cam
Methods
render_script_cams
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 FALSE. Setting ease to TRUE will smooth the transition.
function native.cam.render_script_cams(render: bool, ease: bool, ease_time: int, p3: bool, p4: bool, p5: int): void
stop_rendering_script_cams_using_catch_up
function native.cam.stop_rendering_script_cams_using_catch_up(render: bool, distance: float, blend_back_smoothing_type: int, p3: bool, p4: bool, p5: bool): void
create_cam
function native.cam.create_cam(cam_name: string, p1: bool): int
create_cam_with_params
function native.cam.create_cam_with_params(cam_name: string, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, fov: float, p8: bool, p9: int): int
create_camera
function native.cam.create_camera(cam_hash: int, p1: bool): int
create_camera_with_params
function native.cam.create_camera_with_params(cam_hash: int, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, fov: float, p8: bool, p9: int): int
destroy_cam
function native.cam.destroy_cam(cam: int, p1: bool): void
destroy_all_cams
function native.cam.destroy_all_cams(p0: bool): void
does_cam_exist
function native.cam.does_cam_exist(cam: int): bool
set_cam_active
function native.cam.set_cam_active(cam: int, active: bool): void
is_cam_active
function native.cam.is_cam_active(cam: int): bool
is_cam_rendering
function native.cam.is_cam_rendering(cam: int): bool
get_rendering_cam
function native.cam.get_rendering_cam(): int
get_cam_coord
function native.cam.get_cam_coord(cam: int): vec3
get_cam_rot
function native.cam.get_cam_rot(cam: int, rotation_order: int): vec3
get_cam_fov
function native.cam.get_cam_fov(cam: int): float
set_cam_params
function native.cam.set_cam_params(cam: int, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, field_of_view: float, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int): void
set_cam_coord
function native.cam.set_cam_coord(cam: int, pos_x: float, pos_y: float, pos_z: float): void
set_cam_rot
function native.cam.set_cam_rot(cam: int, rot_x: float, rot_y: float, rot_z: float, rotation_order: int): void
set_cam_fov
Sets the field of view of the cam.
Min: 1.0f Max: 130.0f
function native.cam.set_cam_fov(cam: int, field_of_view: float): void
set_cam_near_clip
function native.cam.set_cam_near_clip(cam: int, near_clip: float): void
set_cam_far_clip
function native.cam.set_cam_far_clip(cam: int, far_clip: float): void
set_cam_motion_blur_strength
function native.cam.set_cam_motion_blur_strength(cam: int, strength: float): void
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function native.cam._0xfc3f638be2b6bb02(): void
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function native.cam._0xe4b7945ef4f1bfb2(cam: int, args: ptr int): void
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function native.cam._0x1fc6c727d30ffdde(p0: int): void
attach_cam_to_entity
function native.cam.attach_cam_to_entity(cam: int, entity: int, x_offset: float, y_offset: float, z_offset: float, is_relative: bool): void
attach_cam_to_ped_bone
function native.cam.attach_cam_to_ped_bone(cam: int, ped: int, bone_index: int, x: float, y: float, z: float, heading: bool): void
detach_cam
function native.cam.detach_cam(cam: int): void
point_cam_at_coord
function native.cam.point_cam_at_coord(cam: int, x: float, y: float, z: float): void
point_cam_at_entity
function native.cam.point_cam_at_entity(cam: int, entity: int, p2: float, p3: float, p4: float, p5: bool): void
stop_cam_pointing
function native.cam.stop_cam_pointing(cam: int): void
_set_cam_focus_distance
function native.cam._set_cam_focus_distance(cam: int, distance: float): void
_pause_camera_focus
function native.cam._pause_camera_focus(cam: int, pause: bool): void
set_cam_affects_aiming
function native.cam.set_cam_affects_aiming(cam: int, toggle: bool): void
set_cam_controls_mini_map_heading
function native.cam.set_cam_controls_mini_map_heading(cam: int, p1: bool): void
allow_motion_blur_decay
function native.cam.allow_motion_blur_decay(cam: int, p1: bool): void
add_cam_spline_node
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?)
