Static methods

@:native("ClearPlayerReserveParachuteModelOverride")staticClearPlayerReserveParachuteModelOverride(player:Dynamic):Dynamic

NativeDB Introduced: v2372

@:native("GetAchievementProgress")staticGetAchievementProgress(achievement:Int):Int

For Steam.
Always returns 0 in retail version of the game.

@:native("GetNumberOfPlayersInTeam")staticGetNumberOfPlayersInTeam(team:Int):Int

NativeDB Introduced: v1180

@:native("GetPlayerHealthRechargeLimit")staticGetPlayerHealthRechargeLimit(player:Dynamic):Float

@:native("GetPlayerParachuteModelOverride")staticGetPlayerParachuteModelOverride(player:Dynamic):Int

NativeDB Introduced: v2372

@:native("GetPlayerReserveParachuteModelOverride")staticGetPlayerReserveParachuteModelOverride(player:Dynamic):Int

NativeDB Introduced: v2372

@:native("GetWantedLevelParoleDuration")staticGetWantedLevelParoleDuration():Int

NativeDB Introduced: v2372

@:native("HasPlayerBeenShotByCop")staticHasPlayerBeenShotByCop(player:Dynamic, ms:Int, p2:Bool):Bool

@:native("IsPlayerCamControlDisabled")staticIsPlayerCamControlDisabled():Bool

Returns true when the player is not able to control the cam i.e. when running a benchmark test, switching the player or viewing a cutscene.  
Note: I am not 100% sure if the native actually checks if the cam control is disabled but it seems promising.  

@:native("IsPlayerDrivingDangerously")staticIsPlayerDrivingDangerously(player:Dynamic, type:Int):Bool

enum eViolationType {
  // Checks if the player is driving on pedestrians walk ways
  VT_PAVED_PEDESTRIAN_AREAS = 0,
  // Checks if the player is running through red lights
  // This takes some time to return true.
  VT_RUNNING_REDS = 1,
  // checks if the player is driving on the wrong side of the road
  VT_AGAINST_TRAFFIC = 2
};

Used solely in "Al Di Napoli" with type 2 for a voiceline.

@:native("SetAchievementProgress")staticSetAchievementProgress(achievement:Int, progress:Int):Bool

For Steam. Does nothing and always returns false in the retail version of the game.

@:native("SetPlayerFallDistance")staticSetPlayerFallDistance(player:Dynamic, distance:Float):Dynamic

@:native("SetPlayerHealthRechargeLimit")staticSetPlayerHealthRechargeLimit(player:Dynamic, limit:Float):Dynamic

@:native("SetPlayerHomingRocketDisabled")staticSetPlayerHomingRocketDisabled(player:Dynamic, p1:Bool):Dynamic

NativeDB Introduced: v1180

@:native("SetPlayerInvincibleKeepRagdollEnabled")staticSetPlayerInvincibleKeepRagdollEnabled(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerReserveParachuteModelOverride")staticSetPlayerReserveParachuteModelOverride(player:Dynamic, model:Int):Dynamic

NativeDB Introduced: v2372

@:native("SetPlayerUnderwaterTimeRemaining")staticSetPlayerUnderwaterTimeRemaining(player:Dynamic, percentage:Float):Dynamic

Seems to lock the underwater timer of the specified player. Set percentage to 50.0 will reduce the value of GET_PLAYER_UNDERWATER_TIME_REMAINING to 5.0.

If you want to increase the underwater time for ped, use SET_PED_MAX_TIME_UNDERWATER instead.

Using this native after SET_PED_MAX_TIME_UNDERWATER WILL NOT get what you want. For example, if you set the max time underwater to 100.0 seconds using SET_PED_MAX_TIME_UNDERWATER and then call this native and set the percentage to 50.0, you will not get 50.0, instead 2.0.

@:native("SetPlayerWeaponDefenseModifier_2")staticSetPlayerWeaponDefenseModifier2(player:Dynamic, modifier:Float):Dynamic

@:native("SetSpecialAbility")staticSetSpecialAbility(player:Dynamic, p1:Int):Dynamic

NativeDB Added Parameter 3: Any p2

@:native("SetWantedLevelHiddenEvasionTime")staticSetWantedLevelHiddenEvasionTime(player:Dynamic, wantedLevel:Int, lossTime:Int):Dynamic

NativeDB Introduced: v2060

@:native("SpecialAbilityActivate")staticSpecialAbilityActivate(player:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityDeplete")staticSpecialAbilityDeplete(p0:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("UpdatePlayerTeleport")staticUpdatePlayerTeleport(player:Dynamic):Bool

@:native("ArePlayerFlashingStarsAboutToDrop")staticarePlayerFlashingStarsAboutToDrop(player:Dynamic):Bool

@:native("ArePlayerStarsGreyedOut")staticarePlayerStarsGreyedOut(player:Dynamic):Bool

@:native("AssistedMovementCloseRoute")staticassistedMovementCloseRoute():Dynamic

@:native("AssistedMovementFlushRoute")staticassistedMovementFlushRoute():Dynamic

@:native("CanPedHearPlayer")staticcanPedHearPlayer(player:Dynamic, ped:Dynamic):Bool

@:native("CanPlayerStartMission")staticcanPlayerStartMission(player:Dynamic):Bool

@:native("ChangePlayerPed")staticchangePlayerPed(player:Dynamic, ped:Dynamic, b2:Bool, resetDamage:Bool):Dynamic

