Static methods

@:native("BlockPedDeadBodyShockingEvents")staticBlockPedDeadBodyShockingEvents(ped:Dynamic, toggle:Bool):Dynamic

@:native("ClearFacialClipsetOverride")staticClearFacialClipsetOverride(ped:Dynamic):Dynamic

NativeDB Introduced: v1493

@:native("ClearPedCoverClipsetOverride")staticClearPedCoverClipsetOverride(ped:Dynamic):Dynamic

CLEAR_PED_*

@:native("ClonePedEx")staticClonePedEx(ped:Dynamic, heading:Float, isNetwork:Bool, bScriptHostPed:Bool, p4:Dynamic):Dynamic

Used one time in fmmc_launcher.c instead of CLONE_PED because ?

@:native("ClonePedToTargetEx")staticClonePedToTargetEx(ped:Dynamic, targetPed:Dynamic, p2:Dynamic):Dynamic

@:native("CreateSynchronizedScene_2")staticCreateSynchronizedScene2(x:Float, y:Float, z:Float, radius:Float, object:Int):Int

@:native("DoesRelationshipGroupExist")staticDoesRelationshipGroupExist(groupHash:Int):Bool

@:native("DoesScenarioBlockingAreaExist")staticDoesScenarioBlockingAreaExist(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Bool

@:native("FreezePedCameraRotation")staticFreezePedCameraRotation(ped:Dynamic):Dynamic

@:native("GetNumHairColors")staticGetNumHairColors():Int

Used for freemode (online) characters.  

@:native("GetNumMakeupColors")staticGetNumMakeupColors():Int

@:native("GetPedCurrentMovementSpeed")staticGetPedCurrentMovementSpeed(ped:Dynamic, speedX:Dynamic, speedY:Dynamic):Bool

@:native("GetPedDiesInWater")staticGetPedDiesInWater(ped:Dynamic):Bool

NativeDB Introduced: v2699

@:native("GetPedEmissiveIntensity")staticGetPedEmissiveIntensity(ped:Dynamic):Float

Use SetPedIlluminatedClothingGlowIntensity to set the illuminated clothing glow intensity for a specific ped.

@:native("GetPedEventData")staticGetPedEventData(ped:Dynamic, eventType:Int, outData:Dynamic):Bool

NativeDB Introduced: v2189

@:native("GetPedEyeColor")staticGetPedEyeColor(ped:Dynamic):Int

A getter for _SET_PED_EYE_COLOR.

@:native("GetPedHairRgbColor")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.

@:native("GetPedHeadOverlayValue")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.

@:native("GetPedMakeupRgbColor")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.

@:native("GetPedTaskCombatTarget")staticGetPedTaskCombatTarget(ped:Dynamic, p1:Dynamic):Dynamic

NativeDB Introduced: v2372

@:native("GetPedVisualFieldCenterAngle")staticGetPedVisualFieldCenterAngle(ped:Dynamic):Float

NativeDB Introduced: v1493

@:native("GetTimeOfLastPedWeaponDamage")staticGetTimeOfLastPedWeaponDamage(ped:Dynamic, weaponHash:Int):Int

GET_TIME_*

@:native("IsPedBlushColorValid")staticIsPedBlushColorValid(colorID:Int):Bool

@:native("IsPedBlushColorValid_2")staticIsPedBlushColorValid2(colorId:Int):Bool

@:native("IsPedBodyBlemishValid")staticIsPedBodyBlemishValid(colorID:Int):Bool

NativeDB Introduced: v1290

@:native("IsPedDoingBeastJump")staticIsPedDoingBeastJump(ped:Dynamic):Bool

@:native("IsPedHairColorValid")staticIsPedHairColorValid(colorID:Int):Bool

@:native("IsPedHairColorValid_2")staticIsPedHairColorValid2(colorId:Int):Bool

@:native("IsPedHelmetUnk")staticIsPedHelmetUnk(ped:Dynamic):Bool

@:native("IsPedLipstickColorValid")staticIsPedLipstickColorValid(colorID:Int):Bool

@:native("IsPedLipstickColorValid_2")staticIsPedLipstickColorValid2(colorId:Int):Bool

@:native("IsPedOpeningADoor")staticIsPedOpeningADoor(ped:Dynamic):Bool

IS_PED_*

Returns true if the ped is currently opening a door (CTaskOpenDoor).

@:native("IsPedShaderEffectValid")staticIsPedShaderEffectValid(ped:Dynamic):Bool

@:native("IsPedSwappingWeapon")staticIsPedSwappingWeapon(Ped:Dynamic):Bool

@:native("IsScubaGearLightEnabled")staticIsScubaGearLightEnabled(ped:Dynamic):Bool

NativeDB Introduced: v1493

@:native("RegisterPedheadshot_3")staticRegisterPedheadshot3(ped:Dynamic):Int

@:native("SetBlockAmbientPedsFromDroppingWeaponsThisFrame")staticSetBlockAmbientPedsFromDroppingWeaponsThisFrame():Dynamic

Prevents ambient peds from dropping their weapons for the current frame.

NativeDB Introduced: v3258

@:native("SetEnableScubaGearLight")staticSetEnableScubaGearLight(ped:Dynamic, toggle:Bool):Dynamic

NativeDB Introduced: v1493

@:native("SetFacialClipsetOverride")staticSetFacialClipsetOverride(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: v1493

@:native("SetPedCanPlayInjuredAnims")staticSetPedCanPlayInjuredAnims(ped:Dynamic, p1:Bool):Dynamic

@:native("SetPedCoverClipsetOverride")staticSetPedCoverClipsetOverride(ped:Dynamic, p1:String):Dynamic

Found in the b617d scripts:
PED::_9DBA107B4937F809(v_7, "trevor_heist_cover_2h");
SET_PED_MO*

@:native("SetPedEmissiveIntensity")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)

@:native("SetPedEyeColor")staticSetPedEyeColor(ped:Dynamic, index:Int):Dynamic

Used for freemode (online) characters.

Indices:

  1. black
  2. very light blue/green
  3. dark blue
  4. brown
  5. darker brown
  6. light brown
  7. blue
  8. light blue
  9. pink
  10. yellow
  11. purple
  12. black
  13. dark green
  14. light brown
  15. yellow/black pattern
  16. light colored spiral pattern
  17. shiny red
  18. shiny half blue/half red
  19. half black/half light blue
  20. white/red perimter
  21. green snake
  22. red snake
  23. dark blue snake
  24. dark yellow
  25. bright yellow
  26. all black
  27. red small pupil
  28. devil blue/black
  29. white small pupil
  30. glossed over

@:native("SetPedFaceFeature")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.

@:native("SetPedHeadOverlayColor")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.

@:native("SetPedHelmetUnk")staticSetPedHelmetUnk(ped:Dynamic, p1:Bool, p2:Int, p3:Int):Dynamic

@:native("SetPedScubaGearVariation")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.

@:native("SetPedShouldPlayDirectedScenarioExit")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.

@:native("SetRelationshipGroupDontAffectWantedLevel")staticSetRelationshipGroupDontAffectWantedLevel(group:Int, p1:Bool):Dynamic

@:native("AddArmourToPed")staticaddArmourToPed(ped:Dynamic, amount:Int):Dynamic

Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.  

@:native("AddPedDecorationFromHashes")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"))

@:native("AddPedDecorationFromHashesInCorona")staticaddPedDecorationFromHashesInCorona(ped:Dynamic, collection:Int, overlay:Int):Dynamic

@:native("AddRelationshipGroup")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.  

