class Ped
package fivem.client.natives
Static methods
staticBlockPedDeadBodyShockingEvents(ped:Dynamic, toggle:Bool):Dynamic
staticClonePedEx(ped:Dynamic, heading:Float, isNetwork:Bool, bScriptHostPed:Bool, p4:Dynamic):Dynamic
Used one time in fmmc_launcher.c instead of CLONE_PED because ?
staticClonePedToTargetEx(ped:Dynamic, targetPed:Dynamic, p2:Dynamic):Dynamic
staticCreateSynchronizedScene2(x:Float, y:Float, z:Float, radius:Float, object:Int):Int
staticDoesRelationshipGroupExist(groupHash:Int):Bool
staticDoesScenarioBlockingAreaExist(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Bool
staticFreezePedCameraRotation(ped:Dynamic):Dynamic
staticGetNumMakeupColors():Int
staticGetPedCurrentMovementSpeed(ped:Dynamic, speedX:Dynamic, speedY:Dynamic):Bool
staticGetPedEmissiveIntensity(ped:Dynamic):Float
Use SetPedIlluminatedClothingGlowIntensity to set the illuminated clothing glow intensity for a specific ped.
staticGetPedHairRgbColor(hairColorIndex:Int, outR:Dynamic, outG:Dynamic, outB:Dynamic):Dynamic
Input: Haircolor index, value between 0 and 63 (inclusive). Output: RGB values for the haircolor specified in the input.
This is used with the hair color swatches scaleform.
Use _0x013E5CFC38CD5387 to get the makeup colors.
staticGetPedHeadOverlayValue(ped:Dynamic, overlayID:Int):Int
Likely a char, if that overlay is not set, e.i. "None" option, returns 255;
This might be the once removed native GET_PED_HEAD_OVERLAY.staticGetPedMakeupRgbColor(makeupColorIndex:Int, outR:Dynamic, outG:Dynamic, outB:Dynamic):Dynamic
Input: Makeup color index, value between 0 and 63 (inclusive). Output: RGB values for the makeup color specified in the input.
This is used with the makeup color swatches scaleform.
Use _0x4852FC386E2E1BB5 to get the hair colors.
staticIsPedBlushColorValid(colorID:Int):Bool
staticIsPedBlushColorValid2(colorId:Int):Bool
staticIsPedDoingBeastJump(ped:Dynamic):Bool
staticIsPedHairColorValid(colorID:Int):Bool
staticIsPedHairColorValid2(colorId:Int):Bool
staticIsPedHelmetUnk(ped:Dynamic):Bool
staticIsPedLipstickColorValid(colorID:Int):Bool
staticIsPedLipstickColorValid2(colorId:Int):Bool
staticIsPedOpeningADoor(ped:Dynamic):Bool
IS_PED_*
Returns true if the ped is currently opening a door (CTaskOpenDoor).staticIsPedShaderEffectValid(ped:Dynamic):Bool
staticIsPedSwappingWeapon(Ped:Dynamic):Bool
staticRegisterPedheadshot3(ped:Dynamic):Int
staticSetBlockAmbientPedsFromDroppingWeaponsThisFrame():Dynamic
Prevents ambient peds from dropping their weapons for the current frame.
NativeDB Introduced: v3258staticSetFacialClipsetOverride(ped:Dynamic, animDict:String):Dynamic
Clipsets: "facials@gen_female@base" "facials@gen_male@base" "facials@p_m_zero@base"
Typically followed with SET_FACIAL_IDLE_ANIM_OVERRIDE: "mood_drunk_1" "mood_stressed_1" "mood_happy_1" "mood_talking_1"
NativeDB Introduced: v1493staticSetPedCanPlayInjuredAnims(ped:Dynamic, p1:Bool):Dynamic
staticSetPedCoverClipsetOverride(ped:Dynamic, p1:String):Dynamic
Found in the b617d scripts:
PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h");
SET_PED_MO*staticSetPedEmissiveIntensity(ped:Dynamic, intensity:Float):Dynamic
This native sets the glow intensity of illuminated clothing items.
This native does NOT need to be executed every tick. This native is NOT synced with other connected players, you will have to set the opacity on the ped on all clients individually.
Glow intensity is a value between 0.0 and 1.0.
In some older decompiled scripts this is known as _SET_PED_REFLECTION_INTENSITY.
Since there's no joaat hash for this, I find _SET_PED_ILLUMINATED_CLOTHING_GLOW_INTENSITY more descriptive than _SET_PED_REFLECTION_INTENSITY.
Use GetPedIlluminatedClothingGlowIntensity to get the illuminated clothing glow intensity of a specific ped.
Intensity: 1.0:

Intensity: 0.0:

Examples code result:

(Direct link if embed doesn't work: here)
staticSetPedEyeColor(ped:Dynamic, index:Int):Dynamic
Used for freemode (online) characters.
Indices:
- black
- very light blue/green
- dark blue
- brown
- darker brown
- light brown
- blue
- light blue
- pink
- yellow
- purple
- black
- dark green
- light brown
- yellow/black pattern
- light colored spiral pattern
- shiny red
- shiny half blue/half red
- half black/half light blue
- white/red perimter
- green snake
- red snake
- dark blue snake
- dark yellow
- bright yellow
- all black
- red small pupil
- devil blue/black
- white small pupil
- glossed over
staticSetPedFaceFeature(ped:Dynamic, index:Int, scale:Float):Dynamic
Sets the various freemode face features, e.g. nose length, chin shape.
Indexes (From 0 to 19):
Parentheses indicate morph scale/direction as in (-1.0 to 1.0)
- 0: Nose Width (Thin/Wide)
- 1: Nose Peak (Up/Down)
- 2: Nose Length (Long/Short)
- 3: Nose Bone Curveness (Crooked/Curved)
- 4: Nose Tip (Up/Down)
- 5: Nose Bone Twist (Left/Right)
- 6: Eyebrow (Up/Down)
- 7: Eyebrow (In/Out)
- 8: Cheek Bones (Up/Down)
- 9: Cheek Sideways Bone Size (In/Out)
- 10: Cheek Bones Width (Puffed/Gaunt)
- 11: Eye Opening (Both) (Wide/Squinted)
- 12: Lip Thickness (Both) (Fat/Thin)
- 13: Jaw Bone Width (Narrow/Wide)
- 14: Jaw Bone Shape (Round/Square)
- 15: Chin Bone (Up/Down)
- 16: Chin Bone Length (In/Out or Backward/Forward)
- 17: Chin Bone Shape (Pointed/Square)
- 18: Chin Hole (Chin Bum)
- 19: Neck Thickness (Thin/Thick)
Note:
You may need to call SetPedHeadBlendData prior to calling this native in order for it to work.
staticSetPedHeadOverlayColor(ped:Dynamic, overlayID:Int, colorType:Int, colorID:Int, secondColorID:Int):Dynamic
Used for freemode (online) characters.
Called after SET_PED_HEAD_OVERLAY().
Note:
You may need to call SetPedHeadBlendData prior to calling this native in order for it to work.
staticSetPedHelmetUnk(ped:Dynamic, p1:Bool, p2:Int, p3:Int):Dynamic
staticSetPedScubaGearVariation(ped:Dynamic):Dynamic
This native sets a scuba mask for freemode models and an oxygen bottle for player* models. It works on freemode and player* models.
staticSetPedShouldPlayDirectedScenarioExit(ped:Dynamic, x:Float, y:Float, z:Float):Bool
When this ped receives its next script task, they will exit from their scenario using the normal scenario exit. Exiting the scenario may take several frames while the ped is playing the exit animation. If the ped is not currently using a scenario at the time of the command or 0,0,0 is specified as the reaction position, then the ped will by default attempt to direct their exit forwards.
staticSetRelationshipGroupDontAffectWantedLevel(group:Int, p1:Bool):Dynamic
staticaddArmourToPed(ped:Dynamic, amount:Int):Dynamic
Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has. staticaddPedDecorationFromHashes(ped:Dynamic, collection:Int, overlay:Int):Dynamic
Applies an Item from a PedDecorationCollection to a ped. These include tattoos and shirt decals.
collection - PedDecorationCollection filename hash
overlay - Item name hash
Example:
Entry inside "mpbeach_overlays.xml" -
<Item>
<uvPos x="0.500000" y="0.500000" />
<scale x="0.600000" y="0.500000" />
<rotation value="0.000000" />
<nameHash>FM_Hair_Fuzz</nameHash>
<txdHash>mp_hair_fuzz</txdHash>
<txtHash>mp_hair_fuzz</txtHash>
<zone>ZONE_HEAD</zone>
<type>TYPE_TATTOO</type>
<faction>FM</faction>
<garment>All</garment>
<gender>GENDER_DONTCARE</gender>
<award />
<awardLevel />
</Item>
Code:
PED::_0x5F5D1665E352A839(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("mpbeach_overlays"), MISC::GET_HASH_KEY("fm_hair_fuzz"))staticaddPedDecorationFromHashesInCorona(ped:Dynamic, collection:Int, overlay:Int):Dynamic
staticaddRelationshipGroup(name:String, groupHash:Dynamic):Dynamic
Can't select void. This function returns nothing. The hash of the created relationship group is output in the second parameter. staticaddScenarioBlockingArea(posMinX:Float, posMinY:Float, posMinZ:Float, posMaxX:Float, posMaxY:Float, posMaxZ:Float, network:Bool, cancelActive:Bool, blockPeds:Bool, blockVehicles:Bool):Int
Sets an area where scenarios are blocked
staticapplyDamageToPed(ped:Dynamic, damageAmount:Int, armorFirst:Bool):Dynamic
damages a ped with the given amount
----
armorFirst means it will damage/lower the armor first before damaging the player.
setting damageAmount to a negative amount will cause the player or the armor (depending on armorFirst) to be healed by damageAmount instead.
NativeDB Added Parameter 4: Any p3staticapplyPedBlood(ped:Dynamic, boneIndex:Int, xRot:Float, yRot:Float, zRot:Float, woundType:String):Dynamic
Found one occurence in re_crashrescue.c4
PED::APPLY_PED_BLOOD(l_4B, 3, 0.0, 0.0, 0.0, "wound_sheet"); staticapplyPedBloodByZone(ped:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Dynamic):Dynamic
staticapplyPedBloodDamageByZone(ped:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Dynamic):Dynamic
staticapplyPedBloodSpecific(ped:Dynamic, component:Int, u:Float, v:Float, rotation:Float, scale:Float, forcedFrame:Int, preAge:Float, bloodName:String):Dynamic
Applies blood damage to a ped with specific parameters for zone, UV offsets, rotation, scale, and initial aging.
NativeDB Introduced: v323staticapplyPedDamageDecal(ped:Dynamic, damageZone:Int, xOffset:Float, yOffset:Float, heading:Float, scale:Float, alpha:Float, variation:Int, fadeIn:Bool, decalName:String):Dynamic
scar
blushing
cs_flush_anger
cs_flush_anger_face
bruise
bruise_large
herpes
ArmorBullet
basic_dirt_cloth
basic_dirt_skin
cs_trev1_dirtstaticapplyPedDamagePack(ped:Dynamic, damagePack:String, damage:Float, mult:Float):Dynamic
Damage Packs:
"SCR_TrevorTreeBang"
"HOSPITAL_0"
"HOSPITAL_1"
"HOSPITAL_2"
"HOSPITAL_3"
"HOSPITAL_4"
"HOSPITAL_5"
"HOSPITAL_6"
"HOSPITAL_7"
"HOSPITAL_8"
"HOSPITAL_9"
"SCR_Dumpster"
"BigHitByVehicle"
"SCR_Finale_Michael_Face"
"SCR_Franklin_finb"
"SCR_Finale_Michael"
"SCR_Franklin_finb2"
"Explosion_Med"
"SCR_Torture"
"SCR_TracySplash"
"Skin_Melee_0"
Additional damage packs:
gist.github.com/alexguirre/f3f47f75ddcf617f416f3c8a55ae2227 staticattachSynchronizedSceneToEntity(sceneID:Int, entity:Dynamic, boneIndex:Int):Dynamic
staticcanCreateRandomBikeRider():Bool
staticcanCreateRandomCops():Bool
staticcanCreateRandomDriver():Bool
staticcanCreateRandomPed(unk:Bool):Bool
staticcanKnockPedOffVehicle(ped:Dynamic):Bool
staticcanPedInCombatSeeTarget(ped:Dynamic, target:Dynamic):Bool
staticcanPedRagdoll(ped:Dynamic):Bool
Prevents the ped from going limp.
[Example: Can prevent peds from falling when standing on moving vehicles.] staticcanPedSeeHatedPed(ped1:Dynamic, ped2:Dynamic):Bool
staticclearAllPedProps(ped:Dynamic):Dynamic
staticclearAllPedVehicleForcedSeatUsage(ped:Dynamic):Dynamic
staticclearFacialIdleAnimOverride(ped:Dynamic):Dynamic
staticclearPedAlternateMovementAnim(ped:Dynamic, stance:Int, p2:Float):Dynamic
staticclearPedAlternateWalkAnim(ped:Dynamic, p1:Float):Dynamic
staticclearPedBloodDamageByZone(ped:Dynamic, p1:Int):Dynamic
Somehow related to changing ped's clothes. staticclearPedDamageDecalByZone(ped:Dynamic, p1:Int, p2:String):Dynamic
p1: from 0 to 5 in the b617d scripts.
p2: "blushing" and "ALL" found in the b617d scripts. staticclearPedDecorations(ped:Dynamic):Dynamic
staticclearPedDecorationsLeaveScars(ped:Dynamic):Dynamic
staticclearPedDriveByClipsetOverride(ped:Dynamic):Dynamic
staticclearPedEnvDirt(ped:Dynamic):Dynamic
staticclearPedLastDamageBone(ped:Dynamic):Dynamic
staticclearPedNonCreationArea():Dynamic
staticclearPedParachutePackVariation(ped:Dynamic):Dynamic
staticclearPedProp(ped:Dynamic, propId:Int):Dynamic
staticclearPedScubaGearVariation(ped:Dynamic):Dynamic
Removes the scubagear (for mp male: component id: 8, drawableId: 123, textureId: any) from peds. Does not play the 'remove scuba gear' animation, but instantly removes it.
staticclearPedStoredHatProp(ped:Dynamic):Dynamic
staticclearPedWetness(ped:Dynamic):Dynamic
It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference. staticclearRelationshipBetweenGroups(relationship:Int, group1:Int, group2:Int):Dynamic
Clears the relationship between two groups. This should be called twice (once for each group).
Relationship types:
0 = Companion
1 = Respect
2 = Like
3 = Neutral
4 = Dislike
5 = Hate
255 = Pedestrians
(Credits: Inco)
Example:
PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C);
PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017); staticclonePed(ped:Dynamic, isNetwork:Bool, bScriptHostPed:Bool, copyHeadBlendFlag:Bool):Dynamic
Creates a copy of the passed ped, optionally setting it as local and/or shallow-copying the head blend data.
staticclonePedToTarget(ped:Dynamic, targetPed:Dynamic):Dynamic
Copies ped's components and props to targetPed.staticcreateGroup(unused:Int):Int
Creates a new ped group.
Groups can contain up to 8 peds.
The parameter is unused.
Returns a handle to the created group, or 0 if a group couldn't be created. staticcreateNmMessage(startImmediately:Bool, messageId:Int):Dynamic
Creates a new NaturalMotion message.
startImmediately: If set to true, the character will perform the message the moment it receives it by GIVE_PED_NM_MESSAGE. If false, the Ped will get the message but won't perform it yet. While it's a boolean value, if negative, the message will not be initialized.
messageId: The ID of the NaturalMotion message.
If a message already exists, this function does nothing. A message exists until the point it has been successfully dispatched by GIVE_PED_NM_MESSAGE. staticcreateParachuteBagObject(ped:Dynamic, p1:Bool, p2:Bool):Dynamic
staticcreatePed(pedType:Int, modelHash:Int, x:Float, y:Float, z:Float, heading:Float, isNetwork:Bool, bScriptHostPed:Bool):Dynamic
Creates a ped (biped character, pedestrian, actor) with the specified model at the specified position and heading. This ped will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).
staticcreatePedInsideVehicle(vehicle:Dynamic, pedType:Int, modelHash:Int, seat:Int, isNetwork:Bool, bScriptHostPed:Bool):Dynamic
staticcreateRandomPed(posX:Float, posY:Float, posZ:Float):Dynamic
vb.net
Dim ped_handle As Integer
With Game.Player.Character
Dim pos As Vector3 = .Position + .ForwardVector * 3
ped_handle = Native.Function.Call(Of Integer)(Hash.CREATE_RANDOM_PED, pos.X, pos.Y, pos.Z)
End With
Creates a Ped at the specified location, returns the Ped Handle.
Ped will not act until SET_PED_AS_NO_LONGER_NEEDED is called.staticcreateRandomPedAsDriver(vehicle:Dynamic, returnHandle:Bool):Dynamic
staticcreateSynchronizedScene(x:Float, y:Float, z:Float, roll:Float, pitch:Float, yaw:Float, p6:Int):Int
p6 always 2 (but it doesnt seem to matter...)
roll and pitch 0
yaw to Ped.rotation staticdeletePed(ped:Dynamic):Dynamic
Deletes the specified ped, then sets the handle pointed to by the pointer to NULL. staticdetachSynchronizedScene(sceneID:Int):Dynamic
staticdisableHeadBlendPaletteColor(ped:Dynamic):Dynamic
staticdisablePedHeatscaleOverride(ped:Dynamic):Dynamic
staticdoesGroupExist(groupId:Int):Bool
staticdropAmbientProp(ped:Dynamic):Dynamic
staticexplodePedHead(ped:Dynamic, weaponHash:Int):Dynamic
Applies lethal damage (FLT_MAX) to the SKEL_Head bone of the specified ped using the weapon passed, leading to the
ped's untimely demise.
The naming of the native is a legacy leftover (formerly EXPLODE_CHAR_HEAD in GTA3) as in the early 3D GTA games, lethal damage to a ped head would 'explode' it.
