Static methods

@:native("ActivateDamageTrackerOnPlayer")staticActivateDamageTrackerOnPlayer(player:Dynamic, toggle:Bool):Dynamic

@:native("CanRegisterMissionPickups")staticCanRegisterMissionPickups(amount:Int):Bool

@:native("ClearLaunchParams")staticClearLaunchParams():Dynamic

**This native does absolutely nothing, just a nullsub

@:native("FacebookDoUnkCheck")staticFacebookDoUnkCheck():Bool

@:native("FacebookIsAvailable")staticFacebookIsAvailable():Bool

@:native("FacebookIsSendingData")staticFacebookIsSendingData():Bool

@:native("FacebookSetCreateCharacterComplete")staticFacebookSetCreateCharacterComplete():Bool

@:native("FacebookSetHeistComplete")staticFacebookSetHeistComplete(heistName:String, cashEarned:Int, xpEarned:Int):Bool

@:native("FacebookSetMilestoneComplete")staticFacebookSetMilestoneComplete(milestoneId:Int):Bool

milestoneId:  
0 = "percentcomplete"  
1 = "storycomplete"  
2 = "vehicles"  
3 = "properties"  
4 = "psych"  
5 = "mapreveal"  
6 = "prologue"  

@:native("GetCloudTimeAsString")staticGetCloudTimeAsString():String

Same as GET_CLOUD_TIME_AS_INT but returns the value as a hex string (%I64X).

@:native("GetOnlineVersion")staticGetOnlineVersion():String

Online version is defined here: update\update.rpf\common\data\version.txt
Example:
[ONLINE_VERSION_NUMBER]
1.33
_GET_ONLINE_VERSION() will return "1.33"

@:native("IsDamageTrackerActiveOnPlayer")staticIsDamageTrackerActiveOnPlayer(player:Dynamic):Bool

@:native("IsEntityGhostedToLocalPlayer")staticIsEntityGhostedToLocalPlayer(entity:Dynamic):Bool

@:native("NetworkAcceptInvite")staticNetworkAcceptInvite():Bool

NETWORK_RE*

Triggers a CEventNetworkInviteConfirmed event

@:native("NetworkAllocateTunablesRegistrationDataMap")staticNetworkAllocateTunablesRegistrationDataMap():Bool

@:native("NetworkAreCutsceneEntities")staticNetworkAreCutsceneEntities():Bool

Getter for SET_NETWORK_CUTSCENE_ENTITIES.
NativeDB Introduced: v2699

@:native("NetworkBailTransitionQuickmatch")staticNetworkBailTransitionQuickmatch():Dynamic

NativeDB Introduced: v2699

@:native("NetworkBlockKickedPlayers")staticNetworkBlockKickedPlayers(p0:Bool):Dynamic

@:native("NetworkCanCommunicateWithGamer_2")staticNetworkCanCommunicateWithGamer2(networkHandle:Dynamic):Bool

Same as NETWORK_CAN_COMMUNICATE_WITH_GAMER

NETWORK_CAN_*

@:native("NetworkCanGamerPlayMultiplayerWithMe")staticNetworkCanGamerPlayMultiplayerWithMe(networkHandle:Dynamic):Bool

@:native("NetworkCanPlayMultiplayerWithGamer")staticNetworkCanPlayMultiplayerWithGamer(networkHandle:Dynamic):Bool

@:native("NetworkCanViewGamerUserContent")staticNetworkCanViewGamerUserContent(networkHandle:Dynamic):Bool

@:native("NetworkClanAnimation")staticNetworkClanAnimation(animDict:String, animName:String):Bool

Only documented...  

@:native("NetworkConcealEntity")staticNetworkConcealEntity(entity:Dynamic, toggle:Bool):Dynamic

@:native("NetworkDisplaynamesFromHandlesStart")staticNetworkDisplaynamesFromHandlesStart(p0:Dynamic, p1:Dynamic):Int

Hardcoded to return -1.

@:native("NetworkGetAverageLatencyForPlayer")staticNetworkGetAverageLatencyForPlayer(player:Dynamic):Float

NativeDB Introduced: v323

@:native("NetworkGetAverageLatencyForPlayer_2")staticNetworkGetAverageLatencyForPlayer2(player:Dynamic):Float

Same as _NETWORK_GET_AVERAGE_LATENCY_FOR_PLAYER (0xD414BE129BB81B32)
NativeDB Introduced: v323

@:native("NetworkGetAveragePacketLossForPlayer")staticNetworkGetAveragePacketLossForPlayer(player:Dynamic):Float

NETWORK_GET_*

NativeDB Introduced: v323

@:native("NetworkGetDestroyerOfEntity")staticNetworkGetDestroyerOfEntity(p0:Dynamic, p1:Dynamic, weaponHash:Dynamic):Bool

@:native("NetworkGetDisplaynamesFromHandles")staticNetworkGetDisplaynamesFromHandles(p0:Dynamic, p1:Dynamic, p2:Dynamic):Int

@:native("NetworkGetEntityNetScriptId")staticNetworkGetEntityNetScriptId(entity:Dynamic):Int

@:native("NetworkGetFriendNameFromIndex")staticNetworkGetFriendNameFromIndex(friendIndex:Int):String

@:native("NetworkGetLastVelocityReceived")staticNetworkGetLastVelocityReceived(entity:Dynamic):Dynamic

Used by NetBlender

@:native("NetworkGetNumBodyTrackers")staticNetworkGetNumBodyTrackers():Int

@:native("NetworkGetNumUnackedForPlayer")staticNetworkGetNumUnackedForPlayer(player:Dynamic):Int

NativeDB Introduced: v323

@:native("NetworkGetOldestResendCountForPlayer")staticNetworkGetOldestResendCountForPlayer(player:Dynamic):Int

NETWORK_GET_*

NativeDB Introduced: v323

@:native("NetworkGetPlatformPartyUnk")staticNetworkGetPlatformPartyUnk():Int

@:native("NetworkGetPlayerCoords")staticNetworkGetPlayerCoords(player:Dynamic):Dynamic

Returns the coordinates of another player.

Does not work if you enter your own player id as p0 (will return (0.0, 0.0, 0.0) in that case).

@:native("NetworkGetPositionHashOfThisScript")staticNetworkGetPositionHashOfThisScript():Dynamic

NativeDB Introduced: v2372

@:native("NetworkGetRosPrivilege_24")staticNetworkGetRosPrivilege24():Bool

@:native("NetworkGetRosPrivilege_25")staticNetworkGetRosPrivilege25():Bool

@:native("NetworkGetRosPrivilege_9")staticNetworkGetRosPrivilege9():Bool

@:native("NetworkGetTargetingMode")staticNetworkGetTargetingMode():Int

@:native("NetworkGetUnreliableResendCountForPlayer")staticNetworkGetUnreliableResendCountForPlayer(player:Dynamic):Int

NETWORK_*

NativeDB Introduced: v323

@:native("NetworkHasAgeRestrictedProfile")staticNetworkHasAgeRestrictedProfile():Bool

@:native("NetworkHasGameBeenAltered")staticNetworkHasGameBeenAltered():Bool

Returns true if dinput8.dll is present in the game directory.
You will get following error message if that is true: "You are attempting to access GTA Online servers with an altered version of the game."

@:native("NetworkHasViewGamerUserContentResult")staticNetworkHasViewGamerUserContentResult(networkHandle:Dynamic):Bool

@:native("NetworkHaveOnlinePrivilege_2")staticNetworkHaveOnlinePrivilege2():Bool

@:native("NetworkIsConnectionEndpointRelayServer")staticNetworkIsConnectionEndpointRelayServer(player:Dynamic):Bool

NETWORK_IS_*

NativeDB Introduced: v323

@:native("NetworkIsEntityConcealed")staticNetworkIsEntityConcealed(entity:Dynamic):Bool

Note: This only works for vehicles, which appears to be a bug (since the setter does work for every entity type and the name is 99% correct).

@:native("NetworkIsFriendHandleOnline")staticNetworkIsFriendHandleOnline(networkHandle:Dynamic):Bool

@:native("NetworkIsNetworkIdAClone")staticNetworkIsNetworkIdAClone(netId:Int):Bool

Returns true if the specified network id is controlled by someone else.

@:native("NetworkIsPlayerEqualToIndex")staticNetworkIsPlayerEqualToIndex(player:Dynamic, index:Int):Bool

NETWORK_ARE_*  

@:native("NetworkIsPsnAvailable")staticNetworkIsPsnAvailable():Bool

@:native("NetworkIsScriptActiveByHash")staticNetworkIsScriptActiveByHash(scriptHash:Int, p1:Int, p2:Bool, p3:Int):Bool

NativeDB Introduced: v2245

@:native("NetworkIsTextChatActive")staticNetworkIsTextChatActive():Bool

Same as _IS_TEXT_CHAT_ACTIVE, except it does not check if the text chat HUD component is initialized, and therefore may crash.  

@:native("NetworkIsThisScriptMarked")staticNetworkIsThisScriptMarked(p0:Dynamic, p1:Bool, p2:Dynamic):Bool

@:native("NetworkOverrideClockMillisecondsPerGameMinute")staticNetworkOverrideClockMillisecondsPerGameMinute(ms:Int):Dynamic

NativeDB Introduced: v2189

@:native("NetworkPedForceGameStateUpdate")staticNetworkPedForceGameStateUpdate(ped:Dynamic):Dynamic

NativeDB Introduced: v2372

@:native("NetworkRegisterTunableBoolHash")staticNetworkRegisterTunableBoolHash(contextHash:Int, nameHash:Int, value:Dynamic):Bool

@:native("NetworkRegisterTunableFloatHash")staticNetworkRegisterTunableFloatHash(contextHash:Int, nameHash:Int, value:Dynamic):Bool

@:native("NetworkRegisterTunableIntHash")staticNetworkRegisterTunableIntHash(contextHash:Int, nameHash:Int, value:Dynamic):Bool

@:native("NetworkReportMyself")staticNetworkReportMyself():Dynamic

@:native("NetworkRespawnCoords")staticNetworkRespawnCoords(player:Dynamic, x:Float, y:Float, z:Float, p4:Bool, p5:Bool):Dynamic

p4 and p5 are always 0 in scripts  

@:native("NetworkSendPresenceTransitionInvite")staticNetworkSendPresenceTransitionInvite(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

String "NETWORK_SEND_PRESENCE_TRANSITION_INVITE" is contained in the function in ida so this one is correct.  

@:native("NetworkSetCurrentDataManagerHandle")staticNetworkSetCurrentDataManagerHandle(p0:Dynamic):Bool

@:native("NetworkSetCurrentMissionId")staticNetworkSetCurrentMissionId(missionId:String):Dynamic

NativeDB Introduced: v2699

@:native("NetworkSetCurrentSpawnSetting")staticNetworkSetCurrentSpawnSetting(mpSettingSpawn:Int):Dynamic

enum eMpSettingSpawn
{
	MP_SETTING_SPAWN_NULL = 0,
	MP_SETTING_SPAWN_PROPERTY = 1,
	MP_SETTING_SPAWN_LAST_POSITION = 2,
	MP_SETTING_SPAWN_GARAGE = 3,
	MP_SETTING_SPAWN_RANDOM = 4,
	MP_SETTING_SPAWN_PRIVATE_YACHT = 5,
	MP_SETTING_SPAWN_OFFICE = 6,
	MP_SETTING_SPAWN_CLUBHOUSE = 7,
	MP_SETTING_SPAWN_IE_WAREHOUSE = 8,
	MP_SETTING_SPAWN_BUNKER = 9,
	MP_SETTING_SPAWN_HANGAR = 10,
	MP_SETTING_SPAWN_DEFUNCT_BASE = 11,
	MP_SETTING_SPAWN_NIGHTCLUB = 12,
	MP_SETTING_SPAWN_ARENA_GARAGE = 13,
	MP_SETTING_SPAWN_CASINO_APARTMENT = 14,
	MP_SETTING_SPAWN_ARCADE = 15,
	MP_SETTING_SPAWN_SUBMARINE = 16,
	MP_SETTING_SPAWN_CAR_MEET = 17,
	MP_SETTING_SPAWN_AUTO_SHOP = 18,
	MP_SETTING_SPAWN_FIXER_HQ = 19,
	MP_SETTING_SPAWN_MAX = 20,
};
NativeDB Introduced: v2699

@:native("NetworkSetEntityGhostedWithOwner")staticNetworkSetEntityGhostedWithOwner(entity:Dynamic, p1:Bool):Dynamic

@:native("NetworkSetEntityInvisibleToNetwork")staticNetworkSetEntityInvisibleToNetwork(entity:Dynamic, toggle:Bool):Dynamic

if set to true other network players can't see it  
if set to false other network player can see it  
=========================================  
^^ I attempted this by grabbing an object with GET_ENTITY_PLAYER_IS_FREE_AIMING_AT and setting this naive no matter the toggle he could still see it.  
pc or last gen?  
^^ last-gen  

@:native("NetworkSetObjectForceStaticBlend")staticNetworkSetObjectForceStaticBlend(object:Dynamic, enabled:Bool):Dynamic

Sets whether or not an object (created using CREATE_OBJECT, or similar) should have its position/rotation synchronized, even if it is a 'static' object (for example, having flag 32 - Static - set in its archetype definition).

This has to be called during the same frame the object is created/registered for network, as otherwise it may already have a remote clone created.

Once a remote clone is created, changing this value will not have any effect on said clone.

@:native("NetworkSetVehicleTestDrive")staticNetworkSetVehicleTestDrive(toggle:Bool):Dynamic

Used by Metric VEHICLE_DIST_DRIVEN
NativeDB Introduced: v2699

@:native("NetworkSetVehicleWheelsDestructible")staticNetworkSetVehicleWheelsDestructible(vehicle:Dynamic, toggle:Bool):Dynamic

Allow vehicle wheels to be destructible even when the Vehicle entity is invincible.
NativeDB Introduced: v1365

@:native("NetworkShouldShowConnectivityTroubleshooting")staticNetworkShouldShowConnectivityTroubleshooting():Bool

Returns true if the NAT type is Strict (3) and a certain number of connections have failed.