@:native("AddScenarioBlockingArea")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

@:native("ApplyDamageToPed")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 p3

@:native("ApplyPedBlood")staticapplyPedBlood(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");  

@:native("ApplyPedBloodByZone")staticapplyPedBloodByZone(ped:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Dynamic):Dynamic

@:native("ApplyPedBloodDamageByZone")staticapplyPedBloodDamageByZone(ped:Dynamic, p1:Dynamic, p2:Float, p3:Float, p4:Dynamic):Dynamic

@:native("ApplyPedBloodSpecific")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: v323

@:native("ApplyPedDamageDecal")staticapplyPedDamageDecal(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_dirt

@:native("ApplyPedDamagePack")staticapplyPedDamagePack(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  

@:native("AttachSynchronizedSceneToEntity")staticattachSynchronizedSceneToEntity(sceneID:Int, entity:Dynamic, boneIndex:Int):Dynamic

@:native("CanCreateRandomBikeRider")staticcanCreateRandomBikeRider():Bool

@:native("CanCreateRandomCops")staticcanCreateRandomCops():Bool

@:native("CanCreateRandomDriver")staticcanCreateRandomDriver():Bool

@:native("CanCreateRandomPed")staticcanCreateRandomPed(unk:Bool):Bool

@:native("CanKnockPedOffVehicle")staticcanKnockPedOffVehicle(ped:Dynamic):Bool

@:native("CanPedInCombatSeeTarget")staticcanPedInCombatSeeTarget(ped:Dynamic, target:Dynamic):Bool

@:native("CanPedRagdoll")staticcanPedRagdoll(ped:Dynamic):Bool

Prevents the ped from going limp.  
[Example: Can prevent peds from falling when standing on moving vehicles.]  

@:native("CanPedSeeHatedPed")staticcanPedSeeHatedPed(ped1:Dynamic, ped2:Dynamic):Bool

@:native("ClearAllPedProps")staticclearAllPedProps(ped:Dynamic):Dynamic

@:native("ClearAllPedVehicleForcedSeatUsage")staticclearAllPedVehicleForcedSeatUsage(ped:Dynamic):Dynamic

@:native("ClearFacialIdleAnimOverride")staticclearFacialIdleAnimOverride(ped:Dynamic):Dynamic

@:native("ClearPedAlternateMovementAnim")staticclearPedAlternateMovementAnim(ped:Dynamic, stance:Int, p2:Float):Dynamic

@:native("ClearPedAlternateWalkAnim")staticclearPedAlternateWalkAnim(ped:Dynamic, p1:Float):Dynamic

@:native("ClearPedBloodDamage")staticclearPedBloodDamage(ped:Dynamic):Dynamic

Clears the blood on a ped.

@:native("ClearPedBloodDamageByZone")staticclearPedBloodDamageByZone(ped:Dynamic, p1:Int):Dynamic

Somehow related to changing ped's clothes.  

@:native("ClearPedDamageDecalByZone")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.  

@:native("ClearPedDecorations")staticclearPedDecorations(ped:Dynamic):Dynamic

@:native("ClearPedDecorationsLeaveScars")staticclearPedDecorationsLeaveScars(ped:Dynamic):Dynamic

@:native("ClearPedDriveByClipsetOverride")staticclearPedDriveByClipsetOverride(ped:Dynamic):Dynamic

@:native("ClearPedEnvDirt")staticclearPedEnvDirt(ped:Dynamic):Dynamic

@:native("ClearPedLastDamageBone")staticclearPedLastDamageBone(ped:Dynamic):Dynamic

@:native("ClearPedNonCreationArea")staticclearPedNonCreationArea():Dynamic

@:native("ClearPedParachutePackVariation")staticclearPedParachutePackVariation(ped:Dynamic):Dynamic

@:native("ClearPedProp")staticclearPedProp(ped:Dynamic, propId:Int):Dynamic

@:native("ClearPedScubaGearVariation")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.

@:native("ClearPedStoredHatProp")staticclearPedStoredHatProp(ped:Dynamic):Dynamic

@:native("ClearPedWetness")staticclearPedWetness(ped:Dynamic):Dynamic

It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.  

@:native("ClearRagdollBlockingFlags")staticclearRagdollBlockingFlags(ped:Dynamic, flags:Int):Dynamic

There seem to be 26 flags  

@:native("ClearRelationshipBetweenGroups")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);  

@:native("ClonePed")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.

@:native("ClonePedToTarget")staticclonePedToTarget(ped:Dynamic, targetPed:Dynamic):Dynamic

Copies ped's components and props to targetPed.

@:native("CreateGroup")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.  

@:native("CreateNmMessage")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.  

@:native("CreateParachuteBagObject")staticcreateParachuteBagObject(ped:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("CreatePed")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).

@:native("CreatePedInsideVehicle")staticcreatePedInsideVehicle(vehicle:Dynamic, pedType:Int, modelHash:Int, seat:Int, isNetwork:Bool, bScriptHostPed:Bool):Dynamic

@:native("CreateRandomPed")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.

@:native("CreateRandomPedAsDriver")staticcreateRandomPedAsDriver(vehicle:Dynamic, returnHandle:Bool):Dynamic

@:native("CreateSynchronizedScene")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  

@:native("DeletePed")staticdeletePed(ped:Dynamic):Dynamic

Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.  

@:native("DetachSynchronizedScene")staticdetachSynchronizedScene(sceneID:Int):Dynamic

@:native("DisableHeadBlendPaletteColor")staticdisableHeadBlendPaletteColor(ped:Dynamic):Dynamic

@:native("DisablePedHeatscaleOverride")staticdisablePedHeatscaleOverride(ped:Dynamic):Dynamic

@:native("DoesGroupExist")staticdoesGroupExist(groupId:Int):Bool

@:native("DropAmbientProp")staticdropAmbientProp(ped:Dynamic):Dynamic

@:native("ExplodePedHead")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.

@:native("FinalizeHeadBlend")staticfinalizeHeadBlend(ped:Dynamic):Dynamic

@:native("ForcePedAiAndAnimationUpdate")staticforcePedAiAndAnimationUpdate(ped:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("ForcePedMotionState")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
}

@:native("ForcePedToOpenParachute")staticforcePedToOpenParachute(ped:Dynamic):Dynamic

@:native("GetAnimInitialOffsetPosition")staticgetAnimInitialOffsetPosition(animDict:String, animName:String, x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, p8:Float, p9:Int):Dynamic

@:native("GetAnimInitialOffsetRotation")staticgetAnimInitialOffsetRotation(animDict:String, animName:String, x:Float, y:Float, z:Float, xRot:Float, yRot:Float, zRot:Float, p8:Float, p9:Int):Dynamic

@:native("GetClosestPed")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.  

@:native("GetCombatFloat")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  

@:native("GetDeadPedPickupCoords")staticgetDeadPedPickupCoords(ped:Dynamic, p1:Float, p2:Float):Dynamic

@:native("GetGroupSize")staticgetGroupSize(groupID:Int, unknown:Dynamic, sizeInMembers:Dynamic):Dynamic

p1 may be a BOOL representing whether or not the group even exists  

@:native("GetJackTarget")staticgetJackTarget(ped:Dynamic):Dynamic

@:native("GetMeleeTargetForPed")staticgetMeleeTargetForPed(ped:Dynamic):Dynamic

@:native("GetMount")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;  
}  

@:native("GetNumberOfPedDrawableVariations")staticgetNumberOfPedDrawableVariations(ped:Dynamic, componentId:Int):Int

@:native("GetNumberOfPedPropDrawableVariations")staticgetNumberOfPedPropDrawableVariations(ped:Dynamic, propId:Int):Int

@:native("GetNumberOfPedPropTextureVariations")staticgetNumberOfPedPropTextureVariations(ped:Dynamic, propId:Int, drawableId:Int):Int

Need to check behavior when drawableId = -1

@:native("GetNumberOfPedTextureVariations")staticgetNumberOfPedTextureVariations(ped:Dynamic, componentId:Int, drawableId:Int):Int

@:native("GetPedAccuracy")staticgetPedAccuracy(ped:Dynamic):Int

@:native("GetPedAlertness")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.  

@:native("GetPedArmour")staticgetPedArmour(ped:Dynamic):Int

@:native("GetPedAsGroupLeader")staticgetPedAsGroupLeader(groupID:Int):Dynamic

@:native("GetPedAsGroupMember")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  

@:native("GetPedBoneCoords")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.  

