跳转至

player


get_player_ped

int native.player.get_player_ped(int player)


_get_player_ped_2

int native.player._get_player_ped_2(int player)


_0x325434c68358d282

void native.player._0x325434c68358d282(bool toggle)

Only used in script function UPDATE_PLAYER_JUST_DIED_STATE

get_player_ped_script_index

int native.player.get_player_ped_script_index(int player)

Does the same like PLAYER::GET_PLAYER_PED

set_player_model

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

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

_network_has_player_valid_ped

bool native.player._network_has_player_valid_ped(int player)

Returns true if the given player has a valid ped.

get_player_team

int native.player.get_player_team(int player)

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

set_player_team

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

Sets the player's team.

get_player_name

string native.player.get_player_name(int player)


_format_player_name_string

string native.player._format_player_name_string(string string)


get_wanted_level_radius

float native.player.get_wanted_level_radius(int p0)


get_wanted_level_threshold

int native.player.get_wanted_level_threshold(int wanted_level)


set_player_wanted_level

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

nullsub, doesn't do anything

is_player_wanted_level_greater

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


clear_player_wanted_level

void native.player.clear_player_wanted_level(int player)

nullsub, doesn't do anything

is_player_dead

bool native.player.is_player_dead(int player)


set_player_control

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

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags

get_player_wanted_level

int native.player.get_player_wanted_level(int player)


set_max_wanted_level

void native.player.set_max_wanted_level(int max_wanted_level)


_set_max_wanted_level_2

void native.player._set_max_wanted_level_2(int max_wanted_level)


set_police_radar_blips

void native.player.set_police_radar_blips(bool toggle)

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

is_player_playing

bool native.player.is_player_playing(int player)

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

set_everyone_ignore_player

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


get_is_player_ui_prompt_active

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


_modify_player_ui_prompt

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

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

_get_player_ui_prompt_is_disabled

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

Returns false if PromptType is enabled
Params: See 0x0751D461F06E41CE

_modify_player_ui_prompt_for_ped

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

Params: See 0x0751D461F06E41CE

_get_player_ui_prompt_for_ped_is_enabled

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

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

_0x93624b36e8851b42

void native.player._0x93624b36e8851b42(int player)


_0x9073ec5456651a90

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


_0x2e67707bec52ca4b

void native.player._0x2e67707bec52ca4b(int p0)


set_all_random_peds_flee

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

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).

set_all_random_peds_flee_this_frame

void native.player.set_all_random_peds_flee_this_frame(int player)


set_all_neutral_random_peds_flee_this_frame

void native.player.set_all_neutral_random_peds_flee_this_frame(int player)


_0x1d256eed194f5b58

void native.player._0x1d256eed194f5b58(int p0)


_0x5b7b97e99f84138b

int native.player._0x5b7b97e99f84138b(int p0)


_set_disable_player_wanted_level

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

Disables the players ability to be wanted by lawmen

_get_wanted_level_multiplier

float native.player._get_wanted_level_multiplier()

Returns -1.0f if no multiplier has been set

set_wanted_level_multiplier

void native.player.set_wanted_level_multiplier(float multiplier)


reset_wanted_level_difficulty

void native.player.reset_wanted_level_difficulty(int player)


update_wanted_position_this_frame

void native.player.update_wanted_position_this_frame(int player)


suppress_witnesses_calling_police_this_frame

void native.player.suppress_witnesses_calling_police_this_frame(int player)


report_police_spotted_player

void native.player.report_police_spotted_player(int player)


set_law_response_delay_override

void native.player.set_law_response_delay_override(float p0)


reset_law_response_delay_override

void native.player.reset_law_response_delay_override()


can_player_start_mission

bool native.player.can_player_start_mission(int player)


is_player_ready_for_cutscene

bool native.player.is_player_ready_for_cutscene(int player)


is_player_targetting_entity

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


get_player_target_entity

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


_0x927861b2c08dbea5

bool native.player._0x927861b2c08dbea5(int player)

_GET_A* - _GET_C*

_is_player_free_focusing

bool native.player._is_player_free_focusing(int player)

