Static methods

@:native("AddBlipForArea")staticAddBlipForArea(x:Float, y:Float, z:Float, width:Float, height:Float):Dynamic

Adds a rectangular blip for the specified coordinates/area.

It is recommended to use SET_BLIP_ROTATION and SET_BLIP_COLOUR to make the blip not rotate along with the camera.

By default, the blip will show as a regular blip with the specified color/sprite if it is outside of the minimap view.

(Native name is likely to actually be ADD_BLIP_FOR_AREA, but due to the usual reasons this can't be confirmed)

**This is the server-side RPC native equivalent of the client native _ADD_BLIP_FOR_AREA.

@: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

**This is the server-side RPC native equivalent of the client native _SET_PED_EYE_COLOR.

@: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.

**This is the server-side RPC native equivalent of the client native _SET_PED_FACE_FEATURE.

@: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.

**This is the server-side RPC native equivalent of the client native _SET_PED_HEAD_OVERLAY_COLOR.

@:native("AddBlipForCoord")staticaddBlipForCoord(x:Float, y:Float, z:Float):Dynamic

Creates a blip for the specified coordinates. You can use SET_BLIP_ natives to change the blip.

 * 
 * **This is the server-side RPC native equivalent of the client native [ADD_BLIP_FOR_COORD](?\_0x5A039BB0BCA604B6).

@:native("AddBlipForEntity")staticaddBlipForEntity(entity:Dynamic):Dynamic

Create a blip that by default is red (enemy), you can use SET_BLIP_AS_FRIENDLY to make it blue (friend).\ Can be used for objects, vehicles and peds.

Example of enemy:

enemy

Example of friend:

friend

**This is the server-side RPC native equivalent of the client native ADD_BLIP_FOR_ENTITY.

@:native("AddBlipForRadius")staticaddBlipForRadius(posX:Float, posY:Float, posZ:Float, radius:Float):Dynamic

Create a blip with a radius for the specified coordinates (it doesnt create the blip sprite, so you need to use AddBlipCoords)

Example image:

example

**This is the server-side RPC native equivalent of the client native ADD_BLIP_FOR_RADIUS.

@:native("AddConvarChangeListener")staticaddConvarChangeListener(conVarFilter:String, handler:Function):Int

Adds a listener for Console Variable changes.

The function called expects to match the following signature:

function ConVarChangeListener(conVarName: string, reserved: any);
  • conVarName: The ConVar that changed.
  • reserved: Currently unused.

@: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"))

**This is the server-side RPC native equivalent of the client native ADD_PED_DECORATION_FROM_HASHES.

@:native("AddStateBagChangeHandler")staticaddStateBagChangeHandler(keyFilter:String, bagFilter:String, handler:Function):Int

Adds a handler for changes to a state bag.

The function called expects to match the following signature:

function StateBagChangeHandler(bagName: string, key: string, value: any, reserved: number, replicated: boolean);
  • bagName: The internal bag ID for the state bag which changed. This is usually player:Source, entity:NetID

    or localEntity:Handle.

  • key: The changed key.
  • value: The new value stored at key. The old value is still stored in the state bag at the time this callback executes.
  • reserved: Currently unused.
  • replicated: Whether the set is meant to be replicated.

At this time, the change handler can't opt to reject changes.

If bagName refers to an entity, use GET_ENTITY_FROM_STATE_BAG_NAME to get the entity handle

If bagName refers to a player, use GET_PLAYER_FROM_STATE_BAG_NAME to get the player handle

@:native("ApplyForceToEntity")staticapplyForceToEntity(entity:Dynamic, forceType:Int, x:Float, y:Float, z:Float, offX:Float, offY:Float, offZ:Float, nComponent:Int, bLocalForce:Bool, bLocalOffset:Bool, bScaleByMass:Bool, bPlayAudio:Bool, bScaleByTimeWarp:Bool):Dynamic

enum eApplyForceTypes {

APPLY_TYPE_FORCE = 0,

APPLY_TYPE_IMPULSE = 1,

APPLY_TYPE_EXTERNAL_FORCE = 2,

APPLY_TYPE_EXTERNAL_IMPULSE = 3,

APPLY_TYPE_TORQUE = 4,

APPLY_TYPE_ANGULAR_IMPULSE = 5

}

**This is the server-side RPC native equivalent of the client native APPLY_FORCE_TO_ENTITY.

@:native("CanPlayerStartCommerceSession")staticcanPlayerStartCommerceSession(playerSrc:String):Bool

This native is deprecated and may be removed in a future version. Use the Tebex API instead.

Returns whether or not the specified player has enough information to start a commerce session for.

@:native("CancelEvent")staticcancelEvent():Dynamic

Cancels the currently executing event.

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

CLEAR_PED_PROP

 * 
 * **This is the server-side RPC native equivalent of the client native [CLEAR_PED_PROP](?\_0x0943E5B8E078E76E).

@:native("ClearPedSecondaryTask")staticclearPedSecondaryTask(ped:Dynamic):Dynamic

CLEAR_PED_SECONDARY_TASK

 * 
 * **This is the server-side RPC native equivalent of the client native [CLEAR_PED_SECONDARY_TASK](?\_0x176CECF6F920D707).

@:native("ClearPedTasks")staticclearPedTasks(ped:Dynamic):Dynamic

Clear a ped's tasks. Stop animations and other tasks created by scripts.

 * 
 * **This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS](?\_0xE1EF3C1216AFF2CD).

@:native("ClearPedTasksImmediately")staticclearPedTasksImmediately(ped:Dynamic):Dynamic

Immediately stops the pedestrian from whatever it's doing. The difference between this and CLEAR_PED_TASKS is that this one teleports the ped but does not change the position of the ped.

 * 
 * **This is the server-side RPC native equivalent of the client native [CLEAR_PED_TASKS_IMMEDIATELY](?\_0xAAA34F8A7CB32098).

@: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.

