native
object
Methods
create_object
function native.object.create_object(model_hash: int, x: float, y: float, z: float, is_network: bool, b_script_host_obj: bool, dynamic: bool, p7: bool, p8: bool): int
create_object_no_offset
function native.object.create_object_no_offset(model_hash: int, x: float, y: float, z: float, is_network: bool, b_script_host_obj: bool, dynamic: bool, p7: bool): int
delete_object
Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
function native.object.delete_object(object: ptr int): void
place_object_on_ground_properly
function native.object.place_object_on_ground_properly(object: int, p1: bool): bool
slide_object
function native.object.slide_object(object: int, to_x: float, to_y: float, to_z: float, speed_x: float, speed_y: float, speed_z: float, collision: bool): bool
set_object_targettable
function native.object.set_object_targettable(object: int, targettable: bool): void
_set_object_targettable_2
function native.object._set_object_targettable_2(object: int, targettable: bool): void
_set_object_targettable_focus
When p1 and p2 are true you can focus on the object (similar to when you focus a ped)
function native.object._set_object_targettable_focus(object: int, p1: bool, p2: bool): void
_0xf6e88489b4e6ebe5
function native.object._0xf6e88489b4e6ebe5(p0: int, p1: int): void
_0xe157a8a336c7f04a
function native.object._0xe157a8a336c7f04a(p0: int, p1: int): void
_0x46cbcf0e98a4e156
function native.object._0x46cbcf0e98a4e156(p0: int, p1: int): void
get_closest_object_of_type
missionScriptObject - if true won't return mission script objects
scriptHostObject - if true won't return script host objects
networkObject - if true won't return networked objects
function native.object.get_closest_object_of_type(x: float, y: float, z: float, radius: float, model_hash: int, mission_script_object: bool, script_host_object: bool, network_object: bool): int
has_object_been_broken
function native.object.has_object_been_broken(p0: int): bool
has_closest_object_of_type_been_broken
function native.object.has_closest_object_of_type_been_broken(p0: float, p1: float, p2: float, p3: float, model_hash: int, p5: int): bool
get_offset_from_coord_and_heading_in_world_coords
Old name: _GET_OBJECT_OFFSET_FROM_COORDS
function native.object.get_offset_from_coord_and_heading_in_world_coords(x_pos: float, y_pos: float, z_pos: float, heading: float, x_offset: float, y_offset: float, z_offset: float): vec3
_add_door_to_system_new
Registers a door, hashes: https://github.com/femga/rdr3_discoveries/tree/master/doorHashes
function native.object._add_door_to_system_new(door_hash: int, p1: bool, p2: bool, p3: bool, thread_id: int, p5: int, p6: bool): void
_is_door_registered_with_network
function native.object._is_door_registered_with_network(door_hash: int): bool
remove_door_from_system
function native.object.remove_door_from_system(door_hash: int): void
door_system_set_door_state
Door lock states:
enum eDoorState
{
DOORSTATE_INVALID = -1,
DOORSTATE_UNLOCKED,
DOORSTATE_LOCKED_UNBREAKABLE,
DOORSTATE_LOCKED_BREAKABLE,
DOORSTATE_HOLD_OPEN_POSITIVE,
DOORSTATE_HOLD_OPEN_NEGATIVE
};
function native.object.door_system_set_door_state(door_hash: int, state: int): void
door_system_get_door_state
function native.object.door_system_get_door_state(door_hash: int): int
door_system_set_automatic_rate
function native.object.door_system_set_automatic_rate(door_hash: int, rate: float): void
door_system_set_automatic_distance
function native.object.door_system_set_automatic_distance(door_hash: int, distance: float): void
_0xb3b1546d23df8de1
function native.object._0xb3b1546d23df8de1(p0: int, p1: int, p2: int, p3: int, p4: int): void
door_system_set_open_ratio
Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.
