cam¶
render_script_cams¶
void native.cam.render_script_cams(bool render, bool ease, int ease_time, bool p3, bool p4, int p5)
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.
stop_rendering_script_cams_using_catch_up¶
void native.cam.stop_rendering_script_cams_using_catch_up(bool render, float distance, int blend_back_smoothing_type, bool p3, bool p4, bool p5)
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
create_cam¶
int native.cam.create_cam(string cam_name, bool p1)
create_cam_with_params¶
int native.cam.create_cam_with_params(string cam_name, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, float fov, bool p8, int p9)
create_camera¶
int native.cam.create_camera(int cam_hash, bool p1)
create_camera_with_params¶
int native.cam.create_camera_with_params(int cam_hash, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, float fov, bool p8, int p9)
destroy_cam¶
void native.cam.destroy_cam(int cam, bool p1)
destroy_all_cams¶
void native.cam.destroy_all_cams(bool p0)
does_cam_exist¶
bool native.cam.does_cam_exist(int cam)
set_cam_active¶
void native.cam.set_cam_active(int cam, bool active)
is_cam_active¶
bool native.cam.is_cam_active(int cam)
is_cam_rendering¶
bool native.cam.is_cam_rendering(int cam)
get_rendering_cam¶
int native.cam.get_rendering_cam()
get_cam_coord¶
vec3 native.cam.get_cam_coord(int cam)
get_cam_rot¶
vec3 native.cam.get_cam_rot(int cam, int rotation_order)
get_cam_fov¶
float native.cam.get_cam_fov(int cam)
set_cam_params¶
void native.cam.set_cam_params(int cam, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, float field_of_view, int p8, int p9, int p10, int p11, int p12, int p13)
set_cam_coord¶
void native.cam.set_cam_coord(int cam, float pos_x, float pos_y, float pos_z)
set_cam_rot¶
void native.cam.set_cam_rot(int cam, float rot_x, float rot_y, float rot_z, int rotation_order)
set_cam_fov¶
void native.cam.set_cam_fov(int cam, float field_of_view)
set_cam_near_clip¶
void native.cam.set_cam_near_clip(int cam, float near_clip)
set_cam_far_clip¶
void native.cam.set_cam_far_clip(int cam, float far_clip)
set_cam_motion_blur_strength¶
void native.cam.set_cam_motion_blur_strength(int cam, float strength)
_0xfc3f638be2b6bb02¶
void native.cam._0xfc3f638be2b6bb02()
_0xe4b7945ef4f1bfb2¶
void native.cam._0xe4b7945ef4f1bfb2(int cam, ptr int args)
_0x1fc6c727d30ffdde¶
void native.cam._0x1fc6c727d30ffdde(int p0)
attach_cam_to_entity¶
void native.cam.attach_cam_to_entity(int cam, int entity, float x_offset, float y_offset, float z_offset, bool is_relative)
attach_cam_to_ped_bone¶
void native.cam.attach_cam_to_ped_bone(int cam, int ped, int bone_index, float x, float y, float z, bool heading)
detach_cam¶
void native.cam.detach_cam(int cam)
point_cam_at_coord¶
void native.cam.point_cam_at_coord(int cam, float x, float y, float z)
point_cam_at_entity¶
void native.cam.point_cam_at_entity(int cam, int entity, float p2, float p3, float p4, bool p5)
stop_cam_pointing¶
void native.cam.stop_cam_pointing(int cam)
_set_cam_focus_distance¶
void native.cam._set_cam_focus_distance(int cam, float distance)
_pause_camera_focus¶
void native.cam._pause_camera_focus(int cam, bool pause)
set_cam_affects_aiming¶
void native.cam.set_cam_affects_aiming(int cam, bool toggle)
set_cam_controls_mini_map_heading¶
void native.cam.set_cam_controls_mini_map_heading(int cam, bool p1)
allow_motion_blur_decay¶
void native.cam.allow_motion_blur_decay(int cam, bool p1)
add_cam_spline_node¶
void native.cam.add_cam_spline_node(int camera, float x, float y, float z, float x_rot, float y_rot, float z_rot, int length, int p8, int p9)
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?)
