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ped


create_ped

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


delete_ped

void native.ped.delete_ped(ptr int ped)

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

_set_remove_ped_networked

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


_0x7c08e7cb8d951b70

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

Only used in SP
_SET_REMOVE_PED*

_set_ped_to_be_removed

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


clone_ped

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


clone_ped_to_target

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

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

is_ped_in_vehicle

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

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

is_ped_in_model

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


is_ped_in_any_vehicle

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

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

_0x9851de7aec10b4e1

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


is_ped_injured

bool native.ped.is_ped_injured(int ped)

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

The default threshold is 100.

is_ped_fatally_injured

bool native.ped.is_ped_fatally_injured(int ped)

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

is_ped_dead_or_dying

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


_set_ped_bleedout_profile

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

Bleedout profiles:
Animal_FastBleedout
Animal_Generic
Human_FastBleedout
Human_Generic
Human_Mission

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

is_ped_aiming_from_cover

bool native.ped.is_ped_aiming_from_cover(int ped)


is_ped_reloading

bool native.ped.is_ped_reloading(int ped)

Returns whether the specified ped is reloading.

is_ped_a_player

bool native.ped.is_ped_a_player(int ped)


_is_animal_controlled_by_a_player

bool native.ped._is_animal_controlled_by_a_player(int ped)

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

create_ped_inside_vehicle

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

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

set_ped_desired_heading

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


force_all_heading_values_to_align

void native.ped.force_all_heading_values_to_align(int ped)

Old name: _FREEZE_PED_CAMERA_ROTATION

is_ped_facing_ped

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

angle is ped's view cone

is_ped_in_melee_combat

bool native.ped.is_ped_in_melee_combat(int ped)

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

_0x6db875afc584fa32

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

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

is_ped_stopped

bool native.ped.is_ped_stopped(int ped)


is_ped_sitting

bool native.ped.is_ped_sitting(int ped)


_0x09d7afd3716da8e1

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


_0x9c81338b2e62ce0a

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

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

_0xb7dbb2986b87e230

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


_0xd355e2f1bb41087e

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


is_any_ped_shooting_in_area

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


is_ped_shooting

bool native.ped.is_ped_shooting(int ped)

Returns whether the specified ped is shooting.

time_since_ped_last_shot

float native.ped.time_since_ped_last_shot(int ped)

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

set_ped_accuracy

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

accuracy = 0-100, 100 being perfectly accurate

get_ped_accuracy

int native.ped.get_ped_accuracy(int ped)


is_ped_model

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


explode_ped_head

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

Forces the ped to fall back and kills it.

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

add_armour_to_ped

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

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

_0x5ca20fbe49891bbd

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

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION

set_ped_into_vehicle

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

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

set_ped_move_anims_blend_out

void native.ped.set_ped_move_anims_blend_out(int ped)


_0x606d529dada3c940

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

Not implemented.

is_ped_male

bool native.ped.is_ped_male(int ped)

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

is_ped_human

bool native.ped.is_ped_human(int ped)

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

get_vehicle_ped_is_in

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

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.

reset_ped_last_vehicle

void native.ped.reset_ped_last_vehicle(int ped)

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

_0xc6136b40fffb778b

void native.ped._0xc6136b40fffb778b(bool p0)


_0x6e8b87139854022d

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

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

_get_num_free_slots_in_ped_pool

int native.ped._get_num_free_slots_in_ped_pool()


_reserve_ambient_peds

void native.ped._reserve_ambient_peds(int num_peds)


_reserve_ambient_peds_total

void native.ped._reserve_ambient_peds_total(int num_peds)


_unreserve_ambient_peds

void native.ped._unreserve_ambient_peds(int num_peds)


_get_num_reserved_ambient_peds_desired

int native.ped._get_num_reserved_ambient_peds_desired()


_get_num_reserved_ambient_peds_ready

int native.ped._get_num_reserved_ambient_peds_ready()


_are_all_ambient_ped_reservations_ready

bool native.ped._are_all_ambient_ped_reservations_ready()


_set_scenario_ped_range_multiplier_this_frame

void native.ped._set_scenario_ped_range_multiplier_this_frame(float multiplier)


_0x9e3842e5dad69f80

void native.ped._0x9e3842e5dad69f80(int volume)

Only used in SP R* Script loanshark_hunter

_set_ambient_ped_density_multiplier_this_frame

void native.ped._set_ambient_ped_density_multiplier_this_frame(float multiplier)


set_scenario_ped_density_multiplier_this_frame

void native.ped.set_scenario_ped_density_multiplier_this_frame(float multiplier)


_set_ambient_animal_density_multiplier_this_frame

void native.ped._set_ambient_animal_density_multiplier_this_frame(float multiplier)


_set_ambient_human_density_multiplier_this_frame

void native.ped._set_ambient_human_density_multiplier_this_frame(float multiplier)


_set_scenario_animal_density_multiplier_this_frame

void native.ped._set_scenario_animal_density_multiplier_this_frame(float multiplier)


_set_scenario_human_density_multiplier_this_frame

void native.ped._set_scenario_human_density_multiplier_this_frame(float multiplier)


_set_scenario_ped_density_this_frame

void native.ped._set_scenario_ped_density_this_frame(int config_hash)

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.

instantly_fill_ped_population

void native.ped.instantly_fill_ped_population()


_0xbfa6b7731c3baf02

void native.ped._0xbfa6b7731c3baf02()

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

is_instantly_fill_ped_population_finished

bool native.ped.is_instantly_fill_ped_population_finished()


set_ped_non_creation_area

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

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

clear_ped_non_creation_area

void native.ped.clear_ped_non_creation_area()


_attach_volume_to_entity

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


_detach_volume_from_entity

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


set_ped_onto_mount

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


_remove_ped_from_mount

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


create_ped_on_mount

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


_is_mount_seat_free

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


is_ped_on_mount

bool native.ped.is_ped_on_mount(int ped)


is_ped_fully_on_mount

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


get_mount

int native.ped.get_mount(int ped)


_get_last_led_mount

int native.ped._get_last_led_mount(int ped)

Returns last horse the ped was leading

_get_last_mount

int native.ped._get_last_mount(int ped)


_0xed1c764997a86d5a

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

Only used in R* Script nb_stalking_hunter

_0xb8ab265426cfe6dd

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

_SET_HO*

_0xe8d1ccb9375c101b

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

Returns dismounted timestamp

_0xa691c10054275290

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


_0x6734f0a6a52c371c

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


_0x024ec9b649111915

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


set_ped_owns_animal

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


_get_active_animal_owner

int native.ped._get_active_animal_owner(int animal)


_clear_active_animal_owner

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

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

_get_horse_taming_state

int native.ped._get_horse_taming_state(int horse)

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
};

_0x54d3cd482742c482

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


_0x5cb2ebb467be3ed6

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


_0x9f0f28b42c4ee80a

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


_set_mount_bonding_level

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


_set_mount_security_enabled

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

Note: this native was added in build 1232.40

_0x9b65444c07b782bf

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

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

is_animal_interaction_possible

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


_is_animal_interaction_running

bool native.ped._is_animal_interaction_running(int ped)


_0x8be24d74d74c6e9b

int native.ped._0x8be24d74d74c6e9b(int ped)

Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION

_0x77243ed4f7caaa55

bool native.ped._0x77243ed4f7caaa55(int ped)

_IS_I* - _IS_L*

is_ped_on_vehicle

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

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.

is_ped_on_specific_vehicle

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


_warp_ped_out_of_vehicle

void native.ped._warp_ped_out_of_vehicle(int ped)


set_ped_money

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


get_ped_money

int native.ped.get_ped_money(int ped)


set_blocking_of_non_temporary_events_for_ambient_peds_this_frame

void native.ped.set_blocking_of_non_temporary_events_for_ambient_peds_this_frame(bool p0)


_0x34eddd59364ad74a

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


_0x2d976dbdc731df80

void native.ped._0x2d976dbdc731df80(int ped)


is_ped_sitting_in_vehicle

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

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

is_ped_sitting_in_any_vehicle

bool native.ped.is_ped_sitting_in_any_vehicle(int ped)

Detect if ped is in any vehicle
[True/False]

is_ped_on_foot

bool native.ped.is_ped_on_foot(int ped)


is_ped_planting_bomb

bool native.ped.is_ped_planting_bomb(int ped)


get_dead_ped_pickup_coords

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


is_ped_in_any_boat

bool native.ped.is_ped_in_any_boat(int ped)


is_ped_in_any_heli

bool native.ped.is_ped_in_any_heli(int ped)


is_ped_in_any_plane

bool native.ped.is_ped_in_any_plane(int ped)


is_ped_in_flying_vehicle

bool native.ped.is_ped_in_flying_vehicle(int ped)


_0x256edd55c6be1482

bool native.ped._0x256edd55c6be1482(int ped)

_IS_PED_FL* - _IS_PED_FU*

get_ped_last_damage_bone

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


clear_ped_last_damage_bone

void native.ped.clear_ped_last_damage_bone(int ped)


_get_ped_damage_cleanliness

int native.ped._get_ped_damage_cleanliness(int ped)

enum ePedDamageCleanliness
{
    PED_DAMAGE_CLEANLINESS_POOR,
    PED_DAMAGE_CLEANLINESS_GOOD,
    PED_DAMAGE_CLEANLINESS_PERFECT
};

_set_ped_damage_cleanliness

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

damageCleanliness: see _GET_PED_DAMAGE_CLEANLINESS

_get_ped_damaged

bool native.ped._get_ped_damaged(int ped)

Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2

_set_ped_damaged

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


_set_player_current_animal_damage_modifier

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

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

_update_animal_damage_modifier

void native.ped._update_animal_damage_modifier(int player)


_get_player_current_animal_damage_modifier

float native.ped._get_player_current_animal_damage_modifier(int player)

Returns animal skin quality modifier

_0xb29c553ba582d09e

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

Used in Script Function SATCHEL_COUNT_BREAKDOWN_COMPONENTS

_0x101b45c5f56d970f

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


_compute_satchel_item_for_ped_carcass

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

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

compute_satchel_item_for_ped_damage

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


set_ai_weapon_damage_modifier

void native.ped.set_ai_weapon_damage_modifier(float value)


reset_ai_weapon_damage_modifier

void native.ped.reset_ai_weapon_damage_modifier()


_set_total_ped_damage_from_ai

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

_SET_W(EAPON?)*

_0xa6d6f03095c88f59

void native.ped._0xa6d6f03095c88f59(int ped)

_DELETE_*

_get_total_ped_damage_from_ai

float native.ped._get_total_ped_damage_from_ai(int ped)

_GET_WA*

set_ped_to_player_weapon_damage_modifier

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

Old name: _SET_PED_DAMAGE_MODIFIER

get_ped_to_player_weapon_damage_modifier

float native.ped.get_ped_to_player_weapon_damage_modifier(int ped)


_set_current_defense_against_players_modifier

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


_0x763fa8a9d76ee3a7

float native.ped._0x763fa8a9d76ee3a7(int ped)

Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY

set_ai_melee_weapon_damage_modifier

void native.ped.set_ai_melee_weapon_damage_modifier(float modifier)


_set_accuracy_against_local_player_modifier

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


_get_accuracy_against_local_player_modifier

float native.ped._get_accuracy_against_local_player_modifier(int ped)