@:native("ClearPlayerHasDamagedAtLeastOneNonAnimalPed")staticclearPlayerHasDamagedAtLeastOneNonAnimalPed(player:Dynamic):Dynamic

@:native("ClearPlayerHasDamagedAtLeastOnePed")staticclearPlayerHasDamagedAtLeastOnePed(player:Dynamic):Dynamic

@:native("ClearPlayerParachuteModelOverride")staticclearPlayerParachuteModelOverride(player:Dynamic):Dynamic

@:native("ClearPlayerParachutePackModelOverride")staticclearPlayerParachutePackModelOverride(player:Dynamic):Dynamic

@:native("ClearPlayerParachuteVariationOverride")staticclearPlayerParachuteVariationOverride(player:Dynamic):Dynamic

@:native("ClearPlayerWantedLevel")staticclearPlayerWantedLevel(player:Dynamic):Dynamic

This executes at the same as speed as PLAYER::SET_PLAYER_WANTED_LEVEL(player, 0, false);  
PLAYER::GET_PLAYER_WANTED_LEVEL(player); executes in less than half the time. Which means that it's worth first checking if the wanted level needs to be cleared before clearing. However, this is mostly about good code practice and can important in other situations. The difference in time in this example is negligible.  

@:native("DisablePlayerFiring")staticdisablePlayerFiring(player:Dynamic, toggle:Bool):Dynamic

Inhibits the player from using any method of combat including melee and firearms.\ NOTE: Only disables the firing for one frame

@:native("DisablePlayerVehicleRewards")staticdisablePlayerVehicleRewards(player:Dynamic):Dynamic

Disables vehicle rewards for the current frame.

@:native("DisplaySystemSigninUi")staticdisplaySystemSigninUi(unk:Bool):Dynamic

Purpose of the BOOL currently unknown.  
Both, true and false, work  

@:native("EnableSpecialAbility")staticenableSpecialAbility(player:Dynamic, toggle:Bool):Dynamic

NativeDB Added Parameter 3: Any p2

@:native("ExtendWorldBoundaryForPlayer")staticextendWorldBoundaryForPlayer(x:Float, y:Float, z:Float):Dynamic

Appears only 3 times in the scripts, more specifically in michael1.ysc
-
This can be used to prevent dying if you are "out of the world"

@:native("ForceCleanup")staticforceCleanup(cleanupFlags:Int):Dynamic

used with 1,2,8,64,128 in the scripts  

@:native("ForceCleanupForAllThreadsWithThisName")staticforceCleanupForAllThreadsWithThisName(name:String, cleanupFlags:Int):Dynamic

PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation  

@:native("ForceCleanupForThreadWithThisId")staticforceCleanupForThreadWithThisId(id:Int, cleanupFlags:Int):Dynamic

@:native("GetCauseOfMostRecentForceCleanup")staticgetCauseOfMostRecentForceCleanup():Int

@:native("GetEntityPlayerIsFreeAimingAt")staticgetEntityPlayerIsFreeAimingAt(player:Dynamic, entity:Dynamic):Bool

Returns TRUE if it found an entity in your crosshair within range of your weapon. Assigns the handle of the target to the *entity that you pass it.  
Returns false if no entity found.  

@:native("GetIsPlayerDrivingOnHighway")staticgetIsPlayerDrivingOnHighway(playerId:Dynamic):Bool

@:native("GetMaxWantedLevel")staticgetMaxWantedLevel():Int

Gets the maximum wanted level the player can get.  
Ranges from 0 to 5.  

@:native("GetNumberOfPlayers")staticgetNumberOfPlayers():Int

Gets the number of players in the current session.
If not multiplayer, always returns 1.

@:native("GetPlayerCurrentStealthNoise")staticgetPlayerCurrentStealthNoise(player:Dynamic):Float

@:native("GetPlayerFakeWantedLevel")staticgetPlayerFakeWantedLevel(player:Dynamic):Int

@:native("GetPlayerGroup")staticgetPlayerGroup(player:Dynamic):Int

Returns the group ID the player is member of.  

@:native("GetPlayerHasReserveParachute")staticgetPlayerHasReserveParachute(player:Dynamic):Bool

@:native("GetPlayerIndex")staticgetPlayerIndex():Dynamic

Returns the same as PLAYER_ID and NETWORK_PLAYER_ID_TO_INT  

@:native("GetPlayerInvincible")staticgetPlayerInvincible(player:Dynamic):Bool

Returns the Player's Invincible status.  
This function will always return false if 0x733A643B5B0C53C1 is used to set the invincibility status. To always get the correct result, use this:  
	bool IsPlayerInvincible(Player player)  
	{  
auto addr = getScriptHandleBaseAddress(GET_PLAYER_PED(player));	  
if (addr)  
{  
	DWORD flag = *(DWORD *)(addr + 0x188);  
	return ((flag & (1 << 8)) != 0) || ((flag & (1 << 9)) != 0);  
}  
return false;  
	}  
============================================================  
This has bothered me for too long, whoever may come across this, where did anyone ever come up with this made up hash? 0x733A643B5B0C53C1 I've looked all over old hash list, and this nativedb I can not find that PC hash anywhere. What native name is it now or was it?  

