class Hud
package fivem.client.natives
Static methods
staticAddBlipForArea(x:Float, y:Float, z:Float, width:Float, height:Float):Dynamic
Adds a rectangular blip for the specified coordinates/area.
It is recommended to use SET_BLIP_ROTATION and SET_BLIP_COLOUR to make the blip not rotate along with the camera.
By default, the blip will show as a regular blip with the specified color/sprite if it is outside of the minimap view.
Example image:

(Native name is likely to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed)
staticAllowPauseMenuWhenDeadThisFrame():Dynamic
Allows opening the pause menu this frame, when the player is dead.
staticBeginTextCommandGetWidth(text:String):Dynamic
BEGIN_TEXT_COMMAND_*
Example:
_BEGIN_TEXT_COMMAND_GET_WIDTH("NUMBER");
ADD_TEXT_COMPONENT_FLOAT(69.420f, 2);
float width = _END_TEXT_COMMAND_GET_WIDTH(1);staticBeginTextCommandLineCount(entry:String):Dynamic
get's line count
int GetLineCount(char *text, float x, float y)
{
_BEGIN_TEXT_COMMAND_LINE_COUNT("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
return _END_TEXT_COMMAND_GET_LINE_COUNT(x, y);
} staticBeginTextCommandObjective(p0:String):Dynamic
staticClearAllBlipRoutes():Dynamic
Clears all active blip routes that have been set with SetBlipRoute.
staticClearRaceGalleryBlips():Dynamic
staticCloseMultiplayerChat():Dynamic
staticDeleteWaypoint():Dynamic
staticDisableMultiplayerChat(disable:Bool):Dynamic
If true is passed, the player won't be able to open the multiplayer chat
staticDisplayHudWhenDeadThisFrame():Dynamic
Enables drawing some hud components, such as help labels, this frame, when the player is dead.
staticEndTextCommandGetWidth(p0:Bool):Float
END_TEXT_COMMAND_*
In scripts font most of the time is passed as 1.
Use _BEGIN_TEXT_GET_COMMAND_GET_WIDTH
param is not font from what i've testedstaticEndTextCommandLineCount(x:Float, y:Float):Int
END_TEXT_COMMAND_*
Determines how many lines the text string will use when drawn on screen.
Must use 0x521FB041D93DD0E4 for setting upstaticEndTextCommandObjective(p0:Bool):Dynamic
staticEndTextCommandThefeedPostMessagetextGxtEntry(txdName:String, textureName:String, flash:Bool, iconType:Int, sender:String, subject:String):Int
This function can show pictures of every texture that can be requested by REQUEST_STREAMED_TEXTURE_DICT. Needs more research. Only one type of usage in the scripts: HUD::_C6F580E4C94926AC("CHAR_ACTING_UP", "CHAR_ACTING_UP", 0, 0, "DI_FEED_CHAR", a_0);
staticEndTextCommandThefeedPostReplayIcon(eType:Int, iIcon:Int, sTitle:String):Int
returns a notification handle, prints out a notification like below:
type range: 0
if you set type to 1, image goes from 0 - 39 - Xbox you can add text to
example:
UI::_0xD202B92CBF1D816F(1, 20, "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!"); staticEndTextCommandThefeedPostReplayInput(type:Int, button:String, text:String):Int
returns a notification handle, prints out a notification like below:
type range: 0 - 2
if you set type to 1, button accepts "~INPUT_SOMETHING~"
example:
HUD::_0xDD6CB2CCE7C2735C(1, "~INPUT_TALK~", "Who you trynna get crazy with, ese? Don't you know I'm LOCO?!");
- imgur.com/UPy0Ial
Examples from the scripts:
l_D1[1/ *1* /]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~","");
l_D1[2/ *1* /]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_SAVE_REPLAY_CLIP~","");
l_D1[1/ *1* /]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING~","");
l_D1[2/ *1* /]=HUD::_DD6CB2CCE7C2735C(1,"~INPUT_REPLAY_START_STOP_RECORDING_SECONDARY~","");staticGetAiBlip2(ped:Dynamic):Dynamic
staticGetNorthRadarBlip():Dynamic
staticGetPauseMenuCursorPosition():Dynamic
Name between GET_ONSCREEN_KEYBOARD_RESULT and GET_PAUSE_MENU_STATE. Likely, GET_PAUSE_MENU_*.
staticGetPauseMenuSelection(lastItemMenuId:Dynamic, selectedItemUniqueId:Dynamic):Dynamic
staticGetPauseMenuSelectionData(lastItemMenuId:Dynamic, selectedItemMenuId:Dynamic, selectedItemUniqueId:Dynamic):Dynamic
lastItemMenuId: this is the menuID of the last selected item minus 1000 (lastItem.menuID - 1000)
selectedItemMenuId: same as lastItemMenuId except for the currently selected menu item
selectedItemUniqueId: this is uniqueID of the currently selected menu item
when the pausemenu is closed:
lastItemMenuId = -1
selectedItemMenuId = -1
selectedItemUniqueId = 0
when the header gains focus:
lastItemMenuId updates as normal or 0 if the pausemenu was just opened
selectedItemMenuId becomes a unique id for the pausemenu page that focus was taken from (?) or 0 if the pausemenu was just opened
selectedItemUniqueId = -1
when focus is moved from the header to a pausemenu page:
lastItemMenuId becomes a unique id for the pausemenu page that focus was moved to (?)
selectedItemMenuId = -1
selectedItemUniqueId updates as normalstaticGetScaleformMovieCursorSelection(scaleformHandle:Int, received:Dynamic, selectionType:Dynamic, context:Dynamic, slotIndex:Dynamic):Bool
Gets mouse selection data from scaleforms with mouse support. Must be checked every frame. Returns item index if using the COLOUR_SWITCHER_02 scaleform. Selection types, found in MOUSE_EVENTS.as: MOUSE_DRAG_OUT = 0; MOUSE_DRAG_OVER = 1; MOUSE_DOWN = 2; MOUSE_MOVE = 3; MOUSE_UP = 4; MOUSE_PRESS = 5; MOUSE_RELEASE = 6; MOUSE_RELEASE_OUTSIDE = 7; MOUSE_ROLL_OUT = 8; MOUSE_ROLL_OVER = 9; MOUSE_WHEEL_UP = 10; MOUSE_WHEEL_DOWN = 11;
Scaleforms that this works with:
- COLOUR_SWITCHER_02
- MP_RESULTS_PANEL
- MP_NEXT_JOB_SELECTION
- SC_LEADERBOARD
Probably works with other scaleforms, needs more research.
In order to use this Native you MUST have controls 239, 240, 237, 238 enabled!
This native, due to its erroneous redundancy of the returned boolean value, works differently in C#: shifting the parameters (where
receivedbecomesselectionTypeand so on making the fourth parameter unused and always 0).
staticGetTextSubstring(text:String, position:Int, length:Int):String
Returns a substring of a specified length starting at a specified position.
Example:
// Get "STRING" text from "MY_STRING"
subStr = HUD::_GET_TEXT_SUBSTRING("MY_STRING", 3, 6);staticGetTextSubstringSafe(text:String, position:Int, length:Int, maxLength:Int):String
Returns a substring of a specified length starting at a specified position. The result is guaranteed not to exceed the specified max length.
NOTE: The 'maxLength' parameter might actually be the size of the buffer that is returned. More research is needed. -CL69
Example:
// Condensed example of how Rockstar uses this function
strLen = HUD::GET_LENGTH_OF_LITERAL_STRING(MISC::GET_ONSCREEN_KEYBOARD_RESULT());
subStr = HUD::_GET_TEXT_SUBSTRING_SAFE(MISC::GET_ONSCREEN_KEYBOARD_RESULT(), 0, strLen, 63);
--
"fm_race_creator.ysc", line 85115:
// parameters modified for clarity
BOOL sub_8e5aa(char *text, int length) {
for (i = 0; i <= (length - 2); i += 1) {
if (!MISC::ARE_STRINGS_EQUAL(HUD::_GET_TEXT_SUBSTRING_SAFE(text, i, i + 1, 1), " ")) {
return FALSE;
}
}
return TRUE;
}staticGetTextSubstringSlice(text:String, startPosition:Int, endPosition:Int):String
Returns a substring that is between two specified positions. The length of the string will be calculated using (endPosition - startPosition).
Example:
// Get "STRING" text from "MY_STRING"
subStr = HUD::_GET_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 9);
// Overflows are possibly replaced with underscores (needs verification)
subStr = HUD::_GET_TEXT_SUBSTRING_SLICE("MY_STRING", 3, 10); // "STRING_"?staticHideAreaAndVehicleNameThisFrame():Dynamic
HIDE_*_THIS_FRAME
Hides area and vehicle name HUD components for one frame.staticHudDisplayLoadingScreenTips():Dynamic
Displays loading screen tips, requires _0x56C8B608CFD49854 to be called beforehand.
staticHudWeaponWheelGetSelectedHash():Int
Returns the weapon hash to the selected/highlighted weapon in the wheelstaticHudWeaponWheelGetSlotHash(weaponTypeIndex:Int):Int
Returns the weapon hash active in a specific weapon wheel slotListstaticHudWeaponWheelIgnoreControlInput(toggle:Bool):Dynamic
Sets a global that disables many weapon input tasks (shooting, aiming, etc.). Does not work with vehicle weapons, only used in selector.yscstaticHudWeaponWheelIgnoreSelection():Dynamic
Calling this each frame, stops the player from receiving a weapon via the weapon wheel.staticIsMultiplayerChatActive():Bool
Returns whether or not the text chat (MULTIPLAYER_CHAT Scaleform component) is active. staticLogDebugInfo(p0:String):Dynamic
Not present in retail version of the game, actual definiton seems to be
_LOG_DEBUG_INFO(const char* category, const char* debugText);staticOverrideMultiplayerChatColour(p0:Int, hudColor:Int):Dynamic
staticOverrideMultiplayerChatPrefix(gxtEntryHash:Int):Dynamic
staticPauseMenuDisableBusyspinner(toggle:Bool):Dynamic