set_cam_spline_phase¶
void native.cam.set_cam_spline_phase(int cam, float p1)
get_cam_spline_phase¶
float native.cam.get_cam_spline_phase(int cam)
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)
set_cam_spline_duration¶
void native.cam.set_cam_spline_duration(int cam, int time_duration)
set_cam_spline_smoothing_style¶
void native.cam.set_cam_spline_smoothing_style(int cam, int smoothing_style)
set_cam_active_with_interp¶
void native.cam.set_cam_active_with_interp(int cam_to, int cam_from, int duration, int ease_location, int ease_rotation)
is_cam_interpolating¶
bool native.cam.is_cam_interpolating(int cam)
shake_cam¶
void native.cam.shake_cam(int cam, string type, float amplitude)
is_cam_shaking¶
bool native.cam.is_cam_shaking(int cam)
stop_cam_shaking¶
void native.cam.stop_cam_shaking(int cam, bool p1)
play_cam_anim¶
bool native.cam.play_cam_anim(int cam, string anim_name, string anim_dictionary, float x, float y, float z, float x_rot, float y_rot, float z_rot, int anim_flags, int rot_order)
_0xcf69ea05cd9c33c9¶
void native.cam._0xcf69ea05cd9c33c9()
_is_anim_scene_cam_active¶
bool native.cam._is_anim_scene_cam_active()
is_screen_faded_out¶
bool native.cam.is_screen_faded_out()
is_screen_faded_in¶
bool native.cam.is_screen_faded_in()
is_screen_fading_out¶
bool native.cam.is_screen_fading_out()
is_screen_fading_in¶
bool native.cam.is_screen_fading_in()
do_screen_fade_in¶
void native.cam.do_screen_fade_in(int duration)
do_screen_fade_out¶
void native.cam.do_screen_fade_out(int duration)
has_letter_box¶
bool native.cam.has_letter_box()
_request_letter_box_now¶
void native.cam._request_letter_box_now(bool p0, bool p1)
Creates Cinematic Black Bars (at top and bottom)
Disable instantly: false/false, Enable instantly: true/true
_request_letter_box_overtime¶
void native.cam._request_letter_box_overtime(int p0, int p1, bool p2, int p3, bool p4, bool p5)
_force_letter_box_this_update¶
void native.cam._force_letter_box_this_update()
get_letter_box_ratio¶
float native.cam.get_letter_box_ratio()
_0x73ff6be63dc18819¶
int native.cam._0x73ff6be63dc18819()
_0x450769c833d58844¶
int native.cam._0x450769c833d58844()
set_widescreen_borders¶
void native.cam.set_widescreen_borders(bool p0, int p1)
get_gameplay_cam_coord¶
vec3 native.cam.get_gameplay_cam_coord()
get_gameplay_cam_rot¶
vec3 native.cam.get_gameplay_cam_rot(int rotation_order)
get_gameplay_cam_fov¶
float native.cam.get_gameplay_cam_fov()
set_gameplay_cam_max_motion_blur_strength_this_update¶
void native.cam.set_gameplay_cam_max_motion_blur_strength_this_update(float p0)
get_gameplay_cam_relative_heading¶
float native.cam.get_gameplay_cam_relative_heading()
set_gameplay_cam_relative_heading¶
void native.cam.set_gameplay_cam_relative_heading(float heading, float p1)
Sets the camera position relative to heading in float from -360 to +360.
Heading is always 0 in aiming camera.
get_gameplay_cam_relative_pitch¶
float native.cam.get_gameplay_cam_relative_pitch()
set_gameplay_cam_relative_pitch¶
void native.cam.set_gameplay_cam_relative_pitch(float x, float value2)
Sets the camera pitch.
Parameters:
x = pitches the camera on the x axis.
Value2 = always seems to be hex 0x3F800000 (1.000000 float).