Do note that this native function does not work in multiplayer/network environment.
staticfinalizeHeadBlend(ped:Dynamic):Dynamic
staticforcePedAiAndAnimationUpdate(ped:Dynamic, p1:Bool, p2:Bool):Dynamic
staticforcePedMotionState(ped:Dynamic, motionStateHash:Int, shouldReset:Bool, updateState:Int, forceAIPreCameraUpdate:Bool):Bool
enum ePedMotionState
{
MOTIONSTATE_NONE = -294553821, // MotionState_None
MOTIONSTATE_IDLE = -1871534317, // MotionState_Idle
MOTIONSTATE_WALK = -668482597, // MotionState_Walk
MOTIONSTATE_RUN = -530524, // MotionState_Run
MOTIONSTATE_SPRINT = -1115154469, // MotionState_Sprint
MOTIONSTATE_CROUCH_IDLE = 1140525470, // MotionState_Crouch_Idle
MOTIONSTATE_CROUCH_WALK = 147004056, // MotionState_Crouch_Walk
MOTIONSTATE_CROUCH_RUN = 898879241, // MotionState_Crouch_Run
MOTIONSTATE_DONOTHING = 247561816, // MotionState_DoNothing
MOTIONSTATE_ANIMATEDVELOCITY = 1427811395, // MotionState_AnimatedVelocity
MOTIONSTATE_INVEHICLE = -1797663347, // MotionState_InVehicle
MOTIONSTATE_AIMING = 1063765679, // MotionState_Aiming
MOTIONSTATE_DIVING_IDLE = 1212730861, // MotionState_Diving_Idle
MOTIONSTATE_DIVING_SWIM = -1855028596, // MotionState_Diving_Swim
MOTIONSTATE_SWIMMING_TREADWATER = -776007225, // MotionState_Swimming_TreadWater
MOTIONSTATE_DEAD = 230360860, // MotionState_Dead
MOTIONSTATE_STEALTH_IDLE = 1110276645, // MotionState_Stealth_Idle
MOTIONSTATE_STEALTH_WALK = 69908130, // MotionState_Stealth_Walk
MOTIONSTATE_STEALTH_RUN = -83133983, // MotionState_Stealth_Run
MOTIONSTATE_PARACHUTING = -1161760501, // MotionState_Parachuting
MOTIONSTATE_ACTIONMODE_IDLE = -633298724, // MotionState_ActionMode_Idle
MOTIONSTATE_ACTIONMODE_WALK = -762290521, // MotionState_ActionMode_Walk
MOTIONSTATE_ACTIONMODE_RUN = 834330132, // MotionState_ActionMode_Run
MOTIONSTATE_JETPACK = 1398696542 // MotionState_Jetpack
}staticforcePedToOpenParachute(ped:Dynamic):Dynamic
staticgetAnimInitialOffsetPosition(animDict:String, animName:String, x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, p8:Float, p9:Int):Dynamic
staticgetAnimInitialOffsetRotation(animDict:String, animName:String, x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, p8:Float, p9:Int):Dynamic
staticgetClosestPed(x:Float, y:Float, z:Float, radius:Float, p4:Bool, p5:Bool, outPed:Dynamic, p7:Bool, p8:Bool, pedType:Int):Bool
Gets the closest ped in a radius.
Ped Types:
Any ped = -1
Player = 1
Male = 4
Female = 5
Cop = 6
Human = 26
SWAT = 27
Animal = 28
Army = 29
------------------
P4 P5 P7 P8
1 0 x x = return nearest walking Ped
1 x 0 x = return nearest walking Ped
x 1 1 x = return Ped you are using
0 0 x x = no effect
0 x 0 x = no effect
x = can be 1 or 0. Does not have any obvious changes.
This function does not return ped who is:
1. Standing still
2. Driving
3. Fleeing
4. Attacking
This function only work if the ped is:
1. walking normally.
2. waiting to cross a road.
Note: PED::GET_PED_NEARBY_PEDS works for more peds. staticgetCombatFloat(ped:Dynamic, p1:Int):Float
p0: Ped Handle
p1: int i | 0 <= i <= 27
p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
<BlindFireChance value="0.1"/>
<WeaponShootRateModifier value="1.0"/>
<TimeBetweenBurstsInCover value="1.25"/>
<BurstDurationInCover value="2.0"/>
<TimeBetweenPeeks value="10.0"/>
<WeaponAccuracy value="0.18"/>
<FightProficiency value="0.8"/>
<StrafeWhenMovingChance value="1.0"/>
<WalkWhenStrafingChance value="0.0"/>
<AttackWindowDistanceForCover value="55.0"/>
<TimeToInvalidateInjuredTarget value="9.0"/>
<TriggerChargeTime_Near value="4.0"/>
<TriggerChargeTime_Far value="10.0"/>
-------------Confirmed by editing combatbehavior.meta:
p1:
0=BlindFireChance
1=BurstDurationInCover
3=TimeBetweenBurstsInCover
4=TimeBetweenPeeks
5=StrafeWhenMovingChance
8=WalkWhenStrafingChance
11=AttackWindowDistanceForCover
12=TimeToInvalidateInjuredTarget
16=OptimalCoverDistance staticgetDeadPedPickupCoords(ped:Dynamic, p1:Float, p2:Float):Dynamic
staticgetGroupSize(groupID:Int, unknown:Dynamic, sizeInMembers:Dynamic):Dynamic
p1 may be a BOOL representing whether or not the group even exists staticgetJackTarget(ped:Dynamic):Dynamic
staticgetMeleeTargetForPed(ped:Dynamic):Dynamic
staticgetMount(ped:Dynamic):Dynamic
Function just returns 0
void __fastcall ped__get_mount(NativeContext *a1)
{
NativeContext *v1; // rbx@1
v1 = a1;
GetAddressOfPedFromScriptHandle(a1->Args->Arg1);
v1->Returns->Item1= 0;
} staticgetNumberOfPedDrawableVariations(ped:Dynamic, componentId:Int):Int
staticgetNumberOfPedPropDrawableVariations(ped:Dynamic, propId:Int):Int
staticgetNumberOfPedPropTextureVariations(ped:Dynamic, propId:Int, drawableId:Int):Int
Need to check behavior when drawableId = -1staticgetNumberOfPedTextureVariations(ped:Dynamic, componentId:Int, drawableId:Int):Int
staticgetPedAccuracy(ped:Dynamic):Int
staticgetPedAlertness(ped:Dynamic):Int
Returns the ped's alertness (0-3).
Values :
0 : Neutral
1 : Heard something (gun shot, hit, etc)
2 : Knows (the origin of the event)
3 : Fully alerted (is facing the event?)
If the Ped does not exist, returns -1. staticgetPedArmour(ped:Dynamic):Int
staticgetPedAsGroupLeader(groupID:Int):Dynamic
staticgetPedAsGroupMember(groupID:Int, memberNumber:Int):Dynamic
from fm_mission_controller.c4 (variable names changed for clarity):
int groupID = PLAYER::GET_PLAYER_GROUP(PLAYER::PLAYER_ID());
PED::GET_GROUP_SIZE(group, &unused, &groupSize);
if (groupSize >= 1) {
. . . . for (int memberNumber = 0; memberNumber < groupSize; memberNumber++) {
. . . . . . . . Ped ped1 = PED::GET_PED_AS_GROUP_MEMBER(groupID, memberNumber);
. . . . . . . . //and so on staticgetPedBoneCoords(ped:Dynamic, boneId:Int, offsetX:Float, offsetY:Float, offsetZ:Float):Dynamic
Gets the position of the specified bone of the specified ped.
ped: The ped to get the position of a bone from.
boneId: The ID of the bone to get the position from. This is NOT the index.
offsetX: The X-component of the offset to add to the position relative to the bone's rotation.
offsetY: The Y-component of the offset to add to the position relative to the bone's rotation.
offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation. staticgetPedBoneIndex(ped:Dynamic, boneId:Int):Int
enum ePedBoneId : uint16_t
{
SKEL_ROOT = 0x0,
SKEL_Pelvis = 0x2E28,
SKEL_L_Thigh = 0xE39F,
SKEL_L_Calf = 0xF9BB,
SKEL_L_Foot = 0x3779,
SKEL_L_Toe0 = 0x83C,
EO_L_Foot = 0x84C5,
EO_L_Toe = 0x68BD,
IK_L_Foot = 0xFEDD,
PH_L_Foot = 0xE175,
MH_L_Knee = 0xB3FE,
SKEL_R_Thigh = 0xCA72,
SKEL_R_Calf = 0x9000,
SKEL_R_Foot = 0xCC4D,
SKEL_R_Toe0 = 0x512D,
EO_R_Foot = 0x1096,
EO_R_Toe = 0x7163,
IK_R_Foot = 0x8AAE,
PH_R_Foot = 0x60E6,
MH_R_Knee = 0x3FCF,
RB_L_ThighRoll = 0x5C57,
RB_R_ThighRoll = 0x192A,
SKEL_Spine_Root = 0xE0FD,
SKEL_Spine0 = 0x5C01,
SKEL_Spine1 = 0x60F0,
SKEL_Spine2 = 0x60F1,
SKEL_Spine3 = 0x60F2,
SKEL_L_Clavicle = 0xFCD9,
SKEL_L_UpperArm = 0xB1C5,
SKEL_L_Forearm = 0xEEEB,
SKEL_L_Hand = 0x49D9,
SKEL_L_Finger00 = 0x67F2,
SKEL_L_Finger01 = 0xFF9,
SKEL_L_Finger02 = 0xFFA,
SKEL_L_Finger10 = 0x67F3,
SKEL_L_Finger11 = 0x1049,
SKEL_L_Finger12 = 0x104A,
SKEL_L_Finger20 = 0x67F4,
SKEL_L_Finger21 = 0x1059,
SKEL_L_Finger22 = 0x105A,
SKEL_L_Finger30 = 0x67F5,
SKEL_L_Finger31 = 0x1029,
SKEL_L_Finger32 = 0x102A,
SKEL_L_Finger40 = 0x67F6,
SKEL_L_Finger41 = 0x1039,
SKEL_L_Finger42 = 0x103A,
PH_L_Hand = 0xEB95,
IK_L_Hand = 0x8CBD,
RB_L_ForeArmRoll = 0xEE4F,
RB_L_ArmRoll = 0x1470,
MH_L_Elbow = 0x58B7,
SKEL_R_Clavicle = 0x29D2,
SKEL_R_UpperArm = 0x9D4D,
SKEL_R_Forearm = 0x6E5C,
SKEL_R_Hand = 0xDEAD,
SKEL_R_Finger00 = 0xE5F2,
SKEL_R_Finger01 = 0xFA10,
SKEL_R_Finger02 = 0xFA11,
SKEL_R_Finger10 = 0xE5F3,
SKEL_R_Finger11 = 0xFA60,
SKEL_R_Finger12 = 0xFA61,
SKEL_R_Finger20 = 0xE5F4,
SKEL_R_Finger21 = 0xFA70,
SKEL_R_Finger22 = 0xFA71,
SKEL_R_Finger30 = 0xE5F5,
SKEL_R_Finger31 = 0xFA40,
SKEL_R_Finger32 = 0xFA41,
SKEL_R_Finger40 = 0xE5F6,
SKEL_R_Finger41 = 0xFA50,
SKEL_R_Finger42 = 0xFA51,
PH_R_Hand = 0x6F06,
IK_R_Hand = 0x188E,
RB_R_ForeArmRoll = 0xAB22,
RB_R_ArmRoll = 0x90FF,
MH_R_Elbow = 0xBB0,
SKEL_Neck_1 = 0x9995,
SKEL_Head = 0x796E,
IK_Head = 0x322C,
FACIAL_facialRoot = 0xFE2C,
FB_L_Brow_Out_000 = 0xE3DB,
FB_L_Lid_Upper_000 = 0xB2B6,
FB_L_Eye_000 = 0x62AC,
FB_L_CheekBone_000 = 0x542E,
FB_L_Lip_Corner_000 = 0x74AC,
FB_R_Lid_Upper_000 = 0xAA10,
FB_R_Eye_000 = 0x6B52,
FB_R_CheekBone_000 = 0x4B88,
FB_R_Brow_Out_000 = 0x54C,
FB_R_Lip_Corner_000 = 0x2BA6,
FB_Brow_Centre_000 = 0x9149,
FB_UpperLipRoot_000 = 0x4ED2,
FB_UpperLip_000 = 0xF18F,
FB_L_Lip_Top_000 = 0x4F37,
FB_R_Lip_Top_000 = 0x4537,
FB_Jaw_000 = 0xB4A0,
FB_LowerLipRoot_000 = 0x4324,
FB_LowerLip_000 = 0x508F,
FB_L_Lip_Bot_000 = 0xB93B,
FB_R_Lip_Bot_000 = 0xC33B,
FB_Tongue_000 = 0xB987,
RB_Neck_1 = 0x8B93,
SPR_L_Breast = 0xFC8E,
SPR_R_Breast = 0x885F,
IK_Root = 0xDD1C,
SKEL_Neck_2 = 0x5FD4,
SKEL_Pelvis1 = 0xD003,
SKEL_PelvisRoot = 0x45FC,
SKEL_SADDLE = 0x9524,
MH_L_CalfBack = 0x1013,
MH_L_ThighBack = 0x600D,
SM_L_Skirt = 0xC419,
MH_R_CalfBack = 0xB013,
MH_R_ThighBack = 0x51A3,
SM_R_Skirt = 0x7712,
SM_M_BackSkirtRoll = 0xDBB,
SM_L_BackSkirtRoll = 0x40B2,
SM_R_BackSkirtRoll = 0xC141,
SM_M_FrontSkirtRoll = 0xCDBB,
SM_L_FrontSkirtRoll = 0x9B69,
SM_R_FrontSkirtRoll = 0x86F1,
SM_CockNBalls_ROOT = 0xC67D,
SM_CockNBalls = 0x9D34,
MH_L_Finger00 = 0x8C63,
MH_L_FingerBulge00 = 0x5FB8,
MH_L_Finger10 = 0x8C53,
MH_L_FingerTop00 = 0xA244,
MH_L_HandSide = 0xC78A,
MH_Watch = 0x2738,
MH_L_Sleeve = 0x933C,
MH_R_Finger00 = 0x2C63,
MH_R_FingerBulge00 = 0x69B8,
MH_R_Finger10 = 0x2C53,
MH_R_FingerTop00 = 0xEF4B,
MH_R_HandSide = 0x68FB,
MH_R_Sleeve = 0x92DC,
FACIAL_jaw = 0xB21,
FACIAL_underChin = 0x8A95,
FACIAL_L_underChin = 0x234E,
FACIAL_chin = 0xB578,
FACIAL_chinSkinBottom = 0x98BC,
FACIAL_L_chinSkinBottom = 0x3E8F,
FACIAL_R_chinSkinBottom = 0x9E8F,
FACIAL_tongueA = 0x4A7C,
FACIAL_tongueB = 0x4A7D,
FACIAL_tongueC = 0x4A7E,
FACIAL_tongueD = 0x4A7F,
FACIAL_tongueE = 0x4A80,
FACIAL_L_tongueE = 0x35F2,
FACIAL_R_tongueE = 0x2FF2,
FACIAL_L_tongueD = 0x35F1,
FACIAL_R_tongueD = 0x2FF1,
FACIAL_L_tongueC = 0x35F0,
FACIAL_R_tongueC = 0x2FF0,
FACIAL_L_tongueB = 0x35EF,
FACIAL_R_tongueB = 0x2FEF,
FACIAL_L_tongueA = 0x35EE,
FACIAL_R_tongueA = 0x2FEE,
FACIAL_chinSkinTop = 0x7226,
FACIAL_L_chinSkinTop = 0x3EB3,
FACIAL_chinSkinMid = 0x899A,
FACIAL_L_chinSkinMid = 0x4427,
FACIAL_L_chinSide = 0x4A5E,
FACIAL_R_chinSkinMid = 0xF5AF,
FACIAL_R_chinSkinTop = 0xF03B,
FACIAL_R_chinSide = 0xAA5E,
FACIAL_R_underChin = 0x2BF4,
FACIAL_L_lipLowerSDK = 0xB9E1,
FACIAL_L_lipLowerAnalog = 0x244A,
FACIAL_L_lipLowerThicknessV = 0xC749,
FACIAL_L_lipLowerThicknessH = 0xC67B,
FACIAL_lipLowerSDK = 0x7285,
FACIAL_lipLowerAnalog = 0xD97B,
FACIAL_lipLowerThicknessV = 0xC5BB,
FACIAL_lipLowerThicknessH = 0xC5ED,
FACIAL_R_lipLowerSDK = 0xA034,
FACIAL_R_lipLowerAnalog = 0xC2D9,
FACIAL_R_lipLowerThicknessV = 0xC6E9,
FACIAL_R_lipLowerThicknessH = 0xC6DB,
FACIAL_nose = 0x20F1,
FACIAL_L_nostril = 0x7322,
FACIAL_L_nostrilThickness = 0xC15F,
FACIAL_noseLower = 0xE05A,
FACIAL_L_noseLowerThickness = 0x79D5,
FACIAL_R_noseLowerThickness = 0x7975,
FACIAL_noseTip = 0x6A60,
FACIAL_R_nostril = 0x7922,
FACIAL_R_nostrilThickness = 0x36FF,
FACIAL_noseUpper = 0xA04F,
FACIAL_L_noseUpper = 0x1FB8,
FACIAL_noseBridge = 0x9BA3,
FACIAL_L_nasolabialFurrow = 0x5ACA,
FACIAL_L_nasolabialBulge = 0xCD78,
FACIAL_L_cheekLower = 0x6907,
FACIAL_L_cheekLowerBulge1 = 0xE3FB,
FACIAL_L_cheekLowerBulge2 = 0xE3FC,
FACIAL_L_cheekInner = 0xE7AB,
FACIAL_L_cheekOuter = 0x8161,
FACIAL_L_eyesackLower = 0x771B,
FACIAL_L_eyeball = 0x1744,
FACIAL_L_eyelidLower = 0x998C,
FACIAL_L_eyelidLowerOuterSDK = 0xFE4C,
FACIAL_L_eyelidLowerOuterAnalog = 0xB9AA,
FACIAL_L_eyelashLowerOuter = 0xD7F6,
FACIAL_L_eyelidLowerInnerSDK = 0xF151,
FACIAL_L_eyelidLowerInnerAnalog = 0x8242,
FACIAL_L_eyelashLowerInner = 0x4CCF,
FACIAL_L_eyelidUpper = 0x97C1,
FACIAL_L_eyelidUpperOuterSDK = 0xAF15,
FACIAL_L_eyelidUpperOuterAnalog = 0x67FA,
FACIAL_L_eyelashUpperOuter = 0x27B7,
FACIAL_L_eyelidUpperInnerSDK = 0xD341,
FACIAL_L_eyelidUpperInnerAnalog = 0xF092,
FACIAL_L_eyelashUpperInner = 0x9B1F,
FACIAL_L_eyesackUpperOuterBulge = 0xA559,
FACIAL_L_eyesackUpperInnerBulge = 0x2F2A,
FACIAL_L_eyesackUpperOuterFurrow = 0xC597,
FACIAL_L_eyesackUpperInnerFurrow = 0x52A7,
FACIAL_forehead = 0x9218,
FACIAL_L_foreheadInner = 0x843,
FACIAL_L_foreheadInnerBulge = 0x767C,
FACIAL_L_foreheadOuter = 0x8DCB,
FACIAL_skull = 0x4221,
FACIAL_foreheadUpper = 0xF7D6,
FACIAL_L_foreheadUpperInner = 0xCF13,
