animscene¶
_create_anim_scene¶
int native.animscene._create_anim_scene(string anim_dict, int flags, string playback_list_name, bool p3, bool p4)
_delete_anim_scene¶
void native.animscene._delete_anim_scene(int anim_scene)
trigger_anim_scene_skip¶
void native.animscene.trigger_anim_scene_skip(int anim_scene)
_0x4b85b3cf91972222¶
bool native.animscene._0x4b85b3cf91972222(int anim_scene)
_clear_anim_scene_was_skipped¶
void native.animscene._clear_anim_scene_was_skipped(int anim_scene)
does_anim_scene_exist¶
bool native.animscene.does_anim_scene_exist(int anim_scene)
_does_entity_with_id_exist_in_anim_scene¶
bool native.animscene._does_entity_with_id_exist_in_anim_scene(int anim_scene, string entity_id)
_does_anim_scene_ownership_of_entity_exist¶
bool native.animscene._does_anim_scene_ownership_of_entity_exist(int anim_scene, string entity_name)
load_anim_scene¶
void native.animscene.load_anim_scene(int anim_scene)
is_anim_scene_loaded¶
bool native.animscene.is_anim_scene_loaded(int anim_scene, bool p1, bool p2)
_is_anim_scene_loading¶
bool native.animscene._is_anim_scene_loading(int anim_scene, bool p1)
_is_anim_scene_metadata_asset_in_range_loading¶
bool native.animscene._is_anim_scene_metadata_asset_in_range_loading(int anim_scene, bool p1)
is_anim_scene_metadata_loaded¶
bool native.animscene.is_anim_scene_metadata_loaded(int anim_scene, bool p1)
_get_anim_scene_playback_list_phase_audio_load_stress¶
int native.animscene._get_anim_scene_playback_list_phase_audio_load_stress(int anim_scene, string phase_name)
start_anim_scene¶
void native.animscene.start_anim_scene(int anim_scene)
reset_anim_scene¶
void native.animscene.reset_anim_scene(int anim_scene, string playback_list_name)
abort_anim_scene¶
void native.animscene.abort_anim_scene(int anim_scene, bool p1)
resume_anim_scene_from_last_checkpoint¶
void native.animscene.resume_anim_scene_from_last_checkpoint(int anim_scene)
is_anim_scene_running¶
bool native.animscene.is_anim_scene_running(int anim_scene, bool p1)
is_anim_scene_finished¶
bool native.animscene.is_anim_scene_finished(int anim_scene, bool p1)
is_anim_scene_exiting_this_frame¶
bool native.animscene.is_anim_scene_exiting_this_frame(int anim_scene)
has_anim_scene_exited¶
bool native.animscene.has_anim_scene_exited(int anim_scene, bool p1)
_0x73616e64696c132e¶
bool native.animscene._0x73616e64696c132e(int anim_scene, bool p1)
is_anim_scene_in_section¶
bool native.animscene.is_anim_scene_in_section(int anim_scene, string section_name, bool p2)
_is_anim_scene_skippable¶
bool native.animscene._is_anim_scene_skippable(int anim_scene)
_is_anim_scene_aborted¶
bool native.animscene._is_anim_scene_aborted(int anim_scene)
_0xd70c7a30412f8fa0¶
bool native.animscene._0xd70c7a30412f8fa0(int anim_scene)
_0x9aae3c1148a09bca¶
bool native.animscene._0x9aae3c1148a09bca(int anim_scene)
_0xa96619fe85159ed2¶
bool native.animscene._0xa96619fe85159ed2(int anim_scene)
fade_anim_scene_audio_in¶
void native.animscene.fade_anim_scene_audio_in(int anim_scene, float p1)
fade_anim_scene_audio_out¶
void native.animscene.fade_anim_scene_audio_out(int anim_scene, float p1)
block_anim_scene_fading_next_frame¶
void native.animscene.block_anim_scene_fading_next_frame(bool p0, bool p1)
set_anim_scene_origin¶
void native.animscene.set_anim_scene_origin(int anim_scene, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, int order)
get_anim_scene_origin¶