_0x0961b089947ba6d0¶
void native.cam._0x0961b089947ba6d0(int p0)
_0x04084490cc302cfb¶
void native.cam._0x04084490cc302cfb()
set_scripted_camera_is_first_person_this_frame¶
void native.cam.set_scripted_camera_is_first_person_this_frame(bool p0)
_is_in_full_first_person_mode¶
bool native.cam._is_in_full_first_person_mode()
shake_gameplay_cam¶
void native.cam.shake_gameplay_cam(string shake_name, float intensity)
_0xc3e9e5d4f413b773¶
void native.cam._0xc3e9e5d4f413b773(string shake_name, float intensity)
is_gameplay_cam_shaking¶
bool native.cam.is_gameplay_cam_shaking()
_0x0060b31968e60e41¶
bool native.cam._0x0060b31968e60e41(string shake_name)
shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE
_IS_GAMEPLAY_*
set_gameplay_cam_shake_amplitude¶
void native.cam.set_gameplay_cam_shake_amplitude(float amplitude)
_0xfefddc6e8fdf8a75¶
void native.cam._0xfefddc6e8fdf8a75(string shake_name, float intensity)
stop_gameplay_cam_shaking¶
void native.cam.stop_gameplay_cam_shaking(bool p0)
_stop_gameplay_cam_shaking_with_name¶
void native.cam._stop_gameplay_cam_shaking_with_name(string shake_name, bool p1)
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*
set_gameplay_cam_follow_ped_this_update¶
void native.cam.set_gameplay_cam_follow_ped_this_update(int ped)
is_gameplay_cam_rendering¶
bool native.cam.is_gameplay_cam_rendering()
is_interpolating_from_script_cams¶
bool native.cam.is_interpolating_from_script_cams()
is_interpolating_to_script_cams¶
bool native.cam.is_interpolating_to_script_cams()
is_gameplay_cam_looking_behind¶
bool native.cam.is_gameplay_cam_looking_behind()
set_gameplay_cam_ignore_entity_collision_this_update¶
void native.cam.set_gameplay_cam_ignore_entity_collision_this_update(int entity)
disable_cam_collision_for_object¶
void native.cam.disable_cam_collision_for_object(int entity)
_0x39073da4eddbc91d¶
void native.cam._0x39073da4eddbc91d(int p0)
_0x70a6658d476c6187¶
void native.cam._0x70a6658d476c6187()
_0x18c3dfac458783bb¶
void native.cam._0x18c3dfac458783bb()
_0xf1a6feedf3776ef9¶
void native.cam._0xf1a6feedf3776ef9()
_0xe6f364de6c2fdefe¶
void native.cam._0xe6f364de6c2fdefe()
_0x0f1ffef5d54ae832¶
void native.cam._0x0f1ffef5d54ae832()
_0x3c8f74e8fe751614¶
void native.cam._0x3c8f74e8fe751614()
_0x06557f6d96c86881¶
void native.cam._0x06557f6d96c86881()
is_sphere_visible¶
bool native.cam.is_sphere_visible(float x, float y, float z, float radius)
_0x190f7da1ac09a8ef¶
int native.cam._0x190f7da1ac09a8ef()
_set_gameplay_cam_initial_zoom¶
void native.cam._set_gameplay_cam_initial_zoom(float cam_initial_zoom)
_set_gameplay_cam_initial_heading¶
void native.cam._set_gameplay_cam_initial_heading(float cam_initial_heading)
_set_gameplay_cam_initial_pitch¶
void native.cam._set_gameplay_cam_initial_pitch(float cam_initial_pitch)
set_third_person_cam_relative_heading_limits_this_update¶
void native.cam.set_third_person_cam_relative_heading_limits_this_update(float minimum, float maximum)
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
set_third_person_cam_relative_pitch_limits_this_update¶
void native.cam.set_third_person_cam_relative_pitch_limits_this_update(float minimum, float maximum)
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
set_third_person_cam_orbit_distance_limits_this_update¶
void native.cam.set_third_person_cam_orbit_distance_limits_this_update(float p0, float distance)
set_in_vehicle_cam_state_this_update¶
void native.cam.set_in_vehicle_cam_state_this_update(int vehicle, int p1)
disable_on_foot_first_person_view_this_update¶
void native.cam.disable_on_foot_first_person_view_this_update()
disable_first_person_flash_effect_this_update¶
void native.cam.disable_first_person_flash_effect_this_update()
_disable_cinematic_mode_this_frame¶
void native.cam._disable_cinematic_mode_this_frame()
_is_in_cinematic_mode¶
