weapon¶
_get_weapon_unlock¶
int native.weapon._get_weapon_unlock(int weapon_hash)
_add_ammo_to_ped¶
void native.weapon._add_ammo_to_ped(int ped, int weapon_hash, int amount, int add_reason)
addReason:
enum eAddItemReason : Hash
{
ADD_REASON_AWARDS = 0xB784AD1E,
ADD_REASON_CREATE_CHARACTER = 0xE2C4FF71,
ADD_REASON_DEBUG = 0x5C05C64D,
ADD_REASON_DEFAULT = 0x2CD419DC,
ADD_REASON_GET_INVENTORY = 0xD8188685,
ADD_REASON_INCENTIVE = 0x8ADC2E95,
ADD_REASON_LOADOUT = 0xCA3454E6,
ADD_REASON_LOAD_SAVEGAME = 0x56212906,
ADD_REASON_LOOTED = 0xCA806A55,
ADD_REASON_MELEE = 0x7B9BDCE7,
ADD_REASON_MP_MISSION = 0xEC0E0194,
ADD_REASON_NOTIFICATION = 0xC56292D2,
ADD_REASON_PICKUP = 0x1A770E22,
ADD_REASON_PURCHASED = 0x4A6726C9,
ADD_REASON_SET_AMOUNT = 0x4504731E,
ADD_REASON_SYNCING = 0x8D4B4FF4,
ADD_REASON_USE_FAILED = 0xD385B670
};
_add_ammo_to_ped_by_type¶
void native.weapon._add_ammo_to_ped_by_type(int ped, int ammo_type, int amount, int add_reason)
_remove_ammo_from_ped¶
void native.weapon._remove_ammo_from_ped(int ped, int weapon_hash, int amount, int remove_reason)
removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1
removeReason: see REMOVE_WEAPON_FROM_PED
_remove_ammo_from_ped_by_type¶
void native.weapon._remove_ammo_from_ped_by_type(int ped, int ammo_hash, int amount, int remove_reason)
removeReason must be REMOVE_REASON_USED, REMOVE_REASON_GIVEN, REMOVE_REASON_DROPPED or REMOVE_REASON_DEBUG, unless amount is -1
removeReason: see REMOVE_WEAPON_FROM_PED
_remove_all_ped_ammo¶
void native.weapon._remove_all_ped_ammo(int ped)
set_ped_ammo¶
void native.weapon.set_ped_ammo(int ped, int weapon_hash, int ammo)
_0x8a779706da5ca3dd¶
void native.weapon._0x8a779706da5ca3dd(int ped, bool p1, int p2)
_0x9409c62504a8f9e9¶
void native.weapon._0x9409c62504a8f9e9(int vehicle, bool p1)
_set_vehicle_weapon_heading_limits¶
void native.weapon._set_vehicle_weapon_heading_limits(int vehicle, int p1, float min_heading, float max_heading)
_set_vehicle_weapon_heading_limits_2¶
int native.weapon._set_vehicle_weapon_heading_limits_2(int vehicle, int p1, float min_heading, float max_heading)
set_vehicle_weapon_heading¶
void native.weapon.set_vehicle_weapon_heading(int vehicle, int seat_index, float heading, bool p3)
set_ped_infinite_ammo¶
void native.weapon.set_ped_infinite_ammo(int ped, bool toggle, int weapon_hash)
_set_ped_infinite_ammo_clip¶
void native.weapon._set_ped_infinite_ammo_clip(int ped, bool toggle)
get_ammo_in_ped_weapon¶
int native.weapon.get_ammo_in_ped_weapon(int ped, int weapon_hash)
get_max_ammo_in_clip¶
int native.weapon.get_max_ammo_in_clip(int ped, int weapon_hash, bool p2)
get_ammo_in_clip¶
bool native.weapon.get_ammo_in_clip(int ped, ptr int ammo, int weapon_hash)
_get_ammo_in_clip_by_inventory_uid¶
bool native.weapon._get_ammo_in_clip_by_inventory_uid(int ped, ptr int ammo, ptr int inventory_uid)
set_ammo_in_clip¶
bool native.weapon.set_ammo_in_clip(int ped, int weapon_hash, int ammo)
_refill_ammo_in_clip¶
int native.weapon._refill_ammo_in_clip(int ped, ptr int clip_inventory_uid, int p2)
get_max_ammo¶