Checks if player is focused on any entity

get_player_interaction_target_entity

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


_0xbea3a6e5f5f79a6f

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

_GET_PLAYER_I*

_is_player_in_scope

bool native.player._is_player_in_scope(int player)


is_player_free_aiming

bool native.player.is_player_free_aiming(int player)

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

is_player_free_aiming_at_entity

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

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

get_entity_player_is_free_aiming_at

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


_0x3daabe78a23694bc

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


_0x7ae93c45ec14a166

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

Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
_GET_PLAYER_*

set_player_lockon_range_override

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

Affects the range of auto aim target.

set_player_can_be_hassled_by_gangs

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

Sets whether this player can be hassled by gangs.

set_player_can_use_cover

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

Sets whether this player can take cover.

_0xd1a70c1e8d1031fe

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


_0xaca45ddcef6071c4

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

_SET_PLAYER_CAN_BE_* - _SET_PLAYER_CAN_USE_*

_0xa0c683284df027c7

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

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

_set_player_can_mercy_kill

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


_0x4ec8be63b8a5d4ef

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


get_max_wanted_level

int native.player.get_max_wanted_level()

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

is_player_targetting_anything

bool native.player.is_player_targetting_anything(int player)


restore_player_stamina

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


_0x8591ee69cc3ed257

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

SET_PLAYER_S/T*

get_player_group

int native.player.get_player_group(int player)

Returns the group ID the player is member of.

_0x3d9da5c9efd20d88

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


_0x2beed53b912537d0

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


_0x908d4b72854c8f62

void native.player._0x908d4b72854c8f62(int p0)


_0xd1f6b912785bfd35

int native.player._0xd1f6b912785bfd35(int p0)


_0xc4873b053054c04b

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


_0xca59808e51fd67c4

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


_0xba5ca1feb5de0df6

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


_0x0869d499a7848309

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


_0xb331d8a73f9d2bdf

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

_IS_PLAYER_I* - _IS_PLAYER_P*

_add_player_as_follow_target

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

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

_remove_player_as_follow_target

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


_0x12e09e278c6c29b7

void native.player._0x12e09e278c6c29b7(int p0)


_0xdd33a82352c4652f

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


_0x1fda57e8908f2609

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


_0x84481018e668e1b8

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


_0x2009f8ab7a5e9d6d

bool native.player._0x2009f8ab7a5e9d6d(int player)

_IS_PLAYER_F*

_is_player_following_target

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


_0xe7f8707269544b29

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

_IS_PLAYER_A* - _IS_PLAYER_BE*

_0xe631eaf35828fa67

int native.player._0xe631eaf35828fa67(int p0)


_0x086549f3b0381cb1

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


is_player_control_on

bool native.player.is_player_control_on(int player)

Returns whether the player can control himself.

is_player_script_control_on

bool native.player.is_player_script_control_on(int player)


is_player_climbing

bool native.player.is_player_climbing(int player)

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

_0xebb6e27ac2ff32da

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


_0xb15cd2f9932c9ab5

int native.player._0xb15cd2f9932c9ab5(int p0)


_0x621d1b289caf5978

bool native.player._0x621d1b289caf5978(int player)

_IS_PLAYER_S* - _IS_PLAYER_T*

is_player_being_arrested

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

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.

reset_player_arrest_state

void native.player.reset_player_arrest_state(int player)


_0xcbb54cc7ffffab86

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


_0xbed386157f65942c

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


_0xdab6a2fc56b7de65

int native.player._0xdab6a2fc56b7de65(int p0)


_0x0f4eaf69da41af43

int native.player._0x0f4eaf69da41af43(int p0)


_set_bounty_target

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


_clear_bounty_target

void native.player._clear_bounty_target(int player)


get_players_last_vehicle

int native.player.get_players_last_vehicle()


get_player_index

int native.player.get_player_index()

Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT

int_to_playerindex

int native.player.int_to_playerindex(int value)

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

int_to_participantindex

int native.player.int_to_participantindex(int value)

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

player_id

int native.player.player_id()

This returns YOUR 'identity' as a Player type.