@:native("GetPlayerMaxArmour")staticgetPlayerMaxArmour(player:Dynamic):Int

@:native("GetPlayerName")staticgetPlayerName(player:Dynamic):String

Returns the players name from a specified player index

@:native("GetPlayerParachutePackTintIndex")staticgetPlayerParachutePackTintIndex(player:Dynamic, tintIndex:Dynamic):Dynamic

@:native("GetPlayerParachuteSmokeTrailColor")staticgetPlayerParachuteSmokeTrailColor(player:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic

@:native("GetPlayerParachuteTintIndex")staticgetPlayerParachuteTintIndex(player:Dynamic, tintIndex:Dynamic):Dynamic

Tints:  
None = -1,  
Rainbow = 0,  
Red = 1,  
SeasideStripes = 2,  
WidowMaker = 3,  
Patriot = 4,  
Blue = 5,  
Black = 6,  
Hornet = 7,  
AirFocce = 8,  
Desert = 9,  
Shadow = 10,  
HighAltitude = 11,  
Airbone = 12,  
Sunrise = 13,  

@:native("GetPlayerPed")staticgetPlayerPed(playerId:Dynamic):Dynamic

Gets the ped for a specified player index.

@:native("GetPlayerPedScriptIndex")staticgetPlayerPedScriptIndex(player:Dynamic):Dynamic

Does the same like PLAYER::GET_PLAYER_PED

@:native("GetPlayerReserveParachuteTintIndex")staticgetPlayerReserveParachuteTintIndex(player:Dynamic, index:Dynamic):Dynamic

Tints:  
None = -1,  
Rainbow = 0,  
Red = 1,  
SeasideStripes = 2,  
WidowMaker = 3,  
Patriot = 4,  
Blue = 5,  
Black = 6,  
Hornet = 7,  
AirFocce = 8,  
Desert = 9,  
Shadow = 10,  
HighAltitude = 11,  
Airbone = 12,  
Sunrise = 13,  

@:native("GetPlayerRgbColour")staticgetPlayerRgbColour(player:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic

@:native("GetPlayerSprintStaminaRemaining")staticgetPlayerSprintStaminaRemaining(player:Dynamic):Float

@:native("GetPlayerSprintTimeRemaining")staticgetPlayerSprintTimeRemaining(player:Dynamic):Float

@:native("GetPlayerTargetEntity")staticgetPlayerTargetEntity(player:Dynamic, entity:Dynamic):Bool

Assigns the handle of locked-on melee target to *entity that you pass it.  
Returns false if no entity found.  

@:native("GetPlayerTeam")staticgetPlayerTeam(player:Dynamic):Int

Gets the player's team.  
Does nothing in singleplayer.  

@:native("GetPlayerUnderwaterTimeRemaining")staticgetPlayerUnderwaterTimeRemaining(player:Dynamic):Float

@:native("GetPlayerWantedCentrePosition")staticgetPlayerWantedCentrePosition(player:Dynamic):Dynamic

@:native("GetPlayerWantedLevel")staticgetPlayerWantedLevel(player:Dynamic):Int

@:native("GetPlayersLastVehicle")staticgetPlayersLastVehicle():Dynamic

Warning

This native will return 0 if the last vehicle the player was in was destroyed.

Alternative

You can use GET_VEHICLE_PED_IS_IN, which will actually get the last vehicle, even if it was destroyed.

@:native("GetTimeSinceLastArrest")staticgetTimeSinceLastArrest():Int

Returns the time since the character was arrested in (ms) milliseconds.  
example  
var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_ARREST();  
UI.DrawSubtitle(time.ToString());  
if player has not been arrested, the int returned will be -1.  

@:native("GetTimeSinceLastDeath")staticgetTimeSinceLastDeath():Int

Returns the time since the character died in (ms) milliseconds.  
example  
var time = Function.call<int>(Hash.GET_TIME_SINCE_LAST_DEATH();  
UI.DrawSubtitle(time.ToString());  
if player has not died, the int returned will be -1.  

@:native("GetTimeSincePlayerDroveAgainstTraffic")staticgetTimeSincePlayerDroveAgainstTraffic(player:Dynamic):Int

@:native("GetTimeSincePlayerDroveOnPavement")staticgetTimeSincePlayerDroveOnPavement(player:Dynamic):Int

@:native("GetTimeSincePlayerHitPed")staticgetTimeSincePlayerHitPed(player:Dynamic):Int

@:native("GetTimeSincePlayerHitVehicle")staticgetTimeSincePlayerHitVehicle(player:Dynamic):Int

@:native("GetWantedLevelRadius")staticgetWantedLevelRadius(player:Dynamic):Float

Remnant from GTA IV. Does nothing in GTA V.

@:native("GetWantedLevelThreshold")staticgetWantedLevelThreshold(wantedLevel:Int):Int

Drft  

@:native("GiveAchievementToPlayer")staticgiveAchievementToPlayer(achievement:Int):Bool

Achievements from 0-57
more achievements came with update 1.29 (freemode events update), I'd say that they now go to 60, but I'll need to check.

@:native("GivePlayerRagdollControl")staticgivePlayerRagdollControl(player:Dynamic, toggle:Bool):Dynamic

@:native("HasAchievementBeenPassed")statichasAchievementBeenPassed(achievement:Int):Bool

@:native("HasForceCleanupOccurred")statichasForceCleanupOccurred(cleanupFlags:Int):Bool

@:native("HasPlayerBeenSpottedInStolenVehicle")statichasPlayerBeenSpottedInStolenVehicle(player:Dynamic):Bool

@:native("HasPlayerDamagedAtLeastOneNonAnimalPed")statichasPlayerDamagedAtLeastOneNonAnimalPed(player:Dynamic):Bool

@:native("HasPlayerDamagedAtLeastOnePed")statichasPlayerDamagedAtLeastOnePed(player:Dynamic):Bool

@:native("HasPlayerLeftTheWorld")statichasPlayerLeftTheWorld(player:Dynamic):Bool

@:native("IntToParticipantindex")staticintToParticipantindex(value:Int):Int

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).  
--------------------------------------------------------  
if (NETWORK::NETWORK_IS_PARTICIPANT_ACTIVE(PLAYER::INT_TO_PARTICIPANTINDEX(i)))  

@:native("IntToPlayerindex")staticintToPlayerindex(value:Int):Dynamic

Simply returns whatever is passed to it (Regardless of whether the handle is valid or not).  

