player

Methods

get_player_ped

function native.player.get_player_ped(player: int): int

_get_player_ped_2

function native.player._get_player_ped_2(player: int): int

_0x325434c68358d282

Only used in script function UPDATE_PLAYER_JUST_DIED_STATE

function native.player._0x325434c68358d282(toggle: bool): void

get_player_ped_script_index

Does the same like PLAYER::GET_PLAYER_PED

function native.player.get_player_ped_script_index(player: int): int

set_player_model

Make sure to request the model first and wait until it has loaded.

function native.player.set_player_model(player: int, model_hash: int, p2: bool): void

_network_has_player_valid_ped

Returns true if the given player has a valid ped.

function native.player._network_has_player_valid_ped(player: int): bool

get_player_team

Gets the player's team. Returns -1 in singleplayer.

function native.player.get_player_team(player: int): int

set_player_team

Sets the player's team.

function native.player.set_player_team(player: int, team: int, b_restrict_to_this_script: bool): void

get_player_name

function native.player.get_player_name(player: int): string

_format_player_name_string

function native.player._format_player_name_string(string: string): string

get_wanted_level_radius

function native.player.get_wanted_level_radius(p0: int): float

get_wanted_level_threshold

function native.player.get_wanted_level_threshold(wanted_level: int): int

set_player_wanted_level

nullsub, doesn't do anything

function native.player.set_player_wanted_level(player: int, wanted_level: int, disable_no_mission: bool): void

is_player_wanted_level_greater

function native.player.is_player_wanted_level_greater(player: int, wanted_level: int): bool

clear_player_wanted_level

nullsub, doesn't do anything

function native.player.clear_player_wanted_level(player: int): void

is_player_dead

function native.player.is_player_dead(player: int): bool

set_player_control

function native.player.set_player_control(player: int, toggle: bool, flags: int, b_prevent_heading_change: bool): void

get_player_wanted_level

function native.player.get_player_wanted_level(player: int): int

set_max_wanted_level

function native.player.set_max_wanted_level(max_wanted_level: int): void

_set_max_wanted_level_2

function native.player._set_max_wanted_level_2(max_wanted_level: int): void

set_police_radar_blips

If toggle is set to false: The police won't be shown on the (mini)map

If toggle is set to true: The police will be shown on the (mini)map

function native.player.set_police_radar_blips(toggle: bool): void

is_player_playing

Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.

function native.player.is_player_playing(player: int): bool

set_everyone_ignore_player

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

get_is_player_ui_prompt_active

function native.player.get_is_player_ui_prompt_active(player: int, p1: int): bool

_modify_player_ui_prompt

Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts

function native.player._modify_player_ui_prompt(player: int, prompt_type: int, prompt_mode: int, disabled: bool): void

_get_player_ui_prompt_is_disabled

Returns false if PromptType is enabled Params: See 0x0751D461F06E41CE

function native.player._get_player_ui_prompt_is_disabled(player: int, prompt_type: int, prompt_mode: int): bool

_modify_player_ui_prompt_for_ped

Params: See 0x0751D461F06E41CE

function native.player._modify_player_ui_prompt_for_ped(player: int, ped: int, prompt_type: int, prompt_mode: int, enabled: bool): void

_get_player_ui_prompt_for_ped_is_enabled

Returns true if PromptType is enabled for ped (mount) Params: See 0x0751D461F06E41CE

function native.player._get_player_ui_prompt_for_ped_is_enabled(player: int, ped: int, prompt_type: int, prompt_mode: int): bool

_0x93624b36e8851b42

function native.player._0x93624b36e8851b42(player: int): void

_0x9073ec5456651a90

function native.player._0x9073ec5456651a90(p0: int, p1: int): void

_0x2e67707bec52ca4b

function native.player._0x2e67707bec52ca4b(p0: int): void

set_all_random_peds_flee

Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).

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

set_all_random_peds_flee_this_frame

function native.player.set_all_random_peds_flee_this_frame(player: int): void

set_all_neutral_random_peds_flee_this_frame

function native.player.set_all_neutral_random_peds_flee_this_frame(player: int): void

_0x1d256eed194f5b58

function native.player._0x1d256eed194f5b58(p0: int): void

_0x5b7b97e99f84138b

function native.player._0x5b7b97e99f84138b(p0: int): int

_set_disable_player_wanted_level

Disables the players ability to be wanted by lawmen

function native.player._set_disable_player_wanted_level(player: int, disable: bool): void

_get_wanted_level_multiplier

Returns -1.0f if no multiplier has been set

function native.player._get_wanted_level_multiplier(): float

set_wanted_level_multiplier

function native.player.set_wanted_level_multiplier(multiplier: float): void

reset_wanted_level_difficulty

function native.player.reset_wanted_level_difficulty(player: int): void

update_wanted_position_this_frame

function native.player.update_wanted_position_this_frame(player: int): void

suppress_witnesses_calling_police_this_frame

function native.player.suppress_witnesses_calling_police_this_frame(player: int): void

report_police_spotted_player

function native.player.report_police_spotted_player(player: int): void

set_law_response_delay_override

function native.player.set_law_response_delay_override(p0: float): void

reset_law_response_delay_override

function native.player.reset_law_response_delay_override(): void

can_player_start_mission

function native.player.can_player_start_mission(player: int): bool

is_player_ready_for_cutscene

function native.player.is_player_ready_for_cutscene(player: int): bool

is_player_targetting_entity

function native.player.is_player_targetting_entity(player: int, entity: int, p2: bool): bool

get_player_target_entity

function native.player.get_player_target_entity(player: int, entity: ptr int): bool

_0x927861b2c08dbea5

_GET_A* - _GET_C*

function native.player._0x927861b2c08dbea5(player: int): bool

_is_player_free_focusing

Checks if player is focused on any entity

function native.player._is_player_free_focusing(player: int): bool

get_player_interaction_target_entity

function native.player.get_player_interaction_target_entity(player: int, out_entity: ptr int, p2: bool, p3: bool): bool

_0xbea3a6e5f5f79a6f

_GET_PLAYER_I*

function native.player._0xbea3a6e5f5f79a6f(p0: int, p1: int): int

_is_player_in_scope

function native.player._is_player_in_scope(player: int): bool

is_player_free_aiming

Gets a value indicating whether the specified player is currently aiming freely.

function native.player.is_player_free_aiming(player: int): bool

is_player_free_aiming_at_entity

Gets a value indicating whether the specified player is currently aiming freely at the specified entity.

function native.player.is_player_free_aiming_at_entity(player: int, entity: int): bool

get_entity_player_is_free_aiming_at

function native.player.get_entity_player_is_free_aiming_at(player: int, entity: ptr int): bool

_0x3daabe78a23694bc

function native.player._0x3daabe78a23694bc(p0: int, p1: int): void

_0x7ae93c45ec14a166

Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE GET_PLAYER*

function native.player._0x7ae93c45ec14a166(player: int, ped: ptr int): bool

set_player_lockon_range_override

Affects the range of auto aim target.

function native.player.set_player_lockon_range_override(player: int, range: float): void

set_player_can_be_hassled_by_gangs

Sets whether this player can be hassled by gangs.