_set_ped_headshot_damage_multiplier

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


_0xdee8d30aa5c2e28d

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


_0xe1b3be07d3aadded

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


_0x32ceda9a0ab4cef7

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


_0x52a24d8a1da89658

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


_0x34b5ceac180a5d6e

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


_0x4f27603e44a8e4c0

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


_0x3fdcc1f8c17e303e

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

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

_0xe50c9816b3f22d8b

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

_SET_D*

_set_defense_modifier_for_ped

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


_set_min_ped_health_threshold

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


_0xc5b78e41dcf8227c

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

_SET_H* - _SET_I*

set_ped_can_be_targetted

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


set_ped_can_be_targetted_by_team

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


set_ped_can_be_targetted_by_player

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


_set_interaction_lockon_flag

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


is_ped_falling

bool native.ped.is_ped_falling(int ped)


_is_ped_sliding

bool native.ped._is_ped_sliding(int ped)


is_ped_jumping

bool native.ped.is_ped_jumping(int ped)


is_ped_climbing

bool native.ped.is_ped_climbing(int ped)


_is_ped_climbing_ladder

bool native.ped._is_ped_climbing_ladder(int ped)


_0x577c60ba06d0ea64

bool native.ped._0x577c60ba06d0ea64(int ped)

_IS_PED_C* - _IS_PED_D*

is_ped_vaulting

bool native.ped.is_ped_vaulting(int ped)


is_ped_diving

bool native.ped.is_ped_diving(int ped)


is_ped_opening_door

bool native.ped.is_ped_opening_door(int ped)

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

Old name: _IS_PED_OPENING_A_DOOR

_0x5c6c7c70ca302801

bool native.ped._0x5c6c7c70ca302801(int ped)

_IS_PED_IN*

_0xb91ab3be7f655d49

bool native.ped._0xb91ab3be7f655d49(int ped)

_IS_PED_J* - _IS_PED_L*

is_ped_in_any_taxi

bool native.ped.is_ped_in_any_taxi(int ped)


set_ped_id_range

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


_get_ped_id_range

float native.ped._get_ped_id_range(int ped)


set_ped_highly_perceptive

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


set_ped_injured_on_ground_behaviour

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


disable_ped_injured_on_ground_behaviour

void native.ped.disable_ped_injured_on_ground_behaviour(int ped)


_0x028e7b3bba0bd2fc

void native.ped._0x028e7b3bba0bd2fc(int ped)

_SET_ST* - _SET_SW*

_0xfa8c10dce0706d43

bool native.ped._0xfa8c10dce0706d43(int ped)

_HAS_PED_*

_set_ped_animal_detection_modifier

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


_0x2ba9d7bf629f920c

float native.ped._0x2ba9d7bf629f920c(int ped)

Used in Script Function CHECK_IS_PLAYER_SEEN
_GET_PED_*

set_ped_seeing_range

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


_0x900ca00ce703e1e2

float native.ped._0x900ca00ce703e1e2(int ped)

Used in Script Function AGGRO_SHOULD_PED_HEAR_DEATH
_GET_PED_*

set_ped_hearing_range

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


set_ped_visual_field_min_angle

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


set_ped_visual_field_max_angle

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


set_ped_visual_field_peripheral_range

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


set_ped_visual_field_center_angle

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


_0x9ab33cb5834885b3

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

_SET_PED_M*

_0x899dfa0009ac93de

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

_SET_PED_O*

_0x3a5697b80fed5ebe

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

_SET_PED_MO*

set_ped_stealth_movement

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

Not implemented.

get_ped_stealth_movement

bool native.ped.get_ped_stealth_movement(int ped)

Returns whether the entity is in stealth mode

_set_ped_crouch_movement

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


get_ped_crouch_movement

bool native.ped.get_ped_crouch_movement(int ped)


get_ped_is_doing_combat_roll

bool native.ped.get_ped_is_doing_combat_roll(int ped)


create_group

int native.ped.create_group(int task_allocator)

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.

set_ped_as_group_leader

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


set_ped_as_group_member

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


set_ped_can_teleport_to_group_leader

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

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

Only works in singleplayer

remove_group

void native.ped.remove_group(int group_id)


remove_ped_from_group

void native.ped.remove_ped_from_group(int ped)


is_ped_group_member

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


_is_ped_group_leader

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


is_ped_hanging_on_to_vehicle

bool native.ped.is_ped_hanging_on_to_vehicle(int ped)


set_group_separation_range

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

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

_0x89e59dbd15e21177

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

_SET_C*

is_ped_prone

bool native.ped.is_ped_prone(int ped)


_is_ped_investigating

bool native.ped._is_ped_investigating(int ped)

_IS_PED_IN*

is_ped_in_combat

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


can_ped_in_combat_see_target

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


is_ped_jacking

bool native.ped.is_ped_jacking(int ped)


is_ped_being_jacked

bool native.ped.is_ped_being_jacked(int ped)


is_ped_being_stunned

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


get_peds_jacker

int native.ped.get_peds_jacker(int ped)


get_jack_target

int native.ped.get_jack_target(int ped)


is_ped_fleeing

bool native.ped.is_ped_fleeing(int ped)


is_ped_in_cover

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


_0x2dd4e0e26dfad97d

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

_IS_PED_M* - _IS_PED_O*

_ped_was_killed_by_headshot

bool native.ped._ped_was_killed_by_headshot(int ped)


_ped_dueling_did_player_headshot_opponent

bool native.ped._ped_dueling_did_player_headshot_opponent(int ped)


is_ped_in_cover_facing_left

bool native.ped.is_ped_in_cover_facing_left(int ped)


is_ped_going_into_cover

bool native.ped.is_ped_going_into_cover(int ped)


is_ped_responding_to_threat

bool native.ped.is_ped_responding_to_threat(int ped)


_get_active_dynamic_scenario_2

int native.ped._get_active_dynamic_scenario_2(int ped)

Returns kneeling, sitting, squating, and sleeping scenario hashes

_get_active_dynamic_scenario

int native.ped._get_active_dynamic_scenario(int ped)

Returns kneeling, sitting, squating, and sleeping scenario hashes

_give_ped_scenario_prop

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


give_ped_hash_scenario_prop

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


_give_ped_scenario_prop_dynamic

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

Only used in SP R* Script rcm_jack2

_request_prop_scenario_ped

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


_request_ped_for_scenario_type

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


_get_ped_register_prop

int native.ped._get_ped_register_prop(int ped, string prop_name, bool detach_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

get_seat_ped_is_trying_to_enter

int native.ped.get_seat_ped_is_trying_to_enter(int ped)


get_ped_source_of_death

int native.ped.get_ped_source_of_death(int ped)

Returns the entity that killed the ped

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

get_ped_cause_of_death

int native.ped.get_ped_cause_of_death(int ped)

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

get_ped_time_of_death

int native.ped.get_ped_time_of_death(int ped)


count_peds_in_combat_with_target

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


_get_peds_in_combat_with_target

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


count_peds_in_combat_with_target_within_radius

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


get_current_target_for_ped

int native.ped.get_current_target_for_ped(int ped)


set_ped_relationship_group_default_hash

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


_get_default_relationship_group_hash

int native.ped._get_default_relationship_group_hash(int model_hash)


set_ped_relationship_group_hash

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


set_relationship_between_groups

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


clear_relationship_between_groups

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


add_relationship_group

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

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

remove_relationship_group

void native.ped.remove_relationship_group(int group_hash)


get_relationship_between_peds

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


get_ped_relationship_group_default_hash

int native.ped.get_ped_relationship_group_default_hash(int ped)


get_ped_relationship_group_hash

int native.ped.get_ped_relationship_group_hash(int ped)


get_relationship_between_groups

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


_0xdc91f22f09bc6c2f

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

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME
_SET_RELATIONSHIP_*

_0x9629faf6460d35cb

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


_0x4e68c7ef706df35d

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


_0x3acce14dfa6ba8c2

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

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

set_ped_to_inform_respected_friends

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


_0x40c9155af8bc13f3

bool native.ped._0x40c9155af8bc13f3(int ped)

_IS_PED_RE*

_0xf4860514ad354226

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

Only used in SP Scripts
Returns count / index
_C*

is_ped_responding_to_event

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

eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt

_0x5e9faf6c513347b4

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

Only used in R* SP Scripts
_GET_PED_IN*

_0x326f7951ef0d7f75

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

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

_0xe76687023d8c8505

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

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

_0xcb8f4c9343ebe240

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

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

set_ped_firing_pattern

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

Used in various R* MP & SP Scripts

_set_ped_firing_pattern_2

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

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

_set_ped_firing_pattern_3

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

Only used in R* MP Script fm_mission_controller

set_ped_shoot_rate

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

Params: shootRate = 0 - 1000

_0x3c529a827998f9b3

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

_SET_PED_TA* - _SET_PED_TO_*

_0x1f44b7e283c09ede

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

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

set_combat_float

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

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

get_combat_float

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


get_group_size

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


does_group_exist

bool native.ped.does_group_exist(int group_id)


_0x0455546f23ff08e4

bool native.ped._0x0455546f23ff08e4(int group_id)

_DOES_GROUP_* - _DOES_N*

is_group_locally_controlled

bool native.ped.is_group_locally_controlled(int group_id)


get_ped_group_index

int native.ped.get_ped_group_index(int ped)

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

is_ped_in_group

bool native.ped.is_ped_in_group(int ped)


_is_ped_leading_any_group

bool native.ped._is_ped_leading_any_group(int ped)

_IS_PED_L* - _IS_PED_M*

get_player_ped_is_following

int native.ped.get_player_ped_is_following(int ped)


set_group_formation

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

eFormationType

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

_get_group_formation

int native.ped._get_group_formation(int group_id)


set_group_formation_spacing

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


reset_group_formation_default_spacing

void native.ped.reset_group_formation_default_spacing(int group_id)


_0xb05cc690cde8a4a9

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

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

add_custom_formation_location

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


add_formation_location

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


set_formation_positions_target_radius

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


_set_formation_auto_assign_position

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


_set_ped_formation_position

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


_0x8af8e647d6b2a649

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

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

_0x87c2724a56f66020

void native.ped._0x87c2724a56f66020(int ped)

_CLEAR_PED_E* - _CLEAR_PED_L*

_0xd5bd1b5318a81994

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

_SET_FORMATION_*

_0x9bbeaf8b0c007f1e

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

_SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U*

_0xc99f104bdf8c7f5a

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

_SET_PLAYER_N* - _SET_PLAYER_S*

_0x02e741e19e39628c

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

_SET_PLAYER_SN* - _SET_PLAYER_STAMINA*

_0x97c475212b327666

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

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

_0x154b7e841ac7412f

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

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

_0x8afccc0f18d70018

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

_SET_FORMATION_*

_0xe1103300f3456de7

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

_SET_FORMATION_P*

_0xa8a95cecb1906ea2

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

_SET_ENABLE_B* - _SET_ENABLE_H*

_0xddfad4deaa7fa362

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

_SET_FORMATION_P*

_0x966de09688a1de39

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

_SET_FORMATION_P*

_0x7e5185b979706210

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

_SET_FORMATION_P*

_0x40c3524d4ed83554

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

_SET_SCENARIO_PED_* - _SET_SPAWNER_*

_0x86fafc18e3d4380c

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


_0x07ea5b053fa60ac7

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


_0xf9cbd46433e36713

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

Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN

get_vehicle_ped_is_using

int native.ped.get_vehicle_ped_is_using(int ped)


get_vehicle_ped_is_entering

int native.ped.get_vehicle_ped_is_entering(int ped)


