ped

Methods

create_ped

function native.ped.create_ped(model_hash: int, x: float, y: float, z: float, heading: float, is_network: bool, b_script_host_ped: bool, p7: bool, p8: bool): int

delete_ped

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

function native.ped.delete_ped(ped: ptr int): void

_set_remove_ped_networked

function native.ped._set_remove_ped_networked(ped: int, p1: int): void

_0x7c08e7cb8d951b70

Only used in SP _SET_REMOVE_PED*

function native.ped._0x7c08e7cb8d951b70(ped: int, p1: float): void

_set_ped_to_be_removed

function native.ped._set_ped_to_be_removed(ped: int, p1: float, p2: float, p3: int, p4: int): void

clone_ped

function native.ped.clone_ped(ped: int, is_network: bool, b_script_host_ped: bool, copy_head_blend_flag: bool): int

clone_ped_to_target

Copies ped's components and props to targetPed. Can be used to clear anything from a ped by cloning it, including bullet holes.

function native.ped.clone_ped_to_target(ped: int, target_ped: int): void

is_ped_in_vehicle

Gets a value indicating whether the specified ped is in the specified vehicle.

function native.ped.is_ped_in_vehicle(ped: int, vehicle: int, at_get_in: bool): bool

is_ped_in_model

function native.ped.is_ped_in_model(ped: int, model_hash: int): bool

is_ped_in_any_vehicle

Gets a value indicating whether the specified ped is in any vehicle.

function native.ped.is_ped_in_any_vehicle(ped: int, at_get_in: bool): bool

_0x9851de7aec10b4e1

function native.ped._0x9851de7aec10b4e1(x: float, y: float, z: float, p3: float, p4: int, p5: int): void

is_ped_injured

Gets a value indicating whether this ped's health is below its injured threshold.

The default threshold is 100.

function native.ped.is_ped_injured(ped: int): bool

is_ped_fatally_injured

Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100. If the handle is invalid, the function returns true.

function native.ped.is_ped_fatally_injured(ped: int): bool

is_ped_dead_or_dying

function native.ped.is_ped_dead_or_dying(ped: int, p1: bool): bool

_set_ped_bleedout_profile

Bleedout profiles: Animal_FastBleedout Animal_Generic Human_FastBleedout Human_Generic Human_Mission

For more information, see common/data/ai/peddamageinfo.meta

function native.ped._set_ped_bleedout_profile(ped: int, bleedout_profile: int): void

is_ped_aiming_from_cover

function native.ped.is_ped_aiming_from_cover(ped: int): bool

is_ped_reloading

Returns whether the specified ped is reloading.

function native.ped.is_ped_reloading(ped: int): bool

is_ped_a_player

function native.ped.is_ped_a_player(ped: int): bool

_is_animal_controlled_by_a_player

Returns true only if it's a player ped and an animal as well. IS_ANY* - IS_CONTROL*

function native.ped._is_animal_controlled_by_a_player(ped: int): bool

create_ped_inside_vehicle

seatIndex: enum eVehicleSeat { VS_ANY_PASSENGER = -2, VS_DRIVER, VS_FRONT_RIGHT, VS_BACK_LEFT, VS_BACK_RIGHT, VS_EXTRA_LEFT_1, VS_EXTRA_RIGHT_1, VS_EXTRA_LEFT_2, VS_EXTRA_RIGHT_2, VS_EXTRA_LEFT_3, VS_EXTRA_RIGHT_3, VS_NUM_SEATS };

function native.ped.create_ped_inside_vehicle(vehicle: int, model_hash: int, seat_index: int, p3: bool, p4: bool, p5: bool): int

set_ped_desired_heading

function native.ped.set_ped_desired_heading(ped: int, heading: float): void

force_all_heading_values_to_align

Old name: _FREEZE_PED_CAMERA_ROTATION

function native.ped.force_all_heading_values_to_align(ped: int): void

is_ped_facing_ped

angle is ped's view cone

function native.ped.is_ped_facing_ped(ped: int, other_ped: int, angle: float): bool

is_ped_in_melee_combat

Notes: The function only returns true while the ped is: A.) Swinging a random melee attack (including pistol-whipping)

B.) Reacting to being hit by a melee attack (including pistol-whipping)

C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter).

You don't have to be holding the melee-targeting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds

function native.ped.is_ped_in_melee_combat(ped: int): bool

_0x6db875afc584fa32

Only used in R* SP Script winter1: p1 = 5000 _SET_PED_M*

function native.ped._0x6db875afc584fa32(ped: int, p1: int): int

is_ped_stopped

function native.ped.is_ped_stopped(ped: int): bool

is_ped_sitting

function native.ped.is_ped_sitting(ped: int): bool

_0x09d7afd3716da8e1

function native.ped._0x09d7afd3716da8e1(ped: int, p1: int): bool

_0x9c81338b2e62ce0a

If returned true: CHECK_SHOT_NEAR: Succeeded shot near If returned false: CHECK_SHOT_NEAR: Failed shot near

function native.ped._0x9c81338b2e62ce0a(player: int, ped: int, shot_near_recently_time: int): bool

_0xb7dbb2986b87e230

function native.ped._0xb7dbb2986b87e230(ped: int, p1: float): bool

_0xd355e2f1bb41087e

function native.ped._0xd355e2f1bb41087e(ped: int, p1: float): bool

is_any_ped_shooting_in_area

function native.ped.is_any_ped_shooting_in_area(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: bool, p7: bool): bool

is_ped_shooting

Returns whether the specified ped is shooting.

function native.ped.is_ped_shooting(ped: int): bool

time_since_ped_last_shot

Returns time since the specified ped last shot, in seconds. (fPlayerJustShotTime)

function native.ped.time_since_ped_last_shot(ped: int): float

set_ped_accuracy

accuracy = 0-100, 100 being perfectly accurate

function native.ped.set_ped_accuracy(ped: int, accuracy: int): void

get_ped_accuracy

function native.ped.get_ped_accuracy(ped: int): int

is_ped_model

function native.ped.is_ped_model(ped: int, model_hash: int): bool

explode_ped_head

Forces the ped to fall back and kills it.

It doesn't really explode the ped's head but it kills the ped

function native.ped.explode_ped_head(ped: int, weapon_hash: int): void

add_armour_to_ped

Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.

function native.ped.add_armour_to_ped(ped: int, amount: int): void

_0x5ca20fbe49891bbd

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION

function native.ped._0x5ca20fbe49891bbd(ped: int, p1: int): void

set_ped_into_vehicle

Ped: The ped to warp. vehicle: The vehicle to warp the ped into. seatIndex: see CREATE_PED_INSIDE_VEHICLE

function native.ped.set_ped_into_vehicle(ped: int, vehicle: int, seat_index: int): void

set_ped_move_anims_blend_out

function native.ped.set_ped_move_anims_blend_out(ped: int): void

_0x606d529dada3c940

Not implemented.

function native.ped._0x606d529dada3c940(ped: int, p1: int): void

is_ped_male

Returns true/false if the ped is/isn't male.

function native.ped.is_ped_male(ped: int): bool

is_ped_human

Returns true/false if the ped is/isn't humanoid.

function native.ped.is_ped_human(ped: int): bool

get_vehicle_ped_is_in

Gets the vehicle the specified Ped is in.

If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.

function native.ped.get_vehicle_ped_is_in(ped: int, last_vehicle: bool): int

reset_ped_last_vehicle

Resets the value for the last vehicle driven by the Ped.

function native.ped.reset_ped_last_vehicle(ped: int): void

_0xc6136b40fffb778b

function native.ped._0xc6136b40fffb778b(p0: bool): void

_0x6e8b87139854022d

Only used in SP R* Script train_robbery3: p1 = CLIPSET

function native.ped._0x6e8b87139854022d(ped: int, clipset: string): void

_get_num_free_slots_in_ped_pool

function native.ped._get_num_free_slots_in_ped_pool(): int

_reserve_ambient_peds

function native.ped._reserve_ambient_peds(num_peds: int): void

_reserve_ambient_peds_total

function native.ped._reserve_ambient_peds_total(num_peds: int): void

_unreserve_ambient_peds

function native.ped._unreserve_ambient_peds(num_peds: int): void

_get_num_reserved_ambient_peds_desired

function native.ped._get_num_reserved_ambient_peds_desired(): int

_get_num_reserved_ambient_peds_ready

function native.ped._get_num_reserved_ambient_peds_ready(): int

_are_all_ambient_ped_reservations_ready

function native.ped._are_all_ambient_ped_reservations_ready(): bool

_set_scenario_ped_range_multiplier_this_frame

function native.ped._set_scenario_ped_range_multiplier_this_frame(multiplier: float): void

_0x9e3842e5dad69f80

Only used in SP R* Script loanshark_hunter

function native.ped._0x9e3842e5dad69f80(volume: int): void

_set_ambient_ped_density_multiplier_this_frame

function native.ped._set_ambient_ped_density_multiplier_this_frame(multiplier: float): void

set_scenario_ped_density_multiplier_this_frame

function native.ped.set_scenario_ped_density_multiplier_this_frame(multiplier: float): void

_set_ambient_animal_density_multiplier_this_frame

function native.ped._set_ambient_animal_density_multiplier_this_frame(multiplier: float): void

_set_ambient_human_density_multiplier_this_frame

function native.ped._set_ambient_human_density_multiplier_this_frame(multiplier: float): void

_set_scenario_animal_density_multiplier_this_frame

function native.ped._set_scenario_animal_density_multiplier_this_frame(multiplier: float): void

_set_scenario_human_density_multiplier_this_frame

function native.ped._set_scenario_human_density_multiplier_this_frame(multiplier: float): void

_set_scenario_ped_density_this_frame

Sets the scenario ped density to the given config.

Valid configs:

  • BLACKWATER
  • DEFAULT
  • NEWBORDEAUX
  • RHODES
  • STRAWBERRY
  • TUMBLEWEED
  • VALENTINE
  • VANHORN

See common/data/ai/densityscoringconfigs.meta for more information.

function native.ped._set_scenario_ped_density_this_frame(config_hash: int): void

instantly_fill_ped_population

function native.ped.instantly_fill_ped_population(): void

_0xbfa6b7731c3baf02

Only used in R* Script tg_p (CLIENT__AMBIENT_POPULATION - Player starts the populate in region)

function native.ped._0xbfa6b7731c3baf02(): void

is_instantly_fill_ped_population_finished

function native.ped.is_instantly_fill_ped_population_finished(): bool

set_ped_non_creation_area

The distance between these points, is the diagonal of a box (remember it's 3D).

function native.ped.set_ped_non_creation_area(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float): void

clear_ped_non_creation_area

function native.ped.clear_ped_non_creation_area(): void

_attach_volume_to_entity

function native.ped._attach_volume_to_entity(volume: int, entity: int, offset_x: float, offset_y: float, offset_z: float, rot_x: float, rot_y: float, rot_z: float, p8: int, p9: bool): void

_detach_volume_from_entity

function native.ped._detach_volume_from_entity(volume: int, entity: int): void

set_ped_onto_mount

function native.ped.set_ped_onto_mount(ped: int, mount: int, seat_index: int, p3: bool): void

_remove_ped_from_mount

function native.ped._remove_ped_from_mount(ped: int, p1: bool, p2: bool): void

create_ped_on_mount

function native.ped.create_ped_on_mount(mount: int, model_hash: int, index: int, p3: bool, p4: bool, p5: bool, p6: bool): int

_is_mount_seat_free

function native.ped._is_mount_seat_free(mount: int, seat: int): bool

is_ped_on_mount

function native.ped.is_ped_on_mount(ped: int): bool

is_ped_fully_on_mount

function native.ped.is_ped_fully_on_mount(ped: int, p1: bool): bool

get_mount

function native.ped.get_mount(ped: int): int

_get_last_led_mount

Returns last horse the ped was leading

function native.ped._get_last_led_mount(ped: int): int

_get_last_mount

function native.ped._get_last_mount(ped: int): int

_0xed1c764997a86d5a

Only used in R* Script nb_stalking_hunter

function native.ped._0xed1c764997a86d5a(ped1: int, ped2: int): void

_0xb8ab265426cfe6dd

_SET_HO*

function native.ped._0xb8ab265426cfe6dd(ped: int, p1: bool): void

_0xe8d1ccb9375c101b

Returns dismounted timestamp

function native.ped._0xe8d1ccb9375c101b(mount: int, player: int): int

_0xa691c10054275290

function native.ped._0xa691c10054275290(mount: int, player: int, dismounted_timestamp: int): void

_0x6734f0a6a52c371c

function native.ped._0x6734f0a6a52c371c(player: int, horse_slot: int): void

_0x024ec9b649111915

function native.ped._0x024ec9b649111915(ped: int, p1: bool): void

set_ped_owns_animal

function native.ped.set_ped_owns_animal(ped: int, animal: int, p2: bool): void

_get_active_animal_owner

function native.ped._get_active_animal_owner(animal: int): int

_clear_active_animal_owner

Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE

function native.ped._clear_active_animal_owner(horse: int, clear: bool): void

_get_horse_taming_state

Returns an int based on enum eTamingState

enum eTamingState { ATS_INVALID = 0, ATS_INACTIVE, ATS_TARGET_DETECTED, ATS_CALLED_OUT, ATS_MOUNTABLE, ATS_BEING_PATTED, ATS_BREAKING_ACTIVE, ATS_SPOOKED, ATS_RETREATING, ATS_FLEEING };

function native.ped._get_horse_taming_state(horse: int): int

_0x54d3cd482742c482

function native.ped._0x54d3cd482742c482(animal: int, p2: float): void

_0x5cb2ebb467be3ed6

function native.ped._0x5cb2ebb467be3ed6(animal: int, p2: float): void

_0x9f0f28b42c4ee80a

function native.ped._0x9f0f28b42c4ee80a(animal: int, p2: float): void

_set_mount_bonding_level

function native.ped._set_mount_bonding_level(ped: int, bonding_level: int): void

_set_mount_security_enabled

Note: this native was added in build 1232.40

function native.ped._set_mount_security_enabled(ped: int, toggle: bool): void

_0x9b65444c07b782bf

Only used in SP R* Script winter1: p1 = Winter1Mount

function native.ped._0x9b65444c07b782bf(ped: int, p1: string): void

is_animal_interaction_possible

function native.ped.is_animal_interaction_possible(ped: int, animal: int): bool

_is_animal_interaction_running

function native.ped._is_animal_interaction_running(ped: int): bool

_0x8be24d74d74c6e9b

Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION

function native.ped._0x8be24d74d74c6e9b(ped: int): int

_0x77243ed4f7caaa55

_IS_I* - _IS_L*

function native.ped._0x77243ed4f7caaa55(ped: int): bool

is_ped_on_vehicle

Gets a value indicating whether the specified ped is on top of any vehicle.

Return 1 when ped is on vehicle. Return 0 when ped is not on a vehicle.

function native.ped.is_ped_on_vehicle(ped: int, p1: bool): bool

is_ped_on_specific_vehicle

function native.ped.is_ped_on_specific_vehicle(ped: int, vehicle: int): bool

_warp_ped_out_of_vehicle

function native.ped._warp_ped_out_of_vehicle(ped: int): void

set_ped_money

function native.ped.set_ped_money(ped: int, amount: int): void

get_ped_money

function native.ped.get_ped_money(ped: int): int

set_blocking_of_non_temporary_events_for_ambient_peds_this_frame

function native.ped.set_blocking_of_non_temporary_events_for_ambient_peds_this_frame(p0: bool): void

_0x34eddd59364ad74a

function native.ped._0x34eddd59364ad74a(ped: int, p1: ptr int): void

_0x2d976dbdc731df80

function native.ped._0x2d976dbdc731df80(ped: int): void

is_ped_sitting_in_vehicle

Detect if ped is sitting in the specified vehicle True/False

function native.ped.is_ped_sitting_in_vehicle(ped: int, vehicle: int): bool

is_ped_sitting_in_any_vehicle

Detect if ped is in any vehicle True/False

function native.ped.is_ped_sitting_in_any_vehicle(ped: int): bool

is_ped_on_foot

function native.ped.is_ped_on_foot(ped: int): bool

is_ped_planting_bomb

function native.ped.is_ped_planting_bomb(ped: int): bool

get_dead_ped_pickup_coords

function native.ped.get_dead_ped_pickup_coords(ped: int, p1: float, p2: float): vec3

is_ped_in_any_boat

function native.ped.is_ped_in_any_boat(ped: int): bool

is_ped_in_any_heli

function native.ped.is_ped_in_any_heli(ped: int): bool

is_ped_in_any_plane

function native.ped.is_ped_in_any_plane(ped: int): bool

is_ped_in_flying_vehicle

function native.ped.is_ped_in_flying_vehicle(ped: int): bool

_0x256edd55c6be1482

_IS_PED_FL* - _IS_PED_FU*

function native.ped._0x256edd55c6be1482(ped: int): bool

get_ped_last_damage_bone

function native.ped.get_ped_last_damage_bone(ped: int, out_bone: ptr int): bool

clear_ped_last_damage_bone

function native.ped.clear_ped_last_damage_bone(ped: int): void

_get_ped_damage_cleanliness

enum ePedDamageCleanliness { PED_DAMAGE_CLEANLINESS_POOR, PED_DAMAGE_CLEANLINESS_GOOD, PED_DAMAGE_CLEANLINESS_PERFECT };

function native.ped._get_ped_damage_cleanliness(ped: int): int

_set_ped_damage_cleanliness

damageCleanliness: see _GET_PED_DAMAGE_CLEANLINESS

function native.ped._set_ped_damage_cleanliness(ped: int, damage_cleanliness: int): void

_get_ped_damaged

Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2

function native.ped._get_ped_damaged(ped: int): bool

_set_ped_damaged

function native.ped._set_ped_damaged(ped: int, damaged: bool): void

_set_player_current_animal_damage_modifier

Animal Skin Quality Modifier Params: p2 = 2, p3 = 3 in R* Scripts

function native.ped._set_player_current_animal_damage_modifier(player: int, modifier: float, p2: int, p3: int): int

_update_animal_damage_modifier

function native.ped._update_animal_damage_modifier(player: int): void

_get_player_current_animal_damage_modifier

Returns animal skin quality modifier

function native.ped._get_player_current_animal_damage_modifier(player: int): float

_0xb29c553ba582d09e

Used in Script Function SATCHEL_COUNT_BREAKDOWN_COMPONENTS

function native.ped._0xb29c553ba582d09e(p0: ptr int, model: int, damage_cleanliness: int, p3: int): int

