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object


create_object

int native.object.create_object(int model_hash, float x, float y, float z, bool is_network, bool b_script_host_obj, bool dynamic, bool p7, bool p8)


create_object_no_offset

int native.object.create_object_no_offset(int model_hash, float x, float y, float z, bool is_network, bool b_script_host_obj, bool dynamic, bool p7)


delete_object

void native.object.delete_object(ptr int object)

Deletes the specified object, then sets the handle pointed to by the pointer to NULL.

place_object_on_ground_properly

bool native.object.place_object_on_ground_properly(int object, bool p1)


slide_object

bool native.object.slide_object(int object, float to_x, float to_y, float to_z, float speed_x, float speed_y, float speed_z, bool collision)


set_object_targettable

void native.object.set_object_targettable(int object, bool targettable)


_set_object_targettable_2

void native.object._set_object_targettable_2(int object, bool targettable)


_set_object_targettable_focus

void native.object._set_object_targettable_focus(int object, bool p1, bool p2)

When p1 and p2 are true you can focus on the object (similar to when you focus a ped)

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void native.object._0xf6e88489b4e6ebe5(int p0, int p1)


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void native.object._0xe157a8a336c7f04a(int p0, int p1)


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void native.object._0x46cbcf0e98a4e156(int p0, int p1)


get_closest_object_of_type

int native.object.get_closest_object_of_type(float x, float y, float z, float radius, int model_hash, bool mission_script_object, bool script_host_object, bool network_object)

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

has_object_been_broken

bool native.object.has_object_been_broken(int p0)


has_closest_object_of_type_been_broken

bool native.object.has_closest_object_of_type_been_broken(float p0, float p1, float p2, float p3, int model_hash, int p5)


get_offset_from_coord_and_heading_in_world_coords

vec3 native.object.get_offset_from_coord_and_heading_in_world_coords(float x_pos, float y_pos, float z_pos, float heading, float x_offset, float y_offset, float z_offset)

Old name: _GET_OBJECT_OFFSET_FROM_COORDS

_add_door_to_system_new

void native.object._add_door_to_system_new(int door_hash, bool p1, bool p2, bool p3, int thread_id, int p5, bool p6)

Registers a door, hashes: https://github.com/femga/rdr3_discoveries/tree/master/doorHashes

_is_door_registered_with_network

bool native.object._is_door_registered_with_network(int door_hash)


remove_door_from_system

void native.object.remove_door_from_system(int door_hash)


door_system_set_door_state

void native.object.door_system_set_door_state(int door_hash, int 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
};

door_system_get_door_state

int native.object.door_system_get_door_state(int door_hash)


door_system_set_automatic_rate

void native.object.door_system_set_automatic_rate(int door_hash, float rate)


door_system_set_automatic_distance

void native.object.door_system_set_automatic_distance(int door_hash, float distance)


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void native.object._0xb3b1546d23df8de1(int p0, int p1, int p2, int p3, int p4)


door_system_set_open_ratio

void native.object.door_system_set_open_ratio(int door_hash, float ajar, bool force_update)

Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.

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void native.object._0x3a77dae8b4fd7586(int p0, int p1)


_door_system_set_able_to_change_open_ratio_while_locked

void native.object._door_system_set_able_to_change_open_ratio_while_locked(int door_hash, bool p1)


_is_door_registered_with_owner

bool native.object._is_door_registered_with_owner(int door_hash)

Returns true if door is alredy registered with owner

_door_system_change_script_owner

void native.object._door_system_change_script_owner(int door_hash)


_door_system_get_automatic_rate

float native.object._door_system_get_automatic_rate(int door_hash)


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int native.object._0x6e2aa80bb0c03728(int p0, int p1)


_door_system_set_automatic_state

void native.object._door_system_set_automatic_state(int door_hash, bool disable)

_ALLOW_* - _ATTACH_*

door_system_get_open_ratio

float native.object.door_system_get_open_ratio(int door_hash)


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void native.object._0x7f458b543006c8fe(int p0, int p1)


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int native.object._0xacd4f9831dfad7f5(int p0)


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void native.object._0x0c0a373d181bf900(int p0)


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void native.object._0xa93f925f1942e434(int p0, int p1)


