interior¶
is_valid_interior¶
bool native.interior.is_valid_interior(int interior)
get_interior_location_and_namehash¶
void native.interior.get_interior_location_and_namehash(int interior, ref vec3 position, ptr int name_hash)
_get_interior_minimap_hash¶
int native.interior._get_interior_minimap_hash(int interior)
_get_interior_position¶
vec3 native.interior._get_interior_position(int interior)
is_interior_scene¶
bool native.interior.is_interior_scene()
clear_room_for_entity¶
void native.interior.clear_room_for_entity(int entity)
force_room_for_entity¶
void native.interior.force_room_for_entity(int entity, int interior, int room_hash_key)
get_room_key_from_entity¶
int native.interior.get_room_key_from_entity(int 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.
get_key_for_entity_in_room¶
int native.interior.get_key_for_entity_in_room(int entity)
get_interior_from_entity¶
int native.interior.get_interior_from_entity(int entity)
retain_entity_in_interior¶
void native.interior.retain_entity_in_interior(int entity, int interior)
force_room_for_game_viewport¶
void native.interior.force_room_for_game_viewport(int interior_id, int room_hash_key)
clear_room_for_game_viewport¶
void native.interior.clear_room_for_game_viewport()
get_interior_from_primary_view¶
int native.interior.get_interior_from_primary_view()
get_interior_at_coords¶
int native.interior.get_interior_at_coords(float x, float y, float z)
pin_interior_in_memory¶
void native.interior.pin_interior_in_memory(int interior)
unpin_interior¶
void native.interior.unpin_interior(int 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.
is_interior_ready¶
bool native.interior.is_interior_ready(int interior)
set_interior_in_use¶
bool native.interior.set_interior_in_use(int interior)
get_interior_at_coords_with_type¶
int native.interior.get_interior_at_coords_with_type(float x, float y, float z, string interior_type)
get_interior_at_coords_with_typehash¶
int native.interior.get_interior_at_coords_with_typehash(float x, float y, float z, int type_hash)
is_collision_marked_outside¶
bool native.interior.is_collision_marked_outside(float x, float y, float z)
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
get_interior_from_collision¶
int native.interior.get_interior_from_collision(float x, float y, float z)
activate_interior_entity_set¶
void native.interior.activate_interior_entity_set(int interior, string entity_set_name, int p2)
deactivate_interior_entity_set¶
void native.interior.deactivate_interior_entity_set(int interior, string entity_set_name, bool p2)
is_interior_entity_set_active¶
bool native.interior.is_interior_entity_set_active(int interior, string entity_set_name)
_is_interior_entity_set_valid¶
bool native.interior._is_interior_entity_set_valid(int interior, string entity_set_name)
disable_interior¶
void native.interior.disable_interior(int interior, bool toggle)
_0x2533f2ab0eb9c6f9¶
void native.interior._0x2533f2ab0eb9c6f9(int p0, int p1)
_0xfe2b3d5500b1b2e4¶
void native.interior._0xfe2b3d5500b1b2e4(int p0, int p1)