_0x101b45c5f56d970f

function native.ped._0x101b45c5f56d970f(p0: ptr int, ped: int, damage_cleanliness: int, p3: int): bool

_compute_satchel_item_for_ped_carcass

Related to dead animals items/loots Notice: skinningQuality is partially calculated using pedQuality

function native.ped._compute_satchel_item_for_ped_carcass(out_inventory_item_array: ptr int, ped: int, damage_cleanliness: int, skinning_quality: int): int

compute_satchel_item_for_ped_damage

function native.ped.compute_satchel_item_for_ped_damage(p0: int, ped_attached: int, damage_cleanliness: int): bool

set_ai_weapon_damage_modifier

function native.ped.set_ai_weapon_damage_modifier(value: float): void

reset_ai_weapon_damage_modifier

function native.ped.reset_ai_weapon_damage_modifier(): void

_set_total_ped_damage_from_ai

_SET_W(EAPON?)*

function native.ped._set_total_ped_damage_from_ai(ped: int, total_damage: float): void

_0xa6d6f03095c88f59

DELETE*

function native.ped._0xa6d6f03095c88f59(ped: int): void

_get_total_ped_damage_from_ai

_GET_WA*

function native.ped._get_total_ped_damage_from_ai(ped: int): float

set_ped_to_player_weapon_damage_modifier

Old name: _SET_PED_DAMAGE_MODIFIER

function native.ped.set_ped_to_player_weapon_damage_modifier(ped: int, damage_modifier: float): void

get_ped_to_player_weapon_damage_modifier

function native.ped.get_ped_to_player_weapon_damage_modifier(ped: int): float

_set_current_defense_against_players_modifier

function native.ped._set_current_defense_against_players_modifier(horse: int, modifier: float): void

_0x763fa8a9d76ee3a7

Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY

function native.ped._0x763fa8a9d76ee3a7(ped: int): float

set_ai_melee_weapon_damage_modifier

function native.ped.set_ai_melee_weapon_damage_modifier(modifier: float): void

_set_accuracy_against_local_player_modifier

function native.ped._set_accuracy_against_local_player_modifier(ped: int, modifier: float): void

_get_accuracy_against_local_player_modifier

function native.ped._get_accuracy_against_local_player_modifier(ped: int): float

_set_ped_headshot_damage_multiplier

function native.ped._set_ped_headshot_damage_multiplier(ped: int, multiplier: float): void

_0xdee8d30aa5c2e28d

function native.ped._0xdee8d30aa5c2e28d(ped: int, p1: int, p2: bool): void

_0xe1b3be07d3aadded

function native.ped._0xe1b3be07d3aadded(ped: int, p1: int, p2: bool): void

_0x32ceda9a0ab4cef7

function native.ped._0x32ceda9a0ab4cef7(ped: int, p1: int, p2: bool): void

_0x52a24d8a1da89658

function native.ped._0x52a24d8a1da89658(ped: int, p1: int, p2: bool): void

_0x34b5ceac180a5d6e

function native.ped._0x34b5ceac180a5d6e(ped: int, p1: int, p2: bool): void

_0x4f27603e44a8e4c0

function native.ped._0x4f27603e44a8e4c0(ped: int, p1: int, p2: bool): void

_0x3fdcc1f8c17e303e

Changes health bar around heart core icon INITIALISE_NEW_ROLE - Applying Super Jump buffs: p1 = 10, p2 = 0.0f INITIALISE_NEW_ROLE - Clearing up Super Jump buffs: p1 = 10, p2 = 1.0f _SET_D*

function native.ped._0x3fdcc1f8c17e303e(ped: int, p1: int, p2: float): void

_0xe50c9816b3f22d8b

_SET_D*

function native.ped._0xe50c9816b3f22d8b(ped: int, p1: int, p2: float): void

_set_defense_modifier_for_ped

function native.ped._set_defense_modifier_for_ped(ped: int, modifier: float): void

_set_min_ped_health_threshold

function native.ped._set_min_ped_health_threshold(ped: int, health_amount: float): void

_0xc5b78e41dcf8227c

_SET_H* - _SET_I*

function native.ped._0xc5b78e41dcf8227c(ped: int, p1: bool): void

set_ped_can_be_targetted

function native.ped.set_ped_can_be_targetted(ped: int, toggle: bool): void

set_ped_can_be_targetted_by_team

function native.ped.set_ped_can_be_targetted_by_team(ped: int, team: int, toggle: bool): void

set_ped_can_be_targetted_by_player

function native.ped.set_ped_can_be_targetted_by_player(ped: int, player: int, toggle: bool): void

_set_interaction_lockon_flag

function native.ped._set_interaction_lockon_flag(ped: int, player: int, flag: int, enable: bool): void

is_ped_falling

function native.ped.is_ped_falling(ped: int): bool

_is_ped_sliding

function native.ped._is_ped_sliding(ped: int): bool

is_ped_jumping

function native.ped.is_ped_jumping(ped: int): bool

is_ped_climbing

function native.ped.is_ped_climbing(ped: int): bool

_is_ped_climbing_ladder

function native.ped._is_ped_climbing_ladder(ped: int): bool

_0x577c60ba06d0ea64

_IS_PED_C* - _IS_PED_D*

function native.ped._0x577c60ba06d0ea64(ped: int): bool

is_ped_vaulting

function native.ped.is_ped_vaulting(ped: int): bool

is_ped_diving

function native.ped.is_ped_diving(ped: int): bool

is_ped_opening_door

Returns true if the ped is currently opening a door (CTaskOpenDoor).

Old name: _IS_PED_OPENING_A_DOOR

function native.ped.is_ped_opening_door(ped: int): bool

_0x5c6c7c70ca302801

_IS_PED_IN*

function native.ped._0x5c6c7c70ca302801(ped: int): bool

_0xb91ab3be7f655d49

_IS_PED_J* - _IS_PED_L*

function native.ped._0xb91ab3be7f655d49(ped: int): bool

is_ped_in_any_taxi

function native.ped.is_ped_in_any_taxi(ped: int): bool

set_ped_id_range

function native.ped.set_ped_id_range(ped: int, value: float): void

_get_ped_id_range

function native.ped._get_ped_id_range(ped: int): float

set_ped_highly_perceptive

function native.ped.set_ped_highly_perceptive(ped: int, toggle: bool): void

set_ped_injured_on_ground_behaviour

function native.ped.set_ped_injured_on_ground_behaviour(ped: int, unk: float): void

disable_ped_injured_on_ground_behaviour

function native.ped.disable_ped_injured_on_ground_behaviour(ped: int): void

_0x028e7b3bba0bd2fc

_SET_ST* - _SET_SW*

function native.ped._0x028e7b3bba0bd2fc(ped: int): void

_0xfa8c10dce0706d43

HAS_PED*

function native.ped._0xfa8c10dce0706d43(ped: int): bool

_set_ped_animal_detection_modifier

function native.ped._set_ped_animal_detection_modifier(ped: int, modifier: float): void

_0x2ba9d7bf629f920c

Used in Script Function CHECK_IS_PLAYER_SEEN GET_PED*

function native.ped._0x2ba9d7bf629f920c(ped: int): float

set_ped_seeing_range

function native.ped.set_ped_seeing_range(ped: int, value: float): void

_0x900ca00ce703e1e2

Used in Script Function AGGRO_SHOULD_PED_HEAR_DEATH GET_PED*

function native.ped._0x900ca00ce703e1e2(ped: int): float

set_ped_hearing_range

function native.ped.set_ped_hearing_range(ped: int, value: float): void

set_ped_visual_field_min_angle

function native.ped.set_ped_visual_field_min_angle(ped: int, value: float): void

set_ped_visual_field_max_angle

function native.ped.set_ped_visual_field_max_angle(ped: int, value: float): void

set_ped_visual_field_peripheral_range

function native.ped.set_ped_visual_field_peripheral_range(ped: int, range: float): void

set_ped_visual_field_center_angle

function native.ped.set_ped_visual_field_center_angle(ped: int, angle: float): void

_0x9ab33cb5834885b3

_SET_PED_M*

function native.ped._0x9ab33cb5834885b3(ped: int, p1: float, p2: float, p3: float, p4: float): void

_0x899dfa0009ac93de

_SET_PED_O*

function native.ped._0x899dfa0009ac93de(ped: int, p1: float): void

_0x3a5697b80fed5ebe

_SET_PED_MO*

function native.ped._0x3a5697b80fed5ebe(ped: int, p1: float, p2: float, p3: float, p4: float): void

set_ped_stealth_movement

Not implemented.

function native.ped.set_ped_stealth_movement(ped: int, toggle: bool, p2: int, p3: int): void

get_ped_stealth_movement

Returns whether the entity is in stealth mode

function native.ped.get_ped_stealth_movement(ped: int): bool

_set_ped_crouch_movement

function native.ped._set_ped_crouch_movement(ped: int, state: bool, p2: int, immediately: bool): void

get_ped_crouch_movement

function native.ped.get_ped_crouch_movement(ped: int): bool

get_ped_is_doing_combat_roll

function native.ped.get_ped_is_doing_combat_roll(ped: int): bool

create_group

Creates a new ped group. Groups can contain up to 8 peds.

The parameter is unused.

Returns a handle to the created group, or 0 if a group couldn't be created.

function native.ped.create_group(task_allocator: int): int

set_ped_as_group_leader

function native.ped.set_ped_as_group_leader(ped: int, group_id: int, p2: bool): void

set_ped_as_group_member

function native.ped.set_ped_as_group_member(ped: int, group_id: int): void

set_ped_can_teleport_to_group_leader

This only will teleport the ped to the group leader if the group leader teleports (sets coords).

Only works in singleplayer

function native.ped.set_ped_can_teleport_to_group_leader(ped_handle: int, group_id: int, toggle: bool): void

remove_group

function native.ped.remove_group(group_id: int): void

remove_ped_from_group

function native.ped.remove_ped_from_group(ped: int): void

is_ped_group_member

function native.ped.is_ped_group_member(ped: int, group_id: int, p2: bool): bool

_is_ped_group_leader

function native.ped._is_ped_group_leader(ped: int, group_id: int): bool

is_ped_hanging_on_to_vehicle

function native.ped.is_ped_hanging_on_to_vehicle(ped: int): bool

set_group_separation_range

Sets the range at which members will automatically leave the group.

function native.ped.set_group_separation_range(group_id: int, separation_range: float): void

_0x89e59dbd15e21177

_SET_C*

function native.ped._0x89e59dbd15e21177(group_id: int, p1: int): void

is_ped_prone

function native.ped.is_ped_prone(ped: int): bool

_is_ped_investigating

_IS_PED_IN*

function native.ped._is_ped_investigating(ped: int): bool

is_ped_in_combat

function native.ped.is_ped_in_combat(ped: int, target: int): bool

can_ped_in_combat_see_target

function native.ped.can_ped_in_combat_see_target(ped: int, target: int): bool

is_ped_jacking

function native.ped.is_ped_jacking(ped: int): bool

is_ped_being_jacked

function native.ped.is_ped_being_jacked(ped: int): bool

is_ped_being_stunned

function native.ped.is_ped_being_stunned(ped: int, weapon_type: int): bool

get_peds_jacker

function native.ped.get_peds_jacker(ped: int): int

get_jack_target

function native.ped.get_jack_target(ped: int): int

is_ped_fleeing

function native.ped.is_ped_fleeing(ped: int): bool

is_ped_in_cover

function native.ped.is_ped_in_cover(ped: int, p1: bool, p2: bool): bool

_0x2dd4e0e26dfad97d

_IS_PED_M* - _IS_PED_O*

function native.ped._0x2dd4e0e26dfad97d(ped1: int, ped2: int, p2: float): bool

_ped_was_killed_by_headshot

function native.ped._ped_was_killed_by_headshot(ped: int): bool

_ped_dueling_did_player_headshot_opponent

function native.ped._ped_dueling_did_player_headshot_opponent(ped: int): bool

is_ped_in_cover_facing_left

function native.ped.is_ped_in_cover_facing_left(ped: int): bool

is_ped_going_into_cover

function native.ped.is_ped_going_into_cover(ped: int): bool

is_ped_responding_to_threat

function native.ped.is_ped_responding_to_threat(ped: int): bool

_get_active_dynamic_scenario_2

Returns kneeling, sitting, squating, and sleeping scenario hashes

function native.ped._get_active_dynamic_scenario_2(ped: int): int

_get_active_dynamic_scenario

Returns kneeling, sitting, squating, and sleeping scenario hashes

function native.ped._get_active_dynamic_scenario(ped: int): int

_give_ped_scenario_prop

function native.ped._give_ped_scenario_prop(ped: int, object: int, conditional_anim: string, p3: string, p4: string, p5: bool): bool

give_ped_hash_scenario_prop

function native.ped.give_ped_hash_scenario_prop(ped: int, object: int, conditional_anim: string, scenario_type: int, p4: int, p5: bool): bool

_give_ped_scenario_prop_dynamic

Only used in SP R* Script rcm_jack2

function native.ped._give_ped_scenario_prop_dynamic(ped: int, object: int, p2: string, p3: string, p4: bool): bool

_request_prop_scenario_ped

function native.ped._request_prop_scenario_ped(ped: int, object: int, p2: string, p3: string, p4: string, p5: bool): int

_request_ped_for_scenario_type

function native.ped._request_ped_for_scenario_type(ped: int, object: int, p2: string, scenario_type: int, p4: string, p5: bool): int

_get_ped_register_prop

Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale.

Known props: https://pastebin.com/ap2NEJqB

function native.ped._get_ped_register_prop(ped: int, prop_name: string, detach_prop: bool): int

get_seat_ped_is_trying_to_enter

function native.ped.get_seat_ped_is_trying_to_enter(ped: int): int

get_ped_source_of_death

Returns the entity that killed the ped

It is best to check if the Ped is dead before asking for its killer.

function native.ped.get_ped_source_of_death(ped: int): int

get_ped_cause_of_death

Returns the hash of the weapon/model/object that killed the ped.

function native.ped.get_ped_cause_of_death(ped: int): int

get_ped_time_of_death

function native.ped.get_ped_time_of_death(ped: int): int

count_peds_in_combat_with_target

function native.ped.count_peds_in_combat_with_target(ped: int, flag: int): int

_get_peds_in_combat_with_target

function native.ped._get_peds_in_combat_with_target(ped: int, itemset: int, flag: int): int

count_peds_in_combat_with_target_within_radius

function native.ped.count_peds_in_combat_with_target_within_radius(ped: int, x: float, y: float, z: float, radius: float, flag: int): int

get_current_target_for_ped

function native.ped.get_current_target_for_ped(ped: int): int

set_ped_relationship_group_default_hash

function native.ped.set_ped_relationship_group_default_hash(ped: int, hash: int): void

_get_default_relationship_group_hash

function native.ped._get_default_relationship_group_hash(model_hash: int): int

set_ped_relationship_group_hash

function native.ped.set_ped_relationship_group_hash(ped: int, relationship_group: int): void

set_relationship_between_groups

function native.ped.set_relationship_between_groups(relationship: int, group1: int, group2: int): void

clear_relationship_between_groups

function native.ped.clear_relationship_between_groups(relationship: int, group1: int, group2: int): void

add_relationship_group

The hash of the created relationship group is output in the second parameter.

function native.ped.add_relationship_group(name: string, group_hash: ptr int): bool

remove_relationship_group

function native.ped.remove_relationship_group(group_hash: int): void

get_relationship_between_peds

function native.ped.get_relationship_between_peds(ped1: int, ped2: int): int

get_ped_relationship_group_default_hash

function native.ped.get_ped_relationship_group_default_hash(ped: int): int

get_ped_relationship_group_hash

function native.ped.get_ped_relationship_group_hash(ped: int): int

get_relationship_between_groups

function native.ped.get_relationship_between_groups(group1: int, group2: int): int

_0xdc91f22f09bc6c2f

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME SET_RELATIONSHIP*

function native.ped._0xdc91f22f09bc6c2f(group: int, p1: bool): void

_0x9629faf6460d35cb

function native.ped._0x9629faf6460d35cb(group: int, p1: bool): void

_0x4e68c7ef706df35d

function native.ped._0x4e68c7ef706df35d(ped: int, x: float, y: float, z: float, p4: float, relationship_group: int): void

_0x3acce14dfa6ba8c2

Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds) _GET_NUM_M* - _GET_PEDS_J*

function native.ped._0x3acce14dfa6ba8c2(ped: int, p1: int, x: float, y: float, z: float, p5: float, itemset: int): int

set_ped_to_inform_respected_friends

function native.ped.set_ped_to_inform_respected_friends(ped: int, radius: float, max_friends: int): void

_0x40c9155af8bc13f3

_IS_PED_RE*

function native.ped._0x40c9155af8bc13f3(ped: int): bool

_0xf4860514ad354226

Only used in SP Scripts Returns count / index _C*

function native.ped._0xf4860514ad354226(shocking_event: int, x: float, y: float, z: float, p4: float, p5: ptr int): int

is_ped_responding_to_event

function native.ped.is_ped_responding_to_event(ped: int, event_type: int): bool

_0x5e9faf6c513347b4

Only used in R* SP Scripts _GET_PED_IN*

function native.ped._0x5e9faf6c513347b4(ped: int, event_type: int): int

_0x326f7951ef0d7f75

Only used in R* SP Script short_update GET_TARGET* - _GET_TRACKED*

function native.ped._0x326f7951ef0d7f75(ped: int, event_type: int): int

_0xe76687023d8c8505

Used for AUDIO / ANIMSCENE (REFERENCE_REGIONAL_CHARACTER) Params: p1 = 0 _GET_PED_IN*

function native.ped._0xe76687023d8c8505(perschar_model: int, p1: int): int

_0xcb8f4c9343ebe240

Only used in R* SP Scripts _GET_PLAYER_W* - GET_RANDOM*

function native.ped._0xcb8f4c9343ebe240(ped: int, event_type: int, coords: ref vec3): bool

set_ped_firing_pattern

Used in various R* MP & SP Scripts

function native.ped.set_ped_firing_pattern(ped: int, pattern_hash: int): void

_set_ped_firing_pattern_2

Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush*

function native.ped._set_ped_firing_pattern_2(ped: int, pattern_hash: int): void

_set_ped_firing_pattern_3

Only used in R* MP Script fm_mission_controller

function native.ped._set_ped_firing_pattern_3(ped: int, pattern_hash: int): void

set_ped_shoot_rate

Params: shootRate = 0 - 1000

function native.ped.set_ped_shoot_rate(ped: int, shoot_rate: int): void

_0x3c529a827998f9b3

_SET_PED_TA* - SET_PED_TO*

function native.ped._0x3c529a827998f9b3(ped: int, p1: int, p2: int): void

_0x1f44b7e283c09ede

Only used in SP R* Scripts Params: p2 = same as p2 of 0x3C529A827998F9B3 _SET_PED_TA* - SET_PED_TO*

function native.ped._0x1f44b7e283c09ede(ped: int, p1: float, p2: int): void

set_combat_float

combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters. https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS

function native.ped.set_combat_float(ped: int, combat_type: int, new_value: float): void

get_combat_float

function native.ped.get_combat_float(ped: int, combat_type: int): float

get_group_size

function native.ped.get_group_size(group_id: int, has_leader: ptr int, number_of_followers: ptr int): void

does_group_exist

function native.ped.does_group_exist(group_id: int): bool

_0x0455546f23ff08e4

DOES_GROUP* - _DOES_N*

function native.ped._0x0455546f23ff08e4(group_id: int): bool

is_group_locally_controlled

function native.ped.is_group_locally_controlled(group_id: int): bool

get_ped_group_index

Returns the groupId of which the specified ped is a member of.