@:native("NetworkStartUserContentPermissionsCheck")staticNetworkStartUserContentPermissionsCheck(netHandle:Dynamic):Int

Always returns -1. Seems to be XB1 specific.

@:native("NetworkTransitionTrack")staticNetworkTransitionTrack(hash:Int, p1:Int, p2:Int, state:Int, p4:Int):Dynamic

@:native("NetworkUgcNav")staticNetworkUgcNav(p0:Dynamic, p1:Dynamic):Dynamic

NativeDB Introduced: v2372

@:native("NetworkUpdatePlayerScars")staticNetworkUpdatePlayerScars():Dynamic

@:native("RemoteCheatDetected")staticRemoteCheatDetected():Bool

NativeDB Added Parameter 1: Player player
NativeDB Added Parameter 2: int a
NativeDB Added Parameter 3: int b

@:native("ReserveNetworkLocalObjects")staticReserveNetworkLocalObjects(amount:Int):Dynamic

Internal logging string: SCRIPT_RESERVING_LOCAL_OBJECTS
NativeDB Introduced: v1290

@:native("ReserveNetworkLocalPeds")staticReserveNetworkLocalPeds(amount:Int):Dynamic

Internal logging string: SCRIPT_RESERVING_LOCAL_PEDS
NativeDB Introduced: v1493

@:native("ReserveNetworkLocalVehicles")staticReserveNetworkLocalVehicles(amount:Int):Dynamic

@:native("ResetGhostedEntityAlpha")staticResetGhostedEntityAlpha():Dynamic

@:native("SetGhostedEntityAlpha")staticSetGhostedEntityAlpha(alpha:Int):Dynamic

Sets the alpha value used by _SET_LOCAL_PLAYER_AS_GHOST, SET_NETWORK_VEHICLE_AS_GHOST, and _NETWORK_SET_ENTITY_GHOSTED_WITH_OWNER.

'Solidness' cannot be achieved using 255 - this will have the opposite effect of it defaulting to 128 it seems (or just having no effect at all).

@:native("SetLocalPlayerAsGhost")staticSetLocalPlayerAsGhost(toggle:Bool):Dynamic

Formerly incorrectly named USE_PLAYER_COLOUR_INSTEAD_OF_TEAM_COLOUR due to incorrect treatment of console vs. PC native registration.

Native name guessed through ordering.

NativeDB Added Parameter 2: BOOL p1

@:native("SetNetworkEnableVehiclePositionCorrection")staticSetNetworkEnableVehiclePositionCorrection(vehicle:Dynamic, toggle:Bool):Dynamic

Enables a periodic ShapeTest within the NetBlender and invokes rage::netBlenderLinInterp::GoStraightToTarget (or some functional wrapper).

@:native("SetNetworkVehiclePositionUpdateMultiplier")staticSetNetworkVehiclePositionUpdateMultiplier(vehicle:Dynamic, multiplier:Float):Dynamic

rage::netBlenderLinInterp::GetPositionMaxForUpdateLevel

@:native("SetRelationshipToPlayer")staticSetRelationshipToPlayer(player:Dynamic, p1:Bool):Dynamic

Enables ghosting between specific players. Name is between _SET_RELATIONSHIP_GROUP_DONT_AFFECT_WANTED_LEVEL and SET_ROADS_BACK_TO_ORIGINAL.

@:native("ShutdownAndLoadMostRecentSave")staticShutdownAndLoadMostRecentSave():Bool

Disconnects you from the session, and starts loading single player, however you still remain connected to the server (only if you're the host, if you're not then you also (most likely) get disconnected from the server) and other players will not be able to join until you exit the game.

If you're already in SP then it'll re-load singleplayer.

You might need to DoScreenFadeIn and ShutdownLoadingScreen otherwise you probably won't end up loading into SP at all.

Somewhat related note: opening the pause menu after loading into this 'singleplayer' mode crashes the game.

@:native("TriggerScriptCrcCheckOnPlayer")staticTriggerScriptCrcCheckOnPlayer(player:Dynamic, p1:Int, scriptHash:Int):Bool

p1 = 6

@:native("UgcQueryRecentlyCreatedContent")staticUgcQueryRecentlyCreatedContent(offset:Int, count:Int, contentTypeName:String, p3:Int):Bool

@:native("ActivateDamageTrackerOnNetworkId")staticactivateDamageTrackerOnNetworkId(netID:Int, toggle:Bool):Dynamic

@:native("BadSportPlayerLeftDetected")staticbadSportPlayerLeftDetected(networkHandle:Dynamic, event:Int, amountReceived:Int):Bool

@:native("CanRegisterMissionEntities")staticcanRegisterMissionEntities(ped_amt:Int, vehicle_amt:Int, object_amt:Int, pickup_amt:Int):Bool

@:native("CanRegisterMissionObjects")staticcanRegisterMissionObjects(amount:Int):Bool

@:native("CanRegisterMissionPeds")staticcanRegisterMissionPeds(amount:Int):Bool

@:native("CanRegisterMissionVehicles")staticcanRegisterMissionVehicles(amount:Int):Bool

@:native("CloudCheckAvailability")staticcloudCheckAvailability():Dynamic

Downloads prod.cloud.rockstargames.com/titles/gta5/[platform]/check.json

@:native("CloudDeleteMemberFile")staticcloudDeleteMemberFile(p0:String):Int

@:native("CloudDidRequestSucceed")staticcloudDidRequestSucceed(handle:Int):Bool

@:native("CloudGetAvailabilityCheckResult")staticcloudGetAvailabilityCheckResult():Bool

@:native("CloudHasRequestCompleted")staticcloudHasRequestCompleted(handle:Int):Bool

@:native("CloudIsCheckingAvailability")staticcloudIsCheckingAvailability():Bool

@:native("ConvertPosixTime")staticconvertPosixTime(posixTime:Int, timeStructure:Dynamic):Dynamic

Takes the specified time and writes it to the structure specified in the second argument.  
struct date_time  
{ 
    alignas(8) int year;  
    alignas(8) int month;  
    alignas(8) int day;  
    alignas(8) int hour;  
    alignas(8) int minute;  
    alignas(8) int second;  
};

@:native("FadeOutLocalPlayer")staticfadeOutLocalPlayer(p0:Bool):Dynamic

Hardcoded to not work in SP.  

@:native("FilloutPmPlayerList")staticfilloutPmPlayerList(networkHandle:Dynamic, p1:Dynamic, p2:Dynamic):Bool

@:native("FilloutPmPlayerListWithNames")staticfilloutPmPlayerListWithNames(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("GetCloudTimeAsInt")staticgetCloudTimeAsInt():Int

Returns POSIX timestamp.

Renamed from _GET_POSIX_TIME to GET_CLOUD_TIME_AS_INT because of conflicting native names (0xDA488F299A5B164E)

@:native("GetCommerceItemCat")staticgetCommerceItemCat(index:Int, index2:Int):String

index2 is unused

@:native("GetCommerceItemId")staticgetCommerceItemId(index:Int):String

@:native("GetCommerceItemName")staticgetCommerceItemName(index:Int):String

@:native("GetCommerceItemNumCats")staticgetCommerceItemNumCats(index:Int):Int

@:native("GetCommerceItemTexturename")staticgetCommerceItemTexturename(index:Int):String

NativeDB Added Parameter 3: int p2

@:native("GetCommerceProductPrice")staticgetCommerceProductPrice(index:Int):String

@:native("GetMaxNumNetworkObjects")staticgetMaxNumNetworkObjects():Int

@:native("GetMaxNumNetworkPeds")staticgetMaxNumNetworkPeds():Int

@:native("GetMaxNumNetworkPickups")staticgetMaxNumNetworkPickups():Int

@:native("GetMaxNumNetworkVehicles")staticgetMaxNumNetworkVehicles():Int

@:native("GetNetworkTime")staticgetNetworkTime():Int

@:native("GetNetworkTimeAccurate")staticgetNetworkTimeAccurate():Int

Returns the same value as GetNetworkTime in freemode, but as opposed to GetNetworkTime it always gets the most recent time, instead of once per tick.

Could be used for benchmarking since it can return times in ticks.

@:native("GetNumCommerceItems")staticgetNumCommerceItems():Int

@:native("GetNumCreatedMissionObjects")staticgetNumCreatedMissionObjects(p0:Bool):Int

@:native("GetNumCreatedMissionPeds")staticgetNumCreatedMissionPeds(p0:Bool):Int

@:native("GetNumCreatedMissionVehicles")staticgetNumCreatedMissionVehicles(p0:Bool):Int

@:native("GetNumReservedMissionObjects")staticgetNumReservedMissionObjects(p0:Bool):Int

p0 appears to be for MP  
NativeDB Added Parameter 2: Any p1

@:native("GetNumReservedMissionPeds")staticgetNumReservedMissionPeds(p0:Bool):Int

p0 appears to be for MP  
NativeDB Added Parameter 2: Any p1

@:native("GetNumReservedMissionVehicles")staticgetNumReservedMissionVehicles(p0:Bool):Int

p0 appears to be for MP  
NativeDB Added Parameter 2: Any p1

@:native("GetStatusOfTextureDownload")staticgetStatusOfTextureDownload(p0:Int):Int

0 = succeeded
1 = pending
2 = failed

@:native("GetTimeAsString")staticgetTimeAsString(time:Int):String

@:native("GetTimeDifference")staticgetTimeDifference(timeA:Int, timeB:Int):Int

Subtracts the second argument from the first.  

@:native("GetTimeOffset")staticgetTimeOffset(timeA:Int, timeB:Int):Int

Adds the first argument to the second.  

@:native("HasNetworkTimeStarted")statichasNetworkTimeStarted():Bool

@:native("IsCommerceDataValid")staticisCommerceDataValid():Bool

@:native("IsCommerceStoreOpen")staticisCommerceStoreOpen():Bool

@:native("IsDamageTrackerActiveOnNetworkId")staticisDamageTrackerActiveOnNetworkId(netID:Int):Bool

@:native("IsNetworkIdOwnedByParticipant")staticisNetworkIdOwnedByParticipant(netId:Int):Bool

@:native("IsPlayerInCutscene")staticisPlayerInCutscene(player:Dynamic):Bool

@:native("IsSphereVisibleToAnotherMachine")staticisSphereVisibleToAnotherMachine(p0:Float, p1:Float, p2:Float, p3:Float):Bool

@:native("IsSphereVisibleToPlayer")staticisSphereVisibleToPlayer(p0:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float):Bool

@:native("IsStoreAvailableToUser")staticisStoreAvailableToUser():Bool

@:native("IsTimeEqualTo")staticisTimeEqualTo(timeA:Int, timeB:Int):Bool

Returns true if the two times are equal; otherwise returns false.  

@:native("IsTimeLessThan")staticisTimeLessThan(timeA:Int, timeB:Int):Bool

Subtracts the second argument from the first, then returns whether the result is negative.  

@:native("IsTimeMoreThan")staticisTimeMoreThan(timeA:Int, timeB:Int):Bool

Subtracts the first argument from the second, then returns whether the result is negative.  

@:native("NetToEnt")staticnetToEnt(netHandle:Int):Dynamic

gets the entity id of a network id  

@:native("NetToObj")staticnetToObj(netHandle:Int):Dynamic

gets the object id of a network id  

@:native("NetToPed")staticnetToPed(netHandle:Int):Dynamic

gets the ped id of a network id  

@:native("NetToVeh")staticnetToVeh(netHandle:Int):Dynamic

@:native("NetworkAcceptPresenceInvite")staticnetworkAcceptPresenceInvite(p0:Dynamic):Bool

@:native("NetworkAccessTunableBool")staticnetworkAccessTunableBool(tunableContext:String, tunableName:String):Bool

@:native("NetworkAccessTunableBoolHash")staticnetworkAccessTunableBoolHash(tunableContext:Int, tunableName:Int):Bool

@:native("NetworkAccessTunableFloat")staticnetworkAccessTunableFloat(tunableContext:String, tunableName:String, value:Dynamic):Bool

@:native("NetworkAccessTunableFloatHash")staticnetworkAccessTunableFloatHash(tunableContext:Int, tunableName:Int, value:Dynamic):Bool

@:native("NetworkAccessTunableInt")staticnetworkAccessTunableInt(tunableContext:String, tunableName:String, value:Dynamic):Bool

@:native("NetworkAccessTunableIntHash")staticnetworkAccessTunableIntHash(tunableContext:Int, tunableName:Int, value:Dynamic):Bool

@:native("NetworkActionFollowInvite")staticnetworkActionFollowInvite():Dynamic

@:native("NetworkAddEntityAngledArea")staticnetworkAddEntityAngledArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float):Dynamic

To remove, see: NETWORK_REMOVE_ENTITY_AREA.

See IS_POINT_IN_ANGLED_AREA for the definition of an angled area.

@:native("NetworkAddEntityArea")staticnetworkAddEntityArea(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float):Dynamic

@:native("NetworkAddEntityDisplayedBoundaries")staticnetworkAddEntityDisplayedBoundaries(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float):Dynamic

@:native("NetworkAddEntityToSynchronisedScene")staticnetworkAddEntityToSynchronisedScene(entity:Dynamic, netScene:Int, animDict:String, animName:String, blendIn:Float, blendOut:Float, flag:Int):Dynamic

Adds an entity to a network synchronised scene.

@:native("NetworkAddFollowers")staticnetworkAddFollowers(p0:Dynamic, p1:Int):Dynamic

..  