_get_vehicle_draft_horse_is_attached_to

int native.ped._get_vehicle_draft_horse_is_attached_to(int horse)


_get_last_vehicle_draft_horse_was_attached_to

int native.ped._get_last_vehicle_draft_horse_was_attached_to(int horse)


get_seat_ped_is_using

int native.ped.get_seat_ped_is_using(int ped)


_get_transport_ped_is_seated_on

int native.ped._get_transport_ped_is_seated_on(int ped)


is_ped_entering_any_transport

bool native.ped.is_ped_entering_any_transport(int ped)


set_ped_gravity

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


_0x96595b36d6a2279b

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

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

_set_ped_immersion_flag

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

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

_0xa90684ed185ccb4b

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

Only used in R* Script mob4 and rcm_mason4
_SET_PED_DEFENSIVE_* - _SET_PED_DESIRED_*

_fake_set_ped_loco_injured

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


_force_ped_death

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


apply_damage_to_ped

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

damages a ped with the given amount

_0xbad2a311667a50d7

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

_SET_PED_D*

get_ped_type

int native.ped.get_ped_type(int ped)


set_ped_as_cop

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

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

_0x405180b14da5a935

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

_SET_PED_A*

_set_ped_interaction_personality

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

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

_get_ped_interaction_personality

int native.ped._get_ped_interaction_personality(int ped)


_set_ped_personality

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

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

_0x329772c47dbb2fbc

void native.ped._0x329772c47dbb2fbc(int ped)

_SET_PED_P* - _SET_PED_R*

_get_is_ped_in_dispute_with_ped

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

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

_0x94132d7c8d3575c4

bool native.ped._0x94132d7c8d3575c4(int ped)

_GET_IS_PED_*

_0x8af46e5159a5b620

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

_SET_PED_IN*

_0x45fea6d5539bd474

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

_SET_PED_IN*

_set_ped_interaction_positive_response

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


_0xe37acee15ac50c7e

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

_SET_PED_IN*

_set_ped_interaction_negative_response

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


_0x41c23a8e6b344867

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

_SET_PED_IN*

get_is_ped_responding_to_positive_interaction

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


get_is_ped_responding_to_negative_interaction

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


_0xa7dc9266ed6a4e51

void native.ped._0xa7dc9266ed6a4e51(int ped)

_CLEAR_PED_B* - _CLEAR_PED_C*

_0x89816b58c3466262

int native.ped._0x89816b58c3466262(int ped)

_GET_PED_B* - _GET_PED_C*

_0x97b06669ac569003

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

_CLEAR*

_0x85f500f4e24ca43e

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

Used in Script Function SKCS_PLAYER_ROBBING
_SET_PED_A*

_0x9b9b9fa0ea283e3d

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

Used in Script Function SKCS_PLAYER_ROBBING
_SET_PED_SHOULD_PLAY_* - _SET_PED_SW*

_0xec60d1d225bc50aa

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

_SET_C*

_0x12f2d161bf4031fc

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

_SET_A* - _SET_B*

_0x0ada3ec589e1736e

void native.ped._0x0ada3ec589e1736e()


_get_is_ped_being_robbed

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

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

_0xd55db4466d00a258

bool native.ped._0xd55db4466d00a258(int legendary_animal)

Used in Script Function LA_CHECK_ALERTED
_GET_IS_PED_*

set_ped_max_health

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

Sets the maximum health of a ped.

get_ped_max_health

int native.ped.get_ped_max_health(int ped)


_set_ped_health_config

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

configHash: see pedhealth.meta

init_ped_default_health

void native.ped.init_ped_default_health(int ped)


set_ped_max_time_in_water

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


set_ped_max_time_underwater

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


_0xaf041c10756c30fb

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

_CLEAR_PED_D*

_0x5af24ca9c974e51a

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

_SET_C*

set_ped_can_be_knocked_off_vehicle

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

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

can_knock_ped_off_vehicle

bool native.ped.can_knock_ped_off_vehicle(int ped)


knock_ped_off_vehicle

void native.ped.knock_ped_off_vehicle(int ped)


get_ped_as_group_member

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


get_ped_as_group_leader

int native.ped.get_ped_as_group_leader(int group_id)


set_ped_keep_task

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


is_ped_swimming

bool native.ped.is_ped_swimming(int ped)


is_ped_swimming_under_water

bool native.ped.is_ped_swimming_under_water(int ped)


_0xdc88d06719070c39

bool native.ped._0xdc88d06719070c39(int ped)

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

set_create_random_cops

void native.ped.set_create_random_cops(bool toggle)


is_ped_in_any_train

bool native.ped.is_ped_in_any_train(int ped)


is_ped_getting_into_a_vehicle

bool native.ped.is_ped_getting_into_a_vehicle(int ped)


_0x550cb89dd7f4fa3d

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

_HAS_PED_*

set_enable_handcuffs

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

Ped can not pull out a weapon when true

set_enable_bound_ankles

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


_0x8822f139408b8d0a

bool native.ped._0x8822f139408b8d0a(int ped)

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

_0x8822f124788b8d0a

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

Only used in R* Script train_robbery4
_SET_PED_D*

reset_ped_weapon_movement_clipset

void native.ped.reset_ped_weapon_movement_clipset(int ped)


_set_ped_getup_animation

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


_0x88a95bb640fc186f

void native.ped._0x88a95bb640fc186f(int ped)

Used in R* Script generic_weight_control_item
_CLEAR_PED_E* - CLEAR_PED_(G?)L*

reset_ped_in_vehicle_context

void native.ped.reset_ped_in_vehicle_context(int ped)


_0x878e8104fa27cdae

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


set_ped_gesture_group

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


_set_ped_desired_loco_for_model

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

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

_clear_ped_desired_loco_for_model

void native.ped._clear_ped_desired_loco_for_model(int ped)

Clears locomotion archetype

_set_ped_desired_loco_motion_type

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

Sets peds motion type

_clear_ped_desired_loco_motion_type

void native.ped._clear_ped_desired_loco_motion_type(int ped)


_0x2371c39d4f91c288

void native.ped._0x2371c39d4f91c288(int ped)


_request_ped_getup_animation

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

Known get up animation types: REAR, FRONT

ped_cower_in_place

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


ped_cower_move_to_point

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


_0x16f798a05bb9e3b5

void native.ped._0x16f798a05bb9e3b5(int ped)

_PED_COWER_M*

_ped_emotional_preset_loco_motion

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

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

_ped_clear_loco_motion

void native.ped._ped_clear_loco_motion(int ped)


_0x32ccad8a981b53d3

void native.ped._0x32ccad8a981b53d3(int ped)

_STOP_(?)*

_set_ped_drunkness

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

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

_is_ped_drunk

bool native.ped._is_ped_drunk(int ped)


_get_ped_drunkness

float native.ped._get_ped_drunkness(int ped)

Returns ped drunk level
_H* or _I*

get_anim_initial_offset_position

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


get_anim_initial_offset_rotation

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


set_ped_random_component_variation

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


knock_off_ped_prop

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


set_blocking_of_non_temporary_events

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


_get_blocking_of_non_temporary_events

bool native.ped._get_blocking_of_non_temporary_events(int ped)


_0xc17a94cc8fc3c61a

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

_SET_PED_P* - _SET_PED_R*

_set_ped_scale

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


_0x134775b093ad5c38

float native.ped._0x134775b093ad5c38(int ped)

_GET_PED_M*

_get_ped_height

float native.ped._get_ped_height(int ped)


_get_ped_model_size_from_hash

int native.ped._get_ped_model_size_from_hash(int model_hash)

PS_SMALL = 0,
PS_MEDIUM,
PS_MEDIUM_LARGE,
PS_LARGE,
PS_EXTRA_LARGE

register_target

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


_register_hated_targets_in_area

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


register_hated_targets_around_ped

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

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

_is_target

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


_remove_target

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


get_closest_ped

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

Gets the closest ped in a radius.

can_ped_ragdoll

bool native.ped.can_ped_ragdoll(int ped)


set_ped_to_ragdoll

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

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

set_ped_to_ragdoll_with_fall

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


set_ped_ragdoll_on_collision

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

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

_set_ped_to_disable_ragdoll

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


is_ped_ragdoll

bool native.ped.is_ped_ragdoll(int ped)

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

is_ped_running_ragdoll_task

bool native.ped.is_ped_running_ragdoll_task(int ped)


set_ped_ragdoll_force_fall

void native.ped.set_ped_ragdoll_force_fall(int ped)


_0x8cb2553c559102c1

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

_SET_PED_T* - SET_PED_U*

_0xfd3c31a2e45671e7

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

_DISABLE_A* - _DISABLE_C*

reset_ped_ragdoll_timer

void native.ped.reset_ped_ragdoll_timer(int ped)


set_ped_can_ragdoll

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


_0x3aec4a410ecaf30d

bool native.ped._0x3aec4a410ecaf30d(int ped)

_IS_PED_R*

is_ped_running_mobile_phone_task

bool native.ped.is_ped_running_mobile_phone_task(int ped)


set_ragdoll_blocking_flags

void native.ped.set_ragdoll_blocking_flags(int ped, int 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)
};

clear_ragdoll_blocking_flags

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

flags: see SET_RAGDOLL_BLOCKING_FLAGS

_0x9f933e0985e12c51

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


_0x88b2026a3b0be33d

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


set_ped_defensive_area_volume

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


set_ped_sphere_defensive_area

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


_set_ped_defensive_sphere_attached_to_entity

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


_set_ped_defensive_area_to_angled_area

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

_SET_PED_(A?)*

set_ped_defensive_area_direction

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


remove_ped_defensive_area

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

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

get_ped_defensive_area_position

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


is_ped_defensive_area_active

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


_get_ped_defensive_volume

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


_0x4ec4ea2f72b36358

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

_SET_PED_A*

_0xcf0b19806473d324

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

_SET_PED_COMBAT_*

_0xb4b7c92fce7347b7

void native.ped._0xb4b7c92fce7347b7(int ped)

_RESET_PED_C*

revive_injured_ped

void native.ped.revive_injured_ped(int ped)


resurrect_ped

void native.ped.resurrect_ped(int 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.

set_ped_name_debug

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

nullsub, doesn't do anything

special_function_do_not_use

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


_0x7020839c7302d8ac

bool native.ped._0x7020839c7302d8ac(int ped)

_HAS_*

_0xe1aadd0055d76603

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

_C*

_0x5a1a929c8b729b4a

void native.ped._0x5a1a929c8b729b4a(int ped)

_C*

_0x97a38b65ebda3d50

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

_SET_PED_D*

_0x06a10b4d7f50b0c3

bool native.ped._0x06a10b4d7f50b0c3(int ped)

_GET_PED_D*

_0x88a5564b19c15391

bool native.ped._0x88a5564b19c15391(int ped)


_0x354ca4dddeec397a

int native.ped._0x354ca4dddeec397a(int ped)


_0xfea6126c34df2532

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

METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
_SET_M* - _SET_P*

_0xa967d6a8ed2d713b

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

_SET_PED_P* - _SET_PED_R*

apply_ped_blood_specific

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


_0x58d32261ae0f0843

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


_0x735662994e60a710

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

_SET_PED_F*

_0x91bab9e064f036cd

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


_0x897934e868eddd6c

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


_set_ped_activate_wound_effect

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

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

_update_ped_wound_effect

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

Params: 0.0f to remove wound effects

apply_ped_damage_pack

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

https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_decals.lua

clear_ped_blood_damage

void native.ped.clear_ped_blood_damage(int ped)


clear_ped_blood_damage_by_zone

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


clear_ped_damage_decal_by_zone

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


_clear_ped_blood_damage_facial

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


_0x34c11114887150fd

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


_0xd8544f6260f5f01e

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

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

_0xeb8886e1065654cd

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

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

fade_and_destroy_ped

void native.ped.fade_and_destroy_ped(ptr int ped)