**This is the server-side RPC native equivalent of the client native CLEAR_PLAYER_WANTED_LEVEL.

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

Creates an object (prop) with the specified model at the specified position, offset on the Z axis by the radius of the object's model.

This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

**This is the server-side RPC native equivalent of the client native CREATE_OBJECT.

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

Creates an object (prop) with the specified model centered at the specified position.

This object will initially be owned by the creating script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

**This is the server-side RPC native equivalent of the client native CREATE_OBJECT_NO_OFFSET.

@: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).

**This is the server-side RPC native equivalent of the client native CREATE_PED.

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

CREATE_PED_INSIDE_VEHICLE

 * 
 * **This is the server-side RPC native equivalent of the client native [CREATE_PED_INSIDE_VEHICLE](?\_0x7DD959874C1FD534).

@:native("CreateVehicle")staticcreateVehicle(modelHash:Int, x:Float, y:Float, z:Float, heading:Float, isNetwork:Bool, netMissionEntity:Bool):Dynamic

Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating

script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).

NativeDB Added Parameter 8: BOOL p7

**This is the server-side RPC native equivalent of the client native CREATE_VEHICLE.

@:native("CreateVehicleServerSetter")staticcreateVehicleServerSetter(modelHash:Int, type:String, x:Float, y:Float, z:Float, heading:Float):Dynamic

Equivalent to CREATE_VEHICLE, but it uses 'server setter' logic (like the former CREATE_AUTOMOBILE) as a workaround for

reliability concerns regarding entity creation RPC.

Unlike CREATE_AUTOMOBILE, this supports other vehicle types as well.

@:native("DeleteEntity")staticdeleteEntity(entity:Dynamic):Dynamic

Deletes the specified entity.

 * 
 * **NOTE**: For trains this will only work if called on the train engine, it will not work on its carriages.

@:native("DeleteFunctionReference")staticdeleteFunctionReference(referenceIdentity:String):Dynamic

@:native("DeleteResourceKvp")staticdeleteResourceKvp(key:String):Dynamic

@:native("DeleteResourceKvpNoSync")staticdeleteResourceKvpNoSync(key:String):Dynamic

Nonsynchronous DELETE_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.

@:native("DeleteTrain")staticdeleteTrain(entity:Dynamic):Dynamic

Deletes the specified entity and any carriage its attached to, or that is attached to it.

@:native("DoesBoatSinkWhenWrecked")staticdoesBoatSinkWhenWrecked(vehicle:Dynamic):Dynamic

@:native("DoesEntityExist")staticdoesEntityExist(entity:Dynamic):Bool

@:native("DoesPlayerExist")staticdoesPlayerExist(playerSrc:String):Bool

Returns whether or not the player exists

@:native("DoesPlayerOwnSku")staticdoesPlayerOwnSku(playerSrc:String, skuId:Int):Bool

This native is deprecated and may be removed in a future version. Use DOES_PLAYER_OWN_SKU_EXT instead.

Requests whether or not the player owns the specified SKU.

@:native("DoesPlayerOwnSkuExt")staticdoesPlayerOwnSkuExt(playerSrc:String, skuId:Int):Bool

Requests whether or not the player owns the specified package.

@:native("DoesTrainStopAtStations")staticdoesTrainStopAtStations(train:Dynamic):Bool

@:native("DropPlayer")staticdropPlayer(playerSrc:String, reason:String):Dynamic

@:native("DuplicateFunctionReference")staticduplicateFunctionReference(referenceIdentity:String):String

@:native("EnableEnhancedHostSupport")staticenableEnhancedHostSupport(enabled:Bool):Dynamic

@:native("EndFindKvp")staticendFindKvp(handle:Int):Dynamic

@:native("EnsureEntityStateBag")staticensureEntityStateBag(entity:Dynamic):Dynamic

Internal function for ensuring an entity has a state bag.

@:native("ExecuteCommand")staticexecuteCommand(commandString:String):Dynamic

Depending on your use case you may need to use add_acl resource.<your_resource_name> command.<command_name> allow to use this native in your resource.

@:native("FindKvp")staticfindKvp(handle:Int):String

@:native("FlagServerAsPrivate")staticflagServerAsPrivate(private_:Bool):Dynamic

@:native("FlushResourceKvp")staticflushResourceKvp():Dynamic

Nonsynchronous operations will not wait for a disk/filesystem flush before returning from a write or delete call. They will be much faster than their synchronous counterparts (e.g., bulk operations), however, a system crash may lose the data to some recent operations.

This native ensures all _NO_SYNC operations are synchronized with the disk/filesystem.

@:native("FormatStackTrace")staticformatStackTrace(traceData:Dynamic):String

An internal function for converting a stack trace object to a string.

@:native("FreezeEntityPosition")staticfreezeEntityPosition(entity:Dynamic, toggle:Bool):Dynamic

Freezes or unfreezes an entity preventing its coordinates to change by the player if set to true. You can still change the entity position using SET_ENTITY_COORDS.

 * 
 * **This is the server-side RPC native equivalent of the client native [FREEZE_ENTITY_POSITION](?\_0x428CA6DBD1094446).

@:native("GetAirDragMultiplierForPlayersVehicle")staticgetAirDragMultiplierForPlayersVehicle(playerSrc:String):Float

@:native("GetAllObjects")staticgetAllObjects():Dynamic

Returns all object handles known to the server.

The data returned adheres to the following layout:

[127, 42, 13, 37]

@:native("GetAllPeds")staticgetAllPeds():Dynamic

Returns all peds handles known to the server.

The data returned adheres to the following layout:

[127, 42, 13, 37]

@:native("GetAllVehicles")staticgetAllVehicles():Dynamic

Returns all vehicle handles known to the server.

The data returned adheres to the following layout:

[127, 42, 13, 37]

@:native("GetConsoleBuffer")staticgetConsoleBuffer():String

Returns the current console output buffer.

@:native("GetConvar")staticgetConvar(varName:String, default_:String):String

Can be used to get a console variable of type char*, for example a string.

