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

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

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