@:native("NetworkAddFriend")staticnetworkAddFriend(networkHandle:Dynamic, message:String):Bool

@:native("NetworkAddMapEntityToSynchronisedScene")staticnetworkAddMapEntityToSynchronisedScene(netScene:Int, modelHash:Int, x:Float, y:Float, z:Float, animDict:String, animName:String, blendInSpeed:Float, blendOutSpeed:Float, flags:Int):Dynamic

Adds a map entity to a network synchronized scene. This native function is utilized only once as of game build 2944 within the casino_slots script. Please note that it's only possible to add a single map entity to synchronised scenes.

It's advisable to initially locate the object and retrieve its actual coordinates using GET_CLOSEST_OBJECT_OF_TYPE.

NativeDB Introduced: v1734

@:native("NetworkAddPedToSynchronisedScene")staticnetworkAddPedToSynchronisedScene(ped:Dynamic, netScene:Int, animDict:String, animClip:String, blendInSpeed:Float, blendOutSpeed:Float, syncedSceneFlags:Int, ragdollFlags:Int, moverBlendInDelta:Float, ikFlags:Int):Dynamic

Adds a ped to a networked synchronised scene.

Synchronized scene playback flags (Also works in other NETWORK_ADD_*_TO_SYNCHRONISED_SCENE natives): | Value | Name | Notes | | :-------: | :---------------------------------------: | :------------------------------------------------------------------------------------------------------------------------------: | | 0 | None | No flag set. | | 1 | USE_PHYSICS | Allows the ped to have physics during the scene. | | 2 | TAG_SYNC_OUT | The task will do a tag synchronized blend out with the movement behaviour of the ped. | | 4 | DONT_INTERRUPT | The scene will not be interrupted by external events. | | 8 | ON_ABORT_STOP_SCENE | The scene will be stopped if the scripted task is aborted. | | 16 | ABORT_ON_WEAPON_DAMAGE | The scene will be stopped if the ped is damaged by a weapon. | | 32 | BLOCK_MOVER_UPDATE | The task will not update the mover. | | 64 | LOOP_WITHIN_SCENE | Animations within this scene will be looped until the scene is finished. | | 128 | PRESERVE_VELOCITY | The task will keep it's velocity when the scene is cleaned up/stopped. Do note that the USE_PHYSICS flag must also be present. | | 256 | EXPAND_PED_CAPSULE_FROM_SKELETON | The task will apply the ExpandPedCapsuleFromSkeleton reset flag to the ped (See SET_PED_RESET_FLAG). | | 512 | ACTIVATE_RAGDOLL_ON_COLLISION | The ped will be ragdoll if it comes in contact with an object. | | 1024 | HIDE_WEAPON | The ped's current weapon will be hidden during the scene. | | 2048 | ABORT_ON_DEATH | The synchronised scene will be aborted if the ped dies. | | 4096 | VEHICLE_ABORT_ON_LARGE_IMPACT | If the scene is running on a vehicle, then it will be aborted if the vehicle takes a heavy collision with another vehicle. | | 8192 | VEHICLE_ALLOW_PLAYER_ENTRY | If the scene is on a vehicle, it allows players to enter it. | | 16384 | PROCESS_ATTACHMENTS_ON_START | Attachments will be processed at the start of the scene. | | 32768 | NET_ON_EARLY_NON_PED_STOP_RETURN_TO_START | A non-ped entity will be returned to their starting position if the scene finishes early. | | 65536 | SET_PED_OUT_OF_VEHICLE_AT_START | If the ped is in a vehicle when the scene starts, it will be set out of the vehicle. | | 131072 | NET_DISREGARD_ATTACHMENT_CHECKS | Attachment checks will be disregarded when the scene is running. |

These flags can be combined with the `` operator.

@:native("NetworkAddPedToSynchronisedSceneWithIk")staticnetworkAddPedToSynchronisedSceneWithIk(ped:Dynamic, netSceneID:Int, animDict:String, animClip:String, blendIn:Float, blendOut:Float, sceneFlags:Int, ragdollFlags:Int, moverBlendInDelta:Float, ikFlags:Int):Dynamic

Adds a ped to a networked synchronized scene but extends NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE to support IK flags. There is barely any difference between this and NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE.

NativeDB Introduced: v1290

@:native("NetworkAddSynchronisedSceneCamera")staticnetworkAddSynchronisedSceneCamera(netScene:Int, animDict:String, animName:String):Dynamic

@:native("NetworkAllowRemoteAttachmentModification")staticnetworkAllowRemoteAttachmentModification(entity:Dynamic, toggle:Bool):Dynamic

Allows scripts to use attachment commands on entities (eg. ATTACH_ENTITY_TO_ENTITY) that are not controlled by the client.

 * 
 * **Note:** This is only local and does not affect entities on other machines. This is used by the ferris wheel script to sync players on carts.

@:native("NetworkAmIBlockedByGamer")staticnetworkAmIBlockedByGamer(networkHandle:Dynamic):Bool

@:native("NetworkAmIBlockedByPlayer")staticnetworkAmIBlockedByPlayer(player:Dynamic):Bool

@:native("NetworkAmIMutedByGamer")staticnetworkAmIMutedByGamer(networkHandle:Dynamic):Bool

@:native("NetworkAmIMutedByPlayer")staticnetworkAmIMutedByPlayer(player:Dynamic):Bool

@:native("NetworkApplyCachedPlayerHeadBlendData")staticnetworkApplyCachedPlayerHeadBlendData(ped:Dynamic, player:Dynamic):Bool

@:native("NetworkApplyPedScarData")staticnetworkApplyPedScarData(ped:Dynamic, p1:Int):Dynamic

@:native("NetworkApplyTransitionParameter")staticnetworkApplyTransitionParameter(p0:Int, p1:Int):Dynamic

@:native("NetworkApplyTransitionParameterString")staticnetworkApplyTransitionParameterString(p0:Int, string:String, p2:Bool):Dynamic

@:native("NetworkApplyVoiceProximityOverride")staticnetworkApplyVoiceProximityOverride(x:Float, y:Float, z:Float):Dynamic

@:native("NetworkAreHandlesTheSame")staticnetworkAreHandlesTheSame(netHandle1:Dynamic, netHandle2:Dynamic):Bool

@:native("NetworkAreSocialClubPoliciesCurrent")staticnetworkAreSocialClubPoliciesCurrent():Bool

@:native("NetworkAreTransitionDetailsValid")staticnetworkAreTransitionDetailsValid(p0:Dynamic):Bool

@:native("NetworkAttachSynchronisedSceneToEntity")staticnetworkAttachSynchronisedSceneToEntity(netScene:Int, entity:Dynamic, bone:Int):Dynamic

@:native("NetworkBail")staticnetworkBail():Dynamic

NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2

@:native("NetworkBailTransition")staticnetworkBailTransition():Dynamic

NativeDB Added Parameter 1: int p0
NativeDB Added Parameter 2: int p1
NativeDB Added Parameter 3: int p2

@:native("NetworkBlockInvites")staticnetworkBlockInvites(toggle:Bool):Dynamic

@:native("NetworkBlockJoinQueueInvites")staticnetworkBlockJoinQueueInvites(toggle:Bool):Dynamic

@:native("NetworkCacheLocalPlayerHeadBlendData")staticnetworkCacheLocalPlayerHeadBlendData():Dynamic

@:native("NetworkCanAccessMultiplayer")staticnetworkCanAccessMultiplayer(loadingState:Dynamic):Bool

11 - Need to download tunables.  
12 - Need to download background script.  
Returns 1 if the multiplayer is loaded, otherwhise 0.  

@:native("NetworkCanBail")staticnetworkCanBail():Bool

@:native("NetworkCanCommunicateWithGamer")staticnetworkCanCommunicateWithGamer(networkHandle:Dynamic):Bool

@:native("NetworkCanEnterMultiplayer")staticnetworkCanEnterMultiplayer():Bool

@:native("NetworkCanSessionEnd")staticnetworkCanSessionEnd():Bool

@:native("NetworkCanSetWaypoint")staticnetworkCanSetWaypoint():Bool

@:native("NetworkCancelRespawnSearch")staticnetworkCancelRespawnSearch():Dynamic

@:native("NetworkChangeTransitionSlots")staticnetworkChangeTransitionSlots(p0:Dynamic, p1:Dynamic):Dynamic

@:native("NetworkCheckCommunicationPrivileges")staticnetworkCheckCommunicationPrivileges(p0:Int, p1:Int, p2:Bool):Bool

@:native("NetworkCheckDataManagerSucceededForHandle")staticnetworkCheckDataManagerSucceededForHandle(friendDataIndex:Int, networkHandle:Dynamic):Bool

Checks if the friendDataIndex in the friend data manager contains the data for the specified networkHandle

@:native("NetworkCheckUserContentPrivileges")staticnetworkCheckUserContentPrivileges(p0:Int, p1:Int, p2:Bool):Bool

@:native("NetworkClanAnyDownloadMembershipPending")staticnetworkClanAnyDownloadMembershipPending():Bool

@:native("NetworkClanDownloadMembership")staticnetworkClanDownloadMembership(networkHandle:Dynamic):Bool

@:native("NetworkClanDownloadMembershipPending")staticnetworkClanDownloadMembershipPending(p0:Dynamic):Bool

@:native("NetworkClanGetEmblemTxdName")staticnetworkClanGetEmblemTxdName(netHandle:Dynamic, txdName:String):Bool

@:native("NetworkClanGetLocalMembershipsCount")staticnetworkClanGetLocalMembershipsCount():Int

@:native("NetworkClanGetMembership")staticnetworkClanGetMembership(networkHandle:Dynamic, clanMembership:Dynamic, membershipIndex:Int):Bool

Retrieves a membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP).

Test C++ code: https://pastebin.com/CD8wni4C

@:native("NetworkClanGetMembershipCount")staticnetworkClanGetMembershipCount(p0:Dynamic):Int

@:native("NetworkClanGetMembershipDesc")staticnetworkClanGetMembershipDesc(memberDesc:Dynamic, p1:Int):Bool

@:native("NetworkClanGetMembershipValid")staticnetworkClanGetMembershipValid(networkHandle:Dynamic, membershipIndex:Int):Bool

Checks if a crew/membership for a player, from the cache (i.e. downloaded via NETWORK_CLAN_DOWNLOAD_MEMBERSHIP) is valid.

@:native("NetworkClanGetUiFormattedTag")staticnetworkClanGetUiFormattedTag(clanDesc:Dynamic, bufferSize:Int, formattedTag:String):Dynamic

bufferSize is 35 in the scripts.

@:native("NetworkClanIsEmblemReady")staticnetworkClanIsEmblemReady(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkClanIsRockstarClan")staticnetworkClanIsRockstarClan(clanDesc:Dynamic, bufferSize:Int):Bool

bufferSize is 35 in the scripts.  

@:native("NetworkClanJoin")staticnetworkClanJoin(clanDesc:Int):Bool

@:native("NetworkClanPlayerGetDesc")staticnetworkClanPlayerGetDesc(clanDesc:Dynamic, bufferSize:Int, networkHandle:Dynamic):Bool

bufferSize is 35 in the scripts.  
bufferSize is the elementCount of p0(desc), sizeof(p0) == 280 == p1*8 == 35 * 8, p2(netHandle) is obtained from NETWORK::NETWORK_HANDLE_FROM_PLAYER.  And no, I can't explain why 35 * sizeof(int) == 280 and not 140, but I'll get back to you on that.  
the answer is: because p0 an int64_t* / int64_t[35].  and FYI p2 is an int64_t[13]  
pastebin.com/cSZniHak  

@:native("NetworkClanPlayerIsActive")staticnetworkClanPlayerIsActive(networkHandle:Dynamic):Bool

@:native("NetworkClanReleaseEmblem")staticnetworkClanReleaseEmblem(p0:Dynamic):Dynamic

@:native("NetworkClanRemoteMembershipsAreInCache")staticnetworkClanRemoteMembershipsAreInCache(p0:Dynamic):Bool

@:native("NetworkClanRequestEmblem")staticnetworkClanRequestEmblem(p0:Dynamic):Bool

@:native("NetworkClanServiceIsValid")staticnetworkClanServiceIsValid():Bool

@:native("NetworkClearClockTimeOverride")staticnetworkClearClockTimeOverride():Dynamic

@:native("NetworkClearFollowInvite")staticnetworkClearFollowInvite():Dynamic

@:native("NetworkClearFollowers")staticnetworkClearFollowers():Dynamic

@:native("NetworkClearFoundGamers")staticnetworkClearFoundGamers():Dynamic

@:native("NetworkClearGetGamerStatus")staticnetworkClearGetGamerStatus():Dynamic

@:native("NetworkClearGroupActivity")staticnetworkClearGroupActivity():Dynamic

@:native("NetworkClearPropertyId")staticnetworkClearPropertyId():Dynamic

@:native("NetworkClearTransitionCreatorHandle")staticnetworkClearTransitionCreatorHandle():Dynamic

@:native("NetworkClearVoiceChannel")staticnetworkClearVoiceChannel():Dynamic

@:native("NetworkClearVoiceProximityOverride")staticnetworkClearVoiceProximityOverride():Dynamic

@:native("NetworkCloseTransitionMatchmaking")staticnetworkCloseTransitionMatchmaking():Dynamic

@:native("NetworkConcealPlayer")staticnetworkConcealPlayer(player:Dynamic, toggle:Bool, bAllowDamagingWhileConcealed:Bool):Dynamic

This is what R* uses to hide players in MP interiors.

To manage player visibility with NetworkConcealPlayer, here’s a solid approach:

General Population (players not in any instance):

  • Use NetworkConcealPlayer to hide players who are in any instance. This way, general population players won’t see or interact with instance players.

Instance Players (players in a specific instance):

  • Use NetworkConcealPlayer to hide players who aren’t in the same instance. Instance players can still see and interact with the general population but not with players in other instances.

This setup keeps instance players separate from each other while allowing interaction with the general population.

@:native("NetworkCreateSynchronisedScene")staticnetworkCreateSynchronisedScene(x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, rotationOrder:Int, holdLastFrame:Bool, looped:Bool, phaseToStopScene:Float, phaseToStartScene:Float, animSpeed:Float):Int

Creates a networked synchronized scene. Be sure to actually start the scene with NETWORK_START_SYNCHRONISED_SCENE after you're done adding peds or entities to the scene.

