streaming
Methods
request_model
Request a model to be loaded into memory.
has_model_loaded
Checks if the specified model has loaded into memory.
set_model_as_no_longer_needed
Marks the model as no longer needed.
is_model_in_cdimage
Returns whether the specified model exists in the game.
is_model_valid
Returns whether the specified model is valid
is_model_a_ped
is_model_a_vehicle
Returns whether the specified model represents a vehicle.
_is_model_an_object
_has_collision_loaded_at_coord
_0x80b3e0597366adf1
request_collision_at_coord
_request_metadata_at_coord
request_collision_for_model
has_collision_for_model_loaded
request_additional_collision_at_coord
does_anim_dict_exist
request_anim_dict
has_anim_dict_loaded
remove_anim_dict
request_move_network_def
has_move_network_def_loaded
remove_move_network_def
request_clip_set
has_clip_set_loaded
Alias for HAS_ANIM_SET_LOADED.
remove_clip_set
Alias for REMOVE_ANIM_SET.
_request_clip_set_by_hash
_0x03ddbf2d73799f9e
_0x85b8f04555ab49b8
_0x9f348de670423460
_0x5288b7f0690f7c1f
_request_scenario_type
_has_scenario_type_loaded
_remove_scenario_asset
_0xb223249b7798eeed
_0xa0ae7653e8181725
_0x66bc28e50e85270e
_get_ipl_bounding_sphere
Outputs IPL position and radius (previously wrongly named heading) https://github.com/femga/rdr3_discoveries/blob/master/imaps/imaps_with_coords_and_heading.lua
request_ipl_hash
Old name: _REQUEST_IMAP
request_ipl_by_hash
Old name: _REQUEST_IMAP_2
remove_ipl_hash
Old name: _REMOVE_IMAP
remove_ipl_by_hash
Old name: _REMOVE_IMAP_2
is_ipl_active_hash
Old name: _IS_IMAP_ACTIVE
is_ipl_active_by_hash
Old name: _IS_IMAP_ACTIVE_2
_is_position_inside_ipl_streaming_extents
Returns true if IPL is streamed in (?)
_0xdeee1f265b7ecef5
set_game_pauses_for_streaming
get_number_of_streaming_requests
request_ptfx_asset
has_ptfx_asset_loaded
remove_ptfx_asset
request_named_ptfx_asset
has_named_ptfx_asset_loaded
remove_named_ptfx_asset
set_population_budget_multiplier
get_population_budget_multiplier
_0x071769bcb24379e5
clear_focus
set_focus_pos_and_vel
set_focus_entity
It seems to make the entity's coords mark the point from which LOD-distances are measured. In my testing, setting a vehicle as the focus entity and moving that vehicle more than 300 distance units away from the player will make the level of detail around the player go down drastically (shadows disappear, textures go extremely low res, etc). The player seems to be the default focus entity.
is_entity_focus
set_mapdatacullbox_enabled
set_all_mapdata_culled
nullsub, doesn't do anything
_0xf01d21df39554115
load_scene_start
load_scene_start_sphere
load_scene_stop
is_load_scene_active
is_load_scene_loaded
is_rendered_scene_loaded
is_player_switch_in_progress
set_scene_streaming_tracks_cam_pos_this_frame
ipl_group_swap_start
ipl_group_swap_cancel
ipl_group_swap_is_ready
ipl_group_swap_finish
ipl_group_swap_is_active
prefetch_srl
_0xae00387e53b1e9fc
_0xef1a8a484118735e
_0xd9f2ff4af394d926
is_srl_loaded
begin_srl
end_srl
set_srl_time
set_srl_readahead_times
set_srl_long_jump_mode
set_hd_area
clear_hd_area
_0x09fbf15d73efc900
_0xf11d7cb962fcd747
_0xb9b9e47edb9d63db
Sorts some unknown data.
Likely SORT_*
_0xbe8daa9d8d01da6a
_0x53764309c4618087
_0x032a14d082a9b269
_SET_E* or _SET_F*