function native.cam.add_cam_spline_node(camera: int, x: float, y: float, z: float, x_rot: float, y_rot: float, z_rot: float, length: int, p8: int, p9: int): void
set_cam_spline_phase
function native.cam.set_cam_spline_phase(cam: int, p1: float): void
get_cam_spline_phase
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)
function native.cam.get_cam_spline_phase(cam: int): float
set_cam_spline_duration
function native.cam.set_cam_spline_duration(cam: int, time_duration: int): void
set_cam_spline_smoothing_style
function native.cam.set_cam_spline_smoothing_style(cam: int, smoothing_style: int): void
set_cam_active_with_interp
function native.cam.set_cam_active_with_interp(cam_to: int, cam_from: int, duration: int, ease_location: int, ease_rotation: int): void
is_cam_interpolating
function native.cam.is_cam_interpolating(cam: int): bool
shake_cam
function native.cam.shake_cam(cam: int, type: string, amplitude: float): void
is_cam_shaking
function native.cam.is_cam_shaking(cam: int): bool
stop_cam_shaking
function native.cam.stop_cam_shaking(cam: int, p1: bool): void
play_cam_anim
function native.cam.play_cam_anim(cam: int, anim_name: string, anim_dictionary: string, x: float, y: float, z: float, x_rot: float, y_rot: float, z_rot: float, anim_flags: int, rot_order: int): bool
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function native.cam._0xcf69ea05cd9c33c9(): void
_is_anim_scene_cam_active
function native.cam._is_anim_scene_cam_active(): bool
is_screen_faded_out
function native.cam.is_screen_faded_out(): bool
is_screen_faded_in
function native.cam.is_screen_faded_in(): bool
is_screen_fading_out
function native.cam.is_screen_fading_out(): bool
is_screen_fading_in
function native.cam.is_screen_fading_in(): bool
do_screen_fade_in
Fades the screen in.
duration: The time the fade should take, in milliseconds.
function native.cam.do_screen_fade_in(duration: int): void
do_screen_fade_out
Fades the screen out.
duration: The time the fade should take, in milliseconds.
function native.cam.do_screen_fade_out(duration: int): void
has_letter_box
function native.cam.has_letter_box(): bool
_request_letter_box_now
function native.cam._request_letter_box_now(p0: bool, p1: bool): void
_request_letter_box_overtime
function native.cam._request_letter_box_overtime(p0: int, p1: int, p2: bool, p3: int, p4: bool, p5: bool): void
_force_letter_box_this_update
function native.cam._force_letter_box_this_update(): void
get_letter_box_ratio
function native.cam.get_letter_box_ratio(): float
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function native.cam._0x73ff6be63dc18819(): int
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function native.cam._0x450769c833d58844(): int
set_widescreen_borders
function native.cam.set_widescreen_borders(p0: bool, p1: int): void
get_gameplay_cam_coord
function native.cam.get_gameplay_cam_coord(): vec3
get_gameplay_cam_rot
function native.cam.get_gameplay_cam_rot(rotation_order: int): vec3
get_gameplay_cam_fov
function native.cam.get_gameplay_cam_fov(): float
set_gameplay_cam_max_motion_blur_strength_this_update
function native.cam.set_gameplay_cam_max_motion_blur_strength_this_update(p0: float): void
get_gameplay_cam_relative_heading
function native.cam.get_gameplay_cam_relative_heading(): float
set_gameplay_cam_relative_heading
Sets the camera position relative to heading in float from -360 to +360.
Heading is always 0 in aiming camera.
function native.cam.set_gameplay_cam_relative_heading(heading: float, p1: float): void
get_gameplay_cam_relative_pitch
function native.cam.get_gameplay_cam_relative_pitch(): float
set_gameplay_cam_relative_pitch
Sets the camera pitch.
