Static methods

@:native("AddOilDecal")staticAddOilDecal(x:Float, y:Float, z:Float, groundLvl:Float, width:Float, transparency:Float):Int

NativeDB Introduced: v2699

@:native("AnimpostfxGetUnk")staticAnimpostfxGetUnk(effectName:String):Float

@:native("AnimpostfxStopAndDoUnk")staticAnimpostfxStopAndDoUnk(effectName:String):Dynamic

Stops the effect and sets a value (bool) in its data (+0x199) to false; See ANIMPOSTFX_PLAY.

@:native("CascadeShadowsClearShadowSampleType")staticCascadeShadowsClearShadowSampleType():Dynamic

@:native("ClearExtraTimecycleModifier")staticClearExtraTimecycleModifier():Dynamic

Clears the secondary timecycle modifier usually set with SetExtraTimecycleModifier

@:native("DisableScriptAmbientEffects")staticDisableScriptAmbientEffects(p0:Dynamic):Dynamic

@:native("DrawBinkMovie")staticDrawBinkMovie(binkMovie:Int, posX:Float, posY:Float, scaleX:Float, scaleY:Float, rotation:Float, r:Int, g:Int, b:Int, a:Int):Dynamic

Must be called each frame, will play at specified position on screen when called with _PLAY_BINK_MOVIE

@:native("DrawInteractiveSprite")staticDrawInteractiveSprite(textureDict:String, textureName:String, screenX:Float, screenY:Float, width:Float, height:Float, heading:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

Similar to _DRAW_SPRITE, but seems to be some kind of "interactive" sprite, at least used by render targets. These seem to be the only dicts ever requested by this native:

prop_screen_biker_laptop
Prop_Screen_GR_Disruption
Prop_Screen_TaleOfUs
prop_screen_nightclub
Prop_Screen_IE_Adhawk
prop_screen_sm_free_trade_shipping
prop_screen_hacker_truck
MPDesktop
Prop_Screen_Nightclub
And a few others

@:native("DrawLightWithRangeAndShadow")staticDrawLightWithRangeAndShadow(x:Float, y:Float, z:Float, r:Int, g:Int, b:Int, range:Float, intensity:Float, shadow:Float):Dynamic

@:native("DrawMarker_2")staticDrawMarker2(type:Int, posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, rotX:Float, rotY:Float, rotZ:Float, scaleX:Float, scaleY:Float, scaleZ:Float, red:Int, green:Int, blue:Int, alpha:Int, bobUpAndDown:Bool, faceCamera:Bool, p19:Int, rotate:Bool, textureDict:String, textureName:String, drawOnEnts:Bool, p24:Bool):Dynamic

NativeDB Added Parameter 26: BOOL p25

@:native("DrawShowroom")staticDrawShowroom(p0:String, ped:Dynamic, p2:Int, posX:Float, posY:Float, posZ:Float):Bool

It's called after 0xD3A10FC7FD8D98CD and 0xF1CEA8A4198D8E9A  
p0 was always "CELEBRATION_WINNER"  

@:native("DrawSphere")staticDrawSphere(x:Float, y:Float, z:Float, radius:Float, r:Int, g:Int, b:Int, opacity:Float):Dynamic

Draws a 3D sphere, typically seen in the GTA:O freemode event "Penned In".

Example image:

DrawSphere(35.45, 172.66, 126.22, 1.0, 0, 0, 255, 0.2)

@:native("DrawSpotLightWithShadow")staticDrawSpotLightWithShadow(posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, colorR:Int, colorG:Int, colorB:Int, distance:Float, brightness:Float, roundness:Float, radius:Float, falloff:Float, shadowId:Int):Dynamic

@:native("DrawSpritePoly_2")staticDrawSpritePoly2(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, x3:Float, y3:Float, z3:Float, red1:Float, green1:Float, blue1:Float, alpha1:Int, red2:Float, green2:Float, blue2:Float, alpha2:Int, red3:Float, green3:Float, blue3:Float, alpha3:Int, textureDict:String, textureName:String, u1:Float, v1:Float, w1:Float, u2:Float, v2:Float, w2:Float, u3:Float, v3:Float, w3:Float):Dynamic

Used for drawling Deadline trailing lights, see deadline.ytd

Each vertex has its own colour that is blended/illuminated on the texture. Additionally, the R, G, and B components are floats that are int-casted internally.

For UVW mapping (u,v,w parameters), reference your favourite internet resource for more details.

@:native("DrawSpriteUv")staticDrawSpriteUv(textureDict:String, textureName:String, x:Float, y:Float, width:Float, height:Float, u1:Float, v1:Float, u2:Float, v2:Float, heading:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

Similar to DRAW_SPRITE, but allows to specify the texture coordinates used to draw the sprite. u1, v1 - texture coordinates for the top-left corner u2, v2 - texture coordinates for the bottom-right corner

NativeDB Introduced: v1868

@:native("GetBinkMovieTime")staticGetBinkMovieTime(binkMovie:Int):Float

In percentage: 0.0 - 100.0

NativeDB Introduced: v1734

@:native("GetExtraTimecycleModifierIndex")staticGetExtraTimecycleModifierIndex():Int

See GET_TIMECYCLE_MODIFIER_INDEX for use, works the same just for the secondary timecycle modifier.

@:native("GetScriptGfxPosition")staticGetScriptGfxPosition(x:Float, y:Float, calculatedX:Dynamic, calculatedY:Dynamic):Dynamic

Calculates the effective X/Y fractions when applying the values set by SET_SCRIPT_GFX_ALIGN and SET_SCRIPT_GFX_ALIGN_PARAMS.

@:native("GrassLodResetScriptAreas")staticGrassLodResetScriptAreas():Dynamic

@:native("GrassLodShrinkScriptAreas")staticGrassLodShrinkScriptAreas(x:Float, y:Float, z:Float, radius:Float, p4:Float, p5:Float, p6:Float):Dynamic

Wraps 0xAAE9BE70EC7C69AB with FLT_MAX as p7, Jenkins: 0x73E96210?

@:native("IsPlaylistUnk")staticIsPlaylistUnk(tvChannel:Int, p1:Dynamic):Bool

NativeDB Introduced: v1604

@:native("IsTvPlaylistItemPlaying")staticIsTvPlaylistItemPlaying(videoCliphash:Int):Bool

IS_*

@:native("OverridePedBadgeTexture")staticOverridePedBadgeTexture(ped:Dynamic, txd:String, txn:String):Bool

Overriding ped badge texture to a passed texture. It's synced between players (even custom textures!), don't forget to request used dict on *all* clients to make it sync properly. Can be removed by passing empty strings.

@:native("PlayBinkMovie")staticPlayBinkMovie(binkMovie:Int):Dynamic

NativeDB Introduced: v1290

@:native("RegisterNoirScreenEffectThisFrame")staticRegisterNoirScreenEffectThisFrame():Dynamic

Used with 'NG_filmnoir_BW{01,02}' timecycles and the "NOIR_FILTER_SOUNDS" audioref.

@:native("ReleaseBinkMovie")staticReleaseBinkMovie(binkMovie:Int):Dynamic

NativeDB Introduced: v1290

@:native("ReturnTwo")staticReturnTwo(p0:Int):Int

@:native("SeethroughGetMaxThickness")staticSeethroughGetMaxThickness():Float

NativeDB Introduced: v1290

@:native("SeethroughSetFadeEndDistance")staticSeethroughSetFadeEndDistance(distance:Float):Dynamic

@:native("SeethroughSetFadeStartDistance")staticSeethroughSetFadeStartDistance(distance:Float):Dynamic

@:native("SeethroughSetHiLightIntensity")staticSeethroughSetHiLightIntensity(intensity:Float):Dynamic

@:native("SeethroughSetHiLightNoise")staticSeethroughSetHiLightNoise(noise:Float):Dynamic

@:native("SeethroughSetMaxThickness")staticSeethroughSetMaxThickness(thickness:Float):Dynamic

@:native("SeethroughSetNoiseAmountMax")staticSeethroughSetNoiseAmountMax(amount:Float):Dynamic

@:native("SeethroughSetNoiseAmountMin")staticSeethroughSetNoiseAmountMin(amount:Float):Dynamic

@:native("SetArtificialLightsStateAffectsVehicles")staticSetArtificialLightsStateAffectsVehicles(toggle:Bool):Dynamic

If "blackout" is enabled, this native allows you to ignore "blackout" for vehicles.

NativeDB Introduced: v2060

@:native("SetBinkMovie")staticSetBinkMovie(name:String):Int

Creates an integer (usually 1) for a BINK movie to be called with other natives. List of all BINK movies (alphabetically ordered) as of b2802

@:native("SetBinkMovieTime")staticSetBinkMovieTime(binkMovie:Int, progress:Float):Dynamic

Seeks a BINK movie to a specified position.

@:native("SetBinkMovieUnk_2")staticSetBinkMovieUnk2(binkMovie:Int, p1:Bool):Dynamic

NativeDB Introduced: v1868

@:native("SetBinkMovieVolume")staticSetBinkMovieVolume(binkMovie:Int, value:Float):Dynamic

binkMovie: Is return value from _SET_BINK_MOVIE. Has something to do with bink volume? (audRequestedSettings::SetVolumeCurveScale)
NativeDB Introduced: v1290

@:native("SetBinkShouldSkip")staticSetBinkShouldSkip(binkMovie:Int, shouldSkip:Bool):Dynamic

NativeDB Introduced: v1290

@:native("SetCheckpointIconHeight")staticSetCheckpointIconHeight(checkpoint:Int, height_multiplier:Float):Dynamic

This multiplies the height of the icon inside a checkpoint with the default height of about 2 units above the checkpoint's coordinates.

