class Files
package fivem.client.natives
Static methods
staticGetDlcWeaponComponentDataSp(dlcWeaponIndex:Int, dlcWeapCompIndex:Int, ComponentDataPtr:Dynamic):Bool
Same as GET_DLC_WEAPON_COMPONENT_DATA but only works for DLC components that are available in SP.
NativeDB Introduced: v2060staticGetDlcWeaponDataSp(dlcWeaponIndex:Int, outData:Dynamic):Bool
Same as GET_DLC_WEAPON_DATA but only works for DLC weapons that are available in SP.
NativeDB Introduced: v2060staticGetNumDlcWeaponComponentsSp(dlcWeaponIndex:Int):Int
Returns the total number of DLC weapon components that are available in SP.
NativeDB Introduced: v2060staticGetNumDlcWeaponsSp():Int
Returns the total number of DLC weapons that are available in SP (availableInSP field in shop_weapon.meta).
NativeDB Introduced: v2060staticGetShopPedApparelVariantPropCount(propHash:Int):Int
staticGetVariantProp(componentHash:Int, variantPropIndex:Int, nameHash:Dynamic, enumValue:Dynamic, anchorPoint:Dynamic):Dynamic
staticLoadContentChangeSetGroup(hash:Int):Dynamic
From fm_deathmatch_creator and fm_race_creator:
FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP"));
FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP"));
NativeDB Introduced: v1604staticUnloadContentChangeSetGroup(hash:Int):Dynamic
From fm_deathmatch_creator and fm_race_creator:
FILES::_UNLOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP_SP"));
FILES::_LOAD_CONTENT_CHANGE_SET_GROUP(joaat("GROUP_MAP"));
NativeDB Introduced: v1604staticdoesShopPedApparelHaveRestrictionTag(componentHash:Int, restrictionTagHash:Int, componentId:Int):Bool
staticgetDlcVehicleData(dlcVehicleIndex:Int, outData:Dynamic):Bool
The Second item in the struct *(Hash *)(outData + 1) is the vehicle hash.
staticgetDlcVehicleFlags(dlcVehicleIndex:Int):Int
staticgetDlcVehicleModLockHash(hash:Int):Int
staticgetDlcWeaponComponentData(dlcWeaponIndex:Int, dlcWeapCompIndex:Int, ComponentDataPtr:Dynamic):Bool
p0 seems to be the weapon index
p1 seems to be the weapon component index
struct DlcComponentData{
int attachBone;
int padding1;
int bActiveByDefault;
int padding2;
int unk;
int padding3;
int componentHash;
int padding4;
int unk2;
int padding5;
int componentCost;
int padding6;
char nameLabel[64];
char descLabel[64];
}; staticgetDlcWeaponData(dlcWeaponIndex:Int, outData:Dynamic):Bool
dlcWeaponIndex takes a number from 0 - GET_NUM_DLC_WEAPONS() - 1.
struct DlcWeaponData
{
int emptyCheck; //use DLC1::_IS_DLC_DATA_EMPTY on this
int padding1;
int weaponHash;
int padding2;
int unk;
int padding3;
int weaponCost;
int padding4;
int ammoCost;
int padding5;
int ammoType;
int padding6;
int defaultClipSize;
int padding7;
char nameLabel[64];
char descLabel[64];
char desc2Label[64]; // usually "the" + name
char upperCaseNameLabel[64];
}; staticgetForcedComponent(componentHash:Int, forcedComponentIndex:Int, nameHash:Dynamic, enumValue:Dynamic, componentType:Dynamic):Dynamic
staticgetForcedProp(componentHash:Int, forcedPropIndex:Int, nameHash:Dynamic, enumValue:Dynamic, anchorPoint:Dynamic):Dynamic
staticgetHashNameForComponent(entity:Dynamic, componentId:Int, drawableVariant:Int, textureVariant:Int):Int
staticgetHashNameForProp(entity:Dynamic, componentId:Int, propIndex:Int, propTextureIndex:Int):Int
staticgetNumDlcWeaponComponents(dlcWeaponIndex:Int):Int
Returns the total number of DLC weapon components.staticgetNumTattooShopDlcItems(character:Int):Int
Character types:
0 = Michael,
1 = Franklin,
2 = Trevor,
3 = MPMale,