Parameters: x = pitches the camera on the x axis. Value2 = always seems to be hex 0x3F800000 (1.000000 float).
function native.cam.set_gameplay_cam_relative_pitch(x: float, value2: float): void
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function native.cam._0x0961b089947ba6d0(p0: int): void
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function native.cam._0x04084490cc302cfb(): void
set_scripted_camera_is_first_person_this_frame
function native.cam.set_scripted_camera_is_first_person_this_frame(p0: bool): void
_is_in_full_first_person_mode
function native.cam._is_in_full_first_person_mode(): bool
shake_gameplay_cam
function native.cam.shake_gameplay_cam(shake_name: string, intensity: float): void
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function native.cam._0xc3e9e5d4f413b773(shake_name: string, intensity: float): void
is_gameplay_cam_shaking
function native.cam.is_gameplay_cam_shaking(): bool
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function native.cam._0x0060b31968e60e41(shake_name: string): bool
set_gameplay_cam_shake_amplitude
function native.cam.set_gameplay_cam_shake_amplitude(amplitude: float): void
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function native.cam._0xfefddc6e8fdf8a75(shake_name: string, intensity: float): void
stop_gameplay_cam_shaking
function native.cam.stop_gameplay_cam_shaking(p0: bool): void
_stop_gameplay_cam_shaking_with_name
function native.cam._stop_gameplay_cam_shaking_with_name(shake_name: string, p1: bool): void
set_gameplay_cam_follow_ped_this_update
function native.cam.set_gameplay_cam_follow_ped_this_update(ped: int): void
is_gameplay_cam_rendering
function native.cam.is_gameplay_cam_rendering(): bool
is_interpolating_from_script_cams
function native.cam.is_interpolating_from_script_cams(): bool
is_interpolating_to_script_cams
function native.cam.is_interpolating_to_script_cams(): bool
is_gameplay_cam_looking_behind
function native.cam.is_gameplay_cam_looking_behind(): bool
set_gameplay_cam_ignore_entity_collision_this_update
function native.cam.set_gameplay_cam_ignore_entity_collision_this_update(entity: int): void
disable_cam_collision_for_object
function native.cam.disable_cam_collision_for_object(entity: int): void
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function native.cam._0x39073da4eddbc91d(p0: int): void
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function native.cam._0x70a6658d476c6187(): void
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function native.cam._0x18c3dfac458783bb(): void
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function native.cam._0xf1a6feedf3776ef9(): void
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function native.cam._0xe6f364de6c2fdefe(): void
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function native.cam._0x0f1ffef5d54ae832(): void
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function native.cam._0x3c8f74e8fe751614(): void
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function native.cam._0x06557f6d96c86881(): void
is_sphere_visible
function native.cam.is_sphere_visible(x: float, y: float, z: float, radius: float): bool
_0x190f7da1ac09a8ef
function native.cam._0x190f7da1ac09a8ef(): int
_set_gameplay_cam_initial_zoom
function native.cam._set_gameplay_cam_initial_zoom(cam_initial_zoom: float): void
_set_gameplay_cam_initial_heading
function native.cam._set_gameplay_cam_initial_heading(cam_initial_heading: float): void
_set_gameplay_cam_initial_pitch
function native.cam._set_gameplay_cam_initial_pitch(cam_initial_pitch: float): void
set_third_person_cam_relative_heading_limits_this_update
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.
Old name: _CLAMP_GAMEPLAY_CAM_YAW
function native.cam.set_third_person_cam_relative_heading_limits_this_update(minimum: float, maximum: float): void
set_third_person_cam_relative_pitch_limits_this_update
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.
