entity
Methods
does_entity_exist
function native.entity.does_entity_exist(entity: int): bool
does_entity_belong_to_this_script
function native.entity.does_entity_belong_to_this_script(entity: int, p1: bool): bool
does_entity_have_drawable
function native.entity.does_entity_have_drawable(entity: int): bool
does_entity_have_physics
function native.entity.does_entity_have_physics(entity: int): bool
has_entity_been_damaged_by_any_object
function native.entity.has_entity_been_damaged_by_any_object(entity: int): bool
has_entity_been_damaged_by_any_ped
function native.entity.has_entity_been_damaged_by_any_ped(entity: int): bool
has_entity_been_damaged_by_any_vehicle
function native.entity.has_entity_been_damaged_by_any_vehicle(entity: int): bool
has_entity_been_damaged_by_entity
function native.entity.has_entity_been_damaged_by_entity(entity1: int, entity2: int, p2: bool, p3: bool): bool
_0x3ec28da1ffac9ddd
function native.entity._0x3ec28da1ffac9ddd(entity1: int, entity2: int, p2: int, p3: int): bool
_0xaf72ec7e1b54539b
function native.entity._0xaf72ec7e1b54539b(entity: int): int
has_entity_clear_los_to_entity
function native.entity.has_entity_clear_los_to_entity(entity1: int, entity2: int, trace_type: int): bool
has_entity_clear_los_to_coord
function native.entity.has_entity_clear_los_to_coord(entity: int, x: float, y: float, z: float, flags: int): bool
has_entity_clear_los_to_entity_in_front
function native.entity.has_entity_clear_los_to_entity_in_front(entity1: int, entity2: int, trace_type: int): bool
has_entity_collided_with_anything
function native.entity.has_entity_collided_with_anything(entity: int): bool
_0x6d58167f62238284
function native.entity._0x6d58167f62238284(vehicle: int): float
_0xdfc2b226d56d85f6
function native.entity._0xdfc2b226d56d85f6(p0: int, p1: int): float
get_anim_duration
function native.entity.get_anim_duration(anim_dict: string, anim_name: string): float
get_entity_attached_to
function native.entity.get_entity_attached_to(entity: int): int
get_entity_coords
Gets the current coordinates for a specified entity.
entity = The entity to get the coordinates from.
alive = Unused by the game, potentially used by debug builds in order to assert whether or not an entity was alive.
If entity is a ped and it's in a vehicle or on a mount the coords of that entity are returned. Set 'realCoords' to true when you need the true ped coords.
function native.entity.get_entity_coords(entity: int, alive: bool, real_coords: bool): vec3
get_entity_forward_vector
function native.entity.get_entity_forward_vector(entity: int): vec3
get_entity_forward_x
function native.entity.get_entity_forward_x(entity: int): float
get_entity_forward_y
function native.entity.get_entity_forward_y(entity: int): float
_get_entity_forward_vector_yx
function native.entity._get_entity_forward_vector_yx(entity: int): vec3
get_entity_heading
function native.entity.get_entity_heading(entity: int): float
get_entity_health
function native.entity.get_entity_health(entity: int): int
_get_entity_health_float
function native.entity._get_entity_health_float(entity: int): float
_change_entity_health
function native.entity._change_entity_health(entity: int, amount: float, entity2: int, weapon_hash: int): bool
get_entity_max_health
function native.entity.get_entity_max_health(entity: int, p1: bool): int
set_entity_max_health
function native.entity.set_entity_max_health(entity: int, value: int): void
get_entity_height
function native.entity.get_entity_height(entity: int, x: float, y: float, z: float, at_top: bool, in_world_coords: bool): float
get_entity_height_above_ground
function native.entity.get_entity_height_above_ground(entity: int): float
_get_entity_world_position_of_dimensions
function native.entity._get_entity_world_position_of_dimensions(entity: int, minimum: ref vec3, maximum: ref vec3): void
get_entity_matrix
function native.entity.get_entity_matrix(entity: int, right_vector: ref vec3, forward_vector: ref vec3, up_vector: ref vec3, position: ref vec3): void
get_entity_model
function native.entity.get_entity_model(entity: int): int
_get_ped_animal_type
function native.entity._get_ped_animal_type(ped: int): int
get_is_animal
function native.entity.get_is_animal(entity: int): bool
_get_is_bird
function native.entity._get_is_bird(entity: int): bool
_get_is_predator
function native.entity._get_is_predator(entity: int): bool
get_offset_from_entity_given_world_coords
function native.entity.get_offset_from_entity_given_world_coords(entity: int, pos_x: float, pos_y: float, pos_z: float): vec3
get_offset_from_entity_in_world_coords
Offset values are relative to the entity.