bool native.weapon.get_max_ammo(int ped, ptr int ammo, int weapon_hash)
set_ped_ammo_by_type¶
void native.weapon.set_ped_ammo_by_type(int ped, int ammo_type, int ammo)
get_ped_ammo_by_type¶
int native.weapon.get_ped_ammo_by_type(int ped, int ammo_type)
set_ped_ammo_to_drop¶
void native.weapon.set_ped_ammo_to_drop(int ped, int p1, int p2)
_get_ammo_type_for_weapon¶
int native.weapon._get_ammo_type_for_weapon(int weapon_hash)
get_ped_ammo_type_from_weapon¶
int native.weapon.get_ped_ammo_type_from_weapon(int ped, int weapon_hash)
_get_weapon_type_from_ammo_type¶
int native.weapon._get_weapon_type_from_ammo_type(int ammo_type)
_get_weapon_component_type_model¶
int native.weapon._get_weapon_component_type_model(int component_hash)
_get_weapontype_model¶
int native.weapon._get_weapontype_model(int weapon_hash)
_get_weapontype_slot¶
int native.weapon._get_weapontype_slot(int weapon_hash)
get_weapontype_group¶
int native.weapon.get_weapontype_group(int weapon_hash)
_0xf8204ef17410bf43¶
int native.weapon._0xf8204ef17410bf43(int weapon_group_hash, float p1, float p2, int p3)
_is_weapon_kit¶
bool native.weapon._is_weapon_kit(int weapon_hash)
Returns true when the weapon passed is either a lasso, the camera or the binoculars
_IS_WEAPON_M* - _IS_WEAPON_P*
_is_weapon_kit_2¶
bool native.weapon._is_weapon_kit_2(int weapon_hash)
Returns true when the weapon passed is either the fishingrod, a lasso, the camera or the binoculars
_IS_WEAPON_M* - _IS_WEAPON_P*
is_weapon_bow¶
bool native.weapon.is_weapon_bow(int weapon_hash)
_is_weapon_lantern¶
bool native.weapon._is_weapon_lantern(int weapon_hash)
_is_weapon_torch¶
bool native.weapon._is_weapon_torch(int weapon_hash)
give_weapon_to_ped_with_options¶
bool native.weapon.give_weapon_to_ped_with_options(int ped, ptr int data, ptr int out_data)
give_weapon_to_ped¶
int native.weapon.give_weapon_to_ped(int ped, int weapon_hash, int ammo_count, bool b_force_in_hand, bool b_force_in_holster, int attach_point, bool b_allow_multiple_copies, float p7, float p8, int add_reason, bool b_ignore_unlocks, float permanent_degradation, bool p12)
Gives the ped the weapon.
List: https://github.com/femga/rdr3_discoveries/blob/master/weapons/weapons.lua
Params: p7 is 0.5f, and p8 is 1.0f. p11 and p12 are both 0 in R* Scripts
attachPoint: see SET_CURRENT_PED_WEAPON
addReason: see _ADD_AMMO_TO_PED
permanentDegradation: default 0.5, any higher than 0 it will automatically make the weapon worn, you can also adjust the value to change the weapons maximum cleanliness
_set_force_current_weapon_into_cocked_state¶
void native.weapon._set_force_current_weapon_into_cocked_state(int ped, int attach_point)
_0x9f0e1892c7f228a8¶
int native.weapon._0x9f0e1892c7f228a8(bool p0)
_holster_ped_weapons¶
void native.weapon._holster_ped_weapons(int ped, bool p1, bool p2, bool p3, bool immediately)
_hide_ped_weapons¶
void native.weapon._hide_ped_weapons(int ped, int p0, bool immediately)
Unequip current weapon and set current weapon to WEAPON_UNARMED.
p0 usually 2 in R* scripts. Doesn't seem to have any effect if changed....
