entity¶
does_entity_exist¶
bool native.entity.does_entity_exist(int entity)
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)
_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)
get_entity_forward_x¶
float native.entity.get_entity_forward_x(int entity)
get_entity_forward_y¶
float native.entity.get_entity_forward_y(int entity)
_get_entity_forward_vector_yx¶
vec3 native.entity._get_entity_forward_vector_yx(int entity)
get_entity_heading¶
float native.entity.get_entity_heading(int 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)
_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)
_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)
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)
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)
get_ped_index_from_entity_index¶
int native.entity.get_ped_index_from_entity_index(int entity)
get_vehicle_index_from_entity_index¶
int native.entity.get_vehicle_index_from_entity_index(int entity)
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)
_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)
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)
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)
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)
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)
_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)
_is_carriable_model¶
bool native.entity._is_carriable_model(int model)
_get_carriable_from_entity¶
int native.entity._get_carriable_from_entity(int entity)
_set_entity_carcass_type¶
void native.entity._set_entity_carcass_type(int entity, int type)
_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)
_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)
_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)
_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)
_delete_entity_2¶
void native.entity._delete_entity_2(ptr int entity)
detach_entity¶
void native.entity.detach_entity(int entity, bool p1, bool collision)
_is_entity_frozen¶
bool native.entity._is_entity_frozen(int entity)
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)
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)
set_vehicle_as_no_longer_needed¶
void native.entity.set_vehicle_as_no_longer_needed(ptr int vehicle)
set_object_as_no_longer_needed¶
void native.entity.set_object_as_no_longer_needed(ptr int object)
_0x20faee47427a4497¶
void native.entity._0x20faee47427a4497()
_does_thread_own_this_entity¶
bool native.entity._does_thread_own_this_entity(int entity)
_0x56e0735d6273b227¶
void native.entity._0x56e0735d6273b227(int p0, int p1)
_0xc0edef16d90661ee¶
void native.entity._0xc0edef16d90661ee(int entity, float p1)
_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)
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)
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_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)
_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)
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)
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)
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)
_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)
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)
_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)
_0xdf8e49ea89a01db1¶
int native.entity._0xdf8e49ea89a01db1(int p0, int p1, int p2)
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)
_set_entity_anim_current_time¶
void native.entity._set_entity_anim_current_time(int entity, string anim_dict, string anim_name, float time)
_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)
_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)