@:native("SetCheckpointIconScale")staticSetCheckpointIconScale(checkpoint:Int, scale:Float):Dynamic

@:native("SetExtraTimecycleModifier")staticSetExtraTimecycleModifier(modifierName:String):Dynamic

@:native("SetForcePedFootstepsTracks")staticSetForcePedFootstepsTracks(toggle:Bool):Dynamic

Forces footstep tracks on all surfaces.
USE_/USING_*

@:native("SetForceVehicleTrails")staticSetForceVehicleTrails(toggle:Bool):Dynamic

Forces vehicle trails on all surfaces.
USE_/USING_*

@:native("SetParticleFxNonLoopedEmitterScale")staticSetParticleFxNonLoopedEmitterScale(p0:Float, p1:Float, scale:Float):Dynamic

NativeDB Introduced: v2699

@:native("StartNetworkedParticleFxNonLoopedOnEntityBone")staticStartNetworkedParticleFxNonLoopedOnEntityBone(effectName:String, entity:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, rotX:Float, rotY:Float, rotZ:Float, boneIndex:Int, scale:Float, axisX:Bool, axisY:Bool, axisZ:Bool):Bool

NativeDB Introduced: v2189

@:native("StopBinkMovie")staticStopBinkMovie(binkMovie:Int):Dynamic

NativeDB Introduced: v1290

@:native("AddDecal")staticaddDecal(decalType:Int, posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, sideX:Float, sideY:Float, sideZ:Float, width:Float, height:Float, rCoef:Float, gCoef:Float, bCoef:Float, opacity:Float, timeout:Float, isLongRange:Bool, isDynamic:Bool, useComplexColn:Bool):Int

Places a decal into the world

public enum DecalTypes  
{  
    splatters_blood = 1010,  
    splatters_blood_dir = 1015,  
    splatters_blood_mist = 1017,  
    splatters_mud = 1020,  
    splatters_paint = 1030,  
    splatters_water = 1040,  
    splatters_water_hydrant = 1050,  
    splatters_blood2 = 1110,  
    weapImpact_metal = 4010,  
    weapImpact_concrete = 4020,  
    weapImpact_mattress = 4030,  
    weapImpact_mud = 4032,  
    weapImpact_wood = 4050,  
    weapImpact_sand = 4053,  
    weapImpact_cardboard = 4040,  
    weapImpact_melee_glass = 4100,  
    weapImpact_glass_blood = 4102,  
    weapImpact_glass_blood2 = 4104,  
    weapImpact_shotgun_paper = 4200,  
    weapImpact_shotgun_mattress,  
    weapImpact_shotgun_metal,  
    weapImpact_shotgun_wood,  
    weapImpact_shotgun_dirt,  
    weapImpact_shotgun_tvscreen,  
    weapImpact_shotgun_tvscreen2,  
    weapImpact_shotgun_tvscreen3,  
    weapImpact_melee_concrete = 4310,  
    weapImpact_melee_wood = 4312,  
    weapImpact_melee_metal = 4314,  
    burn1 = 4421,  
    burn2,  
    burn3,  
    burn4,  
    burn5,  
    bang_concrete_bang = 5000,  
    bang_concrete_bang2,  
    bang_bullet_bang,  
    bang_bullet_bang2 = 5004,  
    bang_glass = 5031,  
    bang_glass2,  
    solidPool_water = 9000,  
    solidPool_blood,  
    solidPool_oil,  
    solidPool_petrol,  
    solidPool_mud,  
    porousPool_water,  
    porousPool_blood,  
    porousPool_oil,  
    porousPool_petrol,  
    porousPool_mud,  
    porousPool_water_ped_drip,  
    liquidTrail_water = 9050  
}  

@:native("AddEntityIcon")staticaddEntityIcon(entity:Dynamic, icon:String):Dynamic

Example:  
GRAPHICS::ADD_ENTITY_ICON(a_0, "MP_Arrow");  
I tried this and nothing happened...  

@:native("AddPetrolDecal")staticaddPetrolDecal(x:Float, y:Float, z:Float, groundLvl:Float, width:Float, transparency:Float):Int

@:native("AddPetrolTrailDecalInfo")staticaddPetrolTrailDecalInfo(x:Float, y:Float, z:Float, p3:Float):Dynamic

@:native("AddTcmodifierOverride")staticaddTcmodifierOverride(modifierName1:String, modifierName2:String):Dynamic

@:native("AddVehicleCrewEmblem")staticaddVehicleCrewEmblem(vehicle:Dynamic, ped:Dynamic, boneIndex:Int, x1:Float, x2:Float, x3:Float, y1:Float, y2:Float, y3:Float, z1:Float, z2:Float, z3:Float, scale:Float, p13:Dynamic, alpha:Int):Bool

boneIndex is always chassis_dummy in the scripts. The x/y/z params are location relative to the chassis bone.

@:native("AnimpostfxIsRunning")staticanimpostfxIsRunning(effectName:String):Bool

@:native("AnimpostfxPlay")staticanimpostfxPlay(effectName:String, duration:Int, looped:Bool):Dynamic

duration - is how long to play the effect for in milliseconds. If 0, it plays the default length
if loop is true, the effect won't stop until you call ANIMPOSTFX_STOP on it. (only loopable effects)

@:native("AnimpostfxStop")staticanimpostfxStop(effectName:String):Dynamic

@:native("AnimpostfxStopAll")staticanimpostfxStopAll():Dynamic

@:native("AttachTvAudioToEntity")staticattachTvAudioToEntity(entity:Dynamic):Dynamic

Might be more appropriate in AUDIO?  

@:native("BeginScaleformMovieMethod")staticbeginScaleformMovieMethod(scaleform:Int, methodName:String):Bool

Push a function from the Scaleform onto the stack  

@:native("BeginScaleformMovieMethodOnFrontend")staticbeginScaleformMovieMethodOnFrontend(functionName:String):Bool

Starts frontend (pause menu) scaleform movie methods. This can be used when you want to make custom frontend menus, and customize things like images or text in the menus etc.

Use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND_HEADER for header scaleform functions.

@:native("BeginScaleformMovieMethodOnFrontendHeader")staticbeginScaleformMovieMethodOnFrontendHeader(functionName:String):Bool

Starts frontend (pause menu) scaleform movie methods for header options.

Use BEGIN_SCALEFORM_MOVIE_METHOD_ON_FRONTEND to customize the content inside the frontend menus.

@:native("BeginScaleformScriptHudMovieMethod")staticbeginScaleformScriptHudMovieMethod(hudComponent:Int, methodName:String):Bool

Pushes a function from the Hud component Scaleform onto the stack. Same behavior as GRAPHICS::BEGIN_SCALEFORM_MOVIE_METHOD, just a hud component id instead of a Scaleform.
Known components:
19 - MP_RANK_BAR
20 - HUD_DIRECTOR_MODE
This native requires more research - all information can be found inside of 'hud.gfx'. Using a decompiler, the different components are located under "scripts\__Packages\com\rockstargames\gtav\hud\hudComponents" and "scripts\__Packages\com\rockstargames\gtav\Multiplayer".

@:native("BeginTakeHighQualityPhoto")staticbeginTakeHighQualityPhoto():Bool

@:native("BeginTakeMissionCreatorPhoto")staticbeginTakeMissionCreatorPhoto():Bool

@:native("BeginTextCommandScaleformString")staticbeginTextCommandScaleformString(textLabel:String):Dynamic

Called prior to adding a text component to the UI. After doing so, GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING is called.
Examples:
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("NUMBER");
HUD::ADD_TEXT_COMPONENT_INTEGER(MISC::ABSI(a_1));
GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRING");
HUD::_ADD_TEXT_COMPONENT_STRING(a_2);
GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM2");
HUD::_0x17299B63C7683A2B(v_3);
HUD::_0x17299B63C7683A2B(v_4);
GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();
GRAPHICS::BEGIN_TEXT_COMMAND_SCALEFORM_STRING("STRTNM1");
HUD::_0x17299B63C7683A2B(v_3);
GRAPHICS::END_TEXT_COMMAND_SCALEFORM_STRING();

@:native("CallScaleformMovieMethod")staticcallScaleformMovieMethod(scaleform:Int, method:String):Dynamic

Calls the Scaleform function.  

@:native("CallScaleformMovieMethodWithNumber")staticcallScaleformMovieMethodWithNumber(scaleform:Int, methodName:String, param1:Float, param2:Float, param3:Float, param4:Float, param5:Float):Dynamic

Calls the Scaleform function and passes the parameters as floats.  
The number of parameters passed to the function varies, so the end of the parameter list is represented by -1.0.  

@:native("CallScaleformMovieMethodWithNumberAndString")staticcallScaleformMovieMethodWithNumberAndString(scaleform:Int, methodName:String, floatParam1:Float, floatParam2:Float, floatParam3:Float, floatParam4:Float, floatParam5:Float, stringParam1:String, stringParam2:String, stringParam3:String, stringParam4:String, stringParam5:String):Dynamic

Calls the Scaleform function and passes both float and string parameters (in their respective order).  
The number of parameters passed to the function varies, so the end of the float parameters is represented by -1.0, and the end of the string parameters is represented by 0 (NULL).  
NOTE: The order of parameters in the function prototype is important! All float parameters must come first, followed by the string parameters.  
Examples:  
// function MY_FUNCTION(floatParam1, floatParam2, stringParam)  
GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMS(scaleform, "MY_FUNCTION", 10.0, 20.0, -1.0, -1.0, -1.0, "String param", 0, 0, 0, 0);  
// function MY_FUNCTION_2(floatParam, stringParam1, stringParam2)  
GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMS(scaleform, "MY_FUNCTION_2", 10.0, -1.0, -1.0, -1.0, -1.0, "String param #1", "String param #2", 0, 0, 0);  

@:native("CallScaleformMovieMethodWithString")staticcallScaleformMovieMethodWithString(scaleform:Int, methodName:String, param1:String, param2:String, param3:String, param4:String, param5:String):Dynamic

Calls the Scaleform function and passes the parameters as strings.  
The number of parameters passed to the function varies, so the end of the parameter list is represented by 0 (NULL).  

@:native("CascadeShadowsEnableEntityTracker")staticcascadeShadowsEnableEntityTracker(toggle:Bool):Dynamic

When this is set to ON, shadows only draw as you get nearer.
When OFF, they draw from a further distance.