@:native("NetworkDidFindGamersSucceed")staticnetworkDidFindGamersSucceed():Bool

@:native("NetworkDidGetGamerStatusSucceed")staticnetworkDidGetGamerStatusSucceed():Bool

@:native("NetworkDisableInvincibleFlashing")staticnetworkDisableInvincibleFlashing(player:Dynamic, toggle:Bool):Dynamic

@:native("NetworkDisableLeaveRemotePedBehind")staticnetworkDisableLeaveRemotePedBehind(toggle:Bool):Dynamic

@:native("NetworkDisableProximityMigration")staticnetworkDisableProximityMigration(netID:Int):Dynamic

@:native("NetworkDoTransitionQuickmatch")staticnetworkDoTransitionQuickmatch(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5

@:native("NetworkDoTransitionQuickmatchAsync")staticnetworkDoTransitionQuickmatchAsync(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

NativeDB Added Parameter 5: Any p4
NativeDB Added Parameter 6: Any p5

@:native("NetworkDoTransitionQuickmatchWithGroup")staticnetworkDoTransitionQuickmatchWithGroup(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic, p5:Dynamic):Bool

NativeDB Added Parameter 7: Any p6
NativeDB Added Parameter 8: Any p7

@:native("NetworkDoTransitionToFreemode")staticnetworkDoTransitionToFreemode(p0:Dynamic, p1:Dynamic, p2:Bool, players:Int, p4:Bool):Bool

p2 is true 3/4 of the occurrences I found.  
'players' is the number of players for a session. On PS3/360 it's always 18. On PC it's 32.  

@:native("NetworkDoTransitionToGame")staticnetworkDoTransitionToGame(p0:Bool, maxPlayers:Int):Bool

@:native("NetworkDoTransitionToNewFreemode")staticnetworkDoTransitionToNewFreemode(p0:Dynamic, p1:Dynamic, players:Int, p3:Bool, p4:Bool, p5:Bool):Bool

@:native("NetworkDoTransitionToNewGame")staticnetworkDoTransitionToNewGame(p0:Bool, maxPlayers:Int, p2:Bool):Bool

@:native("NetworkDoesEntityExistWithNetworkId")staticnetworkDoesEntityExistWithNetworkId(netId:Int):Bool

@:native("NetworkDoesNetworkIdExist")staticnetworkDoesNetworkIdExist(netId:Int):Bool

@:native("NetworkDoesTunableExist")staticnetworkDoesTunableExist(tunableContext:String, tunableName:String):Bool

@:native("NetworkDoesTunableExistHash")staticnetworkDoesTunableExistHash(tunableContext:Int, tunableName:Int):Bool

@:native("NetworkEndTutorialSession")staticnetworkEndTutorialSession():Dynamic

@:native("NetworkEntityAreaDoesExist")staticnetworkEntityAreaDoesExist(areaHandle:Int):Bool

@:native("NetworkEntityAreaIsOccupied")staticnetworkEntityAreaIsOccupied(areaHandle:Int):Bool

@:native("NetworkExplodeHeli")staticnetworkExplodeHeli(heli:Dynamic, isAudible:Bool, isInvisible:Bool, netScriptEntityId:Int):Dynamic

@:native("NetworkExplodeVehicle")staticnetworkExplodeVehicle(vehicle:Dynamic, isAudible:Bool, isInvisible:Bool, p3:Bool):Dynamic

In the console script dumps, this is only referenced once.   
NETWORK::NETWORK_EXPLODE_VEHICLE(vehicle, 1, 0, 0);  
^^^^^ That must be PC script dumps? In X360 Script Dumps it is reference a few times with 2 differences in the parameters.  
Which as you see below is 1, 0, 0 + 1, 1, 0 + 1, 0, and a *param?  
am_plane_takedown.c   
network_explode_vehicle(net_to_veh(Local_40.imm_2), 1, 1, 0);  
armenian2.c   
network_explode_vehicle(Local_80[6 <2>], 1, 0, 0);  
fm_horde_controler.c  
network_explode_vehicle(net_to_veh(*uParam0), 1, 0, *uParam0);  
fm_mission_controller.c, has 6 hits so not going to list them.  
Side note, setting the first parameter to 0 seems to mute sound or so?  
Seems it's like ADD_EXPLOSION, etc. the first 2 params. The 3rd atm no need to worry since it always seems to be 0.  

@:native("NetworkFadeInEntity")staticnetworkFadeInEntity(entity:Dynamic, bNetwork:Bool):Dynamic

Fade the given entity back in, usually used after the entity has been faded out with NETWORK_FADE_OUT_ENTITY

When used on a entity which isn't invisible or faded out then the native will still work, it will just instanly make the ped invisible before fading in.

Additional Parameters:

  • flash: If set to true the entity will flash while fading in.

@:native("NetworkFadeOutEntity")staticnetworkFadeOutEntity(entity:Dynamic, normal:Bool, slow:Bool):Dynamic

normal - transition like when your coming out of LSC  
slow - transition like when you walk into a mission  

@:native("NetworkFindGamersInCrew")staticnetworkFindGamersInCrew(p0:Dynamic):Bool

@:native("NetworkFindMatchedGamers")staticnetworkFindMatchedGamers(p0:Dynamic, p1:Float, p2:Float, p3:Float):Bool

@:native("NetworkFinishBroadcastingData")staticnetworkFinishBroadcastingData():Dynamic

@:native("NetworkForceLocalUseOfSyncedSceneCamera")staticnetworkForceLocalUseOfSyncedSceneCamera(sceneId:Int):Dynamic

@:native("NetworkGamerHasHeadset")staticnetworkGamerHasHeadset(networkHandle:Dynamic):Bool

@:native("NetworkGamertagFromHandlePending")staticnetworkGamertagFromHandlePending():Bool

@:native("NetworkGamertagFromHandleStart")staticnetworkGamertagFromHandleStart(networkHandle:Dynamic):Bool

@:native("NetworkGamertagFromHandleSucceeded")staticnetworkGamertagFromHandleSucceeded():Bool

@:native("NetworkGetActivityPlayerNum")staticnetworkGetActivityPlayerNum(p0:Bool):Int

@:native("NetworkGetAgeGroup")staticnetworkGetAgeGroup():Int

@:native("NetworkGetBackgroundLoadingRecipients")staticnetworkGetBackgroundLoadingRecipients(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("NetworkGetContentModifierListId")staticnetworkGetContentModifierListId(contentHash:Int):Int

Return the content modifier id (the tunables context if you want) of a specific content.  
It takes the content hash (which is the mission id hash), and return the content modifier id, used as the tunables context.  
The mission id can be found on the Social club, for example, 'socialclub.rockstargames.com/games/gtav/jobs/job/A8M6Bz8MLEC5xngvDCzGwA'  
'A8M6Bz8MLEC5xngvDCzGwA' is the mission id, so the game hash this and use it as the parameter for this native.  

@:native("NetworkGetCurrentlySelectedGamerHandleFromInviteMenu")staticnetworkGetCurrentlySelectedGamerHandleFromInviteMenu(p0:Dynamic):Bool

@:native("NetworkGetDestroyerOfNetworkId")staticnetworkGetDestroyerOfNetworkId(netId:Int, weaponHash:Dynamic):Int

@:native("NetworkGetEntityFromNetworkId")staticnetworkGetEntityFromNetworkId(netId:Int):Dynamic

Get the local entity handle of the given network id

Through this native you can get back the entity that you previously converted to netid with NetworkGetNetworkIdFromEntity or with the ToNet natives

@:native("NetworkGetEntityIsLocal")staticnetworkGetEntityIsLocal(entity:Dynamic):Bool

@:native("NetworkGetEntityIsNetworked")staticnetworkGetEntityIsNetworked(entity:Dynamic):Bool

@:native("NetworkGetEntityKillerOfPlayer")staticnetworkGetEntityKillerOfPlayer(player:Dynamic, weaponHash:Dynamic):Dynamic

@:native("NetworkGetFoundGamer")staticnetworkGetFoundGamer(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkGetFriendCount")staticnetworkGetFriendCount():Int

@:native("NetworkGetFriendName")staticnetworkGetFriendName(friendIndex:Int):String

@:native("NetworkGetGamerStatusFromQueue")staticnetworkGetGamerStatusFromQueue():Bool

@:native("NetworkGetGamerStatusResult")staticnetworkGetGamerStatusResult(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkGetGamertagFromHandle")staticnetworkGetGamertagFromHandle(networkHandle:Dynamic):String

@:native("NetworkGetGlobalMultiplayerClock")staticnetworkGetGlobalMultiplayerClock(hours:Dynamic, minutes:Dynamic, seconds:Dynamic):Dynamic

@:native("NetworkGetHostOfScript")staticnetworkGetHostOfScript(scriptName:String, p1:Int, p2:Int):Dynamic

scriptName examples:  
"freemode", "AM_CR_SecurityVan", ...  
Most of the time, these values are used:  
p1 = -1  
p2 = 0  

@:native("NetworkGetHostOfThisScript")staticnetworkGetHostOfThisScript():Dynamic

@:native("NetworkGetInstanceIdOfThisScript")staticnetworkGetInstanceIdOfThisScript():Int

@:native("NetworkGetLocalHandle")staticnetworkGetLocalHandle(networkHandle:Dynamic, bufferSize:Int):Dynamic

Retrieves the local player's NetworkHandle* and stores it in the given buffer.  
* Currently unknown struct  

@:native("NetworkGetLocalSceneFromNetworkId")staticnetworkGetLocalSceneFromNetworkId(netSceneId:Int):Int

Returns a local synchronized scene handle of a networked synchronised scene.

@:native("NetworkGetMaxFriends")staticnetworkGetMaxFriends():Int

@:native("NetworkGetMaxNumParticipants")staticnetworkGetMaxNumParticipants():Int

Seems to always return 0, but it's used in quite a few loops.
for (num3 = 0; num3 < NETWORK::0xCCD8C02D(); num3++)
    {
        if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::0x98F3B274(num3)) != 0)
        {
            var num5 = NETWORK::NETWORK_GET_PLAYER_INDEX(PLAYER::0x98F3B274(num3));

@:native("NetworkGetNetworkIdFromEntity")staticnetworkGetNetworkIdFromEntity(entity:Dynamic):Int

Get the network id of the given entity

An entity network id represents a given entity for other clients, it's a handle shared between clients, can be reconverted to a client entity handle.\ These (entity network IDs) can and will be reused, the network id will not change. If you need to refer to an entity across machines (clients, or the server), you should use its network id.

Read more at Network and local IDs

@:native("NetworkGetNumConnectedPlayers")staticnetworkGetNumConnectedPlayers():Int

Returns the amount of players connected in the current session. Only works when connected to a session/server.  

@:native("NetworkGetNumFoundGamers")staticnetworkGetNumFoundGamers():Int

@:native("NetworkGetNumParticipants")staticnetworkGetNumParticipants():Int

@:native("NetworkGetNumPresenceInvites")staticnetworkGetNumPresenceInvites():Int

@:native("NetworkGetNumScriptParticipants")staticnetworkGetNumScriptParticipants(p0:Dynamic, p1:Dynamic, p2:Dynamic):Int

@:native("NetworkGetParticipantIndex")staticnetworkGetParticipantIndex(index:Int):Int

@:native("NetworkGetPlatformPartyMembers")staticnetworkGetPlatformPartyMembers(data:Dynamic, dataSize:Int):Int

@:native("NetworkGetPlayerFromGamerHandle")staticnetworkGetPlayerFromGamerHandle(networkHandle:Dynamic):Dynamic

@:native("NetworkGetPlayerIndex")staticnetworkGetPlayerIndex(player:Dynamic):Int

@:native("NetworkGetPlayerIndexFromPed")staticnetworkGetPlayerIndexFromPed(ped:Dynamic):Dynamic

Returns the Player associated to a given Ped when in an online session.  

@:native("NetworkGetPlayerLoudness")staticnetworkGetPlayerLoudness(player:Dynamic):Float

@:native("NetworkGetPlayerOwnsWaypoint")staticnetworkGetPlayerOwnsWaypoint(player:Dynamic):Bool

@:native("NetworkGetPlayerTutorialSessionInstance")staticnetworkGetPlayerTutorialSessionInstance(player:Dynamic):Int

@:native("NetworkGetPresenceInviteContentId")staticnetworkGetPresenceInviteContentId(p0:Dynamic):String

@:native("NetworkGetPresenceInviteFromAdmin")staticnetworkGetPresenceInviteFromAdmin(p0:Dynamic):Bool

@:native("NetworkGetPresenceInviteHandle")staticnetworkGetPresenceInviteHandle(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkGetPresenceInviteId")staticnetworkGetPresenceInviteId(p0:Dynamic):Dynamic

@:native("NetworkGetPresenceInviteInviter")staticnetworkGetPresenceInviteInviter(inviteIndex:Int):String

Returns the Name of the inviter of the specific selected Invite.

@:native("NetworkGetPresenceInviteIsTournament")staticnetworkGetPresenceInviteIsTournament(p0:Dynamic):Bool

@:native("NetworkGetPresenceInvitePlaylistCurrent")staticnetworkGetPresenceInvitePlaylistCurrent(p0:Dynamic):Dynamic

@:native("NetworkGetPresenceInvitePlaylistLength")staticnetworkGetPresenceInvitePlaylistLength(p0:Dynamic):Dynamic

@:native("NetworkGetPresenceInviteSessionId")staticnetworkGetPresenceInviteSessionId(inviteIndex:Int):Int

The Native returns a hash of the session id as string from the specific invite index!