function native.ped.get_ped_group_index(ped: int): int

is_ped_in_group

function native.ped.is_ped_in_group(ped: int): bool

_is_ped_leading_any_group

_IS_PED_L* - _IS_PED_M*

function native.ped._is_ped_leading_any_group(ped: int): bool

get_player_ped_is_following

function native.ped.get_player_ped_is_following(ped: int): int

set_group_formation

eFormationType

0: Default 1: Circle Around Leader 2: Alternative Circle Around Leader 3: Line, with Leader at center

function native.ped.set_group_formation(group_id: int, formation_type: int): void

_get_group_formation

function native.ped._get_group_formation(group_id: int): int

set_group_formation_spacing

function native.ped.set_group_formation_spacing(group_id: int, p1: float, p2: float, p3: float): void

reset_group_formation_default_spacing

function native.ped.reset_group_formation_default_spacing(group_id: int): void

_0xb05cc690cde8a4a9

Used to set up bad guy groups in nb_kidnapped R* Script (MP_RE_KIDNAPPED): p1 = 4.f SET_FORMATION*

function native.ped._0xb05cc690cde8a4a9(group_id: int, p1: float): bool

add_custom_formation_location

function native.ped.add_custom_formation_location(group_id: int, x: float, y: float, z: float, position: int): void

add_formation_location

function native.ped.add_formation_location(group_id: int, p1: float, p2: float, p3: float): bool

set_formation_positions_target_radius

function native.ped.set_formation_positions_target_radius(group_id: int, radius: float): bool

_set_formation_auto_assign_position

function native.ped._set_formation_auto_assign_position(group_id: int, toggle: bool): void

_set_ped_formation_position

function native.ped._set_ped_formation_position(ped: int, position: int, toggle: bool): void

_0x8af8e647d6b2a649

Returns offset (0 < 32) to be used with MISC::SET_BIT _GET_PED_CR*

function native.ped._0x8af8e647d6b2a649(group_id: int, ped: int): int

_0x87c2724a56f66020

_CLEAR_PED_E* - _CLEAR_PED_L*

function native.ped._0x87c2724a56f66020(ped: int): void

_0xd5bd1b5318a81994

SET_FORMATION*

function native.ped._0xd5bd1b5318a81994(group_id: int, p1: bool): void

_0x9bbeaf8b0c007f1e

_SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U*

function native.ped._0x9bbeaf8b0c007f1e(ped: int, p1: bool): void

_0xc99f104bdf8c7f5a

_SET_PLAYER_N* - _SET_PLAYER_S*

function native.ped._0xc99f104bdf8c7f5a(ped: int, p1: bool): void

_0x02e741e19e39628c

_SET_PLAYER_SN* - _SET_PLAYER_STAMINA*

function native.ped._0x02e741e19e39628c(ped: int, p1: float): void

_0x97c475212b327666

SET_SCENARIO_PED* - SET_SPAWNER*

function native.ped._0x97c475212b327666(group_id: int, p1: bool): void

_0x154b7e841ac7412f

SET_SCENARIO_PED* - SET_SPAWNER*

function native.ped._0x154b7e841ac7412f(group_id: int, p1: bool): void

_0x8afccc0f18d70018

SET_FORMATION*

function native.ped._0x8afccc0f18d70018(group_id: int, p1: bool): void

_0xe1103300f3456de7

_SET_FORMATION_P*

function native.ped._0xe1103300f3456de7(group_id: int, p1: float, p2: float): void

_0xa8a95cecb1906ea2

_SET_ENABLE_B* - _SET_ENABLE_H*

function native.ped._0xa8a95cecb1906ea2(group_id: int, p1: bool): void

_0xddfad4deaa7fa362

_SET_FORMATION_P*

function native.ped._0xddfad4deaa7fa362(group_id: int, p1: float, p2: float, p3: float, p4: float): void

_0x966de09688a1de39

_SET_FORMATION_P*

function native.ped._0x966de09688a1de39(group_id: int, p1: float, p2: float, p3: float, p4: float): void

_0x7e5185b979706210

_SET_FORMATION_P*

function native.ped._0x7e5185b979706210(group_id: int, p1: int): void

_0x40c3524d4ed83554

SET_SCENARIO_PED* - SET_SPAWNER*

function native.ped._0x40c3524d4ed83554(group_id: int, p1: bool): void

_0x86fafc18e3d4380c

function native.ped._0x86fafc18e3d4380c(group_id: int, p1: bool): void

_0x07ea5b053fa60ac7

function native.ped._0x07ea5b053fa60ac7(group_id: int, p1: bool): void

_0xf9cbd46433e36713

Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN

function native.ped._0xf9cbd46433e36713(ped: int, target_entity: int, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: float, p9: string): void

get_vehicle_ped_is_using

function native.ped.get_vehicle_ped_is_using(ped: int): int

get_vehicle_ped_is_entering

function native.ped.get_vehicle_ped_is_entering(ped: int): int

_get_vehicle_draft_horse_is_attached_to

function native.ped._get_vehicle_draft_horse_is_attached_to(horse: int): int

_get_last_vehicle_draft_horse_was_attached_to

function native.ped._get_last_vehicle_draft_horse_was_attached_to(horse: int): int

get_seat_ped_is_using

function native.ped.get_seat_ped_is_using(ped: int): int

_get_transport_ped_is_seated_on

function native.ped._get_transport_ped_is_seated_on(ped: int): int

is_ped_entering_any_transport

function native.ped.is_ped_entering_any_transport(ped: int): bool

set_ped_gravity

function native.ped.set_ped_gravity(ped: int, toggle: bool): void

_0x96595b36d6a2279b

Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM _SET_PED_S* - SET_PED_TARGET*

function native.ped._0x96595b36d6a2279b(animal: int, toggle: bool): void

_set_ped_immersion_flag

Only used in R* Script beat_sharp_shooter Blocks ped from swimming underwater

function native.ped._set_ped_immersion_flag(ped: int, toggle: bool): void

_0xa90684ed185ccb4b

Only used in R* Script mob4 and rcm_mason4 SET_PED_DEFENSIVE* - SET_PED_DESIRED*

function native.ped._0xa90684ed185ccb4b(animal: int, p1: bool, p2: float, p3: float): void

_fake_set_ped_loco_injured

function native.ped._fake_set_ped_loco_injured(ped: int, enabled: bool): void

_force_ped_death

function native.ped._force_ped_death(ped: int, ped_killer: int, weapon: int): void

apply_damage_to_ped

damages a ped with the given amount

function native.ped.apply_damage_to_ped(ped: int, damage_amount: int, damage_armour: bool, bone_id: int, ped_killer: int): void

_0xbad2a311667a50d7

_SET_PED_D*

function native.ped._0xbad2a311667a50d7(ped: int, p1: bool): void

get_ped_type

function native.ped.get_ped_type(ped: int): int

set_ped_as_cop

Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect. toggle = bSetRelGroup

function native.ped.set_ped_as_cop(ped: int, toggle: bool): void

_0x405180b14da5a935

_SET_PED_A*

function native.ped._0x405180b14da5a935(ped: int, p1: bool): void

_set_ped_interaction_personality

personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA

function native.ped._set_ped_interaction_personality(ped: int, personality: int): void

_get_ped_interaction_personality

function native.ped._get_ped_interaction_personality(ped: int): int

_set_ped_personality

Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG Personalities can also be found in common:/data/ai/interactionpersonalities

function native.ped._set_ped_personality(ped: int, personality: int): void

_0x329772c47dbb2fbc

_SET_PED_P* - _SET_PED_R*

function native.ped._0x329772c47dbb2fbc(ped: int): void

_get_is_ped_in_dispute_with_ped

Returns true if ped is in a dispute another ped (pedInDisputeWith can also be 0)

function native.ped._get_is_ped_in_dispute_with_ped(ped: int, ped_in_dispute_with: int): bool

_0x94132d7c8d3575c4

GET_IS_PED*

function native.ped._0x94132d7c8d3575c4(ped: int): bool

_0x8af46e5159a5b620

_SET_PED_IN*

function native.ped._0x8af46e5159a5b620(ped: int, speech_params: int): void

_0x45fea6d5539bd474

_SET_PED_IN*

function native.ped._0x45fea6d5539bd474(ped: int, p1: string): void

_set_ped_interaction_positive_response

function native.ped._set_ped_interaction_positive_response(ped: int, speech: string): void

_0xe37acee15ac50c7e

_SET_PED_IN*

function native.ped._0xe37acee15ac50c7e(ped: int, p1: string): void

_set_ped_interaction_negative_response

function native.ped._set_ped_interaction_negative_response(ped: int, speech: string): void

_0x41c23a8e6b344867

_SET_PED_IN*

function native.ped._0x41c23a8e6b344867(ped: int, p1: string): void

get_is_ped_responding_to_positive_interaction

function native.ped.get_is_ped_responding_to_positive_interaction(ped: int, player: int): bool

get_is_ped_responding_to_negative_interaction

function native.ped.get_is_ped_responding_to_negative_interaction(ped: int, player: int): bool

_0xa7dc9266ed6a4e51

_CLEAR_PED_B* - _CLEAR_PED_C*

function native.ped._0xa7dc9266ed6a4e51(ped: int): void

_0x89816b58c3466262

_GET_PED_B* - _GET_PED_C*

function native.ped._0x89816b58c3466262(ped: int): int

_0x97b06669ac569003

_CLEAR*

function native.ped._0x97b06669ac569003(ped1: int, ped2: int): void

_0x85f500f4e24ca43e

Used in Script Function SKCS_PLAYER_ROBBING _SET_PED_A*

function native.ped._0x85f500f4e24ca43e(ped: int, p1: float): void

_0x9b9b9fa0ea283e3d

Used in Script Function SKCS_PLAYER_ROBBING SET_PED_SHOULD_PLAY* - _SET_PED_SW*

function native.ped._0x9b9b9fa0ea283e3d(ped: int, p1: float): void

_0xec60d1d225bc50aa

_SET_C*

function native.ped._0xec60d1d225bc50aa(ped: int, p1: float): void

_0x12f2d161bf4031fc

_SET_A* - _SET_B*

function native.ped._0x12f2d161bf4031fc(ped: int, p1: float): void

_0x0ada3ec589e1736e

function native.ped._0x0ada3ec589e1736e(): void

_get_is_ped_being_robbed

If p2 is false, then this native will return true until the interaction is complete. If true, the native will return true until player pockets robbery item. GET_IS_PEDM-R*

function native.ped._get_is_ped_being_robbed(ped: int, player: int, true_until_player_pockets_item: bool): bool

_0xd55db4466d00a258

Used in Script Function LA_CHECK_ALERTED GET_IS_PED*

function native.ped._0xd55db4466d00a258(legendary_animal: int): bool

set_ped_max_health

Sets the maximum health of a ped.

function native.ped.set_ped_max_health(ped: int, value: int): void

get_ped_max_health

function native.ped.get_ped_max_health(ped: int): int

_set_ped_health_config

configHash: see pedhealth.meta

function native.ped._set_ped_health_config(ped: int, config_hash: int): void

init_ped_default_health

function native.ped.init_ped_default_health(ped: int): void

set_ped_max_time_in_water

function native.ped.set_ped_max_time_in_water(ped: int, value: float): void

set_ped_max_time_underwater

function native.ped.set_ped_max_time_underwater(ped: int, value: float): void

_0xaf041c10756c30fb

_CLEAR_PED_D*

function native.ped._0xaf041c10756c30fb(ped: int, p1: bool, p2: bool, p3: bool): void

_0x5af24ca9c974e51a

_SET_C*

function native.ped._0x5af24ca9c974e51a(ped1: int, ped2: int): void

set_ped_can_be_knocked_off_vehicle

state: enum eKnockOffVehicle { KNOCKOFFVEHICLE_DEFAULT, KNOCKOFFVEHICLE_NEVER, KNOCKOFFVEHICLE_EASY, KNOCKOFFVEHICLE_HARD };

function native.ped.set_ped_can_be_knocked_off_vehicle(ped: int, state: int): void

can_knock_ped_off_vehicle

function native.ped.can_knock_ped_off_vehicle(ped: int): bool

knock_ped_off_vehicle

function native.ped.knock_ped_off_vehicle(ped: int): void

get_ped_as_group_member

function native.ped.get_ped_as_group_member(group_id: int, member_number: int): int

get_ped_as_group_leader

function native.ped.get_ped_as_group_leader(group_id: int): int

set_ped_keep_task

function native.ped.set_ped_keep_task(ped: int, toggle: bool): void

is_ped_swimming

function native.ped.is_ped_swimming(ped: int): bool

is_ped_swimming_under_water

function native.ped.is_ped_swimming_under_water(ped: int): bool

_0xdc88d06719070c39

IS_PED_IN* (near water?) Returns true if ped is swimming in water

function native.ped._0xdc88d06719070c39(ped: int): bool

set_create_random_cops

function native.ped.set_create_random_cops(toggle: bool): void

is_ped_in_any_train

function native.ped.is_ped_in_any_train(ped: int): bool

is_ped_getting_into_a_vehicle

function native.ped.is_ped_getting_into_a_vehicle(ped: int): bool

_0x550cb89dd7f4fa3d

HAS_PED*

function native.ped._0x550cb89dd7f4fa3d(ped1: int, ped2: int): bool

set_enable_handcuffs

Ped can not pull out a weapon when true

function native.ped.set_enable_handcuffs(ped: int, p1: bool, p2: bool): void

set_enable_bound_ankles

function native.ped.set_enable_bound_ankles(ped: int, toggle: bool): void

_0x8822f139408b8d0a

If returned true, SET_ENABLE_BOUND_ANKLES is called in R* Script guama2 _GET_D* - _GET_E*

function native.ped._0x8822f139408b8d0a(ped: int): bool

_0x8822f124788b8d0a

Only used in R* Script train_robbery4 _SET_PED_D*

function native.ped._0x8822f124788b8d0a(ped: int, p1: bool): void

reset_ped_weapon_movement_clipset

function native.ped.reset_ped_weapon_movement_clipset(ped: int): void

_set_ped_getup_animation

function native.ped._set_ped_getup_animation(ped: int, anim_name: string, p2: bool): void

_0x88a95bb640fc186f

Used in R* Script generic_weight_control_item CLEAR_PED_E* - CLEAR_PED(G?)L*

function native.ped._0x88a95bb640fc186f(ped: int): void

reset_ped_in_vehicle_context

function native.ped.reset_ped_in_vehicle_context(ped: int): void

_0x878e8104fa27cdae

function native.ped._0x878e8104fa27cdae(vehicle: int, p1: int): void

set_ped_gesture_group

function native.ped.set_ped_gesture_group(ped: int, gesture: string, p2: int): void

_set_ped_desired_loco_for_model

Seems to set the ped's loco type. Values used in the scripts: algie angry_female arthur_healthy cowboy cowboy_f default default_female free_slave_01 free_slave_02 gold_panner guard_lantern injured_general john_marston lilly_millet lone_prisoner lost_man mp_ova_hunter mp_ova_hunter_female murfree old_female primate rally waiter war_veteran

function native.ped._set_ped_desired_loco_for_model(ped: int, locomotion_archetype: string): void

_clear_ped_desired_loco_for_model

Clears locomotion archetype

function native.ped._clear_ped_desired_loco_for_model(ped: int): void

_set_ped_desired_loco_motion_type

Sets peds motion type

function native.ped._set_ped_desired_loco_motion_type(ped: int, loco_motion_type: string): void

_clear_ped_desired_loco_motion_type

function native.ped._clear_ped_desired_loco_motion_type(ped: int): void

_0x2371c39d4f91c288

function native.ped._0x2371c39d4f91c288(ped: int): void

_request_ped_getup_animation

Known get up animation types: REAR, FRONT

function native.ped._request_ped_getup_animation(ped: int, get_up_type: string): void

ped_cower_in_place

function native.ped.ped_cower_in_place(ped: int, ped2: int): void

ped_cower_move_to_point

function native.ped.ped_cower_move_to_point(ped: int, p1: float, p2: float, p3: float, ped2: int, p5: float): void

_0x16f798a05bb9e3b5

_PED_COWER_M*

function native.ped._0x16f798a05bb9e3b5(ped: int): void

_ped_emotional_preset_loco_motion

target: 0 affects everyone duration: -1 indefinite flag: always 4 in R* Scripts

function native.ped._ped_emotional_preset_loco_motion(ped: int, preset_name: string, target_ped: int, duration: int, flag: int): void

_ped_clear_loco_motion

function native.ped._ped_clear_loco_motion(ped: int): void

_0x32ccad8a981b53d3

STOP(?)*

function native.ped._0x32ccad8a981b53d3(ped: int): void

_set_ped_drunkness

SOBER = 0.0f, SLIGHTLY_DRUNK = 0.25f, MODERATELY_DRUNK = 0.5f, VERY_DRUNK = 1.0f

function native.ped._set_ped_drunkness(ped: int, enabled: bool, drunkness_level: float): void

