAX">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_ICONS">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_USE_VEHICLE_HEALTH instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_MP_GAMER_TAG_ENABLED">
<summary>
Deprecated name, use _SET_MP_GAMER_TAG_VISIBILITY_ALL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NETWORK_VEHICLE_BLENDER_DISTANCE_MULTIPLIER">
<summary>
Deprecated name, use _SET_NETWORK_VEHICLE_POSITION_UPDATE_MULTIPLIER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_OBJECT_TEXTURE_VARIANT">
<summary>
Deprecated name, use _SET_OBJECT_TEXTURE_VARIATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY">
<summary>
Deprecated name, use _SET_PED_EMISSIVE_INTENSITY instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SHOW_PED_IN_PAUSE_MENU">
<summary>
Deprecated name, use _SET_PLAYER_IS_IN_ANIMAL_FORM instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_DIRECTOR_MODE">
<summary>
Deprecated name, use _SET_PLAYER_IS_IN_DIRECTOR_MODE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RAIN_FX_INTENSITY">
<summary>
Deprecated name, use _SET_RAIN_LEVEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_CUSTOM_RESPAWN_POSITION">
<summary>
Deprecated name, use _SET_RESTART_CUSTOM_POSITION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash.GET_PLAYER_HEADSET_SOUND_ALTERNATE">
<summary>
Deprecated name, use _SET_VARIABLE_ON_CUTSCENE_AUDIO instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_BOMBS">
<summary>
Deprecated name, use _SET_VEHICLE_BOMB_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_AIRCRAFT_BOMB_COUNT">
<summary>
Deprecated name, use _SET_VEHICLE_BOMB_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_AIRCRAFT_COUNTERMEASURE_COUNT">
<summary>
Deprecated name, use _SET_VEHICLE_COUNTERMEASURE_COUNT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DASHBOARD_COLOUR">
<summary>
Deprecated name, use _SET_VEHICLE_DASHBOARD_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_DOOR_BREAKABLE">
<summary>
Deprecated name, use _SET_VEHICLE_DOOR_CAN_BREAK instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_TRANSFORM_STATE">
<summary>
Deprecated name, use _SET_VEHICLE_HOVER_TRANSFORM_PERCENTAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_INTERIOR_COLOUR">
<summary>
Deprecated name, use _SET_VEHICLE_INTERIOR_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._VEHICLE_SET_CUSTOM_PARACHUTE_MODEL">
<summary>
Deprecated name, use _SET_VEHICLE_PARACHUTE_MODEL instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._VEHICLE_SET_CUSTOM_PARACHUTE_TEXTURE">
<summary>
Deprecated name, use _SET_VEHICLE_PARACHUTE_TEXTURE_VARIATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_PARACHUTE_TEXTURE_VARIATIION">
<summary>
Deprecated name, use _SET_VEHICLE_PARACHUTE_TEXTURE_VARIATION instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_RAMP_VEHICLE_RECEIVES_RAMP_DAMAGE">
<summary>
Deprecated name, use _SET_VEHICLE_RECEIVES_RAMP_DAMAGE instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_HEADLIGHTS_COLOUR">
<summary>
Deprecated name, use _SET_VEHICLE_XENON_LIGHTS_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_VEHICLE_XENON_LIGHTS_COLOUR">
<summary>
Deprecated name, use _SET_VEHICLE_XENON_LIGHTS_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._DRAW_FRONTEND_ALERT">
<summary>
Deprecated name, use _SET_WARNING_MESSAGE_WITH_ALERT instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_WEAPON_DAMAGE_MODIFIER_THIS_FRAME">
<summary>
Deprecated name, use _SET_WEAPON_DAMAGE_MODIFIER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._STOP_RECORDING">
<summary>
Deprecated name, use _STOP_RECORDING_AND_SAVE_CLIP instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._TASK_MOVE_NETWORK_SCRIPTED">
<summary>
Deprecated name, use _TASK_MOVE_NETWORK_BY_NAME_WITH_INIT_PARAMS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_DISABLE">
<summary>
Deprecated name, use _THEFEED_DISABLE_LOADING_SCREEN_TIPS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_ENABLE">
<summary>
Deprecated name, use _THEFEED_DISPLAY_LOADING_SCREEN_TIPS instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_FLASH_COLOR">
<summary>
Deprecated name, use _THEFEED_SET_ANIMPOSTFX_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._SET_NOTIFICATION_BACKGROUND_COLOR">
<summary>
Deprecated name, use _THEFEED_SET_NEXT_POST_BACKGROUND_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._THEFEED_NEXT_POST_BACKGROUND_COLOR">
<summary>
Deprecated name, use _THEFEED_SET_NEXT_POST_BACKGROUND_COLOR instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._NETWORK_IS_PLAYER_IN_SCRIPT">
<summary>
Deprecated name, use _TRIGGER_SCRIPT_CRC_CHECK_ON_PLAYER instead
</summary>
</member>
<member name="F:CitizenFX.Core.Native.Hash._HAS_PLAYER_TELEPORT_FINISHED">
<summary>
Deprecated name, use _UPDATE_PLAYER_TELEPORT instead
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ActivateFrontendMenu(System.UInt32,System.Boolean,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ActivateInteriorEntitySet(System.Int32,System.String)">
<summary>
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x55e86af2712b36a1(System.Int32,System.String)">
<summary>
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableInteriorProp(System.Int32,System.String)">
<summary>
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ActivateRockstarEditor">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x49da8145672b2725">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddArmourToPed(System.Int32,System.Int32)">
<summary>
Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddAudioSubmixOutput(System.Int32,System.Int32)">
<summary>
Adds an output for the specified audio submix.
</summary>
<param name="submixId">
The input submix.
</param>
<param name="outputSubmixId">
The output submix. Use `0` for the master game submix.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddBlipForArea(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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)
</summary>
<param name="x">
The X coordinate of the center of the blip.
</param>
<param name="y">
The Y coordinate of the center of the blip.
</param>
<param name="z">
The Z coordinate of the center of the blip.
</param>
<param name="width">
The width of the blip.
</param>
<param name="height">
The height of the blip.
</param>
<returns>
A handle to the blip.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xce5d0e5e315db238(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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)
</summary>
<param name="x">
The X coordinate of the center of the blip.
</param>
<param name="y">
The Y coordinate of the center of the blip.
</param>
<param name="z">
The Z coordinate of the center of the blip.
</param>
<param name="width">
The width of the blip.
</param>
<param name="height">
The height of the blip.
</param>
<returns>
A handle to the blip.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddBlipForCoord(System.Single,System.Single,System.Single)">
<summary>
Creates a blip for the specified coordinates. You can use `SET_BLIP_` natives to change the blip.
</summary>
<param name="x">
The X coordinate to create the blip on.
</param>
<param name="y">
The Y coordinate.
</param>
<param name="z">
The Z coordinate.
</param>
<returns>
A blip handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddBlipForEntity(System.Int32)">
<summary>
Create a blip that for default is red (enemy), you can use the [SET_BLIP_AS_FRIENDLY](#\_0xC6F43D0E) to make it blue (friend)
Example of enemy:
![enemy](https://i.imgur.com/fl78svv.png)
Example of friend:
![friend](https://i.imgur.com/Q16ho5d.png)
</summary>
<param name="entity">
The entity handle to create the blip.
</param>
<returns>
A blip handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddBlipForRadius(System.Single,System.Single,System.Single,System.Single)">
<summary>
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)
</summary>
<param name="posX">
The x position of the blip (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="posY">
The y position of the blip (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="posZ">
The z position of the blip (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="radius">
The number that defines the radius of the blip circle
</param>
<returns>
The blip handle that can be manipulated with every `SetBlip` natives
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddCamSplineNode(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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?)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddCamSplineNodeUsingCamera(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Takes a camera and uses the information from it as a camera spline node.
</summary>
<param name="cam">
Camera to add cam2 as a node to
</param>
<param name="cam2">
Camera used for reference
</param>
<param name="length">
Duration used for transition, has no effect for the first node.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0fb82563989cf4fb(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Takes a camera and uses the information from it as a camera spline node.
</summary>
<param name="cam">
Camera to add cam2 as a node to
</param>
<param name="cam2">
Camera used for reference
</param>
<param name="length">
Duration used for transition, has no effect for the first node.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddDecal(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddDispatchSpawnBlockingAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x918c7b2d2ff3928b(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddDoorToSystem(System.UInt32,System.UInt32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
<param name="doorHash">
A (unique) door system identifier
</param>
<param name="modelHash">
Entity model hash
</param>
<param name="x">
The X coordinate of the door object
</param>
<param name="y">
The Y coordinate of the door object
</param>
<param name="z">
The Z coordinate of the door object
</param>
<param name="scriptDoor">
false; relies upon getNetworkGameScriptHandler.
</param>
<param name="isLocal">
On true disables the creation `CRequestDoorEvent's` in [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddEntityIcon(System.Int32,System.String)">
<summary>
Example:
GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow");
I tried this and nothing happened...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddEntityToAudioMixGroup(System.Int32,System.String,System.Single)">
<summary>
All found occurrences in b678d:
pastebin.com/ceu67jz8
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x153973ab99fe8980(System.Int32,System.String,System.Single)">
<summary>
All found occurrences in b678d:
pastebin.com/ceu67jz8
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DynamicMixerRelatedFn(System.Int32,System.String,System.Single)">
<summary>
All found occurrences in b678d:
pastebin.com/ceu67jz8
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddExplosion(System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Single)">
<summary>
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,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddExtraCalmingQuad(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfdbf4cdbc07e1706(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.AddCurrentRise(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.AddHospitalRestart(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Returns the index of the newly created hospital spawn point.
p3 might be radius?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddLineToConversation(System.Int32,System.String,System.String,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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 &lt; 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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddMinimapOverlay(System.String)">
<summary>
Loads a minimap overlay from a GFx file in the current resource.
</summary>
<param name="name">
The path to a `.gfx` file in the current resource. It has to be specified as a `file`.
</param>
<returns>
A minimap overlay ID.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddNavmeshBlockingObject(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Int32)">
<summary>
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/)
</summary>
<param name="x">
The x coordinate to create the block on.
</param>
<param name="y">
The y coordinate.
</param>
<param name="z">
The z coordinate.
</param>
<param name="width">
The width of the block.
</param>
<param name="length">
The length of the block.
</param>
<param name="height">
The height of the block.
</param>
<param name="heading">
The heading of object in degrees.
</param>
<param name="p7">
Usually false.
</param>
<param name="p8">
A bitfield; usually 7.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddPatrolRouteNode(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddPedDecorationFromHashes(System.Int32,System.UInt32,System.UInt32)">
<summary>
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" -
&lt;Item&gt;
&lt;uvPos x="0.500000" y="0.500000" /&gt;
&lt;scale x="0.600000" y="0.500000" /&gt;
&lt;rotation value="0.000000" /&gt;
&lt;nameHash&gt;FM_Hair_Fuzz&lt;/nameHash&gt;
&lt;txdHash&gt;mp_hair_fuzz&lt;/txdHash&gt;
&lt;txtHash&gt;mp_hair_fuzz&lt;/txtHash&gt;
&lt;zone&gt;ZONE_HEAD&lt;/zone&gt;
&lt;type&gt;TYPE_TATTOO&lt;/type&gt;
&lt;faction&gt;FM&lt;/faction&gt;
&lt;garment&gt;All&lt;/garment&gt;
&lt;gender&gt;GENDER_DONTCARE&lt;/gender&gt;
&lt;award /&gt;
&lt;awardLevel /&gt;
&lt;/Item&gt;
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyPedOverlay(System.Int32,System.UInt32,System.UInt32)">
<summary>
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" -
&lt;Item&gt;
&lt;uvPos x="0.500000" y="0.500000" /&gt;
&lt;scale x="0.600000" y="0.500000" /&gt;
&lt;rotation value="0.000000" /&gt;
&lt;nameHash&gt;FM_Hair_Fuzz&lt;/nameHash&gt;
&lt;txdHash&gt;mp_hair_fuzz&lt;/txdHash&gt;
&lt;txtHash&gt;mp_hair_fuzz&lt;/txtHash&gt;
&lt;zone&gt;ZONE_HEAD&lt;/zone&gt;
&lt;type&gt;TYPE_TATTOO&lt;/type&gt;
&lt;faction&gt;FM&lt;/faction&gt;
&lt;garment&gt;All&lt;/garment&gt;
&lt;gender&gt;GENDER_DONTCARE&lt;/gender&gt;
&lt;award /&gt;
&lt;awardLevel /&gt;
&lt;/Item&gt;
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedDecoration(System.Int32,System.UInt32,System.UInt32)">
<summary>
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" -
&lt;Item&gt;
&lt;uvPos x="0.500000" y="0.500000" /&gt;
&lt;scale x="0.600000" y="0.500000" /&gt;
&lt;rotation value="0.000000" /&gt;
&lt;nameHash&gt;FM_Hair_Fuzz&lt;/nameHash&gt;
&lt;txdHash&gt;mp_hair_fuzz&lt;/txdHash&gt;
&lt;txtHash&gt;mp_hair_fuzz&lt;/txtHash&gt;
&lt;zone&gt;ZONE_HEAD&lt;/zone&gt;
&lt;type&gt;TYPE_TATTOO&lt;/type&gt;
&lt;faction&gt;FM&lt;/faction&gt;
&lt;garment&gt;All&lt;/garment&gt;
&lt;gender&gt;GENDER_DONTCARE&lt;/gender&gt;
&lt;award /&gt;
&lt;awardLevel /&gt;
&lt;/Item&gt;
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddPedToConversation(System.Int32,System.Int32,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddPopMultiplierArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
NativeDB Added Parameter 10: BOOL p9
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x67f6413d3220e18d(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
NativeDB Added Parameter 10: BOOL p9
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddPopMultiplierSphere(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x32c7a7e8c43a1f80(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddRelationshipGroup(System.String,System.UInt32@)">
<summary>
Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddReplaceTexture(System.String,System.String,System.String,System.String)">
<summary>
Experimental natives, please do not use in a live environment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddRope(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Single,System.Boolean,System.Int32@)">
<summary>
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.
</summary>
<param name="x">
Spawn coordinate X component.
</param>
<param name="y">
Spawn coordinate Y component.
</param>
<param name="z">
Spawn coordinate Z component.
</param>
<param name="rotX">
Rotation X component.
</param>
<param name="rotY">
Rotation Y component.
</param>
<param name="rotZ">
Rotation Z component.
</param>
<param name="maxLength">
The maximum length the rope can droop.
</param>
<param name="ropeType">
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.
</param>
<param name="initLength">
The initial length of the rope.
</param>
<param name="minLength">
The minimum length the rope can be.
</param>
<param name="lengthChangeRate">
The speed in which the rope will wind if winding is started.
</param>
<param name="collisionOn">
Whether the rope should have collision. In original scripts this is followed by a LoadRopeData call when set.
</param>
<param name="lockFromFront">
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).
</param>
<param name="timeMultiplier">
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.
</param>
<param name="breakable">
Whether shooting the rope will break it.
</param>
<param name="unkPtr">
Unknown pointer, always 0 in original scrips.
</param>
<returns>
A script handle for the rope
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddScriptToRandomPed(System.String,System.UInt32,System.Single,System.Single)">
<summary>
BRAIN::ADD_SCRIPT_TO_RANDOM_PED("pb_prostitute", ${s_f_y_hooker_01}, 100, 0);
- Nacorpio
-----
Hardcoded to not work in Multiplayer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddShockingEventAtPosition(System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddShockingEventForEntity(System.Int32,System.Int32,System.Single)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddStateBagChangeHandler(System.String,System.String,CitizenFX.Core.Native.InputArgument)">
<summary>
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.
</summary>
<param name="keyFilter">
The key to check for, or null.
</param>
<param name="bagFilter">
The bag ID to check for, or null.
</param>
<param name="handler">
The handler function.
</param>
<returns>
A cookie to remove the change handler.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddStuntJump(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Jump entry left far bottom corner coordinate X.
</param>
<param name="y1">
Jump entry left far bottom corner coordinate Y.
</param>
<param name="z1">
Jump entry left far bottom corner coordinate Z.
</param>
<param name="x2">
Jump entry right near top corner coordinate X.
</param>
<param name="y2">
Jump entry right near top corner coordinate Y.
</param>
<param name="z2">
Jump entry right near top corner coordinate Z.
</param>
<param name="x3">
Landing zone end coordinate X.
</param>
<param name="y3">
Landing zone end coordinate Y.
</param>
<param name="z3">
Landing zone end coordinate Z.
</param>
<param name="x4">
Landing zone start coordinate X.
</param>
<param name="y4">
Landing zone start coordinate Y.
</param>
<param name="z4">
Landing zone start coordinate Z.
</param>
<param name="camX">
Stuntcam (cinematic) coordinate x.
</param>
<param name="camY">
Stuntcam (cinematic) coordinate y.
</param>
<param name="camZ">
Stuntcam (cinematic) coordinate z.
</param>
<param name="unk1">
Unknown, always 150.
</param>
<param name="unk2">
Unknown, always 0.
</param>
<param name="unk3">
Unknown, always 0.
</param>
<returns>
The ID of the stunt jump that was added.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddStuntJumpAngled(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
<param name="x1">
Entry zone bottom left corner x.
</param>
<param name="y1">
Entry zone bottom left corner y.
</param>
<param name="z1">
Entry zone bottom left corner z.
</param>
<param name="x2">
Entry zone top right corner x.
</param>
<param name="y2">
Entry zone top right corner y.
</param>
<param name="z2">
Entry zone top right corner z.
</param>
<param name="radius1">
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.
</param>
<param name="x3">
Landing zone start corner coordinate x.
</param>
<param name="y3">
Landing zone start corner coordinate y.
</param>
<param name="z3">
Landing zone start corner coordinate z.
</param>
<param name="x4">
Landing zone end corner coordinate x.
</param>
<param name="y4">
Landing zone end corner coordinate y.
</param>
<param name="z4">
Landing zone end corner coordinate z.
</param>
<param name="radius2">
Probably a "feather" radius for landing zone, you need to land within the min/max coordinates, or within this radius of those two coordinates.
</param>
<param name="camX">
Stunt (cinematic) camera x position.
</param>
<param name="camY">
Stunt (cinematic) camera y position.
</param>
<param name="camZ">
Stunt (cinematic) camera z position.
</param>
<param name="unk1">
always 150
</param>
<param name="unk2">
always 0
</param>
<param name="unk3">
always 0
</param>
<returns>
The ID of the stuntjump that was created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTacticalAnalysisPoint(System.Single,System.Single,System.Single)">
<summary>
Adds a point related to CTacticalAnalysis
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb8721407ee9c3ff6(System.Single,System.Single,System.Single)">
<summary>
Adds a point related to CTacticalAnalysis
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentFloat(System.Single,System.Int32)">
<summary>
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)
</summary>
<param name="_value">
The number to substitute in the label.
</param>
<param name="decimalPlaces">
How many decimal places to add
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentSubstringPhoneNumber(System.String,System.Int32)">
<summary>
p1 was always -1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x761b77454205a61d(System.String,System.Int32)">
<summary>
p1 was always -1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentAppTitle(System.String,System.Int32)">
<summary>
p1 was always -1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentSubstringPlayerName(System.String)">
<summary>
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.
</summary>
<param name="text">
A string to add of up to 99 characters. This can contain additional `~` formatting directives.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentString(System.String)">
<summary>
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.
</summary>
<param name="text">
A string to add of up to 99 characters. This can contain additional `~` formatting directives.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentSubstringTextLabelHashKey(System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x17299b63c7683a2b(System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentSubstringTime(System.Int32,System.Int32)">
<summary>
Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentSubstringWebsite(System.String)">
<summary>
This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddTextComponentString2(System.String)">
<summary>
This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddVehicleCrewEmblem(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddClanDecalToVehicle(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddVehicleSubtaskAttackCoord(System.Int32,System.Single,System.Single,System.Single)">
<summary>
x, y, z: offset in world coords from some entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AllowPauseMenuWhenDeadThisFrame">
<summary>
Allows opening the pause menu this frame, when the player is dead.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcc3fdded67bcfc63">
<summary>
Allows opening the pause menu this frame, when the player is dead.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimateGameplayCamZoom(System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimatedShakeCam(System.Int32,System.String,System.String,System.String,System.Single)">
<summary>
Example from michael2 script.
CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimatedShakeScriptGlobal(System.String,System.String,System.String,System.Single)">
<summary>
CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc2eae3fb8cdbed31(System.String,System.String,System.String,System.Single)">
<summary>
CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimpostfxGetUnk(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe35b38a27e8e7179(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimpostfxIsRunning(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
<returns>
Whether the specified effect is active
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScreenEffectIsActive(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
<returns>
Whether the specified effect is active
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimpostfxPlay(System.String,System.Int32,System.Boolean)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartScreenEffect(System.String,System.Int32,System.Boolean)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimpostfxStop(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopScreenEffect(System.String)">
<summary>
See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AnimpostfxStopAndDoUnk(System.String)">
<summary>
Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd2209be128b5418c(System.String)">
<summary>
Stops the effect and sets a value (bool) in its data (+0x199) to false; See [`ANIMPOSTFX_PLAY`](#\_0x2206BF9A37B7F724).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AppSetApp(System.String)">
<summary>
Called in the gamescripts like:
APP::APP_SET_APP("car");
APP::APP_SET_APP("dog");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyDamageToPed(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyForceToEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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/).
</summary>
<param name="entity">
The entity you want to apply a force on
</param>
<param name="forceType">
See native description above for a list of commonly used values
</param>
<param name="x">
Force amount (X)
</param>
<param name="y">
Force amount (Y)
</param>
<param name="z">
Force amount (Z)
</param>
<param name="offX">
Rotation/offset force (X)
</param>
<param name="offY">
Rotation/offset force (Y)
</param>
<param name="offZ">
Rotation/offset force (Z)
</param>
<param name="boneIndex">
(Often 0) Entity bone index
</param>
<param name="isDirectionRel">
(Usually false) Vector defined in local (body-fixed) coordinate frame
</param>
<param name="ignoreUpVec">
(Usually true)
</param>
<param name="isForceRel">
(Usually true) When true, force gets multiplied with the objects mass and different objects will have the same acceleration
</param>
<param name="p12">
(Usually false)
</param>
<param name="p13">
(Usually true)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyForceToEntityCenterOfMass(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyPedBlood(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.String)">
<summary>
Found one occurence in re_crashrescue.c4
PED::APPLY_PED_BLOOD(l_4B, 3, 0.0, 0.0, 0.0, "wound_sheet");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyPedDamageDecal(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ApplyPedDamagePack(System.Int32,System.String,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreAllVehicleWindowsIntact(System.Int32)">
<summary>
Appears to return false if any window is broken.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreAnyVehicleSeatsFree(System.Int32)">
<summary>
Returns false if every seat is occupied.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAnyVehicleSeatEmpty(System.Int32)">
<summary>
Returns false if every seat is occupied.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreBombBayDoorsOpen(System.Int32)">
<summary>
Returns true when the bomb bay doors of this plane are open. False if they're closed.
</summary>
<param name="aircraft">
The vehicle to check the bomb bay doors on.
</param>
<returns>
A bool indicating the state of the doors (true = open, false = closed).
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd0917a423314bba8(System.Int32)">
<summary>
Returns true when the bomb bay doors of this plane are open. False if they're closed.
</summary>
<param name="aircraft">
The vehicle to check the bomb bay doors on.
</param>
<returns>
A bool indicating the state of the doors (true = open, false = closed).
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAreBombBayDoorsOpen(System.Int32)">
<summary>
Returns true when the bomb bay doors of this plane are open. False if they're closed.
</summary>
<param name="aircraft">
The vehicle to check the bomb bay doors on.
</param>
<returns>
A bool indicating the state of the doors (true = open, false = closed).
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AreHeliStubWingsDeployed(System.Int32)">
<summary>
Only used with the "akula" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaef12960fa943792(System.Int32)">
<summary>
Only used with the "akula" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreOutriggerLegsDeployed(System.Int32)">
<summary>
Returns whether the outrigger legs are deployed for the vehicle.
The Chernobog is one of the few vehicles with outrigger legs.
```
NativeDB Introduced: v1290
```
</summary>
<returns>
The deployment state of the vehicle's outrigger legs
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3a9128352eac9e85(System.Int32)">
<summary>
Returns whether the outrigger legs are deployed for the vehicle.
The Chernobog is one of the few vehicles with outrigger legs.
```
NativeDB Introduced: v1290
```
</summary>
<returns>
The deployment state of the vehicle's outrigger legs
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.AssistedMovementRequestRoute(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachCamToEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
Last param determines if its relative to the Entity
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachCamToPedBone_2(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachCamToVehicleBone(System.Int32,System.Int32,System.Int32,System.Boolean,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
This native works with vehicles only.
Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA).
</summary>
<param name="cam">
The camera handle.
</param>
<param name="vehicle">
The vehicle handle.
</param>
<param name="relativeRotation">
Whether or not the camera rotation will relative the vehicle rotation.
</param>
<param name="rotX">
The X rotation.
</param>
<param name="rotY">
The Y rotation.
</param>
<param name="rotZ">
The Z rotation.
</param>
<param name="offX">
The X offset direction.
</param>
<param name="offY">
The Y offset direction.
</param>
<param name="offZ">
The Z offset direction.
</param>
<param name="fixedDirection">
Whether or not the camera direction will relative to the vehicle direction.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8db3f12a02caef72(System.Int32,System.Int32,System.Int32,System.Boolean,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
This native works with vehicles only.
Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA).
</summary>
<param name="cam">
The camera handle.
</param>
<param name="vehicle">
The vehicle handle.
</param>
<param name="relativeRotation">
Whether or not the camera rotation will relative the vehicle rotation.
</param>
<param name="rotX">
The X rotation.
</param>
<param name="rotY">
The Y rotation.
</param>
<param name="rotZ">
The Z rotation.
</param>
<param name="offX">
The X offset direction.
</param>
<param name="offY">
The Y offset direction.
</param>
<param name="offZ">
The Z offset direction.
</param>
<param name="fixedDirection">
Whether or not the camera direction will relative to the vehicle direction.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachEntitiesToRope(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.String,System.String)">
<summary>
Attaches entity 1 to entity 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachEntityToEntity(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32,System.Boolean)">
<summary>
Attach an entity to the specified entity.
</summary>
<param name="entity1">
Entity to attach.
</param>
<param name="entity2">
Entity to attach `entity1` with.
</param>
<param name="boneIndex">
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.
</param>
<param name="xPos">
X-axis offset from the center of `entity2`.
</param>
<param name="yPos">
Y-axis offset from the center of `entity2`.
</param>
<param name="zPos">
Z-axis offset from the center of `entity2`.
</param>
<param name="xRot">
X-axis rotation.
</param>
<param name="yRot">
Y-axis rotation.
</param>
<param name="zRot">
Z-axis rotation.
</param>
<param name="p9">
Unknown. Does not seem to have any effect.
</param>
<param name="useSoftPinning">
If set to false attached entity will not detach when fixed.
</param>
<param name="collision">
Controls collision between the two entities (FALSE disables collision).
</param>
<param name="isPed">
Pitch doesnt work when false and roll will only work on negative numbers (only peds)
</param>
<param name="rotationOrder">
The order in which the rotation is applied. See [`GET_ENTITY_ROTATION`](#\_0xAFBD61CC738D9EB9)
</param>
<param name="fixedRot">
If false it ignores entity vector.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachEntityToEntityPhysically(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachRopeToEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
The position supplied can be anywhere, and the entity should anchor relative to that point from it's origin.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachTvAudioToEntity(System.Int32)">
<summary>
Might be more appropriate in AUDIO?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachVehicleToCargobob(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
p2 is unknown and is always -1 in the script natives.
</summary>
<param name="vehicle">
The vehicle which should be attached
</param>
<param name="cargobob">
The cargobob
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AttachVehicleToTowTruck(System.Int32,System.Int32,System.Boolean,System.Single,System.Single,System.Single)">
<summary>
HookOffset defines where the hook is attached. leave at 0 for default attachment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethod(System.Int32,System.String)">
<summary>
Push a function from the Scaleform onto the stack
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunction(System.Int32,System.String)">
<summary>
Push a function from the Scaleform onto the stack
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethodOnFrontend(System.String)">
<summary>
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.
</summary>
<param name="functionName">
The function name of the scaleform to call.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xab58c27c2e6123c6(System.String)">
<summary>
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.
</summary>
<param name="functionName">
The function name of the scaleform to call.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunctionN(System.String)">
<summary>
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.
</summary>
<param name="functionName">
The function name of the scaleform to call.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethodN(System.String)">
<summary>
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.
</summary>
<param name="functionName">
The function name of the scaleform to call.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethodOnFrontendHeader(System.String)">
<summary>
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.
</summary>
<param name="functionName">
Scaleform function name.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb9449845f73f5e9c(System.String)">
<summary>
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.
</summary>
<param name="functionName">
Scaleform function name.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethodV(System.String)">
<summary>
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.
</summary>
<param name="functionName">
Scaleform function name.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformScriptHudMovieMethod(System.Int32,System.String)">
<summary>
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".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunctionFromHudComponent(System.Int32,System.String)">
<summary>
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".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginScaleformMovieMethodHudComponent(System.Int32,System.String)">
<summary>
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".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandBusyspinnerOn(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaba17d7ce615adbf(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetLoadingPromptTextEntry(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandBusyString(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandClearPrint(System.String)">
<summary>
clears a print text command with this text
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe124fa80a759019c(System.String)">
<summary>
clears a print text command with this text
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandDisplayHelp(System.String)">
<summary>
Used to be known as _SET_TEXT_COMPONENT_FORMAT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextComponentFormat(System.String)">
<summary>
Used to be known as _SET_TEXT_COMPONENT_FORMAT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandDisplayText(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextEntry(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandGetWidth(System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextEntryForWidth(System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandWidth(System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandIsMessageDisplayed(System.String)">
<summary>
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();
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x853648fd1063a213(System.String)">
<summary>
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();
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandIsThisHelpMessageBeingDisplayed(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0a24da3a41b718f5(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandLineCount(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextGxtEntry(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandPrint(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextEntry_2(System.String)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandScaleformString(System.String)">
<summary>
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();
</summary>
<param name="textLabel">
a GXT text label
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextComponent(System.String)">
<summary>
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();
</summary>
<param name="textLabel">
a GXT text label
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandSetBlipName(System.String)">
<summary>
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.
</summary>
<param name="textLabel">
The text label to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginTextCommandThefeedPost(System.String)">
<summary>
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);
}
</summary>
<param name="text">
The text label to use.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationTextEntry(System.String)">
<summary>
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);
}
</summary>
<param name="text">
The text label to use.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.BgEndContext(System.String)">
<summary>
Deletes the given context from the background scripts context map.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BgEndContextHash(System.UInt32)">
<summary>
Hashed version of 0xDC2BACD920D0A0DD.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BgStartContext(System.String)">
<summary>
Inserts the given context into the background scripts context map.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BgStartContextHash(System.UInt32)">
<summary>
Hashed version of 0x9D5A25BADB742ACD.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BlipSiren(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BlockDecisionMakerEvent(System.UInt32,System.Int32)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
This is limited to 4 blocked events at a time.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BringVehicleToHalt(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x260be8f09e326a20(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHalt(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BusyspinnerOff">
<summary>
Removes the loading prompt at the bottom right of the screen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x10d373323e5b9c0d">
<summary>
Removes the loading prompt at the bottom right of the screen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveLoadingPrompt">
<summary>
Removes the loading prompt at the bottom right of the screen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CalculateTravelDistanceBetweenPoints(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallMinimapScaleformFunction(System.Int32,System.String)">
<summary>
This is similar to the PushScaleformMovieFunction natives, except it calls in the `TIMELINE` of a minimap overlay.
</summary>
<param name="miniMap">
The minimap overlay ID.
</param>
<param name="fnName">
A function in the overlay's TIMELINE.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieMethod(System.Int32,System.String)">
<summary>
Calls the Scaleform function.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieFunctionVoid(System.Int32,System.String)">
<summary>
Calls the Scaleform function.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieMethodWithNumber(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieFunctionFloatParams(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieMethodWithNumberAndString(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.String,System.String,System.String,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieFunctionMixedParams(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.String,System.String,System.String,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieMethodWithString(System.Int32,System.String,System.String,System.String,System.String,System.String,System.String)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CallScaleformMovieFunctionStringParams(System.Int32,System.String,System.String,System.String,System.String,System.String,System.String)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanAnchorBoatHere_2(System.Int32)">
<summary>
Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true.
NativeDB Introduced: v678
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanBoatBeAnchored_2(System.Int32)">
<summary>
Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true.
NativeDB Introduced: v678
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanPayGoon">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int amount
NativeDB Added Parameter 4: int* p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9777734dad16992f">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int amount
NativeDB Added Parameter 4: int* p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanPedRagdoll(System.Int32)">
<summary>
Prevents the ped from going limp.
[Example: Can prevent peds from falling when standing on moving vehicles.]
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanPedSpeak(System.Int32,System.String,System.Boolean)">
<summary>
Checks if the ped can play the speech or has the speech file, last parameter is usually 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x49b99bf3fda89a7a(System.Int32,System.String,System.Boolean)">
<summary>
Checks if the ped can play the speech or has the speech file, last parameter is usually 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanPhoneBeSeenOnScreen">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanRequestAssetsForCutsceneEntity">
<summary>
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
</summary>
<returns>
Whether you can request assets for cutscene entities, like components.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb56bbbcc2955d9cb">
<summary>
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
</summary>
<returns>
Whether you can request assets for cutscene entities, like components.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CanSetEnterStateForRegisteredEntity(System.String,System.UInt32)">
<summary>
modelHash (p1) was always 0 in R* scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CanSetExitStateForCamera(System.Boolean)">
<summary>
Whether or not it is safe to run functions on the camera,
as the camera is now no longer being used by the cutscene.
</summary>
<param name="p0">
Mostly false
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CanSetExitStateForRegisteredEntity(System.String,System.UInt32)">
<summary>
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.
</summary>
<param name="cutsceneEntName">
i.e Michael
</param>
<param name="modelHash">
Can be 0
</param>
<returns>
Whether or not it is safe to begin interacting with the entity
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CanUseWeaponOnParachute(System.UInt32)">
<summary>
this returns if you can use the weapon while using a parachute
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CancelEvent">
<summary>
Cancels the currently executing event.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CancelMusicEvent(System.String)">
<summary>
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CancelOnscreenKeyboard">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x58a39be597ce99cd">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CapInterior(System.Int32,System.Boolean)">
<summary>
Does something similar to INTERIOR::DISABLE_INTERIOR
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CascadeShadowsEnableEntityTracker(System.Boolean)">
<summary>
When this is set to ON, shadows only draw as you get nearer.
When OFF, they draw from a further distance.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFarShadowsSuppressed(System.Boolean)">
<summary>
When this is set to ON, shadows only draw as you get nearer.
When OFF, they draw from a further distance.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CascadeShadowsSetShadowSampleType(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb11d94bc55f41932(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CascadeshadowsSetType(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Ceil(System.Single)">
<summary>
I'm guessing this rounds a float value up to the next whole number, and FLOOR rounds it down
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CellCamDisableThisFrame(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x015c49a93e3e086e(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisablePhoneThisFrame(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CellCamMoveFinger(System.Int32)">
<summary>
For move the finger of player, the value of int goes 1 at 5.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.MoveFinger(System.Int32)">
<summary>
For move the finger of player, the value of int goes 1 at 5.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CellCamSetLean(System.Boolean)">
<summary>
if the bool "Toggle" is "true" so the phone is lean.
if the bool "Toggle" is "false" so the phone is not lean.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPhoneLean(System.Boolean)">
<summary>
if the bool "Toggle" is "true" so the phone is lean.
if the bool "Toggle" is "false" so the phone is not lean.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ChangeFakeMpCash(System.Int32,System.Int32)">
<summary>
Displays cash change notifications on HUD.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSingleplayerHudCash(System.Int32,System.Int32)">
<summary>
Displays cash change notifications on HUD.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerCashChange(System.Int32,System.Int32)">
<summary>
Displays cash change notifications on HUD.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClampGameplayCamPitch(System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClampGameplayCamYaw(System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAllBlipRoutes">
<summary>
Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd12882d3ff82bf11">
<summary>
Clears all active blip routes that have been set with [`SetBlipRoute`](#\_0x3E160C90).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAllPedProps(System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAmbientZoneState(System.String,System.Boolean)">
<summary>
This function also has a p2, unknown. Signature AUDIO::CLEAR_AMBIENT_ZONE_STATE(const char* zoneName, bool p1, Any p2);
Still needs more research.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAngledAreaOfVehicles(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 13: Any p12
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearArea(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaLeaveVehicleHealth(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x957838aaf91bd12d(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaOfEverything(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaOfCops(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
flags appears to always be 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaOfObjects(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaOfPeds(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Example: CLEAR_AREA_OF_PEDS(0, 0, 0, 10000, 1);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearAreaOfVehicles(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false);
```
```
NativeDB Added Parameter 10: BOOL p9
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearBit(System.Int32@,System.Int32)">
<summary>
This sets bit [offset] of [address] to off.
Example:
MISC::CLEAR_BIT(&amp;bitAddress, 1);
To check if this bit has been enabled:
MISC::IS_BIT_SET(bitAddress, 1); // will return 0 afterwards
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearCustomRadioTrackList(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1654f24a88a8e3fe(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearDecisionMakerEventResponse(System.UInt32,System.Int32)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearDrawOrigin">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearEntityLastDamageEntity(System.Int32)">
<summary>
This native **could affect** the arguments of the `CEventNetworkEntityDamage` game event, by clearing the damaging entity before the event is fired.
</summary>
<param name="entity">
The entity to clear the last damaging entity from.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearExtraTimecycleModifier">
<summary>
Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x92ccc17a7a2285da">
<summary>
Clears the secondary timecycle modifier usually set with [`SetExtraTimecycleModifier`](#\_0x5096FD9CCB49056D)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearFacialClipsetOverride(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x637822dc2afeebf8(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearGpsDisabledZoneAtIndex(System.Int32)">
<summary>
Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154).
</summary>
<param name="index">
Index of disabled zone.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2801d0012266df07(System.Int32)">
<summary>
Clears a disabled GPS route area from a certain index previously set using [`SET_GPS_DISABLED_ZONE_AT_INDEX`](#\_0xD0BC1C6FB18EE154).
</summary>
<param name="index">
Index of disabled zone.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearGpsFlags">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearGpsMultiRoute">
<summary>
Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x67eedea1b9bafd94">
<summary>
Does the same as [`SET_GPS_MULTI_ROUTE_RENDER(false)`](https://runtime.fivem.net/doc/reference.html#\_0x3DDA37128DD1ACA8)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearGpsRaceTrack">
<summary>
Does the same as SET_RACE_TRACK_RENDER(false);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearInteriorForEntity(System.Int32)">
<summary>
Immediately removes entity from an interior. Like sets entity to `limbo` room.
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearLaunchParams">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x966dd84fb6a46017">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedBloodDamage(System.Int32)">
<summary>
Clears the blood on a ped.
</summary>
<param name="ped">
Ped id.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedBloodDamageByZone(System.Int32,System.Int32)">
<summary>
Somehow related to changing ped's clothes.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x56e3b78c5408d9f4(System.Int32,System.Int32)">
<summary>
Somehow related to changing ped's clothes.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedCoverClipsetOverride(System.Int32)">
<summary>
CLEAR_PED_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc79196dcb36f6121(System.Int32)">
<summary>
CLEAR_PED_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedDamageDecalByZone(System.Int32,System.Int32,System.String)">
<summary>
p1: from 0 to 5 in the b617d scripts.
p2: "blushing" and "ALL" found in the b617d scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x523c79aeefcc4a2a(System.Int32,System.Int32,System.String)">
<summary>
p1: from 0 to 5 in the b617d scripts.
p2: "blushing" and "ALL" found in the b617d scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedLastWeaponDamage(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedProp(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedScubaGearVariation(System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The ped to remove the scuba gear from.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb50eb4ccb29704ac(System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The ped to remove the scuba gear from.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RemovePedScubaGearNow(System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The ped to remove the scuba gear from.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedTasks(System.Int32)">
<summary>
Clear a ped's tasks. Stop animations and other tasks created by scripts.
</summary>
<param name="ped">
Ped id. Use PlayerPedId() for your own character.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedTasksImmediately(System.Int32)">
<summary>
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.
</summary>
<param name="ped">
Ped id.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPedWetness(System.Int32)">
<summary>
It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPlayerReserveParachuteModelOverride(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPlayerWantedLevel(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearPopscheduleOverrideVehicleModel(System.Int32)">
<summary>
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]);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearRagdollBlockingFlags(System.Int32,System.Int32)">
<summary>
There seem to be 26 flags
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd86d101fcfd00a4b(System.Int32,System.Int32)">
<summary>
There seem to be 26 flags
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetPedRagdollBlockingFlags(System.Int32,System.Int32)">
<summary>
There seem to be 26 flags
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearRelationshipBetweenGroups(System.Int32,System.UInt32,System.UInt32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearReminderMessage">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb57d8dd645cfa2cf">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearThisPrint(System.String)">
<summary>
p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClearVehicleTasks(System.Int32)">
<summary>
CLEAR_*
NativeDB Introduced: v1290
</summary>
<param name="vehicle">
The vehicle to have tasks cleared
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdbbc7a2432524127(System.Int32)">
<summary>
CLEAR_*
NativeDB Introduced: v1290
</summary>
<param name="vehicle">
The vehicle to have tasks cleared
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ClonePed(System.Int32,System.Single,System.Boolean,System.Boolean)">
<summary>
Creates a copy of the passed ped, optionally setting it as local and/or shallow-copying the head blend data.
</summary>
<param name="ped">
The input ped.
</param>
<param name="isNetwork">
Whether or not the ped should be registered as a network object.
</param>
<param name="bScriptHostPed">
Script host flag.
</param>
<param name="copyHeadBlendFlag">
If true, head blend data is referenced, not copied.
</param>
<returns>
A new ped handle representing the ped's copy.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.ClonePedEx(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Used one time in fmmc_launcher.c instead of CLONE_PED because ?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x668fd40bcba5de48(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Used one time in fmmc_launcher.c instead of CLONE_PED because ?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClonePed_2(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Used one time in fmmc_launcher.c instead of CLONE_PED because ?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ClonePedToTarget(System.Int32,System.Int32)">
<summary>
Copies ped's components and props to targetPed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AssignPlayerToPed(System.Int32,System.Int32)">
<summary>
Copies ped's components and props to targetPed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CloudCheckAvailability">
<summary>
Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4f18196c8d38768d">
<summary>
Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DownloadCheck">
<summary>
Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CommitRuntimeTexture(System.Int64)">
<summary>
Commits the backing pixels to the specified runtime texture.
</summary>
<param name="tex">
The runtime texture handle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CompareStrings(System.String,System.String,System.Boolean,System.Int32)">
<summary>
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:
&lt;0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'A' &lt; 'B', so result = -1)
0 - The contents of both strings are equal.
&gt;0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'B' &gt; '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' &gt; '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' &lt; 'a'
MISC::COMPARE_STRINGS("a", "A", true, 1); // 1; 'a' &gt; 'A'
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ControlLandingGear(System.Int32,System.Int32)">
<summary>
Works for vehicles with a retractable landing gear
landing gear states:
0: Deployed
1: Closing
2: Opening
3: Retracted
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleLandingGear(System.Int32,System.Int32)">
<summary>
Works for vehicles with a retractable landing gear
landing gear states:
0: Deployed
1: Closing
2: Opening
3: Retracted
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ControlMountedWeapon(System.Int32)">
<summary>
Forces the ped to use the mounted weapon.
Returns false if task is not possible.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ConvertPosixTime(System.Int32,System.Int32@)">
<summary>
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;
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDateAndTimeFromUnixEpoch(System.Int32,System.Int32@)">
<summary>
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;
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CopyVehicleDamages(System.Int32,System.Int32)">
<summary>
Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.
</summary>
<param name="sourceVehicle">
The source to copy the vehicle damage.
</param>
<param name="targetVehicle">
The target to paste the vehicle damage.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe44a982368a4af23(System.Int32,System.Int32)">
<summary>
Copies sourceVehicle's damage (broken bumpers, broken lights, etc.) to targetVehicle.
</summary>
<param name="sourceVehicle">
The source to copy the vehicle damage.
</param>
<param name="targetVehicle">
The target to paste the vehicle damage.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.Cos(System.Single)">
<summary>
Returns the cosine of the given number.
</summary>
<param name="_value">
The number of degrees (in degrees, not radians)
</param>
<returns>
The cosine of the given number
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateAirDefenseSphere(System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.UInt32)">
<summary>
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.
</summary>
<param name="x">
X coordinate
</param>
<param name="y">
Y coordinate
</param>
<param name="z">
Z coordinate
</param>
<param name="radius">
Unknown float 150.0 is used in freemode script.
</param>
<param name="p4">
X coordinate
</param>
<param name="p5">
Y coordinate
</param>
<param name="p6">
Z coordinate
</param>
<param name="weaponHash">
weapon_air_defence_gun and 0 are used in the decompiled scripts.
</param>
<returns>
Seems to be some sort of handle, result is += 1 any time this native is called.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x91ef34584710be99(System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.UInt32)">
<summary>
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.
</summary>
<param name="x">
X coordinate
</param>
<param name="y">
Y coordinate
</param>
<param name="z">
Z coordinate
</param>
<param name="radius">
Unknown float 150.0 is used in freemode script.
</param>
<param name="p4">
X coordinate
</param>
<param name="p5">
Y coordinate
</param>
<param name="p6">
Z coordinate
</param>
<param name="weaponHash">
weapon_air_defence_gun and 0 are used in the decompiled scripts.
</param>
<returns>
Seems to be some sort of handle, result is += 1 any time this native is called.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateAmbientPickup(System.UInt32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.UInt32,System.Boolean,System.Boolean)">
<summary>
Used for doing money drop
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateAudioSubmix(System.String)">
<summary>
Creates an audio submix with the specified name, or gets the existing audio submix by that name.
</summary>
<param name="name">
The audio submix name.
</param>
<returns>
A submix ID, or -1 if the submix could not be created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateCam(System.String,System.Boolean)">
<summary>
Create a camera with the specified cam name, You can use `SET_CAM_` natives to manipulate the camera.
Cam names:
```
"DEFAULT_SCRIPTED_CAMERA"
"DEFAULT_ANIMATED_CAMERA"
"DEFAULT_SPLINE_CAMERA"
"DEFAULT_SCRIPTED_FLY_CAMERA"
"TIMED_SPLINE_CAMERA"
```
</summary>
<param name="camName">
Is the type of the camera, is always setted to `DEFAULT_SCRIPTED_CAMERA` in Rockstar scripts and in Fivem Forum Posts
</param>
<param name="active">
Unkown, is always setted to `true` in Rockstar scripts and in Fivem Forum Posts
</param>
<returns>
A camera handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateCamWithParams(System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Int32)">
<summary>
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"
```
</summary>
<param name="camName">
Is the type of the camera, is always setted to `DEFAULT_SCRIPTED_CAMERA` in Rockstar scripts and in Fivem Forum Posts
</param>
<param name="posX">
The x position of the camera (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="posY">
The y position of the camera (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="posZ">
The z position of the camera (you can also send a vector3 instead of the bulk coordinates)
</param>
<param name="rotX">
The x rotation of the camera
</param>
<param name="rotY">
The y rotation of the camera
</param>
<param name="rotZ">
The z rotation of the camera
</param>
<param name="fov">
The Field Of View of the camera, is the observable world that is seen
</param>
<returns>
A camera handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateCameraWithParams(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateCheckpoint(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
```
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateDui(System.String,System.Int32,System.Int32)">
<summary>
Creates a DUI browser. This can be used to draw on a runtime texture using CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.
</summary>
<param name="url">
The initial URL to load in the browser.
</param>
<param name="width">
The width of the backing surface.
</param>
<param name="height">
The height of the backing surface.
</param>
<returns>
A DUI object.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateFakeMpGamerTag(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32)">
<summary>
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).
</summary>
<param name="ped">
The ped that the fake gamer tag will be attached to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<returns>
The ID of the new gamer tag.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbfefe3321a3f5015(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32)">
<summary>
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).
</summary>
<param name="ped">
The ped that the fake gamer tag will be attached to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<returns>
The ID of the new gamer tag.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMpGamerTag(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32)">
<summary>
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).
</summary>
<param name="ped">
The ped that the fake gamer tag will be attached to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<returns>
The ID of the new gamer tag.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateGroup(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateIncident(System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Int32@)">
<summary>
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 &amp; 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateIncidentWithEntity(System.Int32,System.Int32,System.Int32,System.Single,System.Int32@)">
<summary>
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 &amp; 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMissionTrain(System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMobilePhone(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateModelHide(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateModelSwap(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.UInt32,System.Boolean)">
<summary>
Only works with objects!
Network players do not see changes done with this.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMoneyPickups(System.Single,System.Single,System.Single,System.Int32,System.Int32,System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMpGamerTagWithCrewColor(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="player">
The local player ID to assign the gamer tag to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<param name="crewR">
Red component of the crew colour.
</param>
<param name="crewG">
Green component of the crew colour.
</param>
<param name="crewB">
Blue component of the crew colour.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6dd05e9d83efa4c9(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="player">
The local player ID to assign the gamer tag to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<param name="crewR">
Red component of the crew colour.
</param>
<param name="crewG">
Green component of the crew colour.
</param>
<param name="crewB">
Blue component of the crew colour.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMpGamerTagColor(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="player">
The local player ID to assign the gamer tag to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<param name="crewR">
Red component of the crew colour.
</param>
<param name="crewG">
Green component of the crew colour.
</param>
<param name="crewB">
Blue component of the crew colour.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagColor(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="player">
The local player ID to assign the gamer tag to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<param name="crewR">
Red component of the crew colour.
</param>
<param name="crewG">
Green component of the crew colour.
</param>
<param name="crewB">
Blue component of the crew colour.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateMpGamerTagForNetPlayer(System.Int32,System.String,System.Boolean,System.Boolean,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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).
</summary>
<param name="player">
The local player ID to assign the gamer tag to.
</param>
<param name="username">
The name displayed on the gamer tag.
</param>
<param name="crewIsPrivate">
If the crew is private. Public crews have a pointed end cap, private crews do not.
</param>
<param name="crewIsRockstar">
If the crew is a Rockstar crew. Rockstar crews include a Rockstar logo before the name.
</param>
<param name="crewName">
The name of the crew.
</param>
<param name="crewRank">
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.
</param>
<param name="crewR">
Red component of the crew colour.
</param>
<param name="crewG">
Green component of the crew colour.
</param>
<param name="crewB">
Blue component of the crew colour.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateNmMessage(System.Boolean,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateNonNetworkedAmbientPickup(System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9c93764223e29c50(System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateObject(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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).
</summary>
<param name="modelHash">
The model to spawn.
</param>
<param name="x">
Spawn coordinate X component.
</param>
<param name="y">
Spawn coordinate Y component.
</param>
<param name="z">
Spawn coordinate Z component, 'ground level'.
</param>
<param name="isNetwork">
Whether to create a network object for the object. If false, the object exists only locally.
</param>
<param name="netMissionEntity">
Whether to register the object as pinned to the script host in the R\* network model.
</param>
<param name="doorFlag">
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.
</param>
<returns>
A script handle for the object, or `0` if the object failed to be created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateObjectNoOffset(System.UInt32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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).
</summary>
<param name="modelHash">
The model to spawn.
</param>
<param name="x">
Spawn coordinate X component.
</param>
<param name="y">
Spawn coordinate Y component.
</param>
<param name="z">
Spawn coordinate Z component.
</param>
<param name="isNetwork">
Whether to create a network object for the object. If false, the object exists only locally.
</param>
<param name="netMissionEntity">
Whether to register the object as pinned to the script host in the R\* network model.
</param>
<param name="doorFlag">
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.
</param>
<returns>
A script handle (fwScriptGuid index) for the object, or `0` if the object failed to be created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreatePed(System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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).
</summary>
<param name="pedType">
Unused. Peds get set to CIVMALE/CIVFEMALE/etc. no matter the value specified.
</param>
<param name="modelHash">
The model of ped to spawn.
</param>
<param name="x">
Spawn coordinate X component.
</param>
<param name="y">
Spawn coordinate Y component.
</param>
<param name="z">
Spawn coordinate Z component.
</param>
<param name="heading">
Heading to face towards, in degrees.
</param>
<param name="isNetwork">
Whether to create a network object for the ped. If false, the ped exists only locally.
</param>
<param name="bScriptHostPed">
Whether to register the ped as pinned to the script host in the R\* network model.
</param>
<returns>
A script handle (fwScriptGuid index) for the ped, or `0` if the ped failed to be created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreatePickUpRopeForCargobob(System.Int32,System.Int32)">
<summary>
Drops the Hook/Magnet on a cargobob
state
enum eCargobobHook
{
CARGOBOB_HOOK = 0,
CARGOBOB_MAGNET = 1,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableCargobobHook(System.Int32,System.Int32)">
<summary>
Drops the Hook/Magnet on a cargobob
state
enum eCargobobHook
{
CARGOBOB_HOOK = 0,
CARGOBOB_MAGNET = 1,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreatePickup(System.UInt32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Boolean,System.UInt32)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreatePickupRotate(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Boolean,System.UInt32)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
flags:
8 (1 &lt;&lt; 3): place on ground
512 (1 &lt;&lt; 9): spin around
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreatePortablePickup(System.UInt32,System.Single,System.Single,System.Single,System.Boolean,System.UInt32)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateRandomPed(System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateRuntimeTexture(System.Int64,System.String,System.Int32,System.Int32)">
<summary>
Creates a blank runtime texture.
</summary>
<param name="txd">
A handle to the runtime TXD to create the runtime texture in.
</param>
<param name="txn">
The name for the texture in the runtime texture dictionary.
</param>
<param name="width">
The width of the new texture.
</param>
<param name="height">
The height of the new texture.
</param>
<returns>
A runtime texture handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateRuntimeTextureFromDuiHandle(System.Int64,System.String,System.String)">
<summary>
Creates a runtime texture from a DUI handle.
</summary>
<param name="txd">
A handle to the runtime TXD to create the runtime texture in.
</param>
<param name="txn">
The name for the texture in the runtime texture dictionary.
</param>
<param name="duiHandle">
The DUI handle returned from GET_DUI_HANDLE.
</param>
<returns>
The runtime texture handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateRuntimeTextureFromImage(System.Int64,System.String,System.String)">
<summary>
Creates a runtime texture from the specified file in the current resource.
</summary>
<param name="txd">
A handle to the runtime TXD to create the runtime texture in.
</param>
<param name="txn">
The name for the texture in the runtime texture dictionary.
</param>
<param name="fileName">
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.
</param>
<returns>
A runtime texture handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateRuntimeTxd(System.String)">
<summary>
Creates a runtime texture dictionary with the specified name.
Example:
```lua
local txd = CreateRuntimeTxd('meow')
```
</summary>
<param name="name">
The name for the runtime TXD.
</param>
<returns>
A handle to the runtime TXD.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateScriptVehicleGenerator(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateSynchronizedScene(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
p6 always 2 (but it doesnt seem to matter...)
roll and pitch 0
yaw to Ped.rotation
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateTrackedPoint">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateVehicle(System.UInt32,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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
```
</summary>
<param name="modelHash">
The model of vehicle to spawn.
</param>
<param name="x">
Spawn coordinate X component.
</param>
<param name="y">
Spawn coordinate Y component.
</param>
<param name="z">
Spawn coordinate Z component.
</param>
<param name="heading">
Heading to face towards, in degrees.
</param>
<param name="isNetwork">
Whether to create a network object for the vehicle. If false, the vehicle exists only locally.
</param>
<param name="netMissionEntity">
Whether to register the vehicle as pinned to the script host in the R\* network model.
</param>
<returns>
A script handle (fwScriptGuid index) for the vehicle, or `0` if the vehicle failed to be created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateWeaponObject(System.UInt32,System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Int32)">
<summary>
Now has 8 params.
```
```
NativeDB Added Parameter 9: Any p8
NativeDB Added Parameter 10: Any p9
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CustomMenuCoordinates(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x487a82c650eb7799(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DataarrayGetType(System.Int32@,System.Int32)">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ArrayValueGetType(System.Int32@,System.Int32)">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatadictGetType(System.Int32@,System.String)">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ObjectValueGetType(System.Int32@,System.String)">
<summary>
Types:
1 = Boolean
2 = Integer
3 = Float
4 = String
5 = Vector3
6 = Object
7 = Array
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileCreate">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileDelete">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileGetFileDict">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x906b778ca1dc72b6">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileIsSavePending">
<summary>
Example:
if (!DATAFILE::_BEDB96A7584AA8CF())
{
if (!g_109E3)
{
if (((sub_d4f() == 2) == 0) &amp;&amp; (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()))
{
if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE())
{
g_17A8B = 0;
}
if (!g_D52C)
{
sub_730();
}
}
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbedb96a7584aa8cf">
<summary>
Example:
if (!DATAFILE::_BEDB96A7584AA8CF())
{
if (!g_109E3)
{
if (((sub_d4f() == 2) == 0) &amp;&amp; (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()))
{
if (NETWORK::NETWORK_IS_CLOUD_AVAILABLE())
{
g_17A8B = 0;
}
if (!g_D52C)
{
sub_730();
}
}
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileLoadOfflineUgc(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadUgcFile(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileSelectActiveFile(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x22da66936e0fff37(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileSelectCreatorStats(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x01095c95cd46b624(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileSelectUgcData(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa69ac4ade82b57a4(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileSelectUgcPlayerData(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x52818819057f2b40(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileSelectUgcStats(System.Int32,System.Boolean)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9cb0bfa7a9342c3d(System.Int32,System.Boolean)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileStartSaveToCloud(System.String)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x83bcce3224735f05(System.String)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileStoreMissionHeader">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2ed61456317b8178">
<summary>
NativeDB Added Parameter 1: int p0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DatafileWatchRequestId(System.Int32)">
<summary>
Adds the given request ID to the watch list.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xad6875bbc0fc899c(System.Int32)">
<summary>
Adds the given request ID to the watch list.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DecorExistOn(System.Int32,System.String)">
<summary>
Returns whether or not the specified property is set for the entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DecorRegister(System.String,System.Int32)">
<summary>
Decor types:
```
enum eDecorType
{
DECOR_TYPE_FLOAT = 1,
DECOR_TYPE_BOOL = 2,
DECOR_TYPE_INT = 3,
DECOR_TYPE_UNK = 4,
DECOR_TYPE_TIME = 5
};
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DecorRegisterLock">
<summary>
Called after all decorator type initializations.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DecorSetBool(System.Int32,System.String,System.Boolean)">
<summary>
This function sets metadata of type bool to specified entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DecorSetInt(System.Int32,System.String,System.Int32)">
<summary>
Sets property to int.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DeleteEntity(System.Int32@)">
<summary>
Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.
</summary>
<param name="entity">
The entity to delete.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DeleteIncident(System.Int32)">
<summary>
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.
=======================================================
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DeleteObject(System.Int32@)">
<summary>
Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DeletePatrolRoute(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DeletePed(System.Int32@)">
<summary>
Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DeleteVehicle(System.Int32@)">
<summary>
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(&amp;vehicle);
Deletes the specified vehicle, then sets the handle pointed to by the pointer to NULL.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DepositVc(System.Int32)">
<summary>
Does nothing and always returns false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe260e0bb9cd995ac(System.Int32)">
<summary>
Does nothing and always returns false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DestroyAllCams(System.Boolean)">
<summary>
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DestroyCam(System.Int32,System.Boolean)">
<summary>
BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DestroyDui(System.Int64)">
<summary>
Destroys a DUI browser.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DestroyMobilePhone">
<summary>
Destroys the currently active mobile phone.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DetachVehicleFromTowTruck(System.Int32,System.Int32)">
<summary>
First two parameters swapped. Scripts verify that towTruck is the first parameter, not the second.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableControlAction(System.Int32,System.Int32,System.Boolean)">
<summary>
[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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableEditorRuntime">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableFirstPersonCamThisFrame">
<summary>
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();
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableHospitalRestart(System.Int32,System.Boolean)">
<summary>
The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableIdleCamera(System.Boolean)">
<summary>
Disables the game's afk camera that starts panning around after 30 seconds of inactivity.
</summary>
<param name="state">
On/Off
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableInterior(System.Int32,System.Boolean)">
<summary>
Example:
This removes the interior from the strip club and when trying to walk inside the player just falls:
INTERIOR::DISABLE_INTERIOR(118018, true);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableMultiplayerChat(System.Boolean)">
<summary>
If true is passed, the player won't be able to open the multiplayer chat
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextChatUnk(System.Boolean)">
<summary>
If true is passed, the player won't be able to open the multiplayer chat
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisablePlayerFiring(System.Int32,System.Boolean)">
<summary>
Inhibits the player from using any method of combat including melee and firearms.
NOTE: Only disables the firing for one frame
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisablePoliceRestart(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableRockstarEditorCameraChanges">
<summary>
This will disable the ability to make camera changes in R* Editor.
RE*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaf66dcee6609b148">
<summary>
This will disable the ability to make camera changes in R* Editor.
RE*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableVehicleWeapon(System.Boolean,System.UInt32,System.Int32,System.Int32)">
<summary>
how does this work?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisableVehicleWorldCollision(System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
the vehicle to disable world collisions for
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75627043c6aa90ad(System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
the vehicle to disable world collisions for
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayCash(System.Boolean)">
<summary>
"DISPLAY_CASH(true);" makes the cash amount render on the screen when appropriate
"DISPLAY_CASH(false);" disables cash amount rendering
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayHelpTextThisFrame(System.String,System.Boolean)">
<summary>
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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayHud(System.Boolean)">
<summary>
If Hud should be displayed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayHudWhenDeadThisFrame">
<summary>
Enables drawing some hud components, such as help labels, this frame, when the player is dead.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7669f9e39dc17063">
<summary>
Enables drawing some hud components, such as help labels, this frame, when the player is dead.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayOnscreenKeyboard(System.Int32,System.String,System.String,System.String,System.String,System.String,System.String,System.Int32)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayPlayerNameTagsOnBlips(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
the toggle boolean
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x82cedc33687e1f50(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
the toggle boolean
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayRadar(System.Boolean)">
<summary>
If Minimap / Radar should be displayed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplaySniperScopeThisFrame">
<summary>
Displays the crosshair for this frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplaySystemSigninUi(System.Boolean)">
<summary>
Purpose of the BOOL currently unknown.
Both, true and false, work
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DistantCopCarSirens(System.Boolean)">
<summary>
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x552369f549563ad5(System.Boolean)">
<summary>
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceAmbientSiren(System.Boolean)">
<summary>
If value is set to true, and ambient siren sound will be played.
Appears to enable/disable an audio flag.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoScreenFadeIn(System.Int32)">
<summary>
Fades the screen in.
duration: The time the fade should take, in milliseconds.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoScreenFadeOut(System.Int32)">
<summary>
Fades the screen out.
duration: The time the fade should take, in milliseconds.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesCamExist(System.Int32)">
<summary>
Returns whether or not the passed camera handle exists.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesCargobobHavePickUpRope(System.Int32)">
<summary>
Returns true only when the hook is active, will return false if the magnet is active
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCargobobHookActive(System.Int32)">
<summary>
Returns true only when the hook is active, will return false if the magnet is active
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesCargobobHavePickupMagnet(System.Int32)">
<summary>
Returns true only when the magnet is active, will return false if the hook is active
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCargobobMagnetActive(System.Int32)">
<summary>
Returns true only when the magnet is active, will return false if the hook is active
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesEntityExist(System.Int32)">
<summary>
Checks whether an entity exists in the game world.
</summary>
<param name="entity">
The entity to check if it exists.
</param>
<returns>
Whether the entity exists or not.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesExtraExist(System.Int32,System.Int32)">
<summary>
Checks via CVehicleModelInfo
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesLatestBriefStringExist(System.Int32)">
<summary>
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
</summary>
<param name="briefValue">
A value indicating brief text.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5e657ef1099edd65(System.Int32)">
<summary>
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
</summary>
<param name="briefValue">
A value indicating brief text.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesObjectOfTypeExistAtCoords(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Boolean)">
<summary>
p5 is usually 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesPedHaveAiBlip(System.Int32)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesPickupOfTypeExistInArea(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPickupWithinRadius(System.UInt32,System.Single,System.Single,System.Single,System.Single)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesRayfireMapObjectExist(System.Int32)">
<summary>
Returns true if a destructible object with this handle exists, false otherwise.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x52af537a0c5b8aad(System.Int32)">
<summary>
Returns true if a destructible object with this handle exists, false otherwise.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesDesObjectExist(System.Int32)">
<summary>
Returns true if a destructible object with this handle exists, false otherwise.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesRopeBelongToThisScript(System.Int32)">
<summary>
Return if the rope was generated or not by the script where the native is called.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x271c9d3aca5d6409(System.Int32)">
<summary>
Return if the rope was generated or not by the script where the native is called.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesScenarioGroupExist(System.String)">
<summary>
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") &amp;&amp; (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesScriptedCoverPointExistAtCoords(System.Single,System.Single,System.Single)">
<summary>
Checks if there is a cover point at position
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesTextLabelExist(System.String)">
<summary>
Checks if the passed gxt name exists in the game files.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleAllowRappel(System.Int32)">
<summary>
Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e417c547182c84d(System.Int32)">
<summary>
Returns true if the vehicle has the FLAG_ALLOWS_RAPPEL flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleHaveLandingGear(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe43701c36caff1a4(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHasLandingGear(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleHaveSearchlight(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleHaveStuckVehicleCheck(System.Int32)">
<summary>
Maximum amount of vehicles with vehicle stuck check appears to be 16.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleTyreExist(System.Int32,System.Int32)">
<summary>
Checks if vehicle tyre at index exists. Also returns false if tyre was removed.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x534e36d4db9ecc5d(System.Int32,System.Int32)">
<summary>
Checks if vehicle tyre at index exists. Also returns false if tyre was removed.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DontTiltMinimapThisFrame">
<summary>
When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CenterPlayerOnRadarThisFrame">
<summary>
When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorControl(System.UInt32,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Single)">
<summary>
Hardcoded not to work in multiplayer environments.