@:native("GetPedBoneIndex")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
}; 

@:native("GetPedCauseOfDeath")staticgetPedCauseOfDeath(ped:Dynamic):Int

Returns the hash of the weapon/model/object that killed the ped.  

@:native("GetPedCombatMovement")staticgetPedCombatMovement(ped:Dynamic):Int

@:native("GetPedCombatRange")staticgetPedCombatRange(ped:Dynamic):Int

@:native("GetPedConfigFlag")staticgetPedConfigFlag(ped:Dynamic, flagId:Int, p2:Bool):Bool

@:native("GetPedDecorationZoneFromHashes")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
};

@:native("GetPedDecorationsState")staticgetPedDecorationsState(ped:Dynamic):Int

@:native("GetPedDefensiveAreaPosition")staticgetPedDefensiveAreaPosition(ped:Dynamic, p1:Bool):Dynamic

@:native("GetPedDrawableVariation")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 torso

@:native("GetPedEnveffScale")staticgetPedEnveffScale(ped:Dynamic):Float

@:native("GetPedExtractedDisplacement")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.  

@:native("GetPedGroupIndex")staticgetPedGroupIndex(ped:Dynamic):Int

Returns the group id of which the specified ped is a member of.  

@:native("GetPedHeadBlendData")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;  

@:native("GetPedHeadBlendFirstIndex")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.

@:native("GetPedHeadBlendNumHeads")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.  

@:native("GetPedHeadOverlayNum")staticgetPedHeadOverlayNum(overlayID:Int):Int

Used with freemode (online) characters.

@:native("GetPedHelmetStoredHatPropIndex")staticgetPedHelmetStoredHatPropIndex(ped:Dynamic):Int

@:native("GetPedHelmetStoredHatTexIndex")staticgetPedHelmetStoredHatTexIndex(ped:Dynamic):Int

@:native("GetPedLastDamageBone")staticgetPedLastDamageBone(ped:Dynamic, outBone:Dynamic):Bool

@:native("GetPedMaxHealth")staticgetPedMaxHealth(ped:Dynamic):Int

@:native("GetPedMoney")staticgetPedMoney(ped:Dynamic):Int

@:native("GetPedNearbyPeds")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.

@:native("GetPedNearbyVehicles")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  

@:native("GetPedPaletteVariation")staticgetPedPaletteVariation(ped:Dynamic, componentId:Int):Int

@:native("GetPedParachuteLandingType")staticgetPedParachuteLandingType(ped:Dynamic):Int

-1: no landing  
0: landing on both feet  
1: stumbling  
2: rolling  
3: ragdoll  

@:native("GetPedParachuteState")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?  

@:native("GetPedParachuteTintIndex")staticgetPedParachuteTintIndex(ped:Dynamic, outTintIndex:Dynamic):Dynamic

@:native("GetPedPropIndex")staticgetPedPropIndex(ped:Dynamic, componentId:Int):Int

@:native("GetPedPropTextureIndex")staticgetPedPropTextureIndex(ped:Dynamic, componentId:Int):Int

@:native("GetPedRagdollBoneIndex")staticgetPedRagdollBoneIndex(ped:Dynamic, bone:Int):Int

@:native("GetPedRelationshipGroupDefaultHash")staticgetPedRelationshipGroupDefaultHash(ped:Dynamic):Int

@:native("GetPedRelationshipGroupHash")staticgetPedRelationshipGroupHash(ped:Dynamic):Int

@:native("GetPedResetFlag")staticgetPedResetFlag(ped:Dynamic, flagId:Int):Bool

@:native("GetPedSourceOfDeath")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.  

@:native("GetPedStealthMovement")staticgetPedStealthMovement(ped:Dynamic):Bool

Returns whether the entity is in stealth mode  

@:native("GetPedTextureVariation")staticgetPedTextureVariation(ped:Dynamic, componentId:Int):Int

@:native("GetPedTimeOfDeath")staticgetPedTimeOfDeath(ped:Dynamic):Int

@:native("GetPedType")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
};

@:native("GetPedheadshotTxdString")staticgetPedheadshotTxdString(id:Int):String

gtaforums.com/topic/885580-ped-headshotmugshot-txd/  

@:native("GetPedsJacker")staticgetPedsJacker(ped:Dynamic):Dynamic

@:native("GetPlayerPedIsFollowing")staticgetPlayerPedIsFollowing(ped:Dynamic):Dynamic

@:native("GetRandomPedAtCoord")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  

@:native("GetRelationshipBetweenGroups")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);  

@:native("GetRelationshipBetweenPeds")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);  

@:native("GetSeatPedIsTryingToEnter")staticgetSeatPedIsTryingToEnter(ped:Dynamic):Int

@:native("GetSynchronizedScenePhase")staticgetSynchronizedScenePhase(sceneID:Int):Float

@:native("GetSynchronizedSceneRate")staticgetSynchronizedSceneRate(sceneID:Int):Float

@:native("GetVehiclePedIsEntering")staticgetVehiclePedIsEntering(ped:Dynamic):Dynamic

@:native("GetVehiclePedIsIn")staticgetVehiclePedIsIn(ped:Dynamic, lastVehicle:Bool):Dynamic

Retrieves the vehicle the specified ped is currently in, or the last vehicle they were in.

@:native("GetVehiclePedIsTryingToEnter")staticgetVehiclePedIsTryingToEnter(ped:Dynamic):Dynamic

@:native("GetVehiclePedIsUsing")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.  

@:native("GivePedHelmet")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
};

@:native("GivePedNmMessage")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.  

@:native("HasActionModeAssetLoaded")statichasActionModeAssetLoaded(asset:String):Bool

@:native("HasPedHeadBlendFinished")statichasPedHeadBlendFinished(ped:Dynamic):Bool

@:native("HasPedPreloadPropDataFinished")statichasPedPreloadPropDataFinished(ped:Dynamic):Bool

@:native("HasPedPreloadVariationDataFinished")statichasPedPreloadVariationDataFinished(ped:Dynamic):Bool

@:native("HasPedReceivedEvent")statichasPedReceivedEvent(ped:Dynamic, eventId:Int):Bool

@:native("HasPedheadshotImgUploadFailed")statichasPedheadshotImgUploadFailed():Bool

@:native("HasPedheadshotImgUploadSucceeded")statichasPedheadshotImgUploadSucceeded():Bool

@:native("HasStealthModeAssetLoaded")statichasStealthModeAssetLoaded(asset:String):Bool

@:native("HaveAllStreamingRequestsCompleted")statichaveAllStreamingRequestsCompleted(ped:Dynamic):Bool

@:native("HidePedBloodDamageByZone")statichidePedBloodDamageByZone(ped:Dynamic, p1:Dynamic, p2:Bool):Dynamic

@:native("InstantlyFillPedPopulation")staticinstantlyFillPedPopulation():Dynamic

@:native("IsAnyHostilePedNearPoint")staticisAnyHostilePedNearPoint(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float):Bool

@:native("IsAnyPedNearPoint")staticisAnyPedNearPoint(x:Float, y:Float, z:Float, radius:Float):Bool

@:native("IsAnyPedShootingInArea")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.

@:native("IsConversationPedDead")staticisConversationPedDead(ped:Dynamic):Bool

@:native("IsCopPedInArea_3d")staticisCopPedInArea3D(x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float):Bool

xyz - relative to the world origin.  

@:native("IsPedAPlayer")staticisPedAPlayer(ped:Dynamic):Bool

Returns true if the given ped has a valid pointer to CPlayerInfo in its CPed class. That's all.

@:native("IsPedAimingFromCover")staticisPedAimingFromCover(ped:Dynamic):Bool

@:native("IsPedBeingJacked")staticisPedBeingJacked(ped:Dynamic):Bool

@:native("IsPedBeingStealthKilled")staticisPedBeingStealthKilled(ped:Dynamic):Bool

@:native("IsPedBeingStunned")staticisPedBeingStunned(ped:Dynamic, p1:Int):Bool

p1 is always 0  

@:native("IsPedClimbing")staticisPedClimbing(ped:Dynamic):Bool

@:native("IsPedComponentVariationValid")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.