FACIAL_L_foreheadUpperOuter = 0x509B,
FACIAL_R_foreheadUpperInner = 0xCEF3,
FACIAL_R_foreheadUpperOuter = 0x507B,
FACIAL_L_temple = 0xAF79,
FACIAL_L_ear = 0x19DD,
FACIAL_L_earLower = 0x6031,
FACIAL_L_masseter = 0x2810,
FACIAL_L_jawRecess = 0x9C7A,
FACIAL_L_cheekOuterSkin = 0x14A5,
FACIAL_R_cheekLower = 0xF367,
FACIAL_R_cheekLowerBulge1 = 0x599B,
FACIAL_R_cheekLowerBulge2 = 0x599C,
FACIAL_R_masseter = 0x810,
FACIAL_R_jawRecess = 0x93D4,
FACIAL_R_ear = 0x1137,
FACIAL_R_earLower = 0x8031,
FACIAL_R_eyesackLower = 0x777B,
FACIAL_R_nasolabialBulge = 0xD61E,
FACIAL_R_cheekOuter = 0xD32,
FACIAL_R_cheekInner = 0x737C,
FACIAL_R_noseUpper = 0x1CD6,
FACIAL_R_foreheadInner = 0xE43,
FACIAL_R_foreheadInnerBulge = 0x769C,
FACIAL_R_foreheadOuter = 0x8FCB,
FACIAL_R_cheekOuterSkin = 0xB334,
FACIAL_R_eyesackUpperInnerFurrow = 0x9FAE,
FACIAL_R_eyesackUpperOuterFurrow = 0x140F,
FACIAL_R_eyesackUpperInnerBulge = 0xA359,
FACIAL_R_eyesackUpperOuterBulge = 0x1AF9,
FACIAL_R_nasolabialFurrow = 0x2CAA,
FACIAL_R_temple = 0xAF19,
FACIAL_R_eyeball = 0x1944,
FACIAL_R_eyelidUpper = 0x7E14,
FACIAL_R_eyelidUpperOuterSDK = 0xB115,
FACIAL_R_eyelidUpperOuterAnalog = 0xF25A,
FACIAL_R_eyelashUpperOuter = 0xE0A,
FACIAL_R_eyelidUpperInnerSDK = 0xD541,
FACIAL_R_eyelidUpperInnerAnalog = 0x7C63,
FACIAL_R_eyelashUpperInner = 0x8172,
FACIAL_R_eyelidLower = 0x7FDF,
FACIAL_R_eyelidLowerOuterSDK = 0x1BD,
FACIAL_R_eyelidLowerOuterAnalog = 0x457B,
FACIAL_R_eyelashLowerOuter = 0xBE49,
FACIAL_R_eyelidLowerInnerSDK = 0xF351,
FACIAL_R_eyelidLowerInnerAnalog = 0xE13,
FACIAL_R_eyelashLowerInner = 0x3322,
FACIAL_L_lipUpperSDK = 0x8F30,
FACIAL_L_lipUpperAnalog = 0xB1CF,
FACIAL_L_lipUpperThicknessH = 0x37CE,
FACIAL_L_lipUpperThicknessV = 0x38BC,
FACIAL_lipUpperSDK = 0x1774,
FACIAL_lipUpperAnalog = 0xE064,
FACIAL_lipUpperThicknessH = 0x7993,
FACIAL_lipUpperThicknessV = 0x7981,
FACIAL_L_lipCornerSDK = 0xB1C,
FACIAL_L_lipCornerAnalog = 0xE568,
FACIAL_L_lipCornerThicknessUpper = 0x7BC,
FACIAL_L_lipCornerThicknessLower = 0xDD42,
FACIAL_R_lipUpperSDK = 0x7583,
FACIAL_R_lipUpperAnalog = 0x51CF,
FACIAL_R_lipUpperThicknessH = 0x382E,
FACIAL_R_lipUpperThicknessV = 0x385C,
FACIAL_R_lipCornerSDK = 0xB3C,
FACIAL_R_lipCornerAnalog = 0xEE0E,
FACIAL_R_lipCornerThicknessUpper = 0x54C3,
FACIAL_R_lipCornerThicknessLower = 0x2BBA,
MH_MulletRoot = 0x3E73,
MH_MulletScaler = 0xA1C2,
MH_Hair_Scale = 0xC664,
MH_Hair_Crown = 0x1675,
SM_Torch = 0x8D6,
FX_Light = 0x8959,
FX_Light_Scale = 0x5038,
FX_Light_Switch = 0xE18E,
BagRoot = 0xAD09,
BagPivotROOT = 0xB836,
BagPivot = 0x4D11,
BagBody = 0xAB6D,
BagBone_R = 0x937,
BagBone_L = 0x991,
SM_LifeSaver_Front = 0x9420,
SM_R_Pouches_ROOT = 0x2962,
SM_R_Pouches = 0x4141,
SM_L_Pouches_ROOT = 0x2A02,
SM_L_Pouches = 0x4B41,
SM_Suit_Back_Flapper = 0xDA2D,
SPR_CopRadio = 0x8245,
SM_LifeSaver_Back = 0x2127,
MH_BlushSlider = 0xA0CE,
SKEL_Tail_01 = 0x347,
SKEL_Tail_02 = 0x348,
MH_L_Concertina_B = 0xC988,
MH_L_Concertina_A = 0xC987,
MH_R_Concertina_B = 0xC8E8,
MH_R_Concertina_A = 0xC8E7,
MH_L_ShoulderBladeRoot = 0x8711,
MH_L_ShoulderBlade = 0x4EAF,
MH_R_ShoulderBladeRoot = 0x3A0A,
MH_R_ShoulderBlade = 0x54AF,
FB_R_Ear_000 = 0x6CDF,
SPR_R_Ear = 0x63B6,
FB_L_Ear_000 = 0x6439,
SPR_L_Ear = 0x5B10,
FB_TongueA_000 = 0x4206,
FB_TongueB_000 = 0x4207,
FB_TongueC_000 = 0x4208,
SKEL_L_Toe1 = 0x1D6B,
SKEL_R_Toe1 = 0xB23F,
SKEL_Tail_03 = 0x349,
SKEL_Tail_04 = 0x34A,
SKEL_Tail_05 = 0x34B,
SPR_Gonads_ROOT = 0xBFDE,
SPR_Gonads = 0x1C00,
FB_L_Brow_Out_001 = 0xE3DB,
FB_L_Lid_Upper_001 = 0xB2B6,
FB_L_Eye_001 = 0x62AC,
FB_L_CheekBone_001 = 0x542E,
FB_L_Lip_Corner_001 = 0x74AC,
FB_R_Lid_Upper_001 = 0xAA10,
FB_R_Eye_001 = 0x6B52,
FB_R_CheekBone_001 = 0x4B88,
FB_R_Brow_Out_001 = 0x54C,
FB_R_Lip_Corner_001 = 0x2BA6,
FB_Brow_Centre_001 = 0x9149,
FB_UpperLipRoot_001 = 0x4ED2,
FB_UpperLip_001 = 0xF18F,
FB_L_Lip_Top_001 = 0x4F37,
FB_R_Lip_Top_001 = 0x4537,
FB_Jaw_001 = 0xB4A0,
FB_LowerLipRoot_001 = 0x4324,
FB_LowerLip_001 = 0x508F,
FB_L_Lip_Bot_001 = 0xB93B,
FB_R_Lip_Bot_001 = 0xC33B,
FB_Tongue_001 = 0xB987
}; staticgetPedCauseOfDeath(ped:Dynamic):Int
Returns the hash of the weapon/model/object that killed the ped. staticgetPedCombatMovement(ped:Dynamic):Int
staticgetPedCombatRange(ped:Dynamic):Int
staticgetPedDecorationZoneFromHashes(collection:Int, overlay:Int):Int
enum ePedDecorationZone
{
ZONE_TORSO = 0,
ZONE_HEAD = 1,
ZONE_LEFT_ARM = 2,
ZONE_RIGHT_ARM = 3,
ZONE_LEFT_LEG = 4,
ZONE_RIGHT_LEG = 5,
ZONE_UNKNOWN = 6,
ZONE_NONE = 7
};staticgetPedDecorationsState(ped:Dynamic):Int
staticgetPedDefensiveAreaPosition(ped:Dynamic, p1:Bool):Dynamic
staticgetPedDrawableVariation(ped:Dynamic, componentId:Int):Int
Ids
0 - Head
1 - Beard
2 - Hair
3 - Torso
4 - Legs
5 - Hands
6 - Foot
7 - Scarfs/Neck Accessories
8 - Accessories 1
9 - Accessories 2
10- Decals
11 - Auxiliary parts for torsostaticgetPedEnveffScale(ped:Dynamic):Float
staticgetPedExtractedDisplacement(ped:Dynamic, worldSpace:Bool):Dynamic
Gets the offset the specified ped has moved since the previous tick.
If worldSpace is false, the returned offset is relative to the ped. That is, if the ped has moved 1 meter right and 5 meters forward, it'll return 1,5,0.
If worldSpace is true, the returned offset is relative to the world. That is, if the ped has moved 1 meter on the X axis and 5 meters on the Y axis, it'll return 1,5,0. staticgetPedGroupIndex(ped:Dynamic):Int
Returns the group id of which the specified ped is a member of. staticgetPedHeadBlendData(ped:Dynamic, headBlendData:Dynamic):Bool
The pointer is to a padded struct that matches the arguments to SET_PED_HEAD_BLEND_DATA(...). There are 4 bytes of padding after each field.
pass this struct in the second parameter
typedef struct
{
int shapeFirst, shapeSecond, shapeThird;
int skinFirst, skinSecond, skinThird;
float shapeMix, skinMix, thirdMix;
} headBlendData; staticgetPedHeadBlendFirstIndex(type:Int):Int
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc.
Used when calling SET_PED_HEAD_BLEND_DATA.staticgetPedHeadBlendNumHeads(type:Int):Int
Type equals 0 for male non-dlc, 1 for female non-dlc, 2 for male dlc, and 3 for female dlc. staticgetPedHelmetStoredHatPropIndex(ped:Dynamic):Int
staticgetPedHelmetStoredHatTexIndex(ped:Dynamic):Int
staticgetPedLastDamageBone(ped:Dynamic, outBone:Dynamic):Bool
staticgetPedMaxHealth(ped:Dynamic):Int
staticgetPedMoney(ped:Dynamic):Int
staticgetPedNearbyPeds(ped:Dynamic, sizeAndPeds:Dynamic, ignore:Int):Int
Console/PC structure definitions and example: pastebin.com/SsFej963
For FiveM/Cfx.Re use-cases refer to: GET_GAME_POOL.
staticgetPedNearbyVehicles(ped:Dynamic, sizeAndVehs:Dynamic):Int
Returns size of array, passed into the second variable.
See below for usage information.
This function actually requires a struct, where the first value is the maximum number of elements to return. Here is a sample of how I was able to get it to work correctly, without yet knowing the struct format.
//Setup the array
const int numElements = 10;
const int arrSize = numElements * 2 + 2;
Any veh[arrSize];
//0 index is the size of the array
veh[0] = numElements;
int count = PED::GET_PED_NEARBY_VEHICLES(PLAYER::PLAYER_PED_ID(), veh);
if (veh != NULL)
{
//Simple loop to go through results
for (int i = 0; i < count; i++)
{
int offsettedID = i * 2 + 2;
//Make sure it exists
if (veh[offsettedID] != NULL && ENTITY::DOES_ENTITY_EXIST(veh[offsettedID]))
{
//Do something
}
}
}
Here's the right way to do it (console and pc):
pastebin.com/SsFej963 staticgetPedPaletteVariation(ped:Dynamic, componentId:Int):Int
staticgetPedParachuteLandingType(ped:Dynamic):Int
-1: no landing
0: landing on both feet
1: stumbling
2: rolling
3: ragdoll staticgetPedParachuteState(ped:Dynamic):Int
Returns:
-1: Normal
0: Wearing parachute on back
1: Parachute opening
2: Parachute open
3: Falling to doom (e.g. after exiting parachute)
Normal means no parachute? staticgetPedParachuteTintIndex(ped:Dynamic, outTintIndex:Dynamic):Dynamic
staticgetPedPropIndex(ped:Dynamic, componentId:Int):Int
staticgetPedPropTextureIndex(ped:Dynamic, componentId:Int):Int
staticgetPedRagdollBoneIndex(ped:Dynamic, bone:Int):Int
staticgetPedRelationshipGroupDefaultHash(ped:Dynamic):Int
staticgetPedRelationshipGroupHash(ped:Dynamic):Int
staticgetPedResetFlag(ped:Dynamic, flagId:Int):Bool
staticgetPedSourceOfDeath(ped:Dynamic):Dynamic
Returns the Entity (Ped, Vehicle, or ?Object?) that killed the 'ped'
Is best to check if the Ped is dead before asking for its killer. staticgetPedTextureVariation(ped:Dynamic, componentId:Int):Int
staticgetPedTimeOfDeath(ped:Dynamic):Int
staticgetPedType(ped:Dynamic):Int
Ped types:
enum ePedType
{
PED_TYPE_PLAYER_0 = 0,
PED_TYPE_PLAYER_1 = 1,
PED_TYPE_NETWORK_PLAYER = 2,
PED_TYPE_PLAYER_2 = 3,
PED_TYPE_CIVMALE = 4,
PED_TYPE_CIVFEMALE = 5,
PED_TYPE_COP = 6,
PED_TYPE_GANG_ALBANIAN = 7,
PED_TYPE_GANG_BIKER_1 = 8,
PED_TYPE_GANG_BIKER_2 = 9,
PED_TYPE_GANG_ITALIAN = 10,
PED_TYPE_GANG_RUSSIAN = 11,
PED_TYPE_GANG_RUSSIAN_2 = 12,
PED_TYPE_GANG_IRISH = 13,
PED_TYPE_GANG_JAMAICAN = 14,
PED_TYPE_GANG_AFRICAN_AMERICAN = 15,
PED_TYPE_GANG_KOREAN = 16,
PED_TYPE_GANG_CHINESE_JAPANESE = 17,
PED_TYPE_GANG_PUERTO_RICAN = 18,
PED_TYPE_DEALER = 19,
PED_TYPE_MEDIC = 20,
PED_TYPE_FIREMAN = 21,
PED_TYPE_CRIMINAL = 22,
PED_TYPE_BUM = 23,
PED_TYPE_PROSTITUTE = 24,
PED_TYPE_SPECIAL = 25,
PED_TYPE_MISSION = 26,
PED_TYPE_SWAT = 27,
PED_TYPE_ANIMAL = 28,
PED_TYPE_ARMY = 29
};staticgetPedsJacker(ped:Dynamic):Dynamic
staticgetPlayerPedIsFollowing(ped:Dynamic):Dynamic
staticgetRandomPedAtCoord(x:Float, y:Float, z:Float, xRadius:Float, yRadius:Float, zRadius:Float, pedType:Int):Dynamic
Gets a random ped in the x/y/zRadius near the x/y/z coordinates passed.
Ped Types:
Any = -1
Player = 1
Male = 4
Female = 5
Cop = 6
Human = 26
SWAT = 27
Animal = 28
Army = 29 staticgetRelationshipBetweenGroups(group1:Int, group2:Int):Int
Gets the relationship between two groups. This should be called twice (once for each group).
Relationship types:
0 = Companion
1 = Respect
2 = Like
3 = Neutral
4 = Dislike
5 = Hate
255 = Pedestrians
Example:
PED::GET_RELATIONSHIP_BETWEEN_GROUPS(l_1017, 0xA49E591C);
PED::GET_RELATIONSHIP_BETWEEN_GROUPS(0xA49E591C, l_1017); staticgetRelationshipBetweenPeds(ped1:Dynamic, ped2:Dynamic):Int
Gets the relationship between two peds. This should be called twice (once for each ped).
Relationship types:
0 = Companion
1 = Respect
2 = Like
3 = Neutral
4 = Dislike
5 = Hate
255 = Pedestrians
(Credits: Inco)
Example:
PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, l_1017, 0xA49E591C);
PED::GET_RELATIONSHIP_BETWEEN_PEDS(2, 0xA49E591C, l_1017); staticgetSeatPedIsTryingToEnter(ped:Dynamic):Int
staticgetSynchronizedScenePhase(sceneID:Int):Float
staticgetSynchronizedSceneRate(sceneID:Int):Float
staticgetVehiclePedIsEntering(ped:Dynamic):Dynamic
staticgetVehiclePedIsIn(ped:Dynamic, lastVehicle:Bool):Dynamic
Retrieves the vehicle the specified ped is currently in, or the last vehicle they were in.
staticgetVehiclePedIsTryingToEnter(ped:Dynamic):Dynamic
staticgetVehiclePedIsUsing(ped:Dynamic):Dynamic
Gets ID of vehicle player using. It means it can get ID at any interaction with vehicle. Enter\exit for example. And that means it is faster than GET_VEHICLE_PED_IS_IN but less safe. staticgivePedHelmet(ped:Dynamic, cannotRemove:Bool, helmetFlag:Int, textureIndex:Int):Dynamic
Gives the ped a helmet. Can be removed by invoking REMOVE_PED_HELMET.
enum ePedCompFlags {
PV_FLAG_NONE = 0, // 0
PV_FLAG_BULKY = 1, // 1<<0
PV_FLAG_JOB = 2, // 1<<1
PV_FLAG_SUNNY = 4, // 1<<2
PV_FLAG_WET = 8, // 1<<3
PV_FLAG_COLD = 16, // 1<<4
PV_FLAG_NOT_IN_CAR = 32, // 1<<5
PV_FLAG_BIKE_ONLY = 64, // 1<<6
PV_FLAG_NOT_INDOORS = 128, // 1<<7
PV_FLAG_FIRE_RETARDENT = 256, // 1<<8
PV_FLAG_ARMOURED = 512, // 1<<9
PV_FLAG_LIGHTLY_ARMOURED = 1024, // 1<<10
PV_FLAG_HIGH_DETAIL = 2048, // 1<<11
PV_FLAG_DEFAULT_HELMET = 4096, // 1<<12
PV_FLAG_RANDOM_HELMET = 8192, // 1<<13
PV_FLAG_SCRIPT_HELMET = 16384, // 1<<14
PV_FLAG_FLIGHT_HELMET = 32768, // 1<<15
PV_FLAG_HIDE_IN_FIRST_PERSON = 65536, // 1<<16
PV_FLAG_USE_PHYSICS_HAT_2 = 131072, // 1<<17
PV_FLAG_PILOT_HELMET = 262144 // 1<<18
};staticgivePedNmMessage(ped:Dynamic):Dynamic
Sends the message that was created by a call to CREATE_NM_MESSAGE to the specified Ped.
If a message hasn't been created already, this function does nothing.
If the Ped is not ragdolled with Euphoria enabled, this function does nothing.
