class Misc
package fivem.client.natives
Static methods
staticAddDispatchSpawnBlockingAngledArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float):Dynamic
To remove, see: REMOVE_DISPATCH_SPAWN_BLOCKING_AREA.
See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
staticAddDispatchSpawnBlockingArea(x1:Float, y1:Float, x2:Float, y2:Float):Dynamic
staticAddTacticalAnalysisPoint(x:Float, y:Float, z:Float):Dynamic
Adds a point related to CTacticalAnalysisstaticCleanupAsyncInstall():Dynamic
staticClearCloudHat():Dynamic
staticClearRestartCustomPosition():Dynamic
staticClearTacticalAnalysisPoints():Dynamic
staticCopyMemory(dst:Dynamic, src:Dynamic, size:Int):Dynamic
staticGetBaseElementMetadata(p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Bool):Bool
staticGetBenchmarkIterationsFromCommandLine():Int
Returns value of the '-benchmarkIterations' command line option.staticGetBenchmarkPassFromCommandLine():Int
Returns value of the '-benchmarkPass' command line option.staticGetBenchmarkTime():Float
staticGetCloudHatOpacity():Float
staticGetIsPlayerInAnimalForm():Bool
Although we don't have a jenkins hash for this one, the name is 100% confirmed.staticGetNumDispatchedUnitsForPlayer(dispatchService:Int):Int
staticGetPowerSavingModeDuration():Int
Returns duration of how long the game has been in power-saving mode (aka "constrained") in milliseconds.staticGetProjectileNearPed(ped:Dynamic, weaponHash:Int, distance:Float, outCoords:Dynamic, outProjectile:Dynamic, ownedByPlayer:Bool):Bool
staticGetWeatherTypeTransition(weatherType1:Dynamic, weatherType2:Dynamic, percentWeather2:Dynamic):Dynamic
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
staticHasButtonCombinationJustBeenEntered(hash:Int, amount:Int):Bool
This native appears on the cheat_controller script and tracks a combination of buttons, which may be used to toggle cheats in-game. Credits to ThreeSocks for the info. The hash contains the combination, while the "amount" represents the amount of buttons used in a combination. The following page can be used to make a button combination: gta5offset.com/ts/hash/
INT_SCORES_SCORTED was a hash collisionstaticHasCheatStringJustBeenEntered(hash:Int):Bool
Get inputted "Cheat code", for example:
while (TRUE)
{
if (MISC::_557E43C447E700A8(${fugitive}))
{
// Do something.
}
SYSTEM::WAIT(0);
}
Calling this will also set the last saved string hash to zero.staticLandingMenuIsActive():Bool
Returns true if the current frontend menu is FE_MENU_VERSION_LANDING_MENUstaticRegisterInt64ToSave(p0:Dynamic, name:String):Dynamic
staticRegisterTextLabelToSave2(p0:Dynamic, name:String):Dynamic
Seems to have the same functionality as REGISTER_TEXT_LABEL_TO_SAVE?
MISC::_6F7794F28C6B2535(&a_0._f1, "tlPlateText");
MISC::_6F7794F28C6B2535(&a_0._f1C, "tlPlateText_pending");
MISC::_6F7794F28C6B2535(&a_0._f10B, "tlCarAppPlateText");
"tl" prefix sounds like "Text Label"staticResetBenchmarkRecording():Dynamic
Begins with RESET_*. Next character in the name is either D or E.staticSaveBenchmarkRecording():Dynamic
Saves the benchmark recording to %USERPROFILE%\Documents\Rockstar Games\GTA V\Benchmarks and submits some metrics.staticSetBeastModeActive(player:Dynamic):Dynamic
staticSetPlayerIsInAnimalForm(toggle:Bool):Dynamic
If toggle is true, the ped's head is shown in the pause menu
If toggle is false, the ped's head is not shown in the pause menustaticSetRainLevel(level:Float):Dynamic
Controls rain, rain sounds and the creation of puddles.
With an level higher than 0.5f, only the creation of puddles gets faster, rain and rain sound won't increase after that.
With an level of 0.0f rain and rain sounds are disabled and there won't be any new puddles.
To use the rain level of the current weather, call this native with -1f as level.
staticSetRestartCustomPosition(x:Float, y:Float, z:Float, heading:Float):Dynamic
staticSetWeatherTypeTransition(weatherType1:Int, weatherType2:Int, percentWeather2:Float):Dynamic
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
Mixes two weather types. If percentWeather2 is set to 0.0f, then the weather will be entirely of weatherType1, if it is set to 1.0f it will be entirely of weatherType2. If it's set somewhere in between, there will be a mixture of weather behaviors. To test, try this in the RPH console, and change the float to different values between 0 and 1:
execute "NativeFunction.Natives.x578C752848ECFA0C(Game.GetHashKey(""RAIN""), Game.GetHashKey(""SMOG""), 0.50f); staticStartBenchmarkRecording():Dynamic
Begins with START_*. Next character in the name is either D or E.staticStopBenchmarkRecording():Dynamic
Begins with STOP_*. Next character in the name is either D or E.staticabsf(value:Float):Float
staticabsi(value:Int):Int
staticacos(p0:Float):Float
staticactivityFeedCreate(captionString:String, condensedCaptionString:String):Dynamic
Creates and opens a new activity feed post to start filling in.