4 = MPFemalestaticgetShopPedApparelForcedComponentCount(componentHash:Int):Int
Returns number of possible values of the forcedComponentIndex argument of GET_FORCED_COMPONENT.staticgetShopPedApparelForcedPropCount(componentHash:Int):Int
Returns number of possible values of the forcedPropIndex argument of GET_FORCED_PROP.staticgetShopPedApparelVariantComponentCount(componentHash:Int):Int
staticgetShopPedComponent(componentHash:Int, outComponent:Dynamic):Dynamic
More info here: https://gist.github.com/root-cause/3b80234367b0c856d60bf5cb4b826f86staticgetShopPedOutfit(p0:Dynamic, p1:Dynamic):Dynamic
staticgetShopPedOutfitComponentVariant(outfit:Int, slot:Int, outComponentVariant:Dynamic):Bool
staticgetShopPedOutfitLocate(p0:Dynamic):Int
staticgetShopPedOutfitPropVariant(outfitHash:Int, variantIndex:Int, outPropVariant:Dynamic):Bool
staticgetShopPedProp(componentHash:Int, outProp:Dynamic):Dynamic
staticgetShopPedQueryComponent(componentId:Int, outComponent:Dynamic):Dynamic
staticgetShopPedQueryOutfit(outfitIndex:Int, outfit:Dynamic):Dynamic
struct Outfit_s
{
int mask, torso, pants, parachute, shoes, misc1, tops1, armour, crew, tops2, hat, glasses, earpiece;
int maskTexture, torsoTexture, pantsTexture, parachuteTexture, shoesTexture, misc1Texture, tops1Texture,
armourTexture, crewTexture, tops2Texture, hatTexture, glassesTexture, earpieceTexture;
}; staticgetShopPedQueryProp(componentId:Int, outProp:Dynamic):Dynamic
staticgetTattooShopDlcItemData(characterType:Int, decorationIndex:Int, outComponent:Dynamic):Bool
Returns data that adheres to the tattoo shop item data that is used in shop_tattoo.meta
Character types:
enum eTattooFaction
{
TATTOO_SP_MICHAEL = 0,
TATTOO_SP_FRANKLIN = 1,
TATTOO_SP_TREVOR = 2,
TATTOO_MP_FM = 3,
TATTOO_MP_FM_F = 4
}
Returned struct properties:
struct sTattooShopItemValues
{
// Lock hash, used with IS_CONTENT_ITEM_LOCKED
int LockHash;
// Unique ID of this slot. It can also be 0.
int Index;
// Collection hash of this tattoo
int CollectionHash;
// Preset hash of this tattoo
int PresetHash;
// Cost of this tattoo in shops.
int Cost;
// Secondary placement of this tattoo.
int eFacing;
// Location of this tattoo on the body (for example, for torso there would be chest upper, stomach, etc)
int UpdateGroup;
// This tattoo's name in the form of a text label.
const char* NameTextLabel;
};staticgetTattooShopDlcItemIndex(character:Int, collection:Int, preset:Int):Int
NativeDB Introduced: v2189staticgetVariantComponent(componentHash:Int, variantComponentIndex:Int, nameHash:Dynamic, enumValue:Dynamic, componentType:Dynamic):Dynamic
staticinitShopPedComponent(outComponent:Dynamic):Dynamic
staticinitShopPedProp(outProp:Dynamic):Dynamic
staticisContentItemLocked(itemHash:Int):Bool
staticisDlcVehicleMod(hash:Int):Bool
staticsetupShopPedApparelQuery(p0:Int, p1:Int, p2:Int, p3:Int):Int
staticsetupShopPedApparelQueryTu(character:Int, p1:Int, p2:Int, p3:Bool, p4:Int, componentId:Int):Int
character is 0 for Michael, 1 for Franklin, 2 for Trevor, 3 for freemode male, and 4 for freemode female.
componentId is between 0 and 11 and corresponds to the usual component slots.
p1 could be the outfit number; unsure.
p2 is usually -1; unknown function.
p3 appears to be for selecting between clothes and props; false is used with components/clothes, true is used with props.
p4 is usually -1; unknown function.
componentId is -1 when p3 is true in decompiled scripts.staticsetupShopPedOutfitQuery(character:Int, p1:Bool):Int
characters
0: Michael
1: Franklin
2: Trevor
3: MPMale
4: MPFemale