The following call can be used to ragdoll the Ped with Euphoria enabled: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);
Call order:
SET_PED_TO_RAGDOLL
CREATE_NM_MESSAGE
GIVE_PED_NM_MESSAGE
Multiple messages can be chained. Eg. to make the ped stagger and swing his arms around, the following calls can be made:
SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);
CREATE_NM_MESSAGE(true, 0); // stopAllBehaviours - Stop all other behaviours, in case the Ped is already doing some Euphoria stuff.
GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
CREATE_NM_MESSAGE(true, 1151); // staggerFall - Attempt to walk while falling.
GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.
CREATE_NM_MESSAGE(true, 372); // armsWindmill - Swing arms around.
GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped. statichasActionModeAssetLoaded(asset:String):Bool
statichasPedHeadBlendFinished(ped:Dynamic):Bool
statichasPedPreloadPropDataFinished(ped:Dynamic):Bool
statichasPedPreloadVariationDataFinished(ped:Dynamic):Bool
statichasPedReceivedEvent(ped:Dynamic, eventId:Int):Bool
statichasPedheadshotImgUploadFailed():Bool
statichasPedheadshotImgUploadSucceeded():Bool
statichasStealthModeAssetLoaded(asset:String):Bool
statichaveAllStreamingRequestsCompleted(ped:Dynamic):Bool
statichidePedBloodDamageByZone(ped:Dynamic, p1:Dynamic, p2:Bool):Dynamic
staticinstantlyFillPedPopulation():Dynamic
staticisAnyHostilePedNearPoint(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float):Bool
staticisAnyPedNearPoint(x:Float, y:Float, z:Float, radius:Float):Bool
staticisAnyPedShootingInArea(minX:Float, minY:Float, minZ:Float, maxX:Float, maxY:Float, maxZ:Float, bHighlightArea:Bool, bDo3DCheck:Bool):Bool
Verifies whether a ped is firing within a specific area.
staticisConversationPedDead(ped:Dynamic):Bool
staticisCopPedInArea3D(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Bool
xyz - relative to the world origin. staticisPedAPlayer(ped:Dynamic):Bool
Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all.staticisPedAimingFromCover(ped:Dynamic):Bool
staticisPedBeingJacked(ped:Dynamic):Bool
staticisPedBeingStealthKilled(ped:Dynamic):Bool
staticisPedClimbing(ped:Dynamic):Bool
staticisPedComponentVariationValid(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int):Bool
Checks if the component variation is valid, this works great for randomizing components using loops.
staticisPedDeadOrDying(ped:Dynamic, checkMeleeDeathFlags:Bool):Bool
Determines if a ped is dead. Contrary to what the name might suggest, it does not always detect when a ped is in the 'dying' phase (transitioning to death). The exception is when checkMeleeDeathFlags is set to true, which then includes peds in the midst of melee takedown moves as being in a dying state, even if the death task has not yet started.
NativeDB Introduced: v323staticisPedDefensiveAreaActive(ped:Dynamic, p1:Bool):Bool
staticisPedDiving(ped:Dynamic):Bool
staticisPedDoingDriveby(ped:Dynamic):Bool
staticisPedDucking(ped:Dynamic):Bool
staticisPedEvasiveDiving(ped:Dynamic, evadingEntity:Dynamic):Bool
Presumably returns the Entity that the Ped is currently diving out of the way of.
var num3;
if (PED::IS_PED_EVASIVE_DIVING(A_0, &num3) != 0)
if (ENTITY::IS_ENTITY_A_VEHICLE(num3) != 0)staticisPedFalling(ped:Dynamic):Bool
staticisPedFatallyInjured(ped:Dynamic):Bool
Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100.
If the handle is invalid, the function returns true. staticisPedFleeing(ped:Dynamic):Bool
staticisPedGettingIntoAVehicle(ped:Dynamic):Bool
staticisPedGoingIntoCover(ped:Dynamic):Bool
staticisPedGroupMember(ped:Dynamic, groupId:Int):Bool
staticisPedHangingOnToVehicle(ped:Dynamic):Bool
staticisPedHeadingTowardsPosition(ped:Dynamic, x:Float, y:Float, z:Float, p4:Float):Bool
staticisPedHeadtrackingEntity(ped:Dynamic, entity:Dynamic):Bool
staticisPedHeadtrackingPed(ped1:Dynamic, ped2:Dynamic):Bool
staticisPedInAnyBoat(ped:Dynamic):Bool
staticisPedInAnyHeli(ped:Dynamic):Bool
staticisPedInAnyPlane(ped:Dynamic):Bool
staticisPedInAnyPoliceVehicle(ped:Dynamic):Bool
staticisPedInAnySub(ped:Dynamic):Bool
staticisPedInAnyTaxi(ped:Dynamic):Bool
staticisPedInAnyTrain(ped:Dynamic):Bool
staticisPedInAnyVehicle(ped:Dynamic, atGetIn:Bool):Bool
Returns whether the specified ped is in any vehicle. If atGetIn is set to true, also returns true if the ped is
currently in the process of entering a vehicle (a specific stage check for CTaskEnterVehicle).
staticisPedInCombat(ped:Dynamic, target:Dynamic):Bool
Examines whether the ped is engaged in combat; when given a target ped index, it confirms if the ped is actively fighting the specified target, returning true if engaged and false if not.
staticisPedInCoverFacingLeft(ped:Dynamic):Bool
staticisPedInFlyingVehicle(ped:Dynamic):Bool
staticisPedInGroup(ped:Dynamic):Bool
staticisPedInHighCover(ped:Dynamic):Bool
staticisPedInMeleeCombat(ped:Dynamic):Bool
Notes: The function only returns true while the ped is:
A.) Swinging a random melee attack (including pistol-whipping)
B.) Reacting to being hit by a melee attack (including pistol-whipping)
C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter).
You don't have to be holding the melee-targetting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds staticisPedInModel(ped:Dynamic, modelHash:Int):Bool
staticisPedInParachuteFreeFall(ped:Dynamic):Bool
staticisPedInVehicle(ped:Dynamic, vehicle:Dynamic, atGetIn:Bool):Bool
Gets a value indicating whether the specified ped is in the specified vehicle.
If 'atGetIn' is false, the function will not return true until the ped is sitting in the vehicle and is about to close the door. If it's true, the function returns true the moment the ped starts to get onto the seat (after opening the door). Eg. if false, and the ped is getting into a submersible, the function will not return true until the ped has descended down into the submersible and gotten into the seat, while if it's true, it'll return true the moment the hatch has been opened and the ped is about to descend into the submersible. staticisPedInjured(ped:Dynamic):Bool
Indicates whether this ped's health is below its injured threshold.
The default threshold is 100, these are stored in the pedhealth.meta file located in common:\data\
Below are some of the values
| InjuredHealthThreshold | Name |
|---|---|
| 100.000000 | Strong |
| 100.000000 | Average |
| 100.000000 | Weak |
staticisPedJacking(ped:Dynamic):Bool
staticisPedJumping(ped:Dynamic):Bool
staticisPedJumpingOutOfVehicle(ped:Dynamic):Bool
staticisPedModel(ped:Dynamic, modelHash:Int):Bool
staticisPedOnAnyBike(ped:Dynamic):Bool
staticisPedOnFoot(ped:Dynamic):Bool
staticisPedOnSpecificVehicle(ped:Dynamic, vehicle:Dynamic):Bool
staticisPedOnVehicle(ped:Dynamic):Bool
Gets a value indicating whether the specified ped is on top of any vehicle.
Return 1 when ped is on vehicle.
Return 0 when ped is not on a vehicle. staticisPedPerformingDependentComboLimit(ped:Dynamic):Bool
staticisPedPerformingMeleeAction(ped:Dynamic):Bool
staticisPedPerformingStealthKill(ped:Dynamic):Bool
staticisPedPlantingBomb(ped:Dynamic):Bool
staticisPedProne(ped:Dynamic):Bool
staticisPedRagdoll(ped:Dynamic):Bool
If the ped handle passed through the parenthesis is in a ragdoll state this will return true. staticisPedRespondingToEvent(ped:Dynamic, event:Dynamic):Bool
staticisPedRunningMeleeTask(ped:Dynamic):Bool
staticisPedRunningMobilePhoneTask(ped:Dynamic):Bool
staticisPedRunningRagdollTask(ped:Dynamic):Bool
staticisPedShootingInArea(ped:Dynamic, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, p7:Bool, p8:Bool):Bool
staticisPedSittingInVehicle(ped:Dynamic, vehicle:Dynamic):Bool
Detect if ped is sitting in the specified vehicle
[True/False] staticisPedStopped(ped:Dynamic):Bool
Returns true if the ped doesn't do any movement. If the ped is being pushed forwards by using APPLY_FORCE_TO_ENTITY for example, the function returns false. staticisPedSwimming(ped:Dynamic):Bool
staticisPedSwimmingUnderWater(ped:Dynamic):Bool
staticisPedTakingOffHelmet(ped:Dynamic):Bool
staticisPedTracked(ped:Dynamic):Bool
staticisPedTryingToEnterALockedVehicle(ped:Dynamic):Bool
If the ped is attempting to enter a locked vehicle.
staticisPedUsingActionMode(ped:Dynamic):Bool
staticisPedUsingAnyScenario(ped:Dynamic):Bool
staticisPedUsingScenario(ped:Dynamic, scenario:String):Bool
See TASK_START_SCENARIO_IN_PLACE for a list of scenarios.
staticisPedVaulting(ped:Dynamic):Bool
staticisPedWearingHelmet(ped:Dynamic):Bool
Returns true if the ped passed through the parenthesis is wearing a helmet. staticisPedheadshotImgUploadAvailable():Bool
staticisScriptedScenarioPedUsingConditionalAnim(ped:Dynamic, animDict:String, anim:String):Bool
staticisSynchronizedSceneHoldLastFrame(sceneID:Int):Bool
staticisSynchronizedSceneLooped(sceneID:Int):Bool
staticisTrackedPedVisible(ped:Dynamic):Bool
returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance.
Target needs to be tracked.. won't work otherwise. staticknockOffPedProp(ped:Dynamic, p1:Bool, p2:Bool, p3:Bool, p4:Bool):Dynamic
staticknockPedOffVehicle(ped:Dynamic):Dynamic
staticplayFacialAnim(ped:Dynamic, animName:String, animDict:String):Dynamic
staticregisterHatedTargetsAroundPed(ped:Dynamic, radius:Float):Dynamic
Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in). staticregisterPedheadshotTransparent(ped:Dynamic):Int
Similar to REGISTER_PEDHEADSHOT but creates a transparent background instead of black.
Result of the example code: https://i.imgur.com/iHz8ztn.png
staticregisterTarget(ped:Dynamic, target:Dynamic):Dynamic
PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.
l_216 = RECSBRobber1 staticreleasePedPreloadPropData(ped:Dynamic):Dynamic
staticreleasePedPreloadVariationData(ped:Dynamic):Dynamic
staticreleasePedheadshotImgUpload(id:Int):Dynamic
staticremoveActionModeAsset(asset:String):Dynamic
staticremoveGroup(groupId:Int):Dynamic
staticremovePedDefensiveArea(ped:Dynamic, toggle:Bool):Dynamic
Ped will no longer get angry when you stay near him. staticremovePedElegantly(ped:Dynamic):Dynamic
Judging purely from a quick disassembly, if the ped is in a vehicle, the ped will be deleted immediately. If not, it'll be marked as no longer needed. staticremovePedFromGroup(ped:Dynamic):Dynamic
staticremovePedPreferredCoverSet(ped:Dynamic):Dynamic
staticremoveRelationshipGroup(groupHash:Int):Dynamic
staticremoveScenarioBlockingArea(scenarioBlockingIndex:Int, bNetwork:Bool):Dynamic
staticremoveScenarioBlockingAreas():Dynamic
staticremoveStealthModeAsset(asset:String):Dynamic
staticrequestActionModeAsset(asset:String):Dynamic
staticrequestPedVehicleVisibilityTracking(ped:Dynamic, p1:Bool):Dynamic
staticrequestPedVisibilityTracking(ped:Dynamic):Dynamic
staticrequestPedheadshotImgUpload(id:Int):Bool
staticrequestStealthModeAsset(asset:String):Dynamic
staticresetAiMeleeWeaponDamageModifier():Dynamic
staticresetAiWeaponDamageModifier():Dynamic
staticresetGroupFormationDefaultSpacing(groupHandle:Int):Dynamic
staticresetPedInVehicleContext(ped:Dynamic):Dynamic
staticresetPedLastVehicle(ped:Dynamic):Dynamic
Resets the value for the last vehicle driven by the Ped. staticresetPedMovementClipset(ped:Dynamic, transitionSpeed:Float):Dynamic
staticresetPedRagdollTimer(ped:Dynamic):Dynamic
staticresetPedStrafeClipset(ped:Dynamic):Dynamic
staticresetPedVisibleDamage(ped:Dynamic):Dynamic
staticresetPedWeaponMovementClipset(ped:Dynamic):Dynamic
staticresurrectPed(ped:Dynamic):Dynamic
This function will simply bring the dead person back to life.
Try not to use it alone, since using this function alone, will make peds fall through ground in hell(well for the most of the times).
Instead, before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at.(For instance, Around 2 floats of Player's current position.)
Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.staticreviveInjuredPed(ped:Dynamic):Dynamic
It will revive/cure the injured ped. The condition is ped must not be dead.
Upon setting and converting the health int, found, if health falls below 5, the ped will lay on the ground in pain(Maximum default health is 100).
This function is well suited there. staticsetAiMeleeWeaponDamageModifier(modifier:Float):Dynamic
staticsetAiWeaponDamageModifier(value:Float):Dynamic
staticsetAmbientPedsDropMoney(p0:Bool):Dynamic
staticsetBlockingOfNonTemporaryEvents(ped:Dynamic, toggle:Bool):Dynamic
works with TASK::TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS to make a ped completely oblivious to all events going on around himstaticsetCanAttackFriendly(ped:Dynamic, toggle:Bool, p2:Bool):Dynamic
Setting ped to true allows the ped to shoot "friendlies".
p2 set to true when toggle is also true seams to make peds permanently unable to aim at, even if you set p2 back to false.
p1 = false & p2 = false for unable to aim at.
p1 = true & p2 = false for able to aim at. staticsetCombatFloat(ped:Dynamic, combatType:Int, p2:Float):Dynamic
staticsetCreateRandomCops(toggle:Bool):Dynamic
staticsetCreateRandomCopsNotOnScenarios(toggle:Bool):Dynamic
staticsetCreateRandomCopsOnScenarios(toggle:Bool):Dynamic
staticsetDriverAbility(driver:Dynamic, ability:Float):Dynamic
The function specifically verifies the value is equal to, or less than 1.0f. If it is greater than 1.0f, the function does nothing at all. staticsetDriverRacingModifier(driver:Dynamic, modifier:Float):Dynamic
Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0staticsetEnableBoundAnkles(ped:Dynamic, toggle:Bool):Dynamic
Used with SET_ENABLE_HANDCUFFS in decompiled scripts. From my observations, I have noticed that while being ragdolled you are not able to get up but you can still run. Your legs can also bend.
staticsetEnablePedEnveffScale(ped:Dynamic, toggle:Bool):Dynamic
staticsetFacialIdleAnimOverride(ped:Dynamic, animName:String, animDict:String):Dynamic
staticsetForceFootstepUpdate(ped:Dynamic, toggle:Bool):Dynamic
staticsetForceStepType(ped:Dynamic, p1:Bool, type:Int, p3:Int):Dynamic
staticsetGroupFormation(groupId:Int, formationType:Int):Dynamic
0: Freedom to move
1: Circle Around Leader
2: Alternative Circle Around Leader
3: Line, with Leader at center
4: Arrow Formation
5: "V" Formation
6: Line Follow Formation
7: Single Formation
8: PairwisestaticsetGroupFormationSpacing(groupId:Int, p1:Float, p2:Float, p3:Float):Dynamic
staticsetGroupSeparationRange(groupHandle:Int, separationRange:Float):Dynamic
Sets the range at which members will automatically leave the group. staticsetHeadBlendPaletteColor(ped:Dynamic, r:Int, g:Int, b:Int, id:Int):Dynamic
Preview: https://gfycat.com/MaleRareAmazonparrot
staticsetIkTarget(ped:Dynamic, ikIndex:Int, entityLookAt:Dynamic, boneLookAt:Int, offsetX:Float, offsetY:Float, offsetZ:Float, ikTargetFlags:Int, blendInDuration:Int, blendOutDuration:Int):Dynamic
Sets the IK target for a given IK part belonging to the ped.
