Static methods

@:native("ClearGarageArea")staticClearGarageArea(garageHash:Int, isNetwork:Bool):Dynamic

@:native("CreateNonNetworkedAmbientPickup")staticCreateNonNetworkedAmbientPickup(pickupHash:Dynamic, posX:Float, posY:Float, posZ:Float, flags:Int, value:Int, modelHash:Dynamic, p7:Bool, p8:Bool):Dynamic

NativeDB Introduced: v2372

@:native("DoorControl")staticDoorControl(modelHash:Int, x:Float, y:Float, z:Float, locked:Bool, xRotMult:Float, yRotMult:Float, zRotMult:Float):Dynamic

Hardcoded not to work in multiplayer environments. Native name between SET_LOCAL_PLAYER_VISIBLE_LOCALLY & SET_MAX_WANTED_LEVEL.

OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 0, 0.0, 50.0, 0);  //door unlocked
OBJECT::_9B12F9A24FABEDB0(${prop_gate_prison_01}, 1845.0, 2605.0, 45.0, 1, 0.0, 50.0, 0);  //door locked

@:native("DoorSystemGetAutomaticDistance")staticDoorSystemGetAutomaticDistance(doorHash:Int):Float

NativeDB Introduced: v1868

@:native("ForcePickupRegenerate")staticForcePickupRegenerate(p0:Dynamic):Dynamic

@:native("GetIsArenaPropPhysicsDisabled")staticGetIsArenaPropPhysicsDisabled(entity:Dynamic, p1:Dynamic):Bool

NativeDB Introduced: v1604

@:native("GetObjectTextureVariation")staticGetObjectTextureVariation(object:Dynamic):Int

@:native("GetPickupGenerationRangeMultiplier")staticGetPickupGenerationRangeMultiplier():Float

@:native("GetPickupHash")staticGetPickupHash(pickupHash:Int):Int

returns pickup hash.

@:native("GetPickupHashFromWeapon")staticGetPickupHashFromWeapon(weapon:Int):Int

NativeDB Introduced: v1290

@:native("MarkObjectForDeletion")staticMarkObjectForDeletion(object:Dynamic):Dynamic

is this like setting is as no longer needed?  

@:native("PlaceObjectOnGroundProperly_2")staticPlaceObjectOnGroundProperly2(object:Dynamic):Bool

@:native("SetCreateWeaponObjectLightSource")staticSetCreateWeaponObjectLightSource(object:Dynamic, toggle:Bool):Dynamic

Requires a component_at_*_flsh to be attached to the weapon object

@:native("SetEnableArenaPropPhysics")staticSetEnableArenaPropPhysics(entity:Dynamic, toggle:Bool, p2:Int):Dynamic

Activate the physics to: "xs_prop_arena_{flipper,wall,bollard,turntable,pit}"
NativeDB Introduced: v1604

@:native("SetEnableArenaPropPhysicsOnPed")staticSetEnableArenaPropPhysicsOnPed(entity:Dynamic, toggle:Bool, p2:Int, ped:Dynamic):Dynamic

NativeDB Introduced: v1604

@:native("SetLocalPlayerCanUsePickupsWithThisModel")staticSetLocalPlayerCanUsePickupsWithThisModel(modelHash:Int, toggle:Bool):Dynamic

Maximum amount of pickup models that can be disallowed is 30.
SET_LOCAL_PLAYER_*

@:native("SetObjectLightColor")staticSetObjectLightColor(object:Dynamic, p1:Bool, r:Int, g:Int, b:Int):Dynamic

Sets color of embedded light source. Only appears in am_mp_nightclub.c for the nightclub dancefloor.

Not sure what p1 does, seems to only ever be '1' in scripts.

NativeDB Introduced: v1493

@:native("SetObjectStuntPropDuration")staticSetObjectStuntPropDuration(object:Dynamic, duration:Float):Dynamic

@:native("SetObjectStuntPropSpeedup")staticSetObjectStuntPropSpeedup(object:Dynamic, intensity:Int):Dynamic

Sets the intensity of Speed Boost and Slow Down props.