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

set_player_can_use_cover

Sets whether this player can take cover.

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

_0xd1a70c1e8d1031fe

function native.player._0xd1a70c1e8d1031fe(p0: int, p1: int): void

_0xaca45ddcef6071c4

SET_PLAYER_CAN_BE* - SET_PLAYER_CAN_USE*

function native.player._0xaca45ddcef6071c4(player: int, p1: bool): void

_0xa0c683284df027c7

Params: p1 is mostly 15, sometimes 1 in R* Scripts (Function: PLAYER_TOGGLE_PICK_UP_HATS) SET_PLAYER*

function native.player._0xa0c683284df027c7(player: int, p1: int, enable: bool): void

_set_player_can_mercy_kill

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

_0x4ec8be63b8a5d4ef

function native.player._0x4ec8be63b8a5d4ef(player: int, p1: int): void

get_max_wanted_level

Gets the maximum wanted level the player can get. Ranges from 0 to 5.

function native.player.get_max_wanted_level(): int

is_player_targetting_anything

function native.player.is_player_targetting_anything(player: int): bool

restore_player_stamina

function native.player.restore_player_stamina(player: int, p1: float): void

_0x8591ee69cc3ed257

SET_PLAYER_S/T*

function native.player._0x8591ee69cc3ed257(player: int, toggle: bool): void

get_player_group

Returns the group ID the player is member of.

function native.player.get_player_group(player: int): int

_0x3d9da5c9efd20d88

function native.player._0x3d9da5c9efd20d88(p0: int, p1: int): void

_0x2beed53b912537d0

function native.player._0x2beed53b912537d0(p0: int, p1: int, p2: int): void

_0x908d4b72854c8f62

function native.player._0x908d4b72854c8f62(p0: int): void

_0xd1f6b912785bfd35

function native.player._0xd1f6b912785bfd35(p0: int): int

_0xc4873b053054c04b

function native.player._0xc4873b053054c04b(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void

_0xca59808e51fd67c4

function native.player._0xca59808e51fd67c4(p0: int, p1: int): void

_0xba5ca1feb5de0df6

function native.player._0xba5ca1feb5de0df6(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int): void

_0x0869d499a7848309

function native.player._0x0869d499a7848309(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int): void

_0xb331d8a73f9d2bdf

_IS_PLAYER_I* - _IS_PLAYER_P*

function native.player._0xb331d8a73f9d2bdf(player: int, p1: ptr int): bool

_add_player_as_follow_target

Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES followMode: HORSEFOLLOWMODE_AUTO = 0, HORSEFOLLOWMODE_SIDE_ONLY, HORSEFOLLOWMODE_BEHIND_ONLY, HORSEFOLLOWMODE_BEHIND_AND_SIDE, HORSEFOLLOWMODE_BEHIND_CLOSE followPriority: HORSEFOLLOWPRIORITY_STEER_ASSIST = 0, HORSEFOLLOWPRIORITY_AMBIENT, HORSEFOLLOWPRIORITY_NORMAL, HORSEFOLLOWPRIORITY_HIGH

function native.player._add_player_as_follow_target(player: int, ped: int, p2: float, p3: float, follow_mode: int, follow_priority: int, p6: bool): void

_remove_player_as_follow_target

function native.player._remove_player_as_follow_target(player: int, ped: int): void

_0x12e09e278c6c29b7

function native.player._0x12e09e278c6c29b7(p0: int): void

_0xdd33a82352c4652f

function native.player._0xdd33a82352c4652f(player: int, ped: int, p2: int): void

_0x1fda57e8908f2609

function native.player._0x1fda57e8908f2609(player: int, ped: int, use_steerassist: bool): void

_0x84481018e668e1b8

function native.player._0x84481018e668e1b8(player: int, ped: int, p2: int): void

_0x2009f8ab7a5e9d6d

_IS_PLAYER_F*

function native.player._0x2009f8ab7a5e9d6d(player: int): bool

_is_player_following_target

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

_0xe7f8707269544b29

_IS_PLAYER_A* - _IS_PLAYER_BE*

function native.player._0xe7f8707269544b29(player: int, ped: int): bool

_0xe631eaf35828fa67

function native.player._0xe631eaf35828fa67(p0: int): int

_0x086549f3b0381cb1

function native.player._0x086549f3b0381cb1(p0: int, p1: int): void

is_player_control_on

Returns whether the player can control himself.

function native.player.is_player_control_on(player: int): bool

is_player_script_control_on

function native.player.is_player_script_control_on(player: int): bool

is_player_climbing

Returns TRUE if the player ('s ped) is climbing at the moment.

function native.player.is_player_climbing(player: int): bool

_0xebb6e27ac2ff32da

function native.player._0xebb6e27ac2ff32da(p0: int, p1: int, p2: int, p3: int, p4: int): void

_0xb15cd2f9932c9ab5

function native.player._0xb15cd2f9932c9ab5(p0: int): int

_0x621d1b289caf5978

_IS_PLAYER_S* - _IS_PLAYER_T*

function native.player._0x621d1b289caf5978(player: int): bool

is_player_being_arrested

Return true while player is being arrested / busted.

If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control)

If atArresting is set to 0, this function will return 1 only when the busted screen is shown.

function native.player.is_player_being_arrested(player: int, at_arresting: bool): bool

reset_player_arrest_state

function native.player.reset_player_arrest_state(player: int): void

_0xcbb54cc7ffffab86

function native.player._0xcbb54cc7ffffab86(p0: int, p1: int, p2: int, p3: int): void

_0xbed386157f65942c

function native.player._0xbed386157f65942c(p0: int, p1: int): void

_0xdab6a2fc56b7de65

function native.player._0xdab6a2fc56b7de65(p0: int): int

_0x0f4eaf69da41af43

function native.player._0x0f4eaf69da41af43(p0: int): int

_set_bounty_target

function native.player._set_bounty_target(player: int, target: int): void

_clear_bounty_target

function native.player._clear_bounty_target(player: int): void

get_players_last_vehicle

function native.player.get_players_last_vehicle(): int

get_player_index

Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT

function native.player.get_player_index(): int

int_to_playerindex

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

function native.player.int_to_playerindex(value: int): int

int_to_participantindex

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).

function native.player.int_to_participantindex(value: int): int

player_id

This returns YOUR 'identity' as a Player type.