Native name between `SET_LOCAL_PLAYER_VISIBLE_LOCALLY` &amp; `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
```
</summary>
<param name="locked">
tells the game whether or not the door is locked
</param>
<param name="xRotMult">
multiplier that specifies how fast the door/gate will rotate in degrees per second.
</param>
<param name="yRotMult">
multiplier that specifies how fast the door/gate will rotate in degrees per second.
</param>
<param name="zRotMult">
multiplier that specifies how fast the door/gate will rotate in degrees per second.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemFindExistingDoor(System.Single,System.Single,System.Single,System.Int32,System.Int32@)">
<summary>
Search radius: 0.5
</summary>
<param name="x">
The X coordinate of the door object
</param>
<param name="y">
The Y coordinate of the door object
</param>
<param name="z">
The Z coordinate of the door object
</param>
<param name="modelHash">
Entity model hash
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x589f80b325cc82c5(System.Single,System.Single,System.Single,System.Int32,System.Int32@)">
<summary>
Search radius: 0.5
</summary>
<param name="x">
The X coordinate of the door object
</param>
<param name="y">
The Y coordinate of the door object
</param>
<param name="z">
The Z coordinate of the door object
</param>
<param name="modelHash">
Entity model hash
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemGetActive">
<summary>
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}]
```
</summary>
<returns>
An object containing a list of door system entries.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemGetAutomaticDistance(System.UInt32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemSetAutomaticRate(System.UInt32,System.Single,System.Boolean,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x03c27e13b42a0e82(System.UInt32,System.Single,System.Boolean,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemSetDoorState(System.UInt32,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
<param name="requestDoor">
On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent.
</param>
<param name="forceUpdate">
On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6bab9442830c7f53(System.UInt32,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
<param name="requestDoor">
On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent.
</param>
<param name="forceUpdate">
On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDoorAccelerationLimit(System.UInt32,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
<param name="requestDoor">
On true, and when door system is configured to, i.e., "persists w/o netobj", generate a CRequestDoorEvent.
</param>
<param name="forceUpdate">
On true, forces an update on the door system (same path as netObjDoor_applyDoorStuff)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemSetHoldOpen(System.UInt32,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd9b71952f78a2640(System.UInt32,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemSetOpenRatio(System.UInt32,System.Single,System.Boolean,System.Boolean)">
<summary>
Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb6e6fba95c7324ac(System.UInt32,System.Single,System.Boolean,System.Boolean)">
<summary>
Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDoorAjarAngle(System.UInt32,System.Single,System.Boolean,System.Boolean)">
<summary>
Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DoorSystemSetSpringRemoved(System.UInt32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc485e07e4f0b7958(System.UInt32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Includes networking check: ownership vs. or the door itself **isn't** networked.
</summary>
<param name="doorHash">
Door system identifier
</param>
<param name="forceUpdate">
On true invokes [DOOR_SYSTEM_SET_DOOR_STATE](#\_0x6BAB9442830C7F53); otherwise requestDoor is unused.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawBinkMovie(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawBox(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugBox(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugCross(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugLine(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugLineWithTwoColours(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugSphere(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugText(System.String,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawDebugText_2d(System.String,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawGizmo(System.Int64,System.String)">
<summary>
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].
</summary>
<param name="matrixPtr">
A mutable pointer to a 64-byte buffer of floating-point values, representing an XMFLOAT4X4 in layout.
</param>
<param name="id">
A unique identifier of what the gizmo is affecting.
</param>
<returns>
Whether or not the matrix was modified.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawInteractiveSprite(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
```
</summary>
<param name="textureDict">
Name of texture dictionary to load texture from
</param>
<param name="textureName">
Name of texture to load from texture dictionary
</param>
<param name="screenX">
Screen X
</param>
<param name="screenY">
Screen Y
</param>
<param name="width">
Scale X
</param>
<param name="height">
Scale Y
</param>
<param name="heading">
Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees
</param>
<param name="red">
Color
</param>
<param name="green">
Color
</param>
<param name="blue">
Color
</param>
<param name="alpha">
Opacity level
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2bc54a8188768488(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
```
</summary>
<param name="textureDict">
Name of texture dictionary to load texture from
</param>
<param name="textureName">
Name of texture to load from texture dictionary
</param>
<param name="screenX">
Screen X
</param>
<param name="screenY">
Screen Y
</param>
<param name="width">
Scale X
</param>
<param name="height">
Scale Y
</param>
<param name="heading">
Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees
</param>
<param name="red">
Color
</param>
<param name="green">
Color
</param>
<param name="blue">
Color
</param>
<param name="alpha">
Opacity level
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawLine(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawMarker(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Boolean,System.String,System.String,System.Boolean)">
<summary>
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.
</summary>
<param name="type">
The marker type to draw.
</param>
<param name="posX">
The X coordinate to draw the marker at.
</param>
<param name="posY">
The Y coordinate to draw the marker at.
</param>
<param name="posZ">
The Z coordinate to draw the marker at.
</param>
<param name="dirX">
The X component of the direction vector for the marker, or 0.0 to use rotX/Y/Z.
</param>
<param name="dirY">
The Y component of the direction vector for the marker, or 0.0 to use rotX/Y/Z.
</param>
<param name="dirZ">
The Z component of the direction vector for the marker, or 0.0 to use rotX/Y/Z.
</param>
<param name="rotX">
The X rotation for the marker. Only used if the direction vector is 0.0.
</param>
<param name="rotY">
The Y rotation for the marker. Only used if the direction vector is 0.0.
</param>
<param name="rotZ">
The Z rotation for the marker. Only used if the direction vector is 0.0.
</param>
<param name="scaleX">
The scale for the marker on the X axis.
</param>
<param name="scaleY">
The scale for the marker on the Y axis.
</param>
<param name="scaleZ">
The scale for the marker on the Z axis.
</param>
<param name="red">
The red component of the marker color, on a scale from 0-255.
</param>
<param name="green">
The green component of the marker color, on a scale from 0-255.
</param>
<param name="blue">
The blue component of the marker color, on a scale from 0-255.
</param>
<param name="alpha">
The alpha component of the marker color, on a scale from 0-255.
</param>
<param name="bobUpAndDown">
Whether or not the marker should slowly animate up/down.
</param>
<param name="faceCamera">
Whether the marker should be a 'billboard', as in, should constantly face the camera.
</param>
<param name="p19">
Typically set to `2`. Does not seem to matter directly.
</param>
<param name="rotate">
Rotations only apply to the heading.
</param>
<param name="textureDict">
A texture dictionary to draw the marker with, or NULL. Example: 'GolfPutting'
</param>
<param name="textureName">
A texture name in `textureDict` to draw the marker with, or NULL. Example: 'PuttingMarker'
</param>
<param name="drawOnEnts">
Whether or not the marker should draw on intersecting entities.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawMarker_2(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Boolean,System.String,System.String,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 26: BOOL p25
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe82728f0de75d13a(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Boolean,System.String,System.String,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 26: BOOL p25
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawPoly(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawRect(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawScaleformMovieFullscreen(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
unk is not used so no need
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawShowroom(System.String,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A
p0 was always "CELEBRATION_WINNER"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x98c4fe6ec34154ca(System.String,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A
p0 was always "CELEBRATION_WINNER"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSphere(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
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)
```
</summary>
<param name="x">
X coordinate of the sphere
</param>
<param name="y">
Y coordinate of the sphere
</param>
<param name="z">
Z coordinate of the sphere
</param>
<param name="radius">
Size of the sphere, `1.0` = 1 meter
</param>
<param name="r">
Color red `0`-`255`
</param>
<param name="g">
Color green `0`-`255`
</param>
<param name="b">
Color blue `0`-`255`
</param>
<param name="opacity">
Opacity from `0.0`-`1.0`
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x799017f9e3b10112(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
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)
```
</summary>
<param name="x">
X coordinate of the sphere
</param>
<param name="y">
Y coordinate of the sphere
</param>
<param name="z">
Z coordinate of the sphere
</param>
<param name="radius">
Size of the sphere, `1.0` = 1 meter
</param>
<param name="r">
Color red `0`-`255`
</param>
<param name="g">
Color green `0`-`255`
</param>
<param name="b">
Color blue `0`-`255`
</param>
<param name="opacity">
Opacity from `0.0`-`1.0`
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSpotLight(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSprite(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSpritePoly(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Used for drawling Deadline trailing lights, see deadline.ytd
For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x29280002282f1928(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Used for drawling Deadline trailing lights, see deadline.ytd
For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSpritePoly_2(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x736d7aa1b750856b(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSpriteUv(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawTvChannel(System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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());
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableAlienBloodVfx(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9dce1f0f78260875(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableAllControlActions(System.Int32)">
<summary>
padIndex:
0 - PLAYER_CONTROL
1 - Unknown
2 - FRONTEND_CONTROL
</summary>
<param name="padIndex">
The control system instance to use.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableClownBloodVfx(System.Boolean)">
<summary>
Creates cartoon effect when Michel smokes the weed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCameraEndtime(System.Boolean)">
<summary>
Creates cartoon effect when Michel smokes the weed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableControlAction(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableCrosshairThisFrame">
<summary>
Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableDispatchService(System.Int32,System.Boolean)">
<summary>
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'`.
</summary>
<param name="dispatchService">
The ID of the dispatch service to toggle.
</param>
<param name="toggle">
True to enable the dispatch service, false to disable the dispatch service.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdc0f817884cdd856(System.Int32,System.Boolean)">
<summary>
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'`.
</summary>
<param name="dispatchService">
The ID of the dispatch service to toggle.
</param>
<param name="toggle">
True to enable the dispatch service, false to disable the dispatch service.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableEditorRuntime">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableEntityUnk(System.Int32)">
<summary>
ENABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6ce177d014502e8a(System.Int32)">
<summary>
ENABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableExteriorCullModelThisFrame(System.UInt32)">
<summary>
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa97f257d0151a6ab(System.UInt32)">
<summary>
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideMapObjectThisFrame(System.UInt32)">
<summary>
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableLaserSightRendering(System.Boolean)">
<summary>
Enables laser sight on any weapon.
It doesn't work. Neither on tick nor OnKeyDown
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableSpecialAbility(System.Int32,System.Boolean)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableTennisMode(System.Int32,System.Boolean,System.Boolean)">
<summary>
Makes the ped jump around like they're in a tennis match
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableVehicleExhaustPops(System.Int32,System.Boolean)">
<summary>
Sets whether the vehicle passed has exhaust pops.
</summary>
<param name="toggle">
Enables or disables exaust pops.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2be4bc731d039d5a(System.Int32,System.Boolean)">
<summary>
Sets whether the vehicle passed has exhaust pops.
</summary>
<param name="toggle">
Enables or disables exaust pops.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.EndScaleformMovieMethod">
<summary>
Pops and calls the Scaleform function on the stack
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PopScaleformMovieFunctionVoid">
<summary>
Pops and calls the Scaleform function on the stack
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndSrl">
<summary>
Clear the current srl and stop rendering the area selected by PREFETCH_SRL and started with BEGIN_SRL.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandBusyspinnerOn(System.Int32)">
<summary>
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT,
BUSY_SPINNER_LEFT_2,
BUSY_SPINNER_LEFT_3,
BUSY_SPINNER_SAVE,
BUSY_SPINNER_RIGHT,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbd12f8228410d9b4(System.Int32)">
<summary>
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT,
BUSY_SPINNER_LEFT_2,
BUSY_SPINNER_LEFT_3,
BUSY_SPINNER_SAVE,
BUSY_SPINNER_RIGHT,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowLoadingPrompt(System.Int32)">
<summary>
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT,
BUSY_SPINNER_LEFT_2,
BUSY_SPINNER_LEFT_3,
BUSY_SPINNER_SAVE,
BUSY_SPINNER_RIGHT,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandBusyString(System.Int32)">
<summary>
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT,
BUSY_SPINNER_LEFT_2,
BUSY_SPINNER_LEFT_3,
BUSY_SPINNER_SAVE,
BUSY_SPINNER_RIGHT,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandDisplayText(System.Single,System.Single)">
<summary>
After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f &lt; x, y &lt; 1.0f, percentage of the axis.
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawText(System.Single,System.Single)">
<summary>
After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f &lt; x, y &lt; 1.0f, percentage of the axis.
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandGetWidth(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextScreenWidth(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandLineCount(System.Single,System.Single)">
<summary>
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting up
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9040dfb09be75706(System.Single,System.Single)">
<summary>
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting up
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextScreenLineCount(System.Single,System.Single)">
<summary>
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting up
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandGetLineCount(System.Single,System.Single)">
<summary>
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting up
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandPrint(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawSubtitleTimed(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandScaleformString_2">
<summary>
Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xae4e8157d9ecf087">
<summary>
Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandSetBlipName(System.Int32)">
<summary>
Finalizes a text command started with [`BEGIN_TEXT_COMMAND_SET_BLIP_NAME`](#\_0xF9113A30DE5C6670), setting the name
of the specified blip.
</summary>
<param name="blip">
The blip to change the name for.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostAward(System.String,System.String,System.Int32,System.Int32,System.String)">
<summary>
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");
```
</summary>
<param name="textureDict">
The texture dictionary name for the icon on the left.
</param>
<param name="textureName">
The texture name for the icon on the left.
</param>
<param name="rpBonus">
The gained "RP" amount that will be displayed on the right side of the notification.
</param>
<param name="colorOverlay">
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.
</param>
<param name="titleLabel">
The label that will be displayed at the top of the notification (title).
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaa295b6f28bd587d(System.String,System.String,System.Int32,System.Int32,System.String)">
<summary>
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");
```
</summary>
<param name="textureDict">
The texture dictionary name for the icon on the left.
</param>
<param name="textureName">
The texture name for the icon on the left.
</param>
<param name="rpBonus">
The gained "RP" amount that will be displayed on the right side of the notification.
</param>
<param name="colorOverlay">
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.
</param>
<param name="titleLabel">
The label that will be displayed at the top of the notification (title).
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationIcon(System.String,System.String,System.Int32,System.Int32,System.String)">
<summary>
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");
```
</summary>
<param name="textureDict">
The texture dictionary name for the icon on the left.
</param>
<param name="textureName">
The texture name for the icon on the left.
</param>
<param name="rpBonus">
The gained "RP" amount that will be displayed on the right side of the notification.
</param>
<param name="colorOverlay">
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.
</param>
<param name="titleLabel">
The label that will be displayed at the top of the notification (title).
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationAward(System.String,System.String,System.Int32,System.Int32,System.String)">
<summary>
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");
```
</summary>
<param name="textureDict">
The texture dictionary name for the icon on the left.
</param>
<param name="textureName">
The texture name for the icon on the left.
</param>
<param name="rpBonus">
The gained "RP" amount that will be displayed on the right side of the notification.
</param>
<param name="colorOverlay">
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.
</param>
<param name="titleLabel">
The label that will be displayed at the top of the notification (title).
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostCrewtag(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;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(&amp;clan, 35, &amp;handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") &amp;&amp; clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 &gt; 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&amp;clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &amp;clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x97c9e4e7024a8f2c(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;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(&amp;clan, 35, &amp;handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") &amp;&amp; clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 &gt; 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&amp;clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &amp;clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NotificationSendApartmentInvite(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;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(&amp;clan, 35, &amp;handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") &amp;&amp; clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 &gt; 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&amp;clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &amp;clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationApartmentInvite(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;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(&amp;clan, 35, &amp;handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") &amp;&amp; clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 &gt; 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&amp;clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 -- [[unused]] , &amp;clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostCrewtagWithGameName(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&amp;netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&amp;clan.clanHandle, 35, &amp;netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&amp;clan.clanHandle, 35), &amp;clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x137bc35589e34e1e(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&amp;netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&amp;clan.clanHandle, 35, &amp;netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&amp;clan.clanHandle, 35), &amp;clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NotificationSendClanInvite(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&amp;netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&amp;clan.clanHandle, 35, &amp;netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&amp;clan.clanHandle, 35), &amp;clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationClanInvite(System.Boolean,System.Boolean,System.Int32@,System.Int32,System.Boolean,System.Boolean,System.Int32,System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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, &amp;netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&amp;netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&amp;clan.clanHandle, 35, &amp;netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&amp;clan.clanHandle, 35), &amp;clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetext(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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.
```
</summary>
<param name="textureDict">
The texture dictionary for the icon.
</param>
<param name="textureName">
The texture name for the icon.
</param>
<param name="flash">
Flash, doesn't seem to work no matter what.
</param>
<param name="iconType">
The icon type, see the list in the description below.
</param>
<param name="sender">
The notification title.
</param>
<param name="subject">
The notification subtitle.
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessage(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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.
```
</summary>
<param name="textureDict">
The texture dictionary for the icon.
</param>
<param name="textureName">
The texture name for the icon.
</param>
<param name="flash">
Flash, doesn't seem to work no matter what.
</param>
<param name="iconType">
The icon type, see the list in the description below.
</param>
<param name="sender">
The notification title.
</param>
<param name="subject">
The notification subtitle.
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetextGxtEntry(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc6f580e4c94926ac(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessage_3(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetextEntry(System.String,System.String,System.Boolean,System.Int32,System.String,System.String)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetextTu(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single)">
<summary>
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, &amp;v_9, "", a_5);
```
Example result:
![](https://i.imgur.com/YrN4Bcm.png)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1e6611149db3db6b(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single)">
<summary>
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, &amp;v_9, "", a_5);
```
Example result:
![](https://i.imgur.com/YrN4Bcm.png)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessage_4(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single)">
<summary>
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, &amp;v_9, "", a_5);
```
Example result:
![](https://i.imgur.com/YrN4Bcm.png)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetextWithCrewTag(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single,System.String)">
<summary>
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.)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessageClanTag(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single,System.String)">
<summary>
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.)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostMessagetextWithCrewTagAndAdditionalIcon(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single,System.String,System.Int32,System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessageClanTag_2(System.String,System.String,System.Boolean,System.Int32,System.String,System.String,System.Single,System.String,System.Int32,System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostReplayIcon(System.Int32,System.Int32,System.String)">
<summary>
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?!");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd202b92cbf1d816f(System.Int32,System.Int32,System.String)">
<summary>
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?!");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationWithIcon(System.Int32,System.Int32,System.String)">
<summary>
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?!");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostReplayInput(System.Int32,System.String,System.String)">
<summary>
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~","");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdd6cb2cce7c2735c(System.Int32,System.String,System.String)">
<summary>
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~","");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotificationWithButton(System.Int32,System.String,System.String)">
<summary>
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~","");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostStats(System.String,System.Int32,System.Boolean,System.Int32,System.Boolean,System.String,System.String)">
<summary>
[List of picture names](https://pastebin.com/XdpJVbHz)
Example result:
![](https://i.imgur.com/SdEZ22m.png)
</summary>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b7e9a4eaaa93c89(System.String,System.Int32,System.Boolean,System.Int32,System.Boolean,System.String,System.String)">
<summary>
[List of picture names](https://pastebin.com/XdpJVbHz)
Example result:
![](https://i.imgur.com/SdEZ22m.png)
</summary>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationMessage_2(System.String,System.Int32,System.Boolean,System.Int32,System.Boolean,System.String,System.String)">
<summary>
[List of picture names](https://pastebin.com/XdpJVbHz)
Example result:
![](https://i.imgur.com/SdEZ22m.png)
</summary>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostTicker(System.Boolean,System.Boolean)">
<summary>
Example output preview:
![](https://i.imgur.com/TJvqkYq.png)
</summary>
<param name="isImportant">
Makes the notification flash on the screen.
</param>
<param name="bHasTokens">
Makes the notification appear in the "Pause Menu &gt; Info/Brief &gt; Notifications" section.
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawNotification(System.Boolean,System.Boolean)">
<summary>
Example output preview:
![](https://i.imgur.com/TJvqkYq.png)
</summary>
<param name="isImportant">
Makes the notification flash on the screen.
</param>
<param name="bHasTokens">
Makes the notification appear in the "Pause Menu &gt; Info/Brief &gt; Notifications" section.
</param>
<returns>
The notification handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.EndTextCommandThefeedPostVersusTu(System.String,System.String,System.Int32,System.String,System.String,System.Int32)">
<summary>
NativeDB Added Parameter 7: int hudColorIndex1
NativeDB Added Parameter 8: int hudColorIndex2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb6871b0555b02996(System.String,System.String,System.Int32,System.String,System.String,System.Int32)">
<summary>
NativeDB Added Parameter 7: int hudColorIndex1
NativeDB Added Parameter 8: int hudColorIndex2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnsureEntityStateBag(System.Int32)">
<summary>
Internal function for ensuring an entity has a state bag.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnterCursorMode">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExperimentalLoadCloneCreate(System.String,System.Int32,System.String)">
<summary>
This native is not implemented.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExperimentalLoadCloneSync(System.Int32,System.String)">
<summary>
This native is not implemented.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExperimentalSaveCloneCreate(System.Int32)">
<summary>
This native is not implemented.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExperimentalSaveCloneSync(System.Int32)">
<summary>
This native is not implemented.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExplodePedHead(System.Int32,System.UInt32)">
<summary>
Forces the ped to fall back and kills it.
It doesn't really explode the ped's head but it kills the ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExplodeProjectiles(System.Int32,System.UInt32,System.Boolean)">
<summary>
WEAPON::EXPLODE_PROJECTILES(PLAYER::PLAYER_PED_ID(), func_221(0x00000003), 0x00000001);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExplodeVehicle(System.Int32,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExtendWorldBoundaryForPlayer(System.Single,System.Single,System.Single)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5006d96c995a5827(System.Single,System.Single,System.Single)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ExpandWorldLimits(System.Single,System.Single,System.Single)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FacebookSetMilestoneComplete(System.Int32)">
<summary>
milestoneId:
0 = "percentcomplete"
1 = "storycomplete"
2 = "vehicles"
3 = "properties"
4 = "psych"
5 = "mapreveal"
6 = "prologue"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0ae1f1653b554ab9(System.Int32)">
<summary>
milestoneId:
0 = "percentcomplete"
1 = "storycomplete"
2 = "vehicles"
3 = "properties"
4 = "psych"
5 = "mapreveal"
6 = "prologue"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FadeOutLocalPlayer(System.Boolean)">
<summary>
Hardcoded to not work in SP.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FindAnimEventPhase(System.String,System.String,System.String,System.Int32@,System.Int32@)">
<summary>
```
In the script "player_scene_t_bbfight.c4":
"if (ENTITY::FIND_ANIM_EVENT_PHASE(&amp;l_16E, &amp;l_19F[v_4 -- [[16]] ], v_9, &amp;v_A, &amp;v_B))"
-- &amp;l_16E (p0) is requested as an anim dictionary earlier in the script.
-- &amp;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 &amp; p4) are both set as -1.0, but v_A is used immediately after this native for:
"if (v_A &lt; 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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FindRandomPointInSpace(System.Int32)">
<summary>
Native is significantly more complicated than simply generating a random vector &amp; 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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8dc9675797123522(System.Int32)">
<summary>
Native is significantly more complicated than simply generating a random vector &amp; 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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FindSpawnPointInDirection(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,CitizenFX.Core.Vector3@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FindVehicleCarryingThisEntity(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x375e7fc44f21c8ab(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleAttachedToEntity(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FixVehicleWindow(System.Int32,System.Int32)">
<summary>
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`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FlashMinimapDisplay">
<summary>
adds a short flash to the Radar/Minimap
Usage: UI.FLASH_MINIMAP_DISPLAY
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceCleanup(System.Int32)">
<summary>
used with 1,2,8,64,128 in the scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceCleanupForAllThreadsWithThisName(System.String,System.Int32)">
<summary>
PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceEntityAiAndAnimationUpdate(System.Int32)">
<summary>
Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceGameStatePlaying">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetLocalplayerState">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceLightningFlash">
<summary>
creates single lightning+thunder at random position
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CreateLightningThunder">
<summary>
creates single lightning+thunder at random position
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForcePedMotionState(System.Int32,System.UInt32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForcePlaybackRecordedVehicleUpdate(System.Int32,System.Boolean)">
<summary>
Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1f2e4e06dea8992b(System.Int32,System.Boolean)">
<summary>
Often called after START_PLAYBACK_RECORDED_VEHICLE and SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE; similar in use to FORCE_ENTITY_AI_AND_ANIMATION_UPDATE.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceRadioTrackListPosition(System.String,System.String,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e0af9114608257c(System.String,System.String,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceRoomForEntity(System.Int32,System.Int32,System.UInt32)">
<summary>
Forces the particular room in an interior to load incase not teleporting into the portal.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceSnowPass(System.Boolean)">
<summary>
Forces the game snow pass to render.
</summary>
<param name="enabled">
Whether or not to force rendering to use a snow pass.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceSocialClubUpdate">
<summary>
Exits the game and downloads a fresh social club update on next restart.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceSonarBlipsThisFrame">
<summary>
Doesn't actually return anything.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1121bfa1a1a522a8">
<summary>
Doesn't actually return anything.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ForceVehicleEngineAudio(System.Int32,System.String)">
<summary>
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_???
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4f0c413926060b38(System.Int32,System.String)">
<summary>
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_???
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleAudio(System.Int32,System.String)">
<summary>
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_???
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FreezeEntityPosition(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="entity">
The entity to freeze/unfreeze.
</param>
<param name="toggle">
Freeze or unfreeze entity.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GenerateDirectionsToCoord(System.Single,System.Single,System.Single,System.Boolean,System.Int32@,System.Single@,System.Single@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAchievementProgress(System.Int32)">
<summary>
For Steam.
Always returns 0 in retail version of the game.
</summary>
<returns>
Returns the progression of an achievement; 0 if the achievement cannot be progressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1c186837d0619335(System.Int32)">
<summary>
For Steam.
Always returns 0 in retail version of the game.
</summary>
<returns>
Returns the progression of an achievement; 0 if the achievement cannot be progressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAchievementProgression(System.Int32)">
<summary>
For Steam.
Always returns 0 in retail version of the game.
</summary>
<returns>
Returns the progression of an achievement; 0 if the achievement cannot be progressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetActivePlayers">
<summary>
Returns all player indices for 'active' physical players known to the client.
The data returned adheres to the following layout:
```
[127, 42, 13, 37]
```
</summary>
<returns>
An object containing a list of player indices.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetActiveScreenResolution(System.Int32@,System.Int32@)">
<summary>
Returns current screen resolution.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScreenActiveResolution(System.Int32@,System.Int32@)">
<summary>
Returns current screen resolution.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetActiveVehicleMissionType(System.Int32)">
<summary>
https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAiBlip(System.Int32)">
<summary>
Returns the current AI BLIP for the specified ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x56176892826a4fe8(System.Int32)">
<summary>
Returns the current AI BLIP for the specified ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAllRopes">
<summary>
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, ...]
```
</summary>
<returns>
An object containing a list of all rope handles.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAllowMovementWhileZoomed">
<summary>
Returns profile setting 17.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfc859e2374407556">
<summary>
Returns profile setting 17.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAmbientPedRangeMultiplier">
<summary>
A getter for [SET_AMBIENT_PED_RANGE_MULTIPLIER_THIS_FRAME](#\_0x0B919E1FB47CC4E0).
</summary>
<returns>
Returns ambient ped range multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAmbientVehicleRangeMultiplier">
<summary>
A getter for [SET_AMBIENT_VEHICLE_RANGE_MULTIPLIER_THIS_FRAME](#\_0x90B6DA738A9A25DA).
</summary>
<returns>
Returns ambient vehicle range multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAmmoInPedWeapon(System.Int32,System.UInt32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAnimDuration(System.String,System.String)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAnimInitialOffsetPosition(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAnimInitialOffsetRotation(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBenchmarkIterationsFromCommandLine">
<summary>
Returns value of the '-benchmarkIterations' command line option.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4750fc27570311ec">
<summary>
Returns value of the '-benchmarkIterations' command line option.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBenchmarkPassFromCommandLine">
<summary>
Returns value of the '-benchmarkPass' command line option.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1b2366c3f2a5c8df">
<summary>
Returns value of the '-benchmarkPass' command line option.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBestPedWeapon(System.Int32,System.Boolean)">
<summary>
p1 is always 0 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBinkMovieTime(System.Int32)">
<summary>
In percentage: 0.0 - 100.0
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBlipFromEntity(System.Int32)">
<summary>
Returns the Blip handle of given Entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBlipInfoIdPickupIndex(System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBlipInfoIdType(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBlipRotation(System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x003e92ba477f9d7f(System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBlipSprite(System.Int32)">
<summary>
Blips Images + IDs:
gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetBoatBoomPositionRatio_2(System.Int32,System.Boolean)">
<summary>
Same call as VEHICLE::_0x0F3B4D4E43177236
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc1f981a6f74f0c23(System.Int32,System.Boolean)">
<summary>
Same call as VEHICLE::_0x0F3B4D4E43177236
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamActiveViewModeContext">
<summary>
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,
}
```
</summary>
<returns>
The active view mode context.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x19cafa3c87f7c2ff">
<summary>
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,
}
```
</summary>
<returns>
The active view mode context.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamMatrix(System.Int32,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Returns the world matrix of the specified camera. To turn this into a view matrix, calculate the inverse.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamRot(System.Int32,System.Int32)">
<summary>
The last parameter, as in other "ROT" methods, is usually 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamSplineNodePhase(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamSplinePhase(System.Int32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCamViewModeForContext(System.Int32)">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum.
</summary>
<param name="context">
See [`_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT`](#\_0x19CAFA3C87F7C2FF).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xee778f8c7e1142e2(System.Int32)">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the view mode enum.
</summary>
<param name="context">
See [`_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT`](#\_0x19CAFA3C87F7C2FF).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCanVehicleJump(System.Int32)">
<summary>
Returns true if the vehicle has the FLAG_JUMPING_CAR flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasVehicleJumpingAbility(System.Int32)">
<summary>
Returns true if the vehicle has the FLAG_JUMPING_CAR flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleHaveJumpingAbility(System.Int32)">
<summary>
Returns true if the vehicle has the FLAG_JUMPING_CAR flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCargobobHookPosition(System.Int32)">
<summary>
Gets the position of the cargobob hook, in world coords.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcbdb9b923cacc92d(System.Int32)">
<summary>
Gets the position of the cargobob hook, in world coords.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClockDayOfWeek">
<summary>
Gets the current day of the week.
0: Sunday
1: Monday
2: Tuesday
3: Wednesday
4: Thursday
5: Friday
6: Saturday
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClockHours">
<summary>
Gets the current ingame hour, expressed without zeros. (09:34 will be represented as 9)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClockMinutes">
<summary>
Gets the current ingame clock minute.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClockSeconds">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestBlipOfType(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd484bf71050ca1ee(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestFirePos(CitizenFX.Core.Vector3@,System.Single,System.Single,System.Single)">
<summary>
Returns TRUE if it found something. FALSE if not.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestMajorVehicleNode(System.Single,System.Single,System.Single,CitizenFX.Core.Vector3@,System.Single,System.Int32)">
<summary>
Get the closest vehicle node to a given position, unknown1 = 3.0, unknown2 = 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestObjectOfType(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Has 8 params in the latest patches.
isMission - if true doesn't return mission objects
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestPed(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Int32@,System.Boolean,System.Boolean,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestRoad(System.Single,System.Single,System.Single,System.Single,System.Int32,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Int32@,System.Int32@,System.Single@,System.Boolean)">
<summary>
p1 seems to be always 1.0f in the scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestVehicle(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestVehicleNode(System.Single,System.Single,System.Single,CitizenFX.Core.Vector3@,System.Int32,System.Single,System.Single)">
<summary>
FYI: When falling through the map (or however you got under it) you will respawn when your player ped's height is &lt;= -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,&amp;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, &amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetClosestVehicleNodeWithHeading(System.Single,System.Single,System.Single,CitizenFX.Core.Vector3@,System.Single@,System.Int32,System.Single,System.Int32)">
<summary>
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, &amp;closestVehicleNodeCoords, &amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCloudTimeAsInt">
<summary>
Returns POSIX timestamp.
Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E))
</summary>
<returns>
An int representing the cloud time.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9a73240b49945c76">
<summary>
Returns POSIX timestamp.
Renamed from `_GET_POSIX_TIME` to `GET_CLOUD_TIME_AS_INT` because of conflicting native names ([`0xDA488F299A5B164E`](#\_0xDA488F299A5B164E))
</summary>
<returns>
An int representing the cloud time.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCloudTimeAsString">
<summary>
Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf12e6cd06c73d69e">
<summary>
Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCombatFloat(System.Int32,System.Int32)">
<summary>
p0: Ped Handle
p1: int i | 0 &lt;= i &lt;= 27
p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
&lt;BlindFireChance value="0.1"/&gt;
&lt;WeaponShootRateModifier value="1.0"/&gt;
&lt;TimeBetweenBurstsInCover value="1.25"/&gt;
&lt;BurstDurationInCover value="2.0"/&gt;
&lt;TimeBetweenPeeks value="10.0"/&gt;
&lt;WeaponAccuracy value="0.18"/&gt;
&lt;FightProficiency value="0.8"/&gt;
&lt;StrafeWhenMovingChance value="1.0"/&gt;
&lt;WalkWhenStrafingChance value="0.0"/&gt;
&lt;AttackWindowDistanceForCover value="55.0"/&gt;
&lt;TimeToInvalidateInjuredTarget value="9.0"/&gt;
&lt;TriggerChargeTime_Near value="4.0"/&gt;
&lt;TriggerChargeTime_Far value="10.0"/&gt;
-------------Confirmed by editing combatbehavior.meta:
p1:
0=BlindFireChance
1=BurstDurationInCover
3=TimeBetweenBurstsInCover
4=TimeBetweenPeeks
5=StrafeWhenMovingChance
8=WalkWhenStrafingChance
11=AttackWindowDistanceForCover
12=TimeToInvalidateInjuredTarget
16=OptimalCoverDistance
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCommerceItemCat(System.Int32,System.Int32)">
<summary>
index2 is unused
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6f44cbf56d79fac0(System.Int32,System.Int32)">
<summary>
index2 is unused
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCommerceItemTexturename(System.Int32)">
<summary>
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x722f5d28b61c5ea8(System.Int32)">
<summary>
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetControlInstructionalButton(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0499d7b09fc9b407(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetControlUnboundNormal(System.Int32,System.Int32)">
<summary>
Seems to return values between -1 and 1 for controls like gas and steering.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5b84d09cec5209c5(System.Int32,System.Int32)">
<summary>
Seems to return values between -1 and 1 for controls like gas and steering.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetConvertibleRoofState(System.Int32)">
<summary>
```
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 -&gt; unknown (Stopped but not fully open ?)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentFrontendMenuVersion">
<summary>
if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2309595ad6145265">
<summary>
if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentFrontendMenu">
<summary>
if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentGameName">
<summary>
This native returns the currently used game's name.
</summary>
<returns>
The game name as a string, one of the following values: gta4, gta5, rdr3
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentLanguage">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetUiLanguageId">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentLanguageId">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentPedWeapon(System.Int32,System.UInt32@,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentPedWeaponEntityIndex(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentRadioTrackName(System.String)">
<summary>
Return the hash of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x34d66bc058019ce0(System.String)">
<summary>
Return the hash of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentRadioTrackPlaybackTime(System.String)">
<summary>
Return the playback time (in milliseconds) of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3e65cde5215832c1(System.String)">
<summary>
Return the playback time (in milliseconds) of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentRadioStationHash(System.String)">
<summary>
Return the playback time (in milliseconds) of the radio stations current track.
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentResourceName">
<summary>
Returns the name of the currently executing resource.
</summary>
<returns>
The name of the resource.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentServerEndpoint">
<summary>
Returns the peer address of the remote game server that the user is currently connected to.
</summary>
<returns>
The peer address of the game server (e.g. `127.0.0.1:30120`), or NULL if not available.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCutsceneEndTime">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x971d7b15bcdbef99">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCutsceneTime">
<summary>
Gets the elapsed time of the current cutscene in
</summary>
<returns>
Elapsed time in milliseconds
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCutsceneTotalDuration">
<summary>
Gets the total length of the cutscene irrespective of playback list in milliseconds
To account for sections, see [`_GET_CUTSCENE_END_TIME`]()
</summary>
<returns>
Cutscene total length in milliseconds
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDebugCamera">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x77c3cec46be286f6">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDeepOceanScaler">
<summary>
Gets the aggressiveness factor of the ocean waves.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b2a2cc86778b619">
<summary>
Gets the aggressiveness factor of the ocean waves.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWavesIntensity">
<summary>
Gets the aggressiveness factor of the ocean waves.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentIntensity">
<summary>
Gets the aggressiveness factor of the ocean waves.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDefaultScriptRendertargetRenderId">
<summary>
This function is hard-coded to always return 1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDisplayNameFromVehicleModel(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDistanceBetweenCoords(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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.
</summary>
<param name="x1">
The X coordinate of the first point.
</param>
<param name="y1">
The Y coordinate of the first point.
</param>
<param name="z1">
The Z coordinate of the first point.
</param>
<param name="x2">
The X coordinate of the second point.
</param>
<param name="y2">
The Y coordinate of the second point.
</param>
<param name="z2">
The Z coordinate of the second point.
</param>
<param name="useZ">
Whether or not to use the Z coordinate.
</param>
<returns>
The distance between the passed points in units.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcVehicleData(System.Int32,System.Int32@)">
<summary>
The Second item in the struct `*(Hash *)(outData + 1)` is the vehicle hash.
</summary>
<param name="dlcVehicleIndex">
takes a number from 0 to `GET_NUM_DLC_VEHICLES()` - 1.
</param>
<param name="outData">
a struct of 3 8-byte items.
</param>
<returns>
A boolean value return if find or not the dlcVehicleIndex.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcVehicleModel(System.Int32)">
<summary>
dlcVehicleIndex is 0 to GET_NUM_DLC_VEHICLS()
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcWeaponComponentData(System.Int32,System.Int32,System.Int32@)">
<summary>
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];
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcWeaponComponentDataSp(System.Int32,System.Int32,System.Int32@)">
<summary>
Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcWeaponData(System.Int32,System.Int32@)">
<summary>
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];
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDlcWeaponDataSp(System.Int32,System.Int32@)">
<summary>
Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDoesVehicleHaveTombstone(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDriftTyresEnabled(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDuiHandle(System.Int64)">
<summary>
Returns the NUI window handle for a specified DUI browser object.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<returns>
The NUI window handle, for use in e.g. CREATE_RUNTIME_TEXTURE_FROM_DUI_HANDLE.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityAnimCurrentTime(System.Int32,System.String,System.String)">
<summary>
```
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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityAnimTotalTime(System.Int32,System.String,System.String)">
<summary>
```
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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityArchetypeName(System.Int32)">
<summary>
Returns entity's archetype name, if available.
</summary>
<param name="entity">
An entity handle.
</param>
<returns>
Entity's archetype name
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityBoneIndexByName(System.Int32,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityBonePosition_2(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x46f8696933a63c9b(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWorldPositionOfEntityBone_2(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityBoneRotation(System.Int32,System.Int32)">
<summary>
Gets the world rotation of the specified bone of the specified entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xce6294a232d03786(System.Int32,System.Int32)">
<summary>
Gets the world rotation of the specified bone of the specified entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWorldRotationOfEntityBone(System.Int32,System.Int32)">
<summary>
Gets the world rotation of the specified bone of the specified entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityBoneRotationLocal(System.Int32,System.Int32)">
<summary>
Gets the local rotation of the specified bone of the specified entity.
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityCoords(System.Int32,System.Boolean)">
<summary>
Gets the current coordinates (world position) for a specified entity.
</summary>
<param name="entity">
The entity to get the coordinates from.
</param>
<param name="alive">
Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
</param>
<returns>
The current entity coordinates.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityForwardVector(System.Int32)">
<summary>
Gets the entity's forward vector.
</summary>
<param name="entity">
The entity to get the forward vector for.
</param>
<returns>
The forward vector.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityForwardX(System.Int32)">
<summary>
Gets the X-component of the entity's forward vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityForwardY(System.Int32)">
<summary>
Gets the Y-component of the entity's forward vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityHeading(System.Int32)">
<summary>
Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity.
</summary>
<param name="entity">
The entity to get the heading from.
</param>
<returns>
The current entity heading.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityHealth(System.Int32)">
<summary>
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);
</summary>
<param name="entity">
The entity to get the health from.
</param>
<returns>
The current entity health.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityHeightAboveGround(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityIndexFromMapdata(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="mapdata">
The input map data index from GET_MAPDATA_FROM_HASH_KEY.
</param>
<param name="entity">
The input entity handle from GET_ENTITY_MAPDATA_OWNER.
</param>
<returns>
A transient (non-persistable) index to the requested entity, or -1.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityIndexOfCutsceneEntity(System.String,System.UInt32)">
<summary>
Returns the handle of a cutscene entity, can be ped
</summary>
<param name="cutsceneEntName">
I.E MP\_1, MP\_4, Michael, Trevor
</param>
<param name="modelHash">
Not strictly neccasary, can get 0
</param>
<returns>
Returns entity handle
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityInsideExplosionArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius.
</summary>
<param name="explosionType">
See [`ADD_EXPLOSION`](#\_0xE3AD2BDBAEE269AC).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedInsideExplosionArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns a handle to the first entity within the a circle spawned inside the 2 points from a radius.
</summary>
<param name="explosionType">
See [`ADD_EXPLOSION`](#\_0xE3AD2BDBAEE269AC).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityInsideExplosionSphere(System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityLodDist(System.Int32)">
<summary>
Returns the LOD distance of an entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityMapdataOwner(System.Int32,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="entity">
An entity owned by map data.
</param>
<param name="mapdataHandle">
The output map data handle.
</param>
<param name="entityHandle">
The output entity handle.
</param>
<returns>
True if successful, false if not.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityMaxHealth(System.Int32)">
<summary>
Return an integer value of entity's maximum health.
Example:
- Player = 200
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityModel(System.Int32)">
<summary>
Returns the model hash from the entity
</summary>
<param name="entity">
The entity to get the model for.
</param>
<returns>
The model hash from the entity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityPhysicsHeading(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x846bf6291198a71e(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityPickup(System.Int32,System.UInt32)">
<summary>
GET_ENTITY_*
Seems to return the handle of the entity's portable pickup.
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityPlayerIsFreeAimingAt(System.Int32,System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityPopulationType(System.Int32)">
<summary>
A population type, from the following enum: https://alloc8or.re/gta5/doc/enums/ePopulationType.txt
</summary>
<param name="entity">
The entity to obtain the population type from.
</param>
<returns>
A population type, from the enumeration above.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityProofs(System.Int32,System.Boolean@,System.Boolean@,System.Boolean@,System.Boolean@,System.Boolean@,System.Boolean@,System.Boolean@,System.Boolean@)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityQuaternion(System.Int32,System.Single@,System.Single@,System.Single@,System.Single@)">
<summary>
w is the correct parameter name!
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityRoll(System.Int32)">
<summary>
Displays the current ROLL axis of the entity [-180.0000/180.0000+]
(Sideways Roll) such as a vehicle tipped on its side
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityRotation(System.Int32,System.Int32)">
<summary>
```
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.
</summary>
<param name="entity">
The entity to get the rotation for.
</param>
<param name="rotationOrder">
The order yaw, pitch and roll is applied. Usually 2.
</param>
<returns>
A vector where the Z coordinate is the yaw.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityScript(System.Int32,System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntitySpeed(System.Int32)">
<summary>
Get the speed of a entity.
</summary>
<param name="entity">
Entity id you want to test for speed.
</param>
<returns>
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)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntitySpeedVector(System.Int32,System.Boolean)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntitySubmergedLevel(System.Int32)">
<summary>
Get how much of the entity is submerged. 1.0f is whole entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntityType(System.Int32)">
<summary>
Returns:
0 = no entity
1 = ped
2 = vehicle
3 = object
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEntryPositionOfDoor(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEventAtIndex(System.Int32,System.Int32)">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEventData(System.Int32,System.Int32,System.Int32@,System.Int32)">
<summary>
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!).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetEventExists(System.Int32,System.Int32)">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetExternalKvpFloat(System.String,System.String)">
<summary>
A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938), but for a specified resource.
</summary>
<param name="resource">
The resource to fetch from.
</param>
<param name="key">
The key to fetch
</param>
<returns>
A float that contains the value stored in the Kvp or nil/null if none.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetExternalKvpInt(System.String,System.String)">
<summary>
A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8), but for a specified resource.
</summary>
<param name="resource">
The resource to fetch from.
</param>
<param name="key">
The key to fetch
</param>
<returns>
A int that contains the value stored in the Kvp or nil/null if none.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetExternalKvpString(System.String,System.String)">
<summary>
A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B), but for a specified resource.
</summary>
<param name="resource">
The resource to fetch from.
</param>
<param name="key">
The key to fetch
</param>
<returns>
A string that contains the value stored in the Kvp or nil/null if none.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetExtraTimecycleModifierIndex">
<summary>
See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier.
</summary>
<returns>
An integer representing the Timecycle modifier
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbb0527ec6341496d">
<summary>
See [`GET_TIMECYCLE_MODIFIER_INDEX`](#\_0xFDF3D97C674AFB66) for use, works the same just for the secondary timecycle modifier.
</summary>
<returns>
An integer representing the Timecycle modifier
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFollowPedCamViewMode">
<summary>
cpp
// view mode enumeration
enum _0xA11D7CA8
{
THIRD_PERSON_NEAR = 0,
THIRD_PERSON_MEDIUM = 1,
THIRD_PERSON_FAR = 2,
CINEMATIC = 3,
FIRST_PERSON = 4,
};
</summary>
<returns>
Returns a value from the view mode enumeration
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFollowPedCamZoomLevel">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFollowVehicleCamViewMode">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFollowVehicleCamZoomLevel">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFrameTime">
<summary>
Gets the high precision frame time of the last frame in seconds.
*note: the example above is way less precise.*
</summary>
<returns>
The frame time (in seconds) of the last frame.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGameBuildNumber">
<summary>
Returns the internal build number of the current game being executed.
Possible values:
* FiveM
* 1604
* 2060
* 2189
* 2372
* 2545
* 2612
* RedM
* 1311
* 1355
* 1436
* LibertyM
* 43
* FXServer
* 0
</summary>
<returns>
The build number, or **0** if no build number is known.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGameName">
<summary>
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 |
</summary>
<returns>
The game the script environment is running in.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGamePool(System.String)">
<summary>
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.
</summary>
<param name="poolName">
The pool name to get a list of entities from.
</param>
<returns>
An array containing entity handles for each entity in the named pool.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGameplayCamRot(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGlobalActionscriptFlag(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe3b05614dce1d014(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGlobalCharBuffer">
<summary>
Returns pointer to an empty string.
GET_C*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x24da7d7667fd7b09">
<summary>
Returns pointer to an empty string.
GET_C*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGlobalWaterType">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGpsWaypointRouteEnd(CitizenFX.Core.Vector3@,System.Boolean,System.Single,System.Int32)">
<summary>
p3 can be 0, 1 or 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf3162836c28f9da5(CitizenFX.Core.Vector3@,System.Boolean,System.Single,System.Int32)">
<summary>
p3 can be 0, 1 or 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGroundZFor_3dCoord(System.Single,System.Single,System.Single,System.Single@,System.Boolean)">
<summary>
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
</summary>
<param name="x">
Position on the X-axis to get ground elevation at.
</param>
<param name="y">
Position on the Y-axis to get ground elevation at.
</param>
<param name="z">
Position on the Z-axis to get ground elevation at.
</param>
<param name="groundZ">
The ground elevation at the specified position.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGroundZFor_3dCoord_2(System.Single,System.Single,System.Single,System.Single@,System.Boolean)">
<summary>
NativeDB Added Parameter 6: BOOL p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9e82f0f362881b29(System.Single,System.Single,System.Single,System.Single@,System.Boolean)">
<summary>
NativeDB Added Parameter 6: BOOL p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGroupSize(System.Int32,System.Int32@,System.Int32@)">
<summary>
p1 may be a BOOL representing whether or not the group even exists
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHasObjectFragInst(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0c112765300c7e1e(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesEntityHaveFragInst(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHashKey(System.String)">
<summary>
This native converts its past string to hash. It is hashed using jenkins one at a time method.
</summary>
<param name="_string">
The string to hash.
</param>
<returns>
The hash of `string`.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHashOfMapAreaAtCoords(System.Single,System.Single,System.Single)">
<summary>
Returns a hash representing which part of the map the given coords are located.
Possible return values:
(Hash of) city -&gt; -289320599
(Hash of) countryside -&gt; 2072609373
C# Example :
Ped player = Game.Player.Character;
Hash h = Function.Call&lt;Hash&gt;(Hash.GET_HASH_OF_MAP_AREA_AT_COORDS, player.Position.X, player.Position.Y, player.Position.Z);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeadingFromVector_2d(System.Single,System.Single)">
<summary>
dx = x1 - x2
dy = y1 - y2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeightmapBottomZForArea(System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3599d741c9ac6310(System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's minimum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeightmapBottomZForPosition(System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's minimum Z value at specified point (grid node).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x336511a34f2e5185(System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's minimum Z value at specified point (grid node).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeightmapTopZForArea(System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8abe8608576d9ce3(System.Single,System.Single,System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's maximum Z among all grid nodes that intersect with the specified rectangle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeightmapTopZForPosition(System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's maximum Z value at specified point (grid node).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x29c24bfbed8ab8fb(System.Single,System.Single)">
<summary>
Returns CGameWorldHeightMap's maximum Z value at specified point (grid node).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeliMainRotorHealth(System.Int32)">
<summary>
Max 1000.
At 0 the main rotor will stall.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeliTailBoomHealth(System.Int32)">
<summary>
Max 1000.
At -100 both helicopter rotors will stall.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeliEngineHealth(System.Int32)">
<summary>
Max 1000.
At -100 both helicopter rotors will stall.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHeliTailRotorHealth(System.Int32)">
<summary>
Max 1000.
At 0 the tail rotor will stall.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHudColour(System.Int32,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHudScreenPositionFromWorldPosition(System.Single,System.Single,System.Single,System.Single@,System.Single@)">
<summary>
World to relative screen coords
this world to screen will keep the text on screen. it will keep it in the screen pos
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf9904d11f1acbec3(System.Single,System.Single,System.Single,System.Single@,System.Single@)">
<summary>
World to relative screen coords
this world to screen will keep the text on screen. it will keep it in the screen pos
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Get_2dCoordFrom_3dCoord(System.Single,System.Single,System.Single,System.Single@,System.Single@)">
<summary>
World to relative screen coords
this world to screen will keep the text on screen. it will keep it in the screen pos
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHydraulicWheelValue(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIdealPlayerSwitchType(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
x1, y1, z1 -- Coords of your ped model
x2, y2, z2 -- Coords of the ped you want to switch to
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorAtCoords(System.Single,System.Single,System.Single)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorAtCoordsWithType(System.Single,System.Single,System.Single,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x05b7a89bd78797fc(System.Single,System.Single,System.Single,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorAtCoordsWithTypehash(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf0f77adb9f67e79d(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnkGetInteriorAtCoords(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorFromEntity(System.Int32)">
<summary>
Returns the handle of the interior that the entity is in. Returns 0 if outside.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorFromPrimaryView">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe7d267ec6ca966c3">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorFromGameplayCam">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorGroupId(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorHeading(System.Int32)">
<summary>
GET_INTERIOR_*
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorLocationAndNamehash(System.Int32,CitizenFX.Core.Vector3@,System.UInt32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x252bdc06b73fa6ea(System.Int32,CitizenFX.Core.Vector3@,System.UInt32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetInteriorInfo(System.Int32,CitizenFX.Core.Vector3@,System.UInt32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsArenaPropPhysicsDisabled(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x43c677f1e1158005(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsAutoSaveOff">
<summary>
Returns true if profile setting 208 is equal to 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6e04f06094c87047">
<summary>
Returns true if profile setting 208 is equal to 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsDoorValid(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesVehicleHaveDoor(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsHidef">
<summary>
false = Any resolution &lt; 1280x720
true = Any resolution &gt;= 1280x720
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsLeftVehicleHeadlightDamaged(System.Int32)">
<summary>
From the driver's perspective, is the left headlight broken.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsHeadlightLBroken(System.Int32)">
<summary>
From the driver's perspective, is the left headlight broken.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsPedGadgetEquipped(System.Int32,System.UInt32)">
<summary>
gadgetHash - was always 0xFBAB5776 ("GADGET_PARACHUTE").
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsPlayerInAnimalForm">
<summary>
Although we don't have a jenkins hash for this one, the name is 100% confirmed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9689123e3f213aa5">
<summary>
Although we don't have a jenkins hash for this one, the name is 100% confirmed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsRightVehicleHeadlightDamaged(System.Int32)">
<summary>
From the driver's perspective, is the right headlight broken.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsHeadlightRBroken(System.Int32)">
<summary>
From the driver's perspective, is the right headlight broken.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsTaskActive(System.Int32,System.Int32)">
<summary>
Task index enum: https://alloc8or.re/gta5/doc/enums/eTaskTypeIndex.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsUsingAlternateDriveby">
<summary>
Returns profile setting 225.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0f70731baccfbb96">
<summary>
Returns profile setting 225.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsVehicleEmpDisabled(System.Int32)">
<summary>
Returns whether this vehicle is currently disabled by an EMP mine.
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsVehicleEngineRunning(System.Int32)">
<summary>
Returns true when in a vehicle, false whilst entering/exiting.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleEngineOn(System.Int32)">
<summary>
Returns true when in a vehicle, false whilst entering/exiting.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsVehicleSecondaryColourCustom(System.Int32)">
<summary>
Check if Vehicle Secondary is avaliable for customize
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsVehicleShuntBoostActive(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsWidescreen">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetKeyForEntityInRoom(System.Int32)">
<summary>
Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLabelText(System.String)">
<summary>
Gets a string literal from a label name.
GET_F*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLandingGearState(System.Int32)">
<summary>
```
Landing gear states:
0: Deployed
1: Closing (Retracting)
3: Opening (Deploying)
4: Retracted
5: Broken
```
Landing gear state 2 is never used.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<returns>
The current state of the vehicles landing gear.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleLandingGear(System.Int32)">
<summary>
```
Landing gear states:
0: Deployed
1: Closing (Retracting)
3: Opening (Deploying)
4: Retracted
5: Broken
```
Landing gear state 2 is never used.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<returns>
The current state of the vehicles landing gear.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLastRammedVehicle(System.Int32)">
<summary>
Returns last vehicle that was rammed by the given vehicle using the shunt boost.
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLengthOfLiteralString(System.String)">
<summary>
Returns the length of the string passed (much like strlen).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLengthOfStringWithThisTextLabel(System.String)">
<summary>
Returns the string length of the string from the gxt string .
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLiveryName(System.Int32,System.Int32)">
<summary>
Second Param = LiveryIndex
example
int count = VEHICLE::GET_VEHICLE_LIVERY_COUNT(veh);
for (int i = 0; i &lt; 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLocalPlayerAimState">
<summary>
Returns the local player's targeting mode. See [`SET_PLAYER_TARGETING_MODE`](#\_0xB1906895227793F3).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLocalPlayerAimState_2">
<summary>
Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x59b9a7af4c95133c">
<summary>
Same behavior as GET_LOCAL_PLAYER_AIM_STATE but only used on the PC version.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLocalTime(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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(&amp;year, &amp;month, &amp;day, &amp;hour, &amp;minute, &amp;second);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMakeNameFromVehicleModel(System.UInt32)">
<summary>
Will return a vehicle's manufacturer display label.
Returns "CARNOTFOUND" if the hash doesn't match a vehicle hash.
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMapZoomDataLevel(System.Int32,System.Single@,System.Single@,System.Single@,System.Single@,System.Single@)">
<summary>
Returns the zoom level data by index from mapzoomdata.meta file.
</summary>
<param name="index">
Zoom level index.
</param>
<param name="zoomScale">
fZoomScale value.
</param>
<param name="zoomSpeed">
fZoomSpeed value.
</param>
<param name="scrollSpeed">
fScrollSpeed value.
</param>
<param name="tilesX">
vTiles X.
</param>
<param name="tilesY">
vTiles Y.
</param>
<returns>
A boolean indicating TRUE if the data was received successfully.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMapdataEntityHandle(System.Int32,System.Int32,System.Int32@)">
<summary>
Retrieves the map data entity handle.
This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
<param name="mapDataHash">
A mapdata hash from `mapDataLoaded` event.
</param>
<param name="entityInternalIdx">
An internal entity's index.
</param>
<param name="entityHandle">
The output entity handle.
</param>
<returns>
True if successful, false if not.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMapdataEntityMatrix(System.Int32,System.Int32,System.Int64)">
<summary>
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].
</summary>
<param name="mapDataHash">
A mapdata hash from `mapDataLoaded` event.
</param>
<param name="entityInternalIdx">
An internal entity's index.
</param>
<param name="matrixPtr">
A mutable pointer to a 64-byte buffer of floating-point values, representing an XMFLOAT4X4 in layout.
</param>
<returns>
Whether or not the matrix was retrieved.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMapdataFromHashKey(System.UInt32)">
<summary>
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.
</summary>
<param name="mapdataHandle">
The input map data handle.
</param>
<returns>
A transient (non-persistable) index to the requested mapdata, or -1.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMaxAmmoInClip(System.Int32,System.UInt32,System.Boolean)">
<summary>
p2 is mostly 1 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMaxWantedLevel">
<summary>
Gets the maximum wanted level the player can get.
Ranges from 0 to 5.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMaximumNumberOfCloudPhotos">
<summary>
This function is hard-coded to always return 96.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdc54a7af8b3a14ef">
<summary>
This function is hard-coded to always return 96.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMaximumNumberOfPhotos_2">
<summary>
This function is hard-coded to always return 96.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMaximumNumberOfPhotos">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMenuPedBoolStat(System.UInt32,System.Int32@)">
<summary>
p0 was always 0xAE2602A3.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x052991e59076e4e4(System.UInt32,System.Int32@)">
<summary>
p0 was always 0xAE2602A3.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMillisecondsPerGameMinute">
<summary>
Returns how many real ms are equal to one game minute.
A getter for [`SetMillisecondsPerGameMinute`](#\_0x36CA2554).
</summary>
<returns>
A number of milliseconds that equals to one game minute.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetModTextLabel(System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetModelDimensions(System.UInt32,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
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()), &amp;v_1A, &amp;v_17);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMount(System.Int32)">
<summary>
Function just returns 0
void __fastcall ped__get_mount(NativeContext *a1)
{
NativeContext *v1; // rbx@1
v1 = a1;
GetAddressOfPedFromScriptHandle(a1-&gt;Args-&gt;Arg1);
v1-&gt;Returns-&gt;Item1= 0;
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNameOfZone(System.Single,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNavmeshRouteDistanceRemaining(System.Int32,System.Single@,System.Boolean@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNavmeshRouteResult(System.Int32)">
<summary>
See [`GET_NAVMESH_ROUTE_DISTANCE_REMAINING`](#\_0xC6F5C0BCDC74D62D) for more details.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNetworkIdFromSoundId(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNetworkTimeAccurate">
<summary>
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.
</summary>
<returns>
Returns the network time as an integer
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x89023fbbf9200e9f">
<summary>
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.
</summary>
<returns>
Returns the network time as an integer
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNextGpsDisabledZoneIndex(System.Int32)">
<summary>
Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX.
```
NativeDB Removed Parameter 1: int index
```
</summary>
<returns>
The disabled zone index
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd3a6a0ef48823a8c(System.Int32)">
<summary>
Gets the next zone that has been disabled using SET_GPS_DISABLED_ZONE_AT_INDEX.
```
NativeDB Removed Parameter 1: int index
```
</summary>
<returns>
The disabled zone index
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNextWeatherTypeHashName">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNextWeatherType">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNgstatBoolHash(System.Int32,System.Boolean,System.Boolean,System.Int32,System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xba52ff538ed2bc71(System.Int32,System.Boolean,System.Boolean,System.Int32,System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNgstatIntHash(System.Int32,System.Boolean,System.Boolean,System.Int32,System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b4cdca6f07ff3da(System.Int32,System.Boolean,System.Boolean,System.Int32,System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNthClosestVehicleNodeFavourDirection(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,CitizenFX.Core.Vector3@,System.Single@,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNthClosestVehicleNodeId(System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Single)">
<summary>
Returns the id.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNthClosestVehicleNodeWithHeading(System.Single,System.Single,System.Single,System.Int32,CitizenFX.Core.Vector3@,System.Single@,System.Int32@,System.Int32,System.Single,System.Single)">
<summary>
Get the nth closest vehicle node and its heading. (unknown2 = 9, unknown3 = 3.0, unknown4 = 2.5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDlcVehicles">
<summary>
Returns the total number of DLC vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDlcWeaponComponents(System.Int32)">
<summary>
Returns the total number of DLC weapon components.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDlcWeaponComponentsSp(System.Int32)">
<summary>
Returns the total number of DLC weapon components that are available in SP.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDlcWeapons">
<summary>
Returns the total number of DLC weapons.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDlcWeaponsSp">
<summary>
Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta).
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumHairColors">
<summary>
Used for freemode (online) characters.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumModColors(System.Int32,System.Boolean)">
<summary>
paintType:
0: Normal
1: Metallic
2: Pearl
3: Matte
4: Metal
5: Chrome
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumReservedMissionObjects(System.Boolean)">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumReservedMissionPeds(System.Boolean)">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumReservedMissionVehicles(System.Boolean)">
<summary>
p0 appears to be for MP
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumResourceMetadata(System.String,System.String)">
<summary>
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/)
</summary>
<param name="resourceName">
The resource name.
</param>
<param name="metadataKey">
The key to look up in the resource manifest.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumTattooShopDlcItems(System.Int32)">
<summary>
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x278f76c3b0a8f109(System.Int32)">
<summary>
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumDecorations(System.Int32)">
<summary>
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumVehicleMods(System.Int32,System.Int32)">
<summary>
Returns how many possible mods a vehicle has for a given mod type
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfEvents(System.Int32)">
<summary>
eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPedDrawableVariations(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPedPropDrawableVariations(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPedPropTextureVariations(System.Int32,System.Int32,System.Int32)">
<summary>
Need to check behavior when drawableId = -1
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPedTextureVariations(System.Int32,System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPlayers">
<summary>
Gets the number of players in the current session.
If not multiplayer, always returns 1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfPlayersInTeam(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfReferencesOfScriptWithNameHash(System.UInt32)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfInstancesOfStreamedScript(System.UInt32)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfInstancesOfScriptWithNameHash(System.UInt32)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfVehicleColours(System.Int32)">
<summary>
Actually number of color combinations
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumberOfVehicleNumberPlates">
<summary>
Returns the number of *types* of licence plates, enumerated below in SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetObjectIndexFromEntityIndex(System.Int32)">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetOffsetFromEntityGivenWorldCoords(System.Int32,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetOffsetFromEntityInWorldCoords(System.Int32,System.Single,System.Single,System.Single)">
<summary>
Offset values are relative to the entity.
x = left/right
y = forward/backward
z = up/down
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetOnlineVersion">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetGameVersion">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetOnscreenKeyboardResult">
<summary>
Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetParkedVehicleDensityMultiplier">
<summary>
A getter for [SET_PARKED_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xEAE6DCC7EEE3DB1D).
</summary>
<returns>
Returns parked vehicle density multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPauseMenuCursorPosition">
<summary>
Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`.
</summary>
<returns>
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
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5bff36d6ed83e0ae">
<summary>
Name between `GET_ONSCREEN_KEYBOARD_RESULT` and `GET_PAUSE_MENU_STATE`. Likely, `GET_PAUSE_MENU_*`.
</summary>
<returns>
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
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPauseMenuSelectionData(System.Int32@,System.Int32@,System.Int32@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7e17be53e1aaabaf(System.Int32@,System.Int32@,System.Int32@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPauseMenuState">
<summary>
Returns:
0
5
10
15
20
25
30
35
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedAlertness(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedAmmoTypeFromWeapon(System.Int32,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedAmmoType(System.Int32,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedAmmoTypeFromWeapon_2(System.Int32,System.UInt32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedAsGroupMember(System.Int32,System.Int32)">
<summary>
from fm_mission_controller.c4 (variable names changed for clarity):
int groupID = PLAYER::GET_PLAYER_GROUP(PLAYER::PLAYER_ID());
PED::GET_GROUP_SIZE(group, &amp;unused, &amp;groupSize);
if (groupSize &gt;= 1) {
. . . . for (int memberNumber = 0; memberNumber &lt; groupSize; memberNumber++) {
. . . . . . . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber);
. . . . . . . . //and so on
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedBoneCoords(System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedBoneIndex(System.Int32,System.Int32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedCauseOfDeath(System.Int32)">
<summary>
Returns the hash of the weapon/model/object that killed the ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedConfigFlag(System.Int32,System.Int32,System.Boolean)">
<summary>
See [`SET_PED_CONFIG_FLAG`](#\_0x1913FE4CBF41C463).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedDecorationZoneFromHashes(System.UInt32,System.UInt32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTattooZone(System.UInt32,System.UInt32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedDensityMultiplier">
<summary>
A getter for [SET_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x95E3D6257B166CF2).