function native.object.door_system_set_open_ratio(door_hash: int, ajar: float, force_update: bool): void
_0x3a77dae8b4fd7586
function native.object._0x3a77dae8b4fd7586(p0: int, p1: int): void
_door_system_set_able_to_change_open_ratio_while_locked
function native.object._door_system_set_able_to_change_open_ratio_while_locked(door_hash: int, p1: bool): void
_is_door_registered_with_owner
Returns true if door is alredy registered with owner
function native.object._is_door_registered_with_owner(door_hash: int): bool
_door_system_change_script_owner
function native.object._door_system_change_script_owner(door_hash: int): void
_door_system_get_automatic_rate
function native.object._door_system_get_automatic_rate(door_hash: int): float
_0x6e2aa80bb0c03728
function native.object._0x6e2aa80bb0c03728(p0: int, p1: int): int
_door_system_set_automatic_state
ALLOW* - ATTACH*
function native.object._door_system_set_automatic_state(door_hash: int, disable: bool): void
door_system_get_open_ratio
function native.object.door_system_get_open_ratio(door_hash: int): float
_0x7f458b543006c8fe
function native.object._0x7f458b543006c8fe(p0: int, p1: int): void
_0xacd4f9831dfad7f5
function native.object._0xacd4f9831dfad7f5(p0: int): int
_0x0c0a373d181bf900
function native.object._0x0c0a373d181bf900(p0: int): void
_0xa93f925f1942e434
function native.object._0xa93f925f1942e434(p0: int, p1: int): void
_0x4d8611dfe1126478
function native.object._0x4d8611dfe1126478(p0: int): int
_0x57c242543b7b8fb9
function native.object._0x57c242543b7b8fb9(p0: int, p1: int): void
_0x4ae07eba3462c5d5
function native.object._0x4ae07eba3462c5d5(p0: int, p1: int): void
_0x22031584496cfb70
function native.object._0x22031584496cfb70(p0: int, p1: int): void
_0xc07b91b996c1de89
function native.object._0xc07b91b996c1de89(p0: int, p1: int): void
is_door_registered_with_system
function native.object.is_door_registered_with_system(door_hash: int): bool
is_door_closed
function native.object.is_door_closed(door_hash: int): bool
_0x0943113e02322164
Params: p1 = 23 in R* Scripts
function native.object._0x0943113e02322164(object: int, p1: int): int
_0x614d0b4533f842d3
function native.object._0x614d0b4533f842d3(p0: int): int
_door_system_force_shut
function native.object._door_system_force_shut(door_hash: int, p1: bool): void
_0xeba314768fb35d58
function native.object._0xeba314768fb35d58(p0: int): int
_0x5230bf34eb0ec645
function native.object._0x5230bf34eb0ec645(p0: int): void
does_object_of_type_exist_at_coords
function native.object.does_object_of_type_exist_at_coords(x: float, y: float, z: float, radius: float, hash: int, p5: bool): bool
is_point_in_angled_area
function native.object.is_point_in_angled_area(p0: float, p1: float, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: float, p10: bool, p11: bool): bool
set_object_allow_low_lod_buoyancy
function native.object.set_object_allow_low_lod_buoyancy(object: int, toggle: bool): void
set_object_physics_params
Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity.
Other parameters seem to be unknown.