Always returns 0 in story mode.

function native.player.player_id(): int

player_ped_id

Returns current player ped

function native.player.player_ped_id(): int

network_player_id_to_int

Does exactly the same thing as PLAYER_ID()

function native.player.network_player_id_to_int(): int

has_force_cleanup_occurred

function native.player.has_force_cleanup_occurred(cleanup_flags: int): bool

force_cleanup

function native.player.force_cleanup(cleanup_flags: int): void

force_cleanup_for_all_threads_with_this_name

function native.player.force_cleanup_for_all_threads_with_this_name(name: string, cleanup_flags: int): void

force_cleanup_for_thread_with_this_id

function native.player.force_cleanup_for_thread_with_this_id(id: int, cleanup_flags: int): void

get_cause_of_most_recent_force_cleanup

function native.player.get_cause_of_most_recent_force_cleanup(): int

_set_player_mood

function native.player._set_player_mood(player: int, mood: int): void

_get_player_mood

See _SET_PLAYER_MOOD

function native.player._get_player_mood(player: int): int

set_player_may_only_enter_this_vehicle

function native.player.set_player_may_only_enter_this_vehicle(player: int, vehicle: int): void

_0xc71d07c96946e263

function native.player._0xc71d07c96946e263(p0: int, p1: int): void

set_player_may_not_enter_any_vehicle

function native.player.set_player_may_not_enter_any_vehicle(player: int): void

is_system_ui_being_displayed

function native.player.is_system_ui_being_displayed(): bool

_0xd48227263e3d06ae

function native.player._0xd48227263e3d06ae(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int): void

_0x3946fc742ac305cd

function native.player._0x3946fc742ac305cd(player: int, ped: int, p2: string, x: float, y: float, z: float, target_entity: int, p7: string): void

_0xa28056cd1b04b250

function native.player._0xa28056cd1b04b250(p0: int, p1: int, p2: int, p3: int, p4: int, p5: int, p6: int, p7: int, p8: int, p9: int, p10: int): void

_0xc67a4910425f11f1

DISABLE*(PLAYER_FORCED_INTERACTION_LOCKON?)

function native.player._0xc67a4910425f11f1(player: int, name: string): void

set_player_invincible

Simply sets you as invincible (Health will not deplete).

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

get_player_invincible

Returns the player's invincibility status.

function native.player.get_player_invincible(player: int): bool

set_player_lockon

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

set_lockon_to_friendly_players

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

set_player_targeting_mode

Sets your targeting mode for when you're on foot. enum eTargetingMode { TARGETING_MODE_INVALID = -1, TARGETING_MODE_CAUSAL, (Wide) TARGETING_MODE_NORMAL, TARGETING_MODE_HARD, (Narrow) TARGETING_MODE_EXPERT (Free Aim) };

function native.player.set_player_targeting_mode(target_mode: int): void

_set_player_in_vehicle_targeting_mode

Sets your targeting mode for when you're in a vehicle (perhaps a mount/horse). see SET_PLAYER_TARGETING_MODE for eTargetingMode

function native.player._set_player_in_vehicle_targeting_mode(target_mode: int): void

_0x747257807b8721ce

function native.player._0x747257807b8721ce(p0: int, p1: int): int

_0x8702d9150d9fbb3d

function native.player._0x8702d9150d9fbb3d(p0: int, p1: int): int

_0xcb0b9506bc91e441

function native.player._0xcb0b9506bc91e441(p0: int, p1: int): void

clear_player_has_damaged_at_least_one_ped

function native.player.clear_player_has_damaged_at_least_one_ped(player: int): void

has_player_damaged_at_least_one_ped

function native.player.has_player_damaged_at_least_one_ped(player: int): bool

clear_player_has_damaged_at_least_one_non_animal_ped

function native.player.clear_player_has_damaged_at_least_one_non_animal_ped(player: int): void

has_player_damaged_at_least_one_non_animal_ped

function native.player.has_player_damaged_at_least_one_non_animal_ped(player: int): bool

_0xeacebaae0a33fb3f

function native.player._0xeacebaae0a33fb3f(p0: int): void

_0x72ad59f7b7fb6e24

_HAS_PLAYER_D*

function native.player._0x72ad59f7b7fb6e24(player: int, p1: int): bool

_0x1a6e84f13c952094

function native.player._0x1a6e84f13c952094(player: int, p1: int, p2: ptr int): bool

_set_player_damage_info_override

damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP

function native.player._set_player_damage_info_override(player: int, damage_info: string): void

_0x1f488807bc8e0630

_RESET_PLAYER_A* - _RESET_PLAYER_I*

function native.player._0x1f488807bc8e0630(player: int): void

set_air_drag_multiplier_for_players_vehicle

This can be between 1.0f - 50.0f

function native.player.set_air_drag_multiplier_for_players_vehicle(player: int, multiplier: float): void

set_swim_multiplier_for_player

Swim speed multiplier. Multiplier goes up to 1.49f

function native.player.set_swim_multiplier_for_player(player: int, multiplier: float): void

_0x73eb2ef2e92d23bf

function native.player._0x73eb2ef2e92d23bf(): bool

set_player_forced_aim

function native.player.set_player_forced_aim(player: int, toggle: bool, ped: int, p3: int, p4: bool): void

_0x310ce349e0c0ec4b

function native.player._0x310ce349e0c0ec4b(player: int, ped: int, p2: int): void

disable_player_firing

Inhibits the player from using any method of combat including melee and firearms.

NOTE: Only disables the firing for one frame

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

_0xebff94328ff7a18a

function native.player._0xebff94328ff7a18a(p0: int, p1: int): void

_0xf993373285053d77

function native.player._0xf993373285053d77(p0: int, p1: int, p2: int): void

_0xe956c2340a76272e

function native.player._0xe956c2340a76272e(p0: int): int

_enable_custom_deadeye_ability

function native.player._enable_custom_deadeye_ability(player: int, enable: bool): void

_0xde6c85975f9d4894

function native.player._0xde6c85975f9d4894(p0: int): int

_0xbba140062b15a8ac

Used in script function INIT_DEADEYE_SLOWDOWN _SPECIAL_ABILITY*

function native.player._0xbba140062b15a8ac(player: int): void

_special_ability_set_disabled

function native.player._special_ability_set_disabled(player: int, disabled: bool): void

_is_special_ability_active

function native.player._is_special_ability_active(player: int): bool

_modify_infinite_trail_vision

Toggle handles wether Deadeye and Eagleeye are infinite or not.