@:native("IsPlayerBattleAware")staticisPlayerBattleAware(player:Dynamic):Bool

Returns true if an unk value is greater than 0.0f  

@:native("IsPlayerBeingArrested")staticisPlayerBeingArrested(player:Dynamic, atArresting:Bool):Bool

Return true while player is being arrested / busted.  
If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control)  
If atArresting is set to 0, this function will return 1 only when the busted screen is shown.  

@:native("IsPlayerBluetoothEnable")staticisPlayerBluetoothEnable(player:Dynamic):Bool

@:native("IsPlayerClimbing")staticisPlayerClimbing(player:Dynamic):Bool

Returns TRUE if the player ('s ped) is climbing at the moment.  

@:native("IsPlayerControlOn")staticisPlayerControlOn(player:Dynamic):Bool

Can the player control himself, used to disable controls for player for things like a cutscene.  
---  
You can't disable controls with this, use SET_PLAYER_CONTROL(...) for this.  

@:native("IsPlayerDead")staticisPlayerDead(player:Dynamic):Bool

@:native("IsPlayerFreeAiming")staticisPlayerFreeAiming(player:Dynamic):Bool

Gets a value indicating whether the specified player is currently aiming freely.  

@:native("IsPlayerFreeAimingAtEntity")staticisPlayerFreeAimingAtEntity(player:Dynamic, entity:Dynamic):Bool

Gets a value indicating whether the specified player is currently aiming freely at the specified entity.  

@:native("IsPlayerFreeForAmbientTask")staticisPlayerFreeForAmbientTask(player:Dynamic):Bool

@:native("IsPlayerLoggingInNp")staticisPlayerLoggingInNp():Bool

this function is hard-coded to always return 0.  

@:native("IsPlayerOnline")staticisPlayerOnline():Bool

It returns true if the player is online, suggesting they are also logged in locally. Note that this is an alias for NETWORK_IS_SIGNED_ONLINE.

@:native("IsPlayerPlaying")staticisPlayerPlaying(player:Dynamic):Bool

Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested.  

@:native("IsPlayerPressingHorn")staticisPlayerPressingHorn(player:Dynamic):Bool

@:native("IsPlayerReadyForCutscene")staticisPlayerReadyForCutscene(player:Dynamic):Bool

@:native("IsPlayerRidingTrain")staticisPlayerRidingTrain(player:Dynamic):Bool

Returns true if the player is riding a train.  

@:native("IsPlayerScriptControlOn")staticisPlayerScriptControlOn(player:Dynamic):Bool

@:native("IsPlayerTargettingAnything")staticisPlayerTargettingAnything(player:Dynamic):Bool

@:native("IsPlayerTargettingEntity")staticisPlayerTargettingEntity(player:Dynamic, entity:Dynamic):Bool

@:native("IsPlayerTeleportActive")staticisPlayerTeleportActive():Bool

@:native("IsPlayerWantedLevelGreater")staticisPlayerWantedLevelGreater(player:Dynamic, wantedLevel:Int):Bool

@:native("IsSpecialAbilityActive")staticisSpecialAbilityActive(player:Dynamic):Bool

NativeDB Added Parameter 2: Any p1

@:native("IsSpecialAbilityEnabled")staticisSpecialAbilityEnabled(player:Dynamic):Bool

NativeDB Added Parameter 2: Any p1

@:native("IsSpecialAbilityMeterFull")staticisSpecialAbilityMeterFull(player:Dynamic):Bool

NativeDB Added Parameter 2: Any p1

@:native("IsSpecialAbilityUnlocked")staticisSpecialAbilityUnlocked(playerModel:Int):Bool

@:native("IsSystemUiBeingDisplayed")staticisSystemUiBeingDisplayed():Bool

@:native("NetworkPlayerIdToInt")staticnetworkPlayerIdToInt():Int

Does exactly the same thing as PLAYER_ID()  

@:native("PlayerAttachVirtualBound")staticplayerAttachVirtualBound(p0:Float, p1:Float, p2:Float, p3:Float, p4:Float, p5:Float, p6:Float, p7:Float):Dynamic

Only 1 match. ob_sofa_michael.  
PLAYER::PLAYER_ATTACH_VIRTUAL_BOUND(-804.5928f, 173.1801f, 71.68436f, 0f, 0f, 0.590625f, 1f, 0.7f);1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;  

@:native("PlayerDetachVirtualBound")staticplayerDetachVirtualBound():Dynamic

1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2, 1.0.393.4, 1.0.463.1;  

@:native("PlayerId")staticplayerId():Dynamic

Returns the player index for the local player.

@:native("PlayerPedId")staticplayerPedId():Dynamic

Returns the entity handle for the local player ped. Note that this entity handle will change after using commands such as SET_PLAYER_MODEL.