x = left/right y = forward/backward z = up/down
function native.entity.get_offset_from_entity_in_world_coords(entity: int, offset_x: float, offset_y: float, offset_z: float): vec3
get_entity_pitch
function native.entity.get_entity_pitch(entity: int): float
get_entity_roll
function native.entity.get_entity_roll(entity: int): float
get_entity_rotation
function native.entity.get_entity_rotation(entity: int, rotation_order: int): vec3
_get_entity_script
function native.entity._get_entity_script(entity: int, arg_struct: ptr int): int
get_entity_speed
function native.entity.get_entity_speed(entity: int): float
get_entity_speed_vector
function native.entity.get_entity_speed_vector(entity: int, relative: bool): vec3
get_entity_upright_value
function native.entity.get_entity_upright_value(entity: int): float
get_entity_velocity
function native.entity.get_entity_velocity(entity: int, p1: int): vec3
get_object_index_from_entity_index
function native.entity.get_object_index_from_entity_index(entity: int): int
get_ped_index_from_entity_index
function native.entity.get_ped_index_from_entity_index(entity: int): int
get_vehicle_index_from_entity_index
function native.entity.get_vehicle_index_from_entity_index(entity: int): int
get_world_position_of_entity_bone
function native.entity.get_world_position_of_entity_bone(entity: int, bone_index: int): vec3
_0x5e214112806591ea
function native.entity._0x5e214112806591ea(entity: int, bone_index: int): vec3
_0x3ab3a77672f6473f
function native.entity._0x3ab3a77672f6473f(p0: int, p1: int, p2: int, p3: int): vec3
get_nearest_player_to_entity
function native.entity.get_nearest_player_to_entity(entity: int, player_ped_to_ignore: int, flags: int): int
get_nearest_player_to_entity_on_team
function native.entity.get_nearest_player_to_entity_on_team(entity: int, team: int, player_ped_to_ignore: int, flags: int): int
get_nearest_participant_to_entity
function native.entity.get_nearest_participant_to_entity(entity: int): int
place_entity_on_ground_properly
function native.entity.place_entity_on_ground_properly(entity: int, p1: bool): bool
get_entity_type
function native.entity.get_entity_type(entity: int): int
get_entity_population_type
function native.entity.get_entity_population_type(entity: int): int
is_an_entity
function native.entity.is_an_entity(handle: int): bool
is_entity_a_ped
function native.entity.is_entity_a_ped(entity: int): bool
is_entity_a_mission_entity
function native.entity.is_entity_a_mission_entity(entity: int): bool
is_entity_a_vehicle
function native.entity.is_entity_a_vehicle(entity: int): bool
is_entity_an_object
function native.entity.is_entity_an_object(entity: int): bool
is_entity_at_coord
Checks if entity is within x/y/zSize distance of x/y/z.
Last three are unknown ints, almost always p7 = 0, p8 = 1, p9 = 0
function native.entity.is_entity_at_coord(entity: int, x_pos: float, y_pos: float, z_pos: float, x_size: float, y_size: float, z_size: float, p7: bool, p8: bool, p9: int): bool
is_entity_at_entity
Checks if entity1 is within the box defined by x/y/zSize of entity2.
Last three parameters are almost always p5 = 0, p6 = 1, p7 = 0
function native.entity.is_entity_at_entity(entity1: int, entity2: int, x_size: float, y_size: float, z_size: float, p5: bool, p6: bool, p7: int): bool
is_entity_attached
function native.entity.is_entity_attached(entity: int): bool
is_entity_attached_to_any_object
function native.entity.is_entity_attached_to_any_object(entity: int): bool
is_entity_attached_to_any_ped
function native.entity.is_entity_attached_to_any_ped(entity: int): bool
is_entity_attached_to_any_vehicle
function native.entity.is_entity_attached_to_any_vehicle(entity: int): bool
is_entity_attached_to_entity
function native.entity.is_entity_attached_to_entity(from: int, to: int): bool
_is_entity_owned_by_persistence_system
function native.entity._is_entity_owned_by_persistence_system(entity: int): bool
is_entity_dead
function native.entity.is_entity_dead(entity: int): bool
is_entity_in_air
function native.entity.is_entity_in_air(entity: int, p1: int): bool
is_entity_in_angled_area
Creates a spherical cone at origin that extends to surface with the angle specified. Then returns true if the entity is inside the spherical cone
Angle is measured in degrees.