immediately: if true it will instantly switch to unarmed
_0x4820a6939d7cef28¶
void native.weapon._0x4820a6939d7cef28(int p0, int p1)
set_current_ped_weapon¶
void native.weapon.set_current_ped_weapon(int ped, int weapon_hash, bool equip_now, int attach_point, bool p4, bool p5)
attachPoint:
enum eWeaponAttachPoint
{
WEAPON_ATTACH_POINT_INVALID = -1,
WEAPON_ATTACH_POINT_HAND_PRIMARY = 0,
WEAPON_ATTACH_POINT_HAND_SECONDARY = 1,
WEAPON_ATTACH_POINT_PISTOL_R = 2,
MAX_HAND_WEAPON_ATTACH_POINTS = 2,
WEAPON_ATTACH_POINT_PISTOL_L = 3,
WEAPON_ATTACH_POINT_KNIFE = 4,
WEAPON_ATTACH_POINT_LASSO = 5,
WEAPON_ATTACH_POINT_THROWER = 6,
WEAPON_ATTACH_POINT_BOW = 7,
WEAPON_ATTACH_POINT_BOW_ALTERNATE = 8,
WEAPON_ATTACH_POINT_RIFLE = 9,
WEAPON_ATTACH_POINT_RIFLE_ALTERNATE = 10,
WEAPON_ATTACH_POINT_LANTERN = 11,
WEAPON_ATTACH_POINT_TEMP_LANTERN = 12,
WEAPON_ATTACH_POINT_MELEE = 13,
MAX_SYNCED_WEAPON_ATTACH_POINTS = 13,
WEAPON_ATTACH_POINT_HIP = 14,
WEAPON_ATTACH_POINT_BOOT = 15,
WEAPON_ATTACH_POINT_BACK = 16,
WEAPON_ATTACH_POINT_FRONT = 17,
WEAPON_ATTACH_POINT_SHOULDERSLING = 18,
WEAPON_ATTACH_POINT_LEFTBREAST = 19,
WEAPON_ATTACH_POINT_RIGHTBREAST = 20,
WEAPON_ATTACH_POINT_LEFTARMPIT = 21,
WEAPON_ATTACH_POINT_RIGHTARMPIT = 22,
WEAPON_ATTACH_POINT_LEFTARMPIT_RIFLE = 23,
WEAPON_ATTACH_POINT_SATCHEL = 24,
WEAPON_ATTACH_POINT_LEFTARMPIT_BOW = 25,
WEAPON_ATTACH_POINT_RIGHT_HAND_EXTRA = 26,
WEAPON_ATTACH_POINT_LEFT_HAND_EXTRA = 27,
WEAPON_ATTACH_POINT_RIGHT_HAND_AUX = 28,
MAX_WEAPON_ATTACH_POINTS = 29
};
get_current_ped_weapon¶
bool native.weapon.get_current_ped_weapon(int ped, ptr int weapon_hash, bool p2, int attach_point, bool p4)
get_current_ped_weapon_entity_index¶
int native.weapon.get_current_ped_weapon_entity_index(int ped, int attach_point)
_enable_weapon_restore¶
bool native.weapon._enable_weapon_restore(int ped)
get_ped_backup_weapon¶
int native.weapon.get_ped_backup_weapon(int ped, bool p1)
_0x486c96a0dcd2bc92¶
int native.weapon._0x486c96a0dcd2bc92(int p0, int p1)
_get_ped_worst_weapon¶
int native.weapon._get_ped_worst_weapon(int ped, bool p1, bool p2, bool p3)
get_best_ped_weapon¶
int native.weapon.get_best_ped_weapon(int ped, bool p1, bool p2)
_get_best_ped_weapon_in_inventory¶
int native.weapon._get_best_ped_weapon_in_inventory(int ped, int p1, ptr int guid_primary)
get_best_ped_shortarm_guid¶
void native.weapon.get_best_ped_shortarm_guid(int ped, ptr int out_guid, bool p2, bool p3)
get_ped_weapon_guid_at_attach_point¶
bool native.weapon.get_ped_weapon_guid_at_attach_point(int ped, int attach_point, ptr int weapon_guid)
_get_best_ped_weapon_in_group¶
int native.weapon._get_best_ped_weapon_in_group(int ped, int weapon_group, bool p2, bool p3)
_get_default_unarmed_weapon_hash¶
int native.weapon._get_default_unarmed_weapon_hash(int ped)
Returns the ped's default unarmed weapon hash as defined in CPedModelInfo (DefaultUnarmedWeapon).
Falls back to WEAPON_UNARMED if the ped doesn't have a valid model info pointer, or 0 if the ped doesn't exist.