p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive? p3: seems similar to p2 p4: makes obj fall slower the higher the value p5: similar to p4
function native.object.set_object_physics_params(object: int, weight: float, p2: float, p3: float, p4: float, p5: float, gravity: float, p7: float, p8: float, p9: float, p10: float, buoyancy: float): void
get_object_fragment_damage_health
function native.object.get_object_fragment_damage_health(p0: int, p1: bool): float
_0x235c863da77bd88d
function native.object._0x235c863da77bd88d(p0: int, p1: int, p2: int): int
set_activate_object_physics_as_soon_as_it_is_unfrozen
function native.object.set_activate_object_physics_as_soon_as_it_is_unfrozen(object: int, toggle: bool): void
break_object_fragment_child
function native.object.break_object_fragment_child(object: int, p1: int, p2: bool): void
break_all_object_fragment_bones
function native.object.break_all_object_fragment_bones(object: int): void
_0xaaacf33cbf9b990a
function native.object._0xaaacf33cbf9b990a(p0: int, p1: int): void
_damage_bone_on_prop
function native.object._damage_bone_on_prop(object: int, bone: int): void
fix_object_fragment
function native.object.fix_object_fragment(object: int): void
_0x58de624fa7fb0e7f
function native.object._0x58de624fa7fb0e7f(p0: int): int
_0x491439aef410a2fc
function native.object._0x491439aef410a2fc(p0: int): void
_set_object_break_scale
function native.object._set_object_break_scale(object: int, scale: float): void
_0xceab54f4632c6ef6
function native.object._0xceab54f4632c6ef6(p0: int, p1: int): void
track_object_visibility
function native.object.track_object_visibility(object: int): void
is_object_visible
function native.object.is_object_visible(object: int): bool
set_object_takes_damage_from_colliding_with_buildings
function native.object.set_object_takes_damage_from_colliding_with_buildings(object: int, enabled: bool): void
allow_damage_events_for_non_networked_objects
function native.object.allow_damage_events_for_non_networked_objects(enabled: bool): void
_0x6579860a5558524a
function native.object._0x6579860a5558524a(p0: int, p1: int): void
_0xdfa1237f5228263f
function native.object._0xdfa1237f5228263f(p0: int, p1: int): void
_get_light_intensity_from_object
function native.object._get_light_intensity_from_object(object: int): float
_set_light_intensity_for_object
function native.object._set_light_intensity_for_object(object: int, light_intensity: float): void
_set_light_translucency_for_object
Params: value = 0.0 - 586.67 (?)
function native.object._set_light_translucency_for_object(object: int, value: float): void
_set_light_scattering_disabled_for_object
function native.object._set_light_scattering_disabled_for_object(object: int, disable: bool): void
_0x7fcd49388bc9b775
function native.object._0x7fcd49388bc9b775(p0: int, p1: int): void
_0xfa99e8e575f2fef8
function native.object._0xfa99e8e575f2fef8(p0: int): int
get_rayfire_map_object
function native.object.get_rayfire_map_object(x: float, y: float, z: float, radius: float, name: string): int
set_state_of_rayfire_map_object
function native.object.set_state_of_rayfire_map_object(object: int, state: int): void
get_state_of_rayfire_map_object
function native.object.get_state_of_rayfire_map_object(object: int): int
does_rayfire_map_object_exist
function native.object.does_rayfire_map_object_exist(object: int): bool
get_rayfire_map_object_anim_phase
function native.object.get_rayfire_map_object_anim_phase(object: int): float
create_pickup
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Placement%20Flagshttps://github.com/femga/rdr3_discoveries/blob/master/objects/pickup_list.lua
function native.object.create_pickup(pickup_hash: int, x: float, y: float, z: float, flags: int, p5: int, p6: bool, model_hash: int, p8: int, p9: float, p10: int): int
create_pickup_rotate
flags: see CREATE_PICKUP
function native.object.create_pickup_rotate(pickup_hash: int, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, flags: int, p8: int, p9: int, p10: bool, model_hash: int, p12: int, p13: float, p14: int): int