_is_ped_queued_for_deletion

bool native.ped._is_ped_queued_for_deletion(int ped)


clear_ped_wetness

void native.ped.clear_ped_wetness(int ped)

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

set_ped_wetness_height

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

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

_0xf9cff5bb70e8a2cb

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

_SET_PED_WETNESS*

set_ped_wetness_enabled_this_frame

void native.ped.set_ped_wetness_enabled_this_frame(int ped)

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

_0xa7a806677f8de138

void native.ped._0xa7a806677f8de138(int ped)

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

_0xa064bbabb064446f

void native.ped._0xa064bbabb064446f(int p0)


clear_ped_env_dirt

void native.ped.clear_ped_env_dirt(int ped)


set_ped_sweat

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


clear_ped_decorations

void native.ped.clear_ped_decorations(int ped)


was_ped_skeleton_updated

bool native.ped.was_ped_skeleton_updated(int ped)

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

get_ped_bone_coords

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

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.

add_scenario_blocking_area

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

blockingFlags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eScenarioBlockingFlags

remove_scenario_blocking_areas

void native.ped.remove_scenario_blocking_areas()


remove_scenario_blocking_area

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


_add_scenario_blocking_volume

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

flag: see ADD_SCENARIO_BLOCKING_AREA

_0x6f46f8acb44c4fc1

int native.ped._0x6f46f8acb44c4fc1(int p0)


_is_scenario_blocking_area_valid

bool native.ped._is_scenario_blocking_area_valid(int p0)


is_ped_using_scenario_hash

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

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

is_ped_using_any_scenario

bool native.ped.is_ped_using_any_scenario(int ped)


is_ped_using_this_scenario

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


_can_ped_use_scenario_point

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

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

_0x1148f706cf4ebdda

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

_CAN_PED_SEE* - _CAN_PED_USE_(SCENARIO_HASH?)*

set_ped_panic_exit_scenario

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


toggle_scenario_ped_cower_in_place

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

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

_0xd8ceeed54c672b5d

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


set_ped_should_play_directed_normal_scenario_exit

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

Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT

set_ped_should_play_normal_scenario_exit

void native.ped.set_ped_should_play_normal_scenario_exit(int ped)


set_ped_should_play_immediate_scenario_exit

void native.ped.set_ped_should_play_immediate_scenario_exit(int ped)


set_ped_should_play_flee_scenario_exit

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

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

set_ped_should_play_combat_scenario_exit

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

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

set_ped_should_play_emotional_scenario_exit

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

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

set_ped_should_play_quick_scenario_exit

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

lookIntensity: see SET_PED_SHOULD_PLAY_FLEE_SCENARIO_EXIT

_0xf9331b3a314eb49d

bool native.ped._0xf9331b3a314eb49d(int ped)


_0xe735a7da22e88359

void native.ped._0xe735a7da22e88359(int p0)


_0x82cb0f3f0c7785e5

int native.ped._0x82cb0f3f0c7785e5(int p0)


_0xca95c156c14b2054

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


set_facial_idle_anim_override

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


clear_facial_idle_anim_override

void native.ped.clear_facial_idle_anim_override(int ped)


_request_ped_facial_mood_this_frame

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

mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood
Params: p2 = 6 in R* Scripts

_0xd2f0fe8805d91647

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


set_ped_can_play_gesture_anims

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


_0x7edb3c766b0d073f

void native.ped._0x7edb3c766b0d073f(int ped)

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

set_ped_can_play_ambient_anims

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


set_ped_can_play_ambient_base_anims

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


_0x4f63433ce3c08230

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

Only used in R* Script shop_harriet
_SET_PED_F*

set_ped_can_arm_ik

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


_set_ped_can_unk_bodypart_ik

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

_SET_PED_CAN_(?)_IK*

set_ped_can_head_ik

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


set_ped_can_leg_ik

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


set_ped_can_torso_ik

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


set_ped_can_torso_react_ik

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


set_ped_can_torso_vehicle_ik

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


set_ped_can_use_auto_conversation_lookat

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


is_ped_headtracking_ped

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


is_ped_headtracking_entity

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


_disable_ambient_look_at_requests

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


_disable_all_look_at_requests

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


_0xcd9e5f94a2f38683

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

_SET_PED_R* - _SET_PED_S*

set_ped_cloth_pin_frames

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

Old name: SET_PED_CLOTH_PACKAGE_INDEX

_0x1d4636c90bbefacb

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

_SET_PED_CA* - _SET_PED_CO*

_0xef371232bc6053e1

void native.ped._0xef371232bc6053e1(int ped)

_ADD_*

_0x86f0b6730c32ac14

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

_SET_PED_*

_0x8101ba1c0b462412

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

_ATTACH_*

set_ped_config_flag

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

flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlags
https://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS

set_ped_reset_flag

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

Needs to be called every frame

flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlags
https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS

get_ped_config_flag

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

flagId: see SET_PED_CONFIG_FLAG

get_ped_reset_flag

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


_0xc6981aff6d2a71c2

void native.ped._0xc6981aff6d2a71c2(int p0)


_0xe0fe107ab174d64a

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


set_ped_group_member_passenger_index

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


is_ped_evasive_diving

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

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

_shoot_trigger_at_coords

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

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

_is_this_model_a_horse

bool native.ped._is_this_model_a_horse(int model)


set_ped_model_is_suppressed

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


_is_ped_model_suppressed

bool native.ped._is_ped_model_suppressed(int model)


_0x7abbd9e449e0db00

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


_set_ped_disable_kick_move

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

Disables being able to kick move ped.

set_ped_can_ragdoll_from_player_impact

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


_0xe6cb36f43a95d75f

void native.ped._0xe6cb36f43a95d75f(int p0)


set_ped_leg_ik_mode

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


_is_ped_in_point

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

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

_set_ped_can_be_lassoed

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

SET_PED_CAN_*

set_ped_combat_movement

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

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

get_ped_combat_movement

int native.ped.get_ped_combat_movement(int ped)


_0x815c0074a1bc0d93

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

_SET_PED_COMBAT_R - _SET_PED_C*

_0xffde295662405b25

int native.ped._0xffde295662405b25(int ped)

_GET_PED_COMBAT_M* - _GET_PED_C*

set_ped_combat_ability

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

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

set_ped_combat_range

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

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

set_ped_combat_attributes

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

attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txt
https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES

_get_ped_combat_attribute

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


_set_ped_combat_attribute_hash

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

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

set_ped_target_loss_response

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

TLR_ExitTask = 0,
TLR_NeverLoseTarget,
TLR_SearchForTarget

_0x0a4618ffd517e24d

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


_0x712b2c2b2471b493

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

_SET_PED_MO*

_0x00b380ff2df6ab7a

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


_set_ped_combat_style

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

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

_clear_ped_combat_style

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

Params: p1 = 1 in R* Scripts

_set_ped_combat_style_mod

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

duration in seconds, -1.0 = forever

_clear_ped_combat_style_mod

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

_CLEAR_PED_COMBAT_*

_0x5bf0b9d9a8e227a0

bool native.ped._0x5bf0b9d9a8e227a0(int ped)

_IS_PED_B* - _IS_PED_C*

_0x642720d8d69328b6

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

_SET_PED_M*

is_ped_performing_melee_action

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


_0x99df2639da76c1dc

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

_CAN_PED_*

_get_ped_melee_action_phase

float native.ped._get_ped_melee_action_phase(int ped)


is_ped_being_stealth_killed

bool native.ped.is_ped_being_stealth_killed(int ped)


get_melee_target_for_ped

int native.ped.get_melee_target_for_ped(int ped)


_0xdedbed3020da49dc

void native.ped._0xdedbed3020da49dc(int p0)


_0xa405bf9f01960c16

void native.ped._0xa405bf9f01960c16(int p0)


_get_ped_brawling_style

int native.ped._get_ped_brawling_style(int ped)


_set_ped_brawling_style

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

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

_0x9d8dfe2de9cb4dfc

void native.ped._0x9d8dfe2de9cb4dfc(int ped)

_RESET_PED_*

_0xc48af420371c7407

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

_SET_PED_M*

_0x5efa8a3d8a60d662

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


_0x242edf85d4e87b65

int native.ped._0x242edf85d4e87b65(int p0)


_set_ped_combat_behaviour

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


_0x9a4ac116cc1eee14

void native.ped._0x9a4ac116cc1eee14(int p0)


_0xe20027b414bfe6c7

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


_set_ped_beat_multiplier

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

NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped

_set_ped_action_disable_flag

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

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

_clear_ped_action_disable_flag

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


_is_ped_action_disable_flag_enabled

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


_set_ped_target_action_disable_flag

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


_clear_ped_target_action_disable_flag

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


_is_ped_target_action_disable_flag_enabled

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


_0x57f35552e771be9d

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

_SET_PED_M*

_0x7c10221ce718aa72

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

_CLEAR_PED_M*

_0x0d3b1568917ebda0

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

_IS_PED_M*

_0x29f3539189d3e277

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


_0xe9e06ea514a69061

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


_set_ped_writhing_duration

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


_get_ped_remaining_revival_time

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

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).

set_pause_ped_writhe_bleedout

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


_0x12eb4e31f092c9b3

bool native.ped._0x12eb4e31f092c9b3(int ped)

_GET_IS_PED_(BLEEDING_OUT?)*

get_ped_is_grappling

bool native.ped.get_ped_is_grappling(int ped)


get_ped_is_being_grappled

bool native.ped.get_ped_is_being_grappled(int ped)


_get_ped_grappler

int native.ped._get_ped_grappler(int ped)


get_ped_grapple_state

int native.ped.get_ped_grapple_state(int ped)


_get_ped_grapple_style

int native.ped._get_ped_grapple_style(int ped)


_set_ped_grapple_style

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

Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED

_set_ped_grapple_sequence

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


_set_ped_grapple_flag

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


_clear_ped_grapple_flag

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


_get_ped_grapple_flag

int native.ped._get_ped_grapple_flag(int ped)


_set_ped_grapple_action

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


_set_ped_grapple_effect_multiplier

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


_set_ped_grapple_animation

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


set_ped_flee_attributes

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

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),
};

_is_ped_cowering

bool native.ped._is_ped_cowering(int ped)


is_any_ped_near_point

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


force_ped_ai_and_animation_update

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


_0xc2722b252c79e641

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

_FORCE_PED_*

_is_ped_doing_scenario_transition

bool native.ped._is_ped_doing_scenario_transition(int ped)


_0x2dc0e8dcbd3546e9

bool native.ped._0x2dc0e8dcbd3546e9(int ped)

_IS_PED_D*

_add_scenario_transition

void native.ped._add_scenario_transition(int ped)

Forces transition now, called together with 0xD65FDC686A031C83

_give_ped_hash_command

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

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

_get_is_ped_command_hash_present

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


is_ped_heading_towards_position

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


_0x600bbdd29820370c

void native.ped._0x600bbdd29820370c(int ped)

Not implemented.