_set_ammo_in_turret¶
void native.weapon._set_ammo_in_turret(int vehicle, int turret_hash, int ammo)
turretHash: WEAPON_TURRET_MAXIUM, WEAPON_TURRET_GATLING, WEAPON_TURRET_CANNON, WEAPON_TURRET_REVOLVING_CANNON
set_current_ped_vehicle_weapon¶
bool native.weapon.set_current_ped_vehicle_weapon(int ped, int weapon_hash)
get_current_ped_vehicle_weapon¶
bool native.weapon.get_current_ped_vehicle_weapon(int ped, ptr int weapon_hash)
is_ped_armed¶
bool native.weapon.is_ped_armed(int ped, int flags)
_0xa2091482ed42ef85¶
int native.weapon._0xa2091482ed42ef85(int p0, int p1)
_is_weapon_holster_state_changing¶
bool native.weapon._is_weapon_holster_state_changing(int ped)
is_weapon_valid¶
bool native.weapon.is_weapon_valid(int weapon_hash)
_is_ammo_valid¶
bool native.weapon._is_ammo_valid(int ammo_hash)
_0x23bf601a42f329a0¶
int native.weapon._0x23bf601a42f329a0(int p0)
is_ped_carrying_weapon¶
bool native.weapon.is_ped_carrying_weapon(int ped, int weapon_hash)
has_ped_got_weapon¶
bool native.weapon.has_ped_got_weapon(int ped, int weapon_hash, int p2, bool p3)
_0x07e1c35f0078c3f9¶
bool native.weapon._0x07e1c35f0078c3f9(int ped, int weapon)
Seems to return true if the passed weapon is some sort of non-lethal melee weapon.
Weapon must currently be held/equipped by the ped.
is_ped_weapon_ready_to_shoot¶
bool native.weapon.is_ped_weapon_ready_to_shoot(int ped)
_get_ped_weapon_in_slot¶
int native.weapon._get_ped_weapon_in_slot(int ped, int slot_hash)
give_delayed_weapon_to_ped¶
void native.weapon.give_delayed_weapon_to_ped(int ped, int weapon_hash, int ammo_count, bool p3, int add_reason)
remove_all_ped_weapons¶
void native.weapon.remove_all_ped_weapons(int ped, bool p1, bool p2)
remove_weapon_from_ped¶
void native.weapon.remove_weapon_from_ped(int ped, int weapon_hash, bool p2, int remove_reason)
removeReason:
enum eRemoveItemReason : Hash
{
REMOVE_REASON_CLIENT_PURGED = 0x4A4E94DC,
REMOVE_REASON_COALESCE = 0x2ABE393E,
REMOVE_REASON_DEBUG = 0xA07362E6,
REMOVE_REASON_DEFAULT = 0xF77DE93D,
REMOVE_REASON_DELETE_CHARACTER = 0x20AFBDE9,
REMOVE_REASON_DROPPED = 0xEC7FB5D5,
REMOVE_REASON_DUPLICATE = 0x19047132,
REMOVE_REASON_GIFTED_INCORRECTLY = 0x9C4E3829,
REMOVE_REASON_GIVEN = 0xAD5377D4,
REMOVE_REASON_INSUFFICIENT_INVENTORY = 0x518D1AAE,
REMOVE_REASON_ITEM_DOES_NOT_EXIST = 0xEAD5D889,
REMOVE_REASON_LOADOUT = 0x1B94E3BA,
REMOVE_REASON_SET_AMOUNT = 0x19D5CFA5,
REMOVE_REASON_SOLD = 0x76C4B482,
REMOVE_REASON_USED = 0x2188E0A3,
REMOVE_REASON_USE_FAILED = 0x671F9EAD
};
_remove_weapon_from_ped_by_guid¶
void native.weapon._remove_weapon_from_ped_by_guid(int ped, ptr int weapon_guid, int remove_reason)
hide_ped_weapon_for_scripted_cutscene¶
void native.weapon.hide_ped_weapon_for_scripted_cutscene(int ped, bool toggle)
set_ped_current_weapon_visible¶
void native.weapon.set_ped_current_weapon_visible(int ped, bool visible, bool deselect_weapon, bool p3, bool p4)
_set_ped_weapon_attach_point_visibility¶
void native.weapon._set_ped_weapon_attach_point_visibility(int ped, int attach_point, bool visible)
_set_ped_all_weapons_visibility¶
void native.weapon._set_ped_all_weapons_visibility(int ped, bool visible)
set_ped_drops_weapons_when_dead¶
void native.weapon.set_ped_drops_weapons_when_dead(int ped, bool toggle)
_0x431240a58484d5d0¶
void native.weapon._0x431240a58484d5d0(int ped, bool toggle)
_0x45e57fdd531c9477¶
void native.weapon._0x45e57fdd531c9477(int ped, bool toggle)
_0xf08d8feb455f2c8c¶
void native.weapon._0xf08d8feb455f2c8c(int ped, bool toggle)