create_ambient_pickup
flags: see CREATE_PICKUP
function native.object.create_ambient_pickup(pickup_hash: int, x: float, y: float, z: float, flags: int, value: int, model_hash: int, p7: bool, p8: bool, p9: int, p10: float): int
create_portable_pickup
function native.object.create_portable_pickup(pickup_hash: int, x: float, y: float, z: float, place_on_ground: bool, model_hash: int): int
attach_portable_pickup_to_ped
function native.object.attach_portable_pickup_to_ped(pickup_object: int, ped: int): void
detach_portable_pickup_from_ped
function native.object.detach_portable_pickup_from_ped(pickup_object: int): void
_hide_pickup_object
function native.object._hide_pickup_object(pickup_object: int, toggle: bool): void
set_max_num_portable_pickups_carried_by_player
function native.object.set_max_num_portable_pickups_carried_by_player(model_hash: int, p1: int): void
_0x3e2616e7ea539480
function native.object._0x3e2616e7ea539480(p0: int): int
set_local_player_can_collect_portable_pickups
function native.object.set_local_player_can_collect_portable_pickups(toggle: bool): void
get_safe_pickup_coords
function native.object.get_safe_pickup_coords(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): vec3
get_pickup_coords
function native.object.get_pickup_coords(pickup: int): vec3
remove_all_pickups_of_type
function native.object.remove_all_pickups_of_type(pickup_hash: int): void
has_pickup_been_collected
function native.object.has_pickup_been_collected(pickup: int): bool
remove_pickup
function native.object.remove_pickup(pickup: int): void
set_pickup_do_not_auto_place_on_ground
function native.object.set_pickup_do_not_auto_place_on_ground(pickup_object: int): void
does_pickup_exist
function native.object.does_pickup_exist(pickup: int): bool
does_pickup_object_exist
function native.object.does_pickup_object_exist(pickup_object: int): bool
get_pickup_object
function native.object.get_pickup_object(pickup: int): int
is_object_a_portable_pickup
function native.object.is_object_a_portable_pickup(object: int): bool
_is_pickup_type_valid
function native.object._is_pickup_type_valid(pickup_hash: int): bool
does_pickup_of_type_exist_in_area
function native.object.does_pickup_of_type_exist_in_area(pickup_hash: int, x: float, y: float, z: float, radius: float): bool
set_pickup_regeneration_time
function native.object.set_pickup_regeneration_time(pickup: int, duration: int): void
force_pickup_regenerate
function native.object.force_pickup_regenerate(p0: int): void
_set_network_pickup_usable_for_player
Params: p2 controls whether to make pickups usable/collectable or not in networked games
function native.object._set_network_pickup_usable_for_player(player: int, pickup_hash: int, is_usable: bool): void
set_local_player_permitted_to_collect_pickups_with_model
Maximum amount of pickup models that can be disallowed is 10.
Old name: _SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL
function native.object.set_local_player_permitted_to_collect_pickups_with_model(model_hash: int, toggle: bool): void
block_pickup_from_player_collection
function native.object.block_pickup_from_player_collection(p0: int, p1: int): void
set_pickup_not_lootable
function native.object.set_pickup_not_lootable(p0: int, p1: int): void
_0x1f5e07e14a86fafc
SET_A(MBIENT_PICKUP?)*
function native.object._0x1f5e07e14a86fafc(p0: bool): void
set_team_pickup_object
function native.object.set_team_pickup_object(object: int, p1: int, p2: bool): void
_0x9f52ad67d1a91bad
function native.object._0x9f52ad67d1a91bad(p0: int, p1: int): int
prevent_collection_of_portable_pickup
function native.object.prevent_collection_of_portable_pickup(object: int, p1: bool, p2: bool): void
set_pickup_generation_range_multiplier
function native.object.set_pickup_generation_range_multiplier(multiplier: float): void
set_pickup_uncollectable
function native.object.set_pickup_uncollectable(p0: int, p1: int): void
set_pickup_hidden_when_uncollectable
function native.object.set_pickup_hidden_when_uncollectable(p0: int, p1: int): void
_set_ambient_pickup_lifetime
