animscene

Methods

_create_anim_scene

function native.animscene._create_anim_scene(anim_dict: string, flags: int, playback_list_name: string, p3: bool, p4: bool): int

_delete_anim_scene

function native.animscene._delete_anim_scene(anim_scene: int): void

trigger_anim_scene_skip

function native.animscene.trigger_anim_scene_skip(anim_scene: int): void

_0x4b85b3cf91972222

Used in Script Function CUTSCENE_MANAGE_SKIP CHECK* (?)

function native.animscene._0x4b85b3cf91972222(anim_scene: int): bool

_clear_anim_scene_was_skipped

function native.animscene._clear_anim_scene_was_skipped(anim_scene: int): void

does_anim_scene_exist

function native.animscene.does_anim_scene_exist(anim_scene: int): bool

_does_entity_with_id_exist_in_anim_scene

function native.animscene._does_entity_with_id_exist_in_anim_scene(anim_scene: int, entity_id: string): bool

_does_anim_scene_ownership_of_entity_exist

function native.animscene._does_anim_scene_ownership_of_entity_exist(anim_scene: int, entity_name: string): bool

load_anim_scene

function native.animscene.load_anim_scene(anim_scene: int): void

is_anim_scene_loaded

function native.animscene.is_anim_scene_loaded(anim_scene: int, p1: bool, p2: bool): bool

_is_anim_scene_loading

function native.animscene._is_anim_scene_loading(anim_scene: int, p1: bool): bool

_is_anim_scene_metadata_asset_in_range_loading

function native.animscene._is_anim_scene_metadata_asset_in_range_loading(anim_scene: int, p1: bool): bool

is_anim_scene_metadata_loaded

function native.animscene.is_anim_scene_metadata_loaded(anim_scene: int, p1: bool): bool

_get_anim_scene_playback_list_phase_audio_load_stress

function native.animscene._get_anim_scene_playback_list_phase_audio_load_stress(anim_scene: int, phase_name: string): int

start_anim_scene

function native.animscene.start_anim_scene(anim_scene: int): void

reset_anim_scene

function native.animscene.reset_anim_scene(anim_scene: int, playback_list_name: string): void

abort_anim_scene

function native.animscene.abort_anim_scene(anim_scene: int, p1: bool): void

resume_anim_scene_from_last_checkpoint

function native.animscene.resume_anim_scene_from_last_checkpoint(anim_scene: int): void

is_anim_scene_running

function native.animscene.is_anim_scene_running(anim_scene: int, p1: bool): bool

is_anim_scene_finished

function native.animscene.is_anim_scene_finished(anim_scene: int, p1: bool): bool

is_anim_scene_exiting_this_frame

function native.animscene.is_anim_scene_exiting_this_frame(anim_scene: int): bool

has_anim_scene_exited

function native.animscene.has_anim_scene_exited(anim_scene: int, p1: bool): bool

_0x73616e64696c132e

Used in SP R* Scripts only _CO* - _CR*

function native.animscene._0x73616e64696c132e(anim_scene: int, p1: bool): bool

is_anim_scene_in_section

function native.animscene.is_anim_scene_in_section(anim_scene: int, section_name: string, p2: bool): bool

_is_anim_scene_skippable

function native.animscene._is_anim_scene_skippable(anim_scene: int): bool

_is_anim_scene_aborted

function native.animscene._is_anim_scene_aborted(anim_scene: int): bool

_0xd70c7a30412f8fa0

Used in SP R* Scripts only IS_ANIM_SCENE*

function native.animscene._0xd70c7a30412f8fa0(anim_scene: int): bool

_0x9aae3c1148a09bca

Used in SP R* Scripts only IS_ANIM_SCENE*

function native.animscene._0x9aae3c1148a09bca(anim_scene: int): bool

_0xa96619fe85159ed2

Used in SP R* Scripts only WAS_ANIM_SCENE*

function native.animscene._0xa96619fe85159ed2(anim_scene: int): bool

fade_anim_scene_audio_in

function native.animscene.fade_anim_scene_audio_in(anim_scene: int, p1: float): void

fade_anim_scene_audio_out

function native.animscene.fade_anim_scene_audio_out(anim_scene: int, p1: float): void

block_anim_scene_fading_next_frame

function native.animscene.block_anim_scene_fading_next_frame(p0: bool, p1: bool): void

set_anim_scene_origin

function native.animscene.set_anim_scene_origin(anim_scene: int, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, order: int): void

get_anim_scene_origin

function native.animscene.get_anim_scene_origin(anim_scene: int, position: ref vec3, rotation: ref vec3, order: int): void

set_anim_scene_paused

function native.animscene.set_anim_scene_paused(anim_scene: int, toggle: bool): void

