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

This native makes the gameplay camera zoom into first person/third person with a special effect. blendBackSmoothingType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eBlendBackSmoothing

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

BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

function native.cam.destroy_cam(cam: int, p1: bool): void

destroy_all_cams

BOOL param indicates whether the cam should be destroyed if it belongs to the calling script.

function native.cam.destroy_all_cams(p0: bool): void

does_cam_exist

Returns whether or not the passed camera handle exists.

function native.cam.does_cam_exist(cam: int): bool

set_cam_active

Set camera as active/inactive.

function native.cam.set_cam_active(cam: int, active: bool): void

is_cam_active

Returns whether or not the passed camera handle is 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

Sets the position of the cam.

function native.cam.set_cam_coord(cam: int, pos_x: float, pos_y: float, pos_z: float): void

set_cam_rot

Sets the rotation of the cam.

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

_0xfc3f638be2b6bb02

function native.cam._0xfc3f638be2b6bb02(): void

_0xe4b7945ef4f1bfb2

function native.cam._0xe4b7945ef4f1bfb2(cam: int, args: ptr int): void

_0x1fc6c727d30ffdde

function native.cam._0x1fc6c727d30ffdde(p0: int): void

attach_cam_to_entity

Last param determines if its relative to the 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

Allows you to aim and shoot at the direction the camera is facing.

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

_0xcf69ea05cd9c33c9

function native.cam._0xcf69ea05cd9c33c9(): void

_is_anim_scene_cam_active

Only used in R* Script camera_photomode

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

Creates Cinematic Black Bars (at top and bottom) Disable instantly: false/false, Enable instantly: true/true

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

More info: see HAS_LETTER_BOX

function native.cam.get_letter_box_ratio(): float

_0x73ff6be63dc18819

function native.cam._0x73ff6be63dc18819(): int

_0x450769c833d58844

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

_0x0961b089947ba6d0

function native.cam._0x0961b089947ba6d0(p0: int): void

_0x04084490cc302cfb

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

Returns true if player is in first person

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

_0xc3e9e5d4f413b773

shakeName: REINFORCED_LASSO_STRUGGLE_SHAKE _RES*

function native.cam._0xc3e9e5d4f413b773(shake_name: string, intensity: float): void

is_gameplay_cam_shaking

function native.cam.is_gameplay_cam_shaking(): bool

_0x0060b31968e60e41

shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE IS_GAMEPLAY*

function native.cam._0x0060b31968e60e41(shake_name: string): bool

set_gameplay_cam_shake_amplitude

Sets the amplitude for the gameplay (i.e. 3rd or 1st) camera to shake.

function native.cam.set_gameplay_cam_shake_amplitude(amplitude: float): void

_0xfefddc6e8fdf8a75

_SET_GAMEPLAY_P* - _SET_GAMEPLAY_V*

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

script_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE, CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, HAND_SHAKE, MINIGAME_TRAIN_SHAKE script_mp_rel: DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE _STOP_GAMEPLAY_CAM* - _STOP_I*

function native.cam._stop_gameplay_cam_shaking_with_name(shake_name: string, p1: bool): void

set_gameplay_cam_follow_ped_this_update

Forces gameplay cam to specified ped as if you were the ped or spectating it

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

Old name: _DISABLE_CAM_COLLISION_FOR_ENTITY

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

_0x39073da4eddbc91d

function native.cam._0x39073da4eddbc91d(p0: int): void

_0x70a6658d476c6187

function native.cam._0x70a6658d476c6187(): void

_0x18c3dfac458783bb

function native.cam._0x18c3dfac458783bb(): void

_0xf1a6feedf3776ef9

function native.cam._0xf1a6feedf3776ef9(): void

_0xe6f364de6c2fdefe

function native.cam._0xe6f364de6c2fdefe(): void

_0x0f1ffef5d54ae832

NPLOI_UPDATE__GUN_SPINNING_PREVIEW - Adjusting Camera / Ped Reset Flags This Frame DISABLE*

