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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)

Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY

get_interior_from_entity

int native.interior.get_interior_from_entity(int entity)

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

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)

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

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)

Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPE

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)

https://github.com/femga/rdr3_discoveries/tree/master/interiors/interior_sets

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)