*
* **Note**: This is a PS4 related native, resulting in a nullsub on the PC platform. This native won't do anything when invoked.
staticaddHospitalRestart(x:Float, y:Float, z:Float, p3:Float, p4:Dynamic):Int
Returns the index of the newly created hospital spawn point.
p3 might be radius? staticaddPoliceRestart(p0:Float, p1:Float, p2:Float, p3:Float, p4:Dynamic):Dynamic
staticaddPopMultiplierArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, p6:Float, p7:Float, p8:Bool):Int
NativeDB Added Parameter 10: BOOL p9staticaddPopMultiplierSphere(x:Float, y:Float, z:Float, radius:Float, pedMultiplier:Float, vehicleMultiplier:Float, p6:Bool, p7:Bool):Int
This native is adding a zone, where you can change density settings. For example, you can add a zone on 0.0, 0.0, 0.0 with radius 900.0 and vehicleMultiplier 0.0, and you will not see any new population vehicle spawned in a radius of 900.0 from 0.0, 0.0, 0.0. Returns the id. You can have only 15 zones at the same time. You can remove zone using REMOVE_POP_MULTIPLIER_SPHEREstaticaddReplayStatValue(value:Dynamic):Dynamic
staticaddStuntJump(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, x3:Float, y3:Float, z3:Float, x4:Float, y4:Float, z4:Float, camX:Float, camY:Float, camZ:Float, unk1:Int, unk2:Int, unk3:Int):Int
See description of ADD_STUNT_JUMP_ANGLED for detailed info. The only difference really is this one does not have the radius (or angle, not sure) floats parameters for entry and landing zones.
staticaddStuntJumpAngled(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, radius1:Float, x3:Float, y3:Float, z3:Float, x4:Float, y4:Float, z4:Float, radius2:Float, camX:Float, camY:Float, camZ:Float, unk1:Int, unk2:Int, unk3:Int):Int
Creates a new stunt jump.
The radius1 and radius2 might actually not be a radius at all, but that's what it seems to me testing them in-game. But they may be 'angle' floats instead, considering this native is named ADD_STUNTJUMP\ANGLED.
Info about the specific 'parameter sections':
x1, y1, z1, x2, y2, z2 and radius1:
First coordinates are for the jump entry area, and the radius that will be checked around that area. So if you're not exactly within the coordinates, but you are within the outter radius limit then it will still register as entering the stunt jump. Note as mentioned above, the radius is just a guess, I'm not really sure about it's exact purpose.
x3, y3, z3, x4, y4, z4 and radius2:
Next part is the landing area, again starting with the left bottom (nearest to the stunt jump entry zone) coordinate, and the second one being the top right furthest away part of the landing area. Followed by another (most likely) radius float, this is usually slightly larger than the entry zone 'radius' float value, just because you have quite a lot of places where you can land (I'm guessing).
camX, camY and camZ:
The final coordinate in this native is the Camera position. Rotation and zoom/FOV is managed by the game itself, you just need to provide the camera location.
unk1, unk2 and unk3:
Not sure what these are for, but they're always 150, 0, 0 in decompiled scripts.
Visualized example in-game:

Here is a list of almost all of the stunt jumps from GTA V (taken from decompiled scripts): https://pastebin.com/EW1jBPkY
staticallowMissionCreatorWarp(toggle:Bool):Dynamic
staticareProfileSettingsValid():Bool
staticareStringsEqual(string1:String, string2:String):Bool
staticasin(value:Float):Float
staticatan(p0:Float):Float
staticatan2(p0:Float, p1:Float):Float
staticbeginReplayStats(p0:Dynamic, p1:Dynamic):Dynamic
staticblockDispatchServiceResourceCreation(dispatchService:Int, toggle:Bool):Dynamic
staticcancelOnscreenKeyboard():Dynamic
Closes the onscreen keyboard on console versions of the game.
NOTE: Do not use this native in FiveM/PC, because UPDATE_ONSCREEN_KEYBOARD value doesn't get cleaned up and stays as 0.
You should use FORCE_CLOSE_TEXT_INPUT_BOX instead.
staticcancelStuntJump():Dynamic
staticclearAngledAreaOfVehicles(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float, p7:Bool, p8:Bool, p9:Bool, p10:Bool, p11:Bool):Dynamic
NativeDB Added Parameter 13: Any p12staticclearArea(X:Float, Y:Float, Z:Float, radius:Float, p4:Bool, ignoreCopCars:Bool, ignoreObjects:Bool, p7:Bool):Dynamic
Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false); staticclearAreaLeaveVehicleHealth(x:Float, y:Float, z:Float, radius:Float, p4:Bool, p5:Bool, p6:Bool, p7:Bool):Dynamic
MISC::_0x957838AAF91BD12D(x, y, z, radius, false, false, false, false); seem to make all objects go away, peds, vehicles etc. All booleans set to true doesn't seem to change anything.staticclearAreaOfCops(x:Float, y:Float, z:Float, radius:Float, createNetEvent:Bool):Dynamic
Clears an area of cops at the given coordinates and radius.
staticclearAreaOfObjects(x:Float, y:Float, z:Float, radius:Float, flags:Int):Dynamic
I looked through the PC scripts that this site provides you with a link to find. It shows the last param mainly uses, (0, 2, 6, 16, and 17) so I am going to assume it is a type of flag. staticclearAreaOfPeds(x:Float, y:Float, z:Float, radius:Float, createNetEvent:Bool):Dynamic
Clears an area of peds at the given coordinates and radius.
staticclearAreaOfProjectiles(x:Float, y:Float, z:Float, radius:Float, createNetEvent:Bool):Dynamic
Clears an area of projectiles at the given coordinates and radius.
staticclearAreaOfVehicles(x:Float, y:Float, z:Float, radius:Float, p4:Bool, p5:Bool, p6:Bool, p7:Bool, p8:Bool):Dynamic
Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false);
NativeDB Added Parameter 10: BOOL p9staticclearBit(address:Dynamic, offset:Int):Dynamic
This sets bit [offset] of [address] to off.
