fire

Methods

start_script_fire

Starts a fire:

xyz: Location of fire maxChildren: The max amount of times a fire can spread to other objects. Must be 25 or less, or the function will do nothing. isGasFire: Whether or not the fire is powered by gasoline.

function native.fire.start_script_fire(x: float, y: float, z: float, p3: int, p4: float, p5: bool, soundset_name: string, p7: float, p8: int): int

remove_script_fire

function native.fire.remove_script_fire(fire_handle: int): void

start_entity_fire

function native.fire.start_entity_fire(p0: int, p1: int, p2: int, p3: int): void

stop_entity_fire

function native.fire.stop_entity_fire(p0: int, p1: int): void

is_entity_on_fire

function native.fire.is_entity_on_fire(entity: int): bool

_0x754937c28271bc65

function native.fire._0x754937c28271bc65(p0: int): void

get_number_of_fires_in_range

function native.fire.get_number_of_fires_in_range(x: float, y: float, z: float, radius: float): int

stop_fire_in_range

function native.fire.stop_fire_in_range(x: float, y: float, z: float, radius: float): void

_stop_fire_in_box

function native.fire._stop_fire_in_box(pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, scale_x: float, scale_y: float, scale_z: float): void

get_closest_fire_pos

function native.fire.get_closest_fire_pos(out_position: ref vec3, x: float, y: float, z: float): bool

_0x559fc1d310813031

function native.fire._0x559fc1d310813031(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): int

_0x41b87a6495ee13dd

function native.fire._0x41b87a6495ee13dd(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): int

_0xa4454592dcf7c992

function native.fire._0xa4454592dcf7c992(p0: int): int

_is_entity_consumed_by_fire

function native.fire._is_entity_consumed_by_fire(entity: int): bool

add_explosion

https://github.com/femga/rdr3_discoveries/tree/master/graphics/explosions

explosionType: enum eExplosionTag { EXP_TAG_DONTCARE = -1, EXP_TAG_GRENADE, EXP_TAG_STICKYBOMB, EXP_TAG_MOLOTOV, EXP_TAG_MOLOTOV_VOLATILE, EXP_TAG_HI_OCTANE, EXP_TAG_CAR, EXP_TAG_PLANE, EXP_TAG_PETROL_PUMP, EXP_TAG_DIR_STEAM, EXP_TAG_DIR_FLAME, EXP_TAG_DIR_WATER_HYDRANT, EXP_TAG_BOAT, EXP_TAG_BULLET, EXP_TAG_SMOKEGRENADE, EXP_TAG_BZGAS, EXP_TAG_GAS_CANISTER, EXP_TAG_EXTINGUISHER, EXP_TAG_TRAIN, EXP_TAG_DIR_FLAME_EXPLODE, EXP_TAG_VEHICLE_BULLET, EXP_TAG_BIRD_CRAP, EXP_TAG_FIREWORK, EXP_TAG_TORPEDO, EXP_TAG_TORPEDO_UNDERWATER, EXP_TAG_LANTERN, EXP_TAG_DYNAMITE, EXP_TAG_DYNAMITESTACK, EXP_TAG_DYNAMITE_VOLATILE, EXP_TAG_RIVER_BLAST, EXP_TAG_PLACED_DYNAMITE, EXP_TAG_FIRE_ARROW, EXP_TAG_DYNAMITE_ARROW, EXP_TAG_PHOSPHOROUS_BULLET, EXP_TAG_LIGHTNING_STRIKE, EXP_TAG_TRACKING_ARROW, EXP_TAG_POISON_BOTTLE };

function native.fire.add_explosion(x: float, y: float, z: float, explosion_type: int, damage_scale: float, is_audible: bool, is_invisible: bool, camera_shake: float): void

add_owned_explosion

explosionType: see ADD_EXPLOSION

function native.fire.add_owned_explosion(ped: int, x: float, y: float, z: float, explosion_type: int, damage_scale: float, is_audible: bool, is_invisible: bool, camera_shake: float): void

_0xb7df150605eedc9b

ADD_EXPLOSION*(ON ENTITY?)

function native.fire._0xb7df150605eedc9b(entity: int, p1: int, x: float, y: float, z: float, explosion_type: int, damage_scale: float, is_audible: bool, is_invisible: bool, camera_shake: float): void

add_explosion_with_user_vfx

explosionType: see ADD_EXPLOSION Change explosionFx (Visual Effect) for specified explosionType

function native.fire.add_explosion_with_user_vfx(x: float, y: float, z: float, explosion_type: int, explosion_fx: int, damage_scale: float, is_audible: bool, is_invisible: bool, camera_shake: float): void

_0x34ae85c7ca4857aa

function native.fire._0x34ae85c7ca4857aa(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void

is_explosion_in_area

explosionType: see ADD_EXPLOSION

function native.fire.is_explosion_in_area(explosion_type: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float): bool

is_explosion_active_in_area

explosionType: see ADD_EXPLOSION

function native.fire.is_explosion_active_in_area(explosion_type: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float): bool

is_explosion_in_sphere

explosionType: see ADD_EXPLOSION

function native.fire.is_explosion_in_sphere(explosion_type: int, x: float, y: float, z: float, radius: float): bool

is_explosion_in_angled_area

explosionType: see ADD_EXPLOSION

function native.fire.is_explosion_in_angled_area(explosion_type: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, angle: float): bool

_is_explosion_in_volume

explosionType: see ADD_EXPLOSION

function native.fire._is_explosion_in_volume(explosion_type: int, volume: int): bool

get_owner_of_explosion_in_angled_area

explosionType: see ADD_EXPLOSION

function native.fire.get_owner_of_explosion_in_angled_area(explosion_type: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, radius: float): int

_0x68f6a75fdf5a70d6

function native.fire._0x68f6a75fdf5a70d6(x: float, y: float, z: float, p3: float): void

_0x24db6b9f2b719043

Only used in R* SP Related Camp Scripts

function native.fire._0x24db6b9f2b719043(p0: float): void

_is_ped_shocking_event_active

Tested with fire & dynamite. Only returns true using value p1 = 1 and when the ped is affected by fire.

function native.fire._is_ped_shocking_event_active(ped: int, p1: int): bool