Always returns 0 in story mode.

player_ped_id

int native.player.player_ped_id()

Returns current player ped

network_player_id_to_int

int native.player.network_player_id_to_int()

Does exactly the same thing as PLAYER_ID()

has_force_cleanup_occurred

bool native.player.has_force_cleanup_occurred(int cleanup_flags)


force_cleanup

void native.player.force_cleanup(int cleanup_flags)


force_cleanup_for_all_threads_with_this_name

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


force_cleanup_for_thread_with_this_id

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


get_cause_of_most_recent_force_cleanup

int native.player.get_cause_of_most_recent_force_cleanup()


_set_player_mood

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

mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood

_get_player_mood

int native.player._get_player_mood(int player)

See _SET_PLAYER_MOOD

set_player_may_only_enter_this_vehicle

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


_0xc71d07c96946e263

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


set_player_may_not_enter_any_vehicle

void native.player.set_player_may_not_enter_any_vehicle(int player)


is_system_ui_being_displayed

bool native.player.is_system_ui_being_displayed()


_0xd48227263e3d06ae

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


_0x3946fc742ac305cd

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


_0xa28056cd1b04b250

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


_0xc67a4910425f11f1

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

_DISABLE_*(PLAYER_FORCED_INTERACTION_LOCKON?)

set_player_invincible

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

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

get_player_invincible

bool native.player.get_player_invincible(int player)

Returns the player's invincibility status.

set_player_lockon

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


set_lockon_to_friendly_players

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


set_player_targeting_mode

void native.player.set_player_targeting_mode(int target_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)
};

_set_player_in_vehicle_targeting_mode

void native.player._set_player_in_vehicle_targeting_mode(int target_mode)

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

_0x747257807b8721ce

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


_0x8702d9150d9fbb3d

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


_0xcb0b9506bc91e441

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


clear_player_has_damaged_at_least_one_ped

void native.player.clear_player_has_damaged_at_least_one_ped(int player)


has_player_damaged_at_least_one_ped

bool native.player.has_player_damaged_at_least_one_ped(int player)


clear_player_has_damaged_at_least_one_non_animal_ped

void native.player.clear_player_has_damaged_at_least_one_non_animal_ped(int player)


has_player_damaged_at_least_one_non_animal_ped

bool native.player.has_player_damaged_at_least_one_non_animal_ped(int player)


_0xeacebaae0a33fb3f

void native.player._0xeacebaae0a33fb3f(int p0)


_0x72ad59f7b7fb6e24

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

_HAS_PLAYER_D*

_0x1a6e84f13c952094

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


_set_player_damage_info_override

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

damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP

_0x1f488807bc8e0630

void native.player._0x1f488807bc8e0630(int player)

_RESET_PLAYER_A* - _RESET_PLAYER_I*

set_air_drag_multiplier_for_players_vehicle

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

This can be between 1.0f - 50.0f

set_swim_multiplier_for_player

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

Swim speed multiplier.
Multiplier goes up to 1.49f

_0x73eb2ef2e92d23bf

bool native.player._0x73eb2ef2e92d23bf()


set_player_forced_aim

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


_0x310ce349e0c0ec4b

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


disable_player_firing

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

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

NOTE: Only disables the firing for one frame

_0xebff94328ff7a18a

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


_0xf993373285053d77

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


_0xe956c2340a76272e

int native.player._0xe956c2340a76272e(int p0)


_enable_custom_deadeye_ability

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


_0xde6c85975f9d4894

int native.player._0xde6c85975f9d4894(int p0)


_0xbba140062b15a8ac

void native.player._0xbba140062b15a8ac(int player)

Used in script function INIT_DEADEYE_SLOWDOWN
_SPECIAL_ABILITY*

_special_ability_set_disabled

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


_is_special_ability_active

bool native.player._is_special_ability_active(int player)


_modify_infinite_trail_vision

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

Toggle handles wether Deadeye and Eagleeye are infinite or not.