_0x16d9841a85fa627e¶
void native.weapon._0x16d9841a85fa627e(int ped, bool toggle)
get_ped_last_weapon_impact_coord¶
bool native.weapon.get_ped_last_weapon_impact_coord(int ped, ref vec3 coords)
_clear_ped_last_weapon_damage¶
void native.weapon._clear_ped_last_weapon_damage(int ped)
_has_entity_been_damaged_by_weapon¶
bool native.weapon._has_entity_been_damaged_by_weapon(int entity, int weapon_name, int weapon_type)
set_ped_drops_inventory_weapon¶
void native.weapon.set_ped_drops_inventory_weapon(int ped, int weapon_hash, float x_offset, float y_offset, float z_offset, int ammo_count)
_0xb0fb9b196a3d13f0¶
void native.weapon._0xb0fb9b196a3d13f0(int p0, int p1, int p2)
_0x2ebf70e1d8c06683¶
void native.weapon._0x2ebf70e1d8c06683(int ped, int p1)
_0x63b83a526329afbc¶
void native.weapon._0x63b83a526329afbc(int p0)
_make_ped_reload¶
int native.weapon._make_ped_reload(int ped)
_refill_ammo_in_current_ped_weapon¶
int native.weapon._refill_ammo_in_current_ped_weapon(int ped)
make_ped_drop_weapon¶
int native.weapon.make_ped_drop_weapon(int ped, bool p1, int attach_point, bool p3, bool p4)
_get_ped_current_held_weapon¶
int native.weapon._get_ped_current_held_weapon(int ped)
set_allow_any_weapon_drop¶
void native.weapon.set_allow_any_weapon_drop(int ped, bool toggle)
_0xa3716a77dcf17424¶
void native.weapon._0xa3716a77dcf17424(int p0, int p1, int p2)
_0x457b16951ad77c1b¶
void native.weapon._0x457b16951ad77c1b(int p0)
_0x3799efcc3c8cd5e1¶
int native.weapon._0x3799efcc3c8cd5e1(int p0)
_get_max_lockon_distance_of_current_ped_weapon¶
float native.weapon._get_max_lockon_distance_of_current_ped_weapon(int ped)
_remove_weapon_component_from_ped¶
void native.weapon._remove_weapon_component_from_ped(int ped, int component_hash, int weapon_hash)
_has_ped_got_weapon_component¶
bool native.weapon._has_ped_got_weapon_component(int ped, int component_hash, int weapon_hash)
_is_ped_current_weapon_holstered¶
bool native.weapon._is_ped_current_weapon_holstered(int ped)
_0xd2209866b0cb72ea¶
int native.weapon._0xd2209866b0cb72ea(int p0, int p1)
_request_weapon_asset¶
void native.weapon._request_weapon_asset(int weapon_hash, int p1, bool p2)
_has_weapon_asset_loaded¶
bool native.weapon._has_weapon_asset_loaded(int weapon_hash)
_remove_weapon_asset¶
void native.weapon._remove_weapon_asset(int weapon_hash)
_0xe9b3fec825668291¶
void native.weapon._0xe9b3fec825668291(int p0, int p1, int p2)
_0x9cca3131e6b53c68¶
int native.weapon._0x9cca3131e6b53c68(int p0, int p1, int p2)
_get_weapon_name_2¶
string native.weapon._get_weapon_name_2(int weapon_hash)
_get_weapon_name¶
string native.weapon._get_weapon_name(int weapon_hash)
_get_weapon_name_with_permanent_degradation¶
string native.weapon._get_weapon_name_with_permanent_degradation(int weapon_hash, float permanent_degradation_level)
_0xb832f1a686b9b810¶
void native.weapon._0xb832f1a686b9b810(int p0, int p1, int p2)
_0x5a695bd328586b44¶
int native.weapon._0x5a695bd328586b44(int p0, int p1)
_0x641351e9ad103890¶
void native.weapon._0x641351e9ad103890(int p0, int p1)
set_instantly_equip_weapon_pickups¶
void native.weapon.set_instantly_equip_weapon_pickups(int ped, bool toggle)
_set_force_auto_equip¶
void native.weapon._set_force_auto_equip(int ped, bool toggle)
_send_weapon_to_inventory¶
void native.weapon._send_weapon_to_inventory(int ped, int weapon_hash)
Appears to just send specified weapon to your horse holster without having to be close
However, the weapon is not visible on the horse holster, but you can reach the weapon on the weapon wheel