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int native.object._0x4d8611dfe1126478(int p0)


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void native.object._0x57c242543b7b8fb9(int p0, int p1)


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void native.object._0x4ae07eba3462c5d5(int p0, int p1)


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void native.object._0x22031584496cfb70(int p0, int p1)


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void native.object._0xc07b91b996c1de89(int p0, int p1)


is_door_registered_with_system

bool native.object.is_door_registered_with_system(int door_hash)


is_door_closed

bool native.object.is_door_closed(int door_hash)


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int native.object._0x0943113e02322164(int object, int p1)

Params: p1 = 23 in R* Scripts

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int native.object._0x614d0b4533f842d3(int p0)


_door_system_force_shut

void native.object._door_system_force_shut(int door_hash, bool p1)


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int native.object._0xeba314768fb35d58(int p0)


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void native.object._0x5230bf34eb0ec645(int p0)


does_object_of_type_exist_at_coords

bool native.object.does_object_of_type_exist_at_coords(float x, float y, float z, float radius, int hash, bool p5)


is_point_in_angled_area

bool native.object.is_point_in_angled_area(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, bool p10, bool p11)


set_object_allow_low_lod_buoyancy

void native.object.set_object_allow_low_lod_buoyancy(int object, bool toggle)


set_object_physics_params

void native.object.set_object_physics_params(int object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy)

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

get_object_fragment_damage_health

float native.object.get_object_fragment_damage_health(int p0, bool p1)


_0x235c863da77bd88d

int native.object._0x235c863da77bd88d(int p0, int p1, int p2)


set_activate_object_physics_as_soon_as_it_is_unfrozen

void native.object.set_activate_object_physics_as_soon_as_it_is_unfrozen(int object, bool toggle)


break_object_fragment_child

void native.object.break_object_fragment_child(int object, int p1, bool p2)


break_all_object_fragment_bones

void native.object.break_all_object_fragment_bones(int object)


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void native.object._0xaaacf33cbf9b990a(int p0, int p1)


_damage_bone_on_prop

void native.object._damage_bone_on_prop(int object, int bone)


fix_object_fragment

void native.object.fix_object_fragment(int object)


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int native.object._0x58de624fa7fb0e7f(int p0)


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void native.object._0x491439aef410a2fc(int p0)


_set_object_break_scale

void native.object._set_object_break_scale(int object, float scale)


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void native.object._0xceab54f4632c6ef6(int p0, int p1)


track_object_visibility

void native.object.track_object_visibility(int object)


is_object_visible

bool native.object.is_object_visible(int object)


set_object_takes_damage_from_colliding_with_buildings

void native.object.set_object_takes_damage_from_colliding_with_buildings(int object, bool enabled)


allow_damage_events_for_non_networked_objects

void native.object.allow_damage_events_for_non_networked_objects(bool enabled)


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void native.object._0x6579860a5558524a(int p0, int p1)


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void native.object._0xdfa1237f5228263f(int p0, int p1)


_get_light_intensity_from_object

float native.object._get_light_intensity_from_object(int object)


_set_light_intensity_for_object

void native.object._set_light_intensity_for_object(int object, float light_intensity)


_set_light_translucency_for_object

void native.object._set_light_translucency_for_object(int object, float value)

Params: value = 0.0 - 586.67 (?)

_set_light_scattering_disabled_for_object

void native.object._set_light_scattering_disabled_for_object(int object, bool disable)


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void native.object._0x7fcd49388bc9b775(int p0, int p1)


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int native.object._0xfa99e8e575f2fef8(int p0)


get_rayfire_map_object

int native.object.get_rayfire_map_object(float x, float y, float z, float radius, string name)


set_state_of_rayfire_map_object

void native.object.set_state_of_rayfire_map_object(int object, int state)


get_state_of_rayfire_map_object

int native.object.get_state_of_rayfire_map_object(int object)


does_rayfire_map_object_exist

bool native.object.does_rayfire_map_object_exist(int object)


get_rayfire_map_object_anim_phase

float native.object.get_rayfire_map_object_anim_phase(int object)


create_pickup

int native.object.create_pickup(int pickup_hash, float x, float y, float z, int flags, int p5, bool p6, int model_hash, int p8, float p9, int p10)