_is_ped_drunk

function native.ped._is_ped_drunk(ped: int): bool

_get_ped_drunkness

Returns ped drunk level _H* or _I*

function native.ped._get_ped_drunkness(ped: int): float

get_anim_initial_offset_position

function native.ped.get_anim_initial_offset_position(anim_dict: string, anim_name: string, x: float, y: float, z: float, x_rot: float, y_rot: float, z_rot: float, p8: float, p9: int): vec3

get_anim_initial_offset_rotation

function native.ped.get_anim_initial_offset_rotation(anim_dict: string, anim_name: string, x: float, y: float, z: float, x_rot: float, y_rot: float, z_rot: float, p8: float, p9: int): vec3

set_ped_random_component_variation

function native.ped.set_ped_random_component_variation(ped: int, p1: int): void

knock_off_ped_prop

function native.ped.knock_off_ped_prop(ped: int, p1: bool, p2: bool, p3: bool, p4: bool): void

set_blocking_of_non_temporary_events

function native.ped.set_blocking_of_non_temporary_events(ped: int, toggle: bool): void

_get_blocking_of_non_temporary_events

function native.ped._get_blocking_of_non_temporary_events(ped: int): bool

_0xc17a94cc8fc3c61a

_SET_PED_P* - _SET_PED_R*

function native.ped._0xc17a94cc8fc3c61a(entity: int, bone_id: int, p2: float, p3: float, p4: float): void

_set_ped_scale

function native.ped._set_ped_scale(ped: int, scale: float): void

_0x134775b093ad5c38

_GET_PED_M*

function native.ped._0x134775b093ad5c38(ped: int): float

_get_ped_height

function native.ped._get_ped_height(ped: int): float

_get_ped_model_size_from_hash

PS_SMALL = 0, PS_MEDIUM, PS_MEDIUM_LARGE, PS_LARGE, PS_EXTRA_LARGE

function native.ped._get_ped_model_size_from_hash(model_hash: int): int

register_target

function native.ped.register_target(ped: int, target_ped: int, p2: bool): void

_register_hated_targets_in_area

function native.ped._register_hated_targets_in_area(ped: int, x: float, y: float, z: float, radius: float): void

register_hated_targets_around_ped

Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).

function native.ped.register_hated_targets_around_ped(ped: int, radius: float): void

_is_target

function native.ped._is_target(ped: int, target_ped: int): bool

_remove_target

function native.ped._remove_target(ped: int, target_ped: int): void

get_closest_ped

Gets the closest ped in a radius.

function native.ped.get_closest_ped(x: float, y: float, z: float, radius: float, p4: bool, p5: bool, out_ped: ptr int, p7: bool, p8: bool, p9: bool, ped_type: int): bool

can_ped_ragdoll

function native.ped.can_ped_ragdoll(ped: int): bool

set_ped_to_ragdoll

nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8)

function native.ped.set_ped_to_ragdoll(ped: int, time_min: int, time_max: int, ragdoll_type: int, abort_if_injured: bool, abort_if_dead: bool, nm_task_message_parameter_name: string): bool

set_ped_to_ragdoll_with_fall

function native.ped.set_ped_to_ragdoll_with_fall(ped: int, time_min: int, time_max: int, ragdoll_type: int, falldir_x: float, falldir_y: float, falldir_z: float, p7: float, p8: float, p9: float, p10: float, p11: float, p12: float, p13: float): bool

set_ped_ragdoll_on_collision

Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.

function native.ped.set_ped_ragdoll_on_collision(ped: int, toggle: bool, p2: bool): void

_set_ped_to_disable_ragdoll

function native.ped._set_ped_to_disable_ragdoll(ped: int, toggle: bool): void

is_ped_ragdoll

If the ped handle passed through the parenthesis is in a ragdoll state this will return true.

function native.ped.is_ped_ragdoll(ped: int): bool

is_ped_running_ragdoll_task

function native.ped.is_ped_running_ragdoll_task(ped: int): bool

set_ped_ragdoll_force_fall

function native.ped.set_ped_ragdoll_force_fall(ped: int): void

_0x8cb2553c559102c1

_SET_PED_T* - SET_PED_U*

function native.ped._0x8cb2553c559102c1(ped: int, p1: int, p2: bool): void

_0xfd3c31a2e45671e7

_DISABLE_A* - _DISABLE_C*

function native.ped._0xfd3c31a2e45671e7(ped: int, p1: int): void

reset_ped_ragdoll_timer

function native.ped.reset_ped_ragdoll_timer(ped: int): void

set_ped_can_ragdoll

function native.ped.set_ped_can_ragdoll(ped: int, toggle: bool): void

_0x3aec4a410ecaf30d

_IS_PED_R*

function native.ped._0x3aec4a410ecaf30d(ped: int): bool

is_ped_running_mobile_phone_task

function native.ped.is_ped_running_mobile_phone_task(ped: int): bool

set_ragdoll_blocking_flags

https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS

flags: enum eRagdollBlockingFlags { RBF_BULLET_IMPACT = (1 << 0), RBF_VEHICLE_IMPACT = (1 << 1), RBF_FIRE = (1 << 2), RBF_ELECTROCUTION = (1 << 3), RBF_PLAYER_IMPACT = (1 << 4), RBF_EXPLOSION = (1 << 5), RBF_IMPACT_OBJECT = (1 << 6), RBF_MELEE = (1 << 7), RBF_RUBBER_BULLET = (1 << 8), RBF_FALLING = (1 << 9), RBF_WATER_JET = (1 << 10), RBF_DROWNING = (1 << 11), RBF_0x9F52E2C4 = (1 << 12), RBF_PLAYER_BUMP = (1 << 13), RBF_PLAYER_RAGDOLL_BUMP = (1 << 14), RBF_PED_RAGDOLL_BUMP = (1 << 15), RBF_VEHICLE_GRAB = (1 << 16), RBF_SMOKE_GRENADE = (1 << 17), RBF_HORSE_BUMP = (1 << 18), RBF_ACTIVATE_ON_COLLISION = (1 << 19) };

function native.ped.set_ragdoll_blocking_flags(ped: int, flags: int): void

clear_ragdoll_blocking_flags

flags: see SET_RAGDOLL_BLOCKING_FLAGS

function native.ped.clear_ragdoll_blocking_flags(ped: int, flags: int): void

_0x9f933e0985e12c51

function native.ped._0x9f933e0985e12c51(ped: int, p1: float, p2: float, p3: float): void

_0x88b2026a3b0be33d

function native.ped._0x88b2026a3b0be33d(ped: int, p1: float): void

set_ped_defensive_area_volume

function native.ped.set_ped_defensive_area_volume(ped: int, volume: int, p2: bool, p3: bool, p4: bool): void

set_ped_sphere_defensive_area

function native.ped.set_ped_sphere_defensive_area(ped: int, x: float, y: float, z: float, radius: float, p5: bool, p6: bool, p7: bool): void

_set_ped_defensive_sphere_attached_to_entity

function native.ped._set_ped_defensive_sphere_attached_to_entity(ped: int, entity: int, x: float, y: float, z: float, radius: float, p6: int, p7: bool): void

_set_ped_defensive_area_to_angled_area

SET_PED(A?)*

function native.ped._set_ped_defensive_area_to_angled_area(ped: int, x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p7: int, p8: bool, p9: bool, entity: int, p11: bool): void

set_ped_defensive_area_direction

function native.ped.set_ped_defensive_area_direction(ped: int, p1: float, p2: float, p3: float, p4: bool): void

remove_ped_defensive_area

Ped will no longer get angry when you stay near him.

function native.ped.remove_ped_defensive_area(ped: int, toggle: bool): void

get_ped_defensive_area_position

function native.ped.get_ped_defensive_area_position(ped: int, p1: bool): vec3

is_ped_defensive_area_active

function native.ped.is_ped_defensive_area_active(ped: int, p1: bool): bool

_get_ped_defensive_volume

function native.ped._get_ped_defensive_volume(ped: int, p1: int): int

_0x4ec4ea2f72b36358

_SET_PED_A*

function native.ped._0x4ec4ea2f72b36358(ped: int, p1: bool): void

_0xcf0b19806473d324

SET_PED_COMBAT*

function native.ped._0xcf0b19806473d324(ped: int, x: float, y: float, z: float): void

_0xb4b7c92fce7347b7

_RESET_PED_C*

function native.ped._0xb4b7c92fce7347b7(ped: int): void

revive_injured_ped

function native.ped.revive_injured_ped(ped: int): void

resurrect_ped

This function will simply bring the dead ped back to life.

Before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at because theres a chance the ped will fall through the map

Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.

function native.ped.resurrect_ped(ped: int): void

set_ped_name_debug

nullsub, doesn't do anything

function native.ped.set_ped_name_debug(ped: int, name: string): void

special_function_do_not_use

function native.ped.special_function_do_not_use(ped: int, p1: bool): void

_0x7020839c7302d8ac

HAS*

function native.ped._0x7020839c7302d8ac(ped: int): bool

_0xe1aadd0055d76603

_C*

function native.ped._0xe1aadd0055d76603(ped: int, entity: int, bone_index1: int, bone_index2: int, x: float, y: float, z: float, p7: float, p8: bool, p9: bool, p10: int): void

_0x5a1a929c8b729b4a

_C*

function native.ped._0x5a1a929c8b729b4a(ped: int): void

_0x97a38b65ebda3d50

_SET_PED_D*

function native.ped._0x97a38b65ebda3d50(ped: int, p1: bool): void

_0x06a10b4d7f50b0c3

_GET_PED_D*

function native.ped._0x06a10b4d7f50b0c3(ped: int): bool

_0x88a5564b19c15391

function native.ped._0x88a5564b19c15391(ped: int): bool

_0x354ca4dddeec397a

function native.ped._0x354ca4dddeec397a(ped: int): int

_0xfea6126c34df2532

METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility _SET_M* - _SET_P*

function native.ped._0xfea6126c34df2532(ped: int, p1: bool): void

_0xa967d6a8ed2d713b

_SET_PED_P* - _SET_PED_R*

function native.ped._0xa967d6a8ed2d713b(ped: int, p1: bool): void

apply_ped_blood_specific

function native.ped.apply_ped_blood_specific(ped: int, p1: int, p2: float, p3: float, p4: float, p5: float, p6: int, p7: float, p8: ptr int): void

_0x58d32261ae0f0843

function native.ped._0x58d32261ae0f0843(ped: int, bone_id: int, p2: float, p3: float, p4: float, p5: float, p6: float, p7: float, p8: string): void

_0x735662994e60a710

_SET_PED_F*

function native.ped._0x735662994e60a710(ped: int, p1: bool): void

_0x91bab9e064f036cd

function native.ped._0x91bab9e064f036cd(p0: int, p1: int): void

_0x897934e868eddd6c

function native.ped._0x897934e868eddd6c(ped: int, p1: int, p2: float, p3: float, p4: float): void

_set_ped_activate_wound_effect

bloodFountainPressure: visible effect from 0.0 till 20.0 yaw: visible effect from -3.0 till 3.0 bloodFountainDirection: 1.0 left side, -1.0 right side bloodFountainPulse: from 0.1 (low) till 1.0 (fast) make blood fountain from your stomach: _SET_PED_ACTIVATE_WOUND_EFFECT(ped, unk, 2, 14411, 0.0, 0.1, 0.0, 0.0, 3.0, -1.0, 1.0)

function native.ped._set_ped_activate_wound_effect(ped: int, p1: int, bone_id: int, move_wound_left_right: float, blood_fountain_pressure: float, yaw: float, blood_fountain_direction: float, blood_fountain_pulse: float, p8: float, p9: float): void

_update_ped_wound_effect

Params: 0.0f to remove wound effects

function native.ped._update_ped_wound_effect(ped: int, value: float): void

apply_ped_damage_pack

function native.ped.apply_ped_damage_pack(ped: int, damage_pack: string, damage: float, mult: float): void

clear_ped_blood_damage

function native.ped.clear_ped_blood_damage(ped: int): void

clear_ped_blood_damage_by_zone

function native.ped.clear_ped_blood_damage_by_zone(ped: int, p1: int): void

clear_ped_damage_decal_by_zone

function native.ped.clear_ped_damage_decal_by_zone(ped: int, p1: int, p2: string): void

_clear_ped_blood_damage_facial

function native.ped._clear_ped_blood_damage_facial(ped: int, p1: int): void

_0x34c11114887150fd

function native.ped._0x34c11114887150fd(p0: int, p1: int): void

_0xd8544f6260f5f01e

METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility p1 is mostly 10 _CLEAR_PED_N* - _CLEAR_PED_W*

function native.ped._0xd8544f6260f5f01e(ped: int, p1: int): void

_0xeb8886e1065654cd

Washing player's face/hands now _FA* - _FI*

function native.ped._0xeb8886e1065654cd(ped: int, p1: int, p2: string, p3: float): void

fade_and_destroy_ped

function native.ped.fade_and_destroy_ped(ped: ptr int): void

_is_ped_queued_for_deletion

function native.ped._is_ped_queued_for_deletion(ped: int): bool

clear_ped_wetness

It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.

function native.ped.clear_ped_wetness(ped: int): void

set_ped_wetness_height

It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.

function native.ped.set_ped_wetness_height(ped: int, height: float): void

_0xf9cff5bb70e8a2cb

_SET_PED_WETNESS*

function native.ped._0xf9cff5bb70e8a2cb(ped: int, p1: float): void

set_ped_wetness_enabled_this_frame

combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function

function native.ped.set_ped_wetness_enabled_this_frame(ped: int): void

_0xa7a806677f8de138

Washing player's face/hands now _CLEAR_PED_E* - _CLEAR_PED_L*

function native.ped._0xa7a806677f8de138(ped: int): void

_0xa064bbabb064446f

function native.ped._0xa064bbabb064446f(p0: int): void

clear_ped_env_dirt

function native.ped.clear_ped_env_dirt(ped: int): void

set_ped_sweat

function native.ped.set_ped_sweat(ped: int, sweat: float): void

clear_ped_decorations

function native.ped.clear_ped_decorations(ped: int): void

was_ped_skeleton_updated

Despite this function's name, it simply returns whether the specified handle is a Ped.

function native.ped.was_ped_skeleton_updated(ped: int): bool

get_ped_bone_coords

Gets the position of the specified bone of the specified ped.

ped: The ped to get the position of a bone from. boneId: The ID of the bone to get the position from. This is NOT the index. offsetX: The X-component of the offset to add to the position relative to the bone's rotation. offsetY: The Y-component of the offset to add to the position relative to the bone's rotation. offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation.

function native.ped.get_ped_bone_coords(ped: int, bone_id: int, offset_x: float, offset_y: float, offset_z: float): vec3

add_scenario_blocking_area

function native.ped.add_scenario_blocking_area(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, p6: bool, blocking_flags: int): int

remove_scenario_blocking_areas

function native.ped.remove_scenario_blocking_areas(): void

remove_scenario_blocking_area

function native.ped.remove_scenario_blocking_area(p0: int, p1: bool): void

_add_scenario_blocking_volume

flag: see ADD_SCENARIO_BLOCKING_AREA

function native.ped._add_scenario_blocking_volume(volume: int, p1: bool, flag: int): int

_0x6f46f8acb44c4fc1

function native.ped._0x6f46f8acb44c4fc1(p0: int): int

_is_scenario_blocking_area_valid

function native.ped._is_scenario_blocking_area_valid(p0: int): bool

is_ped_using_scenario_hash

Equivalent to IS_PED_USING_SCENARIO from V but takes a hash instead of a string.

function native.ped.is_ped_using_scenario_hash(ped: int, scenario_hash: int): bool

is_ped_using_any_scenario

function native.ped.is_ped_using_any_scenario(ped: int): bool

is_ped_using_this_scenario

function native.ped.is_ped_using_this_scenario(ped: int, scenario: int): bool

_can_ped_use_scenario_point

p2 is always 0, p3 is always 0, p4 is always 1

function native.ped._can_ped_use_scenario_point(ped: int, scenario: int, p2: int, p3: int, p4: int): bool

_0x1148f706cf4ebdda

_CAN_PED_SEE* - CAN_PED_USE(SCENARIO_HASH?)*

function native.ped._0x1148f706cf4ebdda(ped: int, p1: int, p2: int): bool

set_ped_panic_exit_scenario

function native.ped.set_ped_panic_exit_scenario(ped: int, x: float, y: float, z: float): bool

toggle_scenario_ped_cower_in_place

If toggle is true, when the ped is using a scenario he will stop it and become scared If toggle is false, the ped will not be scared anymore and continue his scenario

Old name: _SET_PED_SCARED_WHEN_USING_SCENARIO

function native.ped.toggle_scenario_ped_cower_in_place(ped: int, toggle: bool): void

_0xd8ceeed54c672b5d

function native.ped._0xd8ceeed54c672b5d(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int): void

set_ped_should_play_directed_normal_scenario_exit

Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT

function native.ped.set_ped_should_play_directed_normal_scenario_exit(ped: int, x: float, y: float, z: float): bool

set_ped_should_play_normal_scenario_exit

function native.ped.set_ped_should_play_normal_scenario_exit(ped: int): void

set_ped_should_play_immediate_scenario_exit

function native.ped.set_ped_should_play_immediate_scenario_exit(ped: int): void

set_ped_should_play_flee_scenario_exit

lookIntensity: 0 - REACT_LOOK_NONE 1 - REACT_LOOK_LOW 2 - REACT_LOOK_MEDIUM 3 - REACT_LOOK_HIGH

function native.ped.set_ped_should_play_flee_scenario_exit(ped: int, x: float, y: float, z: float, look_intensity: int): bool

set_ped_should_play_combat_scenario_exit

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

function native.ped.set_ped_should_play_combat_scenario_exit(ped: int, x: float, y: float, z: float, look_intensity: int): bool

set_ped_should_play_emotional_scenario_exit

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

function native.ped.set_ped_should_play_emotional_scenario_exit(ped: int, x: float, y: float, z: float, look_intensity: int, p5: bool): bool

set_ped_should_play_quick_scenario_exit

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

function native.ped.set_ped_should_play_quick_scenario_exit(ped: int, x: float, y: float, z: float, look_intensity: int, p5: bool): bool

_0xf9331b3a314eb49d

function native.ped._0xf9331b3a314eb49d(ped: int): bool

_0xe735a7da22e88359

function native.ped._0xe735a7da22e88359(p0: int): void

_0x82cb0f3f0c7785e5

function native.ped._0x82cb0f3f0c7785e5(p0: int): int

_0xca95c156c14b2054

function native.ped._0xca95c156c14b2054(p0: int, p1: int): void

set_facial_idle_anim_override

function native.ped.set_facial_idle_anim_override(ped: int, anim_name: string, anim_dict: string): void

clear_facial_idle_anim_override

function native.ped.clear_facial_idle_anim_override(ped: int): void

_request_ped_facial_mood_this_frame

function native.ped._request_ped_facial_mood_this_frame(ped: int, mood: int, p2: int): void