_0x14ff0c2545527f9b¶
void native.weapon._0x14ff0c2545527f9b(int horse, int weapon_hash, int ped)
Puts the gun visibly in your horse's holster without having to be close to the horse. Use 0xE9BD19F8121ADE3E before using this native
_A* or _B*
_0xd4c6e24d955ff061¶
void native.weapon._0xd4c6e24d955ff061(int p0)
_0xaffd0ccf31f469b8¶
int native.weapon._0xaffd0ccf31f469b8(int p0)
_get_weapon_stat_id¶
int native.weapon._get_weapon_stat_id(int weapon_hash)
_has_entity_been_damaged_by_weapon_recently¶
bool native.weapon._has_entity_been_damaged_by_weapon_recently(int entity, int weapon_hash, int ms)
_get_ped_hogtie_weapon¶
int native.weapon._get_ped_hogtie_weapon(int ped)
_create_weapon_object¶
int native.weapon._create_weapon_object(int weapon_hash, int ammo_count, float x, float y, float z, bool show_world_model, float scale)
remove_weapon_component_from_weapon_object¶
void native.weapon.remove_weapon_component_from_weapon_object(int weapon_object, int component)
has_weapon_got_weapon_component¶
bool native.weapon.has_weapon_got_weapon_component(int weapon, int addon_hash)
_give_weapon_component_to_weapon_object¶
void native.weapon._give_weapon_component_to_weapon_object(ptr int weapon_object, int ped, int component_hash, bool p3)
_get_weapon_object_from_ped¶
int native.weapon._get_weapon_object_from_ped(int ped, bool p1)
_get_ped_weapon_object¶
int native.weapon._get_ped_weapon_object(int ped, bool p1)
_give_weapon_component_to_entity¶
void native.weapon._give_weapon_component_to_entity(int entity, int component_hash, int weapon_hash, bool p3)
_0x74c9080fdd1bb48e¶
void native.weapon._0x74c9080fdd1bb48e(int p0, int p1)
_0x74c9080fdd1bb48f¶
void native.weapon._0x74c9080fdd1bb48f(int p0, int p1)
_0x74c2365fdd1bb48f¶
void native.weapon._0x74c2365fdd1bb48f(int p0, int p1)
_0x74c90aaacc1dd48f¶
void native.weapon._0x74c90aaacc1dd48f(int p0)
_0x74c8000fdd1bb111¶
int native.weapon._0x74c8000fdd1bb111(int p0, int p1)
_0x74c8000fdd1bb222¶
int native.weapon._0x74c8000fdd1bb222(int p0, int p1)
_get_weapon_gun_spinning_weapon_emote_trick_type_hash¶
int native.weapon._get_weapon_gun_spinning_weapon_emote_trick_type_hash(int emote, int weapon_emote_trick_type)
_set_active_gun_spinning_equip_kit_emote_twirl¶
void native.weapon._set_active_gun_spinning_equip_kit_emote_twirl(int ped, int emote)
emote hashes: KIT_EMOTE_TWIRL_GUN, KIT_EMOTE_TWIRL_GUN_LEFT_HOLSTER, KIT_EMOTE_TWIRL_GUN_DUAL, 0 (to unequip)
_get_ped_gun_spinning_equipped_kit_emote_twirl¶
int native.weapon._get_ped_gun_spinning_equipped_kit_emote_twirl(int ped)
_set_active_gun_spinning_kit_emote_twirl¶
void native.weapon._set_active_gun_spinning_kit_emote_twirl(int ped, int weapon_emote_trick_type, int spin)
_get_ped_gun_spinning_hash_from_weapon_emote_variation¶
int native.weapon._get_ped_gun_spinning_hash_from_weapon_emote_variation(int ped, int weapon_emote_variation)
_get_weapon_emote_variation¶
int native.weapon._get_weapon_emote_variation(int ped, int variation)
Returns weaponEmoteVariation
WEAPON_EMOTE_VARIATION_INVALID = -2,
WEAPON_EMOTE_VARIATION_BASE,
WEAPON_EMOTE_VARIATION_A,
WEAPON_EMOTE_VARIATION_B,
WEAPON_EMOTE_VARIATION_C,
WEAPON_EMOTE_VARIATION_D,
WEAPON_EMOTE_VARIATION_PREVIEW,
WEAPON_EMOTE_NUM_VARIATIONS
_set_gun_spinning_inventory_slot_id_activate¶
void native.weapon._set_gun_spinning_inventory_slot_id_activate(int ped, int emote_type)
_get_can_twirl_weapon¶
bool native.weapon._get_can_twirl_weapon(int weapon_hash)