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Placement%20Flags
https://github.com/femga/rdr3_discoveries/blob/master/objects/pickup_list.lua

create_pickup_rotate

int native.object.create_pickup_rotate(int pickup_hash, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, int flags, int p8, int p9, bool p10, int model_hash, int p12, float p13, int p14)

flags: see CREATE_PICKUP

create_ambient_pickup

int native.object.create_ambient_pickup(int pickup_hash, float x, float y, float z, int flags, int value, int model_hash, bool p7, bool p8, int p9, float p10)

flags: see CREATE_PICKUP

create_portable_pickup

int native.object.create_portable_pickup(int pickup_hash, float x, float y, float z, bool place_on_ground, int model_hash)


attach_portable_pickup_to_ped

void native.object.attach_portable_pickup_to_ped(int pickup_object, int ped)


detach_portable_pickup_from_ped

void native.object.detach_portable_pickup_from_ped(int pickup_object)


_hide_pickup_object

void native.object._hide_pickup_object(int pickup_object, bool toggle)


set_max_num_portable_pickups_carried_by_player

void native.object.set_max_num_portable_pickups_carried_by_player(int model_hash, int p1)


_0x3e2616e7ea539480

int native.object._0x3e2616e7ea539480(int p0)


set_local_player_can_collect_portable_pickups

void native.object.set_local_player_can_collect_portable_pickups(bool toggle)


get_safe_pickup_coords

vec3 native.object.get_safe_pickup_coords(int p0, int p1, int p2, int p3, int p4, int p5)


get_pickup_coords

vec3 native.object.get_pickup_coords(int pickup)


remove_all_pickups_of_type

void native.object.remove_all_pickups_of_type(int pickup_hash)


has_pickup_been_collected

bool native.object.has_pickup_been_collected(int pickup)


remove_pickup

void native.object.remove_pickup(int pickup)


set_pickup_do_not_auto_place_on_ground

void native.object.set_pickup_do_not_auto_place_on_ground(int pickup_object)


does_pickup_exist

bool native.object.does_pickup_exist(int pickup)


does_pickup_object_exist

bool native.object.does_pickup_object_exist(int pickup_object)


get_pickup_object

int native.object.get_pickup_object(int pickup)


is_object_a_portable_pickup

bool native.object.is_object_a_portable_pickup(int object)


_is_pickup_type_valid

bool native.object._is_pickup_type_valid(int pickup_hash)


does_pickup_of_type_exist_in_area

bool native.object.does_pickup_of_type_exist_in_area(int pickup_hash, float x, float y, float z, float radius)


set_pickup_regeneration_time

void native.object.set_pickup_regeneration_time(int pickup, int duration)


force_pickup_regenerate

void native.object.force_pickup_regenerate(int p0)


_set_network_pickup_usable_for_player

void native.object._set_network_pickup_usable_for_player(int player, int pickup_hash, bool is_usable)

Params: p2 controls whether to make pickups usable/collectable or not in networked games

set_local_player_permitted_to_collect_pickups_with_model

void native.object.set_local_player_permitted_to_collect_pickups_with_model(int model_hash, bool toggle)

Maximum amount of pickup models that can be disallowed is 10.

Old name: _SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL

block_pickup_from_player_collection

void native.object.block_pickup_from_player_collection(int p0, int p1)


set_pickup_not_lootable

void native.object.set_pickup_not_lootable(int p0, int p1)


_0x1f5e07e14a86fafc

void native.object._0x1f5e07e14a86fafc(bool p0)

_SET_A(MBIENT_PICKUP_?)*

set_team_pickup_object

void native.object.set_team_pickup_object(int object, int p1, bool p2)


_0x9f52ad67d1a91bad

int native.object._0x9f52ad67d1a91bad(int p0, int p1)


prevent_collection_of_portable_pickup

void native.object.prevent_collection_of_portable_pickup(int object, bool p1, bool p2)


set_pickup_generation_range_multiplier

void native.object.set_pickup_generation_range_multiplier(float multiplier)


set_pickup_uncollectable

void native.object.set_pickup_uncollectable(int p0, int p1)


set_pickup_hidden_when_uncollectable

void native.object.set_pickup_hidden_when_uncollectable(int p0, int p1)