Old name: _CLAMP_GAMEPLAY_CAM_PITCH
function native.cam.set_third_person_cam_relative_pitch_limits_this_update(minimum: float, maximum: float): void
set_third_person_cam_orbit_distance_limits_this_update
function native.cam.set_third_person_cam_orbit_distance_limits_this_update(p0: float, distance: float): void
set_in_vehicle_cam_state_this_update
function native.cam.set_in_vehicle_cam_state_this_update(vehicle: int, p1: int): void
disable_on_foot_first_person_view_this_update
function native.cam.disable_on_foot_first_person_view_this_update(): void
disable_first_person_flash_effect_this_update
function native.cam.disable_first_person_flash_effect_this_update(): void
_disable_cinematic_mode_this_frame
function native.cam._disable_cinematic_mode_this_frame(): void
_is_in_cinematic_mode
function native.cam._is_in_cinematic_mode(): bool
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function native.cam._0x718c6ecf5e8cbdd4(): void
_force_third_person_cam_this_frame
function native.cam._force_third_person_cam_this_frame(): void
_force_third_person_cam_far_this_frame
function native.cam._force_third_person_cam_far_this_frame(): void
_force_first_person_cam_this_frame
function native.cam._force_first_person_cam_this_frame(): bool
_disable_on_foot_first_person_view_this_update_2
function native.cam._disable_on_foot_first_person_view_this_update_2(): void
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function native.cam._0x632be8d84846fa56(): void
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function native.cam._0x71d71e08a7ed5bd7(p0: int): void
is_follow_vehicle_cam_active
function native.cam.is_follow_vehicle_cam_active(): bool
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function native.cam._0x7e40a01b11398fcb(): void
is_aim_cam_active
function native.cam.is_aim_cam_active(): bool
is_first_person_aim_cam_active
function native.cam.is_first_person_aim_cam_active(): bool
is_first_person_camera_active
function native.cam.is_first_person_camera_active(p0: int, p1: int, p2: int): bool
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function native.cam._0xdc62cd70658e7a02(): int
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function native.cam._0x796085220adcc847(): int
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function native.cam._0xb6a80e1e3a5444f1(): int
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function native.cam._0x8b1a5fe7e41e52b2(): int
get_first_person_aim_cam_zoom_factor
function native.cam.get_first_person_aim_cam_zoom_factor(): float
set_first_person_aim_cam_relative_heading_limits_this_update
function native.cam.set_first_person_aim_cam_relative_heading_limits_this_update(p0: float, p1: float): void
set_first_person_aim_cam_relative_pitch_limits_this_update
function native.cam.set_first_person_aim_cam_relative_pitch_limits_this_update(p0: float, p1: float): void
_0xc205b3c54c6a4e37
function native.cam._0xc205b3c54c6a4e37(p0: int): void
get_final_rendered_cam_coord
function native.cam.get_final_rendered_cam_coord(): vec3
get_final_rendered_cam_rot
function native.cam.get_final_rendered_cam_rot(rotation_order: int): vec3
get_final_rendered_cam_fov
function native.cam.get_final_rendered_cam_fov(): float
set_gameplay_coord_hint
function native.cam.set_gameplay_coord_hint(x: float, y: float, z: float, duration: int, blend_out_duration: int, blend_in_duration: int, p6: int): void
set_gameplay_ped_hint
function native.cam.set_gameplay_ped_hint(p0: int, x1: float, y1: float, z1: float, p4: bool, p5: int, p6: int, p7: int): void
set_gameplay_vehicle_hint
function native.cam.set_gameplay_vehicle_hint(p0: int, p1: float, p2: float, p3: float, p4: bool, p5: int, p6: int, p7: int): void
set_gameplay_object_hint
function native.cam.set_gameplay_object_hint(p0: int, p1: float, p2: float, p3: float, p4: bool, p5: int, p6: int, p7: int): void
set_gameplay_entity_hint
function native.cam.set_gameplay_entity_hint(entity: int, x_offset: float, y_offset: float, z_offset: float, p4: bool, p5: int, p6: int, p7: int, p8: int): void
is_gameplay_hint_active
function native.cam.is_gameplay_hint_active(): bool
stop_gameplay_hint
function native.cam.stop_gameplay_hint(p0: bool): void
stop_code_gameplay_hint
function native.cam.stop_code_gameplay_hint(p0: bool): void
_0x88544c0e3291dcae
function native.cam._0x88544c0e3291dcae(p0: bool): void
set_gameplay_hint_fov
function native.cam.set_gameplay_hint_fov(fov: float): void
set_gameplay_hint_follow_distance_scalar
