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entity


does_entity_exist

bool native.entity.does_entity_exist(int entity)

Checks if the Entity exists

does_entity_belong_to_this_script

bool native.entity.does_entity_belong_to_this_script(int entity, bool p1)


does_entity_have_drawable

bool native.entity.does_entity_have_drawable(int entity)


does_entity_have_physics

bool native.entity.does_entity_have_physics(int entity)


has_entity_been_damaged_by_any_object

bool native.entity.has_entity_been_damaged_by_any_object(int entity)


has_entity_been_damaged_by_any_ped

bool native.entity.has_entity_been_damaged_by_any_ped(int entity)


has_entity_been_damaged_by_any_vehicle

bool native.entity.has_entity_been_damaged_by_any_vehicle(int entity)


has_entity_been_damaged_by_entity

bool native.entity.has_entity_been_damaged_by_entity(int entity1, int entity2, bool p2, bool p3)


_0x3ec28da1ffac9ddd

bool native.entity._0x3ec28da1ffac9ddd(int entity1, int entity2, int p2, int p3)

Used in Script Function DUELING_DID_PLAYER_DISARM_OPPONENT

_0xaf72ec7e1b54539b

int native.entity._0xaf72ec7e1b54539b(int entity)


has_entity_clear_los_to_entity

bool native.entity.has_entity_clear_los_to_entity(int entity1, int entity2, int trace_type)


has_entity_clear_los_to_coord

bool native.entity.has_entity_clear_los_to_coord(int entity, float x, float y, float z, int flags)


has_entity_clear_los_to_entity_in_front

bool native.entity.has_entity_clear_los_to_entity_in_front(int entity1, int entity2, int trace_type)

Has the entity1 got a clear line of sight to the other entity2 from the direction entity1 is facing.

has_entity_collided_with_anything

bool native.entity.has_entity_collided_with_anything(int entity)


_0x6d58167f62238284

float native.entity._0x6d58167f62238284(int vehicle)


_0xdfc2b226d56d85f6

float native.entity._0xdfc2b226d56d85f6(int p0, int p1)


get_anim_duration

float native.entity.get_anim_duration(string anim_dict, string anim_name)


get_entity_attached_to

int native.entity.get_entity_attached_to(int entity)


get_entity_coords

vec3 native.entity.get_entity_coords(int entity, bool alive, bool real_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.

get_entity_forward_vector

vec3 native.entity.get_entity_forward_vector(int entity)

Gets the entity's forward vector in XY(Z) eulers.

get_entity_forward_x

float native.entity.get_entity_forward_x(int entity)

Gets the X-component of the entity's forward vector.

get_entity_forward_y

float native.entity.get_entity_forward_y(int entity)

Gets the Y-component of the entity's forward vector.

_get_entity_forward_vector_yx

vec3 native.entity._get_entity_forward_vector_yx(int entity)

Gets the entity's forward vector in YX(Z) eulers. Similar to GET_ENTITY_FORWARD_VECTOR

get_entity_heading

float native.entity.get_entity_heading(int entity)

Returns the heading of the entity in degrees. Also know as the "Yaw" of an entity.

get_entity_health

int native.entity.get_entity_health(int entity)


_get_entity_health_float

float native.entity._get_entity_health_float(int entity)

Returns (CUR_HEALTH / MAX_HEALTH)

_change_entity_health

bool native.entity._change_entity_health(int entity, float amount, int entity2, int weapon_hash)

Alters entity's health by 'amount'. Can be negative (to drain health).
In the scripts entity2 and weaponHash are unused (zero).

get_entity_max_health

int native.entity.get_entity_max_health(int entity, bool p1)


set_entity_max_health

void native.entity.set_entity_max_health(int entity, int value)


get_entity_height

float native.entity.get_entity_height(int entity, float x, float y, float z, bool at_top, bool in_world_coords)


get_entity_height_above_ground

float native.entity.get_entity_height_above_ground(int entity)


_get_entity_world_position_of_dimensions

void native.entity._get_entity_world_position_of_dimensions(int entity, ref vec3 minimum, ref vec3 maximum)


get_entity_matrix

void native.entity.get_entity_matrix(int entity, ref vec3 right_vector, ref vec3 forward_vector, ref vec3 up_vector, ref vec3 position)


get_entity_model

int native.entity.get_entity_model(int entity)

Returns the model hash from the entity

_get_ped_animal_type

int native.entity._get_ped_animal_type(int ped)