@:native("RemovePlayerHelmet")staticremovePlayerHelmet(player:Dynamic, p2:Bool):Dynamic

@:native("ReportCrime")staticreportCrime(player:Dynamic, crimeType:Int, wantedLvlThresh:Int):Dynamic

PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(), 37, PLAYER::GET_WANTED_LEVEL_THRESHOLD(1));  
From am_armybase.ysc.c4:  
PLAYER::REPORT_CRIME(PLAYER::PLAYER_ID(4), 36, PLAYER::GET_WANTED_LEVEL_THRESHOLD(4));  
-----  
This was taken from the GTAV.exe v1.334. The function is called sub_140592CE8. For a full decompilation of the function, see here: pastebin.com/09qSMsN7   
-----  
crimeType:  
1: Firearms possession  
2: Person running a red light ("5-0-5")  
3: Reckless driver  
4: Speeding vehicle (a "5-10")  
5: Traffic violation (a "5-0-5")  
6: Motorcycle rider without a helmet  
7: Vehicle theft (a "5-0-3")  
8: Grand Theft Auto  
9: ???  
10: ???  
11: Assault on a civilian (a "2-40")  
12: Assault on an officer  
13: Assault with a deadly weapon (a "2-45")  
14: Officer shot (a "2-45")  
15: Pedestrian struck by a vehicle  
16: Officer struck by a vehicle  
17: Helicopter down (an "AC"?)  
18: Civilian on fire (a "2-40")  
19: Officer set on fire (a "10-99")  
20: Car on fire  
21: Air unit down (an "AC"?)  
22: An explosion (a "9-96")  
23: A stabbing (a "2-45") (also something else I couldn't understand)  
24: Officer stabbed (also something else I couldn't understand)  
25: Attack on a vehicle ("MDV"?)  
26: Damage to property  
27: Suspect threatening officer with a firearm  
28: Shots fired  
29: ???  
30: ???  
31: ???  
32: ???  
33: ???  
34: A "2-45"  
35: ???  
36: A "9-25"  
37: ???  
38: ???  
39: ???  
40: ???  
41: ???  
42: ???  
43: Possible disturbance  
44: Civilian in need of assistance  
45: ???  
46: ???  

@:native("ReportPoliceSpottedPlayer")staticreportPoliceSpottedPlayer(player:Dynamic):Dynamic

@:native("ResetPlayerArrestState")staticresetPlayerArrestState(player:Dynamic):Dynamic

@:native("ResetPlayerInputGait")staticresetPlayerInputGait(player:Dynamic):Dynamic

@:native("ResetPlayerStamina")staticresetPlayerStamina(player:Dynamic):Dynamic

@:native("ResetWantedLevelDifficulty")staticresetWantedLevelDifficulty(player:Dynamic):Dynamic

@:native("ResetWorldBoundaryForPlayer")staticresetWorldBoundaryForPlayer():Dynamic

NativeDB Introduced: v323

@:native("RestorePlayerStamina")staticrestorePlayerStamina(player:Dynamic, percentage:Float):Dynamic

Adds a percentage to a players stamina

@:native("SetAirDragMultiplierForPlayersVehicle")staticsetAirDragMultiplierForPlayersVehicle(player:Dynamic, multiplier:Float):Dynamic

This can be between 1.0f - 14.9f   
You can change the max in IDA from 15.0. I say 15.0 as the function blrs if what you input is greater than or equal to 15.0 hence why it's 14.9 max default.  
On PC the multiplier can be between 0.0f and 50.0f (inclusive).  

@:native("SetAllRandomPedsFlee")staticsetAllRandomPedsFlee(player:Dynamic, toggle:Bool):Dynamic

Sets whether all random peds will run away from the player if they are agitated (threatened) (bool=true), or if they will stand their ground (bool=false).

@:native("SetAllRandomPedsFleeThisFrame")staticsetAllRandomPedsFleeThisFrame(player:Dynamic):Dynamic

@:native("SetAutoGiveParachuteWhenEnterPlane")staticsetAutoGiveParachuteWhenEnterPlane(player:Dynamic, toggle:Bool):Dynamic

@:native("SetAutoGiveScubaGearWhenExitVehicle")staticsetAutoGiveScubaGearWhenExitVehicle(player:Dynamic, toggle:Bool):Dynamic

@:native("SetDisableAmbientMeleeMove")staticsetDisableAmbientMeleeMove(player:Dynamic, toggle:Bool):Dynamic

@:native("SetDispatchCopsForPlayer")staticsetDispatchCopsForPlayer(player:Dynamic, toggle:Bool):Dynamic

@:native("SetEveryoneIgnorePlayer")staticsetEveryoneIgnorePlayer(player:Dynamic, toggle:Bool):Dynamic

@:native("SetIgnoreLowPriorityShockingEvents")staticsetIgnoreLowPriorityShockingEvents(player:Dynamic, toggle:Bool):Dynamic

@:native("SetMaxWantedLevel")staticsetMaxWantedLevel(maxWantedLevel:Int):Dynamic

@:native("SetPlayerBluetoothState")staticsetPlayerBluetoothState(player:Dynamic, state:Bool):Dynamic

@:native("SetPlayerCanBeHassledByGangs")staticsetPlayerCanBeHassledByGangs(player:Dynamic, toggle:Bool):Dynamic

Sets whether this player can be hassled by gangs.  

@:native("SetPlayerCanDoDriveBy")staticsetPlayerCanDoDriveBy(player:Dynamic, toggle:Bool):Dynamic

Sets whether the player is able to do drive-bys in vehicle (shooting & aiming in vehicles), this also includes middle finger taunts.