Disables the loading spinner in Pause Menu when switching from one header tab to another.
staticPauseMenuGetIndexOfMouseHoveredSlot():Int
If mouse is hovering on a slot, it returns the slot's index, else it returns -1.
staticPauseMenuGetUniqueIdOfMouseHoveredSlot():Int
If mouse is hovering on a slot, it returns uniqueid of that slot, else it returns -1.
staticRaceGalleryAddBlip(x:Float, y:Float, z:Float):Dynamic
Add a BLIP_GALLERY at the specific coordinate. Used in fm_maintain_transition_players to display race track points.staticRaceGalleryFullscreen(toggle:Bool):Dynamic
If toggle is true, the map is shown in full screen
If toggle is false, the map is shown in normal modestaticRaceGalleryNextBlipSprite(spriteId:Int):Dynamic
Sets the sprite of the next BLIP_GALLERY blip, values used in the native scripts: 143 (ObjectiveBlue), 144 (ObjectiveGreen), 145 (ObjectiveRed), 146 (ObjectiveYellow).staticRemoveWarningMessageListItems():Dynamic
staticSetBlipDisplayIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Must be toggled before being queued for animationstaticSetBlipScaleTransformation(blip:Dynamic, xScale:Float, yScale:Float):Dynamic
See https://imgur.com/a/lLkEsMN
NativeDB Introduced: v1734staticSetBlipShrink(blip:Dynamic, toggle:Bool):Dynamic
Makes a blip go small when off the minimap.
SET_BLIP_AS_*staticSetBlipSquaredRotation(blip:Dynamic, heading:Float):Dynamic
Does not require whole number/integer rotations.staticSetHelpMessageTextStyle(style:Int, hudColor:Int, alpha:Int, p3:Int, p4:Int):Dynamic
staticSetMainPlayerBlipColour(color:Int):Dynamic
staticSetMinimapAltitudeIndicatorLevel(altitude:Float, p1:Bool):Dynamic
Argument must be 0.0f or above 38.0f, or it will be ignored.
NativeDB Added Parameter 3: Any p2staticSetMissionName2(p0:Bool, name:String):Dynamic
staticSetMpGamerTagDisablePlayerHealthSync(gamerTagId:Int, toggle:Bool):Dynamic
By default, the player health value shown by a gamer tag's health bar is synchronised with the health of the ped it is attached to.
This native disables that behaviour, allowing _SET_MP_GAMER_TAG_OVERRIDE_PLAYER_HEALTH to have an effect.
staticSetMpGamerTagMpBagLargeCount(gamerTagId:Int, count:Int):Dynamic
displays wanted star above head staticSetMpGamerTagOverridePlayerHealth(gamerTagId:Int, health:Int, maximumHealth:Int):Dynamic
Manually sets the player health value for a gamer tag, using the maximum health to calculate what percentage of the bar should be filled. Has no effect unless _SET_MP_GAMER_TAG_DISABLE_PLAYER_HEALTH_SYNC has been called prior to disable synchronisation with the attached ped.
staticSetMpGamerTagUseVehicleHealth(gamerTagId:Int, toggle:Bool):Dynamic
Sets the health bar of a gamer tag to show the health of the last (or current) vehicle of the ped the gamer tag is attached to. The vehicle health value is stored separate from the player health and using it won't clear any player health overrides.
staticSetMpGamerTagVisibilityAll(gamerTagId:Int, toggle:Bool):Dynamic
Sets the visibility of all components of the gamer tag to the specified value.
staticSetPedAiBlipSprite(ped:Dynamic, spriteId:Int):Dynamic
staticSetPedHasAiBlipWithColor(ped:Dynamic, hasCone:Bool, color:Int):Dynamic
staticSetPlayerIsInDirectorMode(toggle:Bool):Dynamic
If toggle is true, hides special ability bar / character name in the pause menu
If toggle is false, shows special ability bar / character name in the pause menu
SET_PLAYER_*staticSetScriptVariable2HudColour(r:Int, g:Int, b:Int, a:Int):Dynamic
Sets the color of HUD_COLOUR_SCRIPT_VARIABLE_2staticSetUseWaypointAsDestination(toggle:Bool):Dynamic
Sets a global mode which makes the pause menu map show 'Destination' instead of 'Waypoint' in the key legend on the bottom of the screen.
<!--
Name guess:
- alphabetical function order, below [SET_USER_RADIO_CONTROL_ENABLED, SET_USE_HI_DOF], above SET_VARIABLE_ON_SOUND.
-->
staticSetWarningMessageListRow(index:Int, name:String, cash:Int, rp:Int, lvl:Int, colour:Int):Bool
Param names copied from the corresponding scaleform function "SET_LIST_ROW"staticSetWarningMessageWithAlert(labelTitle:String, labelMsg:String, p2:Int, p3:Int, labelMsg2:String, p5:Bool, p6:Int, p7:Int, p8:String, p9:String, background:Bool, errorCode:Int):Dynamic
instructionalKey enum list:
Buttons = {
Empty = 0,
Select = 1, -- (RETURN)
Ok = 2, -- (RETURN)
Yes = 4, -- (RETURN)
Back = 8, -- (ESC)
Cancel = 16, -- (ESC)
No = 32, -- (ESC)
RetrySpace = 64, -- (SPACE)
Restart = 128, -- (SPACE)
Skip = 256, -- (SPACE)
Quit = 512, -- (ESC)
Adjust = 1024, -- (ARROWS)
SpaceKey = 2048, -- (SPACE)
Share = 4096, -- (SPACE)
SignIn = 8192, -- (SPACE)
Continue = 16384, -- (RETURN)
AdjustLeftRight = 32768, -- (SCROLL L/R)
AdjustUpDown = 65536, -- (SCROLL U/D)
Overwrite = 131072, -- (SPACE)
SocialClubSignup = 262144, -- (RETURN)
Confirm = 524288, -- (RETURN)
Queue = 1048576, -- (RETURN)
RetryReturn = 2097152, -- (RETURN)
BackEsc = 4194304, -- (ESC)
SocialClub = 8388608, -- (RETURN)
Spectate = 16777216, -- (SPACE)
OkEsc = 33554432, -- (ESC)
CancelTransfer = 67108864, -- (ESC)
LoadingSpinner = 134217728,
NoReturnToGTA = 268435456, -- (ESC)
CancelEsc = 536870912, -- (ESC)
}
Alt = {
Empty = 0,
No = 1, -- (SPACE)
Host = 2, -- (ESC)
SearchForJob = 4, -- (RETURN)
ReturnKey = 8, -- (TURN)
Freemode = 16, -- (ESC)
}
Result of the example code: https://i.imgur.com/TvmNF4k.png
staticShowHasCompletedIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Adds a orange checkmark on top of a given blip handle: https://imgur.com/a/aw5OTMF
_SHOW_FRIEND_INDICATOR_ON_BLIP* - _SHOW_HEADING_INDICATOR_ON_BLIP*
NativeDB Introduced: v2699staticShowSigninUi():Dynamic
staticThefeedDisableLoadingScreenTips():Dynamic
Stops loading screen tips shown by invoking either 0x488043841BBE156F or 0x15CFA549788D35EF
staticThefeedDisplayLoadingScreenTips():Dynamic
Displays loading screen tips, requires 0x56C8B608CFD49854 to be called beforehand.
staticThefeedSetAnimpostfxColor(red:Int, green:Int, blue:Int, alpha:Int):Dynamic
staticThefeedSetAnimpostfxCount(count:Int):Dynamic
Related to notification color flashing, setting p0 to 0 invalidates a _SET_NOTIFICATION_FLASH_COLOR call for the target notification.
staticThefeedSetAnimpostfxSound(toggle:Bool):Dynamic
Requires GAME_STREAM_ENUMS.MSGTEXT. Default sounds: "DPAD_WEAPON_SCROLL" and "HUD_FRONTEND_DEFAULT_SOUNDSET"staticThefeedSetFlushAnimpostfx(toggle:Bool):Dynamic
If true, remove all feed components instantly. Otherwise tween/animate close each componentstaticThefeedSetNextPostBackgroundColor(hudColorIndex:Int):Dynamic
From the decompiled scripts:
HUD::_92F0DA1E27DB96DC(6);
HUD::_92F0DA1E27DB96DC(184);
HUD::_92F0DA1E27DB96DC(190);
sets background color for the next notification
6 = red
184 = green
190 = yellow
Here is a list of some colors that can be used: gyazo.com/68bd384455fceb0a85a8729e48216e15staticactivateFrontendMenu(menuhash:Int, togglePause:Bool, component:Int):Dynamic
Does stuff like this:\ gyazo.com/7fcb78ea3520e3dbc5b2c0c0f3712617\ Example:\ int GetHash = GET_HASH_KEY("fe_menu_version_corona_lobby");\ ACTIVATE_FRONTEND_MENU(GetHash, 0, -1);\ BOOL p1 is a toggle to define the game in pause.\ int p2 is unknown but -1 always works, not sure why though.\ [30/03/2017] ins1de :\ the int p2 is actually a component variable. When the pause menu is visible, it opens the tab related to it.\ Example : Function.Call(Hash.ACTIVATE_FRONTEND_MENU,-1171018317, 0, 42);\ Result : Opens the "Online" tab without pausing the menu, with -1 it opens the map.
Below is a list of all known Frontend Menu Hashes.
- FE_MENU_VERSION_SP_PAUSE
- FE_MENU_VERSION_MP_PAUSE
- FE_MENU_VERSION_CREATOR_PAUSE
- FE_MENU_VERSION_CUTSCENE_PAUSE
- FE_MENU_VERSION_SAVEGAME
- FE_MENU_VERSION_PRE_LOBBY
- FE_MENU_VERSION_LOBBY
- FE_MENU_VERSION_MP_CHARACTER_SELECT
- FE_MENU_VERSION_MP_CHARACTER_CREATION
- FE_MENU_VERSION_EMPTY
- FE_MENU_VERSION_EMPTY_NO_BACKGROUND
- FE_MENU_VERSION_TEXT_SELECTION
- FE_MENU_VERSION_CORONA
- FE_MENU_VERSION_CORONA_LOBBY
- FE_MENU_VERSION_CORONA_JOINED_PLAYERS
- FE_MENU_VERSION_CORONA_INVITE_PLAYERS
- FE_MENU_VERSION_CORONA_INVITE_FRIENDS
- FE_MENU_VERSION_CORONA_INVITE_CREWS
- FE_MENU_VERSION_CORONA_INVITE_MATCHED_PLAYERS
- FE_MENU_VERSION_CORONA_INVITE_LAST_JOB_PLAYERS
- FE_MENU_VERSION_CORONA_RACE
- FE_MENU_VERSION_CORONA_BETTING
- FE_MENU_VERSION_JOINING_SCREEN
- FE_MENU_VERSION_LANDING_MENU
- FE_MENU_VERSION_LANDING_KEYMAPPING_MENU
staticaddBlipForCoord(x:Float, y:Float, z:Float):Dynamic
Creates a blip for the specified coordinates. You can use SET_BLIP_ natives to change the blip.
staticaddBlipForEntity(entity:Dynamic):Dynamic
Create a blip that by default is red (enemy), you can use SET_BLIP_AS_FRIENDLY to make it blue (friend).\ Can be used for objects, vehicles and peds.
Example of enemy:
Example of friend:

staticaddBlipForPickup(pickup:Dynamic):Dynamic
staticaddBlipForRadius(posX:Float, posY:Float, posZ:Float, radius:Float):Dynamic
Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use AddBlipCoords)
Example image:

staticaddNextMessageToPreviousBriefs(addToBrief:Bool):Dynamic
staticaddPointToGpsCustomRoute(x:Float, y:Float, z:Float):Dynamic
staticaddPointToGpsMultiRoute(x:Float, y:Float, z:Float):Dynamic
staticaddTextComponentFloat(value:Float, decimalPlaces:Int):Dynamic
Adds a float to a text component placeholder, replacing ~1~ in the current text command's text label.

staticaddTextComponentFormattedInteger(value:Int, commaSeparated:Bool):Dynamic
staticaddTextComponentInteger(value:Int):Dynamic
staticaddTextComponentSubstringBlipName(blip:Dynamic):Dynamic
staticaddTextComponentSubstringKeyboardDisplay(string:String):Dynamic
Certain characters like < will have to be escaped using html entities (e.g. <), otherwise the text wont display properly.
staticaddTextComponentSubstringPlayerName(text:String):Dynamic
Adds an arbitrary string as a text component placeholder, replacing ~a~ in the current text command's text label.
See the documentation on text formatting for more information.
staticaddTextComponentSubstringTextLabel(labelName:String):Dynamic
staticaddTextComponentSubstringTextLabelHashKey(gxtEntryHash:Int):Dynamic
It adds the localized text of the specified GXT entry name. Eg. if the argument is GET_HASH_KEY("ES_HELP"), adds "Continue". Just uses a text labels hash key staticaddTextComponentSubstringTime(timestamp:Int, flags:Int):Dynamic
Adds a timer (e.g. "00:00:00:000"). The appearance of the timer depends on the flags, which needs more research. staticaddTextComponentSubstringWebsite(website:String):Dynamic
This native (along with 0x5F68520888E69014 and 0x6C188BE134E074AA) do not actually filter anything. They simply add the provided text (as of 944) staticallowSonarBlips(toggle:Bool):Dynamic
staticbeginTextCommandBusyspinnerOn(string:String):Dynamic
Initializes the text entry for the the text next to a loading prompt. All natives for for building UI texts can be used here
BEGIN_TEXT_COMMAND_PRINT
e.g
void StartLoadingMessage(char *text, int spinnerType = 3)
{
_SET_LOADING_PROMPT_TEXT_ENTRY("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
_SHOW_LOADING_PROMPT(spinnerType);
}
/ *OR* /
void ShowLoadingMessage(char *text, int spinnerType = 3, int timeMs = 10000)
{
_SET_LOADING_PROMPT_TEXT_ENTRY("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
_SHOW_LOADING_PROMPT(spinnerType);
WAIT(timeMs);
_REMOVE_LOADING_PROMPT();
}
These are some localized strings used in the loading spinner.
"PM_WAIT" = Please Wait
"CELEB_WPLYRS" = Waiting For Players.
"CELL_SPINNER2" = Scanning storage.
"ERROR_CHECKYACHTNAME" = Registering your yacht's name. Please wait.
"ERROR_CHECKPROFANITY" = Checking your text for profanity. Please wait.
"FM_COR_AUTOD" = Just spinner no text
"FM_IHELP_WAT2" = Waiting for other players
"FM_JIP_WAITO" = Game options are being set
"FMMC_DOWNLOAD" = Downloading
"FMMC_PLYLOAD" = Loading
"FMMC_STARTTRAN" = Launching session
"HUD_QUITTING" = Quiting session
"KILL_STRIP_IDM" = Waiting for to accept
"MP_SPINLOADING" = Loading staticbeginTextCommandDisplayHelp(inputType:String):Dynamic
Used to be known as _SET_TEXT_COMPONENT_FORMAT staticbeginTextCommandDisplayText(text:String):Dynamic
The following were found in the decompiled script files:
STRING, TWOSTRINGS, NUMBER, PERCENTAGE, FO_TWO_NUM, ESMINDOLLA, ESDOLLA, MTPHPER_XPNO, AHD_DIST, CMOD_STAT_0, CMOD_STAT_1, CMOD_STAT_2, CMOD_STAT_3, DFLT_MNU_OPT, F3A_TRAFDEST, ES_HELP_SOC3
ESDOLLA
ESMINDOLLA - cash (negative)
Used to be known as _SET_TEXT_ENTRY staticbeginTextCommandIsMessageDisplayed(text:String):Dynamic
nothin doin.
BOOL Message(char* text)
{
BEGIN_TEXT_COMMAND_IS_MESSAGE_DISPLAYED("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
return END_TEXT_COMMAND_IS_MESSAGE_DISPLAYED();
} staticbeginTextCommandIsThisHelpMessageBeingDisplayed(labelName:String):Dynamic
staticbeginTextCommandOverrideButtonText(gxtEntry:String):Dynamic
staticbeginTextCommandPrint(GxtEntry:String):Dynamic
Used to be known as _SET_TEXT_ENTRY_2
void ShowSubtitle(char *text)
{
BEGIN_TEXT_COMMAND_PRINT("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
END_TEXT_COMMAND_PRINT(2000, 1);
} staticbeginTextCommandSetBlipName(textLabel:String):Dynamic
Starts a text command to change the name of a blip displayed in the pause menu.
This should be paired with END_TEXT_COMMAND_SET_BLIP_NAME, once adding all required text components.
staticbeginTextCommandThefeedPost(text:String):Dynamic
Declares the entry type of a notification, for example "STRING". int ShowNotification(char *text) { BEGIN_TEXT_COMMAND_THEFEED_POST("STRING"); ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text); return _DRAW_NOTIFICATION(1, 1); }
staticbusyspinnerIsDisplaying():Bool
staticbusyspinnerIsOn():Bool
staticclearAdditionalText(p0:Int, p1:Bool):Dynamic
staticclearAllHelpMessages():Dynamic
staticclearBrief():Dynamic
staticclearDynamicPauseMenuErrorMessage():Dynamic
staticclearFloatingHelp(hudIndex:Int, p1:Bool):Dynamic
staticclearGpsCustomRoute():Dynamic
staticclearGpsFlags():Dynamic
Clears the GPS flags. Only the script that originally called SET_GPS_FLAGS can clear them.
Doesn't seem like the flags are actually read by the game at all. staticclearGpsPlayerWaypoint():Dynamic
staticclearHelp(toggle:Bool):Dynamic
staticclearPedInPauseMenu():Dynamic
staticclearPrints():Dynamic
staticclearSmallPrints():Dynamic
staticclearThisPrint(p0:String):Dynamic
p0: found arguments in the b617d scripts: pastebin.com/X5akCN7z staticcloseSocialClubMenu():Dynamic
staticcreateFakeMpGamerTag(ped:Dynamic, username:String, crewIsPrivate:Bool, crewIsRockstar:Bool, crewName:String, crewRank:Int):Int
As per the name, this native creates a "fake" gamer tag that is attached to a specific ped. Unlike "real" gamer tags, you cannot set the crew colour of these gamer tags.
To create gamer tags for actual players and for more gamer tag information, see CREATE_MP_GAMER_TAG_WITH_CREW_COLOR.
staticcreateMpGamerTagWithCrewColor(player:Dynamic, username:String, crewIsPrivate:Bool, crewIsRockstar:Bool, crewName:String, crewRank:Int, crewR:Int, crewG:Int, crewB:Int):Dynamic
Creates a gamer tag for the specified local player ID, automatically attached to the player's current ped. The created gamer tag will have the same ID as the player. You can use IS_MP_GAMER_TAG_ACTIVE to check if a gamer tag already exists for a player. After the gamer tag is created, all components will be set as invisible. Use SET_MP_GAMER_TAG_VISIBILITY to change the visibility of individual components or _SET_MP_GAMER_TAG_VISIBILITY_ALL to set all of them at once.
To create a gamer tag for a ped that is not a player, see CREATE_FAKE_MP_GAMER_TAG.
staticdisableFrontendThisFrame():Dynamic
staticdisplayAmmoThisFrame(display:Bool):Dynamic
staticdisplayAreaName(toggle:Bool):Dynamic
staticdisplayCash(display:Bool):Dynamic
"DISPLAY_CASH(true);" makes the cash amount render on the screen when appropriate
"DISPLAY_CASH(false);" disables cash amount rendering staticdisplayHelpTextThisFrame(pTextLabel:String, bCurvedWindow:Bool):Dynamic
Shows a help message for one frame. Do note that this message doesn't get added to the Pause Menu info section.
staticdisplayHudWhenPausedThisFrame():Dynamic
staticdisplayPlayerNameTagsOnBlips(toggle:Bool):Dynamic
Toggles whether or not name labels are shown on the expanded minimap next to player blips, like in GTA:O. Doesn't need to be called every frame. Preview: https://i.imgur.com/DfqKWfJ.png Make sure to call SET_BLIP_CATEGORY with index 7 for this to work on the desired blip.
staticdoesBlipExist(blip:Dynamic):Bool
staticdoesBlipHaveGpsRoute(blip:Dynamic):Bool
staticdoesPedHaveAiBlip(ped:Dynamic):Bool
Returns whether the ped's blip is controlled by the game.
It's the default blip you can see on enemies during freeroam in singleplayer (the one that fades out quickly). staticdoesTextBlockExist(gxt:String):Bool
staticdontTiltMinimapThisFrame():Dynamic
When calling this, the current frame will have the players "arrow icon" be focused on the dead center of the radar.staticendTextCommandBusyspinnerOn(busySpinnerType:Int):Dynamic
enum eBusySpinnerType
{
BUSY_SPINNER_LEFT = 0,
BUSY_SPINNER_LEFT_2 = 1,
BUSY_SPINNER_LEFT_3 = 2,
BUSY_SPINNER_SAVE = 3,
BUSY_SPINNER_RIGHT = 4,
};staticendTextCommandClearPrint():Dynamic
staticendTextCommandDisplayHelp(shape:Int, loop:Bool, beep:Bool, duration:Int):Dynamic
staticendTextCommandDisplayText(x:Float, y:Float):Dynamic
After applying the properties to the text (See UI::SET_TEXT_), this will draw the text in the applied position. Also 0.0f < x, y < 1.0f, percentage of the axis.
NativeDB Added Parameter 3: int p2staticendTextCommandIsMessageDisplayed():Bool
staticendTextCommandIsThisHelpMessageBeingDisplayed(hudIndex:Int):Bool
Returns whether a specific help message is being displayed or not.
enum HudIndexes {
HELP_TEXT = 0,
FLOATING_HELP_TEXT_1 = 1,
FLOATING_HELP_TEXT_2 = 2,
}staticendTextCommandOverrideButtonText(buttonIndex:Int):Dynamic
staticendTextCommandPrint(duration:Int, drawImmediately:Bool):Dynamic
Draws the subtitle at middle center of the screen.
int duration = time in milliseconds to show text on screen before disappearing
drawImmediately = If true, the text will be drawn immediately, if false, the text will be drawn after the previous subtitle has finished
Used to be known as _DRAW_SUBTITLE_TIMED staticendTextCommandSetBlipName(blip:Dynamic):Dynamic
Finalizes a text command started with BEGIN_TEXT_COMMAND_SET_BLIP_NAME, setting the name
of the specified blip.
staticendTextCommandThefeedPostAward(textureDict:String, textureName:String, rpBonus:Int, colorOverlay:Int, titleLabel:String):Int
Shows an "award" notification above the minimap, lua example result:

Old description:
Example:
UI::_SET_NOTIFICATION_TEXT_ENTRY("HUNT");
UI::_0xAA295B6F28BD587D("Hunting", "Hunting_Gold_128", 0, 109, "HUD_MED_UNLKED"); staticendTextCommandThefeedPostCrewRankup(chTitle:String, clanTxd:String, clanTxn:String, isImportant:Bool, showSubtitle:Bool):Int
staticendTextCommandThefeedPostCrewtag(crewTypeIsPrivate:Bool, crewTagContainsRockstar:Bool, crewTag:Dynamic, rank:Int, hasFounderStatus:Bool, isImportant:Bool, clanHandle:Int, r:Int, g:Int, b:Int):Int
This function and the one below it are for after you receive an invite, not sending it.
p0 = 1 or 0
nothin doin.
int invite(Player player)
{
int iVar2, iVar3;
networkHandleMgr handle;
NETWORK_HANDLE_FROM_PLAYER(player, &handle.netHandle, 13);
networkClanMgr clan;
char *playerName = GET_PLAYER_NAME(player);
_SET_NOTIFICATION_TEXT_ENTRY("STRING");
_SET_NOTIFACTION_COLOR_NEXT(0);
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName);
if (NETWORK_CLAN_PLAYER_GET_DESC(&clan, 35, &handle.netHandle))
{
iVar2 = 0;
if (ARE_STRINGS_EQUAL(clan.unk22, "Leader") && clan.unk30 == 0)
{
iVar2 = 1;
}
if (clan.unk21 > 0)
{
iVar3 = 0;
}
else
{
iVar3 = 1;
}
BOOL unused = _0x54E79E9C(&clan.clanHandle, 35);
return _DRAW_NOTIFICATION_APARTMENT_INVITE(iVar3, 0 / *unused* /, &clan.unk17, clan.unk30, iVar2, 0, clan.clanHandle, 0, 0, 0);
}
} staticendTextCommandThefeedPostCrewtagWithGameName(crewTypeIsPrivate:Bool, crewTagContainsRockstar:Bool, crewTag:Dynamic, rank:Int, isLeader:Bool, isImportant:Bool, clanHandle:Int, gamerStr:String, r:Int, g:Int, b:Int):Int
p0 = 1 or 0
crashes my game...
this is for sending invites to network players - jobs/apartment/ect...
return notification handle
int invite(Player player)
{
networkHandleMgr netHandle;
networkClanMgr clan;
char *playerName = GET_PLAYER_NAME(player);
_SET_NOTIFICATION_TEXT_ENTRY("STRING");
_SET_NOTIFACTION_COLOR_NEXT(1);
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(playerName);
NETWORK_HANDLE_FROM_PLAYER(player, &netHandle.netHandle, 13);
if (NETWORK_CLAN_PLAYER_IS_ACTIVE(&netHandle.netHandle))
{
NETWORK_CLAN_PLAYER_GET_DESC(&clan.clanHandle, 35, &netHandle.netHandle);
_DRAW_NOTIFICATION_CLAN_INVITE(0, _0x54E79E9C(&clan.clanHandle, 35), &clan.unk17, clan.isLeader, 0, 0, clan.clanHandle, playerName, 0, 0, 0);
}
} staticendTextCommandThefeedPostMessagetext(textureDict:String, textureName:String, flash:Bool, iconType:Int, sender:String, subject:String):Int
Sets some extra options for a notification. It adds an image (or icon type) and sets a notification title (sender) and subtitle (subject).
Texture dictionary and texture name parameters are usually the same exact value.
Example result:

Old description with list of possible icons and texture names:
List of picNames: pastebin.com/XdpJVbHz
flash is a bool for fading in.
iconTypes:
1 : Chat Box
2 : Email
3 : Add Friend Request
4 : Nothing
5 : Nothing
6 : Nothing
7 : Right Jumping Arrow
8 : RP Icon
9 : $ Icon
"sender" is the very top header. This can be any old string.
"subject" is the header under the sender. staticendTextCommandThefeedPostMessagetextTu(picTxd:String, picTxn:String, flash:Bool, iconType:Int, nameStr:String, subtitleStr:String, durationMultiplier:Float):Int
Example, only occurrence in the scripts:
v_8 = UI::END_TEXT_COMMAND_THEFEED_POST_MESSAGETEXT_TU("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 0, 0, &v_9, "", a_5);
Example result:

staticendTextCommandThefeedPostMessagetextWithCrewTag(picTxd:String, picTxn:String, flash:Bool, iconType:Int, nameStr:String, subtitleStr:String, duration:Float, crewPackedStr:String):Int
List of picNames pastebin.com/XdpJVbHz
flash is a bool for fading in.
iconTypes:
1 : Chat Box
2 : Email
3 : Add Friend Request
4 : Nothing
5 : Nothing
6 : Nothing
7 : Right Jumping Arrow
8 : RP Icon
9 : $ Icon
"sender" is the very top header. This can be any old string.
"subject" is the header under the sender.
"duration" is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
"clanTag" shows a crew tag in the "sender" header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. "MK" becomes "___MK", "ACE" becomes "___ACE", etc.) staticendTextCommandThefeedPostMessagetextWithCrewTagAndAdditionalIcon(picTxd:String, picTxn:String, flash:Bool, iconType1:Int, nameStr:String, subtitleStr:String, duration:Float, crewPackedStr:String, iconType2:Int, textColor:Int):Int
List of picNames: pastebin.com/XdpJVbHz
flash is a bool for fading in.
iconTypes:
1 : Chat Box
2 : Email
3 : Add Friend Request
4 : Nothing
5 : Nothing
6 : Nothing
7 : Right Jumping Arrow
8 : RP Icon
9 : $ Icon
"sender" is the very top header. This can be any old string.
"subject" is the header under the sender.
"duration" is a multiplier, so 1.0 is normal, 2.0 is twice as long (very slow), and 0.5 is half as long.
"clanTag" shows a crew tag in the "sender" header, after the text. You need to use 3 underscores as padding. Maximum length of this field seems to be 7. (e.g. "MK" becomes "___MK", "ACE" becomes "___ACE", etc.)
iconType2 is a mirror of iconType. It shows in the "subject" line, right under the original iconType.
int IconNotification(char *text, char *text2, char *Subject)
{
_SET_NOTIFICATION_TEXT_ENTRY("STRING");
ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME(text);
_SET_NOTIFICATION_MESSAGE_CLAN_TAG_2("CHAR_SOCIAL_CLUB", "CHAR_SOCIAL_CLUB", 1, 7, text2, Subject, 1.0f, "__EXAMPLE", 7);
return _DRAW_NOTIFICATION(1, 1);
} staticendTextCommandThefeedPostMpticker(blink:Bool, bHasTokens:Bool):Int
staticendTextCommandThefeedPostStats(statTitle:String, iconEnum:Int, stepVal:Bool, barValue:Int, isImportant:Bool, picTxd:String, picTxn:String):Int
staticendTextCommandThefeedPostTickerForced(blink:Bool, bHasTokens:Bool):Int
staticendTextCommandThefeedPostTickerWithTokens(isImportant:Bool, bHasTokens:Bool):Int
staticendTextCommandThefeedPostUnlock(chTitle:String, iconType:Int, chSubtitle:String):Dynamic
staticendTextCommandThefeedPostUnlockTu(chTitle:String, iconType:Int, chSubtitle:String, isImportant:Bool):Dynamic
staticendTextCommandThefeedPostUnlockTuWithColor(chTitle:String, iconType:Int, chSubtitle:String, isImportant:Bool, titleColor:Int, p5:Bool):Dynamic
staticendTextCommandThefeedPostVersusTu(ch1TXD:String, ch1TXN:String, val1:Int, ch2TXD:String, ch2TXN:String, val2:Int):Int
NativeDB Added Parameter 7: int hudColorIndex1
NativeDB Added Parameter 8: int hudColorIndex2staticflagPlayerContextInTournament(toggle:Bool):Dynamic
staticflashAbilityBar(millisecondsToFlash:Int):Dynamic
staticflashMinimapDisplay():Dynamic
adds a short flash to the Radar/Minimap
Usage: UI.FLASH_MINIMAP_DISPLAY staticflashMinimapDisplayWithColor(hudColorIndex:Int):Dynamic
staticflashWantedDisplay(p0:Bool):Dynamic
staticforceCloseReportugcMenu():Dynamic
staticforceCloseTextInputBox():Dynamic
staticgetBlipAlpha(blip:Dynamic):Int
staticgetBlipColour(blip:Dynamic):Int
staticgetBlipCoords(blip:Dynamic):Dynamic
staticgetBlipHudColour(blip:Dynamic):Int
staticgetBlipInfoIdCoord(blip:Dynamic):Dynamic
staticgetBlipInfoIdDisplay(blip:Dynamic):Int
staticgetBlipInfoIdEntityIndex(blip:Dynamic):Dynamic
staticgetBlipInfoIdType(blip:Dynamic):Int
Returns a value based on what the blip is attached to
1 - Vehicle
2 - Ped
3 - Object
4 - Coord
5 - unk
6 - Pickup
7 - RadiusstaticgetBlipSprite(blip:Dynamic):Int
Gets the sprite id of the specified blip. Blip sprite ids and images can be found here.
staticgetCurrentFrontendMenuVersion():Int
if (HUD::GET_CURRENT_FRONTEND_MENU_VERSION() == joaat("fe_menu_version_empty_no_background"))staticgetCurrentWebpageId():Int
staticgetCurrentWebsiteId():Int
staticgetFilenameForAudioConversation(labelName:String):String
Gets a localized string literal from a label name. This is used to get the filename of the audio conversation associated with the provided label name.
staticgetGlobalActionscriptFlag(flagIndex:Int):Int
Returns the ActionScript flagValue.
ActionScript flags are global flags that scaleforms use
Flags found during testing
0: Returns 1 if the web_browser keyboard is open, otherwise 0
1: Returns 1 if the player has clicked back twice on the opening page, otherwise 0 (web_browser)
2: Returns how many links the player has clicked in the web_browser scaleform, returns 0 when the browser gets closed
9: Returns the current selection on the mobile phone scaleform
There are 20 flags in total.staticgetHudColour(hudColorIndex:Int, r:Dynamic, g:Dynamic, b:Dynamic, a:Dynamic):Dynamic
Gets hud color RGBA parameter values by passing a hud color index (hudColorIndex).
HUD colors can be found here
staticgetHudComponentPosition(id:Int):Dynamic
staticgetHudScreenPositionFromWorldPosition(worldX:Float, worldY:Float, worldZ:Float, screenX:Dynamic, screenY:Dynamic):Bool
World to relative screen coords
this world to screen will keep the text on screen. it will keep it in the screen posstaticgetLengthOfLiteralString(string:String):Int
Returns the length of the string passed (much like strlen). staticgetLengthOfLiteralStringInBytes(string:String):Int
staticgetLengthOfStringWithThisTextLabel(gxt:String):Int
Returns the string length of the string from the gxt string . staticgetMainPlayerBlipId():Dynamic
staticgetMenuPedFloatStat(p0:Dynamic, p1:Dynamic):Bool
staticgetMenuPedIntStat(p0:Dynamic, p1:Dynamic):Bool
staticgetMenuPedMaskedIntStat(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool
staticgetMinimapFowCoordinateIsRevealed(x:Float, y:Float, z:Float):Bool
staticgetMinimapFowDiscoveryRatio():Float
staticgetNamedRendertargetRenderId(name:String):Int
staticgetNewSelectedMissionCreatorBlip():Dynamic
staticgetNextBlipInfoId(blipSprite:Int):Dynamic
staticgetNumberOfActiveBlips():Int
staticgetPauseMenuState():Int
enum ePauseMenuState
{
PM_INACTIVE = 0,
PM_STARTING_UP = 5,
PM_RESTARTING = 10,
PM_READY = 15,
PM_IN_STORE = 20,
PM_IN_SC_MENU = 25,
PM_SHUTTING_DOWN = 30,
PM_IN_VIDEOEDITOR = 35,
}staticgetRenderedCharacterHeight(size:Float, font:Int):Float
This gets the height of the FONT and not the total text. You need to get the number of lines your text uses, and get the height of a newline (I'm using a smaller value) to get the total text height.
Old name: _GET_TEXT_SCALE_HEIGHTstaticgetStandardBlipEnumId():Int
staticgetStreetNameFromHashKey(hash:Int):String
Converts the hash of a street name into a readable string. To retrieve a hash for a given (street) coordinate, see GET_STREET_NAME_AT_COORD.
staticgetWaypointBlipEnumId():Int
staticgivePedToPauseMenu(ped:Dynamic, p1:Int):Dynamic
p1 is either 1 or 2 in the PC scripts.
This native is used to "give"/duplicate a player ped to a frontend menu as configured via the ACTIVATE_FRONTEND_MENU native, you first must utilize the CLONE_PED to clone said ped.
statichasAdditionalTextLoaded(slot:Int):Bool
statichasThisAdditionalTextLoaded(gxt:String, slot:Int):Bool
Checks if the specified gxt has loaded into the passed slot. statichideHelpTextThisFrame():Dynamic
statichideHudAndRadarThisFrame():Dynamic
I think this works, but seems to prohibit switching to other weapons (or accessing the weapon wheel) statichideHudComponentThisFrame(id:Int):Dynamic
This function hides various HUD (Heads-up Display) components.
Listed below are the integers and the corresponding HUD component.
- 1 : WANTED_STARS
- 2 : WEAPON_ICON
- 3 : CASH
- 4 : MP_CASH
- 5 : MP_MESSAGE
- 6 : VEHICLE_NAME
- 7 : AREA_NAME
- 8 : VEHICLE_CLASS
- 9 : STREET_NAME
- 10 : HELP_TEXT
- 11 : FLOATING_HELP_TEXT_1
- 12 : FLOATING_HELP_TEXT_2
- 13 : CASH_CHANGE
- 14 : RETICLE
- 15 : SUBTITLE_TEXT
- 16 : RADIO_STATIONS
- 17 : SAVING_GAME
- 18 : GAME_STREAM
- 19 : WEAPON_WHEEL
- 20 : WEAPON_WHEEL_STATS
- 21 : HUD_COMPONENTS
- 22 : HUD_WEAPONS
These integers also work for the SHOW_HUD_COMPONENT_THIS_FRAME native, but instead shows the HUD Component.
statichideLoadingOnFadeThisFrame():Dynamic
statichideMinimapExteriorMapThisFrame():Dynamic
statichideMinimapInteriorMapThisFrame():Dynamic
statichideNumberOnBlip(blip:Dynamic):Dynamic
statichideScriptedHudComponentThisFrame(id:Int):Dynamic
statichudSetWeaponWheelTopSlot(weaponHash:Int):Dynamic
Set the active slotIndex in the wheel weapon to the slot associated with the provided Weapon hashstaticisBlipFlashing(blip:Dynamic):Bool
staticisBlipOnMinimap(blip:Dynamic):Bool
staticisBlipShortRange(blip:Dynamic):Bool
staticisFloatingHelpTextOnScreen(hudIndex:Int):Bool
staticisFrontendReadyForControl():Bool
staticisHelpMessageBeingDisplayed():Bool
staticisHelpMessageFadingOut():Bool
staticisHelpMessageOnScreen():Bool
staticisHoveringOverMissionCreatorBlip():Bool
staticisHudComponentActive(id:Int):Bool
Full list of components below
HUD = 0;
HUD_WANTED_STARS = 1;
HUD_WEAPON_ICON = 2;
HUD_CASH = 3;
HUD_MP_CASH = 4;
HUD_MP_MESSAGE = 5;
HUD_VEHICLE_NAME = 6;
HUD_AREA_NAME = 7;
HUD_VEHICLE_CLASS = 8;
HUD_STREET_NAME = 9;
HUD_HELP_TEXT = 10;
HUD_FLOATING_HELP_TEXT_1 = 11;
HUD_FLOATING_HELP_TEXT_2 = 12;
HUD_CASH_CHANGE = 13;
HUD_RETICLE = 14;
HUD_SUBTITLE_TEXT = 15;
HUD_RADIO_STATIONS = 16;
HUD_SAVING_GAME = 17;
HUD_GAME_STREAM = 18;
HUD_WEAPON_WHEEL = 19;
HUD_WEAPON_WHEEL_STATS = 20;
MAX_HUD_COMPONENTS = 21;
MAX_HUD_WEAPONS = 22;
MAX_SCRIPTED_HUD_COMPONENTS = 141; staticisHudHidden():Bool
staticisHudPreferenceSwitchedOn():Bool
staticisMessageBeingDisplayed():Bool
staticisMinimapRendering():Bool
staticisMissionCreatorBlip(blip:Dynamic):Bool
staticisMouseRolledOverInstructionalButtons():Bool
Note: The buttons need to support mouse (with the TOGGLE_MOUSE_SUPPORT scaleform movie method) for it to return true.
staticisMpGamerTagActive(gamerTagId:Int):Bool
staticisMpGamerTagFree(gamerTagId:Int):Bool
staticisMpGamerTagMovieActive():Bool
staticisNamedRendertargetLinked(modelHash:Int):Bool
staticisNamedRendertargetRegistered(name:String):Bool
staticisNavigatingMenuContent():Dynamic
staticisPauseMenuActive():Bool
staticisPauseMenuRestarting():Bool
staticisPausemapInInteriorMode():Bool
staticisRadarHidden():Bool
staticisRadarPreferenceSwitchedOn():Bool
staticisReportugcMenuOpen():Bool
staticisScriptedHudComponentActive(id:Int):Bool
staticisScriptedHudComponentHiddenThisFrame(id:Int):Bool
staticisSocialClubActive():Bool
staticisStreamingAdditionalText(p0:Int):Bool
staticisSubtitlePreferenceSwitchedOn():Bool
staticisWaypointActive():Bool
staticlinkNamedRendertarget(modelHash:Int):Dynamic
staticlockMinimapAngle(angle:Int):Dynamic
Locks the minimap to the specified angle in integer degrees.
angle: The angle in whole degrees. If less than 0 or greater than 360, unlocks the angle. staticlockMinimapPosition(x:Float, y:Float):Dynamic
Locks the minimap to the specified world position. staticopenOnlinePoliciesMenu():Dynamic
staticpauseMenuActivateContext(hash:Int):Dynamic
Activates the specified frontend menu context.
pausemenu.xml defines some specific menu options using 'context'. Context is basically a 'condition'.
The *ALL* part of the context means that whatever is being defined, will be active when any or all of those conditions after *ALL* are met.
The *NONE* part of the context section means that whatever is being defined, will NOT be active if any or all of the conditions after *NONE* are met.
This basically allows you to hide certain menu sections, or things like instructional buttons.
See the old description below for more info.
Seems to add/set the current menu context (to show/hide buttons?) Pausemenu.xml:
<Contexts>*ALL*, DISPLAY_CORONA_BUTTONS, *NONE*, BET_LOCKED, BET_AVAILABLE, SCROLL_OPTION</Contexts>Code:if (...) { sub_bbd34(a_0, 0, "FM_BET_HELP"); UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_available}); // This native UI::OBJECT_DECAL_TOGGLE(${bet_locked}); } else { sub_bbd34(a_0, 0, ""); UI::OBJECT_DECAL_TOGGLE(${bet_available}); UI::PAUSE_MENU_ACTIVATE_CONTEXT(${bet_locked}); // This native }OBJECT_DECAL_TOGGLE seems to remove a context, It also has a hash collision // Old Scripts do not make this native's purpose clear. However, this native most likely has something to do with decals since in nearly every instance, "OBJECT_DECAL_TOGGLE" is called prior.
staticpauseMenuDeactivateContext(contextHash:Int):Dynamic
staticpauseMenuIsContextActive(contextHash:Int):Bool
staticpauseMenuIsContextMenuActive():Dynamic
staticpauseMenuRedrawInstructionalButtons(p0:Int):Dynamic
Updates instructional buttons in Pause Menu after menu contexts have been toggled. p0 purpose is currently unknown, only 0 is used in scripts.
staticpauseMenuSetBusySpinner(bVisible:Bool, iColumnID:Int, iSpinnerIndex:Int):Dynamic
Sets a loading icon in the pause menu.
staticpauseMenuSetWarnOnTabChange(setWarn:Bool):Dynamic
Shows this warning message when trying to switch pause menu header tabs: https://i.imgur.com/8qmfztu.png
staticpauseMenuceptionGoDeeper(pageId:Int):Dynamic
Sets current pause menu page/component to the specified value. Available page IDs: https://pastebin.com/qxuhwjPT
staticpauseMenuceptionTheKick():Dynamic
Forces the Pause Menu to back out of unique pages such as Awards, Unlocks, Key Bindings etc
staticpreloadBusyspinner():Dynamic
staticpulseBlip(blip:Dynamic):Dynamic
staticrefreshWaypoint():Dynamic
staticregisterNamedRendertarget(name:String, p1:Bool):Bool
staticreleaseControlOfFrontend():Dynamic
Enables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard if they were disabled using the native below.
To disable the keys, use 0xEC9264727EEC0F28.
staticreleaseNamedRendertarget(name:String):Bool
staticremoveBlip(blip:Dynamic):Dynamic
Removes the blip from your map.
*
* **Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0x86A652570E5F25DD).
staticremoveMpGamerTag(gamerTagId:Int):Dynamic
Removes the gamer tag associated with the provided ID. This does not happen instantly. Use IS_MP_GAMER_TAG_FREE to determine when the ID is free for reuse.
staticremoveMultiplayerBankCash():Dynamic
staticremoveMultiplayerWalletCash():Dynamic
staticreplaceHudColour(hudColorIndex:Int, hudColorIndex2:Int):Dynamic
Changes the hud color at a given index (hudColorIndex) by another one (hudColorIndex2).
HUD colors can be found here
staticreplaceHudColourWithRgba(hudColorIndex:Int, r:Int, g:Int, b:Int, a:Int):Dynamic
Hud colors can be found here
staticrequestAdditionalTextForDlc(gxt:String, slot:Int):Dynamic
staticresetGlobalActionscriptFlag(flagIndex:Int):Dynamic
staticresetHudComponentValues(id:Int):Dynamic
staticresetReticuleValues():Dynamic
staticrestartFrontendMenu(menuHash:Int, highlightedTab:Int):Dynamic
Changes the current frontend menu to the desired frontend menu version.
staticsetAbilityBarValue(value:Float, maxValue:Float):Dynamic
staticsetAllowCommaOnTextInput(allow:Bool):Dynamic
NOTE: This must be called before you open the text input box.
staticsetBigmapActive(toggleBigMap:Bool, showFullMap:Bool):Dynamic
Toggles the big minimap state like in GTA:Online.
To get the current state of the minimap, use IS_BIGMAP_ACTIVE.
staticsetBlipAlpha(blip:Dynamic, alpha:Int):Dynamic
Sets alpha-channel for blip color.
Example:
Blip blip = HUD::ADD_BLIP_FOR_ENTITY(entity);
HUD::SET_BLIP_COLOUR(blip , 3);
HUD::SET_BLIP_ALPHA(blip , 64);staticsetBlipAsFriendly(blip:Dynamic, toggle:Bool):Dynamic
Allows the user to set a blip as friendly or enemy based on the toggle.
staticsetBlipAsMissionCreatorBlip(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipAsShortRange(blip:Dynamic, toggle:Bool):Dynamic
Sets whether or not the specified blip should only be displayed when nearby, or on the minimap.
staticsetBlipBright(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipCategory(blip:Dynamic, index:Int):Dynamic
Examples result:

index:
1 = No distance shown in legend
2 = Distance shown in legend
7 = "Other Players" category, also shows distance in legend
10 = "Property" category
11 = "Owned Property" category
Any other value behaves like index = 1, index wraps around after 255
Blips with categories 7, 10 or 11 will all show under the specific categories listing in the map legend, regardless of sprite or name.
Legend entries
| index | Legend entry | Label |
|---|---|---|
| 7 | Other Players | BLIP_OTHPLYR |
| 10 | Property | BLIP_PROPCAT |
| 11 | Owned Property | BLIP_APARTCAT |
staticsetBlipColour(blip:Dynamic, color:Int):Dynamic
staticsetBlipCoords(blip:Dynamic, posX:Float, posY:Float, posZ:Float):Dynamic
staticsetBlipDisplay(blip:Dynamic, displayId:Int):Dynamic
displayId Behaviour
| display ID | Behaviour |
|---|---|
| 0 | Doesn't show up, ever, anywhere. |
| 1 | Doesn't show up, ever, anywhere. |
| 2 | Shows on both main map and minimap. (Selectable on map) |
| 3 | Shows on main map only. (Selectable on map) |
| 4 | Shows on main map only. (Selectable on map) |
| 5 | Shows on minimap only. |
| 6 | Shows on both main map and minimap. (Selectable on map) |
| 7 | Doesn't show up, ever, anywhere. |
| 8 | Shows on both main map and minimap. (Not selectable on map) |
| 9 | Shows on minimap only. |
| 10 | Shows on both main map and minimap. (Not selectable on map) |
Anything higher than 10 seems to be exactly the same as 10.
Rockstar seem to only use 0, 2, 3, 4, 5 and 8 in the decompiled scripts.
staticsetBlipFade(blip:Dynamic, opacity:Int, duration:Int):Dynamic
staticsetBlipFlashInterval(blip:Dynamic, interval:Int):Dynamic
Sets the interval in milliseconds before flashing the blip.
staticsetBlipFlashTimer(blip:Dynamic, duration:Int):Dynamic
Flashes blip for time in milliseconds before stopping.
staticsetBlipFlashes(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipFlashesAlternate(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipHiddenOnLegend(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipHighDetail(blip:Dynamic, toggle:Bool):Dynamic
staticsetBlipNameFromTextFile(blip:Dynamic, gxtEntry:String):Dynamic
Doesn't work if the label text of gxtEntry is >= 80. staticsetBlipNameToPlayerName(blip:Dynamic, player:Dynamic):Dynamic
staticsetBlipPriority(blip:Dynamic, priority:Int):Dynamic
See this topic for more details : gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page-35?p=1069477935 staticsetBlipRotation(blip:Dynamic, rotation:Int):Dynamic
After some testing, looks like you need to use CEIL() on the rotation (vehicle/ped heading) before using it there.staticsetBlipRoute(blip:Dynamic, enabled:Bool):Dynamic
Enable / disable showing route for the Blip-object. staticsetBlipRouteColour(blip:Dynamic, colour:Int):Dynamic
staticsetBlipScale(blip:Dynamic, scale:Float):Dynamic
staticsetBlipSecondaryColour(blip:Dynamic, r:Int, g:Int, b:Int):Dynamic
staticsetBlipSprite(blip:Dynamic, spriteId:Int):Dynamic
Sets the displayed sprite for a specific blip.
There's a list of sprites on the FiveM documentation site.
staticsetColourOfNextTextComponent(hudColor:Int):Dynamic
staticsetCustomMpHudColor(hudColorId:Int):Dynamic
Set a custom color for the MP HUD, providing a way to customize the HUD's appearance similar to character color changes in MP.
enum eHudColours {
HUD_COLOUR_PURE_WHITE = 0,
HUD_COLOUR_WHITE = 1,
HUD_COLOUR_BLACK = 2,
HUD_COLOUR_GREY = 3,
HUD_COLOUR_GREYLIGHT = 4,
HUD_COLOUR_GREYDARK = 5,
HUD_COLOUR_RED = 6,
HUD_COLOUR_REDLIGHT = 7,
HUD_COLOUR_REDDARK = 8,
HUD_COLOUR_BLUE = 9,
HUD_COLOUR_BLUELIGHT = 10,
HUD_COLOUR_BLUEDARK = 11,
HUD_COLOUR_YELLOW = 12,
HUD_COLOUR_YELLOWLIGHT = 13,
HUD_COLOUR_YELLOWDARK = 14,
HUD_COLOUR_ORANGE = 15,
HUD_COLOUR_ORANGELIGHT = 16,
HUD_COLOUR_ORANGEDARK = 17,
HUD_COLOUR_GREEN = 18,
HUD_COLOUR_GREENLIGHT = 19,
HUD_COLOUR_GREENDARK = 20,
HUD_COLOUR_PURPLE = 21,
HUD_COLOUR_PURPLELIGHT = 22,
HUD_COLOUR_PURPLEDARK = 23,
HUD_COLOUR_PINK = 24,
HUD_COLOUR_STAR = 25,
HUD_COLOUR_STARLIGHT = 26,
HUD_COLOUR_STARDARK = 27,
HUD_COLOUR_NET_PLAYER1 = 28,
HUD_COLOUR_NET_PLAYER2 = 29,
HUD_COLOUR_NET_PLAYER3 = 30,
HUD_COLOUR_NET_PLAYER4 = 31,
HUD_COLOUR_NET_PLAYER5 = 32,
HUD_COLOUR_NET_PLAYER6 = 33,
HUD_COLOUR_NET_PLAYER7 = 34,
HUD_COLOUR_NET_PLAYER8 = 35,
HUD_COLOUR_NET_PLAYER9 = 36,
HUD_COLOUR_NET_PLAYER10 = 37,
HUD_COLOUR_NET_PLAYER11 = 38,
HUD_COLOUR_NET_PLAYER12 = 39,
HUD_COLOUR_NET_PLAYER13 = 40,
HUD_COLOUR_NET_PLAYER14 = 41,
HUD_COLOUR_NET_PLAYER15 = 42,
HUD_COLOUR_NET_PLAYER16 = 43,
HUD_COLOUR_NET_PLAYER17 = 44,
HUD_COLOUR_NET_PLAYER18 = 45,
HUD_COLOUR_NET_PLAYER19 = 46,
HUD_COLOUR_NET_PLAYER20 = 47,
HUD_COLOUR_NET_PLAYER21 = 48,
HUD_COLOUR_NET_PLAYER22 = 49,
HUD_COLOUR_NET_PLAYER23 = 50,
HUD_COLOUR_NET_PLAYER24 = 51,
HUD_COLOUR_NET_PLAYER25 = 52,
HUD_COLOUR_NET_PLAYER26 = 53,
HUD_COLOUR_NET_PLAYER27 = 54,
HUD_COLOUR_NET_PLAYER28 = 55,
HUD_COLOUR_NET_PLAYER29 = 56,
HUD_COLOUR_NET_PLAYER30 = 57,
HUD_COLOUR_NET_PLAYER31 = 58,
HUD_COLOUR_NET_PLAYER32 = 59,
HUD_COLOUR_SIMPLEBLIP_DEFAULT = 60,
HUD_COLOUR_MENU_BLUE = 61,
HUD_COLOUR_MENU_GREY_LIGHT = 62,
HUD_COLOUR_MENU_BLUE_EXTRA_DARK = 63,
HUD_COLOUR_MENU_YELLOW = 64,
HUD_COLOUR_MENU_YELLOW_DARK = 65,
HUD_COLOUR_MENU_GREEN = 66,
HUD_COLOUR_MENU_GREY = 67,
HUD_COLOUR_MENU_GREY_DARK = 68,
HUD_COLOUR_MENU_HIGHLIGHT = 69,
HUD_COLOUR_MENU_STANDARD = 70,
HUD_COLOUR_MENU_DIMMED = 71,
HUD_COLOUR_MENU_EXTRA_DIMMED = 72,
HUD_COLOUR_BRIEF_TITLE = 73,
HUD_COLOUR_MID_GREY_MP = 74,
HUD_COLOUR_NET_PLAYER1_DARK = 75,
HUD_COLOUR_NET_PLAYER2_DARK = 76,
HUD_COLOUR_NET_PLAYER3_DARK = 77,
HUD_COLOUR_NET_PLAYER4_DARK = 78,
HUD_COLOUR_NET_PLAYER5_DARK = 79,
HUD_COLOUR_NET_PLAYER6_DARK = 80,
HUD_COLOUR_NET_PLAYER7_DARK = 81,
HUD_COLOUR_NET_PLAYER8_DARK = 82,
HUD_COLOUR_NET_PLAYER9_DARK = 83,
HUD_COLOUR_NET_PLAYER10_DARK = 84,
HUD_COLOUR_NET_PLAYER11_DARK = 85,
HUD_COLOUR_NET_PLAYER12_DARK = 86,
HUD_COLOUR_NET_PLAYER13_DARK = 87,
HUD_COLOUR_NET_PLAYER14_DARK = 88,
HUD_COLOUR_NET_PLAYER15_DARK = 89,
HUD_COLOUR_NET_PLAYER16_DARK = 90,
HUD_COLOUR_NET_PLAYER17_DARK = 91,
HUD_COLOUR_NET_PLAYER18_DARK = 92,
HUD_COLOUR_NET_PLAYER19_DARK = 93,
HUD_COLOUR_NET_PLAYER20_DARK = 94,
HUD_COLOUR_NET_PLAYER21_DARK = 95,
HUD_COLOUR_NET_PLAYER22_DARK = 96,
HUD_COLOUR_NET_PLAYER23_DARK = 97,
HUD_COLOUR_NET_PLAYER24_DARK = 98,
HUD_COLOUR_NET_PLAYER25_DARK = 99,
HUD_COLOUR_NET_PLAYER26_DARK = 100,
HUD_COLOUR_NET_PLAYER27_DARK = 101,
HUD_COLOUR_NET_PLAYER28_DARK = 102,
HUD_COLOUR_NET_PLAYER29_DARK = 103,
HUD_COLOUR_NET_PLAYER30_DARK = 104,
HUD_COLOUR_NET_PLAYER31_DARK = 105,
HUD_COLOUR_NET_PLAYER32_DARK = 106,
HUD_COLOUR_BRONZE = 107,
HUD_COLOUR_SILVER = 108,
HUD_COLOUR_GOLD = 109,
HUD_COLOUR_PLATINUM = 110,
HUD_COLOUR_GANG1 = 111,
HUD_COLOUR_GANG2 = 112,
HUD_COLOUR_GANG3 = 113,
HUD_COLOUR_GANG4 = 114,
HUD_COLOUR_SAME_CREW = 115,
HUD_COLOUR_FREEMODE = 116,
HUD_COLOUR_PAUSE_BG = 117,
HUD_COLOUR_FRIENDLY = 118,
HUD_COLOUR_ENEMY = 119,
HUD_COLOUR_LOCATION = 120,
HUD_COLOUR_PICKUP = 121,
HUD_COLOUR_PAUSE_SINGLEPLAYER = 122,
HUD_COLOUR_FREEMODE_DARK = 123,
HUD_COLOUR_INACTIVE_MISSION = 124,
HUD_COLOUR_DAMAGE = 125,
HUD_COLOUR_PINKLIGHT = 126,
HUD_COLOUR_PM_MITEM_HIGHLIGHT = 127,
HUD_COLOUR_SCRIPT_VARIABLE = 128,
HUD_COLOUR_YOGA = 129,
HUD_COLOUR_TENNIS = 130,
HUD_COLOUR_GOLF = 131,
HUD_COLOUR_SHOOTING_RANGE = 132,
HUD_COLOUR_FLIGHT_SCHOOL = 133,
HUD_COLOUR_NORTH_BLUE = 134,
HUD_COLOUR_SOCIAL_CLUB = 135,
HUD_COLOUR_PLATFORM_BLUE = 136,
HUD_COLOUR_PLATFORM_GREEN = 137,
HUD_COLOUR_PLATFORM_GREY = 138,
HUD_COLOUR_FACEBOOK_BLUE = 139,
HUD_COLOUR_INGAME_BG = 140,
HUD_COLOUR_DARTS = 141,
HUD_COLOUR_WAYPOINT = 142,
HUD_COLOUR_MICHAEL = 143,
HUD_COLOUR_FRANKLIN = 144,
HUD_COLOUR_TREVOR = 145,
HUD_COLOUR_GOLF_P1 = 146,
HUD_COLOUR_GOLF_P2 = 147,
HUD_COLOUR_GOLF_P3 = 148,
HUD_COLOUR_GOLF_P4 = 149,
HUD_COLOUR_WAYPOINTLIGHT = 150,
HUD_COLOUR_WAYPOINTDARK = 151,
HUD_COLOUR_PANEL_LIGHT = 152,
HUD_COLOUR_MICHAEL_DARK = 153,
HUD_COLOUR_FRANKLIN_DARK = 154,
HUD_COLOUR_TREVOR_DARK = 155,
HUD_COLOUR_OBJECTIVE_ROUTE = 156,
HUD_COLOUR_PAUSEMAP_TINT = 157,
HUD_COLOUR_PAUSE_DESELECT = 158,
HUD_COLOUR_PM_WEAPONS_PURCHASABLE = 159,
HUD_COLOUR_PM_WEAPONS_LOCKED = 160,
HUD_COLOUR_END_SCREEN_BG = 161,
HUD_COLOUR_CHOP = 162,
HUD_COLOUR_PAUSEMAP_TINT_HALF = 163,
HUD_COLOUR_NORTH_BLUE_OFFICIAL = 164,
HUD_COLOUR_SCRIPT_VARIABLE_2 = 165,
HUD_COLOUR_H = 166,
HUD_COLOUR_HDARK = 167,
HUD_COLOUR_T = 168,
HUD_COLOUR_TDARK = 169,
HUD_COLOUR_HSHARD = 170,
HUD_COLOUR_CONTROLLER_MICHAEL = 171
HUD_COLOUR_CONTROLLER_FRANKLIN = 172
HUD_COLOUR_CONTROLLER_TREVOR = 173
HUD_COLOUR_CONTROLLER_CHOP = 174,
HUD_COLOUR_VIDEO_EDITOR_VIDEO = 175,
HUD_COLOUR_VIDEO_EDITOR_AUDIO = 176,
HUD_COLOUR_VIDEO_EDITOR_TEXT = 177,
HUD_COLOUR_HB_BLUE = 178,
HUD_COLOUR_HB_YELLOW = 179,
HUD_COLOUR_VIDEO_EDITOR_SCORE = 180,
HUD_COLOUR_VIDEO_EDITOR_AUDIO_FADEOUT = 181,
HUD_COLOUR_VIDEO_EDITOR_TEXT_FADEOUT = 182,
HUD_COLOUR_VIDEO_EDITOR_SCORE_FADEOUT = 183,
HUD_COLOUR_HEIST_BACKGROUND = 184,
HUD_COLOUR_VIDEO_EDITOR_AMBIENT = 185,
HUD_COLOUR_VIDEO_EDITOR_AMBIENT_FADEOUT = 186,
HUD_COLOUR_GANG_BOSS = 187,
HUD_COLOUR_GOON = 188,
HUD_COLOUR_BOSS = 189,
HUD_COLOUR_LOW_FLOW = 190,
HUD_COLOUR_LOW_FLOW_DARK = 191,
HUD_COLOUR_G1 = 192,
HUD_COLOUR_G2 = 193,
HUD_COLOUR_G3 = 194,
HUD_COLOUR_G4 = 195,
HUD_COLOUR_G5 = 196,
HUD_COLOUR_G6 = 197,
HUD_COLOUR_G7 = 198,
HUD_COLOUR_G8 = 199,
HUD_COLOUR_G9 = 200,
HUD_COLOUR_G10 = 201,
HUD_COLOUR_G11 = 202,
HUD_COLOUR_G12 = 203,
HUD_COLOUR_G13 = 204,
HUD_COLOUR_G14 = 205,
HUD_COLOUR_G15 = 206,
HUD_COLOUR_ADVERSARY = 207,
HUD_COLOUR_DEGEN_RED = 208,
HUD_COLOUR_DEGEN_YELLOW = 209,
HUD_COLOUR_DEGEN_GREEN = 210,
HUD_COLOUR_DEGEN_CYAN = 211,
HUD_COLOUR_DEGEN_BLUE = 212,
HUD_COLOUR_DEGEN_MAGENTA = 213,
HUD_COLOUR_STUNT_1 = 214,
HUD_COLOUR_STUNT_2 = 215,
HUD_COLOUR_SPECIAL_RACE_SERIES = 216
HUD_COLOUR_SPECIAL_RACE_SERIES_DARK = 217,
HUD_COLOUR_CS = 218
HUD_COLOUR_CS_DARK = 219,
HUD_COLOUR_TECH_GREEN = 220,
HUD_COLOUR_TECH_GREEN_DARK = 221,
HUD_COLOUR_TECH_RED = 222,
HUD_COLOUR_TECH_GREEN_VERY_DARK = 223,
HUD_COLOUR_PLACEHOLDER_01 = 224,
HUD_COLOUR_PLACEHOLDER_02 = 225,
HUD_COLOUR_PLACEHOLDER_03 = 226,
HUD_COLOUR_PLACEHOLDER_04 = 227,
HUD_COLOUR_PLACEHOLDER_05 = 228,
HUD_COLOUR_PLACEHOLDER_06 = 229,
HUD_COLOUR_PLACEHOLDER_07 = 230,
HUD_COLOUR_PLACEHOLDER_08 = 231,
HUD_COLOUR_PLACEHOLDER_09 = 232,
HUD_COLOUR_PLACEHOLDER_10 = 233,
HUD_COLOUR_JUNK_ENERGY = 234
};
NativeDB Introduced: 2545staticsetFakePausemapPlayerPositionThisFrame(x:Float, y:Float):Dynamic
Overrides the position of the main player blip for the current frame.
staticsetFloatingHelpTextScreenPosition(hudIndex:Int, x:Float, y:Float):Dynamic
staticsetFloatingHelpTextStyle(hudIndex:Int, style:Int, hudColor:Int, alpha:Int, arrowPosition:Int, boxOffset:Int):Dynamic
Arrow Positions
- 0 = Off / No arrow
- 1 = Top
- 2 = Left
- 3 = Bottom
- 4 = Right
Note
Any numeric value greater than 4 will result in a right arrow (Index 4)
Important
Needs to be called every frame

