object¶
create_object¶
int native.object.create_object(int model_hash, float x, float y, float z, bool is_network, bool b_script_host_obj, bool dynamic, bool p7, bool p8)
create_object_no_offset¶
int native.object.create_object_no_offset(int model_hash, float x, float y, float z, bool is_network, bool b_script_host_obj, bool dynamic, bool p7)
delete_object¶
void native.object.delete_object(ptr int object)
place_object_on_ground_properly¶
bool native.object.place_object_on_ground_properly(int object, bool p1)
slide_object¶
bool native.object.slide_object(int object, float to_x, float to_y, float to_z, float speed_x, float speed_y, float speed_z, bool collision)
set_object_targettable¶
void native.object.set_object_targettable(int object, bool targettable)
_set_object_targettable_2¶
void native.object._set_object_targettable_2(int object, bool targettable)
_set_object_targettable_focus¶
void native.object._set_object_targettable_focus(int object, bool p1, bool p2)
_0xf6e88489b4e6ebe5¶
void native.object._0xf6e88489b4e6ebe5(int p0, int p1)
_0xe157a8a336c7f04a¶
void native.object._0xe157a8a336c7f04a(int p0, int p1)
_0x46cbcf0e98a4e156¶
void native.object._0x46cbcf0e98a4e156(int p0, int p1)
get_closest_object_of_type¶
int native.object.get_closest_object_of_type(float x, float y, float z, float radius, int model_hash, bool mission_script_object, bool script_host_object, bool network_object)
missionScriptObject - if true won't return mission script objects
scriptHostObject - if true won't return script host objects
networkObject - if true won't return networked objects
has_object_been_broken¶
bool native.object.has_object_been_broken(int p0)
has_closest_object_of_type_been_broken¶
bool native.object.has_closest_object_of_type_been_broken(float p0, float p1, float p2, float p3, int model_hash, int p5)
get_offset_from_coord_and_heading_in_world_coords¶
vec3 native.object.get_offset_from_coord_and_heading_in_world_coords(float x_pos, float y_pos, float z_pos, float heading, float x_offset, float y_offset, float z_offset)
_add_door_to_system_new¶
void native.object._add_door_to_system_new(int door_hash, bool p1, bool p2, bool p3, int thread_id, int p5, bool p6)
_is_door_registered_with_network¶
bool native.object._is_door_registered_with_network(int door_hash)
remove_door_from_system¶
void native.object.remove_door_from_system(int door_hash)
door_system_set_door_state¶
void native.object.door_system_set_door_state(int door_hash, int state)
Door lock states:
enum eDoorState
{
DOORSTATE_INVALID = -1,
DOORSTATE_UNLOCKED,
DOORSTATE_LOCKED_UNBREAKABLE,
DOORSTATE_LOCKED_BREAKABLE,
DOORSTATE_HOLD_OPEN_POSITIVE,
DOORSTATE_HOLD_OPEN_NEGATIVE
};
door_system_get_door_state¶
int native.object.door_system_get_door_state(int door_hash)
door_system_set_automatic_rate¶
void native.object.door_system_set_automatic_rate(int door_hash, float rate)
door_system_set_automatic_distance¶
void native.object.door_system_set_automatic_distance(int door_hash, float distance)
_0xb3b1546d23df8de1¶
void native.object._0xb3b1546d23df8de1(int p0, int p1, int p2, int p3, int p4)
door_system_set_open_ratio¶
void native.object.door_system_set_open_ratio(int door_hash, float ajar, bool force_update)
_0x3a77dae8b4fd7586¶
void native.object._0x3a77dae8b4fd7586(int p0, int p1)
_door_system_set_able_to_change_open_ratio_while_locked¶
void native.object._door_system_set_able_to_change_open_ratio_while_locked(int door_hash, bool p1)
_is_door_registered_with_owner¶
bool native.object._is_door_registered_with_owner(int door_hash)
_door_system_change_script_owner¶
void native.object._door_system_change_script_owner(int door_hash)
_door_system_get_automatic_rate¶
float native.object._door_system_get_automatic_rate(int door_hash)
_0x6e2aa80bb0c03728¶
int native.object._0x6e2aa80bb0c03728(int p0, int p1)
_door_system_set_automatic_state¶
void native.object._door_system_set_automatic_state(int door_hash, bool disable)
door_system_get_open_ratio¶
float native.object.door_system_get_open_ratio(int door_hash)
_0x7f458b543006c8fe¶