</summary>
<returns>
Returns ped density multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedDrawableVariation(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedEmissiveIntensity(System.Int32)">
<summary>
Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped.
</summary>
<param name="ped">
The ped to get the glow intensity from.
</param>
<returns>
A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1461b28a06717d68(System.Int32)">
<summary>
Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped.
</summary>
<param name="ped">
The ped to get the glow intensity from.
</param>
<returns>
A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedIlluminatedClothingGlowIntensity(System.Int32)">
<summary>
Use [`SetPedIlluminatedClothingGlowIntensity`](#\_0x4E90D746056E273D) to set the illuminated clothing glow intensity for a specific ped.
</summary>
<param name="ped">
The ped to get the glow intensity from.
</param>
<returns>
A float between 0.0 and 1.0 representing the current illuminated clothing glow intensity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedEventData(System.Int32,System.Int32,System.Int32@)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedExtractedDisplacement(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedEyeColor(System.Int32)">
<summary>
A getter for [\_SET_PED_EYE_COLOR](#\_0x50B56988B170AFDF). Returns -1 if fails to get.
</summary>
<param name="ped">
The target ped
</param>
<returns>
Returns ped's eye colour, or -1 if fails to get.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedEyeColor2(System.Int32)">
<summary>
A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF).
</summary>
<param name="ped">
The target ped
</param>
<returns>
Returns ped's eye colour, or -1 if fails to get.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x76bba2cee66d47e92(System.Int32)">
<summary>
A getter for [`_SET_PED_EYE_COLOR`](#\_0x50B56988B170AFDF).
</summary>
<param name="ped">
The target ped
</param>
<returns>
Returns ped's eye colour, or -1 if fails to get.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedFaceFeature(System.Int32,System.Int32)">
<summary>
A getter for [\_SET_PED_FACE_FEATURE](#\_0x71A5C1DBA060049E). Returns 0.0 if fails to get.
</summary>
<param name="ped">
The target ped
</param>
<param name="index">
Face feature index
</param>
<returns>
Returns ped's face feature value, or 0.0 if fails to get.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedGroupIndex(System.Int32)">
<summary>
Returns the group id of which the specified ped is a member of.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHairColor(System.Int32)">
<summary>
A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get.
</summary>
<param name="ped">
The target ped
</param>
<returns>
Returns ped's primary hair colour.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHairHighlightColor(System.Int32)">
<summary>
A getter for [\_SET_PED_HAIR_COLOR](#\_0x4CFFC65454C93A49). Returns -1 if fails to get.
</summary>
<param name="ped">
The target ped
</param>
<returns>
Returns ped's secondary hair colour.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHairRgbColor(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="hairColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4852fc386e2e1bb5(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="hairColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetHairRgbColor(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="hairColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadBlendData(System.Int32,System.Int32@)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadBlendFirstIndex(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetFirstParentIdForPedType(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadBlendNumHeads(System.Int32)">
<summary>
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumParentPedsOfType(System.Int32)">
<summary>
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadOverlayData(System.Int32,System.Int32,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Single@)">
<summary>
A getter for [SET_PED_HEAD_OVERLAY](#\_0x48F44967FA05CC1E) and [\_SET_PED_HEAD_OVERLAY_COLOR](#\_0x497BF74A7B9CB952) natives.
</summary>
<param name="ped">
The target ped
</param>
<param name="index">
Overlay index
</param>
<param name="overlayValue">
Overlay value pointer
</param>
<param name="colourType">
Colour type pointer
</param>
<param name="firstColour">
First colour pointer
</param>
<param name="secondColour">
Second colour pointer
</param>
<param name="overlayOpacity">
Opacity pointer
</param>
<returns>
Returns ped's head overlay data.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadOverlayNum(System.Int32)">
<summary>
Used with freemode (online) characters.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumHeadOverlayValues(System.Int32)">
<summary>
Used with freemode (online) characters.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedHeadOverlayValue(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedInVehicleSeat(System.Int32,System.Int32)">
<summary>
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)
</summary>
<param name="vehicle">
The vehicle to get the ped for.
</param>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
<returns>
A handle to a ped in the specified vehicle seat, or 0 if no such ped existed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedIndexFromEntityIndex(System.Int32)">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedLastWeaponImpactCoord(System.Int32,CitizenFX.Core.Vector3@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedMakeupRgbColor(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="makeupColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x013e5cfc38cd5387(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="makeupColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetMakeupRgbColor(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
<param name="makeupColorIndex">
The hair color index. Value between 0-63 (inclusive).
</param>
<param name="outR">
Output red value.
</param>
<param name="outG">
Output green value.
</param>
<param name="outB">
Output blue value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedNearbyPeds(System.Int32,System.Int32@,System.Int32)">
<summary>
Console/PC structure definitions and example: pastebin.com/SsFej963
For FiveM/Cfx.Re use-cases refer to: [`GET_GAME_POOL`](#\_0x2B9D4F50).
</summary>
<param name="ignore">
Ped type to ignore
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedNearbyVehicles(System.Int32,System.Int32@)">
<summary>
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 &lt; count; i++)
{
int offsettedID = i * 2 + 2;
//Make sure it exists
if (veh[offsettedID] != NULL &amp;&amp; ENTITY::DOES_ENTITY_EXIST(veh[offsettedID]))
{
//Do something
}
}
}
Here's the right way to do it (console and pc):
pastebin.com/SsFej963
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedPaletteVariation(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedParachuteLandingType(System.Int32)">
<summary>
-1: no landing
0: landing on both feet
1: stumbling
2: rolling
3: ragdoll
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedParachuteState(System.Int32)">
<summary>
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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedPropIndex(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedPropTextureIndex(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedSourceOfDeath(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedKiller(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedStealthMovement(System.Int32)">
<summary>
Returns whether the entity is in stealth mode
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedTaskCombatTarget(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x32c27a11307b01cc(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedTextureVariation(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedType(System.Int32)">
<summary>
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
};
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedUsingVehicleDoor(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x218297bf0cfd853b(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedVisualFieldCenterAngle(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPedheadshotTxdString(System.Int32)">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPickupHash(System.Int32)">
<summary>
returns pickup hash.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5eaad83f8cfb4575(System.Int32)">
<summary>
returns pickup hash.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPickupHashFromWeapon(System.UInt32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd6429a016084f1a5(System.UInt32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerGroup(System.Int32)">
<summary>
Returns the group ID the player is member of.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerIndex">
<summary>
Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerInvincible(System.Int32)">
<summary>
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 &amp; (1 &lt;&lt; 8)) != 0) || ((flag &amp; (1 &lt;&lt; 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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerInvincible_2(System.Int32)">
<summary>
Unlike [GET_PLAYER_INVINCIBLE](#\_0xB721981B2B939E07) this native gets both [SET_PLAYER_INVINCIBLE_KEEP_RAGDOLL_ENABLED](#\_0x6BC97F4F4BB3C04B) and [SET_PLAYER_INVINCIBLE](#\_0x239528EACDC3E7DE) invincibility state.
</summary>
<param name="player">
The player id
</param>
<returns>
A boolean to tell if the player is invincible.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerMeleeWeaponDamageModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_MELEE_WEAPON_DAMAGE_MODIFIER](#\_0x4A3DC7ECCC321032).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
Returns player melee weapon damage modifier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerMeleeWeaponDefenseModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_MELEE_WEAPON_DEFENSE_MODIFIER](#\_0xAE540335B4ABC4E2).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player melee weapon defense modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerName(System.Int32)">
<summary>
Returns the players name from a specified player index
</summary>
<param name="player">
The player index, or -1 to get the local player ped.
</param>
<returns>
The name of the queried player. "**Invalid**" if the player does not exist.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerParachuteModelOverride(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerParachuteTintIndex(System.Int32,System.Int32@)">
<summary>
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,
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerPed(System.Int32)">
<summary>
Gets the ped for a specified player index.
</summary>
<param name="playerId">
The player index, or -1 to get the local player ped.
</param>
<returns>
The specified player's ped, or 0 if invalid.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerPedScriptIndex(System.Int32)">
<summary>
Does the same like PLAYER::GET_PLAYER_PED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerRadioStationIndex">
<summary>
Returns 255 (radio off index) if the function fails.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerRadioStationName">
<summary>
Returns active radio station name
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerReserveParachuteModelOverride(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerReserveParachuteTintIndex(System.Int32,System.Int32@)">
<summary>
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,
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerTargetEntity(System.Int32,System.Int32@)">
<summary>
Assigns the handle of locked-on melee target to *entity that you pass it.
Returns false if no entity found.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerTeam(System.Int32)">
<summary>
Gets the player's team.
Does nothing in singleplayer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerVehicleDamageModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_VEHICLE_DAMAGE_MODIFIER](#\_0xA50E117CDDF82F0C).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player vehicle damage modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerVehicleDefenseModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_VEHICLE_DEFENSE_MODIFIER](#\_0x4C60E6EFDAFF2462).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player vehicle defense modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerWeaponDamageModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_WEAPON_DAMAGE_MODIFIER](#\_0xCE07B9F7817AADA3).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player weapon damage modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerWeaponDefenseModifier(System.Int32)">
<summary>
A getter for [SET_PLAYER_WEAPON_DEFENSE_MODIFIER](#\_0x2D83BC011CA14A3C).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player weapon defense modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerWeaponDefenseModifier_2(System.Int32)">
<summary>
A getter for [\_SET_PLAYER_WEAPON_DEFENSE_MODIFIER\_2](#\_0xBCFDE9EDE4CF27DC).
</summary>
<param name="playerId">
The player index.
</param>
<returns>
The value of player weapon defense modifier 2.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayersLastVehicle">
<summary>
Alternative: GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 1);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPositionInRecording(System.Int32)">
<summary>
Distance traveled in the vehicles current recording.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPositionOfVehicleRecordingAtTime(System.Int32,System.Single,System.String)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPosixTime(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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(&amp;year, &amp;month, &amp;day, &amp;hour, &amp;minute, &amp;second);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPowerSavingModeDuration">
<summary>
Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xabb2fa71c83a1b72">
<summary>
Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPrevWeatherTypeHashName">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPrevWeatherType">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRadioStationName(System.Int32)">
<summary>
Returns String with radio station name.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRandomIntInRange_2(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRandomPedAtCoord(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRandomVehicleDensityMultiplier">
<summary>
A getter for [SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0xB3B3359379FE77D3).
Same as vehicle density multiplier.
</summary>
<returns>
Returns random vehicle density multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRandomVehicleInSphere(System.Single,System.Single,System.Single,System.Single,System.UInt32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRandomVehicleModelInMemory(System.Boolean,System.UInt32@,System.Int32@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRayfireMapObject(System.Single,System.Single,System.Single,System.Single,System.String)">
<summary>
Example:
OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb48fced898292e52(System.Single,System.Single,System.Single,System.Single,System.String)">
<summary>
Example:
OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDesObject(System.Single,System.Single,System.Single,System.Single,System.String)">
<summary>
Example:
OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRayfireMapObjectAnimPhase(System.Int32)">
<summary>
`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.
</summary>
<param name="_object">
The des-object handle to get the animation progress from.
</param>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x260ee4fdbdf4db01(System.Int32)">
<summary>
`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.
</summary>
<param name="_object">
The des-object handle to get the animation progress from.
</param>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDesObjectAnimProgress(System.Int32)">
<summary>
`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.
</summary>
<param name="_object">
The des-object handle to get the animation progress from.
</param>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRegisteredCommands">
<summary>
Returns all commands that are registered in the command system.
The data returned adheres to the following layout:
```
[
{
"name": "cmdlist"
},
{
"name": "command1"
}
]
```
</summary>
<returns>
An object containing registered commands.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRelationshipBetweenGroups(System.UInt32,System.UInt32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRelationshipBetweenPeds(System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRenderedCharacterHeight(System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdb88a37483346780(System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextScaleHeight(System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetResourceKvpFloat(System.String)">
<summary>
A getter for [SET_RESOURCE_KVP_FLOAT](#\_0x9ADD2938).
</summary>
<param name="key">
The key to fetch
</param>
<returns>
The floating-point value stored under the specified key, or 0.0 if not found.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetResourceKvpInt(System.String)">
<summary>
A getter for [SET_RESOURCE_KVP_INT](#\_0x6A2B1E8).
</summary>
<param name="key">
The key to fetch
</param>
<returns>
The integer value stored under the specified key, or 0 if not found.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetResourceKvpString(System.String)">
<summary>
A getter for [SET_RESOURCE_KVP](#\_0x21C7A35B).
</summary>
<param name="key">
The key to fetch
</param>
<returns>
The string value stored under the specified key, or nil/null if not found.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetResourceMetadata(System.String,System.String,System.Int32)">
<summary>
Gets the metadata value at a specified key/index from a resource's manifest.
See also: [Resource manifest](https://docs.fivem.net/resources/manifest/)
</summary>
<param name="resourceName">
The resource name.
</param>
<param name="metadataKey">
The key in the resource manifest.
</param>
<param name="index">
The value index, in a range from \[0..GET_NUM_RESOURCE_METDATA-1].
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetResourceState(System.String)">
<summary>
Returns the current state of the specified resource.
</summary>
<param name="resourceName">
The name of the resource.
</param>
<returns>
The resource state. One of `"missing", "started", "starting", "stopped", "stopping", "uninitialized" or "unknown"`.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRoomKeyFromEntity(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRopeFlags(System.Int32)">
<summary>
cpp
enum eRopeFlags
{
DrawShadowEnabled = 2,
Breakable = 4,
RopeUnwindingFront = 8,
RopeWinding = 32
}
</summary>
<param name="rope">
The rope to get the flags for.
</param>
<returns>
The rope's flags.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRuntimeTextureHeight(System.Int64)">
<summary>
Gets the height of the specified runtime texture.
</summary>
<param name="tex">
A handle to the runtime texture.
</param>
<returns>
The height in pixels.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRuntimeTexturePitch(System.Int64)">
<summary>
Gets the row pitch of the specified runtime texture, for use when creating data for `SET_RUNTIME_TEXTURE_ARGB_DATA`.
</summary>
<param name="tex">
A handle to the runtime texture.
</param>
<returns>
The row pitch in bytes.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRuntimeTextureWidth(System.Int64)">
<summary>
Gets the width of the specified runtime texture.
</summary>
<param name="tex">
A handle to the runtime texture.
</param>
<returns>
The width in pixels.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSafeCoordForPed(System.Single,System.Single,System.Single,System.Boolean,CitizenFX.Core.Vector3@,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSafeZoneSize">
<summary>
Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieCursorSelection(System.Int32,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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).
</summary>
<param name="scaleformHandle">
Handle of the scaleform
</param>
<param name="received">
Returns a boolean indicating if the data was received successfully (in Lua).
</param>
<param name="selectionType">
The type of MouseEvent specified above.
</param>
<param name="context">
Context of the slot the mouse is hovering on.
</param>
<param name="slotIndex">
Index of the slot the mouse is hovering on.
</param>
<returns>
* **retVal** Returns true if MOUSE_EVENT callback from Scaleforms has been called.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x632b2940c67f4ea9(System.Int32,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
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).
</summary>
<param name="scaleformHandle">
Handle of the scaleform
</param>
<param name="received">
Returns a boolean indicating if the data was received successfully (in Lua).
</param>
<param name="selectionType">
The type of MouseEvent specified above.
</param>
<param name="context">
Context of the slot the mouse is hovering on.
</param>
<param name="slotIndex">
Index of the slot the mouse is hovering on.
</param>
<returns>
* **retVal** Returns true if MOUSE_EVENT callback from Scaleforms has been called.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieMethodReturnValueBool(System.Int32)">
<summary>
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd80a80346a45d761(System.Int32)">
<summary>
methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieMethodReturnValueInt(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2de7efa66b906036(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieFunctionReturnInt(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns an int in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING` returns a string.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieMethodReturnValueString(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SittingTv(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieFunctionReturnString(System.Int32)">
<summary>
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.
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns a string in the same way `GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT` returns an int.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScenarioPedDensityMultiplier">
<summary>
A getter for [SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x7A556143A1C03898).
</summary>
<returns>
Returns scenario ped density multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScreenCoordFromWorldCoord(System.Single,System.Single,System.Single,System.Single@,System.Single@)">
<summary>
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&lt;bool&gt;(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
return new Vector2(x2dp.GetResult&lt;float&gt;(), y2dp.GetResult&lt;float&gt;());
}
//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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.World3dToScreen2d(System.Single,System.Single,System.Single,System.Single@,System.Single@)">
<summary>
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&lt;bool&gt;(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
return new Vector2(x2dp.GetResult&lt;float&gt;(), y2dp.GetResult&lt;float&gt;());
}
//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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScreenResolution(System.Int32@,System.Int32@)">
<summary>
Hardcoded to always return 1280x720. Use [`_GET_ACTIVE_SCREEN_RESOLUTION`](?\_0x873C9F3104101DD3) to retrieve the correct screen resolution.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScriptGfxPosition(System.Single,System.Single,System.Single@,System.Single@)">
<summary>
Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and
`SET_SCRIPT_GFX_ALIGN_PARAMS`.
</summary>
<param name="x">
The input X coordinate.
</param>
<param name="y">
The input Y coordinate.
</param>
<param name="calculatedX">
A pointer to the calculated X value.
</param>
<param name="calculatedY">
A pointer to the calculated Y value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6dd8f5aa635eb4b2(System.Single,System.Single,System.Single@,System.Single@)">
<summary>
Calculates the effective X/Y fractions when applying the values set by `SET_SCRIPT_GFX_ALIGN` and
`SET_SCRIPT_GFX_ALIGN_PARAMS`.
</summary>
<param name="x">
The input X coordinate.
</param>
<param name="y">
The input Y coordinate.
</param>
<param name="calculatedX">
A pointer to the calculated X value.
</param>
<param name="calculatedY">
A pointer to the calculated Y value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScriptTaskStatus(System.Int32,System.UInt32)">
<summary>
Gets the status of a script-assigned task.
taskHash: https://alloc8or.re/gta5/doc/enums/eScriptTaskHash.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSequenceProgress(System.Int32)">
<summary>
returned values:
0 to 7 = task that's currently in progress, 0 meaning the first one.
-1 no task sequence in progress.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShapeTestResult(System.Int32,System.Boolean@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Int32@)">
<summary>
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.
</summary>
<param name="shapeTestHandle">
A shape test handle.
</param>
<param name="hit">
Whether or not the shape test hit any collisions.
</param>
<param name="endCoords">
The resulting coordinates where the shape test hit a collision.
</param>
<param name="surfaceNormal">
The surface normal of the hit position.
</param>
<param name="entityHit">
Any dynamic entity hit by the shape test.
</param>
<returns>
`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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRaycastResult(System.Int32,System.Boolean@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Int32@)">
<summary>
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.
</summary>
<param name="shapeTestHandle">
A shape test handle.
</param>
<param name="hit">
Whether or not the shape test hit any collisions.
</param>
<param name="endCoords">
The resulting coordinates where the shape test hit a collision.
</param>
<param name="surfaceNormal">
The surface normal of the hit position.
</param>
<param name="entityHit">
Any dynamic entity hit by the shape test.
</param>
<returns>
`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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShapeTestResultIncludingMaterial(System.Int32,System.Boolean@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.UInt32@,System.Int32@)">
<summary>
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.
</summary>
<param name="shapeTestHandle">
A shape test handle.
</param>
<param name="hit">
Whether or not the shape test hit any collisions.
</param>
<param name="endCoords">
The resulting coordinates where the shape test hit a collision.
</param>
<param name="surfaceNormal">
The surface normal of the hit position.
</param>
<param name="materialHash">
hash of the hit material or surface type, see materialFX.dat
</param>
<param name="entityHit">
Any dynamic entity hit by the shape test.
</param>
<returns>
`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>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x65287525d951f6be(System.Int32,System.Boolean@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.UInt32@,System.Int32@)">
<summary>
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.
</summary>
<param name="shapeTestHandle">
A shape test handle.
</param>
<param name="hit">
Whether or not the shape test hit any collisions.
</param>
<param name="endCoords">
The resulting coordinates where the shape test hit a collision.
</param>
<param name="surfaceNormal">
The surface normal of the hit position.
</param>
<param name="materialHash">
hash of the hit material or surface type, see materialFX.dat
</param>
<param name="entityHit">
Any dynamic entity hit by the shape test.
</param>
<returns>
`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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShapeTestResultEx(System.Int32,System.Boolean@,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.UInt32@,System.Int32@)">
<summary>
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.
</summary>
<param name="shapeTestHandle">
A shape test handle.
</param>
<param name="hit">
Whether or not the shape test hit any collisions.
</param>
<param name="endCoords">
The resulting coordinates where the shape test hit a collision.
</param>
<param name="surfaceNormal">
The surface normal of the hit position.
</param>
<param name="materialHash">
hash of the hit material or surface type, see materialFX.dat
</param>
<param name="entityHit">
Any dynamic entity hit by the shape test.
</param>
<returns>
`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>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShopPedApparelForcedComponentCount(System.UInt32)">
<summary>
Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumForcedComponents(System.UInt32)">
<summary>
Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShopPedApparelForcedPropCount(System.Int32)">
<summary>
Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x017568a8182d98a6(System.Int32)">
<summary>
Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShopPedComponent(System.UInt32,System.Int32@)">
<summary>
More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetShopPedQueryOutfit(System.Int32,System.Int32@)">
<summary>
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;
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSoundIdFromNetworkId(System.Int32)">
<summary>
Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D).
</summary>
<param name="netId">
Network ID of sound.
</param>
<returns>
Integer representing a sound id, -1 (0xFFFFFFFF) on failure.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75262fd12d0a1c84(System.Int32)">
<summary>
Counterpart: [`GET_NETWORK_ID_FROM_SOUND_ID`](#\_0x2DE3F0A134FFBC0D).
</summary>
<param name="netId">
Network ID of sound.
</param>
<returns>
Integer representing a sound id, -1 (0xFFFFFFFF) on failure.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStateBagValue(System.String,System.String)">
<summary>
Returns the value of a state bag key.
</summary>
<returns>
Value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStateOfClosestDoorOfType(System.UInt32,System.Single,System.Single,System.Single,System.Boolean@,System.Single@)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStateOfRayfireMapObject(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x899ba936634a322e(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetDesObjectState(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStatusOfSortedListOperation(System.Boolean)">
<summary>
3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool.
appcamera, appmedia, and cellphone_controller.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf5bed327cea362b1(System.Boolean)">
<summary>
3 matches across 3 scripts. First 2 were 0, 3rd was 1. Possibly a bool.
appcamera, appmedia, and cellphone_controller.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStatusOfTextureDownload(System.Int32)">
<summary>
0 = succeeded
1 = pending
2 = failed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8bd6c6dea20e82c6(System.Int32)">
<summary>
0 = succeeded
1 = pending
2 = failed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStreetNameAtCoord(System.Single,System.Single,System.Single,System.UInt32@,System.UInt32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetStreetNameFromHashKey(System.UInt32)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSubmarineCrushDepthWarningState(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSubmarineIsBelowFirstCrushDepth(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTaskMoveNetworkSignalFloat(System.Int32,System.String)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTattooShopDlcItemData(System.Int32,System.Int32,System.Int32@)">
<summary>
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.
}
```
</summary>
<param name="characterType">
Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale.
</param>
<param name="decorationIndex">
Tattoo index, value between 0 and GetNumDecorations(characterType).
</param>
<param name="outComponent">
The referenced struct.
</param>
<returns>
A bool indicating that the tattoo data could be fetched(?)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xff56381874f82086(System.Int32,System.Int32,System.Int32@)">
<summary>
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.
}
```
</summary>
<param name="characterType">
Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale.
</param>
<param name="decorationIndex">
Tattoo index, value between 0 and GetNumDecorations(characterType).
</param>
<param name="outComponent">
The referenced struct.
</param>
<returns>
A bool indicating that the tattoo data could be fetched(?)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTattooCollectionData(System.Int32,System.Int32,System.Int32@)">
<summary>
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.
}
```
</summary>
<param name="characterType">
Character types 0 = Michael, 1 = Franklin, 2 = Trevor, 3 = MPMale, 4 = MPFemale.
</param>
<param name="decorationIndex">
Tattoo index, value between 0 and GetNumDecorations(characterType).
</param>
<param name="outComponent">
The referenced struct.
</param>
<returns>
A bool indicating that the tattoo data could be fetched(?)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextSubstring(System.String,System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextSubstringSafe(System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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 &lt;= (length - 2); i += 1) {
if (!MISC::ARE_STRINGS_EQUAL(HUD::_GET_TEXT_SUBSTRING_SAFE(text, i, i + 1, 1), " ")) {
return FALSE;
}
}
return TRUE;
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextSubstringSlice(System.String,System.Int32,System.Int32)">
<summary>
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_"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTextureResolution(System.String,System.String)">
<summary>
Returns the texture resolution of the passed texture dict+name.
Note: Most texture resolutions are doubled compared to the console version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeDifference(System.Int32,System.Int32)">
<summary>
Subtracts the second argument from the first.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeOfLastPedWeaponDamage(System.Int32,System.Int32)">
<summary>
GET_TIME_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36b77bb84687c318(System.Int32,System.Int32)">
<summary>
GET_TIME_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeOffset(System.Int32,System.Int32)">
<summary>
Adds the first argument to the second.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimePositionInRecording(System.Int32)">
<summary>
Can be used with GET_TOTAL_DURATION_OF_VEHICLE_RECORDING{_ID} to compute a percentage.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeSinceLastArrest">
<summary>
Returns the time since the character was arrested in (ms) milliseconds.
example
var time = Function.call&lt;int&gt;(Hash.GET_TIME_SINCE_LAST_ARREST();
UI.DrawSubtitle(time.ToString());
if player has not been arrested, the int returned will be -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeSinceLastDeath">
<summary>
Returns the time since the character died in (ms) milliseconds.
example
var time = Function.call&lt;int&gt;(Hash.GET_TIME_SINCE_LAST_DEATH();
UI.DrawSubtitle(time.ToString());
if player has not died, the int returned will be -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimeSinceLastInput(System.Int32)">
<summary>
The number of milliseconds since last padIndex registered pressed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd7d22f5592aed8ba(System.Int32)">
<summary>
The number of milliseconds since last padIndex registered pressed
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTimecycleModifierIndex">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTrainCarriage(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTrainDoorCount(System.Int32)">
<summary>
Gets the door count for the specified train.
</summary>
<param name="train">
The train to obtain the door count for.
</param>
<returns>
The door count.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTrainDoorOpenRatio(System.Int32,System.Int32)">
<summary>
Gets the ratio that a door is open for on a train.
</summary>
<param name="train">
The train to obtain the door ratio for.
</param>
<param name="doorIndex">
Zero-based door index.
</param>
<returns>
A value between 0.0 (fully closed) and 1.0 (fully open).
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTyreHealth(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTyreWearMultiplier(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetUsedCreatorModelMemoryPercentage">
<summary>
0.0 = no memory used
1.0 = all memory used
Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3d3d8b3be5a83d35">
<summary>
0.0 = no memory used
1.0 = all memory used
Maximum model memory (as defined in common\data\missioncreatordata.meta) is 100 MiB
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetUtcTime(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
Gets current UTC time
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetLocalTime2(System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
Gets current UTC time
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleAcceleration(System.Int32)">
<summary>
static - max acceleration
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleAttachedToCargobob(System.Int32)">
<summary>
Returns attached vehicle (Vehicle in parameter must be cargobob)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleBodyHealth(System.Int32)">
<summary>
Seems related to vehicle health, like the one in IV.
Max 1000, min 0.
Vehicle does not necessarily explode or become undrivable at 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleBombCount(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of bombs from.
</param>
<returns>
An int indicating the amount of bombs remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xea12bd130d7569a1(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of bombs from.
</param>
<returns>
An int indicating the amount of bombs remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAircraftBombCount(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of bombs from.
</param>
<returns>
An int indicating the amount of bombs remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleCauseOfDestruction(System.Int32)">
<summary>
iVar3 = get_vehicle_cause_of_destruction(uLocal_248[iVar2]);
if (iVar3 == joaat("weapon_stickybomb"))
{
func_171(726);
iLocal_260 = 1;
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleCheatPowerIncrease(System.Int32)">
<summary>
A getter for [SET_VEHICLE_CHEAT_POWER_INCREASE](#\_0xB59E4BD37AE292DB).
</summary>
<param name="vehicle">
The target vehicle.
</param>
<returns>
Returns vehicle's cheat power increase modifier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleClass(System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleClassFromName(System.UInt32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleColor(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
See [`SET_VEHICLE_CUSTOM_PRIMARY_COLOUR`](#\_0x7141766F91D15BEA) and [`SET_VEHICLE_CUSTOM_SECONDARY_COLOUR`](#\_0x36CED73BFED89754).
</summary>
<param name="vehicle">
The target vehicle
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleCountermeasureCount(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of countermeasures from.
</param>
<returns>
An int indicating the amount of countermeasures remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf846aa63df56b804(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of countermeasures from.
</param>
<returns>
An int indicating the amount of countermeasures remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetAircraftCountermeasureCount(System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to get the amount of countermeasures from.
</param>
<returns>
An int indicating the amount of countermeasures remaining on that plane.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleCurrentSlipstreamDraft(System.Int32)">
<summary>
Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup).
GET_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36492c2f0d134c56(System.Int32)">
<summary>
Returns a float value between 0.0 and 3.0 related to its slipstream draft (boost/speedup).
GET_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDefaultHorn(System.Int32)">
<summary>
Returns hash of default vehicle horn
Hash is stored in audVehicleAudioEntity
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDefaultHornVariation(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd53f3a29bce2580e(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x22fecb546c276a30(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDeformationAtPos(System.Int32,System.Single,System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDensityMultiplier">
<summary>
A getter for [SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME](#\_0x245A6883D966D537).
</summary>
<returns>
Returns vehicle density multiplier value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDirtLevel(System.Int32)">
<summary>
A getter for [`SET_VEHICLE_DIRT_LEVEL`](#\_0x79D3B596FE44EE8B).
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<returns>
A number between 0.0 and 15.0 representing the vehicles dirt level.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDoorAngleRatio(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDoorDestroyType(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xca4ac3eaae46ec7b(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
Returns vehicle door destroy type previously set with \_SET_VEHICLE_DOOR_DESTROY_TYPE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDoorLockStatus(System.Int32)">
<summary>
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).
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDrawnWheelAngleMult(System.Int32)">
<summary>
Gets a vehicle's multiplier used with a wheel's GET_VEHICLE_WHEEL_STEERING_ANGLE to determine the angle the wheel is rendered.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleEngineHealth(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleEnveffScale(System.Int32)">
<summary>
formerly known as _GET_VEHICLE_PAINT_FADE
The result is a value from 0-1, where 0 is fresh paint.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehiclePaintFade(System.Int32)">
<summary>
formerly known as _GET_VEHICLE_PAINT_FADE
The result is a value from 0-1, where 0 is fresh paint.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHandlingFloat(System.Int32,System.String,System.String)">
<summary>
Returns the effective handling data of a vehicle as a floating-point value.
Example: `local fSteeringLock = GetVehicleHandlingFloat(vehicle, 'CHandlingData', 'fSteeringLock')`
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="class_">
The handling class to get. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to get. These match the keys in `handling.meta`.
</param>
<returns>
A floating-point value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHandlingInt(System.Int32,System.String,System.String)">
<summary>
Returns the effective handling data of a vehicle as an integer value.
Example: `local modelFlags = GetVehicleHandlingInt(vehicle, 'CHandlingData', 'strModelFlags')`
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="class_">
The handling class to get. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to get. These match the keys in `handling.meta`.
</param>
<returns>
An integer.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHandlingVector(System.Int32,System.String,System.String)">
<summary>
Returns the effective handling data of a vehicle as a vector value.
Example: `local inertiaMultiplier = GetVehicleHandlingVector(vehicle, 'CHandlingData', 'vecInertiaMultiplier')`
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="class_">
The handling class to get. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to get. These match the keys in `handling.meta`.
</param>
<returns>
An integer.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHealthPercentage(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleBodyHealth_2(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHomingLockonState(System.Int32)">
<summary>
Returns a value depending on the lock-on state of vehicle weapons.
0: not locked on
1: locking on
2: locked on
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe6b0e8cfc3633bf0(System.Int32)">
<summary>
Returns a value depending on the lock-on state of vehicle weapons.
0: not locked on
1: locking on
2: locked on
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleIndexFromEntityIndex(System.Int32)">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleIndicatorLights(System.Int32)">
<summary>
Gets the vehicle indicator light state. 0 = off, 1 = left, 2 = right, 3 = both
</summary>
<returns>
An integer.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleIsMercenary(System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd4c4642cb7f50b5d(System.Int32)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleLivery(System.Int32)">
<summary>
-1 = no livery
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleLiveryCount(System.Int32)">
<summary>
Returns -1 if the vehicle has no livery
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleMod(System.Int32,System.Int32)">
<summary>
Returns -1 if the vehicle mod is stock
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModColor_1Name(System.Int32,System.Boolean)">
<summary>
returns a string which is the codename of the vehicle's currently selected primary color
p1 is always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb45085b721efd38c(System.Int32,System.Boolean)">
<summary>
returns a string which is the codename of the vehicle's currently selected primary color
p1 is always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModColor_2Name(System.Int32)">
<summary>
returns a string which is the codename of the vehicle's currently selected secondary color
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4967a516ed23a5a1(System.Int32)">
<summary>
returns a string which is the codename of the vehicle's currently selected secondary color
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModIdentifierHash(System.Int32,System.Int32,System.Int32)">
<summary>
Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4593cf82aa179706(System.Int32,System.Int32,System.Int32)">
<summary>
Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModData(System.Int32,System.Int32,System.Int32)">
<summary>
Can be used for IS_DLC_VEHICLE_MOD and _0xC098810437312FFF
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModVariation(System.Int32,System.Int32)">
<summary>
Only used for wheels(ModType = 23/24) Returns true if the wheels are custom wheels
</summary>
<param name="modType">
Refer to eVehicleModType in [`SET_VEHICLE_MOD`](#\_0x6AF0636DDEDCB6DD).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelAcceleration(System.UInt32)">
<summary>
Returns the acceleration of the specified model.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelEstimatedAgility(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
9.8 * thrust if air vehicle, else 0.38 + drive force?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x53409b5163d5b846(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
9.8 * thrust if air vehicle, else 0.38 + drive force?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelDownForce(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
9.8 * thrust if air vehicle, else 0.38 + drive force?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelEstimatedMaxSpeed(System.UInt32)">
<summary>
Returns max speed (without mods) of the specified vehicle model in m/s.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMaxSpeed(System.UInt32)">
<summary>
Returns max speed (without mods) of the specified vehicle model in m/s.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMaxBraking(System.UInt32)">
<summary>
Returns max braking of the specified vehicle model.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMaxKnots(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
Function pertains only to aviation vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc6ad107ddc9054cc(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
Function pertains only to aviation vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMaxTraction(System.UInt32)">
<summary>
Returns max traction of the specified vehicle model.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMoveResistance(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
called if the vehicle is a boat -- returns vecMoveResistanceX?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5aa3f878a178c4fc(System.UInt32)">
<summary>
GET_VEHICLE_MODEL_*
called if the vehicle is a boat -- returns vecMoveResistanceX?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelNumberOfSeats(System.UInt32)">
<summary>
Returns max number of passengers (including the driver) for the specified vehicle model.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMaxNumberOfPassengers(System.UInt32)">
<summary>
Returns max number of passengers (including the driver) for the specified vehicle model.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelValue(System.Int32)">
<summary>
Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5873c14a52d74236(System.Int32)">
<summary>
Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleModelMonetaryValue(System.Int32)">
<summary>
Returns `nMonetaryValue` from handling.meta for specific model, which is the vehicle's monetary value.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNeonLightsColour(System.Int32,System.Int32@,System.Int32@,System.Int32@)">
<summary>
Gets the color of the neon lights of the specified vehicle.
See [`_SET_VEHICLE_NEON_LIGHTS_COLOUR`](#\_0x8E0A582209A62695) for more information
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNodeIsGpsAllowed(System.Int32)">
<summary>
Returns false for nodes that aren't used for GPS routes.
Example:
Nodes in Fort Zancudo and LSIA are false
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa2ae5c478b96e3b6(System.Int32)">
<summary>
Returns false for nodes that aren't used for GPS routes.
Example:
Nodes in Fort Zancudo and LSIA are false
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetSupportsGpsRouteFlag(System.Int32)">
<summary>
Returns false for nodes that aren't used for GPS routes.
Example:
Nodes in Fort Zancudo and LSIA are false
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNodeIsSwitchedOff(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4f5070aa58f69279(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsSlowRoadFlag(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNodePosition(System.Int32,CitizenFX.Core.Vector3@)">
<summary>
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().
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNodeProperties(System.Single,System.Single,System.Single,System.Int32@,System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNumberOfBrokenOffBones(System.Int32)">
<summary>
Also includes some "turnOffBones" when vehicle mods are installed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x42a4beb35d372407(System.Int32)">
<summary>
Also includes some "turnOffBones" when vehicle mods are installed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNumberOfPassengers(System.Int32)">
<summary>
Gets the number of passengers, NOT including the driver. Use IS_VEHICLE_SEAT_FREE(Vehicle, -1) to also check for the driver
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNumberPlateText(System.Int32)">
<summary>
Returns the license plate text from a vehicle. 8 chars maximum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleNumberPlateTextIndex(System.Int32)">
<summary>
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,
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehiclePedIsIn(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="ped">
The target ped
</param>
<param name="lastVehicle">
False = CurrentVehicle, True = LastVehicle
</param>
<returns>
The vehicle id. Returns 0 if the ped is/was not in a vehicle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehiclePedIsUsing(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehiclePetrolTankHealth(System.Int32)">
<summary>
1000 is max health
Begins leaking gas at around 650 health
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehiclePlateType(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleRecordingId(System.Int32,System.String)">
<summary>
See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleRoofLivery(System.Int32)">
<summary>
Returns index of the current vehicle's rooftop livery.
A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270).
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<returns>
An index of the current vehicle's rooftop livery.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x60190048c0764a26(System.Int32)">
<summary>
Returns index of the current vehicle's rooftop livery.
A getter for [\_SET_VEHICLE_ROOF_LIVERY](#\_0xA6D3A8750DC73270).
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<returns>
An index of the current vehicle's rooftop livery.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleRoofLiveryCount(System.Int32)">
<summary>
Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<returns>
A number of available rooftop liveries for vehicle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5ecb40269053c0d4(System.Int32)">
<summary>
Returns a number of available rooftop liveries, or -1 if vehicle has no rooftop liveries available.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<returns>
A number of available rooftop liveries for vehicle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleSuspensionBounds(System.Int32,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Outputs 2 Vector3's.
Scripts check if out2.x - out1.x &gt; something.x
Could be suspension related, as in max suspension height and min suspension height, considering the natives location.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdf7e3eeb29642c38(System.Int32,CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@)">
<summary>
Outputs 2 Vector3's.
Scripts check if out2.x - out1.x &gt; something.x
Could be suspension related, as in max suspension height and min suspension height, considering the natives location.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleSuspensionHeight(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleTopSpeedModifier(System.Int32)">
<summary>
A getter for [MODIFY_VEHICLE_TOP_SPEED](#\_0x93A3996368C94158). Returns -1.0 if a modifier is not set.
</summary>
<param name="vehicle">
The target vehicle.
</param>
<returns>
Returns vehicle's modified top speed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleTrailerVehicle(System.Int32,System.Int32@)">
<summary>
Gets the trailer of a vehicle and puts it into the trailer parameter.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelBrakePressure(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelFlags(System.Int32,System.Int32)">
<summary>
Gets the flags of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
<returns>
An unsigned int containing bit flags.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelIsPowered(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelPower(System.Int32,System.Int32)">
<summary>
Gets power being sent to a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelRotationSpeed(System.Int32,System.Int32)">
<summary>
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.
</summary>
<returns>
The angular velocity of the wheel.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelSize(System.Int32)">
<summary>
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).
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<returns>
Float representing size of the wheel (usually between 0.5 and 1.5)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelSpeed(System.Int32,System.Int32)">
<summary>
Gets speed of a wheel at the tyre.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
<returns>
An integer.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelSteeringAngle(System.Int32,System.Int32)">
<summary>
Gets steering angle of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
<returns>
The steering angle of the wheel, with 0 being straight.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelSuspensionCompression(System.Int32,System.Int32)">
<summary>
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.
</summary>
<returns>
The current compression of the wheel's suspension.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelTractionVectorLength(System.Int32,System.Int32)">
<summary>
Gets the traction vector length of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelType(System.Int32)">
<summary>
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
};
</summary>
<returns>
Returns an eVehicleWheelType integer value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelWidth(System.Int32)">
<summary>
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).
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<returns>
Float representing width of the wheel (usually between 0.1 and 1.5)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelXOffset(System.Int32,System.Int32)">
<summary>
Returns the offset of the specified wheel relative to the wheel's axle center.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleWheelieState(System.Int32)">
<summary>
List of known states:
```
1: Not wheeling.
65: Vehicle is ready to do wheelie (burnouting).
129: Vehicle is doing wheelie.
```
</summary>
<param name="vehicle">
Vehicle
</param>
<returns>
Vehicle's current wheelie state.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleXenonLightsColor(System.Int32)">
<summary>
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
}
```
</summary>
<param name="vehicle">
The vehicle to get the headlight color from.
</param>
<returns>
Returns an int, value between 0-12 or 255 if no color is set.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3dff319a831e0cdb(System.Int32)">
<summary>
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
}
```
</summary>
<param name="vehicle">
The vehicle to get the headlight color from.
</param>
<returns>
Returns an int, value between 0-12 or 255 if no color is set.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleHeadlightsColour(System.Int32)">
<summary>
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
}
```
</summary>
<param name="vehicle">
The vehicle to get the headlight color from.
</param>
<returns>
Returns an int, value between 0-12 or 255 if no color is set.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleXenonLightsColour(System.Int32)">
<summary>
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
}
```
</summary>
<param name="vehicle">
The vehicle to get the headlight color from.
</param>
<returns>
Returns an int, value between 0-12 or 255 if no color is set.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWantedLevelParoleDuration">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa72200f51875fea4">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWantedLevelRadius(System.Int32)">
<summary>
Remnant from GTA IV. Does nothing in GTA V.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWantedLevelThreshold(System.Int32)">
<summary>
Drft
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWarningMessageTitleHash">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWaterHeight(System.Single,System.Single,System.Single,System.Single@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponAnimationOverride(System.Int32)">
<summary>
A getter for [SET_WEAPON_ANIMATION_OVERRIDE](\_0x1055AC3A667F09D9).
</summary>
<param name="ped">
The target ped.
</param>
<returns>
The weapon animation override.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponClipSize(System.UInt32)">
<summary>
// 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, &amp;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);
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentAccuracyModifier(System.UInt32)">
<summary>
A getter for `CWeaponAccuracyModifier` in a weapon component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
A weapon component accuracy modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentCameraHash(System.UInt32)">
<summary>
A getter for `CameraHash` in a weapon scope component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
The hash of the scope camera.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentClipSize(System.UInt32)">
<summary>
A getter for `ClipSize` in a weapon component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
A weapon component clip size.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentDamageModifier(System.UInt32)">
<summary>
A getter for `CWeaponDamageModifier` in a weapon component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
A weapon component damage modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentRangeDamageModifier(System.UInt32)">
<summary>
A getter for `CWeaponFallOffModifier` damage modifier value in a weapon component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
A weapon component damage modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentRangeModifier(System.UInt32)">
<summary>
A getter for `CWeaponFallOffModifier` range modifier value in a weapon component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
A weapon component range modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponComponentReticuleHash(System.UInt32)">
<summary>
A getter for `ReticuleHash` in a weapon scope component.
</summary>
<param name="componentHash">
Weapon component name hash.
</param>
<returns>
The hash of the reticule camera.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponDamage(System.UInt32,System.Int32)">
<summary>
This native does not return damages of weapons from the melee and explosive group.
</summary>
<param name="componentHash">
0 in the decompiled scripts.
</param>
<returns>
Damages of the weapon.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3133b907d8b32053(System.UInt32,System.Int32)">
<summary>
This native does not return damages of weapons from the melee and explosive group.
</summary>
<param name="componentHash">
0 in the decompiled scripts.
</param>
<returns>
Damages of the weapon.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponDamageModifier(System.UInt32)">
<summary>
A getter for [\_SET_WEAPON_DAMAGE_MODIFIER](#\_0x4757F00BC6323CFE).
</summary>
<param name="weaponHash">
Weapon name hash.
</param>
<returns>
A weapon damage modifier.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponDamageType(System.UInt32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponHudStats(System.UInt32,System.Int32@)">
<summary>
// 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*)&amp;data))
{
// uint8_t damagePercentage = data.hudDamage etc...
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeaponObjectFromPed(System.Int32,System.Boolean)">
<summary>
Drops the current weapon and returns the object
Unknown behavior when unarmed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeapontypeModel(System.UInt32)">
<summary>
Returns the model of any weapon.
Can also take an ammo hash?
sub_6663a(&amp;l_115B, WEAPON::GET_WEAPONTYPE_MODEL(${ammo_rpg}));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWeatherTypeTransition(System.UInt32@,System.UInt32@,System.Single@)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetWorldPositionOfEntityBone(System.Int32,System.Int32)">
<summary>
Returns the coordinates of an entity-bone.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetZoneFromNameId(System.String)">
<summary>
'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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetZoneScumminess(System.Int32)">
<summary>
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
}
```
</summary>
<param name="zoneId">
The zone id
</param>
<returns>
The zone scumminess level
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GiveAchievementToPlayer(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GiveDelayedWeaponToPed(System.Int32,System.UInt32,System.Int32,System.Boolean)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GivePedHelmet(System.Int32,System.Boolean,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GivePedNmMessage(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GivePedToPauseMenu(System.Int32,System.Int32)">
<summary>
```
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GiveWeaponComponentToWeaponObject(System.Int32,System.UInt32)">
<summary>
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}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GolfTrailSetFixedControlPoint(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb1bb03742917a5d6(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GolfTrailSetPath(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
p8 seems to always be false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x312342e1a4874f3f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
p8 seems to always be false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GolfTrailSetShaderParams(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Only appeared in Golf &amp; Golf_mp. Parameters were all ptrs
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9cfdd90b2b844bf7(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Only appeared in Golf &amp; Golf_mp. Parameters were all ptrs
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GrassLodShrinkScriptAreas(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6d955f6a9e0295b1(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasAnimEventFired(System.Int32,System.UInt32)">
<summary>
if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject")))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasAnimSetLoaded(System.String)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasAsyncInstallFinished">
<summary>
Hardcoded to always return true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x14832bf2aba53fc5">
<summary>
Hardcoded to always return true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasBulletImpactedInArea(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
p3 - possibly radius?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasButtonCombinationJustBeenEntered(System.UInt32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x071e2a839de82d90(System.UInt32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasCheatStringJustBeenEntered(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x557e43c447e700a8(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasClipSetLoaded(System.String)">
<summary>
Alias for HAS_ANIM_SET_LOADED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasCloudRequestsFinished(System.Int32@,System.Int32)">
<summary>
Sets the value of the specified variable to 0.
Always returns true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Nullify(System.Int32@,System.Int32)">
<summary>
Sets the value of the specified variable to 0.
Always returns true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasCutFileLoaded(System.String)">
<summary>
Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa1c996c2a744262e(System.String)">
<summary>
Simply checks if the cutscene has loaded and doesn't check via CutSceneManager as opposed to HAS_[THIS]_CUTSCENE_LOADED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasDirectorModeBeenTriggered">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa277800a9eae340e">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityAnimFinished(System.Int32,System.String,System.String,System.Int32)">
<summary>
```
P3 is always 3 as far as i cant tell
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityBeenDamagedByEntity(System.Int32,System.Int32,System.Boolean)">
<summary>
Entity 1 = Victim
Entity 2 = Attacker
p2 seems to always be 1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityBeenDamagedByWeapon(System.Int32,System.UInt32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityClearLosToEntity(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="entity1">
Entity to start from
</param>
<param name="entity2">
Entity to check to
</param>
<param name="flags">
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.
</param>
<returns>
Returns `true` if no collider of specified bitmask is hit.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityClearLosToEntityInFront(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityClearLosToEntity_2(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x394bde2a7bba031e(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasEntityCollidedWithAnything(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasFilledVehiclePopulation">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x91d6dd290888cbab">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasMinimapOverlayLoaded(System.Int32)">
<summary>
Returns whether or not the specific minimap overlay has loaded.
</summary>
<param name="id">
A minimap overlay ID.
</param>
<returns>
A boolean indicating load status.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.HasModelLoaded(System.UInt32)">
<summary>
Checks if the specified model has loaded into memory.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasMultiplayerAudioDataLoaded">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x544810ed9db6bbe6">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasMultiplayerAudioDataUnloaded">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5b50abb1fe3746f4">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasObjectBeenBroken(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasPedBeenDamagedByWeapon(System.Int32,System.UInt32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasPedGotWeapon(System.Int32,System.UInt32,System.Boolean)">
<summary>
p2 should be FALSE, otherwise it seems to always return FALSE
Bool does not check if the weapon is current equipped, unfortunately.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasResumedFromSuspend">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe8b9c0ec9e183f35">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasScaleformMovieFilenameLoaded(System.String)">
<summary>
Only values used in the scripts are:
"heist_mp"
"heistmap_mp"
"instructional_buttons"
"heist_pre"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0c1c5d756fb5f337(System.String)">
<summary>
Only values used in the scripts are:
"heist_mp"
"heistmap_mp"
"instructional_buttons"
"heist_pre"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasNamedScaleformMovieLoaded(System.String)">
<summary>
Only values used in the scripts are:
"heist_mp"
"heistmap_mp"
"instructional_buttons"
"heist_pre"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasScriptLoaded(System.String)">
<summary>
Returns if a script has been loaded into the game. Used to see if a script was loaded after requesting.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasThisAdditionalTextLoaded(System.String,System.Int32)">
<summary>
Checks if the specified gxt has loaded into the passed slot.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasVehicleGotProjectileAttached(System.Int32,System.Int32,System.UInt32,System.Int32)">
<summary>
Third Parameter = unsure, but pretty sure it is weapon hash
--&gt; get_hash_key("weapon_stickybomb")
Fourth Parameter = unsure, almost always -1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideAreaAndVehicleNameThisFrame">
<summary>
HIDE_*_THIS_FRAME
Hides area and vehicle name HUD components for one frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa4dede28b1814289">
<summary>
HIDE_*_THIS_FRAME
Hides area and vehicle name HUD components for one frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideHudAndRadarThisFrame">
<summary>
I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideHudComponentThisFrame(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HidePedWeaponForScriptedCutscene(System.Int32,System.Boolean)">
<summary>
Hides the players weapon during a cutscene.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideVehicleTombstone(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HintAmbientAudioBank(System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HintScriptAudioBank(System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudDisplayLoadingScreenTips">
<summary>
Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x488043841bbe156f">
<summary>
Displays loading screen tips, requires `_0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudForceWeaponWheel(System.Boolean)">
<summary>
Forces the weapon wheel to show/hide.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeb354e5376bc81a7(System.Boolean)">
<summary>
Forces the weapon wheel to show/hide.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowWeaponWheel(System.Boolean)">
<summary>
Forces the weapon wheel to show/hide.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudSetWeaponWheelTopSlot(System.UInt32)">
<summary>
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x72c1056d678bb7d8(System.UInt32)">
<summary>
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudWeaponWheelSetSlotHash(System.UInt32)">
<summary>
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hash
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudWeaponWheelGetSelectedHash">
<summary>
Returns the weapon hash to the selected/highlighted weapon in the wheel
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa48931185f0536fe">
<summary>
Returns the weapon hash to the selected/highlighted weapon in the wheel
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudWeaponWheelGetSlotHash(System.Int32)">
<summary>
Returns the weapon hash active in a specific weapon wheel slotList
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa13e93403f26c812(System.Int32)">
<summary>
Returns the weapon hash active in a specific weapon wheel slotList
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudWeaponWheelIgnoreControlInput(System.Boolean)">
<summary>
Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x14c9fdcc41f81f63(System.Boolean)">
<summary>
Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.ysc
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HudWeaponWheelIgnoreSelection">
<summary>
Calling this each frame, stops the player from receiving a weapon via the weapon wheel.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BlockWeaponWheelThisFrame">
<summary>
Calling this each frame, stops the player from receiving a weapon via the weapon wheel.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0afc4af510774b47">
<summary>
Calling this each frame, stops the player from receiving a weapon via the weapon wheel.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IntToParticipantindex(System.Int32)">
<summary>
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)))
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IntToPlayerindex(System.Int32)">
<summary>
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.InterruptConversationAndPause(System.Int32,System.String,System.String)">
<summary>
One call found in the b617d scripts:
AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a694d7a68f8dc38(System.Int32,System.String,System.String)">
<summary>
One call found in the b617d scripts:
AUDIO::_8A694D7A68F8DC38(NETWORK::NET_TO_PED(l_3989._f26F[0 -- [[1]] ]), "CONV_INTERRUPT_QUIT_IT", "LESTER");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.InvalidateIdleCam">
<summary>
Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf4f2c0d4ee209e20">
<summary>
Resets the idle camera timer. Calling that in a loop once every few seconds is enough to disable the idle cinematic camera.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.InvalidateVehicleIdleCam">
<summary>
Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9e4cfff989258472">
<summary>
Resets the vehicle idle camera timer. Calling this in a loop will disable the idle camera.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAimCamThirdPersonActive">
<summary>
IS_A*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x74bd83ea840f6bc9">
<summary>
IS_A*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAlarmPlaying(System.String)">
<summary>
Example:
bool playing = AUDIO::IS_ALARM_PLAYING("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAmbientSpeechDisabled(System.Int32)">
<summary>
Common in the scripts:
AUDIO::IS_AMBIENT_SPEECH_DISABLED(PLAYER::PLAYER_PED_ID());
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAussieVersion">
<summary>
if (MISC::IS_AUSSIE_VERSION()) {
sub_127a9(&amp;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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsBigmapActive">
<summary>
&lt;!-- Native implemented by Disquse. 0xFFF65C63 --&gt;
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.
</summary>
<returns>
A bool indicating if the minimap is currently expanded or normal state.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsBigmapFull">
<summary>
&lt;!-- Native implemented by Disquse. 0x66EE14B2 --&gt;
</summary>
<returns>
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>
</member>
<member name="M:CitizenFX.Core.Native.API.IsBitSet(System.Int32,System.Int32)">
<summary>
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(&amp;bitAddress, 1); // enable
MISC::CLEAR_BIT(&amp;bitAddress, 1); // disable
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsBoatAnchoredAndFrozen(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb0ad1238a709b1a2(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsBulletInAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
For projectiles, see: [`IS_PROJECTILE_TYPE_IN_ANGLED_AREA`](#\_0xF0BC12401061DEA0)
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
<returns>
True if a bullet, as maintained by a pool within CWeaponManager, has been fired into the defined angled area.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCamActive(System.Int32)">
<summary>
Returns whether or not the passed camera handle is active.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCamPlayingAnim(System.Int32,System.String,System.String)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCinematicCamInputActive">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf5f1e89a970b7796">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCinematicCamActive">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCollisionMarkedOutside(System.Single,System.Single,System.Single)">
<summary>
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeea5ac2eda7c33e8(System.Single,System.Single,System.Single)">
<summary>
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreCoordsCollidingWithExterior(System.Single,System.Single,System.Single)">
<summary>
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCommandLineBenchmarkValueSet">
<summary>
Returns true if command line option '-benchmark' is set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa049a5be0f04f2f8">
<summary>
Returns true if command line option '-benchmark' is set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsControlJustPressed(System.Int32,System.Int32)">
<summary>
Returns whether a control was newly pressed since the last check.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<returns>
True if the control was pressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsControlJustReleased(System.Int32,System.Int32)">
<summary>
Returns whether a control was newly released since the last check.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<returns>
True if the control was recently released.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsControlPressed(System.Int32,System.Int32)">
<summary>
Returns whether a control is currently pressed.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<returns>
True if the control was pressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsControlReleased(System.Int32,System.Int32)">
<summary>
Returns whether a control is currently *not* pressed.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<returns>
True if the control is not pressed.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCopPedInArea_3d(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
xyz - relative to the world origin.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsCopVehicleInArea_3d(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Usage:
public bool isCopInRange(Vector3 Location, float Range)
{
return Function.Call&lt;bool&gt;(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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsDlcPresent(System.UInt32)">
<summary>
Example:
DLC::IS_DLC_PRESENT($\mpbusiness2\);
($ = gethashkey)
bruteforce these:
0xB119F6D
0x96F02EE6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsDoorRegisteredWithSystem(System.UInt32)">
<summary>
if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
{
OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc153c43ea202c8c1(System.UInt32)">
<summary>
if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
{
OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DoesDoorExist(System.UInt32)">
<summary>
if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
{
OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsDuiAvailable(System.Int64)">
<summary>
Returns whether or not a browser is created for a specified DUI browser object.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<returns>
A boolean indicating TRUE if the browser is created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsDuplicityVersion">
<summary>
Gets whether or not this is the CitizenFX server.
</summary>
<returns>
A boolean value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityAtCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityAtEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityDead(System.Int32)">
<summary>
NativeDB Added Parameter 2: BOOL p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityInAngledArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
<param name="debug">
a debug flag invoking functions in the same path as `DRAW_MARKER`
</param>
<param name="includez">
If true, include the Z dimension when doing the height check; otherwise the query becomes two-dimensional
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityOnScreen(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityPlayingAnim(System.Int32,System.String,System.String,System.Int32)">
<summary>
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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityPositionFrozen(System.Int32)">
<summary>
A getter for [FREEZE_ENTITY_POSITION](#\_0x428CA6DBD1094446).
</summary>
<param name="entity">
The entity to check for
</param>
<returns>
Boolean stating if it is frozen or not.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsEntityStatic(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsExplosionInAngledArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="explosionType">
explosion enum, -1 for any explosion type. See [ADD_EXPLOSION](#\_0xE3AD2BDBAEE269AC).
</param>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsFrontendFading">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsGameInControlOfMusic">
<summary>
Hardcoded to return 1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsGameplayCamRendering">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsHornActive(System.Int32)">
<summary>
Checks whether the horn of a vehicle is currently played.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsHudComponentActive(System.Int32)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsInPowerSavingMode">
<summary>
aka "constrained"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x684a41975f077262">
<summary>
aka "constrained"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsIncidentValid(System.Int32)">
<summary>
=======================================================
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.
=======================================================
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsInteriorRenderingDisabled">
<summary>
Returns a bool if interior rendering is disabled, if yes, all "normal" rendered interiors are invisible
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsMissionTrain(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsModelAVehicle(System.UInt32)">
<summary>
Returns whether the specified model represents a vehicle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsModelInCdimage(System.UInt32)">
<summary>
Check if model is in cdimage(rpf)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsModelValid(System.UInt32)">
<summary>
Returns whether the specified model exists in the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsMouseCursorAboveInstructionalButtons">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3d9acb1eb139e702">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsMultiplayerChatActive">
<summary>
Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTextChatActive">
<summary>
Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsNavmeshLoadedInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsNavmeshRequiredRegionOwnedByAnyThread">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x705a844002b39dc0">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsNextWeatherType(System.String)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsNuiFocusKeepingInput">
<summary>
Checks if keyboard input is enabled during NUI focus using `SET_NUI_FOCUS_KEEP_INPUT`.
</summary>
<returns>
True or false.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsNuiFocused">
<summary>
Returns the current NUI focus state previously set with `SET_NUI_FOCUS`.
</summary>
<returns>
True or false.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsObjectAPortablePickup(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0378c08504160d0d(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsOnlinePoliciesMenuActive">
<summary>
Returns the same as `IS_SOCIAL_CLUB_ACTIVE`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6f72cd94f7b5b68c">
<summary>
Returns the same as `IS_SOCIAL_CLUB_ACTIVE`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedAPlayer(System.Int32)">
<summary>
Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedActiveInScenario(System.Int32)">
<summary>
When passing a ped parameter, the function returns true if the ped is currently in any scenario.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedArmed(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The ped to check armed state on.
</param>
<param name="typeFlags">
Type flags to check.
</param>
<returns>
Whether or not the ped is currently equipped with any weapon matching typeFlags.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedBeingArrested(System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedBeingStunned(System.Int32,System.Int32)">
<summary>
p1 is always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedBodyBlemishValid(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x09e7eca981d9b210(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedComponentVariationValid(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedCurrentWeaponSilenced(System.Int32)">
<summary>
This native returns a true or false value.
Ped ped = The ped whose weapon you want to check.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedDeadOrDying(System.Int32,System.Boolean)">
<summary>
Seems to consistently return true if the ped is dead, however, it does not detect the dying phase.
</summary>
<param name="ped">
the ped
</param>
<param name="p1">
always passed 1 in the scripts; requires more research.
</param>
<returns>
Whether the ped is dead or dying.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedEvasiveDiving(System.Int32,System.Int32@)">
<summary>
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, &amp;num3) != 0)
if (ENTITY::IS_ENTITY_A_VEHICLE(num3) != 0)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedFacingPed(System.Int32,System.Int32,System.Single)">
<summary>
angle is ped's view cone
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedFatallyInjured(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedHuman(System.Int32)">
<summary>
Returns true/false if the ped is/isn't humanoid.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedHurt(System.Int32)">
<summary>
Returns whether the specified ped is hurt.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInAnyVehicle(System.Int32,System.Boolean)">
<summary>
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`).
</summary>
<param name="ped">
The ped to check.
</param>
<param name="atGetIn">
`true` to also consider attempting to enter a vehicle.
</param>
<returns>
Whether or not the ped is currently involved in any vehicle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInCombat(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInCover(System.Int32,System.Boolean)">
<summary>
p1 is nearly always 0 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInMeleeCombat(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInVehicle(System.Int32,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInWrithe(System.Int32)">
<summary>
This native checks if a ped is on the ground, in pain from a (gunshot) wound.
</summary>
<returns>
Returns `true` if the ped is in [writhe](https://dictionary.cambridge.org/dictionary/english/writhe), `false` otherwise.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedInjured(System.Int32)">
<summary>
Gets a value indicating whether this ped's health is below its injured threshold.
The default threshold is 100.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedMale(System.Int32)">
<summary>
Returns true/false if the ped is/isn't male.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedOnMount(System.Int32)">
<summary>
Same function call as PED::GET_MOUNT, aka just returns 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedOnVehicle(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedOpeningADoor(System.Int32)">
<summary>
IS_PED_*
Returns true if the ped is currently opening a door (CTaskOpenDoor).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x26af0e8e30bd2a2c(System.Int32)">
<summary>
IS_PED_*
Returns true if the ped is currently opening a door (CTaskOpenDoor).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedRagdoll(System.Int32)">
<summary>
If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedReloading(System.Int32)">
<summary>
Returns whether the specified ped is reloading.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedShooting(System.Int32)">
<summary>
Returns whether the specified ped is shooting.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedSittingInAnyVehicle(System.Int32)">
<summary>
Detect if ped is in any vehicle
[True/False]
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedSittingInVehicle(System.Int32,System.Int32)">
<summary>
Detect if ped is sitting in the specified vehicle
[True/False]
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedStopped(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedStrafing(System.Int32)">
<summary>
What's strafing?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedWearingHelmet(System.Int32)">
<summary>
Returns true if the ped passed through the parenthesis is wearing a helmet.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedheadshotReady(System.Int32)">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedheadshotValid(System.Int32)">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerBattleAware(System.Int32)">
<summary>
Returns true if an unk value is greater than 0.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x38d28da81e4e9bf9(System.Int32)">
<summary>
Returns true if an unk value is greater than 0.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerBeingArrested(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerCamControlDisabled">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7c814d2fb49f40c0">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerClimbing(System.Int32)">
<summary>
Returns TRUE if the player ('s ped) is climbing at the moment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerControlOn(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerFreeAiming(System.Int32)">
<summary>
Gets a value indicating whether the specified player is currently aiming freely.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerFreeAimingAtEntity(System.Int32,System.Int32)">
<summary>
Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerLoggingInNp">
<summary>
this function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerOnline">
<summary>
Returns TRUE if the game is in online mode and FALSE if in offline mode.
This is an alias for NETWORK_IS_SIGNED_ONLINE.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerPlaying(System.Int32)">
<summary>
Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerRidingTrain(System.Int32)">
<summary>
Returns true if the player is riding a train.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlayerSwitchInProgress">
<summary>
Returns true if the player is currently switching, false otherwise.
(When the camera is in the sky moving from Trevor to Franklin for example)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd9d2cfff49fab35f">
<summary>
Returns true if the player is currently switching, false otherwise.
(When the camera is in the sky moving from Trevor to Franklin for example)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPlaylistUnk(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPointInAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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)
</summary>
<param name="xPos">
The x coordinate.
</param>
<param name="yPos">
The y coordinate.
</param>
<param name="zPos">
The z coordinate.
</param>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
<param name="p10">
a debug flag invoking functions in the same path as `DRAW_MARKER`
</param>
<param name="includez">
If true, include the Z dimension when doing the height check; otherwise the query becomes two-dimensional
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPointOnRoad(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Gets a value indicating whether the specified position is on a road.
The vehicle parameter is not implemented (ignored).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPopMultiplierAreaUnk(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPositionOccupied(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="x">
X coordinate of the position to check.
</param>
<param name="y">
Y coordinate of the position to check.
</param>
<param name="z">
Z coordinate of the position to check.
</param>
<param name="range">
The range, seems to not be very accurate during testing.
</param>
<param name="p4">
Unknown, when set to true it seems to always return true no matter what I try.
</param>
<param name="checkVehicles">
Check for any vehicles in that area.
</param>
<param name="checkPeds">
Check for any peds in that area.
</param>
<param name="p7">
Unknown.
</param>
<param name="p8">
Unknown.