@:native("GetConvarBool")staticgetConvarBool(varName:String, defaultValue:Bool):Bool

Can be used to get a console variable casted back to bool.

@:native("GetConvarFloat")staticgetConvarFloat(varName:String, defaultValue:Float):Float

This will have floating point inaccuracy.

@:native("GetConvarInt")staticgetConvarInt(varName:String, default_:Int):Int

Can be used to get a console variable casted back to int (an integer value).

@:native("GetCurrentPedWeapon")staticgetCurrentPedWeapon(ped:Dynamic):Int

Returns the hash of weapon the Ped is currently using.

@:native("GetCurrentResourceName")staticgetCurrentResourceName():String

Returns the name of the currently executing resource.

@:native("GetEntitiesInRadius")staticgetEntitiesInRadius(x:Float, y:Float, z:Float, radius:Float, entityType:Int, sortByDistance:Bool, models:Dynamic):Dynamic

Supported types

  • [1] : Peds (including animals) and players.
  • [2] : Vehicles.
  • [3] : Objects (props), doors, and projectiles.

Coordinates need to be send unpacked (x,y,z)



-- Define the allowed model hashes

local allowedModelHashes = { GetHashKey("p_crate03x"), GetHashKey("p_crate22x") }



-- Get the player's current coordinates

local playerCoords = GetEntityCoords(PlayerPedId())



-- Retrieve all entities of type Object (type 3) within a radius of 10.0 units

-- that match the allowed model hashes

-- and sort output entities by distance

local entities = GetEntitiesInRadius(playerCoords.x, playerCoords.y, playerCoords.z, 10.0, 3, true, allowedModelHashes)



-- Iterate through the list of entities and print their ids

for i = 1, #entities do

    local entity = entities[i]

    print(entity)

end

@:native("GetEntityAttachedTo")staticgetEntityAttachedTo(entity:Dynamic):Dynamic

Gets the entity that this entity is attached to.

@:native("GetEntityCollisionDisabled")staticgetEntityCollisionDisabled(entity:Dynamic):Dynamic

@:native("GetEntityCoords")staticgetEntityCoords(entity:Dynamic):Dynamic

Gets the current coordinates for a specified entity. This native is used server side when using OneSync.

See GET_ENTITY_COORDS for client side.

@:native("GetEntityFromStateBagName")staticgetEntityFromStateBagName(bagName:String):Dynamic

Returns the entity handle for the specified state bag name. For use with ADD_STATE_BAG_CHANGE_HANDLER.

@:native("GetEntityHeading")staticgetEntityHeading(entity:Dynamic):Float

@:native("GetEntityHealth")staticgetEntityHealth(entity:Dynamic):Int

Only works for vehicle and peds

@:native("GetEntityMaxHealth")staticgetEntityMaxHealth(entity:Dynamic):Int

Currently it only works with peds.

@:native("GetEntityModel")staticgetEntityModel(entity:Dynamic):Int

@:native("GetEntityOrphanMode")staticgetEntityOrphanMode(entity:Dynamic):Int

@:native("GetEntityPopulationType")staticgetEntityPopulationType(entity:Dynamic):Int

This native gets an entity's population type.

@:native("GetEntityRemoteSyncedScenesAllowed")staticgetEntityRemoteSyncedScenesAllowed(entity:Dynamic):Bool

@:native("GetEntityRotation")staticgetEntityRotation(entity:Dynamic):Dynamic

@:native("GetEntityRotationVelocity")staticgetEntityRotationVelocity(entity:Dynamic):Dynamic

@:native("GetEntityRoutingBucket")staticgetEntityRoutingBucket(entity:Dynamic):Int

Gets the routing bucket for the specified entity.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

@:native("GetEntityScript")staticgetEntityScript(entity:Dynamic):String

@:native("GetEntitySpeed")staticgetEntitySpeed(entity:Dynamic):Float

Gets the current speed of the entity in meters per second.

To convert to MPH: speed * 2.236936

To convert to KPH: speed * 3.6

@:native("GetEntityType")staticgetEntityType(entity:Dynamic):Int

Gets the entity type (as an integer), which can be one of the following defined down below:

The following entities will return type 1:

  • Ped
  • Player
  • Animal (Red Dead Redemption 2)
  • Horse (Red Dead Redemption 2)

The following entities will return type 2:

  • Automobile
  • Bike
  • Boat
  • Heli
  • Plane
  • Submarine
  • Trailer
  • Train
  • DraftVeh (Red Dead Redemption 2)

The following entities will return type 3:

  • Object
  • Door
  • Pickup

Otherwise, a value of 0 will be returned.

@:native("GetEntityVelocity")staticgetEntityVelocity(entity:Dynamic):Dynamic

@:native("GetGameBuildNumber")staticgetGameBuildNumber():Int

Returns the internal build number of the current game being executed.

Possible values:

  • FiveM 1604 2060 2189 2372 2545 2612 2699 2802 2944 3095 3258 3323 3407 3570 3751 3788
  • RedM 1311 1355 1436 1491
  • LibertyM * 43
  • FXServer * 0

@:native("GetGameName")staticgetGameName():String

Returns the current game being executed.

Possible values:

Return valueMeaning
------------------------------------------
fxserverServer-side code ('Duplicity')
fivemFiveM for GTA V
libertymLibertyM for GTA IV
redmRedM for Red Dead Redemption 2

@:native("GetGamePool")staticgetGamePool(poolName:String):Dynamic

Returns a list of entity handles (script GUID) for all entities in the specified pool - the data returned is an array as

follows:

[ 770, 1026, 1282, 1538, 1794, 2050, 2306, 2562, 2818, 3074, 3330, 3586, 3842, 4098, 4354, 4610, ...]

Supported pools

  • CPed: Peds (including animals) and players.
  • CObject: Objects (props), doors, and projectiles.
  • CNetObject: Networked objects
  • CVehicle: Vehicles.
  • CPickup: Pickups.

@:native("GetGameTimer")staticgetGameTimer():Int

Gets the current game timer in milliseconds.