staticsetFloatingHelpTextToEntity(hudIndex:Int, entity:Dynamic, offsetX:Float, offsetY:Float):Dynamic
staticsetFloatingHelpTextWorldPosition(hudIndex:Int, x:Float, y:Float, z:Float):Dynamic
staticsetFrontendActive(active:Bool):Dynamic
staticsetGpsCustomRouteRender(toggle:Bool, radarThickness:Int, mapThickness:Int):Dynamic
staticsetGpsFlags(p0:Int, p1:Float):Dynamic
Only the script that originally called SET_GPS_FLAGS can set them again. Another script cannot set the flags, until the first script that called it has called CLEAR_GPS_FLAGS.
Doesn't seem like the flags are actually read by the game at all.staticsetGpsFlashes(toggle:Bool):Dynamic
staticsetGpsMultiRouteRender(toggle:Bool):Dynamic
staticsetHealthHudDisplayValues(health:Int, capacity:Int, wasAdded:Bool):Dynamic
staticsetHudComponentPosition(id:Int, x:Float, y:Float):Dynamic
staticsetMaxArmourHudDisplay(maximumValue:Int):Dynamic
staticsetMaxHealthHudDisplay(maximumValue:Int):Dynamic
staticsetMinimapBlockWaypoint(toggle:Bool):Dynamic
staticsetMinimapComponent(componentID:Int, toggle:Bool, hudColor:Int):Int
This native is used to colorize/toggle certain map components like the army base.
Component IDs 6 through 14 are used by the freemode event King of the Castle in GTA Online.
An incomplete list of component IDs:
- 0: Los Santos International Airport yellow runway markers
- 1: Sandy Shores Airfield yellow runway markers
- 2: McKenzie Field yellow runway markers
- 6: Vespucci Beach lifeguard building
- 7: Top level zone of Alien Camp (Hippy Camp)
- 8: Paleto Bay fire station drill tower
- 9 Land Act Dam tower
- 10 Pala Springs Aerial Tramway
- 11 Galileo Observatory power unit
- 12 Small zone (empty "interior") near Central Los Santos Medical Center
- 13 Richman Mansion grotto
- 14 2 Alien Camp (Hippy Camp) circles
- 15 Fort Zancudo
staticsetMinimapFowRevealCoordinate(x:Float, y:Float, z:Float):Dynamic
staticsetMinimapGolfCourse(hole:Int):Dynamic
Not much is known so far on what it does exactly. All I know for sure is that it draws the specified hole ID on the pause menu map as well as on the mini-map/radar. This native also seems to change some other things related to the pause menu map's behaviour, for example: you can no longer set waypoints, the pause menu map starts up in a 'zoomed in' state. This native does not need to be executed every tick.
You need to center the minimap manually as well as change/lock it's zoom and angle in order for it to appear correctly on the minimap.
You'll also need to use the GOLF scaleform in order to get the correct minmap border to show up.
Use SET_MINIMAP_GOLF_COURSE_OFF() to reset the map when you no longer want to display any golf holes (you still need to unlock zoom, position and angle of the radar manually after calling this).
staticsetMinimapGolfCourseOff():Dynamic
staticsetMinimapInSpectatorMode(toggle:Bool, ped:Dynamic):Dynamic
staticsetMinimapSonarSweep(toggle:Bool):Dynamic
Enables or disables the sonar sweep animation on the minimap.
NativeDB Introduced: v2189staticsetMissionName(p0:Bool, name:String):Dynamic
staticsetMouseCursorStyle(style:Int):Dynamic
Changes the mouse style.
enum eMousePointerStyle {
ARROW = 1,
ARROW_DIMMED = 2,
HAND_OPEN = 3,
HAND_GRAB = 4,
HAND_MIDDLE_FINGER = 5,
ARROW_LEFT = 6,
ARROW_RIGHT = 7,
ARROW_UP = 8,
ARROW_DOWN = 9,
ARROW_TRIMMING = 10,
ARROW_PLUS = 11,
ARROW_MINUS = 12
};staticsetMouseCursorVisible(isVisible:Bool):Dynamic
Toggles the visibility of the cursor. Do note that if the game loses focus and then regains it, the cursor will become visible again.
staticsetMpGamerTagAlpha(gamerTagId:Int, component:Int, alpha:Int):Dynamic
Sets flag's sprite transparency. 0-255. staticsetMpGamerTagBigText(gamerTagId:Int, string:String):Dynamic
staticsetMpGamerTagColour(gamerTagId:Int, component:Int, hudColorIndex:Int):Dynamic
Sets a gamer tag's component colour
staticsetMpGamerTagHealthBarColour(gamerTagId:Int, hudColorIndex:Int):Dynamic
Should be enabled as component (2). Has 0 alpha by default.
staticsetMpGamerTagName(gamerTagId:Int, string:String):Dynamic
staticsetMpGamerTagVisibility(gamerTagId:Int, component:Int, toggle:Bool):Dynamic
enum eMpGamerTagComponent
{
MP_TAG_GAMER_NAME = 0,
MP_TAG_CREW_TAG = 1,
MP_TAG_HEALTH_ARMOUR = 2,
MP_TAG_BIG_TEXT = 3,
MP_TAG_AUDIO_ICON = 4,
MP_TAG_USING_MENU = 5,
MP_TAG_PASSIVE_MODE = 6,
MP_TAG_WANTED_STARS = 7,
MP_TAG_DRIVER = 8,
MP_TAG_CO_DRIVER = 9,
MP_TAG_TAGGED = 10,
MP_TAG_GAMER_NAME_NEARBY = 11,
MP_TAG_ARROW = 12,
MP_TAG_PACKAGES = 13,
MP_TAG_INV_IF_PED_FOLLOWING = 14,
MP_TAG_RANK_TEXT = 15,
MP_TAG_TYPING = 16,
MP_TAG_BAG_LARGE = 17,
MP_TAG_ARROW = 18,
MP_TAG_GANG_CEO = 19,
MP_TAG_GANG_BIKER = 20,
MP_TAG_BIKER_ARROW = 21,
MP_TAG_MC_ROLE_PRESIDENT = 22,
MP_TAG_MC_ROLE_VICE_PRESIDENT = 23,
MP_TAG_MC_ROLE_ROAD_CAPTAIN = 24,
MP_TAG_MC_ROLE_SARGEANT = 25,
MP_TAG_MC_ROLE_ENFORCER = 26,
MP_TAG_MC_ROLE_PROSPECT = 27,
MP_TAG_TRANSMITTER = 28,
MP_TAG_BOMB = 29
};
NativeDB Added Parameter 4: Any p3staticsetMpGamerTagWantedLevel(gamerTagId:Int, wantedlvl:Int):Dynamic
displays wanted star above head staticsetMultiplayerBankCash():Dynamic
Preview image:

To change the bank balance use STAT_SET_INT with "BANK_BALANCE" to whatever value you need to.
staticsetMultiplayerHudCash(p0:Int, p1:Int):Dynamic
**This native does absolutely nothing, just a nullsub
staticsetMultiplayerWalletCash():Dynamic
Preview image:

To change money value use STAT_SET_INT with "MP0_WALLET_BALANCE" to whatever value you need to.
staticsetNewWaypoint(x:Float, y:Float):Dynamic
staticsetPauseMenuActive(toggle:Bool):Dynamic
This native is deprecated.
If you're looking to:
- Toggle the pause menu on, use
ACTIVATE_FRONTEND_MENU - Toggle the pause menu off, use
SET_FRONTEND_ACTIVE - Disable toggling the pause menu, use
DISABLE_FRONTEND_THIS_FRAME
staticsetPauseMenuPedLighting(state:Bool):Dynamic
Toggles the light state for the pause menu ped in frontend menus.
This is used by R* in combination with SET_PAUSE_MENU_PED_SLEEP_STATE to toggle the "offline" or "online" state in the "friends" tab of the pause menu in GTA Online.
Example:
On:
Off: 
staticsetPauseMenuPedSleepState(state:Bool):Dynamic
Toggles the pause menu ped sleep state for frontend menus.
staticsetPedAiBlipForcedOn(ped:Dynamic, toggle:Bool):Dynamic
if "flag" is true, the AI blip will always be displayed for the specified ped, if it has an AI blip
If "flag" is false, the AI blip will only be displayed when the player is in combat with the specified ped, if it has an AI blip staticsetPedAiBlipGangId(ped:Dynamic, gangId:Int):Dynamic
staticsetPedAiBlipHasCone(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedAiBlipNoticeRange(ped:Dynamic, range:Float):Dynamic
staticsetPedHasAiBlip(ped:Dynamic, hasCone:Bool):Dynamic
This native turns on the AI blip on the specified ped. It also disappears automatically when the ped is too far or if the ped is dead. You don't need to control it with other natives.
See gtaforums.com/topic/884370-native-research-ai-blips for further information.staticsetRaceTrackRender(toggle:Bool):Dynamic
staticsetRadarAsExteriorThisFrame():Dynamic
staticsetRadarAsInteriorThisFrame(interior:Int, x:Float, y:Float, heading:Int, zoom:Int):Dynamic
List of interior hashes: pastebin.com/1FUyXNqY
Not for every interior zoom > 0 available. staticsetRadarZoomPrecise(zoom:Float):Dynamic
staticsetRadarZoomToBlip(blip:Dynamic, zoom:Float):Dynamic
staticsetRadarZoomToDistance(zoom:Float):Dynamic
staticsetRadiusBlipEdge(blip:Dynamic, toggle:Bool):Dynamic
Enabling this on a radius blip will make it outline only.\
Please note that this only works on a radius blip (i.e. one generated using ADD_BLIP_FOR_RADIUS), not a normal blip.
Example result:\