_0xd2f0fe8805d91647

function native.ped._0xd2f0fe8805d91647(p0: int, p1: int): void

set_ped_can_play_gesture_anims

function native.ped.set_ped_can_play_gesture_anims(ped: int, p1: int, p2: int): void

_0x7edb3c766b0d073f

Only used in R* Script net_moonshine_property _A* - _B*

function native.ped._0x7edb3c766b0d073f(ped: int): void

set_ped_can_play_ambient_anims

function native.ped.set_ped_can_play_ambient_anims(ped: int, toggle: bool): void

set_ped_can_play_ambient_base_anims

function native.ped.set_ped_can_play_ambient_base_anims(ped: int, toggle: bool): void

_0x4f63433ce3c08230

Only used in R* Script shop_harriet _SET_PED_F*

function native.ped._0x4f63433ce3c08230(ped: int, p1: bool): void

set_ped_can_arm_ik

function native.ped.set_ped_can_arm_ik(ped: int, toggle: bool): void

_set_ped_can_unk_bodypart_ik

SET_PED_CAN(?)_IK*

function native.ped._set_ped_can_unk_bodypart_ik(ped: int, toggle: bool): void

set_ped_can_head_ik

function native.ped.set_ped_can_head_ik(ped: int, toggle: bool): void

set_ped_can_leg_ik

function native.ped.set_ped_can_leg_ik(ped: int, toggle: bool): void

set_ped_can_torso_ik

function native.ped.set_ped_can_torso_ik(ped: int, toggle: bool): void

set_ped_can_torso_react_ik

function native.ped.set_ped_can_torso_react_ik(ped: int, toggle: bool): void

set_ped_can_torso_vehicle_ik

function native.ped.set_ped_can_torso_vehicle_ik(ped: int, toggle: bool): void

set_ped_can_use_auto_conversation_lookat

function native.ped.set_ped_can_use_auto_conversation_lookat(ped: int, toggle: bool): void

is_ped_headtracking_ped

function native.ped.is_ped_headtracking_ped(ped1: int, ped2: int): bool

is_ped_headtracking_entity

function native.ped.is_ped_headtracking_entity(ped: int, entity: int): bool

_disable_ambient_look_at_requests

function native.ped._disable_ambient_look_at_requests(p0: int, p1: int): void

_disable_all_look_at_requests

function native.ped._disable_all_look_at_requests(ped: int, p1: int): void

_0xcd9e5f94a2f38683

_SET_PED_R* - _SET_PED_S*

function native.ped._0xcd9e5f94a2f38683(ped: int, p1: bool): void

set_ped_cloth_pin_frames

Old name: SET_PED_CLOTH_PACKAGE_INDEX

function native.ped.set_ped_cloth_pin_frames(ped: int, p1: bool): void

_0x1d4636c90bbefacb

_SET_PED_CA* - _SET_PED_CO*

function native.ped._0x1d4636c90bbefacb(ped: int, p1: int): void

_0xef371232bc6053e1

ADD*

function native.ped._0xef371232bc6053e1(ped: int): void

_0x86f0b6730c32ac14

SET_PED*

function native.ped._0x86f0b6730c32ac14(ped: int, p1: bool): void

_0x8101ba1c0b462412

ATTACH*

function native.ped._0x8101ba1c0b462412(ped: int, rope_id: int): void

set_ped_config_flag

function native.ped.set_ped_config_flag(ped: int, flag_id: int, value: bool): void

set_ped_reset_flag

function native.ped.set_ped_reset_flag(ped: int, flag_id: int, do_reset: bool): void

get_ped_config_flag

flagId: see SET_PED_CONFIG_FLAG

function native.ped.get_ped_config_flag(ped: int, flag_id: int, p2: bool): bool

get_ped_reset_flag

function native.ped.get_ped_reset_flag(ped: int, flag_id: int): bool

_0xc6981aff6d2a71c2

function native.ped._0xc6981aff6d2a71c2(p0: int): void

_0xe0fe107ab174d64a

function native.ped._0xe0fe107ab174d64a(p0: int, p1: int): void

set_ped_group_member_passenger_index

function native.ped.set_ped_group_member_passenger_index(ped: int, index: int): void

is_ped_evasive_diving

Presumably returns the Entity that the Ped is currently diving out of the way of.

function native.ped.is_ped_evasive_diving(ped: int, evading_entity: ptr int): bool

_shoot_trigger_at_coords

Triggers a gunshot Params: p5 = -1 in R* Scripts

function native.ped._shoot_trigger_at_coords(ped: int, x: float, y: float, z: float, p4: int, p5: float, p6: int, p7: float): int

_is_this_model_a_horse

function native.ped._is_this_model_a_horse(model: int): bool

set_ped_model_is_suppressed

function native.ped.set_ped_model_is_suppressed(model: int, toggle: bool): void

_is_ped_model_suppressed

function native.ped._is_ped_model_suppressed(model: int): bool

_0x7abbd9e449e0db00

function native.ped._0x7abbd9e449e0db00(ped: int, p1: bool): void

_set_ped_disable_kick_move

Disables being able to kick move ped.

function native.ped._set_ped_disable_kick_move(ped: int, disable: bool): void

set_ped_can_ragdoll_from_player_impact

function native.ped.set_ped_can_ragdoll_from_player_impact(ped: int, toggle: bool): void

_0xe6cb36f43a95d75f

function native.ped._0xe6cb36f43a95d75f(p0: int): void

set_ped_leg_ik_mode

function native.ped.set_ped_leg_ik_mode(ped: int, mode: int): void

_is_ped_in_point

If returned true: There are enemy peds near friendly turn in ped. Going to aggro. If returned false: Moving back to idle as there aren't any remaining enemy peds near ped IS_PED_IN*

function native.ped._is_ped_in_point(ped: int, x: float, y: float, z: float, radius: float, p5: bool): bool

_set_ped_can_be_lassoed

SET_PED_CAN_*

function native.ped._set_ped_can_be_lassoed(ped: int, toggle: bool): void

set_ped_combat_movement

0 - Stationary (Will just stand in place) 1 - Defensive (Will try to find cover and very likely to blind fire) 2 - Offensive (Will attempt to charge at enemy but take cover as well) 3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack)

function native.ped.set_ped_combat_movement(ped: int, combat_movement: int): void

get_ped_combat_movement

function native.ped.get_ped_combat_movement(ped: int): int

_0x815c0074a1bc0d93

_SET_PED_COMBAT_R - _SET_PED_C*

function native.ped._0x815c0074a1bc0d93(ped: int, p1: int): void

_0xffde295662405b25

_GET_PED_COMBAT_M* - _GET_PED_C*

function native.ped._0xffde295662405b25(ped: int): int

set_ped_combat_ability

abilityLevel: enum eCombatAbilityLevel { CAL_POOR, CAL_AVERAGE, CAL_PROFESSIONAL };

function native.ped.set_ped_combat_ability(ped: int, ability_level: int): void

set_ped_combat_range

range: enum eCombatRange { CR_NEAR, CR_MEDIUM, CR_FAR, CR_VERY_FAR };

function native.ped.set_ped_combat_range(ped: int, range: int): void

set_ped_combat_attributes

function native.ped.set_ped_combat_attributes(ped: int, attribute_index: int, enabled: bool): void

_get_ped_combat_attribute

function native.ped._get_ped_combat_attribute(ped: int, attribute_index: int): bool

_set_ped_combat_attribute_hash

Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF _SET_PED_COMBAT_A* - _SET_PED_COMBAT_M*

function native.ped._set_ped_combat_attribute_hash(ped: int, p1: int): void

set_ped_target_loss_response

TLR_ExitTask = 0, TLR_NeverLoseTarget, TLR_SearchForTarget

function native.ped.set_ped_target_loss_response(ped: int, response_type: int): void

_0x0a4618ffd517e24d

function native.ped._0x0a4618ffd517e24d(p0: int, p1: int): void

_0x712b2c2b2471b493

_SET_PED_MO*

function native.ped._0x712b2c2b2471b493(ped: int, p1: int): void

_0x00b380ff2df6ab7a

function native.ped._0x00b380ff2df6ab7a(p0: int, p1: int): void

_set_ped_combat_style

https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_STYLES Params: p2 is usually 1, sometimes 0 or 2 duration in seconds, -1.0 = forever

function native.ped._set_ped_combat_style(ped: int, combat_style_hash: int, p2: int, duration: float): void

_clear_ped_combat_style

Params: p1 = 1 in R* Scripts

function native.ped._clear_ped_combat_style(ped: int, p1: int): void

_set_ped_combat_style_mod

duration in seconds, -1.0 = forever

function native.ped._set_ped_combat_style_mod(ped: int, combat_style_mod_hash: int, duration: float): void

_clear_ped_combat_style_mod

CLEAR_PED_COMBAT*

function native.ped._clear_ped_combat_style_mod(ped: int, combat_style_mod_hash: int): void

_0x5bf0b9d9a8e227a0

_IS_PED_B* - _IS_PED_C*

function native.ped._0x5bf0b9d9a8e227a0(ped: int): bool

_0x642720d8d69328b6

_SET_PED_M*

function native.ped._0x642720d8d69328b6(ped: int, p1: int): void

is_ped_performing_melee_action

function native.ped.is_ped_performing_melee_action(ped: int, p1: int, p2: int): bool

_0x99df2639da76c1dc

CAN_PED*

function native.ped._0x99df2639da76c1dc(ped1: int, ped2: int, p2: int): bool

_get_ped_melee_action_phase

function native.ped._get_ped_melee_action_phase(ped: int): float

is_ped_being_stealth_killed

function native.ped.is_ped_being_stealth_killed(ped: int): bool

get_melee_target_for_ped

function native.ped.get_melee_target_for_ped(ped: int): int

_0xdedbed3020da49dc

function native.ped._0xdedbed3020da49dc(p0: int): void

_0xa405bf9f01960c16

function native.ped._0xa405bf9f01960c16(p0: int): void

_get_ped_brawling_style

function native.ped._get_ped_brawling_style(ped: int): int

_set_ped_brawling_style

brawlingStyle: enum eBrawlingStyle : Hash { BS_AI = 0x802C604D, BS_AI_BARBRAWL = 0x4FF5F0C7, BS_AI_DEFENSIVE = 0xD888F2FD, BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A, BS_ALLIGATOR = 0x7A5548ED, BS_ALLIGATOR_LARGE = 0x368EC7CB, BS_ALLY = 0x69C76C14, BS_ANIMAL = 0xD777C754, BS_BADGER = 0x7E7C3F53, BS_BEAR = 0x0BC66E35, BS_BEAVER = 0x4E313783, BS_BOAR = 0x176A5831, BS_BOUNTY_HUNTER = 0x3900654C, BS_BRUISER = 0x4514DB61, BS_BULL = 0x4E50C5D2, BS_COUGAR = 0x9DAA7CCB, BS_COW = 0xB0E91295, BS_COYOTE = 0xA448EB69, BS_DEER = 0xA781E6B3, BS_DOG = 0x5A4155C4, BS_ELK = 0x408697F0, BS_FEMALE = 0x6A3BB2C2, BS_FEMALE_STRONG = 0x4DAFDD84, BS_GANGUP = 0xD0CECFF2, BS_GOAT = 0x078E649F, BS_HORSE = 0xF6B775F3, BS_MICAH_FINALE = 0x1F0BB27A, BS_MOOSE = 0x968917AB, BS_MUSKRAT = 0x1EDC33AC, BS_NO_MELEE = 0x25B5F931, BS_PIG = 0x22EAD110, BS_PLAYER = 0x78BAEF07, BS_PLAYER_FINALE = 0xF9E77D2D, BS_PLAYER_MOONSHINER = 0x687BF19F, BS_PLAYER_WINTER1 = 0x3C6A802F, BS_QUICK = 0xC4CABB1B, BS_RACCOON = 0x505F8917, BS_SHEEP = 0x6827CCCF, BS_SNAKE = 0x82BEBC4B, BS_TIMID = 0x431AEF77, BS_WOLF = 0xA8F023D4 };

function native.ped._set_ped_brawling_style(ped: int, brawling_style: int): void

_0x9d8dfe2de9cb4dfc

RESET_PED*

function native.ped._0x9d8dfe2de9cb4dfc(ped: int): void

_0xc48af420371c7407

_SET_PED_M*

function native.ped._0xc48af420371c7407(ped: int, grapple: int): int

_0x5efa8a3d8a60d662

function native.ped._0x5efa8a3d8a60d662(p0: int, p1: int): int

_0x242edf85d4e87b65

function native.ped._0x242edf85d4e87b65(p0: int): int

_set_ped_combat_behaviour

function native.ped._set_ped_combat_behaviour(ped: int, behaviour: int): void

_0x9a4ac116cc1eee14

function native.ped._0x9a4ac116cc1eee14(p0: int): void

_0xe20027b414bfe6c7

function native.ped._0xe20027b414bfe6c7(p0: int, p1: int): void

_set_ped_beat_multiplier

NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped

function native.ped._set_ped_beat_multiplier(ped: int, p1: float): void

_set_ped_action_disable_flag

function native.ped._set_ped_action_disable_flag(ped: int, action_disable_flag: int): void

_clear_ped_action_disable_flag

function native.ped._clear_ped_action_disable_flag(ped: int, action_disable_flag: int): void

_is_ped_action_disable_flag_enabled

function native.ped._is_ped_action_disable_flag_enabled(ped: int, action_disable_flag: int): bool

_set_ped_target_action_disable_flag

function native.ped._set_ped_target_action_disable_flag(ped: int, action_disable_flag: int): void

_clear_ped_target_action_disable_flag

function native.ped._clear_ped_target_action_disable_flag(ped: int, action_disable_flag: int): void

_is_ped_target_action_disable_flag_enabled

function native.ped._is_ped_target_action_disable_flag_enabled(ped: int, action_disable_flag: int): bool

_0x57f35552e771be9d

_SET_PED_M*

function native.ped._0x57f35552e771be9d(ped: int, p1: int): void

_0x7c10221ce718aa72

_CLEAR_PED_M*

function native.ped._0x7c10221ce718aa72(ped: int, p1: int): void

_0x0d3b1568917ebda0

_IS_PED_M*

function native.ped._0x0d3b1568917ebda0(ped: int, p1: int): bool

_0x29f3539189d3e277

function native.ped._0x29f3539189d3e277(p0: int, p1: int): void

_0xe9e06ea514a69061

function native.ped._0xe9e06ea514a69061(p0: int, p1: int): void

_set_ped_writhing_duration

function native.ped._set_ped_writhing_duration(ped: int, writhing_duration1: float, writhing_duration2: float, p3: int): void

_get_ped_remaining_revival_time

normalized / non normalized 0.0 / 1000.0 STARTED IN WRITHE STAGE 1.0 / 0.0 END OF WRITHE, DEAD -1.0 DEAD

Returns some value from AI task 562 (unknown).

function native.ped._get_ped_remaining_revival_time(ped: int, normalized: bool): float

set_pause_ped_writhe_bleedout

function native.ped.set_pause_ped_writhe_bleedout(ped: int, toggle: bool): void

_0x12eb4e31f092c9b3

GET_IS_PED(BLEEDING_OUT?)*

function native.ped._0x12eb4e31f092c9b3(ped: int): bool

get_ped_is_grappling

function native.ped.get_ped_is_grappling(ped: int): bool

get_ped_is_being_grappled

function native.ped.get_ped_is_being_grappled(ped: int): bool

_get_ped_grappler

function native.ped._get_ped_grappler(ped: int): int

get_ped_grapple_state

function native.ped.get_ped_grapple_state(ped: int): int

_get_ped_grapple_style

function native.ped._get_ped_grapple_style(ped: int): int

_set_ped_grapple_style

Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED

function native.ped._set_ped_grapple_style(ped: int, style: int): int

_set_ped_grapple_sequence

function native.ped._set_ped_grapple_sequence(ped: int, grapple_sequence: string): void

_set_ped_grapple_flag

function native.ped._set_ped_grapple_flag(ped: int, flag: int, enable: bool): void

_clear_ped_grapple_flag

function native.ped._clear_ped_grapple_flag(ped: int, flag: int): void

_get_ped_grapple_flag

function native.ped._get_ped_grapple_flag(ped: int): int

_set_ped_grapple_action

function native.ped._set_ped_grapple_action(ped: int, grapple_action: int): void

_set_ped_grapple_effect_multiplier

function native.ped._set_ped_grapple_effect_multiplier(ped: int, multiplier: float): int

_set_ped_grapple_animation

function native.ped._set_ped_grapple_animation(ped: int, grapple_anim: int): void

set_ped_flee_attributes

https://github.com/femga/rdr3_discoveries/tree/master/AI/FLEE_ATTRIBUTES

attributeFlags: enum eFleeAttribute { FA_FORCE_EXIT_VEHICLE = (1 << 16), FA_DISABLE_MOUNT_USAGE = (1 << 20), FA_DISABLE_ENTER_VEHICLES = (1 << 22), };

function native.ped.set_ped_flee_attributes(ped: int, attribute_flags: int, enable: bool): void

_is_ped_cowering

function native.ped._is_ped_cowering(ped: int): bool

is_any_ped_near_point

function native.ped.is_any_ped_near_point(x: float, y: float, z: float, radius: float): bool

force_ped_ai_and_animation_update

function native.ped.force_ped_ai_and_animation_update(ped: int, p1: bool, p2: bool): void

_0xc2722b252c79e641

FORCE_PED*

function native.ped._0xc2722b252c79e641(ped: int, p1: int, p2: int, p3: bool): void

_is_ped_doing_scenario_transition

function native.ped._is_ped_doing_scenario_transition(ped: int): bool

_0x2dc0e8dcbd3546e9

_IS_PED_D*

function native.ped._0x2dc0e8dcbd3546e9(ped: int): bool

_add_scenario_transition

Forces transition now, called together with 0xD65FDC686A031C83

function native.ped._add_scenario_transition(ped: int): void

_give_ped_hash_command

Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims. https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios

function native.ped._give_ped_hash_command(ped: int, command_hash: int, activation_duration: float): void

_get_is_ped_command_hash_present

function native.ped._get_is_ped_command_hash_present(ped: int, command_hash: int): bool

is_ped_heading_towards_position

function native.ped.is_ped_heading_towards_position(ped: int, x: float, y: float, z: float, p4: float): bool

_0x600bbdd29820370c

Not implemented.