@:native("NetworkGetPrimaryClanDataCancel")staticnetworkGetPrimaryClanDataCancel():Dynamic

@:native("NetworkGetPrimaryClanDataClear")staticnetworkGetPrimaryClanDataClear():Dynamic

@:native("NetworkGetPrimaryClanDataNew")staticnetworkGetPrimaryClanDataNew(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkGetPrimaryClanDataPending")staticnetworkGetPrimaryClanDataPending():Dynamic

@:native("NetworkGetPrimaryClanDataStart")staticnetworkGetPrimaryClanDataStart(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkGetPrimaryClanDataSuccess")staticnetworkGetPrimaryClanDataSuccess():Dynamic

@:native("NetworkGetRandomInt")staticnetworkGetRandomInt():Int

@:native("NetworkGetRandomIntRanged")staticnetworkGetRandomIntRanged(rangeStart:Int, rangeEnd:Int):Int

Same as GET_RANDOM_INT_IN_RANGE

@:native("NetworkGetRespawnResult")staticnetworkGetRespawnResult(randomInt:Int, coordinates:Dynamic, heading:Dynamic):Dynamic

Based on scripts such as in freemode.c how they call their vars vVar and fVar the 2nd and 3rd param it a Vector3 and Float, but the first is based on get_random_int_in_range..  

@:native("NetworkGetRespawnResultFlags")staticnetworkGetRespawnResultFlags(p0:Dynamic):Dynamic

@:native("NetworkGetScriptStatus")staticnetworkGetScriptStatus():Int

@:native("NetworkGetTalkerProximity")staticnetworkGetTalkerProximity():Float

@:native("NetworkGetThisScriptIsNetworkScript")staticnetworkGetThisScriptIsNetworkScript():Bool

@:native("NetworkGetTimeoutTime")staticnetworkGetTimeoutTime():Int

@:native("NetworkGetTotalNumPlayers")staticnetworkGetTotalNumPlayers():Int

@:native("NetworkGetTransitionHost")staticnetworkGetTransitionHost(networkHandle:Dynamic):Bool

@:native("NetworkGetTransitionMembers")staticnetworkGetTransitionMembers(data:Dynamic, dataCount:Int):Int

Returns count.

@:native("NetworkGetTunableCloudCrc")staticnetworkGetTunableCloudCrc():Int

Actually returns the version (TUNABLE_VERSION)

@:native("NetworkHandleFromFriend")staticnetworkHandleFromFriend(friendIndex:Int, networkHandle:Dynamic, bufferSize:Int):Dynamic

@:native("NetworkHandleFromMemberId")staticnetworkHandleFromMemberId(memberId:String, networkHandle:Dynamic, bufferSize:Int):Dynamic

Returns a NetworkHandle* from the specified member ID and stores it in a given buffer.  
* Currently unknown struct  

@:native("NetworkHandleFromPlayer")staticnetworkHandleFromPlayer(player:Dynamic, networkHandle:Dynamic, bufferSize:Int):Dynamic

Returns a handle to networkHandle* from the specified player handle and stores it in a given buffer.  
* Currently unknown struct  
Example:  
std::vector<UINT64> GetPlayerNetworkHandle(Player player) {  
    const int size = 13;  
    uint64_t *buffer = std::make_unique<uint64_t[]>(size).get();  
    NETWORK::NETWORK_HANDLE_FROM_PLAYER(player, reinterpret_cast<int *>(buffer), 13);  
    for (int i = 0; i < size; i++) {  
        Log::Msg("networkhandle[%i]: %llx", i, buffer[i]);  
    }  
    std::vector<UINT64> result(buffer, buffer + sizeof(buffer));  
    return result;  
}  

@:native("NetworkHandleFromUserId")staticnetworkHandleFromUserId(userId:String, networkHandle:Dynamic, bufferSize:Int):Dynamic

Returns a NetworkHandle* from the specified user ID and stores it in a given buffer.  
* Currently unknown struct  

@:native("NetworkHasCachedPlayerHeadBlendData")staticnetworkHasCachedPlayerHeadBlendData(player:Dynamic):Bool

@:native("NetworkHasControlOfDoor")staticnetworkHasControlOfDoor(doorHash:Int):Bool

@:native("NetworkHasControlOfEntity")staticnetworkHasControlOfEntity(entity:Dynamic):Bool

@:native("NetworkHasControlOfNetworkId")staticnetworkHasControlOfNetworkId(netId:Int):Bool

@:native("NetworkHasControlOfPickup")staticnetworkHasControlOfPickup(pickup:Dynamic):Bool

@:native("NetworkHasEntityBeenRegisteredWithThisThread")staticnetworkHasEntityBeenRegisteredWithThisThread(entity:Dynamic):Bool

@:native("NetworkHasFollowInvite")staticnetworkHasFollowInvite():Bool

@:native("NetworkHasHeadset")staticnetworkHasHeadset():Bool

@:native("NetworkHasInviteBeenAcked")staticnetworkHasInviteBeenAcked(networkHandle:Dynamic):Bool

@:native("NetworkHasInvitedGamer")staticnetworkHasInvitedGamer(p0:Dynamic):Bool

@:native("NetworkHasInvitedGamerToTransition")staticnetworkHasInvitedGamerToTransition(p0:Dynamic):Bool

@:native("NetworkHasPendingInvite")staticnetworkHasPendingInvite():Bool

@:native("NetworkHasPlayerStartedTransition")staticnetworkHasPlayerStartedTransition(player:Dynamic):Bool

@:native("NetworkHasReceivedHostBroadcastData")staticnetworkHasReceivedHostBroadcastData():Bool

@:native("NetworkHasRosPrivilege")staticnetworkHasRosPrivilege(index:Int):Bool

index is always 18 in scripts

@:native("NetworkHasRosPrivilegeEndDate")staticnetworkHasRosPrivilegeEndDate(privilege:Int, banType:Dynamic, timeData:Dynamic):Bool

@:native("NetworkHasSocialClubAccount")staticnetworkHasSocialClubAccount():Bool

@:native("NetworkHasSocialNetworkingSharingPriv")staticnetworkHasSocialNetworkingSharingPriv():Bool

@:native("NetworkHasTransitionInviteBeenAcked")staticnetworkHasTransitionInviteBeenAcked(networkHandle:Dynamic):Bool

@:native("NetworkHasValidRosCredentials")staticnetworkHasValidRosCredentials():Bool

Returns whether the signed-in user has valid Rockstar Online Services (ROS) credentials.

@:native("NetworkHashFromGamerHandle")staticnetworkHashFromGamerHandle(networkHandle:Dynamic):Int

@:native("NetworkHashFromPlayerHandle")staticnetworkHashFromPlayerHandle(player:Dynamic):Int

@:native("NetworkHaveCommunicationPrivileges")staticnetworkHaveCommunicationPrivileges(p0:Int, player:Dynamic):Bool

@:native("NetworkHaveOnlinePrivileges")staticnetworkHaveOnlinePrivileges():Bool

@:native("NetworkHaveRosBannedPriv")staticnetworkHaveRosBannedPriv():Bool

@:native("NetworkHaveRosCreateTicketPriv")staticnetworkHaveRosCreateTicketPriv():Bool

@:native("NetworkHaveRosLeaderboardWritePriv")staticnetworkHaveRosLeaderboardWritePriv():Bool

@:native("NetworkHaveRosMultiplayerPriv")staticnetworkHaveRosMultiplayerPriv():Bool

@:native("NetworkHaveRosSocialClubPriv")staticnetworkHaveRosSocialClubPriv():Bool

@:native("NetworkHaveUserContentPrivileges")staticnetworkHaveUserContentPrivileges(p0:Int):Bool

@:native("NetworkHostTransition")staticnetworkHostTransition(p0:Int, p1:Int, p2:Int, p3:Int, p4:Dynamic, p5:Bool, p6:Bool, p7:Int, p8:Dynamic, p9:Int):Bool

From what I can tell it looks like it does the following:

Creates/hosts a new transition to another online session, using this in FiveM will result in other players being disconencted from the server/preventing them from joining. This is most likely because I entered the wrong session parameters since they're pretty much all unknown right now.

You also need to use NetworkJoinTransition(Player player) and NetworkLaunchTransition().

@:native("NetworkInviteGamers")staticnetworkInviteGamers(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("NetworkInviteGamersToTransition")staticnetworkInviteGamersToTransition(p0:Dynamic, p1:Dynamic):Bool

@:native("NetworkIsActivitySession")staticnetworkIsActivitySession():Bool

@:native("NetworkIsActivitySpectator")staticnetworkIsActivitySpectator():Bool

@:native("NetworkIsActivitySpectatorFromHandle")staticnetworkIsActivitySpectatorFromHandle(networkHandle:Dynamic):Bool

@:native("NetworkIsAddingFriend")staticnetworkIsAddingFriend():Dynamic

@:native("NetworkIsCableConnected")staticnetworkIsCableConnected():Bool

@:native("NetworkIsChattingInPlatformParty")staticnetworkIsChattingInPlatformParty(networkHandle:Dynamic):Bool

This would be nice to see if someone is in party chat, but 2 sad notes.  
1) It only becomes true if said person is speaking in that party at the time.  
2) It will never, become true unless you are in that party with said person.  

@:native("NetworkIsClockTimeOverridden")staticnetworkIsClockTimeOverridden():Bool

@:native("NetworkIsCloudAvailable")staticnetworkIsCloudAvailable():Bool

@:native("NetworkIsCloudBackgroundScriptRequestPending")staticnetworkIsCloudBackgroundScriptRequestPending():Bool

@:native("NetworkIsDoorNetworked")staticnetworkIsDoorNetworked(doorHash:Int):Bool

@:native("NetworkIsEntityFading")staticnetworkIsEntityFading(entity:Dynamic):Bool

@:native("NetworkIsFindingGamers")staticnetworkIsFindingGamers():Bool

@:native("NetworkIsFriend")staticnetworkIsFriend(networkHandle:Dynamic):Bool

@:native("NetworkIsFriendInMultiplayer")staticnetworkIsFriendInMultiplayer(friendName:String):Bool

@:native("NetworkIsFriendInSameTitle")staticnetworkIsFriendInSameTitle(friendName:String):Bool

In scripts R* calls 'NETWORK_GET_FRIEND_NAME' in this param.  

@:native("NetworkIsFriendIndexOnline")staticnetworkIsFriendIndexOnline(friendIndex:Int):Bool

@:native("NetworkIsFriendOnline")staticnetworkIsFriendOnline(name:String):Bool

@:native("NetworkIsGameInProgress")staticnetworkIsGameInProgress():Bool

@:native("NetworkIsGamerBlockedByMe")staticnetworkIsGamerBlockedByMe(networkHandle:Dynamic):Bool

@:native("NetworkIsGamerInMySession")staticnetworkIsGamerInMySession(networkHandle:Dynamic):Bool

@:native("NetworkIsGamerMutedByMe")staticnetworkIsGamerMutedByMe(networkHandle:Dynamic):Bool

@:native("NetworkIsGamerTalking")staticnetworkIsGamerTalking(networkHandle:Dynamic):Bool

@:native("NetworkIsGettingGamerStatus")staticnetworkIsGettingGamerStatus():Bool

@:native("NetworkIsHandleValid")staticnetworkIsHandleValid(networkHandle:Dynamic, bufferSize:Int):Bool

@:native("NetworkIsHost")staticnetworkIsHost():Bool

If you are host, returns true else returns false.

@:native("NetworkIsHostOfThisScript")staticnetworkIsHostOfThisScript():Bool

@:native("NetworkIsInMpCutscene")staticnetworkIsInMpCutscene():Bool

@:native("NetworkIsInParty")staticnetworkIsInParty():Bool

Note according to IDA TU27 X360(Console),  
This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location.  
Side note: This location just stops where it's at once jumped to.  
Screenshot for side note,   
h t t p ://i.imgur.com/m2ci1mF.png  
h t t p://i.imgur.com/Z0Wx2B6.png  

@:native("NetworkIsInPlatformParty")staticnetworkIsInPlatformParty():Bool

Hardcoded to return false.

@:native("NetworkIsInPlatformPartyChat")staticnetworkIsInPlatformPartyChat():Bool

Hardcoded to return false.

@:native("NetworkIsInSession")staticnetworkIsInSession():Bool

@:native("NetworkIsInSpectatorMode")staticnetworkIsInSpectatorMode():Bool

@:native("NetworkIsInTransition")staticnetworkIsInTransition():Bool

@:native("NetworkIsInTutorialSession")staticnetworkIsInTutorialSession():Bool

@:native("NetworkIsInactiveProfile")staticnetworkIsInactiveProfile(networkHandle:Dynamic):Bool

Checks if the networkHandle is the same as any other user that is signed in on the local machine. For example, if your console has two or more users signed in (on different controllers), the profile that is not controlling the game would be "inactive".

@:native("NetworkIsLocalPlayerInvincible")staticnetworkIsLocalPlayerInvincible():Bool

@:native("NetworkIsLocalTalking")staticnetworkIsLocalTalking():Bool

@:native("NetworkIsMultiplayerDisabled")staticnetworkIsMultiplayerDisabled():Bool

@:native("NetworkIsOfflineInvitePending")staticnetworkIsOfflineInvitePending():Bool

@:native("NetworkIsParticipantActive")staticnetworkIsParticipantActive(p0:Int):Bool

@:native("NetworkIsPartyMember")staticnetworkIsPartyMember(networkHandle:Dynamic):Bool

Note according to IDA TU27 X360(Console),  
This native & 'NETWORK_IS_PARTY_MEMBER' both jump to the same location.  
Side note: This location just stops where it's at once jumped to.  
Screenshot for side note,   
h t t p ://i.imgur.com/m2ci1mF.png  
h t t p://i.imgur.com/Z0Wx2B6.png  

@:native("NetworkIsPendingFriend")staticnetworkIsPendingFriend(p0:Dynamic):Dynamic

This function is hard-coded to always return 0.