_is_anim_scene_paused

function native.animscene._is_anim_scene_paused(anim_scene: int): bool

set_anim_scene_rate

function native.animscene.set_anim_scene_rate(anim_scene: int, rate: float): void

_get_anim_scene_rate

function native.animscene._get_anim_scene_rate(anim_scene: int): float

get_anim_scene_phase

function native.animscene.get_anim_scene_phase(anim_scene: int): float

_get_anim_scene_time

function native.animscene._get_anim_scene_time(anim_scene: int): float

_get_anim_scene_duration

function native.animscene._get_anim_scene_duration(anim_scene: int): float

set_anim_scene_entity

function native.animscene.set_anim_scene_entity(anim_scene: int, entity_name: string, entity: int, flags: int): void

remove_anim_scene_entity

function native.animscene.remove_anim_scene_entity(anim_scene: int, entity_name: string, entity: int): void

is_entity_exiting_anim_scene_this_frame

function native.animscene.is_entity_exiting_anim_scene_this_frame(anim_scene: int, entity_name: string): bool

could_anim_scene_entity_reach_exit_next_frame

function native.animscene.could_anim_scene_entity_reach_exit_next_frame(anim_scene: int, entity_name: string, p2: int, p3: int): bool

has_entity_exited_anim_scene

function native.animscene.has_entity_exited_anim_scene(anim_scene: int, entity_name: string): bool

_has_entity_entered_anim_scene

_HAS_L* (?)

function native.animscene._has_entity_entered_anim_scene(anim_scene: int, entity_name: string): bool

_get_anim_scene_ped

function native.animscene._get_anim_scene_ped(anim_scene: int, name: string, is_network: bool): int

_get_anim_scene_object

function native.animscene._get_anim_scene_object(anim_scene: int, name: string, is_network: bool): int

_get_anim_scene_vehicle

function native.animscene._get_anim_scene_vehicle(anim_scene: int, name: string, is_network: bool): int

set_anim_scene_bool

function native.animscene.set_anim_scene_bool(anim_scene: int, name: string, value: bool, p3: bool): void

get_anim_scene_bool

function native.animscene.get_anim_scene_bool(anim_scene: int, name: string): bool

set_anim_scene_float

function native.animscene.set_anim_scene_float(anim_scene: int, name: string, value: float, p3: bool, p4: bool): void

get_anim_scene_float

function native.animscene.get_anim_scene_float(anim_scene: int, name: string): float

set_anim_scene_int

function native.animscene.set_anim_scene_int(anim_scene: int, name: string, value: int, p3: bool): void

get_anim_scene_int

function native.animscene.get_anim_scene_int(anim_scene: int, name: string): int

get_anim_scene_entity_location_data

function native.animscene.get_anim_scene_entity_location_data(anim_scene: int, entity_name: string, matrix: ref vec3, p3: bool, playback_list_name: string, p5: int): bool

is_entity_playing_anim_scene

function native.animscene.is_entity_playing_anim_scene(entity: int, anim_scene: int): bool

attach_anim_scene_to_entity

function native.animscene.attach_anim_scene_to_entity(anim_scene: int, entity: int, p2: int): void

attach_anim_scene_to_entity_preserving_location

function native.animscene.attach_anim_scene_to_entity_preserving_location(anim_scene: int, entity: int, p2: int): void

detach_anim_scene

function native.animscene.detach_anim_scene(anim_scene: int): void

detach_anim_scene_preserving_location

function native.animscene.detach_anim_scene_preserving_location(anim_scene: int): void

take_ownership_of_anim_scene

function native.animscene.take_ownership_of_anim_scene(anim_scene: int): void

check_ownership_of_anim_scene

function native.animscene.check_ownership_of_anim_scene(anim_scene: int): bool

set_anim_scene_playback_list

function native.animscene.set_anim_scene_playback_list(anim_scene: int, playback_list_name: string): void

_0x1c5d33a4293e6dde

Used in SP R* Scripts only _IS_ANIM_SCENE_P*

function native.animscene._0x1c5d33a4293e6dde(anim_scene: int, phase_name: string): bool

_does_anim_scene_play_list_exist

function native.animscene._does_anim_scene_play_list_exist(anim_scene: int, playback_list_name: string): bool

set_anim_scene_play_list

function native.animscene.set_anim_scene_play_list(anim_scene: int, playlist_name: string, p2: bool): void

_is_anim_scene_playback_list_phase_active

function native.animscene._is_anim_scene_playback_list_phase_active(anim_scene: int, phase_name: string): bool

request_anim_scene_play_list

function native.animscene.request_anim_scene_play_list(anim_scene: int, playlist_name: string): bool