function native.entity.is_entity_in_angled_area(entity: int, origin_x: float, origin_y: float, origin_z: float, edge_x: float, edge_y: float, edge_z: float, angle: float, p8: bool, p9: bool, p10: int): bool
is_entity_in_area
function native.entity.is_entity_in_area(entity: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p7: bool, p8: bool, p9: int): bool
is_entity_in_volume
function native.entity.is_entity_in_volume(entity: int, volume: int, p2: bool, p3: int): bool
is_entity_in_water
function native.entity.is_entity_in_water(entity: int): bool
_is_entity_underwater
function native.entity._is_entity_underwater(entity: int, p1: bool): bool
get_entity_submerged_level
function native.entity.get_entity_submerged_level(entity: int): float
set_entity_requires_more_expensive_river_check
function native.entity.set_entity_requires_more_expensive_river_check(entity: int, toggle: bool): void
_0x7a49d40de437bc8d
function native.entity._0x7a49d40de437bc8d(p0: int, p1: int): void
_0x978aa2323ed32209
function native.entity._0x978aa2323ed32209(p0: int, p1: int): void
_0x002aac783ed323ed
function native.entity._0x002aac783ed323ed(p0: int, p1: int): void
_0x007aac783ed323ed
function native.entity._0x007aac783ed323ed(p0: int, p1: int, p2: int): void
is_entity_on_screen
function native.entity.is_entity_on_screen(entity: int): bool
is_entity_playing_anim
function native.entity.is_entity_playing_anim(entity: int, anim_dict: string, anim_name: string, anim_type: int): bool
_is_entity_playing_any_anim
function native.entity._is_entity_playing_any_anim(entity: int, p1: int): bool
is_entity_static
function native.entity.is_entity_static(entity: int): bool
is_entity_touching_entity
function native.entity.is_entity_touching_entity(entity: int, target_entity: int): bool
is_entity_touching_model
function native.entity.is_entity_touching_model(entity: int, model_hash: int): bool
is_entity_upright
function native.entity.is_entity_upright(entity: int, angle: float): bool
is_entity_upsidedown
function native.entity.is_entity_upsidedown(entity: int): bool
is_entity_visible
function native.entity.is_entity_visible(entity: int): bool
_0xff9965c47fa404da
function native.entity._0xff9965c47fa404da(entity: int, toggle: bool): void
is_entity_visible_to_script
function native.entity.is_entity_visible_to_script(entity: int): bool
_0x3f08c6163a4ab1d6
function native.entity._0x3f08c6163a4ab1d6(p0: int): void
_0x0db41d59e0f1502b
function native.entity._0x0db41d59e0f1502b(p0: int): void
_is_tracked_entity_visible
function native.entity._is_tracked_entity_visible(entity: int): bool
is_entity_occluded
function native.entity.is_entity_occluded(entity: int): bool
would_entity_be_occluded
function native.entity.would_entity_be_occluded(entity_model_hash: int, x: float, y: float, z: float, p4: bool): bool
is_entity_waiting_for_world_collision
function native.entity.is_entity_waiting_for_world_collision(entity: int): bool
_is_entity_on_train_track
function native.entity._is_entity_on_train_track(entity: int): bool
_0xcdb682bb47c02f0a
function native.entity._0xcdb682bb47c02f0a(entity: int, p1: int): void
_0xe19035eb65ab2932
function native.entity._0xe19035eb65ab2932(p0: int, p1: int): void
script_override_entity_loot_table_permanent
function native.entity.script_override_entity_loot_table_permanent(entity: int, loot_table: int): bool
_get_script_override_entity_loot_table_permanent
function native.entity._get_script_override_entity_loot_table_permanent(entity: int, loot_table: ptr int): bool
_request_entity_loot_list
function native.entity._request_entity_loot_list(mount: int, arg_struct: ptr int, visiblelootslotrequest_type: int, flag: int, p4: int, p5: bool): bool
_0xe31fc20319874cb3
function native.entity._0xe31fc20319874cb3(p0: int, p1: int, p2: int): int
_0x582f73acfe969571
function native.entity._0x582f73acfe969571(p0: int, p1: int, p2: int): int
_0xba2a089e60ed1163
function native.entity._0xba2a089e60ed1163(p0: int, p1: int, p2: int, p3: int, p4: int): int
get_carriable_entity_state
function native.entity.get_carriable_entity_state(entity: int): int
_0xd46bf94c4c66fab0
function native.entity._0xd46bf94c4c66fab0(p0: int, p1: int, p2: int, p3: int): int
_get_optimal_carry_config
hogtied config, doesn't matter the entity.
