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
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
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
function native.ped.clone_ped_to_target(ped: int, target_ped: int): void
is_ped_in_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
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
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
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
function native.ped._is_animal_controlled_by_a_player(ped: int): bool
create_ped_inside_vehicle
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
function native.ped.force_all_heading_values_to_align(ped: int): void
is_ped_facing_ped
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
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
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function native.ped._0x09d7afd3716da8e1(ped: int, p1: int): bool
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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
function native.ped.is_ped_shooting(ped: int): bool
time_since_ped_last_shot
function native.ped.time_since_ped_last_shot(ped: int): float
set_ped_accuracy
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
function native.ped.add_armour_to_ped(ped: int, amount: int): void
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function native.ped._0x5ca20fbe49891bbd(ped: int, p1: int): void
set_ped_into_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
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function native.ped._0x606d529dada3c940(ped: int, p1: int): void
is_ped_male
function native.ped.is_ped_male(ped: int): bool
is_ped_human
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
function native.ped.reset_ped_last_vehicle(ped: int): void
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function native.ped._0xc6136b40fffb778b(p0: bool): void
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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
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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
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
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
function native.ped._get_last_led_mount(ped: int): int
_get_last_mount
function native.ped._get_last_mount(ped: int): int
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function native.ped._0xed1c764997a86d5a(ped1: int, ped2: int): void
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function native.ped._0xb8ab265426cfe6dd(ped: int, p1: bool): void
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function native.ped._0xe8d1ccb9375c101b(mount: int, player: int): int
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function native.ped._0xa691c10054275290(mount: int, player: int, dismounted_timestamp: int): void
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function native.ped._0x6734f0a6a52c371c(player: int, horse_slot: int): void
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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
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
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function native.ped._0x54d3cd482742c482(animal: int, p2: float): void
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function native.ped._0x5cb2ebb467be3ed6(animal: int, p2: float): void
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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
function native.ped._set_mount_security_enabled(ped: int, toggle: bool): void
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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
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function native.ped._0x8be24d74d74c6e9b(ped: int): int
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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
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function native.ped._0x34eddd59364ad74a(ped: int, p1: ptr int): void
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function native.ped._0x2d976dbdc731df80(ped: int): void
is_ped_sitting_in_vehicle
function native.ped.is_ped_sitting_in_vehicle(ped: int, vehicle: int): bool
is_ped_sitting_in_any_vehicle
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
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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
function native.ped._get_ped_damage_cleanliness(ped: int): int
_set_ped_damage_cleanliness
function native.ped._set_ped_damage_cleanliness(ped: int, damage_cleanliness: int): void
_get_ped_damaged
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
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
function native.ped._get_player_current_animal_damage_modifier(player: int): float
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function native.ped._0xb29c553ba582d09e(p0: ptr int, model: int, damage_cleanliness: int, p3: int): int
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function native.ped._0x101b45c5f56d970f(p0: ptr int, ped: int, damage_cleanliness: int, p3: int): bool
_compute_satchel_item_for_ped_carcass
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
function native.ped._set_total_ped_damage_from_ai(ped: int, total_damage: float): void
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function native.ped._0xa6d6f03095c88f59(ped: int): void
_get_total_ped_damage_from_ai
function native.ped._get_total_ped_damage_from_ai(ped: int): float
set_ped_to_player_weapon_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
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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
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function native.ped._0xdee8d30aa5c2e28d(ped: int, p1: int, p2: bool): void