request_ped_visibility_tracking

void native.ped.request_ped_visibility_tracking(int ped)


release_ped_visibility_tracking

void native.ped.release_ped_visibility_tracking(int ped)


request_ped_vehicle_visibility_tracking

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


request_ped_use_small_bbox_visibility_tracking

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


get_tracked_ped_pixelcount

int native.ped.get_tracked_ped_pixelcount(int ped)


is_tracked_ped_visible

bool native.ped.is_tracked_ped_visible(int ped)

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

_is_tracked_ped_visibility_percentage_not_less_than

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


_is_ped_visibility_tracked

bool native.ped._is_ped_visibility_tracked(int ped)


can_ped_be_mounted

bool native.ped.can_ped_be_mounted(int ped)


_is_meta_ped_fish

bool native.ped._is_meta_ped_fish(int ped)

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

is_event_in_queue

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


can_ped_see_entity

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

Returns:
0 - CTR_CANNOT_TARGET
1 - CTR_CAN_TARGET
2 - CTR_NOT_SURE_YET

can_ped_see_ped_cached

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


_0x0ea9eacba3b01601

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

_CAN_PED_B* - _CAN_PED_I*

get_ped_bone_index

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

no bone = -1

_0xc5303f460a40d21d

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

Returns boneIndex
_GET_PED_N* - _GET_PED_R*

_0xe29d8cd66553dbaa

void native.ped._0xe29d8cd66553dbaa(int horse)

_SET_PED_R* -_SET_PED_S*

_0xb06f5f1def417216

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


_0xfc23348f0f4e245f

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


_0x9184788bff1edad7

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


_set_ped_dirt_cleaned

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

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

_0x0105fee8f9091255

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


_0xd049920cd29f6cc8

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


_0xbb3e5370ebb6be28

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


_0x2fa568bfa725f8d6

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


_0x56e4bad93d33453c

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


_0x75a082563b4452e5

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


_0x16802c32b2fca06b

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


_0x8ba0c65ac15a7d33

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


_0x0ffdf937e5c11382

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


_0x5fcf25d584065bfd

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


_0xa2116c1e4ed85c24

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

_SET_PED_*

force_ped_motion_state

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

motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/FORCE_PED_MOTION_STATE

_0x75d3333409cd33ce

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


get_ped_current_move_blend_ratio

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

Old name: _GET_PED_CURRENT_MOVEMENT_SPEED

set_ped_max_move_blend_ratio

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


set_ped_min_move_blend_ratio

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


_0xbc1dc48270468444

void native.ped._0xbc1dc48270468444(int p0)


_0x46bf2a810679d6e6

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

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

_0xca95924c893a0c91

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

Returns vehicle speed
_COMPUTE_*

_horse_agitate

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

_H* - _I*

_0x413697ec260aabbf

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


_0xcac43d060099ea72

void native.ped._0xcac43d060099ea72(int ped)


_0xc9151483cc06a414

void native.ped._0xc9151483cc06a414(int ped)


_0xad3330e3c3e98007

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


_0xb8e2d655e1d5bd39

int native.ped._0xb8e2d655e1d5bd39(int p0)


_0x7bb810e8b343ac7b

int native.ped._0x7bb810e8b343ac7b(int p0)


set_ped_move_rate_override

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

Min: 0.0f
Max: 1.15f

get_ped_nearby_vehicles

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


get_ped_nearby_peds

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


is_ped_ready_to_render

bool native.ped.is_ped_ready_to_render(int ped)


_0x6a489892e813951a

void native.ped._0x6a489892e813951a(int p0)


is_ped_using_action_mode

bool native.ped.is_ped_using_action_mode(int ped)


_is_ped_using_action_mode_2

bool native.ped._is_ped_using_action_mode_2(int ped)


set_ped_using_action_mode

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


set_ped_capsule

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

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.

_get_rider_of_mount

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


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

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

spawnpoints_start_search_in_angled_area

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

Searching area between coords 1 and 2

_spawnpoints_start_search_with_volume

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


void native.ped.spawnpoints_cancel_search()


spawnpoints_is_search_active

bool native.ped.spawnpoints_is_search_active()


spawnpoints_is_search_complete

bool native.ped.spawnpoints_is_search_complete()


spawnpoints_is_search_failed

bool native.ped.spawnpoints_is_search_failed()


spawnpoints_get_num_search_results

int native.ped.spawnpoints_get_num_search_results()


spawnpoints_get_search_result

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


spawnpoints_get_search_result_flags

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


set_ik_target

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


_request_ped_emotional_preset

void native.ped._request_ped_emotional_preset(int ped, string name)

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

_has_ped_emotional_preset_loaded

bool native.ped._has_ped_emotional_preset_loaded(int ped, string name)

See _REQUEST_PED_EMOTIONAL_PRESET

_remove_ped_emotional_preset

void native.ped._remove_ped_emotional_preset(int ped, string name)

See _REQUEST_PED_EMOTIONAL_PRESET

_request_motion_type_asset

void native.ped._request_motion_type_asset(int name_hash, int ped)


has_motion_type_asset_loaded

bool native.ped.has_motion_type_asset_loaded(int name_hash, int ped)


_remove_motion_type_asset

void native.ped._remove_motion_type_asset(int name_hash, int ped)


_0x290b2e6ccde532e1

bool native.ped._0x290b2e6ccde532e1(int ped)

_IS_PED_L* - _IS_PED_M*

_0x0eef7a81c17679db

bool native.ped._0x0eef7a81c17679db(int ped)

_IS_PED_L* - _IS_PED_M*

set_ped_lod_multiplier

void native.ped.set_ped_lod_multiplier(int ped, float multiplier)


_get_ped_lod_multiplier

float native.ped._get_ped_lod_multiplier(int ped)


_0xa218d2bbcaa7388c

int native.ped._0xa218d2bbcaa7388c(int p0, int p1)


is_any_hostile_ped_near_point

bool native.ped.is_any_hostile_ped_near_point(int ped, float x, float y, float z, float radius)


_0xcbde59c48f2b06f5

void native.ped._0xcbde59c48f2b06f5(int p0, int p1, int p2)


_0x6a190b94c2541a99

void native.ped._0x6a190b94c2541a99(int p0)


is_target_ped_in_perception_area

bool native.ped.is_target_ped_in_perception_area(int ped, int target_ped, float p2, float custom_distance, float p4, float p5)

Returns true if ped is in perception (focused and looking at target ped)
Most float params are -1.f in R* Scripts

set_pop_control_sphere_this_frame

void native.ped.set_pop_control_sphere_this_frame(int p0, int p1, int p2, int p3, int p4)


is_ped_hogtied

bool native.ped.is_ped_hogtied(int ped)


is_ped_being_hogtied

bool native.ped.is_ped_being_hogtied(int ped)


_0x3d9f958834ab9c30

int native.ped._0x3d9f958834ab9c30(int ped)


_0x913d04a5176f84c9

bool native.ped._0x913d04a5176f84c9(int ped)

_IS_PED_S* - _IS_PED_U*

is_ped_hogtying

bool native.ped.is_ped_hogtying(int ped)


_get_ped_lasso_hogtie_flag

bool native.ped._get_ped_lasso_hogtie_flag(int ped, int flag_id)

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flags
https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG

set_ped_lasso_hogtie_flag

void native.ped.set_ped_lasso_hogtie_flag(int ped, int flag_id, bool value)


_0x4642182a298187d0

int native.ped._0x4642182a298187d0(int ped, int p1, ptr int p2, int p3, int p4)


_0x6b67320e0d57856a

void native.ped._0x6b67320e0d57856a(int ped, ptr int p1, int p2, bool p3)


_get_first_entity_ped_is_carrying

int native.ped._get_first_entity_ped_is_carrying(int ped)


_0xaa6c49ae90a32299

void native.ped._0xaa6c49ae90a32299(int ped, int p1)


_get_carrier_as_ped

int native.ped._get_carrier_as_ped(int entity)


_get_carrier_as_mount

int native.ped._get_carrier_as_mount(int entity)


_get_carrier_as_human

int native.ped._get_carrier_as_human(int entity)


get_carried_attached_info_for_slot

int native.ped.get_carried_attached_info_for_slot(int p0, int p1, int p2, int p3)


detach_carriable_entity

void native.ped.detach_carriable_entity(int entity, bool p1, bool p2)


find_all_attached_carriable_entities

void native.ped.find_all_attached_carriable_entities(int ped, int itemset)


is_ped_carrying_something

bool native.ped.is_ped_carrying_something(int ped)


_0xb65927f861e7ae39

bool native.ped._0xb65927f861e7ae39(int ped, int p1)


_0xa1fbac56d38563e2

bool native.ped._0xa1fbac56d38563e2(int volume)


_0x6f43c351a5d51e2f

int native.ped._0x6f43c351a5d51e2f(int ped, ptr int p1)


is_ped_lassoed

bool native.ped.is_ped_lassoed(int ped)


_get_lassoer_of_ped

int native.ped._get_lassoer_of_ped(int ped)

_IS_PED_S* - _IS_PED_U*

_get_lasso_target

int native.ped._get_lasso_target(int ped)


_get_lassoed_lassoer

int native.ped._get_lassoed_lassoer(int ped)


set_looting_flag

void native.ped.set_looting_flag(int ped, int loot_flag, bool enabled)

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flags
https://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,
};

_get_looting_flag

bool native.ped._get_looting_flag(int ped, int loot_flag)

lootFlag: see SET_LOOTING_FLAG

_refresh_loot_state_for_ped

int native.ped._refresh_loot_state_for_ped(int ped, int p1, ptr int loot_target, int p3, int p4)

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*

get_ped_loot_status_mp

int native.ped.get_ped_loot_status_mp(int ped)

enum ePedLootStatus
{
    PLS_NONE,
    PLS_PRE_LOOT,
    PLS_SAMPLING,
    PLS_SKINNING
};

_0x4b19f171450e0d4f

int native.ped._0x4b19f171450e0d4f(int ped)


_0x758f081db204ddde

bool native.ped._0x758f081db204ddde(int ped)


get_looting_pickup_target_entity

int native.ped.get_looting_pickup_target_entity(int ped)


_0x7b5c293238ee4f20

int native.ped._0x7b5c293238ee4f20(int p0)


_0xae6b68a83abbe7c0

void native.ped._0xae6b68a83abbe7c0(int p0)


_0xa4b6432e3880f2f9

bool native.ped._0xa4b6432e3880f2f9(int ped)


_add_ped_subscribe_to_legendary_blips

bool native.ped._add_ped_subscribe_to_legendary_blips(int ped)


_remove_ped_subscribe_to_legendary_blips

bool native.ped._remove_ped_subscribe_to_legendary_blips(int ped)


is_ped_incapacitated

bool native.ped.is_ped_incapacitated(int ped)


_set_ped_incapacitation_modifiers

void native.ped._set_ped_incapacitation_modifiers(int ped, bool can_be_incapacitated, int threshold, int bleedout_time, int p4)


_get_ped_can_be_incapacitated_this_frame

bool native.ped._get_ped_can_be_incapacitated_this_frame(int ped)


set_ped_can_be_incapacitated

void native.ped.set_ped_can_be_incapacitated(int ped, bool toggle)

When set on a player ped, its just like when you die in RDO

_get_ped_incapacitation_health

int native.ped._get_ped_incapacitation_health(int ped)


_set_ped_incapacitation_total_bleed_out_duration

void native.ped._set_ped_incapacitation_total_bleed_out_duration(int ped, float duration)