</param>
<param name="ignoreEntity">
This entity will be ignored if it's in the area. Set to 0 if you don't want to exclude any entities.
</param>
<param name="p10">
Unknown.
</param>
<returns>
Returns true if there is anything in that location matching the provided parameters.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPrevWeatherType(System.String)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsProjectileInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsProjectileTypeInAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
```
NativeDB Removed Parameter 7: float p7
```
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsProjectileTypeInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsRecording">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScaleformMovieMethodReturnValueReady(System.Int32)">
<summary>
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).
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns true if the return value of a scaleform function is ready to be collected
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x768ff8961ba904d6(System.Int32)">
<summary>
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).
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns true if the return value of a scaleform function is ready to be collected
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.GetScaleformMovieFunctionReturnBool(System.Int32)">
<summary>
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).
</summary>
<param name="method_return">
The return value of this native: `EndScaleformMovieMethodReturn`
</param>
<returns>
Returns true if the return value of a scaleform function is ready to be collected
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScenarioGroupEnabled(System.String)">
<summary>
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") &amp;&amp; (!TASK::IS_SCENARIO_GROUP_ENABLED("Observatory_Bikers"))) {
else if (TASK::IS_SCENARIO_GROUP_ENABLED("BLIMP")) {
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScenarioTypeEnabled(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScreenblurFadeRunning">
<summary>
Returns whether screen transition to blur/from blur is running.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7b226c785a52a0a9">
<summary>
Returns whether screen transition to blur/from blur is running.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScriptGlobalShaking">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc912af078af19212">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScriptedScenarioPedUsingConditionalAnim(System.Int32,System.String,System.String)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsScubaGearLightEnabled(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsShockingEventInSphere(System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSniperBulletInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSniperInverted">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSpecialAbilityActive(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSpecialAbilityEnabled(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSpecialAbilityMeterFull(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSrlLoaded">
<summary>
Returns true when the srl from BEGIN_SRL is loaded.
</summary>
<returns>
* A boolean once BeginSrl srl is loaded.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsStreamingFileReady(System.String)">
<summary>
**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.
Returns whether an asynchronous streaming file registration completed.
</summary>
<param name="registerAs">
The file name to check, for example `asset.ydr`.
</param>
<returns>
Whether or not the streaming file has been registered.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsSynchronizedSceneRunning(System.Int32)">
<summary>
Returns true if a synchronized scene is running
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsThisModelACar(System.UInt32)">
<summary>
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!)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsThisModelAJetski(System.UInt32)">
<summary>
Checks if model is a boat, then checks for FLAG_IS_JETSKI.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsThisModelASubmersible(System.UInt32)">
<summary>
Checks if model is a boat, then checks for FLAG_IS_JETSKI.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsThisModelAnEmergencyBoat(System.UInt32)">
<summary>
Checks if model is a boat, then checks for FLAG_IS_JETSKI.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTimeEqualTo(System.Int32,System.Int32)">
<summary>
Returns true if the two times are equal; otherwise returns false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AreIntegersEqual(System.Int32,System.Int32)">
<summary>
Returns true if the two times are equal; otherwise returns false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTimeLessThan(System.Int32,System.Int32)">
<summary>
Subtracts the second argument from the first, then returns whether the result is negative.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SubtractBFromAAndCheckIfNegative(System.Int32,System.Int32)">
<summary>
Subtracts the second argument from the first, then returns whether the result is negative.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTimeMoreThan(System.Int32,System.Int32)">
<summary>
Subtracts the first argument from the second, then returns whether the result is negative.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SubtractAFromBAndCheckIfNegative(System.Int32,System.Int32)">
<summary>
Subtracts the first argument from the second, then returns whether the result is negative.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTrackedPedVisible(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsTvPlaylistItemPlaying(System.UInt32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0ad973ca1e077b60(System.UInt32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadTvChannel(System.UInt32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsValidMpGamerTagMovie(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeb709a36958abe0d(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasMpGamerTag_2(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HasMpGamerTagCrewFlagsSet(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleAConvertible(System.Int32,System.Boolean)">
<summary>
p1 is false almost always.
However, in launcher_carwash/carwash1/carwash2 scripts, p1 is true and is accompanied by DOES_VEHICLE_HAVE_ROOF
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleAttachedToTowTruck(System.Int32,System.Int32)">
<summary>
Scripts verify that towTruck is the first parameter, not the second.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleBeingHalted(System.Int32)">
<summary>
Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT
_IS_VEHICLE_*
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc69bb1d832a710ef(System.Int32)">
<summary>
Returns true if vehicle is halted by BRING_VEHICLE_TO_HALT
_IS_VEHICLE_*
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleDamaged(System.Int32)">
<summary>
Appears to return true if the vehicle has any damage, including cosmetically.
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleDoorDamaged(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleDoorFullyOpen(System.Int32,System.Int32)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<param name="doorIndex">
The index of the door to check.
</param>
<returns>
A bool indiciating if the specified door is fully open on the specified vehicle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleDriveable(System.Int32,System.Boolean)">
<summary>
p1 is always 0 in the scripts.
p1 = check if vehicle is on fire
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleEngineOnFire(System.Int32)">
<summary>
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 &lt; 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 &gt; 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<returns>
Returns true when the engine of your vehicle is on fire. Returns false if it's not on fire.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec69adf931aae0c3(System.Int32)">
<summary>
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 &lt; 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 &gt; 0). However if you monitor engine health you'll see that it starts decreasing as soon as this returns true.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<returns>
Returns true when the engine of your vehicle is on fire. Returns false if it's not on fire.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleInBurnout(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleInGarageArea(System.String,System.Int32)">
<summary>
garageName example "Michael - Beverly Hills"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleInSubmarineMode(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIsSubmarineVehicleTransformed(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleNeonLightEnabled(System.Int32,System.Int32)">
<summary>
indices:
0 = Left
1 = Right
2 = Front
3 = Back
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleNodeIdValid(System.Int32)">
<summary>
Returns true if the id is non zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleOnAllWheels(System.Int32)">
<summary>
Public Function isVehicleOnAllWheels(vh As Vehicle) As Boolean
Return Native.Function.Call(Of Boolean)(Hash.IS_VEHICLE_ON_ALL_WHEELS, vh)
End Function
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleParachuteActive(System.Int32)">
<summary>
Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3de51e9c80b116cf(System.Int32)">
<summary>
Does not work for vehicle of type: CBike, CBmx, CBoat, CTrain, CSubmarine.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleRadioEnabled(System.Int32)">
<summary>
IS_VEHICLE_*
</summary>
<param name="vehicle">
The vehicle to check
</param>
<returns>
Is the given vehicle's radio enabled
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0be4be946463f917(System.Int32)">
<summary>
IS_VEHICLE_*
</summary>
<param name="vehicle">
The vehicle to check
</param>
<returns>
Is the given vehicle's radio enabled
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleSearchlightOn(System.Int32)">
<summary>
Possibly: Returns whether the searchlight (found on police vehicles) is toggled on.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleSeatAccessible(System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x639431e895b9aa57(System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleSeatFree(System.Int32,System.Int32)">
<summary>
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.
```
</summary>
<param name="vehicle">
The vehicle to check.
</param>
<param name="seatIndex">
The eSeatPosition or -2 for **any** vehicle seat.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleSprayable(System.Int32)">
<summary>
Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8d474c8faeff6cde(System.Int32)">
<summary>
Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleShopResprayAllowed(System.Int32)">
<summary>
Returns false if the vehicle has the FLAG_NO_RESPRAY flag set.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleStopped(System.Int32)">
<summary>
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 &lt;= 0.00039999999.
</summary>
<returns>
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.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleStoppedAtTrafficLights(System.Int32)">
<summary>
Is this for red lights only? more testing required.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleStuckTimerUp(System.Int32,System.Int32,System.Int32)">
<summary>
p1 can be anywhere from 0 to 3 in the scripts. p2 is generally somewhere in the 1000 to 10000 range.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleTyreBurst(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsVehicleWindowIntact(System.Int32,System.Int32)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsWarningMessageActive">
<summary>
Returns true if a Warning Message or ReportUGC menu is active.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsMedicalDisabled">
<summary>
Returns true if a Warning Message or ReportUGC menu is active.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsWarningMessageActive_2">
<summary>
IS_WARNING_MESSAGE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaf42195a42c63bba">
<summary>
IS_WARNING_MESSAGE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsWorldPointWithinBrainActivationRange">
<summary>
Gets whether the world point the calling script is registered to is within desired range of the player.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.KnockOffPedProp(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LandingMenuIsActive">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3bbbd13e5041a79e">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENU
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LeaveCursorMode">
<summary>
Leaves cursor mode. This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LinkStaticEmitterToEntity(System.String,System.Int32)">
<summary>
L* (LINK_*?)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x651d3228960d08af(System.String,System.Int32)">
<summary>
L* (LINK_*?)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadAllPathNodes(System.Boolean)">
<summary>
This native has been removed in v1180.
</summary>
<param name="keepInMemory">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadCloudHat(System.String,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCloudHatTransition(System.String,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadContentChangeSetGroup(System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadGlobalWaterType(System.Int32)">
<summary>
0 - default
1 - HeistIsland
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadResourceFile(System.String,System.String)">
<summary>
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")`
</summary>
<param name="resourceName">
The resource name.
</param>
<param name="fileName">
The file in the resource.
</param>
<returns>
The file contents
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadRopeData(System.Int32,System.String)">
<summary>
Rope presets can be found in the gamefiles. One example is "ropeFamily3", it is NOT a hash but rather a string.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadStream(System.String,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadStreamWithStartOffset(System.String,System.Int32,System.String)">
<summary>
Example:
AUDIO::LOAD_STREAM_WITH_START_OFFSET("STASH_TOXIN_STREAM", 2400, "FBI_05_SOUNDS");
Only called a few times in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadingscreenSetLoadFreemodeWithEventName(System.Boolean)">
<summary>
Only occurrence was false, in maintransition.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfc309e94546fcdb5(System.Boolean)">
<summary>
Only occurrence was false, in maintransition.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsInLoadingScreen(System.Boolean)">
<summary>
Only occurrence was false, in maintransition.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LocalizationGetSystemDateFormat">
<summary>
Possible return values: 0, 1, 2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetUserLanguageId">
<summary>
Possible return values: 0, 1, 2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LocalizationGetSystemLanguage">
<summary>
Same return values as GET_CURRENT_LANGUAGE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x497420e022796b3f">
<summary>
Same return values as GET_CURRENT_LANGUAGE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LockLoadingScreenButtons">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb1577667c3708f9b">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LockMinimapAngle(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LockMinimapPosition(System.Single,System.Single)">
<summary>
Locks the minimap to the specified world position.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LockRadioStation(System.String,System.Boolean)">
<summary>
Disables the radio station (hides it from the radio wheel).
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x94f2e83ead7e6b82(System.String,System.Boolean)">
<summary>
Disables the radio station (hides it from the radio wheel).
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioStationDisabled(System.String,System.Boolean)">
<summary>
Disables the radio station (hides it from the radio wheel).
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LockRadioStationTrackList(System.String,System.String)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Log10(System.Single)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LogDebugInfo(System.String)">
<summary>
Not present in retail version of the game, actual definiton seems to be
_LOG_DEBUG_INFO(const char* category, const char* debugText);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2162c446dfdf38fd(System.String)">
<summary>
Not present in retail version of the game, actual definiton seems to be
_LOG_DEBUG_INFO(const char* category, const char* debugText);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.MakePedReload(System.Int32)">
<summary>
Forces a ped to reload only if they are able to; if they have a full magazine, they will not reload.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.MarkObjectForDeletion(System.Int32)">
<summary>
is this like setting is as no longer needed?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ModifyWater(System.Single,System.Single,System.Single,System.Single)">
<summary>
Sets the water height for a given position and radius.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleAddVoiceChannelListen(System.Int32)">
<summary>
Starts listening to the specified channel, when available.
</summary>
<param name="channel">
A game voice channel ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleAddVoiceTargetChannel(System.Int32,System.Int32)">
<summary>
Adds the specified channel to the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="channel">
A game voice channel ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleAddVoiceTargetPlayer(System.Int32,System.Int32)">
<summary>
Adds the specified player to the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="player">
A game player index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleAddVoiceTargetPlayerByServerId(System.Int32,System.Int32)">
<summary>
Adds the specified player to the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="serverId">
The player's server id.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleClearVoiceTarget(System.Int32)">
<summary>
Clears the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleClearVoiceTargetChannels(System.Int32)">
<summary>
Clears channels from the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleClearVoiceTargetPlayers(System.Int32)">
<summary>
Clears players from the target list for the specified Mumble voice target ID.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleGetVoiceChannelFromServerId(System.Int32)">
<summary>
Returns the mumble voice channel from a player's server id.
</summary>
<param name="serverId">
The player's server id.
</param>
<returns>
Int representing the identifier of the voice channel.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleIsConnected">
<summary>
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.
</summary>
<returns>
True if the player is connected to a mumble server.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleRemoveVoiceChannelListen(System.Int32)">
<summary>
Stops listening to the specified channel.
</summary>
<param name="channel">
A game voice channel ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleRemoveVoiceTargetChannel(System.Int32,System.Int32)">
<summary>
Removes the specified voice channel from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_CHANNEL](#\_0x4D386C9E)
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="channel">
The game voice channel ID to remove from the target.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleRemoveVoiceTargetPlayer(System.Int32,System.Int32)">
<summary>
Removes the specified player from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER](#\_0x32C5355A)
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="player">
The player index to remove from the target.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleRemoveVoiceTargetPlayerByServerId(System.Int32,System.Int32)">
<summary>
Removes the specified player from the user's voice targets.
Performs the opposite operation of [MUMBLE_ADD_VOICE_TARGET_PLAYER_BY_SERVER_ID](#\_0x25F2B65F)
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive).
</param>
<param name="serverId">
The player's server id to remove from the target.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetAudioInputDistance(System.Single)">
<summary>
Sets the current input distance. The player will be able to talk to other players within this distance.
</summary>
<param name="distance">
The input distance.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetAudioInputIntent(System.UInt32)">
<summary>
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 |
</summary>
<param name="intentHash">
The intent hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetAudioOutputDistance(System.Single)">
<summary>
Sets the current output distance. The player will be able to hear other players talking within this distance.
</summary>
<param name="distance">
The output distance.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetServerAddress(System.String,System.Int32)">
<summary>
Changes the Mumble server address to connect to, and reconnects to the new address.
</summary>
<param name="address">
The address of the mumble server.
</param>
<param name="port">
The port of the mumble server.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetSubmixForServerId(System.Int32,System.Int32)">
<summary>
Sets the audio submix ID for a specified player using Mumble 'Native Audio' functionality.
</summary>
<param name="serverId">
The player's server ID.
</param>
<param name="submixId">
The submix ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetVoiceTarget(System.Int32)">
<summary>
Sets the current Mumble voice target ID to broadcast voice to.
</summary>
<param name="targetId">
A Mumble voice target ID, ranging from 1..30 (inclusive). 0 disables voice targets, and 31 is server loopback.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetVolumeOverride(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="player">
A game player index.
</param>
<param name="volume">
The volume, ranging from 0.0 to 1.0 (or above).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.MumbleSetVolumeOverrideByServerId(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="serverId">
The player's server id.
</param>
<param name="volume">
The volume, ranging from 0.0 to 1.0 (or above).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0032a6dba562c518">
<summary>
2 matches in 1 script - am_hold_up
Used in multiplayer scripts?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x006e4b040ed37ec3(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0077f15613d36993(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0205f5365292d2eb(System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0225778816fdc28c(System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x02369d5c8a51fdcf(System.Boolean)">
<summary>
DISABLE_S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x023acab2dc9dc4a4">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x02deaac8f8ea7fe7(System.String)">
<summary>
Found in the scripts:
MISC::_02DEAAC8F8EA7FE7("");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x02e93c796abd3a97(System.Boolean)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x04655f9d075d0ae5(System.Boolean)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x062d5ead4da2fa6a">
<summary>
FORCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x063ae2b2cc273588(System.Int32,System.Boolean)">
<summary>
A vehicle recording playback flag only used in jewelry_heist
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x06462a961e94b67c">
<summary>
CLEAR_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x08e8eeadfd0dc4a0(System.Int32)">
<summary>
Returns false if amount &gt; wallet balance or daily transfer limit has been hit.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0a3f820a9a9a9ac5(System.Int32,System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0a436b8643716d14">
<summary>
CLEAR_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0bbb9a7a8ffe931b(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0c698d8f099174c7(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0cf6cc51aa18f0f8(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0cf97f497fe7d048(System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0d77a82dc2d0da59(System.Int32@,System.Int32@)">
<summary>
NETWORK_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0dd362f14f18942a(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0f1a4b45b7693b95(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0f6f1ebbc4e1d5e6(System.Int32,System.String)">
<summary>
BG_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0ffb3c758e8c07b9(System.Int32,System.Boolean)">
<summary>
Doesn't actually return anything.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x10144267dd22866c(System.UInt32,System.Int32,System.Int32)">
<summary>
Returns some sort of index/offset for overlays/decorations.
```
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemale
```
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x107a473d7a6647a9(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x108be26959a9d9bb(System.Boolean)">
<summary>
UI3DSCENE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x110f526ab784111f(System.Int32,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1178e104409fe58c(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1185a8087587322c(System.Boolean)">
<summary>
SET_TEXT_??? - Used in golf and golf_mp
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1216e0bfa72cc703(System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x12ded8ca53d47ea5(System.Single)">
<summary>
Hardcoded to only work in multiplayer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x13f1fcb111b820b0(System.Boolean)">
<summary>
SET_NETWORK_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x14922ed3e38761f0">
<summary>
NETWORK_IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x14d29bb12d47f68c(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x155467aca0f55705">
<summary>
Checks some commerce stuff
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x17c9e241111a674d(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x19bfed045c647c49(System.Int32)">
<summary>
GET_TENNIS_*; references 0xFBFEC0E9 = interruptswing
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1a092bb0c3808b96(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1a330d297aac6bc1(System.Int32,System.Int32)">
<summary>
Only appears in lamar1 script.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1a6cbb06e2d0d79d(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1b212b26dd3c04df(System.Int32,System.Boolean)">
<summary>
Sets a value that appears to affect door opening behavior when damaged.
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1bb299305c3e8c13(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
SCRIPT_RACE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1c073274e065c6d2(System.Int32,System.Boolean)">
<summary>
ENABLE_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1c57c94a6446492a(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1cba05ae7bd7ee05(System.Single)">
<summary>
SET_TRA*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1d12a56fc95be92e">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: char* p1
NativeDB Added Parameter 3: char* p2
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1d4dc17c38feaff0">
<summary>
IS_COMMERCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1dc9b749e7ae282b(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1e77fa7a62ee6c4c(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1eae0a6e978894a2(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1f7bc3539f9e0224">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2016c603d6b8987c(System.Int32,System.Boolean)">
<summary>
SET_PED_STE*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x202a5ed9ce01d6e7(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x208784099002bc30(System.String,System.Int32)">
<summary>
-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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2107a3773771186d">
<summary>
HAS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x211c4ef450086857">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x214cd562a939246a">
<summary>
HAS_S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x21c235bc64831e5a(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
GET_C*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x226c284c830d0ca8(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x22e21fbcfc88c149(System.Int32,System.String)">
<summary>
BG_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2310a8f9421ebf43(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x23227df0b2115469">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x237440e46d918649(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x23f09eadc01449d6(System.Int32)">
<summary>
Hardcoded to return false.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x241fca5b1aa14f75">
<summary>
Only used once in scripts, in maintransition.
maintransition.c4, line ~82432:
if (PED::_7350823473013C02(PLAYER::PLAYER_PED_ID()) &amp;&amp; (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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x243296a510b562b6">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x24c024ba8379a70a(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2542269291c6ac84(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2555cf7da5473794">
<summary>
Does nothing (it's a nullsub).
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2570e26be63964e3">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: float* p1
NativeDB Added Parameter 3: char* p2
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x25aaa32bdc98f2a3">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x26d7399b9587fe89(System.Int32)">
<summary>
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 &amp; maintransition.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x26e13d440e7f6064(System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2790f4b17d098e26(System.Boolean)">
<summary>
SET_F*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x27f248c3febfaad3(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2818ff6638cb09de(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x288df530c92dad6f(System.Int32,System.Single)">
<summary>
[`SET_VEHICLE_STEER_BIAS`](#\_0x42A8EC77D5150CBE) for peds, e.g., `_SET_PED_STEER_BIAS`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x28b022a17b068a3a(System.Single,System.Single)">
<summary>
F\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x29682e2ccf21e9b5(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a251aa48b2b46db">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a7cec72c3443bcc(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a93c46aab1eacc9(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2acabed337622df2(System.String)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c173ae2bdb9385e(System.Int32)">
<summary>
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.
</summary>
<param name="blip">
The blip to check.
</param>
<returns>
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.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c4a1590abf43e8b(System.Int32,System.Boolean)">
<summary>
SET_VEHICLE_W* (next character is either H or I)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c9f302398e13141(System.Int32,System.Int32)">
<summary>
Correct native name lies between SET_BLIP_SPRITE and SET_RADIUS_BLIP_EDGE alphabetically.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2d3b147afad49de0(System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Used in arcade games and Beam hack minigame in Doomsday Heist. For example, [Penetrator Arcade Game](https://streamable.com/8igrzw)
NativeDB Introduced: v1290
</summary>
<param name="textureDict">
inside script_txds.rpf, browse it with OpenIV
</param>
<param name="textureName">
textureName
</param>
<param name="x">
x position must be between 0.0 and 1.0 (1.0 being the most right side of the screen)
</param>
<param name="y">
y position must be between 0.0 and 1.0 (1.0 being the most bottom side of the screen)
</param>
<param name="width">
width 0.0 - 1.0 is the reasonable amount generally
</param>
<param name="height">
height 0.0 - 1.0 is the reasonable amount generally
</param>
<param name="p6">
almost always 0.0
</param>
<param name="red">
red color
</param>
<param name="green">
green color
</param>
<param name="blue">
blue color
</param>
<param name="alpha">
alpha
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2d7a9b577e72385e(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2d874d4ae612a65f">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2dd39bf3e2f9c47f">
<summary>
NativeDB Introduced: v463
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2e0259babc27a327(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2f057596f2bd0061">
<summary>
Appears to return whether the player is using the pause menu store. Can't be sure though.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2f7ceb6520288061(System.Boolean)">
<summary>
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*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2fa3173480008493(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2fcb133ca50a49eb(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x30432a0118736e00">
<summary>
GET_CURRENT_*
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x30ca2ef91d15adf8">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x31125fd509d9043f(System.Int32@)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x31574b1b41268673(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x316db59cd14c1774(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x31ba138f6304fb9f(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x324c5aa411da7737(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x33df47cc0642061b">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: char* p1
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x35a3cd97b2c0a6d2(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36ccb9be67b970fd(System.Int32,System.Boolean)">
<summary>
ROPE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36de109527a2c0c4(System.Boolean)">
<summary>
Does nothing. It's a nullsub.
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x37d5f739fd494675(System.Int32)">
<summary>
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).
</summary>
<param name="p0">
unknown.
</param>
<returns>
Returns an entity handle or -1, value changes based on p0's value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x380b4968d1e09e55">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x38b7c51ab1edc7d8(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x38baaa5dd4c9d19f(System.Int32)">
<summary>
Sets profile setting 934
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x38c1cb1cb119a016(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x39455bf4f4f55186(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3b2fd68db5f8331c(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Removed Parameter 3: int R
NativeDB Removed Parameter 4: int G
NativeDB Removed Parameter 5: int B
NativeDB Introduced: v757
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectColour(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Removed Parameter 3: int R
NativeDB Removed Parameter 4: int G
NativeDB Removed Parameter 5: int B
NativeDB Introduced: v757
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3b458ddb57038f08(System.Int32,System.Int32,System.Boolean)">
<summary>
Usually used alongside other vehicle door natives.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3bd770d281982db5(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3c5c1e2c2ff814b1(System.Boolean)">
<summary>
Sets some voice chat related value.
NETWORK_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3c788e7f6438754d(System.Int32,System.Single,System.Single,System.Single)">
<summary>
```
NativeDB Introduced: v1180
```
Sets the given checkpoint target to the new coords
</summary>
<param name="checkpointHandle">
the handle of a created checkpoint
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3e38e28a1d80ddf6(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3fc795691834481d(System.Int32,System.Int32)">
<summary>
nullsub, doesn't do anything
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x405dc2aef6af95b9(System.UInt32)">
<summary>
Usage: INTERIOR::_0x405DC2AEF6AF95B9(INTERIOR::GET_KEY_FOR_ENTITY_IN_ROOM(PLAYER::PLAYER_PED_ID()));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x407dc5e97db1a4d3(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x428ad3e26c8d9eb0(System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x430a7631a84c9be7(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x43fa7cbe20dab219(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4419966c9936071a(System.Int32)">
<summary>
CLEAR_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x444c4525ece0a4b9">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x450819d8cf90c416">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x45f35c0edc33b03b(System.Int32,System.UInt32,System.Single,System.Single,System.Single,System.Single,System.String,System.Single,System.Single,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4669b3ed80f24b4e(System.Int32)">
<summary>
This has been found in use in the decompiled files.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x46b05bcae43856b0(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4879e4fe39074cdf">
<summary>
A*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x48f069265a0e4bec(System.Int32@,System.String)">
<summary>
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(&amp;a_0._fB, "Ringtone_For_This_Player");
MISC::_48F069265A0E4BEC(&amp;a_0._f1EC4._f12[v_A -- [[6]] ], &amp;v_13); // where v_13 is "MPATMLOGSCRS0" thru "MPATMLOGSCRS15"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x490861b88f4fd846(System.Int32)">
<summary>
Does nothing (essentially a nullsub).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x49e50bdb8ba4dab2(System.Int32,System.Boolean)">
<summary>
SET_PED_ALLOW*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4a9fde3a5a6d0437(System.Boolean)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4ad280eb48b2d8e6(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4aff7e02e485e92b">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4c134b4df76025d0(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4c2330e61d3deb56(System.Int32)">
<summary>
Only used once in the entire game scripts.
Does not actually return anything.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4c3b75694f7e0d9c(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4c9034162368e206">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4cebc1ed31e8925e(System.String)">
<summary>
This function is hard-coded to always return 1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4d953df78ebf8158">
<summary>
Something like flush_all_scripts
Most of time comes after NETWORK_END_TUTORIAL_SESSION() or before TERMINATE_THIS_THREAD()
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4dc416f246a41fc8(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4dcdf92bf64236cd(System.String,System.String)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e52e752c76e7e7a(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4ed9c8d6da297639">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4fcd976da686580c(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4fcdbd3f0a813c25(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x50276ef8172f5f12(System.Int32)">
<summary>
Related to the ped's weapon - flag used when disabling ped vehicle weapon
SET_PED_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x50a8a36201dbf83e">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: float* p1
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x511f1a683387c7e2(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x51f30db60626a20e(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
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-&gt;f_26, uParam0-&gt;f_12.f_3, uParam0-&gt;f_12, 2, 1) &amp;&amp; !func_282(uParam0-&gt;f_6))
{
VEHICLE::_GET_VEHICLE_SUSPENSION_BOUNDS(*uParam0, &amp;vVar15, &amp;uVar16);
VEHICLE::_GET_VEHICLE_SUSPENSION_BOUNDS(uParam0-&gt;f_26, &amp;vVar17, &amp;uVar18);
fVar19 = SYSTEM::VDIST2(0f, 0f, vVar15.z, 0f, 0f, vVar17.z);
uParam0-&gt;f_12.f_3.f_2 = (uParam0-&gt;f_12.f_3.f_2 + fVar19);
if (!VEHICLE::_0x51F30DB60626A20E(uParam0-&gt;f_26, uParam0-&gt;f_12.f_3, uParam0-&gt;f_12, 2, 1))
{
uParam0-&gt;f_12.f_3 = { uParam0-&gt;f_6 };
uParam0-&gt;f_12 = { uParam0-&gt;f_9 };
}
}
```
</summary>
<param name="vehicle">
the target vehicle
</param>
<param name="x">
vehicle location
</param>
<param name="y">
vehicle location
</param>
<param name="z">
vehicle location
</param>
<param name="rotX">
some kind of vehicle rotation value
</param>
<param name="rotY">
some kind of vehicle rotation value
</param>
<param name="rotZ">
some kind of vehicle rotation value
</param>
<param name="p7">
usually 2
</param>
<param name="p8">
usually 1
</param>
<returns>
A BOOL value, purpose unknown.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x53c31853ec9531ff(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x53ddc75bc3ac0a90(System.Int32)">
<summary>
Related to [`_CLEAR_VEHICLE_TASKS`](#\_0xDBBC7A2432524127) and requires more research (e.g., \_CLEAR_VEHICLE_SECONDARY_TASKS).
```
CLEAR_*
NativeDB Introduced: v1290
```
</summary>
<param name="vehicle">
The vehicle to have tasks cleared
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x54f157e0336a3822(System.Int32,System.String,System.Single)">
<summary>
From the scripts:
MISC::_54F157E0336A3822(sub_aa49(a_0), "ForcedStopDirection", v_E);
Related to tennis mode.
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5501b7a5cdb79d37(System.Int32)">
<summary>
Name between DISABLE_ALL_CONTROL_ACTIONS and DISABLE_CONTROL_ACTION
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x55384438fc55ad8e(System.Int32)">
<summary>
Sets profile setting 935
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5574637681911fda(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x55ecf4d13d9903b0(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x55f5a5f07134de60">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x560b423d73015e77(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5688585e6d563cd8(System.Int32)">
<summary>
STAT_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x57d760d55f54e071(System.Int32)">
<summary>
FORCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x59328eb08c5ceb2b">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x59c3757b3b7408e8(System.Int32,System.Boolean,System.Single)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5ad3932daeb1e5d3">
<summary>
Disables some other rendering (internal)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5bbcf35bf6e456f7(System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5bf29846c6527c54(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c3b791d580e0bc2(System.Int32,System.Single)">
<summary>
Only called once in the scripts.
Related to weapon objects.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c48a1d6e3b33179(System.Int32)">
<summary>
W*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c497525f803486b">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5cdaed54b34b0ed0(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5d96cfb59da076a0(System.Int32,System.Int32,System.Single)">
<summary>
p1: 0..16
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5ead2bf6484852e4">
<summary>
example from completionpercentage_controller.ysc.c4
if (STATS::_5EAD2BF6484852E4()) {
MISC::SET_BIT(g_17b95._f20df._ff10, 15);
STATS::_11FF1C80276097ED(0xe9ec4dd1, 200, 0);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5ee5632f47ae9695(System.Int32,System.Single)">
<summary>
Sets some health value. Looks like it's used for helis.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5f6df3d92271e8a1(System.Boolean)">
<summary>
DISABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetParticleFxBloodScale(System.Boolean)">
<summary>
DISABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5fc472c501ccadb3(System.Int32)">
<summary>
Appears once in "re_dealgonewrong"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x60edd13eb3ac1ff3">
<summary>
Returns true if profile setting 901 is set to true and sets it to false.
NETWORK_C*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6100b3cefd43452e(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x615d3925e87a3b26(System.Int32)">
<summary>
Unknown. Called after creating a checkpoint (type: 51) in the creators.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x617f49c2668e6155">
<summary>
NETWORK_GET_NUM_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x61f95e5bb3e0a8c6(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x63ecf581bc70e363(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x64d779659bc37b19(System.Int32)">
<summary>
NETWORK_GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x64e5c4cc82847b73">
<summary>
Hardcoded to return false.
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x65482bfd0923c8a1(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x659f9d71f52843f8(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x65d2ebb47e1cec21(System.Boolean)">
<summary>
Sets GtaThread+0x14A
SET_S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x661b5c8654add825(System.Int32,System.Boolean)">
<summary>
SET_CAM_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x66972397e0757e7a(System.Int32,System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x68b562e124cc0aef(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x690a61a6d13583f6(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x690b76bd2763e068">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x694e00132f2823ed(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_R*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6a51f78772175a51(System.Boolean)">
<summary>
SET_F*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6a5d89d7769a40d8(System.Boolean)">
<summary>
Sets some voice chat related value.
NETWORK_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6a7f19756f1a9016">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6a973569ba094650(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6ad0bd5e087866cb(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6b7e4fb50d5f3d65(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6bff5f84102df80a(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6cebe002e58dee97(System.UInt32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6d6840cee8845831(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6e91b04e08773030(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6f2135b6129620c1(System.Boolean)">
<summary>
Sets bit 3 in GtaThread+0x150
SET_T*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6fcf8ddea146c45b(System.Int32)">
<summary>
This function is hard-coded to always return 1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6fd992c4a1c1b986">
<summary>
Does nothing (it's a nullsub).
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6fddad856e36988a(System.Int32,System.Boolean)">
<summary>
SET_P*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6fddf453c0c756ec">
<summary>
HAS_*
Probably something like "has game been started for the first time".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x701fda1e82076ba4">
<summary>
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"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x703cc7f60cbb2b57(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x70a382adec069dd3(System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x710bcda8071eded1">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: int* p1
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7148e0f43d11f0d9">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7241ccb7d020db69(System.Int32,System.Boolean)">
<summary>
Jenkins hash _might_ be 0xFC227584.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x725012a415dba050(System.Int32,System.Int32@,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x734e1714d077da9a(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x741a3d8380319a81">
<summary>
Has something to do with a host request.
NETWORK_RE*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x74a0fd0688f1ee45(System.Int32)">
<summary>
NET_GAMESERVER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x74fb3e29e6d10fa9">
<summary>
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
=================================
</summary>
<returns>
Hard-coded to always return 0.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x754615490a029508">
<summary>
Checks some commerce stuff
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75ba1cb3b7d40caf(System.Int32,System.Boolean)">
<summary>
REQUEST_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x760910b49d2b98ea">
<summary>
Sets bit 1 in GtaThread+0x154
BG_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x76b3f29d3f967692(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x76d26a22750e849e(System.Int32)">
<summary>
SET_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7813e8b8c4ae4799(System.Int32)">
<summary>
SET_PICKUP_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x78e8e3a640178255(System.Int32)">
<summary>
Related to cutscene entities. Unsure about the use.
SET_ENTITY_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x79c0e43eb9b944e2(System.UInt32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x79edac677ca62f81(System.Int32)">
<summary>
NET_GAMESERVER_*
Checks if the transaction status is equal to 3.
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7a42b2e236e71415">
<summary>
UI3DSCENE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7bae68775557ae0b(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7d6f9a3ef26136a0(System.Int32,System.Boolean,System.Boolean)">
<summary>
SET_VEHICLE_AL*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7e2bd3ef6c205f09(System.String,System.Boolean)">
<summary>
**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);
}
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ec6f9a478a6a512">
<summary>
Possibly used to clear scenario points.
CLEAR_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ecdf98587e92dec(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7eec2a316c250073(System.Int32,System.Int32,System.Int32)">
<summary>
_PLAYSTATS_ROB_ARMOURD_TRUCK
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ef7649b64d7ff10(System.Int32)">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7f96f23fa9b73327(System.UInt32)">
<summary>
SET_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ffcbfee44ecfabf">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x80054d7fcc70eec6(System.Int32)">
<summary>
CLEAR_PED_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x801879a9b4f4b2fb">
<summary>
IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x810b5fcc52ec7ff0(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x817b86108eb94e51(System.Boolean,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@,System.Int32@)">
<summary>
UI::_817B86108EB94E51(1, &amp;g_189F36._f10CD1[0 -- [[16]] ], &amp;g_189F36._f10CD1[1 -- [[16]] ], &amp;g_189F36._f10CD1[2 -- [[16]] ], &amp;g_189F36._f10CD1[3 -- [[16]] ], &amp;g_189F36._f10CD1[4 -- [[16]] ], &amp;g_189F36._f10CD1[5 -- [[16]] ], &amp;g_189F36._f10CD1[6 -- [[16]] ], &amp;g_189F36._f10CD1[7 -- [[16]] ]);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8235f1bead557629(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x823ec8e82ba45986(System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8269816f6cfd40f8(System.Int32@,System.String)">
<summary>
Only found 2 times in decompiled scripts. Not a whole lot to go off of.
MISC::_8269816F6CFD40F8(&amp;a_0._f1F5A._f6[0 -- [[8]] ], "TEMPSTAT_LABEL"); // gets saved in a struct called "g_SaveData_STRING_ScriptSaves"
MISC::_8269816F6CFD40F8(&amp;a_0._f4B4[v_1A -- [[8]] ], &amp;v_5); // where v_5 is "Name0" thru "Name9", gets saved in a struct called "OUTFIT_Name"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x829cd22e043a2577(System.UInt32)">
<summary>
BG_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x82e0ac411e41a5b4(System.Boolean)">
<summary>
Does nothing. It's a nullsub.
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x830c3a44eb3f2cf9(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x834344a414c7c85d(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x836b62713e0534ca">
<summary>
Returns true if bit 0 in GtaThread+0x154 is set.
BG_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8410c5e0cd847b9d">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8423541e8b3a1589(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x84b418e93894ac1c">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x86255b1fc929e33e(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8634cef2522d987b(System.Int32,System.String,System.Single)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8664170ef165c4a6(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x870289a558348378(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x87ddeb611b329a9c(System.Single)">
<summary>
SET_A*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8821196d91fa2de5(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x887fa38787de8c72(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8881c98a31117998(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa90e7227a9303fa9(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8951eb9c6906d3c8">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a4416c0db05fa66(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8cde909a0370bb3a(System.Boolean)">
<summary>
Used only once in the scripts (taxi_clowncar)
SET_PARTICLE_FX_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8cff648fbd7330f1(System.Int32)">
<summary>
NativeDB Introduced: v757
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8d74e26f54b4e5c3(System.String)">
<summary>
I*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8d768602adef2245(System.Int32,System.Single)">
<summary>
SET_PLAYER_MAX_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8d9df6eca8768583(System.Int32)">
<summary>
SET_SCRIPT_*
Sets the cutscene's owning thread ID.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8dca505a5c196f05(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8ef52acaecc51d9c(System.Boolean)">
<summary>
NETWORK_SET_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8f0d5ba1c2cc91d7(System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x906ca41a4b74eca4">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x908311265d42a820(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9097eb6d4bb9a12a(System.Int32,System.Int32)">
<summary>
ADD_\*
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x90cd7c6871fbf1b4(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x916ca67d26fd1e37(System.String)">
<summary>
Does nothing (it's a nullsub). Seems to be PS4 specific.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x92fc0eedfac04a14(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x933bbeeb8c61b5f4">
<summary>
Probably IS_SWITCH_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x95baf97c82464629(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9640e30a7f395e4b(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x96e2929292a4db77(System.UInt32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x977ca98939e82e4b(System.Int32,System.Int32)">
<summary>
SET_WEAPON_OBJECT_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x97841634ef7df1d6(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x97e7e2c04245115b(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x97ffb4adeed08066(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9849de24fcf23ccc(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x98c3cf913d895111(System.String,System.Int32)">
<summary>
GET_F*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x98d18905bf723b99">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x98edf76a7271e4f2">
<summary>
REQUEST_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x99a05839c46ce316(System.Boolean)">
<summary>
Does nothing. It's a nullsub.
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9a75585fb2e54fad(System.Single,System.Single,System.Single,System.Single)">
<summary>
Related to car generators &amp; CPlayerSwitchMgrLong
SET_VEHICLE_*
SET_VEHICLE_GENERATORS_EXPECTED_GAMEPLAY_PT ?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9b079e5221d984d3(System.Boolean)">
<summary>
FORCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9b5016a6433a68c5">
<summary>
Hardcoded to return 0.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9bd7bd55e4533183(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d252648778160df(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d3af56e94c9ae98(System.Int32,System.Single)">
<summary>
SET_H*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d724b400a7e8ffc(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d7afcbf21c51712(System.Boolean)">
<summary>
Sets some voice chat related value.
NETWORK_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9de5d2f723575ed0">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: char* p1
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9dfe13ecdc1ec196(System.Boolean,System.Boolean)">
<summary>
SET_FOLLOW_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTimeIdleDrop(System.Boolean,System.Boolean)">
<summary>
SET_FOLLOW_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9e6542f0ce8e70a3(System.Boolean)">
<summary>
DISABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9ebd751e5787baf2(System.Boolean)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9f260bfb59adbca3(System.Int32,System.Int32)">
<summary>
REMOVE_\*
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9f97da93681f87ea">
<summary>
B\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9fcb3cbfb3ead69a(System.Int32,System.Single)">
<summary>
SET_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa01bc64dd4bfbbac(System.Int32,System.Int32)">
<summary>
Gets hash related to task happening with seat index
Native name: GET_I\*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa0ad167e4b39d9a2(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa1ae736541b0fca3(System.Int32@,System.Boolean)">
<summary>
ROPE_\*
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa2c1f5e92afe49ed">
<summary>
CLEAR_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa2ccbe62cd4c91a4(System.Int32@)">
<summary>
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, &amp;l_17, 4), "phone_cam12") != 0)
{
MOBILE::_0xC273BB4D(0); // FALSE
}
else
{
MOBILE::_0xC273BB4D(1); // TRUE
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa2e9c1ab8a92e8cd(System.Boolean)">
<summary>
Appears to set whether a transition should be started when the session is migrating.
NETWORK_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa3f3564a5b3646c0(System.Int32)">
<summary>
Only called once in the scripts:
if (sub_1abd() &amp;&amp; (!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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa468e0be12b12c70">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa4a0065e39c9f25c(CitizenFX.Core.Vector3@,System.Single@,System.Boolean@,System.Boolean@)">
<summary>
GET_SAVE_*
GET_SAVE_UNLESS_CUSTOM_DOT ?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa4a9a4c40e615885(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa51338e0dccd4065(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa5eafe473e45c442(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa6eef01087181edd(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa6fceccf4721d679(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa7092afe81944852">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa78b8fa58200da56(System.Int32)">
<summary>
STATS::0xE3247582(0);
STATS::0xE3247582(1);
STATS::0xE3247582(2);
STATS::0xE3247582(3);
STATS::0xE3247582(4);
STATS::0xE3247582(5);
STATS::0xE3247582(6);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa85a21582451e951(System.UInt32,System.Boolean)">
<summary>
Some property related to gates. Native name between `DOOR_SYSTEM_SET_AUTOMATIC_RATE` and `DOOR_SYSTEM_SET_DOOR_STATE`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa8a7d434afb4b97b(System.String,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa95cfb4e02390842(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaa059c615de9dd03(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaa5fafcd2c5f5e47">
<summary>
NativeDB Added Parameter 1: Entity entity
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaa653ae61924b0a0(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaabd62873ffb1a33(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaae9be70ec7c69ab(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xab13a5565480b6d9(System.Int32,System.String)">
<summary>
Used only once in the scripts (fm_mission_controller) like so:
TASK::_0xAB13A5565480B6D9(iLocal_3160, "Cutting");
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xab6781a5f3101470(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xad27d957598e49e9(System.Int32,System.Int32,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xad73ce5a09e42d12(System.Int32)">
<summary>
This has been found in use in the decompiled files.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xadb57e5b663cca8b(System.Int32,System.Single@,System.Single@)">
<summary>
gets 2 floats from the CNetGamePlayer of p0 and stores them in p1 and p2.
Possibly waypoint?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xadd6627c4d325458(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xadf084fb8f075d06(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaedf1bc1c133d6e3">
<summary>
Does nothing (it's a nullsub).
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaf348afcb575a441(System.String)">
<summary>
Exemple of use(carmod_shop.c4)
INTERIOR::_AF348AFCB575A441("V_CarModRoom");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xafc976fd0580c7b3(System.Int32,System.Boolean)">
<summary>
SET_PED_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xafe24e4d29249e4a(System.Int32,System.Single,System.Single,System.Boolean)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb1381b97f70c7b30">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb264c4d2f2b0a78b(System.Int32)">
<summary>
This native doesn't seem to do anything, might be a debug-only native.
Confirmed, it is a debug native.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb26f670685631727(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb282749d5e028163(System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb2e0c0d6922d31f2(System.Int32,System.Boolean)">
<summary>
SET_C*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb3c641f3630bf6da(System.Single)">
<summary>
Setter for 0xE59343E9E96529E7
SET_M*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb3da2606774a8e2d">
<summary>
This function is hard-coded to always return 1.
NETWORK_IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb45eff719d8427a6(System.Single)">
<summary>
PLAYER::0xBF6993C7(rPtr((&amp;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));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb4deae67f35e2acd(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb5b58e24868cb09e(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb5b7742424bd4445(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb606e6cc59664972(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb68cfaf83a02768d(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb743f735c03d7810(System.Int32,System.Int32)">
<summary>
ROPE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb7b873520c84c118">
<summary>
SET_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb7c6d80fb371659a">
<summary>
Clears all areas created by 0xD4A7A435B3710D05
CLEAR_*
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb885852c39cc265d">
<summary>
Disables something. Used only once in R* scripts (freemode.ysc).
DISABLE_PLAYER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb9351a07a0d458b1(System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb9cf1f793a9f1bf1">
<summary>
Returns profile setting 237.
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xba3d194057c79a7b(System.String)">
<summary>
SET_PARTICLE_FX_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xba4b8d83bdc75551(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xba8d65c1c65702e5(System.Boolean)">
<summary>
FORCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbc0ce682d4d05650(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Most likely ROPE_ATTACH_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbc9490ca15aea8fb(System.Int32)">
<summary>
Seems to only appear in scripts used in Singleplayer.
Always used like this in scripts
PLAYER::_BC9490CA15AEA8FB(PLAYER::PLAYER_ID());
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbdb6f89c729cf388">
<summary>
NETWORK_SESSION_IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbe197eaa669238f4(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbffe53ae7e67fcdc(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc01d2470f22cde5a">
<summary>
**This native does absolutely nothing, just a nullsub**
```
NativeDB Introduced: v2372
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc03fab2c2f92289b(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc0416b061f2b7e5e(System.Boolean)">
<summary>
GOLF_TRAIL_SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc14bd9f5337219b2(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc1805d05e6d4fe10(System.Int32)">
<summary>
SET_VEH*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc1e963c58664b556(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc2c97ea97711d1ae">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc2d2ad9eaae265b8">
<summary>
Getter for 0xCD74233600C4EA6B
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc30bdaee47256c13(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc3376f42b1faccc6(System.Int32)">
<summary>
- This is called after SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAreasGeneratorOrientation(System.Int32)">
<summary>
- This is called after SET_ALL_RANDOM_PEDS_FLEE_THIS_FRAME
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc34bc448da29f5e9(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc361aa040d6637a8(System.Int32,System.Boolean)">
<summary>
Vehicle must be a plane.
Native name is between SET_VEHICLE_BRAKE_LIGHTS and SET_VEHICLE_BULLDOZER_ARM_POSITION alphabetically.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc4637a6d03c24cc3">
<summary>
GET_IS_LOADING_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc50ce861b55eab8b(System.Int32,System.Boolean)">
<summary>
SET_VEHICLE_LI*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc571d0e77d8bbc29">
<summary>
NETWORK_IS_TRANSITION_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc5a35c73b68f3c49">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: char* p1
NativeDB Added Parameter 3: float* p2
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc61b86c9f61eb404(System.Boolean)">
<summary>
Toggles a value (bool) for cutscenes.
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc64a06d939f826f5(System.Single@,System.Int32@,System.Int32@)">
<summary>
GET_NE*
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc67db108a9ade3be(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc67e2da1cbe759e2">
<summary>
Sets profile setting 939
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc6e74cf8c884c880(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc7f29ca00f46350e(System.Boolean)">
<summary>
See [`N_0x701fda1e82076ba4`](#\_0x701FDA1E82076BA4).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc830417d630a50f9(System.Int32)">
<summary>
NET_GAMESERVER_*
Checks if the transaction status is equal to 1.
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc8b1b2425604cdd0">
<summary>
IS_MOBILE_PHONE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xca59ccae5d01e4ce">
<summary>
NETWORK_S\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcac57395b151135f(System.Int32,System.Boolean)">
<summary>
Found in "director_mode", "fm_bj_race_controler", "fm_deathmatch_controler", "fm_impromptu_dm_controler", "fm_race_controler", "gb_deathmatch".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcb645e85e97ea48b">
<summary>
Returns profile setting 243.
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcc6e963682533882(System.Int32)">
<summary>
RESET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xccd078c2665d2973(System.Boolean)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcd018c591f94cb43(System.Int32,System.Boolean)">
<summary>
REQUEST_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcd0f5b5d932ae473">
<summary>
Does nothing (it's a nullsub).
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcd4d66b43b1dd28d(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcd74233600c4ea6b(System.Boolean)">
<summary>
Setter for 0xC2D2AD9EAAE265B8
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcfd16f0db5a3535c(System.Boolean)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcfd778e7904c255e(System.Int32)">
<summary>
what does this do?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd05a3241b9a86f19(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd1c55b110e4df534(System.Int32)">
<summary>
SET_TV_???
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd2049635deb9c375">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd29334ed1a256dbf(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd313de83394af134">
<summary>
NETWORK_SESSION_IS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd4367d310f079db0(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd4a7a435b3710d05(System.Single,System.Single,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd6ca58b3b53a0f22(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd6d7478ca62b8d41(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd7b80e7c3befc396(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd9f692d349249528">
<summary>
RESET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdb1ea9411c8911ec(System.Int32)">
<summary>
```
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
</summary>
<param name="checkpointHandle">
the handle of a created checkpoint
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdb663cc9ff3407a9(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdbc631f109350b8c(System.Int32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdbf860cf1db8e599(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdc6f8601faf2e893(System.Int32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdcc07526b8ec45af(System.Int32)">
<summary>
Always returns false.
```
NativeDB Introduced: v1868
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdce97bdf8a0eabc8">
<summary>
NativeDB Added Parameter 1: Vehicle vehicle
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdd2620b7b9d16ff1(System.Int32,System.Single)">
<summary>
2 occurrences in agency_heist3a. p1 was 0.7f then 0.4f.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdd6bcf9e94425df9">
<summary>
Tune Backwards... ?
SET_RADIO_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xde68e30d89f97132(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdfbd93bf2943e29b(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdfcdb14317a9b361(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdfe68c4b787e1bfb(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe05f6aeefeb0bb02(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe0f82d68c7039158(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe154b48b68ef72bc(System.Int32)">
<summary>
This function is hard-coded to always return 1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe1615ec03b3bb4fd">
<summary>
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;
}
}
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe2bb399d90942091(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe2e244ab823b4483(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe2f53f172b45ede1">
<summary>
RESET_*
Resets the effect of 0x428AD3E26C8D9EB0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe3d969d2785ffb5e">
<summary>
sets something to 1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe3e2c1b4c59dbc77(System.Int32)">
<summary>
Sets an unknown value related to timecycles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe42d626eec94e5d9(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe4c3b169876d33d7(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe4e6dd5566d28c82">
<summary>
STOP_S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe4f6e8d07a2f0f51(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe532ec1a63231b4f(System.Int32,System.Int32)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe59343e9e96529e7">
<summary>
Getter for 0xB3C641F3630BF6DA
GET_M*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe5e9746a66359f9d">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe63d7c6eececb66b(System.Boolean)">
<summary>
TOGGLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe66377cddada4810(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_M\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe6d2cedd370ff98e(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe75a4a2e5e316d86">
<summary>
NativeDB Added Parameter 1: char* p0
NativeDB Added Parameter 2: int* p1
NativeDB Added Parameter 3: char* p2
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe791df1f73ed2c8b(System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe8718faf591fd224(System.Int32)">
<summary>
GET_H*
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe95b0c7d5ba3b96b(System.Int32)">
<summary>
Related to tennis mode. Checks for `0x0FCED5ADF = swung`
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xea8c0ddb10e2822a(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xea95c0853a27888e">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeb078ca2b5e82add(System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeb81a3dadd503187">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xebd3205a207939ed(System.Int32@)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec4b4b3b9908052a(System.Int32,System.Single)">
<summary>
SET_PED_*
Has most likely to do with some shooting attributes as it sets the float which is in the same range as shootRate.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec72c258667be5ea(System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xecb41ac6ab754401">
<summary>
STAT_LOAD_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xed3c76adfa6d07c4(System.Int32)">
<summary>
FORCE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xed76d195e6e3bf7f(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeebfc7a7efdc35b4(System.Int32)">
<summary>
Some kind of flags.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xefabc7722293da7c">
<summary>
AD*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf033419d1b81fae8(System.Int32)">
<summary>
GET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf083835b70ba9bfe">
<summary>
NETWORK_RE*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf10b44fd479d69f3(System.Int32,System.Int32)">
<summary>
Only 1 occurrence. p1 was 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf1a1803d3476f215(System.Int32)">
<summary>
Sets profile setting 933
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf2385935bffd4d92(System.Int32)">
<summary>
Initial guess of native: `_IS_PED_WEARING_MOTORCYCLE_HELMET`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf2bebcdfafdaa19e(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf3365489e0dd50f9(System.Int32,System.Boolean)">
<summary>
SET_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf3f776ada161e47d(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf83d0febe75e62c9(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 9: Any p8
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf8ad2eed7c47e8fe(System.Int32,System.Boolean,System.Boolean)">
<summary>
BL\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf8b49f5ba7f850e7(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf9096193df1f99d4(System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf9acf4a08098ea25(System.Int32,System.Boolean)">
<summary>
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'
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfa3ffb0eebc288a3(System.Boolean)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfa83ca6776038f64(System.Single,System.Single,System.Single)">
<summary>
REMOVE_*
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfaa457ef263e8763(System.Int32@,System.String)">
<summary>
Another unknown label type...
MISC::_FAA457EF263E8763(a_0, "Thumb_label");
MISC::_FAA457EF263E8763(&amp;a_0._f10, "Photo_label");
MISC::_FAA457EF263E8763(a_0, "GXTlabel");
MISC::_FAA457EF263E8763(&amp;a_0._f21, "StringComp");
MISC::_FAA457EF263E8763(&amp;a_0._f43, "SecondStringComp");
MISC::_FAA457EF263E8763(&amp;a_0._f53, "ThirdStringComp");
MISC::_FAA457EF263E8763(&amp;a_0._f32, "SenderStringComp");
MISC::_FAA457EF263E8763(&amp;a_0._f726[v_1A -- [[16]] ], &amp;v_20); // where v_20 is "LastJobTL_0_1" thru "LastJobTL_2_1", gets saved in a struct called "LAST_JobGamer_TL"
MISC::_FAA457EF263E8763(&amp;a_0._f4B, "PAID_PLAYER");
MISC::_FAA457EF263E8763(&amp;a_0._f5B, "RADIO_STATION");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfab944d4d481accb(System.Int32,System.Boolean)">
<summary>
SET_A\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfac18e7356bd3210">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfb1f9381e80fa13f(System.Int32,System.Int32@)">
<summary>
p0 is always 0. p1 is pointing to a global.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfb80ab299d2ee1bd(System.Boolean)">
<summary>
Toggles some stunt jump stuff.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfcf6788fc4860cd4(System.Int32)">
<summary>
SET_CHECKPOINT_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfdc07c58e8aab715(System.UInt32)">
<summary>
A\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfec9a3b1820f3331(System.Int32)">
<summary>
Native to check whether [`_SET_PED_SCUBA_GEAR_VARIATION`](#\_0x36c6984c3ed0c911) is enabled/actived.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xff266d1d0eb1195d">
<summary>
Tune Forward... ?
SET_RADIO_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xff4803bc019852d9(System.Single,System.Int32)">
<summary>
Related to Peds dropping pickup_health_snack; p0 is a value between [0.0, 1.0] that corresponds to drop rate
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xffee8fa29ab9a18e(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverBasketDelete">
<summary>
NativeDB Introduced: v372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverGetBalance(System.Boolean,System.Boolean)">
<summary>
Note: only one of the arguments can be set to true at a time
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x35a1b3e1d1315cfa(System.Boolean,System.Boolean)">
<summary>
Note: only one of the arguments can be set to true at a time
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverGetPrice(System.UInt32,System.UInt32,System.Boolean)">
<summary>
bool is always true in game scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkShopGetPrice(System.UInt32,System.UInt32,System.Boolean)">
<summary>
bool is always true in game scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverTransferCashGetStatus">
<summary>
Same as 0x350AA5EBC03D3BD2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x23789e777d14ce44">
<summary>
Same as 0x350AA5EBC03D3BD2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverTransferCashGetStatus_2">
<summary>
Same as 0x23789E777D14CE44
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x350aa5ebc03d3bd2">
<summary>
Same as 0x23789E777D14CE44
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverTransferCashSetTelemetryNonceSeed">
<summary>
Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x498c1e05ce5f7877">
<summary>
Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkShopCashTransferSetTelemetryNonceSeed">
<summary>
Used to be NETWORK_SHOP_CASH_TRANSFER_SET_TELEMETRY_NONCE_SEED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetGameserverUseServerTransactions">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetToEnt(System.Int32)">
<summary>
gets the entity id of a network id
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetToObj(System.Int32)">
<summary>
gets the object id of a network id
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetToPed(System.Int32)">
<summary>
gets the ped id of a network id
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkAcceptInvite">
<summary>
NETWORK_RE*
Triggers a CEventNetworkInviteConfirmed event
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x62a0296c1bb1ceb3">
<summary>
NETWORK_RE*
Triggers a CEventNetworkInviteConfirmed event
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkAddEntityAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x376c6375ba60293a(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
To remove, see: [`NETWORK_REMOVE_ENTITY_AREA`](#\_0x93CF869BAA0C4874).
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkAddFollowers(System.Int32@,System.Int32)">
<summary>
..
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x236406f60cf216d6(System.Int32@,System.Int32)">
<summary>
..
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBail">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBailTransition">
<summary>
NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyAirstrike(System.Int32,System.Boolean,System.Boolean)">
<summary>
p1 = 0 (always)
p2 = 1 (always)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyBackupGang(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyBounty(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
p1 is just an assumption. p2 was false and p3 was true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyFairgroundRide(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a7b3952dd64d2b5(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyHeliStrike(System.Int32,System.Boolean,System.Boolean)">
<summary>
p1 = 0 (always)
p2 = 1 (always)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuyLotteryTicket(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkBuySmokes(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCanAccessMultiplayer(System.Int32@)">
<summary>
11 - Need to download tunables.
12 - Need to download background script.
Returns 1 if the multiplayer is loaded, otherwhise 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaf50da1a3f8b1ba4(System.Int32@)">
<summary>
11 - Need to download tunables.
12 - Need to download background script.
Returns 1 if the multiplayer is loaded, otherwhise 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCanBuyLotteryTicket(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCanCommunicateWithGamer_2(System.Int32@)">
<summary>
Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER
NETWORK_CAN_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8f5d1ad832aeb06c(System.Int32@)">
<summary>
Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER
NETWORK_CAN_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCanSpendMoney(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Int32)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xab3caa6b422164da(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Int32)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCanSpendMoney_2(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Int32@,System.Int32)">
<summary>
NETWORK_CAN_R??? or NETWORK_CAN_S???
```
```
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7303e27cc6532080(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Int32@,System.Int32)">
<summary>
NETWORK_CAN_R??? or NETWORK_CAN_S???
```
```
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoCanGamble(System.Int32)">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoCanPurchaseChipsWithPvc">
<summary>
Same as 0x8968D4D8C6C40C11.
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoCanPurchaseChipsWithPvc_2">
<summary>
Same as 0x394DCDB9E836B7A9.
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoCanUseGamblingType(System.UInt32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoPurchaseChips(System.Int32,System.Int32)">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCasinoSellChips(System.Int32,System.Int32)">
<summary>
NETWORK_C\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkCheckDataManagerSucceededForHandle(System.Int32,System.Int32@)">
<summary>
Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x44b37cdcae765aae(System.Int32,System.Int32@)">
<summary>
Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanAnimation(System.String,System.String)">
<summary>
Only documented...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x729e3401f0430686(System.String,System.String)">
<summary>
Only documented...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanGetMembership(System.Int32@,System.Int32@,System.Int32)">
<summary>
Retrieves a membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP).
Test C++ code:
https://pastebin.com/CD8wni4C
</summary>
<param name="networkHandle">
A player network handle.
</param>
<param name="clanMembership">
Output buffer for the membership data. Also known as "desc".
</param>
<param name="membershipIndex">
If the player has multiple crews/memberships, use \[0-9], or -1 to get the active crew/membership.
</param>
<returns>
Returns true on success, false otherwise.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanGetMembershipValid(System.Int32@,System.Int32)">
<summary>
Checks if a crew/membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP) is valid.
</summary>
<param name="networkHandle">
A player network handle.
</param>
<param name="membershipIndex">
If the player has multiple crews/memberships, use \[0-9], or -1 to get the active crew/membership.
</param>
<returns>
Returns true if valid, false otherwise.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanGetUiFormattedTag(System.Int32@,System.Int32,System.Int32@)">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf45352426ff3a4f0(System.Int32@,System.Int32,System.Int32@)">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanIsRockstarClan(System.Int32@,System.Int32)">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7543bb439f63792b(System.Int32@,System.Int32)">
<summary>
bufferSize is 35 in the scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkClanPlayerGetDesc(System.Int32@,System.Int32,System.Int32@)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkConcealPlayer(System.Int32,System.Boolean,System.Boolean)">
<summary>
This is what R\* uses to hide players in MP interiors.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDeductCash(System.Int32,System.String,System.String,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDeleteCharacter(System.Int32,System.Boolean,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDisplaynamesFromHandlesStart(System.Int32@,System.Int32)">
<summary>
Hardcoded to return -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd66c9e72b3cc4982(System.Int32@,System.Int32)">
<summary>
Hardcoded to return -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDoTransitionQuickmatch(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x71fb0ebcd4915d56(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDoTransitionQuickmatchAsync(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa091a5e44f0072e5(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDoTransitionQuickmatchWithGroup(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32@,System.Int32)">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkDoTransitionToFreemode(System.Int32@,System.Int32,System.Boolean,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnBountyHunterReward(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf6b170f9a02e9e87(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnCasinoHeist(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnCasinoHeistBonus(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnCollectableCompletedCollection(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFmbbWageBonus(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfffba1b1f7c0b6f4(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAiTargetKill(System.Int32,System.Int32)">
<summary>
DSPORT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x515b4a22e4d3c6d7(System.Int32,System.Int32)">
<summary>
DSPORT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAmbientJob(System.Int32,System.String,System.Int32@)">
<summary>
Example for p1: "AM_DISTRACT_COPS"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfb6db092fbae29e6(System.Int32,System.String,System.Int32@)">
<summary>
Example for p1: "AM_DISTRACT_COPS"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromArenaCareerProgression(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromArenaSkillLevelProgression(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromArenaWar(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromArmourTruck(System.Int32)">
<summary>
For the money bags that drop a max of $40,000. Often called 40k bags.
Most likely NETWORK_EARN_FROM_ROB***
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf514621e8ea463d0(System.Int32)">
<summary>
For the money bags that drop a max of $40,000. Often called 40k bags.
Most likely NETWORK_EARN_FROM_ROB***
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAssassinateTargetKilled(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAssassinateTargetKilled_2(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAutoshopBusiness(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36a7fd5a7194b03e(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromAutoshopIncome(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc66d1cf99ed7fe25(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromBbEventBonus(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromBbEventCargo(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromBusinessBattle(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x42fce14f50f27291(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromBusinessHubSell(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0b39cf0d53f1c883(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCarclubMembership(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbc6227792a188e2e(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCashingOut(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCasinoAward(System.Int32,System.UInt32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCasinoMissionParticipation(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCasinoMissionReward(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCasinoStoryMissionReward(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromClubManagementParticipation(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa75eac69f59e96e7(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCollectablesActionFigures(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCollectionItem(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCompleteCollection(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromCriminalMastermindBonus(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd20d79671a598594(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromDailyObjectiveEvent(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromDarChallenge(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromDoomsdayFinaleBonus(System.Int32,System.UInt32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromFmbbBossWork(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1fda0aa679c9919b(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromFmbbPhonecallMission(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc5156361f26e2212(System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsAwards(System.Int32,System.String,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsElite(System.Int32,System.String,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsJobsFinale(System.Int32,System.String)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsJobsPrepParticipation(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsJobsSetup(System.Int32,System.String)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsWages(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromGangopsWagesBonus(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromHackerTruckMission(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromJobBonus(System.Int32,System.Int32@,System.Int32@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6816fb4416760775(System.Int32,System.Int32@,System.Int32@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromJobX2(System.Int32,System.String)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromRcTimeTrial(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromRdrBonus(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromSellBase(System.Int32,System.UInt32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromSellingVehicle(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
NativeDB Added Parameter 3: Any p2
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromSmuggling(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromSpinTheWheelCash(System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromTargetRefund(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromTimeTrialWin(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromTunerAward(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb846f547d3792df6(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromTunerFinale(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbcb266247193ac61(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromUpgradeAutoshopLocation(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc10322a8d3e061ee(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromVehicleAutoshop(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x533073e8a596008c(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromVehicleAutoshopBonus(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfe65afe7308e32b2(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromWagePayment(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromWagePaymentBonus(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnFromWarehouse">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: int id
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3e4adaff1830f146">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: int id
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnIslandHeist(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnJobBonusFirstTimeBonus(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x11b0a20c493f7e36(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkEarnJobBonusHeistAward(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d4fdbb035229669(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkExplodeVehicle(System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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 &lt;2&gt;], 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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkFadeInEntity(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkFadeOutEntity(System.Int32,System.Boolean,System.Boolean)">
<summary>
normal - transition like when your coming out of LSC
slow - transition like when you walk into a mission
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetAverageLatencyForPlayer(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd414be129bb81b32(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetAverageLatencyForPlayer_2(System.Int32)">
<summary>
Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32)
```
```
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0e3a041ed6ac2b45(System.Int32)">
<summary>
Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32)
```
```
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetAveragePacketLossForPlayer(System.Int32)">
<summary>
NETWORK_GET_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x350c23949e43686c(System.Int32)">
<summary>
NETWORK_GET_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetContentModifierListId(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x187382f8a3e0a6c3(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetTunablesContentModifierId(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetEntityFromNetworkId(System.Int32)">
<summary>
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
</summary>
<param name="netId">
the network id of the entity
</param>
<returns>
The local entity handle of the network id
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetEntityOwner(System.Int32)">
<summary>
Returns the owner ID of the specified entity.