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function native.ped._0xe1b3be07d3aadded(ped: int, p1: int, p2: bool): void
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function native.ped._0x32ceda9a0ab4cef7(ped: int, p1: int, p2: bool): void
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function native.ped._0x52a24d8a1da89658(ped: int, p1: int, p2: bool): void
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function native.ped._0x34b5ceac180a5d6e(ped: int, p1: int, p2: bool): void
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function native.ped._0x4f27603e44a8e4c0(ped: int, p1: int, p2: bool): void
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function native.ped._0x3fdcc1f8c17e303e(ped: int, p1: int, p2: float): void
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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
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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
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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
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function native.ped._0x5c6c7c70ca302801(ped: int): bool
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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
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function native.ped._0x028e7b3bba0bd2fc(ped: int): void
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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
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function native.ped._0x2ba9d7bf629f920c(ped: int): float
set_ped_seeing_range
function native.ped.set_ped_seeing_range(ped: int, value: float): void
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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
function native.ped._0x9ab33cb5834885b3(ped: int, p1: float, p2: float, p3: float, p4: float): void
_0x899dfa0009ac93de
function native.ped._0x899dfa0009ac93de(ped: int, p1: float): void
_0x3a5697b80fed5ebe
function native.ped._0x3a5697b80fed5ebe(ped: int, p1: float, p2: float, p3: float, p4: float): void
set_ped_stealth_movement
function native.ped.set_ped_stealth_movement(ped: int, toggle: bool, p2: int, p3: int): void
get_ped_stealth_movement
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
function native.ped.set_group_separation_range(group_id: int, separation_range: float): void
_0x89e59dbd15e21177
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
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
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
function native.ped._get_active_dynamic_scenario_2(ped: int): int
_get_active_dynamic_scenario
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
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
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
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
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
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
function native.ped._0x40c9155af8bc13f3(ped: int): bool
_0xf4860514ad354226
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
function native.ped._0x5e9faf6c513347b4(ped: int, event_type: int): int
_0x326f7951ef0d7f75
function native.ped._0x326f7951ef0d7f75(ped: int, event_type: int): int
_0xe76687023d8c8505
function native.ped._0xe76687023d8c8505(perschar_model: int, p1: int): int
_0xcb8f4c9343ebe240
function native.ped._0xcb8f4c9343ebe240(ped: int, event_type: int, coords: ref vec3): bool
set_ped_firing_pattern
function native.ped.set_ped_firing_pattern(ped: int, pattern_hash: int): void
_set_ped_firing_pattern_2
function native.ped._set_ped_firing_pattern_2(ped: int, pattern_hash: int): void
_set_ped_firing_pattern_3
function native.ped._set_ped_firing_pattern_3(ped: int, pattern_hash: int): void
set_ped_shoot_rate
function native.ped.set_ped_shoot_rate(ped: int, shoot_rate: int): void
_0x3c529a827998f9b3
function native.ped._0x3c529a827998f9b3(ped: int, p1: int, p2: int): void
_0x1f44b7e283c09ede
function native.ped._0x1f44b7e283c09ede(ped: int, p1: float, p2: int): void
set_combat_float
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
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
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
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
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
function native.ped._0x8af8e647d6b2a649(group_id: int, ped: int): int
_0x87c2724a56f66020
function native.ped._0x87c2724a56f66020(ped: int): void
_0xd5bd1b5318a81994
function native.ped._0xd5bd1b5318a81994(group_id: int, p1: bool): void
_0x9bbeaf8b0c007f1e
function native.ped._0x9bbeaf8b0c007f1e(ped: int, p1: bool): void
_0xc99f104bdf8c7f5a
function native.ped._0xc99f104bdf8c7f5a(ped: int, p1: bool): void
_0x02e741e19e39628c
function native.ped._0x02e741e19e39628c(ped: int, p1: float): void
_0x97c475212b327666
function native.ped._0x97c475212b327666(group_id: int, p1: bool): void
_0x154b7e841ac7412f
function native.ped._0x154b7e841ac7412f(group_id: int, p1: bool): void
_0x8afccc0f18d70018
function native.ped._0x8afccc0f18d70018(group_id: int, p1: bool): void
_0xe1103300f3456de7
function native.ped._0xe1103300f3456de7(group_id: int, p1: float, p2: float): void
_0xa8a95cecb1906ea2
function native.ped._0xa8a95cecb1906ea2(group_id: int, p1: bool): void
_0xddfad4deaa7fa362
function native.ped._0xddfad4deaa7fa362(group_id: int, p1: float, p2: float, p3: float, p4: float): void
_0x966de09688a1de39
function native.ped._0x966de09688a1de39(group_id: int, p1: float, p2: float, p3: float, p4: float): void
_0x7e5185b979706210
function native.ped._0x7e5185b979706210(group_id: int, p1: int): void
