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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)

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

destroy_all_cams

void native.cam.destroy_all_cams(bool p0)

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

does_cam_exist

bool native.cam.does_cam_exist(int cam)

Returns whether or not the passed camera handle exists.

set_cam_active

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

Set camera as active/inactive.

is_cam_active

bool native.cam.is_cam_active(int cam)

Returns whether or not the passed camera handle is active.

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)

rotationOrder: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEulerRotationOrder

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)

Sets the position of the cam.

set_cam_rot

void native.cam.set_cam_rot(int cam, float rot_x, float rot_y, float rot_z, int rotation_order)

Sets the rotation of the cam.

set_cam_fov

void native.cam.set_cam_fov(int cam, float field_of_view)

Sets the field of view of the cam.

Min: 1.0f
Max: 130.0f

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)

Last param determines if its relative to the Entity

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)

boneIndex: https://github.com/femga/rdr3_discoveries/tree/master/boneNames

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)

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

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()

Only used in R* Script camera_photomode

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)

Fades the screen in.

duration: The time the fade should take, in milliseconds.

do_screen_fade_out

void native.cam.do_screen_fade_out(int duration)

Fades the screen out.

duration: The time the fade should take, in milliseconds.

has_letter_box

bool native.cam.has_letter_box()

More info: https://en.wikipedia.org/wiki/Letterboxing_(filming)

_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()

More info: see HAS_LETTER_BOX

_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()

Returns true if player is in first person

shake_gameplay_cam

void native.cam.shake_gameplay_cam(string shake_name, float intensity)


_0xc3e9e5d4f413b773

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

shakeName: REINFORCED_LASSO_STRUGGLE_SHAKE
_RES*

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)

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

_0xfefddc6e8fdf8a75

void native.cam._0xfefddc6e8fdf8a75(string shake_name, float intensity)

_SET_GAMEPLAY_P* - _SET_GAMEPLAY_V*

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)

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

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)

Old name: _DISABLE_CAM_COLLISION_FOR_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()

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

_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)

Used in Script Function SHOP_CAMERA_SUPPORT_START_NEW_ORBIT

_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)

Old name: _ANIMATE_GAMEPLAY_CAM_ZOOM

set_in_vehicle_cam_state_this_update

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

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

disable_on_foot_first_person_view_this_update

void native.cam.disable_on_foot_first_person_view_this_update()

Old name: _DISABLE_FIRST_PERSON_CAM_THIS_FRAME

disable_first_person_flash_effect_this_update

void native.cam.disable_first_person_flash_effect_this_update()

nullsub, doesn't do anything

_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()

Forces camera position to second furthest 3rd person

_force_third_person_cam_far_this_frame

void native.cam._force_third_person_cam_far_this_frame()

Forces camera position to furthest 3rd person

_force_first_person_cam_this_frame

bool native.cam._force_first_person_cam_this_frame()

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

_disable_on_foot_first_person_view_this_update_2

void native.cam._disable_on_foot_first_person_view_this_update_2()

Does the same as 0x9C473089A934C930 (DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE)

_0x632be8d84846fa56

void native.cam._0x632be8d84846fa56()

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

_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)

Old name: _SET_FIRST_PERSON_CAM_PITCH_RANGE

_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)

Hash used in finale1.ysc: 1726668277

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)

p6 & p7 - possibly length or time

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)

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

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)

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETX

set_gameplay_hint_camera_relative_vertical_offset

void native.cam.set_gameplay_hint_camera_relative_vertical_offset(float p0)

Old name: _SET_GAMEPLAY_HINT_ANIM_OFFSETY

_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)

[SHOP_CAMERA_SUPPORT_START_NEW_ORBIT]
p0: struct<32> \/*256*\/

_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()

Old name: _DISABLE_VEHICLE_FIRST_PERSON_CAM_THIS_FRAME

invalidate_cinematic_vehicle_idle_mode

void native.cam.invalidate_cinematic_vehicle_idle_mode()

Old name: _INVALIDATE_VEHICLE_IDLE_CAM

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()

_IS_SCRIPTED_S*

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)

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

_0x6072b7420a83a03f

int native.cam._0x6072b7420a83a03f()


_0x1204eb53a5fbc63d

bool native.cam._0x1204eb53a5fbc63d()

Used for DUELING_LOCK_CAMERA_CONTROLS_THIS_FRAME: Disabling look/aim controls
_IS_SC(REEN_)* (?)

_0x6519238858af5479

void native.cam._0x6519238858af5479(int p0)


_create_kill_cam

void native.cam._create_kill_cam(int ped)

Creates Kill Cam for specified Ped Handle

_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)

Maintains the death camera after respawn

_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()

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

_0xc3742f1fdf0a6824

void native.cam._0xc3742f1fdf0a6824()

Camera will be or is running

_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)

Only used in R* Script fm_mission_controller

_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)