@:native("GetHashKey")staticgetHashKey(model:String):Int

This native converts the passed string to a hash.

@:native("GetHeliBodyHealth")staticgetHeliBodyHealth(heli:Dynamic):Int

Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.

@:native("GetHeliDisableExplodeFromBodyDamage")staticgetHeliDisableExplodeFromBodyDamage(heli:Dynamic):Bool

@:native("GetHeliEngineHealth")staticgetHeliEngineHealth(heli:Dynamic):Int

Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.

@:native("GetHeliGasTankHealth")staticgetHeliGasTankHealth(heli:Dynamic):Int

Note This native will always return 1000.0 unless SET_VEHICLE_BODY_HEALTH, SET_VEHICLE_ENGINE_HEALTH, or SET_VEHICLE_PETROL_TANK_HEALTH have been called with a value greater than 1000.0.

@:native("GetHeliMainRotorDamageScale")staticgetHeliMainRotorDamageScale(heli:Dynamic):Float

@:native("GetHeliMainRotorHealth")staticgetHeliMainRotorHealth(vehicle:Dynamic):Float

@:native("GetHeliPitchControl")staticgetHeliPitchControl(heli:Dynamic):Float

@:native("GetHeliRearRotorDamageScale")staticgetHeliRearRotorDamageScale(heli:Dynamic):Float

@:native("GetHeliRearRotorHealth")staticgetHeliRearRotorHealth(vehicle:Dynamic):Float

This native is a getter for SET_HELI_TAIL_ROTOR_HEALTH

@:native("GetHeliRollControl")staticgetHeliRollControl(heli:Dynamic):Float

@:native("GetHeliTailRotorDamageScale")staticgetHeliTailRotorDamageScale(heli:Dynamic):Float

@:native("GetHeliTailRotorHealth")staticgetHeliTailRotorHealth(vehicle:Dynamic):Float

Note: This native is deprecated, please use GET_HELI_REAR_ROTOR_HEALTH instead.

@:native("GetHeliThrottleControl")staticgetHeliThrottleControl(heli:Dynamic):Float

@:native("GetHeliYawControl")staticgetHeliYawControl(heli:Dynamic):Float

@:native("GetHostId")staticgetHostId():String

@:native("GetInstanceId")staticgetInstanceId():Int

@:native("GetInvokingResource")staticgetInvokingResource():String

@:native("GetIsHeliEngineRunning")staticgetIsHeliEngineRunning(heli:Dynamic):Bool

@:native("GetIsVehicleEngineRunning")staticgetIsVehicleEngineRunning(vehicle:Dynamic):Bool

@:native("GetIsVehiclePrimaryColourCustom")staticgetIsVehiclePrimaryColourCustom(vehicle:Dynamic):Bool

@:native("GetIsVehicleSecondaryColourCustom")staticgetIsVehicleSecondaryColourCustom(vehicle:Dynamic):Bool

@:native("GetLandingGearState")staticgetLandingGearState(vehicle:Dynamic):Int

See the client-side GET_LANDING_GEAR_STATE native for a description of landing gear states.

@:native("GetLastPedInVehicleSeat")staticgetLastPedInVehicleSeat(vehicle:Dynamic, seatIndex:Int):Dynamic

@:native("GetMount")staticgetMount(ped:Dynamic):Dynamic

@:native("GetNetTypeFromEntity")staticgetNetTypeFromEntity(entity:Dynamic):Int

Gets the specific entity type (as an integer), which can be one of the following defined down below:

FiveM:

enum eNetObjEntityType

{

    Automobile = 0,

    Bike = 1,

    Boat = 2,

    Door = 3,

    Heli = 4,

    Object = 5,

    Ped = 6,

    Pickup = 7,

    PickupPlacement = 8,

    Plane = 9,

    Submarine = 10,

    Player = 11,

    Trailer = 12,

    Train = 13

};

RedM:

enum eNetObjEntityType

{

    Animal = 0,

    Automobile = 1,

    Bike = 2,

    Boat = 3,

    Door = 4,

    Heli = 5,

    Object = 6,

    Ped = 7,

    Pickup = 8,

    PickupPlacement = 9,

    Plane = 10,

    Submarine = 11,

    Player = 12,

    Trailer = 13,

    Train = 14,

    DraftVeh = 15,

    StatsTracker = 16,

    PropSet = 17,

    AnimScene = 18,

    GroupScenario = 19,

    Herd = 20,

    Horse = 21,

    WorldState = 22,

    WorldProjectile = 23,

    Incident = 24,

    Guardzone = 25,

    PedGroup = 26,

    CombatDirector = 27,

    PedSharedTargeting = 28,

    Persistent = 29

};

@:native("GetNumPlayerIdentifiers")staticgetNumPlayerIdentifiers(playerSrc:String):Int

@:native("GetNumPlayerIndices")staticgetNumPlayerIndices():Int

@:native("GetNumPlayerTokens")staticgetNumPlayerTokens(playerSrc:String):Int

@:native("GetNumResourceMetadata")staticgetNumResourceMetadata(resourceName:String, metadataKey:String):Int

Gets the amount of metadata values with the specified key existing in the specified resource's manifest.

See also: Resource manifest

@:native("GetNumResources")staticgetNumResources():Int

@:native("GetPasswordHash")staticgetPasswordHash(password:String):String

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

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

@:native("GetPedDesiredHeading")staticgetPedDesiredHeading(ped:Dynamic):Float

@:native("GetPedInVehicleSeat")staticgetPedInVehicleSeat(vehicle:Dynamic, seatIndex:Int):Dynamic

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

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

Gets the current relationship group hash of a ped.

@:native("GetPedScriptTaskCommand")staticgetPedScriptTaskCommand(ped:Dynamic):Int

Gets the script task command currently assigned to the ped.

@:native("GetPedScriptTaskStage")staticgetPedScriptTaskStage(ped:Dynamic):Int

Gets the stage of the peds scripted task.