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

_special_ability_set_eagle_eye_disabled

function native.player._special_ability_set_eagle_eye_disabled(player: int): void

_special_ability_restore_by_amount

Restores Deadeye by given amount. Params: p2, p3, p4 = 0, 0, 1 in R* Scripts

function native.player._special_ability_restore_by_amount(player: int, amount: float, p2: int, p3: int, p4: int): void

_0xfa437fa0738c370c

Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts _SPECIAL_ABILITY*

function native.player._0xfa437fa0738c370c(player: int, p1: float, p2: int, p3: int, p4: int): void

_special_ability_restore_outer_ring

Only used in R* SP Script short_update Restores Deadeye Outer Ring

function native.player._special_ability_restore_outer_ring(player: int, amount: float): void

_get_player_required_dead_eye_amount

If player has less Dead Eye than required, Dead Eye cant be triggered.

function native.player._get_player_required_dead_eye_amount(player: int): float

_special_ability_get_amount_cached

Returns Deadeye value from player

function native.player._special_ability_get_amount_cached(player: int): float

_special_ability_drain_by_amount

Drains Deadeye by given amount.

function native.player._special_ability_drain_by_amount(player: int, amount: float, p2: int): void

_special_ability_start_restore

Params: p1 = -1 in R* Scripts

function native.player._special_ability_start_restore(player: int, p1: int, p2: bool): void

_set_special_ability_multiplier

function native.player._set_special_ability_multiplier(player: int, multiplier: float): void

_get_player_special_ability_multiplier

function native.player._get_player_special_ability_multiplier(player: int): float

_set_special_ability_type

SPECIAL_ABILITY_NONE = -1, SPECIAL_ABILITY_CAR_SLOWDOWN, SPECIAL_ABILITY_RAGE, SPECIAL_ABILITY_BULLET_TIME, SPECIAL_ABILITY_SNAPSHOT, SPECIAL_ABILITY_INSULT, SPECIAL_ABILITY_DEADEYE, SPECIAL_ABILITY_REVIVE

function native.player._set_special_ability_type(player: int, type: int): void

_0x22b3cabeddb538b2

function native.player._0x22b3cabeddb538b2(player: int, p1: float): void

_set_special_ability_duration_cost

durationCost: per second

function native.player._set_special_ability_duration_cost(player: int, duration_cost: float): void

_set_special_ability_disable_timer

Only used in R* SP Script short_update

function native.player._set_special_ability_disable_timer(player: int, timer: float): void

_0x57d9991dc1334151

function native.player._0x57d9991dc1334151(p0: int): int

_0x21091b4beb6376ee

function native.player._0x21091b4beb6376ee(p0: int): int

_set_special_ability_activation_cost

function native.player._set_special_ability_activation_cost(player: int, activation_cost: float, p2: int): void

_0x4d1699543b1c023c

SET_SPECIAL_ABILITY*

function native.player._0x4d1699543b1c023c(player: int, p1: float): void

_get_player_dead_eye_meter_level

function native.player._get_player_dead_eye_meter_level(player: int, p1: bool): float

_get_player_dead_eye

function native.player._get_player_dead_eye(player: int): float

_get_player_cached_dead_eye_amount

function native.player._get_player_cached_dead_eye_amount(player: int): float

_get_player_max_dead_eye

function native.player._get_player_max_dead_eye(player: int, p1: int): float

_get_player_health

function native.player._get_player_health(player: int): float

_get_player_stamina

function native.player._get_player_stamina(player: int): float

_set_player_stat_flag_hash

_N*, _O* or _PE*

function native.player._set_player_stat_flag_hash(player: int, p1: int): void

_set_used_item_effect

function native.player._set_used_item_effect(health: float, stamina: float, deadeye: float, health_core: int, stamina_core: int, deadeye_core: int): void

_0x08e22898a6af4905

function native.player._0x08e22898a6af4905(p0: int, p1: int): void

_0xbefed69ce8317f91

function native.player._0xbefed69ce8317f91(p0: int): int

_enable_eagleeye

(Un)lock Eagle Eye functionality

function native.player._enable_eagleeye(player: int, enable: bool): void

_is_secondary_special_ability_enabled

Returns true if eagle eye is enabled for the player

function native.player._is_secondary_special_ability_enabled(player: int): bool

_secondary_special_ability_set_active

Activates EagleEye, called together with 0x28A13BF6B05C3D83

function native.player._secondary_special_ability_set_active(player: int): void

_secondary_special_ability_set_disabled

Deactivates EagleEye, called together with 0xC0B21F235C02139C

function native.player._secondary_special_ability_set_disabled(player: int, disabled: bool): void

_is_secondary_special_ability_active

function native.player._is_secondary_special_ability_active(player: int): bool

_0x107f2a66e1c4c83a

function native.player._0x107f2a66e1c4c83a(p0: int): void

start_player_teleport

function native.player.start_player_teleport(player: int, x: float, y: float, z: float, heading: float, p5: bool, p6: bool, p7: bool, p8: bool): void

_0x2c2d287748e8e9b7

function native.player._0x2c2d287748e8e9b7(p0: bool): void

update_player_teleport

function native.player.update_player_teleport(player: int): bool

stop_player_teleport

Disables the player's teleportation

function native.player.stop_player_teleport(): void

is_player_teleport_active

function native.player.is_player_teleport_active(): bool

get_player_current_stealth_noise

function native.player.get_player_current_stealth_noise(player: int): float

set_player_health_recharge_multiplier

function native.player.set_player_health_recharge_multiplier(player: int, regen_rate: float): void

_get_player_health_recharge_multiplier

function native.player._get_player_health_recharge_multiplier(player: int): float

_set_player_health_recharge_time_modifier

Setting player's Health recharge time to zero forces immediate health regen

function native.player._set_player_health_recharge_time_modifier(player: int, modifier: float): void

set_player_stamina_recharge_multiplier

function native.player.set_player_stamina_recharge_multiplier(player: int, multiplier: float): void

_get_player_stamina_recharge_multiplier

function native.player._get_player_stamina_recharge_multiplier(player: int): float

_set_player_stamina_sprint_depletion_multiplier

function native.player._set_player_stamina_sprint_depletion_multiplier(player: int, multiplier: float): void