@:native("CascadeShadowsInitSession")staticcascadeShadowsInitSession():Dynamic

@:native("CascadeShadowsSetAircraftMode")staticcascadeShadowsSetAircraftMode(p0:Bool):Dynamic

@:native("CascadeShadowsSetCascadeBounds")staticcascadeShadowsSetCascadeBounds(p0:Dynamic, p1:Bool, p2:Float, p3:Float, p4:Float, p5:Float, p6:Bool, p7:Float):Dynamic

@:native("CascadeShadowsSetCascadeBoundsScale")staticcascadeShadowsSetCascadeBoundsScale(p0:Float):Dynamic

@:native("CascadeShadowsSetDynamicDepthMode")staticcascadeShadowsSetDynamicDepthMode(p0:Bool):Dynamic

@:native("CascadeShadowsSetDynamicDepthValue")staticcascadeShadowsSetDynamicDepthValue(p0:Float):Dynamic

@:native("CascadeShadowsSetEntityTrackerScale")staticcascadeShadowsSetEntityTrackerScale(p0:Float):Dynamic

@:native("CascadeShadowsSetShadowSampleType")staticcascadeShadowsSetShadowSampleType(type:String):Dynamic

Possible values:
"CSM_ST_POINT"
"CSM_ST_LINEAR"
"CSM_ST_TWOTAP"
"CSM_ST_BOX3x3"
"CSM_ST_BOX4x4"
"CSM_ST_DITHER2_LINEAR"
"CSM_ST_CUBIC"
"CSM_ST_DITHER4"
"CSM_ST_DITHER16"
"CSM_ST_SOFT16"
"CSM_ST_DITHER16_RPDB"
"CSM_ST_POISSON16_RPDB_GNORM"
"CSM_ST_HIGHRES_BOX4x4"
"CSM_ST_CLOUDS_SIMPLE"
"CSM_ST_CLOUDS_LINEAR"
"CSM_ST_CLOUDS_TWOTAP"
"CSM_ST_CLOUDS_BOX3x3"
"CSM_ST_CLOUDS_BOX4x4"
"CSM_ST_CLOUDS_DITHER2_LINEAR"
"CSM_ST_CLOUDS_SOFT16"
"CSM_ST_CLOUDS_DITHER16_RPDB"
"CSM_ST_CLOUDS_POISSON16_RPDB_GNORM"

@:native("ClearDrawOrigin")staticclearDrawOrigin():Dynamic

Resets the screen's draw-origin which was changed by the function SET_DRAW_ORIGIN back to x=0, y=0. See SET_DRAW_ORIGIN for further information.

@:native("ClearTimecycleModifier")staticclearTimecycleModifier():Dynamic

@:native("ClearTvChannelPlaylist")staticclearTvChannelPlaylist(tvChannel:Int):Dynamic

@:native("CreateCheckpoint")staticcreateCheckpoint(type:Int, posX1:Float, posY1:Float, posZ1:Float, posX2:Float, posY2:Float, posZ2:Float, diameter:Float, red:Int, green:Int, blue:Int, alpha:Int, reserved:Int):Int

Creates a checkpoint. Returns the handle of the checkpoint.  
20/03/17 : Attention, checkpoints are already handled by the game itself, so you must not loop it like markers.
Parameters:  
* type - The type of checkpoint to create. See below for a list of checkpoint types.  
* pos1 - The position of the checkpoint.  
* pos2 - The position of the next checkpoint to point to.  
* diameter - The diameter of the checkpoint.
* color - The color of the checkpoint.  
* reserved - Special parameter, see below for details. Usually set to 0 in the scripts.  
Checkpoint types (prior to game build 2189):  
0-4---------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker  
5-9---------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker  
10-14-------Ring: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker  
15-19-------1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker        
20-24-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker   
25-29-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker      
30-34-------Cylinder: 1 arrow, 2 arrow, 3 arrows, CycleArrow, Checker   
35-38-------Ring: Airplane Up, Left, Right, UpsideDown  
39----------?  
40----------Ring: just a ring  
41----------?  
42-44-------Cylinder w/ number (uses 'reserved' parameter)  
45-47-------Cylinder no arrow or number  
If using type 42-44, reserved sets number / number and shape to display  
0-99------------Just numbers (0-99)  
100-109-----------------Arrow (0-9)  
110-119------------Two arrows (0-9)  
120-129----------Three arrows (0-9)  
130-139----------------Circle (0-9)  
140-149------------CycleArrow (0-9)  
150-159----------------Circle (0-9)  
160-169----Circle  w/ pointer (0-9)  
170-179-------Perforated ring (0-9)  
180-189----------------Sphere (0-9)  

Checkpoint Types as of game build 2189

@:native("CreateTrackedPoint")staticcreateTrackedPoint():Int

Creates a tracked point: useful for checking the visibility of a 3D point on screen.

Tracked points must be manually managed and will not be destroyed on resource stop (they are not an instance of CScriptResource). See DESTROY_TRACKED_POINT and onResourceStop.

Only 64 points may be tracked at a given time.

@:native("DeleteCheckpoint")staticdeleteCheckpoint(checkpoint:Int):Dynamic

@:native("DestroyTrackedPoint")staticdestroyTrackedPoint(point:Int):Dynamic

@:native("DisableMoonCycleOverride")staticdisableMoonCycleOverride():Dynamic

Removes any custom moon cycle overrides that have been configured with ENABLE_MOON_CYCLE_OVERRIDE

@:native("DisableOcclusionThisFrame")staticdisableOcclusionThisFrame():Dynamic

@:native("DisableScreenblurFade")staticdisableScreenblurFade():Dynamic

@:native("DisableVehicleDistantlights")staticdisableVehicleDistantlights(toggle:Bool):Dynamic

@:native("DoesLatestBriefStringExist")staticdoesLatestBriefStringExist(briefValue:Int):Bool

Used in pi_menu.c. Checks if there is a brief entry for specified value. Values: 0 - Dialogue brief 1 - Help text brief 2 - Mission Objective brief

@:native("DoesParticleFxLoopedExist")staticdoesParticleFxLoopedExist(ptfxHandle:Int):Bool

@:native("DoesVehicleHaveCrewEmblem")staticdoesVehicleHaveCrewEmblem(vehicle:Dynamic, p1:Int):Bool

@:native("DontRenderInGameUi")staticdontRenderInGameUi(p0:Bool):Dynamic

@:native("DrawBox")staticdrawBox(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

This native draws a box between two vectors in the game world. It is typically used for visualizing boundaries or areas of interest. The color of the box is specified by the red, green, and blue parameters, with alpha determining its opacity. This native should be called every frame for continuous rendering.

NativeDB Introduced: v323

@:native("DrawDebugBox")staticdrawDebugBox(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, r:Int, g:Int, b:Int, a:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugCross")staticdrawDebugCross(x:Float, y:Float, z:Float, size:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugLine")staticdrawDebugLine(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, r:Int, g:Int, b:Int, a:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugLineWithTwoColours")staticdrawDebugLineWithTwoColours(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, r1:Int, g1:Int, b1:Int, r2:Int, g2:Int, b2:Int, alpha1:Int, alpha2:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugSphere")staticdrawDebugSphere(x:Float, y:Float, z:Float, radius:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugText")staticdrawDebugText(text:String, x:Float, y:Float, z:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawDebugText_2d")staticdrawDebugText2D(text:String, x:Float, y:Float, z:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("DrawLightWithRange")staticdrawLightWithRange(posX:Float, posY:Float, posZ:Float, colorR:Int, colorG:Int, colorB:Int, range:Float, intensity:Float):Dynamic

@:native("DrawLine")staticdrawLine(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

This native draws a line between two vectors in the game world. It is typically used for visualizing paths or connections between points. The color of the line is specified by the red, green, and blue parameters, with alpha determining its opacity. This native should be called every frame for continuous rendering.

NativeDB Introduced: v323

@:native("DrawLowQualityPhotoToPhone")staticdrawLowQualityPhotoToPhone(p0:Bool, p1:Bool):Dynamic

@:native("DrawMarker")staticdrawMarker(type:Int, posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, rotX:Float, rotY:Float, rotZ:Float, scaleX:Float, scaleY:Float, scaleZ:Float, red:Int, green:Int, blue:Int, alpha:Int, bobUpAndDown:Bool, faceCamera:Bool, p19:Int, rotate:Bool, textureDict:String, textureName:String, drawOnEnts:Bool):Dynamic

Draws a marker with the specified appearance at the target location. This has to be called every frame, e.g. in a Wait(0) loop.

There's a list of markers on the FiveM documentation site.

@:native("DrawPoly")staticdrawPoly(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, x3:Float, y3:Float, z3:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

x/y/z - Location of a vertex (in world coords), presumably.  
----------------  
x1, y1, z1     : Coordinates for the first point  
x2, y2, z2     : Coordinates for the second point  
x3, y3, z3     : Coordinates for the third point  
r, g, b, alpha : Color with RGBA-Values  
Keep in mind that only one side of the drawn triangle is visible: It's the side, in which the vector-product of the vectors heads to: (b-a)x(c-a) Or (b-a)x(c-b).  
But be aware: The function seems to work somehow differently. I have trouble having them drawn in rotated orientation. Try it yourself and if you somehow succeed, please edit this and post your solution.  
I recommend using a predefined function to call this.  
[VB.NET]  
Public Sub DrawPoly(a As Vector3, b As Vector3, c As Vector3, col As Color)  
    [Function].Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A)  
End Sub  
[C#]  
public void DrawPoly(Vector3 a, Vector3 b, Vector3 c, Color col)  
{  
    Function.Call(Hash.DRAW_POLY, a.X, a.Y, a.Z, b.X, b.Y, b.Z, c.X, c.Y, c.Z, col.R, col.G, col.B, col.A);  
}  
BTW: Intersecting triangles are not supported: They overlap in the order they were called.  