_reset_ped_incapacitation_bleed_out_duration

void native.ped._reset_ped_incapacitation_bleed_out_duration(int ped)


_set_ped_incapacitation_flags

void native.ped._set_ped_incapacitation_flags(int ped, int flags)


_0x92a1b55a59720395

void native.ped._0x92a1b55a59720395(int p0, int p1)


_incapacitated_revive

void native.ped._incapacitated_revive(int ped, int ped2)


_get_incapacitation_time_remaining

int native.ped._get_incapacitation_time_remaining(int ped)


_set_ped_knocked_by_one_hit

void native.ped._set_ped_knocked_by_one_hit(int ped, float p1)


_0x2e5b5d1f1453e08e

void native.ped._0x2e5b5d1f1453e08e(int ped, int p1)


_0x29924eb8ee9db926

void native.ped._0x29924eb8ee9db926(int ped, float p1)

_SET_PED_K* or _SET_PED_L*

_set_ped_active_player_type

void native.ped._set_ped_active_player_type(int ped, int player_type)

Params: hash - ARTHUR or JOHN
_SET_PED_(A-D)*

_0xcb86d3e3e3708901

int native.ped._0xcb86d3e3e3708901(int p0, int p1, int p2, int p3, int p4)


_0x633f83b301c87994

void native.ped._0x633f83b301c87994(int p0, int p1)


_0x5203038ff8bae577

bool native.ped._0x5203038ff8bae577(int ped, int p1, int p2)


_0x7f090958ae95b61b

bool native.ped._0x7f090958ae95b61b(int ped, int p1)


_0xc494c76a34266e82

void native.ped._0xc494c76a34266e82(int ped, int p1)

[WARDROBE] Player took off their disguise: p1 = 13
[WARDROBE] Player put on a disguise: p1 = 0

_0xc3995d396f1d97b6

bool native.ped._0xc3995d396f1d97b6(int ped, int p1, int p2)

_GET_PED_G* - _GET_PED_I*

_0x15f4732c357b1d6d

void native.ped._0x15f4732c357b1d6d(int p0, int p1, int p2)


_0x947e43f544b6ab34

bool native.ped._0x947e43f544b6ab34(int ped, int player, int flag, int ms)

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34
_GET_PED_G* - _GET_PED_I(NTERACTION?)*

_0x32417cb860a3bdc4

int native.ped._0x32417cb860a3bdc4(int p0, int p1)


_0xe737d5f14304a2ec

void native.ped._0xe737d5f14304a2ec(int ped, int player, int p2)

Only used in R* Script nb_animal_attack: p2 = 120000
_SET_PED_SH* - _SET_PED_SP*

_0xebd49472bccf7642

void native.ped._0xebd49472bccf7642(int p0, int p1)


_set_player_greet_disabled_for_ped

void native.ped._set_player_greet_disabled_for_ped(int ped, int player, int duration)


_set_player_antagonize_disabled_for_ped

void native.ped._set_player_antagonize_disabled_for_ped(int ped, int player, int duration)


_0xb9bdfae609dfb7c5

void native.ped._0xb9bdfae609dfb7c5(int p0, int p1, int p2)


_0xf7327acc7a89aef1

int native.ped._0xf7327acc7a89aef1(int p0, int p1, int p2)


_get_ped_attitude

int native.ped._get_ped_attitude(int ped, int player)

AI_ATTITUDE_NEUTRAL = 0,
AI_ATTITUDE_FRIENDLY,
AI_ATTITUDE_WARY,
AI_ATTITUDE_COMBATIVE,
AI_ATTITUDE_NEVER_MET

_0x1e017404784aa6a3

bool native.ped._0x1e017404784aa6a3(int ped, int p1)


_0x2b4ce170de09f346

void native.ped._0x2b4ce170de09f346(int ped, int p1)


_0x7c8aa850617651d9

int native.ped._0x7c8aa850617651d9(int p0, int p1)


_get_ped_motivation

float native.ped._get_ped_motivation(int ped, int motivation_state, int target_ped)

If targetPed is set to 0 the ped motivationState affects everyone

_set_ped_motivation

void native.ped._set_ped_motivation(int ped, int motivation_state, float threshold, int target_ped)

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

_0x23bde06596a22cec

void native.ped._0x23bde06596a22cec(int ped, int p1, float p2, int p3)


_0xcdfb8c04d4c95d9b

void native.ped._0xcdfb8c04d4c95d9b(int p0, int p1, int p2, int p3)


_get_is_ped_motivation_state_enabled

bool native.ped._get_is_ped_motivation_state_enabled(int ped, int motivation_state)

motivationState: see _SET_PED_MOTIVATION

_set_ped_motivation_state_override

void native.ped._set_ped_motivation_state_override(int ped, int motivation_state, bool enabled)

motivationState: see _SET_PED_MOTIVATION

_set_ped_motivation_modifier

void native.ped._set_ped_motivation_modifier(int ped, int motivation_state, float modifier)

The higher the modifier, the slower the motivationState value will decrease

_0xfd8e853f0bc2e942

void native.ped._0xfd8e853f0bc2e942(int p0, int p1)


_set_ped_scent

void native.ped._set_ped_scent(int ped, float scent)

0.0 - 1.0
Modifies the "scent line" on the ped's body when using Eagle Eye.

_set_ped_ladder_movement_speed_modifier

void native.ped._set_ped_ladder_movement_speed_modifier(int ped, float p1)


_reset_ped_ladder_movement_speed_modifier

void native.ped._reset_ped_ladder_movement_speed_modifier(int ped)


_0xc6c4e15cf7d52fea

void native.ped._0xc6c4e15cf7d52fea(int p0, int p1)


_set_ped_voice_volume

void native.ped._set_ped_voice_volume(int ped, float volume)

_SET_PED_S* - _SET_PED_T*

_0x0f967019cc853bcc

void native.ped._0x0f967019cc853bcc(int p0, int p1)


_is_ped_dragging

bool native.ped._is_ped_dragging(int ped)


is_ped_being_dragged

bool native.ped.is_ped_being_dragged(int ped)


_0x070a3841406c43d5

void native.ped._0x070a3841406c43d5(int p0, int p1)


_add_ped_stay_out_volume

bool native.ped._add_ped_stay_out_volume(int ped, int volume)


_remove_ped_stay_out_volume

bool native.ped._remove_ped_stay_out_volume(int ped, int volume)


_0x9e66708b2b41f14a

void native.ped._0x9e66708b2b41f14a(int p0, int p1)


_0xf634e2892220ef34

void native.ped._0xf634e2892220ef34(int ped, int p1)


_0xaac0ee3b4999abb5

void native.ped._0xaac0ee3b4999abb5(int ped, int target_ped)


get_ped_motion_focus_entity

int native.ped.get_ped_motion_focus_entity(int ped)


_set_char_expression

void native.ped._set_char_expression(int ped, int index, float value)

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

_get_char_expression

float native.ped._get_char_expression(int ped, int index)

Gets MetaPedExpression at index specified

For index, see: _SET_CHAR_EXPRESSION

Old name: _GET_PED_FACE_FEATURE

_0x5bb04bc74a474b47

void native.ped._0x5bb04bc74a474b47(int p0, int p1)


_0x9078fb0557364099

void native.ped._0x9078fb0557364099(int p0)


is_ped_falling_over

bool native.ped.is_ped_falling_over(int ped)


_has_ped_been_shoved_recently

bool native.ped._has_ped_been_shoved_recently(int ped, int ms)


_get_ped_tranquilizer

int native.ped._get_ped_tranquilizer(int ped)


_0x0d497aa69059fe40

void native.ped._0x0d497aa69059fe40(int p0, int p1)


_0xd7d2f45c56a4f4df

void native.ped._0xd7d2f45c56a4f4df(int p0, int p1, int p2)


_set_ped_cull_range

void native.ped._set_ped_cull_range(int ped, float p1, float p2)

The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)

_0x1d23d3f70606d788

void native.ped._0x1d23d3f70606d788(int p0, int p1)


_get_meta_ped_type

int native.ped._get_meta_ped_type(int ped)

enum eMetaPedType
{
    MPT_MALE,
    MPT_FEMALE,
    MPT_TEEN,
    MPT_ANIMAL,
    MPT_NONE
};

_is_meta_ped_using_component

bool native.ped._is_meta_ped_using_component(int ped, int component)


_0xbd0e4f52f6d95242

bool native.ped._0xbd0e4f52f6d95242(int ped)

_IS_PED_M* - _IS_PED_O*

_is_ped_child

bool native.ped._is_ped_child(int ped)


_0xffa1594703ed27ca

void native.ped._0xffa1594703ed27ca(int ped, int p1)


_set_meta_ped_tag

void native.ped._set_meta_ped_tag(int ped, int drawable, int albedo, int normal, int material, int palette, int tint0, int tint1, int tint2)

Use to apply metaped player components
Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED

remove_tag_from_meta_ped

void native.ped.remove_tag_from_meta_ped(int ped, int component, int p2)


_0xa2b8e47442c76cec

void native.ped._0xa2b8e47442c76cec(int p0, int p1)


_get_num_component_categories_in_ped

int native.ped._get_num_component_categories_in_ped(int ped)

Works similar to 0x90403E8107B60E81 (_GET_NUM_COMPONENTS_IN_PED) but is used to get category hashes instead

_get_ped_component_category_by_index

int native.ped._get_ped_component_category_by_index(int ped, int index)

Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES

_get_num_components_in_ped

int native.ped._get_num_components_in_ped(int ped)


_0x9b90842304c938a7

int native.ped._0x9b90842304c938a7(int p0, int p1, int p2)


_update_ped_variation

void native.ped._update_ped_variation(int ped, bool p1, bool p2, bool p3, bool p4, bool p5)

Update variation on ped, needed after first creation, or when component or texture/overlay is changed

_0xcb1a3864c524f784

void native.ped._0xcb1a3864c524f784(int p0, int p1)


_0xfa0d206b489a6846

void native.ped._0xfa0d206b489a6846(int p0, int p1, int p2, int p3, int p4)


_0xa4ac05b1a364ebc5

int native.ped._0xa4ac05b1a364ebc5(int p0, int p1, int p2)


_0x1298b3d8e4c2409f

void native.ped._0x1298b3d8e4c2409f(int p0)


_0xa274f51ef7e34b95

int native.ped._0xa274f51ef7e34b95(int p0, int p1)


_0xc2ef407645beecdc

int native.ped._0xc2ef407645beecdc(int p0)


_equip_meta_ped_outfit

void native.ped._equip_meta_ped_outfit(int ped, int hash)

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

_0xfa742b82d093d848

void native.ped._0xfa742b82d093d848(int p0, int p1, int p2)


_get_ped_meta_outfit_hash

int native.ped._get_ped_meta_outfit_hash(int ped)


_0xa2f8b3b5fedfc100

void native.ped._0xa2f8b3b5fedfc100(int p0, int p1)


_equip_meta_ped_suboutfit

void native.ped._equip_meta_ped_suboutfit(int ped, int suboutfit, int p2)


_does_meta_ped_outfit_exist_for_ped_model

bool native.ped._does_meta_ped_outfit_exist_for_ped_model(int outfit, int model)


_does_meta_ped_suboutfit_exist_for_ped_model

bool native.ped._does_meta_ped_suboutfit_exist_for_ped_model(int outfit, int suboutfit, int model)


_0x62fdf4e678e40cc6

int native.ped._0x62fdf4e678e40cc6(int entity, int p1)