@:native("IsPedDeadOrDying")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: v323

@:native("IsPedDefensiveAreaActive")staticisPedDefensiveAreaActive(ped:Dynamic, p1:Bool):Bool

@:native("IsPedDiving")staticisPedDiving(ped:Dynamic):Bool

@:native("IsPedDoingDriveby")staticisPedDoingDriveby(ped:Dynamic):Bool

@:native("IsPedDucking")staticisPedDucking(ped:Dynamic):Bool

@:native("IsPedEvasiveDiving")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)

@:native("IsPedFacingPed")staticisPedFacingPed(ped:Dynamic, otherPed:Dynamic, angle:Float):Bool

angle is ped's view cone  

@:native("IsPedFalling")staticisPedFalling(ped:Dynamic):Bool

@:native("IsPedFatallyInjured")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.  

@:native("IsPedFleeing")staticisPedFleeing(ped:Dynamic):Bool

@:native("IsPedGettingIntoAVehicle")staticisPedGettingIntoAVehicle(ped:Dynamic):Bool

@:native("IsPedGoingIntoCover")staticisPedGoingIntoCover(ped:Dynamic):Bool

@:native("IsPedGroupMember")staticisPedGroupMember(ped:Dynamic, groupId:Int):Bool

@:native("IsPedHangingOnToVehicle")staticisPedHangingOnToVehicle(ped:Dynamic):Bool

@:native("IsPedHeadingTowardsPosition")staticisPedHeadingTowardsPosition(ped:Dynamic, x:Float, y:Float, z:Float, p4:Float):Bool

@:native("IsPedHeadtrackingEntity")staticisPedHeadtrackingEntity(ped:Dynamic, entity:Dynamic):Bool

@:native("IsPedHeadtrackingPed")staticisPedHeadtrackingPed(ped1:Dynamic, ped2:Dynamic):Bool

@:native("IsPedHuman")staticisPedHuman(ped:Dynamic):Bool

Returns true/false if the ped is/isn't humanoid.  

@:native("IsPedHurt")staticisPedHurt(ped:Dynamic):Bool

Returns whether the specified ped is hurt.  

@:native("IsPedInAnyBoat")staticisPedInAnyBoat(ped:Dynamic):Bool

@:native("IsPedInAnyHeli")staticisPedInAnyHeli(ped:Dynamic):Bool

@:native("IsPedInAnyPlane")staticisPedInAnyPlane(ped:Dynamic):Bool

@:native("IsPedInAnyPoliceVehicle")staticisPedInAnyPoliceVehicle(ped:Dynamic):Bool

@:native("IsPedInAnySub")staticisPedInAnySub(ped:Dynamic):Bool

@:native("IsPedInAnyTaxi")staticisPedInAnyTaxi(ped:Dynamic):Bool

@:native("IsPedInAnyTrain")staticisPedInAnyTrain(ped:Dynamic):Bool

@:native("IsPedInAnyVehicle")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).

@:native("IsPedInCombat")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.

@:native("IsPedInCover")staticisPedInCover(ped:Dynamic, exceptUseWeapon:Bool):Bool

p1 is nearly always 0 in the scripts.  

@:native("IsPedInCoverFacingLeft")staticisPedInCoverFacingLeft(ped:Dynamic):Bool

@:native("IsPedInFlyingVehicle")staticisPedInFlyingVehicle(ped:Dynamic):Bool

@:native("IsPedInGroup")staticisPedInGroup(ped:Dynamic):Bool

@:native("IsPedInHighCover")staticisPedInHighCover(ped:Dynamic):Bool

@:native("IsPedInMeleeCombat")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  

@:native("IsPedInModel")staticisPedInModel(ped:Dynamic, modelHash:Int):Bool

@:native("IsPedInParachuteFreeFall")staticisPedInParachuteFreeFall(ped:Dynamic):Bool

@:native("IsPedInVehicle")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.  

@:native("IsPedInjured")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

InjuredHealthThresholdName
100.000000Strong
100.000000Average
100.000000Weak

@:native("IsPedJacking")staticisPedJacking(ped:Dynamic):Bool

@:native("IsPedJumping")staticisPedJumping(ped:Dynamic):Bool

@:native("IsPedJumpingOutOfVehicle")staticisPedJumpingOutOfVehicle(ped:Dynamic):Bool

@:native("IsPedMale")staticisPedMale(ped:Dynamic):Bool

Returns true/false if the ped is/isn't male.  

@:native("IsPedModel")staticisPedModel(ped:Dynamic, modelHash:Int):Bool

@:native("IsPedOnAnyBike")staticisPedOnAnyBike(ped:Dynamic):Bool

@:native("IsPedOnFoot")staticisPedOnFoot(ped:Dynamic):Bool

@:native("IsPedOnMount")staticisPedOnMount(ped:Dynamic):Bool

Same function call as PED::GET_MOUNT, aka just returns 0  

@:native("IsPedOnSpecificVehicle")staticisPedOnSpecificVehicle(ped:Dynamic, vehicle:Dynamic):Bool

@:native("IsPedOnVehicle")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.  

@:native("IsPedPerformingDependentComboLimit")staticisPedPerformingDependentComboLimit(ped:Dynamic):Bool

@:native("IsPedPerformingMeleeAction")staticisPedPerformingMeleeAction(ped:Dynamic):Bool

@:native("IsPedPerformingStealthKill")staticisPedPerformingStealthKill(ped:Dynamic):Bool

@:native("IsPedPlantingBomb")staticisPedPlantingBomb(ped:Dynamic):Bool

@:native("IsPedProne")staticisPedProne(ped:Dynamic):Bool

@:native("IsPedRagdoll")staticisPedRagdoll(ped:Dynamic):Bool

If the ped handle passed through the parenthesis is in a ragdoll state this will return true.  

@:native("IsPedReloading")staticisPedReloading(ped:Dynamic):Bool

Returns whether the specified ped is reloading.  

@:native("IsPedRespondingToEvent")staticisPedRespondingToEvent(ped:Dynamic, event:Dynamic):Bool

@:native("IsPedRunningMeleeTask")staticisPedRunningMeleeTask(ped:Dynamic):Bool

@:native("IsPedRunningMobilePhoneTask")staticisPedRunningMobilePhoneTask(ped:Dynamic):Bool

@:native("IsPedRunningRagdollTask")staticisPedRunningRagdollTask(ped:Dynamic):Bool

@:native("IsPedShooting")staticisPedShooting(ped:Dynamic):Bool

Returns whether the specified ped is shooting.  

@:native("IsPedShootingInArea")staticisPedShootingInArea(ped:Dynamic, x1:Float, y1:Float, z1:Float, x2:Float, y2:Float, z2:Float, p7:Bool, p8:Bool):Bool

@:native("IsPedSittingInAnyVehicle")staticisPedSittingInAnyVehicle(ped:Dynamic):Bool

Detect if ped is in any vehicle  
[True/False]  

@:native("IsPedSittingInVehicle")staticisPedSittingInVehicle(ped:Dynamic, vehicle:Dynamic):Bool

Detect if ped is sitting in the specified vehicle  
[True/False]  

@:native("IsPedStopped")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.  

@:native("IsPedSwimming")staticisPedSwimming(ped:Dynamic):Bool

@:native("IsPedSwimmingUnderWater")staticisPedSwimmingUnderWater(ped:Dynamic):Bool

@:native("IsPedTakingOffHelmet")staticisPedTakingOffHelmet(ped:Dynamic):Bool

@:native("IsPedTracked")staticisPedTracked(ped:Dynamic):Bool

@:native("IsPedTryingToEnterALockedVehicle")staticisPedTryingToEnterALockedVehicle(ped:Dynamic):Bool

If the ped is attempting to enter a locked vehicle.

@:native("IsPedUsingActionMode")staticisPedUsingActionMode(ped:Dynamic):Bool

@:native("IsPedUsingAnyScenario")staticisPedUsingAnyScenario(ped:Dynamic):Bool

@:native("IsPedUsingScenario")staticisPedUsingScenario(ped:Dynamic, scenario:String):Bool

See TASK_START_SCENARIO_IN_PLACE for a list of scenarios.