Returns the ped's animal type hash: https://alloc8or.re/rdr3/doc/enums/eAnimalType.txt
Combine this with GET_STRING_FROM_HASH_KEY to display localized entity names

get_is_animal

bool native.entity.get_is_animal(int entity)


_get_is_bird

bool native.entity._get_is_bird(int entity)


_get_is_predator

bool native.entity._get_is_predator(int entity)


get_offset_from_entity_given_world_coords

vec3 native.entity.get_offset_from_entity_given_world_coords(int entity, float pos_x, float pos_y, float pos_z)


get_offset_from_entity_in_world_coords

vec3 native.entity.get_offset_from_entity_in_world_coords(int entity, float offset_x, float offset_y, float offset_z)

Offset values are relative to the entity.

x = left/right
y = forward/backward
z = up/down

get_entity_pitch

float native.entity.get_entity_pitch(int entity)


get_entity_roll

float native.entity.get_entity_roll(int entity)

Displays the current ROLL axis of the entity [-180.0000/180.0000+]
(Sideways Roll) such as a vehicle tipped on its side

get_entity_rotation

vec3 native.entity.get_entity_rotation(int entity, int rotation_order)


_get_entity_script

int native.entity._get_entity_script(int entity, ptr int arg_struct)


get_entity_speed

float native.entity.get_entity_speed(int entity)

Result is in meters per second (m/s)

get_entity_speed_vector

vec3 native.entity.get_entity_speed_vector(int entity, bool relative)


get_entity_upright_value

float native.entity.get_entity_upright_value(int entity)


get_entity_velocity

vec3 native.entity.get_entity_velocity(int entity, int p1)


get_object_index_from_entity_index

int native.entity.get_object_index_from_entity_index(int entity)

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

get_ped_index_from_entity_index

int native.entity.get_ped_index_from_entity_index(int entity)

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

get_vehicle_index_from_entity_index

int native.entity.get_vehicle_index_from_entity_index(int entity)

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

get_world_position_of_entity_bone

vec3 native.entity.get_world_position_of_entity_bone(int entity, int bone_index)

Returns the coordinates of an entity-bone.
https://github.com/femga/rdr3_discoveries/tree/master/boneNames

_0x5e214112806591ea

vec3 native.entity._0x5e214112806591ea(int entity, int bone_index)

Attaches scenario to bone with an offset
_GET_I* - _GET_M*

_0x3ab3a77672f6473f

vec3 native.entity._0x3ab3a77672f6473f(int p0, int p1, int p2, int p3)


get_nearest_player_to_entity

int native.entity.get_nearest_player_to_entity(int entity, int player_ped_to_ignore, int flags)


get_nearest_player_to_entity_on_team

int native.entity.get_nearest_player_to_entity_on_team(int entity, int team, int player_ped_to_ignore, int flags)


get_nearest_participant_to_entity

int native.entity.get_nearest_participant_to_entity(int entity)


place_entity_on_ground_properly

bool native.entity.place_entity_on_ground_properly(int entity, bool p1)


get_entity_type

int native.entity.get_entity_type(int entity)

Returns entityType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEntityType

get_entity_population_type

int native.entity.get_entity_population_type(int entity)


is_an_entity

bool native.entity.is_an_entity(int handle)


is_entity_a_ped

bool native.entity.is_entity_a_ped(int entity)


is_entity_a_mission_entity

bool native.entity.is_entity_a_mission_entity(int entity)


is_entity_a_vehicle

bool native.entity.is_entity_a_vehicle(int entity)


is_entity_an_object

bool native.entity.is_entity_an_object(int entity)


is_entity_at_coord

bool native.entity.is_entity_at_coord(int entity, float x_pos, float y_pos, float z_pos, float x_size, float y_size, float z_size, bool p7, bool p8, int p9)

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

is_entity_at_entity

bool native.entity.is_entity_at_entity(int entity1, int entity2, float x_size, float y_size, float z_size, bool p5, bool p6, int p7)

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

is_entity_attached

bool native.entity.is_entity_attached(int entity)


is_entity_attached_to_any_object

bool native.entity.is_entity_attached_to_any_object(int entity)


is_entity_attached_to_any_ped

bool native.entity.is_entity_attached_to_any_ped(int entity)


is_entity_attached_to_any_vehicle

bool native.entity.is_entity_attached_to_any_vehicle(int entity)


is_entity_attached_to_entity

bool native.entity.is_entity_attached_to_entity(int from, int to)


