class Player
package fivem.client.natives
Static methods
staticGetAchievementProgress(achievement:Int):Int
For Steam.
Always returns 0 in retail version of the game.staticGetPlayerHealthRechargeLimit(player:Dynamic):Float
staticHasPlayerBeenShotByCop(player:Dynamic, ms:Int, p2:Bool):Bool
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. 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.
staticSetAchievementProgress(achievement:Int, progress:Int):Bool
For Steam. Does nothing and always returns false in the retail version of the game.
staticSetPlayerFallDistance(player:Dynamic, distance:Float):Dynamic
staticSetPlayerHealthRechargeLimit(player:Dynamic, limit:Float):Dynamic
staticSetPlayerInvincibleKeepRagdollEnabled(player:Dynamic, toggle:Bool):Dynamic
staticSetPlayerReserveParachuteModelOverride(player:Dynamic, model:Int):Dynamic
NativeDB Introduced: v2372staticSetPlayerUnderwaterTimeRemaining(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.
staticSetPlayerWeaponDefenseModifier2(player:Dynamic, modifier:Float):Dynamic
staticSetWantedLevelHiddenEvasionTime(player:Dynamic, wantedLevel:Int, lossTime:Int):Dynamic
NativeDB Introduced: v2060staticUpdatePlayerTeleport(player:Dynamic):Bool
staticarePlayerFlashingStarsAboutToDrop(player:Dynamic):Bool
staticarePlayerStarsGreyedOut(player:Dynamic):Bool
staticassistedMovementCloseRoute():Dynamic
staticassistedMovementFlushRoute():Dynamic
staticcanPedHearPlayer(player:Dynamic, ped:Dynamic):Bool
staticcanPlayerStartMission(player:Dynamic):Bool
staticchangePlayerPed(player:Dynamic, ped:Dynamic, b2:Bool, resetDamage:Bool):Dynamic
staticclearPlayerHasDamagedAtLeastOneNonAnimalPed(player:Dynamic):Dynamic
staticclearPlayerHasDamagedAtLeastOnePed(player:Dynamic):Dynamic
staticclearPlayerParachuteModelOverride(player:Dynamic):Dynamic
staticclearPlayerParachutePackModelOverride(player:Dynamic):Dynamic
staticclearPlayerParachuteVariationOverride(player:Dynamic):Dynamic
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. 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
staticdisablePlayerVehicleRewards(player:Dynamic):Dynamic
Disables vehicle rewards for the current frame.
staticdisplaySystemSigninUi(unk:Bool):Dynamic
Purpose of the BOOL currently unknown.
Both, true and false, work 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"staticforceCleanupForAllThreadsWithThisName(name:String, cleanupFlags:Int):Dynamic
PLAYER::FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME("pb_prostitute", 1); // Found in decompilation staticforceCleanupForThreadWithThisId(id:Int, cleanupFlags:Int):Dynamic
staticgetCauseOfMostRecentForceCleanup():Int
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. staticgetIsPlayerDrivingOnHighway(playerId:Dynamic):Bool
staticgetNumberOfPlayers():Int
Gets the number of players in the current session.
If not multiplayer, always returns 1.staticgetPlayerCurrentStealthNoise(player:Dynamic):Float
staticgetPlayerFakeWantedLevel(player:Dynamic):Int
staticgetPlayerHasReserveParachute(player:Dynamic):Bool
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? staticgetPlayerMaxArmour(player:Dynamic):Int
staticgetPlayerParachutePackTintIndex(player:Dynamic, tintIndex:Dynamic):Dynamic
staticgetPlayerParachuteSmokeTrailColor(player:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic
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, 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, staticgetPlayerRgbColour(player:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic
staticgetPlayerSprintStaminaRemaining(player:Dynamic):Float
staticgetPlayerSprintTimeRemaining(player:Dynamic):Float
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. staticgetPlayerUnderwaterTimeRemaining(player:Dynamic):Float
staticgetPlayerWantedCentrePosition(player:Dynamic):Dynamic
staticgetPlayerWantedLevel(player:Dynamic):Int
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.