bool native.cam._is_in_cinematic_mode()
_0x718c6ecf5e8cbdd4¶
void native.cam._0x718c6ecf5e8cbdd4()
_force_third_person_cam_this_frame¶
void native.cam._force_third_person_cam_this_frame()
_force_third_person_cam_far_this_frame¶
void native.cam._force_third_person_cam_far_this_frame()
_force_first_person_cam_this_frame¶
bool native.cam._force_first_person_cam_this_frame()
_disable_on_foot_first_person_view_this_update_2¶
void native.cam._disable_on_foot_first_person_view_this_update_2()
_0x632be8d84846fa56¶
void native.cam._0x632be8d84846fa56()
_0x71d71e08a7ed5bd7¶
void native.cam._0x71d71e08a7ed5bd7(int p0)
is_follow_vehicle_cam_active¶
bool native.cam.is_follow_vehicle_cam_active()
_0x7e40a01b11398fcb¶
void native.cam._0x7e40a01b11398fcb()
is_aim_cam_active¶
bool native.cam.is_aim_cam_active()
is_first_person_aim_cam_active¶
bool native.cam.is_first_person_aim_cam_active()
is_first_person_camera_active¶
bool native.cam.is_first_person_camera_active(int p0, int p1, int p2)
_0xdc62cd70658e7a02¶
int native.cam._0xdc62cd70658e7a02()
_0x796085220adcc847¶
int native.cam._0x796085220adcc847()
_0xb6a80e1e3a5444f1¶
int native.cam._0xb6a80e1e3a5444f1()
_0x8b1a5fe7e41e52b2¶
int native.cam._0x8b1a5fe7e41e52b2()
get_first_person_aim_cam_zoom_factor¶
float native.cam.get_first_person_aim_cam_zoom_factor()
set_first_person_aim_cam_relative_heading_limits_this_update¶
void native.cam.set_first_person_aim_cam_relative_heading_limits_this_update(float p0, float p1)
set_first_person_aim_cam_relative_pitch_limits_this_update¶
void native.cam.set_first_person_aim_cam_relative_pitch_limits_this_update(float p0, float p1)
_0xc205b3c54c6a4e37¶
void native.cam._0xc205b3c54c6a4e37(int p0)
get_final_rendered_cam_coord¶
vec3 native.cam.get_final_rendered_cam_coord()
get_final_rendered_cam_rot¶
vec3 native.cam.get_final_rendered_cam_rot(int rotation_order)
get_final_rendered_cam_fov¶
float native.cam.get_final_rendered_cam_fov()
set_gameplay_coord_hint¶
void native.cam.set_gameplay_coord_hint(float x, float y, float z, int duration, int blend_out_duration, int blend_in_duration, int p6)
set_gameplay_ped_hint¶
void native.cam.set_gameplay_ped_hint(int p0, float x1, float y1, float z1, bool p4, int p5, int p6, int p7)
set_gameplay_vehicle_hint¶
void native.cam.set_gameplay_vehicle_hint(int p0, float p1, float p2, float p3, bool p4, int p5, int p6, int p7)
set_gameplay_object_hint¶
void native.cam.set_gameplay_object_hint(int p0, float p1, float p2, float p3, bool p4, int p5, int p6, int p7)
set_gameplay_entity_hint¶
void native.cam.set_gameplay_entity_hint(int entity, float x_offset, float y_offset, float z_offset, bool p4, int p5, int p6, int p7, int p8)
is_gameplay_hint_active¶
bool native.cam.is_gameplay_hint_active()
stop_gameplay_hint¶
void native.cam.stop_gameplay_hint(bool p0)
stop_code_gameplay_hint¶
void native.cam.stop_code_gameplay_hint(bool p0)
_0x88544c0e3291dcae¶
void native.cam._0x88544c0e3291dcae(bool p0)
set_gameplay_hint_fov¶
void native.cam.set_gameplay_hint_fov(float fov)
set_gameplay_hint_follow_distance_scalar¶
void native.cam.set_gameplay_hint_follow_distance_scalar(float p0)
set_gameplay_hint_base_orbit_pitch_offset¶
void native.cam.set_gameplay_hint_base_orbit_pitch_offset(float p0)
set_gameplay_hint_camera_relative_side_offset¶
void native.cam.set_gameplay_hint_camera_relative_side_offset(float p0)
set_gameplay_hint_camera_relative_vertical_offset¶
void native.cam.set_gameplay_hint_camera_relative_vertical_offset(float p0)
_0xf48664e9c83825e3¶
void native.cam._0xf48664e9c83825e3(int p0, int p1)
_0x1f6ebd94680252ce¶
void native.cam._0x1f6ebd94680252ce(int p0, int p1)
_0xe28f73212a813e82¶
void native.cam._0xe28f73212a813e82(int p0, int p1, int p2, int p3)
_0x4d2f46d1b28d90fb¶
void native.cam._0x4d2f46d1b28d90fb(int p0, int p1)