_get_correct_kit_emote_twirl_gun¶
bool native.weapon._get_correct_kit_emote_twirl_gun(int ped, ptr int weapon_guid)
_0xbc9444f2ff94a9c0¶
int native.weapon._0xbc9444f2ff94a9c0(int p0)
_get_default_ped_weapon_collection¶
int native.weapon._get_default_ped_weapon_collection(int ped_model)
Returns weaponCollection Hash
Example: RE_POLICECHASE_MALES_01: Carbine Repeater + Knife, LO_AGRO_PED
_give_weapon_collection_to_ped¶
void native.weapon._give_weapon_collection_to_ped(int ped, int weapon_collection)
_0xf252a85b8f3f8c58¶
bool native.weapon._0xf252a85b8f3f8c58(int weapon_collection, int dualwield_variant)
_0x9eefd670f10656d7¶
int native.weapon._0x9eefd670f10656d7(int weapon_collection, int weapon_group)
_0xf2f585411e748b9c¶
int native.weapon._0xf2f585411e748b9c(int p0, int p1)
get_weapon_clip_size¶
int native.weapon.get_weapon_clip_size(int weapon_hash)
_0xa769d753922b031b¶
void native.weapon._0xa769d753922b031b(int p0, int p1, int p2)
_0xc5899c4cd2e2495d¶
void native.weapon._0xc5899c4cd2e2495d(int p0)
get_allow_dual_wield¶
bool native.weapon.get_allow_dual_wield(int ped)
_set_allow_dual_wield¶
void native.weapon._set_allow_dual_wield(int ped, bool allow)
_0x44c8f4908f1b2622¶
bool native.weapon._0x44c8f4908f1b2622(int ped, int ammo_hash)
_is_weapon_knife¶
bool native.weapon._is_weapon_knife(int weapon_hash)
is_weapon_revolver¶
bool native.weapon.is_weapon_revolver(int weapon_hash)
is_weapon_pistol¶
bool native.weapon.is_weapon_pistol(int weapon_hash)
is_weapon_repeater¶
bool native.weapon.is_weapon_repeater(int weapon_hash)
is_weapon_rifle¶
bool native.weapon.is_weapon_rifle(int weapon_hash)
is_weapon_shotgun¶
bool native.weapon.is_weapon_shotgun(int weapon_hash)
_is_weapon_sniper¶
bool native.weapon._is_weapon_sniper(int weapon_hash)
is_weapon_melee_weapon¶
bool native.weapon.is_weapon_melee_weapon(int weapon_hash)
_is_weapon_throwable¶
bool native.weapon._is_weapon_throwable(int weapon_hash)
_is_weapon_lasso¶
bool native.weapon._is_weapon_lasso(int weapon_hash)
_is_weapon_binoculars¶
bool native.weapon._is_weapon_binoculars(int weapon_hash)
is_weapon_a_gun¶
bool native.weapon.is_weapon_a_gun(int weapon_hash)
_is_weapon_two_handed¶
bool native.weapon._is_weapon_two_handed(int weapon_hash)
_is_weapon_one_handed¶
bool native.weapon._is_weapon_one_handed(int weapon_hash)
_is_weapon_silent¶
bool native.weapon._is_weapon_silent(int weapon_hash)
_0xea522f991e120d45¶
int native.weapon._0xea522f991e120d45(int p0)
_is_ammo_silent¶
bool native.weapon._is_ammo_silent(int ammo_hash)
_is_ammo_silent_2¶
bool native.weapon._is_ammo_silent_2(int ammo_hash)
should_weapon_be_discarded_when_swapped¶
bool native.weapon.should_weapon_be_discarded_when_swapped(int weapon_hash)
_0x5b235f24472f2c3b¶
int native.weapon._0x5b235f24472f2c3b(int p0, int p1)
_0xbfca7afabf9d7967¶
int native.weapon._0xbfca7afabf9d7967(int p0, int p1)
_0x495a04caec263af8¶
int native.weapon._0x495a04caec263af8(int p0, int p1)
_0x95ca12e2c68043e5¶
int native.weapon._0x95ca12e2c68043e5(int p0, int p1)
_0xabc18a28bad4b46f¶
int native.weapon._0xabc18a28bad4b46f(int p0, int p1)
_0x80bb243789008a82¶
int native.weapon._0x80bb243789008a82(int p0, int p1)
_get_weapon_damage¶
float native.weapon._get_weapon_damage(int weapon_object)
_set_weapon_damage¶
void native.weapon._set_weapon_damage(int weapon_object, float level, bool p2)
_get_weapon_dirt¶
float native.weapon._get_weapon_dirt(int weapon_object)
_set_weapon_dirt¶
void native.weapon._set_weapon_dirt(int weapon_object, float level, bool p2)