This is a toggle, it does not have to be ran every frame.

@:native("SetPlayerCanLeaveParachuteSmokeTrail")staticsetPlayerCanLeaveParachuteSmokeTrail(player:Dynamic, enabled:Bool):Dynamic

@:native("SetPlayerCanUseCover")staticsetPlayerCanUseCover(player:Dynamic, toggle:Bool):Dynamic

Sets whether this player can take cover.

@:native("SetPlayerClothLockCounter")staticsetPlayerClothLockCounter(value:Int):Dynamic

6 matches across 4 scripts. 5 occurrences were 240. The other was 255.  

@:native("SetPlayerClothPackageIndex")staticsetPlayerClothPackageIndex(index:Int):Dynamic

Every occurrence was either 0 or 2.  

@:native("SetPlayerClothPinFrames")staticsetPlayerClothPinFrames(player:Dynamic, p1:Int):Dynamic

@:native("SetPlayerControl")staticsetPlayerControl(player:Dynamic, bHasControl:Bool, flags:Int):Dynamic

Flags:
SPC_AMBIENT_SCRIPT = (1 << 1),
SPC_CLEAR_TASKS = (1 << 2),
SPC_REMOVE_FIRES = (1 << 3),
SPC_REMOVE_EXPLOSIONS = (1 << 4),
SPC_REMOVE_PROJECTILES = (1 << 5),
SPC_DEACTIVATE_GADGETS = (1 << 6),
SPC_REENABLE_CONTROL_ON_DEATH = (1 << 7),
SPC_LEAVE_CAMERA_CONTROL_ON = (1 << 8),
SPC_ALLOW_PLAYER_DAMAGE = (1 << 9),
SPC_DONT_STOP_OTHER_CARS_AROUND_PLAYER = (1 << 10),
SPC_PREVENT_EVERYBODY_BACKOFF = (1 << 11),
SPC_ALLOW_PAD_SHAKE = (1 << 12)
See: https://alloc8or.re/gta5/doc/enums/eSetPlayerControlFlag.txt

@:native("SetPlayerForceSkipAimIntro")staticsetPlayerForceSkipAimIntro(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerForcedAim")staticsetPlayerForcedAim(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerForcedZoom")staticsetPlayerForcedZoom(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerHasReserveParachute")staticsetPlayerHasReserveParachute(player:Dynamic):Dynamic

@:native("SetPlayerHealthRechargeMultiplier")staticsetPlayerHealthRechargeMultiplier(player:Dynamic, regenRate:Float):Dynamic

This multiplier is reset to 1.0 every time the player ped is changed, often times via SET_PLAYER_MODEL or CHANGE_PLAYER_PED.

@:native("SetPlayerInvincible")staticsetPlayerInvincible(player:Dynamic, bInvincible:Bool):Dynamic

Make the player impervious to all forms of damage.

@:native("SetPlayerLeavePedBehind")staticsetPlayerLeavePedBehind(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerLockon")staticsetPlayerLockon(player:Dynamic, toggle:Bool):Dynamic

Used to toggle the square up aim.

@:native("SetPlayerLockonRangeOverride")staticsetPlayerLockonRangeOverride(player:Dynamic, range:Float):Dynamic

Affects the range of auto aim target.  

@:native("SetPlayerMaxArmour")staticsetPlayerMaxArmour(player:Dynamic, value:Int):Dynamic

Default is 100. Use player id and not ped id. For instance: PLAYER::SET_PLAYER_MAX_ARMOUR(PLAYER::PLAYER_ID(), 100); // main_persistent.ct4  

@:native("SetPlayerMayNotEnterAnyVehicle")staticsetPlayerMayNotEnterAnyVehicle(player:Dynamic):Dynamic

Establishes a reset flag to prevent the player from entering any vehicle. Not that this native must be called every frame.

@:native("SetPlayerMayOnlyEnterThisVehicle")staticsetPlayerMayOnlyEnterThisVehicle(player:Dynamic, vehicle:Dynamic):Dynamic

Limit the player to only enter this vehicle. Note set vehicle to false if you want them to access any vehicle.

@:native("SetPlayerMeleeWeaponDamageModifier")staticsetPlayerMeleeWeaponDamageModifier(player:Dynamic, modifier:Float):Dynamic

NativeDB Added Parameter 3: BOOL p2

@:native("SetPlayerMeleeWeaponDefenseModifier")staticsetPlayerMeleeWeaponDefenseModifier(player:Dynamic, modifier:Float):Dynamic

modifier's min value is 0.1

@:native("SetPlayerModel")staticsetPlayerModel(player:Dynamic, model:Int):Dynamic

Set the model for a specific Player. Note that this will destroy the current Ped for the Player and create a new one, any reference to the old ped will be invalid after calling this.

As per usual, make sure to request the model first and wait until it has loaded.