_0x40c3524d4ed83554
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
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
function native.ped._0x96595b36d6a2279b(animal: int, toggle: bool): void
_set_ped_immersion_flag
function native.ped._set_ped_immersion_flag(ped: int, toggle: bool): void
_0xa90684ed185ccb4b
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
function native.ped.apply_damage_to_ped(ped: int, damage_amount: int, damage_armour: bool, bone_id: int, ped_killer: int): void
_0xbad2a311667a50d7
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
function native.ped.set_ped_as_cop(ped: int, toggle: bool): void
_0x405180b14da5a935
function native.ped._0x405180b14da5a935(ped: int, p1: bool): void
_set_ped_interaction_personality
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
function native.ped._set_ped_personality(ped: int, personality: int): void
_0x329772c47dbb2fbc
function native.ped._0x329772c47dbb2fbc(ped: int): void
_get_is_ped_in_dispute_with_ped
function native.ped._get_is_ped_in_dispute_with_ped(ped: int, ped_in_dispute_with: int): bool
_0x94132d7c8d3575c4
function native.ped._0x94132d7c8d3575c4(ped: int): bool
_0x8af46e5159a5b620
function native.ped._0x8af46e5159a5b620(ped: int, speech_params: int): void
_0x45fea6d5539bd474
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
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
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
function native.ped._0xa7dc9266ed6a4e51(ped: int): void
_0x89816b58c3466262
function native.ped._0x89816b58c3466262(ped: int): int
_0x97b06669ac569003
function native.ped._0x97b06669ac569003(ped1: int, ped2: int): void
_0x85f500f4e24ca43e
function native.ped._0x85f500f4e24ca43e(ped: int, p1: float): void
_0x9b9b9fa0ea283e3d
function native.ped._0x9b9b9fa0ea283e3d(ped: int, p1: float): void
_0xec60d1d225bc50aa
function native.ped._0xec60d1d225bc50aa(ped: int, p1: float): void
_0x12f2d161bf4031fc
function native.ped._0x12f2d161bf4031fc(ped: int, p1: float): void
_0x0ada3ec589e1736e
function native.ped._0x0ada3ec589e1736e(): void
_get_is_ped_being_robbed
function native.ped._get_is_ped_being_robbed(ped: int, player: int, true_until_player_pockets_item: bool): bool
_0xd55db4466d00a258
function native.ped._0xd55db4466d00a258(legendary_animal: int): bool
set_ped_max_health
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
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
function native.ped._0xaf041c10756c30fb(ped: int, p1: bool, p2: bool, p3: bool): void
_0x5af24ca9c974e51a
function native.ped._0x5af24ca9c974e51a(ped1: int, ped2: int): void
set_ped_can_be_knocked_off_vehicle
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
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
function native.ped._0x550cb89dd7f4fa3d(ped1: int, ped2: int): bool
set_enable_handcuffs
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
function native.ped._0x8822f139408b8d0a(ped: int): bool
_0x8822f124788b8d0a
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
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
function native.ped._set_ped_desired_loco_for_model(ped: int, locomotion_archetype: string): void
_clear_ped_desired_loco_for_model
function native.ped._clear_ped_desired_loco_for_model(ped: int): void
_set_ped_desired_loco_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
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
function native.ped._0x16f798a05bb9e3b5(ped: int): void
_ped_emotional_preset_loco_motion
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
function native.ped._0x32ccad8a981b53d3(ped: int): void
_set_ped_drunkness
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
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
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
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
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
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
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
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
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
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
function native.ped._0x8cb2553c559102c1(ped: int, p1: int, p2: bool): void
_0xfd3c31a2e45671e7
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
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
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
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
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
function native.ped._0x4ec4ea2f72b36358(ped: int, p1: bool): void
_0xcf0b19806473d324
function native.ped._0xcf0b19806473d324(ped: int, x: float, y: float, z: float): void
_0xb4b7c92fce7347b7
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
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
function native.ped._0x7020839c7302d8ac(ped: int): bool
_0xe1aadd0055d76603
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
function native.ped._0x5a1a929c8b729b4a(ped: int): void
_0x97a38b65ebda3d50
function native.ped._0x97a38b65ebda3d50(ped: int, p1: bool): void
_0x06a10b4d7f50b0c3
function native.ped._0x06a10b4d7f50b0c3(ped: int): bool
_0x88a5564b19c15391
function native.ped._0x88a5564b19c15391(ped: int): bool
_0x354ca4dddeec397a
function native.ped._0x354ca4dddeec397a(ped: int): int
_0xfea6126c34df2532
function native.ped._0xfea6126c34df2532(ped: int, p1: bool): void
_0xa967d6a8ed2d713b
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
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
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
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
function native.ped._0xd8544f6260f5f01e(ped: int, p1: int): void
_0xeb8886e1065654cd
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