</summary>
<param name="entity">
The entity to get the owner for.
</param>
<returns>
On the server, the server ID of the entity owner. On the client, returns the player/slot ID of the entity owner.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetEvcBalance">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetHostOfScript(System.String,System.Int32,System.Int32)">
<summary>
scriptName examples:
"freemode", "AM_CR_SecurityVan", ...
Most of the time, these values are used:
p1 = -1
p2 = 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetIsHighEarner">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetLastVelocityReceived(System.Int32)">
<summary>
Used by NetBlender
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x33de49edf4dde77a(System.Int32)">
<summary>
Used by NetBlender
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetLocalHandle(System.Int32@,System.Int32)">
<summary>
Retrieves the local player's NetworkHandle* and stores it in the given buffer.
* Currently unknown struct
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetMaxNumParticipants">
<summary>
Seems to always return 0, but it's used in quite a few loops.
for (num3 = 0; num3 &lt; NETWORK::0xCCD8C02D(); num3++)
{
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
{
var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetNumParticipantsHost">
<summary>
Seems to always return 0, but it's used in quite a few loops.
for (num3 = 0; num3 &lt; NETWORK::0xCCD8C02D(); num3++)
{
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
{
var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetNetworkIdFromEntity(System.Int32)">
<summary>
Get the network id of the given entity
An entity network id is representing a given entity for other clients, is like a handle that every client recognize, can be reconverted to a client entity handle.
These 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/)
</summary>
<param name="entity">
the handle of the entity from which the network id should be taken
</param>
<returns>
The network id of the given entity
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetNumConnectedPlayers">
<summary>
Returns the amount of players connected in the current session. Only works when connected to a session/server.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetNumUnackedForPlayer(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetOldestResendCountForPlayer(System.Int32)">
<summary>
NETWORK_GET_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPlayerCoords(System.Int32)">
<summary>
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).
</summary>
<param name="player">
The player id, MUST be another player.
</param>
<returns>
A Vector3 containing the coordinates of another player.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x125e6d638b8605d4(System.Int32)">
<summary>
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).
</summary>
<param name="player">
The player id, MUST be another player.
</param>
<returns>
A Vector3 containing the coordinates of another player.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPlayerIndexFromPed(System.Int32)">
<summary>
Returns the Player associated to a given Ped when in an online session.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6c0e2e0125610278(System.Int32)">
<summary>
Returns the Player associated to a given Ped when in an online session.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPositionHashOfThisScript">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x257ed0fadf750bcf">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPresenceInviteInviter(System.Int32)">
<summary>
Returns the Name of the inviter of the specific selected Invite.
</summary>
<returns>
The Name of the inviter.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4962cc4aa2f345b7(System.Int32)">
<summary>
Returns the Name of the inviter of the specific selected Invite.
</summary>
<returns>
The Name of the inviter.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPresenceInviteSessionId(System.Int32)">
<summary>
The Native returns a hash of the session id as string from the specific invite index!
</summary>
<returns>
A hash of the session id.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x26e1cd96b0903d60(System.Int32)">
<summary>
The Native returns a hash of the session id as string from the specific invite index!
</summary>
<returns>
A hash of the session id.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPvcBalance">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetPvcTransferBalance">
<summary>
Same as 0xEA560AC9EEB1E19B.
```
```
Same as 0xEA560AC9EEB1E19B.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRemainingVcDailyTransfers">
<summary>
Same as 0xEA560AC9EEB1E19B.
```
```
Same as 0xEA560AC9EEB1E19B.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRandomIntRanged(System.Int32,System.Int32)">
<summary>
Same as GET_RANDOM_INT_IN_RANGE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe30cf56f1efa5f43(System.Int32,System.Int32)">
<summary>
Same as GET_RANDOM_INT_IN_RANGE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRandomIntInRange(System.Int32,System.Int32)">
<summary>
Same as GET_RANDOM_INT_IN_RANGE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRemainingTransferBalance">
<summary>
Same as 0x13A8DE2FD77D04F3.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRemainingVcDailyTransfers_2">
<summary>
Same as 0x13A8DE2FD77D04F3.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetRespawnResult(System.Int32,CitizenFX.Core.Vector3@,System.Single@)">
<summary>
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..
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetStringBankWalletBalance">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetStringWalletBalance(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetTransitionMembers(System.Int32@,System.Int32)">
<summary>
Returns count.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetTunableCloudCrc">
<summary>
Actually returns the version (TUNABLE_VERSION)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x10bd227a753b0d84">
<summary>
Actually returns the version (TUNABLE_VERSION)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetTunablesVersion">
<summary>
Actually returns the version (TUNABLE_VERSION)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetUnreliableResendCountForPlayer(System.Int32)">
<summary>
NETWORK_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3765c3a3e8192e10(System.Int32)">
<summary>
NETWORK_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetVcBankBalanceIsNotLessThan(System.Int32)">
<summary>
Returns true if bank balance &gt;= amount.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetVcBankWalletBalanceIsNotLessThan(System.Int32,System.Int32)">
<summary>
Returns true if bank balance + wallet balance &gt;= amount.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdc18531d7019a535(System.Int32,System.Int32)">
<summary>
Returns true if bank balance + wallet balance &gt;= amount.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkGetVcWalletBalanceIsNotLessThan(System.Int32,System.Int32)">
<summary>
Returns true if wallet balance &gt;= amount.
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHandleFromMemberId(System.String,System.Int32@,System.Int32)">
<summary>
Returns a NetworkHandle* from the specified member ID and stores it in a given buffer.
* Currently unknown struct
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHandleFromPlayer(System.Int32,System.Int32@,System.Int32)">
<summary>
Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer.
* Currently unknown struct
Example:
std::vector&lt;UINT64&gt; GetPlayerNetworkHandle(Player player) {
const int size = 13;
uint64_t *buffer = std::make_unique&lt;uint64_t[]&gt;(size).get();
NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast&lt;int *&gt;(buffer), 13);
for (int i = 0; i &lt; size; i++) {
Log::Msg("networkhandle[%i]: %llx", i, buffer[i]);
}
std::vector&lt;UINT64&gt; result(buffer, buffer + sizeof(buffer));
return result;
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHandleFromUserId(System.String,System.Int32@,System.Int32)">
<summary>
Returns a NetworkHandle* from the specified user ID and stores it in a given buffer.
* Currently unknown struct
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHasGameBeenAltered">
<summary>
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."
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x659cf2ef7f550c4f">
<summary>
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."
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHasRosPrivilege(System.Int32)">
<summary>
index is always 18 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa699957e60d80214(System.Int32)">
<summary>
index is always 18 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHasValidRosCredentials">
<summary>
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x85443ff4c328f53b">
<summary>
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkAreRosAvailable">
<summary>
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHaveJustUploadLater">
<summary>
Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkHostTransition(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Int32,System.Int32,System.Int32)">
<summary>
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()`.
</summary>
<param name="p0">
Unknown int
</param>
<param name="p1">
Unknown int
</param>
<param name="p2">
Unknown int
</param>
<param name="p3">
Unknown int
</param>
<param name="p4">
Unknown always 0 in decompiled scripts
</param>
<param name="p5">
BOOL purpose unknown, both 0 and 1 are used in decompiled scripts.
</param>
<param name="p6">
BOOL purpose unknown, both 0 and 1 are used in decompiled scripts.
</param>
<param name="p7">
Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1.
</param>
<param name="p8">
Unknown int, it's an int according to decompiled scripts, however the value is always 0 or 1.
</param>
<param name="p9">
Unknown int, sometimes 0, but also 32768 or 16384 appear in decompiled scripst, maybe a flag of some sort?
</param>
<returns>
Probably a bool indicating if the transition was created.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsChattingInPlatformParty(System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsConnectionEndpointRelayServer(System.Int32)">
<summary>
NETWORK_IS_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x16d3d49902f697bb(System.Int32)">
<summary>
NETWORK_IS_*
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsEntityConcealed(System.Int32)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsFriendInSameTitle(System.String)">
<summary>
In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsHost">
<summary>
If you are host, returns true else returns false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsInParty">
<summary>
Note according to IDA TU27 X360(Console),
This native &amp; '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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsInPlatformParty">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2fc5650b0271cb57">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsInPlatformPartyChat">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfd8b834a8ba05048">
<summary>
Hardcoded to return false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsInactiveProfile(System.Int32@)">
<summary>
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".
</summary>
<returns>
Returns true if the networkHandle is signed in on the same machine, but is not the main player.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsNetworkIdAClone(System.Int32)">
<summary>
Returns true if the specified network id is controlled by someone else.
</summary>
<param name="netId">
The network id for an object or entity.
</param>
<returns>
Probably a bool, returns 1 if you don't have control over the netId entity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7242f8b741ce1086(System.Int32)">
<summary>
Returns true if the specified network id is controlled by someone else.
</summary>
<param name="netId">
The network id for an object or entity.
</param>
<returns>
Probably a bool, returns 1 if you don't have control over the netId entity.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsPartyMember(System.Int32@)">
<summary>
Note according to IDA TU27 X360(Console),
This native &amp; '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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsPendingFriend(System.Int32)">
<summary>
This function is hard-coded to always return 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsPlayerEqualToIndex(System.Int32,System.Int32)">
<summary>
NETWORK_ARE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9de986fc9a87c474(System.Int32,System.Int32)">
<summary>
NETWORK_ARE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsPlayerTalking(System.Int32)">
<summary>
returns true if someone is screaming or talking in a microphone
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsScriptActiveByHash(System.UInt32,System.Int32,System.Boolean,System.Int32)">
<summary>
NativeDB Introduced: v2245
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsSessionStarted">
<summary>
This checks if player is playing on gta online or not.
Please add an if and block your mod if this is "true".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsSignedIn">
<summary>
Returns whether the player is signed into Social Club.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsSignedOnline">
<summary>
Returns whether the game is not in offline mode.
seemed not to work for some ppl
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsTextChatActive">
<summary>
Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkJoinTransition(System.Int32)">
<summary>
int handle[76];
NETWORK_HANDLE_FROM_FRIEND(iSelectedPlayer, &amp;handle[0], 13);
Player uVar2 = NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(&amp;handle[0]);
NETWORK_JOIN_TRANSITION(uVar2);
nothing doin.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideChatRestrictions(System.Int32,System.Boolean)">
<summary>
Could possibly bypass being muted or automatically muted
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3039ae5ad2c9c0c4(System.Int32,System.Boolean)">
<summary>
Could possibly bypass being muted or automatically muted
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideClockMillisecondsPerGameMinute(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideClockTime(System.Int32,System.Int32,System.Int32)">
<summary>
Works in Singleplayer too.
Passing wrong data (e.g. hours above 23) will cause the game to crash.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideReceiveRestrictions(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xddf73e2b1fec5ab4(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideReceiveRestrictionsAll(System.Boolean)">
<summary>
p0 is always false in scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0ff2862b61a58af9(System.Boolean)">
<summary>
p0 is always false in scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkOverrideSendRestrictions(System.Int32,System.Boolean)">
<summary>
This is used alongside the native,
'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x97dd4c5944cc2e6a(System.Int32,System.Boolean)">
<summary>
This is used alongside the native,
'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPedForceGameStateUpdate(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf0bc9bcd24a511d5(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPlayerGetName(System.Int32)">
<summary>
Returns the name of a given player. Returns "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPlayerGetUserid(System.Int32,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPlayerGetUserId(System.Int32,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPlayerIdToInt">
<summary>
Does exactly the same thing as PLAYER_ID()
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkPlayerIsRockstarDev(System.Int32)">
<summary>
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 &amp; 360.
R* now checks with the is_dlc_present native for the dlc hash 2532323046,
if that is present it will unlock dev stuff.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkRefundCash(System.Int32,System.String,System.String,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf9c812cd7c46e817(System.Int32,System.String,System.String,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkRespawnCoords(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
p4 and p5 are always 0 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9769f811d1785b03(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
p4 and p5 are always 0 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkResurrectLocalPlayer(System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkRivalDeliveryCompleted(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSendPresenceTransitionInvite(System.Int32@,System.Int32@,System.Int32,System.Int32)">
<summary>
String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc116ff9b4d488291(System.Int32@,System.Int32@,System.Int32,System.Int32)">
<summary>
String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSendTextMessage(System.String,System.Int32@)">
<summary>
Message is limited to 64 characters.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSendTransitionGamerInstruction(System.Int32@,System.String,System.Int32,System.Int32,System.Boolean)">
<summary>
the first arg seems to be the network player handle (&amp;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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionEnd(System.Boolean,System.Boolean)">
<summary>
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."
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionEnter(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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 &amp;&amp; Global_1312631 = true/1) those are passed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionHost(System.Int32,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionHostFriendsOnly(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionHostSinglePlayer(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionKickPlayer(System.Int32)">
<summary>
Only works as host.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionSetMatchmakingGroupMax(System.Int32,System.Int32)">
<summary>
playerTypes:
0 = regular joiner
4 = spectator
8 = unknown
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8b6a4dd0af9ce215(System.Int32,System.Int32)">
<summary>
playerTypes:
0 = regular joiner
4 = spectator
8 = unknown
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionSetMaxPlayers(System.Int32,System.Int32)">
<summary>
playerTypes:
0 = regular joiner
4 = spectator
8 = unknown
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSessionVoiceConnectToPlayer(System.Int32@)">
<summary>
Only one occurence in the scripts:
auto sub_cb43(auto a_0, auto a_1) {
if (g_2594CB._f1) {
if (NETWORK::_855BC38818F6F684()) {
NETWORK::_ABD5E88B8A2D3DB2(&amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xabd5e88b8a2d3db2(System.Int32@)">
<summary>
Only one occurence in the scripts:
auto sub_cb43(auto a_0, auto a_1) {
if (g_2594CB._f1) {
if (NETWORK::_855BC38818F6F684()) {
NETWORK::_ABD5E88B8A2D3DB2(&amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkVoiceConnectToPlayer(System.Int32@)">
<summary>
Only one occurence in the scripts:
auto sub_cb43(auto a_0, auto a_1) {
if (g_2594CB._f1) {
if (NETWORK::_855BC38818F6F684()) {
NETWORK::_ABD5E88B8A2D3DB2(&amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetEntityInvisibleToNetwork(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf1ca12b18aef5298(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetEntityVisibleToNetwork(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetObjectForceStaticBlend(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="_object">
The object to set forced blending state for.
</param>
<param name="enabled">
`true` to enable forced blending.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0379daf89ba09aa5(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="_object">
The object to set forced blending state for.
</param>
<param name="enabled">
`true` to enable forced blending.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetPropertyId(System.Int32)">
<summary>
value must be &lt; 255
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetRichPresence(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetRichPresenceString(System.Int32,System.String)">
<summary>
This native does absolutely nothing, just a nullsub
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3e200c2bcf4164eb(System.Int32,System.String)">
<summary>
This native does absolutely nothing, just a nullsub
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetRichPresence_2(System.Int32,System.String)">
<summary>
This native does absolutely nothing, just a nullsub
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetVehicleWheelsDestructible(System.Int32,System.Boolean)">
<summary>
Allow vehicle wheels to be destructible even when the Vehicle entity is invincible.
```
```
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x890e2c5abed7236d(System.Int32,System.Boolean)">
<summary>
Allow vehicle wheels to be destructible even when the Vehicle entity is invincible.
```
```
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkShouldShowConnectivityTroubleshooting">
<summary>
Returns true if the NAT type is Strict (3) and a certain number of connections have failed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x82a2b386716608f1">
<summary>
Returns true if the NAT type is Strict (3) and a certain number of connections have failed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkShowProfileUi(System.Int32@)">
<summary>
Example:
int playerHandle;
NETWORK_HANDLE_FROM_PLAYER(selectedPlayer, &amp;playerHandle, 13);
NETWORK_SHOW_PROFILE_UI(&amp;playerHandle);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentArcadeGame(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentArcadeGeneric(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentArenaJoinSpectator(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentArenaPremium(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentArenaSpectatorBox(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentAutoshopModifications(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9bea350d7c48061b(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentAutoshopPropertyUtilityFee(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb40f96d6d252839b(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBankInterest(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBeachPartyGeneric(System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBoss">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: BOOL p1
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xffbe02cd385356bd">
<summary>
NativeDB Added Parameter 1: int amount
NativeDB Added Parameter 2: BOOL p1
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBountyHunterMission(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBuyArena(System.Int32,System.Boolean,System.Boolean,System.String)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBuyAutoshop(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeeb7e5d1feb20869(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBuyBase(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBuyCasino(System.Int32,System.Boolean,System.Boolean,System.Int32@)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentBuyTiltrotor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCarclub(System.Int32,System.Boolean,System.Boolean,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x925227803a0eaa1b(System.Int32,System.Boolean,System.Boolean,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCarclubMembership(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1464e17207cd36e2(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCarclubTakeover(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd1e46824e6fb92b5(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCasinoClubGeneric(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCasinoGeneric(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCasinoHeist(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCasinoHeistSkipMission(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentCasinoMembership(System.Int32,System.Boolean,System.Boolean,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentEmployAssassins(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentFromBank(System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb9f7a469460e7a4a(System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentGangopsCannon(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentGangopsStartMission(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentGangopsStartStrand(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentGangopsTripSkip(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentHangarStaffCharges(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentHangarUtilityCharges(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentHireMugger(System.Int32,System.Boolean,System.Boolean)">
<summary>
Only used once in a script (am_contact_requests)
p1 = 0
p2 = 1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentImAbility(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x93aa4165cb67e925(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentIslandHeist(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentJobSkip(System.Int32,System.String,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentMakeItRain(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentNightclubBarDrink(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentNightclubEntryFee(System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentPayVehicleInsurancePremium(System.Int32,System.UInt32,System.Int32@,System.Boolean,System.Boolean)">
<summary>
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&lt;13&gt; 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() &lt; carCost.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentPurchaseHangar(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentRdrhatchetBonus(System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentRehireDj(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentSpinTheWheelPayment(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v1604
NativeDB Removed Parameter 4: BOOL p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentSubmarine(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeArena(System.Int32,System.Boolean,System.Boolean,System.String)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeAutoshop(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdd829aa198fdc46c(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeBase(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeCasino(System.Int32,System.Boolean,System.Boolean,System.Int32@)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeHangar(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeSub(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x89049a84065ce68e(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSpentUpgradeTiltrotor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkStartRespawnSearchForPlayer(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
```
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5a6ffa2433e2f14c(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
```
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkStartRespawnSearchInAngledAreaForPlayer(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4ba92a18502bca61(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
p8, p9, p10 is another coordinate, or zero, often related to `GET_BLIP_COORDS` in the decompiled scripts.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkStartUserContentPermissionsCheck(System.Int32)">
<summary>
Always returns -1. Seems to be XB1 specific.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdeb2b99a1af1a2a6(System.Int32)">
<summary>
Always returns -1. Seems to be XB1 specific.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkTryAccessTunableBoolHash(System.UInt32,System.UInt32,System.Boolean)">
<summary>
Returns defaultValue if the tunable doesn't exist.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc7420099936ce286(System.UInt32,System.UInt32,System.Boolean)">
<summary>
Returns defaultValue if the tunable doesn't exist.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkAccessTunableBoolHashFailVal(System.UInt32,System.UInt32,System.Boolean)">
<summary>
Returns defaultValue if the tunable doesn't exist.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkUgcNav(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc1447451ddb512f0(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkUseHighPrecisionBlending(System.Int32,System.Boolean)">
<summary>
Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b1813aba29016c5(System.Int32,System.Boolean)">
<summary>
Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkSetNetworkIdDynamic(System.Int32,System.Boolean)">
<summary>
Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkUseHighPrecisionVehicleBlending(System.Int32,System.Boolean)">
<summary>
Implemented only for Trains.
```
```
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec0c1d4922af9754(System.Int32,System.Boolean)">
<summary>
Implemented only for Trains.
```
```
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NewLoadSceneStart(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
`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
</summary>
<param name="posX">
World `x` coordinate.
</param>
<param name="posY">
World `y` coordinate.
</param>
<param name="posZ">
World `z` coordinate.
</param>
<param name="offsetX">
Offset `x` coordinate.
</param>
<param name="offsetY">
Offset `y` coordinate.
</param>
<param name="offsetZ">
Offset `z` coordinate.
</param>
<param name="radius">
Action radius, value is usually between `3f` and `7000f` in original 1868 scripts.
</param>
<param name="p7">
0, 1, 2, 3 or 4 used in decompiled scripts, 0 is by far the most common.
</param>
<returns>
True if success, used only 7 times in decompiled scripts of 1868 (https://github.com/root-cause/v-decompiled-scripts).
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.NewLoadSceneStartSphere(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
if (!sub_8f12("START LOAD SCENE SAFE")) {
if (CUTSCENE::GET_CUTSCENE_TIME() &gt; 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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaccfb4acf53551b0(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
if (!sub_8f12("START LOAD SCENE SAFE")) {
if (CUTSCENE::GET_CUTSCENE_TIME() &gt; 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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NextOnscreenKeyboardResultWillDisplayUsingTheseFonts(System.Int32)">
<summary>
p0 was always 2 in R* scripts.
Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3ed1438c1f5c6612(System.Int32)">
<summary>
p0 was always 2 in R* scripts.
Called before calling DISPLAY_ONSCREEN_KEYBOARD if the input needs to be saved.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ObjToNet(System.Int32)">
<summary>
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));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OnEnterMp">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadMpDlcMaps">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OnEnterSp">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd7c10c4a637992c9">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadSpDlcMaps">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OpenCommerceStore(System.String,System.String)">
<summary>
Has a 3rd param (int) since patch [???].
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x58c21165f6545892(System.String,System.String)">
<summary>
Has a 3rd param (int) since patch [???].
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OpenPatrolRoute(System.String)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OpenReportugcMenu">
<summary>
Shows a menu for reporting UGC content.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x523a590c1a3cc0d3">
<summary>
Shows a menu for reporting UGC content.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayJobReport">
<summary>
Shows a menu for reporting UGC content.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OpenSocialClubMenu">
<summary>
Uses the `SOCIAL_CLUB2` scaleform.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75d3691713c3b05a">
<summary>
Uses the `SOCIAL_CLUB2` scaleform.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideCamSplineMotionBlur(System.Int32,System.Int32,System.Single,System.Single)">
<summary>
Max value for p1 is 15.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideLodscaleThisFrame(System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa76359fc80b2438e(System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideMicrophoneSettings(System.Int32,System.Boolean)">
<summary>
Sets audio flag "OverrideMicrophoneSettings"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75773e11ba459e90(System.Int32,System.Boolean)">
<summary>
Sets audio flag "OverrideMicrophoneSettings"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverridePedBadgeTexture(System.Int32,System.String,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x95eb5e34f821babe(System.Int32,System.String,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverridePedsCanStandOnTopFlag(System.Boolean)">
<summary>
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.
</summary>
<param name="flag">
true to override, false to use default game behavior.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.OverridePopscheduleVehicleModel(System.Int32,System.UInt32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideTrevorRage(System.String)">
<summary>
This native enables the audio flag "TrevorRageIsOverridden" and sets the voice effect to `voiceEffect`
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideVehHorn(System.Int32,System.Boolean,System.Int32)">
<summary>
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` |
</summary>
<param name="vehicle">
The vehicle you want to change the horn on.
</param>
<param name="_override">
Must be set to true. If set to false, the default horn hash will be restored.
</param>
<param name="hornHash">
A horn hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideVehiclePedsCanStandOnTopFlag(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle.
</param>
<param name="can">
Can they?
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ParticipantId">
<summary>
Return the local Participant ID
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ParticipantIdToInt">
<summary>
Return the local Participant ID.
This native is exactly the same as 'PARTICIPANT_ID' native.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PatchDecalDiffuseMap(System.Int32,System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a35c742130c6080(System.Int32,System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.AddDecalToMarker(System.Int32,System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.OverrideDecalTexture(System.Int32,System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuActivateContext(System.UInt32)">
<summary>
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.
***
&gt; Seems to add/set the current menu context (to show/hide buttons?)
&gt; Pausemenu.xml:
&gt; `&lt;Contexts&gt;*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION&lt;/Contexts&gt;`
&gt; Code:
&gt;
&gt; ```
&gt; if (...) {
&gt; sub_bbd34(a_0, 0, "FM_BET_HELP");
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_locked});
&gt; } else {
&gt; sub_bbd34(a_0, 0, "");
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_available});
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native
&gt; }
&gt; ```
&gt;
&gt; OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision
&gt; // Old
&gt; Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior.
</summary>
<param name="hash">
Context name hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdd564bdd0472c936(System.UInt32)">
<summary>
Activates the specified frontend menu context.
pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'.
The `*ALL*` part of the context means that whatever is being defined, will be active when any or all of those conditions after `*ALL*` are met.
The `*NONE*` part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after `*NONE*` are met.
This basically allows you to hide certain menu sections, or things like instructional buttons.
See the old description below for more info.
***
&gt; Seems to add/set the current menu context (to show/hide buttons?)
&gt; Pausemenu.xml:
&gt; `&lt;Contexts&gt;*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION&lt;/Contexts&gt;`
&gt; Code:
&gt;
&gt; ```
&gt; if (...) {
&gt; sub_bbd34(a_0, 0, "FM_BET_HELP");
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_locked});
&gt; } else {
&gt; sub_bbd34(a_0, 0, "");
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_available});
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native
&gt; }
&gt; ```
&gt;
&gt; OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision
&gt; // Old
&gt; Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior.
</summary>
<param name="hash">
Context name hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.AddFrontendMenuContext(System.UInt32)">
<summary>
Activates the specified frontend menu context.
pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'.
The `*ALL*` part of the context means that whatever is being defined, will be active when any or all of those conditions after `*ALL*` are met.
The `*NONE*` part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after `*NONE*` are met.
This basically allows you to hide certain menu sections, or things like instructional buttons.
See the old description below for more info.
***
&gt; Seems to add/set the current menu context (to show/hide buttons?)
&gt; Pausemenu.xml:
&gt; `&lt;Contexts&gt;*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION&lt;/Contexts&gt;`
&gt; Code:
&gt;
&gt; ```
&gt; if (...) {
&gt; sub_bbd34(a_0, 0, "FM_BET_HELP");
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_locked});
&gt; } else {
&gt; sub_bbd34(a_0, 0, "");
&gt; UI::OBJECT_DECAL_TOGGLE(${bet_available});
&gt; UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native
&gt; }
&gt; ```
&gt;
&gt; OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision
&gt; // Old
&gt; 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.
</summary>
<param name="hash">
Context name hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuDisableBusyspinner(System.Boolean)">
<summary>
Disables the loading spinner in Pause Menu when switching from one header tab to another.
</summary>
<param name="toggle">
true to disable and false to re-enable the loading icon.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9245e81072704b8a(System.Boolean)">
<summary>
Disables the loading spinner in Pause Menu when switching from one header tab to another.
</summary>
<param name="toggle">
true to disable and false to re-enable the loading icon.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuGetIndexOfMouseHoveredSlot">
<summary>
If mouse is hovering on a slot, it returns the slot's index, else it returns -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x359af31a4b52f5ed">
<summary>
If mouse is hovering on a slot, it returns the slot's index, else it returns -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuGetUniqueIdOfMouseHoveredSlot">
<summary>
If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x13c4b962653a5280">
<summary>
If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuRedrawInstructionalButtons(System.Boolean)">
<summary>
Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableDeathbloodSeethrough(System.Boolean)">
<summary>
Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4895bdea16e7c080(System.Boolean)">
<summary>
Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuSetWarnOnTabChange(System.Boolean)">
<summary>
Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png
</summary>
<param name="setWarn">
Wether to show the message or not.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf06ebb91a81e09e3(System.Boolean)">
<summary>
Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png
</summary>
<param name="setWarn">
Wether to show the message or not.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuceptionGoDeeper(System.Int32)">
<summary>
Sets current pause menu page/component to the specified value.
Available page IDs: https://pastebin.com/qxuhwjPT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x77f16b447824da6c(System.Int32)">
<summary>
Sets current pause menu page/component to the specified value.
Available page IDs: https://pastebin.com/qxuhwjPT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PauseMenuceptionTheKick">
<summary>
Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcdca26e80faecb8f">
<summary>
Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PedToNet(System.Int32)">
<summary>
gets the network id of a ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayAnimOnRunningScenario(System.Int32,System.String,System.String)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayAnimalVocalization(System.Int32,System.Int32,System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xee066c7006c49c0a(System.Int32,System.Int32,System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayBinkMovie(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayCamAnim(System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Int32)">
<summary>
```
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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayDeferredSoundFrontend(System.String,System.String)">
<summary>
Only call found in the b617d scripts:
AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcada5a0d0702381e(System.String,System.String)">
<summary>
Only call found in the b617d scripts:
AUDIO::PLAY_DEFERRED_SOUND_FRONTEND("BACK", "HUD_FREEMODE_SOUNDSET");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayEntityAnim(System.Int32,System.String,System.String,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Single,System.Int32)">
<summary>
```
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 &lt;1.0f values.
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayMissionCompleteAudio(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPain(System.Int32,System.Int32,System.Int32)">
<summary>
**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)
</summary>
<param name="ped">
The ped entity.
</param>
<param name="painID">
The pain id, max allowed id is 33.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPedAmbientSpeechAndCloneNative(System.Int32,System.String,System.String)">
<summary>
See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications.
```
NativeDB Added Parameter 4: Any p3
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayAmbientSpeech2(System.Int32,System.String,System.String)">
<summary>
See [`PLAY_PED_AMBIENT_SPEECH_NATIVE`](#\_0x8E04FEDD28D42462) for parameter specifications.
```
NativeDB Added Parameter 4: Any p3
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPedAmbientSpeechNative(System.Int32,System.String,System.String)">
<summary>
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
```
</summary>
<param name="ped">
The ped to play the ambient speech.
</param>
<param name="speechName">
Name of the speech to play, eg. "GENERIC_HI".
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayAmbientSpeech1(System.Int32,System.String,System.String)">
<summary>
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
```
</summary>
<param name="ped">
The ped to play the ambient speech.
</param>
<param name="speechName">
Name of the speech to play, eg. "GENERIC_HI".
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPedAmbientSpeechWithVoiceNative(System.Int32,System.String,System.String,System.String,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayAmbientSpeechWithVoice(System.Int32,System.String,System.String,System.String,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPedRingtone(System.String,System.Int32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayPoliceReport(System.String,System.Single)">
<summary>
Plays the given police radio message.
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/GBnsQ5hr
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySound(System.Int32,System.String,System.String,System.Boolean,System.Int32,System.Boolean)">
<summary>
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/A8Ny8AHZ
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySoundFromCoord(System.Int32,System.String,System.Single,System.Single,System.Single,System.String,System.Boolean,System.Int32,System.Boolean)">
<summary>
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/eeFc5DiW
gtaforums.com/topic/795622-audio-for-mods
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySoundFromEntity(System.Int32,System.String,System.Int32,System.String,System.Boolean,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySoundFrontend(System.Int32,System.String,System.String,System.Boolean)">
<summary>
List: https://pastebin.com/DCeRiaLJ
All occurrences as of Cayo Perico Heist DLC (b2189), sorted alphabetically and identical lines removed: https://git.io/JtLxM
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayStreamFromObject(System.Int32)">
<summary>
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]] ]);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySynchronizedCamAnim(System.Int32,System.Int32,System.String,System.String)">
<summary>
```
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/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySynchronizedEntityAnim(System.Int32,System.Int32,System.String,System.String,System.Single,System.Single,System.Int32,System.Single)">
<summary>
```
p4 and p7 are usually 1000.0f.
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaySynchronizedMapEntityAnim(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32@,System.Int32@,System.Single,System.Single,System.Int32,System.Single)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayerAttachVirtualBound(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayerDetachVirtualBound">
<summary>
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;
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayerId">
<summary>
This returns YOUR 'identity' as a Player type.
Always returns 0 in story mode.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlayerPedId">
<summary>
Returns current player ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsArcadegame(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsArenaWarSpectator(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsArenaWarsEnded(System.Int32@)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCarclubChallenge(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1187cb58d7f3bed7(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCarclubPoints(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xff14d6feec507bbe(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCarclubPrize(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x69c922b677621428(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoBlackjack(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoBlackjackLight(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoChip(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoInsidetrack(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoInsidetrackLight(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoLuckyseven(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoMissionEnded(System.Int32@)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoRoulette(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoRouletteLight(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoSlotmachine(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoSlotmachineLight(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoStoryMissionEnded(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoThreecardpoker(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCasinoThreecardpokerLight(System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCollectible(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCrateDropMissionDone(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1cae5d2e3f9a07f0(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsCrateDrop(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsDarMissionEnd(System.Int32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsDroneUsage(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsEnterSessionPack(System.Int32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsExtraEvent(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfa5b74bab8a7ef99(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsH2FmprepEnd(System.Int32@)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsH2InstanceEnd(System.Int32@,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsIdleKick(System.Int32)">
<summary>
longest time being ilde?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5da3a8de8cb6226f(System.Int32)">
<summary>
longest time being ilde?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsMatchStarted(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Removed Parameter 4: Any p3
NativeDB Removed Parameter 5: Any p4
NativeDB Removed Parameter 6: Any p5
NativeDB Removed Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsOddjobDone(System.Int32,System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsPassiveMode(System.Boolean,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1734
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsPegasaircraft(System.UInt32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsRaceToPointMissionDone(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaddd1c754e2e2914(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsRaceToPoint(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsRobberyFinale(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbba55be9aaaabf44(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsRobberyPrep(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1a67dfbf1f5c3835(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsSetJoinType(System.Int32)">
<summary>
Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd1032e482629049e(System.Int32)">
<summary>
Sets a byte that is then used in session_host and session_join metrics when hosting or joining a session
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsSmugMissionEnded(System.Int32@)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsSpectatorWheelSpin(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsStartOfflineMode">
<summary>
PLAYSTATS_START_INVITE_DESPAWNING?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x098760c7461724cd">
<summary>
PLAYSTATS_START_INVITE_DESPAWNING?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsStoneHatchetEnd(System.Int32@)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsStuntPerformedEventAllowTrigger">
<summary>
Allows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x928dbfb892638ef3">
<summary>
Allows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PlaystatsStuntPerformedEventDisallowTrigger">
<summary>
Disallows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a800daccc0da55d">
<summary>
Disallows CEventNetworkStuntPerformed to be triggered.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PointCamAtEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
Points the camera at the specified entity.
Offset works like [GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS](#\_0x1899F328B0E12848).
</summary>
<param name="cam">
Cam (Return value of CREATE_CAM or CREATE_CAM_WITH_PARAMS).
</param>
<param name="entity">
Entity for the camera to point at.
</param>
<param name="offsetX">
X offset for the camera (left/right).
</param>
<param name="offsetY">
Y offset for the camera (forward/backward).
</param>
<param name="offsetZ">
Z offset for the camera (up/down).
</param>
<param name="p5">
Always seems to be 1 (true).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PointCamAtPedBone(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PopOutVehicleWindscreen(System.Int32)">
<summary>
Detaches the vehicle's windscreen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DetachVehicleWindscreen(System.Int32)">
<summary>
Detaches the vehicle's windscreen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PopulateNow">
<summary>
spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PrefetchSrl(System.String)">
<summary>
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.
</summary>
<param name="srl">
A SRL name.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.PreloadCloudHat(System.String)">
<summary>
Found in the scripts:
MISC::_11B56FBBF7224868("CONTRAILS");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x11b56fbbf7224868(System.String)">
<summary>
Found in the scripts:
MISC::_11B56FBBF7224868("CONTRAILS");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PreloadVehicleAudio(System.UInt32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xca4cea6ae0000a7e(System.UInt32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PrepareAlarm(System.String)">
<summary>
Example:
bool prepareAlarm = AUDIO::PREPARE_ALARM("PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PrepareMusicEvent(System.String)">
<summary>
All music event names found in the b617d scripts: pastebin.com/GnYt0R3P
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PresetInteriorAmbientCache(System.String)">
<summary>
Only one match in the scripts:
GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd7021272eb0a451e(System.String)">
<summary>
Only one match in the scripts:
GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ProcessEntityAttachments(System.Int32)">
<summary>
Called to update entity attachments.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ProfilerEnterScope(System.String)">
<summary>
Scope entry for profiler.
</summary>
<param name="scopeName">
Scope name.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ProfilerExitScope">
<summary>
Scope exit for profiler.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ProfilerIsRecording">
<summary>
Returns true if the profiler is active.
</summary>
<returns>
True or false.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.QueueMissionRepeatSave">
<summary>
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.
</summary>
<returns>
Returns 1 if the message isn't currently on screen.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x44a0bdc559b35f6e">
<summary>
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.
</summary>
<returns>
Returns 1 if the message isn't currently on screen.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.RaceGalleryAddBlip(System.Single,System.Single,System.Single)">
<summary>
Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x551df99658db6ee8(System.Single,System.Single,System.Single)">
<summary>
Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RaceGalleryFullscreen(System.Boolean)">
<summary>
If toggle is true, the map is shown in full screen
If toggle is false, the map is shown in normal mode
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5354c5ba2ea868a4(System.Boolean)">
<summary>
If toggle is true, the map is shown in full screen
If toggle is false, the map is shown in normal mode
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMapFullScreen(System.Boolean)">
<summary>
If toggle is true, the map is shown in full screen
If toggle is false, the map is shown in normal mode
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RaceGalleryNextBlipSprite(System.Int32)">
<summary>
Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1eae6dd17b7a5efa(System.Int32)">
<summary>
Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterArchetypes(CitizenFX.Core.Native.InputArgument)">
<summary>
**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.
</summary>
<param name="factory">
A function returning a list of archetypes.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterCommand(System.String,CitizenFX.Core.Native.InputArgument,System.Boolean)">
<summary>
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)
</summary>
<param name="commandName">
The command you want to register.
</param>
<param name="handler">
A handler function that gets called whenever the command is executed.
</param>
<param name="restricted">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterEntities(CitizenFX.Core.Native.InputArgument)">
<summary>
**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**.
</summary>
<param name="factory">
A function returning a list of entities.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterEntityForCutscene(System.Int32,System.String,System.Int32,System.UInt32,System.Int32)">
<summary>
This can only be run once [`CAN_REQUEST_ASSETS_FOR_CUTSCENE_ENTITY`](#\_0xB56BBBCC2955D9CB) is true, but can be run before [`HAS_CUTSCENE_LOADED`](#\_0xC59F528E9AB9F339)
</summary>
<param name="cutsceneEntity">
Entity to put into the cutscene.
</param>
<param name="cutsceneEntName">
cHandle of cutscene entity, i.e Michael, MP\_1, MP\_4, Lamar
</param>
<param name="modelHash">
Not strictly neccasary, often 0 in R\* scripts
</param>
<param name="p4">
0 for SP, 64 for MP seemingly
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterFontFile(System.String)">
<summary>
Registers a specified .gfx file as GFx font library.
The .gfx file has to be registered with the streamer already.
</summary>
<param name="fileName">
The name of the .gfx file, without extension.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterFontId(System.String)">
<summary>
Registers a specified font name for use with text draw commands.
</summary>
<param name="fontName">
The name of the font in the GFx font library.
</param>
<returns>
An index to use with [SET_TEXT_FONT](#\_0x66E0276CC5F6B9DA) and similar natives.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterHatedTargetsAroundPed(System.Int32,System.Single)">
<summary>
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterKeyMapping(System.String,System.String,System.String,System.String)">
<summary>
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.
</summary>
<param name="commandString">
The command to execute, and the identifier of the binding.
</param>
<param name="description">
A description for in the settings menu.
</param>
<param name="defaultMapper">
The [mapper ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `keyboard`.
</param>
<param name="defaultParameter">
The [IO parameter ID](https://docs.fivem.net/docs/game-references/input-mapper-parameter-ids/) to use for the default binding, e.g. `f3`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterNoirScreenEffectThisFrame">
<summary>
Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa44ff770dfbc5dae">
<summary>
Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterObjectScriptBrain(System.String,System.UInt32,System.Int32,System.Single,System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterPedheadshot(System.Int32)">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterPedheadshotTransparent(System.Int32)">
<summary>
Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black.
**Result of the example code:**
&lt;https://i.imgur.com/iHz8ztn.png&gt;
</summary>
<param name="ped">
A ped handle.
</param>
<returns>
The Pedheadshot handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x953563ce563143af(System.Int32)">
<summary>
Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black.
**Result of the example code:**
&lt;https://i.imgur.com/iHz8ztn.png&gt;
</summary>
<param name="ped">
A ped handle.
</param>
<returns>
The Pedheadshot handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterResourceAsEventHandler(System.String)">
<summary>
An internal function which allows the current resource's HLL script runtimes to receive state for the specified event.
</summary>
<param name="eventName">
An event name, or "\*" to disable HLL event filtering for this resource.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterScriptWithAudio(System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterStreamingFileFromCache(System.String,System.String,System.String)">
<summary>
**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.
</summary>
<param name="resourceName">
The resource to add the asset to.
</param>
<param name="fileName">
A file name in the resource.
</param>
<param name="cacheString">
The string returned from `REGISTER_RESOURCE_ASSET` on the server.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterStreamingFileFromKvs(System.String)">
<summary>
**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.
</summary>
<param name="kvsKey">
The KVP key in the current resource to register as an asset.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterStreamingFileFromUrl(System.String,System.String)">
<summary>
**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.
</summary>
<param name="registerAs">
The file name to register as, for example `asset.ydr`.
</param>
<param name="url">
The URL to fetch the asset from.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterSynchronisedScriptSpeech">
<summary>
Only used twice in armenian1.c
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterTarget(System.Int32,System.Int32)">
<summary>
PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.
l_216 = RECSBRobber1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RegisterTextLabelToSave_2(System.Int32@,System.String)">
<summary>
Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE?
MISC::_6F7794F28C6B2535(&amp;a_0._f1, "tlPlateText");
MISC::_6F7794F28C6B2535(&amp;a_0._f1C, "tlPlateText_pending");
MISC::_6F7794F28C6B2535(&amp;a_0._f10B, "tlCarAppPlateText");
"tl" prefix sounds like "Text Label"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6f7794f28c6b2535(System.Int32@,System.String)">
<summary>
Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE?
MISC::_6F7794F28C6B2535(&amp;a_0._f1, "tlPlateText");
MISC::_6F7794F28C6B2535(&amp;a_0._f1C, "tlPlateText_pending");
MISC::_6F7794F28C6B2535(&amp;a_0._f10B, "tlCarAppPlateText");
"tl" prefix sounds like "Text Label"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReleaseBinkMovie(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReleaseControlOfFrontend">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x14621bb1df14e2b2">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReleaseScriptGuidFromEntity(System.Int32)">
<summary>
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.
</summary>
<param name="entity">
The entity handle to invalidate.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b3334bca57cd799(System.Int32)">
<summary>
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.
</summary>
<param name="entity">
The entity handle to invalidate.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ShapeTestResultEntity(System.Int32)">
<summary>
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.
</summary>
<param name="entity">
The entity handle to invalidate.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ReleaseWeaponAudio">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoteCheatDetected">
<summary>
NativeDB Added Parameter 1: Player player
NativeDB Added Parameter 2: int a
NativeDB Added Parameter 3: int b
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x472841a026d26d8b">
<summary>
NativeDB Added Parameter 1: Player player
NativeDB Added Parameter 2: int a
NativeDB Added Parameter 3: int b
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveAllPedWeapons(System.Int32,System.Boolean)">
<summary>
setting the last params to false it does that same so I would suggest its not a toggle
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveAllPickupsOfType(System.UInt32)">
<summary>
Pickup hashes: pastebin.com/8EuSv2r1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveAllProjectilesOfType(System.UInt32,System.Boolean)">
<summary>
If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveAllStickyBombsFromEntity(System.Int32)">
<summary>
Used in am_mp_property_ext and am_mp_property_int
```
```
NativeDB Added Parameter 2: Ped ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x715135f4b82ac90d(System.Int32)">
<summary>
Used in am_mp_property_ext and am_mp_property_int
```
```
NativeDB Added Parameter 2: Ped ped
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveAnimSet(System.String)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveBlip(System.Int32@)">
<summary>
Removes the blip from your map.
</summary>
<param name="blip">
Blip handle to remove.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveClipSet(System.String)">
<summary>
Alias for REMOVE_ANIM_SET.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveCurrentRise(System.Int32)">
<summary>
p0 is the handle returned from _0xFDBF4CDBC07E1706
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb1252e3e59a82aaf(System.Int32)">
<summary>
p0 is the handle returned from _0xFDBF4CDBC07E1706
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveCutFile(System.String)">
<summary>
Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd00d76a7dfc9d852(System.String)">
<summary>
Simply unloads the cutscene and doesn't do extra stuff that REMOVE_CUTSCENE does.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveDecalsInRange(System.Single,System.Single,System.Single,System.Single)">
<summary>
Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveDoorFromSystem(System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveIpl(System.String)">
<summary>
IPL list: pastebin.com/iNGLY32D
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveModelHide(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
p5 requires more research. See also [`CREATE_MODEL_HIDE`](#\_0x8A97BCA30A0CE478) and [`CREATE_MODEL_SWAP`](#\_0x92C47782FDA8B2A3).
Network players do not see changes done with this.
</summary>
<param name="radius">
The radius specified in gta units
</param>
<param name="model">
The model that you want to make visible
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveMpGamerTag(System.Int32)">
<summary>
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.
</summary>
<param name="gamerTagId">
A player ID with a gamer tag or a fake gamer tag ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x31698aa80e0223f8(System.Int32)">
<summary>
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.
</summary>
<param name="gamerTagId">
A player ID with a gamer tag or a fake gamer tag ID.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveMultiplayerHudCash">
<summary>
Removes multiplayer cash hud each frame
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemovePedDefensiveArea(System.Int32,System.Boolean)">
<summary>
Ped will no longer get angry when you stay near him.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemovePedElegantly(System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemovePickUpRopeForCargobob(System.Int32)">
<summary>
Retracts the hook on the cargobob.
Note: after you retract it the natives for dropping the hook no longer work
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RetractCargobobHook(System.Int32)">
<summary>
Retracts the hook on the cargobob.
Note: after you retract it the natives for dropping the hook no longer work
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemovePortalSettingsOverride(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb4bbfd9cd8b3922b(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveReplaceTexture(System.String,System.String)">
<summary>
Experimental natives, please do not use in a live environment.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveStateBagChangeHandler(System.Int32)">
<summary>
**Experimental**: This native may be altered or removed in future versions of CitizenFX without warning.
Removes a handler for changes to a state bag.
</summary>
<param name="cookie">
The cookie.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveStealthKill(System.UInt32,System.Boolean)">
<summary>
Appears to remove stealth kill action from memory
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa6a12939f16d85be(System.UInt32,System.Boolean)">
<summary>
Appears to remove stealth kill action from memory
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveVehicleRecording(System.Int32,System.String)">
<summary>
See [REQUEST_VEHICLE_RECORDING](#\_0xAF514CABE74CBF15)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveVehicleShadowEffect(System.Int32)">
<summary>
Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf87d9f2301f7d206(System.Int32)">
<summary>
Remove the weird shadow applied by [\_SET_VEHICLE_SHADOW_EFFECT](#\_0x2A70BAE8883E4C81)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveVehicleWindow(System.Int32,System.Int32)">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveWeaponFromPed(System.Int32,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RenderFakePickupGlow(System.Single,System.Single,System.Single,System.Int32)">
<summary>
draws circular marker at pos
-1 = none
0 = red
1 = green
2 = blue
3 = green larger
4 = nothing
5 = green small
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3430676b11cdf21d(System.Single,System.Single,System.Single,System.Int32)">
<summary>
draws circular marker at pos
-1 = none
0 = red
1 = green
2 = blue
3 = green larger
4 = nothing
5 = green small
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HighlightPlacementCoords(System.Single,System.Single,System.Single,System.Int32)">
<summary>
draws circular marker at pos
-1 = none
0 = red
1 = green
2 = blue
3 = green larger
4 = nothing
5 = green small
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RenderScriptCams(System.Boolean,System.Boolean,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReplaceHudColour(System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
--------------------------------------------------
makes hudColorIndex2 color into hudColorIndex color
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1ccc708f0f850613(System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
--------------------------------------------------
makes hudColorIndex2 color into hudColorIndex color
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHudColoursSwitch(System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
--------------------------------------------------
makes hudColorIndex2 color into hudColorIndex color
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReplaceHudColourWithRgba(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf314cf4f0211894e(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHudColour(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
HUD colors and their values: pastebin.com/d9aHPbXN
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReportCrime(System.Int32,System.Int32,System.Int32)">
<summary>
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: ???
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestAdditionalText(System.String,System.Int32)">
<summary>
Request a gxt into the passed slot.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestAmbientAudioBank(System.String,System.Boolean)">
<summary>
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/XZ1tmGEz
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestAnimSet(System.String)">
<summary>
Starts loading the specified animation set. An animation set provides movement animations for a ped. See [`SET_PED_MOVEMENT_CLIPSET`](#\_0xAF8A94EDE7712BEF).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestCutFile(System.String)">
<summary>
Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x06a3524161c502ba(System.String)">
<summary>
Simply loads the cutscene and doesn't do extra stuff that REQUEST_CUTSCENE does.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestCutsceneWithPlaybackList(System.String,System.Int32,System.Int32)">
<summary>
playbackFlags: Which scenes should be played.
Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.
</summary>
<param name="flags">
Usually 8
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc23de0e91c30b58c(System.String,System.Int32,System.Int32)">
<summary>
playbackFlags: Which scenes should be played.
Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.
</summary>
<param name="flags">
Usually 8
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestCutsceneEx(System.String,System.Int32,System.Int32)">
<summary>
playbackFlags: Which scenes should be played.
Example: 0x105 (bit 0, 2 and 8 set) will enable scene 1, 3 and 9.
</summary>
<param name="flags">
Usually 8
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestIpl(System.String)">
<summary>
Exemple: REQUEST_IPL("TrevorsTrailerTrash");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestMissionAudioBank(System.String,System.Boolean)">
<summary>
All occurrences and usages found in b617d: pastebin.com/NzZZ2Tmm
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestModel(System.UInt32)">
<summary>
Request a model to be loaded into memory.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestModelsInRoom(System.Int32,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8a7a40100edfec58(System.Int32,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestInteriorRoomByName(System.Int32,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestNamedPtfxAsset(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestPathsPreferAccurateBoundingstruct(System.Single,System.Single,System.Single,System.Single)">
<summary>
Used internally for long range tasks
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x07fb139b592fa687(System.Single,System.Single,System.Single,System.Single)">
<summary>
Used internally for long range tasks
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestPtfxAsset">
<summary>
maps script name (thread + 0xD0) by lookup via scriptfx.dat - does nothing when script name is empty
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScaleformMovieInstance(System.String)">
<summary>
Same as [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F), except it seems to fix stretched scaleforms on ultrawide.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScaleformMovieInteractive(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScaleformMovie3(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScaleformMovie_2(System.String)">
<summary>
Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x65e7e78842e74cdb(System.String)">
<summary>
Another [REQUEST_SCALEFORM_MOVIE](#\_0x11FE353CF9733E6F) equivalent.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScriptAudioBank(System.String,System.Boolean)">
<summary>
All occurrences and usages found in b617d, sorted alphabetically and identical lines removed: pastebin.com/AkmDAVn6
```
```
NativeDB Added Parameter 3: int p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestScriptWithNameHash(System.UInt32)">
<summary>
formerly _REQUEST_STREAMED_SCRIPT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestStreamedScript(System.UInt32)">
<summary>
formerly _REQUEST_STREAMED_SCRIPT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestStreamedTextureDict(System.String,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestVehicleAsset(System.UInt32,System.Int32)">
<summary>
REQUEST_VEHICLE_ASSET(GET_HASH_KEY(cargobob3), 3);
vehicle found that have asset's:
cargobob3
submersible
blazer
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestVehicleDashboardScaleformMovie(System.Int32)">
<summary>
REQUEST_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdba3c090e3d74690(System.Int32)">
<summary>
REQUEST_VEHICLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestVehicleRecording(System.Int32,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestWaypointRecording(System.String)">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
Max number of loaded recordings is 32.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RequestWeaponAsset(System.UInt32,System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReserveNetworkLocalObjects(System.Int32)">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x797f9c5e661d920e(System.Int32)">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReserveNetworkLocalPeds(System.Int32)">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c8df5d129595281(System.Int32)">
<summary>
Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetBenchmarkRecording">
<summary>
Begins with RESET_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x437138b6a830166a">
<summary>
Begins with RESET_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetDeepOceanScaler">
<summary>
Sets the waves intensity back to original (1.0 in most cases).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5e5e99285ae812db">
<summary>
Sets the waves intensity back to original (1.0 in most cases).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetWavesIntensity">
<summary>
Sets the waves intensity back to original (1.0 in most cases).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetCurrentIntensity">
<summary>
Sets the waves intensity back to original (1.0 in most cases).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetDispatchSpawnLocation">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetDispatchTimeBetweenSpawnAttempts(System.Int32)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetEditorValues">
<summary>
Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3353d13f09307691">
<summary>
Sets (almost, not sure) all Rockstar Editor values (bIsRecording etc) to 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetExtraTimecycleModifierStrength">
<summary>
Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2bf72ad5b41aa739">
<summary>
Resets the extra timecycle modifier strength normally set with [`SetExtraTimecycleModifierStrength`](#\_0x2C328AF17210F009)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetFlyThroughWindscreenParams">
<summary>
Resets parameters which is used by the game for checking is ped needs to fly through windscreen after a crash to default values.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetGhostedEntityAlpha">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x17330ebf2f2124a8">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetInputMappingScheme">
<summary>
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x643ed62d5ea3bebd">
<summary>
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetMapZoomDataLevel(System.Int32)">
<summary>
Resets values from the zoom level data by index to defaults from mapzoomdata.meta.
</summary>
<param name="index">
Zoom level index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetMapdataEntityMatrix(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="mapDataHash">
A mapdata hash from `mapDataLoaded` event.
</param>
<param name="entityInternalIdx">
An internal entity's index.
</param>
<returns>
True if successful, false if not.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetParticleFxOverride(System.String)">
<summary>
Resets the effect of SET_PARTICLE_FX_OVERRIDE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x89c8553dd3274aae(System.String)">
<summary>
Resets the effect of SET_PARTICLE_FX_OVERRIDE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetParticleFxAssetOldToNew(System.String)">
<summary>
Resets the effect of SET_PARTICLE_FX_OVERRIDE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetPedLastVehicle(System.Int32)">
<summary>
Resets the value for the last vehicle driven by the Ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetScriptGfxAlign">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe3a3db414a373dab">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScreenDrawPositionEnd">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetVehiclePedsCanStandOnTopFlag(System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetVehicleStuckTimer(System.Int32,System.Int32)">
<summary>
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-&gt;FirstStuckTimer = (WORD)0u;
case 1:
unknownClassInVehicle-&gt;SecondStuckTimer = (WORD)0u;
case 2:
unknownClassInVehicle-&gt;ThirdStuckTimer = (WORD)0u;
case 3:
unknownClassInVehicle-&gt;FourthStuckTimer = (WORD)0u;
case 4:
unknownClassInVehicle-&gt;FirstStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;SecondStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;ThirdStuckTimer = (WORD)0u;
unknownClassInVehicle-&gt;FourthStuckTimer = (WORD)0u;
break;
};
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetWorldBoundaryForPlayer">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RestartFrontendMenu(System.UInt32,System.Int32)">
<summary>
Before using this native click the native above and look at the decription.
Example:
int GetHash = Function.Call&lt;int&gt;(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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RestartGame">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe574a662acaefbb1">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResurrectPed(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ReviveInjuredPed(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RollDownWindow(System.Int32,System.Int32)">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RollDownWindows(System.Int32)">
<summary>
Roll down all the windows of the vehicle passed through the first parameter.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RollUpWindow(System.Int32,System.Int32)">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RopeForceLength(System.Int32,System.Single)">
<summary>
Forces a rope to a certain length.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RopeLoadTextures">
<summary>
Loads rope textures for all ropes in the current scene.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RopeResetLength(System.Int32,System.Single)">
<summary>
Reset a rope to a certain length.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RopeUnloadTextures">
<summary>
Unloads rope textures for all ropes in the current scene.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SaveBenchmarkRecording">
<summary>
Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x37deb0aa183fb6d8">
<summary>
Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGamerdataGetBool(System.String)">
<summary>
sfink: from scripts:
func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride"));
func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8416fe4e4629d7d7(System.String)">
<summary>
sfink: from scripts:
func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride"));
func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGetIsProfileAttributeSet(System.String)">
<summary>
sfink: from scripts:
func_720(socialclub::_0x8416FE4E4629D7D7("bIgnoreCheaterOverride"));
func_719(socialclub::_0x8416FE4E4629D7D7("bIgnoreBadSportOverride"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGamerdataGetFloat(System.String,System.Single@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa770c8eec6fb2ac5(System.String,System.Single@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGamerdataGetInt(System.String,System.Int32@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc85a7127e7ad02aa(System.String,System.Int32@)">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGetHasAchievementBeenPassed(System.Int32)">
<summary>
Same as HAS_ACHIEVEMENT_BEEN_PASSED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x418dc16fae452c1c(System.Int32)">
<summary>
Same as HAS_ACHIEVEMENT_BEEN_PASSED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScGetNickname">
<summary>
Returns the nickname of the logged-in Rockstar Social Club account.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateAdd(System.String,System.String,System.Int32@)">
<summary>
Social Club native to add license plate for the user
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1989c6e6f67e76a8(System.String,System.String,System.Int32@)">
<summary>
Social Club native to add license plate for the user
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetAddIsPending(System.Int32)">
<summary>
Returns true if the add license plate text request is still pending.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x07c61676e5bb52cd(System.Int32)">
<summary>
Returns true if the add license plate text request is still pending.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetAddStatus(System.Int32)">
<summary>
Returns a status for adding the license plate
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8147fff6a718e1ad(System.Int32)">
<summary>
Returns a status for adding the license plate
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetCount(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x700569dba175a77c(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetIsvalidIsPending(System.Int32)">
<summary>
Checks if the "is valid license plate" request is still pending.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd302e99edf0449cf(System.Int32)">
<summary>
Checks if the "is valid license plate" request is still pending.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetIsvalidStatus(System.Int32)">
<summary>
Gets the status of the is valid license plate request
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c4ebffa98bdb41c(System.Int32)">
<summary>
Gets the status of the is valid license plate request
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetPlate(System.Int32,System.Int32)">
<summary>
Gets license plate text related to the get license plate info request
</summary>
<param name="plateIndex">
The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateGetPlateData(System.Int32,System.Int32)">
<summary>
Gets license plate data related to the get license plate info request
</summary>
<param name="plateIndex">
The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2e89990ddff670c3(System.Int32,System.Int32)">
<summary>
Gets license plate data related to the get license plate info request
</summary>
<param name="plateIndex">
The plate index from the list of result plates. Use SC_LICENSEPLATE_GET_COUNT for the number of plates.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateIsvalid(System.String,System.Int32@)">
<summary>
SC native to start a request for if license plate text is valid
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0f73393bac7e6730(System.String,System.Int32@)">
<summary>
SC native to start a request for if license plate text is valid
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScLicenseplateSetPlateData(System.String,System.String,System.String)">
<summary>
Changes the license plate for the user (no insert).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd0ee05fe193646ea(System.String,System.String,System.String)">
<summary>
Changes the license plate for the user (no insert).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScPresenceAttrSetFloat">
<summary>
NativeDB Introduced: v323
NativeDB Added Parameter 1: Hash attrHash
NativeDB Added Parameter 2: float value
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc4c4575f62534a24">
<summary>
NativeDB Introduced: v323
NativeDB Added Parameter 1: Hash attrHash
NativeDB Added Parameter 2: float value
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScProfanityCheckString(System.String,System.Int32@)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x75632c5ecd7ed843(System.String,System.Int32@)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScStartCheckStringTask(System.String,System.Int32@)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamBool(System.Boolean)">
<summary>
Pushes a boolean for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunctionParameterBool(System.Boolean)">
<summary>
Pushes a boolean for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieMethodParameterBool(System.Boolean)">
<summary>
Pushes a boolean for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamFloat(System.Single)">
<summary>
Pushes a float for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunctionParameterFloat(System.Single)">
<summary>
Pushes a float for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieMethodParameterFloat(System.Single)">
<summary>
Pushes a float for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamInt(System.Int32)">
<summary>
Pushes an integer for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieFunctionParameterInt(System.Int32)">
<summary>
Pushes an integer for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieMethodParameterInt(System.Int32)">
<summary>
Pushes an integer for the Scaleform function onto the stack.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamLatestBriefString(System.Int32)">
<summary>
Values:
0 - Dialogue Brief
1 - Help Text Brief
2 - Mission Objective Brief
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec52c631a1831c03(System.Int32)">
<summary>
Values:
0 - Dialogue Brief
1 - Help Text Brief
2 - Mission Objective Brief
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamIntString(System.Int32)">
<summary>
Values:
0 - Dialogue Brief
1 - Help Text Brief
2 - Mission Objective Brief
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamPlayerNameString(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe83a3e3557a56640(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieMethodParameterButtonName(System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScaleformMovieMethodAddParamTextureNameString_2(System.String)">
<summary>
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..).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x77fe3402004cd1b0(System.String)">
<summary>
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..).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.PushScaleformMovieMethodParameterString_2(System.String)">
<summary>
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..).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScriptIsMovingMobilePhoneOffscreen(System.Boolean)">
<summary>
If bool Toggle = true so the mobile is hide to screen.
If bool Toggle = false so the mobile is show to screen.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScriptThreadIteratorGetNextThreadId">
<summary>
If the function returns 0, the end of the iteration has been reached.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x30b4fa1c82dd4b9f">
<summary>
If the function returns 0, the end of the iteration has been reached.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetIdOfNextThreadInEnumeration">
<summary>
If the function returns 0, the end of the iteration has been reached.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ScriptThreadIteratorReset">
<summary>
Starts a new iteration of the current threads.
Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdadfada5a20143a8">
<summary>
Starts a new iteration of the current threads.
Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.BeginEnumeratingThreads">
<summary>
Starts a new iteration of the current threads.
Call this first, then SCRIPT_THREAD_ITERATOR_GET_NEXT_THREAD_ID (0x30B4FA1C82DD4B9F)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SeethroughGetMaxThickness">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SeethroughReset">
<summary>
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SelectEntityAtCursor(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="hitFlags">
A bit mask of entity types to match.
</param>
<param name="precise">
Whether to do a *precise* test, i.e. of visual coordinates, too.
</param>
<returns>
An entity handle, or zero.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SelectEntityAtPos(System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="fracX">
Mouse cursor X fraction.
</param>
<param name="fracY">
Mouse cursor Y fraction.
</param>
<param name="hitFlags">
A bit mask of entity types to match.
</param>
<param name="precise">
Whether to do a *precise* test, i.e. of visual coordinates, too.
</param>
<returns>
An entity handle, or zero.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SendDuiMessage(System.Int64,System.String)">
<summary>
Sends a message to the specific DUI root page. This is similar to SEND_NUI_MESSAGE.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="jsonString">
The message, encoded as JSON.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SendDuiMouseDown(System.Int64,System.String)">
<summary>
Injects a 'mouse down' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="button">
Either `'left'`, `'middle'` or `'right'`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SendDuiMouseMove(System.Int64,System.Int32,System.Int32)">
<summary>
Injects a 'mouse move' event for a DUI object. Coordinates are in browser space.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="x">
The mouse X position.
</param>
<param name="y">
The mouse Y position.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SendDuiMouseUp(System.Int64,System.String)">
<summary>
Injects a 'mouse up' event for a DUI object. Coordinates are expected to be set using SEND_DUI_MOUSE_MOVE.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="button">
Either `'left'`, `'middle'` or `'right'`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SendDuiMouseWheel(System.Int64,System.Int32,System.Int32)">
<summary>
Injects a 'mouse wheel' event for a DUI object.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="deltaY">
The wheel Y delta.
</param>
<param name="deltaX">
The wheel X delta.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SendLoadingScreenMessage(System.String)">
<summary>
Sends a message to the `loadingScreen` NUI frame, which contains the HTML page referenced in `loadscreen` resources.
</summary>
<param name="jsonString">
The JSON-encoded message.
</param>
<returns>
A success value.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAbilityBarVisibilityInMultiplayer(System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAchievementProgress(System.Int32,System.Int32)">
<summary>
For Steam.
Does nothing and always returns false in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc2afffdabbdc2c5c(System.Int32,System.Int32)">
<summary>
For Steam.
Does nothing and always returns false in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAchievementProgression(System.Int32,System.Int32)">
<summary>
For Steam.
Does nothing and always returns false in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAggressiveHorns(System.Boolean)">
<summary>
Makes pedestrians sound their horn longer, faster and more agressive when they use their horn.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAiGlobalPathNodesType(System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAimCooldown(System.Int32)">
<summary>
Adds a cooldown between instances of moving and then aiming.
Can be optionally used to hinder 'speedboosting'
To turn off, set value to 0
</summary>
<param name="_value">
Number of milliseconds between allowed aiming
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAirDragMultiplierForPlayersVehicle(System.Int32,System.Single)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAllPathsCacheBoundingstruct(System.Boolean)">
<summary>
Toggles a global boolean, name is probably a hash collision but describes its functionality.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x228e5c6ad4d74bfd(System.Boolean)">
<summary>
Toggles a global boolean, name is probably a hash collision but describes its functionality.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAllowAbilityBarInMultiplayer(System.Boolean)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAmbientVoiceName(System.Int32,System.String)">
<summary>
Audio List
gtaforums.com/topic/795622-audio-for-mods/
All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/FTeAj4yZ
Yes
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAnimPhase(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xddf3cb5a0a4c0b49(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAnimPlaybackTime(System.Int32,System.Single,System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAnimalMood(System.Int32,System.Int32)">
<summary>
mood can be 0 or 1 (it's not a boolean value!). Effects audio of the animal.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetArtificialLightsState(System.Boolean)">
<summary>
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.