@:native("GetPedSourceOfDamage")staticgetPedSourceOfDamage(ped:Dynamic):Dynamic

Get the last entity that damaged the ped. This native is used server side when using OneSync.

@:native("GetPedSourceOfDeath")staticgetPedSourceOfDeath(ped:Dynamic):Dynamic

Get the entity that killed the ped. This native is used server side when using OneSync.

@:native("GetPedSpecificTaskType")staticgetPedSpecificTaskType(ped:Dynamic, index:Int):Int

Gets the type of a ped's specific task given an index of the CPedTaskSpecificDataNode nodes.

A ped will typically have a task at index 0, if a ped has multiple tasks at once they will be in the order 0, 1, 2, etc.

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

@:native("GetPlayerCameraRotation")staticgetPlayerCameraRotation(playerSrc:String):Dynamic

Gets the current camera rotation for a specified player. This native is used server side when using OneSync.

@:native("GetPlayerEndpoint")staticgetPlayerEndpoint(playerSrc:String):String

@:native("GetPlayerFakeWantedLevel")staticgetPlayerFakeWantedLevel(playerSrc:String):Int

Gets the current fake wanted level for a specified player. This native is used server side when using OneSync.

@:native("GetPlayerFocusPos")staticgetPlayerFocusPos(playerSrc:String):Dynamic

Gets the focus position (i.e. the position of the active camera in the game world) of a player.

@:native("GetPlayerFromIndex")staticgetPlayerFromIndex(index:Int):String

@:native("GetPlayerFromStateBagName")staticgetPlayerFromStateBagName(bagName:String):Int

On the server this will return the players source, on the client it will return the player handle.

@:native("GetPlayerGuid")staticgetPlayerGuid(playerSrc:String):String

@:native("GetPlayerIdentifier")staticgetPlayerIdentifier(playerSrc:String, identiferIndex:Int):String

To get the number of identifiers, use GET_NUM_PLAYER_IDENTIFIERS

To get a specific type of identifier, use GET_PLAYER_IDENTIFIER_BY_TYPE

@:native("GetPlayerIdentifierByType")staticgetPlayerIdentifierByType(playerSrc:String, identifierType:String):String

Get an identifier from a player by the type of the identifier.

Known Identifiers

@:native("GetPlayerInvincible")staticgetPlayerInvincible(playerSrc:String):Bool

@:native("GetPlayerLastMsg")staticgetPlayerLastMsg(playerSrc:String):Int

@:native("GetPlayerMaxArmour")staticgetPlayerMaxArmour(playerSrc:String):Int

@:native("GetPlayerMaxHealth")staticgetPlayerMaxHealth(playerSrc:String):Int

@:native("GetPlayerMeleeWeaponDamageModifier")staticgetPlayerMeleeWeaponDamageModifier(playerId:Dynamic):Float

@:native("GetPlayerName")staticgetPlayerName(playerSrc:String):String

@:native("GetPlayerPed")staticgetPlayerPed(playerSrc:String):Dynamic

Used to get the player's Ped Entity ID when a valid playerSrc is passed.

@:native("GetPlayerPeerStatistics")staticgetPlayerPeerStatistics(playerSrc:String, peerStatistic:Int):Int

const int ENET_PACKET_LOSS_SCALE = 65536;



enum PeerStatistics

{

	// PacketLoss will only update once every 10 seconds, use PacketLossEpoch if you want the time

	// since the last time the packet loss was updated.



	// the amount of packet loss the player has, needs to be scaled with PACKET_LOSS_SCALE

	PacketLoss = 0,

	// The variance in the packet loss

	PacketLossVariance = 1,

	// The time since the last packet update in ms, relative to the peers connection time

	PacketLossEpoch = 2,

	// The mean amount of time it takes for a packet to get to the client (ping)

	RoundTripTime = 3,

	// The variance in the round trip time

	RoundTripTimeVariance = 4,

	// Despite their name, these are only updated once every 5 seconds, you can get the last time this was updated with PacketThrottleEpoch

	// The last recorded round trip time of a packet

	LastRoundTripTime = 5,

	// The last round trip time variance

	LastRoundTripTimeVariance = 6,

	// The time since the last packet throttle update, relative to the peers connection time

	PacketThrottleEpoch = 7,

};

These statistics only update once every 10 seconds.

@:native("GetPlayerPing")staticgetPlayerPing(playerSrc:String):Int

See GET_PLAYER_PEER_STATISTICS if you want more detailed information, like packet loss, and packet/rtt variance

@:native("GetPlayerRoutingBucket")staticgetPlayerRoutingBucket(playerSrc:String):Int

Gets the routing bucket for the specified player.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

@:native("GetPlayerTeam")staticgetPlayerTeam(playerSrc:String):Int

@:native("GetPlayerTimeInPursuit")staticgetPlayerTimeInPursuit(playerSrc:String, lastPursuit:Bool):Int

Gets the amount of time player has spent evading the cops.

Counter starts and increments only when cops are chasing the player.

If the player is evading, the timer will pause.

@:native("GetPlayerTimeOnline")staticgetPlayerTimeOnline(playerSrc:String):Int

Gets the current time online for a specified player.

@:native("GetPlayerToken")staticgetPlayerToken(playerSrc:String, index:Int):String

Gets a player's token. Tokens can be used to enhance banning logic, however are specific to a server.

@:native("GetPlayerWantedCentrePosition")staticgetPlayerWantedCentrePosition(playerSrc:String):Dynamic

Gets the current known coordinates for the specified player from cops perspective. This native is used server side when using OneSync.

@:native("GetPlayerWantedLevel")staticgetPlayerWantedLevel(playerSrc:String):Int

Returns given players wanted level server-side.

@:native("GetPlayerWeaponDamageModifier")staticgetPlayerWeaponDamageModifier(playerId:Dynamic):Float

@:native("GetPlayerWeaponDefenseModifier")staticgetPlayerWeaponDefenseModifier(playerId:Dynamic):Float

@:native("GetPlayerWeaponDefenseModifier_2")staticgetPlayerWeaponDefenseModifier2(playerId:Dynamic):Float

@:native("GetRegisteredCommands")staticgetRegisteredCommands():Dynamic

Returns all commands that are registered in the command system.