_is_entity_owned_by_persistence_system

bool native.entity._is_entity_owned_by_persistence_system(int entity)


is_entity_dead

bool native.entity.is_entity_dead(int entity)


is_entity_in_air

bool native.entity.is_entity_in_air(int entity, int p1)


is_entity_in_angled_area

bool native.entity.is_entity_in_angled_area(int entity, float origin_x, float origin_y, float origin_z, float edge_x, float edge_y, float edge_z, float angle, bool p8, bool p9, int p10)

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.

is_entity_in_area

bool native.entity.is_entity_in_area(int entity, float x1, float y1, float z1, float x2, float y2, float z2, bool p7, bool p8, int p9)


is_entity_in_volume

bool native.entity.is_entity_in_volume(int entity, int volume, bool p2, int p3)


is_entity_in_water

bool native.entity.is_entity_in_water(int entity)


_is_entity_underwater

bool native.entity._is_entity_underwater(int entity, bool p1)


get_entity_submerged_level

float native.entity.get_entity_submerged_level(int entity)

Get how much of the entity is submerged.  1.0f is whole entity.

set_entity_requires_more_expensive_river_check

void native.entity.set_entity_requires_more_expensive_river_check(int entity, bool toggle)


_0x7a49d40de437bc8d

void native.entity._0x7a49d40de437bc8d(int p0, int p1)


_0x978aa2323ed32209

void native.entity._0x978aa2323ed32209(int p0, int p1)


_0x002aac783ed323ed

void native.entity._0x002aac783ed323ed(int p0, int p1)


_0x007aac783ed323ed

void native.entity._0x007aac783ed323ed(int p0, int p1, int p2)


is_entity_on_screen

bool native.entity.is_entity_on_screen(int entity)


is_entity_playing_anim

bool native.entity.is_entity_playing_anim(int entity, string anim_dict, string anim_name, int anim_type)


_is_entity_playing_any_anim

bool native.entity._is_entity_playing_any_anim(int entity, int p1)

Params: p1 (probably animType) = 1, 0

is_entity_static

bool native.entity.is_entity_static(int entity)


is_entity_touching_entity

bool native.entity.is_entity_touching_entity(int entity, int target_entity)


is_entity_touching_model

bool native.entity.is_entity_touching_model(int entity, int model_hash)


is_entity_upright

bool native.entity.is_entity_upright(int entity, float angle)


is_entity_upsidedown

bool native.entity.is_entity_upsidedown(int entity)


is_entity_visible

bool native.entity.is_entity_visible(int entity)


_0xff9965c47fa404da

void native.entity._0xff9965c47fa404da(int entity, bool toggle)

SET_ENTITY_LO*

is_entity_visible_to_script

bool native.entity.is_entity_visible_to_script(int entity)


_0x3f08c6163a4ab1d6

void native.entity._0x3f08c6163a4ab1d6(int p0)


_0x0db41d59e0f1502b

void native.entity._0x0db41d59e0f1502b(int p0)


_is_tracked_entity_visible

bool native.entity._is_tracked_entity_visible(int entity)


is_entity_occluded

bool native.entity.is_entity_occluded(int entity)


would_entity_be_occluded

bool native.entity.would_entity_be_occluded(int entity_model_hash, float x, float y, float z, bool p4)


is_entity_waiting_for_world_collision

bool native.entity.is_entity_waiting_for_world_collision(int entity)


_is_entity_on_train_track

bool native.entity._is_entity_on_train_track(int entity)


_0xcdb682bb47c02f0a

void native.entity._0xcdb682bb47c02f0a(int entity, int p1)


_0xe19035eb65ab2932

void native.entity._0xe19035eb65ab2932(int p0, int p1)


script_override_entity_loot_table_permanent

bool native.entity.script_override_entity_loot_table_permanent(int entity, int loot_table)

Sets the loot table an entity will carry. Returns true if loot table has been successfully set. Returns false if entity is not a ped or object.
https://github.com/femga/rdr3_discoveries/blob/master/AI/EVENTS/loot_rewards.lua

_get_script_override_entity_loot_table_permanent

bool native.entity._get_script_override_entity_loot_table_permanent(int entity, ptr int loot_table)

Returns false if entity is not a ped or object.