function native.object._set_ambient_pickup_lifetime(lifetime: int): void
set_pickup_particle_fx_spawn
function native.object.set_pickup_particle_fx_spawn(p0: int, p1: int): void
set_pickup_particle_fx_highlight
function native.object.set_pickup_particle_fx_highlight(p0: int, p1: int): void
suppress_pickup_reward_type
function native.object.suppress_pickup_reward_type(reward_type: int, suppress: bool): void
_0x20135af9c10d2a3d
function native.object._0x20135af9c10d2a3d(p0: int): int
_set_pickup_collectable_on_mount
function native.object._set_pickup_collectable_on_mount(object: int): void
_0xde116ecffdd4b997
function native.object._0xde116ecffdd4b997(p0: int, p1: int): void
get_weapon_type_from_pickup_type
function native.object.get_weapon_type_from_pickup_type(pickup_hash: int): int
_get_ammo_type_from_pickup_type
function native.object._get_ammo_type_from_pickup_type(pickup_hash: int): int
set_object_tint_index
Alt name: _SET_OBJECT_TINT
Old name: _SET_OBJECT_TEXTURE_VARIATION
function native.object.set_object_tint_index(object: int, texture_variation: int): void
_get_object_light_intensity
Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT
function native.object._get_object_light_intensity(object: int): float
_set_object_burn_opacity
function native.object._set_object_burn_opacity(object: int, opacity: float): void
_set_object_burn_intensity
function native.object._set_object_burn_intensity(object: int, intensity: float): void
_set_object_burn_level
Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn
function native.object._set_object_burn_level(object: int, burn_level: float, affect_ash: bool): void
_0x9a74a9cadfa8a598
function native.object._0x9a74a9cadfa8a598(p0: int): void
_reset_object_velocity
function native.object._reset_object_velocity(object: int): void
_set_object_burn_speed
p2 is usually the same as speed parameter
function native.object._set_object_burn_speed(object: int, speed: float, p2: float): void
_0xcbfbd38f2e0a263b
function native.object._0xcbfbd38f2e0a263b(p0: int, p1: int): void
convert_old_pickup_type_to_new
Old name: _GET_PICKUP_HASH
function native.object.convert_old_pickup_type_to_new(pickup_hash: int): int
set_force_object_this_frame
function native.object.set_force_object_this_frame(x: float, y: float, z: float, p3: float): void
_0xd91e55b6c005eb09
function native.object._0xd91e55b6c005eb09(p0: int, p1: int): int
only_clean_up_object_when_out_of_range
Old name: _MARK_OBJECT_FOR_DELETION
function native.object.only_clean_up_object_when_out_of_range(object: int): void
_0xcaaf2bccfef37f77
SET_OBJECT*
function native.object._0xcaaf2bccfef37f77(object: int, p1: int): void
_0x08c5825a2932ea7b
function native.object._0x08c5825a2932ea7b(p0: int): int
_0x7d4411d6736cd295
function native.object._0x7d4411d6736cd295(p0: int, p1: int): int
_0x250ebb11e81a10be
function native.object._0x250ebb11e81a10be(p0: int): int
_0x2bf1953c0c21ac88
function native.object._0x2bf1953c0c21ac88(p0: int): int
create_object_skeleton
function native.object.create_object_skeleton(object: int): bool
_make_item_carriable
_PRE* or _Q* or _RE*
function native.object._make_item_carriable(object: int): void
_0xf65ede5d02a7a760
function native.object._0xf65ede5d02a7a760(p0: int, p1: int): void
_set_auto_jumpable_by_horse
Sets object as auto-jumpable by horse.
function native.object._set_auto_jumpable_by_horse(object: int, p1: bool): void
_set_not_jumpable_by_horse
Sets object as not jumpable by horse.
function native.object._set_not_jumpable_by_horse(object: int, p1: bool): void
_set_object_kickable
function native.object._set_object_kickable(object: int, kickable: bool): void
set_custom_textures_on_object
function native.object.set_custom_textures_on_object(object: int, txd_hash: int, p2: int, p3: int): void
_0xd503d6f0986d58bc
function native.object._0xd503d6f0986d58bc(p0: int, p1: int): void
_0xaee6c800e124cfe1
function native.object._0xaee6c800e124cfe1(p0: int, p1: int): void
_0x3df1a0a58498e209
function native.object._0x3df1a0a58498e209(object: int, p1: int): void