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animscene


_create_anim_scene

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

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eAnimSceneFlag

_delete_anim_scene

void native.animscene._delete_anim_scene(int anim_scene)


trigger_anim_scene_skip

void native.animscene.trigger_anim_scene_skip(int anim_scene)


_0x4b85b3cf91972222

bool native.animscene._0x4b85b3cf91972222(int anim_scene)

Used in Script Function CUTSCENE_MANAGE_SKIP
_CHECK_* (?)

_clear_anim_scene_was_skipped

void native.animscene._clear_anim_scene_was_skipped(int anim_scene)


does_anim_scene_exist

bool native.animscene.does_anim_scene_exist(int anim_scene)


_does_entity_with_id_exist_in_anim_scene

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


_does_anim_scene_ownership_of_entity_exist

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


load_anim_scene

void native.animscene.load_anim_scene(int anim_scene)


is_anim_scene_loaded

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


_is_anim_scene_loading

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


_is_anim_scene_metadata_asset_in_range_loading

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


is_anim_scene_metadata_loaded

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


_get_anim_scene_playback_list_phase_audio_load_stress

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


start_anim_scene

void native.animscene.start_anim_scene(int anim_scene)


reset_anim_scene

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


abort_anim_scene

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


resume_anim_scene_from_last_checkpoint

void native.animscene.resume_anim_scene_from_last_checkpoint(int anim_scene)


is_anim_scene_running

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


is_anim_scene_finished

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


is_anim_scene_exiting_this_frame

bool native.animscene.is_anim_scene_exiting_this_frame(int anim_scene)


has_anim_scene_exited

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


_0x73616e64696c132e

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

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

is_anim_scene_in_section

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


_is_anim_scene_skippable

bool native.animscene._is_anim_scene_skippable(int anim_scene)


_is_anim_scene_aborted

bool native.animscene._is_anim_scene_aborted(int anim_scene)


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bool native.animscene._0xd70c7a30412f8fa0(int anim_scene)

Used in SP R* Scripts only
_IS_ANIM_SCENE_*

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bool native.animscene._0x9aae3c1148a09bca(int anim_scene)

Used in SP R* Scripts only
_IS_ANIM_SCENE_*

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bool native.animscene._0xa96619fe85159ed2(int anim_scene)

Used in SP R* Scripts only
_WAS_ANIM_SCENE_*

fade_anim_scene_audio_in

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


fade_anim_scene_audio_out

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


block_anim_scene_fading_next_frame

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


set_anim_scene_origin

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


get_anim_scene_origin

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


set_anim_scene_paused

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


_is_anim_scene_paused

bool native.animscene._is_anim_scene_paused(int anim_scene)


set_anim_scene_rate

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


_get_anim_scene_rate

float native.animscene._get_anim_scene_rate(int anim_scene)


get_anim_scene_phase

float native.animscene.get_anim_scene_phase(int anim_scene)


_get_anim_scene_time

float native.animscene._get_anim_scene_time(int anim_scene)


_get_anim_scene_duration

float native.animscene._get_anim_scene_duration(int anim_scene)


set_anim_scene_entity

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


remove_anim_scene_entity

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


is_entity_exiting_anim_scene_this_frame

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


could_anim_scene_entity_reach_exit_next_frame

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


has_entity_exited_anim_scene

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


_has_entity_entered_anim_scene

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

_HAS_L* (?)

_get_anim_scene_ped

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


_get_anim_scene_object

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


_get_anim_scene_vehicle

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


set_anim_scene_bool

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


get_anim_scene_bool

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


set_anim_scene_float

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


get_anim_scene_float

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


set_anim_scene_int

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


get_anim_scene_int

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


get_anim_scene_entity_location_data

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


is_entity_playing_anim_scene

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


attach_anim_scene_to_entity

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


attach_anim_scene_to_entity_preserving_location

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


detach_anim_scene

void native.animscene.detach_anim_scene(int anim_scene)


detach_anim_scene_preserving_location

void native.animscene.detach_anim_scene_preserving_location(int anim_scene)


take_ownership_of_anim_scene

void native.animscene.take_ownership_of_anim_scene(int anim_scene)


check_ownership_of_anim_scene

bool native.animscene.check_ownership_of_anim_scene(int anim_scene)


set_anim_scene_playback_list

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


_0x1c5d33a4293e6dde

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

Used in SP R* Scripts only
_IS_ANIM_SCENE_P*

_does_anim_scene_play_list_exist

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


set_anim_scene_play_list

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


_is_anim_scene_playback_list_phase_active

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


request_anim_scene_play_list

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


_release_anim_scene_play_list

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


_get_anim_scene_dict

int native.animscene._get_anim_scene_dict(int anim_scene)


_0x1407f5115fb9583e

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

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

_is_anim_scene_playback_list_phase_loaded

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


_is_anim_scene_playback_list_phase_loading

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


_0x1ad896bf43619551

void native.animscene._0x1ad896bf43619551()

Used in braithwaites2 SP R* Scripts only
_A*

get_anim_scene_current_active_camera_count

int native.animscene.get_anim_scene_current_active_camera_count(int anim_scene)


_0x5d7bfda2290b4e39

bool native.animscene._0x5d7bfda2290b4e39(string p0)

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

_is_mgm_system_loaded

bool native.animscene._is_mgm_system_loaded(string mgm_filename)

MGM stands for MiniGameMoments.

_load_mgm_assets

bool native.animscene._load_mgm_assets(string mgm_filename)

Used to request MiniGameMoments Assets.

mgmFilename's:
Poker
PokerArthur
PokerArthurCamp
PokerJohn
PokerJohnCamp

_create_mgm_system

int native.animscene._create_mgm_system(string mgm_filename)

Returns mgmHandle

_delete_mgm_system

void native.animscene._delete_mgm_system(int mgm_handle)


_0xb1a196bafe650402

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

_PREPARE_* - _REGISTER_*

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

_UNLOAD_* - _WAS_ANIM_SCENE_*

_0x61b2aaef645ddaf0

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

Only used in tg_p R* Script
Returns true when mgm event success
_PREPARE_* - _REGISTER_*

_set_mgm_event

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


_0x3641fcd53e59b335

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

p2: MINIGAME_GET_SECONDARY_VOICE_STRING
_SET_*

_set_breakout_archetype

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


_clear_breakout_archetype

void native.animscene._clear_breakout_archetype(int ped)


_0x3b393716c3fd8237

bool native.animscene._0x3b393716c3fd8237(int ped)

Used in SP R* Scripts only
_IS_*

_0xe12d7b4b959644cd

void native.animscene._0xe12d7b4b959644cd()

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

_0xc1193521e3b9fadd

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

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

_request_photo_mode_freeze

void native.animscene._request_photo_mode_freeze()


_request_photo_mode_defreeze

void native.animscene._request_photo_mode_defreeze()


_0x2db524750dc41ed4

bool native.animscene._0x2db524750dc41ed4()

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

_0xea41d44a8d42057b

bool native.animscene._0xea41d44a8d42057b()

Used in SP R* Scripts only
_PAUSE_* - _PLAY_*

_pause_script_threads

void native.animscene._pause_script_threads(bool toggle)

Pauses all script threads except the one that called it.

_0xcdcd7b2d49aee73a

void native.animscene._0xcdcd7b2d49aee73a(bool p0)

Used in SP R* Scripts only
_SET_P*

was_anim_scene_skipped

bool native.animscene.was_anim_scene_skipped(int anim_scene)