_special_ability_set_eagle_eye_disabled

void native.player._special_ability_set_eagle_eye_disabled(int player)


_special_ability_restore_by_amount

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

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

_0xfa437fa0738c370c

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

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

_special_ability_restore_outer_ring

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

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

_get_player_required_dead_eye_amount

float native.player._get_player_required_dead_eye_amount(int player)

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

_special_ability_get_amount_cached

float native.player._special_ability_get_amount_cached(int player)

Returns Deadeye value from player

_special_ability_drain_by_amount

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

Drains Deadeye by given amount.

_special_ability_start_restore

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

Params: p1 = -1 in R* Scripts

_set_special_ability_multiplier

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


_get_player_special_ability_multiplier

float native.player._get_player_special_ability_multiplier(int player)


_set_special_ability_type

void native.player._set_special_ability_type(int player, int 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

_0x22b3cabeddb538b2

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


_set_special_ability_duration_cost

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

durationCost: per second

_set_special_ability_disable_timer

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

Only used in R* SP Script short_update

_0x57d9991dc1334151

int native.player._0x57d9991dc1334151(int p0)


_0x21091b4beb6376ee

int native.player._0x21091b4beb6376ee(int p0)


_set_special_ability_activation_cost

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


_0x4d1699543b1c023c

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

_SET_SPECIAL_ABILITY_*

_get_player_dead_eye_meter_level

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


_get_player_dead_eye

float native.player._get_player_dead_eye(int player)


_get_player_cached_dead_eye_amount

float native.player._get_player_cached_dead_eye_amount(int player)


_get_player_max_dead_eye

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


_get_player_health

float native.player._get_player_health(int player)


_get_player_stamina

float native.player._get_player_stamina(int player)


_set_player_stat_flag_hash

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

_N*, _O* or _PE*

_set_used_item_effect

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


_0x08e22898a6af4905

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


_0xbefed69ce8317f91

int native.player._0xbefed69ce8317f91(int p0)


_enable_eagleeye

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

(Un)lock Eagle Eye functionality

_is_secondary_special_ability_enabled

bool native.player._is_secondary_special_ability_enabled(int player)

Returns true if eagle eye is enabled for the player

_secondary_special_ability_set_active

void native.player._secondary_special_ability_set_active(int player)

Activates EagleEye, called together with 0x28A13BF6B05C3D83

_secondary_special_ability_set_disabled

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

Deactivates EagleEye, called together with 0xC0B21F235C02139C

_is_secondary_special_ability_active

bool native.player._is_secondary_special_ability_active(int player)


_0x107f2a66e1c4c83a

void native.player._0x107f2a66e1c4c83a(int p0)


start_player_teleport

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


_0x2c2d287748e8e9b7

void native.player._0x2c2d287748e8e9b7(bool p0)


update_player_teleport

bool native.player.update_player_teleport(int player)


stop_player_teleport

void native.player.stop_player_teleport()

Disables the player's teleportation

is_player_teleport_active

bool native.player.is_player_teleport_active()


get_player_current_stealth_noise

float native.player.get_player_current_stealth_noise(int player)


set_player_health_recharge_multiplier

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


_get_player_health_recharge_multiplier

float native.player._get_player_health_recharge_multiplier(int player)


_set_player_health_recharge_time_modifier

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

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

set_player_stamina_recharge_multiplier

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


_get_player_stamina_recharge_multiplier

float native.player._get_player_stamina_recharge_multiplier(int player)


_set_player_stamina_sprint_depletion_multiplier

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


_get_player_stamina_depletion_multiplier

float native.player._get_player_stamina_depletion_multiplier(int player)


_set_ped_active_player_horse

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

Seems to work similar to 0xD2CB0FB0FDCB473D

_get_active_horse_for_player

int native.player._get_active_horse_for_player(int player)


_set_ped_as_saddle_horse_for_player

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


_get_saddle_horse_for_player

int native.player._get_saddle_horse_for_player(int player)


set_ped_as_temp_player_horse

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


_get_temp_player_horse

int native.player._get_temp_player_horse(int player)