@:native("DrawRect")staticdrawRect(x:Float, y:Float, width:Float, height:Float, r:Int, g:Int, b:Int, a:Int):Dynamic

Draws a rectangle on the screen.  
-x: The relative X point of the center of the rectangle. (0.0-1.0, 0.0 is the left edge of the screen, 1.0 is the right edge of the screen)  
-y: The relative Y point of the center of the rectangle. (0.0-1.0, 0.0 is the top edge of the screen, 1.0 is the bottom edge of the screen)  
-width: The relative width of the rectangle. (0.0-1.0, 1.0 means the whole screen width)  
-height: The relative height of the rectangle. (0.0-1.0, 1.0 means the whole screen height)  
-R: Red part of the color. (0-255)  
-G: Green part of the color. (0-255)  
-B: Blue part of the color. (0-255)  
-A: Alpha part of the color. (0-255, 0 means totally transparent, 255 means totally opaque)  
The total number of rectangles to be drawn in one frame is apparently limited to 399.  
NativeDB Added Parameter 9: BOOL p8

@:native("DrawScaleformMovie")staticdrawScaleformMovie(scaleformHandle:Int, x:Float, y:Float, width:Float, height:Float, red:Int, green:Int, blue:Int, alpha:Int, unk:Int):Dynamic

@:native("DrawScaleformMovie_3d")staticdrawScaleformMovie3D(scaleform:Int, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, p7:Float, sharpness:Float, p9:Float, scaleX:Float, scaleY:Float, scaleZ:Float, p13:Dynamic):Dynamic

@:native("DrawScaleformMovie_3dSolid")staticdrawScaleformMovie3DSolid(scaleform:Int, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, p7:Float, p8:Float, p9:Float, scaleX:Float, scaleY:Float, scaleZ:Float, p13:Dynamic):Dynamic

@:native("DrawScaleformMovieFullscreen")staticdrawScaleformMovieFullscreen(scaleform:Int, red:Int, green:Int, blue:Int, alpha:Int, unk:Int):Dynamic

unk is not used so no need  

@:native("DrawScaleformMovieFullscreenMasked")staticdrawScaleformMovieFullscreenMasked(scaleform1:Int, scaleform2:Int, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

@:native("DrawSpotLight")staticdrawSpotLight(posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, colorR:Int, colorG:Int, colorB:Int, distance:Float, brightness:Float, hardness:Float, radius:Float, falloff:Float):Dynamic

Parameters:  
* pos - coordinate where the spotlight is located  
* dir - the direction vector the spotlight should aim at from its current position  
* r,g,b - color of the spotlight  
* distance - the maximum distance the light can reach  
* brightness - the brightness of the light  
* roundness - "smoothness" of the circle edge  
* radius - the radius size of the spotlight  
* falloff - the falloff size of the light's edge (example: www.i.imgur.com/DemAWeO.jpg)  
Example in C# (spotlight aims at the closest vehicle):  
Vector3 myPos = Game.Player.Character.Position;  
Vehicle nearest = World.GetClosestVehicle(myPos , 1000f);  
Vector3 destinationCoords = nearest.Position;  
Vector3 dirVector = destinationCoords - myPos;  
dirVector.Normalize();  
Function.Call(Hash.DRAW_SPOT_LIGHT, pos.X, pos.Y, pos.Z, dirVector.X, dirVector.Y, dirVector.Z, 255, 255, 255, 100.0f, 1f, 0.0f, 13.0f, 1f);  

@:native("DrawSprite")staticdrawSprite(textureDict:String, textureName:String, screenX:Float, screenY:Float, width:Float, height:Float, heading:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

Draws a 2D sprite on the screen.  
Parameters:  
textureDict - Name of texture dictionary to load texture from (e.g. "CommonMenu", "MPWeaponsCommon", etc.)  
textureName - Name of texture to load from texture dictionary (e.g. "last_team_standing_icon", "tennis_icon", etc.)  
screenX/Y - Screen offset (0.5 = center)  
scaleX/Y - Texture scaling. Negative values can be used to flip the texture on that axis. (0.5 = half)  
heading - Texture rotation in degrees (default = 0.0) positive is clockwise, measured in degrees  
red,green,blue - Sprite color (default = 255/255/255)  
alpha - opacity level  
NativeDB Added Parameter 12: BOOL p11

@:native("DrawTexturedPoly")staticdrawTexturedPoly(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, x3:Float, y3:Float, z3:Float, red:Int, green:Int, blue:Int, alpha:Int, textureDict:String, textureName:String, u1:Float, v1:Float, w1:Float, u2:Float, v2:Float, w2:Float, u3:Float, v3:Float, w3:Float):Dynamic

This native draws a textured polygon between three vectors in the game world. It's commonly utilized for rendering deadline trailing lights, with additional details available in the deadline.ytd file. UVW mapping details (u,v,w parameters) can be found on various internet resources. This native is specifically used for drawing textured polygons on the screen, where UV coordinates define the texture mapping and color/alpha parameters define the appearance of the polygon. This native should be called every frame for continuous rendering.

NativeDB Introduced: v877

@:native("DrawTvChannel")staticdrawTvChannel(xPos:Float, yPos:Float, xScale:Float, yScale:Float, rotation:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

All calls to this native are preceded by calls to GRAPHICS::_0x61BB1D9B3A95D802 and GRAPHICS::_0xC6372ECD45D73BCD, respectively.
"act_cinema.ysc", line 1483:
HUD::SET_HUD_COMPONENT_POSITION(15, 0.0, -0.0375);
HUD::SET_TEXT_RENDER_ID(l_AE);
GRAPHICS::_0x61BB1D9B3A95D802(4);
GRAPHICS::_0xC6372ECD45D73BCD(1);
if (GRAPHICS::_0x0AD973CA1E077B60(${movie_arthouse})) {
    GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 0.7375, 1.0, 0.0, 255, 255, 255, 255);
} else {
    GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255);
}
"am_mp_property_int.ysc", line 102545:
if (ENTITY::DOES_ENTITY_EXIST(a_2._f3)) {
    if (HUD::IS_NAMED_RENDERTARGET_LINKED(ENTITY::GET_ENTITY_MODEL(a_2._f3))) {
        HUD::SET_TEXT_RENDER_ID(a_2._f1);
        GRAPHICS::_0x61BB1D9B3A95D802(4);
        GRAPHICS::_0xC6372ECD45D73BCD(1);
        GRAPHICS::DRAW_TV_CHANNEL(0.5, 0.5, 1.0, 1.0, 0.0, 255, 255, 255, 255);
        if (GRAPHICS::GET_TV_CHANNEL() == -1) {
            sub_a8fa5(a_2, 1);
        } else {
            sub_a8fa5(a_2, 1);
            GRAPHICS::ATTACH_TV_AUDIO_TO_ENTITY(a_2._f3);
        }
        HUD::SET_TEXT_RENDER_ID(HUD::GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID());
    }
}

@:native("EnableAlienBloodVfx")staticenableAlienBloodVfx(toggle:Bool):Dynamic

Creates a motion-blur sort of effect, this native does not seem to work, however by using the ANIMPOSTFX_PLAY native with "DrugsMichaelAliensFight" as the effect parameter, you should be able to get the effect.

This native does not seem to work, however by using the ANIMPOSTFX_PLAY native with "DrugsMichaelAliensFight" as the effect parameter, you should be able to get the effect.

@:native("EnableClownBloodVfx")staticenableClownBloodVfx(toggle:Bool):Dynamic

If true, this native will create purple explosions upon projectile impact, add comic-like PTFX when firing a weapon, create a sound on bullet impact and have its own "blood effect".

If the PTFX asset "scr_rcbarry2" is not requested using (RequestNamedPtfxAsset) then this native will not work as intended.

Excerpt from fm_content_drug_lab_work.c:

STREAMING::REQUEST_NAMED_PTFX_ASSET("scr_rcbarry2");
if (STREAMING::HAS_NAMED_PTFX_ASSET_LOADED("scr_rcbarry2"))
{
  GRAPHICS::ENABLE_CLOWN_BLOOD_VFX(true);
  AUDIO::START_AUDIO_SCENE("DLC_CM2022_DRUG_TRIP_SPRINKLERS_SCENE");
  func_720(26);
}

@:native("EnableMoonCycleOverride")staticenableMoonCycleOverride(phase:Float):Dynamic

Enable a custom moon cycle, allowing control of which lunar phase the moon is in.

Valid values are from 0.0 to 1.0, with 0.5 representing a full moon.

ValueLunar Phase
0.1Waxing Crescent
0.2First Quarter
0.3Waxing Gibbous
0.5Full Moon
0.7Waning Gibbous
0.8Third Quarter
0.9Waning Crescent

The moon phase can be disabled with DISABLE_MOON_CYCLE_OVERRIDE

@:native("EnableMovieKeyframeWait")staticenableMovieKeyframeWait(toggle:Bool):Dynamic

@:native("EnableMovieSubtitles")staticenableMovieSubtitles(toggle:Bool):Dynamic

@:native("EndPetrolTrailDecals")staticendPetrolTrailDecals():Dynamic

@:native("EndScaleformMovieMethod")staticendScaleformMovieMethod():Dynamic

Pops and calls the Scaleform function on the stack  

@:native("EndScaleformMovieMethodReturnValue")staticendScaleformMovieMethodReturnValue():Int

@:native("EndTextCommandScaleformString")staticendTextCommandScaleformString():Dynamic

@:native("EndTextCommandUnparsedScaleformString")staticendTextCommandUnparsedScaleformString():Dynamic

Same as END_TEXT_COMMAND_SCALEFORM_STRING but does not perform HTML conversion for text tokens. Also useful for when you are trying to add blips and inputs in your scaleform (If the scaleform supports it).

@:native("FadeDecalsInRange")staticfadeDecalsInRange(x:Float, y:Float, z:Float, radius:Float, duration:Float):Dynamic

@:native("FadeUpPedLight")staticfadeUpPedLight(p0:Float):Dynamic

@:native("ForceRenderInGameUi")staticforceRenderInGameUi(toggle:Bool):Dynamic

@:native("FreeMemoryForHighQualityPhoto")staticfreeMemoryForHighQualityPhoto():Dynamic

@:native("FreeMemoryForLowQualityPhoto")staticfreeMemoryForLowQualityPhoto():Dynamic

@:native("FreeMemoryForMissionCreatorPhoto")staticfreeMemoryForMissionCreatorPhoto():Dynamic

@:native("GetActualScreenResolution")staticgetActualScreenResolution(x:Dynamic, y:Dynamic):Dynamic

Returns current screen resolution.