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. 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. staticgetTimeSincePlayerDroveAgainstTraffic(player:Dynamic):Int
staticgetTimeSincePlayerDroveOnPavement(player:Dynamic):Int
staticgetTimeSincePlayerHitPed(player:Dynamic):Int
staticgetTimeSincePlayerHitVehicle(player:Dynamic):Int
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.staticgivePlayerRagdollControl(player:Dynamic, toggle:Bool):Dynamic
statichasAchievementBeenPassed(achievement:Int):Bool
statichasForceCleanupOccurred(cleanupFlags:Int):Bool
statichasPlayerBeenSpottedInStolenVehicle(player:Dynamic):Bool
statichasPlayerDamagedAtLeastOneNonAnimalPed(player:Dynamic):Bool
statichasPlayerDamagedAtLeastOnePed(player:Dynamic):Bool
statichasPlayerLeftTheWorld(player:Dynamic):Bool
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))) staticintToPlayerindex(value:Int):Dynamic
Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). 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. staticisPlayerBluetoothEnable(player:Dynamic):Bool
staticisPlayerClimbing(player:Dynamic):Bool
Returns TRUE if the player ('s ped) is climbing at the moment. 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. staticisPlayerDead(player:Dynamic):Bool
staticisPlayerFreeAiming(player:Dynamic):Bool
Gets a value indicating whether the specified player is currently aiming freely. staticisPlayerFreeAimingAtEntity(player:Dynamic, entity:Dynamic):Bool
Gets a value indicating whether the specified player is currently aiming freely at the specified entity. staticisPlayerFreeForAmbientTask(player:Dynamic):Bool
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.
staticisPlayerPlaying(player:Dynamic):Bool
Checks whether the specified player has a Ped, the Ped is not dead, is not injured and is not arrested. staticisPlayerPressingHorn(player:Dynamic):Bool
staticisPlayerReadyForCutscene(player:Dynamic):Bool
staticisPlayerScriptControlOn(player:Dynamic):Bool
staticisPlayerTargettingAnything(player:Dynamic):Bool
staticisPlayerTargettingEntity(player:Dynamic, entity:Dynamic):Bool
staticisPlayerTeleportActive():Bool
staticisPlayerWantedLevelGreater(player:Dynamic, wantedLevel:Int):Bool
staticisSpecialAbilityUnlocked(playerModel:Int):Bool
staticisSystemUiBeingDisplayed():Bool
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; 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; 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.
staticremovePlayerHelmet(player:Dynamic, p2:Bool):Dynamic
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: ??? staticreportPoliceSpottedPlayer(player:Dynamic):Dynamic
staticresetPlayerArrestState(player:Dynamic):Dynamic
staticresetPlayerInputGait(player:Dynamic):Dynamic
staticresetPlayerStamina(player:Dynamic):Dynamic
staticresetWantedLevelDifficulty(player:Dynamic):Dynamic
staticrestorePlayerStamina(player:Dynamic, percentage:Float):Dynamic
Adds a percentage to a players stamina
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). 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).
staticsetAllRandomPedsFleeThisFrame(player:Dynamic):Dynamic
staticsetAutoGiveParachuteWhenEnterPlane(player:Dynamic, toggle:Bool):Dynamic
staticsetAutoGiveScubaGearWhenExitVehicle(player:Dynamic, toggle:Bool):Dynamic
staticsetDisableAmbientMeleeMove(player:Dynamic, toggle:Bool):Dynamic
staticsetDispatchCopsForPlayer(player:Dynamic, toggle:Bool):Dynamic
staticsetEveryoneIgnorePlayer(player:Dynamic, toggle:Bool):Dynamic
staticsetIgnoreLowPriorityShockingEvents(player:Dynamic, toggle:Bool):Dynamic
staticsetMaxWantedLevel(maxWantedLevel:Int):Dynamic
staticsetPlayerBluetoothState(player:Dynamic, state:Bool):Dynamic
staticsetPlayerCanBeHassledByGangs(player:Dynamic, toggle:Bool):Dynamic
Sets whether this player can be hassled by gangs. 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.
staticsetPlayerCanLeaveParachuteSmokeTrail(player:Dynamic, enabled:Bool):Dynamic
staticsetPlayerCanUseCover(player:Dynamic, toggle:Bool):Dynamic
Sets whether this player can take cover.staticsetPlayerClothLockCounter(value:Int):Dynamic
6 matches across 4 scripts. 5 occurrences were 240. The other was 255. staticsetPlayerClothPinFrames(player:Dynamic, p1:Int):Dynamic
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.txtstaticsetPlayerForceSkipAimIntro(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerForcedAim(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerForcedZoom(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerHasReserveParachute(player:Dynamic):Dynamic
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.
staticsetPlayerInvincible(player:Dynamic, bInvincible:Bool):Dynamic
Make the player impervious to all forms of damage.
staticsetPlayerLeavePedBehind(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerLockonRangeOverride(player:Dynamic, range:Float):Dynamic
Affects the range of auto aim target. 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 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.