function native.ped.clear_ped_wetness(ped: int): void
set_ped_wetness_height
function native.ped.set_ped_wetness_height(ped: int, height: float): void
_0xf9cff5bb70e8a2cb
function native.ped._0xf9cff5bb70e8a2cb(ped: int, p1: float): void
set_ped_wetness_enabled_this_frame
function native.ped.set_ped_wetness_enabled_this_frame(ped: int): void
_0xa7a806677f8de138
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
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
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
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
function native.ped._can_ped_use_scenario_point(ped: int, scenario: int, p2: int, p3: int, p4: int): bool
_0x1148f706cf4ebdda
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
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
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
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
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
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
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
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
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
function native.ped._0xcd9e5f94a2f38683(ped: int, p1: bool): void
set_ped_cloth_pin_frames
function native.ped.set_ped_cloth_pin_frames(ped: int, p1: bool): void
_0x1d4636c90bbefacb
function native.ped._0x1d4636c90bbefacb(ped: int, p1: int): void
_0xef371232bc6053e1
function native.ped._0xef371232bc6053e1(ped: int): void
_0x86f0b6730c32ac14
function native.ped._0x86f0b6730c32ac14(ped: int, p1: bool): void
_0x8101ba1c0b462412
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
Needs to be called every frame
flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlagshttps://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS
function native.ped.set_ped_reset_flag(ped: int, flag_id: int, do_reset: bool): void
get_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
function native.ped.is_ped_evasive_diving(ped: int, evading_entity: ptr int): bool
_shoot_trigger_at_coords
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
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
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
function native.ped._set_ped_can_be_lassoed(ped: int, toggle: bool): void
set_ped_combat_movement
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
function native.ped._0x815c0074a1bc0d93(ped: int, p1: int): void
_0xffde295662405b25
function native.ped._0xffde295662405b25(ped: int): int
set_ped_combat_ability
function native.ped.set_ped_combat_ability(ped: int, ability_level: int): void
set_ped_combat_range
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
function native.ped._set_ped_combat_attribute_hash(ped: int, p1: int): void
set_ped_target_loss_response
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
function native.ped._0x712b2c2b2471b493(ped: int, p1: int): void
_0x00b380ff2df6ab7a
function native.ped._0x00b380ff2df6ab7a(p0: int, p1: int): void
_set_ped_combat_style
function native.ped._set_ped_combat_style(ped: int, combat_style_hash: int, p2: int, duration: float): void
_clear_ped_combat_style
function native.ped._clear_ped_combat_style(ped: int, p1: int): void
_set_ped_combat_style_mod
function native.ped._set_ped_combat_style_mod(ped: int, combat_style_mod_hash: int, duration: float): void
_clear_ped_combat_style_mod
function native.ped._clear_ped_combat_style_mod(ped: int, combat_style_mod_hash: int): void
_0x5bf0b9d9a8e227a0
function native.ped._0x5bf0b9d9a8e227a0(ped: int): bool
_0x642720d8d69328b6
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
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
function native.ped._set_ped_brawling_style(ped: int, brawling_style: int): void
_0x9d8dfe2de9cb4dfc
function native.ped._0x9d8dfe2de9cb4dfc(ped: int): void
_0xc48af420371c7407
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
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
function native.ped._0x57f35552e771be9d(ped: int, p1: int): void
_0x7c10221ce718aa72
function native.ped._0x7c10221ce718aa72(ped: int, p1: int): void
_0x0d3b1568917ebda0
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
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
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
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
function native.ped._0x2dc0e8dcbd3546e9(ped: int): bool
_add_scenario_transition
function native.ped._add_scenario_transition(ped: int): void
_give_ped_hash_command
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
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
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
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
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
function native.ped._0x0ea9eacba3b01601(ped1: int, ped2: int, p2: bool): float
get_ped_bone_index
function native.ped.get_ped_bone_index(ped: int, bone_id: int): int
_0xc5303f460a40d21d
function native.ped._0xc5303f460a40d21d(ped: int, p1: int): int
_0xe29d8cd66553dbaa
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
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
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
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
function native.ped._0x46bf2a810679d6e6(ped: int, max_move_blend_ratio: float): float
_0xca95924c893a0c91
function native.ped._0xca95924c893a0c91(ped: int, p1: float): float
_horse_agitate
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
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
spawnpoints_start_search
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
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
spawnpoints_cancel_search