Returns p1 value for 0x8E84119A23C16623

_reset_ped_components

void native.ped._reset_ped_components(int ped)


_0x370a973252741ac4

void native.ped._0x370a973252741ac4(int ped, bool p1)

_RESET_PED_*

_set_random_outfit_variation

void native.ped._set_random_outfit_variation(int ped, bool p1)


get_num_meta_ped_outfits

int native.ped.get_num_meta_ped_outfits(int ped)


_equip_meta_ped_outfit_preset

void native.ped._equip_meta_ped_outfit_preset(int ped, int preset_id, bool p2)

Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts.
If p2 is true as player, then certain components like facial hair and hair will not be removed.
Old name: _SET_PED_OUTFIT_PRESET

_equip_meta_ped_outfit_extra

void native.ped._equip_meta_ped_outfit_extra(int ped, int component, int p2, int p3)

Changes Multiplayer ped face and body type components, they can be stacked
Params: p3 = 1
Body shape for mp_male from 124 - 128, 110 - 115 for mp_female
Face shape for mp_male from 110 - 123, 96 - 109 for mp_female
Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female

_is_meta_ped_outfit_equipped

bool native.ped._is_meta_ped_outfit_equipped(int ped, int outfit)

Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED

_0x851966e1e35af491

void native.ped._0x851966e1e35af491(int p0, int p1)


_set_texture_outfit_tints

void native.ped._set_texture_outfit_tints(int ped, int component_category, int palette, int tint0, int tint1, int tint2)

Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED

_request_meta_ped

int native.ped._request_meta_ped(int model, int p1)

Returns requestId
Params: p1 = 1 in R* Scripts (Used in SP only)

_has_meta_ped_request_loaded

bool native.ped._has_meta_ped_request_loaded(int request_id)


_is_meta_ped_request_valid

bool native.ped._is_meta_ped_request_valid(int request_id)


_create_meta_ped

int native.ped._create_meta_ped(int request_id, float x, float y, float z, float heading, bool p5, bool p6, bool p7, bool p8, bool p9)

Only used in SP scripts, for example odriscolls1: BOOLS: true, true, true, false, false

_release_meta_ped_request

void native.ped._release_meta_ped_request(int request_id)


_request_meta_ped_outfit

int native.ped._request_meta_ped_outfit(int model, int outfit)

https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua
Returns requestId, to be used with 0x74F512E29CB717E2

_0x27e8a84c12b0b7d1

int native.ped._0x27e8a84c12b0b7d1(int p0, int p1, int p2)


_0x273915ce30780986

int native.ped._0x273915ce30780986(int p0, int p1)


_release_meta_ped_outfit_request

void native.ped._release_meta_ped_outfit_request(int request_id)


_0x3fcbb5fcfd968698

int native.ped._0x3fcbb5fcfd968698(int drawable, int albedo, int normal, int material, int p4)

Used for script function PROCESS_PLAYER_HAT_EVENT
Returns requestId to be used with 0x13E7320C762F0477

_request_meta_ped_asset_bundle

int native.ped._request_meta_ped_asset_bundle(int asset, int p1)

Returns requestId
Params: p1 = 1 in R* Scripts

_request_meta_ped_component

int native.ped._request_meta_ped_component(int meta_ped_type, int p1, int p2, int p3, int p4)


_release_meta_ped_asset_request

void native.ped._release_meta_ped_asset_request(int request_id)


_has_meta_ped_asset_loaded

bool native.ped._has_meta_ped_asset_loaded(int request_id)


_is_meta_ped_asset_valid

bool native.ped._is_meta_ped_asset_valid(int request_id)


_create_meta_ped_asset

int native.ped._create_meta_ped_asset(int asset, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, bool p7, bool p8, bool p9)

Creates prop from metaped asset bundle
https://github.com/femga/rdr3_discoveries/blob/master/objects/metaped_asset_bundles_list.lua
Creates a pickup-able metaped component. asset doesn't seems to be related to component hashes. Hash example : 0xD20354AB (https ://i.imgur.com/dzHkcDb.png)

_has_meta_ped_outfit_loaded

bool native.ped._has_meta_ped_outfit_loaded(int request_id)


_is_meta_ped_outfit_request_valid

bool native.ped._is_meta_ped_outfit_request_valid(int request_id)


_create_meta_ped_outfit_ped

int native.ped._create_meta_ped_outfit_ped(int request_id, float x, float y, float z, float heading, bool p5, bool p6, bool p7, bool p8)

Creates metaped from ped outfit requestId. See _REQUEST_METAPED_OUTFIT

_apply_ped_meta_ped_outfit

bool native.ped._apply_ped_meta_ped_outfit(int request_id, int ped, bool p2, bool p3)

https://github.com/femga/rdr3_discoveries/blob/master/clothes/metaped_outfits.lua

_set_meta_ped_weariness

void native.ped._set_meta_ped_weariness(int ped, float weariness)

Sets ped eye redness, weariness: 0.f to 1.f

_0xf47d54b986f0a346

void native.ped._0xf47d54b986f0a346(int ped, int dance_intensity)

Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE

_0x3efed081b4834ba1

void native.ped._0x3efed081b4834ba1(int p0)


_0x0fb1ba7ff73b41e1

void native.ped._0x0fb1ba7ff73b41e1(int p0, int p1, int p2)


_0xb292203008ebbaac

int native.ped._0xb292203008ebbaac(int p0)


_0xd4d403ea031f351c

bool native.ped._0xd4d403ea031f351c(int ped)


_get_pelt_from_horse

int native.ped._get_pelt_from_horse(int horse, int index)

Returns peltId

_set_pelt_for_horse

void native.ped._set_pelt_for_horse(int horse, int pelt_id)


_0xc412aa1c73111fe0

void native.ped._0xc412aa1c73111fe0(int p0, int p1, int p2, int p3, int p4)


_clear_pelt_from_horse

void native.ped._clear_pelt_from_horse(int horse, int pelt_id)


_set_ped_lights

void native.ped._set_ped_lights(int ped, bool toggle)


_0xd049fdaf089fddb0

void native.ped._0xd049fdaf089fddb0(int ped, int p1, float p2)


_0xdd9540e7b1c9714f

void native.ped._0xdd9540e7b1c9714f(int ped, int p1, float r, float g, float b)


_0x55546004a244302a

void native.ped._0x55546004a244302a(int p0, int p1)


_set_health_recharge_multiplier

void native.ped._set_health_recharge_multiplier(int ped, int multiplier)


_get_health_recharge_multiplier

float native.ped._get_health_recharge_multiplier(int ped)


_set_stamina_depletion_multiplier

void native.ped._set_stamina_depletion_multiplier(int ped, int multiplier)


_get_stamina_depletion_multiplier

float native.ped._get_stamina_depletion_multiplier(int ped)


_set_stamina_recharge_multiplier

void native.ped._set_stamina_recharge_multiplier(int ped, int multiplier)


_get_stamina_recharge_multiplier

float native.ped._get_stamina_recharge_multiplier(int ped)


_change_ped_stamina

bool native.ped._change_ped_stamina(int ped, float amount)

Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0

_get_ped_stamina

float native.ped._get_ped_stamina(int ped)


_get_ped_stamina_normalized

float native.ped._get_ped_stamina_normalized(int ped)

Returns stamina normalizedValue / normalizedUnlockedMax

_get_ped_max_stamina

float native.ped._get_ped_max_stamina(int ped)


_0x36513affc703c60d

void native.ped._0x36513affc703c60d(int p0)

_RESET_PED_*

_restore_ped_stamina

void native.ped._restore_ped_stamina(int ped, float stamina)

0.0 <= stamina <= 100.0

_0xfc3b580c4380b5b7

int native.ped._0xfc3b580c4380b5b7(int ped)


_0xea8763e505afd49a

void native.ped._0xea8763e505afd49a(int p0, int p1, int p2)


_0xe4ef4382e22c780c

void native.ped._0xe4ef4382e22c780c(int p0)


_0xd61fcf9fcfd515b7

void native.ped._0xd61fcf9fcfd515b7(int p0, int p1, int p2)


_0x8d9db115fba8e23d

void native.ped._0x8d9db115fba8e23d(int p0)


_get_num_reserved_health

int native.ped._get_num_reserved_health(int ped)


_0xd97bc27ac039f681

int native.ped._0xd97bc27ac039f681(int p0, int p1, int p2, int p3)


_0xf6a8c4b4a11ae89c

int native.ped._0xf6a8c4b4a11ae89c(int p0, int p1, int p2, int p3, int p4, int p5)


_0xe4c95e0ae31c6512

void native.ped._0xe4c95e0ae31c6512(int ped, int p1)


_get_ped_last_dropped_hat

int native.ped._get_ped_last_dropped_hat(int ped)


_0x5d4cd22a8c82a81a

void native.ped._0x5d4cd22a8c82a81a(int ped, bool p1)

Related to ped hat
_SET_PED_LA* - _SET_PED_LE*

_0xbf567df2bef211a6

void native.ped._0xbf567df2bef211a6(int p0, int p1)


_create_gravity_well

int native.ped._create_gravity_well(float x_pos, float y_pos, float z_pos, float heading, float radius, float p5, float p6, float p7, bool stop_at_destination)

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.

_CREATE_[P-Z]

_remove_gravity_well

void native.ped._remove_gravity_well(int handle)

Removes gravity well by handle returned from 0x4F5EBE70081E5A20

_is_ped_intimidated

bool native.ped._is_ped_intimidated(int ped)


_0x7ee3a8660f38797e

bool native.ped._0x7ee3a8660f38797e(int ped)

_IS_PED_H* - _IS_PED_I*

_0xa180fbd502a03125

int native.ped._0xa180fbd502a03125(int p0, int p1, int p2)


_request_texture

int native.ped._request_texture(int albedo_hash, int normal_hash, int material_hash)

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

_apply_texture_on_ped

void native.ped._apply_texture_on_ped(int ped, int component_hash, int texture_id)


_release_texture

void native.ped._release_texture(int texture_id)

Removes a texture created by 0xC5E7204F322E49EB.

_update_ped_texture

void native.ped._update_ped_texture(int texture_id)

Should be called at least once for any new texture override.
Otherwise component textures will be just black.
Also needs to be called for updating any ped overlays to apply the changes.

_reset_ped_texture

void native.ped._reset_ped_texture(int texture_id)

Removes every texture layer but the base layer
Clearing texture's data: setting params to default values, but keep overlays.

_is_texture_valid

bool native.ped._is_texture_valid(int texture_id)


_add_texture_layer

int native.ped._add_texture_layer(int texture_id, int albedo_hash, int normal_hash, int material_hash, int blend_type, float tex_alpha, int sheet_grid_index)

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.

_remove_ped_overlay

void native.ped._remove_ped_overlay(int texture_id, int overlay_id)


_set_texture_layer_sheet_grid_index

void native.ped._set_texture_layer_sheet_grid_index(int texture_id, int layer_id, int sheet_grid_index)


_set_texture_layer_alpha

void native.ped._set_texture_layer_alpha(int texture_id, int layer_id, float tex_alpha)


_set_texture_layer_roughness

void native.ped._set_texture_layer_roughness(int texture_id, int layer_id, float tex_rough)


_set_texture_layer_pallete

void native.ped._set_texture_layer_pallete(int texture_id, int layer_id, int palette_hash)

paletteHash: https://raw.githubusercontent.com/femga/rdr3_discoveries/master/clothes/cloth_color_palletes.lua

_set_texture_layer_tint

void native.ped._set_texture_layer_tint(int texture_id, int layer_id, int tint0, int tint1, int tint2)

Seem color is not RGB or HSV

_set_texture_layer_mod

void native.ped._set_texture_layer_mod(int texture_id, int layer_id, int mod_texture_hash, float mod_alpha, int mod_channel)


_set_texture_layer_texture_map

void native.ped._set_texture_layer_texture_map(int texture_id, int layer_id, int albedo_hash, int normal_hash, int material_hash)


_clear_ped_texture

void native.ped._clear_ped_texture(int texture_id)

Removes every texture layer
Old Name: _RESET_PED_TEXTURE_2

_0xc991ef46fe323867

void native.ped._0xc991ef46fe323867(int ped, int p1)

Not implemented.