</summary>
<param name="state">
True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlackout(System.Boolean)">
<summary>
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.
</summary>
<param name="state">
True turns off all artificial light sources in the map: buildings, street lights, car lights, etc. False turns them back on.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetArtificialLightsStateAffectsVehicles(System.Boolean)">
<summary>
If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioFlag(System.String,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioSpecialEffectMode(System.Int32)">
<summary>
Needs to be called every frame.
Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt
</summary>
<param name="mode">
Audio mode to apply this frame
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x12561fcbb62d5b9c(System.Int32)">
<summary>
Needs to be called every frame.
Audio mode to apply this frame: https://alloc8or.re/gta5/doc/enums/audSpecialEffectMode.txt
</summary>
<param name="mode">
Audio mode to apply this frame
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioSubmixEffectParamFloat(System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
Sets a floating-point parameter for a submix effect.
</summary>
<param name="submixId">
The submix.
</param>
<param name="effectSlot">
The effect slot for the submix. It is expected that the effect is set in this slot beforehand.
</param>
<param name="paramIndex">
The parameter index for the effect.
</param>
<param name="paramValue">
The parameter value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioSubmixEffectParamInt(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets an integer parameter for a submix effect.
</summary>
<param name="submixId">
The submix.
</param>
<param name="effectSlot">
The effect slot for the submix. It is expected that the effect is set in this slot beforehand.
</param>
<param name="paramIndex">
The parameter index for the effect.
</param>
<param name="paramValue">
The parameter value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioSubmixEffectRadioFx(System.Int32,System.Int32)">
<summary>
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 | |
</summary>
<param name="submixId">
The submix.
</param>
<param name="effectSlot">
The effect slot for the submix.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAudioSubmixOutputVolumes(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="submixId">
The submix.
</param>
<param name="outputSlot">
The output slot index.
</param>
<param name="frontLeftVolume">
The volume for the front left channel.
</param>
<param name="frontRightVolume">
The volume for the front right channel.
</param>
<param name="rearLeftVolume">
The volume for the rear left channel.
</param>
<param name="rearRightVolume">
The volume for the rear right channel.
</param>
<param name="channel5Volume">
The volume for channel 5.
</param>
<param name="channel6Volume">
The volume for channel 6.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBigmapActive(System.Boolean,System.Boolean)">
<summary>
Toggles the big minimap state like in GTA:Online.
To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63).
</summary>
<param name="toggleBigMap">
Enable or disable the expanded minimap.
</param>
<param name="showFullMap">
Enable or disable the full map from being shown on the minimap, requires p0 to be true.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadarBigmapEnabled(System.Boolean,System.Boolean)">
<summary>
Toggles the big minimap state like in GTA:Online.
To get the current state of the minimap, use [`IS_BIGMAP_ACTIVE`](#\_0xFFF65C63).
</summary>
<param name="toggleBigMap">
Enable or disable the expanded minimap.
</param>
<param name="showFullMap">
Enable or disable the full map from being shown on the minimap, requires p0 to be true.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBikeOnStand(System.Int32,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBikeLeanAngle(System.Int32,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovie(System.String)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieRequested(System.String)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieTime(System.Int32,System.Single)">
<summary>
In percentage: 0.0 - 100.0
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieProgress(System.Int32,System.Single)">
<summary>
In percentage: 0.0 - 100.0
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieUnk_2(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieVolume(System.Int32,System.Single)">
<summary>
binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale)
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkMovieUnk(System.Int32,System.Single)">
<summary>
binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale)
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBinkShouldSkip(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6805d58caa427b72(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBit(System.Int32@,System.Int32)">
<summary>
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(&amp;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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipAlpha(System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipAsFriendly(System.Int32,System.Boolean)">
<summary>
false for enemy
true for friendly
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipAsShortRange(System.Int32,System.Boolean)">
<summary>
Sets whether or not the specified blip should only be displayed when nearby, or on the minimap.
</summary>
<param name="blip">
The blip handle.
</param>
<param name="toggle">
True to only display the blip as 'short range', false to display the blip from a longer distance.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipCategory(System.Int32,System.Int32)">
<summary>
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` |
</summary>
<param name="blip">
The blip to change the category index of
</param>
<param name="index">
The category index to change to
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipColour(System.Int32,System.Int32)">
<summary>
See https://docs.fivem.net/docs/game-references/blips/#BlipColors
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipDisplay(System.Int32,System.Int32)">
<summary>
**displayId Behaviour** &lt;br&gt;
0 = Doesn't show up, ever, anywhere. &lt;br&gt;
1 = Doesn't show up, ever, anywhere. &lt;br&gt;
2 = Shows on both main map and minimap. (Selectable on map) &lt;br&gt;
3 = Shows on main map only. (Selectable on map) &lt;br&gt;
4 = Shows on main map only. (Selectable on map) &lt;br&gt;
5 = Shows on minimap only. &lt;br&gt;
6 = Shows on both main map and minimap. (Selectable on map) &lt;br&gt;
7 = Doesn't show up, ever, anywhere. &lt;br&gt;
8 = Shows on both main map and minimap. (Not selectable on map) &lt;br&gt;
9 = Shows on minimap only. &lt;br&gt;
10 = Shows on both main map and minimap. (Not selectable on map) &lt;br&gt;
Anything higher than 10 seems to be exactly the same as 10. &lt;br&gt;
&lt;br&gt;
Rockstar seem to only use 0, 2, 3, 4, 5 and 8 in the decompiled scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipDisplayIndicatorOnBlip(System.Int32,System.Boolean)">
<summary>
Must be toggled before being queued for animation
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc4278f70131baa6d(System.Int32,System.Boolean)">
<summary>
Must be toggled before being queued for animation
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipFlashInterval(System.Int32,System.Int32)">
<summary>
Sets the interval in milliseconds before flashing the blip.
</summary>
<param name="blip">
The blip to change flashing interval
</param>
<param name="interval">
Interval in milliseconds before flashing the blip
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipFlashTimer(System.Int32,System.Int32)">
<summary>
Flashes blip for time in milliseconds before stopping.
</summary>
<param name="blip">
The blip to start flashing
</param>
<param name="duration">
Time in milliseconds to flash the blip before stopping
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipNameFromTextFile(System.Int32,System.String)">
<summary>
Doesn't work if the label text of gxtEntry is &gt;= 80.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipPriority(System.Int32,System.Int32)">
<summary>
See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipRotation(System.Int32,System.Int32)">
<summary>
After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipRoute(System.Int32,System.Boolean)">
<summary>
Enable / disable showing route for the Blip-object.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipScaleTransformation(System.Int32,System.Single,System.Single)">
<summary>
See https://imgur.com/a/lLkEsMN
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipShowCone(System.Int32,System.Boolean)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipShrink(System.Int32,System.Boolean)">
<summary>
Makes a blip go small when off the minimap.
SET_BLIP_AS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b6d467dab714e8d(System.Int32,System.Boolean)">
<summary>
Makes a blip go small when off the minimap.
SET_BLIP_AS_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipSprite(System.Int32,System.Int32)">
<summary>
&lt;!--
_loc1_.map((name, idx) =&gt; `| ${idx} | ${name} | ![${name}](https://runtime.fivem.net/blips/${name}.svg) |`).join('\n')
--&gt;
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.
</summary>
<param name="blip">
The blip to change.
</param>
<param name="spriteId">
The sprite ID to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipSquaredRotation(System.Int32,System.Single)">
<summary>
Does not require whole number/integer rotations.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa8b6afdac320ac87(System.Int32,System.Single)">
<summary>
Does not require whole number/integer rotations.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlockingOfNonTemporaryEvents(System.Int32,System.Boolean)">
<summary>
works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around him
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBoatBoomPositionRatio(System.Int32,System.Single)">
<summary>
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).
</summary>
<param name="vehicle">
The TR3 vehicle.
</param>
<param name="ratio">
A value between 0.0 (left) and 1.0 (back)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf488c566413b4232(System.Int32,System.Single)">
<summary>
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).
</summary>
<param name="vehicle">
The TR3 vehicle.
</param>
<param name="ratio">
A value between 0.0 (left) and 1.0 (back)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamActive(System.Int32,System.Boolean)">
<summary>
Set camera as active/inactive.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamActiveWithInterp(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamAffectsAiming(System.Int32,System.Boolean)">
<summary>
Allows you to aim and shoot at the direction the camera is facing.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamCoord(System.Int32,System.Single,System.Single,System.Single)">
<summary>
Sets the position of the cam.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDebugName(System.Int32,System.String)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDofFnumberOfLens(System.Int32,System.Single)">
<summary>
This native has its name defined inside its codE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7dd234d6f3914c5b(System.Int32,System.Single)">
<summary>
This native has its name defined inside its codE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDofFocalLengthMultiplier(System.Int32,System.Single)">
<summary>
Native name labeled within its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x47b595d60664cffa(System.Int32,System.Single)">
<summary>
Native name labeled within its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDofFocusDistanceBias(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc669eea5d031b7de(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDofMaxNearInFocusDistance(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc3654a441402562d(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamDofMaxNearInFocusDistanceBlendLevel(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c654b4943bddf7c(System.Int32,System.Single)">
<summary>
This native has a name defined inside its code
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamEffect(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamFov(System.Int32,System.Single)">
<summary>
Sets the field of view of the cam.
---------------------------------------------
Min: 1.0f
Max: 130.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamInheritRollVehicle(System.Int32,System.Boolean)">
<summary>
The native seems to only be called once.
The native is used as so,
CAM::SET_CAM_INHERIT_ROLL_VEHICLE(l_544, getElem(2, &amp;l_525, 4));
In the exile1 script.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamRot(System.Int32,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Sets the rotation of the cam.
Last parameter unknown.
Last parameter seems to always be set to 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamSplineDuration(System.Int32,System.Int32)">
<summary>
I named p1 as timeDuration as it is obvious. I'm assuming tho it is ran in ms(Milliseconds) as usual.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCamSplineSmoothingStyle(System.Int32,System.Int32)">
<summary>
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 &amp; lead-out
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd1b0f412f109ea5d(System.Int32,System.Int32)">
<summary>
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 &amp; lead-out
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCanAttackFriendly(System.Int32,System.Boolean,System.Boolean)">
<summary>
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 &amp; p2 = false for unable to aim at.
p1 = true &amp; p2 = false for able to aim at.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCanPedEquipAllWeapons(System.Int32,System.Boolean)">
<summary>
Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeff296097ff1e509(System.Int32,System.Boolean)">
<summary>
Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](https://runtime.fivem.net/doc/natives/#\_0xB4771B9AAF4E68E4) except for all weapons.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCanPedEquipWeapon(System.Int32,System.UInt32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb4771b9aaf4e68e4(System.Int32,System.UInt32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCanPedSelectWeapon(System.Int32,System.UInt32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCanResprayVehicle(System.Int32,System.Boolean)">
<summary>
Hardcoded to not work in multiplayer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCarHighSpeedBumpSeverityMultiplier(System.Single)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x84fd40f56075e816(System.Single)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCargobobForceDontDetachVehicle(System.Int32,System.Boolean)">
<summary>
Stops cargobob from being able to detach the attached vehicle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x571feb383f629926(System.Int32,System.Boolean)">
<summary>
Stops cargobob from being able to detach the attached vehicle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCargobobHookCanDetach(System.Int32,System.Boolean)">
<summary>
Stops cargobob from being able to detach the attached vehicle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCargobobHookCanAttach(System.Int32,System.Boolean)">
<summary>
Stops the cargobob from being able to attach any vehicle
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x94a68da412c4007d(System.Int32,System.Boolean)">
<summary>
Stops the cargobob from being able to attach any vehicle
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCargobobPickupMagnetActive(System.Int32,System.Boolean)">
<summary>
Won't attract or magnetize to any helicopters or planes of course, but that's common sense.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.CargobobMagnetGrabVehicle(System.Int32,System.Boolean)">
<summary>
Won't attract or magnetize to any helicopters or planes of course, but that's common sense.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointCylinderHeight(System.Int32,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointIconHeight(System.Int32,System.Single)">
<summary>
This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates.
</summary>
<param name="checkpoint">
The checkpoint the multiplier should be applied to.
</param>
<param name="height_multiplier">
The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4b5b4da5d79f1943(System.Int32,System.Single)">
<summary>
This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates.
</summary>
<param name="checkpoint">
The checkpoint the multiplier should be applied to.
</param>
<param name="height_multiplier">
The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointScale(System.Int32,System.Single)">
<summary>
This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates.
</summary>
<param name="checkpoint">
The checkpoint the multiplier should be applied to.
</param>
<param name="height_multiplier">
The multiplier for the icon height above the checkpoint's coordinates. Default is 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointRgba(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the checkpoint color.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointRgba2(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the checkpoint icon color.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCheckpointIconRgba(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the checkpoint icon color.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCinematicModeActive(System.Boolean)">
<summary>
Toggles the vehicle cinematic cam; requires the player ped to be in a vehicle to work.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetClockTime(System.Int32,System.Int32,System.Int32)">
<summary>
SET_CLOCK_TIME(12, 34, 56);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetControlNormal(System.Int32,System.Int32,System.Single)">
<summary>
This is for simulating player input.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<param name="amount">
An unbounded normal value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe8a25867fba3b05e(System.Int32,System.Int32,System.Single)">
<summary>
This is for simulating player input.
</summary>
<param name="padIndex">
The control system instance to use. See [`ENABLE_ALL_CONTROL_ACTIONS`](#\_0xA5FFE9B05F199DE7).
</param>
<param name="control">
The [control ID](https://docs.fivem.net/docs/game-references/controls/#controls) to check.
</param>
<param name="amount">
An unbounded normal value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCreateWeaponObjectLightSource(System.Int32,System.Boolean)">
<summary>
Requires a component_at_*_flsh to be attached to the weapon object
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbce595371a5fbaaf(System.Int32,System.Boolean)">
<summary>
Requires a component_at_*_flsh to be attached to the weapon object
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCustomRadioTrackList(System.String,System.String,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e404a9361f75bb2(System.String,System.String,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutsceneAudioOverride(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutsceneEntityStreamingFlags(System.String,System.Int32,System.Int32)">
<summary>
Only used in networked environment with MP cutscenes
</summary>
<param name="cutsceneEntName">
MP\_1, MP\_2, etc
</param>
<param name="p1">
Always 0 in R\* scripts
</param>
<param name="p2">
Always 1 in R\* scripts
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4c61c75bee8184c2(System.String,System.Int32,System.Int32)">
<summary>
Only used in networked environment with MP cutscenes
</summary>
<param name="cutsceneEntName">
MP\_1, MP\_2, etc
</param>
<param name="p1">
Always 0 in R\* scripts
</param>
<param name="p2">
Always 1 in R\* scripts
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutsceneOrigin(System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Sets cutscene location, used for multiplayer apartments/businesses.
</summary>
<param name="p4">
Often -1, 0 or 1
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutscenePedComponentVariation(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)">
<summary>
See [`SET_PED_COMPONENT_VARIATION`](#\_0x262B14F48D29DE80)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutscenePedComponentVariationFromPed(System.String,System.Int32,System.UInt32)">
<summary>
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
</summary>
<param name="cutsceneEntName">
cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc
</param>
<param name="ped">
Ped to copy components from
</param>
<param name="modelHash">
Not strictly neccasary, can be 0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a56c06ebef2b0d9(System.String,System.Int32,System.UInt32)">
<summary>
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
</summary>
<param name="cutsceneEntName">
cut file cHandle, i.e Michael, Lamar, Franklin, MP\_1-MP\_4 etc
</param>
<param name="ped">
Ped to copy components from
</param>
<param name="modelHash">
Not strictly neccasary, can be 0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutscenePedPropVariation(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)">
<summary>
See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F)
</summary>
<param name="cutsceneEntName">
i.e Michael, Trevor, MP\_1, MP\_4
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0546524ade2e9723(System.String,System.Int32,System.Int32,System.Int32,System.UInt32)">
<summary>
See [`SET_PED_PROP_INDEX`](\_0x93376B65A266EB5F)
</summary>
<param name="cutsceneEntName">
i.e Michael, Trevor, MP\_1, MP\_4
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCutsceneTriggerArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Only used twice in R* scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDebugLinesAndSpheresDrawingActive(System.Boolean)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDeepOceanScaler(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb96b00e976be977f(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWavesIntensity(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCurrentIntensity(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDefaultVehicleNumberPlateTextPattern(System.Int32,System.String)">
<summary>
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.
</summary>
<param name="plateIndex">
A plate index, or `-1` to set a default for any indices that do not have a specific value.
</param>
<param name="pattern">
A number plate pattern string, or a null value to reset to default.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDeployHeliStubWings(System.Int32,System.Boolean,System.Boolean)">
<summary>
Only used with the "akula" and "annihilator2" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb251e0b33e58b424(System.Int32,System.Boolean,System.Boolean)">
<summary>
Only used with the "akula" and "annihilator2" in the decompiled native scripts.
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDirectorModeClearTriggeredFlag">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2632482fd6b9ab87">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableTurretMovementThisFrame(System.Int32,System.Int32)">
<summary>
Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though.
```
NativeDB Introduced: v1365
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe615bb7a7752c76a(System.Int32,System.Int32)">
<summary>
Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though.
```
NativeDB Introduced: v1365
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableTurretMovement(System.Int32,System.Int32)">
<summary>
Disables turret movement when called in a loop. You can still fire and aim. You cannot shoot backwards though.
```
NativeDB Introduced: v1365
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableVehicleFlightNozzlePosition(System.Int32,System.Single)">
<summary>
True stops vtols from switching modes. Doesn't stop the sound though.
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlaneVtolAnimationDisabled(System.Int32,System.Single)">
<summary>
True stops vtols from switching modes. Doesn't stop the sound though.
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableVehicleUnk(System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableVehicleUnk_2(System.Boolean)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDisableVehicleWindowCollisions(System.Int32,System.Boolean)">
<summary>
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)
</summary>
<param name="vehicle">
The vehicle to toggle this for.
</param>
<param name="toggle">
True disables the collision, false enables the collision
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1087bc8ec540daeb(System.Int32,System.Boolean)">
<summary>
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)
</summary>
<param name="vehicle">
The vehicle to toggle this for.
</param>
<param name="toggle">
True disables the collision, false enables the collision
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordAppId(System.String)">
<summary>
This native sets the app id for the discord rich presence implementation.
</summary>
<param name="appId">
A valid Discord API App Id, can be generated at https://discordapp.com/developers/applications/
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordRichPresenceAction(System.Int32,System.String,System.String)">
<summary>
Sets a clickable button to be displayed in a player's Discord rich presence.
</summary>
<param name="index">
The button index, either 0 or 1.
</param>
<param name="label">
The text to display on the button.
</param>
<param name="url">
The URL to open when clicking the button. This has to start with `fivem://connect/` or `https://`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordRichPresenceAsset(System.String)">
<summary>
This native sets the image asset for the discord rich presence implementation.
</summary>
<param name="assetName">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordRichPresenceAssetSmall(System.String)">
<summary>
This native sets the small image asset for the discord rich presence implementation.
</summary>
<param name="assetName">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordRichPresenceAssetSmallText(System.String)">
<summary>
This native sets the hover text of the small image asset for the discord rich presence implementation.
</summary>
<param name="text">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDiscordRichPresenceAssetText(System.String)">
<summary>
This native sets the hover text of the image asset for the discord rich presence implementation.
</summary>
<param name="text">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDistantCarsEnabled(System.Boolean)">
<summary>
Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf796359a959df65d(System.Boolean)">
<summary>
Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.DisplayDistantVehicles(System.Boolean)">
<summary>
Toggles to render distant vehicles. They may not be vehicles but images to look like vehicles.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDitchPoliceModels(System.Boolean)">
<summary>
This is a NOP function. It does nothing at all.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDrawOrigin(System.Single,System.Single,System.Single,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDriftTyresEnabled(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDriveTaskDrivingStyle(System.Int32,System.Int32)">
<summary>
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/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDrivebyTaskTarget(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
For p1 &amp; 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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDriverAbility(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDriverAggressiveness(System.Int32,System.Single)">
<summary>
range 0.0f - 1.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDriverRacingModifier(System.Int32,System.Single)">
<summary>
Scripts use 0.2, 0.5 and 1.0. Value must be &gt;= 0.0 &amp;&amp; &lt;= 1.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xded5af5a0ea4b297(System.Int32,System.Single)">
<summary>
Scripts use 0.2, 0.5 and 1.0. Value must be &gt;= 0.0 &amp;&amp; &lt;= 1.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDuiUrl(System.Int64,System.String)">
<summary>
Navigates the specified DUI browser to a different URL.
</summary>
<param name="duiObject">
The DUI browser handle.
</param>
<param name="url">
The new URL.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableArenaPropPhysics(System.Int32,System.Boolean,System.Int32)">
<summary>
Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}"
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x911024442f4898f0(System.Int32,System.Boolean,System.Int32)">
<summary>
Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}"
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableArenaPropPhysicsOnPed(System.Int32,System.Boolean,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb20834a7dd3d8896(System.Int32,System.Boolean,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableBoundAnkles(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableHandcuffs(System.Int32,System.Boolean)">
<summary>
ped can not pull out a weapon when true
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableScuba(System.Int32,System.Boolean)">
<summary>
Enables diving motion when underwater.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableScubaGearLight(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEnableVehicleSlipstreaming(System.Boolean)">
<summary>
Enable/Disables global slipstream physics
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe6c0c80b8c867537(System.Boolean)">
<summary>
Enable/Disables global slipstream physics
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityAlpha(System.Int32,System.Int32,System.Int32)">
<summary>
This native sets the entity's alpha level.
</summary>
<param name="entity">
The entity to change the alpha for.
</param>
<param name="alphaLevel">
The alpha level ranges from 0 to 255, but changes occur every 20% (every 51).
</param>
<param name="skin">
Whether or not to change the alpha of the entity's skin.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityAngularVelocity(System.Int32,System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8339643499d1222e(System.Int32,System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityAnimCurrentTime(System.Int32,System.String,System.String,System.Single)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityAsMissionEntity(System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityAsNoLongerNeeded(System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityCanBeTargetedWithoutLos(System.Int32,System.Boolean)">
<summary>
Sets whether the entity can be targeted without being in line-of-sight.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityCleanupByEngine(System.Int32,System.Boolean)">
<summary>
True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3910051ccecdb00c(System.Int32,System.Boolean)">
<summary>
True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityRegister(System.Int32,System.Boolean)">
<summary>
True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntitySomething(System.Int32,System.Boolean)">
<summary>
True means it can be deleted by the engine when switching lobbies/missions/etc, false means the script is expected to clean it up.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityCoords(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.
</summary>
<param name="entity">
The entity to change coordinates for.
</param>
<param name="xPos">
The X coordinate.
</param>
<param name="yPos">
The Y coordinate.
</param>
<param name="zPos">
The Z coordinate, ground level.
</param>
<param name="alive">
Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
</param>
<param name="deadFlag">
Whether to disable physics for dead peds, too, and not just living peds.
</param>
<param name="ragdollFlag">
A special flag used for ragdolling peds.
</param>
<param name="clearArea">
Whether to clear any entities in the target area.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityCoordsNoOffset(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Sets the coordinates (world position) for a specified entity.
</summary>
<param name="entity">
The entity to change coordinates for.
</param>
<param name="xPos">
The X coordinate.
</param>
<param name="yPos">
The Y coordinate.
</param>
<param name="zPos">
The Z coordinate, origin level.
</param>
<param name="alive">
Unused by the game, potentially used by debug builds of GTA in order to assert whether or not an entity was alive.
</param>
<param name="deadFlag">
Whether to disable physics for dead peds, too, and not just living peds.
</param>
<param name="ragdollFlag">
A special flag used for ragdolling peds.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityDecalsDisabled(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c2e3dc128f44309(System.Int32,System.Boolean)">
<summary>
SET_ENTITY_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityDrawOutline(System.Int32,System.Boolean)">
<summary>
Draws an outline around a given entity. This function supports SDK infrastructure and is not intended to be used directly from your code.
</summary>
<param name="entity">
A valid entity handle.
</param>
<param name="enabled">
Whether or not to draw an outline.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityDrawOutlineColor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets color for entity outline. `255, 0, 255, 255` by default.
</summary>
<param name="red">
Red component of color.
</param>
<param name="green">
Green component of color.
</param>
<param name="blue">
Blue component of color.
</param>
<param name="alpha">
Alpha component of color, ignored for shader `0`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityDrawOutlineShader(System.Int32)">
<summary>
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.
</summary>
<param name="shader">
An outline shader variant.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityHeading(System.Int32,System.Single)">
<summary>
Set the heading of an entity in degrees also known as "Yaw".
</summary>
<param name="entity">
The entity to set the heading for.
</param>
<param name="heading">
The heading in degrees.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityHealth(System.Int32,System.Int32)">
<summary>
health &gt;= 0
male ped ~= 100 - 200
female ped ~= 0 - 100
```
NativeDB Added Parameter 3: int p2
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityInvincible(System.Int32,System.Boolean)">
<summary>
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 &lt;&lt; 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 &amp; (1 &lt;&lt; 8)) != 0) || ((flag &amp; (1 &lt;&lt; 9)) != 0);
}
return false;
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityLoadCollisionFlag(System.Int32,System.Boolean)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityLocallyInvisible(System.Int32)">
<summary>
Sets the provided entity not visible for yourself for the current frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityLocallyVisible(System.Int32)">
<summary>
Sets the provided entity visible for yourself for the current frame.
</summary>
<param name="entity">
The entity to set locally visible.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityLodDist(System.Int32,System.Int32)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityMatrix(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Sets an entity's matrix. Arguments are in the same order as with GET_ENTITY_MATRIX.
</summary>
<param name="entity">
A valid entity handle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityMaxHealth(System.Int32,System.Int32)">
<summary>
For instance: ENTITY::SET_ENTITY_MAX_HEALTH(PLAYER::PLAYER_PED_ID(), 200); // director_mode.c4: 67849
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityNoCollisionEntity(System.Int32,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityProofs(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Enable / disable each type of damage.
--------------
p7 is to to '1' in am_mp_property_ext/int: entity::set_entity_proofs(uParam0-&gt;f_19, true, true, true, true, true, true, 1, true);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityQuaternion(System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
w is the correct parameter name!
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityTrafficlightOverride(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityVelocity(System.Int32,System.Single,System.Single,System.Single)">
<summary>
Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetEntityVisible(System.Int32,System.Boolean,System.Boolean)">
<summary>
Toggle the visibility of a given entity.
</summary>
<param name="entity">
The entity to change the visibility of
</param>
<param name="toggle">
Whether or not the entity will be visible
</param>
<param name="unk">
Always 0 in scripts
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetExclusiveScenarioGroup(System.String)">
<summary>
Groups found in the scripts used with this native:
"AMMUNATION",
"QUARRY",
"Triathlon_1",
"Triathlon_2",
"Triathlon_3"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetExtraTimecycleModifierStrength(System.Single)">
<summary>
The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2c328af17210f009(System.Single)">
<summary>
The same as [`SetTimecycleModifierStrength`](#\_0x82E7FFCD5B2326B3) but for the secondary tiemcycle modifier.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFacialClipsetOverride(System.Int32,System.String)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5687c7f05b39e401(System.Int32,System.String)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFadeInAfterDeathArrest(System.Boolean)">
<summary>
Sets whether the game should fade in after the player dies or is arrested.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFadeOutAfterArrest(System.Boolean)">
<summary>
Sets whether the game should fade out after the player is arrested.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFadeOutAfterDeath(System.Boolean)">
<summary>
Sets whether the game should fade out after the player dies.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFakeWantedLevel(System.Int32)">
<summary>
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 &amp; blue flashing effect.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFireSpreadRate(System.Single)">
<summary>
SET_FIRE_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFlash(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Purpose of p0 and p1 unknown.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFlashLightEnabled(System.Int32,System.Boolean)">
<summary>
Enables/disables flashlight on ped's weapon.
```
NativeDB Introduced: v2060
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFlashLightKeepOnWhileMoving(System.Boolean)">
<summary>
Allows Weapon-Flashlight beams to stay visible while moving. Normally it only stays on while aiming.
</summary>
<param name="state">
On/Off
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFlyThroughWindscreenParams(System.Single,System.Single,System.Single,System.Single)">
<summary>
Sets some in-game parameters which is used for checks is ped needs to fly through windscreen after a crash.
</summary>
<param name="vehMinSpeed">
Vehicle minimum speed (default 35.0).
</param>
<param name="unkMinSpeed">
Unknown minimum speed (default 40.0).
</param>
<param name="unkModifier">
Unknown modifier (default 17.0).
</param>
<param name="minDamage">
Minimum damage (default 2000.0).
</param>
<returns>
A bool indicating if parameters was set successfully.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFocusEntity(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFocusPosAndVel(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Override the area where the camera will render the terrain.
p3, p4 and p5 are usually set to 0.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFocusArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Override the area where the camera will render the terrain.
p3, p4 and p5 are usually set to 0.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowPedCamThisUpdate(System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowPedCamCutsceneChat(System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowPedCamViewMode(System.Int32)">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowTurretSeatCam(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
<param name="seatIndex">
See [IS_TURRET_SEAT](#\_0xE33FFA906CE74880)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c90cab09951a12f(System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
<param name="seatIndex">
See [IS_TURRET_SEAT](#\_0xE33FFA906CE74880)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowVehicleCamViewMode(System.Int32)">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetFollowVehicleCamZoomLevel(System.Int32)">
<summary>
See [`GET_FOLLOW_PED_CAM_VIEW_MODE`](#\_0x8D4D46230B2C353A) for the follow mode enum.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetForcePedFootstepsTracks(System.Boolean)">
<summary>
Forces footstep tracks on all surfaces.
USE_/USING_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetForcePlayerToJump(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa1183bcfee0f93d1(System.Int32)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetForceVehicleTrails(System.Boolean)">
<summary>
Forces vehicle trails on all surfaces.
USE_/USING_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetForcedBoatLocationWhenAnchored(System.Int32,System.Boolean)">
<summary>
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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb28b1fe5bfadd7f5(System.Int32,System.Boolean)">
<summary>
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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetForkliftForkHeight(System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x37ebbf3117bd6a25(System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGamePaused(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamHash(System.String)">
<summary>
Sets gameplay camera to hash
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x425a920fdb9a0dda(System.String)">
<summary>
Sets gameplay camera to hash
```
```
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamRawYaw(System.Single)">
<summary>
Does nothing
```
```
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamRelativeHeading(System.Single)">
<summary>
Sets the camera position relative to heading in float from -360 to +360.
Heading is alwyas 0 in aiming camera.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamRelativePitch(System.Single,System.Single)">
<summary>
This native sets the camera's pitch (rotation on the x-axis).
</summary>
<param name="angle">
the angle to rotate the camera by
</param>
<param name="scalingFactor">
always seems to be set to 1.0 in native calls
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamShakeAmplitude(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayCamVehicleCamera(System.String)">
<summary>
From b617 scripts:
CAM::_21E253A7F8DA5DFB("DINGHY");
CAM::_21E253A7F8DA5DFB("ISSI2");
CAM::_21E253A7F8DA5DFB("SPEEDO");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x21e253a7f8da5dfb(System.String)">
<summary>
From b617 scripts:
CAM::_21E253A7F8DA5DFB("DINGHY");
CAM::_21E253A7F8DA5DFB("ISSI2");
CAM::_21E253A7F8DA5DFB("SPEEDO");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayEntityHint(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
p6 &amp; p7 - possibly length or time
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGameplayVehicleHint(System.Int32,System.Single,System.Single,System.Single,System.Boolean,System.Int32,System.Int32,System.Int32)">
<summary>
Focuses the camera on the specified vehicle.
</summary>
<param name="vehicle">
The vehicle to focus on.
</param>
<param name="offsetX">
Position offset X
</param>
<param name="offsetY">
Position offset Y
</param>
<param name="offsetZ">
Position offset Z
</param>
<param name="time">
Effect duration
</param>
<param name="easeInTime">
Effect fade in duration
</param>
<param name="easeOutTime">
EFfect fade out duration
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGhostedEntityAlpha(System.Int32)">
<summary>
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).
</summary>
<param name="alpha">
A value between 1 and 254. Default: 128
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x658500ae6d723a7e(System.Int32)">
<summary>
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).
</summary>
<param name="alpha">
A value between 1 and 254. Default: 128
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGlobalMinBirdFlightHeight(System.Single)">
<summary>
Birds will try to reach the given height.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGpsDisabledZoneAtIndex(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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: &lt;https://i.imgur.com/P9VUuxM.png&gt;
Enabled Zone (normal): &lt;https://i.imgur.com/BPi24aw.png&gt;
</summary>
<param name="x1">
X coordinate of first vector.
</param>
<param name="y1">
Y coordinate of first vector.
</param>
<param name="z1">
Z coordinate of first vector.
</param>
<param name="x2">
X coordinate of second vector.
</param>
<param name="y2">
Y coordinate of second vector.
</param>
<param name="z2">
Z coordinate of second vector.
</param>
<param name="index">
Index of zone.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd0bc1c6fb18ee154(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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: &lt;https://i.imgur.com/P9VUuxM.png&gt;
Enabled Zone (normal): &lt;https://i.imgur.com/BPi24aw.png&gt;
</summary>
<param name="x1">
X coordinate of first vector.
</param>
<param name="y1">
Y coordinate of first vector.
</param>
<param name="z1">
Z coordinate of first vector.
</param>
<param name="x2">
X coordinate of second vector.
</param>
<param name="y2">
Y coordinate of second vector.
</param>
<param name="z2">
Z coordinate of second vector.
</param>
<param name="index">
Index of zone.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGpsFlags(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGravityLevel(System.Int32)">
<summary>
level can be from 0 to 3
0: 9.8
1: 2.4
2: 0.1 - very low
3: 0.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGroupFormation(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetGroupSeparationRange(System.Int32,System.Single)">
<summary>
Sets the range at which members will automatically leave the group.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHandlingField(System.String,System.String,System.String,System.Int32)">
<summary>
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)`
</summary>
<param name="vehicle">
The vehicle class to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHandlingFloat(System.String,System.String,System.String,System.Single)">
<summary>
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)`
</summary>
<param name="vehicle">
The vehicle class to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The floating-point value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHandlingInt(System.String,System.String,System.String,System.Int32)">
<summary>
Sets a global handling override for a specific vehicle class. The name is supposed to match the `handlingName` field from handling.meta.
</summary>
<param name="vehicle">
The vehicle class to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The integer value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHandlingVector(System.String,System.String,System.String,CitizenFX.Core.Vector3)">
<summary>
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))`
</summary>
<param name="vehicle">
The vehicle class to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The Vector3 value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHasContentUnlocksFlags(System.Int32)">
<summary>
Sets profile setting 866
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdac073c7901f9e15(System.Int32)">
<summary>
Sets profile setting 866
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHeadBlendPaletteColor(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Preview: https://gfycat.com/MaleRareAmazonparrot
</summary>
<param name="id">
From 0 to 3.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcc9682b8951c5229(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Preview: https://gfycat.com/MaleRareAmazonparrot
</summary>
<param name="id">
From 0 to 3.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHeliBladesFullSpeed(System.Int32)">
<summary>
Equivalent of SET_HELI_BLADES_SPEED(vehicleHandle, 1.0f);
this native works on planes to?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHeliBladesSpeed(System.Int32,System.Single)">
<summary>
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%.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHelicopterRollPitchYawMult(System.Int32,System.Single)">
<summary>
value between 0.0 and 1.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHydraulicWheelStateTransition(System.Int32,System.Int32,System.Int32,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc24075310a8b9cd1(System.Int32,System.Int32,System.Int32,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHydraulicWheelValue(System.Int32,System.Int32,System.Single)">
<summary>
Works only on vehicles that support hydraulic.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x84ea99c62cb3ef0c(System.Int32,System.Int32,System.Single)">
<summary>
Works only on vehicles that support hydraulic.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetHydraulicState(System.Int32,System.Int32,System.Single)">
<summary>
Works only on vehicles that support hydraulic.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetIgnoreSecondaryRouteNodes(System.Boolean)">
<summary>
See: SET_BLIP_ROUTE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1fc289a0c3ff470f(System.Boolean)">
<summary>
See: SET_BLIP_ROUTE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetIncidentUnk(System.Int32,System.Single)">
<summary>
SET_INCIDENT_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd261ba3e7e998072(System.Int32,System.Single)">
<summary>
SET_INCIDENT_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetInstancePriorityHint(System.Int32)">
<summary>
Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUnkMapFlag(System.Int32)">
<summary>
Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetInstancePriorityMode(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
toggles the instance priority mode
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.EnableMpDlcMaps(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
toggles the instance priority mode
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.UseFreemodeMapBehavior(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
toggles the instance priority mode
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.LowerMapPropDensity(System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
toggles the instance priority mode
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetInteriorZoomLevelDecreased(System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ec8aba5e74b3d7a(System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetInteriorZoomLevelIncreased(System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x504dfe62a1692296(System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetIslandHopperEnabled(System.String,System.Boolean)">
<summary>
Enables the specified island. For more information, see islandhopper.meta
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetLaunchControlEnabled(System.Boolean)">
<summary>
Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds.
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaa6a6098851c396f(System.Boolean)">
<summary>
Related to the lower-end of a vehicles fTractionCurve, e.g., from standing starts and acceleration from low/zero speeds.
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetLocalPlayerAsGhost(System.Boolean)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetLocalPlayerCanUsePickupsWithThisModel(System.UInt32,System.Boolean)">
<summary>
Maximum amount of pickup models that can be disallowed is 30.
SET_LOCAL_PLAYER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x88eaec617cd26926(System.UInt32,System.Boolean)">
<summary>
Maximum amount of pickup models that can be disallowed is 30.
SET_LOCAL_PLAYER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetManualShutdownLoadingScreenNui(System.Boolean)">
<summary>
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.
</summary>
<param name="manualShutdown">
TRUE to manually shut down the loading screen NUI.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMapZoomDataLevel(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Sets values to the zoom level data by index.
</summary>
<param name="index">
Zoom level index.
</param>
<param name="zoomScale">
fZoomScale value.
</param>
<param name="zoomSpeed">
fZoomSpeed value.
</param>
<param name="scrollSpeed">
fScrollSpeed value.
</param>
<param name="tilesX">
vTiles X.
</param>
<param name="tilesY">
vTiles Y.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMapdatacullboxEnabled(System.String,System.Boolean)">
<summary>
Possible p0 values:
"prologue"
"Prologue_Main"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaf12610c644a35c9(System.String,System.Boolean)">
<summary>
Possible p0 values:
"prologue"
"Prologue_Main"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMicrophonePosition(System.Boolean,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so..
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMillisecondsPerGameMinute(System.Int32)">
<summary>
Overrides how many real ms are equal to one game minute.
A setter for [`GetMillisecondsPerGameMinute`](#\_0x2F8B4D1C595B11DB).
</summary>
<param name="_value">
Milliseconds.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapAltitudeIndicatorLevel(System.Single,System.Boolean)">
<summary>
Argument must be 0.0f or above 38.0f, or it will be ignored.
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapAttitudeIndicatorLevel(System.Single,System.Boolean)">
<summary>
Argument must be 0.0f or above 38.0f, or it will be ignored.
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapClipType(System.Int32)">
<summary>
Sets the type for the minimap blip clipping object to be either rectangular or rounded.
</summary>
<param name="type">
0 for rectangular, 1 for rounded.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapComponent(System.Int32,System.Boolean,System.Int32)">
<summary>
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)
</summary>
<param name="componentID">
The component ID to change.
</param>
<param name="toggle">
True to enable the color, false to disable the effect.
</param>
<param name="hudColor">
The hudcolor index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapComponentPosition(System.String,System.String,System.String,System.Single,System.Single,System.Single,System.Single)">
<summary>
Overrides the minimap component data (from `common:/data/ui/frontend.xml`) for a specified component.
</summary>
<param name="name">
The name of the minimap component to override.
</param>
<param name="alignX">
Equivalent to the `alignX` field in `frontend.xml`.
</param>
<param name="alignY">
Equivalent to the `alignY` field in `frontend.xml`.
</param>
<param name="posX">
Equivalent to the `posX` field in `frontend.xml`.
</param>
<param name="posY">
Equivalent to the `posY` field in `frontend.xml`.
</param>
<param name="sizeX">
Equivalent to the `sizeX` field in `frontend.xml`.
</param>
<param name="sizeY">
Equivalent to the `sizeY` field in `frontend.xml`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapGolfCourse(System.Int32)">
<summary>
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).
</summary>
<param name="hole">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x71bdb63dbaf8da59(System.Int32)">
<summary>
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).
</summary>
<param name="hole">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapHideFow(System.Boolean)">
<summary>
If true, the entire map will be revealed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf8dee0a5600cbb93(System.Boolean)">
<summary>
If true, the entire map will be revealed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapRevealed(System.Boolean)">
<summary>
If true, the entire map will be revealed.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapInPrologue(System.Boolean)">
<summary>
Toggles the North Yankton map
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDrawMapVisible(System.Boolean)">
<summary>
Toggles the North Yankton map
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNorthYanktonMap(System.Boolean)">
<summary>
Toggles the North Yankton map
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapOverlayDisplay(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Sets the display info for a minimap overlay.
</summary>
<param name="miniMap">
The minimap overlay ID.
</param>
<param name="x">
The X position for the overlay. This is equivalent to a game coordinate X.
</param>
<param name="y">
The Y position for the overlay. This is equivalent to a game coordinate Y, except that it's inverted (gfxY = -gameY).
</param>
<param name="xScale">
The X scale for the overlay. This is equivalent to the Flash \_xscale property, therefore 100 = 100%.
</param>
<param name="yScale">
The Y scale for the overlay. This is equivalent to the Flash \_yscale property.
</param>
<param name="alpha">
The alpha value for the overlay. This is equivalent to the Flash \_alpha property, therefore 100 = 100%.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMinimapSonarEnabled(System.Boolean)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMissionFlag(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMissionTrainAsNoLongerNeeded(System.Int32@,System.Boolean)">
<summary>
p1 is always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMobilePhoneRotation(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Last parameter is unknown and always zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMobilePhoneScale(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetModelAsNoLongerNeeded(System.UInt32)">
<summary>
Unloads model from memory
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMountedWeaponTarget(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMouseCursorActiveThisFrame">
<summary>
Shows the cursor on screen for one frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowCursorThisFrame">
<summary>
Shows the cursor on screen for one frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMouseCursorSprite(System.Int32)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8db8cffd58b62552(System.Int32)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCursorSprite(System.Int32)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMouseCursorVisibleInMenus(System.Boolean)">
<summary>
Shows/hides the frontend cursor on the pause menu or similar menus.
Clicking off and then on the game window will show it again.
</summary>
<param name="enable">
Set to false to disable the cursor, true to enable it.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x98215325a695e78a(System.Boolean)">
<summary>
Shows/hides the frontend cursor on the pause menu or similar menus.
Clicking off and then on the game window will show it again.
</summary>
<param name="enable">
Set to false to disable the cursor, true to enable it.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMovementModeOverride(System.Int32,System.String)">
<summary>
name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x781de8fa214e87d2(System.Int32,System.String)">
<summary>
name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagAlpha(System.Int32,System.Int32,System.Int32)">
<summary>
Sets flag's sprite transparency. 0-255.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd48fe545cd46f857(System.Int32,System.Int32,System.Int32)">
<summary>
Sets flag's sprite transparency. 0-255.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagColour(System.Int32,System.Int32,System.Int32)">
<summary>
Sets a gamer tag's component colour
</summary>
<param name="gamerTagId">
a gamerTagId obtained using for example: [`CREATE_FAKE_MP_GAMER_TAG`](#\_0xBFEFE3321A3F5015).
</param>
<param name="component">
a component id, see the full list here: [link](https://docs.fivem.net/docs/game-references/gamer-tags/#components-list)
</param>
<param name="hudColorIndex">
a hud color index, see the full list here: [link](https://docs.fivem.net/docs/game-references/hud-colors/)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x613ed644950626ae(System.Int32,System.Int32,System.Int32)">
<summary>
Sets a gamer tag's component colour
</summary>
<param name="gamerTagId">
a gamerTagId obtained using for example: [`CREATE_FAKE_MP_GAMER_TAG`](#\_0xBFEFE3321A3F5015).
</param>
<param name="component">
a component id, see the full list here: [link](https://docs.fivem.net/docs/game-references/gamer-tags/#components-list)
</param>
<param name="hudColorIndex">
a hud color index, see the full list here: [link](https://docs.fivem.net/docs/game-references/hud-colors/)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagDisablePlayerHealthSync(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If player health synchronisation should be disabled.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd29ec58c2f6b5014(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If player health synchronisation should be disabled.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerHealthBarDisplay(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If player health synchronisation should be disabled.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagHealthBarColour(System.Int32,System.Int32)">
<summary>
Should be enabled as component (2). Has 0 alpha by default.
</summary>
<param name="gamerTagId">
a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015)
</param>
<param name="hudColorIndex">
a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3158c77a7e888ab4(System.Int32,System.Int32)">
<summary>
Should be enabled as component (2). Has 0 alpha by default.
</summary>
<param name="gamerTagId">
a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015)
</param>
<param name="hudColorIndex">
a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagHealthBarColor(System.Int32,System.Int32)">
<summary>
Should be enabled as component (2). Has 0 alpha by default.
</summary>
<param name="gamerTagId">
a gamerTagId obtained using for example: [CREATE_FAKE_MP_GAMER_TAG](https://runtime.fivem.net/doc/natives/?\_0xBFEFE3321A3F5015)
</param>
<param name="hudColorIndex">
a hud color index, see the full list here: [link](pastebin.com/d9aHPbXN)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagMpBagLargeCount(System.Int32,System.Int32)">
<summary>
displays wanted star above head
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9b9aa95688f78dd3(System.Int32,System.Int32)">
<summary>
displays wanted star above head
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagUnk(System.Int32,System.Int32)">
<summary>
displays wanted star above head
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagOverridePlayerHealth(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="health">
The amount the health the player has.
</param>
<param name="maximumHealth">
The maximum amount of health the player could have.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1563fe35e9928e67(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="health">
The amount the health the player has.
</param>
<param name="maximumHealth">
The maximum amount of health the player could have.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerHealthBarMax(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="health">
The amount the health the player has.
</param>
<param name="maximumHealth">
The maximum amount of health the player could have.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagUseVehicleHealth(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If vehicle health should be displayed instead of player health.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa67f9c46d612b6f1(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If vehicle health should be displayed instead of player health.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagIcons(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="toggle">
If vehicle health should be displayed instead of player health.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagVisibility(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x63bb75abedc1f6a0(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagVisibilityAll(System.Int32,System.Boolean)">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
<param name="toggle">
The new visibility state of all gamer tag components.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xee76ff7e6a0166b0(System.Int32,System.Boolean)">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
<param name="toggle">
The new visibility state of all gamer tag components.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTag_(System.Int32,System.Boolean)">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
<param name="toggle">
The new visibility state of all gamer tag components.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTag(System.Int32,System.Boolean)">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
<param name="toggle">
The new visibility state of all gamer tag components.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagEnabled(System.Int32,System.Boolean)">
<summary>
Sets the visibility of all components of the gamer tag to the specified value.
</summary>
<param name="toggle">
The new visibility state of all gamer tag components.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagWantedLevel(System.Int32,System.Int32)">
<summary>
displays wanted star above head
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcf228e2aa03099c3(System.Int32,System.Int32)">
<summary>
displays wanted star above head
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagsUseVehicleBehavior(System.Boolean)">
<summary>
Sets whether all tags should group (normal game behavior) or should remain independent and above each ped's respective head when in a vehicle.
</summary>
<param name="enabled">
Whether tags should use normal game behavior. Default is true.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMpGamerTagsVisibleDistance(System.Single)">
<summary>
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.
</summary>
<param name="distance">
The visible distance. Default is 100.0f.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMultiplayerBankCash">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMultiplayerHudCash(System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetMultiplayerWalletCash">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc2d15bef167e27bc">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNetworkEnableVehiclePositionCorrection(System.Int32,System.Boolean)">
<summary>
Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x838da0936a24ed4d(System.Int32,System.Boolean)">
<summary>
Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNetworkIdCanMigrate(System.Int32,System.Boolean)">
<summary>
Whether or not another player is allowed to take control of the entity
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNetworkVehiclePositionUpdateMultiplier(System.Int32,System.Single)">
<summary>
rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa2a707979fe754dc(System.Int32,System.Single)">
<summary>
rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNetworkVehicleBlenderDistanceMultiplier(System.Int32,System.Single)">
<summary>
rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNetworkVehicleRespotTimer(System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 3: Any p2
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNextDesiredMoveState(System.Single)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNightvision(System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectAllowLowLodBuoyancy(System.Int32,System.Boolean)">
<summary>
Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4d89d607cb3dd1d2(System.Int32,System.Boolean)">
<summary>
Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectCanClimbOn(System.Int32,System.Boolean)">
<summary>
Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectAsNoLongerNeeded(System.Int32@)">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectForceVehiclesToAvoid(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x77f33f2ccf64b3aa(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectSomething(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectLightColor(System.Int32,System.Boolean,System.Int32,System.Int32,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectPhysicsParams(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
rage::phArchetypeDamp
p9: Some phBoundGeometry margin value, limited to (0.0, 0.1) exclusive.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectStuntPropSpeedup(System.Int32,System.Int32)">
<summary>
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`
</summary>
<param name="_object">
A Speed Boost or Slow Down prop
</param>
<param name="intensity">
Ranges from `1`-`254`, other values are ignored. Higher values will increase the effect of Speed Boosts and decrease the effect of Slow Downs.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x96ee0eba0163df80(System.Int32,System.Int32)">
<summary>
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`
</summary>
<param name="_object">
A Speed Boost or Slow Down prop
</param>
<param name="intensity">
Ranges from `1`-`254`, other values are ignored. Higher values will increase the effect of Speed Boosts and decrease the effect of Slow Downs.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectTextureVariation(System.Int32,System.Int32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x971da0055324d033(System.Int32,System.Int32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetObjectTextureVariant(System.Int32,System.Int32)">
<summary>
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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetOppressorTransformState(System.Int32,System.Boolean)">
<summary>
Set state to true to extend the wings, false to retract them.
</summary>
<param name="vehicle">
The vehicle (tested with oppressor only)
</param>
<param name="extend">
Set to true to extend the wings, false to retract them.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x544996c0081abdeb(System.Int32,System.Boolean)">
<summary>
Set state to true to extend the wings, false to retract them.
</summary>
<param name="vehicle">
The vehicle (tested with oppressor only)
</param>
<param name="extend">
Set to true to extend the wings, false to retract them.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetOverrideWeather(System.String)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPadShake(System.Int32,System.Int32,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetParticleFxLoopedColour(System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
only works on some fx's
p4 = 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetParticleFxNonLoopedAlpha(System.Single)">
<summary>
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 !
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetParticleFxNonLoopedColour(System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="r">
Red (0.0 - 1.0)
</param>
<param name="g">
Green (0.0 - 1.0)
</param>
<param name="b">
Blue (0.0 - 1.0)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPauseMenuPedLighting(System.Boolean)">
<summary>
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)
</summary>
<param name="state">
True enables the light, false disables the light.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3ca6050692bc61b0(System.Boolean)">
<summary>
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)
</summary>
<param name="state">
True enables the light, false disables the light.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPauseMenuPedSleepState(System.Boolean)">
<summary>
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)
</summary>
<param name="state">
0 will make the ped slowly fall asleep, 1 will slowly wake the ped up.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xecf128344e9ff9f1(System.Boolean)">
<summary>
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)
</summary>
<param name="state">
0 will make the ped slowly fall asleep, 1 will slowly wake the ped up.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAccuracy(System.Int32,System.Int32)">
<summary>
accuracy = 0-100, 100 being perfectly accurate
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAiBlipForcedOn(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0c4bbf625ca98c4e(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsAiBlipAlwaysShown(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAlertness(System.Int32,System.Int32)">
<summary>
value ranges from 0 to 3.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAlternateMovementAnim(System.Int32,System.Int32,System.String,System.String,System.Single,System.Boolean)">
<summary>
```
stance:
0 = idle
1 = walk
2 = running
p5 = usually set to true
```
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAlternateWalkAnim(System.Int32,System.String,System.String,System.Single,System.Boolean)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAmmo(System.Int32,System.UInt32,System.Int32)">
<summary>
NativeDB Added Parameter 4: BOOL p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAoBlobRendering(System.Int32,System.Boolean)">
<summary>
Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b5aa717a181fb4c(System.Int32,System.Boolean)">
<summary>
Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedArmour(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAsCop(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAsNoLongerNeeded(System.Int32@)">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAudioFootstepLoud(System.Int32,System.Boolean)">
<summary>
Enables/disables ped's "loud" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0653b735bfbdfe87(System.Int32,System.Boolean)">
<summary>
Enables/disables ped's "loud" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAudioFootstepQuiet(System.Int32,System.Boolean)">
<summary>
Enables/disables ped's "quiet" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x29da3ca8d8b2692d(System.Int32,System.Boolean)">
<summary>
Enables/disables ped's "quiet" footstep sound.
```
```
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanBeKnockedOffVehicle(System.Int32,System.Int32)">
<summary>
state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanCowerInCover(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanLosePropsOnDamage(System.Int32,System.Boolean,System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The target ped
</param>
<param name="loseProps">
true = allow props to fall off, false = don't let props fall off
</param>
<param name="p2">
purpose unknown, usually 0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe861d0b05c7662b8(System.Int32,System.Boolean,System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The target ped
</param>
<param name="loseProps">
true = allow props to fall off, false = don't let props fall off
</param>
<param name="p2">
purpose unknown, usually 0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanPlayAmbientIdles(System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x8fd89a6240813fd0(System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanPlayVisemeAnims(System.Int32,System.Boolean,System.Boolean)">
<summary>
p2 usually 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCanTeleportToGroupLeader(System.Int32,System.Int32,System.Boolean)">
<summary>
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCapsule(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCombatAbility(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCombatAttributes(System.Int32,System.Int32,System.Boolean)">
<summary>
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/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCombatMovement(System.Int32,System.Int32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCombatRange(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedComponentVariation(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
<param name="ped">
The ped handle.
</param>
<param name="componentId">
The component that you want to set.
</param>
<param name="drawableId">
The drawable id that is going to be set.
</param>
<param name="textureId">
The texture id of the drawable.
</param>
<param name="paletteId">
0 to 3.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedConfigFlag(System.Int32,System.Int32,System.Boolean)">
<summary>
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,
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCoordsKeepVehicle(System.Int32,System.Single,System.Single,System.Single)">
<summary>
teleports ped to coords along with the vehicle ped is in
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCoverClipsetOverride(System.Int32,System.String)">
<summary>
Found in the b617d scripts:
PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h");
SET_PED_MO*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9dba107b4937f809(System.Int32,System.String)">
<summary>
Found in the b617d scripts:
PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h");
SET_PED_MO*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCowerHash(System.Int32,System.String)">
<summary>
p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedCurrentWeaponVisible(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
Has 5 parameters since latest patches.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedDefaultComponentVariation(System.Int32)">
<summary>
Sets Ped Default Clothes
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedDucking(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedEmissiveIntensity(System.Int32,System.Single)">
<summary>
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))
</summary>
<param name="ped">
The ped to set the glow intensity on.
</param>
<param name="intensity">
The glow intensity, value between `0.0` and `1.0`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e90d746056e273d(System.Int32,System.Single)">
<summary>
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))
</summary>
<param name="ped">
The ped to set the glow intensity on.
</param>
<param name="intensity">
The glow intensity, value between `0.0` and `1.0`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedIlluminatedClothingGlowIntensity(System.Int32,System.Single)">
<summary>
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))
</summary>
<param name="ped">
The ped to set the glow intensity on.
</param>
<param name="intensity">
The glow intensity, value between `0.0` and `1.0`.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedEnveffColorModulator(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd69411aa0cebf9e9(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedEnveffScale(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedEyeColor(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedFaceFeature(System.Int32,System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="ped">
The ped entity
</param>
<param name="index">
An integer ranging from 0 to 19
</param>
<param name="scale">
A float ranging from -1.0 to 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedFiringPattern(System.Int32,System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedFleeAttributes(System.Int32,System.Int32,System.Boolean)">
<summary>
bit 15 (0x8000) = force cower
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedGadget(System.Int32,System.UInt32,System.Boolean)">
<summary>
p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE").
p2 is always true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedGestureGroup(System.Int32,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedGravity(System.Int32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHairColor(System.Int32,System.Int32,System.Int32)">
<summary>
Used for freemode (online) characters.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHasAiBlip(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd30c50df888d58b5(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedEnemyAiBlip(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedAiBlip(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHeadBlendData(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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.&lt;/br&gt;
This native function is often called prior to calling natives such as:
* [`SetPedHairColor`](#0xBB43F090)
* [`SetPedHeadOverlayColor`](#0x78935A27)
* [`SetPedHeadOverlay`](#0xD28DBA90)
* [`SetPedFaceFeature`](#0x6C8D4458)
</summary>
<param name="ped">
The ped entity
</param>
<param name="shapeFirstID">
Controls the shape of the first ped's face
</param>
<param name="shapeSecondID">
Controls the shape of the second ped's face
</param>
<param name="shapeThirdID">
Controls the shape of the third ped's face
</param>
<param name="skinFirstID">
Controls the first id's skin tone
</param>
<param name="skinSecondID">
Controls the second id's skin tone
</param>
<param name="skinThirdID">
Controls the third id's skin tone
</param>
<param name="shapeMix">
0.0 - 1.0 Of whose characteristics to take Mother -&gt; Father (shapeFirstID and shapeSecondID)
</param>
<param name="skinMix">
0.0 - 1.0 Of whose characteristics to take Mother -&gt; Father (skinFirstID and skinSecondID)
</param>
<param name="thirdMix">
Overrides the others in favor of the third IDs.
</param>
<param name="isParent">
IsParent is set for "children" of the player character's grandparents during old-gen character creation. It has unknown effect otherwise.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHeadOverlay(System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
```
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.
</summary>
<param name="ped">
The ped entity
</param>
<param name="overlayID">
The overlay id displayed up above.
</param>
<param name="index">
An integer representing the index (from 0 to `_GET_NUM_OVERLAY_VALUES(overlayID)-1`)
</param>
<param name="opacity">
A float ranging from 0.0 to 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHeadOverlayColor(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
```
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.
</summary>
<param name="ped">
The ped entity
</param>
<param name="overlayID">
An integer representing the overlay id
</param>
<param name="colorType">
1 for eyebrows, beards, and chest hair; 2 for blush and lipstick; and 0 otherwise, though not called in those cases.
</param>
<param name="colorID">
An integer representing the primary color id
</param>
<param name="secondColorID">
An integer representing the secondary color id
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedHelmetPropIndex(System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
```
```
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedInVehicleContext(System.Int32,System.UInt32)">
<summary>
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"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedIsDrunk(System.Int32,System.Boolean)">
<summary>
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&lt;bool&gt;(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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedLegIkMode(System.Int32,System.Int32)">
<summary>
"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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMaxHealth(System.Int32,System.Int32)">
<summary>
sets the maximum health of a ped
I think it's never been used in any script
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMaxTimeUnderwater(System.Int32,System.Single)">
<summary>
Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds.
</summary>
<param name="ped">
Ped id.
</param>
<param name="_value">
Time in seconds. Maximum is 50.0, any value above will be changed to 50.0.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMinGroundTimeForStungun(System.Int32,System.Int32)">
<summary>
Ped will stay on the ground after being stunned for at lest ms time. (in milliseconds)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedModelPersonality(System.UInt32,System.UInt32)">
<summary>
Overrides a ped model personality type.
</summary>
<param name="modelHash">
Ped's model.
</param>
<param name="personalityHash">
Personality hash.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMoney(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMoveRateOverride(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedMovementClipset(System.Int32,System.String,System.Single)">
<summary>
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
</summary>
<param name="transitionSpeed">
time in seconds it takes to transition from one movement clipset to another.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedNameDebug(System.Int32,System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedNonCreationArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
The distance between these points, is the diagonal of a box (remember it's 3D).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPathClimbCostModifier(System.Int32,System.Single)">
<summary>
Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x88e32db8c1a4aa4b(System.Int32,System.Single)">
<summary>
Default modifier is 1.0, minimum is 0.0 and maximum is 10.0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPathsBackToOriginal(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPathsInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPinnedDown(System.Int32,System.Boolean,System.Int32)">
<summary>
i could be time. Only example in the decompiled scripts uses it as -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPlaysHeadOnHornAnimWhenDiesInVehicle(System.Int32,System.Boolean)">
<summary>
**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.
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPopulationBudget(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPreloadPropData(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2b16a3bff1fbce49(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.IsPedPropValid(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPreloadVariationData(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x39d55a620fcb6a3a(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPrimaryLookat(System.Int32,System.Int32)">
<summary>
This is only called once in the scripts.
sub_1CD9(&amp;l_49, 0, getElem(3, &amp;l_34, 4), "MICHAEL", 0, 1);
sub_1CA8("WORLD_HUMAN_SMOKING", 2);
PED::SET_PED_PRIMARY_LOOKAT(getElem(3, &amp;l_34, 4), PLAYER::PLAYER_PED_ID());
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedPropIndex(System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
<param name="ped">
The ped handle.
</param>
<param name="componentId">
The component that you want to set.
</param>
<param name="drawableId">
The drawable id that is going to be set.
</param>
<param name="textureId">
The texture id of the drawable.
</param>
<param name="attach">
Attached or not.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedRagdollOnCollision(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedRandomComponentVariation(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedRandomProps(System.Int32)">
<summary>
List of component/props ID
gtaxscripting.blogspot.com/2016/04/gta-v-peds-component-and-props.html
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedResetFlag(System.Int32,System.Int32,System.Boolean)">
<summary>
PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1);
Known values:
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedScream(System.Int32)">
<summary>
Assigns some ambient voice to the ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x40cf0d12d142a9e8(System.Int32)">
<summary>
Assigns some ambient voice to the ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedScubaGearVariation(System.Int32)">
<summary>
This native sets a scuba mask for freemode models and an oxygen bottle for player_\* models. It works on freemode and player_\* models.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x36c6984c3ed0c911(System.Int32)">
<summary>
This native sets a scuba mask for freemode models and an oxygen bottle for player_\* models. It works on freemode and player_\* models.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedShootOrdnanceWeapon(System.Int32,System.Single)">
<summary>
Returns handle of the projectile.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb4c8d77c80c0421e(System.Int32,System.Single)">
<summary>
Returns handle of the projectile.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedShootRate(System.Int32,System.Int32)">
<summary>
shootRate 0-1000
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedStealthMovement(System.Int32,System.Boolean,System.String)">
<summary>
p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedSuffersCriticalHits(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedSweat(System.Int32,System.Single)">
<summary>
Sweat is set to 100.0 or 0.0 in the decompiled scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedTalk(System.Int32)">
<summary>
Speech related.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4ada3f19be4a6047(System.Int32)">
<summary>
Speech related.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedTargetLossResponse(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedToRagdoll(System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
p4/p5: Unusued in TU27
### Ragdoll Types
**0**: CTaskNMRelax
**1**: CTaskNMScriptControl: Hardcoded not to work in networked environments.
**Else**: CTaskNMBalance
</summary>
<param name="time1">
Time(ms) Ped is in ragdoll mode; only applies to ragdoll types 0 and not 1.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedToRagdollWithFall(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedUsingActionMode(System.Int32,System.Boolean,System.Int32,System.String)">
<summary>
p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION".
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedVehicleForcedSeatUsage(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
</summary>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x952f06beecd775cc(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
</summary>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedVisualFieldMaxElevationAngle(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedVisualFieldMinElevationAngle(System.Int32,System.Single)">
<summary>
This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedVoiceGroup(System.Int32,System.UInt32)">
<summary>
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"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7cdc8c3b89f661b3(System.Int32,System.UInt32)">
<summary>
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"));
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedWeaponTintIndex(System.Int32,System.UInt32,System.Int32)">
<summary>
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 &amp; Black
9 : Red Contrast
10 : Blue Contrast
11 : Yellow Contrast
12 : Orange Contrast
13 : Bold Pink
14 : Bold Purple &amp; Yellow
15 : Bold Orange
16 : Bold Green &amp; Purple
17 : Bold Red Features
18 : Bold Green Features
19 : Bold Cyan Features
20 : Bold Yellow Features
21 : Bold Red &amp; White
22 : Bold Blue &amp; White
23 : Metallic Gold
24 : Metallic Platinum
25 : Metallic Gray &amp; Lilac
26 : Metallic Purple &amp; Lime
27 : Metallic Red
28 : Metallic Green
29 : Metallic Blue
30 : Metallic White &amp; Aqua
31 : Metallic Orange &amp; Yellow
32 : Mettalic Red and Yellow
</summary>
<param name="ped">
The target ped
</param>
<param name="weaponHash">
The target weapon hash
</param>
<param name="tintIndex">
Tint for weapon hash
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedWetnessEnabledThisFrame(System.Int32)">
<summary>
combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedWetnessHeight(System.Int32,System.Single)">
<summary>
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPickupRopeLengthForCargobob(System.Int32,System.Single,System.Single,System.Int32)">
<summary>
min: 1.9f, max: 100.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x877c1eaeac531023(System.Int32,System.Single,System.Single,System.Int32)">
<summary>
min: 1.9f, max: 100.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetCargobobHookPosition(System.Int32,System.Single,System.Single,System.Int32)">
<summary>
min: 1.9f, max: 100.0f
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlaneEngineHealth(System.Int32,System.Single)">
<summary>
Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a86a0475b6a1434(System.Int32,System.Single)">
<summary>
Works just like SET_VEHICLE_ENGINE_HEALTH, didn't saw any difference. But this native works only for planes.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlaneTurbulenceMultiplier(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
The plane to set the multiplier for
</param>
<param name="multiplier">
The turbulence multiplier. Value between 0.0 and 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xad2d28a1afdff131(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
The plane to set the multiplier for
</param>
<param name="multiplier">
The turbulence multiplier. Value between 0.0 and 1.0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlaybackToUseAi(System.Int32,System.Int32)">
<summary>
Identical to SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER with 0 as arguments for p1 and p3.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlaybackToUseAiTryToRevertBackLater(System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
Time is number of milliseconds before reverting, zero for indefinitely.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerBlipPositionThisFrame(System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerCanBeHassledByGangs(System.Int32,System.Boolean)">
<summary>
Sets whether this player can be hassled by gangs.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerCanDoDriveBy(System.Int32,System.Boolean)">
<summary>
Sets whether the player is able to do drive-bys in vehicle (shooting &amp; 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)
```
</summary>
<param name="player">
The player to target.