void native.object._0x7f458b543006c8fe(int p0, int p1)
_0xacd4f9831dfad7f5¶
int native.object._0xacd4f9831dfad7f5(int p0)
_0x0c0a373d181bf900¶
void native.object._0x0c0a373d181bf900(int p0)
_0xa93f925f1942e434¶
void native.object._0xa93f925f1942e434(int p0, int p1)
_0x4d8611dfe1126478¶
int native.object._0x4d8611dfe1126478(int p0)
_0x57c242543b7b8fb9¶
void native.object._0x57c242543b7b8fb9(int p0, int p1)
_0x4ae07eba3462c5d5¶
void native.object._0x4ae07eba3462c5d5(int p0, int p1)
_0x22031584496cfb70¶
void native.object._0x22031584496cfb70(int p0, int p1)
_0xc07b91b996c1de89¶
void native.object._0xc07b91b996c1de89(int p0, int p1)
is_door_registered_with_system¶
bool native.object.is_door_registered_with_system(int door_hash)
is_door_closed¶
bool native.object.is_door_closed(int door_hash)
_0x0943113e02322164¶
int native.object._0x0943113e02322164(int object, int p1)
_0x614d0b4533f842d3¶
int native.object._0x614d0b4533f842d3(int p0)
_door_system_force_shut¶
void native.object._door_system_force_shut(int door_hash, bool p1)
_0xeba314768fb35d58¶
int native.object._0xeba314768fb35d58(int p0)
_0x5230bf34eb0ec645¶
void native.object._0x5230bf34eb0ec645(int p0)
does_object_of_type_exist_at_coords¶
bool native.object.does_object_of_type_exist_at_coords(float x, float y, float z, float radius, int hash, bool p5)
is_point_in_angled_area¶
bool native.object.is_point_in_angled_area(float p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, float p8, float p9, bool p10, bool p11)
set_object_allow_low_lod_buoyancy¶
void native.object.set_object_allow_low_lod_buoyancy(int object, bool toggle)
set_object_physics_params¶
void native.object.set_object_physics_params(int object, float weight, float p2, float p3, float p4, float p5, float gravity, float p7, float p8, float p9, float p10, float buoyancy)
Adjust the physics parameters of a prop, or otherwise known as "object". This is useful for simulated gravity.
Other parameters seem to be unknown.
p2: seems to be weight and gravity related. Higher value makes the obj fall faster. Very sensitive?
p3: seems similar to p2
p4: makes obj fall slower the higher the value
p5: similar to p4
get_object_fragment_damage_health¶
float native.object.get_object_fragment_damage_health(int p0, bool p1)
_0x235c863da77bd88d¶
int native.object._0x235c863da77bd88d(int p0, int p1, int p2)
set_activate_object_physics_as_soon_as_it_is_unfrozen¶
void native.object.set_activate_object_physics_as_soon_as_it_is_unfrozen(int object, bool toggle)
break_object_fragment_child¶
void native.object.break_object_fragment_child(int object, int p1, bool p2)
break_all_object_fragment_bones¶
void native.object.break_all_object_fragment_bones(int object)
_0xaaacf33cbf9b990a¶
void native.object._0xaaacf33cbf9b990a(int p0, int p1)
_damage_bone_on_prop¶
void native.object._damage_bone_on_prop(int object, int bone)
fix_object_fragment¶
void native.object.fix_object_fragment(int object)
_0x58de624fa7fb0e7f¶
int native.object._0x58de624fa7fb0e7f(int p0)
_0x491439aef410a2fc¶
void native.object._0x491439aef410a2fc(int p0)
_set_object_break_scale¶
void native.object._set_object_break_scale(int object, float scale)
_0xceab54f4632c6ef6¶
void native.object._0xceab54f4632c6ef6(int p0, int p1)
track_object_visibility¶
void native.object.track_object_visibility(int object)
is_object_visible¶
bool native.object.is_object_visible(int object)
set_object_takes_damage_from_colliding_with_buildings¶
void native.object.set_object_takes_damage_from_colliding_with_buildings(int object, bool enabled)
allow_damage_events_for_non_networked_objects¶
void native.object.allow_damage_events_for_non_networked_objects(bool enabled)
_0x6579860a5558524a¶
void native.object._0x6579860a5558524a(int p0, int p1)
_0xdfa1237f5228263f¶
void native.object._0xdfa1237f5228263f(int p0, int p1)
_get_light_intensity_from_object¶
float native.object._get_light_intensity_from_object(int object)
_set_light_intensity_for_object¶
void native.object._set_light_intensity_for_object(int object, float light_intensity)