Please note: The IK target will only be valid for one update, so it needs to be set for as long as it is needed (to avoid IK targets not being cleared and getting stuck enabled).
enum eIkPart {
IK_PART_INVALID = 0,
// head
IK_PART_HEAD = 1,
// spine
IK_PART_SPINE = 2,
// Left Arm
IK_PART_ARM_LEFT = 3,
// Right Arm
IK_PART_ARM_RIGHT = 4,
// Left Leg
IK_PART_LEG_LEFT = 5,
// Right Leg
IK_PART_LEG_RIGHT = 6
};
enum eIkTargetFlags {
ITF_DEFAULT = 0,
// arm target relative to the handbone
ITF_ARM_TARGET_WRT_HANDBON = 1,
// arm target relative to the pointhelper
ITF_ARM_TARGET_WRT_POINTHELPER = 2,
// arm target relative to the ikhelper
ITF_ARM_TARGET_WRT_IKHELPE = 4,
// use animation tags directly
ITF_IK_TAG_MODE_NORMAL = 8,
// use animation tags in ALLOW mode
ITF_IK_TAG_MODE_ALLOW = 16,
// use animation tags in BLOCK mode
ITF_IK_TAG_MODE_BLOCK = 32,
// solve for orientation in addition to position
ITF_ARM_USE_ORIENTATION = 64
};
NativeDB Introduced: v323staticsetMovementModeOverride(ped:Dynamic, name:String):Dynamic
name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.staticsetPedAccuracy(ped:Dynamic, accuracy:Int):Dynamic
accuracy = 0-100, 100 being perfectly accuratestaticsetPedAllowVehiclesOverride(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedAllowedToDuck(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedAlternateMovementAnim(ped:Dynamic, stance:Int, animDictionary:String, animationName:String, p4:Float, p5:Bool):Dynamic
stance:
0 = idle
1 = walk
2 = running
p5 = usually set to true
staticsetPedAlternateWalkAnim(ped:Dynamic, animDict:String, animName:String, p3:Float, p4:Bool):Dynamic
staticsetPedAngledDefensiveArea(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Bool, p9:Bool):Dynamic
staticsetPedAoBlobRendering(ped:Dynamic, toggle:Bool):Dynamic
Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgeckostaticsetPedArmour(ped:Dynamic, amount:Int):Dynamic
Sets the armor of the specified ped.
ped: The Ped to set the armor of.
amount: A value between 0 and 100 indicating the value to set the Ped's armor to. staticsetPedAsCop(ped:Dynamic, toggle:Bool):Dynamic
Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. SWAT and Army will still shoot at you. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect. staticsetPedAsEnemy(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedAsGroupLeader(ped:Dynamic, groupId:Int):Dynamic
staticsetPedAsGroupMember(ped:Dynamic, groupId:Int):Dynamic
staticsetPedBlendFromParents(ped:Dynamic, father:Dynamic, mother:Dynamic, fathersSide:Float, mothersSide:Float):Dynamic
staticsetPedBlocksPathingWhenDead(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedBoundsOrientation(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float):Dynamic
staticsetPedCanArmIk(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeDraggedOut(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeKnockedOffVehicle(ped:Dynamic, state:Int):Dynamic
state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txtstaticsetPedCanBeShotInVehicle(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeTargetedWhenInjured(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeTargetedWithoutLos(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeTargetted(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeTargettedByPlayer(ped:Dynamic, player:Dynamic, toggle:Bool):Dynamic
staticsetPedCanBeTargettedByTeam(ped:Dynamic, team:Int, toggle:Bool):Dynamic
staticsetPedCanCowerInCover(ped:Dynamic, toggle:Bool):Dynamic
It simply makes the said ped to cower behind cover object(wall, desk, car)
Peds flee attributes must be set to not to flee, first. Else, most of the peds, will just flee from gunshot sounds or any other panic situations. staticsetPedCanEvasiveDive(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanHeadIk(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanLegIk(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanLosePropsOnDamage(ped:Dynamic, loseProps:Bool, p2:Int):Dynamic
It makes the ped lose (or not lose) their props (like glasses or helmets/hat) when someone punches or pushes the ped. This is probably what's being used in GTA:O to keep players from knocking other player's hats/glasses off when in combat.
staticsetPedCanPeekInCover(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanPlayAmbientAnims(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanPlayAmbientBaseAnims(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanPlayGestureAnims(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanRagdoll(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanRagdollFromPlayerImpact(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanSmashGlass(ped:Dynamic, p1:Bool, p2:Bool):Dynamic
staticsetPedCanSwitchWeapon(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanTeleportToGroupLeader(pedHandle:Dynamic, groupHandle:Int, toggle:Bool):Dynamic
This only will teleport the ped to the group leader if the group leader teleports (sets coords).
Only works in singleplayer staticsetPedCanTorsoIk(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCanTorsoReactIk(ped:Dynamic, p1:Bool):Dynamic
staticsetPedCanTorsoVehicleIk(ped:Dynamic, p1:Bool):Dynamic
staticsetPedCanUseAutoConversationLookat(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedCapsule(ped:Dynamic, value:Float):Dynamic
Overrides the ped's collision capsule radius for the current tick.
Must be called every tick to be effective.
Setting this to 0.001 will allow warping through some objects. staticsetPedClothPackageIndex(ped:Dynamic, p1:Int):Dynamic
staticsetPedClothProne(p0:Dynamic, p1:Dynamic):Dynamic
staticsetPedCombatAbility(ped:Dynamic, p1:Int):Dynamic
100 would equal attack
less then 50ish would mean run away
Only the values 0, 1 and 2 occur in the decompiled scripts. Most likely refers directly to the values also described in combatbehaviour.meta:
0: CA_Poor
1: CA_Average
2: CA_Professional
Tested this and got the same results as the first explanation here. Could not find any difference between 0, 1 and 2. staticsetPedCombatAttributes(ped:Dynamic, attributeIndex:Int, enabled:Bool):Dynamic
These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta.
So far, these are the equivalents found:
enum eCombatAttribute
{
CA_INVALID = -1,
// AI will only use cover if this is set
CA_USE_COVER = 0,
// AI will only use vehicles if this is set
CA_USE_VEHICLE = 1,
// AI will only driveby from a vehicle if this is set
CA_DO_DRIVEBYS = 2,
// Will be forced to stay in a ny vehicel if this isn't set
CA_LEAVE_VEHICLES = 3,
// This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc.
CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4,
// Ped will always fight upon getting threat response task
CA_ALWAYS_FIGHT = 5,
// If in combat and in a vehicle, the ped will flee rather than attacking
CA_FLEE_WHILST_IN_VEHICLE = 6,
// If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming
CA_JUST_FOLLOW_VEHICLE = 7,
// Deprecated
CA_PLAY_REACTION_ANIMS = 8,
// Peds will scan for and react to dead peds found
CA_WILL_SCAN_FOR_DEAD_PEDS = 9,
// Deprecated
CA_IS_A_GUARD = 10,
// The ped will seek cover only
CA_JUST_SEEK_COVER = 11,
// Ped will only blind fire when in cover
CA_BLIND_FIRE_IN_COVER = 12,
// Ped may advance
CA_AGGRESSIVE = 13,
// Ped can investigate events such as distant gunfire, footsteps, explosions etc
CA_CAN_INVESTIGATE = 14,
// Ped can use a radio to call for backup (happens after a reaction)
CA_CAN_USE_RADIO = 15,
// Deprecated
CA_CAN_CAPTURE_ENEMY_PEDS = 16,
// Ped will always flee upon getting threat response task
CA_ALWAYS_FLEE = 17,
// Ped can do unarmed taunts in vehicle
CA_CAN_TAUNT_IN_VEHICLE = 20,
// Ped will be able to chase their targets if both are on foot and the target is running away
CA_CAN_CHASE_TARGET_ON_FOOT = 21,
// Ped can drag injured peds to safety
CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22,
// Ped will require LOS to the target it is aiming at before shooting
CA_REQUIRES_LOS_TO_SHOOT = 23,
// Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances)
CA_USE_PROXIMITY_FIRING_RATE = 24,
// Normally peds can switch briefly to a secondary target in combat, setting this will prevent that
CA_DISABLE_SECONDARY_TARGET = 25,
// This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims
CA_DISABLE_ENTRY_REACTIONS = 26,
// Force ped to be 100% accurate in all situations (added by Jay Reinebold)
CA_PERFECT_ACCURACY = 27,
// If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover
CA_CAN_USE_FRUSTRATED_ADVANCE = 28,
// This will have the ped move to defensive areas and within attack windows before performing the cover search
CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29,
// Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing)
CA_CAN_SHOOT_WITHOUT_LOS = 30,
// Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage)
CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31,
// Allows ped to use steamed variations of peeking anims
CA_CAN_USE_PEEKING_VARIATIONS = 34,
// Disables pinned down behaviors
CA_DISABLE_PINNED_DOWN = 35,
// Disables pinning down others
CA_DISABLE_PIN_DOWN_OTHERS = 36,
// When defensive area is reached the area is cleared and the ped is set to use defensive combat movement
CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37,
// Disables bullet reactions
CA_DISABLE_BULLET_REACTIONS = 38,
// Allows ped to bust the player
CA_CAN_BUST = 39,
// This ped is ignored by other peds when wanted
CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40,
// Ped is allowed to "jack" vehicles when needing to chase a target in combat
CA_CAN_COMMANDEER_VEHICLES = 41,
// Ped is allowed to flank
CA_CAN_FLANK = 42,
// Ped will switch to advance if they can't find cover
CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43,
// Ped will switch to defensive if they are in cover
CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44,
// Ped will clear their primary defensive area when it is reached
CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45,
// Ped is allowed to fight armed peds when not armed
CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46,
// Ped is not allowed to use tactical points if set to use defensive movement (will only use cover)
CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47,
// Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS)
CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48,
// Ped may use reduced accuracy with large number of enemies attacking the same local player target
CA_USE_ENEMY_ACCURACY_SCALING = 49,
// Ped is allowed to charge the enemy position
CA_CAN_CHARGE = 50,
// When defensive area is reached the area is cleared and the ped is set to use will advance movement
CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51,
// Use the vehicle attack mission during combat (only works on driver)
CA_USE_VEHICLE_ATTACK = 52,
// Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver)
CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53,
// Always equip best weapon in combat
CA_ALWAYS_EQUIP_BEST_WEAPON = 54,
// Ignores in water at depth visibility check
CA_CAN_SEE_UNDERWATER_PEDS = 55,
// Will prevent this ped from aiming at any AI targets that are in helicopters
CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56,
// Disables peds seeking due to no clear line of sight
CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57,
// To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee)
CA_DISABLE_FLEE_FROM_COMBAT = 58,
// Disables target changes during vehicle pursuit
CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59,
// Ped may throw a smoke grenade at player loitering in combat
CA_CAN_THROW_SMOKE_GRENADE = 60,
// Will clear a set defensive area if that area cannot be reached
CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62,
// Disable block from pursue during vehicle chases
CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64,
// Disable spin out during vehicle chases
CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65,
// Disable cruise in front during block during vehicle chases
CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66,
// Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds
CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67,
// Disables the react to buddy shot behaviour.
CA_DISABLE_REACT_TO_BUDDY_SHOT = 68,
// Prefer pathing using navmesh over road nodes
CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69,
// Ignore road edges when avoiding
CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70,
// Permits ped to charge a target outside the assigned defensive area.
CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71,
// This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon.
CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72,
// Disables peds moving to a tactical point without clear los
CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73,
// Disables pull alongside during vehicle chase
CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74,
// If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons)
CA_DISABLE_ALL_RANDOMS_FLEE = 78,
// This ped will send out a script DeadPedSeenEvent when they see a dead ped
CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79,
// This will use the receiving peds sense range rather than the range supplied to the communicate event
CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80,
// When aiming from a vehicle the ped will only aim at targets on his side of the vehicle
CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81,
// LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82,
// LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
CA_REQUIRES_LOS_TO_AIM = 83,
// Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target
CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84,
// Peds flying aircraft will prefer to target other aircraft over entities on the ground
CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85,
//Allow peds flying aircraft to use dog fighting behaviours
CA_ALLOW_DOG_FIGHTING = 86,
// This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles
CA_PREFER_NON_AIRCRAFT_TARGETS = 87,
//When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one
CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88,
// Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases.
CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89,
// Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers.
CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90
};staticsetPedCombatMovement(ped:Dynamic, combatMovement:Int):Dynamic