</param>
<param name="toggle">
If set to false, disables the players ability to do drive bys.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerCanUseCover(System.Int32,System.Boolean)">
<summary>
Sets whether this player can take cover.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerClothLockCounter(System.Int32)">
<summary>
6 matches across 4 scripts. 5 occurrences were 240. The other was 255.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerClothPackageIndex(System.Int32)">
<summary>
Every occurrence was either 0 or 2.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerControl(System.Int32,System.Boolean,System.Int32)">
<summary>
Flags:
SPC_AMBIENT_SCRIPT = (1 &lt;&lt; 1),
SPC_CLEAR_TASKS = (1 &lt;&lt; 2),
SPC_REMOVE_FIRES = (1 &lt;&lt; 3),
SPC_REMOVE_EXPLOSIONS = (1 &lt;&lt; 4),
SPC_REMOVE_PROJECTILES = (1 &lt;&lt; 5),
SPC_DEACTIVATE_GADGETS = (1 &lt;&lt; 6),
SPC_REENABLE_CONTROL_ON_DEATH = (1 &lt;&lt; 7),
SPC_LEAVE_CAMERA_CONTROL_ON = (1 &lt;&lt; 8),
SPC_ALLOW_PLAYER_DAMAGE = (1 &lt;&lt; 9),
SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 &lt;&lt; 10),
SPC_PREVENT_EVERYBODY_BACKOFF = (1 &lt;&lt; 11),
SPC_ALLOW_PAD_SHAKE = (1 &lt;&lt; 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerHomingRocketDisabled(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xee4ebdd2593ba844(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1180
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerInvincible(System.Int32,System.Boolean)">
<summary>
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 &lt;&lt; 9);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerIsInAnimalForm(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4ebb7e87aa0dbed4(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowPedInPauseMenu(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerIsInDirectorMode(System.Boolean)">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x808519373fd336a3(System.Boolean)">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDirectorMode(System.Boolean)">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerLockon(System.Int32,System.Boolean)">
<summary>
Used to toggle the square up aim.
</summary>
<param name="player">
The player ID to toggle the lock on for.
</param>
<param name="toggle">
Set to false to prevent lock on, set to true to allow for lock on.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerLockonRangeOverride(System.Int32,System.Single)">
<summary>
Affects the range of auto aim target.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerMaxArmour(System.Int32,System.Int32)">
<summary>
Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerMeleeWeaponDamageModifier(System.Int32,System.Single)">
<summary>
NativeDB Added Parameter 3: BOOL p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerMeleeWeaponDefenseModifier(System.Int32,System.Single)">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerModel(System.Int32,System.UInt32)">
<summary>
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.
</summary>
<param name="player">
The player to set the model for
</param>
<param name="model">
The hash of the model to use
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerParachuteModelOverride(System.Int32,System.UInt32)">
<summary>
example:
PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerParachutePackTintIndex(System.Int32,System.Int32)">
<summary>
tints 0- 13
0 - unkown
1 - unkown
2 - unkown
3 - unkown
4 - unkown
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerParachuteTintIndex(System.Int32,System.Int32)">
<summary>
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,
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerParachuteVariationOverride(System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
p1 was always 5.
p4 was always false.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerReserveParachuteModelOverride(System.Int32,System.UInt32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerReserveParachuteTintIndex(System.Int32,System.Int32)">
<summary>
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,
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerResetFlagPreferRearSeats(System.Int32,System.Int32)">
<summary>
example:
flags: 0-6
PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6);
wouldnt the flag be the seatIndex?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerRockstarEditorDisabled(System.Boolean)">
<summary>
SET_PLAYER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d8d44adbba61ef2(System.Boolean)">
<summary>
SET_PLAYER_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerSneakingNoiseMultiplier(System.Int32,System.Single)">
<summary>
Values around 1.0f to 2.0f used in game scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerSwitchEstablishingShot(System.String)">
<summary>
All names can be found in playerswitchestablishingshots.meta
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0fde9dbfc0a6bc65(System.String)">
<summary>
All names can be found in playerswitchestablishingshots.meta
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerTalkingOverride(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="player">
The target player.
</param>
<param name="state">
Overriding state.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerTargetingMode(System.Int32)">
<summary>
Sets your targeting mode.
0 = Assisted Aim - Full
1 = Assisted Aim - Partial
2 = Free Aim - Assisted
3 = Free Aim
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerTeam(System.Int32,System.Int32)">
<summary>
Set player team on deathmatch and last team standing..
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerUnderwaterTimeRemaining(System.Int32,System.Single)">
<summary>
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`.
</summary>
<param name="player">
Player id.
</param>
<param name="percentage">
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).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa0d3e4f7aafb7e78(System.Int32,System.Single)">
<summary>
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`.
</summary>
<param name="player">
Player id.
</param>
<param name="percentage">
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).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerVehicleDamageModifier(System.Int32,System.Single)">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerVehicleDefenseModifier(System.Int32,System.Single)">
<summary>
modifier's min value is 0.1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerWantedCentrePosition(System.Int32,System.Single,System.Single,System.Single)">
<summary>
# 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerWantedLevel(System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerWantedLevelNoDrop(System.Int32,System.Int32,System.Boolean)">
<summary>
p2 is always false in R* scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerWantedLevelNow(System.Int32,System.Boolean)">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPlayerWeaponDamageModifier(System.Int32,System.Single)">
<summary>
The native ensures the 'modifier' parameter is 0.1 or greater.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPoliceFocusWillTrackVehicle(System.Int32,System.Boolean)">
<summary>
Sets flag on vehicle that changes behaviour in relation to when player gets wanted level
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e74e62e0a97e901(System.Int32,System.Boolean)">
<summary>
Sets flag on vehicle that changes behaviour in relation to when player gets wanted level
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPoliceIgnorePlayer(System.Int32,System.Boolean)">
<summary>
The player will be ignored by the police if toggle is set to true
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPoliceRadarBlips(System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPopControlSphereThisFrame(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Min and max are usually 100.0 and 200.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd8c3be3ee94caf2d(System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Min and max are usually 100.0 and 200.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPortalSettingsOverride(System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x044dbad7a7fa2be5(System.String,System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadarAsInteriorThisFrame(System.UInt32,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
List of interior hashes: pastebin.com/1FUyXNqY
Not for every interior zoom &gt; 0 available.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadarZoom(System.Int32)">
<summary>
zoomLevel ranges from 0 to 200
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioStationIsVisible(System.String,System.Boolean)">
<summary>
Doesn't have an effect in Story Mode.
```
NativeDB Introduced: v2372
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioStationMusicOnly(System.String,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x774bd811f656a122(System.String,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioToStationIndex(System.Int32)">
<summary>
Sets radio station by index.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioToStationName(System.String)">
<summary>
For a full list, see here: pastebin.com/Kj9t38KF
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioTrack(System.String,System.String)">
<summary>
Only found this one in the decompiled scripts:
AUDIO::SET_RADIO_TRACK("RADIO_03_HIPHOP_NEW", "ARM1_RADIO_STARTS");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadioTrackMix(System.String,System.String,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRadiusBlipEdge(System.Int32,System.Boolean)">
<summary>
Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x25615540d894b814(System.Int32,System.Boolean)">
<summary>
Enabling this on a radius blip will make it outline only. See https://cdn.discordapp.com/attachments/553235301632573459/575132227935928330/unknown.png
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRagdollBlockingFlags(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x26695ec767728d84(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPedRagdollBlockingFlags(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRainLevel(System.Single)">
<summary>
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`.
</summary>
<param name="level">
Strength of rain effects
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRainFxIntensity(System.Single)">
<summary>
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`.
</summary>
<param name="level">
Strength of rain effects
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRandomBoatsInMp(System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRandomEventFlag(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRandomTrains(System.Boolean)">
<summary>
Enables spawning random trains on the preset tracks.
Requires [`SWITCH_TRAIN_TRACK`](#\_0xFD813BB7DB977F20) and [`SET_TRAIN_TRACK_SPAWN_FREQUENCY`](#\_0x21973BBF8D17EDFA) to be set.
</summary>
<param name="toggle">
Whether to enable random trains.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetReduceDriftVehicleSuspension(System.Int32,System.Boolean)">
<summary>
Lowers the vehicle's stance. Only works for vehicles that support this feature.
```
NativeDB Introduced: v2372
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRelationshipBetweenGroups(System.Int32,System.UInt32,System.UInt32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRelationshipToPlayer(System.Int32,System.Boolean)">
<summary>
Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa7c511fa1c5bda38(System.Int32,System.Boolean)">
<summary>
Enables ghosting between specific players. Name is between `_SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL` and `SET_ROADS_BACK_TO_ORIGINAL`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRenderTrainAsDerailed(System.Int32,System.Boolean)">
<summary>
makes the train all jumbled up and derailed as it moves on the tracks (though that wont stop it from its normal operations)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetResourceKvp(System.String,System.String)">
<summary>
A setter for [GET_RESOURCE_KVP_STRING](#\_0x5240DA5A).
</summary>
<param name="key">
The key to set
</param>
<param name="_value">
The value to write
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetResourceKvpFloat(System.String,System.Single)">
<summary>
A setter for [GET_RESOURCE_KVP_FLOAT](#\_0x35BDCEEA).
</summary>
<param name="key">
The key to set
</param>
<param name="_value">
The value to write
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetResourceKvpInt(System.String,System.Int32)">
<summary>
A setter for [GET_RESOURCE_KVP_INT](#\_0x557B586A).
</summary>
<param name="key">
The key to set
</param>
<param name="_value">
The value to write
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRichPresence(System.String)">
<summary>
Sets the player's rich presence detail state for social platform providers to a specified string.
</summary>
<param name="presenceState">
The rich presence string to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRiotModeEnabled(System.Boolean)">
<summary>
Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs.
</summary>
<param name="toggle">
Turn on or off riot mode. Set to `true` to enable riot mode.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2587a48bc88dfadf(System.Boolean)">
<summary>
Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs.
</summary>
<param name="toggle">
Turn on or off riot mode. Set to `true` to enable riot mode.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRoadsBackToOriginal(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
missing a last parameter int p6
```
```
NativeDB Added Parameter 7: Any p6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRoadsBackToOriginalInAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
```
NativeDB Added Parameter 8: Any p7
bool p7 - always 1
```
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRoadsInAngledArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
unknown3 is related to `SEND_SCRIPT_WORLD_STATE_EVENT &gt; CNetworkRoadNodeWorldStateData` in networked environments.
See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
</summary>
<param name="x1">
X dimension of the angled area 'origin'
</param>
<param name="y1">
Y dimension of the angled area 'origin'
</param>
<param name="z1">
Z dimension of the angled area 'origin'
</param>
<param name="x2">
X dimension of the angled area 'extent'
</param>
<param name="y2">
Y dimension of the angled area 'extent'
</param>
<param name="z2">
Z dimension of the angled area 'extent'
</param>
<param name="width">
Width of the angled area
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRoadsInArea(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRopeLengthChangeRate(System.Int32,System.Single)">
<summary>
Set's the ropes length change rate, which is the speed that rope should wind if started.
</summary>
<param name="rope">
The rope to set the length change rate for.
</param>
<param name="lengthChangeRate">
The rope's new length change rate.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRopesCreateNetworkWorldState(System.Boolean)">
<summary>
Toggles whether the usage of [ADD_ROPE](#\_0xE832D760399EB220) should create an underlying CNetworkRopeWorldStateData. By default this is set to false.
</summary>
<param name="shouldCreate">
Whether to create an underlying network world state
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRunSprintMultiplierForPlayer(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetRuntimeTexturePixel(System.Int64,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets a pixel in the specified runtime texture. This will have to be committed using `COMMIT_RUNTIME_TEXTURE` to have any effect.
</summary>
<param name="tex">
A handle to the runtime texture.
</param>
<param name="x">
The X position of the pixel to change.
</param>
<param name="y">
The Y position of the pixel to change.
</param>
<param name="r">
The new R value (0-255).
</param>
<param name="g">
The new G value (0-255).
</param>
<param name="b">
The new B value (0-255).
</param>
<param name="a">
The new A value (0-255).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSaveMenuActive(System.Boolean)">
<summary>
ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSaveMigrationTransactionId(System.Int32)">
<summary>
Sets profile setting 501
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf6792800ac95350d(System.Int32)">
<summary>
Sets profile setting 501
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScaleformFitRendertarget(System.Int32,System.Boolean)">
<summary>
This native is used in some casino scripts to fit the scaleform in the rendertarget.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe6a9f00d4240b519(System.Int32,System.Boolean)">
<summary>
This native is used in some casino scripts to fit the scaleform in the rendertarget.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScenarioGroupEnabled(System.String,System.Boolean)">
<summary>
Occurrences in the b617d scripts: pastebin.com/Tvg2PRHU
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScenarioPedsToBeReturnedByNextCommand(System.Boolean)">
<summary>
Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScenarioTypeEnabled(System.String,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptGfxAlign(System.Int32,System.Int32)">
<summary>
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`.
</summary>
<param name="horizontalAlign">
The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R').
</param>
<param name="verticalAlign">
The vertical alignment. This can be 67 ('C'), 66 ('B'), or 84 ('T').
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScreenDrawPosition(System.Int32,System.Int32)">
<summary>
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`.
</summary>
<param name="horizontalAlign">
The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R').
</param>
<param name="verticalAlign">
The vertical alignment. This can be 67 ('C'), 66 ('B'), or 84 ('T').
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ScreenDrawPositionBegin(System.Int32,System.Int32)">
<summary>
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`.
</summary>
<param name="horizontalAlign">
The horizontal alignment. This can be 67 ('C'), 76 ('L'), or 82 ('R').
</param>
<param name="verticalAlign">
The vertical alignment. This can be 67 ('C'), 66 ('B'), or 84 ('T').
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptGfxAlignParams(System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="x">
The X offset for the item to be drawn.
</param>
<param name="y">
The Y offset for the item to be drawn.
</param>
<param name="w">
The width of the item to be drawn.
</param>
<param name="h">
The height of the item to be drawn.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf5a2c681787e579d(System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="x">
The X offset for the item to be drawn.
</param>
<param name="y">
The Y offset for the item to be drawn.
</param>
<param name="w">
The width of the item to be drawn.
</param>
<param name="h">
The height of the item to be drawn.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ScreenDrawPositionRatio(System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="x">
The X offset for the item to be drawn.
</param>
<param name="y">
The Y offset for the item to be drawn.
</param>
<param name="w">
The width of the item to be drawn.
</param>
<param name="h">
The height of the item to be drawn.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptGfxDrawBehindPausemenu(System.Boolean)">
<summary>
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.
</summary>
<param name="flag">
A boolean value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc6372ecd45d73bcd(System.Boolean)">
<summary>
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.
</summary>
<param name="flag">
A boolean value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptGfxDrawOrder(System.Int32)">
<summary>
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);
</summary>
<param name="order">
The intended draw order/layer.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x61bb1d9b3a95d802(System.Int32)">
<summary>
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);
</summary>
<param name="order">
The intended draw order/layer.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.Set_2dLayer(System.Int32)">
<summary>
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);
</summary>
<param name="order">
The intended draw order/layer.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUiLayer(System.Int32)">
<summary>
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);
</summary>
<param name="order">
The intended draw order/layer.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptVariableHudColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd68a5ff8a3a89874(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptVariable_2HudColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x16a304e6cb2bfab9(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetScriptVehicleGenerator(System.Int32,System.Boolean)">
<summary>
Only called once in the decompiled scripts. Presumably activates the specified generator.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSeethrough(System.Boolean)">
<summary>
Toggles Heatvision on/off.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSirenKeepOn(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf584cf8529b51434(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSnowLevel(System.Single)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSocialClubTour(System.String)">
<summary>
HUD::SET_SOCIAL_CLUB_TOUR("Gallery");
HUD::SET_SOCIAL_CLUB_TOUR("Missions");
HUD::SET_SOCIAL_CLUB_TOUR("General");
HUD::SET_SOCIAL_CLUB_TOUR("Playlists");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9e778248d6685fe0(System.String)">
<summary>
HUD::SET_SOCIAL_CLUB_TOUR("Gallery");
HUD::SET_SOCIAL_CLUB_TOUR("Missions");
HUD::SET_SOCIAL_CLUB_TOUR("General");
HUD::SET_SOCIAL_CLUB_TOUR("Playlists");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSpecialAbility(System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb214d570ead7f81a(System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSpecialflightWingRatio(System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetStateBagValue(System.String,System.String,System.String,System.Int32,System.Boolean)">
<summary>
Internal function for setting a state bag value.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetStateOfClosestDoorOfType(System.UInt32,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetStateOfRayfireMapObject(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5c29f698d404c5e1(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetDesObjectState(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetStaticEmitterEnabled(System.String,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetStoreEnabled(System.Boolean)">
<summary>
Access to the store for shark cards etc...
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSwimMultiplierForPlayer(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetSynchronizedAudioEventPositionThisFrame(System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x950a154b8dab6185(System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTaskMoveNetworkSignalFloat(System.Int32,System.String,System.Single)">
<summary>
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);
</summary>
<param name="ped">
The ped on which the task is playing.
</param>
<param name="signalName">
The property name.
</param>
<param name="_value">
The property value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd5bb4025ae449a4e(System.Int32,System.String,System.Single)">
<summary>
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);
</summary>
<param name="ped">
The ped on which the task is playing.
</param>
<param name="signalName">
The property name.
</param>
<param name="_value">
The property value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTaskPropertyFloat(System.Int32,System.String,System.Single)">
<summary>
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);
</summary>
<param name="ped">
The ped on which the task is playing.
</param>
<param name="signalName">
The property name.
</param>
<param name="_value">
The property value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTaskMoveNetworkSignalFloat_2(System.Int32,System.String,System.Single)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTaskVehicleChaseBehaviorFlag(System.Int32,System.Int32,System.Boolean)">
<summary>
* 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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTaxiLights(System.Int32,System.Boolean)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
colors you input not same as you think?
A: for some reason its R B G A
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextDropshadow(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
distance - shadow distance in pixels, both horizontal and vertical
r, g, b, a - color
</summary>
<param name="distance">
Shadow distance in pixels, both horizontal and vertical.
</param>
<param name="r">
Red color.
</param>
<param name="g">
Green color.
</param>
<param name="b">
Blue color.
</param>
<param name="a">
Alpha.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextEdge(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextFont(System.Int32)">
<summary>
fonts that mess up your text where made for number values/misc stuff
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextJustification(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e096588b13ffeca(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextProportional(System.Boolean)">
<summary>
**This native does absolutely nothing, just a nullsub**
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextScale(System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTextWrap(System.Single,System.Single)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetThreadPriority(System.Int32)">
<summary>
0 = high
1 = normal
2 = low
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x42b65deef2edf2a1(System.Int32)">
<summary>
0 = high
1 = normal
2 = low
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTimeScale(System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTimecycleModifier(System.String)">
<summary>
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.)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetToggleMinimapHeistIsland(System.Boolean)">
<summary>
Toggles the Cayo Perico map.
```
NativeDB Introduced: v2189
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTrailerLegsLowered">
<summary>
Inverse of 0x95CF53B3D687F9FA
```
```
NativeDB Added Parameter 1: Vehicle vehicle
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x878c75c09fbdb942">
<summary>
Inverse of 0x95CF53B3D687F9FA
```
```
NativeDB Added Parameter 1: Vehicle vehicle
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTrailerLegsRaised(System.Int32)">
<summary>
in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x95cf53b3d687f9fa(System.Int32)">
<summary>
in the decompiled scripts, seems to be always called on the vehicle right after being attached to a trailer.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTrainDoorOpenRatio(System.Int32,System.Int32,System.Single)">
<summary>
Sets the ratio that a door is open for on a train.
</summary>
<param name="train">
The train to set the door ratio for.
</param>
<param name="doorIndex">
Zero-based door index.
</param>
<param name="ratio">
A value between 0.0 (fully closed) and 1.0 (fully open).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTrainTrackSpawnFrequency(System.Int32,System.Int32)">
<summary>
Only called once inside main_persitant with the parameters, 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x21973bbf8d17edfa(System.Int32,System.Int32)">
<summary>
Only called once inside main_persitant with the parameters, 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTrainsForceDoorsOpen(System.Boolean)">
<summary>
Enables or disables whether train doors should be forced open whilst a player is inside the train. This is enabled by default in multiplayer.
</summary>
<param name="forceOpen">
Should force open.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTransitionTimecycleModifier(System.String,System.Single)">
<summary>
This native doesn't work like [`SetWeatherTypeTransition`](#\_0x578C752848ECFA0C).
</summary>
<param name="modifierName">
The name of a timecycle
</param>
<param name="transition">
The speed to transition to `modifierName`. Appears to be half-seconds (?)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTvAudioFrontend(System.Boolean)">
<summary>
Probably changes tvs from being a 3d audio to being "global" audio
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTvChannelPlaylist(System.Int32,System.String,System.Boolean)">
<summary>
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. (&lt;Name&gt;PL_STD_CNT&lt;/Name&gt; = PL_STD_CNT).
https://pastebin.com/zUzGB6h7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf7b38b8305f1fe8b(System.Int32,System.String,System.Boolean)">
<summary>
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. (&lt;Name&gt;PL_STD_CNT&lt;/Name&gt; = PL_STD_CNT).
https://pastebin.com/zUzGB6h7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.LoadTvChannelSequence(System.Int32,System.String,System.Boolean)">
<summary>
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. (&lt;Name&gt;PL_STD_CNT&lt;/Name&gt; = PL_STD_CNT).
https://pastebin.com/zUzGB6h7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTyreHealth(System.Int32,System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTyreSoftnessMultiplier(System.Int32,System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x392183bb9ea57697(System.Int32,System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTyreTractionLossMultiplier(System.Int32,System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc970d0e0fc31d768(System.Int32,System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTyreWearMultiplier(System.Int32,System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUnkBoolN_0x102ForSubmarineVehicleTask(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUnkFloatN_0x104ForSubmarineVehicleTask(System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUnkGlobalBoolRelatedToDamage(System.Boolean)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUseHigherVehicleJumpForce(System.Int32,System.Boolean)">
<summary>
Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf06a16ca55d138d8(System.Int32,System.Boolean)">
<summary>
Allows vehicles with the FLAG_JUMPING_CAR flag to jump higher (i.e. Ruiner 2000).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetUseWaypointAsDestination(System.Boolean)">
<summary>
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.
&lt;!--
Name guess:
- alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND.
--&gt;
</summary>
<param name="toggle">
`true` to show 'Destination', `false` to show 'Waypoint' (the default)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6cdd58146a436083(System.Boolean)">
<summary>
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.
&lt;!--
Name guess:
- alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND.
--&gt;
</summary>
<param name="toggle">
`true` to show 'Destination', `false` to show 'Waypoint' (the default)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVariableOnCutsceneAudio(System.String,System.Single)">
<summary>
SET_VARIABLE_ON_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetPlayerHeadsetSoundAlternate(System.String,System.Single)">
<summary>
SET_VARIABLE_ON_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVariableOnStream(System.String,System.Single)">
<summary>
From the scripts, p0:
"ArmWrestlingIntensity",
"INOUT",
"Monkey_Stream",
"ZoomLevel"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVariableOnUnderWaterStream(System.String,System.Single)">
<summary>
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x733adf241531e5c2(System.String,System.Single)">
<summary>
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 1.0);
AUDIO::SET_VARIABLE_ON_UNDER_WATER_STREAM("inTunnel", 0.0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehHasRadioOverride(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3e45765f3fbb582f(System.Int32)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehRadioStation(System.Int32,System.String)">
<summary>
For a full list, see here: pastebin.com/Kj9t38KF
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleAllowNoPassengersLockon(System.Int32,System.Boolean)">
<summary>
Makes the vehicle accept no passengers.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleAsNoLongerNeeded(System.Int32@)">
<summary>
This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleAudioBodyDamageFactor(System.Int32,System.Single)">
<summary>
Vehicle will make a 'rattling' noise when decelerating
</summary>
<param name="vehicle">
Vehicle to modify
</param>
<param name="intensity">
A value 0.0 - 1.0. Higher the value, the more likely the vehicle is to make the sound while decelerating
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x01bb4d577d38bd9e(System.Int32,System.Single)">
<summary>
Vehicle will make a 'rattling' noise when decelerating
</summary>
<param name="vehicle">
Vehicle to modify
</param>
<param name="intensity">
A value 0.0 - 1.0. Higher the value, the more likely the vehicle is to make the sound while decelerating
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleAutoRepairDisabled(System.Int32,System.Boolean)">
<summary>
Disables the vehicle from being repaired when a vehicle extra is enabled.
</summary>
<param name="vehicle">
The vehicle to set disable auto vehicle repair.
</param>
<param name="_value">
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.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBodyHealth(System.Int32,System.Single)">
<summary>
p2 often set to 1000.0 in the decompiled scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBombCount(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the bombCount on.
</param>
<param name="bombCount">
The amount of bombs to set for this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf4b2ed59deb5d774(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the bombCount on.
</param>
<param name="bombCount">
The amount of bombs to set for this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBombs(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the bombCount on.
</param>
<param name="bombCount">
The amount of bombs to set for this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAircraftBombCount(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the bombCount on.
</param>
<param name="bombCount">
The amount of bombs to set for this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBoostActive(System.Int32,System.Boolean)">
<summary>
SET_VEHICLE_BOOST_ACTIVE(vehicle, 1, 0);
SET_VEHICLE_BOOST_ACTIVE(vehicle, 0, 0);
Will give a boost-soundeffect.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBulldozerArmPosition(System.Int32,System.Single,System.Boolean)">
<summary>
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%).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf8ebccc96adb9fb7(System.Int32,System.Single,System.Boolean)">
<summary>
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%).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleBurnout(System.Int32,System.Boolean)">
<summary>
On accelerating, spins the driven wheels with the others braked, so you don't go anywhere.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCanBeLockedOn(System.Int32,System.Boolean,System.Boolean)">
<summary>
SET_VEHICLE_AL*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1dda078d12879eee(System.Int32,System.Boolean,System.Boolean)">
<summary>
SET_VEHICLE_AL*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCanBeTargetted(System.Int32,System.Boolean)">
<summary>
This has not yet been tested - it's just an assumption of what the types could be.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCeilingHeight(System.Int32,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetVehicleDeformationGetTree(System.Int32,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCheatPowerIncrease(System.Int32,System.Single)">
<summary>
&lt;1.0 - Decreased torque
=1.0 - Default torque
&gt;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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleEngineTorqueMultiplier(System.Int32,System.Single)">
<summary>
&lt;1.0 - Decreased torque
=1.0 - Default torque
&gt;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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleColourCombination(System.Int32,System.Int32)">
<summary>
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.)
</summary>
<param name="vehicle">
The vehicle to modify.
</param>
<param name="colorCombination">
One of the default color values of the vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleColours(System.Int32,System.Int32,System.Int32)">
<summary>
colorPrimary &amp; colorSecondary are the paint indexes for the vehicle.
For a list of valid paint indexes, view: pastebin.com/pwHci0xK
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleControlsInverted(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5b91b229243351a8(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCountermeasureCount(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the amount of countermeasures on.
</param>
<param name="count">
The amount of countermeasures to set on this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9bda23bf666f0855(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the amount of countermeasures on.
</param>
<param name="count">
The amount of countermeasures to set on this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetAircraftCountermeasureCount(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="aircraft">
The vehicle to set the amount of countermeasures on.
</param>
<param name="count">
The amount of countermeasures to set on this vehicle.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCustomPrimaryColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCustomSecondaryColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDamage(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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
</summary>
<param name="radius">
the size of the damage sphere to apply
</param>
<param name="focusOnModel">
when set to `true`, the damage sphere will travel towards the vehicle from the given point, thus guaranteeing an impact
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDamageModifier(System.Int32,System.Single)">
<summary>
SET_VEHICLE_D*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4e20d2a627011e8e(System.Int32,System.Single)">
<summary>
SET_VEHICLE_D*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDeformationFixed(System.Int32)">
<summary>
This fixes the deformation of a vehicle but the vehicle health doesn't improve
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDensityMultiplierThisFrame(System.Single)">
<summary>
**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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDirtLevel(System.Int32,System.Single)">
<summary>
Sets the dirt level of the passed vehicle.
</summary>
<param name="vehicle">
The vehicle to set.
</param>
<param name="dirtLevel">
A number between 0.0 and 15.0 representing the vehicles dirt level.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorBroken(System.Int32,System.Int32,System.Boolean)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorCanBreak(System.Int32,System.Int32,System.Boolean)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorBreakable(System.Int32,System.Int32,System.Boolean)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorControl(System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
<param name="speed">
5 is fast, 1 is slow 3 is medium
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorLatched(System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
See eDoorId declared in [`SET_VEHICLE_DOOR_SHUT`](#\_0x93D9BD300D7789E5)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorOpen(System.Int32,System.Int32,System.Boolean,System.Boolean)">
<summary>
Sets the specified door index open on the passed vehicle. See [`IS_VEHICLE_DOOR_FULLY_OPEN`](#\_0x3E933CFF7B111C22).
</summary>
<param name="vehicle">
Vehicle.
</param>
<param name="doorIndex">
Index of the door you want to open (0-7)
</param>
<param name="loose">
Whether the door is "loose" (if true the doors have no "spring" and can be closed easily.)
</param>
<param name="openInstantly">
Whether the doors open instantly (if true this native seems to ignore loose)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorShut(System.Int32,System.Int32,System.Boolean)">
<summary>
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,
}
```
</summary>
<param name="vehicle">
Vehicle.
</param>
<param name="doorIndex">
Index of the door you want to close.
</param>
<param name="closeInstantly">
Whether the doors close instantly.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorsLocked(System.Int32,System.Int32)">
<summary>
// 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
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorsLockedForUnk(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDoorsShut(System.Int32,System.Boolean)">
<summary>
Closes all doors of a vehicle:
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleDropsMoneyWhenBlownUp(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x068f64f2470f9656(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleCreatesMoneyPickupsWhenExploded(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleEngineHealth(System.Int32,System.Single)">
<summary>
1000 is max health
Begins leaking gas at around 650 health
-999.90002441406 appears to be minimum health, although nothing special occurs &lt;- 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleEngineOn(System.Int32,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle to start or stop the engine on.
</param>
<param name="_value">
true to turn the vehicle on; false to turn it off.
</param>
<param name="instantly">
if true, the vehicle will be set to the state immediately; otherwise, the current driver will physically turn on or off the engine.
</param>
<param name="disableAutoStart">
If true, the system will prevent the engine from starting when the player got into it.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleEnveffScale(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
Target vehicle
</param>
<param name="fade">
The paint fade effect strength
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehiclePaintFade(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
Target vehicle
</param>
<param name="fade">
The paint fade effect strength
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExclusiveDriver(System.Int32,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x41062318f23ed854(System.Int32,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExclusiveDriver_2(System.Int32,System.Int32,System.Int32)">
<summary>
The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb5c51b5502e85e83(System.Int32,System.Int32,System.Int32)">
<summary>
The **actual** [`SET_VEHICLE_EXCLUSIVE_DRIVER`](#\_0x41062318F23ED854) native.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExplodesOnHighExplosionDamage(System.Int32,System.Boolean)">
<summary>
Sets a vehicle to be strongly resistant to explosions. p0 is the vehicle; set p1 to false to toggle the effect on/off.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExtendedRemovalRange(System.Int32,System.Int32)">
<summary>
Max value is 32767
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x79df7e806202ce01(System.Int32,System.Int32)">
<summary>
Max value is 32767
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExtra(System.Int32,System.Int32,System.Boolean)">
<summary>
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]
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleExtraColours(System.Int32,System.Int32,System.Int32)">
<summary>
They use the same color indexs as SET_VEHICLE_COLOURS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleFixed(System.Int32)">
<summary>
Fix a given vehicle.
If the vehicle's engine's broken then you cannot fix it with this native.
</summary>
<param name="vehicle">
The vehicle that will be fixed
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleForwardSpeed(System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleFrictionOverride(System.Int32,System.Single)">
<summary>
Seems to be related to the metal parts, not tyres (like i was expecting lol)
Must be called every tick.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleFullbeam(System.Int32,System.Boolean)">
<summary>
It switch to highbeam when p1 is set to true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleGeneratesEngineShockingEvents(System.Int32,System.Boolean)">
<summary>
Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x279d50de5652d935(System.Int32,System.Boolean)">
<summary>
Allows creation of CEventShockingPlaneFlyby, CEventShockingHelicopterOverhead, and other(?) Shocking events
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHandlingField(System.Int32,System.String,System.String,System.Int32)">
<summary>
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)`
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHandlingFloat(System.Int32,System.String,System.String,System.Single)">
<summary>
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)`
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The floating-point value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHandlingInt(System.Int32,System.String,System.String,System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The integer value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHandlingVector(System.Int32,System.String,System.String,CitizenFX.Core.Vector3)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="class_">
The handling class to set. Only "CHandlingData" is supported at this time.
</param>
<param name="fieldName">
The field name to set. These match the keys in `handling.meta`.
</param>
<param name="_value">
The Vector3 value to set.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHasStrongAxles(System.Int32,System.Boolean)">
<summary>
if true, axles won't bend.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHornVariation(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0350e7e17ba767d0(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcda42c4bb9bde779(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1365
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHoverTransformActive(System.Int32,System.Boolean)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHoverTransformEnabled(System.Int32,System.Boolean)">
<summary>
If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible).
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf1211889df15a763(System.Int32,System.Boolean)">
<summary>
If false, anything related to INPUT_VEH_TRANSFORM are ignored (changing hover state through script natives still possible).
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHoverTransformPercentage(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle (a deluxo or oppressor2).
</param>
<param name="state">
The transform state (value between 0.0 and 1.0).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x438b3d7ca026fe91(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle (a deluxo or oppressor2).
</param>
<param name="state">
The transform state (value between 0.0 and 1.0).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTransformState(System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle (a deluxo or oppressor2).
</param>
<param name="state">
The transform state (value between 0.0 and 1.0).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHoverTransformRatio(System.Int32,System.Single)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleIndicatorLights(System.Int32,System.Int32,System.Boolean)">
<summary>
Sets the turn signal enabled for a vehicle.
Set turnSignal to 1 for left light, 0 for right light.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleIsConsideredByPlayer(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleIsRacing(System.Int32,System.Boolean)">
<summary>
p1 (toggle) was always 1 (true) except in one case in the b678 scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SteerUnlockBias(System.Int32,System.Boolean)">
<summary>
p1 (toggle) was always 1 (true) except in one case in the b678 scripts.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleIsWanted(System.Int32,System.Boolean)">
<summary>
Sets the wanted state of this vehicle.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleLightMultiplier(System.Int32,System.Single)">
<summary>
multiplier = brightness of head lights.
this value isn't capped afaik.
multiplier = 0.0 no lights
multiplier = 1.0 default game value
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleLights(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleLightsMode(System.Int32,System.Int32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1fd09e7390a74d54(System.Int32,System.Int32)">
<summary>
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)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleMaxSpeed(System.Int32,System.Single)">
<summary>
To reset the max speed, set the `speed` value to `0.0` or lower.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="speed">
The speed limit in meters per second.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbaa045b4e42f3c06(System.Int32,System.Single)">
<summary>
To reset the max speed, set the `speed` value to `0.0` or lower.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="speed">
The speed limit in meters per second.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleMod(System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
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,
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleModColor_1(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
paintType:
0: Normal
1: Metallic
2: Pearl
3: Matte
4: Metal
5: Chrome
color: number of the color.
p3 seems to always be 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleModColor_2(System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleModKit(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleModelIsSuppressed(System.UInt32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNameDebug(System.Int32,System.String)">
<summary>
NOTE: Debugging functions are not present in the retail version of the game.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNeonLightEnabled(System.Int32,System.Int32,System.Boolean)">
<summary>
Sets the neon lights of the specified vehicle on/off.
Indices:
0 = Left
1 = Right
2 = Front
3 = Back
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNeonLightsColor_2(System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNeonLightsColour(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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 |
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNitroEnabled(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleNumberPlateTextIndex(System.Int32,System.Int32)">
<summary>
Plates:
Blue/White - 0
Yellow/black - 1
Yellow/Blue - 2
Blue/White2 - 3
Blue/White3 - 4
Yankton - 5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleOnGroundProperly(System.Int32)">
<summary>
Sets a vehicle on the ground on all wheels. Returns whether or not the operation was successful.
```
```
NativeDB Added Parameter 2: float p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleOutOfControl(System.Int32,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleParachuteModel(System.Int32,System.UInt32)">
<summary>
parachuteModel = 230075693
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.VehicleSetCustomParachuteModel(System.Int32,System.UInt32)">
<summary>
parachuteModel = 230075693
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleParachuteTextureVariation(System.Int32,System.Int32)">
<summary>
colorIndex = 0 - 7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.VehicleSetCustomParachuteTexture(System.Int32,System.Int32)">
<summary>
colorIndex = 0 - 7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleParachuteTextureVariatiion(System.Int32,System.Int32)">
<summary>
colorIndex = 0 - 7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehiclePetrolTankHealth(System.Int32,System.Single)">
<summary>
1000 is max health
Begins leaking gas at around 650 health
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleRadioEnabled(System.Int32,System.Boolean)">
<summary>
can't seem to enable radio on cop cars etc
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleReduceGrip(System.Int32,System.Boolean)">
<summary>
Reduces grip significantly so it's hard to go anywhere.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleReduceTraction(System.Int32,System.Boolean)">
<summary>
Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2).
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6dee944e1ee90cfb(System.Int32,System.Boolean)">
<summary>
Often used in conjunction with: [SET_VEHICLE_REDUCE_GRIP](#\_0x222FF6A823D122E2).
```
NativeDB Introduced: v1604
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleRoofLivery(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="livery">
Livery index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa6d3a8750dc73270(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="livery">
Livery index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSearchlight(System.Int32,System.Boolean,System.Boolean)">
<summary>
Only works during nighttime.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleShadowEffect(System.Int32,System.Int32,System.Int32)">
<summary>
Adds some kind of shadow to the vehicle.
-1 disables the effect.
DISABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf0e4ba16d1db546c(System.Int32,System.Int32,System.Int32)">
<summary>
Adds some kind of shadow to the vehicle.
-1 disables the effect.
DISABLE_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleShootAtTarget(System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSilent(System.Int32,System.Boolean)">
<summary>
If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9d44fcce98450843(System.Int32,System.Boolean)">
<summary>
If set to TRUE, it seems to suppress door noises and doesn't allow the horn to be continuous.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSiren(System.Int32,System.Boolean)">
<summary>
Activate siren on vehicle (Only works if the vehicle has a siren).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSt(System.Int32,System.Boolean)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1cf38d529d7441d9(System.Int32,System.Boolean)">
<summary>
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);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleStartupRevSound(System.Int32,System.String,System.String)">
<summary>
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");
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf1f8157b8c3f171c(System.Int32,System.String,System.String)">
<summary>
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");
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSteerBias(System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleStrong(System.Int32,System.Boolean)">
<summary>
If set to true, vehicle will not take crash damage, but is still susceptible to damage from bullets and explosives
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleSuspensionHeight(System.Int32,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTowTruckArmPosition(System.Int32,System.Single)">
<summary>
Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTowTruckCraneRaised(System.Int32,System.Single)">
<summary>
Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetTowTruckCraneHeight(System.Int32,System.Single)">
<summary>
Sets how much the crane on the tow truck is raised, where 0.0 is fully lowered and 1.0 is fully raised.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTurretUnk(System.Int32,System.Int32,System.Boolean)">
<summary>
Toggles specific flag on turret
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc60060eb0d8ac7b1(System.Int32,System.Int32,System.Boolean)">
<summary>
Toggles specific flag on turret
```
```
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTyreBurst(System.Int32,System.Int32,System.Boolean,System.Single)">
<summary>
"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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTyreFixed(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTyreSmokeColor(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleTyresCanBurst(System.Int32,System.Boolean)">
<summary>
Allows you to toggle bulletproof tires.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleUsesLargeRearRamp(System.Int32,System.Boolean)">
<summary>
vehicle must be a plane
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xcac66558b944da67(System.Int32,System.Boolean)">
<summary>
vehicle must be a plane
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelBrakePressure(System.Int32,System.Int32,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelFlags(System.Int32,System.Int32,System.Int32)">
<summary>
Sets the flags of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
<param name="flags">
bit flags
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelIsPowered(System.Int32,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelPower(System.Int32,System.Int32,System.Single)">
<summary>
Sets power being sent to a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelRimColliderSize(System.Int32,System.Int32,System.Single)">
<summary>
Not sure what this changes, probably determines physical rim size in case the tire is blown.
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="wheelIndex">
Index of wheel, 0-3.
</param>
<param name="_value">
Size of rim collider.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelRotationSpeed(System.Int32,System.Int32,System.Single)">
<summary>
Sets the rotation speed of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelSize(System.Int32,System.Single)">
<summary>
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).
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="size">
Size of the wheels (usually between 0.5 and 1.5 is reasonable).
</param>
<returns>
Bool - whether change was successful or not
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelTireColliderSize(System.Int32,System.Int32,System.Single)">
<summary>
Use along with SetVehicleWheelSize to resize the wheels (this native sets the collider size affecting physics while SetVehicleWheelSize will change visual size).
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="wheelIndex">
Index of wheel, 0-3.
</param>
<param name="_value">
Radius of tire collider.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelTireColliderWidth(System.Int32,System.Int32,System.Single)">
<summary>
Use along with SetVehicleWheelWidth to resize the wheels (this native sets the collider width affecting physics while SetVehicleWheelWidth will change visual width).
</summary>
<param name="vehicle">
The vehicle to obtain data for.
</param>
<param name="wheelIndex">
Index of wheel, 0-3.
</param>
<param name="_value">
Width of tire collider.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelTractionVectorLength(System.Int32,System.Int32,System.Single)">
<summary>
Sets the traction vector length of a wheel.
Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelType(System.Int32,System.Int32)">
<summary>
Refer to [GET_VEHICLE_WHEEL_TYPE](#\_0xB3ED1BFB4BE636DC) for wheel types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelWidth(System.Int32,System.Single)">
<summary>
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).
</summary>
<param name="vehicle">
The vehicle to set data for.
</param>
<param name="width">
Width of the wheels (usually between 0.1 and 1.5 is reasonable).
</param>
<returns>
Bool - whether change was successful or not
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelXOffset(System.Int32,System.Int32,System.Single)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelieState(System.Int32,System.Int32)">
<summary>
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.
```
</summary>
<param name="vehicle">
Vehicle
</param>
<param name="state">
Wheelie state
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWheelsDealDamage(System.Int32,System.Boolean)">
<summary>
Related to monster trucks in native scripts.
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2970eaa18fd5e42f(System.Int32,System.Boolean)">
<summary>
Related to monster trucks in native scripts.
```
```
NativeDB Introduced: v1604
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleWindowTint(System.Int32,System.Int32)">
<summary>
enum WindowTints
{
WINDOWTINT_NONE,
WINDOWTINT_PURE_BLACK,
WINDOWTINT_DARKSMOKE,
WINDOWTINT_LIGHTSMOKE,
WINDOWTINT_STOCK,
WINDOWTINT_LIMO,
WINDOWTINT_GREEN
};
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleXenonLightsColor(System.Int32,System.Int32)">
<summary>
Paint index goes from 0 to 12.
You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB)
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="color">
The paint index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe41033b25d003a07(System.Int32,System.Int32)">
<summary>
Paint index goes from 0 to 12.
You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB)
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="color">
The paint index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleHeadlightsColour(System.Int32,System.Int32)">
<summary>
Paint index goes from 0 to 12.
You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB)
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="color">
The paint index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVehicleXenonLightsColour(System.Int32,System.Int32)">
<summary>
Paint index goes from 0 to 12.
You can find the list of colors and ids here: [\_GET_VEHICLE_HEADLIGHTS_COLOUR](#\_0x3DFF319A831E0CDB)
</summary>
<param name="vehicle">
The vehicle handle.
</param>
<param name="color">
The paint index.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetVisualSettingFloat(System.String,System.Single)">
<summary>
Overrides a floating point value from `visualsettings.dat` temporarily.
</summary>
<param name="name">
The name of the value to set, such as `pedLight.color.red`.
</param>
<param name="_value">
The value to write.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWantedLevelDifficulty(System.Int32,System.Single)">
<summary>
Max value is 1.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWantedLevelHiddenEvasionTime(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x49b856b1360c47c7(System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v2060
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessage(System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Int32@,System.Int32@,System.Boolean,System.Int32)">
<summary>
**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:**
&lt;https://i.imgur.com/imwoimm.png&gt;
</summary>
<param name="entryLine1">
The text label to display as the first line of the warning message.
</param>
<param name="instructionalKey">
This is an enum, check the description for a list.
</param>
<param name="entryLine2">
The text label to display as the second line of the warning message.
</param>
<param name="p3">
Purpose unknown.
</param>
<param name="p4">
Purpose unknown.
</param>
<param name="background">
Set to anything other than 0 or false (even any string) and it will draw a background. Setting it to 0 or false will draw no background.
</param>
<param name="p6">
Purpose unknown.
</param>
<param name="showBg">
Purpose unknown.
</param>
<param name="errorCode">
When not 0, adds a field displaying the value as 'error code' to the warning message.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessageListRow(System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Param names copied from the corresponding scaleform function "SET_LIST_ROW"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0c5a80a9e096d529(System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Param names copied from the corresponding scaleform function "SET_LIST_ROW"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessageWithAlert(System.String,System.String,System.Int32,System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.String,System.String,System.Boolean,System.Int32)">
<summary>
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:** &lt;https://i.imgur.com/TvmNF4k.png&gt;
</summary>
<param name="labelTitle">
Label of the alert's title.
</param>
<param name="labelMsg">
Label of the alert's message.
</param>
<param name="p2">
This is an enum, check the description for a list.
</param>
<param name="p3">
This is an enum, check the description for a list.
</param>
<param name="labelMsg2">
Label of another message line
</param>
<param name="p5">
usually 0
</param>
<param name="p6">
usually -1
</param>
<param name="p7">
usually 0
</param>
<param name="p8">
unknown label
</param>
<param name="p9">
unknown label
</param>
<param name="background">
Set to anything other than 0 or false (even any string) and it will draw a background. Setting it to 0 or false will draw no background.
</param>
<param name="errorCode">
Error code, shown at the bottom left if set to value other than 0.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x15803fec3b9a872b(System.String,System.String,System.Int32,System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.String,System.String,System.Boolean,System.Int32)">
<summary>
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:** &lt;https://i.imgur.com/TvmNF4k.png&gt;
</summary>
<param name="labelTitle">
Label of the alert's title.
</param>
<param name="labelMsg">
Label of the alert's message.
</param>
<param name="p2">
This is an enum, check the description for a list.
</param>
<param name="p3">
This is an enum, check the description for a list.
</param>
<param name="labelMsg2">
Label of another message line
</param>
<param name="p5">
usually 0
</param>
<param name="p6">
usually -1
</param>
<param name="p7">
usually 0
</param>
<param name="p8">
unknown label
</param>
<param name="p9">
unknown label
</param>
<param name="background">
Set to anything other than 0 or false (even any string) and it will draw a background. Setting it to 0 or false will draw no background.
</param>
<param name="errorCode">
Error code, shown at the bottom left if set to value other than 0.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.DrawFrontendAlert(System.String,System.String,System.Int32,System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.String,System.String,System.Boolean,System.Int32)">
<summary>
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:** &lt;https://i.imgur.com/TvmNF4k.png&gt;
</summary>
<param name="labelTitle">
Label of the alert's title.
</param>
<param name="labelMsg">
Label of the alert's message.
</param>
<param name="p2">
This is an enum, check the description for a list.
</param>
<param name="p3">
This is an enum, check the description for a list.
</param>
<param name="labelMsg2">
Label of another message line
</param>
<param name="p5">
usually 0
</param>
<param name="p6">
usually -1
</param>
<param name="p7">
usually 0
</param>
<param name="p8">
unknown label
</param>
<param name="p9">
unknown label
</param>
<param name="background">
Set to anything other than 0 or false (even any string) and it will draw a background. Setting it to 0 or false will draw no background.
</param>
<param name="errorCode">
Error code, shown at the bottom left if set to value other than 0.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessageWithHeader(System.String,System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Boolean,System.Int32@,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessage_2(System.String,System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Boolean,System.Int32@,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessageWithHeaderAndSubstringFlags(System.String,System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Int32,System.Int32@,System.Int32@,System.Boolean)">
<summary>
You can only use text entries. No custom text.
```
```
NativeDB Added Parameter 11: Any p10
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessage_3(System.String,System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Int32,System.Int32@,System.Int32@,System.Boolean)">
<summary>
You can only use text entries. No custom text.
```
```
NativeDB Added Parameter 11: Any p10
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWarningMessageWithHeaderUnk(System.String,System.String,System.Int32,System.String,System.Boolean,System.Int32,System.Int32@,System.Int32@,System.Boolean,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWaypointOff">
<summary>
This native removes the current waypoint from the map.
Example:
C#:
Function.Call(Hash.SET_WAYPOINT_OFF);
C++:
HUD::SET_WAYPOINT_OFF();
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponAnimationOverride(System.Int32,System.UInt32)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponDamageModifier(System.UInt32,System.Single)">
<summary>
Changes the weapon damage output by the given multiplier value.
Does NOT need to be called every frame.
</summary>
<param name="weaponHash">
Hash of the weapon
</param>
<param name="damageMultiplier">
Damage Multiplier
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4757f00bc6323cfe(System.UInt32,System.Single)">
<summary>
Changes the weapon damage output by the given multiplier value.
Does NOT need to be called every frame.
</summary>
<param name="weaponHash">
Hash of the weapon
</param>
<param name="damageMultiplier">
Damage Multiplier
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponDamageModifierThisFrame(System.UInt32,System.Single)">
<summary>
Changes the weapon damage output by the given multiplier value.
Does NOT need to be called every frame.
</summary>
<param name="weaponHash">
Hash of the weapon
</param>
<param name="damageMultiplier">
Damage Multiplier
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponExplosionRadiusMultiplier(System.UInt32,System.Single)">
<summary>
NativeDB Introduced: v2372
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponsNoAutoreload(System.Boolean)">
<summary>
Disables the game's built-in auto-reloading.
</summary>
<param name="state">
On/Off
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeaponsNoAutoswap(System.Boolean)">
<summary>
Disables autoswapping to another weapon when the current weapon runs out of ammo.
</summary>
<param name="state">
On/Off
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherOwnedByNetwork(System.Boolean)">
<summary>
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.
</summary>
<param name="network">
true to let the network control weather, false to not use network weather behavior.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypeNow(System.String)">
<summary>
// 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypeNowPersist(System.String)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW`](#0x29B487C359E19889) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypeOvertimePersist(System.String,System.Single)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
<param name="weatherType">
The weather type to override to.
</param>
<param name="time">
A float on how long to take to transition (in seconds).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypeOverTime(System.String,System.Single)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
<param name="weatherType">
The weather type to override to.
</param>
<param name="time">
A float on how long to take to transition (in seconds).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypePersist(System.String)">
<summary>
Refer to [`SET_WEATHER_TYPE_NOW_PERSIST`](#\_0xED712CA327900C8A) for weather types.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWeatherTypeTransition(System.UInt32,System.UInt32,System.Single)">
<summary>
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);
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWind(System.Single)">
<summary>
Sets the the raw wind speed value.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWindDirection(System.Single)">
<summary>
Sets the wind direction.
</summary>
<param name="direction">
the [wind direction](https://en.wikipedia.org/wiki/Wind_direction) in radians
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetWindSpeed(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetupShopPedApparelQueryTu(System.Int32,System.Int32,System.Int32,System.Boolean,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetNumPropsFromOutfit(System.Int32,System.Int32,System.Int32,System.Boolean,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetupShopPedOutfitQuery(System.Int32,System.Boolean)">
<summary>
characters
0: Michael
1: Franklin
2: Trevor
3: MPMale
4: MPFemale
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf3fbe2d50a6a8c28(System.Int32,System.Boolean)">
<summary>
characters
0: Michael
1: Franklin
2: Trevor
3: MPMale
4: MPFemale
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShakeCam(System.Int32,System.String,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShakeCinematicCam(System.String,System.Single)">
<summary>
p0 argument found in the b617d scripts: "DRUNK_SHAKE"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShakeGameplayCam(System.String,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShakeScriptGlobal(System.String,System.Single)">
<summary>
CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf4c8cf9e353afeca(System.String,System.Single)">
<summary>
CAM::SHAKE_SCRIPT_GLOBAL("HAND_SHAKE", 0.2);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShootSingleBulletBetweenCoords(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single)">
<summary>
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.
</summary>
<param name="x1">
The X coordinate to start the shot at.
</param>
<param name="y1">
The Y coordinate to start the shot at.
</param>
<param name="z1">
The Z coordinate to start the shot at.
</param>
<param name="x2">
The X coordinate the shot should end up at.
</param>
<param name="y2">
The Y coordinate the shot should end up at.
</param>
<param name="z2">
The Z coordinate the shot should end up at.
</param>
<param name="damage">
The amount of damage the bullet carries.
</param>
<param name="pureAccuracy">
Whether the bullet should have pinpoint accuracy.
</param>
<param name="weaponHash">
Hash of the weapon the bullet is used as ammunition for.
</param>
<param name="ownerPed">
Owner of the bullet, e.g. if the bullet kills someone the kill feed shows 'X was shot by ownerPed.'
</param>
<param name="isAudible">
Whether the bullet should be audible. Optional, defaults to true
</param>
<param name="isInvisible">
Whether the bullet should be invisible. Optional, defaults to false
</param>
<param name="speed">
Speed the bullet should fly at. Optional
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ShootSingleBulletBetweenCoordsIgnoreEntity(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32)">
<summary>
entity - entity to ignore
```
```
NativeDB Added Parameter 15: Any p14
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe3a7742e0b7a2f8b(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32)">
<summary>
entity - entity to ignore
```
```
NativeDB Added Parameter 15: Any p14
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShootSingleBulletBetweenCoordsPresetParams(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32)">
<summary>
entity - entity to ignore
```
```
NativeDB Added Parameter 15: Any p14
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShootSingleBulletBetweenCoordsIgnoreEntityNew(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbfe5756e7407064a(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShootSingleBulletBetweenCoordsWithExtraParams(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShouldUseMetricMeasurements">
<summary>
Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
</summary>
<returns>
Returns true if the game is using the metric measurement system, false if imperial is used.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd3d15555431ab793">
<summary>
Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
</summary>
<returns>
Returns true if the game is using the metric measurement system, false if imperial is used.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.IsGameUsingMetricMeasurementSystem">
<summary>
Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
</summary>
<returns>
Returns true if the game is using the metric measurement system, false if imperial is used.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowCrewIndicatorOnBlip(System.Int32,System.Boolean)">
<summary>
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)
</summary>
<param name="blip">
The blip to toggle the half blue circle around the blip on.
</param>
<param name="toggle">
Enables or disables the half blue circle around the blip (on the left side).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdcfb5d4db8bf367e(System.Int32,System.Boolean)">
<summary>
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)
</summary>
<param name="blip">
The blip to toggle the half blue circle around the blip on.
</param>
<param name="toggle">
Enables or disables the half blue circle around the blip (on the left side).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipCrew(System.Int32,System.Boolean)">
<summary>
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)
</summary>
<param name="blip">
The blip to toggle the half blue circle around the blip on.
</param>
<param name="toggle">
Enables or disables the half blue circle around the blip (on the left side).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowFriendIndicatorOnBlip(System.Int32,System.Boolean)">
<summary>
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).
</summary>
<param name="blip">
The blip to toggle the half circle on.
</param>
<param name="toggle">
Enables or disables the half circle around the blip (on the right side of the blip).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x23c3eb807312f01a(System.Int32,System.Boolean)">
<summary>
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).
</summary>
<param name="blip">
The blip to toggle the half circle on.
</param>
<param name="toggle">
Enables or disables the half circle around the blip (on the right side of the blip).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipFriend(System.Int32,System.Boolean)">
<summary>
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).
</summary>
<param name="blip">
The blip to toggle the half circle on.
</param>
<param name="toggle">
Enables or disables the half circle around the blip (on the right side of the blip).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowHeadingIndicatorOnBlip(System.Int32,System.Boolean)">
<summary>
Adds the GTA: Online player heading indicator to a blip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5fbca48327b914df(System.Int32,System.Boolean)">
<summary>
Adds the GTA: Online player heading indicator to a blip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowHudComponentThisFrame(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowOutlineIndicatorOnBlip(System.Int32,System.Boolean)">
<summary>
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)).
</summary>
<param name="blip">
The blip to toggle the outline on.
</param>
<param name="toggle">
Enables or disables the outline.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb81656bc81fe24d1(System.Int32,System.Boolean)">
<summary>
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)).
</summary>
<param name="blip">
The blip to toggle the outline on.
</param>
<param name="toggle">
Enables or disables the outline.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipFriendly(System.Int32,System.Boolean)">
<summary>
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)).
</summary>
<param name="blip">
The blip to toggle the outline on.
</param>
<param name="toggle">
Enables or disables the outline.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowScriptedHudComponentThisFrame(System.Int32)">
<summary>
SHOW_\*
```
NativeDB Introduced: v1734
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShowTickOnBlip(System.Int32,System.Boolean)">
<summary>
Adds a green checkmark on top of a blip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x74513ea3e505181e(System.Int32,System.Boolean)">
<summary>
Adds a green checkmark on top of a blip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetBlipChecked(System.Int32,System.Boolean)">
<summary>
Adds a green checkmark on top of a blip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShutdownAndLaunchSinglePlayerGame">
<summary>
Starts a new singleplayer game (at the prologue).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ShutdownAndLoadMostRecentSave">
<summary>
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.
</summary>
<returns>
always seems to be 1
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9eca15adfe141431">
<summary>
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.
</summary>
<returns>
always seems to be 1
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.ShutdownLoadingScreenNui">
<summary>
Shuts down the `loadingScreen` NUI frame, similarly to `SHUTDOWN_LOADING_SCREEN`.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SimulatePlayerInputGait(System.Int32,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)">
<summary>
This is to make the player walk without accepting input.
Call this native every frame so you can control the direction of your ped.
</summary>
<param name="player">
The player to target (always your local player id).
</param>
<param name="amount">
For game pads, using anything less than 1.0 will make it partially press analog controls (like sticks/triggers).
</param>
<param name="gaitType">
Value in increments of 100's. 2000, 500, 300, 200, etc. Set to -1 if you want your ped to walk forever.
</param>
<param name="rotationSpeed">
Determines the counterclockwise rotation angle when walking.
</param>
<param name="p4">
Always true
</param>
<param name="p5">
Always false
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.Sin(System.Single)">
<summary>
Returns the sine of the given number.
</summary>
<param name="_value">
The number of degrees (in degrees, not radians)
</param>
<returns>
The sine of the given number
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.SkipTimeInPlaybackRecordedVehicle(System.Int32,System.Single)">
<summary>
SET_TIME_POSITION_IN_RECORDING can be emulated by: desired_time - GET_TIME_POSITION_IN_RECORDING(vehicle)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SlerpNearQuaternion(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single@,System.Single@,System.Single@,System.Single@)">
<summary>
This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12
</summary>
<param name="t">
acceleration differenzial (am_rollercoaster.c func\_134)
</param>
<param name="x">
rotation parameter (maybe X axys)
</param>
<param name="y">
rotation parameter (maybe X axys)
</param>
<param name="z">
rotation parameter (maybe X axys)
</param>
<param name="w">
rotation parameter (maybe X axys)
</param>
<param name="x1">
rotation parameter (maybe Y axys)
</param>
<param name="y1">
rotation parameter (maybe Y axys)
</param>
<param name="z1">
rotation parameter (maybe Y axys)
</param>
<param name="w1">
rotation parameter (maybe Y axys)
</param>
<param name="outX">
output value calculated (X)
</param>
<param name="outY">
output value calculated (Y)
</param>
<param name="outZ">
output value calculated (Z)
</param>
<param name="outW">
output value calculated (W)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf2f6a2fa49278625(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single@,System.Single@,System.Single@,System.Single@)">
<summary>
This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12
</summary>
<param name="t">
acceleration differenzial (am_rollercoaster.c func\_134)
</param>
<param name="x">
rotation parameter (maybe X axys)
</param>
<param name="y">
rotation parameter (maybe X axys)
</param>
<param name="z">
rotation parameter (maybe X axys)
</param>
<param name="w">
rotation parameter (maybe X axys)
</param>
<param name="x1">
rotation parameter (maybe Y axys)
</param>
<param name="y1">
rotation parameter (maybe Y axys)
</param>
<param name="z1">
rotation parameter (maybe Y axys)
</param>
<param name="w1">
rotation parameter (maybe Y axys)
</param>
<param name="outX">
output value calculated (X)
</param>
<param name="outY">
output value calculated (Y)
</param>
<param name="outZ">
output value calculated (Z)
</param>
<param name="outW">
output value calculated (W)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.SlideObject(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SmashVehicleWindow(System.Int32,System.Int32)">
<summary>
See eWindowId declared in [`IS_VEHICLE_WINDOW_INTACT`](#\_0x46E571A0E20D01F1).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SoundVehicleHornThisFrame(System.Int32)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9c11908013ea4715(System.Int32)">
<summary>
SET_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityActivate(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x821fdc827d6f4090(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeAbsolute(System.Int32,System.Int32,System.Boolean)">
<summary>
p1 appears as 5, 10, 15, 25, or 30. p2 is always true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeContinuous(System.Int32,System.Int32)">
<summary>
p1 appears to always be 1 (only comes up twice)
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeLarge(System.Int32,System.Boolean,System.Boolean)">
<summary>
2 matches. p1 was always true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeMedium(System.Int32,System.Boolean,System.Boolean)">
<summary>
Only 1 match. Both p1 &amp; p2 were true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeNormalized(System.Int32,System.Single,System.Boolean)">
<summary>
normalizedValue is from 0.0 - 1.0
p2 is always 1
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ResetSpecialAbilityControlsCinematic(System.Int32,System.Single,System.Boolean)">
<summary>
normalizedValue is from 0.0 - 1.0
p2 is always 1
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeOnMissionFailed(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc9a763d8fe87436a(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityChargeSmall(System.Int32,System.Boolean,System.Boolean)">
<summary>
Every occurrence of p1 &amp; p2 were both true.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityDeactivate(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityDeactivateFast(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityDeplete(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x17f7471eaca78290(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityDepleteMeter(System.Int32,System.Boolean)">
<summary>
p1 was always true.
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityFillMeter(System.Int32,System.Boolean)">
<summary>
Also known as _RECHARGE_SPECIAL_ABILITY
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityLock(System.UInt32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityReset(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SpecialAbilityUnlock(System.UInt32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartAlarm(System.String,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartAudioScene(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartBenchmarkRecording">
<summary>
Begins with START_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x92790862e36c2ada">
<summary>
Begins with START_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartCutscene(System.Int32)">
<summary>
flags: Usually 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartCutsceneAtCoords(System.Single,System.Single,System.Single,System.Int32)">
<summary>
Similar to [`SET_CUTSCENE_ORIGIN`](\_0xB812B3FD1C01CF27) but without heading and doesn't need [`START_CUTSCENE`](\_0x186D5CB5E7B0FF7B)
</summary>
<param name="flags">
Usually 0
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartExpensiveSynchronousShapeTestLosProbe(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E).
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p8">
A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used.
</param>
<returns>
A shape test handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.CastRayPointToPoint(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E).
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p8">
A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used.
</param>
<returns>
A shape test handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestRay(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [START_SHAPE_TEST_LOS_PROBE](#\_0x7EE9F5D83DD4F90E).
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p8">
A bit mask with bits 1, 2 and/or 4, relating to collider types. 4 should usually be used.
</param>
<returns>
A shape test handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.StartFindExternalKvp(System.String,System.String)">
<summary>
Equivalent of [START_FIND_KVP](#\_0xDD379006), but for another resource than the current one.
</summary>
<param name="resourceName">
The resource to try finding the key/values for
</param>
<param name="prefix">
A prefix match
</param>
<returns>
A KVP find handle to use with [FIND_KVP](#\_0xBD7BEBC5) and close with [END_FIND_KVP](#\_0xB3210203)
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.StartGpsCustomRoute(System.Int32,System.Boolean,System.Boolean)">
<summary>
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)
</summary>
<param name="hudColor">
The HUD color of the GPS path.
</param>
<param name="displayOnFoot">
Draws the path regardless if the player is in a vehicle or not.