Example:
MISC::CLEAR_BIT(&bitAddress, 1);
To check if this bit has been enabled:
MISC::IS_BIT_SET(bitAddress, 1); // will return 0 afterwardsstaticclearOverrideWeather():Dynamic
staticclearReplayStats():Dynamic
staticclearWeatherTypeNowPersistNetwork(transitionTimeInMs:Int):Dynamic
Clears the active weather type after a specific amount of time determined by transitionTimeInMs.
staticclearWeatherTypePersist():Dynamic
staticcompareStrings(str1:String, str2:String, matchCase:Bool, maxLength:Int):Int
Compares two strings up to a specified number of characters.
Parameters:
str1 - String to be compared.
str2 - String to be compared.
matchCase - Comparison will be case-sensitive.
maxLength - Maximum number of characters to compare. A value of -1 indicates an infinite length.
Returns:
A value indicating the relationship between the strings:
<0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'A' < 'B', so result = -1)
0 - The contents of both strings are equal.
>0 - The first non-matching character in 'str1' is less than the one in 'str2'. (e.g. 'B' > 'A', so result = 1)
Examples:
MISC::COMPARE_STRINGS("STRING", "string", false, -1); // 0; equal
MISC::COMPARE_STRINGS("TESTING", "test", false, 4); // 0; equal
MISC::COMPARE_STRINGS("R2D2", "R2xx", false, 2); // 0; equal
MISC::COMPARE_STRINGS("foo", "bar", false, -1); // 4; 'f' > 'b'
MISC::COMPARE_STRINGS("A", "A", true, 1); // 0; equal
When comparing case-sensitive strings, lower-case characters are greater than upper-case characters:
MISC::COMPARE_STRINGS("A", "a", true, 1); // -1; 'A' < 'a'
MISC::COMPARE_STRINGS("a", "A", true, 1); // 1; 'a' > 'A'staticcreateIncident(dispatchService:Int, x:Float, y:Float, z:Float, numUnits:Int, radius:Float, outIncidentID:Dynamic):Bool
NativeDB Added Parameter 8: Any p7
NativeDB Added Parameter 9: Any p8staticcreateIncidentWithEntity(dispatchService:Int, ped:Dynamic, numUnits:Int, radius:Float, outIncidentID:Dynamic):Bool
NativeDB Added Parameter 6: Any p5
NativeDB Added Parameter 7: Any p6staticdeleteIncident(incidentId:Int):Dynamic
Delete an incident with a given id.
=======================================================
Correction, I have change this to int, instead of int*
as it doesn't use a pointer to the createdIncident.
If you try it you will crash (or) freeze.
======================================================= staticdeleteStuntJump(p0:Int):Dynamic
staticdisableHospitalRestart(hospitalIndex:Int, toggle:Bool):Dynamic
The game by default has 5 hospital respawn points. Disabling them all will cause the player to respawn at the last position they were.staticdisablePoliceRestart(policeIndex:Int, toggle:Bool):Dynamic
Disables the spawn point at the police house on the specified index.
policeIndex: The police house index.
toggle: true to enable the spawn point, false to disable.
- NacorpiostaticdisableStuntJumpSet(p0:Int):Dynamic
staticdisplayOnscreenKeyboard(keyboardType:Int, windowTitle:String, description:String, defaultText:String, defaultConcat1:String, defaultConcat2:String, defaultConcat3:String, maxInputLength:Int):Dynamic
Displays a text input box.
enum eKeyboardType
{
ONSCREEN_KEYBOARD_ENGLISH = 0,
ONSCREEN_KEYBOARD_LOCALISED = 1,
ONSCREEN_KEYBOARD_PASSWORD = 2,
ONSCREEN_KEYBOARD_GAMERTAG = 3,
ONSCREEN_KEYBOARD_EMAIL = 4,
ONSCREEN_KEYBOARD_BASIC_ENGLISH = 5,
ONSCREEN_KEYBOARD_FILENAME = 6
};staticdisplayOnscreenKeyboardWithLongerInitialString(keyboardType:Int, windowTitle:String, description:String, defaultText:String, defaultConcat1:String, defaultConcat2:String, defaultConcat3:String, defaultConcat4:String, defaultConcat5:String, defaultConcat6:String, defaultConcat7:String, maxInputLength:Int):Dynamic
Displays the text input box with support for input with 500 characters.
staticdoAutoSave():Dynamic
staticdoesPopMultiplierAreaExist(id:Int):Bool
staticdoesPopMultiplierSphereExist(id:Int):Bool
staticenableDispatchService(dispatchService:Int, toggle:Bool):Dynamic
Enables or disables the specified 'dispatch service' type. 'Dispatch services' are used for spawning AI response peds/vehicles for events such as a fire in the street (type 3 - DT_FireDepartment), or gunfire in a gang area (type 11 - DT_Gangs).