_get_player_stamina_depletion_multiplier

function native.player._get_player_stamina_depletion_multiplier(player: int): float

_set_ped_active_player_horse

Seems to work similar to 0xD2CB0FB0FDCB473D

function native.player._set_ped_active_player_horse(player: int, horse: int): void

_get_active_horse_for_player

function native.player._get_active_horse_for_player(player: int): int

_set_ped_as_saddle_horse_for_player

function native.player._set_ped_as_saddle_horse_for_player(player: int, mount: int): void

_get_saddle_horse_for_player

function native.player._get_saddle_horse_for_player(player: int): int

set_ped_as_temp_player_horse

function native.player.set_ped_as_temp_player_horse(player: int, horse: int): bool

_get_temp_player_horse

function native.player._get_temp_player_horse(player: int): int

_0x77b0b6d17a3ac9aa

nullsub, doesn't do anything

function native.player._0x77b0b6d17a3ac9aa(p0: int, p1: int): void

_set_player_mount_state_active

Name could potentially be inaccurate. Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true) _SET_PLAYER_L* - _SET_PLAYER_M*

function native.player._set_player_mount_state_active(player: int, active: bool): void

_0x694ffa4308060cd1

function native.player._0x694ffa4308060cd1(p0: int, p1: int): void

boost_player_horse_speed_for_time

function native.player.boost_player_horse_speed_for_time(player: int, speed_boost: float, duration: int): void

set_player_weapon_damage_modifier

This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.

function native.player.set_player_weapon_damage_modifier(player: int, modifier: float): void

set_player_weapon_defense_modifier

function native.player.set_player_weapon_defense_modifier(player: int, modifier: float): void

_0x818241b3eda84191

SET_PLAYER_DAMAGE* - SET_PLAYER_DEFENSE*

function native.player._0x818241b3eda84191(player: int, p1: bool): void

set_player_melee_weapon_damage_modifier

function native.player.set_player_melee_weapon_damage_modifier(player: int, modifier: float): void

_set_player_explosive_weapon_damage_modifier

function native.player._set_player_explosive_weapon_damage_modifier(player: int, modifier: float): void

_0x83c989d5b5b5b466

function native.player._0x83c989d5b5b5b466(p0: int, p1: int): void

_0x03b4b759a8990505

function native.player._0x03b4b759a8990505(p0: int): int

_0x67659a8f248e0141

function native.player._0x67659a8f248e0141(p0: int, p1: int): void

_set_received_horseback_damage_decrease

Decreases the damage the player receives while on horseback

function native.player._set_received_horseback_damage_decrease(player: int, damage_decrease: float): void

_set_ai_player_defense_modifier_against_ai

Sets Player's Defense against AI modifier

function native.player._set_ai_player_defense_modifier_against_ai(player: int, modifier: float): void

_get_ai_player_defense_modifier_against_ai

function native.player._get_ai_player_defense_modifier_against_ai(player: int): float

_0x19b2c7a6c34fad54

function native.player._0x19b2c7a6c34fad54(p0: int, p1: int): int

_0x9422743a5ba50e10

function native.player._0x9422743a5ba50e10(p0: int): int

_set_player_defense_modifier

Sets stamina core drains peed using ranged damage scale and melee damage scale

function native.player._set_player_defense_modifier(player: int, weapon_defense_mod: float, melee_defense_mod: float): void

_set_player_defense_type_modifier

bullet damage modifier: type = 4 explosive damage Defense mod: type = 7 fire damage Defense mod: type = 8, 15

function native.player._set_player_defense_type_modifier(player: int, type: int, defense_modifier: float): void

set_player_weapon_type_damage_modifier

function native.player.set_player_weapon_type_damage_modifier(player: int, weapon_hash: int, damage_modifier: float): void

_get_player_weapon_damage

function native.player._get_player_weapon_damage(player: int, weapon_hash: int): float

_0x5c2e5e3caeeb1f58

function native.player._0x5c2e5e3caeeb1f58(p0: int, p1: int, p2: int): void

_set_player_weapon_group_damage_modifier

function native.player._set_player_weapon_group_damage_modifier(player: int, weapon_group: int, modifier: float): void

_set_player_weapon_group_as_instant_kill

function native.player._set_player_weapon_group_as_instant_kill(player: int, weapon_group: int, toggle: bool): void

_set_player_trample_damage_modifier

function native.player._set_player_trample_damage_modifier(player: int, modifier: float): void

_set_player_lasso_damage_per_second

_SET_PLAYER_A* - _SET_PLAYER_C*

function native.player._set_player_lasso_damage_per_second(player: int, damage: float): void

_set_player_total_accuracy_modifier

function native.player._set_player_total_accuracy_modifier(player: int, accuracy: float): void

_set_player_local_accuracy_floor_modifier

function native.player._set_player_local_accuracy_floor_modifier(player: int, accuracy: float): void

_set_player_remote_accuracy_floor_modifier

function native.player._set_player_remote_accuracy_floor_modifier(player: int, accuracy: float): void

_0x3ad212429e095efb

function native.player._0x3ad212429e095efb(p0: int, p1: int): void

set_player_noise_multiplier

function native.player.set_player_noise_multiplier(player: int, multiplier: float): void

_0x113ef458ab6cda67

function native.player._0x113ef458ab6cda67(p0: int, p1: int): void

set_player_sneaking_noise_multiplier

function native.player.set_player_sneaking_noise_multiplier(player: int, multiplier: float): void

simulate_player_input_gait

function native.player.simulate_player_input_gait(player: int, speed: float, duration: int, heading: float, p4: bool, p5: bool): void

reset_player_input_gait

function native.player.reset_player_input_gait(player: int): void

set_player_simulate_aiming

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

set_player_cloth_pin_frames

function native.player.set_player_cloth_pin_frames(ped: int, p1: int): void

has_player_been_spotted_in_stolen_vehicle

function native.player.has_player_been_spotted_in_stolen_vehicle(player: int): bool

get_player_received_battle_event_recently

function native.player.get_player_received_battle_event_recently(player: int, p1: int, p2: bool): bool

_set_mount_prompt_disabled

function native.player._set_mount_prompt_disabled(disabled: bool): void

is_player_riding_train

Returns true if the player is riding a train.

function native.player.is_player_riding_train(player: int): bool

_0x9afcf9fe1884bf62

function native.player._0x9afcf9fe1884bf62(p0: int, p1: int): void

_0x1e8099f449abb0ba

function native.player._0x1e8099f449abb0ba(p0: int): int

_get_deadeye_ability_level

function native.player._get_deadeye_ability_level(player: int): int

_set_deadeye_ability_level

Max level is 5.