It's for humans only and the ped must be resurrected first if it's dead.function native.entity._get_optimal_carry_config(entity: int, index: int): int
_0xd21c7418c590bb40
function native.entity._0xd21c7418c590bb40(p0: int): int
_get_entity_carry_config
function native.entity._get_entity_carry_config(entity: int): int
_is_carriable_model
function native.entity._is_carriable_model(model: int): bool
_get_carriable_from_entity
function native.entity._get_carriable_from_entity(entity: int): int
_set_entity_carcass_type
function native.entity._set_entity_carcass_type(entity: int, type: int): void
_0x2a77ef9bec8518f4
function native.entity._0x2a77ef9bec8518f4(p0: int): int
_delete_carriable
function native.entity._delete_carriable(entity: ptr int): void
_is_entity_fully_looted
function native.entity._is_entity_fully_looted(entity: int): bool
_set_entity_fully_looted
function native.entity._set_entity_fully_looted(entity: int, looted: bool): void
_0xef2d9ed7ce684f08
function native.entity._0xef2d9ed7ce684f08(ped: int): int
_0x0ccefc6c2c95da2a
function native.entity._0x0ccefc6c2c95da2a(p0: int, p1: int, p2: int, p3: int): int
_0x383f64263f946e45
function native.entity._0x383f64263f946e45(p0: ptr int, entity: int, p2: int, ped: int, p4: int, p5: int): bool
_0x8e10df0ffa63fb65
function native.entity._0x8e10df0ffa63fb65(p0: int, p1: int, p2: int, p3: int, p4: int): int
_get_entity_carrying_flag
function native.entity._get_entity_carrying_flag(entity: int, flag_id: int): bool
_set_entity_carrying_flag
flagId: https://github.com/femga/rdr3_discoveries/tree/master/AI/CARRYING_FLAGShttps://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CCarryingFlags__Flags
enum eCarryingFlag { CARRYING_FLAG_CAN_BE_CUT_FREE = 1, CARRYING_FLAG_CAN_BE_CARRIED_ON_FOOT = 2, CARRYING_FLAG_CAN_BE_DROPPED = 4, CARRYING_FLAG_CAN_BE_CARRIED_WHEN_DEAD = 7, CARRYING_FLAG_CAN_CARRY_ANYTHING = 9, CARRYING_FLAG_DISABLE_PROMPT_LOS_CHECKS = 19, CARRYING_FLAG_FORCE_ALLOW_WARP_TO_SAFE_GROUND_LOCATION = 23, CARRYING_FLAG_PICKUPS_IGNORE_HEIGHT_RESTRICTIONS = 26, CARRYING_FLAG_CLEAN_UP_WHEN_NOT_CARRIED = 27, CARRYING_FLAG_BLOCK_KNOCK_OFF_PED_VARIATIONS_FROM_CARRIABLE_INTERACTIONS = 29, CARRYING_FLAG_HIT_WHEN_CARRIABLE = 31, CARRYING_FLAG_DISABLE_CARRIABLE_INTERACTIONS_ON_THIS_MOUNT = 34, CARRYING_FLAG_FORCE_HIDE_PROMPT_GROUP = 37, };
function native.entity._set_entity_carrying_flag(entity: int, flag_id: int, value: bool): void
_0xc3abcfbc7d74afa5
function native.entity._0xc3abcfbc7d74afa5(ped: int, p1: int, p2: bool): void
_0x371d179701d9c082
function native.entity._0x371d179701d9c082(entity: int): void
_0xa48e4801debdf7e4
function native.entity._0xa48e4801debdf7e4(entity: int, p1: bool): void
_get_is_carriable_pelt
function native.entity._get_is_carriable_pelt(entity: int): bool
_0xf59fde7b4d31a630
function native.entity._0xf59fde7b4d31a630(p0: int): int
_0x120376c23f019c6c
function native.entity._0x120376c23f019c6c(p0: int, p1: int): int
_0x5744562e973e33cd
function native.entity._0x5744562e973e33cd(p0: int, p1: int, p2: int, p3: int, p4: int): int
_0xdd03fc2089ad093c
function native.entity._0xdd03fc2089ad093c(p0: int, p1: int, p2: int, p3: int): void
_0xb16c780c51e51e2b
function native.entity._0xb16c780c51e51e2b(p0: int): int
_0xef259aa1e097e0ad
function native.entity._0xef259aa1e097e0ad(entity: int, p1: int): void
_0xbd94cecfb2d65119
function native.entity._0xbd94cecfb2d65119(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
_set_entity_custom_pickup_radius
function native.entity._set_entity_custom_pickup_radius(entity: int, radius: float): void
_0xe75eea8db59a9f39
function native.entity._0xe75eea8db59a9f39(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
_0x188736456d1dede6
function native.entity._0x188736456d1dede6(p0: int, p1: int): int
_0xc6a1a3d63f122de7
function native.entity._0xc6a1a3d63f122de7(p0: int, p1: int): void