_0x77b0b6d17a3ac9aa

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

nullsub, doesn't do anything

_set_player_mount_state_active

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

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

_0x694ffa4308060cd1

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


boost_player_horse_speed_for_time

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


set_player_weapon_damage_modifier

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

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

set_player_weapon_defense_modifier

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


_0x818241b3eda84191

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

_SET_PLAYER_DAMAGE_* - _SET_PLAYER_DEFENSE_*

set_player_melee_weapon_damage_modifier

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


_set_player_explosive_weapon_damage_modifier

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


_0x83c989d5b5b5b466

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


_0x03b4b759a8990505

int native.player._0x03b4b759a8990505(int p0)


_0x67659a8f248e0141

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


_set_received_horseback_damage_decrease

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

Decreases the damage the player receives while on horseback

_set_ai_player_defense_modifier_against_ai

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

Sets Player's Defense against AI modifier

_get_ai_player_defense_modifier_against_ai

float native.player._get_ai_player_defense_modifier_against_ai(int player)


_0x19b2c7a6c34fad54

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


_0x9422743a5ba50e10

int native.player._0x9422743a5ba50e10(int p0)


_set_player_defense_modifier

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

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

_set_player_defense_type_modifier

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

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

set_player_weapon_type_damage_modifier

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


_get_player_weapon_damage

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


_0x5c2e5e3caeeb1f58

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


_set_player_weapon_group_damage_modifier

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


_set_player_weapon_group_as_instant_kill

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


_set_player_trample_damage_modifier

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


_set_player_lasso_damage_per_second

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

_SET_PLAYER_A* - _SET_PLAYER_C*

_set_player_total_accuracy_modifier

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


_set_player_local_accuracy_floor_modifier

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


_set_player_remote_accuracy_floor_modifier

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


_0x3ad212429e095efb

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


set_player_noise_multiplier

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


_0x113ef458ab6cda67

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


set_player_sneaking_noise_multiplier

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


simulate_player_input_gait

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


reset_player_input_gait

void native.player.reset_player_input_gait(int player)


set_player_simulate_aiming

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


set_player_cloth_pin_frames

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


has_player_been_spotted_in_stolen_vehicle

bool native.player.has_player_been_spotted_in_stolen_vehicle(int player)


get_player_received_battle_event_recently

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


_set_mount_prompt_disabled

void native.player._set_mount_prompt_disabled(bool disabled)


is_player_riding_train

bool native.player.is_player_riding_train(int player)

Returns true if the player is riding a train.

_0x9afcf9fe1884bf62

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


_0x1e8099f449abb0ba

int native.player._0x1e8099f449abb0ba(int p0)


_get_deadeye_ability_level

int native.player._get_deadeye_ability_level(int player)


_set_deadeye_ability_level

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

Max level is 5.

_is_deadeye_ability_locked

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


_set_deadeye_ability_locked

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


_set_deadeye_tagging_enabled

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


_get_is_deadeye_tagging_enabled

bool native.player._get_is_deadeye_tagging_enabled(int player)


_0x3c4ae8506638c7e2

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


_0x51139d8c17b16fbc

int native.player._0x51139d8c17b16fbc(int p0)


_0x8f44ebb3ba8f6d44

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


_set_deadeye_tagging_config

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


_0xe92261bd28c0878f

int native.player._0xe92261bd28c0878f(int p0)


_set_deadeye_ability_depletion_delay

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

Only used in R* SP Script short_update

_0xa54000d4bfd90bde

int native.player._0xa54000d4bfd90bde(int p0)


_0x6edb5d08cb03e763

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


_0x27ad7162d3fed01e

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


_get_num_marked_deadeye_targets

int native.player._get_num_marked_deadeye_targets(int player)


_0xc93a9a45430d484e

int native.player._0xc93a9a45430d484e(int p0)


_0x570a13a4ca2799bb

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

Used in script function INIT_DEADEYE_SLOWDOWN

_0x3acac8832e77bc93

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

Used in script function INIT_DEADEYE_SLOWDOWN

_0x2b12b6fc8b8772ab

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


_0xe910932f4b30be23

void native.player._0xe910932f4b30be23(int player)