_set_light_translucency_for_object¶
void native.object._set_light_translucency_for_object(int object, float value)
_set_light_scattering_disabled_for_object¶
void native.object._set_light_scattering_disabled_for_object(int object, bool disable)
_0x7fcd49388bc9b775¶
void native.object._0x7fcd49388bc9b775(int p0, int p1)
_0xfa99e8e575f2fef8¶
int native.object._0xfa99e8e575f2fef8(int p0)
get_rayfire_map_object¶
int native.object.get_rayfire_map_object(float x, float y, float z, float radius, string name)
set_state_of_rayfire_map_object¶
void native.object.set_state_of_rayfire_map_object(int object, int state)
get_state_of_rayfire_map_object¶
int native.object.get_state_of_rayfire_map_object(int object)
does_rayfire_map_object_exist¶
bool native.object.does_rayfire_map_object_exist(int object)
get_rayfire_map_object_anim_phase¶
float native.object.get_rayfire_map_object_anim_phase(int object)
create_pickup¶
int native.object.create_pickup(int pickup_hash, float x, float y, float z, int flags, int p5, bool p6, int model_hash, int p8, float p9, int p10)
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Placement%20Flags
https://github.com/femga/rdr3_discoveries/blob/master/objects/pickup_list.lua
create_pickup_rotate¶
int native.object.create_pickup_rotate(int pickup_hash, float pos_x, float pos_y, float pos_z, float rot_x, float rot_y, float rot_z, int flags, int p8, int p9, bool p10, int model_hash, int p12, float p13, int p14)
create_ambient_pickup¶
int native.object.create_ambient_pickup(int pickup_hash, float x, float y, float z, int flags, int value, int model_hash, bool p7, bool p8, int p9, float p10)
create_portable_pickup¶
int native.object.create_portable_pickup(int pickup_hash, float x, float y, float z, bool place_on_ground, int model_hash)
attach_portable_pickup_to_ped¶
void native.object.attach_portable_pickup_to_ped(int pickup_object, int ped)
detach_portable_pickup_from_ped¶
void native.object.detach_portable_pickup_from_ped(int pickup_object)
_hide_pickup_object¶
void native.object._hide_pickup_object(int pickup_object, bool toggle)
set_max_num_portable_pickups_carried_by_player¶
void native.object.set_max_num_portable_pickups_carried_by_player(int model_hash, int p1)
_0x3e2616e7ea539480¶
int native.object._0x3e2616e7ea539480(int p0)
set_local_player_can_collect_portable_pickups¶
void native.object.set_local_player_can_collect_portable_pickups(bool toggle)
get_safe_pickup_coords¶
vec3 native.object.get_safe_pickup_coords(int p0, int p1, int p2, int p3, int p4, int p5)
get_pickup_coords¶
vec3 native.object.get_pickup_coords(int pickup)
remove_all_pickups_of_type¶
void native.object.remove_all_pickups_of_type(int pickup_hash)
has_pickup_been_collected¶
bool native.object.has_pickup_been_collected(int pickup)
remove_pickup¶
void native.object.remove_pickup(int pickup)
set_pickup_do_not_auto_place_on_ground¶
void native.object.set_pickup_do_not_auto_place_on_ground(int pickup_object)
does_pickup_exist¶
bool native.object.does_pickup_exist(int pickup)
does_pickup_object_exist¶
bool native.object.does_pickup_object_exist(int pickup_object)
get_pickup_object¶
int native.object.get_pickup_object(int pickup)
is_object_a_portable_pickup¶
bool native.object.is_object_a_portable_pickup(int object)
_is_pickup_type_valid¶
bool native.object._is_pickup_type_valid(int pickup_hash)
does_pickup_of_type_exist_in_area¶
bool native.object.does_pickup_of_type_exist_in_area(int pickup_hash, float x, float y, float z, float radius)
set_pickup_regeneration_time¶
void native.object.set_pickup_regeneration_time(int pickup, int duration)
force_pickup_regenerate¶
void native.object.force_pickup_regenerate(int p0)
_set_network_pickup_usable_for_player¶
void native.object._set_network_pickup_usable_for_player(int player, int pickup_hash, bool is_usable)
set_local_player_permitted_to_collect_pickups_with_model¶
void native.object.set_local_player_permitted_to_collect_pickups_with_model(int model_hash, bool toggle)
Maximum amount of pickup models that can be disallowed is 10.