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.
staticsetPlayerMeleeWeaponDamageModifier(player:Dynamic, modifier:Float):Dynamic
NativeDB Added Parameter 3: BOOL p2staticsetPlayerMeleeWeaponDefenseModifier(player:Dynamic, modifier:Float):Dynamic
modifier's min value is 0.1staticsetPlayerModel(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.
staticsetPlayerNoiseMultiplier(player:Dynamic, multiplier:Float):Dynamic
staticsetPlayerParachuteModelOverride(player:Dynamic, model:Int):Dynamic
example:
PLAYER::SET_PLAYER_PARACHUTE_MODEL_OVERRIDE(PLAYER::PLAYER_ID(), 0x73268708); staticsetPlayerParachutePackModelOverride(player:Dynamic, model:Int):Dynamic
staticsetPlayerParachutePackTintIndex(player:Dynamic, tintIndex:Int):Dynamic
tints 0- 13
0 - unkown
1 - unkown
2 - unkown
3 - unkown
4 - unkownstaticsetPlayerParachuteSmokeTrailColor(player:Dynamic, r:Int, g:Int, b:Int):Dynamic
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, staticsetPlayerParachuteVariationOverride(player:Dynamic, p1:Int, p2:Dynamic, p3:Dynamic, p4:Bool):Dynamic
p1 was always 5.
p4 was always false. 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, 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? staticsetPlayerSimulateAiming(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerSneakingNoiseMultiplier(player:Dynamic, multiplier:Float):Dynamic
Values around 1.0f to 2.0f used in game scripts. staticsetPlayerSprint(player:Dynamic, toggle:Bool):Dynamic
staticsetPlayerStealthPerceptionModifier(player:Dynamic, value:Float):Dynamic
staticsetPlayerTargetLevel(targetLevel:Int):Dynamic
staticsetPlayerTargetingMode(targetMode:Int):Dynamic
Sets your targeting mode.
0 = Assisted Aim - Full
1 = Assisted Aim - Partial
2 = Free Aim - Assisted
3 = Free AimstaticsetPlayerVehicleDamageModifier(player:Dynamic, modifier:Float):Dynamic
modifier's min value is 0.1staticsetPlayerVehicleDefenseModifier(player:Dynamic, modifier:Float):Dynamic
modifier's min value is 0.1staticsetPlayerWantedCentrePosition(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 staticsetPlayerWantedLevel(player:Dynamic, wantedLevel:Int, delayedResponse:Bool):Dynamic
staticsetPlayerWantedLevelNoDrop(player:Dynamic, wantedLevel:Int, delayedResponse:Bool):Dynamic
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). staticsetPlayerWeaponDamageModifier(player:Dynamic, modifier:Float):Dynamic
The native ensures the 'modifier' parameter is 0.1 or greater.
staticsetPlayerWeaponDefenseModifier(player:Dynamic, modifier:Float):Dynamic
staticsetPoliceIgnorePlayer(player:Dynamic, toggle:Bool):Dynamic
The player will be ignored by the police if toggle is set to true 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)mapstaticsetRunSprintMultiplierForPlayer(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. staticsetSpecialAbilityMultiplier(multiplier:Float):Dynamic
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. staticsetWantedLevelMultiplier(multiplier:Float):Dynamic
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.
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 p3staticspecialAbilityChargeContinuous(player:Dynamic, p2:Dynamic):Dynamic
p1 appears to always be 1 (only comes up twice)
NativeDB Added Parameter 3: Any p2staticspecialAbilityChargeLarge(player:Dynamic, p1:Bool, p2:Bool):Dynamic
2 matches. p1 was always true.
NativeDB Added Parameter 4: Any p3staticspecialAbilityChargeMedium(player:Dynamic, p1:Bool, p2:Bool):Dynamic
Only 1 match. Both p1 & p2 were true.
NativeDB Added Parameter 4: Any p3staticspecialAbilityChargeNormalized(player:Dynamic, normalizedValue:Float, p2:Bool):Dynamic
normalizedValue is from 0.0 - 1.0
p2 is always 1
NativeDB Added Parameter 4: Any p3staticspecialAbilityChargeSmall(player:Dynamic, p1:Bool, p2:Bool):Dynamic
Every occurrence of p1 & p2 were both true.
NativeDB Added Parameter 4: Any p3staticspecialAbilityDepleteMeter(player:Dynamic, p1:Bool):Dynamic
p1 was always true.
NativeDB Added Parameter 3: Any p2staticspecialAbilityFillMeter(player:Dynamic, p1:Bool):Dynamic
Also known as _RECHARGE_SPECIAL_ABILITY
NativeDB Added Parameter 3: Any p2staticstartFiringAmnesty(duration:Int):Dynamic
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.
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.