_release_anim_scene_play_list

function native.animscene._release_anim_scene_play_list(anim_scene: int, playlist_name: string): bool

_get_anim_scene_dict

function native.animscene._get_anim_scene_dict(anim_scene: int): int

_0x1407f5115fb9583e

Used in SP R* Scripts only Params: p1 = 2B-LowHonor, 2A-HighHonor

function native.animscene._0x1407f5115fb9583e(anim_scene: int, p1: string): bool

_is_anim_scene_playback_list_phase_loaded

function native.animscene._is_anim_scene_playback_list_phase_loaded(anim_scene: int, phase_name: string): bool

_is_anim_scene_playback_list_phase_loading

function native.animscene._is_anim_scene_playback_list_phase_loading(anim_scene: int, phase_name: string): bool

_0x1ad896bf43619551

Used in braithwaites2 SP R* Scripts only _A*

function native.animscene._0x1ad896bf43619551(): void

get_anim_scene_current_active_camera_count

function native.animscene.get_anim_scene_current_active_camera_count(anim_scene: int): int

_0x5d7bfda2290b4e39

Used in SP R* Scripts only _IS_ANIM_SCENE_R* - _IS_ANIM_SCENE_S*

function native.animscene._0x5d7bfda2290b4e39(p0: string): bool

_is_mgm_system_loaded

MGM stands for MiniGameMoments.

function native.animscene._is_mgm_system_loaded(mgm_filename: string): bool

_load_mgm_assets

Used to request MiniGameMoments Assets.

mgmFilename's: Poker PokerArthur PokerArthurCamp PokerJohn PokerJohnCamp

function native.animscene._load_mgm_assets(mgm_filename: string): bool

_create_mgm_system

Returns mgmHandle

function native.animscene._create_mgm_system(mgm_filename: string): int

_delete_mgm_system

function native.animscene._delete_mgm_system(mgm_handle: int): void

_0xb1a196bafe650402

PREPARE* - REGISTER*

function native.animscene._0xb1a196bafe650402(mgm_handle: int, ped: int): void

_0xae6de22de0ed4554

UNLOAD* - WAS_ANIM_SCENE*

function native.animscene._0xae6de22de0ed4554(mgm_handle: int, ped: int): void

_0x61b2aaef645ddaf0

Only used in tg_p R* Script Returns true when mgm event success PREPARE* - REGISTER*

function native.animscene._0x61b2aaef645ddaf0(mgm_event_handle: int, p1: string, seat_id: int, p3: int, p4: bool): bool

_set_mgm_event

function native.animscene._set_mgm_event(mgm_event_handle: int, p1: string, seat_id: int, p3: int, p4: float): void

_0x3641fcd53e59b335

p2: MINIGAME_GET_SECONDARY_VOICE_STRING SET*

function native.animscene._0x3641fcd53e59b335(mgm_handle: int, ped: int, secondary_voice_string: string): void

_set_breakout_archetype

function native.animscene._set_breakout_archetype(ped: int, archetype: string): void

_clear_breakout_archetype

function native.animscene._clear_breakout_archetype(ped: int): void

_0x3b393716c3fd8237

Used in SP R* Scripts only IS*

function native.animscene._0x3b393716c3fd8237(ped: int): bool

_0xe12d7b4b959644cd

Used in SP R* Scripts only _SET_B* - _SET_C*

function native.animscene._0xe12d7b4b959644cd(): void

_0xc1193521e3b9fadd

Used in SP R* Scripts only RESUME* - _SET_A*

function native.animscene._0xc1193521e3b9fadd(entity: int, p1: bool): void

_request_photo_mode_freeze

function native.animscene._request_photo_mode_freeze(): void

_request_photo_mode_defreeze

function native.animscene._request_photo_mode_defreeze(): void

_0x2db524750dc41ed4

Used in SP R* Scripts only IS_PED* - _IS_SC*

function native.animscene._0x2db524750dc41ed4(): bool

_0xea41d44a8d42057b

Used in SP R* Scripts only PAUSE* - PLAY*

function native.animscene._0xea41d44a8d42057b(): bool

_pause_script_threads

Pauses all script threads except the one that called it.

function native.animscene._pause_script_threads(toggle: bool): void

_0xcdcd7b2d49aee73a

Used in SP R* Scripts only _SET_P*

function native.animscene._0xcdcd7b2d49aee73a(p0: bool): void

was_anim_scene_skipped

function native.animscene.was_anim_scene_skipped(anim_scene: int): bool