_request_entity_loot_list

bool native.entity._request_entity_loot_list(int mount, ptr int arg_struct, int visiblelootslotrequest_type, int flag, int p4, bool p5)


_0xe31fc20319874cb3

int native.entity._0xe31fc20319874cb3(int p0, int p1, int p2)


_0x582f73acfe969571

int native.entity._0x582f73acfe969571(int p0, int p1, int p2)


_0xba2a089e60ed1163

int native.entity._0xba2a089e60ed1163(int p0, int p1, int p2, int p3, int p4)


get_carriable_entity_state

int native.entity.get_carriable_entity_state(int entity)

enum eCarriableState
{
    CARRIABLE_STATE_NONE,
    CARRIABLE_STATE_TRANSITIONING_TO_HOGTIED,
    CARRIABLE_STATE_CARRIABLE_INTRO,
    CARRIABLE_STATE_CARRIABLE,
    CARRIABLE_STATE_BEING_PICKED_UP_FROM_GROUND,
    CARRIABLE_STATE_CARRIED_BY_HUMAN,
    CARRIABLE_STATE_BEING_PLACED_ON_GROUND,
    CARRIABLE_STATE_CARRIED_BY_MOUNT,
    CARRIABLE_STATE_BEING_PLACED_ON_MOUNT,
    CARRIABLE_STATE_BEING_PICKED_UP_FROM_MOUNT,
    CARRIABLE_STATE_BEING_CUT_FREE,
    CARRIABLE_STATE_BEING_PLACED_ON_GROUND_ESCAPE,
    CARRIABLE_STATE_BEING_PLACED_IN_VEHICLE
};

_0xd46bf94c4c66fab0

int native.entity._0xd46bf94c4c66fab0(int p0, int p1, int p2, int p3)


_get_optimal_carry_config

int native.entity._get_optimal_carry_config(int entity, int index)

Valid indices: 0 - 3
Index 1 always returns a `hogtied` config, doesn't matter the entity.
It's for humans only and the ped must be resurrected first if it's dead.

_0xd21c7418c590bb40

int native.entity._0xd21c7418c590bb40(int p0)


_get_entity_carry_config

int native.entity._get_entity_carry_config(int entity)

Returns zero if the entity is not a carriable

_is_carriable_model

bool native.entity._is_carriable_model(int model)


_get_carriable_from_entity

int native.entity._get_carriable_from_entity(int entity)

Returns a hash of an entity's name. (Alternative Name: _GET_ENTITY_PROMPT_NAME_HASH)

_set_entity_carcass_type

void native.entity._set_entity_carcass_type(int entity, int type)

Changes type and quality of skins
type hashes: https://pastebin.com/C1WvQjCy

_0x2a77ef9bec8518f4

int native.entity._0x2a77ef9bec8518f4(int p0)


_delete_carriable

void native.entity._delete_carriable(ptr int entity)


_is_entity_fully_looted

bool native.entity._is_entity_fully_looted(int entity)


_set_entity_fully_looted

void native.entity._set_entity_fully_looted(int entity, bool looted)


_0xef2d9ed7ce684f08

int native.entity._0xef2d9ed7ce684f08(int ped)


_0x0ccefc6c2c95da2a

int native.entity._0x0ccefc6c2c95da2a(int p0, int p1, int p2, int p3)


_0x383f64263f946e45

bool native.entity._0x383f64263f946e45(ptr int p0, int entity, int p2, int ped, int p4, int p5)

Used when checking if ped is in water

_0x8e10df0ffa63fb65

int native.entity._0x8e10df0ffa63fb65(int p0, int p1, int p2, int p3, int p4)


_get_entity_carrying_flag

bool native.entity._get_entity_carrying_flag(int entity, int flag_id)

flagId: see _SET_ENTITY_CARRYING_FLAG

_set_entity_carrying_flag

void native.entity._set_entity_carrying_flag(int entity, int flag_id, bool value)

flagId: https://github.com/femga/rdr3_discoveries/tree/master/AI/CARRYING_FLAGS
https://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,
};

_0xc3abcfbc7d74afa5

void native.entity._0xc3abcfbc7d74afa5(int ped, int p1, bool p2)

Returns BOOL in ida

_0x371d179701d9c082

void native.entity._0x371d179701d9c082(int entity)

Called if entity is in water and submerged level is larger than 1f. If CARRYING_FLAG_FORCE_ALLOW_WARP_TO_SAFE_GROUND_LOCATION is true, it gets disabled as well.