Old name: _SET_LOCAL_PLAYER_CAN_USE_PICKUPS_WITH_THIS_MODEL
block_pickup_from_player_collection¶
void native.object.block_pickup_from_player_collection(int p0, int p1)
set_pickup_not_lootable¶
void native.object.set_pickup_not_lootable(int p0, int p1)
_0x1f5e07e14a86fafc¶
void native.object._0x1f5e07e14a86fafc(bool p0)
set_team_pickup_object¶
void native.object.set_team_pickup_object(int object, int p1, bool p2)
_0x9f52ad67d1a91bad¶
int native.object._0x9f52ad67d1a91bad(int p0, int p1)
prevent_collection_of_portable_pickup¶
void native.object.prevent_collection_of_portable_pickup(int object, bool p1, bool p2)
set_pickup_generation_range_multiplier¶
void native.object.set_pickup_generation_range_multiplier(float multiplier)
set_pickup_uncollectable¶
void native.object.set_pickup_uncollectable(int p0, int p1)
set_pickup_hidden_when_uncollectable¶
void native.object.set_pickup_hidden_when_uncollectable(int p0, int p1)
_set_ambient_pickup_lifetime¶
void native.object._set_ambient_pickup_lifetime(int lifetime)
set_pickup_particle_fx_spawn¶
void native.object.set_pickup_particle_fx_spawn(int p0, int p1)
set_pickup_particle_fx_highlight¶
void native.object.set_pickup_particle_fx_highlight(int p0, int p1)
suppress_pickup_reward_type¶
void native.object.suppress_pickup_reward_type(int reward_type, bool suppress)
_0x20135af9c10d2a3d¶
int native.object._0x20135af9c10d2a3d(int p0)
_set_pickup_collectable_on_mount¶
void native.object._set_pickup_collectable_on_mount(int object)
_0xde116ecffdd4b997¶
void native.object._0xde116ecffdd4b997(int p0, int p1)
get_weapon_type_from_pickup_type¶
int native.object.get_weapon_type_from_pickup_type(int pickup_hash)
_get_ammo_type_from_pickup_type¶
int native.object._get_ammo_type_from_pickup_type(int pickup_hash)
set_object_tint_index¶
void native.object.set_object_tint_index(int object, int texture_variation)
_get_object_light_intensity¶
float native.object._get_object_light_intensity(int object)
_set_object_burn_opacity¶
void native.object._set_object_burn_opacity(int object, float opacity)
_set_object_burn_intensity¶
void native.object._set_object_burn_intensity(int object, float intensity)
_set_object_burn_level¶
void native.object._set_object_burn_level(int object, float burn_level, bool affect_ash)
_0x9a74a9cadfa8a598¶
void native.object._0x9a74a9cadfa8a598(int p0)
_reset_object_velocity¶
void native.object._reset_object_velocity(int object)
_set_object_burn_speed¶
void native.object._set_object_burn_speed(int object, float speed, float p2)
_0xcbfbd38f2e0a263b¶
void native.object._0xcbfbd38f2e0a263b(int p0, int p1)
convert_old_pickup_type_to_new¶
int native.object.convert_old_pickup_type_to_new(int pickup_hash)
set_force_object_this_frame¶
void native.object.set_force_object_this_frame(float x, float y, float z, float p3)
_0xd91e55b6c005eb09¶
int native.object._0xd91e55b6c005eb09(int p0, int p1)
only_clean_up_object_when_out_of_range¶
void native.object.only_clean_up_object_when_out_of_range(int object)
_0xcaaf2bccfef37f77¶
void native.object._0xcaaf2bccfef37f77(int object, int p1)
_0x08c5825a2932ea7b¶
int native.object._0x08c5825a2932ea7b(int p0)
_0x7d4411d6736cd295¶
int native.object._0x7d4411d6736cd295(int p0, int p1)
_0x250ebb11e81a10be¶
int native.object._0x250ebb11e81a10be(int p0)
_0x2bf1953c0c21ac88¶
int native.object._0x2bf1953c0c21ac88(int p0)
create_object_skeleton¶
bool native.object.create_object_skeleton(int object)
_make_item_carriable¶
void native.object._make_item_carriable(int object)
_0xf65ede5d02a7a760¶
void native.object._0xf65ede5d02a7a760(int p0, int p1)
_set_auto_jumpable_by_horse¶
void native.object._set_auto_jumpable_by_horse(int object, bool p1)
_set_not_jumpable_by_horse¶
void native.object._set_not_jumpable_by_horse(int object, bool p1)
_set_object_kickable¶
void native.object._set_object_kickable(int object, bool kickable)
set_custom_textures_on_object¶
void native.object.set_custom_textures_on_object(int object, int txd_hash, int p2, int p3)
_0xd503d6f0986d58bc¶
void native.object._0xd503d6f0986d58bc(int p0, int p1)
_0xaee6c800e124cfe1¶
void native.object._0xaee6c800e124cfe1(int p0, int p1)
_0x3df1a0a58498e209¶
void native.object._0x3df1a0a58498e209(int object, int p1)