_0x131e294ef60160df

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


_0x0e9057a9da78d0f8

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


_0x263d69767f76059c

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


_register_eagle_eye_for_entity

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

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

_register_eagle_eye_trails_for_entity

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


_unregister_eagle_eye_for_entity

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


_unregister_eagle_eye_trails_for_entity

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


_0xe5d3eb37abc1eb03

void native.player._0xe5d3eb37abc1eb03(int player)

_CLEAR_FACIAL_* - _CLEAR_PED_BLOOD*

_is_eagle_eye_registered_for_entity

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


_0x6852288340b43239

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


_0xe50a67c33514a390

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


_0xd288e02e364972d2

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


_eagle_eye_disable_tracking_trail

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


_0x6ecfc621a168424c

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


_0xdc5e09d012d759c4

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


_0x00b156afebcc5ae0

void native.player._0x00b156afebcc5ae0(int p0)


_0xc58ce6824e604dec

void native.player._0xc58ce6824e604dec(int p0)


_0x330ca55a3647fa1c

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


_0xa62bbaae67a05bb0

int native.player._0xa62bbaae67a05bb0(int p0)


_eagle_eye_set_color

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

false: default eagleeye color
true: green eagleeye color

_0x22c8b10802301381

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


_eagle_eye_set_drain_rate_modifier

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


_0x06e1fb78b1e59ca5

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


_eagle_eye_set_plus_flag_disabled

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


_0x3813e11a378958a5

int native.player._0x3813e11a378958a5(int p0)


_eagle_eye_set_focus_on_associated_clue_trail

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


_0x0f9cf06986300875

void native.player._0x0f9cf06986300875(int p0)


_eagle_eye_set_tracking_upgrade

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


_eagle_eye_set_tracking_upgrade_2

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


_0x1da5c5b0923e1b85

int native.player._0x1da5c5b0923e1b85(int p0)


_0xaaed694ce814817f

int native.player._0xaaed694ce814817f(int p0)


eagle_eye_set_custom_entity_tint

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


_0xbc02b3d151d3859f

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


_eagle_eye_set_custom_distance

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


_0xf21c7a3f3ffba629

void native.player._0xf21c7a3f3ffba629(int player)

_CLEAR_FACIAL_* - _CLEAR_PED_BLOOD*

_set_player_manage_buff_super_jump

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


_set_local_player_persona_ability_flag

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

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
};

_set_player_max_ammo_override_for_ammo_type

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


_0xc900a465364a85d6

void native.player._0xc900a465364a85d6(int player)


_0xcfb2eed4fcb7bd77

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


_0x2bb8d58e88777499

void native.player._0x2bb8d58e88777499(int p0)


_0x00eb5a760638db55

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


_0x65887eac535a0b0c

void native.player._0x65887eac535a0b0c(int p0)


_set_weapon_degradation_modifier

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


_set_bow_draw_reduction_time_in_deadeye

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


_set_bow_stamina_drain_speed

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

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

_set_damage_close_distance_bonus

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


_set_damage_close_distance_bonus_total

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


_set_damage_far_distance_bonus

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


_set_damage_far_distance_bonus_total

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


_0x6c54e69516cc56bd

int native.player._0x6c54e69516cc56bd(int p0)


_0x3a8611bd7bde84f7

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


_0xc177c827cefc0aa4

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


_0xbd96185264ddaaea

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


_0x628e742fe1f79c4a

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


_set_player_interaction_positive_response

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


_set_player_interaction_negative_response

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


_0x216bc0d3d2e413d2

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


_0x45ef176b532ca851

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


_0xa342495f93b7b838

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


_0x3bb84f812e052c90

void native.player._0x3bb84f812e052c90(int p0)


_0x9fc5a003fb76edbd

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


_0x0faf95d71ed67ade

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


_0x988c9045531b9fce

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


_0x06c3db00b69d5435

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


_0xbb6ea5d59e926095

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

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

_0xe1d356f5a66d0ffa

bool native.player._0xe1d356f5a66d0ffa(int emote)