_set_ambient_pickup_lifetime

void native.object._set_ambient_pickup_lifetime(int lifetime)


set_pickup_particle_fx_spawn

void native.object.set_pickup_particle_fx_spawn(int p0, int p1)


set_pickup_particle_fx_highlight

void native.object.set_pickup_particle_fx_highlight(int p0, int p1)


suppress_pickup_reward_type

void native.object.suppress_pickup_reward_type(int reward_type, bool suppress)


_0x20135af9c10d2a3d

int native.object._0x20135af9c10d2a3d(int p0)


_set_pickup_collectable_on_mount

void native.object._set_pickup_collectable_on_mount(int object)


_0xde116ecffdd4b997

void native.object._0xde116ecffdd4b997(int p0, int p1)


get_weapon_type_from_pickup_type

int native.object.get_weapon_type_from_pickup_type(int pickup_hash)


_get_ammo_type_from_pickup_type

int native.object._get_ammo_type_from_pickup_type(int pickup_hash)


set_object_tint_index

void native.object.set_object_tint_index(int object, int texture_variation)

Alt name: _SET_OBJECT_TINT

Old name: _SET_OBJECT_TEXTURE_VARIATION

_get_object_light_intensity

float native.object._get_object_light_intensity(int object)

Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT

_set_object_burn_opacity

void native.object._set_object_burn_opacity(int object, float opacity)


_set_object_burn_intensity

void native.object._set_object_burn_intensity(int object, float intensity)


_set_object_burn_level

void native.object._set_object_burn_level(int object, float burn_level, bool affect_ash)

Seems to mostly have effect on wood-made objects https://imgur.com/a/32oQvOn

_0x9a74a9cadfa8a598

void native.object._0x9a74a9cadfa8a598(int p0)


_reset_object_velocity

void native.object._reset_object_velocity(int object)


_set_object_burn_speed

void native.object._set_object_burn_speed(int object, float speed, float p2)

p2 is usually the same as speed parameter

_0xcbfbd38f2e0a263b

void native.object._0xcbfbd38f2e0a263b(int p0, int p1)


convert_old_pickup_type_to_new

int native.object.convert_old_pickup_type_to_new(int pickup_hash)

Old name: _GET_PICKUP_HASH

set_force_object_this_frame

void native.object.set_force_object_this_frame(float x, float y, float z, float p3)


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int native.object._0xd91e55b6c005eb09(int p0, int p1)


only_clean_up_object_when_out_of_range

void native.object.only_clean_up_object_when_out_of_range(int object)

Old name: _MARK_OBJECT_FOR_DELETION

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void native.object._0xcaaf2bccfef37f77(int object, int p1)

_SET_OBJECT_*

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int native.object._0x08c5825a2932ea7b(int p0)


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int native.object._0x7d4411d6736cd295(int p0, int p1)


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int native.object._0x250ebb11e81a10be(int p0)


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int native.object._0x2bf1953c0c21ac88(int p0)


create_object_skeleton

bool native.object.create_object_skeleton(int object)


_make_item_carriable

void native.object._make_item_carriable(int object)

_PRE* or _Q* or _RE*

_0xf65ede5d02a7a760

void native.object._0xf65ede5d02a7a760(int p0, int p1)


_set_auto_jumpable_by_horse

void native.object._set_auto_jumpable_by_horse(int object, bool p1)

Sets object as auto-jumpable by horse.

_set_not_jumpable_by_horse

void native.object._set_not_jumpable_by_horse(int object, bool p1)

Sets object as not jumpable by horse.

_set_object_kickable

void native.object._set_object_kickable(int object, bool kickable)


set_custom_textures_on_object

void native.object.set_custom_textures_on_object(int object, int txd_hash, int p2, int p3)


_0xd503d6f0986d58bc

void native.object._0xd503d6f0986d58bc(int p0, int p1)


_0xaee6c800e124cfe1

void native.object._0xaee6c800e124cfe1(int p0, int p1)


_0x3df1a0a58498e209

void native.object._0x3df1a0a58498e209(int object, int p1)