</param>
<param name="followPlayer">
Draw the path partially between the previous and next point based on the players position between them. When false, the GPS appears to not disappear after the last leg is completed.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdb34e8d56fc13b08(System.Int32,System.Boolean,System.Boolean)">
<summary>
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)
</summary>
<param name="hudColor">
The HUD color of the GPS path.
</param>
<param name="displayOnFoot">
Draws the path regardless if the player is in a vehicle or not.
</param>
<param name="followPlayer">
Draw the path partially between the previous and next point based on the players position between them. When false, the GPS appears to not disappear after the last leg is completed.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartGpsMultiRoute(System.Int32,System.Boolean,System.Boolean)">
<summary>
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)
</summary>
<param name="hudColor">
The HUD color of the GPS path.
</param>
<param name="routeFromPlayer">
Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point.
</param>
<param name="displayOnFoot">
Draws the GPS path regardless if the player is in a vehicle or not.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3d3d15af7bcaaf83(System.Int32,System.Boolean,System.Boolean)">
<summary>
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)
</summary>
<param name="hudColor">
The HUD color of the GPS path.
</param>
<param name="routeFromPlayer">
Makes the GPS draw a path from the player to the next point, rather than the original path from the previous point.
</param>
<param name="displayOnFoot">
Draws the GPS path regardless if the player is in a vehicle or not.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNetworkedParticleFxLoopedOnEntity(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x6f60e89a7b64ee1d(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxLoopedOnEntity_2(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNetworkedParticleFxLoopedOnEntityBone(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xdde23f30cc5a0f03(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxLoopedOnEntityBone_2(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNetworkedParticleFxNonLoopedAtCoord(System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxNonLoopedAtCoord_2(System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNetworkedParticleFxNonLoopedOnEntityBone(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
NativeDB Introduced: v2189
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNewScript(System.String,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartNewScriptWithArgs(System.String,System.Int32@,System.Int32,System.Int32)">
<summary>
return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxLoopedAtCoord(System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxNonLoopedAtCoord(System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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&lt;int&gt;(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&lt;int&gt;(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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxNonLoopedOnEntity(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartParticleFxNonLoopedOnPedBone(System.String,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartPlaybackRecordedVehicle(System.Int32,System.Int32,System.String,System.Boolean)">
<summary>
p3 is some flag related to 'trailers' (invokes CVehicle::GetTrailer).
See [`REQUEST_VEHICLE_RECORDING`](#\_0xAF514CABE74CBF15).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartPlaybackRecordedVehicleUsingAi(System.Int32,System.Int32,System.Int32@,System.Single,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartPlaybackRecordedVehicleWithFlags(System.Int32,System.Int32,System.String,System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartPlayerSwitch(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
// 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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartPlayerTeleport(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
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.
</summary>
<param name="teleportWithVehicle">
Teleports the player along with the vehicle they are in.
</param>
<param name="findCollisionLand">
Attempt to find a ground coordinate at the given XY location; overriding the Z value.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartRecording(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc3ac2fff9612ac81(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartScriptFire(System.Single,System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestBound(System.Int32,System.Int32,System.Int32)">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x37181417ce7c8900(System.Int32,System.Int32,System.Int32)">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestBoundingBox(System.Int32,System.Int32,System.Int32)">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x052837721a854ec7(System.Int32,System.Int32,System.Int32)">
<summary>
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E) for flags.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestBox(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E).
</summary>
<param name="x">
Starting X coordinate.
</param>
<param name="y">
Starting Y coordinate.
</param>
<param name="z">
Starting Z coordinate.
</param>
<param name="x1">
Ending X coordinate.
</param>
<param name="y1">
Ending Y coordinate.
</param>
<param name="z1">
Ending Z coordinate.
</param>
<param name="p9">
Unknown, always 2 or 0
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="p12">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfe466162c4401d18(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
For more information, see [`START_EXPENSIVE_SYNCHRONOUS_SHAPE_TEST_LOS_PROBE`](#\_0x377906D8A31E5586) and [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E).
</summary>
<param name="x">
Starting X coordinate.
</param>
<param name="y">
Starting Y coordinate.
</param>
<param name="z">
Starting Z coordinate.
</param>
<param name="x1">
Ending X coordinate.
</param>
<param name="y1">
Ending Y coordinate.
</param>
<param name="z1">
Ending Z coordinate.
</param>
<param name="p9">
Unknown, always 2 or 0
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="p12">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestCapsule(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
Raycast from point to point, where the ray has a radius.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="entity">
Entity to ignore, or 0.
</param>
<param name="p9">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.Cast_3dRayPointToPoint(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
Raycast from point to point, where the ray has a radius.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="entity">
Entity to ignore, or 0.
</param>
<param name="p9">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestLosProbe(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
Flags.
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p8">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
<returns>
A shape test handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7ee9f5d83dd4f90e(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
Flags.
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p8">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
<returns>
A shape test handle.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestSurroundingCoords(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xff6be494c7987f34(CitizenFX.Core.Vector3@,CitizenFX.Core.Vector3@,System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestSweptSphere(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p9">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xe6ac6c45fbe83004(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p9">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartShapeTestCapsule_2(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
Performs the same type of trace as START_SHAPE_TEST_CAPSULE, but with some different hardcoded parameters.
</summary>
<param name="x1">
Starting X coordinate.
</param>
<param name="y1">
Starting Y coordinate.
</param>
<param name="z1">
Starting Z coordinate.
</param>
<param name="x2">
Ending X coordinate.
</param>
<param name="y2">
Ending Y coordinate.
</param>
<param name="z2">
Ending Z coordinate.
</param>
<param name="flags">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
<param name="entity">
An entity to ignore, or 0.
</param>
<param name="p9">
A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.StartVehicleHorn(System.Int32,System.Int32,System.UInt32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatClearSlotForReload(System.Int32)">
<summary>
Example:
for (v_2 = 0; v_2 &lt;= 4; v_2 += 1) {
STATS::STAT_CLEAR_SLOT_FOR_RELOAD(v_2);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetBoolMasked(System.UInt32,System.Int32,System.Int32)">
<summary>
p2 - Default value? Seems to be -1 most of the time.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetInt(System.UInt32,System.Int32@,System.Int32)">
<summary>
p2 appears to always be -1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetPackedBoolMask(System.Int32)">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf4d8e7ac2a27758c(System.Int32)">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_BOOL_MASKED"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetPackedIntMask(System.Int32)">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x94f12abf9c79e339(System.Int32)">
<summary>
Needs more research. Possibly used to calculate the "mask" when calling "STAT_SET_MASKED_INT"?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetString(System.UInt32,System.Int32)">
<summary>
p1 is always -1 in the script files
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatGetUserId(System.Int32)">
<summary>
Needs more research. Seems to return "STAT_UNKNOWN" if no such user id exists.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatMigrateSave(System.String)">
<summary>
platformName must be one of the following: ps3, xbox360, ps4, xboxone
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa5c80d8e768a9e66(System.String)">
<summary>
platformName must be one of the following: ps3, xbox360, ps4, xboxone
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSave(System.Int32,System.Boolean,System.Int32)">
<summary>
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetBool(System.UInt32,System.Boolean,System.Boolean)">
<summary>
Example:
STATS::STAT_SET_BOOL(MISC::GET_HASH_KEY("MPPLY_MELEECHLENGECOMPLETED"), trur, true);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetCurrentPosixTime(System.UInt32,System.Boolean)">
<summary>
p1 always true.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetDate(System.UInt32,System.Int32@,System.Int32,System.Boolean)">
<summary>
'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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetFloat(System.UInt32,System.Single,System.Boolean)">
<summary>
Example:
STATS::STAT_SET_FLOAT(MISC::GET_HASH_KEY("MP0_WEAPON_ACCURACY"), 66.6f, true);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetGxtLabel(System.UInt32,System.String,System.Boolean)">
<summary>
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"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetProfileSettingValue(System.Int32,System.Int32)">
<summary>
Does not take effect immediately, unfortunately.
profileSetting seems to only be 936, 937 and 938 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x68f01422be1d838f(System.Int32,System.Int32)">
<summary>
Does not take effect immediately, unfortunately.
profileSetting seems to only be 936, 937 and 938 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StatSetProfileSetting(System.Int32,System.Int32)">
<summary>
Does not take effect immediately, unfortunately.
profileSetting seems to only be 936, 937 and 938 in scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopAlarm(System.String,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopAnimPlayback(System.Int32,System.Int32,System.Boolean)">
<summary>
Looks like p1 may be a flag, still need to do some research, though.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopAnimTask(System.Int32,System.String,System.String,System.Single)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopAudioScenes">
<summary>
??
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopBenchmarkRecording">
<summary>
Begins with STOP_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc7db36c24634f52b">
<summary>
Begins with STOP_*. Next character in the name is either D or E.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopBinkMovie(System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopBringVehicleToHalt(System.Int32)">
<summary>
Stops CTaskBringVehicleToHalt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x7c06330bfdda182e(System.Int32)">
<summary>
Stops CTaskBringVehicleToHalt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopCutsceneImmediately">
<summary>
Stop cutscene instantly, will dump registered entities right where they were when ran.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopEntityAnim(System.Int32,System.String,System.String,System.Single)">
<summary>
RAGEPluginHook list: docs.ragepluginhook.net/html/62951c37-a440-478c-b389-c471230ddfc5.htm
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopParticleFxLooped(System.Int32,System.Boolean)">
<summary>
p1 is always 0 in the native scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopPlayerTeleport">
<summary>
Disables the player's teleportation
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopRecordingAndDiscardClip">
<summary>
Stops recording and discards the recorded clip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x88bb3507ed41a240">
<summary>
Stops recording and discards the recorded clip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopRecordingAndSaveClip">
<summary>
Stops recording and saves the recorded clip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopRecording">
<summary>
Stops recording and saves the recorded clip.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopRecordingThisFrame">
<summary>
This disable the recording feature and has to be called every frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeb2d525b57f42b40">
<summary>
This disable the recording feature and has to be called every frame.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopRenderingScriptCamsUsingCatchUp(System.Boolean,System.Single,System.Int32)">
<summary>
This native makes the gameplay camera zoom into first person/third person with a special effect.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc819f3cbb62bf692(System.Boolean,System.Single,System.Int32)">
<summary>
This native makes the gameplay camera zoom into first person/third person with a special effect.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RenderFirstPersonCam(System.Boolean,System.Single,System.Int32)">
<summary>
This native makes the gameplay camera zoom into first person/third person with a special effect.
```
```
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopScriptGlobalShaking(System.Boolean)">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1c9d7949fa533490(System.Boolean)">
<summary>
In drunk_controller.c4, sub_309
if (CAM::IS_SCRIPT_GLOBAL_SHAKING()) {
CAM::STOP_SCRIPT_GLOBAL_SHAKING(0);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StopSynchronizedEntityAnim(System.Int32,System.Single,System.Boolean)">
<summary>
p1 sync task id?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StreamvolCreateFrustum(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1f3f018bc3afa77c(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StreamvolCreateLine(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x0ad9710cee2f590f(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StreamvolCreateSphere(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x219c7b8d53e429fd(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.FormatFocusHeading(System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32)">
<summary>
Always returns zero.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.StringToInt(System.String,System.Int32@)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SuppressShockingEventTypeNextFrame(System.Int32)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchCrimeType(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x9a987297ed8bd838(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchInPlayer(System.Int32)">
<summary>
Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd8295af639fd9cb8(System.Int32)">
<summary>
Use after using \_SWITCH_OUT_PLAYER to swoop the camera back down to the player's ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchOutPlayer(System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaab3200ed59016bc(System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchToInputMappingScheme(System.String)">
<summary>
Used in carsteal3 script with p0 = "Carsteal4_spycar".
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x3d42b92563939375(System.String)">
<summary>
Used in carsteal3 script with p0 = "Carsteal4_spycar".
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchToInputMappingScheme_2(System.String)">
<summary>
Same as 0x3D42B92563939375
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4683149ed1dde7a1(System.String)">
<summary>
Same as 0x3D42B92563939375
S*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SwitchTrainTrack(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="trackId">
The internal id of the train track to switch
</param>
<param name="state">
Whether ambient trains can spawn or not
</param>
<returns>
None. The original return type is `void`, but ABI compatibility makes this impossible.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.TakeControlOfFrontend">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xec9264727eec0f28">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskAchieveHeading(System.Int32,System.Single,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskAimGunAtEntity(System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskArrestPed(System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskBoatMission(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Int32,System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskChatToPed(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
p2 tend to be 16, 17 or 1
p3 to p7 tend to be 0.0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskClearLookAt(System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskClimb(System.Int32,System.Boolean)">
<summary>
Climbs or vaults the nearest thing.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskCombatHatedTargetsAroundPed(System.Int32,System.Single,System.Int32)">
<summary>
Despite its name, it only attacks ONE hated target. The one closest hated target.
p2 seems to be always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskCombatHatedTargetsInArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Despite its name, it only attacks ONE hated target. The one closest to the specified position.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskCombatPed(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
Makes the specified ped attack the target ped.
p2 should be 0
p3 should be 16
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskCower(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="ped">
Ped id.
</param>
<param name="duration">
Duration of the animation in ms. Set to -1 if you do not want a duration.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskDriveBy(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskEnterVehicle(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Int32)">
<summary>
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
</summary>
<param name="seatIndex">
See eSeatPosition declared in [`IS_VEHICLE_SEAT_FREE`](#\_0x22AC59A870E6A669).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskExtendRoute(System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskFlushRoute">
<summary>
Clears the current point route. Call this before [TASK_EXTEND_ROUTE](#\_0x1E7889778264843A) and [TASK_FOLLOW_POINT_ROUTE](#\_0x595583281858626E).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskFollowNavMeshToCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Single)">
<summary>
If no timeout, set timeout to -1.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskFollowPointRoute(System.Int32,System.Single,System.Int32)">
<summary>
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);
</summary>
<param name="ped">
The ped to give the task to.
</param>
<param name="speed">
The speed to move at in m/s.
</param>
<param name="unknown">
Unknown. Can be 0, 1, 2 or 3.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskFollowToOffsetOfEntity(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>
p6 always -1
p7 always 10.0
p8 always 1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskForceMotionState(System.Int32,System.UInt32,System.Boolean)">
<summary>
See [`FORCE_PED_MOTION_STATE`](#\_0xF28965D04F570DCA)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToCoordAndAimAtHatedEntitiesNearCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Boolean,System.Int32,System.Int32,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToCoordAnyMeans(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Int32,System.Single)">
<summary>
example from fm_mission_controller
TASK::TASK_GO_TO_COORD_ANY_MEANS(l_649, sub_f7e86(-1, 0), 1.0, 0, 0, 786603, 0xbf800000);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToCoordAnyMeansExtraParams(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Int32,System.Single,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 13: Any p12
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Int32,System.Single,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 14: Any p13
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToCoordWhileAimingAtCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Boolean,System.Single,System.Single,System.Boolean,System.Int32,System.Boolean,System.UInt32)">
<summary>
Will make the ped move to a coordinate while aiming (and optionally shooting) at given coordinates.
</summary>
<param name="ped">
Ped to task
</param>
<param name="x">
Destination X position
</param>
<param name="y">
Destination Y position
</param>
<param name="z">
Destination Z position
</param>
<param name="aimAtX">
Aim at target x position
</param>
<param name="aimAtY">
Aim at target Y position
</param>
<param name="aimAtZ">
Aim at target Z position
</param>
<param name="moveSpeed">
mostly 2f, but also 1/1.2f, etc.
</param>
<param name="shoot">
If true ped will shoot; false - will not
</param>
<param name="p9">
Usually 2.0f
</param>
<param name="p10">
Usually 0.5f
</param>
<param name="p11">
If true ped will stay still; false - will not
</param>
<param name="flags">
0 / 512 / 513, etc
</param>
<param name="firingPattern">
${firing_pattern_full_auto}, 0xC6EE6B4C
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToEntity(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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 -&gt; ped and target -&gt; 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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGoToEntityWhileAimingAtEntity(System.Int32,System.Int32,System.Int32,System.Single,System.Boolean,System.Single,System.Single,System.Boolean,System.Boolean,System.UInt32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGotoEntityAiming(System.Int32,System.Int32,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGuardCurrentPosition(System.Int32,System.Single,System.Single,System.Boolean)">
<summary>
From re_prisonvanbreak:
TASK::TASK_GUARD_CURRENT_POSITION(l_DD, 35.0, 35.0, 1);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskGuardSphereDefensiveArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Single)">
<summary>
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?
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskHandsUp(System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskHeliChase(System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskHeliEscortHeli(System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskHeliMission(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.UInt32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskJump(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskLeaveAnyVehicle(System.Int32,System.Int32,System.Int32)">
<summary>
Flags are the same flags used in [`TASK_LEAVE_VEHICLE`](#\_0xD3DBCE61A490BE02)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskLeaveVehicle(System.Int32,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskLookAtEntity(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
param3: duration in ms, use -1 to look forever
param4: using 2048 is fine
param5: using 3 is fine
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetworkAdvancedByName(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xd5b35bea41919acb(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetworkAdvanced(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetworkByName(System.Int32,System.String,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
Example:
TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2d537ba194896636(System.Int32,System.String,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
Example:
TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetwork(System.Int32,System.String,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
Example:
TASK::TASK_MOVE_NETWORK_BY_NAME(PLAYER::PLAYER_PED_ID(), "arm_wrestling_sweep_paired_a_rev3", 0.0f, true, "mini@arm_wrestling", 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetworkByNameWithInitParams(System.Int32,System.String,System.Int32@,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
Used only once in the scripts (am_mp_nightclub)
```
```
Used only once in the scripts (am_mp_nightclub)
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskMoveNetworkScripted(System.Int32,System.String,System.Int32@,System.Single,System.Boolean,System.String,System.Int32)">
<summary>
Used only once in the scripts (am_mp_nightclub)
```
```
Used only once in the scripts (am_mp_nightclub)
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskOpenVehicleDoor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="ped">
The ped to do the task
</param>
<param name="vehicle">
The vehicle whose doors the ped shoud open
</param>
<param name="timeOut">
Sets a timeout to the task; doesn't work for 0
</param>
<param name="seat">
The seat index - the ped will attempt to open doors to get to the specified seat
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskParachute(System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskParachuteToTarget(System.Int32,System.Single,System.Single,System.Single)">
<summary>
makes ped parachute to coords x y z. Works well with PATHFIND::GET_SAFE_COORD_FOR_PED
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPatrol(System.Int32,System.String,System.Int32,System.Boolean,System.Boolean)">
<summary>
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();
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPause(System.Int32,System.Int32)">
<summary>
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.
</summary>
<param name="ped">
The ped to pause. Set to this 0 when using task sequences.
</param>
<param name="ms">
The amount of miliseconds to wait.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPlaneGotoPreciseVtol(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1290
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPlaneMission(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPlayAnim(System.Int32,System.String,System.String,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Boolean,System.Boolean,System.Boolean)">
<summary>
[Animations list](https://alexguirre.github.io/animations-list/)
```
float blendInSpeed &gt; normal speed is 8.0f
----------------------
float blendOutSpeed &gt; normal speed is 8.0f
----------------------
int duration: time in millisecond
----------------------
-1 _ _ _ _ _ _ _&gt; Default (see flag)
0 _ _ _ _ _ _ _ &gt; Not play at all
Small value _ _ &gt; Slow down animation speed
Other _ _ _ _ _ &gt; 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 &gt; Full body
10 to 31 &gt; Upper body
32 to 47 &gt; Full body &gt; Controllable
48 to 63 &gt; Upper body &gt; Controllable
...
001 to 255 &gt; Normal
256 to 511 &gt; Garbled
...
playbackRate:
values are between 0.0 and 1.0
lockX:
0 in most cases 1 for rcmepsilonism8 and rcmpaparazzo_3
&gt; 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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPlayAnimAdvanced(System.Int32,System.String,System.String,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Int32,System.Int32)">
<summary>
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/)
</summary>
<param name="ped">
The target ped
</param>
<param name="animDict">
Name of the animation dictionary
</param>
<param name="animName">
Name of the animation
</param>
<param name="posX">
Initial X position of the task
</param>
<param name="posY">
Initial Y position of the task
</param>
<param name="posZ">
Initial Z position of the task
</param>
<param name="rotX">
Initial X rotation of the task, doesn't seem to have any effect
</param>
<param name="rotY">
Initial Y rotation of the task, doesn't seem to have any effect
</param>
<param name="rotZ">
Initial Z rotation of the task
</param>
<param name="animEnterSpeed">
Adjust character speed to fully enter animation
</param>
<param name="animExitSpeed">
Adjust character speed to fully exit animation (useless `ClearPedTasksImmediately()` is called)
</param>
<param name="duration">
Time in milliseconds
</param>
<param name="animTime">
Value between 0.0 and 1.0, lets you start an animation from the given point
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPlayPhoneGestureAnimation(System.Int32,System.String,System.String,System.String,System.Single,System.Single,System.Boolean,System.Boolean)">
<summary>
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 &amp; 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).
=========================================================
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskPutPedDirectlyIntoMelee(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Boolean)">
<summary>
from armenian3.c4
TASK::TASK_PUT_PED_DIRECTLY_INTO_MELEE(PlayerPed, armenianPed, 0.0, -1.0, 0.0, 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskRappelDownWall(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.String,System.Int32)">
<summary>
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
</summary>
<param name="ped">
Ped to perform the task
</param>
<param name="x1">
X coord to start the task
</param>
<param name="y1">
Y coord to start the task
</param>
<param name="z1">
Z coord to start the task
</param>
<param name="x2">
Second X coord, uses the same position as above in the scripts
</param>
<param name="y2">
Second Y coord
</param>
<param name="z2">
Second Z coord
</param>
<param name="minZ">
Minimum Z that the player can descend to
</param>
<param name="ropeId">
Rope to attach this task to, must be created with [ADD_ROPE](#\_0xE832D760399EB220)
</param>
<param name="clipset">
Clipset to use for the task
</param>
<param name="p10">
Usually 1 in the scripts
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xeaf66acddc794793(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.String,System.Int32)">
<summary>
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
</summary>
<param name="ped">
Ped to perform the task
</param>
<param name="x1">
X coord to start the task
</param>
<param name="y1">
Y coord to start the task
</param>
<param name="z1">
Z coord to start the task
</param>
<param name="x2">
Second X coord, uses the same position as above in the scripts
</param>
<param name="y2">
Second Y coord
</param>
<param name="z2">
Second Z coord
</param>
<param name="minZ">
Minimum Z that the player can descend to
</param>
<param name="ropeId">
Rope to attach this task to, must be created with [ADD_ROPE](#\_0xE832D760399EB220)
</param>
<param name="clipset">
Clipset to use for the task
</param>
<param name="p10">
Usually 1 in the scripts
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskRappelFromHeli(System.Int32,System.Int32)">
<summary>
Only appears twice in the scripts.
TASK::TASK_RAPPEL_FROM_HELI(PLAYER::PLAYER_PED_ID(), 0x41200000);
TASK::TASK_RAPPEL_FROM_HELI(a_0, 0x41200000);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskReloadWeapon(System.Int32,System.Boolean)">
<summary>
The 2nd param (unused) is not implemented.
-----------------------------------------------------------------------
The only occurrence I found in a R* script ("assassin_construction.ysc.c4"):
if (((v_3 &lt; v_4) &amp;&amp; (TASK::GET_SCRIPT_TASK_STATUS(PLAYER::PLAYER_PED_ID(), 0x6a67a5cc) != 1)) &amp;&amp; (v_5 &gt; v_3)) {
TASK::TASK_RELOAD_WEAPON(PLAYER::PLAYER_PED_ID(), 1);
}
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskScriptedAnimation(System.Int32,System.Int32@,System.Int32@,System.Int32@,System.Single,System.Single)">
<summary>
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(&amp;uVar30, joaat("prop_ld_case_01"), Global_1592429.imm_34757[iParam1 &lt;268&gt;], 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, &amp;Var31, &amp;Var32, &amp;Var32, 0f, 0.25f);
set_model_as_no_longer_needed(joaat("prop_ld_case_01"));
remove_anim_dict("anim@heists@biolab@");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSeekCoverToCoords(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSetBlockingOfNonTemporaryEvents(System.Int32,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSetDecisionMaker(System.Int32,System.UInt32)">
<summary>
p1 is always GET_HASH_KEY("empty") in scripts, for the rare times this is used
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskShootAtCoord(System.Int32,System.Single,System.Single,System.Single,System.Int32,System.UInt32)">
<summary>
Firing Pattern Hash Information: https://pastebin.com/Px036isB
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskShootAtEntity(System.Int32,System.Int32,System.Int32,System.UInt32)">
<summary>
//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, &amp;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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskShuffleToNextVehicleSeat(System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSkyDive(System.Int32)">
<summary>
NativeDB Added Parameter 2: BOOL p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSmartFleeCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
Makes the specified ped flee the specified distance from the specified position.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSmartFleePed(System.Int32,System.Int32,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStandGuard(System.Int32,System.Single,System.Single,System.Single,System.Single,System.String)">
<summary>
scenarioName example: "WORLD_HUMAN_GUARD_STAND"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStandStill(System.Int32,System.Int32)">
<summary>
Makes the specified ped stand still for (time) milliseconds.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStartScenarioAtPosition(System.Int32,System.String,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Boolean,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStartScenarioInPlace(System.Int32,System.String,System.Int32,System.Boolean)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStayInCover(System.Int32)">
<summary>
Makes the ped run to take cover
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStealthKill(System.Int32,System.Int32,System.UInt32,System.Single,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskStopPhoneGestureAnimation(System.Int32)">
<summary>
NativeDB Added Parameter 2: Any p1
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSubmarineGotoAndStop(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32)">
<summary>
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
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSweepAimEntity(System.Int32,System.String,System.String,System.String,System.String,System.Int32,System.Int32,System.Single,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskSynchronizedScene(System.Int32,System.Int32,System.String,System.String,System.Single,System.Single,System.Int32,System.Int32,System.Single,System.Int32)">
<summary>
TASK::TASK_SYNCHRONIZED_SCENE(ped, scene, "creatures@rottweiler@in_vehicle@std_car", "get_in", 1000.0, -8.0, 4, 0, 0x447a0000, 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskThrowProjectile(System.Int32,System.Single,System.Single,System.Single)">
<summary>
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 &lt;14&gt;] if you look above it a little bit line 59622 give_weapon_to_ped uses the same exact param Local_559[2 &lt;14&gt;] 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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskToggleDuck(System.Boolean,System.Boolean)">
<summary>
used in sequence task
both parameters seems to be always 0
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskTurnPedToFaceCoord(System.Int32,System.Single,System.Single,System.Single,System.Int32)">
<summary>
duration in milliseconds
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskTurnPedToFaceEntity(System.Int32,System.Int32,System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskUseMobilePhone(System.Int32,System.Int32)">
<summary>
Actually has 3 params, not 2.
p0: Ped
p1: int (or bool?)
p2: int
```
```
NativeDB Added Parameter 3: Any p2
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskUseNearestScenarioToCoord(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32)">
<summary>
Updated variables
An alternative to TASK::TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP. Makes the ped walk to the scenario instead.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleChase(System.Int32,System.Int32)">
<summary>
chases targetEnt fast and aggressively
--
Makes ped (needs to be in vehicle) chase targetEnt.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleDriveToCoord(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.UInt32,System.Int32,System.Single,System.Single)">
<summary>
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);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleDriveToCoordLongrange(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single)">
<summary>
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.
</summary>
<param name="ped">
Ped id for the task.
</param>
<param name="vehicle">
Vehicle entity id for the task.
</param>
<param name="x">
Destination X coordinate.
</param>
<param name="y">
Destination Y coordinate.
</param>
<param name="z">
Destination Z coordinate.
</param>
<param name="speed">
Speed of driving.
</param>
<param name="driveMode">
More info can be found [here](https://vespura.com/fivem/drivingstyle/)
</param>
<param name="stopRange">
Stops in the specific range near the destination. 20.0 works fine.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleDriveWander(System.Int32,System.Int32,System.Single,System.Int32)">
<summary>
Drive randomly with no destination set.
</summary>
<param name="ped">
Ped id for the task.
</param>
<param name="vehicle">
Vehicle entity id for the task.
</param>
<param name="speed">
Speed of driving.
</param>
<param name="drivingStyle">
More info can be found [here](https://vespura.com/fivem/drivingstyle/)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleEscort(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Int32,System.Single)">
<summary>
Makes a ped follow the targetVehicle with &lt;minDistance&gt; 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/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleFollow(System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Int32)">
<summary>
Makes a ped in a vehicle follow an entity (ped, vehicle, etc.)
drivingStyle: http://gtaforums.com/topic/822314-guide-driving-styles/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleFollowWaypointRecording(System.Int32,System.Int32,System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Boolean,System.Single)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleGotoNavmesh(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single)">
<summary>
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/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleHeliProtect(System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Int32,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleMission(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Single,System.Boolean)">
<summary>
missionType: https://alloc8or.re/gta5/doc/enums/eVehicleMissionType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleMissionCoorsTarget(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Int32,System.Single,System.Single,System.Boolean)">
<summary>
See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleMissionPedTarget(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Int32,System.Single,System.Single,System.Boolean)">
<summary>
See [`TASK_VEHICLE_MISSION`](#\_0x659427E0EF36BCDE).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehiclePark(System.Int32,System.Int32,System.Single,System.Single,System.Single,System.Single,System.Int32,System.Single,System.Boolean)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehiclePlayAnim(System.Int32,System.String,System.String)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskVehicleTempAction(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
'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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskWanderInArea(System.Int32,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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.
</summary>
<param name="ped">
The ped which will wander the area.
</param>
<param name="x">
The X coordinate.
</param>
<param name="y">
The Y coordinate
</param>
<param name="z">
The Z coordinate
</param>
<param name="radius">
The radius of the area to wander around in
</param>
<param name="minimalLength">
The minimal length it will wander before waiting timeBetweenWalks seconds before continuing
</param>
<param name="timeBetweenWalks">
The length of time the ped will stand still/rest between walks
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskWanderSpecific(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Introduced: v1868
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskWanderStandard(System.Int32,System.Single,System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TaskWrithe(System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TerminateAllScriptsWithThisName(System.String)">
<summary>
For a full list, see here: pastebin.com/yLNWicUi
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TerraingridActivate(System.Boolean)">
<summary>
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).
</summary>
<param name="toggle">
Enables or disables the golf putting grid display.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa356990e161c9e65(System.Boolean)">
<summary>
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).
</summary>
<param name="toggle">
Enables or disables the golf putting grid display.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TerraingridSetColours(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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);
</summary>
<param name="lowR">
red value for the lower level
</param>
<param name="lowG">
green value for the lower level
</param>
<param name="lowB">
blue value for the lower level
</param>
<param name="lowAlpha">
alpha value for the lower level
</param>
<param name="R">
red value for the normal level
</param>
<param name="G">
green value for the normal level
</param>
<param name="B">
blue value for the normal level
</param>
<param name="Alpha">
alpha value for the normal level
</param>
<param name="highR">
red value for the upper level
</param>
<param name="highG">
green value for the upper level
</param>
<param name="highB">
blue value for the upper level
</param>
<param name="highAlpha">
alpha value for the upper level
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x5ce62918f8d703c7(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
<summary>
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);
</summary>
<param name="lowR">
red value for the lower level
</param>
<param name="lowG">
green value for the lower level
</param>
<param name="lowB">
blue value for the lower level
</param>
<param name="lowAlpha">
alpha value for the lower level
</param>
<param name="R">
red value for the normal level
</param>
<param name="G">
green value for the normal level
</param>
<param name="B">
blue value for the normal level
</param>
<param name="Alpha">
alpha value for the normal level
</param>
<param name="highR">
red value for the upper level
</param>
<param name="highG">
green value for the upper level
</param>
<param name="highB">
blue value for the upper level
</param>
<param name="highAlpha">
alpha value for the upper level
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TerraingridSetParams(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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
</summary>
<param name="x">
Grid center x coord.
</param>
<param name="y">
Grid center y coord.
</param>
<param name="z">
Grid center z coord.
</param>
<param name="p3">
Not sure, but seems to be the amount of lines top/bottom there are in the grid. -1.0 works best.
</param>
<param name="rotation">
Grid rotation (keep between 0.0 and 1.0).
</param>
<param name="p5">
Offset top/bottom (? not sure about this one, seems weird).
</param>
<param name="width">
Grid width (usually 15.0).
</param>
<param name="height">
Grid height (usually 15.0).
</param>
<param name="p8">
Not sure, but seems to be the amount of lines left/right there are in the grid. -1.0 works best.
</param>
<param name="scale">
Zoom / scale (higher values = smaller (more) squares) (lower values = bigger (less) squares).
</param>
<param name="glowIntensity">
glow intensity / opacity (40.0 is fine for daylight, 15.0 is fine for night time).
</param>
<param name="normalHeight">
The z coord for 'normal' height (white grid lines level).
</param>
<param name="heightDiff">
This is the height difference/margin used for line color changes. 0.2 works fine (normalHeight + 0.2 = yellow, normalHeight - 0.2 = red).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x1c4fc5752bcd8e48(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
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
</summary>
<param name="x">
Grid center x coord.
</param>
<param name="y">
Grid center y coord.
</param>
<param name="z">
Grid center z coord.
</param>
<param name="p3">
Not sure, but seems to be the amount of lines top/bottom there are in the grid. -1.0 works best.
</param>
<param name="rotation">
Grid rotation (keep between 0.0 and 1.0).
</param>
<param name="p5">
Offset top/bottom (? not sure about this one, seems weird).
</param>
<param name="width">
Grid width (usually 15.0).
</param>
<param name="height">
Grid height (usually 15.0).
</param>
<param name="p8">
Not sure, but seems to be the amount of lines left/right there are in the grid. -1.0 works best.
</param>
<param name="scale">
Zoom / scale (higher values = smaller (more) squares) (lower values = bigger (less) squares).
</param>
<param name="glowIntensity">
glow intensity / opacity (40.0 is fine for daylight, 15.0 is fine for night time).
</param>
<param name="normalHeight">
The z coord for 'normal' height (white grid lines level).
</param>
<param name="heightDiff">
This is the height difference/margin used for line color changes. 0.2 works fine (normalHeight + 0.2 = yellow, normalHeight - 0.2 = red).
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TestProbeAgainstAllWater(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Int32,CitizenFX.Core.Vector3@)">
<summary>
Flags are identical to START_SHAPE_TEST\*, however, 128 is automatically set.
</summary>
<param name="flag">
See [`START_SHAPE_TEST_LOS_PROBE`](#\_0x7EE9F5D83DD4F90E)
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedCommentTeleportPoolOff">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xaded7f5748acafe6">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedShowGtaoTooltips">
<summary>
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).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedCommentTeleportPoolOn">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x56c8b608cfd49854">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedDisableLoadingScreenTips">
<summary>
Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF`
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x32888337579a5970">
<summary>
Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF`
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedDisable">
<summary>
Stops loading screen tips shown by invoking either `0x488043841BBE156F` or `0x15CFA549788D35EF`
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedDisplayLoadingScreenTips">
<summary>
Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x15cfa549788d35ef">
<summary>
Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedEnable">
<summary>
Displays loading screen tips, requires `0x56C8B608CFD49854` to be called beforehand.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedForceRenderOff">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x583049884a2eee3c">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedHideGtaoTooltips">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedFreezeNextPost">
<summary>
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xfdec055ab549e328">
<summary>
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedSetNextPostPersistent">
<summary>
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedGetFirstVisibleDeleteRemaining">
<summary>
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x82352748437638ca">
<summary>
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetCurrentNotification">
<summary>
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedGetCurrentNotification">
<summary>
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedHideThisFrame">
<summary>
Once called each frame hides all above radar notifications.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x25f87b30c382fca7">
<summary>
Once called each frame hides all above radar notifications.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.HideHudNotificationsThisFrame">
<summary>
Once called each frame hides all above radar notifications.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedRemoveItem(System.Int32)">
<summary>
Removes a notification instantly instead of waiting for it to disappear
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.RemoveNotification(System.Int32)">
<summary>
Removes a notification instantly instead of waiting for it to disappear
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedSetAnimpostfxCount(System.Int32)">
<summary>
Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x17ad8c9706bdd88a(System.Int32)">
<summary>
Related to notification color flashing, setting p0 to 0 invalidates a `_SET_NOTIFICATION_FLASH_COLOR` call for the target notification.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedSetAnimpostfxSound(System.Boolean)">
<summary>
Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4a0c7c9bb10abb36(System.Boolean)">
<summary>
Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET"
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedSetFlushAnimpostfx(System.Boolean)">
<summary>
If true, remove all feed components instantly. Otherwise tween/animate close each component
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbae4f9b97cd43b30(System.Boolean)">
<summary>
If true, remove all feed components instantly. Otherwise tween/animate close each component
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedSetNextPostBackgroundColor(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x92f0da1e27db96dc(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetNotificationBackgroundColor(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedNextPostBackgroundColor(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedUpdateItemTexture(System.String,System.String,System.String,System.String)">
<summary>
Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x317eba71d7543f52(System.String,System.String,System.String,System.String)">
<summary>
Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ThefeedAddTxdRef(System.String,System.String,System.String,System.String)">
<summary>
Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
NativeDB Introduced: v323
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Timera">
<summary>
Counts up. Every 1000 is 1 real-time second. Use SETTIMERA(int value) to set the timer (e.g.: SETTIMERA(0)).
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Timestep">
<summary>
Gets the current frame time.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.ToggleUsePickupsForPlayer(System.Int32,System.UInt32,System.Boolean)">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x616093ec6b139dd9(System.Int32,System.UInt32,System.Boolean)">
<summary>
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_*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TrackVehicleVisibility(System.Int32)">
<summary>
in script hook .net
Vehicle v = ...;
Function.Call(Hash.TRACK_VEHICLE_VISIBILITY, v.Handle);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformToCar(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x2a69ffd1b42bff9e(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformStormbergToRoadVehicle(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformSubmarineToVehicle(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformToSubmarine(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xbe4c854ffdb6eebe(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformStormbergToWaterVehicle(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TransformVehicleToSubmarine(System.Int32,System.Boolean)">
<summary>
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.
</summary>
<param name="vehicle">
A vehicle handle.
</param>
<param name="instantly">
If true, the vehicle will be instantly transformed, when false the transform animation plays normally.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerEventInternal(System.String,System.String,System.Int32)">
<summary>
The backing function for TriggerEvent.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerLatentServerEventInternal(System.String,System.String,System.Int32,System.Int32)">
<summary>
The backing function for TriggerLatentServerEvent.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerMusicEvent(System.String)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerScriptCrcCheckOnPlayer(System.Int32,System.Int32,System.UInt32)">
<summary>
p1 = 6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x46fb3ed415c7641c(System.Int32,System.Int32,System.UInt32)">
<summary>
p1 = 6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.NetworkIsPlayerInScript(System.Int32,System.Int32,System.UInt32)">
<summary>
p1 = 6
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerScriptEvent(System.Int32,System.Int32@,System.Int32,System.Int32)">
<summary>
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 &lt;&lt; playerIndex). Set all bits if it should be broadcast to all players.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerScriptEvent_2(System.Boolean,System.Int32@,System.Int32,System.Int32)">
<summary>
See TRIGGER_SCRIPT_EVENT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa40cc53df8e50837(System.Boolean,System.Int32@,System.Int32,System.Int32)">
<summary>
See TRIGGER_SCRIPT_EVENT
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerServerEventInternal(System.String,System.String,System.Int32)">
<summary>
The backing function for TriggerServerEvent.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.TriggerSiren(System.Int32)">
<summary>
... When not in a vehicle
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x66c3fb05206041ba(System.Int32)">
<summary>
... When not in a vehicle
```
NativeDB Introduced: v1290
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcCreateContent(System.String,System.Boolean,System.String,System.String,System.String,System.String,System.Boolean)">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc84527e235fca219(System.String,System.Boolean,System.String,System.String,System.String,System.String,System.Boolean)">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcCreateMission(System.String,System.String,System.String,System.String,System.Boolean)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa5efc3e847d60507(System.String,System.String,System.String,System.String,System.Boolean)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcGetContentId(System.Int32)">
<summary>
Return the mission id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x55aa95f481d694d2(System.Int32)">
<summary>
Return the mission id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetContentId(System.Int32)">
<summary>
Return the mission id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcGetRootContentId(System.Int32)">
<summary>
Return the root content id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc0173d6bff4e0348(System.Int32)">
<summary>
Return the root content id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.GetRootContentId(System.Int32)">
<summary>
Return the root content id of a job.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcSetPlayerData(System.String,System.Single,System.String)">
<summary>
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x692d808c34a82143(System.String,System.Single,System.String)">
<summary>
NativeDB Added Parameter 4: Any p3
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcUpdateContent(System.String,System.Int32@,System.Boolean,System.String,System.String,System.String,System.String)">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x648e7a5434af7969(System.String,System.Int32@,System.Boolean,System.String,System.String,System.String,System.String)">
<summary>
NativeDB Added Parameter 8: Any p7
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UgcUpdateMission(System.String,System.String,System.String,System.String,System.String)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x4645de9980999e93(System.String,System.String,System.String,System.String,System.String)">
<summary>
NativeDB Added Parameter 6: Any p5
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Ui3dscenePushPreset(System.String)">
<summary>
All presets can be found in common\data\ui\uiscenes.meta
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf1cea8a4198d8e9a(System.String)">
<summary>
All presets can be found in common\data\ui\uiscenes.meta
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UiIsSingleplayerPauseMenuActive">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE
U*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xea2f2061875eed90">
<summary>
Returns true if the current frontend menu is FE_MENU_VERSION_SP_PAUSE
U*
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnblockDecisionMakerEvent(System.UInt32,System.Int32)">
<summary>
eventType: https://alloc8or.re/gta5/doc/enums/eEventType.txt
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnloadCloudHat(System.String,System.Single)">
<summary>
Called 4 times in the b617d scripts:
MISC::_A74802FB8D0B7814("CONTRAILS", 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xa74802fb8d0b7814(System.String,System.Single)">
<summary>
Called 4 times in the b617d scripts:
MISC::_A74802FB8D0B7814("CONTRAILS", 0);
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnloadContentChangeSetGroup(System.UInt32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnlockRadioStationTrackList(System.String,System.String)">
<summary>
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x031acb6aba18c729(System.String,System.String)">
<summary>
AUDIO::UNLOCK_RADIO_STATION_TRACK_LIST("RADIO_16_SILVERLAKE", "MIRRORPARK_LOCKED");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnpatchDecalDiffuseMap(System.Int32)">
<summary>
GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123);
GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xb7ed70c49521a61d(System.Int32)">
<summary>
GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123);
GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UndoDecalTextureOverride(System.Int32)">
<summary>
GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123);
GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnpinInterior(System.Int32)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnregisterPedheadshot(System.Int32)">
<summary>
gtaforums.com/topic/885580-ped-headshotmugshot-txd/
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UnregisterRawNuiCallback(System.String)">
<summary>
Will unregister and cleanup a registered NUI callback handler.
Use along side the REGISTER_RAW_NUI_CALLBACK native.
</summary>
<param name="callbackType">
The callback type to target
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.UnregisterScriptWithAudio">
<summary>
**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.
```
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UpdateLsur(System.Boolean)">
<summary>
NativeDB Introduced: v1493
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UpdateMapdataEntity(System.Int32,System.Int32,System.Object)">
<summary>
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.
</summary>
<param name="mapdata">
A fwMapData index from GET_MAPDATA_FROM_HASH_KEY.
</param>
<param name="entity">
An entity index from GET_ENTITY_INDEX_FROM_MAPDATA.
</param>
<param name="entityDef">
The new entity definition in fwEntityDef format.
</param>
</member>
<member name="M:CitizenFX.Core.Native.API.UpdateOnscreenKeyboard">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UpdatePedHeadBlendData(System.Int32,System.Single,System.Single,System.Single)">
<summary>
See [`SET_PED_HEAD_BLEND_DATA`](#\_0x9414E18B9434C2FE)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UseFakeMpCash(System.Boolean)">
<summary>
Related to displaying cash on the HUD
Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0x170f541e1cadd1de(System.Boolean)">
<summary>
Related to displaying cash on the HUD
Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UseParticleFxAsset(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.SetPtfxAssetNextCall(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.UseParticleFxAssetNextCall(System.String)">
<summary>
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");
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Vdist(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Calculates distance between vectors.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Vdist2(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
<summary>
Calculates distance between vectors but does not perform Sqrt operations. (Its way faster)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.VehToNet(System.Int32)">
<summary>
calls from vehicle to net.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Vmag(System.Single,System.Single,System.Single)">
<summary>
Calculates the magnitude of a vector.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Vmag2(System.Single,System.Single,System.Single)">
<summary>
Calculates the magnitude of a vector but does not perform Sqrt operations. (Its way faster)
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.Wait(System.Int32)">
<summary>
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
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WasEventCanceled">
<summary>
Returns whether or not the currently executing event was canceled.
</summary>
<returns>
A boolean.
</returns>
</member>
<member name="M:CitizenFX.Core.Native.API.WasPedSkeletonUpdated(System.Int32)">
<summary>
Despite this function's name, it simply returns whether the specified handle is a Ped.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WaterOverrideSetStrength(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xc54a08c85ae4d410(System.Single)">
<summary>
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.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WaypointRecordingGetClosestWaypoint(System.String,System.Single,System.Single,System.Single,System.Int32@)">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WaypointRecordingGetCoord(System.String,System.Int32,CitizenFX.Core.Vector3@)">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WaypointRecordingGetNumPoints(System.String,System.Int32@)">
<summary>
For a full list of the points, see here: goo.gl/wIH0vn
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.WithdrawVc(System.Int32)">
<summary>
Does nothing and always returns 0.
</summary>
</member>
<member name="M:CitizenFX.Core.Native.API.N_0xf70efa14fe091429(System.Int32)">
<summary>
Does nothing and always returns 0.
</summary>
</member>
<member name="M:CitizenFX.Core.UnsafeNativeMethods.CopyMemory(System.IntPtr,System.IntPtr,System.UInt32)">
<summary>
Allow copying memory from one IntPtr to another. Required as the <see cref="M:System.Runtime.InteropServices.Marshal.Copy(System.IntPtr,System.IntPtr[],System.Int32,System.Int32)"/> implementation does not provide an appropriate override.
</summary>
<param name="dest"></param>
<param name="src"></param>
<param name="count"></param>
</member>
<member name="F:System.Drawing.Color.Empty">
<summary>
Empty Shared Field
</summary>
<remarks>
An uninitialized Color Structure
</remarks>
</member>
<member name="M:System.Drawing.Color.op_Equality(System.Drawing.Color,System.Drawing.Color)">
<summary>
Equality Operator
</summary>
<remarks>
Compares two Color objects. The return value is
based on the equivalence of the A,R,G,B properties
of the two Colors.
</remarks>
</member>
<member name="M:System.Drawing.Color.op_Inequality(System.Drawing.Color,System.Drawing.Color)">
<summary>
Inequality Operator
</summary>
<remarks>
Compares two Color objects. The return value is
based on the equivalence of the A,R,G,B properties
of the two colors.
</remarks>
</member>
<member name="P:System.Drawing.Color.IsEmpty">
<summary>
IsEmpty Property
</summary>
<remarks>
Indicates transparent black. R,G,B = 0; A=0?
</remarks>
</member>
<member name="M:System.Drawing.Color.Equals(System.Object)">
<summary>
Equals Method
</summary>
<remarks>
Checks equivalence of this Color and another object.
</remarks>
</member>
<member name="M:System.Drawing.Color.GetHashCode">
<summary>
GetHashCode Method
</summary>
<remarks>
Calculates a hashing value.
</remarks>
</member>
<member name="M:System.Drawing.Color.ToString">
<summary>
ToString Method
</summary>
<remarks>
Formats the Color as a string in ARGB notation.
</remarks>
</member>
<member name="F:System.Drawing.Point.Empty">
<summary>
Empty Shared Field
</summary>
<remarks>
An uninitialized Point Structure.
</remarks>
</member>
<member name="M:System.Drawing.Point.Ceiling(System.Drawing.PointF)">
<summary>
Ceiling Shared Method
</summary>
<remarks>
Produces a Point structure from a PointF structure by
taking the ceiling of the X and Y properties.
</remarks>
</member>
<member name="M:System.Drawing.Point.Round(System.Drawing.PointF)">
<summary>
Round Shared Method
</summary>
<remarks>
Produces a Point structure from a PointF structure by
rounding the X and Y properties.
</remarks>
</member>
<member name="M:System.Drawing.Point.Truncate(System.Drawing.PointF)">
<summary>
Truncate Shared Method
</summary>
<remarks>
Produces a Point structure from a PointF structure by
truncating the X and Y properties.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Addition(System.Drawing.Point,System.Drawing.Size)">
<summary>
Addition Operator
</summary>
<remarks>
Translates a Point using the Width and Height
properties of the given <typeref>Size</typeref>.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Equality(System.Drawing.Point,System.Drawing.Point)">
<summary>
Equality Operator
</summary>
<remarks>
Compares two Point objects. The return value is
based on the equivalence of the X and Y properties
of the two points.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Inequality(System.Drawing.Point,System.Drawing.Point)">
<summary>
Inequality Operator
</summary>
<remarks>
Compares two Point objects. The return value is
based on the equivalence of the X and Y properties
of the two points.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Subtraction(System.Drawing.Point,System.Drawing.Size)">
<summary>
Subtraction Operator
</summary>
<remarks>
Translates a Point using the negation of the Width
and Height properties of the given Size.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Explicit(System.Drawing.Point)~System.Drawing.Size">
<summary>
Point to Size Conversion
</summary>
<remarks>
Returns a Size based on the Coordinates of a given
Point. Requires explicit cast.
</remarks>
</member>
<member name="M:System.Drawing.Point.op_Implicit(System.Drawing.Point)~System.Drawing.PointF">
<summary>
Point to PointF Conversion
</summary>
<remarks>
Creates a PointF based on the coordinates of a given
Point. No explicit cast is required.
</remarks>
</member>
<member name="M:System.Drawing.Point.#ctor(System.Int32)">
<summary>
Point Constructor
</summary>
<remarks>
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.
</remarks>
</member>
<member name="M:System.Drawing.Point.#ctor(System.Drawing.Size)">
<summary>
Point Constructor
</summary>
<remarks>
Creates a Point from a Size value.
</remarks>
</member>
<member name="M:System.Drawing.Point.#ctor(System.Int32,System.Int32)">
<summary>
Point Constructor
</summary>
<remarks>
Creates a Point from a specified x,y coordinate pair.
</remarks>
</member>
<member name="P:System.Drawing.Point.IsEmpty">
<summary>
IsEmpty Property
</summary>
<remarks>
Indicates if both X and Y are zero.
</remarks>
</member>
<member name="P:System.Drawing.Point.X">
<summary>
X Property
</summary>
<remarks>
The X coordinate of the Point.
</remarks>
</member>
<member name="P:System.Drawing.Point.Y">
<summary>
Y Property
</summary>
<remarks>
The Y coordinate of the Point.
</remarks>
</member>
<member name="M:System.Drawing.Point.Equals(System.Object)">
<summary>
Equals Method
</summary>
<remarks>
Checks equivalence of this Point and another object.
</remarks>
</member>
<member name="M:System.Drawing.Point.GetHashCode">
<summary>
GetHashCode Method
</summary>
<remarks>
Calculates a hashing value.
</remarks>
</member>
<member name="M:System.Drawing.Point.Offset(System.Int32,System.Int32)">
<summary>
Offset Method
</summary>
<remarks>
Moves the Point a specified distance.
</remarks>
</member>
<member name="M:System.Drawing.Point.ToString">
<summary>
ToString Method
</summary>
<remarks>
Formats the Point as a string in coordinate notation.
</remarks>
</member>
<member name="F:System.Drawing.PointF.Empty">
<summary>
Empty Shared Field
</summary>
<remarks>
An uninitialized PointF Structure.
</remarks>
</member>
<member name="M:System.Drawing.PointF.op_Addition(System.Drawing.PointF,System.Drawing.Size)">
<summary>
Addition Operator
</summary>
<remarks>
Translates a PointF using the Width and Height
properties of the given Size.
</remarks>
</member>
<member name="M:System.Drawing.PointF.op_Equality(System.Drawing.PointF,System.Drawing.PointF)">
<summary>
Equality Operator
</summary>
<remarks>
Compares two PointF objects. The return value is
based on the equivalence of the X and Y properties
of the two points.
</remarks>
</member>
<member name="M:System.Drawing.PointF.op_Inequality(System.Drawing.PointF,System.Drawing.PointF)">
<summary>
Inequality Operator
</summary>
<remarks>
Compares two PointF objects. The return value is
based on the equivalence of the X and Y properties
of the two points.
</remarks>
</member>
<member name="M:System.Drawing.PointF.op_Subtraction(System.Drawing.PointF,System.Drawing.Size)">
<summary>
Subtraction Operator
</summary>
<remarks>
Translates a PointF using the negation of the Width
and Height properties of the given Size.
</remarks>
</member>
<member name="M:System.Drawing.PointF.#ctor(System.Single,System.Single)">
<summary>
PointF Constructor
</summary>
<remarks>
Creates a PointF from a specified x,y coordinate pair.
</remarks>
</member>
<member name="P:System.Drawing.PointF.IsEmpty">
<summary>
IsEmpty Property
</summary>
<remarks>
Indicates if both X and Y are zero.
</remarks>
</member>
<member name="P:System.Drawing.PointF.X">
<summary>
X Property
</summary>
<remarks>
The X coordinate of the PointF.
</remarks>
</member>
<member name="P:System.Drawing.PointF.Y">
<summary>
Y Property
</summary>
<remarks>
The Y coordinate of the PointF.
</remarks>
</member>
<member name="M:System.Drawing.PointF.Equals(System.Object)">
<summary>
Equals Method
</summary>
<remarks>
Checks equivalence of this PointF and another object.
</remarks>
</member>
<member name="M:System.Drawing.PointF.GetHashCode">
<summary>
GetHashCode Method
</summary>
<remarks>
Calculates a hashing value.
</remarks>
</member>
<member name="M:System.Drawing.PointF.ToString">
<summary>
ToString Method
</summary>
<remarks>
Formats the PointF as a string in coordinate notation.
</remarks>
</member>
<member name="F:System.Drawing.Size.Empty">
<summary>
Empty Shared Field
</summary>
<remarks>
An uninitialized Size Structure.
</remarks>
</member>
<member name="M:System.Drawing.Size.Ceiling(System.Drawing.SizeF)">
<summary>
Ceiling Shared Method
</summary>
<remarks>
Produces a Size structure from a SizeF structure by
taking the ceiling of the Width and Height properties.
</remarks>
</member>
<member name="M:System.Drawing.Size.Round(System.Drawing.SizeF)">
<summary>
Round Shared Method
</summary>
<remarks>
Produces a Size structure from a SizeF structure by
rounding the Width and Height properties.
</remarks>
</member>
<member name="M:System.Drawing.Size.Truncate(System.Drawing.SizeF)">
<summary>
Truncate Shared Method
</summary>
<remarks>
Produces a Size structure from a SizeF structure by
truncating the Width and Height properties.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Addition(System.Drawing.Size,System.Drawing.Size)">
<summary>
Addition Operator
</summary>
<remarks>
Addition of two Size structures.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Equality(System.Drawing.Size,System.Drawing.Size)">
<summary>
Equality Operator
</summary>
<remarks>
Compares two Size objects. The return value is
based on the equivalence of the Width and Height
properties of the two Sizes.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Inequality(System.Drawing.Size,System.Drawing.Size)">
<summary>
Inequality Operator
</summary>
<remarks>
Compares two Size objects. The return value is
based on the equivalence of the Width and Height
properties of the two Sizes.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Subtraction(System.Drawing.Size,System.Drawing.Size)">
<summary>
Subtraction Operator
</summary>
<remarks>
Subtracts two Size structures.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Explicit(System.Drawing.Size)~System.Drawing.Point">
<summary>
Size to Point Conversion
</summary>
<remarks>
Returns a Point based on the dimensions of a given
Size. Requires explicit cast.
</remarks>
</member>
<member name="M:System.Drawing.Size.op_Implicit(System.Drawing.Size)~System.Drawing.SizeF">
<summary>
Size to SizeF Conversion
</summary>
<remarks>
Creates a SizeF based on the dimensions of a given
Size. No explicit cast is required.
</remarks>
</member>
<member name="M:System.Drawing.Size.#ctor(System.Drawing.Point)">
<summary>
Size Constructor
</summary>
<remarks>
Creates a Size from a Point value.
</remarks>
</member>
<member name="M:System.Drawing.Size.#ctor(System.Int32,System.Int32)">
<summary>
Size Constructor
</summary>
<remarks>
Creates a Size from specified dimensions.
</remarks>
</member>
<member name="P:System.Drawing.Size.IsEmpty">
<summary>
IsEmpty Property
</summary>
<remarks>
Indicates if both Width and Height are zero.
</remarks>
</member>
<member name="P:System.Drawing.Size.Width">
<summary>
Width Property
</summary>
<remarks>
The Width coordinate of the Size.
</remarks>
</member>
<member name="P:System.Drawing.Size.Height">
<summary>
Height Property
</summary>
<remarks>
The Height coordinate of the Size.
</remarks>
</member>
<member name="M:System.Drawing.Size.Equals(System.Object)">
<summary>
Equals Method
</summary>
<remarks>
Checks equivalence of this Size and another object.
</remarks>
</member>
<member name="M:System.Drawing.Size.GetHashCode">
<summary>
GetHashCode Method
</summary>
<remarks>
Calculates a hashing value.
</remarks>
</member>
<member name="M:System.Drawing.Size.ToString">
<summary>
ToString Method
</summary>
<remarks>
Formats the Size as a string in coordinate notation.
</remarks>
</member>
<member name="F:System.Drawing.SizeF.Empty">
<summary>
Empty Shared Field
</summary>
<remarks>
An uninitialized SizeF Structure.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.op_Addition(System.Drawing.SizeF,System.Drawing.SizeF)">
<summary>
Addition Operator
</summary>
<remarks>
Addition of two SizeF structures.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.op_Equality(System.Drawing.SizeF,System.Drawing.SizeF)">
<summary>
Equality Operator
</summary>
<remarks>
Compares two SizeF objects. The return value is
based on the equivalence of the Width and Height
properties of the two Sizes.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.op_Inequality(System.Drawing.SizeF,System.Drawing.SizeF)">
<summary>
Inequality Operator
</summary>
<remarks>
Compares two SizeF objects. The return value is
based on the equivalence of the Width and Height
properties of the two Sizes.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.op_Subtraction(System.Drawing.SizeF,System.Drawing.SizeF)">
<summary>
Subtraction Operator
</summary>
<remarks>
Subtracts two SizeF structures.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.op_Explicit(System.Drawing.SizeF)~System.Drawing.PointF">
<summary>
SizeF to PointF Conversion
</summary>
<remarks>
Returns a PointF based on the dimensions of a given
SizeF. Requires explicit cast.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.#ctor(System.Drawing.PointF)">
<summary>
SizeF Constructor
</summary>
<remarks>
Creates a SizeF from a PointF value.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.#ctor(System.Drawing.SizeF)">
<summary>
SizeF Constructor
</summary>
<remarks>
Creates a SizeF from an existing SizeF value.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.#ctor(System.Single,System.Single)">
<summary>
SizeF Constructor
</summary>
<remarks>
Creates a SizeF from specified dimensions.
</remarks>
</member>
<member name="P:System.Drawing.SizeF.IsEmpty">
<summary>
IsEmpty Property
</summary>
<remarks>
Indicates if both Width and Height are zero.
</remarks>
</member>
<member name="P:System.Drawing.SizeF.Width">
<summary>
Width Property
</summary>
<remarks>
The Width coordinate of the SizeF.
</remarks>
</member>
<member name="P:System.Drawing.SizeF.Height">
<summary>
Height Property
</summary>
<remarks>
The Height coordinate of the SizeF.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.Equals(System.Object)">
<summary>
Equals Method
</summary>
<remarks>
Checks equivalence of this SizeF and another object.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.GetHashCode">
<summary>
GetHashCode Method
</summary>
<remarks>
Calculates a hashing value.
</remarks>
</member>
<member name="M:System.Drawing.SizeF.ToString">
<summary>
ToString Method
</summary>
<remarks>
Formats the SizeF as a string in coordinate notation.
</remarks>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetFileColumnNumber">
<summary>
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.
</summary>
<returns>The file column number, or 0 (zero) if the file column number cannot be determined.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetFileLineNumber">
<summary>
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.
</summary>
<returns>The file line number, or 0 (zero) if the file line number cannot be determined.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetFileName">
<summary>
Gets the file name that contains the code that is executing.
This information is typically extracted from the debugging symbols for the executable.
</summary>
<returns>The file name, or null if the file name cannot be determined.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetILOffset">
<summary>
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.
</summary>
<returns>The offset from the start of the MSIL code for the method that is executing.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetMethod">
<summary>
Gets the method in which the frame is executing.
</summary>
<returns>The method in which the frame is executing.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.GetNativeOffset">
<summary>
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.
</summary>
<returns>The offset from the start of the JIT-compiled code for the method that is being executed.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackFrame.ToString">
<summary>
Builds a readable representation of the stack trace.
</summary>
<returns>A readable representation of the stack trace.</returns>
</member>
<member name="P:System.Diagnostics.EnhancedStackTrace.FrameCount">
<summary>
Gets the number of frames in the stack trace.
</summary>
<returns>The number of frames in the stack trace.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackTrace.GetFrame(System.Int32)">
<summary>
Gets the specified stack frame.
</summary>
<param name="index">The index of the stack frame requested.</param>
<returns>The specified stack frame.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackTrace.GetFrames">
<summary>
Returns a copy of all stack frames in the current stack trace.
</summary>
<returns>
An array of type System.Diagnostics.StackFrame representing the function calls
in the stack trace.
</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackTrace.ToString">
<summary>
Builds a readable representation of the stack trace.
</summary>
<returns>A readable representation of the stack trace.</returns>
</member>
<member name="M:System.Diagnostics.EnhancedStackTrace.TryGetFullPath(System.String)">
<summary>
Tries to convert a given <paramref name="filePath"/> to a full path.
Returns original value if the conversion isn't possible or a given path is relative.
</summary>
</member>
<member name="T:System.Diagnostics.ExceptionExtentions">
<nodoc />
</member>
<member name="M:System.Diagnostics.ExceptionExtentions.Demystify``1(``0)">
<summary>
Demystifies the given <paramref name="exception"/> and tracks the original stack traces for the whole exception tree.
</summary>
</member>
<member name="M:System.Diagnostics.ExceptionExtentions.ToStringDemystified(System.Exception)">
<summary>
Gets demystified string representation of the <paramref name="exception"/>.
</summary>
<remarks>
<see cref="M:System.Diagnostics.ExceptionExtentions.Demystify``1(``0)"/> method mutates the exception instance that can cause
issues if a system relies on the stack trace be in the specific form.
Unlike <see cref="M:System.Diagnostics.ExceptionExtentions.Demystify``1(``0)"/> this method is pure. It calls <see cref="M:System.Diagnostics.ExceptionExtentions.Demystify``1(``0)"/> first,
computes a demystified string representation and then restores the original state of the exception back.
</remarks>
</member>
<member name="T:System.Diagnostics.Internal.ReflectionHelper">
<summary>
A helper class that contains utilities methods for dealing with reflection.
</summary>
</member>
<member name="M:System.Diagnostics.Internal.ReflectionHelper.IsReadOnlyAttribute(System.Type)">
<summary>
Returns true if <paramref name="type"/> is <code>System.Runtime.CompilerServices.IsReadOnlyAttribute</code>.
</summary>
</member>
<member name="M:System.Diagnostics.Internal.ReflectionHelper.IsValueTuple(System.Type)">
<summary>
Returns true if the <paramref name="type"/> is a value tuple type.
</summary>
</member>
<member name="M:System.Diagnostics.Internal.ReflectionHelper.IsTupleElementNameAttribue(System.Attribute)">
<summary>
Returns true if the given <paramref name="attribute"/> is of type <code>TupleElementNameAttribute</code>.
</summary>
<remarks>
To avoid compile-time depencency hell with System.ValueTuple, this method uses reflection and not checks statically that
the given <paramref name="attribute"/> is <code>TupleElementNameAttribute</code>.
</remarks>
</member>
<member name="M:System.Diagnostics.Internal.ReflectionHelper.GetTransformerNames(System.Attribute)">
<summary>
Returns 'TransformNames' property value from a given <paramref name="attribute"/>.
</summary>
<remarks>
To avoid compile-time depencency hell with System.ValueTuple, this method uses reflection
instead of casting the attribute to a specific type.
</remarks>
</member>
<member name="M:System.Diagnostics.TypeNameHelper.GetTypeDisplayName(System.Type,System.Boolean,System.Boolean)">
<summary>
Pretty print a type name.
</summary>
<param name="type">The <see cref="T:System.Type"/>.</param>
<param name="fullName"><c>true</c> to print a fully qualified name.</param>
<param name="includeGenericParameterNames"><c>true</c> to include generic parameter names.</param>
<returns>The pretty printed type name.</returns>
</member>
<member name="M:System.Diagnostics.TypeNameHelper.GetTypeNameForGenericType(System.Type)">
<summary>
Returns a name of given generic type without '`'.
</summary>
</member>
<member name="P:System.Collections.Generic.Enumerable.EnumerableIList`1.Item(System.Int32)">
<inheritdoc />
</member>
<member name="P:System.Collections.Generic.Enumerable.EnumerableIList`1.Count">
<inheritdoc />
</member>
<member name="P:System.Collections.Generic.Enumerable.EnumerableIList`1.IsReadOnly">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.Add(`0)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.Clear">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.Contains(`0)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.CopyTo(`0[],System.Int32)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.IndexOf(`0)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.Insert(System.Int32,`0)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.Remove(`0)">
<inheritdoc />
</member>
<member name="M:System.Collections.Generic.Enumerable.EnumerableIList`1.RemoveAt(System.Int32)">
<inheritdoc />
</member>
</members>
</doc>