_0x929ddd5538f3df1f

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


_0xfa7daae3959e6c7b

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


_0x9461a8fab0378e5b

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


_0xcb61a63aa53d7d22

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


_0xcffc3eccd7a5cceb

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


_0x76f7e1bcd623a429

void native.player._0x76f7e1bcd623a429(int p0)


_0x585ce159db46fadb

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


_set_player_reset_flag

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

https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS

_get_player_reset_flag

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

playerResetFlag: See 0x9F9A829C6751F3C7

get_mount_owned_by_player

int native.player.get_mount_owned_by_player(int player)


_get_player_owner_of_mount

int native.player._get_player_owner_of_mount(int mount)


_set_player_owns_mount

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

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

_get_vehicle_owned_by_player

int native.player._get_vehicle_owned_by_player(int player)


_get_player_owner_of_vehicle

int native.player._get_player_owner_of_vehicle(int vehicle)


_set_player_owns_vehicle

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


_get_player_hunting_wagon

int native.player._get_player_hunting_wagon(int player)


_set_player_hunting_wagon

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

Only applies to HUNTERCART01

_0x9044835be9d9dbfe

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


get_discoverable_name_hash_and_type_for_entity

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

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

_get_constructed_discovered_character_name

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

p0: mostly Ped Hashes

get_target_character_name_script_override_hash

int native.player.get_target_character_name_script_override_hash(int ped)


get_target_character_name_script_override_raw_string

string native.player.get_target_character_name_script_override_raw_string(int ped)


get_target_character_name_for_local_player

int native.player.get_target_character_name_for_local_player(int ped)


_0xda9d7be231fe865f

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


_set_player_has_discovered_character_name_sp

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


_get_has_player_discovered_character_name_sp

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


_0xcddd4b74660e2335

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


_0x77e83c315a3b31ca

void native.player._0x77e83c315a3b31ca(int p0)


_set_player_has_discovered_character_name_mp

void native.player._set_player_has_discovered_character_name_mp(int discovery_hash)


get_has_player_discovered_character_name_mp

bool native.player.get_has_player_discovered_character_name_mp(int discovery_hash)


_modify_player_discovered_character_name_mp_set_undiscovered

void native.player._modify_player_discovered_character_name_mp_set_undiscovered(int discovery_hash)


_set_show_info_card

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


_0x4dbc4873707e8fd6

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


_0xcedc16930526f728

void native.player._0xcedc16930526f728(int p0)


_0x14e57f88ba0a07fc

void native.player._0x14e57f88ba0a07fc(int location)


_0x2e1abe627c95ed9b

int native.player._0x2e1abe627c95ed9b()


_0x497a18f8f88aa9d8

void native.player._0x497a18f8f88aa9d8()


_0x4f0d2256aae94eda

void native.player._0x4f0d2256aae94eda(int p0)


_set_lockon_focus_fire_vfx

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

Focus Fire VFX start for player: p1 = focusfire

_0x0b7803f6f7bb43e0

int native.player._0x0b7803f6f7bb43e0()

Hardcoded to return zero/false.

_0xc74eb3f2ec169f6b

int native.player._0xc74eb3f2ec169f6b(int p0)

Hardcoded to return zero/false.

_0x3b296934db026873

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

nullsub, doesn't do anything

set_min_time_before_horse_bucking

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


_0xf4cb347d7b5eb0fd

int native.player._0xf4cb347d7b5eb0fd()


_0xcd7ca3013fd12749

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


_force_rest_scenario

void native.player._force_rest_scenario(bool toggle)


_0x57028fd99886f6f9

bool native.player._0x57028fd99886f6f9()

_IS_PLAYER_D* - _IS_PLAYER_F*

_0x35a33783ec3c3448

void native.player._0x35a33783ec3c3448(int p0)


_0x39d8d7082bc34b72

void native.player._0x39d8d7082bc34b72(int p0)


_0x1ad8ad999c27f44a

void native.player._0x1ad8ad999c27f44a(int p0)