The corresponding values for Speed Boosts in the Creator are:\ Weak: 15\ Normal: 25\ Strong: 35\ Extra Strong: 45\ Ultra Strong: 100

For Slow Downs:\ Weak: 44\ Normal: 30\ Strong: 16

@:native("SetObjectTargettableByPlayer")staticSetObjectTargettableByPlayer(object:Dynamic, setFlag34:Bool, setFlag35:Bool):Dynamic

@:native("SetObjectTextureVariation")staticSetObjectTextureVariation(object:Dynamic, textureVariation:Int):Dynamic

enum eObjectPaintVariants
{  
	Pacific = 0,  
	Azure = 1,  
	Nautical = 2,  
	Continental = 3,  
	Battleship = 4,  
	Intrepid = 5,  
	Uniform = 6,  
	Classico = 7,  
	Mediterranean = 8,  
	Command = 9,  
	Mariner = 10,  
	Ruby = 11,  
	Vintage = 12,  
	Pristine = 13,  
	Merchant = 14,  
	Voyager = 15  
};  

@:native("SetPickupHiddenWhenUncollectable")staticSetPickupHiddenWhenUncollectable(p0:Dynamic, p1:Dynamic):Dynamic

@:native("SetPickupUncollectable")staticSetPickupUncollectable(p0:Dynamic, p1:Dynamic):Dynamic

@:native("SetTextureVariationOfClosestObjectOfType")staticSetTextureVariationOfClosestObjectOfType(x:Float, y:Float, z:Float, radius:Float, modelHash:Int, textureVariation:Int):Bool

@:native("SetUnkGlobalBoolRelatedToDamage")staticSetUnkGlobalBoolRelatedToDamage(value:Bool):Dynamic

NativeDB Introduced: v1365

@:native("ToggleUsePickupsForPlayer")staticToggleUsePickupsForPlayer(player:Dynamic, pickupHash:Int, toggle:Bool):Dynamic

Disabling/enabling a player from getting pickups. From the scripts:
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 1);
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_portable_package}, 0);
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 0);
OBJECT::_616093EC6B139DD9(PLAYER::PLAYER_ID(), ${pickup_armour_standard}, 1);
SET_PLAYER_*

@:native("AddDoorToSystem")staticaddDoorToSystem(doorHash:Int, modelHash:Int, x:Float, y:Float, z:Float, p5:Bool, scriptDoor:Bool, isLocal:Bool):Dynamic

p5 only set to true in single player native scripts. Door hashes normally look like PROP_[int]_DOOR_[int] for interior doors and PROP_BUILDING_[int]_DOOR_[int] exterior doors but you can just make up your own hash if you want.

If scriptDoor is true, register the door on the script handler host (note: there's a hardcap on the number of script IDs that can be added to the system at a given time). If scriptDoor and isLocal are both false, the door is considered to be in a "Persists w/o netobj" state.

A simple "localized" door-system (with hundreds/thousands of doors) can be created by setting p5, p6, and p7 to false and using EventHandlers to synchronize the states to: DOOR_SYSTEM_SET_DOOR_STATE, DOOR_SYSTEM_SET_OPEN_RATIO, DOOR_SYSTEM_SET_HOLD_OPEN, etc.