List of dispatch services:
enum eDispatchType
{
DT_Invalid = 0,
DT_PoliceAutomobile = 1,
DT_PoliceHelicopter = 2,
DT_FireDepartment = 3,
DT_SwatAutomobile = 4,
DT_AmbulanceDepartment = 5,
DT_PoliceRiders = 6,
DT_PoliceVehicleRequest = 7,
DT_PoliceRoadBlock = 8,
DT_PoliceAutomobileWaitPulledOver = 9,
DT_PoliceAutomobileWaitCruising = 10,
DT_Gangs = 11,
DT_SwatHelicopter = 13,
DT_PoliceBoat = 14,
DT_ArmyVehicle = 15,
DT_BikerBackup = 15
};
Note that 'dispatch service' has nothing to do with the police scanner (audio), to toggle that, use SET_AUDIO_FLAG with 'PoliceScannerDisabled'.
staticenableStuntJumpSet(p0:Int):Dynamic
staticenableTennisMode(ped:Dynamic, toggle:Bool, p2:Bool):Dynamic
Makes the ped jump around like they're in a tennis match staticendReplayStats():Dynamic
staticfindSpawnPointInDirection(posX:Float, posY:Float, posZ:Float, dirX:Float, dirY:Float, dirZ:Float, distance:Float, spawnPoint:Dynamic):Bool
Finds a position ahead of the player by predicting the players next actions.
The positions match path finding node positions.
When roads diverge, the position may rapidly change between two or more positions. This is due to the engine not being certain of which path the player will take. staticforceGameStatePlaying():Dynamic
Sets the localplayer playerinfo state back to playing (State 0)
States are:
-1: "Invalid"
0: "Playing"
1: "Died"
2: "Arrested"
3: "Failed Mission"
4: "Left Game"
5: "Respawn"
6: "In MP Cutscene" staticgetAllocatedStackSize():Int
staticgetAngleBetween2DVectors(x1:Float, y1:Float, x2:Float, y2:Float):Float
staticgetBitsInRange(var_:Int, rangeStart:Int, rangeEnd:Int):Int
staticgetCoordsOfProjectileTypeInArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, projectileHash:Int, projectilePos:Dynamic, ownedByPlayer:Bool):Bool
staticgetCoordsOfProjectileTypeWithinDistance(ped:Dynamic, weaponHash:Int, distance:Float, outCoords:Dynamic, ownedByPlayer:Bool):Bool
staticgetDistanceBetweenCoords(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, useZ:Bool):Float
Returns the distance between two three-dimensional points, optionally ignoring the Z values. If useZ is false, only the 2D plane (X-Y) will be considered for calculating the distance. Consider using this faster native instead: SYSTEM::VDIST - DVIST always takes in consideration the 3D coordinates.
staticgetFakeWantedLevel():Int
staticgetFrameTime():Float
Gets the high precision frame time of the last frame in seconds.
*
* *note: the example above is way less precise.
staticgetGameTimer():Int
staticgetGroundZAndNormalFor3DCoord(x:Float, y:Float, z:Float, groundZ:Dynamic, normal:Dynamic):Bool
Attempts to identify the highest ground Z-coordinate and determine the corresponding surface normal directly beneath a specified 3D coordinate.
NativeDB Introduced: v323staticgetGroundZExcludingObjectsFor3DCoord(x:Float, y:Float, z:Float, groundZ:Dynamic, waterAsGround:Bool):Bool
Determines the highest ground Z-coordinate directly below a specified 3D coordinate, excluding any objects at that point. Optionally, water can be considered as ground when determining the highest point.
NativeDB Added Parameter 6: BOOL ignoreDistToWaterLevelCheck - If set to true, the distance to the water level will be ignored when checking for water as ground.
NativeDB Introduced: v505staticgetGroundZFor3DCoord(x:Float, y:Float, z:Float, groundZ:Dynamic, includeWater:Bool):Bool
This native gets the ground level (ground elevation) and returns the Z coordinate that represents it. Note: This native can only calculate the elevation when the coordinates are within the render distance of the client.
NativeDB Added Parameter 6: BOOL p5staticgetHashKey(string:String):Int
This native converts its past string to hash. It is hashed using jenkins one at a time method.
staticgetIndexOfCurrentLevel():Int
staticgetLinePlaneIntersection(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, planeX:Float, planeY:Float, planeZ:Float, planeNormalX:Float, planeNormalY:Float, planeNormalZ:Float, intersectionParameter:Dynamic):Bool
Determines whether a line segment intersects a plane and, if so, returns the parameter value at which this intersection occurs.
NativeDB Introduced: v323staticgetMissionFlag():Bool
staticgetModelDimensions(modelHash:Int, minimum:Dynamic, maximum:Dynamic):Dynamic
Gets the dimensions of a model.
Calculate (maximum - minimum) to get the size, in which case, Y will be how long the model is.