NativeDB Introduced: v323

@:native("GetAspectRatio")staticgetAspectRatio(physicalAspect:Bool):Float

This native retrieves the aspect ratio of the game window. If physicalAspect is true, it returns the physical aspect ratio of the game window, which is useful for 3x1 modes. Otherwise, it returns the aspect ratio of the main game window, considering any custom overrides from the settings menu.

NativeDB Introduced: v323

@:native("GetCurrentNumberOfCloudPhotos")staticgetCurrentNumberOfCloudPhotos():Int

@:native("GetDecalWashLevel")staticgetDecalWashLevel(decal:Int):Float

@:native("GetIsHidef")staticgetIsHidef():Bool

This native indicates whether the game is running in high-definition (HD) resolution. It returns false if the resolution is less than 1280x720 and true if it's equal to or greater than 1280x720.

NativeDB Introduced: v323

@:native("GetIsPetrolDecalInRange")staticgetIsPetrolDecalInRange(xCoord:Float, yCoord:Float, zCoord:Float, radius:Float):Bool

@:native("GetIsWidescreen")staticgetIsWidescreen():Bool

This native retrieves whether the game is running in widescreen mode or not.

NativeDB Introduced: v323

@:native("GetMaximumNumberOfCloudPhotos")staticgetMaximumNumberOfCloudPhotos():Int

This function is hard-coded to always return 96.

@:native("GetMaximumNumberOfPhotos")staticgetMaximumNumberOfPhotos():Int

This function is hard-coded to always return 0.

@:native("GetRequestingnightvision")staticgetRequestingnightvision():Bool

@:native("GetSafeZoneSize")staticgetSafeZoneSize():Float

Gets the scale of safe zone. if the safe zone size scale is max, it will return 1.0.  

@:native("GetScaleformMovieMethodReturnValueBool")staticgetScaleformMovieMethodReturnValueBool(methodReturn:Int):Bool

@:native("GetScaleformMovieMethodReturnValueInt")staticgetScaleformMovieMethodReturnValueInt(method_return:Int):Int

Used to get a return value from a scaleform function. Returns an int in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING returns a string.

@:native("GetScaleformMovieMethodReturnValueString")staticgetScaleformMovieMethodReturnValueString(method_return:Int):String

Used to get a return value from a scaleform function. Returns a string in the same way GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT returns an int.

@:native("GetScreenCoordFromWorldCoord")staticgetScreenCoordFromWorldCoord(worldX:Float, worldY:Float, worldZ:Float, screenX:Dynamic, screenY:Dynamic):Bool

Convert a world coordinate into its relative screen coordinate.  (WorldToScreen)
Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera.
For .NET users...
VB:
Public Shared Function World3DToScreen2d(pos as vector3) As Vector2
        Dim x2dp, y2dp As New Native.OutputArgument
        Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp)
        Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single))

    End Function
C#:
Vector2 World3DToScreen2d(Vector3 pos)
    {
        var x2dp = new OutputArgument();
        var y2dp = new OutputArgument();
        Function.Call<bool>(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
        return new Vector2(x2dp.GetResult<float>(), y2dp.GetResult<float>());
    }
//USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g '0.05' small.
Used to be called _WORLD3D_TO_SCREEN2D
I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.

@:native("GetScreenResolution")staticgetScreenResolution(x:Dynamic, y:Dynamic):Dynamic

Hardcoded to always return 1280x720. Use _GET_ACTIVE_SCREEN_RESOLUTION to retrieve the correct screen resolution.

@:native("GetScreenblurFadeCurrentTime")staticgetScreenblurFadeCurrentTime():Float

@:native("GetStatusOfLoadMissionCreatorPhoto")staticgetStatusOfLoadMissionCreatorPhoto(p0:String):Int

@:native("GetStatusOfSaveHighQualityPhoto")staticgetStatusOfSaveHighQualityPhoto():Int

@:native("GetStatusOfSortedListOperation")staticgetStatusOfSortedListOperation(scanForSaving:Bool):Int

Returns status of gallery photo fetch, which was requested by QUEUE_OPERATION_TO_CREATE_SORTED_LIST_OF_PHOTOS.

@:native("GetStatusOfTakeHighQualityPhoto")staticgetStatusOfTakeHighQualityPhoto():Int

@:native("GetStatusOfTakeMissionCreatorPhoto")staticgetStatusOfTakeMissionCreatorPhoto():Int

@:native("GetTextureResolution")staticgetTextureResolution(textureDict:String, textureName:String):Dynamic

Returns the texture resolution of the passed texture dict+name.  
Note: Most texture resolutions are doubled compared to the console version of the game.  

@:native("GetTimecycleModifierIndex")staticgetTimecycleModifierIndex():Int

Only use for this in the PC scripts is:
if (GRAPHICS::GET_TIMECYCLE_MODIFIER_INDEX() != -1)
For a full list, see here: pastebin.com/cnk7FTF2

@:native("GetTimecycleTransitionModifierIndex")staticgetTimecycleTransitionModifierIndex():Int

@:native("GetTogglePausedRenderphasesStatus")staticgetTogglePausedRenderphasesStatus():Bool

@:native("GetTvChannel")staticgetTvChannel():Int

@:native("GetTvVolume")staticgetTvVolume():Float

@:native("GetUsingnightvision")staticgetUsingnightvision():Bool

@:native("GetUsingseethrough")staticgetUsingseethrough():Bool

@:native("GetVehicleCrewEmblemRequestState")staticgetVehicleCrewEmblemRequestState(vehicle:Dynamic, p1:Int):Int

@:native("GolfTrailGetMaxHeight")staticgolfTrailGetMaxHeight():Float

@:native("GolfTrailGetVisualControlPoint")staticgolfTrailGetVisualControlPoint(p0:Int):Dynamic

@:native("GolfTrailSetColour")staticgolfTrailSetColour(p0:Int, p1:Int, p2:Int, p3:Int, p4:Int, p5:Int, p6:Int, p7:Int, p8:Int, p9:Int, p10:Int, p11:Int):Dynamic

@:native("GolfTrailSetEnabled")staticgolfTrailSetEnabled(toggle:Bool):Dynamic

@:native("GolfTrailSetFacing")staticgolfTrailSetFacing(p0:Bool):Dynamic

@:native("GolfTrailSetFixedControlPoint")staticgolfTrailSetFixedControlPoint(type:Int, xPos:Float, yPos:Float, zPos:Float, p4:Float, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

12 matches across 4 scripts. All 4 scripts were job creators.
type ranged from 0 - 2.
p4 was always 0.2f. Likely scale.
assuming p5 - p8 is RGBA, the graphic is always yellow (255, 255, 0, 255).
Tested but noticed nothing.

@:native("GolfTrailSetPath")staticgolfTrailSetPath(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Bool):Dynamic

p8 seems to always be false.  

@:native("GolfTrailSetRadius")staticgolfTrailSetRadius(p0:Float, p1:Float, p2:Float):Dynamic

@:native("GolfTrailSetShaderParams")staticgolfTrailSetShaderParams(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float):Dynamic

Only appeared in Golf & Golf_mp. Parameters were all ptrs  

@:native("GolfTrailSetTessellation")staticgolfTrailSetTessellation(p0:Int, p1:Int):Dynamic

@:native("HasScaleformContainerMovieLoadedIntoParent")statichasScaleformContainerMovieLoadedIntoParent(scaleformHandle:Int):Bool

@:native("HasScaleformMovieFilenameLoaded")statichasScaleformMovieFilenameLoaded(scaleformName:String):Bool

Only values used in the scripts are:
"heist_mp"
"heistmap_mp"
"instructional_buttons"
"heist_pre"

@:native("HasScaleformMovieLoaded")statichasScaleformMovieLoaded(scaleformHandle:Int):Bool

@:native("HasScaleformScriptHudMovieLoaded")statichasScaleformScriptHudMovieLoaded(hudComponent:Int):Bool

@:native("HasStreamedTextureDictLoaded")statichasStreamedTextureDictLoaded(textureDict:String):Bool

@:native("IsDecalAlive")staticisDecalAlive(decal:Int):Bool

@:native("IsScaleformMovieDeleting")staticisScaleformMovieDeleting(scaleformIndex:Int):Bool

NativeDB Introduced: v1290

@:native("IsScaleformMovieMethodReturnValueReady")staticisScaleformMovieMethodReturnValueReady(method_return:Int):Bool

methodReturn: The return value of this native: END_SCALEFORM_MOVIE_METHOD_RETURN_VALUE Returns true if the return value of a scaleform function is ready to be collected (using GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_STRING or GET_SCALEFORM_MOVIE_METHOD_RETURN_VALUE_INT).

@:native("IsScreenblurFadeRunning")staticisScreenblurFadeRunning():Bool

Returns whether screen transition to blur/from blur is running.

@:native("IsTrackedPointVisible")staticisTrackedPointVisible(point:Int):Bool

@:native("LoadMissionCreatorPhoto")staticloadMissionCreatorPhoto(p0:String, p1:Dynamic, p2:Dynamic, p3:Bool):Bool

@:native("LoadMovieMeshSet")staticloadMovieMeshSet(movieMeshSetName:String):Int

@:native("MoveVehicleDecals")staticmoveVehicleDecals(p0:Dynamic, p1:Dynamic):Dynamic

@:native("OverrideInteriorSmokeEnd")staticoverrideInteriorSmokeEnd():Dynamic

@:native("OverrideInteriorSmokeLevel")staticoverrideInteriorSmokeLevel(level:Float):Dynamic

@:native("OverrideInteriorSmokeName")staticoverrideInteriorSmokeName(name:String):Dynamic

@:native("PassKeyboardInputToScaleform")staticpassKeyboardInputToScaleform(scaleformHandle:Int):Bool

Passes keyboard input to scaleform. You must call this native every frame. Once an input occurs, this native will return true and call SET_PC_KEY scaleform movie method with the key that has been inputted.