@:native("AreEntitiesEntirelyInsideGarage")staticareEntitiesEntirelyInsideGarage(garageHash:Int, p1:Bool, p2:Bool, p3:Bool, p4:Dynamic):Bool

@:native("AttachPortablePickupToPed")staticattachPortablePickupToPed(pickupObject:Dynamic, ped:Dynamic):Dynamic

@:native("BreakObjectFragmentChild")staticbreakObjectFragmentChild(p0:Dynamic, p1:Dynamic, p2:Bool):Dynamic

@:native("ClearObjectsInsideGarage")staticclearObjectsInsideGarage(garageHash:Int, vehicles:Bool, peds:Bool, objects:Bool, isNetwork:Bool):Dynamic

@:native("CreateAmbientPickup")staticcreateAmbientPickup(pickupHash:Int, posX:Float, posY:Float, posZ:Float, flags:Int, value:Int, modelHash:Int, returnHandle:Bool, p8:Bool):Dynamic

Creates an ambient pickup given the hash. Pickup hashes can be found here.

@:native("CreateMoneyPickups")staticcreateMoneyPickups(x:Float, y:Float, z:Float, value:Int, amount:Int, model:Int):Dynamic

Spawns one or more money pickups.  
x: The X-component of the world position to spawn the money pickups at.  
y: The Y-component of the world position to spawn the money pickups at.  
z: The Z-component of the world position to spawn the money pickups at.  
value: The combined value of the pickups (in dollars).  
amount: The number of pickups to spawn.  
model: The model to use, or 0 for default money model.  
Example:  
CREATE_MONEY_PICKUPS(x, y, z, 1000, 3, 0x684a97ae);  
Spawns 3 spray cans that'll collectively give $1000 when picked up. (Three spray cans, each giving $334, $334, $332 = $1000).  
==============================================  
Max is 2000 in MP. So if you put the amount to 20, but the value to $400,000 eg. They will only be able to pickup 20 - $2,000 bags. So, $40,000  

@:native("CreateNonNetworkedPortablePickup")staticcreateNonNetworkedPortablePickup(pickupHash:Int, x:Float, y:Float, z:Float, placeOnGround:Bool, modelHash:Int):Dynamic

@:native("CreateObject")staticcreateObject(modelHash:Int, x:Float, y:Float, z:Float, isNetwork:Bool, netMissionEntity:Bool, doorFlag:Bool):Dynamic

Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

@:native("CreateObjectNoOffset")staticcreateObjectNoOffset(modelHash:Int, x:Float, y:Float, z:Float, isNetwork:Bool, netMissionEntity:Bool, doorFlag:Bool):Dynamic

Creates an object (prop) with the specified model centered at the specified position. This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

@:native("CreatePickup")staticcreatePickup(pickupHash:Int, posX:Float, posY:Float, posZ:Float, p4:Int, value:Int, p6:Bool, modelHash:Int):Dynamic

Pickup hashes can be found here.

@:native("CreatePickupRotate")staticcreatePickupRotate(pickupHash:Int, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, flag:Int, amount:Int, p9:Dynamic, p10:Bool, modelHash:Int):Dynamic

Pickup hashes: pastebin.com/8EuSv2r1  
flags:  
8 (1 << 3): place on ground  
512 (1 << 9): spin around  

@:native("CreatePortablePickup")staticcreatePortablePickup(pickupHash:Int, x:Float, y:Float, z:Float, placeOnGround:Bool, modelHash:Int):Dynamic

Pickup hashes can be found here.

@:native("DeleteObject")staticdeleteObject(object:Dynamic):Dynamic

Deletes the specified object.

Note: If for some reason the entity won't delete, you might want to check if the object is a mission entity.

NativeDB Introduced: v323

@:native("DetachPortablePickupFromPed")staticdetachPortablePickupFromPed(pickupObject:Dynamic):Dynamic

@:native("DoesObjectOfTypeExistAtCoords")staticdoesObjectOfTypeExistAtCoords(x:Float, y:Float, z:Float, radius:Float, hash:Int, p5:Bool):Bool

p5 is usually 0.  

@:native("DoesPickupExist")staticdoesPickupExist(pickup:Dynamic):Bool

@:native("DoesPickupObjectExist")staticdoesPickupObjectExist(pickupObject:Dynamic):Bool

@:native("DoesPickupOfTypeExistInArea")staticdoesPickupOfTypeExistInArea(pickupHash:Int, x:Float, y:Float, z:Float, radius:Float):Bool

Pickup hashes can be found here.