void native.animscene.get_anim_scene_origin(int anim_scene, ref vec3 position, ref vec3 rotation, int order)
set_anim_scene_paused¶
void native.animscene.set_anim_scene_paused(int anim_scene, bool toggle)
_is_anim_scene_paused¶
bool native.animscene._is_anim_scene_paused(int anim_scene)
set_anim_scene_rate¶
void native.animscene.set_anim_scene_rate(int anim_scene, float rate)
_get_anim_scene_rate¶
float native.animscene._get_anim_scene_rate(int anim_scene)
get_anim_scene_phase¶
float native.animscene.get_anim_scene_phase(int anim_scene)
_get_anim_scene_time¶
float native.animscene._get_anim_scene_time(int anim_scene)
_get_anim_scene_duration¶
float native.animscene._get_anim_scene_duration(int anim_scene)
set_anim_scene_entity¶
void native.animscene.set_anim_scene_entity(int anim_scene, string entity_name, int entity, int flags)
remove_anim_scene_entity¶
void native.animscene.remove_anim_scene_entity(int anim_scene, string entity_name, int entity)
is_entity_exiting_anim_scene_this_frame¶
bool native.animscene.is_entity_exiting_anim_scene_this_frame(int anim_scene, string entity_name)
could_anim_scene_entity_reach_exit_next_frame¶
bool native.animscene.could_anim_scene_entity_reach_exit_next_frame(int anim_scene, string entity_name, int p2, int p3)
has_entity_exited_anim_scene¶
bool native.animscene.has_entity_exited_anim_scene(int anim_scene, string entity_name)
_has_entity_entered_anim_scene¶
bool native.animscene._has_entity_entered_anim_scene(int anim_scene, string entity_name)
_get_anim_scene_ped¶
int native.animscene._get_anim_scene_ped(int anim_scene, string name, bool is_network)
_get_anim_scene_object¶
int native.animscene._get_anim_scene_object(int anim_scene, string name, bool is_network)
_get_anim_scene_vehicle¶
int native.animscene._get_anim_scene_vehicle(int anim_scene, string name, bool is_network)
set_anim_scene_bool¶
void native.animscene.set_anim_scene_bool(int anim_scene, string name, bool value, bool p3)
get_anim_scene_bool¶
bool native.animscene.get_anim_scene_bool(int anim_scene, string name)
set_anim_scene_float¶
void native.animscene.set_anim_scene_float(int anim_scene, string name, float value, bool p3, bool p4)
get_anim_scene_float¶
float native.animscene.get_anim_scene_float(int anim_scene, string name)
set_anim_scene_int¶
void native.animscene.set_anim_scene_int(int anim_scene, string name, int value, bool p3)
get_anim_scene_int¶
int native.animscene.get_anim_scene_int(int anim_scene, string name)
get_anim_scene_entity_location_data¶
bool native.animscene.get_anim_scene_entity_location_data(int anim_scene, string entity_name, ref vec3 matrix, bool p3, string playback_list_name, int p5)
is_entity_playing_anim_scene¶
bool native.animscene.is_entity_playing_anim_scene(int entity, int anim_scene)
attach_anim_scene_to_entity¶
void native.animscene.attach_anim_scene_to_entity(int anim_scene, int entity, int p2)
attach_anim_scene_to_entity_preserving_location¶
void native.animscene.attach_anim_scene_to_entity_preserving_location(int anim_scene, int entity, int p2)
detach_anim_scene¶
void native.animscene.detach_anim_scene(int anim_scene)
detach_anim_scene_preserving_location¶
void native.animscene.detach_anim_scene_preserving_location(int anim_scene)
take_ownership_of_anim_scene¶
void native.animscene.take_ownership_of_anim_scene(int anim_scene)
check_ownership_of_anim_scene¶
bool native.animscene.check_ownership_of_anim_scene(int anim_scene)
set_anim_scene_playback_list¶