_0xa48e4801debdf7e4

void native.entity._0xa48e4801debdf7e4(int entity, bool p1)


_get_is_carriable_pelt

bool native.entity._get_is_carriable_pelt(int entity)


_0xf59fde7b4d31a630

int native.entity._0xf59fde7b4d31a630(int p0)


_0x120376c23f019c6c

int native.entity._0x120376c23f019c6c(int p0, int p1)


_0x5744562e973e33cd

int native.entity._0x5744562e973e33cd(int p0, int p1, int p2, int p3, int p4)


_0xdd03fc2089ad093c

void native.entity._0xdd03fc2089ad093c(int p0, int p1, int p2, int p3)


_0xb16c780c51e51e2b

int native.entity._0xb16c780c51e51e2b(int p0)


_0xef259aa1e097e0ad

void native.entity._0xef259aa1e097e0ad(int entity, int p1)


_0xbd94cecfb2d65119

void native.entity._0xbd94cecfb2d65119(int p0, int p1, int p2, int p3, int p4, int p5)


_set_entity_custom_pickup_radius

void native.entity._set_entity_custom_pickup_radius(int entity, float radius)


_0xe75eea8db59a9f39

void native.entity._0xe75eea8db59a9f39(int p0, int p1, int p2, int p3, int p4, int p5)


_0x188736456d1dede6

int native.entity._0x188736456d1dede6(int p0, int p1)


_0xc6a1a3d63f122de7

void native.entity._0xc6a1a3d63f122de7(int p0, int p1)


apply_force_to_entity_center_of_mass

void native.entity.apply_force_to_entity_center_of_mass(int entity, int force_type, float x, float y, float z, int component, bool is_direction_rel, bool is_force_rel, bool p8)

p6/relative - makes the xyz force not relative to world coords, but to something else
p7/highForce - setting false will make the force really low

apply_force_to_entity

void native.entity.apply_force_to_entity(int entity, int force_flags, float x, float y, float z, float off_x, float off_y, float off_z, int bone_index, bool is_direction_rel, bool ignore_up_vec, bool is_force_rel, bool p12, bool p13)


attach_entity_to_entity

void native.entity.attach_entity_to_entity(int entity1, int entity2, int bone_index, float x_pos, float y_pos, float z_pos, float x_rot, float y_rot, float z_rot, bool p9, bool use_soft_pinning, bool collision, bool is_ped, int vertex_index, bool fixed_rot, bool p15, bool p16)

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

attach_entity_to_entity_physically

void native.entity.attach_entity_to_entity_physically(int entity1, int entity2, int p2, int bone_index, float offset_x, float offset_y, float offset_z, float p7, float p8, float p9, float p10, float p11, float p12, float p13, bool p14, bool p15, bool p16, bool p17, int p18, bool p19, float p20, float p21)


_0x445d7d8ea66e373e

void native.entity._0x445d7d8ea66e373e(int 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)


_0x16908e859c3ab698

void native.entity._0x16908e859c3ab698(int p0, int p1, int p2, int p3, int p4)


get_entity_bone_index_by_name

int native.entity.get_entity_bone_index_by_name(int entity, string bone_name)


clear_entity_last_damage_entity

void native.entity.clear_entity_last_damage_entity(int entity)


delete_entity

void native.entity.delete_entity(ptr int entity)

Deletes the specified entity, then sets the handle pointed to by the pointer to NULL.

_delete_entity_2

void native.entity._delete_entity_2(ptr int entity)

Must be called from a background script, otherwise it will do nothing.

detach_entity

void native.entity.detach_entity(int entity, bool p1, bool collision)


_is_entity_frozen

bool native.entity._is_entity_frozen(int entity)

Getter for FREEZE_ENTITY_POSITION

freeze_entity_position

void native.entity.freeze_entity_position(int entity, bool toggle)


set_entity_should_freeze_waiting_on_collision

void native.entity.set_entity_should_freeze_waiting_on_collision(int entity, bool toggle)

Old name: _SET_ENTITY_CLEANUP_BY_ENGINE

set_entity_as_mission_entity

void native.entity.set_entity_as_mission_entity(int entity, bool p1, bool p2)

Makes the specified entity (ped, vehicle or object) persistent. Persistent entities will not automatically be removed by the engine.

set_entity_as_no_longer_needed

void native.entity.set_entity_as_no_longer_needed(ptr int entity)

Marks the specified entity (ped, vehicle or object) as no longer needed.
Entities marked as no longer needed, will be deleted as the engine sees fit.

set_ped_as_no_longer_needed

void native.entity.set_ped_as_no_longer_needed(ptr int ped)

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

set_vehicle_as_no_longer_needed

void native.entity.set_vehicle_as_no_longer_needed(ptr int vehicle)

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

set_object_as_no_longer_needed

void native.entity.set_object_as_no_longer_needed(ptr int object)

This is an alias of SET_ENTITY_AS_NO_LONGER_NEEDED.