@:native("IsPedVaulting")staticisPedVaulting(ped:Dynamic):Bool

@:native("IsPedWearingHelmet")staticisPedWearingHelmet(ped:Dynamic):Bool

Returns true if the ped passed through the parenthesis is wearing a helmet.  

@:native("IsPedheadshotImgUploadAvailable")staticisPedheadshotImgUploadAvailable():Bool

@:native("IsPedheadshotReady")staticisPedheadshotReady(id:Int):Bool

gtaforums.com/topic/885580-ped-headshotmugshot-txd/  

@:native("IsPedheadshotValid")staticisPedheadshotValid(id:Int):Bool

gtaforums.com/topic/885580-ped-headshotmugshot-txd/  

@:native("IsScriptedScenarioPedUsingConditionalAnim")staticisScriptedScenarioPedUsingConditionalAnim(ped:Dynamic, animDict:String, anim:String):Bool

@:native("IsSynchronizedSceneHoldLastFrame")staticisSynchronizedSceneHoldLastFrame(sceneID:Int):Bool

@:native("IsSynchronizedSceneLooped")staticisSynchronizedSceneLooped(sceneID:Int):Bool

@:native("IsSynchronizedSceneRunning")staticisSynchronizedSceneRunning(sceneId:Int):Bool

Returns true if a synchronized scene is running  

@:native("IsTrackedPedVisible")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.  

@:native("KnockOffPedProp")staticknockOffPedProp(ped:Dynamic, p1:Bool, p2:Bool, p3:Bool, p4:Bool):Dynamic

@:native("KnockPedOffVehicle")staticknockPedOffVehicle(ped:Dynamic):Dynamic

@:native("PlayFacialAnim")staticplayFacialAnim(ped:Dynamic, animName:String, animDict:String):Dynamic

@:native("RegisterHatedTargetsAroundPed")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).  

@:native("RegisterPedheadshot")staticregisterPedheadshot(ped:Dynamic):Int

gtaforums.com/topic/885580-ped-headshotmugshot-txd/  

@:native("RegisterPedheadshotTransparent")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

@:native("RegisterTarget")staticregisterTarget(ped:Dynamic, target:Dynamic):Dynamic

PED::REGISTER_TARGET(l_216, PLAYER::PLAYER_PED_ID()); from re_prisonbreak.txt.  
l_216 = RECSBRobber1  

@:native("ReleasePedPreloadPropData")staticreleasePedPreloadPropData(ped:Dynamic):Dynamic

@:native("ReleasePedPreloadVariationData")staticreleasePedPreloadVariationData(ped:Dynamic):Dynamic

@:native("ReleasePedheadshotImgUpload")staticreleasePedheadshotImgUpload(id:Int):Dynamic

@:native("RemoveActionModeAsset")staticremoveActionModeAsset(asset:String):Dynamic

@:native("RemoveGroup")staticremoveGroup(groupId:Int):Dynamic

@:native("RemovePedDefensiveArea")staticremovePedDefensiveArea(ped:Dynamic, toggle:Bool):Dynamic

Ped will no longer get angry when you stay near him.  

@:native("RemovePedElegantly")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. 

@:native("RemovePedFromGroup")staticremovePedFromGroup(ped:Dynamic):Dynamic

@:native("RemovePedHelmet")staticremovePedHelmet(ped:Dynamic, instantly:Bool):Dynamic

Remove a helmet from a ped

@:native("RemovePedPreferredCoverSet")staticremovePedPreferredCoverSet(ped:Dynamic):Dynamic

@:native("RemoveRelationshipGroup")staticremoveRelationshipGroup(groupHash:Int):Dynamic

@:native("RemoveScenarioBlockingArea")staticremoveScenarioBlockingArea(scenarioBlockingIndex:Int, bNetwork:Bool):Dynamic

@:native("RemoveScenarioBlockingAreas")staticremoveScenarioBlockingAreas():Dynamic

@:native("RemoveStealthModeAsset")staticremoveStealthModeAsset(asset:String):Dynamic

@:native("RequestActionModeAsset")staticrequestActionModeAsset(asset:String):Dynamic

@:native("RequestPedVehicleVisibilityTracking")staticrequestPedVehicleVisibilityTracking(ped:Dynamic, p1:Bool):Dynamic

@:native("RequestPedVisibilityTracking")staticrequestPedVisibilityTracking(ped:Dynamic):Dynamic

@:native("RequestPedheadshotImgUpload")staticrequestPedheadshotImgUpload(id:Int):Bool

@:native("RequestStealthModeAsset")staticrequestStealthModeAsset(asset:String):Dynamic

@:native("ResetAiMeleeWeaponDamageModifier")staticresetAiMeleeWeaponDamageModifier():Dynamic

@:native("ResetAiWeaponDamageModifier")staticresetAiWeaponDamageModifier():Dynamic

@:native("ResetGroupFormationDefaultSpacing")staticresetGroupFormationDefaultSpacing(groupHandle:Int):Dynamic

@:native("ResetPedInVehicleContext")staticresetPedInVehicleContext(ped:Dynamic):Dynamic

@:native("ResetPedLastVehicle")staticresetPedLastVehicle(ped:Dynamic):Dynamic

Resets the value for the last vehicle driven by the Ped.  

@:native("ResetPedMovementClipset")staticresetPedMovementClipset(ped:Dynamic, transitionSpeed:Float):Dynamic

@:native("ResetPedRagdollTimer")staticresetPedRagdollTimer(ped:Dynamic):Dynamic

@:native("ResetPedStrafeClipset")staticresetPedStrafeClipset(ped:Dynamic):Dynamic

@:native("ResetPedVisibleDamage")staticresetPedVisibleDamage(ped:Dynamic):Dynamic

@:native("ResetPedWeaponMovementClipset")staticresetPedWeaponMovementClipset(ped:Dynamic):Dynamic

@:native("ResurrectPed")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.

@:native("ReviveInjuredPed")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.  

@:native("SetAiMeleeWeaponDamageModifier")staticsetAiMeleeWeaponDamageModifier(modifier:Float):Dynamic

@:native("SetAiWeaponDamageModifier")staticsetAiWeaponDamageModifier(value:Float):Dynamic

@:native("SetAmbientPedsDropMoney")staticsetAmbientPedsDropMoney(p0:Bool):Dynamic

@:native("SetBlockingOfNonTemporaryEvents")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 him

@:native("SetCanAttackFriendly")staticsetCanAttackFriendly(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.  

@:native("SetCombatFloat")staticsetCombatFloat(ped:Dynamic, combatType:Int, p2:Float):Dynamic

@:native("SetCreateRandomCops")staticsetCreateRandomCops(toggle:Bool):Dynamic

@:native("SetCreateRandomCopsNotOnScenarios")staticsetCreateRandomCopsNotOnScenarios(toggle:Bool):Dynamic

@:native("SetCreateRandomCopsOnScenarios")staticsetCreateRandomCopsOnScenarios(toggle:Bool):Dynamic

@:native("SetDriverAbility")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.  

@:native("SetDriverAggressiveness")staticsetDriverAggressiveness(driver:Dynamic, aggressiveness:Float):Dynamic

range 0.0f - 1.0f  

@:native("SetDriverRacingModifier")staticsetDriverRacingModifier(driver:Dynamic, modifier:Float):Dynamic

Scripts use 0.2, 0.5 and 1.0. Value must be >= 0.0 && <= 1.0

@:native("SetEnableBoundAnkles")staticsetEnableBoundAnkles(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.

@:native("SetEnableHandcuffs")staticsetEnableHandcuffs(ped:Dynamic, toggle:Bool):Dynamic

ped can not pull out a weapon when true  

@:native("SetEnablePedEnveffScale")staticsetEnablePedEnveffScale(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetEnableScuba")staticsetEnableScuba(ped:Dynamic, toggle:Bool):Dynamic

Enables diving motion when underwater.  