Example from the scripts: MISC::GET_MODEL_DIMENSIONS(ENTITY::GET_ENTITY_MODEL(PLAYER::PLAYER_PED_ID()), &v_1A, &v_17);staticgetNumSuccessfulStuntJumps():Int
staticgetNumberOfFreeStacksOfThisSize(stackSize:Int):Int
staticgetOnscreenKeyboardResult():String
Returns NULL unless UPDATE_ONSCREEN_KEYBOARD() returns 1 in the same tick. staticgetProfileSetting(profileSetting:Int):Int
staticgetRainLevel():Float
staticgetRandomEventFlag():Bool
staticgetRandomFloatInRange(startRange:Float, endRange:Float):Float
staticgetRandomIntInRange(startRange:Int, endRange:Int):Int
staticgetReplayStatAtIndex(index:Int):Int
staticgetReplayStatCount():Int
staticgetReplayStatMissionType():Int
staticgetSizeOfSaveData(p0:Bool):Int
staticgetSnowLevel():Float
staticgetStatusOfMissionRepeatSave():Int
staticgetTennisSwingAnimComplete(ped:Dynamic):Bool
staticgetTotalSuccessfulStuntJumps():Int
staticgetWindDirection():Dynamic
Used for hunting in singleplayer and for golfing in both sp and online. The GET_HEADING_FROM_VECTOR_2D native can be used to get the wind heading from the direction.
staticgetWindSpeed():Float
statichasBulletImpactedInArea(x:Float, y:Float, z:Float, p3:Float, p4:Bool, p5:Bool):Bool
p3 - possibly radius? statichasBulletImpactedInBox(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Bool, p7:Bool):Bool
statichaveCreditsReachedEnd():Bool
staticignoreNextRestart(toggle:Bool):Dynamic
staticisAreaOccupied(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Bool, p7:Bool, p8:Bool, p9:Bool, p10:Bool, p11:Dynamic, p12:Bool):Bool
staticisAussieVersion():Bool
if (MISC::IS_AUSSIE_VERSION()) {
sub_127a9(&l_31, 1024); // l_31 |= 1024
l_129 = 3;
sub_129d2("AUSSIE VERSION IS TRUE!?!?!"); // DEBUG
}
Used to block some of the prostitute stuff due to laws in Australia.staticisAutoSaveInProgress():Bool
staticisBitSet(address:Int, offset:Int):Bool
Returns bit's boolean state from [offset] of [address].
Example:
MISC::IS_BIT_SET(bitAddress, 1);
To enable and disable bits, see:
MISC::SET_BIT(&bitAddress, 1); // enable
MISC::CLEAR_BIT(&bitAddress, 1); // disablestaticisBulletInAngledArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float, ownedByPlayer:Bool):Bool
See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
For projectiles, see: IS_PROJECTILE_TYPE_IN_ANGLED_AREA
staticisBulletInArea(x:Float, y:Float, z:Float, radius:Float, ownedByPlayer:Bool):Bool
staticisBulletInBox(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, ownedByPlayer:Bool):Bool
staticisDurangoVersion():Bool
staticisIncidentValid(incidentId:Int):Bool
=======================================================
Correction, I have change this to int, instead of int*
as it doesn't use a pointer to the createdIncident.
If you try it you will crash (or) freeze.
======================================================= staticisMemoryCardInUse():Bool
staticisMinigameInProgress():Bool
staticisNextWeatherType(weatherType:String):Bool
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
staticisOrbisVersion():Bool
staticisPcVersion():Bool
staticisPointObscuredByAMissionEntity(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Dynamic):Bool
staticisPositionOccupied(x:Float, y:Float, z:Float, range:Float, p4:Bool, checkVehicles:Bool, checkPeds:Bool, p7:Bool, p8:Bool, ignoreEntity:Dynamic, p10:Bool):Bool
The BOOL parameters that are documented have not been confirmed. They are just documented from what I've found during testing. They may not work as expected in all cases.
staticisPrevWeatherType(weatherType:String):Bool
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
staticisProjectileInArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, ownedByPlayer:Bool):Bool
Determines whether there is a projectile within the specified coordinates. The coordinates form a rectangle.
ownedByPlayer = only projectiles fired by the player will be detected. staticisProjectileTypeInAngledArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float, p7:Float, weaponHash:Int, ownedByPlayer:Bool):Bool
See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.
NativeDB Removed Parameter 7: float p7staticisProjectileTypeInArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, type:Int, ownedByPlayer:Bool):Bool
Determines whether there is a projectile of a specific type within the specified coordinates. The coordinates form a axis-aligned bounding box. staticisProjectileTypeWithinDistance(x:Float, y:Float, z:Float, projHash:Int, radius:Float, ownedByPlayer:Bool):Bool
staticisPs3Version():Bool
staticisSniperBulletInArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Bool
Determines whether there is a sniper bullet within the specified coordinates. The coordinates form an axis-aligned bounding box. staticisStringNull(string:String):Bool
staticisStringNullOrEmpty(string:String):Bool
staticisStuntJumpInProgress():Bool
staticisStuntJumpMessageShowing():Bool
staticisTennisMode(ped:Dynamic):Bool
staticisThisAMinigameScript():Bool
staticisXbox360Version():Bool
staticloadCloudHat(name:String, transitionTime:Float):Dynamic
The following cloudhats are useable:
altostratus
Cirrus
cirrocumulus
Clear 01
Cloudy 01
Contrails
Horizon
horizonband1
horizonband2
horizonband3
horsey
Nimbus
Puffs
RAIN
Snowy 01
Stormy 01
stratoscumulus
Stripey
shower
WispystaticnetworkSetScriptIsSafeForNetworkGame():Dynamic
staticnextOnscreenKeyboardResultWillDisplayUsingTheseFonts(fontBitField:Int):Dynamic
enum eFontBitField
{
FONT_BIT_STANDARD = 1,
FONT_BIT_CURSIVE = 2,
FONT_BIT_ROCKSTAR_TAG = 4
FONT_BIT_LEADERBOARD = 8
FONT_BIT_CONDENSED = 16
FONT_BIT_FIXED_WIDTH_NUMBERS = 32
FONT_BIT_CONDENSED_NOT_GAMERNAME = 64
FONT_BIT_PRICEDOWN = 128
};staticoverrideSaveHouse(p0:Bool, p1:Float, p2:Float, p3:Float, p4:Float, p5:Bool, p6:Dynamic, p7:Dynamic):Bool
staticpauseDeathArrestRestart(toggle:Bool):Dynamic
staticplayTennisDiveAnim(ped:Dynamic, p1:Int, p2:Float, p3:Float, p4:Float, p5:Bool):Dynamic
staticplayTennisSwingAnim(ped:Dynamic, animDict:String, animName:String, p3:Float, p4:Float, p5:Bool):Dynamic
staticpopulateNow():Dynamic
spawns a few distant/out-of-sight peds, vehicles, animals etc each time it is called staticpreloadCloudHat(name:String):Dynamic
Found in the scripts:
MISC::_11B56FBBF7224868("CONTRAILS");staticqueueMissionRepeatLoad():Bool
staticqueueMissionRepeatSave():Bool
Shows the screen which is visible before you redo a mission? The game will make a restoration point where you will cameback when the mission is over.