@:native("DoesRayfireMapObjectExist")staticdoesRayfireMapObjectExist(object:Dynamic):Bool

Returns true if a destructible object with this handle exists, false otherwise.  

@:native("DoorSystemFindExistingDoor")staticdoorSystemFindExistingDoor(x:Float, y:Float, z:Float, modelHash:Int, doorOutPointer:Dynamic):Bool

Search radius: 0.5

@:native("DoorSystemGetDoorPendingState")staticdoorSystemGetDoorPendingState(doorHash:Int):Int

@:native("DoorSystemGetDoorState")staticdoorSystemGetDoorState(doorHash:Int):Int

@:native("DoorSystemGetIsPhysicsLoaded")staticdoorSystemGetIsPhysicsLoaded(doorHash:Int):Bool

@:native("DoorSystemGetOpenRatio")staticdoorSystemGetOpenRatio(doorHash:Int):Float

@:native("DoorSystemSetAutomaticDistance")staticdoorSystemSetAutomaticDistance(doorHash:Int, distance:Float, requestDoor:Bool, forceUpdate:Bool):Dynamic

@:native("DoorSystemSetAutomaticRate")staticdoorSystemSetAutomaticRate(doorHash:Int, rate:Float, requestDoor:Bool, forceUpdate:Bool):Dynamic

Includes networking check: ownership vs. or the door itself isn't networked.

@:native("DoorSystemSetDoorState")staticdoorSystemSetDoorState(doorHash:Int, state:Int, requestDoor:Bool, forceUpdate:Bool):Dynamic

Lockstates not applied and CNetObjDoor's not created until DOOR_SYSTEM_GET_IS_PHYSICS_LOADED returns true.

Door lock states: (v323)

  • 0: UNLOCKED
  • 1: LOCKED
  • 2: DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA
  • 3: DOORSTATE_FORCE_UNLOCKED_THIS_FRAME
  • 4: DOORSTATE_FORCE_LOCKED_THIS_FRAME
  • 5: DOORSTATE_FORCE_OPEN_THIS_FRAME
  • 6: DOORSTATE_FORCE_CLOSED_THIS_FRAME

@:native("DoorSystemSetHoldOpen")staticdoorSystemSetHoldOpen(doorHash:Int, toggle:Bool):Dynamic

Includes networking check: ownership vs. or the door itself isn't networked.

@:native("DoorSystemSetOpenRatio")staticdoorSystemSetOpenRatio(doorHash:Int, ajar:Float, requestDoor:Bool, forceUpdate:Bool):Dynamic

Sets the ajar angle of a door.
Ranges from -1.0 to 1.0, and 0.0 is closed / default.

@:native("DoorSystemSetSpringRemoved")staticdoorSystemSetSpringRemoved(doorHash:Int, removed:Bool, requestDoor:Bool, forceUpdate:Bool):Dynamic

Includes networking check: ownership vs. or the door itself isn't networked.

@:native("EnableSavingInGarage")staticenableSavingInGarage(garageHash:Int, toggle:Bool):Dynamic

@:native("FixObjectFragment")staticfixObjectFragment(object:Dynamic):Dynamic

Resets and brings back all the children of a fragment based object. This should be used when attaching or detaching an object from another entity, especially when the object being detached consists of multiple fragments.

Attempting to teleport a fragment-based object using SET_ENTITY_COORDS such as a flag object, will result in it remaining in place and failing to teleport, given the condition mentioned in the preceding statement.

The native should be executed after detaching the object from its parent entity and before calling SET_ENTITY_COORDS.

Example given down below.