_start_camera_orbit¶
void native.cam._start_camera_orbit(ptr int p0)
_0x641092322a8852ab¶
void native.cam._0x641092322a8852ab()
_0xdb382fe20c2da222¶
void native.cam._0xdb382fe20c2da222(int p0)
_0x2dd3149dc34a3f4c¶
void native.cam._0x2dd3149dc34a3f4c(int p0)
_freeze_gameplay_cam_this_frame¶
void native.cam._freeze_gameplay_cam_this_frame()
_0x3c486e334520579d¶
void native.cam._0x3c486e334520579d()
_0x41e452a3c580d1a7¶
void native.cam._0x41e452a3c580d1a7()
set_cinematic_button_active¶
void native.cam.set_cinematic_button_active(bool p0)
is_cinematic_cam_rendering¶
bool native.cam.is_cinematic_cam_rendering()
disable_cinematic_bonnet_camera_this_update¶
void native.cam.disable_cinematic_bonnet_camera_this_update()
invalidate_cinematic_vehicle_idle_mode¶
void native.cam.invalidate_cinematic_vehicle_idle_mode()
force_cinematic_rendering_this_update¶
void native.cam.force_cinematic_rendering_this_update(bool p0)
_0x9ac65a36d3c0c189¶
void native.cam._0x9ac65a36d3c0c189(int p0)
_0x975f6ebb62632fe3¶
bool native.cam._0x975f6ebb62632fe3()
set_cinematic_mode_active¶
void native.cam.set_cinematic_mode_active(bool p0)
_0x1811a02277a9e49d¶
bool native.cam._0x1811a02277a9e49d()
_force_cinematic_death_cam_on_ped¶
void native.cam._force_cinematic_death_cam_on_ped(int target_ped)
Used for DUELING_MANAGE_DEATH_CAMERA - Initializing death camera
Params: targetPed = death cam focuses on it
_reactivate_ped_headshot_execute_slowcam¶
void native.cam._reactivate_ped_headshot_execute_slowcam(int ped, int p1)
Used to enable headshot kill replay when you headshot set ped.
Params: p1 seems to be 0 or 1 in R* Scripts
_0x5b637d6f3b67716a¶
void native.cam._0x5b637d6f3b67716a(int p0)
_0xc252c0cc969af79a¶
void native.cam._0xc252c0cc969af79a(int p0)
_0xe2bb2d6a9fe2ecde¶
void native.cam._0xe2bb2d6a9fe2ecde(int p0)
_set_start_cinematic_death_cam¶
void native.cam._set_start_cinematic_death_cam(bool p0)
_0x6072b7420a83a03f¶
int native.cam._0x6072b7420a83a03f()
_0x1204eb53a5fbc63d¶
bool native.cam._0x1204eb53a5fbc63d()
_0x6519238858af5479¶
void native.cam._0x6519238858af5479(int p0)
_create_kill_cam¶
void native.cam._create_kill_cam(int ped)
_is_cam_photofx_running¶
bool native.cam._is_cam_photofx_running()
_0x6dfd37e586d4f44f¶
int native.cam._0x6dfd37e586d4f44f()
_0x80d7a3e39b120bc4¶
int native.cam._0x80d7a3e39b120bc4()
_0x63e5841a9264d016¶
void native.cam._0x63e5841a9264d016(bool toggle)
_trigger_mission_failed_cam¶
void native.cam._trigger_mission_failed_cam()
_0x16e9abdd34ddd931¶
void native.cam._0x16e9abdd34ddd931()
is_death_fail_camera_running¶
bool native.cam.is_death_fail_camera_running()
_0x7ce9dc58e3e4755f¶
int native.cam._0x7ce9dc58e3e4755f()
_0x3b8e3ad9677ce12b¶
void native.cam._0x3b8e3ad9677ce12b(int p0, int p1, int p2)
_0xdf7f5be9150e47e4¶
void native.cam._0xdf7f5be9150e47e4(int p0)
_0xb85c13e0bf1f2a1c¶
void native.cam._0xb85c13e0bf1f2a1c(int p0)
_0x066167c63111d8cf¶
void native.cam._0x066167c63111d8cf(int p0, int p1, int p2, int p3, int p4)
_0xa8ba2e0204d8486f¶
void native.cam._0xa8ba2e0204d8486f()
_0xc3742f1fdf0a6824¶
void native.cam._0xc3742f1fdf0a6824()
_0x0ff7125f07deb84f¶
void native.cam._0x0ff7125f07deb84f(int p0, int p1)
_0x6cab0ba160b168d2¶
void native.cam._0x6cab0ba160b168d2()
_load_cinematic_cam_location¶
void native.cam._load_cinematic_cam_location(string location_dict_name)
_unload_cinematic_camera_location¶
void native.cam._unload_cinematic_camera_location(string dictionary_name)
_is_cinematic_cam_location_loaded¶
bool native.cam._is_cinematic_cam_location_loaded(string s_location_dict_name)
_is_cinematic_cam_location_loaded_2¶
bool native.cam._is_cinematic_cam_location_loaded_2(string location_dict_name)
Checks data related to Cinematic Cam Locations, if the check fails, the location is being loaded using 0x1B3C2D961F5FC0E1.