function native.player._set_deadeye_ability_level(player: int, level: int): void

_is_deadeye_ability_locked

function native.player._is_deadeye_ability_locked(player: int, ability_type: int): bool

_set_deadeye_ability_locked

function native.player._set_deadeye_ability_locked(player: int, ability_type: int, toggle: bool): void

_set_deadeye_tagging_enabled

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

_get_is_deadeye_tagging_enabled

function native.player._get_is_deadeye_tagging_enabled(player: int): bool

_0x3c4ae8506638c7e2

function native.player._0x3c4ae8506638c7e2(p0: int, p1: int): void

_0x51139d8c17b16fbc

function native.player._0x51139d8c17b16fbc(p0: int): int

_0x8f44ebb3ba8f6d44

function native.player._0x8f44ebb3ba8f6d44(p0: int, p1: int): void

_set_deadeye_tagging_config

function native.player._set_deadeye_tagging_config(player: int, filter: int): void

_0xe92261bd28c0878f

function native.player._0xe92261bd28c0878f(p0: int): int

_set_deadeye_ability_depletion_delay

Only used in R* SP Script short_update

function native.player._set_deadeye_ability_depletion_delay(player: int, delay: float): void

_0xa54000d4bfd90bde

function native.player._0xa54000d4bfd90bde(p0: int): int

_0x6edb5d08cb03e763

function native.player._0x6edb5d08cb03e763(p0: int, p1: int): void

_0x27ad7162d3fed01e

function native.player._0x27ad7162d3fed01e(p0: int, p1: int): int

_get_num_marked_deadeye_targets

function native.player._get_num_marked_deadeye_targets(player: int): int

_0xc93a9a45430d484e

function native.player._0xc93a9a45430d484e(p0: int): int

_0x570a13a4ca2799bb

Used in script function INIT_DEADEYE_SLOWDOWN

function native.player._0x570a13a4ca2799bb(player: int, p1: bool): void

_0x3acac8832e77bc93

Used in script function INIT_DEADEYE_SLOWDOWN

function native.player._0x3acac8832e77bc93(player: int, p1: bool): void

_0x2b12b6fc8b8772ab

function native.player._0x2b12b6fc8b8772ab(player: int, p1: int): void

_0xe910932f4b30be23

function native.player._0xe910932f4b30be23(player: int): void

_0x131e294ef60160df

function native.player._0x131e294ef60160df(player: int, p1: float, p2: float, p3: float, p4: float, p5: int): void

_0x0e9057a9da78d0f8

function native.player._0x0e9057a9da78d0f8(player: int, bitflag: int): void

_0x263d69767f76059c

function native.player._0x263d69767f76059c(player: int, p1: int): void

_register_eagle_eye_for_entity

Used for setting up eagle eye for entity Params: p2 = re-register or not?

function native.player._register_eagle_eye_for_entity(player: int, entity: int, p2: bool): void

_register_eagle_eye_trails_for_entity

function native.player._register_eagle_eye_trails_for_entity(player: int, entity: int, p2: int): void

_unregister_eagle_eye_for_entity

function native.player._unregister_eagle_eye_for_entity(player: int, entity: int): void

_unregister_eagle_eye_trails_for_entity

function native.player._unregister_eagle_eye_trails_for_entity(player: int, entity: int, p2: int): void

_0xe5d3eb37abc1eb03

CLEAR_FACIAL* - _CLEAR_PED_BLOOD*

function native.player._0xe5d3eb37abc1eb03(player: int): void

_is_eagle_eye_registered_for_entity

function native.player._is_eagle_eye_registered_for_entity(player: int, entity: int): bool

_0x6852288340b43239

function native.player._0x6852288340b43239(p0: int, p1: int): int

_0xe50a67c33514a390

function native.player._0xe50a67c33514a390(p0: int, p1: int): int

_0xd288e02e364972d2

function native.player._0xd288e02e364972d2(p0: int, p1: int, p2: int): void

_eagle_eye_disable_tracking_trail

function native.player._eagle_eye_disable_tracking_trail(entity: int, trail: string, p2: int, p3: int): void

_0x6ecfc621a168424c

function native.player._0x6ecfc621a168424c(entity1: int, entity2: int, p2: int, p3: float): void

_0xdc5e09d012d759c4

function native.player._0xdc5e09d012d759c4(entity1: int, entity2: int, p2: int): void

_0x00b156afebcc5ae0

function native.player._0x00b156afebcc5ae0(p0: int): void

_0xc58ce6824e604dec

function native.player._0xc58ce6824e604dec(p0: int): void

_0x330ca55a3647fa1c

function native.player._0x330ca55a3647fa1c(p0: int, p1: int): void

_0xa62bbaae67a05bb0

function native.player._0xa62bbaae67a05bb0(p0: int): int

_eagle_eye_set_color

false: default eagleeye color true: green eagleeye color

function native.player._eagle_eye_set_color(player: int, p1: bool, p2: ptr int): void

_0x22c8b10802301381

function native.player._0x22c8b10802301381(p0: int, p1: int): void

_eagle_eye_set_drain_rate_modifier

function native.player._eagle_eye_set_drain_rate_modifier(player: int, modifier: float): void

_0x06e1fb78b1e59ca5

function native.player._0x06e1fb78b1e59ca5(ped: int, p1: bool): void

_eagle_eye_set_plus_flag_disabled

function native.player._eagle_eye_set_plus_flag_disabled(ped: int, disabled: bool): void

_0x3813e11a378958a5

function native.player._0x3813e11a378958a5(p0: int): int

_eagle_eye_set_focus_on_associated_clue_trail

function native.player._eagle_eye_set_focus_on_associated_clue_trail(player: int, linked_waypoint_ped: int): void

_0x0f9cf06986300875

function native.player._0x0f9cf06986300875(p0: int): void

_eagle_eye_set_tracking_upgrade

function native.player._eagle_eye_set_tracking_upgrade(player: int, p1: float): void

_eagle_eye_set_tracking_upgrade_2

function native.player._eagle_eye_set_tracking_upgrade_2(player: int, p1: float): void

_0x1da5c5b0923e1b85

function native.player._0x1da5c5b0923e1b85(p0: int): int

_0xaaed694ce814817f

function native.player._0xaaed694ce814817f(p0: int): int

eagle_eye_set_custom_entity_tint

function native.player.eagle_eye_set_custom_entity_tint(entity: int, red: int, green: int, blue: int): void