0 - Stationary (Will just stand in place)
1 - Defensive (Will try to find cover and very likely to blind fire)
2 - Offensive (Will attempt to charge at enemy but take cover as well)
3 - Suicidal Offensive (Will try to flank enemy in a suicidal attack) staticsetPedCombatRange(ped:Dynamic, range:Int):Dynamic
Define the scope within which the ped will engage in combat with the target.
enum eCombatRange {
CR_NEAR = 0, // keeps within 5-15m
CR_MEDIUM = 1, // keeps within 7-30m
CR_FAR = 2, // keeps within 15-40m
CR_VERY_FAR = 3 // keeps within 22-45m
};staticsetPedComponentVariation(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int, paletteId:Int):Dynamic
This native is used to set component variation on a ped. Components, drawables and textures IDs are related to the ped model.
MP Freemode list of components
0: Face 1: Mask 2: Hair 3: Torso 4: Leg 5: Parachute / bag 6: Shoes 7: Accessory 8: Undershirt 9: Kevlar 10: Badge 11: Torso 2
List of Component IDs
// Components
enum ePedVarComp
{
PV_COMP_INVALID = 0xFFFFFFFF,
PV_COMP_HEAD = 0, // "HEAD"
PV_COMP_BERD = 1, // "BEARD"
PV_COMP_HAIR = 2, // "HAIR"
PV_COMP_UPPR = 3, // "UPPER"
PV_COMP_LOWR = 4, // "LOWER"
PV_COMP_HAND = 5, // "HAND"
PV_COMP_FEET = 6, // "FEET"
PV_COMP_TEEF = 7, // "TEETH"
PV_COMP_ACCS = 8, // "ACCESSORIES"
PV_COMP_TASK = 9, // "TASK"
PV_COMP_DECL = 10, // "DECL"
PV_COMP_JBIB = 11, // "JBIB"
PV_COMP_MAX = 12,
};staticsetPedConfigFlag(ped:Dynamic, flagId:Int, value:Bool):Dynamic
// Potential names and hash collisions included as comments
enum ePedConfigFlags {
CPED_CONFIG_FLAG_CreatedByFactory = 0,
CPED_CONFIG_FLAG_CanBeShotInVehicle = 1,
CPED_CONFIG_FLAG_NoCriticalHits = 2,
CPED_CONFIG_FLAG_DrownsInWater = 3,
CPED_CONFIG_FLAG_DrownsInSinkingVehicle = 4,
CPED_CONFIG_FLAG_DiesInstantlyWhenSwimming = 5,
CPED_CONFIG_FLAG_HasBulletProofVest = 6,
CPED_CONFIG_FLAG_UpperBodyDamageAnimsOnly = 7,
CPED_CONFIG_FLAG_NeverFallOffSkis = 8,
CPED_CONFIG_FLAG_NeverEverTargetThisPed = 9,
CPED_CONFIG_FLAG_ThisPedIsATargetPriority = 10,
CPED_CONFIG_FLAG_TargettableWithNoLos = 11,
CPED_CONFIG_FLAG_DoesntListenToPlayerGroupCommands = 12,
CPED_CONFIG_FLAG_NeverLeavesGroup = 13,
CPED_CONFIG_FLAG_DoesntDropWeaponsWhenDead = 14,
CPED_CONFIG_FLAG_SetDelayedWeaponAsCurrent = 15,
CPED_CONFIG_FLAG_KeepTasksAfterCleanUp = 16,
CPED_CONFIG_FLAG_BlockNonTemporaryEvents = 17,
CPED_CONFIG_FLAG_HasAScriptBrain = 18,
CPED_CONFIG_FLAG_WaitingForScriptBrainToLoad = 19,
CPED_CONFIG_FLAG_AllowMedicsToReviveMe = 20,
CPED_CONFIG_FLAG_MoneyHasBeenGivenByScript = 21,
CPED_CONFIG_FLAG_NotAllowedToCrouch = 22,
CPED_CONFIG_FLAG_DeathPickupsPersist = 23,
CPED_CONFIG_FLAG_IgnoreSeenMelee = 24,
CPED_CONFIG_FLAG_ForceDieIfInjured = 25,
CPED_CONFIG_FLAG_DontDragMeOutCar = 26,
CPED_CONFIG_FLAG_StayInCarOnJack = 27,
CPED_CONFIG_FLAG_ForceDieInCar = 28,
CPED_CONFIG_FLAG_GetOutUndriveableVehicle = 29,
CPED_CONFIG_FLAG_WillRemainOnBoatAfterMissionEnds = 30,
CPED_CONFIG_FLAG_DontStoreAsPersistent = 31,
CPED_CONFIG_FLAG_WillFlyThroughWindscreen = 32,
CPED_CONFIG_FLAG_DieWhenRagdoll = 33,
CPED_CONFIG_FLAG_HasHelmet = 34,
CPED_CONFIG_FLAG_UseHelmet = 35,
CPED_CONFIG_FLAG_DontTakeOffHelmet = 36,
CPED_CONFIG_FLAG_HideInCutscene = 37,
CPED_CONFIG_FLAG_PedIsEnemyToPlayer = 38,
CPED_CONFIG_FLAG_DisableEvasiveDives = 39,
CPED_CONFIG_FLAG_PedGeneratesDeadBodyEvents = 40,
CPED_CONFIG_FLAG_DontAttackPlayerWithoutWantedLevel = 41,
CPED_CONFIG_FLAG_DontInfluenceWantedLevel = 42,
CPED_CONFIG_FLAG_DisablePlayerLockon = 43,
CPED_CONFIG_FLAG_DisableLockonToRandomPeds = 44,
CPED_CONFIG_FLAG_AllowLockonToFriendlyPlayers = 45,
_0xDB115BFA = 46,
CPED_CONFIG_FLAG_PedBeingDeleted = 47,
CPED_CONFIG_FLAG_BlockWeaponSwitching = 48,
CPED_CONFIG_FLAG_BlockGroupPedAimedAtResponse = 49,
CPED_CONFIG_FLAG_WillFollowLeaderAnyMeans = 50,
CPED_CONFIG_FLAG_BlippedByScript = 51,
CPED_CONFIG_FLAG_DrawRadarVisualField = 52,
CPED_CONFIG_FLAG_StopWeaponFiringOnImpact = 53,
CPED_CONFIG_FLAG_DissableAutoFallOffTests = 54,
CPED_CONFIG_FLAG_SteerAroundDeadBodies = 55,
CPED_CONFIG_FLAG_ConstrainToNavMesh = 56,
CPED_CONFIG_FLAG_SyncingAnimatedProps = 57,
CPED_CONFIG_FLAG_IsFiring = 58,
CPED_CONFIG_FLAG_WasFiring = 59,
CPED_CONFIG_FLAG_IsStanding = 60,
CPED_CONFIG_FLAG_WasStanding = 61,
CPED_CONFIG_FLAG_InVehicle = 62,
CPED_CONFIG_FLAG_OnMount = 63,
CPED_CONFIG_FLAG_AttachedToVehicle = 64,
CPED_CONFIG_FLAG_IsSwimming = 65,
CPED_CONFIG_FLAG_WasSwimming = 66,
CPED_CONFIG_FLAG_IsSkiing = 67,
CPED_CONFIG_FLAG_IsSitting = 68,
CPED_CONFIG_FLAG_KilledByStealth = 69,
CPED_CONFIG_FLAG_KilledByTakedown = 70,
CPED_CONFIG_FLAG_Knockedout = 71,
CPED_CONFIG_FLAG_ClearRadarBlipOnDeath = 72,
CPED_CONFIG_FLAG_JustGotOffTrain = 73,
CPED_CONFIG_FLAG_JustGotOnTrain = 74,
CPED_CONFIG_FLAG_UsingCoverPoint = 75,
CPED_CONFIG_FLAG_IsInTheAir = 76,
CPED_CONFIG_FLAG_KnockedUpIntoAir = 77,
CPED_CONFIG_FLAG_IsAimingGun = 78,
CPED_CONFIG_FLAG_HasJustLeftCar = 79,
CPED_CONFIG_FLAG_TargetWhenInjuredAllowed = 80,
CPED_CONFIG_FLAG_CurrLeftFootCollNM = 81,
CPED_CONFIG_FLAG_PrevLeftFootCollNM = 82,
CPED_CONFIG_FLAG_CurrRightFootCollNM = 83,
CPED_CONFIG_FLAG_PrevRightFootCollNM = 84,
CPED_CONFIG_FLAG_HasBeenBumpedInCar = 85,
CPED_CONFIG_FLAG_InWaterTaskQuitToClimbLadder = 86,
CPED_CONFIG_FLAG_NMTwoHandedWeaponBothHandsConstrained = 87,
CPED_CONFIG_FLAG_CreatedBloodPoolTimer = 88,
CPED_CONFIG_FLAG_DontActivateRagdollFromAnyPedImpact = 89,
CPED_CONFIG_FLAG_GroupPedFailedToEnterCover = 90,
CPED_CONFIG_FLAG_AlreadyChattedOnPhone = 91,
CPED_CONFIG_FLAG_AlreadyReactedToPedOnRoof = 92,
CPED_CONFIG_FLAG_ForcePedLoadCover = 93,
CPED_CONFIG_FLAG_BlockCoweringInCover = 94,
CPED_CONFIG_FLAG_BlockPeekingInCover = 95,
CPED_CONFIG_FLAG_JustLeftCarNotCheckedForDoors = 96,
CPED_CONFIG_FLAG_VaultFromCover = 97,
CPED_CONFIG_FLAG_AutoConversationLookAts = 98,
CPED_CONFIG_FLAG_UsingCrouchedPedCapsule = 99,
CPED_CONFIG_FLAG_HasDeadPedBeenReported = 100,
CPED_CONFIG_FLAG_ForcedAim = 101,
CPED_CONFIG_FLAG_SteersAroundPeds = 102,
CPED_CONFIG_FLAG_SteersAroundObjects = 103,
CPED_CONFIG_FLAG_OpenDoorArmIK = 104,
CPED_CONFIG_FLAG_ForceReload = 105,
CPED_CONFIG_FLAG_DontActivateRagdollFromVehicleImpact = 106,
CPED_CONFIG_FLAG_DontActivateRagdollFromBulletImpact = 107,
CPED_CONFIG_FLAG_DontActivateRagdollFromExplosions = 108,
CPED_CONFIG_FLAG_DontActivateRagdollFromFire = 109,
CPED_CONFIG_FLAG_DontActivateRagdollFromElectrocution = 110,
CPED_CONFIG_FLAG_IsBeingDraggedToSafety = 111,
CPED_CONFIG_FLAG_HasBeenDraggedToSafety = 112,
CPED_CONFIG_FLAG_KeepWeaponHolsteredUnlessFired = 113,
CPED_CONFIG_FLAG_ForceScriptControlledKnockout = 114,
CPED_CONFIG_FLAG_FallOutOfVehicleWhenKilled = 115,
CPED_CONFIG_FLAG_GetOutBurningVehicle = 116,
CPED_CONFIG_FLAG_BumpedByPlayer = 117,
CPED_CONFIG_FLAG_RunFromFiresAndExplosions = 118,
CPED_CONFIG_FLAG_TreatAsPlayerDuringTargeting = 119,
CPED_CONFIG_FLAG_IsHandCuffed = 120,
CPED_CONFIG_FLAG_IsAnkleCuffed = 121,
CPED_CONFIG_FLAG_DisableMelee = 122,
CPED_CONFIG_FLAG_DisableUnarmedDrivebys = 123,
CPED_CONFIG_FLAG_JustGetsPulledOutWhenElectrocuted = 124,
CPED_CONFIG_FLAG_UNUSED_REPLACE_ME = 125,
CPED_CONFIG_FLAG_WillNotHotwireLawEnforcementVehicle = 126,
CPED_CONFIG_FLAG_WillCommandeerRatherThanJack = 127,
CPED_CONFIG_FLAG_CanBeAgitated = 128,
CPED_CONFIG_FLAG_ForcePedToFaceLeftInCover = 129,
CPED_CONFIG_FLAG_ForcePedToFaceRightInCover = 130,
CPED_CONFIG_FLAG_BlockPedFromTurningInCover = 131,
CPED_CONFIG_FLAG_KeepRelationshipGroupAfterCleanUp = 132,
CPED_CONFIG_FLAG_ForcePedToBeDragged = 133,
CPED_CONFIG_FLAG_PreventPedFromReactingToBeingJacked = 134,
CPED_CONFIG_FLAG_IsScuba = 135,
CPED_CONFIG_FLAG_WillArrestRatherThanJack = 136,
CPED_CONFIG_FLAG_RemoveDeadExtraFarAway = 137,
CPED_CONFIG_FLAG_RidingTrain = 138,
CPED_CONFIG_FLAG_ArrestResult = 139,
CPED_CONFIG_FLAG_CanAttackFriendly = 140,
CPED_CONFIG_FLAG_WillJackAnyPlayer = 141,
CPED_CONFIG_FLAG_BumpedByPlayerVehicle = 142,
CPED_CONFIG_FLAG_DodgedPlayerVehicle = 143,
CPED_CONFIG_FLAG_WillJackWantedPlayersRatherThanStealCar = 144,
CPED_CONFIG_FLAG_NoCopWantedAggro = 145,
CPED_CONFIG_FLAG_DisableLadderClimbing = 146,
CPED_CONFIG_FLAG_StairsDetected = 147,
CPED_CONFIG_FLAG_SlopeDetected = 148,
CPED_CONFIG_FLAG_HelmetHasBeenShot = 149,
CPED_CONFIG_FLAG_CowerInsteadOfFlee = 150,
CPED_CONFIG_FLAG_CanActivateRagdollWhenVehicleUpsideDown = 151,
CPED_CONFIG_FLAG_AlwaysRespondToCriesForHelp = 152,
CPED_CONFIG_FLAG_DisableBloodPoolCreation = 153,
CPED_CONFIG_FLAG_ShouldFixIfNoCollision = 154,
CPED_CONFIG_FLAG_CanPerformArrest = 155,
CPED_CONFIG_FLAG_CanPerformUncuff = 156,
CPED_CONFIG_FLAG_CanBeArrested = 157,
CPED_CONFIG_FLAG_MoverConstrictedByOpposingCollisions = 158,
CPED_CONFIG_FLAG_PlayerPreferFrontSeatMP = 159,
CPED_CONFIG_FLAG_DontActivateRagdollFromImpactObject = 160,
CPED_CONFIG_FLAG_DontActivateRagdollFromMelee = 161,
CPED_CONFIG_FLAG_DontActivateRagdollFromWaterJet = 162,
CPED_CONFIG_FLAG_DontActivateRagdollFromDrowning = 163,
CPED_CONFIG_FLAG_DontActivateRagdollFromFalling = 164,
CPED_CONFIG_FLAG_DontActivateRagdollFromRubberBullet = 165,
CPED_CONFIG_FLAG_IsInjured = 166,
CPED_CONFIG_FLAG_DontEnterVehiclesInPlayersGroup = 167,
CPED_CONFIG_FLAG_SwimmingTasksRunning = 168,
CPED_CONFIG_FLAG_PreventAllMeleeTaunts = 169,
CPED_CONFIG_FLAG_ForceDirectEntry = 170,
CPED_CONFIG_FLAG_AlwaysSeeApproachingVehicles = 171,
CPED_CONFIG_FLAG_CanDiveAwayFromApproachingVehicles = 172,
CPED_CONFIG_FLAG_AllowPlayerToInterruptVehicleEntryExit = 173,
CPED_CONFIG_FLAG_OnlyAttackLawIfPlayerIsWanted = 174,
CPED_CONFIG_FLAG_PlayerInContactWithKinematicPed = 175,
CPED_CONFIG_FLAG_PlayerInContactWithSomethingOtherThanKinematicPed = 176,
CPED_CONFIG_FLAG_PedsJackingMeDontGetIn = 177,
CPED_CONFIG_FLAG_AdditionalRappellingPed = 178,
CPED_CONFIG_FLAG_PedIgnoresAnimInterruptEvents = 179,
CPED_CONFIG_FLAG_IsInCustody = 180,
CPED_CONFIG_FLAG_ForceStandardBumpReactionThresholds = 181,
CPED_CONFIG_FLAG_LawWillOnlyAttackIfPlayerIsWanted = 182,
CPED_CONFIG_FLAG_IsAgitated = 183,
CPED_CONFIG_FLAG_PreventAutoShuffleToDriversSeat = 184,
CPED_CONFIG_FLAG_UseKinematicModeWhenStationary = 185,
CPED_CONFIG_FLAG_EnableWeaponBlocking = 186,
CPED_CONFIG_FLAG_HasHurtStarted = 187,
CPED_CONFIG_FLAG_DisableHurt = 188,
CPED_CONFIG_FLAG_PlayerIsWeird = 189,
CPED_CONFIG_FLAG_PedHadPhoneConversation = 190,
CPED_CONFIG_FLAG_BeganCrossingRoad = 191,
CPED_CONFIG_FLAG_WarpIntoLeadersVehicle = 192,
CPED_CONFIG_FLAG_DoNothingWhenOnFootByDefault = 193,
CPED_CONFIG_FLAG_UsingScenario = 194,
CPED_CONFIG_FLAG_VisibleOnScreen = 195,
CPED_CONFIG_FLAG_DontCollideWithKinematic = 196,
CPED_CONFIG_FLAG_ActivateOnSwitchFromLowPhysicsLod = 197,
CPED_CONFIG_FLAG_DontActivateRagdollOnPedCollisionWhenDead = 198,
CPED_CONFIG_FLAG_DontActivateRagdollOnVehicleCollisionWhenDead = 199,
CPED_CONFIG_FLAG_HasBeenInArmedCombat = 200,
CPED_CONFIG_FLAG_UseDiminishingAmmoRate = 201,
CPED_CONFIG_FLAG_Avoidance_Ignore_All = 202,
CPED_CONFIG_FLAG_Avoidance_Ignored_by_All = 203,
CPED_CONFIG_FLAG_Avoidance_Ignore_Group1 = 204,
CPED_CONFIG_FLAG_Avoidance_Member_of_Group1 = 205,
CPED_CONFIG_FLAG_ForcedToUseSpecificGroupSeatIndex = 206,
CPED_CONFIG_FLAG_LowPhysicsLodMayPlaceOnNavMesh = 207,
CPED_CONFIG_FLAG_DisableExplosionReactions = 208,
CPED_CONFIG_FLAG_DodgedPlayer = 209,
CPED_CONFIG_FLAG_WaitingForPlayerControlInterrupt = 210,
CPED_CONFIG_FLAG_ForcedToStayInCover = 211,
CPED_CONFIG_FLAG_GeneratesSoundEvents = 212,
CPED_CONFIG_FLAG_ListensToSoundEvents = 213,
CPED_CONFIG_FLAG_AllowToBeTargetedInAVehicle = 214,
CPED_CONFIG_FLAG_WaitForDirectEntryPointToBeFreeWhenExiting = 215,
CPED_CONFIG_FLAG_OnlyRequireOnePressToExitVehicle = 216,
CPED_CONFIG_FLAG_ForceExitToSkyDive = 217,
CPED_CONFIG_FLAG_SteersAroundVehicles = 218,
CPED_CONFIG_FLAG_AllowPedInVehiclesOverrideTaskFlags = 219,
CPED_CONFIG_FLAG_DontEnterLeadersVehicle = 220,
CPED_CONFIG_FLAG_DisableExitToSkyDive = 221,
CPED_CONFIG_FLAG_ScriptHasDisabledCollision = 222,
CPED_CONFIG_FLAG_UseAmbientModelScaling = 223,
CPED_CONFIG_FLAG_DontWatchFirstOnNextHurryAway = 224,
CPED_CONFIG_FLAG_DisablePotentialToBeWalkedIntoResponse = 225,
CPED_CONFIG_FLAG_DisablePedAvoidance = 226,
CPED_CONFIG_FLAG_ForceRagdollUponDeath = 227,
CPED_CONFIG_FLAG_CanLosePropsOnDamage = 228,
CPED_CONFIG_FLAG_DisablePanicInVehicle = 229,
CPED_CONFIG_FLAG_AllowedToDetachTrailer = 230,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromFront = 231,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromBack = 232,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromLeft = 233,
CPED_CONFIG_FLAG_HasShotBeenReactedToFromRight = 234,
CPED_CONFIG_FLAG_AllowBlockDeadPedRagdollActivation = 235,
CPED_CONFIG_FLAG_IsHoldingProp = 236,
CPED_CONFIG_FLAG_BlocksPathingWhenDead = 237,
CPED_CONFIG_FLAG_ForcePlayNormalScenarioExitOnNextScriptCommand = 238,
CPED_CONFIG_FLAG_ForcePlayImmediateScenarioExitOnNextScriptCommand = 239,
CPED_CONFIG_FLAG_ForceSkinCharacterCloth = 240,
CPED_CONFIG_FLAG_LeaveEngineOnWhenExitingVehicles = 241,
CPED_CONFIG_FLAG_PhoneDisableTextingAnimations = 242,
CPED_CONFIG_FLAG_PhoneDisableTalkingAnimations = 243,
CPED_CONFIG_FLAG_PhoneDisableCameraAnimations = 244,
CPED_CONFIG_FLAG_DisableBlindFiringInShotReactions = 245,
CPED_CONFIG_FLAG_AllowNearbyCoverUsage = 246,
CPED_CONFIG_FLAG_InStrafeTransition = 247,
CPED_CONFIG_FLAG_CanPlayInCarIdles = 248,
CPED_CONFIG_FLAG_CanAttackNonWantedPlayerAsLaw = 249,
CPED_CONFIG_FLAG_WillTakeDamageWhenVehicleCrashes = 250,
CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger = 251,
CPED_CONFIG_FLAG_PlayerCanJackFriendlyPlayers = 252,
CPED_CONFIG_FLAG_OnStairs = 253,
CPED_CONFIG_FLAG_SimulatingAiming = 254,
CPED_CONFIG_FLAG_AIDriverAllowFriendlyPassengerSeatEntry = 255,
CPED_CONFIG_FLAG_ParentCarIsBeingRemoved = 256,
CPED_CONFIG_FLAG_AllowMissionPedToUseInjuredMovement = 257,
CPED_CONFIG_FLAG_CanLoseHelmetOnDamage = 258,
CPED_CONFIG_FLAG_NeverDoScenarioExitProbeChecks = 259,
CPED_CONFIG_FLAG_SuppressLowLODRagdollSwitchWhenCorpseSettles = 260,
CPED_CONFIG_FLAG_PreventUsingLowerPrioritySeats = 261,
CPED_CONFIG_FLAG_JustLeftVehicleNeedsReset = 262,
CPED_CONFIG_FLAG_TeleportIfCantReachPlayer = 263,
CPED_CONFIG_FLAG_PedsInVehiclePositionNeedsReset = 264,
CPED_CONFIG_FLAG_PedsFullyInSeat = 265,
CPED_CONFIG_FLAG_AllowPlayerLockOnIfFriendly = 266,
CPED_CONFIG_FLAG_UseCameraHeadingForDesiredDirectionLockOnTest = 267,
CPED_CONFIG_FLAG_TeleportToLeaderVehicle = 268,
CPED_CONFIG_FLAG_Avoidance_Ignore_WeirdPedBuffer = 269,
CPED_CONFIG_FLAG_OnStairSlope = 270,
CPED_CONFIG_FLAG_HasPlayedNMGetup = 271,
CPED_CONFIG_FLAG_DontBlipCop = 272,
CPED_CONFIG_FLAG_SpawnedAtExtendedRangeScenario = 273,