function native.cam._0x0f1ffef5d54ae832(): void

_0x3c8f74e8fe751614

function native.cam._0x3c8f74e8fe751614(): void

_0x06557f6d96c86881

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

Used in Script Function SHOP_CAMERA_SUPPORT_START_NEW_ORBIT

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

Old name: _ANIMATE_GAMEPLAY_CAM_ZOOM

function native.cam.set_third_person_cam_orbit_distance_limits_this_update(p0: float, distance: float): void

set_in_vehicle_cam_state_this_update

Forces gameplay cam to specified vehicle as if you were in it

function native.cam.set_in_vehicle_cam_state_this_update(vehicle: int, p1: int): void

disable_on_foot_first_person_view_this_update

Old name: _DISABLE_FIRST_PERSON_CAM_THIS_FRAME

function native.cam.disable_on_foot_first_person_view_this_update(): void

disable_first_person_flash_effect_this_update

nullsub, doesn't do anything

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

_0x718c6ecf5e8cbdd4

function native.cam._0x718c6ecf5e8cbdd4(): void

_force_third_person_cam_this_frame

Forces camera position to second furthest 3rd person

function native.cam._force_third_person_cam_this_frame(): void

_force_third_person_cam_far_this_frame

Forces camera position to furthest 3rd person

function native.cam._force_third_person_cam_far_this_frame(): void

_force_first_person_cam_this_frame

Returns true if first person camera is active in saloon1.ysc

function native.cam._force_first_person_cam_this_frame(): bool

_disable_on_foot_first_person_view_this_update_2

Does the same as 0x9C473089A934C930 (DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE)

function native.cam._disable_on_foot_first_person_view_this_update_2(): void

_0x632be8d84846fa56

Zooms in the gameplay camera to the next zoom level? USE_* - WAS_*

function native.cam._0x632be8d84846fa56(): void

_0x71d71e08a7ed5bd7

function native.cam._0x71d71e08a7ed5bd7(p0: int): void

is_follow_vehicle_cam_active

function native.cam.is_follow_vehicle_cam_active(): bool

_0x7e40a01b11398fcb

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

_0xdc62cd70658e7a02

function native.cam._0xdc62cd70658e7a02(): int

_0x796085220adcc847

function native.cam._0x796085220adcc847(): int

_0xb6a80e1e3a5444f1

function native.cam._0xb6a80e1e3a5444f1(): int

_0x8b1a5fe7e41e52b2

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

Old name: _SET_FIRST_PERSON_CAM_PITCH_RANGE

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

Hash used in finale1.ysc: 1726668277

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

p6 & p7 - possibly length or time

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

UPDATE_PLAYER_PLAYING_STATE - Releasing Lasso Hint Cam Return type char in ida SET_GAMEPLAY_HINT*

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

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETX

function native.cam.set_gameplay_hint_camera_relative_side_offset(p0: float): void

set_gameplay_hint_camera_relative_vertical_offset

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETY

function native.cam.set_gameplay_hint_camera_relative_vertical_offset(p0: float): void

_0xf48664e9c83825e3

function native.cam._0xf48664e9c83825e3(p0: int, p1: int): void

_0x1f6ebd94680252ce

function native.cam._0x1f6ebd94680252ce(p0: int, p1: int): void

_0xe28f73212a813e82

function native.cam._0xe28f73212a813e82(p0: int, p1: int, p2: int, p3: int): void

