interior

Methods

is_valid_interior

function native.interior.is_valid_interior(interior: int): bool

get_interior_location_and_namehash

function native.interior.get_interior_location_and_namehash(interior: int, position: ref vec3, name_hash: ptr int): void

_get_interior_minimap_hash

function native.interior._get_interior_minimap_hash(interior: int): int

_get_interior_position

function native.interior._get_interior_position(interior: int): vec3

is_interior_scene

function native.interior.is_interior_scene(): bool

clear_room_for_entity

function native.interior.clear_room_for_entity(entity: int): void

force_room_for_entity

function native.interior.force_room_for_entity(entity: int, interior: int, room_hash_key: int): void

get_room_key_from_entity

Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside.

function native.interior.get_room_key_from_entity(entity: int): int

get_key_for_entity_in_room

Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY

function native.interior.get_key_for_entity_in_room(entity: int): int

get_interior_from_entity

Returns the handle of the interior that the entity is in. Returns 0 if outside.

function native.interior.get_interior_from_entity(entity: int): int

retain_entity_in_interior

function native.interior.retain_entity_in_interior(entity: int, interior: int): void

force_room_for_game_viewport

function native.interior.force_room_for_game_viewport(interior_id: int, room_hash_key: int): void

clear_room_for_game_viewport

function native.interior.clear_room_for_game_viewport(): void

get_interior_from_primary_view

function native.interior.get_interior_from_primary_view(): int

get_interior_at_coords

function native.interior.get_interior_at_coords(x: float, y: float, z: float): int

pin_interior_in_memory

function native.interior.pin_interior_in_memory(interior: int): void

unpin_interior

Does something similar to INTERIOR::DISABLE_INTERIOR.

You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside.

function native.interior.unpin_interior(interior: int): void

is_interior_ready

function native.interior.is_interior_ready(interior: int): bool

set_interior_in_use

Actually returns void in IDA but the script header defines a BOOL return type

function native.interior.set_interior_in_use(interior: int): bool

get_interior_at_coords_with_type

function native.interior.get_interior_at_coords_with_type(x: float, y: float, z: float, interior_type: string): int

get_interior_at_coords_with_typehash

Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE

function native.interior.get_interior_at_coords_with_typehash(x: float, y: float, z: float, type_hash: int): int

is_collision_marked_outside

Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)

function native.interior.is_collision_marked_outside(x: float, y: float, z: float): bool

get_interior_from_collision

function native.interior.get_interior_from_collision(x: float, y: float, z: float): int

activate_interior_entity_set

function native.interior.activate_interior_entity_set(interior: int, entity_set_name: string, p2: int): void

deactivate_interior_entity_set

function native.interior.deactivate_interior_entity_set(interior: int, entity_set_name: string, p2: bool): void

is_interior_entity_set_active

function native.interior.is_interior_entity_set_active(interior: int, entity_set_name: string): bool

_is_interior_entity_set_valid

function native.interior._is_interior_entity_set_valid(interior: int, entity_set_name: string): bool

disable_interior

function native.interior.disable_interior(interior: int, toggle: bool): void

_0x2533f2ab0eb9c6f9

function native.interior._0x2533f2ab0eb9c6f9(p0: int, p1: int): void

_0xfe2b3d5500b1b2e4

function native.interior._0xfe2b3d5500b1b2e4(p0: int, p1: int): void