@:native("SetFacialIdleAnimOverride")staticsetFacialIdleAnimOverride(ped:Dynamic, animName:String, animDict:String):Dynamic

@:native("SetForceFootstepUpdate")staticsetForceFootstepUpdate(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetForceStepType")staticsetForceStepType(ped:Dynamic, p1:Bool, type:Int, p3:Int):Dynamic

@:native("SetGroupFormation")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: Pairwise

@:native("SetGroupFormationSpacing")staticsetGroupFormationSpacing(groupId:Int, p1:Float, p2:Float, p3:Float):Dynamic

@:native("SetGroupSeparationRange")staticsetGroupSeparationRange(groupHandle:Int, separationRange:Float):Dynamic

Sets the range at which members will automatically leave the group.  

@:native("SetHeadBlendPaletteColor")staticsetHeadBlendPaletteColor(ped:Dynamic, r:Int, g:Int, b:Int, id:Int):Dynamic

Preview: https://gfycat.com/MaleRareAmazonparrot

@:native("SetIkTarget")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: v323

@:native("SetMovementModeOverride")staticsetMovementModeOverride(ped:Dynamic, name:String):Dynamic

name: "MP_FEMALE_ACTION" found multiple times in the b617d scripts.

@:native("SetPedAccuracy")staticsetPedAccuracy(ped:Dynamic, accuracy:Int):Dynamic

accuracy = 0-100, 100 being perfectly accurate

@:native("SetPedAlertness")staticsetPedAlertness(ped:Dynamic, value:Int):Dynamic

value ranges from 0 to 3.  

@:native("SetPedAllowVehiclesOverride")staticsetPedAllowVehiclesOverride(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedAllowedToDuck")staticsetPedAllowedToDuck(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedAlternateMovementAnim")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  

Animations list

@:native("SetPedAlternateWalkAnim")staticsetPedAlternateWalkAnim(ped:Dynamic, animDict:String, animName:String, p3:Float, p4:Bool):Dynamic

@:native("SetPedAngledDefensiveArea")staticsetPedAngledDefensiveArea(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Bool, p9:Bool):Dynamic

@:native("SetPedAoBlobRendering")staticsetPedAoBlobRendering(ped:Dynamic, toggle:Bool):Dynamic

Enable/disable ped shadow (ambient occlusion). https://gfycat.com/thankfulesteemedgecko

@:native("SetPedArmour")staticsetPedArmour(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.  

@:native("SetPedAsCop")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.  

@:native("SetPedAsEnemy")staticsetPedAsEnemy(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedAsGroupLeader")staticsetPedAsGroupLeader(ped:Dynamic, groupId:Int):Dynamic

@:native("SetPedAsGroupMember")staticsetPedAsGroupMember(ped:Dynamic, groupId:Int):Dynamic

@:native("SetPedBlendFromParents")staticsetPedBlendFromParents(ped:Dynamic, father:Dynamic, mother:Dynamic, fathersSide:Float, mothersSide:Float):Dynamic

@:native("SetPedBlocksPathingWhenDead")staticsetPedBlocksPathingWhenDead(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedBoundsOrientation")staticsetPedBoundsOrientation(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float):Dynamic

@:native("SetPedCanArmIk")staticsetPedCanArmIk(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeDraggedOut")staticsetPedCanBeDraggedOut(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeKnockedOffVehicle")staticsetPedCanBeKnockedOffVehicle(ped:Dynamic, state:Int):Dynamic

state: https://alloc8or.re/gta5/doc/enums/eKnockOffVehicle.txt

@:native("SetPedCanBeShotInVehicle")staticsetPedCanBeShotInVehicle(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeTargetedWhenInjured")staticsetPedCanBeTargetedWhenInjured(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeTargetedWithoutLos")staticsetPedCanBeTargetedWithoutLos(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeTargetted")staticsetPedCanBeTargetted(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeTargettedByPlayer")staticsetPedCanBeTargettedByPlayer(ped:Dynamic, player:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanBeTargettedByTeam")staticsetPedCanBeTargettedByTeam(ped:Dynamic, team:Int, toggle:Bool):Dynamic

@:native("SetPedCanCowerInCover")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.  

@:native("SetPedCanEvasiveDive")staticsetPedCanEvasiveDive(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanHeadIk")staticsetPedCanHeadIk(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanLegIk")staticsetPedCanLegIk(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanLosePropsOnDamage")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.

@:native("SetPedCanPeekInCover")staticsetPedCanPeekInCover(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanPlayAmbientAnims")staticsetPedCanPlayAmbientAnims(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanPlayAmbientBaseAnims")staticsetPedCanPlayAmbientBaseAnims(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanPlayGestureAnims")staticsetPedCanPlayGestureAnims(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanPlayVisemeAnims")staticsetPedCanPlayVisemeAnims(ped:Dynamic, toggle:Bool, p2:Bool):Dynamic

p2 usually 0  

@:native("SetPedCanRagdoll")staticsetPedCanRagdoll(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanRagdollFromPlayerImpact")staticsetPedCanRagdollFromPlayerImpact(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanSmashGlass")staticsetPedCanSmashGlass(ped:Dynamic, p1:Bool, p2:Bool):Dynamic

@:native("SetPedCanSwitchWeapon")staticsetPedCanSwitchWeapon(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanTeleportToGroupLeader")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  

@:native("SetPedCanTorsoIk")staticsetPedCanTorsoIk(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCanTorsoReactIk")staticsetPedCanTorsoReactIk(ped:Dynamic, p1:Bool):Dynamic

@:native("SetPedCanTorsoVehicleIk")staticsetPedCanTorsoVehicleIk(ped:Dynamic, p1:Bool):Dynamic

@:native("SetPedCanUseAutoConversationLookat")staticsetPedCanUseAutoConversationLookat(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedCapsule")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.  

@:native("SetPedClothPackageIndex")staticsetPedClothPackageIndex(ped:Dynamic, p1:Int):Dynamic

@:native("SetPedClothProne")staticsetPedClothProne(p0:Dynamic, p1:Dynamic):Dynamic

@:native("SetPedCombatAbility")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.  

@:native("SetPedCombatAttributes")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 
};

@:native("SetPedCombatMovement")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)  

@:native("SetPedCombatRange")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
};

@:native("SetPedComponentVariation")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,
};

@:native("SetPedConfigFlag")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,
}

@:native("SetPedCoordsKeepVehicle")staticsetPedCoordsKeepVehicle(ped:Dynamic, posX:Float, posY:Float, posZ:Float):Dynamic

teleports ped to coords along with the vehicle ped is in  

@:native("SetPedCoordsNoGang")staticsetPedCoordsNoGang(ped:Dynamic, posX:Float, posY:Float, posZ:Float):Dynamic

@:native("SetPedCowerHash")staticsetPedCowerHash(ped:Dynamic, p1:String):Dynamic

p1: Only "CODE_HUMAN_STAND_COWER" found in the b617d scripts.  

@:native("SetPedDefaultComponentVariation")staticsetPedDefaultComponentVariation(ped:Dynamic):Dynamic

Sets Ped Default Clothes  

@:native("SetPedDefensiveAreaAttachedToPed")staticsetPedDefensiveAreaAttachedToPed(ped:Dynamic, attachPed:Dynamic, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float, p8:Float, p9:Bool, p10:Bool):Dynamic

@:native("SetPedDefensiveAreaDirection")staticsetPedDefensiveAreaDirection(ped:Dynamic, p1:Float, p2:Float, p3:Float, p4:Bool):Dynamic

@:native("SetPedDefensiveSphereAttachedToPed")staticsetPedDefensiveSphereAttachedToPed(ped:Dynamic, target:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, radius:Float, p6:Bool):Dynamic

@:native("SetPedDefensiveSphereAttachedToVehicle")staticsetPedDefensiveSphereAttachedToVehicle(ped:Dynamic, target:Dynamic, xOffset:Float, yOffset:Float, zOffset:Float, radius:Float, p6:Bool):Dynamic

@:native("SetPedDensityMultiplierThisFrame")staticsetPedDensityMultiplierThisFrame(multiplier:Float):Dynamic

Usage: Call this native every frame

@:native("SetPedDesiredHeading")staticsetPedDesiredHeading(ped:Dynamic, heading:Float):Dynamic

@:native("SetPedDiesInSinkingVehicle")staticsetPedDiesInSinkingVehicle(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedDiesInVehicle")staticsetPedDiesInVehicle(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedDiesInWater")staticsetPedDiesInWater(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedDiesInstantlyInWater")staticsetPedDiesInstantlyInWater(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedDiesWhenInjured")staticsetPedDiesWhenInjured(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedDriveByClipsetOverride")staticsetPedDriveByClipsetOverride(ped:Dynamic, clipset:String):Dynamic

@:native("SetPedDucking")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.  