function native.ped._0x600bbdd29820370c(ped: int): void

request_ped_visibility_tracking

function native.ped.request_ped_visibility_tracking(ped: int): void

release_ped_visibility_tracking

function native.ped.release_ped_visibility_tracking(ped: int): void

request_ped_vehicle_visibility_tracking

function native.ped.request_ped_vehicle_visibility_tracking(ped: int, p1: bool): void

request_ped_use_small_bbox_visibility_tracking

function native.ped.request_ped_use_small_bbox_visibility_tracking(ped: int, p1: bool): void

get_tracked_ped_pixelcount

function native.ped.get_tracked_ped_pixelcount(ped: int): int

is_tracked_ped_visible

Returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance. Target needs to be tracked first, won't work otherwise.

function native.ped.is_tracked_ped_visible(ped: int): bool

_is_tracked_ped_visibility_percentage_not_less_than

function native.ped._is_tracked_ped_visibility_percentage_not_less_than(ped: int, percent: float): bool

_is_ped_visibility_tracked

function native.ped._is_ped_visibility_tracked(ped: int): bool

can_ped_be_mounted

function native.ped.can_ped_be_mounted(ped: int): bool

_is_meta_ped_fish

Returns true if given ped is a fish. _IS_ME* - _IS_MO*

function native.ped._is_meta_ped_fish(ped: int): bool

is_event_in_queue

function native.ped.is_event_in_queue(ped: int, event_type: int): bool

can_ped_see_entity

Returns: 0 - CTR_CANNOT_TARGET 1 - CTR_CAN_TARGET 2 - CTR_NOT_SURE_YET

function native.ped.can_ped_see_entity(ped: int, target_entity: int, p2: bool, p3: bool): int

can_ped_see_ped_cached

function native.ped.can_ped_see_ped_cached(ped: int, target_ped: int, p2: bool): int

_0x0ea9eacba3b01601

_CAN_PED_B* - _CAN_PED_I*

function native.ped._0x0ea9eacba3b01601(ped1: int, ped2: int, p2: bool): float

get_ped_bone_index

no bone = -1

function native.ped.get_ped_bone_index(ped: int, bone_id: int): int

_0xc5303f460a40d21d

Returns boneIndex _GET_PED_N* - _GET_PED_R*

function native.ped._0xc5303f460a40d21d(ped: int, p1: int): int

_0xe29d8cd66553dbaa

_SET_PED_R* -_SET_PED_S*

function native.ped._0xe29d8cd66553dbaa(horse: int): void

_0xb06f5f1def417216

function native.ped._0xb06f5f1def417216(p0: int, p1: int, p2: int, p3: int): void

_0xfc23348f0f4e245f

function native.ped._0xfc23348f0f4e245f(p0: int, p1: int, p2: int, p3: int): void

_0x9184788bff1edad7

function native.ped._0x9184788bff1edad7(p0: int, p1: int): void

_set_ped_dirt_cleaned

Params: ped, 0f, -1, true, true in R* MP Scripts _SET_PED_DE* - _SET_PED_F*

function native.ped._set_ped_dirt_cleaned(ped: int, p1: float, p2: int, p3: bool, p4: bool): void

_0x0105fee8f9091255

function native.ped._0x0105fee8f9091255(p0: int, p1: int): int

_0xd049920cd29f6cc8

function native.ped._0xd049920cd29f6cc8(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0xbb3e5370ebb6be28

function native.ped._0xbb3e5370ebb6be28(p0: int, p1: int): int

_0x2fa568bfa725f8d6

function native.ped._0x2fa568bfa725f8d6(p0: int, p1: int, p2: int, p3: int): void

_0x56e4bad93d33453c

function native.ped._0x56e4bad93d33453c(p0: int, p1: int): int

_0x75a082563b4452e5

function native.ped._0x75a082563b4452e5(p0: int, p1: int, p2: int, p3: int): void

_0x16802c32b2fca06b

function native.ped._0x16802c32b2fca06b(p0: int, p1: int, p2: int, p3: int): void

_0x8ba0c65ac15a7d33

function native.ped._0x8ba0c65ac15a7d33(p0: int, p1: int, p2: int, p3: int): void

_0x0ffdf937e5c11382

function native.ped._0x0ffdf937e5c11382(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void

_0x5fcf25d584065bfd

function native.ped._0x5fcf25d584065bfd(p0: int, p1: int, p2: int, p3: int): void

_0xa2116c1e4ed85c24

SET_PED*

function native.ped._0xa2116c1e4ed85c24(ped: int, inverted: bool): void

force_ped_motion_state

function native.ped.force_ped_motion_state(ped: int, motion_state_hash: int, p2: bool, p3: int, p4: bool): bool

_0x75d3333409cd33ce

function native.ped._0x75d3333409cd33ce(p0: int, p1: int, p2: int): void

get_ped_current_move_blend_ratio

Old name: _GET_PED_CURRENT_MOVEMENT_SPEED

function native.ped.get_ped_current_move_blend_ratio(ped: int, speed_x: ptr int, speed_y: ptr int): bool

set_ped_max_move_blend_ratio

function native.ped.set_ped_max_move_blend_ratio(ped: int, value: float): void

set_ped_min_move_blend_ratio

function native.ped.set_ped_min_move_blend_ratio(ped: int, value: float): void

_0xbc1dc48270468444

function native.ped._0xbc1dc48270468444(p0: int): void

_0x46bf2a810679d6e6

Returns vehicle (desired) speed COMPUTE(VEHICLE_SPEED_USING_BLEND_RATIO?)*

function native.ped._0x46bf2a810679d6e6(ped: int, max_move_blend_ratio: float): float

_0xca95924c893a0c91

Returns vehicle speed COMPUTE*

function native.ped._0xca95924c893a0c91(ped: int, p1: float): float

_horse_agitate

_H* - _I*

function native.ped._horse_agitate(mount: int, kick_off_rider: bool): void

_0x413697ec260aabbf

function native.ped._0x413697ec260aabbf(p0: int, p1: int, p2: int): void

_0xcac43d060099ea72

function native.ped._0xcac43d060099ea72(ped: int): void

_0xc9151483cc06a414

function native.ped._0xc9151483cc06a414(ped: int): void

_0xad3330e3c3e98007

function native.ped._0xad3330e3c3e98007(p0: int, p1: int): void

_0xb8e2d655e1d5bd39

function native.ped._0xb8e2d655e1d5bd39(p0: int): int

_0x7bb810e8b343ac7b

function native.ped._0x7bb810e8b343ac7b(p0: int): int

set_ped_move_rate_override

Min: 0.0f Max: 1.15f

function native.ped.set_ped_move_rate_override(ped: int, value: float): void

get_ped_nearby_vehicles

function native.ped.get_ped_nearby_vehicles(ped: int, size_and_vehs: ptr int): int

get_ped_nearby_peds

function native.ped.get_ped_nearby_peds(ped: int, size_and_peds: ptr int, ignored_ped_type: int, p3: int): int

is_ped_ready_to_render

function native.ped.is_ped_ready_to_render(ped: int): bool

_0x6a489892e813951a

function native.ped._0x6a489892e813951a(p0: int): void

is_ped_using_action_mode

function native.ped.is_ped_using_action_mode(ped: int): bool

_is_ped_using_action_mode_2

function native.ped._is_ped_using_action_mode_2(ped: int): bool

set_ped_using_action_mode

function native.ped.set_ped_using_action_mode(ped: int, b_action_mode_enabled: bool, p2: int, action: string): void

set_ped_capsule

Overrides the ped's collision capsule radius for the current tick. Must be called every tick to be effective.

Setting this to 0.001 will allow warping through some objects.

function native.ped.set_ped_capsule(ped: int, value: float): void

_get_rider_of_mount

function native.ped._get_rider_of_mount(mount: int, p1: bool): int

Params: p4 = 35.f, duration = 5000 in R* Scripts

function native.ped.spawnpoints_start_search(x: float, y: float, z: float, width: float, p4: float, spawnpoints_flag: int, p6: float, duration: int, p8: float): void

spawnpoints_start_search_in_angled_area

Searching area between coords 1 and 2

function native.ped.spawnpoints_start_search_in_angled_area(x1: float, y1: float, z1: float, x2: float, y2: float, z2: float, width: float, spawnpoints_flag: int, p8: float, duration: int, p10: float): void

_spawnpoints_start_search_with_volume

function native.ped._spawnpoints_start_search_with_volume(volume: int, spawnpoints_flag: int, p2: float, duration: int, p4: float): void
function native.ped.spawnpoints_cancel_search(): void

spawnpoints_is_search_active

function native.ped.spawnpoints_is_search_active(): bool

spawnpoints_is_search_complete

function native.ped.spawnpoints_is_search_complete(): bool

spawnpoints_is_search_failed

function native.ped.spawnpoints_is_search_failed(): bool

spawnpoints_get_num_search_results

function native.ped.spawnpoints_get_num_search_results(): int

spawnpoints_get_search_result

function native.ped.spawnpoints_get_search_result(random_int: int, x: ptr int, y: ptr int, z: ptr int): void

spawnpoints_get_search_result_flags

function native.ped.spawnpoints_get_search_result_flags(p0: int, p1: ptr int): void

set_ik_target

function native.ped.set_ik_target(ped: int, ik_index: int, entity_look_at: int, bone_look_at: int, offset_x: float, offset_y: float, offset_z: float, p7: int, blend_in_duration: int, blend_out_duration: int): void

_request_ped_emotional_preset

For more information, see common:/data/emotional_presets.meta

function native.ped._request_ped_emotional_preset(ped: int, name: string): void

_has_ped_emotional_preset_loaded

See _REQUEST_PED_EMOTIONAL_PRESET

function native.ped._has_ped_emotional_preset_loaded(ped: int, name: string): bool

_remove_ped_emotional_preset

See _REQUEST_PED_EMOTIONAL_PRESET

function native.ped._remove_ped_emotional_preset(ped: int, name: string): void

_request_motion_type_asset

function native.ped._request_motion_type_asset(name_hash: int, ped: int): void

has_motion_type_asset_loaded

function native.ped.has_motion_type_asset_loaded(name_hash: int, ped: int): bool

_remove_motion_type_asset

function native.ped._remove_motion_type_asset(name_hash: int, ped: int): void

_0x290b2e6ccde532e1

_IS_PED_L* - _IS_PED_M*

function native.ped._0x290b2e6ccde532e1(ped: int): bool

_0x0eef7a81c17679db

_IS_PED_L* - _IS_PED_M*

function native.ped._0x0eef7a81c17679db(ped: int): bool

set_ped_lod_multiplier

function native.ped.set_ped_lod_multiplier(ped: int, multiplier: float): void

_get_ped_lod_multiplier

function native.ped._get_ped_lod_multiplier(ped: int): float

_0xa218d2bbcaa7388c

function native.ped._0xa218d2bbcaa7388c(p0: int, p1: int): int

is_any_hostile_ped_near_point

function native.ped.is_any_hostile_ped_near_point(ped: int, x: float, y: float, z: float, radius: float): bool

_0xcbde59c48f2b06f5

function native.ped._0xcbde59c48f2b06f5(p0: int, p1: int, p2: int): void

_0x6a190b94c2541a99

function native.ped._0x6a190b94c2541a99(p0: int): void

is_target_ped_in_perception_area

Returns true if ped is in perception (focused and looking at target ped) Most float params are -1.f in R* Scripts

function native.ped.is_target_ped_in_perception_area(ped: int, target_ped: int, p2: float, custom_distance: float, p4: float, p5: float): bool

set_pop_control_sphere_this_frame

function native.ped.set_pop_control_sphere_this_frame(p0: int, p1: int, p2: int, p3: int, p4: int): void

is_ped_hogtied

function native.ped.is_ped_hogtied(ped: int): bool

is_ped_being_hogtied

function native.ped.is_ped_being_hogtied(ped: int): bool

_0x3d9f958834ab9c30

function native.ped._0x3d9f958834ab9c30(ped: int): int

_0x913d04a5176f84c9

_IS_PED_S* - _IS_PED_U*

function native.ped._0x913d04a5176f84c9(ped: int): bool

is_ped_hogtying

function native.ped.is_ped_hogtying(ped: int): bool

_get_ped_lasso_hogtie_flag

function native.ped._get_ped_lasso_hogtie_flag(ped: int, flag_id: int): bool

set_ped_lasso_hogtie_flag

function native.ped.set_ped_lasso_hogtie_flag(ped: int, flag_id: int, value: bool): void

_0x4642182a298187d0

function native.ped._0x4642182a298187d0(ped: int, p1: int, p2: ptr int, p3: int, p4: int): int

_0x6b67320e0d57856a

function native.ped._0x6b67320e0d57856a(ped: int, p1: ptr int, p2: int, p3: bool): void

_get_first_entity_ped_is_carrying

function native.ped._get_first_entity_ped_is_carrying(ped: int): int

_0xaa6c49ae90a32299

function native.ped._0xaa6c49ae90a32299(ped: int, p1: int): void

_get_carrier_as_ped

function native.ped._get_carrier_as_ped(entity: int): int

_get_carrier_as_mount

function native.ped._get_carrier_as_mount(entity: int): int

_get_carrier_as_human

function native.ped._get_carrier_as_human(entity: int): int

get_carried_attached_info_for_slot

function native.ped.get_carried_attached_info_for_slot(p0: int, p1: int, p2: int, p3: int): int

detach_carriable_entity

function native.ped.detach_carriable_entity(entity: int, p1: bool, p2: bool): void

find_all_attached_carriable_entities

function native.ped.find_all_attached_carriable_entities(ped: int, itemset: int): void

is_ped_carrying_something

function native.ped.is_ped_carrying_something(ped: int): bool

_0xb65927f861e7ae39

function native.ped._0xb65927f861e7ae39(ped: int, p1: int): bool

_0xa1fbac56d38563e2

function native.ped._0xa1fbac56d38563e2(volume: int): bool

_0x6f43c351a5d51e2f

function native.ped._0x6f43c351a5d51e2f(ped: int, p1: ptr int): int

is_ped_lassoed

function native.ped.is_ped_lassoed(ped: int): bool

_get_lassoer_of_ped

_IS_PED_S* - _IS_PED_U*

function native.ped._get_lassoer_of_ped(ped: int): int

_get_lasso_target

function native.ped._get_lasso_target(ped: int): int

_get_lassoed_lassoer

function native.ped._get_lassoed_lassoer(ped: int): int

set_looting_flag

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flagshttps://github.com/femga/rdr3_discoveries/tree/master/AI/LOOTING_FLAGS

lootFlag: enum eLootFlag { LOOT_FLAG_IS_CRITICAL_LOOT_TARGET = 7, LOOT_FLAG_IGNORE_WATER_CHECKS = 8, LOOT_FLAG_ANIMAL_FLAGGED_FOR_TAGGING = 23, };

function native.ped.set_looting_flag(ped: int, loot_flag: int, enabled: bool): void

_get_looting_flag

lootFlag: see SET_LOOTING_FLAG

function native.ped._get_looting_flag(ped: int, loot_flag: int): bool

_refresh_loot_state_for_ped

Returns loot state enum eLootState { LAP_NONE, LAP_RESUMING, LAP_GETTING_ON_FOOT, LAP_DISTANT_NAV, LAP_CHOOSING_ACTION, LAP_APPROACHING, LAP_ENTERING, LAP_LOOTING, LAP_EXITING };

POSSE* - _REGISTER_HATED*

function native.ped._refresh_loot_state_for_ped(ped: int, p1: int, loot_target: ptr int, p3: int, p4: int): int

get_ped_loot_status_mp

enum ePedLootStatus { PLS_NONE, PLS_PRE_LOOT, PLS_SAMPLING, PLS_SKINNING };

function native.ped.get_ped_loot_status_mp(ped: int): int

_0x4b19f171450e0d4f

function native.ped._0x4b19f171450e0d4f(ped: int): int

_0x758f081db204ddde

function native.ped._0x758f081db204ddde(ped: int): bool

get_looting_pickup_target_entity

function native.ped.get_looting_pickup_target_entity(ped: int): int

_0x7b5c293238ee4f20

function native.ped._0x7b5c293238ee4f20(p0: int): int

_0xae6b68a83abbe7c0

function native.ped._0xae6b68a83abbe7c0(p0: int): void

_0xa4b6432e3880f2f9

function native.ped._0xa4b6432e3880f2f9(ped: int): bool

_add_ped_subscribe_to_legendary_blips

function native.ped._add_ped_subscribe_to_legendary_blips(ped: int): bool

_remove_ped_subscribe_to_legendary_blips

function native.ped._remove_ped_subscribe_to_legendary_blips(ped: int): bool

is_ped_incapacitated

function native.ped.is_ped_incapacitated(ped: int): bool

_set_ped_incapacitation_modifiers

function native.ped._set_ped_incapacitation_modifiers(ped: int, can_be_incapacitated: bool, threshold: int, bleedout_time: int, p4: int): void

_get_ped_can_be_incapacitated_this_frame

function native.ped._get_ped_can_be_incapacitated_this_frame(ped: int): bool

set_ped_can_be_incapacitated

When set on a player ped, its just like when you die in RDO

function native.ped.set_ped_can_be_incapacitated(ped: int, toggle: bool): void

_get_ped_incapacitation_health

function native.ped._get_ped_incapacitation_health(ped: int): int

_set_ped_incapacitation_total_bleed_out_duration

function native.ped._set_ped_incapacitation_total_bleed_out_duration(ped: int, duration: float): void

_reset_ped_incapacitation_bleed_out_duration

function native.ped._reset_ped_incapacitation_bleed_out_duration(ped: int): void

_set_ped_incapacitation_flags

function native.ped._set_ped_incapacitation_flags(ped: int, flags: int): void

_0x92a1b55a59720395

function native.ped._0x92a1b55a59720395(p0: int, p1: int): void

_incapacitated_revive

function native.ped._incapacitated_revive(ped: int, ped2: int): void

_get_incapacitation_time_remaining

function native.ped._get_incapacitation_time_remaining(ped: int): int

_set_ped_knocked_by_one_hit

function native.ped._set_ped_knocked_by_one_hit(ped: int, p1: float): void

_0x2e5b5d1f1453e08e

function native.ped._0x2e5b5d1f1453e08e(ped: int, p1: int): void

_0x29924eb8ee9db926

_SET_PED_K* or _SET_PED_L*

function native.ped._0x29924eb8ee9db926(ped: int, p1: float): void

_set_ped_active_player_type

Params: hash - ARTHUR or JOHN SET_PED(A-D)*

function native.ped._set_ped_active_player_type(ped: int, player_type: int): void

_0xcb86d3e3e3708901

function native.ped._0xcb86d3e3e3708901(p0: int, p1: int, p2: int, p3: int, p4: int): int