@:native("NetworkIsPlayerAParticipant")staticnetworkIsPlayerAParticipant(player:Dynamic):Bool

@:native("NetworkIsPlayerAParticipantOnScript")staticnetworkIsPlayerAParticipantOnScript(player1:Dynamic, script:String, player2:Dynamic):Bool

@:native("NetworkIsPlayerActive")staticnetworkIsPlayerActive(player:Dynamic):Bool

@:native("NetworkIsPlayerBlockedByMe")staticnetworkIsPlayerBlockedByMe(player:Dynamic):Bool

@:native("NetworkIsPlayerConcealed")staticnetworkIsPlayerConcealed(player:Dynamic):Bool

@:native("NetworkIsPlayerConnected")staticnetworkIsPlayerConnected(player:Dynamic):Bool

@:native("NetworkIsPlayerFading")staticnetworkIsPlayerFading(player:Dynamic):Bool

@:native("NetworkIsPlayerInMpCutscene")staticnetworkIsPlayerInMpCutscene(player:Dynamic):Bool

@:native("NetworkIsPlayerMutedByMe")staticnetworkIsPlayerMutedByMe(player:Dynamic):Bool

@:native("NetworkIsPlayerTalking")staticnetworkIsPlayerTalking(player:Dynamic):Bool

returns true if someone is screaming or talking in a microphone  

@:native("NetworkIsScriptActive")staticnetworkIsScriptActive(scriptName:String, player:Dynamic, p2:Bool, p3:Dynamic):Bool

@:native("NetworkIsSessionActive")staticnetworkIsSessionActive():Bool

@:native("NetworkIsSessionBusy")staticnetworkIsSessionBusy():Bool

@:native("NetworkIsSessionStarted")staticnetworkIsSessionStarted():Bool

This checks if player is playing on gta online or not.  
Please add an if and block your mod if this is "true".  

@:native("NetworkIsSignedIn")staticnetworkIsSignedIn():Bool

Returns whether the player is signed into Social Club.  

@:native("NetworkIsSignedOnline")staticnetworkIsSignedOnline():Bool

Returns whether the game is not in offline mode.  
seemed not to work for some ppl  

@:native("NetworkIsTransitionBusy")staticnetworkIsTransitionBusy():Bool

@:native("NetworkIsTransitionClosedCrew")staticnetworkIsTransitionClosedCrew():Bool

@:native("NetworkIsTransitionClosedFriends")staticnetworkIsTransitionClosedFriends():Bool

@:native("NetworkIsTransitionHost")staticnetworkIsTransitionHost():Bool

@:native("NetworkIsTransitionHostFromHandle")staticnetworkIsTransitionHostFromHandle(networkHandle:Dynamic):Bool

@:native("NetworkIsTransitionMatchmaking")staticnetworkIsTransitionMatchmaking():Bool

@:native("NetworkIsTransitionOpenToMatchmaking")staticnetworkIsTransitionOpenToMatchmaking():Bool

@:native("NetworkIsTransitionPrivate")staticnetworkIsTransitionPrivate():Bool

@:native("NetworkIsTransitionSolo")staticnetworkIsTransitionSolo():Bool

@:native("NetworkIsTransitionStarted")staticnetworkIsTransitionStarted():Bool

@:native("NetworkIsTransitionToGame")staticnetworkIsTransitionToGame():Bool

@:native("NetworkIsTransitionVisibilityLocked")staticnetworkIsTransitionVisibilityLocked():Bool

@:native("NetworkIsTunableCloudRequestPending")staticnetworkIsTunableCloudRequestPending():Bool

@:native("NetworkIsTutorialSessionChangePending")staticnetworkIsTutorialSessionChangePending():Bool

@:native("NetworkJoinGroupActivity")staticnetworkJoinGroupActivity():Dynamic

@:native("NetworkJoinPreviouslyFailedSession")staticnetworkJoinPreviouslyFailedSession():Bool

@:native("NetworkJoinPreviouslyFailedTransition")staticnetworkJoinPreviouslyFailedTransition():Bool

@:native("NetworkJoinTransition")staticnetworkJoinTransition(player:Dynamic):Bool

int handle[76];  
NETWORK_HANDLE_FROM_FRIEND(iSelectedPlayer, &handle[0], 13);  
Player uVar2 = NETWORK_GET_PLAYER_FROM_GAMER_HANDLE(&handle[0]);  
NETWORK_JOIN_TRANSITION(uVar2);  
		nothing doin.  

@:native("NetworkLaunchTransition")staticnetworkLaunchTransition():Bool

@:native("NetworkLeaveTransition")staticnetworkLeaveTransition():Bool

@:native("NetworkMarkTransitionGamerAsFullyJoined")staticnetworkMarkTransitionGamerAsFullyJoined(p0:Dynamic):Bool

@:native("NetworkMemberIdFromGamerHandle")staticnetworkMemberIdFromGamerHandle(networkHandle:Dynamic):String

@:native("NetworkOpenTransitionMatchmaking")staticnetworkOpenTransitionMatchmaking():Dynamic

@:native("NetworkOverrideChatRestrictions")staticnetworkOverrideChatRestrictions(player:Dynamic, toggle:Bool):Dynamic

Could possibly bypass being muted or automatically muted  

@:native("NetworkOverrideClockTime")staticnetworkOverrideClockTime(hours:Int, minutes:Int, seconds:Int):Dynamic

Overrides the game clock time for the local player, allowing for manipulation of the in-game time. This native is effective in both multiplayer and singleplayer modes.

 * 
 * **Note:** Passing wrong data (e.g. hours above 23) will cause the game to crash.

@:native("NetworkOverrideCoordsAndHeading")staticnetworkOverrideCoordsAndHeading(entity:Dynamic, x:Float, y:Float, z:Float, heading:Float):Dynamic

@:native("NetworkOverrideReceiveRestrictions")staticnetworkOverrideReceiveRestrictions(player:Dynamic, toggle:Bool):Dynamic

R* uses this to hear all player when spectating.   
It allows you to hear other online players when their chat is on none, crew and or friends  

@:native("NetworkOverrideReceiveRestrictionsAll")staticnetworkOverrideReceiveRestrictionsAll(toggle:Bool):Dynamic

p0 is always false in scripts.

@:native("NetworkOverrideSendRestrictions")staticnetworkOverrideSendRestrictions(player:Dynamic, toggle:Bool):Dynamic

This is used alongside the native,
'NETWORK_OVERRIDE_RECEIVE_RESTRICTIONS'. Read its description for more info.

@:native("NetworkOverrideSendRestrictionsAll")staticnetworkOverrideSendRestrictionsAll(toggle:Bool):Dynamic

@:native("NetworkOverrideTeamRestrictions")staticnetworkOverrideTeamRestrictions(team:Int, toggle:Bool):Dynamic

@:native("NetworkOverrideTransitionChat")staticnetworkOverrideTransitionChat(p0:Bool):Dynamic

@:native("NetworkPlayerGetCheaterReason")staticnetworkPlayerGetCheaterReason():Int

@:native("NetworkPlayerGetName")staticnetworkPlayerGetName(player:Dynamic):String

Returns the name of a given player. Returns "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist.

@:native("NetworkPlayerGetUserid")staticnetworkPlayerGetUserid(player:Dynamic, userID:Dynamic):String

Takes a 24 char buffer. Returns the buffer or "**Invalid**" if CPlayerInfo of the given player cannot be retrieved or the player doesn't exist.

@:native("NetworkPlayerHasHeadset")staticnetworkPlayerHasHeadset(player:Dynamic):Bool

@:native("NetworkPlayerIndexIsCheater")staticnetworkPlayerIndexIsCheater(player:Dynamic):Bool

@:native("NetworkPlayerIsBadsport")staticnetworkPlayerIsBadsport():Bool

@:native("NetworkPlayerIsCheater")staticnetworkPlayerIsCheater():Bool

@:native("NetworkPlayerIsRockstarDev")staticnetworkPlayerIsRockstarDev(player:Dynamic):Bool

Checks if a specific value (BYTE) in CPlayerInfo is nonzero.  
Returns always false in Singleplayer.  
No longer used for dev checks since first mods were released on PS3 & 360.  
R* now checks with the is_dlc_present native for the dlc hash 2532323046,  
if that is present it will unlock dev stuff.  

@:native("NetworkQueryRespawnResults")staticnetworkQueryRespawnResults(p0:Dynamic):Dynamic

@:native("NetworkQueueGamerForStatus")staticnetworkQueueGamerForStatus(p0:Dynamic):Bool

@:native("NetworkQuitMpToDesktop")staticnetworkQuitMpToDesktop():Dynamic

Forces the "Are you sure you want to quit Grand Theft Auto V?" warning message (Same as when you Alt+F4) to show. Doesn't work in singleplayer.

@:native("NetworkRegisterEntityAsNetworked")staticnetworkRegisterEntityAsNetworked(entity:Dynamic):Dynamic

@:native("NetworkRegisterHostBroadcastVariables")staticnetworkRegisterHostBroadcastVariables(vars:Dynamic, numVars:Int):Dynamic

@:native("NetworkRegisterPlayerBroadcastVariables")staticnetworkRegisterPlayerBroadcastVariables(vars:Dynamic, numVars:Int):Dynamic

@:native("NetworkRemoveAllTransitionInvite")staticnetworkRemoveAllTransitionInvite():Dynamic

@:native("NetworkRemoveEntityArea")staticnetworkRemoveEntityArea(p0:Dynamic):Bool

@:native("NetworkRemovePresenceInvite")staticnetworkRemovePresenceInvite(p0:Dynamic):Bool

@:native("NetworkRemoveTransitionInvite")staticnetworkRemoveTransitionInvite(p0:Dynamic):Dynamic

@:native("NetworkRequestCloudBackgroundScripts")staticnetworkRequestCloudBackgroundScripts():Bool

@:native("NetworkRequestCloudTunables")staticnetworkRequestCloudTunables():Dynamic

@:native("NetworkRequestControlOfDoor")staticnetworkRequestControlOfDoor(doorID:Int):Bool

@:native("NetworkRequestControlOfEntity")staticnetworkRequestControlOfEntity(entity:Dynamic):Bool

@:native("NetworkRequestControlOfNetworkId")staticnetworkRequestControlOfNetworkId(netId:Int):Bool

@:native("NetworkResetBodyTracker")staticnetworkResetBodyTracker():Dynamic

@:native("NetworkResurrectLocalPlayer")staticnetworkResurrectLocalPlayer(x:Float, y:Float, z:Float, heading:Float, nInvincibilityTime:Int, bLeaveDeadPed:Bool):Dynamic

Revives our local player who was previously dead.

Note: Call this once you resurrect the player (this does not need to be called every frame).

enum ePlayerSpawnLocation {
  // system will decide
  SPAWN_LOCATION_AUTOMATIC = 0,
  SPAWN_LOCATION_NEAR_DEATH = 1,
  SPAWN_LOCATION_NEAR_TEAM_MATES = 2,
  // script defined area
  SPAWN_LOCATION_MISSION_AREA = 3,
  SPAWN_LOCATION_NEAR_OTHER_PLAYERS = 4,
  SPAWN_LOCATION_NEAR_CURRENT_POSITION = 5,
  SPAWN_LOCATION_AT_CURRENT_POSITION = 6,
  SPAWN_LOCATION_NET_TEST_BED = 7,
  SPAWN_LOCATION_CUSTOM_SPAWN_POINTS = 8,
  SPAWN_LOCATION_OUTSIDE_SIMEON_GARAGE = 9,
  SPAWN_LOCATION_NEAR_SPECIFIC_COORDS = 10,
  SPAWN_LOCATION_AT_SPECIFIC_COORDS = 11,
  SPAWN_LOCATION_AT_AIRPORT_ARRIVALS = 12,
  SPAWN_LOCATION_AT_SPECIFIC_COORDS_IF_POSSIBLE = 13,
  SPAWN_LOCATION_IN_SPECIFIC_ANGLED_AREA = 14,
  SPAWN_LOCATION_NEAREST_RESPAWN_POINT = 15,
  SPAWN_LOCATION_AT_SPECIFIC_COORDS_RACE_CORONA = 16,
  SPAWN_LOCATION_INSIDE_GARAGE = 17,
  SPAWN_LOCATION_INSIDE_PROPERTY = 18,
  SPAWN_LOCATION_INSIDE_PROPERTY_OR_GARAGE = 19,
  SPAWN_LOCATION_NEAR_DEATH_IMPROMPTU = 20,
  SPAWN_LOCATION_NEAR_CURRENT_POSITION_SPREAD_OUT = 21,
  SPAWN_LOCATION_NEAREST_RESPAWN_POINT_TO_SPECIFIC_COORDS = 22,
  SPAWN_LOCATION_NEAREST_HOSPITAL = 23,
  SPAWN_LOCATION_NEAREST_POLICE_STATION = 24,
  SPAWN_LOCATION_NEAREST_HOTEL_TO_SPECIFIC_COORDS = 25,
  SPAWN_LOCATION_MISSION_AREA_NEAR_CURRENT_POSITION = 26,
  SPAWN_LOCATION_PRIVATE_YACHT = 27,
  SPAWN_LOCATION_PRIVATE_YACHT_APARTMENT = 28,
  SPAWN_LOCATION_PRIVATE_FRIEND_YACHT = 29,
  SPAWN_LOCATION_PRIVATE_YACHT_NEAR_SHORE = 30,
  SPAWN_LOCATION_NEAR_GANG_BOSS = 31,
  SPAWN_LOCATION_NEAR_SPECIFIC_COORDS_WITH_GANG = 32,
  SPAWN_LOCATION_GANG_DM = 33,
  SPAWN_LOCATION_GANG_BOSS_PRIVATE_YACHT = 34,
  SPAWN_LOCATION_OFFICE = 35,
  SPAWN_LOCATION_CLUBHOUSE = 36,
  SPAWN_LOCATION_NEAR_CURRENT_POSITION_AS_POSSIBLE = 37,
  SPAWN_LOCATION_NEAR_CURRENT_PERCEIVED_POSITION = 38,
  SPAWN_LOCATION_IE_WAREHOUSE = 39,
  SPAWN_LOCATION_BUNKER = 40,
  SPAWN_LOCATION_HANGAR = 41,
  SPAWN_LOCATION_DEFUNCT_BASE = 42,
  SPAWN_LOCATION_NIGHTCLUB = 43,
  SPAWN_LOCATION_ARENA_GARAGE = 44,
  SPAWN_LOCATION_CASINO = 45,
  SPAWN_LOCATION_CASINO_APARTMENT = 46,
  SPAWN_LOCATION_CASINO_OUTSIDE = 47,
  SPAWN_LOCATION_ARCADE = 48,
  SPAWN_LOCATION_CASINO_NIGHTCLUB = 49,
  SPAWN_LOCATION_SUBMARINE = 50,
  SPAWN_LOCATION_HEIST_ISLAND_NEAR_DEATH = 51,
  SPAWN_LOCATION_HEIST_ISLAND_BEACH_PARTY = 52,
  SPAWN_LOCATION_LAND_NEAR_SUBMARINE = 53,
  SPAWN_LOCATION_CAR_MEET = 54,
  SPAWN_LOCATION_AUTO_SHOP = 55,
  SPAWN_LOCATION_FIXER_HQ = 56,
  SPAWN_LOCATION_SITTING_SMOKING = 57,
  SPAWN_LOCATION_DRUNK_WAKE_UP_MUSIC_STUDIO = 58,
  SPAWN_LOCATION_MUSIC_STUDIO = 59,
  TOTAL_SPAWN_LOCATIONS = 60
};
enum eSpawnReason {
  SPAWN_REASON_DEATH = 0,
  SPAWN_REASON_TRANSITION,
  SPAWN_REASON_MANUAL,
  SPAWN_REASON_RESTORE_CHARACTER,
  SPAWN_REASON_IN_VEHICLE
};