function native.cam.set_gameplay_hint_follow_distance_scalar(p0: float): void
set_gameplay_hint_base_orbit_pitch_offset
function native.cam.set_gameplay_hint_base_orbit_pitch_offset(p0: float): void
set_gameplay_hint_camera_relative_side_offset
function native.cam.set_gameplay_hint_camera_relative_side_offset(p0: float): void
set_gameplay_hint_camera_relative_vertical_offset
function native.cam.set_gameplay_hint_camera_relative_vertical_offset(p0: float): void
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function native.cam._0xf48664e9c83825e3(p0: int, p1: int): void
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function native.cam._0x1f6ebd94680252ce(p0: int, p1: int): void
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function native.cam._0xe28f73212a813e82(p0: int, p1: int, p2: int, p3: int): void
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function native.cam._0x4d2f46d1b28d90fb(p0: int, p1: int): void
_start_camera_orbit
function native.cam._start_camera_orbit(p0: ptr int): void
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function native.cam._0x641092322a8852ab(): void
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function native.cam._0xdb382fe20c2da222(p0: int): void
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function native.cam._0x2dd3149dc34a3f4c(p0: int): void
_freeze_gameplay_cam_this_frame
function native.cam._freeze_gameplay_cam_this_frame(): void
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function native.cam._0x3c486e334520579d(): void
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function native.cam._0x41e452a3c580d1a7(): void
set_cinematic_button_active
function native.cam.set_cinematic_button_active(p0: bool): void
is_cinematic_cam_rendering
function native.cam.is_cinematic_cam_rendering(): bool
disable_cinematic_bonnet_camera_this_update
function native.cam.disable_cinematic_bonnet_camera_this_update(): void
invalidate_cinematic_vehicle_idle_mode
function native.cam.invalidate_cinematic_vehicle_idle_mode(): void
force_cinematic_rendering_this_update
function native.cam.force_cinematic_rendering_this_update(p0: bool): void
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function native.cam._0x9ac65a36d3c0c189(p0: int): void
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function native.cam._0x975f6ebb62632fe3(): bool
set_cinematic_mode_active
function native.cam.set_cinematic_mode_active(p0: bool): void
_0x1811a02277a9e49d
function native.cam._0x1811a02277a9e49d(): bool
_force_cinematic_death_cam_on_ped
function native.cam._force_cinematic_death_cam_on_ped(target_ped: int): void
_reactivate_ped_headshot_execute_slowcam
function native.cam._reactivate_ped_headshot_execute_slowcam(ped: int, p1: int): void
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function native.cam._0x5b637d6f3b67716a(p0: int): void
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function native.cam._0xc252c0cc969af79a(p0: int): void
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function native.cam._0xe2bb2d6a9fe2ecde(p0: int): void
_set_start_cinematic_death_cam
function native.cam._set_start_cinematic_death_cam(p0: bool): void
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function native.cam._0x6072b7420a83a03f(): int
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function native.cam._0x1204eb53a5fbc63d(): bool
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function native.cam._0x6519238858af5479(p0: int): void
_create_kill_cam
function native.cam._create_kill_cam(ped: int): void
_is_cam_photofx_running
function native.cam._is_cam_photofx_running(): bool
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function native.cam._0x6dfd37e586d4f44f(): int
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function native.cam._0x80d7a3e39b120bc4(): int
_0x63e5841a9264d016
function native.cam._0x63e5841a9264d016(toggle: bool): void
_trigger_mission_failed_cam
function native.cam._trigger_mission_failed_cam(): void
_0x16e9abdd34ddd931
function native.cam._0x16e9abdd34ddd931(): void
is_death_fail_camera_running
function native.cam.is_death_fail_camera_running(): bool
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function native.cam._0x7ce9dc58e3e4755f(): int
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function native.cam._0x3b8e3ad9677ce12b(p0: int, p1: int, p2: int): void
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function native.cam._0xdf7f5be9150e47e4(p0: int): void
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function native.cam._0xb85c13e0bf1f2a1c(p0: int): void