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
function native.ped._request_ped_emotional_preset(ped: int, name: string): void
_has_ped_emotional_preset_loaded
function native.ped._has_ped_emotional_preset_loaded(ped: int, name: string): bool
_remove_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
function native.ped._0x290b2e6ccde532e1(ped: int): bool
_0x0eef7a81c17679db
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
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
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
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
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
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
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
function native.ped._0x29924eb8ee9db926(ped: int, p1: float): void
_set_ped_active_player_type
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
function native.ped._0xc494c76a34266e82(ped: int, p1: int): void
_0xc3995d396f1d97b6
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
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
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
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
function native.ped._get_is_ped_motivation_state_enabled(ped: int, motivation_state: int): bool
_set_ped_motivation_state_override
function native.ped._set_ped_motivation_state_override(ped: int, motivation_state: int, enabled: bool): void
_set_ped_motivation_modifier
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
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
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
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
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
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
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
function native.ped._get_num_component_categories_in_ped(ped: int): int
_get_ped_component_category_by_index
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
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
function native.ped._0x62fdf4e678e40cc6(entity: int, p1: int): int
_reset_ped_components
function native.ped._reset_ped_components(ped: int): void
_0x370a973252741ac4
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
function native.ped._equip_meta_ped_outfit_preset(ped: int, preset_id: int, p2: bool): void
_equip_meta_ped_outfit_extra
function native.ped._equip_meta_ped_outfit_extra(ped: int, component: int, p2: int, p3: int): void
_is_meta_ped_outfit_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
function native.ped._set_texture_outfit_tints(ped: int, component_category: int, palette: int, tint0: int, tint1: int, tint2: int): void
_request_meta_ped
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
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
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
function native.ped._0x3fcbb5fcfd968698(drawable: int, albedo: int, normal: int, material: int, p4: int): int
_request_meta_ped_asset_bundle
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
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
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
function native.ped._set_meta_ped_weariness(ped: int, weariness: float): void
_0xf47d54b986f0a346
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
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
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
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
function native.ped._0x36513affc703c60d(p0: int): void
_restore_ped_stamina
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
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
function native.ped._remove_gravity_well(handle: int): void
_is_ped_intimidated
function native.ped._is_ped_intimidated(ped: int): bool
_0x7ee3a8660f38797e
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
function native.ped._release_texture(texture_id: int): void
_update_ped_texture
function native.ped._update_ped_texture(texture_id: int): void
_reset_ped_texture
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
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
function native.ped._clear_ped_texture(texture_id: int): void
_0xc991ef46fe323867
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
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
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
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
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
function native.ped._get_ped_blackboard_bool(ped: int, variable_name: string): bool
_get_ped_blackboard_float
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
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
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
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
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
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
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
function native.ped._refresh_meta_ped_shop_items(ped: int, p1: int): void
_0xd103f6dbb5442be8
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
function native.ped._has_ped_taken_gore_damage(ped: int, limb: int): bool
_0x704c908e9c405136
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
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
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
function native.ped._0x6507ac3bd7c99009(x: float, y: float, z: float, p3: float): bool
_get_player_ped_water_depth
function native.ped._get_player_ped_water_depth(ped: int): float
_set_ped_trail_effect
function native.ped._set_ped_trail_effect(ped: int, p1: bool, duration: float): void
_0xebaac9a750e7563b
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