staticregisterBoolToSave(p0:Dynamic, name:String):Dynamic
staticregisterEnumToSave(p0:Dynamic, name:String):Dynamic
staticregisterFloatToSave(p0:Dynamic, name:String):Dynamic
staticregisterIntToSave(p0:Dynamic, name:String):Dynamic
staticregisterSaveHouse(p0:Float, p1:Float, p2:Float, p3:Float, p4:Dynamic, p5:Dynamic, p6:Dynamic):Dynamic
staticregisterTextLabelToSave(p0:Dynamic, name:String):Dynamic
staticremoveDispatchSpawnBlockingArea(p0:Dynamic):Dynamic
staticremovePopMultiplierArea(id:Int, p1:Bool):Dynamic
staticremovePopMultiplierSphere(id:Int, p1:Bool):Dynamic
staticresetDispatchIdealSpawnDistance():Dynamic
staticresetDispatchSpawnBlockingAreas():Dynamic
staticrestartGame():Dynamic
In singleplayer it does exactly what the name implies. In FiveM / GTA:Online it shows the Disconnecting from GTA Online warning screen message and quits the game.
After quitting, the game process is started again (as the name implies).
staticscriptRaceGetPlayerSplitTime(player:Dynamic, p1:Dynamic, p2:Dynamic):Bool
staticscriptRaceInit(numCheckpoints:Int, numLaps:Int, numPlayers:Int, localPlayer:Dynamic):Dynamic
Initializes a script race in GTA:Online and sets up the helper split time system.
NativeDB Introduced: v323staticscriptRacePlayerHitCheckpoint(ped:Dynamic, checkpoint:Int, lap:Int, time:Int):Dynamic
Records that a player has successfully passed a checkpoint during a scripted race in GTA:Online. This native should be used after initializing the race with SCRIPT_RACE_INIT.
NativeDB Introduced: v323staticscriptRaceShutdown():Dynamic
staticsetBit(address:Dynamic, offset:Int):Dynamic
This sets bit [offset] of [address] to on.
The offsets used are different bits to be toggled on and off, typically there is only one address used in a script.
Example:
MISC::SET_BIT(&bitAddress, 1);
To check if this bit has been enabled:
MISC::IS_BIT_SET(bitAddress, 1); // will return 1 afterwards
Please note, this method may assign a value to [address] when used.staticsetBitsInRange(var_:Dynamic, rangeStart:Int, rangeEnd:Int, p3:Int):Dynamic
staticsetCloudSettingsOverride(overrideSettingsName:String):Dynamic
Overrides the cloud settings, which are normally controlled by the weather, with the specified named version. This native allows for custom cloud formations and behaviors that deviate from the default settings associated with the game's current weather conditions.
NativeDB Introduced: v323staticsetCloudsAlpha(opacity:Float):Dynamic
Allows modification of the cloud opacity. It can also be used in other contexts, such as when the player is in a switch state IS_PLAYER_SWITCH_IN_PROGRESS.
staticsetCreditsActive(toggle:Bool):Dynamic
staticsetDispatchIdealSpawnDistance(p0:Float):Dynamic
staticsetDispatchSpawnLocation(x:Float, y:Float, z:Float):Dynamic
staticsetDispatchTimeBetweenSpawnAttempts(p0:Dynamic, p1:Float):Dynamic
staticsetDispatchTimeBetweenSpawnAttemptsMultiplier(p0:Dynamic, p1:Float):Dynamic
staticsetExplosiveAmmoThisFrame(player:Dynamic):Dynamic
staticsetExplosiveMeleeThisFrame(player:Dynamic):Dynamic
staticsetFadeInAfterDeathArrest(toggle:Bool):Dynamic
Sets whether the game should fade in after the player dies or is arrested. staticsetFadeInAfterLoad(toggle:Bool):Dynamic
staticsetFadeOutAfterArrest(toggle:Bool):Dynamic
Sets whether the game should fade out after the player is arrested. staticsetFadeOutAfterDeath(toggle:Bool):Dynamic
Sets whether the game should fade out after the player dies. staticsetFakeWantedLevel(fakeWantedLevel:Int):Dynamic
Sets a visually fake wanted level on the user interface. Used by Rockstar's scripts to "override" regular wanted levels and make custom ones while the real wanted level and multipliers are still in effect.