Added parameters

  • bUnpauseRenderPhases: This boolean parameter will unpause the render phases when set to true.
  • iSpawnLocation: This integer parameter sets the player's spawn location metric for telemetry. See ePlayerSpawnLocation enum.
  • iSpawnReason: This integer parameter sets the player's spawn reason metric for telemetry. See eSpawnReason enum.

@:native("NetworkSeedRandomNumberGenerator")staticnetworkSeedRandomNumberGenerator(seed:Int):Dynamic

@:native("NetworkSendInviteViaPresence")staticnetworkSendInviteViaPresence(networkHandle:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("NetworkSendTextMessage")staticnetworkSendTextMessage(message:String, networkHandle:Dynamic):Bool

Message is limited to 64 characters.

@:native("NetworkSendTransitionGamerInstruction")staticnetworkSendTransitionGamerInstruction(networkHandle:Dynamic, p1:String, p2:Int, p3:Int, p4:Bool):Bool

the first arg seems to be the network player handle (&handle) and the second var is pretty much always "" and the third seems to be a number between 0 and ~10 and the 4th is is something like 0 to 5 and I guess the 5th is a bool cuz it is always 0 or 1  
does this send an invite to a player?  

@:native("NetworkSessionActivityQuickmatch")staticnetworkSessionActivityQuickmatch(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("NetworkSessionAddActiveMatchmakingGroup")staticnetworkSessionAddActiveMatchmakingGroup(groupId:Int):Dynamic

@:native("NetworkSessionBlockJoinRequests")staticnetworkSessionBlockJoinRequests(toggle:Bool):Dynamic

@:native("NetworkSessionCancelInvite")staticnetworkSessionCancelInvite():Dynamic

@:native("NetworkSessionChangeSlots")staticnetworkSessionChangeSlots(p0:Int, p1:Bool):Dynamic

@:native("NetworkSessionCrewMatchmaking")staticnetworkSessionCrewMatchmaking(p0:Int, p1:Int, p2:Int, maxPlayers:Int, p4:Bool):Bool

@:native("NetworkSessionEnd")staticnetworkSessionEnd(p0:Bool, p1:Bool):Bool

p0 is always false and p1 varies.  
NETWORK_SESSION_END(0, 1)  
NETWORK_SESSION_END(0, 0)  
Results in: "Connection to session lost due to an unknown network error. Please return to Grand Theft Auto V and try again later."  

@:native("NetworkSessionEnter")staticnetworkSessionEnter(p0:Dynamic, p1:Dynamic, p2:Dynamic, maxPlayers:Int, p4:Dynamic, p5:Dynamic):Dynamic

unknown params  
p0 = 0, 2, or 999 (The global is 999 by default.)  
p1 = 0 (Always in every script it's found in atleast.)  
p2 = 0, 3, or 4 (Based on a var that is determined by a function.)  
p3 = maxPlayers (It's obvious in x360 scripts it's always 18)  
p4 = 0 (Always in every script it's found in atleast.)  
p5 = 0 or 1. (1 if network_can_enter_multiplayer, but set to 0 if other checks after that are passed.)  
p5 is reset to 0 if,  
Global_1315318 = 0 or Global_1315323 = 9 or 12 or (Global_1312629 = 0 && Global_1312631 = true/1) those are passed.  

@:native("NetworkSessionForceCancelInvite")staticnetworkSessionForceCancelInvite():Dynamic

@:native("NetworkSessionFriendMatchmaking")staticnetworkSessionFriendMatchmaking(p0:Int, p1:Int, maxPlayers:Int, p3:Bool):Bool

@:native("NetworkSessionGetInviter")staticnetworkSessionGetInviter(networkHandle:Dynamic):Dynamic

@:native("NetworkSessionGetKickVote")staticnetworkSessionGetKickVote(player:Dynamic):Bool

@:native("NetworkSessionGetMatchmakingGroupFree")staticnetworkSessionGetMatchmakingGroupFree(p0:Int):Int

@:native("NetworkSessionGetPrivateSlots")staticnetworkSessionGetPrivateSlots():Int

@:native("NetworkSessionHost")staticnetworkSessionHost(p0:Int, maxPlayers:Int, p2:Bool):Bool

Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.  

@:native("NetworkSessionHostClosed")staticnetworkSessionHostClosed(p0:Int, maxPlayers:Int):Bool

@:native("NetworkSessionHostFriendsOnly")staticnetworkSessionHostFriendsOnly(p0:Int, maxPlayers:Int):Bool

Does nothing in online but in offline it will cause the screen to fade to black. Nothing happens past then, the screen will sit at black until you restart GTA. Other stuff must be needed to actually host a session.  

@:native("NetworkSessionHostSinglePlayer")staticnetworkSessionHostSinglePlayer(p0:Int):Dynamic

Loads up the map that is loaded when beeing in mission creator  
Player gets placed in a mix between online/offline mode  
p0 is always 2 in R* scripts.  
Appears to be patched in gtav b757 (game gets terminated) alonside with most other network natives to prevent online modding ~ghost30812  

@:native("NetworkSessionIsClosedCrew")staticnetworkSessionIsClosedCrew():Bool

@:native("NetworkSessionIsClosedFriends")staticnetworkSessionIsClosedFriends():Bool

@:native("NetworkSessionIsInVoiceSession")staticnetworkSessionIsInVoiceSession():Bool

@:native("NetworkSessionIsPrivate")staticnetworkSessionIsPrivate():Bool

@:native("NetworkSessionIsSolo")staticnetworkSessionIsSolo():Bool

@:native("NetworkSessionIsVisible")staticnetworkSessionIsVisible():Bool

@:native("NetworkSessionIsVoiceSessionBusy")staticnetworkSessionIsVoiceSessionBusy():Bool

@:native("NetworkSessionJoinInvite")staticnetworkSessionJoinInvite():Dynamic

@:native("NetworkSessionKickPlayer")staticnetworkSessionKickPlayer(player:Dynamic):Dynamic

Only works as host.

@:native("NetworkSessionLeaveSinglePlayer")staticnetworkSessionLeaveSinglePlayer():Dynamic

@:native("NetworkSessionMarkVisible")staticnetworkSessionMarkVisible(toggle:Bool):Dynamic

@:native("NetworkSessionSetMatchmakingGroup")staticnetworkSessionSetMatchmakingGroup(matchmakingGroup:Int):Dynamic

@:native("NetworkSessionSetMatchmakingGroupMax")staticnetworkSessionSetMatchmakingGroupMax(playerType:Int, playerCount:Int):Dynamic

playerTypes:
0 = regular joiner
4 = spectator
8 = unknown

@:native("NetworkSessionSetMatchmakingMentalState")staticnetworkSessionSetMatchmakingMentalState(p0:Dynamic):Dynamic

@:native("NetworkSessionSetMatchmakingPropertyId")staticnetworkSessionSetMatchmakingPropertyId(p0:Bool):Dynamic

@:native("NetworkSessionValidateJoin")staticnetworkSessionValidateJoin(p0:Bool):Dynamic

@:native("NetworkSessionVoiceConnectToPlayer")staticnetworkSessionVoiceConnectToPlayer(globalPtr:Dynamic):Dynamic

Only one occurence in the scripts:
auto sub_cb43(auto a_0, auto a_1) {
    if (g_2594CB._f1) {
        if (NETWORK::_855BC38818F6F684()) {
            NETWORK::_ABD5E88B8A2D3DB2(&a_0._fB93);
            g_2594CB._f14/ *{13}* / = a_0._fB93;
            g_2594CB._f4/ *"64"* / = a_1;
            return 1;
        }
    }
    return 0;
}
other:
looks like it passes a player in the paramater
Contains string "NETWORK_VOICE_CONNECT_TO_PLAYER" in ida

@:native("NetworkSessionVoiceHost")staticnetworkSessionVoiceHost():Dynamic

@:native("NetworkSessionVoiceLeave")staticnetworkSessionVoiceLeave():Dynamic

@:native("NetworkSessionVoiceRespondToRequest")staticnetworkSessionVoiceRespondToRequest(p0:Bool, p1:Int):Dynamic

@:native("NetworkSessionVoiceSetTimeout")staticnetworkSessionVoiceSetTimeout(timeout:Int):Dynamic

@:native("NetworkSessionWasInvited")staticnetworkSessionWasInvited():Bool

@:native("NetworkSetActivityPlayerMax")staticnetworkSetActivityPlayerMax(playerCount:Int):Dynamic

@:native("NetworkSetActivitySpectator")staticnetworkSetActivitySpectator(toggle:Bool):Dynamic

@:native("NetworkSetActivitySpectatorMax")staticnetworkSetActivitySpectatorMax(maxSpectators:Int):Dynamic

@:native("NetworkSetChoiceMigrateOptions")staticnetworkSetChoiceMigrateOptions(toggle:Bool, player:Dynamic):Dynamic

@:native("NetworkSetCurrentlySelectedGamerHandleFromInviteMenu")staticnetworkSetCurrentlySelectedGamerHandleFromInviteMenu(p0:Dynamic):Bool

@:native("NetworkSetEntityCanBlend")staticnetworkSetEntityCanBlend(entity:Dynamic, toggle:Bool):Dynamic

@:native("NetworkSetFriendlyFireOption")staticnetworkSetFriendlyFireOption(toggle:Bool):Dynamic

@:native("NetworkSetGamerInvitedToTransition")staticnetworkSetGamerInvitedToTransition(networkHandle:Dynamic):Dynamic

@:native("NetworkSetInFreeCamMode")staticnetworkSetInFreeCamMode(toggle:Bool):Dynamic

@:native("NetworkSetInMpCutscene")staticnetworkSetInMpCutscene(p0:Bool, p1:Bool):Dynamic

@:native("NetworkSetInSpectatorMode")staticnetworkSetInSpectatorMode(toggle:Bool, playerPed:Dynamic):Dynamic

@:native("NetworkSetInSpectatorModeExtended")staticnetworkSetInSpectatorModeExtended(toggle:Bool, playerPed:Dynamic, p2:Bool):Dynamic

@:native("NetworkSetInviteOnCallForInviteMenu")staticnetworkSetInviteOnCallForInviteMenu(networkHandle:Dynamic):Dynamic

@:native("NetworkSetLocalPlayerInvincibleTime")staticnetworkSetLocalPlayerInvincibleTime(time:Int):Dynamic

@:native("NetworkSetLocalPlayerSyncLookAt")staticnetworkSetLocalPlayerSyncLookAt(toggle:Bool):Dynamic

@:native("NetworkSetMissionFinished")staticnetworkSetMissionFinished():Dynamic

@:native("NetworkSetNoSpectatorChat")staticnetworkSetNoSpectatorChat(toggle:Bool):Dynamic

@:native("NetworkSetOverrideSpectatorMode")staticnetworkSetOverrideSpectatorMode(toggle:Bool):Dynamic

@:native("NetworkSetPlayerIsPassive")staticnetworkSetPlayerIsPassive(toggle:Bool):Dynamic

@:native("NetworkSetPropertyId")staticnetworkSetPropertyId(id:Int):Dynamic

value must be < 255

@:native("NetworkSetRichPresence")staticnetworkSetRichPresence(p0:Int, p1:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic

On PC it's a nullsub which means it does absolutely nothing.  
Now that Discord supports Rich Presence, R* might finally implement this for PC. Or maybe in future games like RDR2, GTA VI...  