_0x1f8215d0e446f593

void native.ped._0x1f8215d0e446f593(int p0, int p1, int p2)


is_location_spawn_safe

bool native.ped.is_location_spawn_safe(int ped, float p1)


_0x53ba7d96b9a421d9

void native.ped._0x53ba7d96b9a421d9(int p0, int p1)


_0x96c7b659854de629

void native.ped._0x96c7b659854de629(int p0, int p1)


set_horse_avoidance_level

void native.ped.set_horse_avoidance_level(int horse, int avoidance_level)

-1 - HORSE_ASSIST__NO_CHANGE
0 - HORSE_ASSIST__MANUAL
1 - HORSE_ASSIST__SEMIASSIST
2 - HORSE_ASSIST__FULLASSIST

reset_horse_avoidance_level_to_default

void native.ped.reset_horse_avoidance_level_to_default(int horse)


_set_ped_use_horse_map_collision

int native.ped._set_ped_use_horse_map_collision(int ped, bool toggle)

Doesn't actually return anything.

_0x5b73975b4f12f7f3

void native.ped._0x5b73975b4f12f7f3(int p0, int p1, int p2, int p3, int p4)


get_meta_ped_asset_guids

bool native.ped.get_meta_ped_asset_guids(int ped, int index, ptr int drawable, ptr int albedo, ptr int normal, ptr int material)

This is a way to get what drawables a ped has equipped
Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached
Note: this works with non shop components, direct .ydd files.

get_meta_ped_asset_tint

bool native.ped.get_meta_ped_asset_tint(int ped, int index, ptr int pallete, ptr int tint0, ptr int tint1, ptr int tint2)


_set_ped_blackboard_int

void native.ped._set_ped_blackboard_int(int ped, string variable_name, int value, int remove_timer)

https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS
Blackboard natives allow you to apply and check certain data to/for peds.
Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script"
Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions
"removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second

_set_ped_blackboard_bool

void native.ped._set_ped_blackboard_bool(int ped, string variable_name, bool value, int remove_timer)


_set_ped_blackboard_float

void native.ped._set_ped_blackboard_float(int ped, string variable_name, float value, int remove_timer)


_set_ped_blackboard_hash

void native.ped._set_ped_blackboard_hash(int ped, string variable_name, string value, int remove_timer)

p1:
BodyPartChained
OverloadMostInjuredBodyPart

p2:
LeftLeg
Legs
RightArm

_remove_ped_blackboard_int

void native.ped._remove_ped_blackboard_int(int ped, string variable_name)


_remove_ped_blackboard_bool

void native.ped._remove_ped_blackboard_bool(int ped, string variable_name)


_remove_ped_blackboard_float

void native.ped._remove_ped_blackboard_float(int ped, string variable_name)


_remove_ped_blackboard_hash

void native.ped._remove_ped_blackboard_hash(int ped, string variable_name)


_get_ped_blackboard_bool

bool native.ped._get_ped_blackboard_bool(int ped, string variable_name)

Can be used to get a peds foliage active status: variableName = FoliageActive

_get_ped_blackboard_float

float native.ped._get_ped_blackboard_float(int ped, string variable_name)

Can be used to get a peds foliage raw height: variableName = FoliageHeight

_get_ped_blackboard_hash

int native.ped._get_ped_blackboard_hash(int ped, string variable_name)


get_ped_blackboard_script_int

int native.ped.get_ped_blackboard_script_int(int ped, string variable_name)


get_ped_blackboard_script_bool

bool native.ped.get_ped_blackboard_script_bool(int ped, string variable_name)


get_ped_blackboard_script_float

float native.ped.get_ped_blackboard_script_float(int ped, string variable_name)


_set_tank_attribute_size

void native.ped._set_tank_attribute_size(int ped, int attribute_index, float size)

Size will be permanent

_0xa31d350d66fa1855

int native.ped._0xa31d350d66fa1855(int p0)


_is_using_slipstream

bool native.ped._is_using_slipstream(int ped)

_IS_TRACKED_* - IS_V*

_0xeedc9b29314b2733

void native.ped._0xeedc9b29314b2733(int p0, int p1, int p2, int p3, int p4, int p5, int p6, int p7, int p8, int p9)


_0x5c90e20c25e6d83c

void native.ped._0x5c90e20c25e6d83c(int p0)


_0x10f96086123b939f

void native.ped._0x10f96086123b939f(int legendary_ped, int prey_ped, float p2)

NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey

_0x3fdbb99efd8ce4af

void native.ped._0x3fdbb99efd8ce4af(int p0, int p1, int p2)


_0x7e8f9949b7aabbf0

void native.ped._0x7e8f9949b7aabbf0(int p0, int p1, int p2)


_0x5da36cccb63c0895

int native.ped._0x5da36cccb63c0895(int p0, int p1, int p2)


_0x56076667e7c2dcd6

void native.ped._0x56076667e7c2dcd6(int p0, int p1)


_apply_shop_item_to_ped

void native.ped._apply_shop_item_to_ped(int ped, int component_hash, bool immediately, bool is_mp, bool p4)


_remove_shop_item_from_ped

void native.ped._remove_shop_item_from_ped(int ped, int component_hash, int p2, bool p3)

Directly removes a shop item component from a ped
Params: p2 and p3 are always 0

remove_shop_item_from_ped_by_category

void native.ped.remove_shop_item_from_ped_by_category(int ped, int component_category, int p2, bool p3)

Params: p2, p3 usually 0 in R* Scripts

_update_shop_item_wearable_state

void native.ped._update_shop_item_wearable_state(int ped, int component_hash, int wearable_state, int p3, bool p4, int p5)


_get_shop_item_component_at_index

int native.ped._get_shop_item_component_at_index(int ped, int index, bool p2, ptr int arg_struct, ptr int arg_struct2)


_get_shop_item_num_wearable_states

int native.ped._get_shop_item_num_wearable_states(int component_hash, bool is_mp_female, bool p2)

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)

_get_shop_item_wearable_state_by_index

int native.ped._get_shop_item_wearable_state_by_index(int component_hash, int wearable_state_index, bool is_mp_female, bool p3)

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

_get_shop_item_component_category

int native.ped._get_shop_item_component_category(int component_hash, int metaped_type, bool is_mp)


_0x31b2e7f2e3c58b89

int native.ped._0x31b2e7f2e3c58b89(int p0, int p1, int p2, int p3)


_get_shop_item_base_layers

bool native.ped._get_shop_item_base_layers(int shop_item, int p1, int ped, int metaped_type, bool p4, ptr int drawable, ptr int albedo, ptr int normal, ptr int material, ptr int p9, ptr int p10, ptr int p11, ptr int p12)


_0xaab86462966168ce

int native.ped._0xaab86462966168ce(int ped, bool is_mp)

Related to _0x704C908E9C405136 for component loading
_S*

_get_shop_item_hat_component

int native.ped._get_shop_item_hat_component(int ped, int metaped_type, bool p2)


_refresh_meta_ped_shop_items

void native.ped._refresh_meta_ped_shop_items(int ped, int p1)

p1 is always 1

_0xd103f6dbb5442be8

void native.ped._0xd103f6dbb5442be8(int ped, int p1)

Params: p1 either a 1 or 0, so perhaps BOOL
_SET_PED_A*

_set_ped_prompt_name_from_gxt_entry

void native.ped._set_ped_prompt_name_from_gxt_entry(int ped, int gxt_entry_hash)


_set_ped_prompt_name

void native.ped._set_ped_prompt_name(int ped, string name)


_set_ped_prompt_name_from_gxt_entry_2

void native.ped._set_ped_prompt_name_from_gxt_entry_2(int ped, int gxt_entry_hash)


_set_ped_prompt_name_2

void native.ped._set_ped_prompt_name_2(int ped, string name)


_0xf917f92bf22ecbab

void native.ped._0xf917f92bf22ecbab(int p0)


_0x49dadfc4cd808b0a

void native.ped._0x49dadfc4cd808b0a(int p0, int p1, int p2)


_has_ped_taken_gore_damage

bool native.ped._has_ped_taken_gore_damage(int ped, int limb)

limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head

_0x704c908e9c405136

void native.ped._0x704c908e9c405136(int ped)

_CLEAR*

_0x7406c71f4ac2ffcc

void native.ped._0x7406c71f4ac2ffcc(int p0)


_0x28508173c6a7cc18

void native.ped._0x28508173c6a7cc18(int p0)


_0x52250b92ea70be3d

int native.ped._0x52250b92ea70be3d(int p0)


_set_ped_quality

void native.ped._set_ped_quality(int ped, int quality)

quality: see _GET_PED_QUALITY

_get_ped_quality

int native.ped._get_ped_quality(int ped)

Returns Ped Quality to be used to calculate Skinning Quality

enum ePedQuality
{
    PQ_INVALID = -1,
    PQ_LOW,
    PQ_MEDIUM,
    PQ_HIGH,
    PQ_MAX
};

_0xce7a6c1d5cde1f9d

void native.ped._0xce7a6c1d5cde1f9d(int ped, int object, string prop_name, string anim_name)


_0x604e1010e3162e86

void native.ped._0x604e1010e3162e86(int p0, int p1, int p2)


_0xe8abe3b73fc7fe17

void native.ped._0xe8abe3b73fc7fe17(int p0, int p1, int p2, int p3)


_remove_ped_prop

void native.ped._remove_ped_prop(int ped, string prop_name)


_set_total_ped_damage_falloff_bonus

void native.ped._set_total_ped_damage_falloff_bonus(int ped, float bonus)

_SET_W(EAPON?)*

_0x095c2277fed731db

int native.ped._0x095c2277fed731db(int p0)


_0x09171a6f8fde5dc1

void native.ped._0x09171a6f8fde5dc1(int p0, int p1, int p2, int p3, int p4)


_0x09e378c52b1433b5

void native.ped._0x09e378c52b1433b5(int p0, int p1, int p2, int p3, int p4)


_0x6507ac3bd7c99009

bool native.ped._0x6507ac3bd7c99009(float x, float y, float z, float p3)

_IS_N* - _IS_P*

_get_player_ped_water_depth

float native.ped._get_player_ped_water_depth(int ped)

Returns how deep the water is below the ped (if in water)
-1.0f = Not in water
10.0f = Max water depth

_set_ped_trail_effect

void native.ped._set_ped_trail_effect(int ped, bool p1, float duration)

duration in seconds

_0xebaac9a750e7563b

bool native.ped._0xebaac9a750e7563b(int ped)

If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking
If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking
_IS_PED_T* - _IS_PED_U*

_0x992187d975635df5

void native.ped._0x992187d975635df5(int p0, int p1)


_0x0b787a37eedd226f

void native.ped._0x0b787a37eedd226f(int p0, int p1)