The key parameter which is passed to the scaleform can also be: "BACKSPACE", "ENTER" or "\x1b" (Which is ESC). This native is only used in web_browser.c as of game build 2944.

@:native("PatchDecalDiffuseMap")staticpatchDecalDiffuseMap(decalType:Int, textureDict:String, textureName:String):Dynamic

REQUEST_STREAMED_TEXTURE_DICT("MPOnMissMarkers", false);  
*uParam0.f_809 = add_decal(9120, vParam1, vVar4, vVar7, 2f, 2f, to_float(iVar0) / 255f, to_float(iVar1) / 255f, to_float(iVar2) / 255f, 1f, -1f, 1, 0, 0);  
PATCH_DECAL_DIFFUSE_MAP(9120, "MPOnMissMarkers", "Capture_The_Flag_Base_Icon");  

@:native("PopTimecycleModifier")staticpopTimecycleModifier():Dynamic

@:native("PresetInteriorAmbientCache")staticpresetInteriorAmbientCache(timecycleModifierName:String):Dynamic

Only one match in the scripts:
GRAPHICS::PRESET_INTERIOR_AMBIENT_CACHE("int_carrier_hanger");

@:native("PushTimecycleModifier")staticpushTimecycleModifier():Dynamic

@:native("QueryMovieMeshSetState")staticqueryMovieMeshSetState(p0:Dynamic):Dynamic

@:native("QueueOperationToCreateSortedListOfPhotos")staticqueueOperationToCreateSortedListOfPhotos(scanForSaving:Bool):Bool

Queues a scan of all gallery photos. Also see GET_STATUS_OF_SORTED_LIST_OPERATION

@:native("ReleaseMovieMeshSet")staticreleaseMovieMeshSet(movieMeshSet:Int):Dynamic

@:native("RemoveDecal")staticremoveDecal(decal:Int):Dynamic

@:native("RemoveDecalsFromObject")staticremoveDecalsFromObject(obj:Dynamic):Dynamic

@:native("RemoveDecalsFromObjectFacing")staticremoveDecalsFromObjectFacing(obj:Dynamic, x:Float, y:Float, z:Float):Dynamic

@:native("RemoveDecalsFromVehicle")staticremoveDecalsFromVehicle(vehicle:Dynamic):Dynamic

@:native("RemoveDecalsInRange")staticremoveDecalsInRange(x:Float, y:Float, z:Float, range:Float):Dynamic

Removes all decals in range from a position, it includes the bullet holes, blood pools, petrol...  

@:native("RemoveParticleFx")staticremoveParticleFx(ptfxHandle:Int, p1:Bool):Dynamic

@:native("RemoveParticleFxFromEntity")staticremoveParticleFxFromEntity(entity:Dynamic):Dynamic

@:native("RemoveParticleFxInRange")staticremoveParticleFxInRange(X:Float, Y:Float, Z:Float, radius:Float):Dynamic

@:native("RemoveScaleformScriptHudMovie")staticremoveScaleformScriptHudMovie(hudComponent:Int):Dynamic

@:native("RemoveTcmodifierOverride")staticremoveTcmodifierOverride(p0:String):Dynamic

@:native("RemoveVehicleCrewEmblem")staticremoveVehicleCrewEmblem(vehicle:Dynamic, p1:Int):Dynamic

@:native("RequestScaleformMovie")staticrequestScaleformMovie(scaleformName:String):Int

@:native("RequestScaleformMovieInstance")staticrequestScaleformMovieInstance(scaleformName:String):Int

Same as REQUEST_SCALEFORM_MOVIE, except it seems to fix stretched scaleforms on ultrawide.

@:native("RequestScaleformMovieSkipRenderWhilePaused")staticrequestScaleformMovieSkipRenderWhilePaused(scaleformName:String):Int

Requests a scaleform movie that doesn't render when the game is paused (With SET_GAME_PAUSED).

@:native("RequestScaleformMovieWithIgnoreSuperWidescreen")staticrequestScaleformMovieWithIgnoreSuperWidescreen(scaleformName:String):Int

Requests a scaleform movie, which has no widescreen adjustments while rendering (Useful for when your scaleform doesn't fully draw on the screen and borders are visible).

@:native("RequestScaleformScriptHudMovie")staticrequestScaleformScriptHudMovie(hudComponent:Int):Dynamic

@:native("RequestStreamedTextureDict")staticrequestStreamedTextureDict(textureDict:String, p1:Bool):Dynamic

This function can requests texture dictonaries from following RPFs:
scaleform_generic.rpf
scaleform_minigames.rpf
scaleform_minimap.rpf
scaleform_web.rpf
last param isnt a toggle

@:native("ResetParticleFxOverride")staticresetParticleFxOverride(name:String):Dynamic

Resets the effect of SET_PARTICLE_FX_OVERRIDE

@:native("ResetPausedRenderphases")staticresetPausedRenderphases():Dynamic

@:native("ResetScriptGfxAlign")staticresetScriptGfxAlign():Dynamic

This function resets the alignment set using SET_SCRIPT_GFX_ALIGN and SET_SCRIPT_GFX_ALIGN_PARAMS to the default values ('I', 'I'; 0, 0, 0, 0). This should be used after having used the aforementioned functions in order to not affect any other scripts attempting to draw.

@:native("SaveHighQualityPhoto")staticsaveHighQualityPhoto(unused:Int):Bool

@:native("ScaleformMovieMethodAddParamBool")staticscaleformMovieMethodAddParamBool(value:Bool):Dynamic

Pushes a boolean for the Scaleform function onto the stack.  

@:native("ScaleformMovieMethodAddParamFloat")staticscaleformMovieMethodAddParamFloat(value:Float):Dynamic

Pushes a float for the Scaleform function onto the stack.  

@:native("ScaleformMovieMethodAddParamInt")staticscaleformMovieMethodAddParamInt(value:Int):Dynamic

Pushes an integer for the Scaleform function onto the stack.  

@:native("ScaleformMovieMethodAddParamLatestBriefString")staticscaleformMovieMethodAddParamLatestBriefString(value:Int):Dynamic

Values: 0 - Dialogue Brief 1 - Help Text Brief 2 - Mission Objective Brief

@:native("ScaleformMovieMethodAddParamLiteralString")staticscaleformMovieMethodAddParamLiteralString(string:String):Dynamic

Adds a literal string to a scaleform movie method. There doesn't seem to be any difference between this and other SCALEFORM_MOVIE_METHOD_ADD_PARAM_*_STRING natives in game code.

@:native("ScaleformMovieMethodAddParamPlayerNameString")staticscaleformMovieMethodAddParamPlayerNameString(string:String):Dynamic

This method is the equivalent to PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING when using it to add a new button (like "INSTRUCTIONAL_BUTTONS").  
When switching with a controller, the icons update and become the controller's icons.  

@:native("ScaleformMovieMethodAddParamTextureNameString")staticscaleformMovieMethodAddParamTextureNameString(string:String):Dynamic

@:native("SeethroughReset")staticseethroughReset():Dynamic

NativeDB Introduced: v323

@:native("SeethroughSetColorNear")staticseethroughSetColorNear(red:Int, green:Int, blue:Int):Dynamic

@:native("SeethroughSetHeatscale")staticseethroughSetHeatscale(index:Int, heatScale:Float):Dynamic

@:native("SetArtificialLightsState")staticsetArtificialLightsState(state:Bool):Dynamic

Does not affect weapons, particles, fire/explosions, flashlights or the sun.

When set to true, all emissive textures (including ped components that have light effects), street lights, building lights, vehicle lights, etc will all be turned off.

Used in Humane Labs Heist for EMP.

@:native("SetBackfaceculling")staticsetBackfaceculling(toggle:Bool):Dynamic

@:native("SetCheckpointCylinderHeight")staticsetCheckpointCylinderHeight(checkpoint:Int, nearHeight:Float, farHeight:Float, radius:Float):Dynamic

Sets the cylinder height of the checkpoint.  
Parameters:  
* nearHeight - The height of the checkpoint when inside of the radius.  
* farHeight - The height of the checkpoint when outside of the radius.  
* radius - The radius of the checkpoint.  

@:native("SetCheckpointRgba")staticsetCheckpointRgba(checkpoint:Int, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

Sets the checkpoint color.  

@:native("SetCheckpointRgba2")staticsetCheckpointRgba2(checkpoint:Int, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

Sets the checkpoint icon color.

@:native("SetCurrentPlayerTcmodifier")staticsetCurrentPlayerTcmodifier(modifierName:String):Dynamic

@:native("SetDebugLinesAndSpheresDrawingActive")staticsetDebugLinesAndSpheresDrawingActive(enabled:Bool):Dynamic

NOTE: Debugging functions are not present in the retail version of the game.  

@:native("SetDisableDecalRenderingThisFrame")staticsetDisableDecalRenderingThisFrame():Dynamic

@:native("SetDisablePetrolDecalsIgnitingThisFrame")staticsetDisablePetrolDecalsIgnitingThisFrame():Dynamic

Prevents gas / petrol decals (aka gas / petrol trails and puddles) to be ignited on fire during the frame in which the native is called.

 * 
 * **Note**: This native needs to be called every frame to prevent ignition.

@:native("SetDrawOrigin")staticsetDrawOrigin(x:Float, y:Float, z:Float, p3:Dynamic):Dynamic

Sets the on-screen drawing origin for draw-functions in world coordinates.

The effect can be reset by calling CLEAR_DRAW_ORIGIN and is limited to 32 different origins each frame.

@:native("SetEntityIconColor")staticsetEntityIconColor(entity:Dynamic, red:Int, green:Int, blue:Int, alpha:Int):Dynamic

@:native("SetEntityIconVisibility")staticsetEntityIconVisibility(entity:Dynamic, toggle:Bool):Dynamic

@:native("SetFlash")staticsetFlash(p0:Float, p1:Float, fadeIn:Float, duration:Float, fadeOut:Float):Dynamic

Purpose of p0 and p1 unknown.  