staticsetScriptVariableHudColour(r:Int, g:Int, b:Int, a:Int):Dynamic
Sets the color of HUD_COLOUR_SCRIPT_VARIABLEstaticsetSocialClubTour(name:String):Dynamic
HUD::SET_SOCIAL_CLUB_TOUR("Gallery");
HUD::SET_SOCIAL_CLUB_TOUR("Missions");
HUD::SET_SOCIAL_CLUB_TOUR("General");
HUD::SET_SOCIAL_CLUB_TOUR("Playlists");staticsetTextCentre(align:Bool):Dynamic
staticsetTextColour(red:Int, green:Int, blue:Int, alpha:Int):Dynamic
colors you input not same as you think?
A: for some reason its R B G AstaticsetTextDropShadow():Dynamic
staticsetTextDropshadow(distance:Int, r:Int, g:Int, b:Int, a:Int):Dynamic
distance - shadow distance in pixels, both horizontal and vertical r, g, b, a - color
staticsetTextEdge(p0:Int, r:Int, g:Int, b:Int, a:Int):Dynamic
**This native does absolutely nothing, just a nullsub
staticsetTextFont(fontType:Int):Dynamic
enum eTextFonts
{
FONT_STANDARD = 0,
FONT_CURSIVE = 1,
FONT_ROCKSTAR_TAG = 2,
FONT_LEADERBOAR0D = 3,
FONT_CONDENSED = 4,
FONT_STYLE_FIXED_WIDTH_NUMBERS = 5,
FONT_CONDENSED_NOT_GAMERNAME = 6,
FONT_STYLE_PRICEDOWN = 7,
FONT_STYLE_TAXI = 8,
}staticsetTextInputBoxEnabled(state:Bool):Dynamic
Toggles if the text input box can be opened with DISPLAY_ONSCREEN_KEYBOARD.
staticsetTextJustification(justifyType:Int):Dynamic
Types -
0: Center-Justify
1: Left-Justify
2: Right-Justify
Right-Justify requires SET_TEXT_WRAP, otherwise it will draw to the far right of the screen staticsetTextLeading(p0:Int):Dynamic
staticsetTextOutline():Dynamic
staticsetTextRenderId(renderId:Int):Dynamic
staticsetTextRightJustify(toggle:Bool):Dynamic
staticsetTextScale(scale:Float, size:Float):Dynamic
Size range : 0F to 1.0F
p0 is unknown and doesn't seem to have an effect, yet in the game scripts it changes to 1.0F sometimes.staticsetTextWrap(start:Float, end:Float):Dynamic
It sets the text in a specified box and wraps the text if it exceeds the boundries. Both values are for X axis. Useful when positioning text set to center or aligned to the right.
start - left boundry on screen position (0.0 - 1.0)
end - right boundry on screen position (0.0 - 1.0) staticsetUseIslandMap(toggle:Bool):Dynamic
Switches the display of the in-game minimap to the Cayo Perico map. This native needs to be called every frame to maintain the toggled state effectively.
NativeDB Introduced: v2189staticsetWarningMessage(entryLine1:String, instructionalKey:Int, entryLine2:String, p3:Bool, p4:Int, background:String, p6:String, showBg:Bool, errorCode:Int):Dynamic
enum eInstructionalButtonTypes
{
NONE = 0,
SELECT = 1,
OK = 2,
YES = 4,
BACK = 8,
BACK_SELECT = 9,
BACK_OK = 10,
BACK_YES = 12,
CANCEL = 16,
CANCEL_SELECT = 17,
CANCEL_OK = 18,
CANCEL_YES = 20,
NO = 32,
NO_SELECT = 33,
NO_OK = 34,
YES_NO = 36,
RETRY = 64,
RETRY_SELECT = 65,
RETRY_OK = 66,
RETRY_YES = 68,
RETRY_BACK = 72,
RETRY_BACK_SELECT = 73,
RETRY_BACK_OK = 74,
RETRY_BACK_YES = 76,
RETRY_CANCEL = 80,
RETRY_CANCEL_SELECT = 81,
RETRY_CANCEL_OK = 82,
RETRY_CANCEL_YES = 84,
SKIP = 256,
SKIP_SELECT = 257,
SKIP_OK = 258,
SKIP_YES = 260,
SKIP_BACK = 264,
SKIP_BACK_SELECT = 265,
SKIP_BACK_OK = 266,
SKIP_BACK_YES = 268,
SKIP_CANCEL = 272,
SKIP_CANCEL_SELECT = 273,
SKIP_CANCEL_OK = 274,
SKIP_CANCEL_YES = 276,
CONTINUE = 16384,
BACK_CONTINUE = 16392,
CANCEL_CONTINUE = 16400,
LOADING_SPINNER = 134217728,
SELECT_LOADING_SPINNER = 134217729,
OK_LOADING_SPINNER = 134217730,
YES_LOADING_SPINNER = 134217732,
BACK_LOADING_SPINNER = 134217736,
BACK_SELECT_LOADING_SPINNER = 134217737,
BACK_OK_LOADING_SPINNER = 134217738,
BACK_YES_LOADING_SPINNER = 134217740,
CANCEL_LOADING_SPINNER = 134217744,
CANCEL_SELECT_LOADING_SPINNER = 134217745,
CANCEL_OK_LOADING_SPINNER = 134217746,
CANCEL_YES_LOADING_SPINNER = 134217748
}
Note: this list is definitely NOT complete, but these are the ones I've been able to find before giving up because it's such a boring thing to look for 'good' combinations.
Result of the example code: https://i.imgur.com/imwoimm.png
staticsetWarningMessageWithHeader(titleMsg:String, entryLine1:String, flags:Int, promptMsg:String, p4:Bool, p5:Dynamic, background:Bool, p7:Dynamic, showBg:Bool):Dynamic
You can only use text entries. No custom text.
C# Example :
Function.Call(Hash._SET_WARNING_MESSAGE_2, "HUD_QUIT", "HUD_CGIGNORE", 2, "HUD_CGINVITE", 0, -1, 0, 0, 1);
you can recreate this easily with scaleforms
---------------
Fixed native name, from before nativedb restoration.
NativeDB Added Parameter 10: Any p9staticsetWarningMessageWithHeaderAndSubstringFlags(entryHeader:String, entryLine1:String, instructionalKey:Dynamic, entryLine2:String, p4:Bool, p5:Dynamic, p6:Dynamic, p7:Dynamic, p8:Dynamic, p9:Bool):Dynamic
You can only use text entries. No custom text.
NativeDB Added Parameter 11: Any p10staticsetWarningMessageWithHeaderExtended(headerTextLabel:String, line1TextLabel:String, buttonsBitField:Int, buttonsBitFieldUpper:Int, line2TextLabel:String, addNumber:Bool, numberToAdd:Int, firstSubstring:String, secondSubstring:String, showBackground:Bool, errorCode:Int):Dynamic
Sets a warning message for one frame with header and upper buttons bit field that don't fit the standard 32 bit set.
staticsetWaypointOff():Dynamic
This native removes the current waypoint from the map.
Example:
C#:
Function.Call(Hash.SET_WAYPOINT_OFF);
C++:
HUD::SET_WAYPOINT_OFF();staticsetWidescreenFormat(p0:Dynamic):Dynamic
staticshowContactInstructionalButton(toggle:Bool):Dynamic
Controls the visibility of the "Contact" instructional buttons on the map screen.
NativeDB Introduced: 2545staticshowCrewIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Enables or disables the blue half circle
around the specified blip on the left side of the blip. This is used to indicate that the player is in your crew in GTA:O. Color is changeable by using SET_BLIP_SECONDARY_COLOUR.
To toggle the right side of the circle use: SHOW_FRIEND_INDICATOR_ON_BLIP.
Example code result:

staticshowFriendIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Highlights a blip by a half cyan circle on the right side of the blip.
Indicating that that player is a friend (in GTA:O). This color can not be changed.
To toggle the left side (crew member indicator) of the half circle around the blip, use: SHOW_CREW_INDICATOR_ON_BLIP.
staticshowHeadingIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Adds the GTA: Online player heading indicator to a blip. staticshowHeightOnBlip(blip:Dynamic, toggle:Bool):Dynamic
staticshowHudComponentThisFrame(id:Int):Dynamic
This function shows various HUD (Heads-up Display) components.
Listed below are the integers and the corresponding HUD component.
- 1 : WANTED_STARS
- 2 : WEAPON_ICON
- 3 : CASH
- 4 : MP_CASH
- 5 : MP_MESSAGE
- 6 : VEHICLE_NAME
- 7 : AREA_NAME
- 8 : VEHICLE_CLASS
- 9 : STREET_NAME
- 10 : HELP_TEXT
- 11 : FLOATING_HELP_TEXT_1
- 12 : FLOATING_HELP_TEXT_2
- 13 : CASH_CHANGE
- 14 : RETICLE
- 15 : SUBTITLE_TEXT
- 16 : RADIO_STATIONS
- 17 : SAVING_GAME
- 18 : GAME_STREAM
- 19 : WEAPON_WHEEL
- 20 : WEAPON_WHEEL_STATS
- 21 : HUD_COMPONENTS
- 22 : HUD_WEAPONS
These integers also work for the HIDE_HUD_COMPONENT_THIS_FRAME native, but instead hides the HUD component.
staticshowNumberOnBlip(blip:Dynamic, number:Int):Dynamic
staticshowOutlineIndicatorOnBlip(blip:Dynamic, toggle:Bool):Dynamic
Toggles a cyan outline around the blip.
Color can be changed with SET_BLIP_SECONDARY_COLOUR. Enabling this circle will override the "crew" and "friend" half-circles (see SHOW_CREW_INDICATOR_ON_BLIP and SHOW_FRIEND_INDICATOR_ON_BLIP).
staticshowStartMissionInstructionalButton(p0:Bool):Dynamic
staticstartGpsCustomRoute(hudColor:Int, displayOnFoot:Bool, followPlayer:Bool):Dynamic
Starts a new GPS custom-route, allowing you to plot lines on the map. Lines are drawn directly between points. The GPS custom route works like the GPS multi route, except it does not follow roads.
Example result:

staticstartGpsMultiRoute(hudColor:Int, routeFromPlayer:Bool, displayOnFoot:Bool):Dynamic
Starts a new GPS multi-route, allowing you to create custom GPS paths. GPS functions like the waypoint, except it can contain multiple points it's forced to go through. Once the player has passed a point, the GPS will no longer force its path through it.
Works independently from the player-placed waypoint and blip routes.
Example result:

staticsuppressFrontendRenderingThisFrame():Dynamic
statictakeControlOfFrontend():Dynamic
Disables frontend (works in custom frontends, not sure about regular pause menu) navigation keys on keyboard. Not sure about controller. Does not disable mouse controls. No need to call this every tick.
To enable the keys again, use 0x14621BB1DF14E2B2.
staticthefeedClearFrozenPost():Dynamic
staticthefeedCommentTeleportPoolOff():Dynamic
Displays "normal" notifications again after calling `_0x56C8B608CFD49854` (those that were drawn before calling this native too), though those will have a weird offset and stay on screen forever (tested with notifications created from same script).staticthefeedCommentTeleportPoolOn():Dynamic
Enables loading screen tips to be be shown (`_0x15CFA549788D35EF` and `_0x488043841BBE156F`), blocks other kinds of notifications from being displayed (at least from current script). Call `0xADED7F5748ACAFE6` to display those again.staticthefeedFlushQueue():Dynamic
staticthefeedForceRenderOff():Dynamic
Enables loading screen tips to be be shown (_0x15CFA549788D35EF and _0x488043841BBE156F), blocks other kinds of notifications from being displayed (at least from current script). Call 0xADED7F5748ACAFE6 to display those again.
staticthefeedForceRenderOn():Dynamic
staticthefeedFreezeNextPost():Dynamic
Requires manual management of game stream handles (i.e., 0xBE4390CB40B3E627).staticthefeedGetFirstVisibleDeleteRemaining():Int
Returns the handle for the notification currently displayed on the screen. Name may be a hash collision, but describes the function accurately.staticthefeedIsPaused():Bool
staticthefeedOnlyShowTooltips(toggle:Bool):Dynamic
staticthefeedPause():Dynamic
staticthefeedRemoveItem(notificationId:Int):Dynamic
Removes a notification instantly instead of waiting for it to disappear staticthefeedResetAllParameters():Dynamic
staticthefeedResume():Dynamic
staticthefeedSetScriptedMenuHeight(pos:Float):Dynamic
staticthefeedSpsExtendWidescreenOff():Dynamic
staticthefeedSpsExtendWidescreenOn():Dynamic
staticthefeedUpdateItemTexture(txdString1:String, txnString1:String, txdString2:String, txnString2:String):Dynamic
Used in the native scripts to reference "GET_PEDHEADSHOT_TXD_STRING" and "CHAR_DEFAULT".
NativeDB Introduced: v323statictoggleStealthRadar(toggle:Bool):Dynamic
statictriggerSonarBlip(posX:Float, posY:Float, posZ:Float, radius:Float, p4:Int):Dynamic
staticunlockMinimapAngle():Dynamic
staticunlockMinimapPosition():Dynamic
staticuseFakeMpCash(p0:Bool):Dynamic
Related to displaying cash on the HUD
Always called before HUD::CHANGE_FAKE_MP_CASH in decompiled scripts