Max is 6, anything above this makes it just 6. Also the mini-map gets the red & blue flashing effect.staticsetFireAmmoThisFrame(player:Dynamic):Dynamic
staticsetGamePaused(toggle:Bool):Dynamic
Make sure to call this from the correct thread if you're using multiple threads because all other threads except the one which is calling SET_GAME_PAUSED will be paused which means you will lose control and the game remains in paused mode until you exit GTA5.exe staticsetGravityLevel(level:Int):Dynamic
enum eGravityLevel
{
GRAV_EARTH = 0, // earth gravity 9.8m/s2
GRAV_MOON = 1, // moon gravity 2.4m/s2
GRAV_LOW = 2, // very low gravity
GRAV_ZERO = 3 // zero gravity
}staticsetIncidentRequestedUnits(incidentId:Int, dispatchService:Int, numUnits:Int):Dynamic
staticsetInstancePriorityHint(flag:Int):Dynamic
Sets an unknown flag used by CScene in determining which entities from CMapData scene nodes to draw, similar to SET_INSTANCE_PRIORITY_MODE.staticsetInstancePriorityMode(toggle:Int):Dynamic
Sets the maximum prop density and changes a loading screen flag from 'loading story mode' to 'loading GTA Online'. It causes a loading screen to show as it reloads map data.
staticsetMinigameInProgress(toggle:Bool):Dynamic
staticsetMissionFlag(toggle:Bool):Dynamic
If true, the player can't save the game.
If the parameter is true, sets the mission flag to true, if the parameter is false, the function does nothing at all.
^ also, if the mission flag is already set, the function does nothing at all staticsetOverrideWeather(weatherType:String):Dynamic
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
staticsetRandomEventFlag(toggle:Bool):Dynamic
If the parameter is true, sets the random event flag to true, if the parameter is false, the function does nothing at all.
Does nothing if the mission flag is set. staticsetRandomSeed(seed:Int):Dynamic
staticsetRandomWeatherType():Dynamic
staticsetRiotModeEnabled(toggle:Bool):Dynamic
Activates riot mode. All NPCs are being hostile to each other (including player). Also the game will give weapons (pistols, smgs) to random NPCs.
staticsetSaveHouse(p0:Dynamic, p1:Bool, p2:Bool):Dynamic
staticsetSaveMenuActive(ignoreVehicle:Bool):Dynamic
ignoreVehicle - bypasses vehicle check of the local player (it will not open if you are in a vehicle and this is set to false)staticsetStuntJumpsCanTrigger(toggle:Bool):Dynamic
staticsetSuperJumpThisFrame(player:Dynamic):Dynamic
Allows the player to perform super jumps. This function must be called every frame for it to work. It basically OR's a flag for a single frame, allowing the ped to perform a super jump only when the flag is set.
staticsetThisScriptCanBePaused(toggle:Bool):Dynamic
staticsetThisScriptCanRemoveBlipsCreatedByAnyScript(toggle:Bool):Dynamic
Normally, blips can only be removed by the script or resource that created them. However, this native function allows a script to bypass this logic and remove blips from any script.
staticsetTimeScale(timeScale:Float):Dynamic
Maximum value is 1.
At a value of 0 the game will still run at a minimum time scale.
Slow Motion 1: 0.6
Slow Motion 2: 0.4
Slow Motion 3: 0.2 staticsetWeatherTypeNow(weatherType:String):Dynamic
Immediately changes the game's weather to the specified type, which will then persist for one cycle before the game resumes its natural weather progression.
Note: This native is not supported in networked sessions. Please refer to SET_OVERRIDE_WEATHER or SET_WEATHER_TYPE_NOW_PERSIST if you want to override weather in networked sessions.
NativeDB Introduced: v323
Weather Types:
- CLEAR
- EXTRASUNNY
- CLOUDS
- OVERCAST
- RAIN
- CLEARING
- THUNDER
- SMOG
- FOGGY
- XMAS
- SNOW
- SNOWLIGHT
- BLIZZARD
- HALLOWEEN
- NEUTRAL
staticsetWeatherTypeNowPersist(weatherType:String):Dynamic
Refer to SET_WEATHER_TYPE_NOW for weather types.
staticsetWeatherTypeOvertimePersist(weatherType:String, time:Float):Dynamic
Refer to SET_WEATHER_TYPE_NOW_PERSIST for weather types.
staticsetWeatherTypePersist(weatherType:String):Dynamic
Sets the current weather type to persist indefinitely until changed.
Note: This native is not supported in networked sessions. Please refer to SET_OVERRIDE_WEATHER or SET_WEATHER_TYPE_NOW_PERSIST if you want to override weather in networked sessions.
