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fire


start_script_fire

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

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.

remove_script_fire

void native.fire.remove_script_fire(int fire_handle)


start_entity_fire

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


stop_entity_fire

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


is_entity_on_fire

bool native.fire.is_entity_on_fire(int entity)


_0x754937c28271bc65

void native.fire._0x754937c28271bc65(int p0)


get_number_of_fires_in_range

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


stop_fire_in_range

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


_stop_fire_in_box

void native.fire._stop_fire_in_box(float 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)


get_closest_fire_pos

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


_0x559fc1d310813031

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


_0x41b87a6495ee13dd

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


_0xa4454592dcf7c992

int native.fire._0xa4454592dcf7c992(int p0)


_is_entity_consumed_by_fire

bool native.fire._is_entity_consumed_by_fire(int entity)


add_explosion

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

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
};

add_owned_explosion

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

explosionType: see ADD_EXPLOSION

_0xb7df150605eedc9b

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

_ADD_EXPLOSION_*(ON ENTITY?)

add_explosion_with_user_vfx

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

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

_0x34ae85c7ca4857aa

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


is_explosion_in_area

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

explosionType: see ADD_EXPLOSION

is_explosion_active_in_area

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

explosionType: see ADD_EXPLOSION

is_explosion_in_sphere

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

explosionType: see ADD_EXPLOSION

is_explosion_in_angled_area

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

explosionType: see ADD_EXPLOSION

_is_explosion_in_volume

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

explosionType: see ADD_EXPLOSION

get_owner_of_explosion_in_angled_area

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

explosionType: see ADD_EXPLOSION

_0x68f6a75fdf5a70d6

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


_0x24db6b9f2b719043

void native.fire._0x24db6b9f2b719043(float p0)

Only used in R* SP Related Camp Scripts

_is_ped_shocking_event_active

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

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