The data returned adheres to the following layout:

[

{

"name": "cmdlist",

"resource": "resource",

"arity" = -1,

},

{

"name": "command1"

"resource": "resource_2",

"arity" = -1,

}

]

@:native("GetResourceByFindIndex")staticgetResourceByFindIndex(findIndex:Int):String

@:native("GetResourceCommands")staticgetResourceCommands(resource:String):Dynamic

Returns all commands registered by the specified resource.

The data returned adheres to the following layout:

[

{

"name": "cmdlist",

"resource": "example_resource",

"arity" = -1,

},

{

"name": "command1"

"resource": "example_resource2",

"arity" = -1,

}

]

@:native("GetResourceKvpFloat")staticgetResourceKvpFloat(key:String):Float

@:native("GetResourceKvpInt")staticgetResourceKvpInt(key:String):Int

A getter for SET_RESOURCE_KVP_INT.

@:native("GetResourceKvpString")staticgetResourceKvpString(key:String):String

A getter for SET_RESOURCE_KVP.

@:native("GetResourceMetadata")staticgetResourceMetadata(resourceName:String, metadataKey:String, index:Int):String

Gets the metadata value at a specified key/index from a resource's manifest.

See also: Resource manifest

@:native("GetResourcePath")staticgetResourcePath(resourceName:String):String

Returns the physical on-disk path of the specified resource.

@:native("GetResourceState")staticgetResourceState(resourceName:String):String

Returns the current state of the specified resource.

@:native("GetSeatPedIsUsing")staticgetSeatPedIsUsing(ped:Dynamic):Int

@:native("GetSelectedPedWeapon")staticgetSelectedPedWeapon(ped:Dynamic):Int

An alias of GET_CURRENT_PED_WEAPON.

Note, the client-side GET_SELECTED_PED_WEAPON native returns the weapon selected via the HUD (weapon wheel). This data is not available to FXServer.

@:native("GetStateBagKeys")staticgetStateBagKeys(bagName:String):Dynamic

@:native("GetStateBagValue")staticgetStateBagValue(bagName:String, key:String):Dynamic

Returns the value of a state bag key.

@:native("GetThrusterSideRcsThrottle")staticgetThrusterSideRcsThrottle(jetpack:Dynamic):Float

@:native("GetThrusterThrottle")staticgetThrusterThrottle(jetpack:Dynamic):Float

@:native("GetTrainBackwardCarriage")staticgetTrainBackwardCarriage(train:Dynamic):Int

@:native("GetTrainCarriageEngine")staticgetTrainCarriageEngine(train:Dynamic):Int

@:native("GetTrainCarriageIndex")staticgetTrainCarriageIndex(train:Dynamic):Int

@:native("GetTrainCruiseSpeed")staticgetTrainCruiseSpeed(train:Dynamic):Float

Gets the trains desired speed.

@:native("GetTrainDirection")staticgetTrainDirection(train:Dynamic):Bool

Gets the direction the train is facing

@:native("GetTrainForwardCarriage")staticgetTrainForwardCarriage(train:Dynamic):Int

@:native("GetTrainState")staticgetTrainState(train:Dynamic):Int

@:native("GetTrainTrackIndex")staticgetTrainTrackIndex(train:Dynamic):Int

@:native("GetVehicleBodyHealth")staticgetVehicleBodyHealth(vehicle:Dynamic):Float

@:native("GetVehicleColours")staticgetVehicleColours(vehicle:Dynamic, colorPrimary:Dynamic, colorSecondary:Dynamic):Dynamic

@:native("GetVehicleCustomPrimaryColour")staticgetVehicleCustomPrimaryColour(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic

@:native("GetVehicleCustomSecondaryColour")staticgetVehicleCustomSecondaryColour(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic

@:native("GetVehicleDashboardColour")staticgetVehicleDashboardColour(vehicle:Dynamic, color:Dynamic):Dynamic

@:native("GetVehicleDirtLevel")staticgetVehicleDirtLevel(vehicle:Dynamic):Float

@:native("GetVehicleDoorLockStatus")staticgetVehicleDoorLockStatus(vehicle:Dynamic):Int

enum_VehicleLockStatus = {

    None = 0,

    Locked = 2,

    LockedForPlayer = 3,

    StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key.

    CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1

    CanBeBrokenIntoPersist = 8, -- Can be broken into persist

    CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key).

}

It should be noted that while the client-side command and its

setter distinguish between states 0 (unset) and 1 (unlocked), the game will synchronize both as state 0, so the server-side

command will return only '0' if unlocked.

@:native("GetVehicleDoorStatus")staticgetVehicleDoorStatus(vehicle:Dynamic, doorIndex:Int):Int

Returns the open position of the specified door on the target vehicle.

@:native("GetVehicleDoorsLockedForPlayer")staticgetVehicleDoorsLockedForPlayer(vehicle:Dynamic):Int

Currently it only works when set to "all players".

@:native("GetVehicleEngineHealth")staticgetVehicleEngineHealth(vehicle:Dynamic):Float

@:native("GetVehicleExtraColours")staticgetVehicleExtraColours(vehicle:Dynamic, pearlescentColor:Dynamic, wheelColor:Dynamic):Dynamic

@:native("GetVehicleFlightNozzlePosition")staticgetVehicleFlightNozzlePosition(vehicle:Dynamic):Float

Gets the flight nozzel position for the specified vehicle. See the client-side _GET_VEHICLE_FLIGHT_NOZZLE_POSITION native for usage examples.

@:native("GetVehicleHandbrake")staticgetVehicleHandbrake(vehicle:Dynamic):Bool

@:native("GetVehicleHeadlightsColour")staticgetVehicleHeadlightsColour(vehicle:Dynamic):Int

@:native("GetVehicleHomingLockonState")staticgetVehicleHomingLockonState(vehicle:Dynamic):Int

Gets the lock on state for the specified vehicle. See the client-side GET_VEHICLE_HOMING_LOCKON_STATE native for a description of lock on states.