_0xbc02b3d151d3859f

function native.player._0xbc02b3d151d3859f(entity: int, p1: int): void

_eagle_eye_set_custom_distance

function native.player._eagle_eye_set_custom_distance(entity: int, distance: float): void

_0xf21c7a3f3ffba629

CLEAR_FACIAL* - _CLEAR_PED_BLOOD*

function native.player._0xf21c7a3f3ffba629(player: int): void

_set_player_manage_buff_super_jump

function native.player._set_player_manage_buff_super_jump(player: int, p1: float): void

_set_local_player_persona_ability_flag

see personaabilities.meta enum ePersonaAbilityFlag { PERSONA_CAN_AUTOESCAPE_FROM_LASSO, PERSONA_HAT_BLOCKS_FIRST_HEADSHOT, PERSONA_FULL_AUTO_FOR_ALL_WEAPONS, PERSONA_MIGHT_LIVE_AFTER_DEADLY_DAMAGE, PERSONA_IGNORE_AIM_BEFORE_FIRING_RESTRICTIONS, PERSONA_DEADEYE_INSTANT_RELOAD, PERSONA_USE_PHOSPHOROUS_ROUNDS, PERSONA_CONT_DEADEYE_ON_TAKING_COVER, PERSONA_CONT_DEADEYE_ON_RELOAD, PERSONA_CONT_DEADEYE_ON_SHOOTING, PERSONA_CONT_DEADEYE_ON_EXITING_AIM, PERSONA_DISABLE_PLAYER_CANCELLING_DEADEYE, PERSONA_CONT_DEADEYE_ON_RAGDOLL, PERSONA_USE_EXPLOSIVE_ROUNDS, PERSONA_EXIT_DEADEYE_ON_TAKING_DAMAGE, PERSONA_CARRY_TWO_MONEYBAGS, PERSONA_ABILITY_LONG_PICK_HERBS, PERSONA_ABILITY_UNBREAKABLE_LASSO, PERSONA_CONT_DEADEYE_ON_SPRINTING, PERSONA_CANT_DEAL_HEADSHOTS, PERSONA_HANGMAN, PERSONA_ALLOW_DEADEYE_WITH_MELEE_WEAPONS, PERSONA_ALLOW_DEADEYE_WHILE_UNARMED, PERSONA_DISABLE_DEADEYE_PERFECT_ACCURACY, PERSONA_CANT_DEAL_HEADSHOTS_TO_PLAYERS, PERSONA_CANT_DEAL_CRITICAL_DAMAGE, PERSONA_CANT_DEAL_CRITICAL_DAMAGE_TO_PLAYERS, PERSONA_ALLOW_EAGLEEYE_IN_COMBAT, PERSONA_CONT_EAGLEEYE_ON_SPRINT, PERSONA_SUPPRESS_LENGENDARY_EAGLEEYE_TRAIL_COLOR };

function native.player._set_local_player_persona_ability_flag(flag_id: int, toggle: bool): void

_set_player_max_ammo_override_for_ammo_type

function native.player._set_player_max_ammo_override_for_ammo_type(player: int, ammo_type: int, amount: int): void

_0xc900a465364a85d6

function native.player._0xc900a465364a85d6(player: int): void

_0xcfb2eed4fcb7bd77

function native.player._0xcfb2eed4fcb7bd77(p0: int, p1: int, p2: int): void

_0x2bb8d58e88777499

function native.player._0x2bb8d58e88777499(p0: int): void

_0x00eb5a760638db55

function native.player._0x00eb5a760638db55(p0: int, p1: int, p2: int): void

_0x65887eac535a0b0c

function native.player._0x65887eac535a0b0c(p0: int): void

_set_weapon_degradation_modifier

function native.player._set_weapon_degradation_modifier(player: int, modifier: float): void

_set_bow_draw_reduction_time_in_deadeye

function native.player._set_bow_draw_reduction_time_in_deadeye(player: int, draw_reduction_time: float): void

_set_bow_stamina_drain_speed

Decreases Stamina bar drain speed by % when drawing a bow.

function native.player._set_bow_stamina_drain_speed(player: int, stamina_drain: float): void

_set_damage_close_distance_bonus

function native.player._set_damage_close_distance_bonus(player: int, close_range_lower_bound: float, close_range_upper_bound: float): void

_set_damage_close_distance_bonus_total

function native.player._set_damage_close_distance_bonus_total(player: int, close_damage_bonus: float): void

_set_damage_far_distance_bonus

function native.player._set_damage_far_distance_bonus(player: int, far_range_lower_bound: float, far_range_upper_bound: float): void

_set_damage_far_distance_bonus_total

function native.player._set_damage_far_distance_bonus_total(player: int, far_damage_bonus: float): void

_0x6c54e69516cc56bd

function native.player._0x6c54e69516cc56bd(p0: int): int

_0x3a8611bd7bde84f7

function native.player._0x3a8611bd7bde84f7(p0: int, p1: int): void

_0xc177c827cefc0aa4

function native.player._0xc177c827cefc0aa4(p0: int, p1: int): void

_0xbd96185264ddaaea

function native.player._0xbd96185264ddaaea(p0: int, p1: int): void

_0x628e742fe1f79c4a

function native.player._0x628e742fe1f79c4a(p0: int, p1: int): void

_set_player_interaction_positive_response

function native.player._set_player_interaction_positive_response(player: int, speech: string): void

_set_player_interaction_negative_response

function native.player._set_player_interaction_negative_response(player: int, speech: string): void

_0x216bc0d3d2e413d2

function native.player._0x216bc0d3d2e413d2(player: int, p1: int): void

_0x45ef176b532ca851

function native.player._0x45ef176b532ca851(p0: int, p1: int): void

_0xa342495f93b7b838

function native.player._0xa342495f93b7b838(p0: int, p1: int): void

_0x3bb84f812e052c90

function native.player._0x3bb84f812e052c90(p0: int): void

_0x9fc5a003fb76edbd

function native.player._0x9fc5a003fb76edbd(p0: int, p1: int): void

_0x0faf95d71ed67ade

function native.player._0x0faf95d71ed67ade(player: int, p1: string): void

_0x988c9045531b9fce

function native.player._0x988c9045531b9fce(player: int, p1: string): void

_0x06c3db00b69d5435

function native.player._0x06c3db00b69d5435(player: int, p1: string): void

_0xbb6ea5d59e926095

NPEW__ENUM__EMOTE_CATEGORY_INVALID = -1 NPEW__ENUM__EMOTE_CATEGORY_ACTIONS NPEW__ENUM__EMOTE_CATEGORY_ANTAGONIZE NPEW__ENUM__EMOTE_CATEGORY_REACTIONS NPEW__ENUM__EMOTE_CATEGORY_GREET NPEW__ENUM__NUM_EMOTE_CATEGORIES NPEW__ENUM__NUM_DISPLAY_TEXTURES