void native.animscene.set_anim_scene_playback_list(int anim_scene, string playback_list_name)
_0x1c5d33a4293e6dde¶
bool native.animscene._0x1c5d33a4293e6dde(int anim_scene, string phase_name)
_does_anim_scene_play_list_exist¶
bool native.animscene._does_anim_scene_play_list_exist(int anim_scene, string playback_list_name)
set_anim_scene_play_list¶
void native.animscene.set_anim_scene_play_list(int anim_scene, string playlist_name, bool p2)
_is_anim_scene_playback_list_phase_active¶
bool native.animscene._is_anim_scene_playback_list_phase_active(int anim_scene, string phase_name)
request_anim_scene_play_list¶
bool native.animscene.request_anim_scene_play_list(int anim_scene, string playlist_name)
_release_anim_scene_play_list¶
bool native.animscene._release_anim_scene_play_list(int anim_scene, string playlist_name)
_get_anim_scene_dict¶
int native.animscene._get_anim_scene_dict(int anim_scene)
_0x1407f5115fb9583e¶
bool native.animscene._0x1407f5115fb9583e(int anim_scene, string p1)
_is_anim_scene_playback_list_phase_loaded¶
bool native.animscene._is_anim_scene_playback_list_phase_loaded(int anim_scene, string phase_name)
_is_anim_scene_playback_list_phase_loading¶
bool native.animscene._is_anim_scene_playback_list_phase_loading(int anim_scene, string phase_name)
_0x1ad896bf43619551¶
void native.animscene._0x1ad896bf43619551()
get_anim_scene_current_active_camera_count¶
int native.animscene.get_anim_scene_current_active_camera_count(int anim_scene)
_0x5d7bfda2290b4e39¶
bool native.animscene._0x5d7bfda2290b4e39(string p0)
_is_mgm_system_loaded¶
bool native.animscene._is_mgm_system_loaded(string mgm_filename)
_load_mgm_assets¶
bool native.animscene._load_mgm_assets(string mgm_filename)
Used to request MiniGameMoments Assets.
mgmFilename's:
Poker
PokerArthur
PokerArthurCamp
PokerJohn
PokerJohnCamp
_create_mgm_system¶
int native.animscene._create_mgm_system(string mgm_filename)
_delete_mgm_system¶
void native.animscene._delete_mgm_system(int mgm_handle)
_0xb1a196bafe650402¶
void native.animscene._0xb1a196bafe650402(int mgm_handle, int ped)
_0xae6de22de0ed4554¶
void native.animscene._0xae6de22de0ed4554(int mgm_handle, int ped)
_0x61b2aaef645ddaf0¶
bool native.animscene._0x61b2aaef645ddaf0(int mgm_event_handle, string p1, int seat_id, int p3, bool p4)
_set_mgm_event¶
void native.animscene._set_mgm_event(int mgm_event_handle, string p1, int seat_id, int p3, float p4)
_0x3641fcd53e59b335¶
void native.animscene._0x3641fcd53e59b335(int mgm_handle, int ped, string secondary_voice_string)
_set_breakout_archetype¶
void native.animscene._set_breakout_archetype(int ped, string archetype)
_clear_breakout_archetype¶
void native.animscene._clear_breakout_archetype(int ped)
_0x3b393716c3fd8237¶
bool native.animscene._0x3b393716c3fd8237(int ped)
_0xe12d7b4b959644cd¶
void native.animscene._0xe12d7b4b959644cd()
_0xc1193521e3b9fadd¶
void native.animscene._0xc1193521e3b9fadd(int entity, bool p1)
_request_photo_mode_freeze¶
void native.animscene._request_photo_mode_freeze()
_request_photo_mode_defreeze¶
void native.animscene._request_photo_mode_defreeze()
_0x2db524750dc41ed4¶
bool native.animscene._0x2db524750dc41ed4()
_0xea41d44a8d42057b¶
bool native.animscene._0xea41d44a8d42057b()
_pause_script_threads¶
void native.animscene._pause_script_threads(bool toggle)
_0xcdcd7b2d49aee73a¶
void native.animscene._0xcdcd7b2d49aee73a(bool p0)
was_anim_scene_skipped¶
bool native.animscene.was_anim_scene_skipped(int anim_scene)