class Interior
package fivem.client.natives
Static methods
staticClearInteriorForEntity(entity:Dynamic):Dynamic
Immediately removes entity from an interior. Like sets entity to limbo room.
NativeDB Introduced: v2189staticEnableScriptCullModelThisFrame(mapObjectHash:Int):Dynamic
staticSetInteriorEntitySetColor(interior:Int, entitySetName:String, color:Int):Dynamic
staticactivateInteriorEntitySet(interior:Int, entitySetName:String):Dynamic
More info: http://gtaforums.com/topic/836367-adding-props-to-interiors/ staticaddPickupToInteriorRoomByName(pickup:Dynamic, roomName:String):Dynamic
staticcapInterior(interiorID:Int, toggle:Bool):Dynamic
Does something similar to INTERIOR::DISABLE_INTERIOR staticclearRoomForEntity(entity:Dynamic):Dynamic
staticclearRoomForGameViewport():Dynamic
staticdeactivateInteriorEntitySet(interior:Int, entitySetName:String):Dynamic
staticdisableInterior(interiorID:Int, toggle:Bool):Dynamic
Example:
This removes the interior from the strip club and when trying to walk inside the player just falls:
INTERIOR::DISABLE_INTERIOR(118018, true); staticenableExteriorCullModelThisFrame(mapObjectHash:Int):Dynamic
This is the native that is used to hide the exterior of GTA Online apartment buildings when you are inside an apartment.staticforceRoomForEntity(entity:Dynamic, interior:Int, roomHashKey:Int):Dynamic
Forces the particular room in an interior to load incase not teleporting into the portal.staticforceRoomForGameViewport(interiorID:Int, roomHashKey:Int):Dynamic
staticgetInteriorAtCoords(x:Float, y:Float, z:Float):Int
Returns interior ID from specified coordinates. If coordinates are outside, then it returns 0.
Example for VB.NET
Dim interiorID As Integer = Native.Function.Call(Of Integer)(Hash.GET_INTERIOR_AT_COORDS, X, Y, Z) staticgetInteriorAtCoordsWithType(x:Float, y:Float, z:Float, interiorType:String):Int
Returns the interior ID representing the requested interior at that location (if found?). The supplied interior string is not the same as the one used to load the interior.
Use: INTERIOR::UNPIN_INTERIOR(INTERIOR::GET_INTERIOR_AT_COORDS_WITH_TYPE(x, y, z, interior))
Interior types include: "V_Michael", "V_Franklins", "V_Franklinshouse", etc.. you can find them in the scripts.
Not a very useful native as you could just use GET_INTERIOR_AT_COORDS instead and get the same result, without even having to specify the interior type. staticgetInteriorAtCoordsWithTypehash(x:Float, y:Float, z:Float, typeHash:Int):Int
Hashed version of GET_INTERIOR_AT_COORDS_WITH_TYPEstaticgetInteriorFromCollision(x:Float, y:Float, z:Float):Int
staticgetInteriorFromEntity(entity:Dynamic):Int
Returns the handle of the interior that the entity is in. Returns 0 if outside. staticgetInteriorGroupId(interior:Int):Int
Returns the group ID of the specified interior. For example, regular interiors have group 0, subway interiors have group 1. There are a few other groups too. staticgetInteriorLocationAndNamehash(interior:Int, position:Dynamic, nameHash:Dynamic):Dynamic
NativeDB Introduced: v1290staticgetKeyForEntityInRoom(entity:Dynamic):Int
Seems to do the exact same as INTERIOR::GET_ROOM_KEY_FROM_ENTITY staticgetOffsetFromInteriorInWorldCoords(interior:Int, x:Float, y:Float, z:Float):Dynamic
staticgetRoomKeyForGameViewport():Int
staticgetRoomKeyFromEntity(entity:Dynamic):Int
Gets the room hash key from the room that the specified entity is in. Each room in every interior has a unique key. Returns 0 if the entity is outside. staticisCollisionMarkedOutside(x:Float, y:Float, z:Float):Bool
Returns true if the collision at the specified coords is marked as being outside (false if there's an interior)
staticisInteriorCapped(interiorID:Int):Bool
staticisInteriorDisabled(interior:Int):Bool
staticisInteriorEntitySetActive(interior:Int, entitySetName:String):Bool
staticisInteriorReady(interiorID:Int):Bool
staticisInteriorScene():Bool
staticisValidInterior(interior:Int):Bool
staticpinInteriorInMemory(interior:Int):Dynamic
staticrefreshInterior(interiorID:Int):Dynamic
staticunpinInterior(interior:Int):Dynamic
Does something similar to INTERIOR::DISABLE_INTERIOR.
You don't fall through the floor but everything is invisible inside and looks the same as when INTERIOR::DISABLE_INTERIOR is used. Peds behaves normally inside.