_get_weapon_soot¶
float native.weapon._get_weapon_soot(int weapon_object)
_set_weapon_soot¶
void native.weapon._set_weapon_soot(int weapon_object, float level, bool p2)
_set_weapon_level_threshold¶
void native.weapon._set_weapon_level_threshold(int weapon_object, float threshold)
get_weapon_degradation¶
float native.weapon.get_weapon_degradation(int weapon_object)
get_weapon_permanent_degradation¶
float native.weapon.get_weapon_permanent_degradation(int weapon_object)
_set_weapon_degradation¶
void native.weapon._set_weapon_degradation(int weapon_object, float level)
_listen_projectile_hit_events¶
void native.weapon._listen_projectile_hit_events(bool listen)
_get_weapon_scale¶
float native.weapon._get_weapon_scale(int weapon_object)
_set_weapon_scale¶
void native.weapon._set_weapon_scale(int weapon_object, float scale)
_0x58425fca3d3a2d15¶
int native.weapon._0x58425fca3d3a2d15(int p0)
_0xec97101a8f311282¶
int native.weapon._0xec97101a8f311282(int p0)
_get_current_ped_weapon_ammo_type¶
int native.weapon._get_current_ped_weapon_ammo_type(int ped, int weapon_object)
_get_current_ammo_type_from_guid¶
int native.weapon._get_current_ammo_type_from_guid(int ped, ptr int weapon_guid)
_is_ammo_type_valid_for_weapon¶
bool native.weapon._is_ammo_type_valid_for_weapon(int weapon_hash, int ammo_hash)
_set_ammo_type_for_ped_weapon¶
void native.weapon._set_ammo_type_for_ped_weapon(int ped, int weapon_hash, int ammo_hash)
_0x183ce355115b6e75¶
void native.weapon._0x183ce355115b6e75(int p0, int p1)
_set_ammo_type_for_ped_weapon_inventory¶
void native.weapon._set_ammo_type_for_ped_weapon_inventory(int ped, ptr int weapon_inventory_uid, int ammo_hash)
_disable_ammo_type_for_ped_weapon¶
void native.weapon._disable_ammo_type_for_ped_weapon(int ped, int weapon_hash, int ammo_hash)
_disable_ammo_type_for_ped¶
void native.weapon._disable_ammo_type_for_ped(int ped, int ammo_hash)
_0xd63b4ba3a02a99e0¶
void native.weapon._0xd63b4ba3a02a99e0(int p0, int p1)
_enable_ammo_type_for_ped_weapon¶
void native.weapon._enable_ammo_type_for_ped_weapon(int ped, int weapon_hash, int ammo_hash)
_enable_ammo_type_for_ped¶
void native.weapon._enable_ammo_type_for_ped(int ped, int weapon_hash)
_0x404514d231db27a0¶
void native.weapon._0x404514d231db27a0(int p0, int p1)
_0xd53846b9c931c181¶
void native.weapon._0xd53846b9c931c181(int p0, int p1, int p2)
_0x000fa7a4a8443af7¶
void native.weapon._0x000fa7a4a8443af7(int p0)
_0xecbb26529a737ef6¶
void native.weapon._0xecbb26529a737ef6(int p0)
_get_weapon_attach_point¶
int native.weapon._get_weapon_attach_point(int ped, int attach_point)
_0x4823f13a21f51964¶
int native.weapon._0x4823f13a21f51964(int p0, int p1)
set_current_ped_weapon_by_guid¶
void native.weapon.set_current_ped_weapon_by_guid(int ped, ptr int weapon_uid, bool p2, bool p3, bool p4, bool p5)
set_player_ped_quick_swap_weapon_by_guid¶
void native.weapon.set_player_ped_quick_swap_weapon_by_guid(int ped, ptr int guid_primary, ptr int guid_secondary)
_get_player_ped_quick_swap_weapon_by_guid¶
void native.weapon._get_player_ped_quick_swap_weapon_by_guid(int ped, ptr int guid_primary, ptr int guid_secondary)
_0x0de0944eccb3df5d¶
bool native.weapon._0x0de0944eccb3df5d(int ped)
_0x46d42883e873c1d7¶
int native.weapon._0x46d42883e873c1d7(int ped)
_is_target_ped_constrained_by_ped_using_bolas¶
bool native.weapon._is_target_ped_constrained_by_ped_using_bolas(int ped, int target_ped)
_0x65dc4ac5b96614cb¶
int native.weapon._0x65dc4ac5b96614cb(int weapon_hash)