_0x633f83b301c87994

function native.ped._0x633f83b301c87994(p0: int, p1: int): void

_0x5203038ff8bae577

function native.ped._0x5203038ff8bae577(ped: int, p1: int, p2: int): bool

_0x7f090958ae95b61b

function native.ped._0x7f090958ae95b61b(ped: int, p1: int): bool

_0xc494c76a34266e82

WARDROBE Player took off their disguise: p1 = 13 WARDROBE Player put on a disguise: p1 = 0

function native.ped._0xc494c76a34266e82(ped: int, p1: int): void

_0xc3995d396f1d97b6

_GET_PED_G* - _GET_PED_I*

function native.ped._0xc3995d396f1d97b6(ped: int, p1: int, p2: int): bool

_0x15f4732c357b1d6d

function native.ped._0x15f4732c357b1d6d(p0: int, p1: int, p2: int): void

_0x947e43f544b6ab34

function native.ped._0x947e43f544b6ab34(ped: int, player: int, flag: int, ms: int): bool

_0x32417cb860a3bdc4

function native.ped._0x32417cb860a3bdc4(p0: int, p1: int): int

_0xe737d5f14304a2ec

Only used in R* Script nb_animal_attack: p2 = 120000 _SET_PED_SH* - _SET_PED_SP*

function native.ped._0xe737d5f14304a2ec(ped: int, player: int, p2: int): void

_0xebd49472bccf7642

function native.ped._0xebd49472bccf7642(p0: int, p1: int): void

_set_player_greet_disabled_for_ped

function native.ped._set_player_greet_disabled_for_ped(ped: int, player: int, duration: int): void

_set_player_antagonize_disabled_for_ped

function native.ped._set_player_antagonize_disabled_for_ped(ped: int, player: int, duration: int): void

_0xb9bdfae609dfb7c5

function native.ped._0xb9bdfae609dfb7c5(p0: int, p1: int, p2: int): void

_0xf7327acc7a89aef1

function native.ped._0xf7327acc7a89aef1(p0: int, p1: int, p2: int): int

_get_ped_attitude

AI_ATTITUDE_NEUTRAL = 0, AI_ATTITUDE_FRIENDLY, AI_ATTITUDE_WARY, AI_ATTITUDE_COMBATIVE, AI_ATTITUDE_NEVER_MET

function native.ped._get_ped_attitude(ped: int, player: int): int

_0x1e017404784aa6a3

function native.ped._0x1e017404784aa6a3(ped: int, p1: int): bool

_0x2b4ce170de09f346

function native.ped._0x2b4ce170de09f346(ped: int, p1: int): void

_0x7c8aa850617651d9

function native.ped._0x7c8aa850617651d9(p0: int, p1: int): int

_get_ped_motivation

If targetPed is set to 0 the ped motivationState affects everyone

function native.ped._get_ped_motivation(ped: int, motivation_state: int, target_ped: int): float

_set_ped_motivation

enum eMotivationState { TOILET_STATE, FEAR_STATE, ANGRY_STATE, AGITATION_STATE, HUNGRY_STATE, TIRED_STATE, SAD_STATE, BRAVE_STATE, OFFER_ITEM_STATE, SUSPICION, DRUNK_STATE };

If targetPed is set to 0 the ped motivationState affects everyone

function native.ped._set_ped_motivation(ped: int, motivation_state: int, threshold: float, target_ped: int): void

_0x23bde06596a22cec

function native.ped._0x23bde06596a22cec(ped: int, p1: int, p2: float, p3: int): void

_0xcdfb8c04d4c95d9b

function native.ped._0xcdfb8c04d4c95d9b(p0: int, p1: int, p2: int, p3: int): void

_get_is_ped_motivation_state_enabled

motivationState: see _SET_PED_MOTIVATION

function native.ped._get_is_ped_motivation_state_enabled(ped: int, motivation_state: int): bool

_set_ped_motivation_state_override

motivationState: see _SET_PED_MOTIVATION

function native.ped._set_ped_motivation_state_override(ped: int, motivation_state: int, enabled: bool): void

_set_ped_motivation_modifier

The higher the modifier, the slower the motivationState value will decrease

function native.ped._set_ped_motivation_modifier(ped: int, motivation_state: int, modifier: float): void

_0xfd8e853f0bc2e942

function native.ped._0xfd8e853f0bc2e942(p0: int, p1: int): void

_set_ped_scent

0.0 - 1.0 Modifies the "scent line" on the ped's body when using Eagle Eye.

function native.ped._set_ped_scent(ped: int, scent: float): void

_set_ped_ladder_movement_speed_modifier

function native.ped._set_ped_ladder_movement_speed_modifier(ped: int, p1: float): void

_reset_ped_ladder_movement_speed_modifier

function native.ped._reset_ped_ladder_movement_speed_modifier(ped: int): void

_0xc6c4e15cf7d52fea

function native.ped._0xc6c4e15cf7d52fea(p0: int, p1: int): void

_set_ped_voice_volume

_SET_PED_S* - _SET_PED_T*

function native.ped._set_ped_voice_volume(ped: int, volume: float): void

_0x0f967019cc853bcc

function native.ped._0x0f967019cc853bcc(p0: int, p1: int): void

_is_ped_dragging

function native.ped._is_ped_dragging(ped: int): bool

is_ped_being_dragged

function native.ped.is_ped_being_dragged(ped: int): bool

_0x070a3841406c43d5

function native.ped._0x070a3841406c43d5(p0: int, p1: int): void

_add_ped_stay_out_volume

function native.ped._add_ped_stay_out_volume(ped: int, volume: int): bool

_remove_ped_stay_out_volume

function native.ped._remove_ped_stay_out_volume(ped: int, volume: int): bool

_0x9e66708b2b41f14a

function native.ped._0x9e66708b2b41f14a(p0: int, p1: int): void

_0xf634e2892220ef34

function native.ped._0xf634e2892220ef34(ped: int, p1: int): void

_0xaac0ee3b4999abb5

function native.ped._0xaac0ee3b4999abb5(ped: int, target_ped: int): void

get_ped_motion_focus_entity

function native.ped.get_ped_motion_focus_entity(ped: int): int

_set_char_expression

Sets MetaPedExpression at index specified. Morphs components, such as changing body size or facial features.

Note: You have to update the ped's variation (using 0xCC8CA3E88256E58F) after calling this native

index = MetaPedExpression IDs List of face features: https://pastebin.com/9jb88FXW Full list of MetaPedExpressions: https://pastebin.com/Ld76cAn7 value: -1.0 to 1.0 (values beyond this likely won't sync to other clients)

This native also allows you to change a horse's gender.

Old name: _SET_PED_FACE_FEATURE

function native.ped._set_char_expression(ped: int, index: int, value: float): void

_get_char_expression

Gets MetaPedExpression at index specified

For index, see: _SET_CHAR_EXPRESSION

Old name: _GET_PED_FACE_FEATURE

function native.ped._get_char_expression(ped: int, index: int): float

_0x5bb04bc74a474b47

function native.ped._0x5bb04bc74a474b47(p0: int, p1: int): void

_0x9078fb0557364099

function native.ped._0x9078fb0557364099(p0: int): void

is_ped_falling_over

function native.ped.is_ped_falling_over(ped: int): bool

_has_ped_been_shoved_recently

function native.ped._has_ped_been_shoved_recently(ped: int, ms: int): bool

_get_ped_tranquilizer

function native.ped._get_ped_tranquilizer(ped: int): int

_0x0d497aa69059fe40

function native.ped._0x0d497aa69059fe40(p0: int, p1: int): void

_0xd7d2f45c56a4f4df

function native.ped._0xd7d2f45c56a4f4df(p0: int, p1: int, p2: int): void

_set_ped_cull_range

The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)

function native.ped._set_ped_cull_range(ped: int, p1: float, p2: float): void

_0x1d23d3f70606d788

function native.ped._0x1d23d3f70606d788(p0: int, p1: int): void

_get_meta_ped_type

enum eMetaPedType { MPT_MALE, MPT_FEMALE, MPT_TEEN, MPT_ANIMAL, MPT_NONE };

function native.ped._get_meta_ped_type(ped: int): int

_is_meta_ped_using_component

function native.ped._is_meta_ped_using_component(ped: int, component: int): bool

_0xbd0e4f52f6d95242

_IS_PED_M* - _IS_PED_O*

function native.ped._0xbd0e4f52f6d95242(ped: int): bool

_is_ped_child

function native.ped._is_ped_child(ped: int): bool

_0xffa1594703ed27ca

function native.ped._0xffa1594703ed27ca(ped: int, p1: int): void

_set_meta_ped_tag

Use to apply metaped player components Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED

function native.ped._set_meta_ped_tag(ped: int, drawable: int, albedo: int, normal: int, material: int, palette: int, tint0: int, tint1: int, tint2: int): void

remove_tag_from_meta_ped

function native.ped.remove_tag_from_meta_ped(ped: int, component: int, p2: int): void

_0xa2b8e47442c76cec

function native.ped._0xa2b8e47442c76cec(p0: int, p1: int): void

_get_num_component_categories_in_ped

Works similar to 0x90403E8107B60E81 (_GET_NUM_COMPONENTS_IN_PED) but is used to get category hashes instead

function native.ped._get_num_component_categories_in_ped(ped: int): int

_get_ped_component_category_by_index

Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES

function native.ped._get_ped_component_category_by_index(ped: int, index: int): int

_get_num_components_in_ped

function native.ped._get_num_components_in_ped(ped: int): int

_0x9b90842304c938a7

function native.ped._0x9b90842304c938a7(p0: int, p1: int, p2: int): int

_update_ped_variation

Update variation on ped, needed after first creation, or when component or texture/overlay is changed

function native.ped._update_ped_variation(ped: int, p1: bool, p2: bool, p3: bool, p4: bool, p5: bool): void

_0xcb1a3864c524f784

function native.ped._0xcb1a3864c524f784(p0: int, p1: int): void

_0xfa0d206b489a6846

function native.ped._0xfa0d206b489a6846(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0xa4ac05b1a364ebc5

function native.ped._0xa4ac05b1a364ebc5(p0: int, p1: int, p2: int): int

_0x1298b3d8e4c2409f

function native.ped._0x1298b3d8e4c2409f(p0: int): void

_0xa274f51ef7e34b95

function native.ped._0xa274f51ef7e34b95(p0: int, p1: int): int

_0xc2ef407645beecdc

function native.ped._0xc2ef407645beecdc(p0: int): int

_equip_meta_ped_outfit

Note: you have to update your ped's variation after calling (using 0xCC8CA3E88256E58F)

Body Types: MPCREATOR_NEUTRAL MPCREATOR_SKINNY MPCREATOR_SKINNY_MUSCULAR MPCREATOR_HEAVY MPCREATOR_HEAVY_MUSCULAR

eBodyWeightOutfit (pedattributes.ymt): -2045421226 (smallest) -1745814259 -325933489 -1065791927 -844699484 -1273449080 927185840 149872391 399015098 -644349862 1745919061 (default) 1004225511 1278600348 502499352 -2093198664 -1837436619 1736416063 2040610690 -1173634986 -867801909 1960266524 (biggest)

https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_outfits.lua

Alt name: _EQUIP_META_PED_OUTFIT_COMPONENT

function native.ped._equip_meta_ped_outfit(ped: int, hash: int): void

_0xfa742b82d093d848

function native.ped._0xfa742b82d093d848(p0: int, p1: int, p2: int): void

_get_ped_meta_outfit_hash

function native.ped._get_ped_meta_outfit_hash(ped: int): int

_0xa2f8b3b5fedfc100

function native.ped._0xa2f8b3b5fedfc100(p0: int, p1: int): void

_equip_meta_ped_suboutfit

function native.ped._equip_meta_ped_suboutfit(ped: int, suboutfit: int, p2: int): void

_does_meta_ped_outfit_exist_for_ped_model

function native.ped._does_meta_ped_outfit_exist_for_ped_model(outfit: int, model: int): bool

_does_meta_ped_suboutfit_exist_for_ped_model

function native.ped._does_meta_ped_suboutfit_exist_for_ped_model(outfit: int, suboutfit: int, model: int): bool

_0x62fdf4e678e40cc6

Returns p1 value for 0x8E84119A23C16623

function native.ped._0x62fdf4e678e40cc6(entity: int, p1: int): int

_reset_ped_components

function native.ped._reset_ped_components(ped: int): void

_0x370a973252741ac4

RESET_PED*

function native.ped._0x370a973252741ac4(ped: int, p1: bool): void

_set_random_outfit_variation

function native.ped._set_random_outfit_variation(ped: int, p1: bool): void

get_num_meta_ped_outfits

function native.ped.get_num_meta_ped_outfits(ped: int): int

_equip_meta_ped_outfit_preset

Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts. If p2 is true as player, then certain components like facial hair and hair will not be removed. Old name: _SET_PED_OUTFIT_PRESET

function native.ped._equip_meta_ped_outfit_preset(ped: int, preset_id: int, p2: bool): void

_equip_meta_ped_outfit_extra

Changes Multiplayer ped face and body type components, they can be stacked Params: p3 = 1 Body shape for mp_male from 124 - 128, 110 - 115 for mp_female Face shape for mp_male from 110 - 123, 96 - 109 for mp_female Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female

function native.ped._equip_meta_ped_outfit_extra(ped: int, component: int, p2: int, p3: int): void

_is_meta_ped_outfit_equipped

Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED

function native.ped._is_meta_ped_outfit_equipped(ped: int, outfit: int): bool

_0x851966e1e35af491

function native.ped._0x851966e1e35af491(p0: int, p1: int): void

_set_texture_outfit_tints

Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED

function native.ped._set_texture_outfit_tints(ped: int, component_category: int, palette: int, tint0: int, tint1: int, tint2: int): void

_request_meta_ped

Returns requestId Params: p1 = 1 in R* Scripts (Used in SP only)

function native.ped._request_meta_ped(model: int, p1: int): int

_has_meta_ped_request_loaded

function native.ped._has_meta_ped_request_loaded(request_id: int): bool

_is_meta_ped_request_valid

function native.ped._is_meta_ped_request_valid(request_id: int): bool

_create_meta_ped

Only used in SP scripts, for example odriscolls1: BOOLS: true, true, true, false, false

function native.ped._create_meta_ped(request_id: int, x: float, y: float, z: float, heading: float, p5: bool, p6: bool, p7: bool, p8: bool, p9: bool): int

_release_meta_ped_request

function native.ped._release_meta_ped_request(request_id: int): void

_request_meta_ped_outfit

https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua Returns requestId, to be used with 0x74F512E29CB717E2

function native.ped._request_meta_ped_outfit(model: int, outfit: int): int

_0x27e8a84c12b0b7d1

function native.ped._0x27e8a84c12b0b7d1(p0: int, p1: int, p2: int): int

_0x273915ce30780986

function native.ped._0x273915ce30780986(p0: int, p1: int): int

_release_meta_ped_outfit_request

function native.ped._release_meta_ped_outfit_request(request_id: int): void

_0x3fcbb5fcfd968698

Used for script function PROCESS_PLAYER_HAT_EVENT Returns requestId to be used with 0x13E7320C762F0477

function native.ped._0x3fcbb5fcfd968698(drawable: int, albedo: int, normal: int, material: int, p4: int): int

_request_meta_ped_asset_bundle

Returns requestId Params: p1 = 1 in R* Scripts

function native.ped._request_meta_ped_asset_bundle(asset: int, p1: int): int

_request_meta_ped_component

function native.ped._request_meta_ped_component(meta_ped_type: int, p1: int, p2: int, p3: int, p4: int): int

_release_meta_ped_asset_request

function native.ped._release_meta_ped_asset_request(request_id: int): void

_has_meta_ped_asset_loaded

function native.ped._has_meta_ped_asset_loaded(request_id: int): bool

_is_meta_ped_asset_valid

function native.ped._is_meta_ped_asset_valid(request_id: int): bool

_create_meta_ped_asset

Creates prop from metaped asset bundle https://github.com/femga/rdr3_discoveries/blob/master/objects/metaped_asset_bundles_list.lua Creates a pickup-able metaped component. asset doesn't seems to be related to component hashes. Hash example : 0xD20354AB

function native.ped._create_meta_ped_asset(asset: int, pos_x: float, pos_y: float, pos_z: float, rot_x: float, rot_y: float, rot_z: float, p7: bool, p8: bool, p9: bool): int

_has_meta_ped_outfit_loaded

function native.ped._has_meta_ped_outfit_loaded(request_id: int): bool

_is_meta_ped_outfit_request_valid

function native.ped._is_meta_ped_outfit_request_valid(request_id: int): bool

_create_meta_ped_outfit_ped

Creates metaped from ped outfit requestId. See _REQUEST_METAPED_OUTFIT

function native.ped._create_meta_ped_outfit_ped(request_id: int, x: float, y: float, z: float, heading: float, p5: bool, p6: bool, p7: bool, p8: bool): int

_apply_ped_meta_ped_outfit

function native.ped._apply_ped_meta_ped_outfit(request_id: int, ped: int, p2: bool, p3: bool): bool

_set_meta_ped_weariness

Sets ped eye redness, weariness: 0.f to 1.f

function native.ped._set_meta_ped_weariness(ped: int, weariness: float): void

_0xf47d54b986f0a346

Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE

function native.ped._0xf47d54b986f0a346(ped: int, dance_intensity: int): void

_0x3efed081b4834ba1

function native.ped._0x3efed081b4834ba1(p0: int): void

_0x0fb1ba7ff73b41e1

function native.ped._0x0fb1ba7ff73b41e1(p0: int, p1: int, p2: int): void

_0xb292203008ebbaac

function native.ped._0xb292203008ebbaac(p0: int): int

_0xd4d403ea031f351c

function native.ped._0xd4d403ea031f351c(ped: int): bool

_get_pelt_from_horse

Returns peltId

function native.ped._get_pelt_from_horse(horse: int, index: int): int

_set_pelt_for_horse

function native.ped._set_pelt_for_horse(horse: int, pelt_id: int): void

_0xc412aa1c73111fe0

function native.ped._0xc412aa1c73111fe0(p0: int, p1: int, p2: int, p3: int, p4: int): void

_clear_pelt_from_horse

function native.ped._clear_pelt_from_horse(horse: int, pelt_id: int): void

_set_ped_lights

function native.ped._set_ped_lights(ped: int, toggle: bool): void

_0xd049fdaf089fddb0

function native.ped._0xd049fdaf089fddb0(ped: int, p1: int, p2: float): void

_0xdd9540e7b1c9714f

function native.ped._0xdd9540e7b1c9714f(ped: int, p1: int, r: float, g: float, b: float): void