@:native("SetHidofOverride")staticsetHidofOverride(p0:Bool, p1:Bool, nearplaneOut:Float, nearplaneIn:Float, farplaneOut:Float, farplaneIn:Float):Dynamic

@:native("SetNextPlayerTcmodifier")staticsetNextPlayerTcmodifier(modifierName:String):Dynamic

@:native("SetNightvision")staticsetNightvision(toggle:Bool):Dynamic

Enables Night Vision.  
Example:  
C#: Function.Call(Hash.SET_NIGHTVISION, true);  
C++: GRAPHICS::SET_NIGHTVISION(true);  
BOOL toggle:  
true = turns night vision on for your player.  
false = turns night vision off for your player.  

@:native("SetNoiseoveride")staticsetNoiseoveride(toggle:Bool):Dynamic

@:native("SetNoisinessoveride")staticsetNoisinessoveride(value:Float):Dynamic

@:native("SetParticleFxBulletImpactScale")staticsetParticleFxBulletImpactScale(scale:Float):Dynamic

@:native("SetParticleFxCamInsideNonplayerVehicle")staticsetParticleFxCamInsideNonplayerVehicle(vehicle:Dynamic, p1:Bool):Dynamic

@:native("SetParticleFxCamInsideVehicle")staticsetParticleFxCamInsideVehicle(p0:Bool):Dynamic

@:native("SetParticleFxLoopedAlpha")staticsetParticleFxLoopedAlpha(ptfxHandle:Int, alpha:Float):Dynamic

@:native("SetParticleFxLoopedColour")staticsetParticleFxLoopedColour(ptfxHandle:Int, r:Float, g:Float, b:Float, bLocalOnly:Bool):Dynamic

Sets the colour tint of a previously started looped particle effect

You can use the inverse lerp method to normalize in a range from 0.0 to 1.0 an rgb

@:native("SetParticleFxLoopedEvolution")staticsetParticleFxLoopedEvolution(ptfxHandle:Int, propertyName:String, amount:Float, noNetwork:Bool):Dynamic

@:native("SetParticleFxLoopedFarClipDist")staticsetParticleFxLoopedFarClipDist(ptfxHandle:Int, range:Float):Dynamic

@:native("SetParticleFxLoopedOffsets")staticsetParticleFxLoopedOffsets(ptfxHandle:Int, x:Float, y:Float, z:Float, rotX:Float, rotY:Float, rotZ:Float):Dynamic

@:native("SetParticleFxLoopedScale")staticsetParticleFxLoopedScale(ptfxHandle:Int, scale:Float):Dynamic

@:native("SetParticleFxNonLoopedAlpha")staticsetParticleFxNonLoopedAlpha(alpha:Float):Dynamic

Usage example for C#:  
Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA, new InputArgument[] { 0.1f });  
		Note: the argument alpha ranges from 0.0f-1.0f !  

@:native("SetParticleFxNonLoopedColour")staticsetParticleFxNonLoopedColour(r:Float, g:Float, b:Float):Dynamic

Only works on some fx's, while on others it might SEEM to work "properly", but the colors can be "strange" or even completly different from what you've expected. Reason for this is that those fx's might already have colors "baked into them" which then start to act as a "mixing palette", resulting in a different color than expected. A hypothetical example of this would be if the fx itself is already full (bright) red (RGB: 1.0, 0.0, 0.0) and you then set the color to (bright) green (RGB: 0.0, 1.0, 0.0), that it MIGHT result in Yellow (RGB: 1.0, 1.0, 0.0).

This doc previously stated that the set color is NOT networked, however it does actually turns out to be networked. Tested with all fireworks effects and several other FX effects resulted in colored fx effects on all clients when used in combination with START_NETWORKED_PARTICLE_FX_NON_LOOPED_AT_COORD. This might however not be the case for all types of particle fx's, so it's recommended to test this thoroughly with multiple clients before releasing your script for example.

@:native("SetParticleFxOverride")staticsetParticleFxOverride(oldAsset:String, newAsset:String):Dynamic

@:native("SetParticleFxShootoutBoat")staticsetParticleFxShootoutBoat(p0:Dynamic):Dynamic

@:native("SetPlayerTcmodifierTransition")staticsetPlayerTcmodifierTransition(value:Float):Dynamic

@:native("SetScaleformMovieAsNoLongerNeeded")staticsetScaleformMovieAsNoLongerNeeded(scaleformHandle:Dynamic):Dynamic

@:native("SetScaleformMovieToUseLargeRt")staticsetScaleformMovieToUseLargeRt(scaleformMovieId:Int, useLargeRT:Bool):Dynamic

NativeDB Introduced: v573

Configures a Scaleform movie to render to a large render target (1280x720), which is useful for ensuring higher quality and clarity in certain display scenarios. Such as displaying the name of an organization (CEO Office) in a visually impactful way for example.

@:native("SetScaleformMovieToUseSuperLargeRt")staticsetScaleformMovieToUseSuperLargeRt(scaleformHandle:Int, toggle:Bool):Dynamic

Adjusts a scaleform movie's dimensions to fit a large rendertarget. Mostly used in casino scripts.

@:native("SetScaleformMovieToUseSystemTime")staticsetScaleformMovieToUseSystemTime(scaleform:Int, toggle:Bool):Dynamic

@:native("SetScriptGfxAlign")staticsetScriptGfxAlign(horizontalAlign:Int, verticalAlign:Int):Dynamic

This function anchors script draws to a side of the safe zone. This needs to be called to make the interface independent of the player's safe zone configuration.

These values are equivalent to alignX and alignY in common:/data/ui/frontend.xml, which can be used as a baseline for default alignment.

Valid values for horizontalAlign, from original documentation:

  • C (67) - Center: DRAW_TEXT starts in the middle of the screen, while DRAW_RECT starts on the right; both move with the right side of the screen.
  • L (76) - Left: Anchors to the left side, DRAW_RECT starts on the left side of the screen, same as DRAW_TEXT when centered.
  • R (82) - Right: DRAW_TEXT starts on the left side (normal 0,0), while DRAW_RECT starts some short distance away from the right side of the screen, both move with the right side of the screen.

Valid values for verticalAlign, from original documentation:

  • B (66) - Bottom: DRAW_RECT starts about as far as the middle of the map from the bottom, while DRAW_TEXT is about rather centered.
  • C (67) - Center: It starts at a certain distance from the bottom, but the distance is fixed, the distance is different from 66.
  • T (84) - Top: Anchors to the top, DRAW_RECT starts on the top of the screen, DRAW_TEXT just below it.

Using any other value (including 0) will result in the safe zone not being taken into account for this draw. The canonical value for this is 'I' (73).

For example, you can use SET_SCRIPT_GFX_ALIGN(0, 84) to only scale on the Y axis (to the top), but not change the X axis.

To reset the value, use RESET_SCRIPT_GFX_ALIGN.

@:native("SetScriptGfxAlignParams")staticsetScriptGfxAlignParams(x:Float, y:Float, w:Float, h:Float):Dynamic

Sets the draw offset/calculated size for SET_SCRIPT_GFX_ALIGN. If using any alignment other than left/top, the game expects the width/height to be configured using this native in order to get a proper starting position for the draw command.

@:native("SetScriptGfxDrawBehindPausemenu")staticsetScriptGfxDrawBehindPausemenu(flag:Bool):Dynamic

Sets a flag defining whether or not script draw commands should continue being drawn behind the pause menu. This is usually used for TV channels and other draw commands that are used with a world render target.

@:native("SetScriptGfxDrawOrder")staticsetScriptGfxDrawOrder(order:Int):Dynamic

Sets the draw order for script draw commands. Examples from decompiled scripts: GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(7); GRAPHICS::DRAW_RECT(0.5, 0.5, 3.0, 3.0, v_4, v_5, v_6, a_0._f172, 0); GRAPHICS::SET_SCRIPT_GFX_DRAW_ORDER(1); GRAPHICS::DRAW_RECT(0.5, 0.5, 1.5, 1.5, 0, 0, 0, 255, 0);

enum eGfxDrawOrder
{
    GFX_ORDER_BEFORE_HUD_PRIORITY_LOW = 0,
    GFX_ORDER_BEFORE_HUD = 1,
    GFX_ORDER_BEFORE_HUD_PRIORITY_HIGH = 2,
    GFX_ORDER_AFTER_HUD_PRIORITY_LOW = 3,
    GFX_ORDER_AFTER_HUD = 4,
    GFX_ORDER_AFTER_HUD_PRIORITY_HIGH = 5,
    GFX_ORDER_AFTER_FADE_PRIORITY_LOW = 6,
    GFX_ORDER_AFTER_FADE = 7,
    GFX_ORDER_AFTER_FADE_PRIORITY_HIGH = 8,
}

@:native("SetSeethrough")staticsetSeethrough(toggle:Bool):Dynamic

Toggles Heatvision on/off.  

@:native("SetStreamedTextureDictAsNoLongerNeeded")staticsetStreamedTextureDictAsNoLongerNeeded(textureDict:String):Dynamic

@:native("SetTimecycleModifier")staticsetTimecycleModifier(modifierName:String):Dynamic

Loads the specified timecycle modifier. Modifiers are defined separately in another file (e.g. "timecycle_mods_1.xml")
Parameters:
modifierName - The modifier to load (e.g. "V_FIB_IT3", "scanline_cam", etc.)

@:native("SetTimecycleModifierStrength")staticsetTimecycleModifierStrength(strength:Float):Dynamic

@:native("SetTrackedPointInfo")staticsetTrackedPointInfo(point:Int, x:Float, y:Float, z:Float, radius:Float):Dynamic

@:native("SetTransitionTimecycleModifier")staticsetTransitionTimecycleModifier(modifierName:String, transition:Float):Dynamic

This native doesn't work like SetWeatherTypeTransition.