function native.player._0xbb6ea5d59e926095(category: int, emote: int): void

_0xe1d356f5a66d0ffa

function native.player._0xe1d356f5a66d0ffa(emote: int): bool

_0x929ddd5538f3df1f

function native.player._0x929ddd5538f3df1f(p0: int, p1: int): void

_0xfa7daae3959e6c7b

function native.player._0xfa7daae3959e6c7b(p0: int, p1: int): void

_0x9461a8fab0378e5b

function native.player._0x9461a8fab0378e5b(p0: int, p1: int): void

_0xcb61a63aa53d7d22

function native.player._0xcb61a63aa53d7d22(p0: int, p1: int): void

_0xcffc3eccd7a5cceb

function native.player._0xcffc3eccd7a5cceb(player: int, weapon: int, p2: bool): void

_0x76f7e1bcd623a429

function native.player._0x76f7e1bcd623a429(p0: int): void

_0x585ce159db46fadb

function native.player._0x585ce159db46fadb(p0: int, p1: int): void

_set_player_reset_flag

function native.player._set_player_reset_flag(player: int, player_reset_flag: int, p2: bool): void

_get_player_reset_flag

playerResetFlag: See 0x9F9A829C6751F3C7

function native.player._get_player_reset_flag(player: int, player_reset_flag: int): bool

get_mount_owned_by_player

function native.player.get_mount_owned_by_player(player: int): int

_get_player_owner_of_mount

function native.player._get_player_owner_of_mount(mount: int): int

_set_player_owns_mount

Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well

function native.player._set_player_owns_mount(player: int, mount: int): void

_get_vehicle_owned_by_player

function native.player._get_vehicle_owned_by_player(player: int): int

_get_player_owner_of_vehicle

function native.player._get_player_owner_of_vehicle(vehicle: int): int

_set_player_owns_vehicle

function native.player._set_player_owns_vehicle(player: int, vehicle: int): void

_get_player_hunting_wagon

function native.player._get_player_hunting_wagon(player: int): int

_set_player_hunting_wagon

Only applies to HUNTERCART01

function native.player._set_player_hunting_wagon(player: int, wagon: int): void

_0x9044835be9d9dbfe

function native.player._0x9044835be9d9dbfe(p0: int, p1: int): void

get_discoverable_name_hash_and_type_for_entity

Returns name hash (name) and outHash includes the type.

function native.player.get_discoverable_name_hash_and_type_for_entity(entity: int, type: ptr int): int

_get_constructed_discovered_character_name

p0: mostly Ped Hashes

function native.player._get_constructed_discovered_character_name(p0: int, model: bool, outfit: bool): int

get_target_character_name_script_override_hash

function native.player.get_target_character_name_script_override_hash(ped: int): int

get_target_character_name_script_override_raw_string

function native.player.get_target_character_name_script_override_raw_string(ped: int): string

get_target_character_name_for_local_player

function native.player.get_target_character_name_for_local_player(ped: int): int

_0xda9d7be231fe865f

function native.player._0xda9d7be231fe865f(p0: int, p1: int, p2: int): int

_set_player_has_discovered_character_name_sp

function native.player._set_player_has_discovered_character_name_sp(player: int, p1: int, discovery_hash: int): void

_get_has_player_discovered_character_name_sp

function native.player._get_has_player_discovered_character_name_sp(player: int, p1: int, discovery_hash: int): bool

_0xcddd4b74660e2335

function native.player._0xcddd4b74660e2335(p0: int, p1: int, p2: int): void

_0x77e83c315a3b31ca

function native.player._0x77e83c315a3b31ca(p0: int): void

_set_player_has_discovered_character_name_mp

function native.player._set_player_has_discovered_character_name_mp(discovery_hash: int): void

get_has_player_discovered_character_name_mp

function native.player.get_has_player_discovered_character_name_mp(discovery_hash: int): bool

_modify_player_discovered_character_name_mp_set_undiscovered

function native.player._modify_player_discovered_character_name_mp_set_undiscovered(discovery_hash: int): void

_set_show_info_card

function native.player._set_show_info_card(player: int, showing_info_card: bool): void

_0x4dbc4873707e8fd6

function native.player._0x4dbc4873707e8fd6(p0: int, p1: int, p2: int, p3: int): void

_0xcedc16930526f728

function native.player._0xcedc16930526f728(p0: int): void

_0x14e57f88ba0a07fc

function native.player._0x14e57f88ba0a07fc(location: int): void

_0x2e1abe627c95ed9b

function native.player._0x2e1abe627c95ed9b(): int

_0x497a18f8f88aa9d8

function native.player._0x497a18f8f88aa9d8(): void

_0x4f0d2256aae94eda

function native.player._0x4f0d2256aae94eda(p0: int): void

_set_lockon_focus_fire_vfx

Focus Fire VFX start for player: p1 = focusfire

function native.player._set_lockon_focus_fire_vfx(player: int, p1: string): void

_0x0b7803f6f7bb43e0

Hardcoded to return zero/false.

function native.player._0x0b7803f6f7bb43e0(): int

_0xc74eb3f2ec169f6b

Hardcoded to return zero/false.

function native.player._0xc74eb3f2ec169f6b(p0: int): int

_0x3b296934db026873

nullsub, doesn't do anything

function native.player._0x3b296934db026873(p0: int, p1: int): void

set_min_time_before_horse_bucking

function native.player.set_min_time_before_horse_bucking(mount: int, i_min_buck_time: int): void

_0xf4cb347d7b5eb0fd

function native.player._0xf4cb347d7b5eb0fd(): int

_0xcd7ca3013fd12749

function native.player._0xcd7ca3013fd12749(p0: int, p1: int): void

_force_rest_scenario

function native.player._force_rest_scenario(toggle: bool): void

_0x57028fd99886f6f9

_IS_PLAYER_D* - _IS_PLAYER_F*

function native.player._0x57028fd99886f6f9(): bool

_0x35a33783ec3c3448

function native.player._0x35a33783ec3c3448(p0: int): void

_0x39d8d7082bc34b72

function native.player._0x39d8d7082bc34b72(p0: int): void

_0x1ad8ad999c27f44a

function native.player._0x1ad8ad999c27f44a(p0: int): void