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function native.cam._0x066167c63111d8cf(p0: int, p1: int, p2: int, p3: int, p4: int): void
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function native.cam._0xa8ba2e0204d8486f(): void
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function native.cam._0xc3742f1fdf0a6824(): void
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function native.cam._0x0ff7125f07deb84f(p0: int, p1: int): void
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function native.cam._0x6cab0ba160b168d2(): void
_load_cinematic_cam_location
function native.cam._load_cinematic_cam_location(location_dict_name: string): void
_unload_cinematic_camera_location
function native.cam._unload_cinematic_camera_location(dictionary_name: string): void
_is_cinematic_cam_location_loaded
function native.cam._is_cinematic_cam_location_loaded(s_location_dict_name: string): bool
_is_cinematic_cam_location_loaded_2
function native.cam._is_cinematic_cam_location_loaded_2(location_dict_name: string): bool
_0x465f04f68ad38197
function native.cam._0x465f04f68ad38197(dictionary: string, shot_name: string, duration: int): int
_0xea113bf9b0c0c5d7
function native.cam._0xea113bf9b0c0c5d7(dictionary: string, shot_name: string, duration: int): int
_cinematic_location_trigger_scripted_shot_event_2
function native.cam._cinematic_location_trigger_scripted_shot_event_2(dictionary: string, shot_name: string, duration: int): void
cinematic_location_trigger_scripted_shot_event
function native.cam.cinematic_location_trigger_scripted_shot_event(dictionary: string, shot_name: string, camera_name: string, p3: int): void
_0xa54d643d0773eb65
function native.cam._0xa54d643d0773eb65(dictionary: string, shot_name: string, duration: int): void
cinematic_location_stop_scripted_shot_event
function native.cam.cinematic_location_stop_scripted_shot_event(p0: int, p1: int, p2: int): void
_0xc3aebb276825a359
function native.cam._0xc3aebb276825a359(dictionary: string, shot_name: string, duration: int): bool
_0x1d931b7cc0ee3956
function native.cam._0x1d931b7cc0ee3956(dictionary: string, shot_name: string, camera_name: string): bool
_cinematic_location_set_location_and_rotation
function native.cam._cinematic_location_set_location_and_rotation(name: string, x: float, y: float, z: float, rot_x: float, rot_y: float, rot_z: float): void
cinematic_location_override_target_entity_this_update
function native.cam.cinematic_location_override_target_entity_this_update(name: string, entity: int): void
_load_camera_data_dict
function native.cam._load_camera_data_dict(camera_dictionary: string): void
_unload_camera_data_dict
function native.cam._unload_camera_data_dict(camera_dictionary: string): void
_is_cam_data_dict_loaded
function native.cam._is_cam_data_dict_loaded(camera_dictionary: string): bool
_0xc285fd21294a1c49
function native.cam._0xc285fd21294a1c49(camera_dictionary: string): bool
_cam_create
function native.cam._cam_create(camera_dictionary: string): void
_cam_destroy
function native.cam._cam_destroy(camera_dictionary: string): void
_is_camera_available
function native.cam._is_camera_available(camera_dictionary: string): bool
_0x4138ee36bc3dc0a7
function native.cam._0x4138ee36bc3dc0a7(p0: int, p1: int): int
_0xfeb8646818294c75
function native.cam._0xfeb8646818294c75(p0: int, p1: int): void
_0x29e6655df3590b0d
function native.cam._0x29e6655df3590b0d(p0: int): void
_0xac77757c05de9e5a
function native.cam._0xac77757c05de9e5a(camera_dictionary: string): void
_0x8e036b41c37d0e5f
function native.cam._0x8e036b41c37d0e5f(p0: int): void
_0x1d9f72dd4fd9a9d7
function native.cam._0x1d9f72dd4fd9a9d7(p0: int): void
_cam_create_2
function native.cam._cam_create_2(camera_dictionary: string): void
_0x728491fb3dffef99
function native.cam._0x728491fb3dffef99(p0: int): void
_0x14c4a49e36c29e49
function native.cam._0x14c4a49e36c29e49(): int
_0xf824530b612fe0ce
function native.cam._0xf824530b612fe0ce(): int
_0xef9a3132a0aa6b19
function native.cam._0xef9a3132a0aa6b19(): int
_0x5060fa977cea4455
function native.cam._0x5060fa977cea4455(): int
_get_photo_mode_focal_length
function native.cam._get_photo_mode_focal_length(): float
_get_photo_mode_focus_distance
function native.cam._get_photo_mode_focus_distance(): float
_get_photo_mode_dof
function native.cam._get_photo_mode_dof(): float
_0x2ab7c81b3f70570c
function native.cam._0x2ab7c81b3f70570c(): int
_0x8505e05fc8822843
function native.cam._0x8505e05fc8822843(p0: int): void