_0x4d2f46d1b28d90fb

function native.cam._0x4d2f46d1b28d90fb(p0: int, p1: int): void

_start_camera_orbit

SHOP_CAMERA_SUPPORT_START_NEW_ORBIT p0: struct<32> /256/

function native.cam._start_camera_orbit(p0: ptr int): void

_0x641092322a8852ab

function native.cam._0x641092322a8852ab(): void

_0xdb382fe20c2da222

function native.cam._0xdb382fe20c2da222(p0: int): void

_0x2dd3149dc34a3f4c

function native.cam._0x2dd3149dc34a3f4c(p0: int): void

_freeze_gameplay_cam_this_frame

function native.cam._freeze_gameplay_cam_this_frame(): void

_0x3c486e334520579d

function native.cam._0x3c486e334520579d(): void

_0x41e452a3c580d1a7

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

Old name: _DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME

function native.cam.disable_cinematic_bonnet_camera_this_update(): void

invalidate_cinematic_vehicle_idle_mode

Old name: _INVALIDATE_VEHICLE_IDLE_CAM

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

_0x9ac65a36d3c0c189

function native.cam._0x9ac65a36d3c0c189(p0: int): void

_0x975f6ebb62632fe3

_IS_SCRIPTED_S*

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

Used for DUELING_MANAGE_DEATH_CAMERA - Initializing death camera Params: targetPed = death cam focuses on it

function native.cam._force_cinematic_death_cam_on_ped(target_ped: int): void

_reactivate_ped_headshot_execute_slowcam

Used to enable headshot kill replay when you headshot set ped. Params: p1 seems to be 0 or 1 in R* Scripts

function native.cam._reactivate_ped_headshot_execute_slowcam(ped: int, p1: int): void

_0x5b637d6f3b67716a

function native.cam._0x5b637d6f3b67716a(p0: int): void

_0xc252c0cc969af79a

function native.cam._0xc252c0cc969af79a(p0: int): void

_0xe2bb2d6a9fe2ecde

function native.cam._0xe2bb2d6a9fe2ecde(p0: int): void

_set_start_cinematic_death_cam

Used for DUELING_MANAGE_DEATH_CAMERA - Initializing death camera _SET_P* - _SET_S*

function native.cam._set_start_cinematic_death_cam(p0: bool): void

_0x6072b7420a83a03f

function native.cam._0x6072b7420a83a03f(): int

_0x1204eb53a5fbc63d

Used for DUELING_LOCK_CAMERA_CONTROLS_THIS_FRAME: Disabling look/aim controls IS_SC(REEN)* (?)

function native.cam._0x1204eb53a5fbc63d(): bool

_0x6519238858af5479

function native.cam._0x6519238858af5479(p0: int): void

_create_kill_cam

Creates Kill Cam for specified Ped Handle

function native.cam._create_kill_cam(ped: int): void

_is_cam_photofx_running

function native.cam._is_cam_photofx_running(): bool

_0x6dfd37e586d4f44f

function native.cam._0x6dfd37e586d4f44f(): int

_0x80d7a3e39b120bc4

function native.cam._0x80d7a3e39b120bc4(): int

_0x63e5841a9264d016

Maintains the death camera after respawn

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

_0x7ce9dc58e3e4755f

function native.cam._0x7ce9dc58e3e4755f(): int

_0x3b8e3ad9677ce12b

function native.cam._0x3b8e3ad9677ce12b(p0: int, p1: int, p2: int): void

_0xdf7f5be9150e47e4

function native.cam._0xdf7f5be9150e47e4(p0: int): void

_0xb85c13e0bf1f2a1c

function native.cam._0xb85c13e0bf1f2a1c(p0: int): void

_0x066167c63111d8cf

function native.cam._0x066167c63111d8cf(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0xa8ba2e0204d8486f

NPLOI_UPDATE__GUN_SPINNING_PREVIEW - Adjusting Camera / Ped Reset Flags This Frame DISABLE*

function native.cam._0xa8ba2e0204d8486f(): void

_0xc3742f1fdf0a6824

Camera will be or is running

function native.cam._0xc3742f1fdf0a6824(): void

_0x0ff7125f07deb84f

function native.cam._0x0ff7125f07deb84f(p0: int, p1: int): void

_0x6cab0ba160b168d2

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

Checks data related to Cinematic Cam Locations, if the check fails, the location is being loaded using 0x1B3C2D961F5FC0E1.

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

Only used in R* Script fm_mission_controller

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