@:native("SetTvAudioFrontend")staticsetTvAudioFrontend(toggle:Bool):Dynamic

Probably changes tvs from being a 3d audio to being "global" audio

@:native("SetTvChannel")staticsetTvChannel(channel:Int):Dynamic

@:native("SetTvChannelPlaylist")staticsetTvChannelPlaylist(tvChannel:Int, playlistName:String, restart:Bool):Dynamic

Loads specified video sequence into the TV Channel TV_Channel ranges from 0-2 VideoSequence can be any of the following: "PL_STD_CNT" CNT Standard Channel "PL_STD_WZL" Weazel Standard Channel "PL_LO_CNT" "PL_LO_WZL" "PL_SP_WORKOUT" "PL_SP_INV" - Jay Norris Assassination Mission Fail "PL_SP_INV_EXP" - Jay Norris Assassination Mission Success "PL_LO_RS" - Righteous Slaughter Ad "PL_LO_RS_CUTSCENE" - Righteous Slaughter Cut-scene "PL_SP_PLSH1_INTRO" "PL_LES1_FAME_OR_SHAME" "PL_STD_WZL_FOS_EP2" "PL_MP_WEAZEL" - Weazel Logo on loop "PL_MP_CCTV" - Generic CCTV loop Restart: 0=video sequence continues as normal 1=sequence restarts from beginning every time that channel is selected The above playlists work as intended, and are commonly used, but there are many more playlists, as seen in tvplaylists.xml. A pastebin below outlines all playlists, they will be surronded by the name tag I.E. (PL_STD_CNT = PL_STD_CNT). https://pastebin.com/zUzGB6h7

@:native("SetTvChannelPlaylistAtHour")staticsetTvChannelPlaylistAtHour(tvChannel:Int, playlistName:String, hour:Int):Dynamic

@:native("SetTvVolume")staticsetTvVolume(volume:Float):Dynamic

@:native("StartNetworkedParticleFxLoopedOnEntity")staticstartNetworkedParticleFxLoopedOnEntity(effectName:String, entity:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, xRot:Float, yRot:Float, zRot:Float, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

network fx  
NativeDB Added Parameter 13: Any p12
NativeDB Added Parameter 14: Any p13
NativeDB Added Parameter 15: Any p14
NativeDB Added Parameter 16: Any p15

@:native("StartNetworkedParticleFxLoopedOnEntityBone")staticstartNetworkedParticleFxLoopedOnEntityBone(effectName:String, entity:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, xRot:Float, yRot:Float, zRot:Float, boneIndex:Int, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

network fx  
NativeDB Added Parameter 14: Any p13
NativeDB Added Parameter 15: Any p14
NativeDB Added Parameter 16: Any p15
NativeDB Added Parameter 17: Any p16

@:native("StartNetworkedParticleFxNonLoopedAtCoord")staticstartNetworkedParticleFxNonLoopedAtCoord(effectName:String, xPos:Float, yPos:Float, zPos:Float, xRot:Float, yRot:Float, zRot:Float, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Bool

NOTE: the USE_PARTICLE_FX_ASSET needs to be called before EVERY StartNetworkedParticleFxNonLoopedAtCoord(....) call!

List with lots of particle effects: https://vespura.com/fivem/particle-list/

Note: Not all particles on this list are for non looped and vice versa, neither are all of them suited/meant to have SetParticleFxNonLoopedColour(....) called on them.

NativeDB Added Parameter 12: BOOL p11

@:native("StartNetworkedParticleFxNonLoopedOnEntity")staticstartNetworkedParticleFxNonLoopedOnEntity(effectName:String, entity:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, rotX:Float, rotY:Float, rotZ:Float, scale:Float, axisX:Bool, axisY:Bool, axisZ:Bool):Bool

@:native("StartNetworkedParticleFxNonLoopedOnPedBone")staticstartNetworkedParticleFxNonLoopedOnPedBone(effectName:String, ped:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, rotX:Float, rotY:Float, rotZ:Float, boneIndex:Int, scale:Float, axisX:Bool, axisY:Bool, axisZ:Bool):Bool

@:native("StartParticleFxLoopedAtCoord")staticstartParticleFxLoopedAtCoord(effectName:String, x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool, p11:Bool):Int

GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD("scr_fbi_falling_debris", 93.7743f, -749.4572f, 70.86904f, 0f, 0f, 0f, 0x3F800000, 0, 0, 0, 0)  
p11 seems to be always 0  

@:native("StartParticleFxLoopedOnEntity")staticstartParticleFxLoopedOnEntity(effectName:String, entity:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, xRot:Float, yRot:Float, zRot:Float, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

@:native("StartParticleFxLoopedOnEntityBone")staticstartParticleFxLoopedOnEntityBone(effectName:String, entity:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, xRot:Float, yRot:Float, zRot:Float, boneIndex:Int, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

@:native("StartParticleFxLoopedOnPedBone")staticstartParticleFxLoopedOnPedBone(effectName:String, ped:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, xRot:Float, yRot:Float, zRot:Float, boneIndex:Int, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

@:native("StartParticleFxNonLoopedAtCoord")staticstartParticleFxNonLoopedAtCoord(effectName:String, xPos:Float, yPos:Float, zPos:Float, xRot:Float, yRot:Float, zRot:Float, scale:Float, xAxis:Bool, yAxis:Bool, zAxis:Bool):Int

GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);  
Axis - Invert Axis Flags  
list: pastebin.com/N9unUFWY  
-------------------------------------------------------------------  
C#  
Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.  
char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc  
float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates  
float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.  
float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f  
bool xaxis, yaxis, zaxis = To bool the axis values.  
example:  
Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);  

@:native("StartParticleFxNonLoopedOnEntity")staticstartParticleFxNonLoopedOnEntity(effectName:String, entity:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, rotX:Float, rotY:Float, rotZ:Float, scale:Float, axisX:Bool, axisY:Bool, axisZ:Bool):Bool

Starts a particle effect on an entity for example your player.  
List: pastebin.com/N9unUFWY  
Example:  
C#:  
Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2");                     Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2");                             Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);  
Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE  
however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native  

@:native("StartParticleFxNonLoopedOnPedBone")staticstartParticleFxNonLoopedOnPedBone(effectName:String, ped:Dynamic, offsetX:Float, offsetY:Float, offsetZ:Float, rotX:Float, rotY:Float, rotZ:Float, boneIndex:Int, scale:Float, axisX:Bool, axisY:Bool, axisZ:Bool):Bool

GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE("scr_sh_bong_smoke", PLAYER::PLAYER_PED_ID(), -0.025f, 0.13f, 0f, 0f, 0f, 0f, 31086, 0x3F800000, 0, 0, 0);  
Axis - Invert Axis Flags  
list: pastebin.com/N9unUFWY  

@:native("StartPetrolTrailDecals")staticstartPetrolTrailDecals(p0:Float):Dynamic

@:native("StopParticleFxLooped")staticstopParticleFxLooped(ptfxHandle:Int, p1:Bool):Dynamic

p1 is always 0 in the native scripts  

@:native("TerraingridActivate")staticterraingridActivate(toggle:Bool):Dynamic

This native enables/disables the gold putting grid display (https://i.imgur.com/TC6cku6.png). This requires these two natives to be called as well to configure the grid: TERRAINGRID_SET_PARAMS and TERRAINGRID_SET_COLOURS.

@:native("TerraingridSetColours")staticterraingridSetColours(lowR:Int, lowG:Int, lowB:Int, lowAlpha:Int, R:Int, G:Int, B:Int, Alpha:Int, highR:Int, highG:Int, highB:Int, highAlpha:Int):Dynamic

This native is used along with these two natives: TERRAINGRID_ACTIVATE and TERRAINGRID_SET_PARAMS. This native sets the colors for the golf putting grid. the 'min...' values are for the lower areas that the grid covers, the 'max...' values are for the higher areas that the grid covers, all remaining values are for the 'normal' ground height. All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png

Old description: Only called in golf and golf_mp\ parameters used are\ GRAPHICS::_0x5CE62918F8D703C7(255, 0, 0, 64, 255, 255, 255, 5, 255, 255, 0, 64);

@:native("TerraingridSetParams")staticterraingridSetParams(x:Float, y:Float, z:Float, p3:Float, rotation:Float, p5:Float, width:Float, height:Float, p8:Float, scale:Float, glowIntensity:Float, normalHeight:Float, heightDiff:Float):Dynamic

This native is used along with these two natives: TERRAINGRID_ACTIVATE and TERRAINGRID_SET_COLOURS.

This native configures the location, size, rotation, normal height, and the difference ratio between min, normal and max.

All those natives combined they will output something like this: https://i.imgur.com/TC6cku6.png

@:native("TogglePausedRenderphases")statictogglePausedRenderphases(toggle:Bool):Dynamic

Switches the rendering display to exclude everything except PostFX, resulting in a frozen screen before the UI pass.

@:native("TriggerScreenblurFadeIn")statictriggerScreenblurFadeIn(transitionTime:Float):Bool

@:native("TriggerScreenblurFadeOut")statictriggerScreenblurFadeOut(transitionTime:Float):Bool

@:native("Ui3dsceneIsAvailable")staticui3dsceneIsAvailable():Bool

@:native("Ui3dscenePushPreset")staticui3dscenePushPreset(presetName:String):Bool

All presets can be found in common\data\ui\uiscenes.meta

@:native("UnpatchDecalDiffuseMap")staticunpatchDecalDiffuseMap(decalType:Int):Dynamic

GRAPHICS::UNPATCH_DECAL_DIFFUSE_MAP(9123);  
GRAPHICS::SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED("MPMissMarkers256");  

@:native("UpdateLightsOnEntity")staticupdateLightsOnEntity(entity:Dynamic):Dynamic

@:native("UseParticleFxAsset")staticuseParticleFxAsset(name:String):Dynamic

From the b678d decompiled scripts:
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist");
 GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station");

@:native("WashDecalsFromVehicle")staticwashDecalsFromVehicle(vehicle:Dynamic, p1:Float):Dynamic

@:native("WashDecalsInRange")staticwashDecalsInRange(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic):Dynamic