CPED_CONFIG_FLAG_WalkAlongsideLeaderWhenClose = 274,
CPED_CONFIG_FLAG_KillWhenTrapped = 275,
CPED_CONFIG_FLAG_EdgeDetected = 276,
CPED_CONFIG_FLAG_AlwaysWakeUpPhysicsOfIntersectedPeds = 277,
CPED_CONFIG_FLAG_EquippedAmbientLoadOutWeapon = 278,
CPED_CONFIG_FLAG_AvoidTearGas = 279,
CPED_CONFIG_FLAG_StoppedSpeechUponFreezing = 280,
CPED_CONFIG_FLAG_DisableGoToWritheWhenInjured = 281,
CPED_CONFIG_FLAG_OnlyUseForcedSeatWhenEnteringHeliInGroup = 282,
CPED_CONFIG_FLAG_ThrownFromVehicleDueToExhaustion = 283,
CPED_CONFIG_FLAG_UpdateEnclosedSearchRegion = 284,
CPED_CONFIG_FLAG_DisableWeirdPedEvents = 285,
CPED_CONFIG_FLAG_ShouldChargeNow = 286,
CPED_CONFIG_FLAG_RagdollingOnBoat = 287,
CPED_CONFIG_FLAG_HasBrandishedWeapon = 288,
CPED_CONFIG_FLAG_AllowMinorReactionsAsMissionPed = 289,
CPED_CONFIG_FLAG_BlockDeadBodyShockingEventsWhenDead = 290,
CPED_CONFIG_FLAG_PedHasBeenSeen = 291,
CPED_CONFIG_FLAG_PedIsInReusePool = 292,
CPED_CONFIG_FLAG_PedWasReused = 293,
CPED_CONFIG_FLAG_DisableShockingEvents = 294,
CPED_CONFIG_FLAG_MovedUsingLowLodPhysicsSinceLastActive = 295,
CPED_CONFIG_FLAG_NeverReactToPedOnRoof = 296,
CPED_CONFIG_FLAG_ForcePlayFleeScenarioExitOnNextScriptCommand = 297,
CPED_CONFIG_FLAG_JustBumpedIntoVehicle = 298,
CPED_CONFIG_FLAG_DisableShockingDrivingOnPavementEvents = 299,
CPED_CONFIG_FLAG_ShouldThrowSmokeNow = 300,
CPED_CONFIG_FLAG_DisablePedConstraints = 301,
CPED_CONFIG_FLAG_ForceInitialPeekInCover = 302,
CPED_CONFIG_FLAG_CreatedByDispatch = 303,
CPED_CONFIG_FLAG_PointGunLeftHandSupporting = 304,
CPED_CONFIG_FLAG_DisableJumpingFromVehiclesAfterLeader = 305,
CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerPedImpact = 306,
CPED_CONFIG_FLAG_DontActivateRagdollFromAiRagdollImpact = 307,
CPED_CONFIG_FLAG_DontActivateRagdollFromPlayerRagdollImpact = 308,
CPED_CONFIG_FLAG_DisableQuadrupedSpring = 309,
CPED_CONFIG_FLAG_IsInCluster = 310,
CPED_CONFIG_FLAG_ShoutToGroupOnPlayerMelee = 311,
CPED_CONFIG_FLAG_IgnoredByAutoOpenDoors = 312,
CPED_CONFIG_FLAG_PreferInjuredGetup = 313,
CPED_CONFIG_FLAG_ForceIgnoreMeleeActiveCombatant = 314,
CPED_CONFIG_FLAG_CheckLoSForSoundEvents = 315,
CPED_CONFIG_FLAG_JackedAbandonedCar = 316,
CPED_CONFIG_FLAG_CanSayFollowedByPlayerAudio = 317,
CPED_CONFIG_FLAG_ActivateRagdollFromMinorPlayerContact = 318,
CPED_CONFIG_FLAG_HasPortablePickupAttached = 319,
CPED_CONFIG_FLAG_ForcePoseCharacterCloth = 320,
CPED_CONFIG_FLAG_HasClothCollisionBounds = 321,
CPED_CONFIG_FLAG_HasHighHeels = 322,
CPED_CONFIG_FLAG_TreatAsAmbientPedForDriverLockOn = 323,
CPED_CONFIG_FLAG_DontBehaveLikeLaw = 324,
CPED_CONFIG_FLAG_SpawnedAtScenario = 325,
CPED_CONFIG_FLAG_DisablePoliceInvestigatingBody = 326,
CPED_CONFIG_FLAG_DisableWritheShootFromGround = 327,
CPED_CONFIG_FLAG_LowerPriorityOfWarpSeats = 328,
CPED_CONFIG_FLAG_DisableTalkTo = 329,
CPED_CONFIG_FLAG_DontBlip = 330,
CPED_CONFIG_FLAG_IsSwitchingWeapon = 331,
CPED_CONFIG_FLAG_IgnoreLegIkRestrictions = 332,
CPED_CONFIG_FLAG_ScriptForceNoTimesliceIntelligenceUpdate = 333,
CPED_CONFIG_FLAG_JackedOutOfMyVehicle = 334,
CPED_CONFIG_FLAG_WentIntoCombatAfterBeingJacked = 335,
CPED_CONFIG_FLAG_DontActivateRagdollForVehicleGrab = 336,
CPED_CONFIG_FLAG_ForcePackageCharacterCloth = 337,
CPED_CONFIG_FLAG_DontRemoveWithValidOrder = 338,
CPED_CONFIG_FLAG_AllowTaskDoNothingTimeslicing = 339,
CPED_CONFIG_FLAG_ForcedToStayInCoverDueToPlayerSwitch = 340,
CPED_CONFIG_FLAG_ForceProneCharacterCloth = 341,
CPED_CONFIG_FLAG_NotAllowedToJackAnyPlayers = 342,
CPED_CONFIG_FLAG_InToStrafeTransition = 343,
CPED_CONFIG_FLAG_KilledByStandardMelee = 344,
CPED_CONFIG_FLAG_AlwaysLeaveTrainUponArrival = 345,
CPED_CONFIG_FLAG_ForcePlayDirectedNormalScenarioExitOnNextScriptCommand = 346,
CPED_CONFIG_FLAG_OnlyWritheFromWeaponDamage = 347,
CPED_CONFIG_FLAG_UseSloMoBloodVfx = 348,
CPED_CONFIG_FLAG_EquipJetpack = 349,
CPED_CONFIG_FLAG_PreventDraggedOutOfCarThreatResponse = 350,
CPED_CONFIG_FLAG_ScriptHasCompletelyDisabledCollision = 351,
CPED_CONFIG_FLAG_NeverDoScenarioNavChecks = 352,
CPED_CONFIG_FLAG_ForceSynchronousScenarioExitChecking = 353,
CPED_CONFIG_FLAG_ThrowingGrenadeWhileAiming = 354,
CPED_CONFIG_FLAG_HeadbobToRadioEnabled = 355,
CPED_CONFIG_FLAG_ForceDeepSurfaceCheck = 356,
CPED_CONFIG_FLAG_DisableDeepSurfaceAnims = 357,
CPED_CONFIG_FLAG_DontBlipNotSynced = 358,
CPED_CONFIG_FLAG_IsDuckingInVehicle = 359,
CPED_CONFIG_FLAG_PreventAutoShuffleToTurretSeat = 360,
CPED_CONFIG_FLAG_DisableEventInteriorStatusCheck = 361,
CPED_CONFIG_FLAG_HasReserveParachute = 362,
CPED_CONFIG_FLAG_UseReserveParachute = 363,
CPED_CONFIG_FLAG_TreatDislikeAsHateWhenInCombat = 364,
CPED_CONFIG_FLAG_OnlyUpdateTargetWantedIfSeen = 365,
CPED_CONFIG_FLAG_AllowAutoShuffleToDriversSeat = 366,
CPED_CONFIG_FLAG_DontActivateRagdollFromSmokeGrenade = 367,
CPED_CONFIG_FLAG_LinkMBRToOwnerOnChain = 368,
CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayer = 369,
CPED_CONFIG_FLAG_AmbientFriendBumpedByPlayerVehicle = 370,
CPED_CONFIG_FLAG_InFPSUnholsterTransition = 371,
CPED_CONFIG_FLAG_PreventReactingToSilencedCloneBullets = 372,
CPED_CONFIG_FLAG_DisableInjuredCryForHelpEvents = 373,
CPED_CONFIG_FLAG_NeverLeaveTrain = 374,
CPED_CONFIG_FLAG_DontDropJetpackOnDeath = 375,
CPED_CONFIG_FLAG_UseFPSUnholsterTransitionDuringCombatRoll = 376,
CPED_CONFIG_FLAG_ExitingFPSCombatRoll = 377,
CPED_CONFIG_FLAG_ScriptHasControlOfPlayer = 378,
CPED_CONFIG_FLAG_PlayFPSIdleFidgetsForProjectile = 379,
CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInBikes = 380,
CPED_CONFIG_FLAG_DisableAutoEquipHelmetsInAircraft = 381,
CPED_CONFIG_FLAG_WasPlayingFPSGetup = 382,
CPED_CONFIG_FLAG_WasPlayingFPSMeleeActionResult = 383,
CPED_CONFIG_FLAG_PreferNoPriorityRemoval = 384,
CPED_CONFIG_FLAG_FPSFidgetsAbortedOnFire = 385,
CPED_CONFIG_FLAG_ForceFPSIKWithUpperBodyAnim = 386,
CPED_CONFIG_FLAG_SwitchingCharactersInFirstPerson = 387,
CPED_CONFIG_FLAG_IsClimbingLadder = 388,
CPED_CONFIG_FLAG_HasBareFeet = 389,
CPED_CONFIG_FLAG_UNUSED_REPLACE_ME_2 = 390,
CPED_CONFIG_FLAG_GoOnWithoutVehicleIfItIsUnableToGetBackToRoad = 391,
CPED_CONFIG_FLAG_BlockDroppingHealthSnacksOnDeath = 392,
CPED_CONFIG_FLAG_ResetLastVehicleOnVehicleExit = 393,
CPED_CONFIG_FLAG_ForceThreatResponseToNonFriendToFriendMeleeActions = 394,
CPED_CONFIG_FLAG_DontRespondToRandomPedsDamage = 395,
CPED_CONFIG_FLAG_AllowContinuousThreatResponseWantedLevelUpdates = 396,
CPED_CONFIG_FLAG_KeepTargetLossResponseOnCleanup = 397,
CPED_CONFIG_FLAG_PlayersDontDragMeOutOfCar = 398,
CPED_CONFIG_FLAG_BroadcastRepondedToThreatWhenGoingToPointShooting = 399,
CPED_CONFIG_FLAG_IgnorePedTypeForIsFriendlyWith = 400,
CPED_CONFIG_FLAG_TreatNonFriendlyAsHateWhenInCombat = 401,
CPED_CONFIG_FLAG_DontLeaveVehicleIfLeaderNotInVehicle = 402,
CPED_CONFIG_FLAG_ChangeFromPermanentToAmbientPopTypeOnMigration = 403,
CPED_CONFIG_FLAG_AllowMeleeReactionIfMeleeProofIsOn = 404,
CPED_CONFIG_FLAG_UsingLowriderLeans = 405,
CPED_CONFIG_FLAG_UsingAlternateLowriderLeans = 406,
CPED_CONFIG_FLAG_UseNormalExplosionDamageWhenBlownUpInVehicle = 407,
CPED_CONFIG_FLAG_DisableHomingMissileLockForVehiclePedInside = 408,
CPED_CONFIG_FLAG_DisableTakeOffScubaGear = 409,
CPED_CONFIG_FLAG_IgnoreMeleeFistWeaponDamageMult = 410,
CPED_CONFIG_FLAG_LawPedsCanFleeFromNonWantedPlayer = 411,
CPED_CONFIG_FLAG_ForceBlipSecurityPedsIfPlayerIsWanted = 412,
CPED_CONFIG_FLAG_IsHolsteringWeapon = 413,
CPED_CONFIG_FLAG_UseGoToPointForScenarioNavigation = 414,
CPED_CONFIG_FLAG_DontClearLocalPassengersWantedLevel = 415,
CPED_CONFIG_FLAG_BlockAutoSwapOnWeaponPickups = 416,
CPED_CONFIG_FLAG_ThisPedIsATargetPriorityForAI = 417,
CPED_CONFIG_FLAG_IsSwitchingHelmetVisor = 418,
CPED_CONFIG_FLAG_ForceHelmetVisorSwitch = 419,
CPED_CONFIG_FLAG_IsPerformingVehicleMelee = 420,
CPED_CONFIG_FLAG_UseOverrideFootstepPtFx = 421,
CPED_CONFIG_FLAG_DisableVehicleCombat = 422,
CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamage = 423,
CPED_CONFIG_FLAG_AllowBikeAlternateAnimations = 424,
CPED_CONFIG_FLAG_TreatAsFriendlyForTargetingAndDamageNonSynced = 425,
CPED_CONFIG_FLAG_UseLockpickVehicleEntryAnimations = 426,
CPED_CONFIG_FLAG_IgnoreInteriorCheckForSprinting = 427,
CPED_CONFIG_FLAG_SwatHeliSpawnWithinLastSpottedLocation = 428,
CPED_CONFIG_FLAG_DisableStartEngine = 429,
CPED_CONFIG_FLAG_IgnoreBeingOnFire = 430,
CPED_CONFIG_FLAG_DisableTurretOrRearSeatPreference = 431,
CPED_CONFIG_FLAG_DisableWantedHelicopterSpawning = 432,
CPED_CONFIG_FLAG_UseTargetPerceptionForCreatingAimedAtEvents = 433,
CPED_CONFIG_FLAG_DisableHomingMissileLockon = 434,
CPED_CONFIG_FLAG_ForceIgnoreMaxMeleeActiveSupportCombatants = 435,
CPED_CONFIG_FLAG_StayInDefensiveAreaWhenInVehicle = 436,
CPED_CONFIG_FLAG_DontShoutTargetPosition = 437,
CPED_CONFIG_FLAG_DisableHelmetArmor = 438,
CPED_CONFIG_FLAG_CreatedByConcealedPlayer = 439,
CPED_CONFIG_FLAG_PermanentlyDisablePotentialToBeWalkedIntoResponse = 440,
CPED_CONFIG_FLAG_PreventVehExitDueToInvalidWeapon = 441,
CPED_CONFIG_FLAG_IgnoreNetSessionFriendlyFireCheckForAllowDamage = 442,
CPED_CONFIG_FLAG_DontLeaveCombatIfTargetPlayerIsAttackedByPolice = 443,
CPED_CONFIG_FLAG_CheckLockedBeforeWarp = 444,
CPED_CONFIG_FLAG_DontShuffleInVehicleToMakeRoom = 445,
CPED_CONFIG_FLAG_GiveWeaponOnGetup = 446,
CPED_CONFIG_FLAG_DontHitVehicleWithProjectiles = 447,
CPED_CONFIG_FLAG_DisableForcedEntryForOpenVehiclesFromTryLockedDoor = 448,
CPED_CONFIG_FLAG_FiresDummyRockets = 449,
CPED_CONFIG_FLAG_PedIsArresting = 450,
CPED_CONFIG_FLAG_IsDecoyPed = 451,
CPED_CONFIG_FLAG_HasEstablishedDecoy = 452,
CPED_CONFIG_FLAG_BlockDispatchedHelicoptersFromLanding = 453,
CPED_CONFIG_FLAG_DontCryForHelpOnStun = 454,
CPED_CONFIG_FLAG_HitByTranqWeapon = 455,
CPED_CONFIG_FLAG_CanBeIncapacitated = 456,
CPED_CONFIG_FLAG_ForcedAimFromArrest = 457,
CPED_CONFIG_FLAG_DontChangeTargetFromMelee = 458,
_0x4376ABF2 = 459,
CPED_CONFIG_FLAG_RagdollFloatsIndefinitely = 460,
CPED_CONFIG_FLAG_BlockElectricWeaponDamage = 461,
_0x262A3B8E = 462,
_0x1AA79A25 = 463,
}staticsetPedCoordsKeepVehicle(ped:Dynamic, posX:Float, posY:Float, posZ:Float):Dynamic
teleports ped to coords along with the vehicle ped is in staticsetPedCoordsNoGang(ped:Dynamic, posX:Float, posY:Float, posZ:Float):Dynamic
staticsetPedCowerHash(ped:Dynamic, p1:String):Dynamic
p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts. staticsetPedDefensiveAreaAttachedToPed(ped:Dynamic, attachPed:Dynamic, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Float, p9:Bool, p10:Bool):Dynamic
staticsetPedDefensiveAreaDirection(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Bool):Dynamic
staticsetPedDefensiveSphereAttachedToPed(ped:Dynamic, target:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, radius:Float, p6:Bool):Dynamic
staticsetPedDefensiveSphereAttachedToVehicle(ped:Dynamic, target:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, radius:Float, p6:Bool):Dynamic
staticsetPedDesiredHeading(ped:Dynamic, heading:Float):Dynamic
staticsetPedDiesInSinkingVehicle(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedDiesInVehicle(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedDiesInWater(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedDiesInstantlyInWater(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedDiesWhenInjured(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedDriveByClipsetOverride(ped:Dynamic, clipset:String):Dynamic
staticsetPedDucking(ped:Dynamic, toggle:Bool):Dynamic
This is the SET_CHAR_DUCKING from GTA IV, that makes Peds duck. This function does nothing in GTA V. It cannot set the ped as ducking in vehicles, and IS_PED_DUCKING will always return false. staticsetPedEnableWeaponBlocking(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedEnveffColorModulator(ped:Dynamic, r:Int, g:Int, b:Int):Dynamic
Something related to the environmental effects natives.
In the "agency_heist3b" script, p1 - p3 are always under 100 - usually they are {87, 81, 68}. If SET_PED_ENVEFF_SCALE is set to 0.65 (instead of the usual 1.0), they use {74, 69, 60}staticsetPedEnveffScale(ped:Dynamic, value:Float):Dynamic
Values look to be between 0.0 and 1.0
From decompiled scripts: 0.0, 0.6, 0.65, 0.8, 1.0
You are correct, just looked in IDA it breaks from the function if it's less than 0.0f or greater than 1.0f. staticsetPedFiringPattern(ped:Dynamic, patternHash:Int):Dynamic
FIRING_PATTERN_BURST_FIRE = 0xD6FF6D61 ( 1073727030 )
FIRING_PATTERN_BURST_FIRE_IN_COVER = 0x026321F1 ( 40051185 )
FIRING_PATTERN_BURST_FIRE_DRIVEBY = 0xD31265F2 ( -753768974 )
FIRING_PATTERN_FROM_GROUND = 0x2264E5D6 ( 577037782 )
FIRING_PATTERN_DELAY_FIRE_BY_ONE_SEC = 0x7A845691 ( 2055493265 )
FIRING_PATTERN_FULL_AUTO = 0xC6EE6B4C ( -957453492 )
FIRING_PATTERN_SINGLE_SHOT = 0x5D60E4E0 ( 1566631136 )
FIRING_PATTERN_BURST_FIRE_PISTOL = 0xA018DB8A ( -1608983670 )
FIRING_PATTERN_BURST_FIRE_SMG = 0xD10DADEE ( 1863348768 )
FIRING_PATTERN_BURST_FIRE_RIFLE = 0x9C74B406 ( -1670073338 )
FIRING_PATTERN_BURST_FIRE_MG = 0xB573C5B4 ( -1250703948 )
FIRING_PATTERN_BURST_FIRE_PUMPSHOTGUN = 0x00BAC39B ( 12239771 )
FIRING_PATTERN_BURST_FIRE_HELI = 0x914E786F ( -1857128337 )
FIRING_PATTERN_BURST_FIRE_MICRO = 0x42EF03FD ( 1122960381 )
FIRING_PATTERN_SHORT_BURSTS = 0x1A92D7DF ( 445831135 )
FIRING_PATTERN_SLOW_FIRE_TANK = 0xE2CA3A71 ( -490063247 )
if anyone is interested firing pattern info: pastebin.com/Px036isB staticsetPedFleeAttributes(ped:Dynamic, attributeFlags:Int, enable:Bool):Dynamic
bit 15 (0x8000) = force cowerstaticsetPedGeneratesDeadBodyEvents(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedGestureGroup(ped:Dynamic, animGroupGesture:String):Dynamic
From the scripts:
PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(),
"ANIM_GROUP_GESTURE_MISS_FRA0");
PED::SET_PED_GESTURE_GROUP(PLAYER::PLAYER_PED_ID(),
"ANIM_GROUP_GESTURE_MISS_DocksSetup1"); staticsetPedGetOutUpsideDownVehicle(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedGravity(ped:Dynamic, toggle:Bool):Dynamic
enable or disable the gravity of a ped
Examples:
PED::SET_PED_GRAVITY(PLAYER::PLAYER_PED_ID(), 0x00000001);
PED::SET_PED_GRAVITY(Local_289[iVar0 / *20* /], 0x00000001); staticsetPedGroupMemberPassengerIndex(ped:Dynamic, index:Int):Dynamic
staticsetPedHairTint(ped:Dynamic, colorID:Int, highlightColorID:Int):Dynamic
Sets the tint index for the hair on the specified ped.
NativeDB Introduced: v323staticsetPedHeadBlendData(ped:Dynamic, shapeFirstID:Int, shapeSecondID:Int, shapeThirdID:Int, skinFirstID:Int, skinSecondID:Int, skinThirdID:Int, shapeMix:Float, skinMix:Float, thirdMix:Float, isParent:Bool):Dynamic
For more info please refer to this topic.
Other information:
IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC.