_0x465f04f68ad38197¶
int native.cam._0x465f04f68ad38197(string dictionary, string shot_name, int duration)
_0xea113bf9b0c0c5d7¶
int native.cam._0xea113bf9b0c0c5d7(string dictionary, string shot_name, int duration)
_cinematic_location_trigger_scripted_shot_event_2¶
void native.cam._cinematic_location_trigger_scripted_shot_event_2(string dictionary, string shot_name, int duration)
cinematic_location_trigger_scripted_shot_event¶
void native.cam.cinematic_location_trigger_scripted_shot_event(string dictionary, string shot_name, string camera_name, int p3)
_0xa54d643d0773eb65¶
void native.cam._0xa54d643d0773eb65(string dictionary, string shot_name, int duration)
cinematic_location_stop_scripted_shot_event¶
void native.cam.cinematic_location_stop_scripted_shot_event(int p0, int p1, int p2)
_0xc3aebb276825a359¶
bool native.cam._0xc3aebb276825a359(string dictionary, string shot_name, int duration)
_0x1d931b7cc0ee3956¶
bool native.cam._0x1d931b7cc0ee3956(string dictionary, string shot_name, string camera_name)
_cinematic_location_set_location_and_rotation¶
void native.cam._cinematic_location_set_location_and_rotation(string name, float x, float y, float z, float rot_x, float rot_y, float rot_z)
cinematic_location_override_target_entity_this_update¶
void native.cam.cinematic_location_override_target_entity_this_update(string name, int entity)
_load_camera_data_dict¶
void native.cam._load_camera_data_dict(string camera_dictionary)
_unload_camera_data_dict¶
void native.cam._unload_camera_data_dict(string camera_dictionary)
_is_cam_data_dict_loaded¶
bool native.cam._is_cam_data_dict_loaded(string camera_dictionary)
_0xc285fd21294a1c49¶
bool native.cam._0xc285fd21294a1c49(string camera_dictionary)
_cam_create¶
void native.cam._cam_create(string camera_dictionary)
_cam_destroy¶
void native.cam._cam_destroy(string camera_dictionary)
_is_camera_available¶
bool native.cam._is_camera_available(string camera_dictionary)
_0x4138ee36bc3dc0a7¶
int native.cam._0x4138ee36bc3dc0a7(int p0, int p1)
_0xfeb8646818294c75¶
void native.cam._0xfeb8646818294c75(int p0, int p1)
_0x29e6655df3590b0d¶
void native.cam._0x29e6655df3590b0d(int p0)
_0xac77757c05de9e5a¶
void native.cam._0xac77757c05de9e5a(string camera_dictionary)
_0x8e036b41c37d0e5f¶
void native.cam._0x8e036b41c37d0e5f(int p0)
_0x1d9f72dd4fd9a9d7¶
void native.cam._0x1d9f72dd4fd9a9d7(int p0)
_cam_create_2¶
void native.cam._cam_create_2(string camera_dictionary)
_0x728491fb3dffef99¶
void native.cam._0x728491fb3dffef99(int p0)
_0x14c4a49e36c29e49¶
int native.cam._0x14c4a49e36c29e49()
_0xf824530b612fe0ce¶
int native.cam._0xf824530b612fe0ce()
_0xef9a3132a0aa6b19¶
int native.cam._0xef9a3132a0aa6b19()
_0x5060fa977cea4455¶
int native.cam._0x5060fa977cea4455()
_get_photo_mode_focal_length¶
float native.cam._get_photo_mode_focal_length()
_get_photo_mode_focus_distance¶
float native.cam._get_photo_mode_focus_distance()
_get_photo_mode_dof¶
float native.cam._get_photo_mode_dof()
_0x2ab7c81b3f70570c¶
int native.cam._0x2ab7c81b3f70570c()
_0x8505e05fc8822843¶
void native.cam._0x8505e05fc8822843(int p0)