_0x20faee47427a4497

void native.entity._0x20faee47427a4497()


_does_thread_own_this_entity

bool native.entity._does_thread_own_this_entity(int entity)

Returns true if calling script owns specified entity

_0x56e0735d6273b227

void native.entity._0x56e0735d6273b227(int p0, int p1)


_0xc0edef16d90661ee

void native.entity._0xc0edef16d90661ee(int entity, float p1)

SET_ENTITY_A*

_0x0fd7d7c232876e72

void native.entity._0x0fd7d7c232876e72(int p0)


_0x0939e773925c4719

void native.entity._0x0939e773925c4719()


set_entity_can_be_damaged

void native.entity.set_entity_can_be_damaged(int entity, bool toggle)


_get_entity_can_be_damaged

bool native.entity._get_entity_can_be_damaged(int entity)


set_entity_can_be_damaged_by_relationship_group

void native.entity.set_entity_can_be_damaged_by_relationship_group(int entity, bool b_can_be_damaged, int rel_group)


_0xff83af534156b399

void native.entity._0xff83af534156b399(int p0, int p1)


set_entity_can_be_targeted_without_los

void native.entity.set_entity_can_be_targeted_without_los(int entity, bool toggle)

Sets whether the entity can be targeted without being in line-of-sight.

get_entity_collision_disabled

bool native.entity.get_entity_collision_disabled(int entity)


set_entity_collision

void native.entity.set_entity_collision(int entity, bool toggle, bool keep_physics)


set_entity_completely_disable_collision

void native.entity.set_entity_completely_disable_collision(int entity, bool toggle, bool keep_physics)


set_entity_coords

void native.entity.set_entity_coords(int entity, float x_pos, float y_pos, float z_pos, bool x_axis, bool y_axis, bool z_axis, bool clear_area)


set_entity_coords_no_offset

void native.entity.set_entity_coords_no_offset(int entity, float x_pos, float y_pos, float z_pos, bool x_axis, bool y_axis, bool z_axis)

Axis - Invert Axis Flags

set_entity_dynamic

void native.entity.set_entity_dynamic(int entity, bool toggle)


set_entity_heading

void native.entity.set_entity_heading(int entity, float heading)


_set_entity_coords_and_heading

void native.entity._set_entity_coords_and_heading(int entity, float x_pos, float y_pos, float z_pos, float heading, bool x_axis, bool y_axis, bool z_axis)


_set_entity_coords_and_heading_no_offset

void native.entity._set_entity_coords_and_heading_no_offset(int entity, float x_pos, float y_pos, float z_pos, float heading, bool p5, bool p6)


set_entity_health

void native.entity.set_entity_health(int entity, int health_amount, int entity_killed_by)

Sets the entity's health. healthAmount sets the health value to that, and sets the maximum health core value. Setting healthAmount to 0 will kill the entity. entityKilledBy parameter can also be 0

set_entity_invincible

void native.entity.set_entity_invincible(int entity, bool toggle)

Sets a ped or an object totally invincible. It doesn't take any kind of damage. Peds will not ragdoll on explosions.

_0xaf7f3099b9feb535

void native.entity._0xaf7f3099b9feb535(int entity, float p1, float p2, float p3)

SET_ENTITY_LO*

set_entity_is_target_priority

void native.entity.set_entity_is_target_priority(int entity, bool p1, float p2)


_0xb38a29ccd5447783

void native.entity._0xb38a29ccd5447783(int p0, int p1, int p2)


_set_entity_threat_tier

void native.entity._set_entity_threat_tier(int entity, int tier, bool p2)

tier: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eEntityThreatTier

_get_entity_threat_tier

int native.entity._get_entity_threat_tier(int entity)


_0x2d40bcbfe9305dea

void native.entity._0x2d40bcbfe9305dea(int p0, int p1)


_set_entity_lights_enabled

void native.entity._set_entity_lights_enabled(int entity, bool enabled)


set_entity_load_collision_flag

void native.entity.set_entity_load_collision_flag(int entity, bool toggle)


has_collision_loaded_around_entity

bool native.entity.has_collision_loaded_around_entity(int entity)


has_collision_loaded_around_position

bool native.entity.has_collision_loaded_around_position(float x_pos, float y_pos, float z_pos)

Old name: _HAS_COLLISION_LOADED_AT_COORDS

set_entity_only_damaged_by_player

void native.entity.set_entity_only_damaged_by_player(int entity, bool toggle)


set_entity_only_damaged_by_relationship_group

void native.entity.set_entity_only_damaged_by_relationship_group(int entity, bool p1, int relationship_group)


set_entity_proofs

void native.entity.set_entity_proofs(int entity, int proofs_bitset, bool special_flag)

https://github.com/femga/rdr3_discoveries/tree/master/AI/ENTITY_PROOFS
BOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though