apply_force_to_entity_center_of_mass
function native.entity.apply_force_to_entity_center_of_mass(entity: int, force_type: int, x: float, y: float, z: float, component: int, is_direction_rel: bool, is_force_rel: bool, p8: bool): void
apply_force_to_entity
function native.entity.apply_force_to_entity(entity: int, force_flags: int, x: float, y: float, z: float, off_x: float, off_y: float, off_z: float, bone_index: int, is_direction_rel: bool, ignore_up_vec: bool, is_force_rel: bool, p12: bool, p13: bool): void
attach_entity_to_entity
Attaches entity1 to bone (boneIndex) of entity2.
boneIndex - this is different to boneID, use GET_PED_BONE_INDEX to get the index from the ID. use the index for attaching to specific bones. entity1 will be attached to entity2's centre if bone index given doesn't correspond to bone indexes for that entity type. https://github.com/femga/rdr3_discoveries/tree/master/boneNames
useSoftPinning - if set to false attached entity will not detach when fixed collision - controls collision between the two entities (FALSE disables collision). isPed - pitch doesn't work when false and roll will only work on negative numbers (only peds) vertexIndex - position of vertex fixedRot - if false it ignores entity vector
function native.entity.attach_entity_to_entity(entity1: int, entity2: int, bone_index: int, x_pos: float, y_pos: float, z_pos: float, x_rot: float, y_rot: float, z_rot: float, p9: bool, use_soft_pinning: bool, collision: bool, is_ped: bool, vertex_index: int, fixed_rot: bool, p15: bool, p16: bool): void
attach_entity_to_entity_physically
function native.entity.attach_entity_to_entity_physically(entity1: int, entity2: int, p2: int, bone_index: int, offset_x: float, offset_y: float, offset_z: float, p7: float, p8: float, p9: float, p10: float, p11: float, p12: float, p13: float, p14: bool, p15: bool, p16: bool, p17: bool, p18: int, p19: bool, p20: float, p21: float): void
_0x445d7d8ea66e373e
function native.entity._0x445d7d8ea66e373e(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, p11: int, p12: int, p13: int, p14: int, p15: int): void
_0x16908e859c3ab698
function native.entity._0x16908e859c3ab698(p0: int, p1: int, p2: int, p3: int, p4: int): void
get_entity_bone_index_by_name
function native.entity.get_entity_bone_index_by_name(entity: int, bone_name: string): int
clear_entity_last_damage_entity
function native.entity.clear_entity_last_damage_entity(entity: int): void
delete_entity
function native.entity.delete_entity(entity: ptr int): void
_delete_entity_2
function native.entity._delete_entity_2(entity: ptr int): void
detach_entity
function native.entity.detach_entity(entity: int, p1: bool, collision: bool): void
_is_entity_frozen
function native.entity._is_entity_frozen(entity: int): bool
freeze_entity_position
function native.entity.freeze_entity_position(entity: int, toggle: bool): void
set_entity_should_freeze_waiting_on_collision
function native.entity.set_entity_should_freeze_waiting_on_collision(entity: int, toggle: bool): void
set_entity_as_mission_entity
function native.entity.set_entity_as_mission_entity(entity: int, p1: bool, p2: bool): void
set_entity_as_no_longer_needed
function native.entity.set_entity_as_no_longer_needed(entity: ptr int): void
set_ped_as_no_longer_needed
function native.entity.set_ped_as_no_longer_needed(ped: ptr int): void
set_vehicle_as_no_longer_needed
function native.entity.set_vehicle_as_no_longer_needed(vehicle: ptr int): void
set_object_as_no_longer_needed
function native.entity.set_object_as_no_longer_needed(object: ptr int): void
_0x20faee47427a4497
function native.entity._0x20faee47427a4497(): void
_does_thread_own_this_entity
function native.entity._does_thread_own_this_entity(entity: int): bool
_0x56e0735d6273b227
function native.entity._0x56e0735d6273b227(p0: int, p1: int): void
_0xc0edef16d90661ee