This native function is often called prior to calling natives such as:
staticsetPedHeadOverlay(ped:Dynamic, overlayID:Int, index:Int, opacity:Float):Dynamic
OverlayID ranges from 0 to 12, index from 0 to _GET_NUM_OVERLAY_VALUES(overlayID)-1, and opacity from 0.0 to 1.0.
overlayID Part Index, to disable
0 Blemishes 0 - 23, 255
1 Facial Hair 0 - 28, 255
2 Eyebrows 0 - 33, 255
3 Ageing 0 - 14, 255
4 Makeup 0 - 74, 255
5 Blush 0 - 6, 255
6 Complexion 0 - 11, 255
7 Sun Damage 0 - 10, 255
8 Lipstick 0 - 9, 255
9 Moles/Freckles 0 - 17, 255
10 Chest Hair 0 - 16, 255
11 Body Blemishes 0 - 11, 255
12 Add Body Blemishes 0 - 1, 255
Note:
You may need to call SetPedHeadBlendData prior to calling this native in order for it to work.
staticsetPedHearingRange(ped:Dynamic, value:Float):Dynamic
staticsetPedHeatscaleOverride(ped:Dynamic, heatScale:Float):Dynamic
staticsetPedHelmet(ped:Dynamic, bEnable:Bool):Dynamic
Sets whether a pedestrian should wear a helmet.
staticsetPedHelmetFlag(ped:Dynamic, helmetFlag:Int):Dynamic
staticsetPedHelmetTextureIndex(ped:Dynamic, textureIndex:Int):Dynamic
staticsetPedHighlyPerceptive(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedIdRange(ped:Dynamic, value:Float):Dynamic
staticsetPedInVehicleContext(ped:Dynamic, context:Int):Dynamic
PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY("MINI_PROSTITUTE_LOW_PASSENGER"));
PED::SET_PED_IN_VEHICLE_CONTEXT(l_128, MISC::GET_HASH_KEY("MINI_PROSTITUTE_LOW_RESTRICTED_PASSENGER"));
PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY("MISS_FAMILY1_JIMMY_SIT"));
PED::SET_PED_IN_VEHICLE_CONTEXT(l_3212, MISC::GET_HASH_KEY("MISS_FAMILY1_JIMMY_SIT_REAR"));
PED::SET_PED_IN_VEHICLE_CONTEXT(l_95, MISC::GET_HASH_KEY("MISS_FAMILY2_JIMMY_BICYCLE"));
PED::SET_PED_IN_VEHICLE_CONTEXT(num3, MISC::GET_HASH_KEY("MISSFBI2_MICHAEL_DRIVEBY"));
PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("MISS_ARMENIAN3_FRANKLIN_TENSE"));
PED::SET_PED_IN_VEHICLE_CONTEXT(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("MISSFBI5_TREVOR_DRIVING"));staticsetPedIncreasedAvoidanceRadius(ped:Dynamic):Dynamic
staticsetPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic
staticsetPedKeepTask(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedLegIkMode(ped:Dynamic, mode:Int):Dynamic
"IK" stands for "Inverse kinematics." I assume this has something to do with how the ped uses his legs to balance. In the scripts, the second parameter is always an int with a value of 2, 0, or sometimes 1 staticsetPedLodMultiplier(ped:Dynamic, multiplier:Float):Dynamic
staticsetPedMaxHealth(ped:Dynamic, value:Int):Dynamic
staticsetPedMaxMoveBlendRatio(ped:Dynamic, value:Float):Dynamic
staticsetPedMaxTimeInWater(ped:Dynamic, value:Float):Dynamic
staticsetPedMaxTimeUnderwater(ped:Dynamic, value:Float):Dynamic
Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds.
staticsetPedMinGroundTimeForStungun(ped:Dynamic, minTimeInMs:Int):Dynamic
Overwrites the minimum time the ped will stay on the ground for after being stunned. Setting this while the ped is stunned will not alter the duration of the current stun but will still effect future stuns.
Passing -1 into the second parameter minTimeInMs will reset the modifier, making it use the weapons original DamageTime as the stun duration (see update/update.rpf/common/data/ai/weapons.meta)
NOTE: Unlike what the native name implies, this works on any weapon that has its DamageType in the weapons.meta set to ELECTRIC.
staticsetPedMinMoveBlendRatio(ped:Dynamic, value:Float):Dynamic
staticsetPedModelIsSuppressed(model:Int, toggle:Bool):Dynamic
staticsetPedMoney(ped:Dynamic, amount:Int):Dynamic
Maximum possible amount of money on MP is 2000. ~JX
-----------------------------------------------------------------------------
Maximum amount that a ped can theoretically have is 65535 (0xFFFF) since the amount is stored as an unsigned short (uint16_t) value. staticsetPedMotionBlur(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedMoveAnimsBlendOut(ped:Dynamic):Dynamic
staticsetPedMoveRateOverride(ped:Dynamic, value:Float):Dynamic
Min: 0.00
Max: 10.00
Can be used in combo with fast run cheat.
When value is set to 10.00:
Sprinting without fast run cheat: 66 m/s
Sprinting with fast run cheat: 77 m/s
Needs to be looped!
Note: According to IDA for the Xbox360 xex, when they check bgt they seem to have the min to 0.0f, but the max set to 1.15f not 10.0f. staticsetPedMovementClipset(ped:Dynamic, clipSet:String, transitionSpeed:Float):Dynamic
List of movement clipsets:
Thanks to elsewhat for list.
"ANIM_GROUP_MOVE_BALLISTIC"
"ANIM_GROUP_MOVE_LEMAR_ALLEY"
"clipset@move@trash_fast_turn"
"FEMALE_FAST_RUNNER"
"missfbi4prepp1_garbageman"
"move_characters@franklin@fire"
"move_characters@Jimmy@slow@"
"move_characters@michael@fire"
"move_f@flee@a"
"move_f@scared"
"move_f@sexy@a"
"move_heist_lester"
"move_injured_generic"
"move_lester_CaneUp"
"move_m@bag"
"MOVE_M@BAIL_BOND_NOT_TAZERED"
"MOVE_M@BAIL_BOND_TAZERED"
"move_m@brave"
"move_m@casual@d"
"move_m@drunk@moderatedrunk"
"MOVE_M@DRUNK@MODERATEDRUNK"
"MOVE_M@DRUNK@MODERATEDRUNK_HEAD_UP"
"MOVE_M@DRUNK@SLIGHTLYDRUNK"
"MOVE_M@DRUNK@VERYDRUNK"
"move_m@fire"
"move_m@gangster@var_e"
"move_m@gangster@var_f"
"move_m@gangster@var_i"
"move_m@JOG@"
"MOVE_M@PRISON_GAURD"
"MOVE_P_M_ONE"
"MOVE_P_M_ONE_BRIEFCASE"
"move_p_m_zero_janitor"
"move_p_m_zero_slow"
"move_ped_bucket"
"move_ped_crouched"
"move_ped_mop"
"MOVE_M@FEMME@"
"MOVE_F@FEMME@"
"MOVE_M@GANGSTER@NG"
"MOVE_F@GANGSTER@NG"
"MOVE_M@POSH@"
"MOVE_F@POSH@"
"MOVE_M@TOUGH_GUY@"
"MOVE_F@TOUGH_GUY@"
~ NotCrunchyTacostaticsetPedNameDebug(ped:Dynamic, name:String):Dynamic
NOTE: Debugging functions are not present in the retail version of the game.
*untested but char *name could also be a hash for a localized string staticsetPedNeverLeavesGroup(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedNonCreationArea(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Dynamic
The distance between these points, is the diagonal of a box (remember it's 3D). staticsetPedPanicExitScenario(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic
staticsetPedParachuteTintIndex(ped:Dynamic, tintIndex:Int):Dynamic
staticsetPedPhonePaletteIdx(ped:Dynamic, index:Int):Dynamic
Sets the palette index of a ped's phone.
| Value | Color |
|---|---|
0 | Light Blue |
1 | Green |
2 | Red |
3 | Orange |
4 | Grey |
5 | Purple |
6 | Pink |
NativeDB Introduced: v323staticsetPedPinnedDown(ped:Dynamic, pinned:Bool, i:Int):Dynamic
i could be time. Only example in the decompiled scripts uses it as -1.staticsetPedPlaysHeadOnHornAnimWhenDiesInVehicle(ped:Dynamic, toggle:Bool):Dynamic
This native does absolutely nothing, just a nullsub
Points to the same function as for example GET_RANDOM_VEHICLE_MODEL_IN_MEMORY and it does absolutely nothing. staticsetPedPreferredCoverSet(ped:Dynamic, itemSet:Dynamic):Dynamic
staticsetPedPreloadPropData(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int):Bool
staticsetPedPreloadVariationData(ped:Dynamic, slot:Int, drawableId:Int, textureId:Int):Dynamic
from extreme3.c4
PED::_39D55A620FCB6A3A(PLAYER::PLAYER_PED_ID(), 8, PED::GET_PED_DRAWABLE_VARIATION(PLAYER::PLAYER_PED_ID(), 8), PED::GET_PED_TEXTURE_VARIATION(PLAYER::PLAYER_PED_ID(), 8));
p1 is probably componentIdstaticsetPedPrimaryLookat(ped:Dynamic, lookAt:Dynamic):Dynamic
This is only called once in the scripts.
sub_1CD9(&l_49, 0, getElem(3, &l_34, 4), "MICHAEL", 0, 1);
sub_1CA8("WORLD_HUMAN_SMOKING", 2);
PED::SET_PED_PRIMARY_LOOKAT(getElem(3, &l_34, 4), PLAYER::PLAYER_PED_ID());staticsetPedPropIndex(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int, attach:Bool):Dynamic
This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model.
MP Freemode list of props
0: Hats 1: Glasses 2: Ears 6: Watches 7: Bracelets
List of Prop IDs
enum eAnchorPoints
{
ANCHOR_HEAD = 0, // "p_head"
ANCHOR_EYES = 1, // "p_eyes"
ANCHOR_EARS = 2, // "p_ears"
ANCHOR_MOUTH = 3, // "p_mouth"
ANCHOR_LEFT_HAND = 4, // "p_lhand"
ANCHOR_RIGHT_HAND = 5, // "p_rhand"
ANCHOR_LEFT_WRIST = 6, // "p_lwrist"
ANCHOR_RIGHT_WRIST = 7, // "p_rwrist"
ANCHOR_HIP = 8, // "p_lhip"
ANCHOR_LEFT_FOOT = 9, // "p_lfoot"
ANCHOR_RIGHT_FOOT = 10, // "p_rfoot"
ANCHOR_PH_L_HAND = 11, // "ph_lhand"
ANCHOR_PH_R_HAND = 12, // "ph_rhand"
NUM_ANCHORS = 13,
};staticsetPedRagdollForceFall(ped:Dynamic):Dynamic
staticsetPedRagdollOnCollision(ped:Dynamic, toggle:Bool):Dynamic
Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk. Needs to be recalled after each ragdoll from a Collision.
staticsetPedRandomComponentVariation(ped:Dynamic, p1:Int):Dynamic
p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused. staticsetPedRandomProps(ped:Dynamic):Dynamic
staticsetPedRelationshipGroupDefaultHash(ped:Dynamic, hash:Int):Dynamic
staticsetPedRelationshipGroupHash(ped:Dynamic, hash:Int):Dynamic
staticsetPedReserveParachuteTintIndex(ped:Dynamic, p1:Dynamic):Dynamic
staticsetPedResetFlag(ped:Dynamic, flagId:Int, doReset:Bool):Dynamic
PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values:
staticsetPedSeeingRange(ped:Dynamic, value:Float):Dynamic
staticsetPedShootsAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, toggle:Bool):Dynamic
Fires a weapon at a coordinate using a ped.
staticsetPedShouldPlayFleeScenarioExit(ped:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic
staticsetPedShouldPlayImmediateScenarioExit(ped:Dynamic):Dynamic
staticsetPedShouldPlayNormalScenarioExit(ped:Dynamic):Dynamic
staticsetPedSphereDefensiveArea(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float, p5:Bool, p6:Bool):Dynamic
staticsetPedStayInVehicleWhenJacked(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedStealthMovement(ped:Dynamic, p1:Bool, action:String):Dynamic
p1 is usually 0 in the scripts. action is either 0 or a pointer to "DEFAULT_ACTION". staticsetPedSteersAroundObjects(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedSteersAroundPeds(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedSteersAroundVehicles(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedStrafeClipset(ped:Dynamic, clipSet:String):Dynamic
staticsetPedSuffersCriticalHits(ped:Dynamic, toggle:Bool):Dynamic
Ped no longer takes critical damage modifiers if set to FALSE.
Example: Headshotting a player no longer one shots them. Instead they will take the same damage as a torso shot.
staticsetPedSweat(ped:Dynamic, sweat:Float):Dynamic
Sweat is set to 100.0 or 0.0 in the decompiled scripts. staticsetPedTargetLossResponse(ped:Dynamic, responseType:Int):Dynamic
Only 1 and 2 appear in the scripts. combatbehaviour.meta seems to only have TLR_SearchForTarget for all peds, but we don't know if that's 1 or 2. staticsetPedToInformRespectedFriends(ped:Dynamic, radius:Float, maxFriends:Int):Dynamic
staticsetPedToLoadCover(ped:Dynamic, toggle:Bool):Dynamic
staticsetPedToRagdoll(ped:Dynamic, time1:Int, time2:Int, ragdollType:Int, p4:Bool, p5:Bool, p6:Bool):Bool
p4/p5: Unusued in TU27
Ragdoll Types
0: CTaskNMRelax 1: CTaskNMScriptControl: Hardcoded not to work in networked environments. Else: CTaskNMBalance
staticsetPedToRagdollWithFall(ped:Dynamic, time:Int, p2:Int, ragdollType:Int, x:Float, y:Float, z:Float, p7:Float, p8:Float, p9:Float, p10:Float, p11:Float, p12:Float, p13:Float):Bool
Return variable is never used in R*'s scripts.
Not sure what p2 does. It seems like it would be a time judging by it's usage in R*'s scripts, but didn't seem to affect anything in my testings.
x, y, and z are coordinates, most likely to where the ped will fall.
p7 is probably the force of the fall, but untested, so I left the variable name the same.
p8 to p13 are always 0f in R*'s scripts.
(Simplified) Example of the usage of the function from R*'s scripts:
ped::set_ped_to_ragdoll_with_fall(ped, 1500, 2000, 1, -entity::get_entity_forward_vector(ped), 1f, 0f, 0f, 0f, 0f, 0f, 0f); staticsetPedUsingActionMode(ped:Dynamic, p1:Bool, p2:Int, action:String):Dynamic
p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION". staticsetPedVehicleForcedSeatUsage(ped:Dynamic, vehicle:Dynamic, seatIndex:Int, flags:Int):Dynamic
NativeDB Added Parameter 5: Any p4staticsetPedVisualFieldCenterAngle(ped:Dynamic, angle:Float):Dynamic
staticsetPedVisualFieldMaxAngle(ped:Dynamic, value:Float):Dynamic
staticsetPedVisualFieldMaxElevationAngle(ped:Dynamic, angle:Float):Dynamic
This native refers to the field of vision the ped has above them, starting at 0 degrees. 90f would let the ped see enemies directly above of them. staticsetPedVisualFieldMinAngle(ped:Dynamic, value:Float):Dynamic
staticsetPedVisualFieldMinElevationAngle(ped:Dynamic, angle:Float):Dynamic
This native refers to the field of vision the ped has below them, starting at 0 degrees. The angle value should be negative. staticsetPedVisualFieldPeripheralRange(ped:Dynamic, range:Float):Dynamic
staticsetPedWeaponMovementClipset(ped:Dynamic, clipSet:String):Dynamic
staticsetPedWetnessEnabledThisFrame(ped:Dynamic):Dynamic
combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function staticsetPedWetnessHeight(ped:Dynamic, height:Float):Dynamic
It adds the wetness level to the player clothing/outfit. As if player just got out from water surface. staticsetPopControlSphereThisFrame(x:Float, y:Float, z:Float, min:Float, max:Float):Dynamic
Min and max are usually 100.0 and 200.0staticsetRagdollBlockingFlags(ped:Dynamic, flags:Int):Dynamic
Works for both player and peds, but some flags don't seem to work for the player (1, for example)
1 - Blocks ragdolling when shot.
2 - Blocks ragdolling when hit by a vehicle. The ped still might play a falling animation.
4 - Blocks ragdolling when set on fire.
-----------------------------------------------------------------------
There seem to be 26 flags staticsetRelationshipBetweenGroups(relationship:Int, group1:Int, group2:Int):Dynamic
Sets the relationship between two groups. This should be called twice (once for each group).
Relationship types:
0 = Companion
1 = Respect
2 = Like
3 = Neutral
4 = Dislike
5 = Hate
255 = Pedestrians
Example:
PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, l_1017, 0xA49E591C);
PED::SET_RELATIONSHIP_BETWEEN_GROUPS(2, 0xA49E591C, l_1017); staticsetScenarioPedDensityMultiplierThisFrame(interiorMult:Float, exteriorMult:Float):Dynamic
Set the number of scenario peds on the entire map
staticsetScenarioPedsSpawnInSphereArea(x:Float, y:Float, z:Float, range:Float, p4:Int):Dynamic
staticsetScenarioPedsToBeReturnedByNextCommand(value:Bool):Dynamic
Sets a value indicating whether scenario peds should be returned by the next call to a command that returns peds. Eg. GET_CLOSEST_PED. staticsetScriptedAnimSeatOffset(ped:Dynamic, p1:Float):Dynamic
staticsetScriptedConversionCoordThisFrame(x:Float, y:Float, z:Float):Dynamic
staticsetSynchronizedSceneHoldLastFrame(sceneID:Int, toggle:Bool):Dynamic
staticsetSynchronizedSceneLooped(sceneID:Int, toggle:Bool):Dynamic
staticsetSynchronizedSceneOrigin(sceneID:Int, x:Float, y:Float, z:Float, roll:Float, pitch:Float, yaw:Float, p7:Bool):Dynamic
staticsetSynchronizedScenePhase(sceneID:Int, phase:Float):Dynamic
staticsetSynchronizedSceneRate(sceneID:Int, rate:Float):Dynamic
staticspawnpointsCancelSearch():Dynamic
staticspawnpointsGetNumSearchResults():Int
staticspawnpointsGetSearchResult(randomInt:Int, x:Dynamic, y:Dynamic, z:Dynamic):Dynamic
staticspawnpointsGetSearchResultFlags(p0:Dynamic, p1:Dynamic):Dynamic
staticspawnpointsIsSearchActive():Bool
staticspawnpointsIsSearchComplete():Bool
staticspawnpointsIsSearchFailed():Bool
staticspawnpointsStartSearch(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, interiorFlags:Int, scale:Float, duration:Int):Dynamic
staticspawnpointsStartSearchInAngledArea(x:Float, y:Float, z:Float, p3:Float, p4:Float, p5:Float, p6:Float, interiorFlags:Int, scale:Float, duration:Int):Dynamic
staticspecialFunctionDoNotUse(ped:Dynamic, noCollisionUntilClear:Bool):Dynamic
Kicks the ped from the current vehicle and keeps the rendering-focus on this ped (also disables its collision). If doing this for your player ped, you'll still be able to drive the vehicle.\ Only to be used in very specific situations where the ped needs to be inside the car still but not attached.
staticstopAnyPedModelBeingSuppressed():Dynamic
staticstopPedWeaponFiringWhenDropped(ped:Dynamic):Dynamic
statictakeOwnershipOfSynchronizedScene(scene:Int):Dynamic
staticupdatePedHeadBlendData(ped:Dynamic, shapeMix:Float, skinMix:Float, thirdMix:Float):Dynamic
staticwasPedKilledByTakedown(ped:Dynamic):Bool
staticwasPedKnockedOut(ped:Dynamic):Bool
staticwasPedSkeletonUpdated(ped:Dynamic):Bool
Despite this function's name, it simply returns whether the specified handle is a Ped.