@:native("GetClosestObjectOfType")staticgetClosestObjectOfType(x:Float, y:Float, z:Float, radius:Float, modelHash:Int, isMission:Bool, p6:Bool, p7:Bool):Dynamic

Has 8 params in the latest patches.  
isMission - if true doesn't return mission objects  

@:native("GetCoordsAndRotationOfClosestObjectOfType")staticgetCoordsAndRotationOfClosestObjectOfType(x:Float, y:Float, z:Float, radius:Float, modelHash:Int, outPosition:Dynamic, outRotation:Dynamic, rotationOrder:Int):Dynamic

@:native("GetObjectFragmentDamageHealth")staticgetObjectFragmentDamageHealth(p0:Dynamic, p1:Bool):Float

@:native("GetOffsetFromCoordAndHeadingInWorldCoords")staticgetOffsetFromCoordAndHeadingInWorldCoords(xPos:Float, yPos:Float, zPos:Float, heading:Float, xOffset:Float, yOffset:Float, zOffset:Float):Dynamic

Calculates the world coordinates after applying the specified offsets to the given position, relative to a certain heading. This native is similar to GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS, but uses a world position and heading as the reference point.

@:native("GetPickupCoords")staticgetPickupCoords(pickup:Dynamic):Dynamic

@:native("GetPickupObject")staticgetPickupObject(pickup:Dynamic):Dynamic

@:native("GetRayfireMapObject")staticgetRayfireMapObject(x:Float, y:Float, z:Float, radius:Float, name:String):Dynamic

Example:
OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash");

@:native("GetRayfireMapObjectAnimPhase")staticgetRayfireMapObjectAnimPhase(object:Dynamic):Float

`object`: The des-object handle to get the animation progress from.
Return value is a float between 0.0 and 1.0, 0.0 is the beginning of the animation, 1.0 is the end. Value resets to 0.0 instantly after reaching 1.0.

@:native("GetSafePickupCoords")staticgetSafePickupCoords(x:Float, y:Float, z:Float, p3:Float, p4:Float):Dynamic

@:native("GetStateOfClosestDoorOfType")staticgetStateOfClosestDoorOfType(type:Int, x:Float, y:Float, z:Float, locked:Dynamic, heading:Dynamic):Dynamic

locked is 0 if no door is found  
locked is 0 if door is unlocked  
locked is 1 if door is found and unlocked.  
-------------  
the locked bool is either 0(unlocked)(false) or 1(locked)(true)  

@:native("GetStateOfRayfireMapObject")staticgetStateOfRayfireMapObject(object:Dynamic):Int

See SET_STATE_OF_RAYFIRE_MAP_OBJECT to see the different states

Get a destructible object's state. Substract 1 to get the real state. For example, if the object just spawned (state 2), the native will return 3.

@:native("GetWeaponTypeFromPickupType")staticgetWeaponTypeFromPickupType(pickupHash:Int):Int

@:native("HasClosestObjectOfTypeBeenBroken")statichasClosestObjectOfTypeBeenBroken(p0:Float, p1:Float, p2:Float, p3:Float, modelHash:Int, p5:Dynamic):Bool

@:native("HasClosestObjectOfTypeBeenCompletelyDestroyed")statichasClosestObjectOfTypeBeenCompletelyDestroyed(x:Float, y:Float, z:Float, radius:Float, modelHash:Int, p5:Bool):Bool

@:native("HasObjectBeenBroken")statichasObjectBeenBroken(object:Dynamic):Bool

NativeDB Added Parameter 2: Any p1

@:native("HasPickupBeenCollected")statichasPickupBeenCollected(pickup:Dynamic):Bool

@:native("HidePortablePickupWhenDetached")statichidePortablePickupWhenDetached(pickup:Dynamic, toggle:Bool):Dynamic

@:native("IsAnyEntityEntirelyInsideGarage")staticisAnyEntityEntirelyInsideGarage(garageHash:Int, p1:Bool, p2:Bool, p3:Bool, p4:Dynamic):Bool