function native.entity._0xc0edef16d90661ee(entity: int, p1: float): void
_0x0fd7d7c232876e72
function native.entity._0x0fd7d7c232876e72(p0: int): void
_0x0939e773925c4719
function native.entity._0x0939e773925c4719(): void
set_entity_can_be_damaged
function native.entity.set_entity_can_be_damaged(entity: int, toggle: bool): void
_get_entity_can_be_damaged
function native.entity._get_entity_can_be_damaged(entity: int): bool
set_entity_can_be_damaged_by_relationship_group
function native.entity.set_entity_can_be_damaged_by_relationship_group(entity: int, b_can_be_damaged: bool, rel_group: int): void
_0xff83af534156b399
function native.entity._0xff83af534156b399(p0: int, p1: int): void
set_entity_can_be_targeted_without_los
function native.entity.set_entity_can_be_targeted_without_los(entity: int, toggle: bool): void
get_entity_collision_disabled
function native.entity.get_entity_collision_disabled(entity: int): bool
set_entity_collision
function native.entity.set_entity_collision(entity: int, toggle: bool, keep_physics: bool): void
set_entity_completely_disable_collision
function native.entity.set_entity_completely_disable_collision(entity: int, toggle: bool, keep_physics: bool): void
set_entity_coords
function native.entity.set_entity_coords(entity: int, x_pos: float, y_pos: float, z_pos: float, x_axis: bool, y_axis: bool, z_axis: bool, clear_area: bool): void
set_entity_coords_no_offset
function native.entity.set_entity_coords_no_offset(entity: int, x_pos: float, y_pos: float, z_pos: float, x_axis: bool, y_axis: bool, z_axis: bool): void
set_entity_dynamic
function native.entity.set_entity_dynamic(entity: int, toggle: bool): void
set_entity_heading
function native.entity.set_entity_heading(entity: int, heading: float): void
_set_entity_coords_and_heading
function native.entity._set_entity_coords_and_heading(entity: int, x_pos: float, y_pos: float, z_pos: float, heading: float, x_axis: bool, y_axis: bool, z_axis: bool): void
_set_entity_coords_and_heading_no_offset
function native.entity._set_entity_coords_and_heading_no_offset(entity: int, x_pos: float, y_pos: float, z_pos: float, heading: float, p5: bool, p6: bool): void
set_entity_health
function native.entity.set_entity_health(entity: int, health_amount: int, entity_killed_by: int): void
set_entity_invincible
function native.entity.set_entity_invincible(entity: int, toggle: bool): void
_0xaf7f3099b9feb535
function native.entity._0xaf7f3099b9feb535(entity: int, p1: float, p2: float, p3: float): void
set_entity_is_target_priority
function native.entity.set_entity_is_target_priority(entity: int, p1: bool, p2: float): void
_0xb38a29ccd5447783
function native.entity._0xb38a29ccd5447783(p0: int, p1: int, p2: int): void
_set_entity_threat_tier
function native.entity._set_entity_threat_tier(entity: int, tier: int, p2: bool): void
_get_entity_threat_tier
function native.entity._get_entity_threat_tier(entity: int): int
_0x2d40bcbfe9305dea
function native.entity._0x2d40bcbfe9305dea(p0: int, p1: int): void
_set_entity_lights_enabled
function native.entity._set_entity_lights_enabled(entity: int, enabled: bool): void
set_entity_load_collision_flag
function native.entity.set_entity_load_collision_flag(entity: int, toggle: bool): void
has_collision_loaded_around_entity
function native.entity.has_collision_loaded_around_entity(entity: int): bool
has_collision_loaded_around_position
function native.entity.has_collision_loaded_around_position(x_pos: float, y_pos: float, z_pos: float): bool
set_entity_only_damaged_by_player
function native.entity.set_entity_only_damaged_by_player(entity: int, toggle: bool): void
set_entity_only_damaged_by_relationship_group
function native.entity.set_entity_only_damaged_by_relationship_group(entity: int, p1: bool, relationship_group: int): void
set_entity_proofs
