native
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