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)
get_player_ped_script_index¶
int native.player.get_player_ped_script_index(int player)
set_player_model¶
void native.player.set_player_model(int player, int model_hash, bool p2)
_network_has_player_valid_ped¶
bool native.player._network_has_player_valid_ped(int player)
get_player_team¶
int native.player.get_player_team(int player)
set_player_team¶
void native.player.set_player_team(int player, int team, bool b_restrict_to_this_script)
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)
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)
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)
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)
_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)
_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)
_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)
_get_wanted_level_multiplier¶
float native.player._get_wanted_level_multiplier()
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)
_is_player_free_focusing¶
bool native.player._is_player_free_focusing(int player)
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)
_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)
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)
set_player_lockon_range_override¶
void native.player.set_player_lockon_range_override(int player, float range)
set_player_can_be_hassled_by_gangs¶
void native.player.set_player_can_be_hassled_by_gangs(int player, bool toggle)
set_player_can_use_cover¶
void native.player.set_player_can_use_cover(int player, bool toggle)
_0xd1a70c1e8d1031fe¶
void native.player._0xd1a70c1e8d1031fe(int p0, int p1)
_0xaca45ddcef6071c4¶
void native.player._0xaca45ddcef6071c4(int player, bool p1)
_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()
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)
get_player_group¶
int native.player.get_player_group(int player)
_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)
_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_following_target¶
bool native.player._is_player_following_target(int player, int ped)
_0xe7f8707269544b29¶
bool native.player._0xe7f8707269544b29(int player, int ped)
_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)
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)
_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_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()
int_to_playerindex¶
int native.player.int_to_playerindex(int value)
int_to_participantindex¶
int native.player.int_to_participantindex(int value)
player_id¶
int native.player.player_id()
player_ped_id¶
int native.player.player_ped_id()
network_player_id_to_int¶
int native.player.network_player_id_to_int()
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)
_get_player_mood¶
int native.player._get_player_mood(int player)
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)
set_player_invincible¶
void native.player.set_player_invincible(int player, bool toggle)
get_player_invincible¶
bool native.player.get_player_invincible(int player)
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)
_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)
set_air_drag_multiplier_for_players_vehicle¶
void native.player.set_air_drag_multiplier_for_players_vehicle(int player, float multiplier)
set_swim_multiplier_for_player¶
void native.player.set_swim_multiplier_for_player(int player, float multiplier)
_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)
_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)
_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)
_0xfa437fa0738c370c¶
void native.player._0xfa437fa0738c370c(int player, float p1, int p2, int p3, int p4)
_special_ability_restore_outer_ring¶
void native.player._special_ability_restore_outer_ring(int player, float amount)
_get_player_required_dead_eye_amount¶
float native.player._get_player_required_dead_eye_amount(int player)
_special_ability_get_amount_cached¶
float native.player._special_ability_get_amount_cached(int player)
_special_ability_drain_by_amount¶
void native.player._special_ability_drain_by_amount(int player, float amount, int p2)
_special_ability_start_restore¶
void native.player._special_ability_start_restore(int player, int p1, bool p2)
_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)
_set_special_ability_disable_timer¶
void native.player._set_special_ability_disable_timer(int player, float timer)
_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)
_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)
_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)
_is_secondary_special_ability_enabled¶
bool native.player._is_secondary_special_ability_enabled(int player)
_secondary_special_ability_set_active¶
void native.player._secondary_special_ability_set_active(int player)
_secondary_special_ability_set_disabled¶
void native.player._secondary_special_ability_set_disabled(int player, bool disabled)
_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()
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)
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)
_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)
_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_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)
_set_ai_player_defense_modifier_against_ai¶
void native.player._set_ai_player_defense_modifier_against_ai(int player, float 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)
_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_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)
_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)
_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)
_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)
_0x3acac8832e77bc93¶
void native.player._0x3acac8832e77bc93(int player, bool p1)
_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)
_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)
_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)
_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)
_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)
_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)
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)
_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)
_get_constructed_discovered_character_name¶
int native.player._get_constructed_discovered_character_name(int p0, bool model, bool outfit)
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)
_0x0b7803f6f7bb43e0¶
int native.player._0x0b7803f6f7bb43e0()
_0xc74eb3f2ec169f6b¶
int native.player._0xc74eb3f2ec169f6b(int p0)
_0x3b296934db026873¶
void native.player._0x3b296934db026873(int p0, int p1)
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()
_0x35a33783ec3c3448¶
void native.player._0x35a33783ec3c3448(int p0)
_0x39d8d7082bc34b72¶
void native.player._0x39d8d7082bc34b72(int p0)
_0x1ad8ad999c27f44a¶
void native.player._0x1ad8ad999c27f44a(int p0)