@:native("IsAnyObjectNearPoint")staticisAnyObjectNearPoint(x:Float, y:Float, z:Float, range:Float, p4:Bool):Bool

@:native("IsDoorClosed")staticisDoorClosed(doorHash:Int):Bool

@:native("IsDoorRegisteredWithSystem")staticisDoorRegisteredWithSystem(doorHash:Int):Bool

if (OBJECT::IS_DOOR_REGISTERED_WITH_SYSTEM(doorHash))
{
    OBJECT::REMOVE_DOOR_FROM_SYSTEM(doorHash);
}

@:native("IsGarageEmpty")staticisGarageEmpty(garageHash:Int, p1:Bool, p2:Int):Bool

@:native("IsObjectAPickup")staticisObjectAPickup(object:Dynamic):Bool

@:native("IsObjectAPortablePickup")staticisObjectAPortablePickup(object:Dynamic):Bool

NativeDB Introduced: v1365

@:native("IsObjectEntirelyInsideGarage")staticisObjectEntirelyInsideGarage(garageHash:Int, entity:Dynamic, p2:Float, p3:Int):Bool

@:native("IsObjectNearPoint")staticisObjectNearPoint(objectHash:Int, x:Float, y:Float, z:Float, range:Float):Bool

@:native("IsObjectPartiallyInsideGarage")staticisObjectPartiallyInsideGarage(garageHash:Int, entity:Dynamic, p2:Int):Bool

@:native("IsObjectVisible")staticisObjectVisible(object:Dynamic):Bool

@:native("IsPickupWeaponObjectValid")staticisPickupWeaponObjectValid(object:Dynamic):Bool

@:native("IsPlayerEntirelyInsideGarage")staticisPlayerEntirelyInsideGarage(garageHash:Int, player:Dynamic, p2:Float, p3:Int):Bool

@:native("IsPlayerPartiallyInsideGarage")staticisPlayerPartiallyInsideGarage(garageHash:Int, player:Dynamic, p2:Int):Bool

@:native("IsPointInAngledArea")staticisPointInAngledArea(xPos:Float, yPos:Float, zPos:Float, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, width:Float, p10:Bool, includez:Bool):Bool

An angled area is an X-Z oriented rectangle with three parameters:

  1. origin: the mid-point along a base edge of the rectangle;
  2. extent: the mid-point of opposite base edge on the other Z;
  3. width: the length of the base edge; (named derived from logging strings CNetworkRoadNodeWorldStateData).

The oriented rectangle can then be derived from the direction of the two points (norm(origin - extent)), its orthonormal, and the width, e.g:

  1. golf_mp
  2. am_taxi

@:native("PlaceObjectOnGroundProperly")staticplaceObjectOnGroundProperly(object:Dynamic):Bool

@:native("PreventCollectionOfPortablePickup")staticpreventCollectionOfPortablePickup(object:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("RemoveAllPickupsOfType")staticremoveAllPickupsOfType(pickupHash:Int):Dynamic

Pickup hashes can be found here.

@:native("RemoveDoorFromSystem")staticremoveDoorFromSystem(doorHash:Int):Dynamic

CDoor and CDoorSystemData still internally allocated (and their associations between doorHash, modelHash, and coordinates).

Only its NetObj removed and flag `*(v2 + 192)= 8u` (1604 retail) toggled.

@:native("RemoveObjectHighDetailModel")staticremoveObjectHighDetailModel(object:Dynamic):Dynamic

@:native("RemovePickup")staticremovePickup(pickup:Dynamic):Dynamic

@:native("RenderFakePickupGlow")staticrenderFakePickupGlow(x:Float, y:Float, z:Float, colorIndex:Int):Dynamic

draws circular marker at pos
-1 = none
0 = red
1 = green
2 = blue
3 = green larger
4 = nothing
5 = green small