@:native("NetworkSetRichPresenceString")staticnetworkSetRichPresenceString(p0:Int, textLabel:String):Dynamic

This native does absolutely nothing, just a nullsub

@:native("NetworkSetScriptReadyForEvents")staticnetworkSetScriptReadyForEvents(toggle:Bool):Dynamic

@:native("NetworkSetTalkerProximity")staticnetworkSetTalkerProximity(value:Float):Dynamic

@:native("NetworkSetTeamOnlyChat")staticnetworkSetTeamOnlyChat(toggle:Bool):Dynamic

@:native("NetworkSetThisScriptIsNetworkScript")staticnetworkSetThisScriptIsNetworkScript(maxNumMissionParticipants:Int, p1:Bool, instanceId:Int):Dynamic

@:native("NetworkSetTransitionActivityId")staticnetworkSetTransitionActivityId(p0:Dynamic):Dynamic

@:native("NetworkSetTransitionCreatorHandle")staticnetworkSetTransitionCreatorHandle(p0:Dynamic):Dynamic

@:native("NetworkSetTransitionVisibilityLock")staticnetworkSetTransitionVisibilityLock(p0:Bool, p1:Bool):Dynamic

@:native("NetworkSetVoiceActive")staticnetworkSetVoiceActive(toggle:Bool):Dynamic

@:native("NetworkSetVoiceChannel")staticnetworkSetVoiceChannel(channel:Int):Dynamic

@:native("NetworkShowProfileUi")staticnetworkShowProfileUi(networkHandle:Dynamic):Dynamic

Example:  
int playerHandle;	  
NETWORK_HANDLE_FROM_PLAYER(selectedPlayer, &playerHandle, 13);  
NETWORK_SHOW_PROFILE_UI(&playerHandle);  

@:native("NetworkStartRespawnSearchForPlayer")staticnetworkStartRespawnSearchForPlayer(player:Dynamic, x:Float, y:Float, z:Float, radius:Float, p5:Float, p6:Float, p7:Float, flags:Int):Bool

One of the first things it does is get the players ped.  
Then it calls a function that is used in some tasks and ped based functions.  

p5, p6, p7 is another coordinate (or zero), often related to GET_BLIP_COORDS, in the decompiled scripts.

@:native("NetworkStartRespawnSearchInAngledAreaForPlayer")staticnetworkStartRespawnSearchInAngledAreaForPlayer(player:Dynamic, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float, p8:Float, p9:Float, p10:Float, flags:Int):Bool

p8, p9, p10 is another coordinate, or zero, often related to GET_BLIP_COORDS in the decompiled scripts.

@:native("NetworkStartSoloTutorialSession")staticnetworkStartSoloTutorialSession():Dynamic

@:native("NetworkStartSynchronisedScene")staticnetworkStartSynchronisedScene(netScene:Int):Dynamic

@:native("NetworkStopSynchronisedScene")staticnetworkStopSynchronisedScene(netScene:Int):Dynamic

@:native("NetworkSuppressInvite")staticnetworkSuppressInvite(toggle:Bool):Dynamic

@:native("NetworkTryAccessTunableBoolHash")staticnetworkTryAccessTunableBoolHash(tunableContext:Int, tunableName:Int, defaultValue:Bool):Bool

Returns defaultValue if the tunable doesn't exist.

@:native("NetworkUnregisterNetworkedEntity")staticnetworkUnregisterNetworkedEntity(entity:Dynamic):Dynamic

@:native("NetworkUseHighPrecisionBlending")staticnetworkUseHighPrecisionBlending(netID:Int, toggle:Bool):Dynamic

Old name: _NETWORK_SET_NETWORK_ID_DYNAMIC

@:native("NetworkUseLogarithmicBlendingThisFrame")staticnetworkUseLogarithmicBlendingThisFrame(entity:Dynamic):Dynamic

@:native("ObjToNet")staticobjToNet(object:Dynamic):Int

Lets objects spawn online simply do it like this:  
int createdObject = OBJ_TO_NET(CREATE_OBJECT_NO_OFFSET(oball, pCoords.x, pCoords.y, pCoords.z, 1, 0, 0));  

@:native("OpenCommerceStore")staticopenCommerceStore(p0:String, p1:String):Dynamic

Has a 3rd param (int) since patch [???].  
NativeDB Added Parameter 3: int p2

@:native("ParticipantId")staticparticipantId():Dynamic

Return the local Participant ID  

@:native("ParticipantIdToInt")staticparticipantIdToInt():Int

Return the local Participant ID.  
This native is exactly the same as 'PARTICIPANT_ID' native.  

@:native("PedToNet")staticpedToNet(ped:Dynamic):Int

gets the network id of a ped  

@:native("RefreshPlayerListStats")staticrefreshPlayerListStats(p0:Int):Bool

@:native("ReleaseAllCommerceItemImages")staticreleaseAllCommerceItemImages():Dynamic

@:native("RemoveAllStickyBombsFromEntity")staticremoveAllStickyBombsFromEntity(entity:Dynamic):Dynamic

Used in am_mp_property_ext and am_mp_property_int  
NativeDB Added Parameter 2: Ped ped

@:native("RequestCommerceItemImage")staticrequestCommerceItemImage(index:Int):Bool

@:native("ReserveNetworkMissionObjects")staticreserveNetworkMissionObjects(amount:Int):Dynamic

@:native("ReserveNetworkMissionPeds")staticreserveNetworkMissionPeds(amount:Int):Dynamic

@:native("ReserveNetworkMissionVehicles")staticreserveNetworkMissionVehicles(amount:Int):Dynamic

@:native("SetBalanceAddMachine")staticsetBalanceAddMachine(contentId:String, contentTypeName:String):Bool

@:native("SetBalanceAddMachines")staticsetBalanceAddMachines(data:Dynamic, dataCount:Int, contentTypeName:String):Bool

@:native("SetEntityLocallyInvisible")staticsetEntityLocallyInvisible(entity:Dynamic):Dynamic

Sets the provided entity not visible for yourself for the current frame.

@:native("SetEntityLocallyVisible")staticsetEntityLocallyVisible(entity:Dynamic):Dynamic

Sets the provided entity visible for yourself for the current frame.

@:native("SetEntityVisibleInCutscene")staticsetEntityVisibleInCutscene(p0:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("SetLocalPlayerInvisibleLocally")staticsetLocalPlayerInvisibleLocally(p0:Bool):Dynamic

@:native("SetLocalPlayerVisibleInCutscene")staticsetLocalPlayerVisibleInCutscene(p0:Bool, p1:Bool):Dynamic

@:native("SetLocalPlayerVisibleLocally")staticsetLocalPlayerVisibleLocally(p0:Bool):Dynamic

@:native("SetNetworkCutsceneEntities")staticsetNetworkCutsceneEntities(toggle:Bool):Dynamic

@:native("SetNetworkIdAlwaysExistsForPlayer")staticsetNetworkIdAlwaysExistsForPlayer(netId:Int, player:Dynamic, toggle:Bool):Dynamic

@:native("SetNetworkIdCanMigrate")staticsetNetworkIdCanMigrate(netId:Int, toggle:Bool):Dynamic

Whether or not another player is allowed to take control of the entity  

@:native("SetNetworkIdExistsOnAllMachines")staticsetNetworkIdExistsOnAllMachines(netId:Int, toggle:Bool):Dynamic

@:native("SetNetworkIdVisibleInCutscene")staticsetNetworkIdVisibleInCutscene(netId:Int, p1:Bool, p2:Bool):Dynamic

@:native("SetNetworkVehicleAsGhost")staticsetNetworkVehicleAsGhost(vehicle:Dynamic, toggle:Bool):Dynamic

@:native("SetNetworkVehicleRespotTimer")staticsetNetworkVehicleRespotTimer(netId:Int, time:Int):Dynamic

NativeDB Added Parameter 3: Any p2
NativeDB Added Parameter 4: Any p3

@:native("SetPlayerInvisibleLocally")staticsetPlayerInvisibleLocally(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerVisibleLocally")staticsetPlayerVisibleLocally(player:Dynamic, toggle:Bool):Dynamic

@:native("SetStoreEnabled")staticsetStoreEnabled(toggle:Bool):Dynamic

Access to the store for shark cards etc...  

@:native("ShutdownAndLaunchSinglePlayerGame")staticshutdownAndLaunchSinglePlayerGame():Dynamic

Starts a new singleplayer game (at the prologue).  

@:native("TextureDownloadGetName")statictextureDownloadGetName(p0:Int):String

@:native("TextureDownloadHasFailed")statictextureDownloadHasFailed(p0:Int):Bool

@:native("TextureDownloadRelease")statictextureDownloadRelease(p0:Int):Dynamic

@:native("TextureDownloadRequest")statictextureDownloadRequest(PlayerHandle:Dynamic, FilePath:String, Name:String, p3:Bool):Int

@:native("TitleTextureDownloadRequest")statictitleTextureDownloadRequest(FilePath:String, Name:String, p2:Bool):Int

@:native("UgcCancelQuery")staticugcCancelQuery():Dynamic

@:native("UgcClearCreateResult")staticugcClearCreateResult():Dynamic

@:native("UgcClearModifyResult")staticugcClearModifyResult():Dynamic

@:native("UgcClearOfflineQuery")staticugcClearOfflineQuery():Dynamic

@:native("UgcClearQueryResults")staticugcClearQueryResults():Dynamic

@:native("UgcCopyContent")staticugcCopyContent(p0:Dynamic, p1:Dynamic):Bool

@:native("UgcDidGetSucceed")staticugcDidGetSucceed():Dynamic

@:native("UgcGetBookmarkedContent")staticugcGetBookmarkedContent(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("UgcGetCachedDescription")staticugcGetCachedDescription(p0:Dynamic, p1:Dynamic):String

@:native("UgcGetContentCategory")staticugcGetContentCategory(p0:Int):Int

@:native("UgcGetContentDescriptionHash")staticugcGetContentDescriptionHash(p0:Dynamic):Int

@:native("UgcGetContentFileVersion")staticugcGetContentFileVersion(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentHasPlayerBookmarked")staticugcGetContentHasPlayerBookmarked(p0:Dynamic):Bool

@:native("UgcGetContentHasPlayerRecord")staticugcGetContentHasPlayerRecord(p0:Dynamic):Bool

@:native("UgcGetContentHash")staticugcGetContentHash():Int

@:native("UgcGetContentId")staticugcGetContentId(p0:Int):String

Return the mission id of a job.

@:native("UgcGetContentIsPublished")staticugcGetContentIsPublished(p0:Dynamic):Bool

@:native("UgcGetContentIsVerified")staticugcGetContentIsVerified(p0:Dynamic):Bool

@:native("UgcGetContentLanguage")staticugcGetContentLanguage(p0:Dynamic):Dynamic

@:native("UgcGetContentName")staticugcGetContentName(p0:Dynamic):String

@:native("UgcGetContentNum")staticugcGetContentNum():Dynamic

@:native("UgcGetContentPath")staticugcGetContentPath(p0:Int, p1:Int):String

@:native("UgcGetContentRating")staticugcGetContentRating(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentRatingCount")staticugcGetContentRatingCount(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentRatingNegativeCount")staticugcGetContentRatingNegativeCount(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentRatingPositiveCount")staticugcGetContentRatingPositiveCount(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentTotal")staticugcGetContentTotal():Dynamic

@:native("UgcGetContentUpdatedDate")staticugcGetContentUpdatedDate(p0:Dynamic, p1:Dynamic):Dynamic

@:native("UgcGetContentUserId")staticugcGetContentUserId(p0:Int):String

@:native("UgcGetContentUserName")staticugcGetContentUserName(p0:Dynamic):String

@:native("UgcGetCreateContentId")staticugcGetCreateContentId():String

@:native("UgcGetCreateResult")staticugcGetCreateResult():Dynamic

@:native("UgcGetCreatorNum")staticugcGetCreatorNum():Dynamic

@:native("UgcGetCrewContent")staticugcGetCrewContent(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic):Bool

@:native("UgcGetFriendContent")staticugcGetFriendContent(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("UgcGetGetByCategory")staticugcGetGetByCategory(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic):Bool

@:native("UgcGetModifyResult")staticugcGetModifyResult():Dynamic

@:native("UgcGetMyContent")staticugcGetMyContent(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Bool

@:native("UgcGetQueryResult")staticugcGetQueryResult():Dynamic

@:native("UgcGetRootContentId")staticugcGetRootContentId(p0:Int):String

Return the root content id of a job.

@:native("UgcHasCreateFinished")staticugcHasCreateFinished():Bool

@:native("UgcHasGetFinished")staticugcHasGetFinished():Bool

@:native("UgcHasModifyFinished")staticugcHasModifyFinished():Bool

@:native("UgcIsGetting")staticugcIsGetting():Bool

@:native("UgcIsLanguageSupported")staticugcIsLanguageSupported(p0:Dynamic):Bool

@:native("UgcPoliciesMakePrivate")staticugcPoliciesMakePrivate(p0:Dynamic):Bool

@:native("UgcPublish")staticugcPublish(contentId:String, baseContentId:String, contentTypeName:String):Bool

@:native("UgcQueryByContentId")staticugcQueryByContentId(contentId:String, latestVersion:Bool, contentTypeName:String):Bool

@:native("UgcQueryByContentIds")staticugcQueryByContentIds(data:Dynamic, count:Int, latestVersion:Bool, contentTypeName:String):Bool

@:native("UgcQueryMyContent")staticugcQueryMyContent(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic, p5:Dynamic):Bool

@:native("UgcRequestCachedDescription")staticugcRequestCachedDescription(p0:Int):Int

@:native("UgcRequestContentDataFromIndex")staticugcRequestContentDataFromIndex(p0:Int, p1:Int):Int

@:native("UgcRequestContentDataFromParams")staticugcRequestContentDataFromParams(contentTypeName:String, contentId:String, p2:Int, p3:Int, p4:Int):Int

@:native("UgcSetBookmarked")staticugcSetBookmarked(contentId:String, bookmarked:Bool, contentTypeName:String):Bool

@:native("UgcSetDeleted")staticugcSetDeleted(p0:Dynamic, p1:Bool, p2:Dynamic):Bool

@:native("UgcSetQueryDataFromOffline")staticugcSetQueryDataFromOffline(p0:Bool):Dynamic

@:native("UgcTextureDownloadRequest")staticugcTextureDownloadRequest(p0:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic, p4:Dynamic, p5:Bool):Dynamic

@:native("UsePlayerColourInsteadOfTeamColour")staticusePlayerColourInsteadOfTeamColour(toggle:Bool):Dynamic

@:native("VehToNet")staticvehToNet(vehicle:Dynamic):Int

calls from vehicle to net.