@:native("SetPlayerNoiseMultiplier")staticsetPlayerNoiseMultiplier(player:Dynamic, multiplier:Float):Dynamic

@:native("SetPlayerParachuteModelOverride")staticsetPlayerParachuteModelOverride(player:Dynamic, model:Int):Dynamic

example:  
PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708);  

@:native("SetPlayerParachutePackModelOverride")staticsetPlayerParachutePackModelOverride(player:Dynamic, model:Int):Dynamic

@:native("SetPlayerParachutePackTintIndex")staticsetPlayerParachutePackTintIndex(player:Dynamic, tintIndex:Int):Dynamic

tints 0- 13
0 - unkown
1 - unkown
2 - unkown
3 - unkown
4 - unkown

@:native("SetPlayerParachuteSmokeTrailColor")staticsetPlayerParachuteSmokeTrailColor(player:Dynamic, r:Int, g:Int, b:Int):Dynamic

@:native("SetPlayerParachuteTintIndex")staticsetPlayerParachuteTintIndex(player:Dynamic, tintIndex:Int):Dynamic

Tints:  
None = -1,  
Rainbow = 0,  
Red = 1,  
SeasideStripes = 2,  
WidowMaker = 3,  
Patriot = 4,  
Blue = 5,  
Black = 6,  
Hornet = 7,  
AirFocce = 8,  
Desert = 9,  
Shadow = 10,  
HighAltitude = 11,  
Airbone = 12,  
Sunrise = 13,  

@:native("SetPlayerParachuteVariationOverride")staticsetPlayerParachuteVariationOverride(player:Dynamic, p1:Int, p2:Dynamic, p3:Dynamic, p4:Bool):Dynamic

p1 was always 5.  
p4 was always false.  

@:native("SetPlayerReserveParachuteTintIndex")staticsetPlayerReserveParachuteTintIndex(player:Dynamic, index:Int):Dynamic

Tints:  
None = -1,  
Rainbow = 0,  
Red = 1,  
SeasideStripes = 2,  
WidowMaker = 3,  
Patriot = 4,  
Blue = 5,  
Black = 6,  
Hornet = 7,  
AirFocce = 8,  
Desert = 9,  
Shadow = 10,  
HighAltitude = 11,  
Airbone = 12,  
Sunrise = 13,  

@:native("SetPlayerResetFlagPreferRearSeats")staticsetPlayerResetFlagPreferRearSeats(player:Dynamic, flags:Int):Dynamic

example:  
flags: 0-6  
PLAYER::SET_PLAYER_RESET_FLAG_PREFER_REAR_SEATS(PLAYER::PLAYER_ID(), 6);  
wouldnt the flag be the seatIndex?  

@:native("SetPlayerSimulateAiming")staticsetPlayerSimulateAiming(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerSneakingNoiseMultiplier")staticsetPlayerSneakingNoiseMultiplier(player:Dynamic, multiplier:Float):Dynamic

Values around 1.0f to 2.0f used in game scripts.  

@:native("SetPlayerSprint")staticsetPlayerSprint(player:Dynamic, toggle:Bool):Dynamic

@:native("SetPlayerStealthPerceptionModifier")staticsetPlayerStealthPerceptionModifier(player:Dynamic, value:Float):Dynamic

@:native("SetPlayerTargetLevel")staticsetPlayerTargetLevel(targetLevel:Int):Dynamic

@:native("SetPlayerTargetingMode")staticsetPlayerTargetingMode(targetMode:Int):Dynamic

Sets your targeting mode.
0 = Assisted Aim - Full
1 = Assisted Aim - Partial
2 = Free Aim - Assisted
3 = Free Aim

@:native("SetPlayerTeam")staticsetPlayerTeam(player:Dynamic, team:Int):Dynamic

Set the player's current team.

@:native("SetPlayerVehicleDamageModifier")staticsetPlayerVehicleDamageModifier(player:Dynamic, modifier:Float):Dynamic

modifier's min value is 0.1

@:native("SetPlayerVehicleDefenseModifier")staticsetPlayerVehicleDefenseModifier(player:Dynamic, modifier:Float):Dynamic

modifier's min value is 0.1

@:native("SetPlayerWantedCentrePosition")staticsetPlayerWantedCentrePosition(player:Dynamic, position:Dynamic, p2:Bool, p3:Bool):Dynamic

# Predominant call signatures  
PLAYER::SET_PLAYER_WANTED_CENTRE_POSITION(PLAYER::PLAYER_ID(), ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1));  
# Parameter value ranges  
P0: PLAYER::PLAYER_ID()  
P1: ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 1)  
P2: Not set by any call  

@:native("SetPlayerWantedLevel")staticsetPlayerWantedLevel(player:Dynamic, wantedLevel:Int, delayedResponse:Bool):Dynamic

@:native("SetPlayerWantedLevelNoDrop")staticsetPlayerWantedLevelNoDrop(player:Dynamic, wantedLevel:Int, delayedResponse:Bool):Dynamic

@:native("SetPlayerWantedLevelNow")staticsetPlayerWantedLevelNow(player:Dynamic, p1:Bool):Dynamic

Forces any pending wanted level to be applied to the specified player immediately.  
Call SET_PLAYER_WANTED_LEVEL with the desired wanted level, followed by SET_PLAYER_WANTED_LEVEL_NOW.  
Second parameter is unknown (always false).  

@:native("SetPlayerWeaponDamageModifier")staticsetPlayerWeaponDamageModifier(player:Dynamic, modifier:Float):Dynamic

The native ensures the 'modifier' parameter is 0.1 or greater.

@:native("SetPlayerWeaponDefenseModifier")staticsetPlayerWeaponDefenseModifier(player:Dynamic, modifier:Float):Dynamic

@:native("SetPoliceIgnorePlayer")staticsetPoliceIgnorePlayer(player:Dynamic, toggle:Bool):Dynamic

The player will be ignored by the police if toggle is set to true  

@:native("SetPoliceRadarBlips")staticsetPoliceRadarBlips(toggle:Bool):Dynamic

If toggle is set to false:
 The police won't be shown on the (mini)map
If toggle is set to true:
 The police will be shown on the (mini)map

@:native("SetRunSprintMultiplierForPlayer")staticsetRunSprintMultiplierForPlayer(player:Dynamic, multiplier:Float):Dynamic

Multiplier goes up to 1.49 any value above will be completely overruled by the game and the multiplier will not take effect, this can be edited in memory however.  
Just call it one time, it is not required to be called once every tick.  
Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and SWIM above. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it's 1.49 max default.  
It is not possible to "decrease" speed. Anything below 1 will be ignored.  