NativeDB Introduced: v323staticsetWind(speed:Float):Dynamic
Sets the the raw wind speed value. The wind speed will stay persistent until it is reset (see examples).
staticsetWindDirection(direction:Float):Dynamic
Sets the wind direction. The wind direction will stay persistent until it is reset (see examples).
staticsetWindSpeed(speed:Float):Dynamic
Using this native will clamp the wind speed value to a range of 0.0 - 12.0. The wind speed will stay persistent until it is reset (see examples).
staticshootSingleBulletBetweenCoords(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, damage:Int, pureAccuracy:Bool, weaponHash:Int, ownerPed:Dynamic, isAudible:Bool, isInvisible:Bool, speed:Float):Dynamic
Shoots a bullet from the first vector to the second vector. The weapon used as weaponHash should already be loaded via REQUEST_WEAPON_ASSET, otherwise the bullet may fail to materialise.
staticshootSingleBulletBetweenCoordsIgnoreEntity(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, damage:Int, p7:Bool, weaponHash:Int, ownerPed:Dynamic, isAudible:Bool, isInvisible:Bool, speed:Float, entity:Dynamic):Dynamic
entity - entity to ignore
NativeDB Added Parameter 15: Any p14staticshootSingleBulletBetweenCoordsIgnoreEntityNew(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, damage:Int, p7:Bool, weaponHash:Int, ownerPed:Dynamic, isAudible:Bool, isInvisible:Bool, speed:Float, entity:Dynamic, p14:Bool, p15:Bool, p16:Bool, p17:Bool):Dynamic
NativeDB Added Parameter 19: Any p18
NativeDB Added Parameter 20: Any p19
NativeDB Added Parameter 21: Any p20staticshouldUseMetricMeasurements():Bool
Returns true if the game is using the metric measurement system (profile setting 227), false if imperial is used.
staticslerpNearQuaternion(t:Float, x:Float, y:Float, z:Float, w:Float, x1:Float, y1:Float, z1:Float, w1:Float, outX:Dynamic, outY:Dynamic, outZ:Dynamic, outW:Dynamic):Dynamic
This native always come right before SET_ENTITY_QUATERNION where its final 4 parameters are SLERP_NEAR_QUATERNION p9 to p12
staticstartSaveArrayWithSize(p0:Dynamic, size:Int, arrayName:String):Dynamic
staticstartSaveData(p0:Dynamic, p1:Dynamic, p2:Bool):Dynamic
staticstartSaveStructWithSize(p0:Dynamic, size:Int, structName:String):Dynamic
staticstopSaveArray():Dynamic
staticstopSaveData():Dynamic
staticstopSaveStruct():Dynamic
staticstringToInt(string:String, outInteger:Dynamic):Bool
Returns false if it's a null or empty string or if the string is too long. outInteger will be set to -999 in that case.
If all checks have passed successfully, the return value will be set to whatever strtol(string, 0i64, 10); returns. staticsupressRandomEventThisFrame(eventType:Int, enable:Bool):Dynamic
Suppresses or enables a specific type of random event for the current frame.
enum eEventType {
RC_PED_STEAL_VEHICLE = 0,
RC_PED_JAY_WALK_LIGHT = 1,
RC_COP_PURSUE = 2,
RC_COP_PURSUE_VEHICLE_FLEE_SPAWNED = 3,
RC_COP_VEHICLE_DRIVING_FAST = 4,
RC_COP_VEHICLE_DRIVING_SLOW = 5,
RC_DRIVER_RECKLESS = 6,
RC_DRIVER_PRO = 7,
RC_PED_PURSUE_WHEN_HIT_BY_CAR = 8
}statictan(p0:Float):Float
statictoggleShowOptionalStuntJumpCamera(toggle:Bool):Dynamic
Enable/disable optional stunt camera.
NativeDB Introduced: v757staticuiStartedEndUserBenchmark():Bool
Returns whether the In-Game Pause Menu Launched the Benchmark Tests.
staticunloadCloudHat(name:String, p1:Float):Dynamic
Called 4 times in the b617d scripts:
MISC::_A74802FB8D0B7814("CONTRAILS", 0);staticupdateOnscreenKeyboard():Int
Returns the current state of the text input box.
enum eOSKStatus
{
OSK_INVALID = -1,
OSK_PENDING = 0,
OSK_SUCCESS = 1,
OSK_CANCELLED = 2,
OSK_FAILED = 3
};staticusingMissionCreator(toggle:Bool):Dynamic
staticwaterOverrideFadeIn(p0:Float):Dynamic
staticwaterOverrideFadeOut(p0:Float):Dynamic
staticwaterOverrideSetOceannoiseminamplitude(minAmplitude:Float):Dynamic
staticwaterOverrideSetOceanwaveamplitude(amplitude:Float):Dynamic
staticwaterOverrideSetOceanwavemaxamplitude(maxAmplitude:Float):Dynamic
staticwaterOverrideSetOceanwaveminamplitude(minAmplitude:Float):Dynamic
staticwaterOverrideSetRipplebumpiness(bumpiness:Float):Dynamic
staticwaterOverrideSetRippledisturb(disturb:Float):Dynamic
staticwaterOverrideSetRipplemaxbumpiness(maxBumpiness:Float):Dynamic
staticwaterOverrideSetRippleminbumpiness(minBumpiness:Float):Dynamic
staticwaterOverrideSetShorewaveamplitude(amplitude:Float):Dynamic
staticwaterOverrideSetShorewavemaxamplitude(maxAmplitude:Float):Dynamic
staticwaterOverrideSetShorewaveminamplitude(minAmplitude:Float):Dynamic
staticwaterOverrideSetStrength(strength:Float):Dynamic
This seems to edit the water wave, intensity around your current location.
0.0f = Normal
1.0f = So Calm and Smooth, a boat will stay still.
3.0f = Really Intense.