_get_entity_proofs

int native.entity._get_entity_proofs(int entity)

Note: this native was removed in 1232 but added back in 1311

set_entity_quaternion

void native.entity.set_entity_quaternion(int entity, float x, float y, float z, float w)


set_entity_rotation

void native.entity.set_entity_rotation(int entity, float pitch, float roll, float yaw, int rotation_order, bool p5)


_0xd45bb89b53fc0cfd

void native.entity._0xd45bb89b53fc0cfd(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7)


set_entity_visible

void native.entity.set_entity_visible(int entity, bool toggle)


_0x80fdeb3a9e9aa578

void native.entity._0x80fdeb3a9e9aa578(int entity, bool p1)


_0x9c6906ef8cb20c5f

void native.entity._0x9c6906ef8cb20c5f(int entity)


set_entity_velocity

void native.entity.set_entity_velocity(int entity, float x, float y, float z)

Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

set_entity_has_gravity

void native.entity.set_entity_has_gravity(int entity, bool toggle)


set_entity_lod_dist

void native.entity.set_entity_lod_dist(int entity, int value)

LOD distance can be 0 to 0xFFFF (higher values will result in 0xFFFF) as it is actually stored as a 16-bit value (aka uint16_t).

get_entity_lod_dist

int native.entity.get_entity_lod_dist(int entity)

Returns the LOD distance of an entity.

set_entity_alpha

void native.entity.set_entity_alpha(int entity, int alpha_level, bool skin)

skin - everything alpha except skin
Set entity alpha level. Ranging from 0 to 255 but changes occur after every 20 percent (after every 51).

get_entity_alpha

int native.entity.get_entity_alpha(int entity)


reset_entity_alpha

void native.entity.reset_entity_alpha(int entity)


_set_entity_fade_in

void native.entity._set_entity_fade_in(int entity)


set_entity_always_prerender

void native.entity.set_entity_always_prerender(int entity, bool toggle)


set_entity_render_scorched

void native.entity.set_entity_render_scorched(int entity, bool toggle)


_0x37b01666bae8f7ef

int native.entity._0x37b01666bae8f7ef(int entity)

Seems to return true if entity is burned / scorched
_GET_ENTITY_*

_0xa9e6d8f2ddfc4db9

void native.entity._0xa9e6d8f2ddfc4db9(int p0, int p1)


create_model_swap

void native.entity.create_model_swap(float x, float y, float z, float radius, int original_model, int new_model, bool p6)

Only works with objects!

remove_model_swap

void native.entity.remove_model_swap(float x, float y, float z, float radius, int original_model, int new_model, bool p6)


create_model_hide

void native.entity.create_model_hide(float x, float y, float z, float radius, int model, bool p5)


create_model_hide_excluding_script_objects

void native.entity.create_model_hide_excluding_script_objects(float x, float y, float z, float radius, int model, bool p5)


remove_model_hide

void native.entity.remove_model_hide(int p0, int p1, int p2, int p3, int p4, int p5)


_0xd4636c2edb0dea8a

int native.entity._0xd4636c2edb0dea8a(int p0)


create_forced_object

void native.entity.create_forced_object(float x, float y, float z, int p3, int model_hash, bool p5)


remove_forced_object

void native.entity.remove_forced_object(int p0, int p1, int p2, int p3, int p4)


set_entity_no_collision_entity

void native.entity.set_entity_no_collision_entity(int entity1, int entity2, bool this_frame_only)


set_entity_motion_blur

void native.entity.set_entity_motion_blur(int entity, bool toggle)


set_can_auto_vault_on_entity

void native.entity.set_can_auto_vault_on_entity(int entity, bool toggle)


set_can_climb_on_entity

void native.entity.set_can_climb_on_entity(int entity, bool toggle)


set_entity_noweapondecals

void native.entity.set_entity_noweapondecals(int entity, bool toggle)

Old name: _SET_ENTITY_DECALS_DISABLED

_get_entities_near_point

int native.entity._get_entities_near_point(float x, float y, float z, float radius, int item_set, int p5)


get_matching_entities

int native.entity.get_matching_entities(int volume, int item_set, int entity_type, int p3, int p4, string p5)


_get_entities_in_volume

int native.entity._get_entities_in_volume(int volume, int item_set, int entity_type)


_search_building_pool_for_entity_with_this_model

int native.entity._search_building_pool_for_entity_with_this_model(int model_hash)

Alternative Name: _GET_ENTITY_FROM_MAP_OBJECT; You can get existing objects and manipulate them using this native.