@:native("GetVehicleHornType")staticgetVehicleHornType(vehicle:Dynamic):Int

This is a getter for the client-side native START_VEHICLE_HORN, which allows you to return the horn type of the vehicle.

Note: This native only gets the hash value set with START_VEHICLE_HORN. If a wrong hash is passed into START_VEHICLE_HORN, it will return this wrong hash.

enum eHornTypes

{

    NORMAL = 1330140148,

    HELDDOWN = -2087385909,

    AGGRESSIVE = -92810745

}

@:native("GetVehicleInteriorColour")staticgetVehicleInteriorColour(vehicle:Dynamic, color:Dynamic):Dynamic

@:native("GetVehicleLightsState")staticgetVehicleLightsState(vehicle:Dynamic, lightsOn:Dynamic, highbeamsOn:Dynamic):Bool

@:native("GetVehicleLivery")staticgetVehicleLivery(vehicle:Dynamic):Int

@:native("GetVehicleLockOnTarget")staticgetVehicleLockOnTarget(vehicle:Dynamic):Dynamic

Gets the vehicle that is locked on to for the specified vehicle.

@:native("GetVehicleNeonColour")staticgetVehicleNeonColour(vehicle:Dynamic, red:Dynamic, green:Dynamic, blue:Dynamic):Dynamic

Getter to check the neon colour of a vehicle. This native is the server side getter of GET_VEHICLE_NEON_LIGHTS_COLOUR.

@:native("GetVehicleNeonEnabled")staticgetVehicleNeonEnabled(vehicle:Dynamic, neonIndex:Int):Bool

Getter to check if one of the neon lights of a vehicle is enabled. This native is the server side getter of IS_VEHICLE_NEON_LIGHT_ENABLED.

enum neonIndex

{

    NEON_BACK = 0,   // Back neon

    NEON_RIGHT = 1,  // Right neon

    NEON_LEFT = 2,   // Left neon

    NEON_FRONT = 3   // Front neon

};

@:native("GetVehicleNumberPlateText")staticgetVehicleNumberPlateText(vehicle:Dynamic):String

@:native("GetVehicleNumberPlateTextIndex")staticgetVehicleNumberPlateTextIndex(vehicle:Dynamic):Int

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

Gets the vehicle the specified Ped is/was in depending on bool value. This native is used server side when using OneSync.

@:native("GetVehiclePetrolTankHealth")staticgetVehiclePetrolTankHealth(vehicle:Dynamic):Float

@:native("GetVehicleRadioStationIndex")staticgetVehicleRadioStationIndex(vehicle:Dynamic):Int

@:native("GetVehicleRoofLivery")staticgetVehicleRoofLivery(vehicle:Dynamic):Int

@:native("GetVehicleSteeringAngle")staticgetVehicleSteeringAngle(vehicle:Dynamic):Float

@:native("GetVehicleTotalRepairs")staticgetVehicleTotalRepairs(vehicle:Dynamic):Int

@:native("GetVehicleType")staticgetVehicleType(vehicle:Dynamic):String

Returns the type of the passed vehicle.

For client scripts, reference the more detailed GET_VEHICLE_TYPE_RAW native.

Vehicle types

  • automobile
  • bike
  • boat
  • heli
  • plane
  • submarine
  • trailer
  • train

@:native("GetVehicleTyreSmokeColor")staticgetVehicleTyreSmokeColor(vehicle:Dynamic, r:Dynamic, g:Dynamic, b:Dynamic):Dynamic

@:native("GetVehicleWheelType")staticgetVehicleWheelType(vehicle:Dynamic):Int

@:native("GetVehicleWindowTint")staticgetVehicleWindowTint(vehicle:Dynamic):Int

@:native("GiveWeaponComponentToPed")staticgiveWeaponComponentToPed(ped:Dynamic, weaponHash:Int, componentHash:Int):Dynamic

GIVE_WEAPON_COMPONENT_TO_PED

 * 
 * **This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_COMPONENT_TO_PED](?\_0xD966D51AA5B28BB9).

@:native("GiveWeaponToPed")staticgiveWeaponToPed(ped:Dynamic, weaponHash:Int, ammoCount:Int, isHidden:Bool, bForceInHand:Bool):Dynamic

GIVE_WEAPON_TO_PED

 * 
 * **This is the server-side RPC native equivalent of the client native [GIVE_WEAPON_TO_PED](?\_0xBF0FD6E56C964FCB).

@:native("HasEntityBeenMarkedAsNoLongerNeeded")statichasEntityBeenMarkedAsNoLongerNeeded(vehicle:Dynamic):Bool

@:native("HasVehicleBeenDamagedByBullets")statichasVehicleBeenDamagedByBullets(vehicle:Dynamic):Bool

@:native("HasVehicleBeenOwnedByPlayer")statichasVehicleBeenOwnedByPlayer(vehicle:Dynamic):Bool

@:native("IsAceAllowed")staticisAceAllowed(object:String):Bool

@:native("IsBoatAnchoredAndFrozen")staticisBoatAnchoredAndFrozen(vehicle:Dynamic):Dynamic

@:native("IsBoatWrecked")staticisBoatWrecked(vehicle:Dynamic):Dynamic

@:native("IsDuplicityVersion")staticisDuplicityVersion():Bool

Gets whether or not this is the CitizenFX server.

@:native("IsEntityPositionFrozen")staticisEntityPositionFrozen(entity:Dynamic):Dynamic

@:native("IsEntityVisible")staticisEntityVisible(entity:Dynamic):Bool

This native checks if the given entity is visible.

@:native("IsFlashLightOn")staticisFlashLightOn(ped:Dynamic):Dynamic

@:native("IsHeliTailBoomBreakable")staticisHeliTailBoomBreakable(heli:Dynamic):Bool

@:native("IsHeliTailBoomBroken")staticisHeliTailBoomBroken(heli:Dynamic):Bool

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

This native checks if the given ped is a player.