@:native("SetActivateObjectPhysicsAsSoonAsItIsUnfrozen")staticsetActivateObjectPhysicsAsSoonAsItIsUnfrozen(object:Dynamic, toggle:Bool):Dynamic

@:native("SetForceObjectThisFrame")staticsetForceObjectThisFrame(x:Float, y:Float, z:Float, p3:Float):Dynamic

@:native("SetLocalPlayerCanCollectPortablePickups")staticsetLocalPlayerCanCollectPortablePickups(p0:Bool):Dynamic

@:native("SetMaxNumPortablePickupsCarriedByPlayer")staticsetMaxNumPortablePickupsCarriedByPlayer(modelHash:Int, p1:Int):Dynamic

@:native("SetObjectAllowLowLodBuoyancy")staticsetObjectAllowLowLodBuoyancy(object:Dynamic, toggle:Bool):Dynamic

Overrides the climbing/blocking flags of the object, used in the native scripts mostly for "prop_dock_bouy_*"

@:native("SetObjectForceVehiclesToAvoid")staticsetObjectForceVehiclesToAvoid(object:Dynamic, toggle:Bool):Dynamic

Overrides a flag on the object which determines if the object should be avoided by a vehicle in task: CTaskVehicleGoToPointWithAvoidanceAutomobile. Tested on vehicles that were created by the vehicle generators.

@:native("SetObjectPhysicsParams")staticsetObjectPhysicsParams(object:Dynamic, mass:Float, gravityFactor:Float, linearC:Float, linearV:Float, linearV2:Float, angularC:Float, angularV:Float, angularV2:Float, p9:Float, maxAngSpeed:Float, buoyancyFactor:Float):Dynamic

rage::phArchetypeDamp
p9: Some phBoundGeometry margin value, limited to (0.0, 0.1) exclusive.

@:native("SetObjectTargettable")staticsetObjectTargettable(object:Dynamic, targettable:Bool):Dynamic

@:native("SetPickupGenerationRangeMultiplier")staticsetPickupGenerationRangeMultiplier(multiplier:Float):Dynamic

@:native("SetPickupRegenerationTime")staticsetPickupRegenerationTime(pickup:Dynamic, duration:Int):Dynamic

@:native("SetStateOfClosestDoorOfType")staticsetStateOfClosestDoorOfType(type:Int, x:Float, y:Float, z:Float, locked:Bool, heading:Float, p6:Bool):Dynamic

Hardcoded to not work in multiplayer.  
Used to lock/unlock doors to interior areas of the game.  
(Possible) Door Types:  
pastebin.com/9S2m3qA4  
Heading is either 1, 0 or -1 in the scripts. Means default closed(0) or opened either into(1) or out(-1) of the interior.  
Locked means that the heading is locked.    
p6 is always 0.   
225 door types, model names and coords found in stripclub.c4:  
pastebin.com/gywnbzsH  
get door info: pastebin.com/i14rbekD  

@:native("SetStateOfRayfireMapObject")staticsetStateOfRayfireMapObject(object:Dynamic, state:Int):Dynamic

Defines the state of a destructible object.
Use the GET_RAYFIRE_MAP_OBJECT native to find an object's handle with its name / coords.
State 2 == object just spawned
State 4 == Beginning of the animation
State 6 == Start animation
State 9 == End of the animation

@:native("SetTeamPickupObject")staticsetTeamPickupObject(object:Dynamic, p1:Dynamic, p2:Bool):Dynamic

@:native("SlideObject")staticslideObject(object:Dynamic, toX:Float, toY:Float, toZ:Float, speedX:Float, speedY:Float, speedZ:Float, collision:Bool):Bool

Returns true if the object has finished moving.  
If false, moves the object towards the specified X, Y and Z coordinates with the specified X, Y and Z speed.  
See also: https://gtagmodding.com/opcode-database/opcode/034E/
Has to be looped until it returns true.   

@:native("TrackObjectVisibility")statictrackObjectVisibility(object:Dynamic):Dynamic