function native.entity.set_entity_proofs(entity: int, proofs_bitset: int, special_flag: bool): void
_get_entity_proofs
function native.entity._get_entity_proofs(entity: int): int
set_entity_quaternion
function native.entity.set_entity_quaternion(entity: int, x: float, y: float, z: float, w: float): void
set_entity_rotation
function native.entity.set_entity_rotation(entity: int, pitch: float, roll: float, yaw: float, rotation_order: int, p5: bool): void
_0xd45bb89b53fc0cfd
function native.entity._0xd45bb89b53fc0cfd(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void
set_entity_visible
function native.entity.set_entity_visible(entity: int, toggle: bool): void
_0x80fdeb3a9e9aa578
function native.entity._0x80fdeb3a9e9aa578(entity: int, p1: bool): void
_0x9c6906ef8cb20c5f
function native.entity._0x9c6906ef8cb20c5f(entity: int): void
set_entity_velocity
function native.entity.set_entity_velocity(entity: int, x: float, y: float, z: float): void
set_entity_has_gravity
function native.entity.set_entity_has_gravity(entity: int, toggle: bool): void
set_entity_lod_dist
function native.entity.set_entity_lod_dist(entity: int, value: int): void
get_entity_lod_dist
function native.entity.get_entity_lod_dist(entity: int): int
set_entity_alpha
function native.entity.set_entity_alpha(entity: int, alpha_level: int, skin: bool): void
get_entity_alpha
function native.entity.get_entity_alpha(entity: int): int
reset_entity_alpha
function native.entity.reset_entity_alpha(entity: int): void
_set_entity_fade_in
function native.entity._set_entity_fade_in(entity: int): void
set_entity_always_prerender
function native.entity.set_entity_always_prerender(entity: int, toggle: bool): void
set_entity_render_scorched
function native.entity.set_entity_render_scorched(entity: int, toggle: bool): void
_0x37b01666bae8f7ef
function native.entity._0x37b01666bae8f7ef(entity: int): int
_0xa9e6d8f2ddfc4db9
function native.entity._0xa9e6d8f2ddfc4db9(p0: int, p1: int): void
create_model_swap
function native.entity.create_model_swap(x: float, y: float, z: float, radius: float, original_model: int, new_model: int, p6: bool): void
remove_model_swap
function native.entity.remove_model_swap(x: float, y: float, z: float, radius: float, original_model: int, new_model: int, p6: bool): void
create_model_hide
function native.entity.create_model_hide(x: float, y: float, z: float, radius: float, model: int, p5: bool): void
create_model_hide_excluding_script_objects
function native.entity.create_model_hide_excluding_script_objects(x: float, y: float, z: float, radius: float, model: int, p5: bool): void
remove_model_hide
function native.entity.remove_model_hide(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void
_0xd4636c2edb0dea8a
function native.entity._0xd4636c2edb0dea8a(p0: int): int
create_forced_object
function native.entity.create_forced_object(x: float, y: float, z: float, p3: int, model_hash: int, p5: bool): void
remove_forced_object
function native.entity.remove_forced_object(p0: int, p1: int, p2: int, p3: int, p4: int): void
set_entity_no_collision_entity
function native.entity.set_entity_no_collision_entity(entity1: int, entity2: int, this_frame_only: bool): void
set_entity_motion_blur
function native.entity.set_entity_motion_blur(entity: int, toggle: bool): void
set_can_auto_vault_on_entity
function native.entity.set_can_auto_vault_on_entity(entity: int, toggle: bool): void
set_can_climb_on_entity
function native.entity.set_can_climb_on_entity(entity: int, toggle: bool): void
set_entity_noweapondecals
function native.entity.set_entity_noweapondecals(entity: int, toggle: bool): void
_get_entities_near_point
function native.entity._get_entities_near_point(x: float, y: float, z: float, radius: float, item_set: int, p5: int): int
get_matching_entities
function native.entity.get_matching_entities(volume: int, item_set: int, entity_type: int, p3: int, p4: int, p5: string): int