@:native("SetPedEnableWeaponBlocking")staticsetPedEnableWeaponBlocking(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedEnveffColorModulator")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}

@:native("SetPedEnveffScale")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.  

@:native("SetPedFiringPattern")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  

@:native("SetPedFleeAttributes")staticsetPedFleeAttributes(ped:Dynamic, attributeFlags:Int, enable:Bool):Dynamic

bit 15 (0x8000) = force cower

@:native("SetPedGeneratesDeadBodyEvents")staticsetPedGeneratesDeadBodyEvents(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedGestureGroup")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");  

@:native("SetPedGetOutUpsideDownVehicle")staticsetPedGetOutUpsideDownVehicle(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedGravity")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);  

@:native("SetPedGroupMemberPassengerIndex")staticsetPedGroupMemberPassengerIndex(ped:Dynamic, index:Int):Dynamic

@:native("SetPedHairTint")staticsetPedHairTint(ped:Dynamic, colorID:Int, highlightColorID:Int):Dynamic

Sets the tint index for the hair on the specified ped.

NativeDB Introduced: v323

@:native("SetPedHeadBlendData")staticsetPedHeadBlendData(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:

@:native("SetPedHeadOverlay")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.

@:native("SetPedHearingRange")staticsetPedHearingRange(ped:Dynamic, value:Float):Dynamic

@:native("SetPedHeatscaleOverride")staticsetPedHeatscaleOverride(ped:Dynamic, heatScale:Float):Dynamic

@:native("SetPedHelmet")staticsetPedHelmet(ped:Dynamic, bEnable:Bool):Dynamic

Sets whether a pedestrian should wear a helmet.

@:native("SetPedHelmetFlag")staticsetPedHelmetFlag(ped:Dynamic, helmetFlag:Int):Dynamic

@:native("SetPedHelmetPropIndex")staticsetPedHelmetPropIndex(ped:Dynamic, propIndex:Int):Dynamic

NativeDB Added Parameter 3: BOOL p2

@:native("SetPedHelmetTextureIndex")staticsetPedHelmetTextureIndex(ped:Dynamic, textureIndex:Int):Dynamic

@:native("SetPedHighlyPerceptive")staticsetPedHighlyPerceptive(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedIdRange")staticsetPedIdRange(ped:Dynamic, value:Float):Dynamic

@:native("SetPedInVehicleContext")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"));

@:native("SetPedIncreasedAvoidanceRadius")staticsetPedIncreasedAvoidanceRadius(ped:Dynamic):Dynamic

@:native("SetPedIntoVehicle")staticsetPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic

@:native("SetPedKeepTask")staticsetPedKeepTask(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedLegIkMode")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  

@:native("SetPedLodMultiplier")staticsetPedLodMultiplier(ped:Dynamic, multiplier:Float):Dynamic

@:native("SetPedMaxHealth")staticsetPedMaxHealth(ped:Dynamic, value:Int):Dynamic

@:native("SetPedMaxMoveBlendRatio")staticsetPedMaxMoveBlendRatio(ped:Dynamic, value:Float):Dynamic

@:native("SetPedMaxTimeInWater")staticsetPedMaxTimeInWater(ped:Dynamic, value:Float):Dynamic

@:native("SetPedMaxTimeUnderwater")staticsetPedMaxTimeUnderwater(ped:Dynamic, value:Float):Dynamic

Set the maximum time a ped can stay underwater. Maximum seems to be 50 seconds.

@:native("SetPedMinGroundTimeForStungun")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.

@:native("SetPedMinMoveBlendRatio")staticsetPedMinMoveBlendRatio(ped:Dynamic, value:Float):Dynamic

@:native("SetPedModelIsSuppressed")staticsetPedModelIsSuppressed(model:Int, toggle:Bool):Dynamic

@:native("SetPedMoney")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.  

@:native("SetPedMotionBlur")staticsetPedMotionBlur(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedMoveAnimsBlendOut")staticsetPedMoveAnimsBlendOut(ped:Dynamic):Dynamic

@:native("SetPedMoveRateOverride")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.  

@:native("SetPedMovementClipset")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@"
~ NotCrunchyTaco

@:native("SetPedNameDebug")staticsetPedNameDebug(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  

@:native("SetPedNeverLeavesGroup")staticsetPedNeverLeavesGroup(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedNonCreationArea")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).  

@:native("SetPedPanicExitScenario")staticsetPedPanicExitScenario(ped:Dynamic, x:Float, y:Float, z:Float):Dynamic

@:native("SetPedParachuteTintIndex")staticsetPedParachuteTintIndex(ped:Dynamic, tintIndex:Int):Dynamic

@:native("SetPedPhonePaletteIdx")staticsetPedPhonePaletteIdx(ped:Dynamic, index:Int):Dynamic

Sets the palette index of a ped's phone.

ValueColor
0Light Blue
1Green
2Red
3Orange
4Grey
5Purple
6Pink
NativeDB Introduced: v323

@:native("SetPedPinnedDown")staticsetPedPinnedDown(ped:Dynamic, pinned:Bool, i:Int):Dynamic

i could be time. Only example in the decompiled scripts uses it as -1.

@:native("SetPedPlaysHeadOnHornAnimWhenDiesInVehicle")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.  

@:native("SetPedPreferredCoverSet")staticsetPedPreferredCoverSet(ped:Dynamic, itemSet:Dynamic):Dynamic

@:native("SetPedPreloadPropData")staticsetPedPreloadPropData(ped:Dynamic, componentId:Int, drawableId:Int, textureId:Int):Bool

@:native("SetPedPreloadVariationData")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 componentId

@:native("SetPedPrimaryLookat")staticsetPedPrimaryLookat(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());

@:native("SetPedPropIndex")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,
};

@:native("SetPedRagdollForceFall")staticsetPedRagdollForceFall(ped:Dynamic):Dynamic

@:native("SetPedRagdollOnCollision")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.

@:native("SetPedRandomComponentVariation")staticsetPedRandomComponentVariation(ped:Dynamic, p1:Int):Dynamic

p1 is always 0 in R* scripts; and a quick disassembly seems to indicate that p1 is unused.  

@:native("SetPedRandomProps")staticsetPedRandomProps(ped:Dynamic):Dynamic

@:native("SetPedRelationshipGroupDefaultHash")staticsetPedRelationshipGroupDefaultHash(ped:Dynamic, hash:Int):Dynamic

@:native("SetPedRelationshipGroupHash")staticsetPedRelationshipGroupHash(ped:Dynamic, hash:Int):Dynamic

@:native("SetPedReserveParachuteTintIndex")staticsetPedReserveParachuteTintIndex(ped:Dynamic, p1:Dynamic):Dynamic

@:native("SetPedResetFlag")staticsetPedResetFlag(ped:Dynamic, flagId:Int, doReset:Bool):Dynamic

PED::SET_PED_RESET_FLAG(PLAYER::PLAYER_PED_ID(), 240, 1); Known values:

@:native("SetPedSeeingRange")staticsetPedSeeingRange(ped:Dynamic, value:Float):Dynamic

@:native("SetPedShootRate")staticsetPedShootRate(ped:Dynamic, shootRate:Int):Dynamic

shootRate 0-1000  

@:native("SetPedShootsAtCoord")staticsetPedShootsAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, toggle:Bool):Dynamic

Fires a weapon at a coordinate using a ped.