_0x55546004a244302a

function native.ped._0x55546004a244302a(p0: int, p1: int): void

_set_health_recharge_multiplier

function native.ped._set_health_recharge_multiplier(ped: int, multiplier: int): void

_get_health_recharge_multiplier

function native.ped._get_health_recharge_multiplier(ped: int): float

_set_stamina_depletion_multiplier

function native.ped._set_stamina_depletion_multiplier(ped: int, multiplier: int): void

_get_stamina_depletion_multiplier

function native.ped._get_stamina_depletion_multiplier(ped: int): float

_set_stamina_recharge_multiplier

function native.ped._set_stamina_recharge_multiplier(ped: int, multiplier: int): void

_get_stamina_recharge_multiplier

function native.ped._get_stamina_recharge_multiplier(ped: int): float

_change_ped_stamina

Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0

function native.ped._change_ped_stamina(ped: int, amount: float): bool

_get_ped_stamina

function native.ped._get_ped_stamina(ped: int): float

_get_ped_stamina_normalized

Returns stamina normalizedValue / normalizedUnlockedMax

function native.ped._get_ped_stamina_normalized(ped: int): float

_get_ped_max_stamina

function native.ped._get_ped_max_stamina(ped: int): float

_0x36513affc703c60d

RESET_PED*

function native.ped._0x36513affc703c60d(p0: int): void

_restore_ped_stamina

0.0 <= stamina <= 100.0

function native.ped._restore_ped_stamina(ped: int, stamina: float): void

_0xfc3b580c4380b5b7

function native.ped._0xfc3b580c4380b5b7(ped: int): int

_0xea8763e505afd49a

function native.ped._0xea8763e505afd49a(p0: int, p1: int, p2: int): void

_0xe4ef4382e22c780c

function native.ped._0xe4ef4382e22c780c(p0: int): void

_0xd61fcf9fcfd515b7

function native.ped._0xd61fcf9fcfd515b7(p0: int, p1: int, p2: int): void

_0x8d9db115fba8e23d

function native.ped._0x8d9db115fba8e23d(p0: int): void

_get_num_reserved_health

function native.ped._get_num_reserved_health(ped: int): int

_0xd97bc27ac039f681

function native.ped._0xd97bc27ac039f681(p0: int, p1: int, p2: int, p3: int): int

_0xf6a8c4b4a11ae89c

function native.ped._0xf6a8c4b4a11ae89c(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): int

_0xe4c95e0ae31c6512

function native.ped._0xe4c95e0ae31c6512(ped: int, p1: int): void

_get_ped_last_dropped_hat

function native.ped._get_ped_last_dropped_hat(ped: int): int

_0x5d4cd22a8c82a81a

Related to ped hat _SET_PED_LA* - _SET_PED_LE*

function native.ped._0x5d4cd22a8c82a81a(ped: int, p1: bool): void

_0xbf567df2bef211a6

function native.ped._0xbf567df2bef211a6(p0: int, p1: int): void

_create_gravity_well

Creates a handle to an instance of "CScriptResource_GravityWell", this system forces local ped to target specified position when moving, however player still can interrupt this. Can be useful to "point" player at some specific position. Only works while on-foot.

CREATEP-Z

function native.ped._create_gravity_well(x_pos: float, y_pos: float, z_pos: float, heading: float, radius: float, p5: float, p6: float, p7: float, stop_at_destination: bool): int

_remove_gravity_well

Removes gravity well by handle returned from 0x4F5EBE70081E5A20

function native.ped._remove_gravity_well(handle: int): void

_is_ped_intimidated

function native.ped._is_ped_intimidated(ped: int): bool

_0x7ee3a8660f38797e

_IS_PED_H* - _IS_PED_I*

function native.ped._0x7ee3a8660f38797e(ped: int): bool

_0xa180fbd502a03125

function native.ped._0xa180fbd502a03125(p0: int, p1: int, p2: int): int

_request_texture

Creates a texture override data for ped and returns it's index. So you can replace any texture of any ped's component. Also, you can add overlays on it, such as aging, lipstick and more. Textures can be reused by multiple peds at once. You can keep only 32 textures at once(including other peds).

https://github.com/femga/rdr3_discoveries/blob/master/clothes/change_overlays_script.lua materialHash: https://github.com/femga/rdr3_discoveries/blob/master/clothes/cloth_drawable_albedo_normal_material_TEMPORARY.lua

function native.ped._request_texture(albedo_hash: int, normal_hash: int, material_hash: int): int

_apply_texture_on_ped

function native.ped._apply_texture_on_ped(ped: int, component_hash: int, texture_id: int): void

_release_texture

Removes a texture created by 0xC5E7204F322E49EB.

function native.ped._release_texture(texture_id: int): void

_update_ped_texture

Should be called at least once for any new texture override. Otherwise component textures will be just black. Also needs to be called for updating any ped overlays to apply the changes.

function native.ped._update_ped_texture(texture_id: int): void

_reset_ped_texture

Removes every texture layer but the base layer Clearing texture's data: setting params to default values, but keep overlays.

function native.ped._reset_ped_texture(texture_id: int): void

_is_texture_valid

function native.ped._is_texture_valid(texture_id: int): bool

_add_texture_layer

Creates ped overlay in texture override data and returns it's index. This index are used for further overlay editing.

albedoHash: a hash of overlay's albedo texture colorType: a color type(from 0 to 2). 0 is used for overlays with RGB colors usually.

function native.ped._add_texture_layer(texture_id: int, albedo_hash: int, normal_hash: int, material_hash: int, blend_type: int, tex_alpha: float, sheet_grid_index: int): int

_remove_ped_overlay

function native.ped._remove_ped_overlay(texture_id: int, overlay_id: int): void

_set_texture_layer_sheet_grid_index

function native.ped._set_texture_layer_sheet_grid_index(texture_id: int, layer_id: int, sheet_grid_index: int): void

_set_texture_layer_alpha

function native.ped._set_texture_layer_alpha(texture_id: int, layer_id: int, tex_alpha: float): void

_set_texture_layer_roughness

function native.ped._set_texture_layer_roughness(texture_id: int, layer_id: int, tex_rough: float): void

_set_texture_layer_pallete

function native.ped._set_texture_layer_pallete(texture_id: int, layer_id: int, palette_hash: int): void

_set_texture_layer_tint

Seem color is not RGB or HSV

function native.ped._set_texture_layer_tint(texture_id: int, layer_id: int, tint0: int, tint1: int, tint2: int): void

_set_texture_layer_mod

function native.ped._set_texture_layer_mod(texture_id: int, layer_id: int, mod_texture_hash: int, mod_alpha: float, mod_channel: int): void

_set_texture_layer_texture_map

function native.ped._set_texture_layer_texture_map(texture_id: int, layer_id: int, albedo_hash: int, normal_hash: int, material_hash: int): void

_clear_ped_texture

Removes every texture layer Old Name: _RESET_PED_TEXTURE_2

function native.ped._clear_ped_texture(texture_id: int): void

_0xc991ef46fe323867

Not implemented.

function native.ped._0xc991ef46fe323867(ped: int, p1: int): void

_0x1f8215d0e446f593

function native.ped._0x1f8215d0e446f593(p0: int, p1: int, p2: int): void

is_location_spawn_safe

function native.ped.is_location_spawn_safe(ped: int, p1: float): bool

_0x53ba7d96b9a421d9

function native.ped._0x53ba7d96b9a421d9(p0: int, p1: int): void

_0x96c7b659854de629

function native.ped._0x96c7b659854de629(p0: int, p1: int): void

set_horse_avoidance_level

-1 - HORSE_ASSIST__NO_CHANGE 0 - HORSE_ASSIST__MANUAL 1 - HORSE_ASSIST__SEMIASSIST 2 - HORSE_ASSIST__FULLASSIST

function native.ped.set_horse_avoidance_level(horse: int, avoidance_level: int): void

reset_horse_avoidance_level_to_default

function native.ped.reset_horse_avoidance_level_to_default(horse: int): void

_set_ped_use_horse_map_collision

Doesn't actually return anything.

function native.ped._set_ped_use_horse_map_collision(ped: int, toggle: bool): int

_0x5b73975b4f12f7f3

function native.ped._0x5b73975b4f12f7f3(p0: int, p1: int, p2: int, p3: int, p4: int): void

get_meta_ped_asset_guids

This is a way to get what drawables a ped has equipped Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached Note: this works with non shop components, direct .ydd files.

function native.ped.get_meta_ped_asset_guids(ped: int, index: int, drawable: ptr int, albedo: ptr int, normal: ptr int, material: ptr int): bool

get_meta_ped_asset_tint

function native.ped.get_meta_ped_asset_tint(ped: int, index: int, pallete: ptr int, tint0: ptr int, tint1: ptr int, tint2: ptr int): bool

_set_ped_blackboard_int

https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS Blackboard natives allow you to apply and check certain data to/for peds. Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script" Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions "removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second

function native.ped._set_ped_blackboard_int(ped: int, variable_name: string, value: int, remove_timer: int): void

_set_ped_blackboard_bool

function native.ped._set_ped_blackboard_bool(ped: int, variable_name: string, value: bool, remove_timer: int): void

_set_ped_blackboard_float

function native.ped._set_ped_blackboard_float(ped: int, variable_name: string, value: float, remove_timer: int): void

_set_ped_blackboard_hash

p1: BodyPartChained OverloadMostInjuredBodyPart

p2: LeftLeg Legs RightArm

function native.ped._set_ped_blackboard_hash(ped: int, variable_name: string, value: string, remove_timer: int): void

_remove_ped_blackboard_int

function native.ped._remove_ped_blackboard_int(ped: int, variable_name: string): void

_remove_ped_blackboard_bool

function native.ped._remove_ped_blackboard_bool(ped: int, variable_name: string): void

_remove_ped_blackboard_float

function native.ped._remove_ped_blackboard_float(ped: int, variable_name: string): void

_remove_ped_blackboard_hash

function native.ped._remove_ped_blackboard_hash(ped: int, variable_name: string): void

_get_ped_blackboard_bool

Can be used to get a peds foliage active status: variableName = FoliageActive

function native.ped._get_ped_blackboard_bool(ped: int, variable_name: string): bool

_get_ped_blackboard_float

Can be used to get a peds foliage raw height: variableName = FoliageHeight

function native.ped._get_ped_blackboard_float(ped: int, variable_name: string): float

_get_ped_blackboard_hash

function native.ped._get_ped_blackboard_hash(ped: int, variable_name: string): int

get_ped_blackboard_script_int

function native.ped.get_ped_blackboard_script_int(ped: int, variable_name: string): int

get_ped_blackboard_script_bool

function native.ped.get_ped_blackboard_script_bool(ped: int, variable_name: string): bool

get_ped_blackboard_script_float

function native.ped.get_ped_blackboard_script_float(ped: int, variable_name: string): float

_set_tank_attribute_size

Size will be permanent

function native.ped._set_tank_attribute_size(ped: int, attribute_index: int, size: float): void

_0xa31d350d66fa1855

function native.ped._0xa31d350d66fa1855(p0: int): int

_is_using_slipstream

IS_TRACKED* - IS_V*

function native.ped._is_using_slipstream(ped: int): bool

_0xeedc9b29314b2733

function native.ped._0xeedc9b29314b2733(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): void

_0x5c90e20c25e6d83c

function native.ped._0x5c90e20c25e6d83c(p0: int): void

_0x10f96086123b939f

NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey

function native.ped._0x10f96086123b939f(legendary_ped: int, prey_ped: int, p2: float): void

_0x3fdbb99efd8ce4af

function native.ped._0x3fdbb99efd8ce4af(p0: int, p1: int, p2: int): void

_0x7e8f9949b7aabbf0

function native.ped._0x7e8f9949b7aabbf0(p0: int, p1: int, p2: int): void

_0x5da36cccb63c0895

function native.ped._0x5da36cccb63c0895(p0: int, p1: int, p2: int): int

_0x56076667e7c2dcd6

function native.ped._0x56076667e7c2dcd6(p0: int, p1: int): void

_apply_shop_item_to_ped

function native.ped._apply_shop_item_to_ped(ped: int, component_hash: int, immediately: bool, is_mp: bool, p4: bool): void

_remove_shop_item_from_ped

Directly removes a shop item component from a ped Params: p2 and p3 are always 0

function native.ped._remove_shop_item_from_ped(ped: int, component_hash: int, p2: int, p3: bool): void

remove_shop_item_from_ped_by_category

Params: p2, p3 usually 0 in R* Scripts

function native.ped.remove_shop_item_from_ped_by_category(ped: int, component_category: int, p2: int, p3: bool): void

_update_shop_item_wearable_state

function native.ped._update_shop_item_wearable_state(ped: int, component_hash: int, wearable_state: int, p3: int, p4: bool, p5: int): void

_get_shop_item_component_at_index

function native.ped._get_shop_item_component_at_index(ped: int, index: int, p2: bool, arg_struct: ptr int, arg_struct2: ptr int): int

_get_shop_item_num_wearable_states

Returns the number of wearable states available for a shop item / component. p2 seems to be true in scripts.

For use with 0x6243635AF2F1B826 (_GET_SHOP_ITEM_AVAILABLE_WEARABLE_STATE_BY_INDEX)

function native.ped._get_shop_item_num_wearable_states(component_hash: int, is_mp_female: bool, p2: bool): int

_get_shop_item_wearable_state_by_index

Gets an available wearable state by index for a shop item / component - it does not retreive what the current state is. p3 seems to be true in scripts.

Use 0xFFCC2DB2D9953401 (_GET_SHOP_ITEM_NUM_WEARABLE_STATES) to get the number of available wearable states

function native.ped._get_shop_item_wearable_state_by_index(component_hash: int, wearable_state_index: int, is_mp_female: bool, p3: bool): int

_get_shop_item_component_category

function native.ped._get_shop_item_component_category(component_hash: int, metaped_type: int, is_mp: bool): int

_0x31b2e7f2e3c58b89

function native.ped._0x31b2e7f2e3c58b89(p0: int, p1: int, p2: int, p3: int): int

_get_shop_item_base_layers

function native.ped._get_shop_item_base_layers(shop_item: int, p1: int, ped: int, metaped_type: int, p4: bool, drawable: ptr int, albedo: ptr int, normal: ptr int, material: ptr int, p9: ptr int, p10: ptr int, p11: ptr int, p12: ptr int): bool

_0xaab86462966168ce

Related to _0x704C908E9C405136 for component loading _S*

function native.ped._0xaab86462966168ce(ped: int, is_mp: bool): int

_get_shop_item_hat_component

function native.ped._get_shop_item_hat_component(ped: int, metaped_type: int, p2: bool): int

_refresh_meta_ped_shop_items

p1 is always 1

function native.ped._refresh_meta_ped_shop_items(ped: int, p1: int): void

_0xd103f6dbb5442be8

Params: p1 either a 1 or 0, so perhaps BOOL _SET_PED_A*

function native.ped._0xd103f6dbb5442be8(ped: int, p1: int): void

_set_ped_prompt_name_from_gxt_entry

function native.ped._set_ped_prompt_name_from_gxt_entry(ped: int, gxt_entry_hash: int): void

_set_ped_prompt_name

function native.ped._set_ped_prompt_name(ped: int, name: string): void

_set_ped_prompt_name_from_gxt_entry_2

function native.ped._set_ped_prompt_name_from_gxt_entry_2(ped: int, gxt_entry_hash: int): void

_set_ped_prompt_name_2

function native.ped._set_ped_prompt_name_2(ped: int, name: string): void

_0xf917f92bf22ecbab

function native.ped._0xf917f92bf22ecbab(p0: int): void

_0x49dadfc4cd808b0a

function native.ped._0x49dadfc4cd808b0a(p0: int, p1: int, p2: int): void

_has_ped_taken_gore_damage

limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head

function native.ped._has_ped_taken_gore_damage(ped: int, limb: int): bool

_0x704c908e9c405136

_CLEAR*

function native.ped._0x704c908e9c405136(ped: int): void

_0x7406c71f4ac2ffcc

function native.ped._0x7406c71f4ac2ffcc(p0: int): void

_0x28508173c6a7cc18

function native.ped._0x28508173c6a7cc18(p0: int): void

_0x52250b92ea70be3d

function native.ped._0x52250b92ea70be3d(p0: int): int

_set_ped_quality

quality: see _GET_PED_QUALITY

function native.ped._set_ped_quality(ped: int, quality: int): void

_get_ped_quality

Returns Ped Quality to be used to calculate Skinning Quality

enum ePedQuality { PQ_INVALID = -1, PQ_LOW, PQ_MEDIUM, PQ_HIGH, PQ_MAX };

function native.ped._get_ped_quality(ped: int): int

_0xce7a6c1d5cde1f9d

function native.ped._0xce7a6c1d5cde1f9d(ped: int, object: int, prop_name: string, anim_name: string): void

_0x604e1010e3162e86

function native.ped._0x604e1010e3162e86(p0: int, p1: int, p2: int): void

_0xe8abe3b73fc7fe17

function native.ped._0xe8abe3b73fc7fe17(p0: int, p1: int, p2: int, p3: int): void

_remove_ped_prop

function native.ped._remove_ped_prop(ped: int, prop_name: string): void

_set_total_ped_damage_falloff_bonus

_SET_W(EAPON?)*

function native.ped._set_total_ped_damage_falloff_bonus(ped: int, bonus: float): void

_0x095c2277fed731db

function native.ped._0x095c2277fed731db(p0: int): int

_0x09171a6f8fde5dc1

function native.ped._0x09171a6f8fde5dc1(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0x09e378c52b1433b5

function native.ped._0x09e378c52b1433b5(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0x6507ac3bd7c99009

_IS_N* - _IS_P*

function native.ped._0x6507ac3bd7c99009(x: float, y: float, z: float, p3: float): bool

_get_player_ped_water_depth

Returns how deep the water is below the ped (if in water) -1.0f = Not in water 10.0f = Max water depth

function native.ped._get_player_ped_water_depth(ped: int): float

_set_ped_trail_effect

duration in seconds

function native.ped._set_ped_trail_effect(ped: int, p1: bool, duration: float): void

_0xebaac9a750e7563b

If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking _IS_PED_T* - _IS_PED_U*

function native.ped._0xebaac9a750e7563b(ped: int): bool

_0x992187d975635df5

function native.ped._0x992187d975635df5(p0: int, p1: int): void

_0x0b787a37eedd226f

function native.ped._0x0b787a37eedd226f(p0: int, p1: int): void