_0xc2e71d7e0a7b4c89

int native.entity._0xc2e71d7e0a7b4c89(int p0)


_0x6c31b06e91518269

void native.entity._0x6c31b06e91518269(int p0, int p1)


_0x119a5714578f4e05

void native.entity._0x119a5714578f4e05(int p0, int p1)


_get_entity_by_doorhash

int native.entity._get_entity_by_doorhash(int door_hash, int p1)

Params: p1 = 0 in R* Scripts (GET_DOOR_ENTITY_FROM_ID)
https://github.com/femga/rdr3_discoveries/blob/master/doorHashes/doorhashes.lua

find_anim_event_phase

bool native.entity.find_anim_event_phase(string anim_dictionary, string anim_name, string p2, ptr int p3, ptr int p4)


force_entity_ai_and_animation_update

void native.entity.force_entity_ai_and_animation_update(int entity, bool p1)


_get_entity_anim_current_time

float native.entity._get_entity_anim_current_time(int entity, string anim_dict, string anim_name)


_0x8e46e18aa828334f

float native.entity._0x8e46e18aa828334f(int entity, string anim_dict, string anim_clip)

Used in Script Function GENERIC_ITEM_HAS_ANIM_COMPLETED
_GET_ENTITY_*

_0xdf8e49ea89a01db1

int native.entity._0xdf8e49ea89a01db1(int p0, int p1, int p2)

Hardcoded to return zero/false.

has_anim_event_fired

bool native.entity.has_anim_event_fired(int entity, int action_hash)


has_entity_anim_finished

bool native.entity.has_entity_anim_finished(int entity, string anim_dict, string anim_name, int p3)


play_entity_anim

bool native.entity.play_entity_anim(int entity, string anim_name, string anim_dict, float p3, bool loop, bool stay_in_anim, bool p6, float delta, int bitset)

https://github.com/femga/rdr3_discoveries/tree/master/animations

_set_entity_anim_current_time

void native.entity._set_entity_anim_current_time(int entity, string anim_dict, string anim_name, float time)

https://gfycat.com/amazingmiserlyamericanquarterhorse

_set_entity_anim_speed

void native.entity._set_entity_anim_speed(int entity, string anim_dict, string anim_name, float speed_multiplier)


stop_entity_anim

int native.entity.stop_entity_anim(int entity, string animation, string anim_group, float p3)


_0x669655ffb29ef1a9

void native.entity._0x669655ffb29ef1a9(int p0, int p1, int p2, int p3)


_add_entity_tracking_trails

void native.entity._add_entity_tracking_trails(int entity)


_0x5826efd6d73c4de5

void native.entity._0x5826efd6d73c4de5(int entity)

_REMOVE_DECALS_* - _REMOVE_FORCED*

_pause_entity_tracking

void native.entity._pause_entity_tracking(int entity, bool pause)


_create_footpath_trail

int native.entity._create_footpath_trail(int p0, string waypoint_record, bool b_use_snow_offset, float p3, float p4, int p5, int p6, int p7, int p8, int p9, int p10, bool b_init)


_0xc76e94a78127412b

void native.entity._0xc76e94a78127412b(int p0, int p1, int p2)


_0x7f20092547b4ddea

void native.entity._0x7f20092547b4ddea(int p0)


_0xf41e2979d5bc5370

void native.entity._0xf41e2979d5bc5370(int p0)


_0xaaacb74442c1bed3

int native.entity._0xaaacb74442c1bed3(int p0)


pin_closest_map_entity

int native.entity.pin_closest_map_entity(int model_hash, float x, float y, float z, int flags)


_unpin_map_entity

void native.entity._unpin_map_entity(int entity)


is_map_entity_pinned

bool native.entity.is_map_entity_pinned(int p0)


_get_pinned_map_entity

int native.entity._get_pinned_map_entity(int p0)


_0xeab3d91d30a344f1

void native.entity._0xeab3d91d30a344f1(int p0)


_0x37ceb637ba3b1a47

void native.entity._0x37ceb637ba3b1a47(int p0)


_0x350e9211074955af

int native.entity._0x350e9211074955af(int p0, int p1)


_0x898586729db5221d

void native.entity._0x898586729db5221d(int ped)


_0xe9e7a0bac7f57746

void native.entity._0xe9e7a0bac7f57746(int p0, int p1)