@:native("SetSpecialAbilityMultiplier")staticsetSpecialAbilityMultiplier(multiplier:Float):Dynamic

@:native("SetSwimMultiplierForPlayer")staticsetSwimMultiplierForPlayer(player:Dynamic, multiplier:Float):Dynamic

Swim speed multiplier.  
Multiplier goes up to 1.49  
Just call it one time, it is not required to be called once every tick. - Note copied from below native.  
Note: At least the IDA method if you change the max float multiplier from 1.5 it will change it for both this and RUN_SPRINT below. I say 1.5 as the function blrs if what you input is greater than or equal to 1.5 hence why it's 1.49 max default.  

@:native("SetWantedLevelDifficulty")staticsetWantedLevelDifficulty(player:Dynamic, difficulty:Float):Dynamic

Max value is 1.0  

@:native("SetWantedLevelMultiplier")staticsetWantedLevelMultiplier(multiplier:Float):Dynamic

@:native("SimulatePlayerInputGait")staticsimulatePlayerInputGait(player:Dynamic, amount:Float, gaitType:Int, rotationSpeed:Float, p4:Bool, p5:Bool):Dynamic

This is to make the player walk without accepting input.

Call this native every frame so you can control the direction of your ped.

@:native("SpecialAbilityChargeAbsolute")staticspecialAbilityChargeAbsolute(player:Dynamic, p1:Int, p2:Bool):Dynamic

p1 appears as 5, 10, 15, 25, or 30. p2 is always true.
NativeDB Added Parameter 4: Any p3

@:native("SpecialAbilityChargeContinuous")staticspecialAbilityChargeContinuous(player:Dynamic, p2:Dynamic):Dynamic

p1 appears to always be 1 (only comes up twice)
NativeDB Added Parameter 3: Any p2

@:native("SpecialAbilityChargeLarge")staticspecialAbilityChargeLarge(player:Dynamic, p1:Bool, p2:Bool):Dynamic

2 matches. p1 was always true.
NativeDB Added Parameter 4: Any p3

@:native("SpecialAbilityChargeMedium")staticspecialAbilityChargeMedium(player:Dynamic, p1:Bool, p2:Bool):Dynamic

Only 1 match. Both p1 & p2 were true.
NativeDB Added Parameter 4: Any p3

@:native("SpecialAbilityChargeNormalized")staticspecialAbilityChargeNormalized(player:Dynamic, normalizedValue:Float, p2:Bool):Dynamic

normalizedValue is from 0.0 - 1.0
p2 is always 1
NativeDB Added Parameter 4: Any p3

@:native("SpecialAbilityChargeOnMissionFailed")staticspecialAbilityChargeOnMissionFailed(player:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityChargeSmall")staticspecialAbilityChargeSmall(player:Dynamic, p1:Bool, p2:Bool):Dynamic

Every occurrence of p1 & p2 were both true.
NativeDB Added Parameter 4: Any p3

@:native("SpecialAbilityDeactivate")staticspecialAbilityDeactivate(player:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityDeactivateFast")staticspecialAbilityDeactivateFast(player:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityDepleteMeter")staticspecialAbilityDepleteMeter(player:Dynamic, p1:Bool):Dynamic

p1 was always true.
NativeDB Added Parameter 3: Any p2

@:native("SpecialAbilityFillMeter")staticspecialAbilityFillMeter(player:Dynamic, p1:Bool):Dynamic

Also known as _RECHARGE_SPECIAL_ABILITY
NativeDB Added Parameter 3: Any p2

@:native("SpecialAbilityLock")staticspecialAbilityLock(playerModel:Int):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityReset")staticspecialAbilityReset(player:Dynamic):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("SpecialAbilityUnlock")staticspecialAbilityUnlock(playerModel:Int):Dynamic

NativeDB Added Parameter 2: Any p1

@:native("StartFiringAmnesty")staticstartFiringAmnesty(duration:Int):Dynamic

@:native("StartPlayerTeleport")staticstartPlayerTeleport(player:Dynamic, x:Float, y:Float, z:Float, heading:Float, teleportWithVehicle:Bool, findCollisionLand:Bool, p7:Bool):Dynamic

Teleports the player to the given coordinates.

If findCollisionLand is true it will try to find the Z value for you, this however has a timeout of 100 frames.

When trying to find the Z value the native will take longer the higher the difference from the given Z to the ground, this combined with the timeout can cause the teleport to just teleport to the given Z value, so try to estimate the z value, so don't just pass in 1000.0.

Also if you're in a vehicle and teleportWithVehicle is true it will not find the Z value for you.

@:native("StopPlayerTeleport")staticstopPlayerTeleport():Dynamic

Disables the player's teleportation  

@:native("SuppressCrimeThisFrame")staticsuppressCrimeThisFrame(player:Dynamic, crimeType:Int):Dynamic

Suppresses a crime for a given player for this frame only.

 * 
 * **Note:** This native needs to be executed inside a thread if a crime is meant to be suppressed for a given amount of time.