@:native("SetPedShouldPlayFleeScenarioExit")staticsetPedShouldPlayFleeScenarioExit(ped:Dynamic, p1:Dynamic, p2:Dynamic, p3:Dynamic):Dynamic

@:native("SetPedShouldPlayImmediateScenarioExit")staticsetPedShouldPlayImmediateScenarioExit(ped:Dynamic):Dynamic

@:native("SetPedShouldPlayNormalScenarioExit")staticsetPedShouldPlayNormalScenarioExit(ped:Dynamic):Dynamic

@:native("SetPedSphereDefensiveArea")staticsetPedSphereDefensiveArea(ped:Dynamic, x:Float, y:Float, z:Float, radius:Float, p5:Bool, p6:Bool):Dynamic

@:native("SetPedStayInVehicleWhenJacked")staticsetPedStayInVehicleWhenJacked(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedStealthMovement")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".  

@:native("SetPedSteersAroundObjects")staticsetPedSteersAroundObjects(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedSteersAroundPeds")staticsetPedSteersAroundPeds(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedSteersAroundVehicles")staticsetPedSteersAroundVehicles(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedStrafeClipset")staticsetPedStrafeClipset(ped:Dynamic, clipSet:String):Dynamic

@:native("SetPedSuffersCriticalHits")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.

@:native("SetPedSweat")staticsetPedSweat(ped:Dynamic, sweat:Float):Dynamic

Sweat is set to 100.0 or 0.0 in the decompiled scripts.  

@:native("SetPedTargetLossResponse")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.  

@:native("SetPedToInformRespectedFriends")staticsetPedToInformRespectedFriends(ped:Dynamic, radius:Float, maxFriends:Int):Dynamic

@:native("SetPedToLoadCover")staticsetPedToLoadCover(ped:Dynamic, toggle:Bool):Dynamic

@:native("SetPedToRagdoll")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

@:native("SetPedToRagdollWithFall")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);  

@:native("SetPedUsingActionMode")staticsetPedUsingActionMode(ped:Dynamic, p1:Bool, p2:Int, action:String):Dynamic

p2 is usually -1 in the scripts. action is either 0 or "DEFAULT_ACTION".  

@:native("SetPedVehicleForcedSeatUsage")staticsetPedVehicleForcedSeatUsage(ped:Dynamic, vehicle:Dynamic, seatIndex:Int, flags:Int):Dynamic

NativeDB Added Parameter 5: Any p4

@:native("SetPedVisualFieldCenterAngle")staticsetPedVisualFieldCenterAngle(ped:Dynamic, angle:Float):Dynamic

@:native("SetPedVisualFieldMaxAngle")staticsetPedVisualFieldMaxAngle(ped:Dynamic, value:Float):Dynamic

@:native("SetPedVisualFieldMaxElevationAngle")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.  

@:native("SetPedVisualFieldMinAngle")staticsetPedVisualFieldMinAngle(ped:Dynamic, value:Float):Dynamic

@:native("SetPedVisualFieldMinElevationAngle")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.  

@:native("SetPedVisualFieldPeripheralRange")staticsetPedVisualFieldPeripheralRange(ped:Dynamic, range:Float):Dynamic

@:native("SetPedWeaponMovementClipset")staticsetPedWeaponMovementClipset(ped:Dynamic, clipSet:String):Dynamic

@:native("SetPedWetnessEnabledThisFrame")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  

@:native("SetPedWetnessHeight")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.  

@:native("SetPopControlSphereThisFrame")staticsetPopControlSphereThisFrame(x:Float, y:Float, z:Float, min:Float, max:Float):Dynamic

Min and max are usually 100.0 and 200.0

@:native("SetRagdollBlockingFlags")staticsetRagdollBlockingFlags(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  

@:native("SetRelationshipBetweenGroups")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);  

@:native("SetScenarioPedDensityMultiplierThisFrame")staticsetScenarioPedDensityMultiplierThisFrame(interiorMult:Float, exteriorMult:Float):Dynamic

Set the number of scenario peds on the entire map

@:native("SetScenarioPedsSpawnInSphereArea")staticsetScenarioPedsSpawnInSphereArea(x:Float, y:Float, z:Float, range:Float, p4:Int):Dynamic

@:native("SetScenarioPedsToBeReturnedByNextCommand")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.  

@:native("SetScriptedAnimSeatOffset")staticsetScriptedAnimSeatOffset(ped:Dynamic, p1:Float):Dynamic

@:native("SetScriptedConversionCoordThisFrame")staticsetScriptedConversionCoordThisFrame(x:Float, y:Float, z:Float):Dynamic

@:native("SetSynchronizedSceneHoldLastFrame")staticsetSynchronizedSceneHoldLastFrame(sceneID:Int, toggle:Bool):Dynamic

@:native("SetSynchronizedSceneLooped")staticsetSynchronizedSceneLooped(sceneID:Int, toggle:Bool):Dynamic

@:native("SetSynchronizedSceneOrigin")staticsetSynchronizedSceneOrigin(sceneID:Int, x:Float, y:Float, z:Float, roll:Float, pitch:Float, yaw:Float, p7:Bool):Dynamic

@:native("SetSynchronizedScenePhase")staticsetSynchronizedScenePhase(sceneID:Int, phase:Float):Dynamic

@:native("SetSynchronizedSceneRate")staticsetSynchronizedSceneRate(sceneID:Int, rate:Float):Dynamic

@:native("SpawnpointsCancelSearch")staticspawnpointsCancelSearch():Dynamic

@:native("SpawnpointsGetNumSearchResults")staticspawnpointsGetNumSearchResults():Int

@:native("SpawnpointsGetSearchResult")staticspawnpointsGetSearchResult(randomInt:Int, x:Dynamic, y:Dynamic, z:Dynamic):Dynamic

@:native("SpawnpointsGetSearchResultFlags")staticspawnpointsGetSearchResultFlags(p0:Dynamic, p1:Dynamic):Dynamic

@:native("SpawnpointsIsSearchActive")staticspawnpointsIsSearchActive():Bool

@:native("SpawnpointsIsSearchComplete")staticspawnpointsIsSearchComplete():Bool

@:native("SpawnpointsIsSearchFailed")staticspawnpointsIsSearchFailed():Bool

@:native("SpawnpointsStartSearch")staticspawnpointsStartSearch(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, interiorFlags:Int, scale:Float, duration:Int):Dynamic

@:native("SpawnpointsStartSearchInAngledArea")staticspawnpointsStartSearchInAngledArea(x:Float, y:Float, z:Float, p3:Float, p4:Float, p5:Float, p6:Float, interiorFlags:Int, scale:Float, duration:Int):Dynamic

@:native("SpecialFunctionDoNotUse")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.

@:native("StopAnyPedModelBeingSuppressed")staticstopAnyPedModelBeingSuppressed():Dynamic

@:native("StopPedWeaponFiringWhenDropped")staticstopPedWeaponFiringWhenDropped(ped:Dynamic):Dynamic

@:native("TakeOwnershipOfSynchronizedScene")statictakeOwnershipOfSynchronizedScene(scene:Int):Dynamic

@:native("UnregisterPedheadshot")staticunregisterPedheadshot(id:Int):Dynamic

gtaforums.com/topic/885580-ped-headshotmugshot-txd/  

@:native("UpdatePedHeadBlendData")staticupdatePedHeadBlendData(ped:Dynamic, shapeMix:Float, skinMix:Float, thirdMix:Float):Dynamic

@:native("WasPedKilledByStealth")staticwasPedKilledByStealth(ped:Dynamic):Bool

Verifies whether ped was eliminated through stealth.

@:native("WasPedKilledByTakedown")staticwasPedKilledByTakedown(ped:Dynamic):Bool

@:native("WasPedKnockedOut")staticwasPedKnockedOut(ped:Dynamic):Bool

@:native("WasPedSkeletonUpdated")staticwasPedSkeletonUpdated(ped:Dynamic):Bool

Despite this function's name, it simply returns whether the specified handle is a Ped.