_get_entities_in_volume
function native.entity._get_entities_in_volume(volume: int, item_set: int, entity_type: int): int
_search_building_pool_for_entity_with_this_model
function native.entity._search_building_pool_for_entity_with_this_model(model_hash: int): int
_0xc2e71d7e0a7b4c89
function native.entity._0xc2e71d7e0a7b4c89(p0: int): int
_0x6c31b06e91518269
function native.entity._0x6c31b06e91518269(p0: int, p1: int): void
_0x119a5714578f4e05
function native.entity._0x119a5714578f4e05(p0: int, p1: int): void
_get_entity_by_doorhash
function native.entity._get_entity_by_doorhash(door_hash: int, p1: int): int
find_anim_event_phase
function native.entity.find_anim_event_phase(anim_dictionary: string, anim_name: string, p2: string, p3: ptr int, p4: ptr int): bool
force_entity_ai_and_animation_update
function native.entity.force_entity_ai_and_animation_update(entity: int, p1: bool): void
_get_entity_anim_current_time
function native.entity._get_entity_anim_current_time(entity: int, anim_dict: string, anim_name: string): float
_0x8e46e18aa828334f
function native.entity._0x8e46e18aa828334f(entity: int, anim_dict: string, anim_clip: string): float
_0xdf8e49ea89a01db1
function native.entity._0xdf8e49ea89a01db1(p0: int, p1: int, p2: int): int
has_anim_event_fired
function native.entity.has_anim_event_fired(entity: int, action_hash: int): bool
has_entity_anim_finished
function native.entity.has_entity_anim_finished(entity: int, anim_dict: string, anim_name: string, p3: int): bool
play_entity_anim
function native.entity.play_entity_anim(entity: int, anim_name: string, anim_dict: string, p3: float, loop: bool, stay_in_anim: bool, p6: bool, delta: float, bitset: int): bool
_set_entity_anim_current_time
function native.entity._set_entity_anim_current_time(entity: int, anim_dict: string, anim_name: string, time: float): void
_set_entity_anim_speed
function native.entity._set_entity_anim_speed(entity: int, anim_dict: string, anim_name: string, speed_multiplier: float): void
stop_entity_anim
function native.entity.stop_entity_anim(entity: int, animation: string, anim_group: string, p3: float): int
_0x669655ffb29ef1a9
function native.entity._0x669655ffb29ef1a9(p0: int, p1: int, p2: int, p3: int): void
_add_entity_tracking_trails
function native.entity._add_entity_tracking_trails(entity: int): void
_0x5826efd6d73c4de5
function native.entity._0x5826efd6d73c4de5(entity: int): void
_pause_entity_tracking
function native.entity._pause_entity_tracking(entity: int, pause: bool): void
_create_footpath_trail
function native.entity._create_footpath_trail(p0: int, waypoint_record: string, b_use_snow_offset: bool, p3: float, p4: float, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int, b_init: bool): int
_0xc76e94a78127412b
function native.entity._0xc76e94a78127412b(p0: int, p1: int, p2: int): void
_0x7f20092547b4ddea
function native.entity._0x7f20092547b4ddea(p0: int): void
_0xf41e2979d5bc5370
function native.entity._0xf41e2979d5bc5370(p0: int): void
_0xaaacb74442c1bed3
function native.entity._0xaaacb74442c1bed3(p0: int): int
pin_closest_map_entity
function native.entity.pin_closest_map_entity(model_hash: int, x: float, y: float, z: float, flags: int): int
_unpin_map_entity
function native.entity._unpin_map_entity(entity: int): void
is_map_entity_pinned
function native.entity.is_map_entity_pinned(p0: int): bool
_get_pinned_map_entity
function native.entity._get_pinned_map_entity(p0: int): int
_0xeab3d91d30a344f1
function native.entity._0xeab3d91d30a344f1(p0: int): void
_0x37ceb637ba3b1a47
function native.entity._0x37ceb637ba3b1a47(p0: int): void
_0x350e9211074955af
function native.entity._0x350e9211074955af(p0: int, p1: int): int
_0x898586729db5221d
function native.entity._0x898586729db5221d(ped: int): void
_0xe9e7a0bac7f57746
function native.entity._0xe9e7a0bac7f57746(p0: int, p1: int): void