@:native("IsPedHandcuffed")staticisPedHandcuffed(ped:Dynamic):Dynamic

@:native("IsPedInAnyVehicle")staticisPedInAnyVehicle(ped:Dynamic):Bool

@:native("IsPedInVehicle")staticisPedInVehicle(ped:Dynamic, vehicle:Dynamic):Bool

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

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

@:native("IsPedStrafing")staticisPedStrafing(ped:Dynamic):Dynamic

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

@:native("IsPlayerAceAllowed")staticisPlayerAceAllowed(playerSrc:String, object:String):Bool

@:native("IsPlayerCommerceInfoLoaded")staticisPlayerCommerceInfoLoaded(playerSrc:String):Bool

This native is deprecated and may be removed in a future version. Use IS_PLAYER_COMMERCE_INFO_LOADED_EXT instead.

Requests whether or not the commerce data for the specified player has loaded.

@:native("IsPlayerCommerceInfoLoadedExt")staticisPlayerCommerceInfoLoadedExt(playerSrc:String):Bool

Requests whether or not the commerce data for the specified player has loaded from Tebex.

@:native("IsPlayerEvadingWantedLevel")staticisPlayerEvadingWantedLevel(playerSrc:String):Bool

This will return true if the player is evading wanted level, meaning that the wanted level stars are blink.

Otherwise will return false.



If the player is not wanted, it simply returns false.

@:native("IsPlayerInFreeCamMode")staticisPlayerInFreeCamMode(playerSrc:String):Dynamic

@:native("IsPlayerUsingSuperJump")staticisPlayerUsingSuperJump(playerSrc:String):Bool

@:native("IsPrincipalAceAllowed")staticisPrincipalAceAllowed(principal:String, object:String):Bool

@:native("IsTrainCaboose")staticisTrainCaboose(train:Dynamic):Dynamic

@:native("IsVehicleEngineStarting")staticisVehicleEngineStarting(vehicle:Dynamic):Bool

@:native("IsVehicleExtraTurnedOn")staticisVehicleExtraTurnedOn(vehicle:Dynamic, extraId:Int):Bool

@:native("IsVehicleSirenOn")staticisVehicleSirenOn(vehicle:Dynamic):Bool

@:native("IsVehicleTyreBurst")staticisVehicleTyreBurst(vehicle:Dynamic, wheelID:Int, completely:Bool):Bool

@:native("IsVehicleWindowIntact")staticisVehicleWindowIntact(vehicle:Dynamic, windowIndex:Int):Bool

See the client-side IS_VEHICLE_WINDOW_INTACT for a window indexes list.

@:native("LoadPlayerCommerceData")staticloadPlayerCommerceData(playerSrc:String):Dynamic

This native is deprecated and may be removed in a future version. Use LOAD_PLAYER_COMMERCE_DATA_EXT instead.

Requests the commerce data for the specified player, including the owned SKUs. Use IS_PLAYER_COMMERCE_INFO_LOADED to check if it has loaded.

@:native("LoadPlayerCommerceDataExt")staticloadPlayerCommerceDataExt(playerSrc:String):Dynamic

Requests the commerce data from Tebex for the specified player, including the owned SKUs.

Use IS_PLAYER_COMMERCE_INFO_LOADED_EXT to check if it has loaded.

This will not automatically update whenever a client purchases a package, if you want to fetch new purchases you will need to call this native again.

This native will temporarily cache the players commerce data for 10 seconds, a call to this native after 10 seconds will re-fetch the players commerce data.

@:native("LoadResourceFile")staticloadResourceFile(resourceName:String, fileName:String):String

Reads the contents of a text file in a specified resource.

If executed on the client, this file has to be included in files in the resource manifest.

Example: local data = LoadResourceFile("devtools", "data.json")

@:native("MumbleCreateChannel")staticmumbleCreateChannel(id:Int):Dynamic

Create a permanent voice channel.

@:native("MumbleIsPlayerMuted")staticmumbleIsPlayerMuted(playerSrc:Int):Bool

Checks if the player is currently muted

@:native("MumbleSetPlayerMuted")staticmumbleSetPlayerMuted(playerSrc:Int, toggle:Dynamic):Dynamic

Mutes or unmutes the specified player

@:native("NetworkGetEntityFromNetworkId")staticnetworkGetEntityFromNetworkId(netId:Int):Dynamic

@:native("NetworkGetEntityOwner")staticnetworkGetEntityOwner(entity:Dynamic):Int

Returns the owner ID of the specified entity.

@:native("NetworkGetFirstEntityOwner")staticnetworkGetFirstEntityOwner(entity:Dynamic):Int

Returns the first owner ID of the specified entity.

@:native("NetworkGetNetworkIdFromEntity")staticnetworkGetNetworkIdFromEntity(entity:Dynamic):Int

@:native("NetworkGetVoiceProximityOverrideForPlayer")staticnetworkGetVoiceProximityOverrideForPlayer(playerSrc:String):Dynamic

@:native("PerformHttpRequestInternal")staticperformHttpRequestInternal(requestData:String, requestDataLength:Int):Int

@:native("PerformHttpRequestInternalEx")staticperformHttpRequestInternalEx(requestData:Dynamic):Int

@:native("PrintStructuredTrace")staticprintStructuredTrace(jsonString:String):Dynamic

Prints 'structured trace' data to the server file descriptor 3 channel. This is not generally useful outside of

server monitoring utilities.

@:native("ProfilerEnterScope")staticprofilerEnterScope(scopeName:String):Dynamic

Scope entry for profiler.

@:native("ProfilerExitScope")staticprofilerExitScope():Dynamic

Scope exit for profiler.

@:native("ProfilerIsRecording")staticprofilerIsRecording():Bool

Returns true if the profiler is active.

@:native("RegisterCommand")staticregisterCommand(commandName:String, handler:Function, restricted:Bool):Dynamic

Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a /.

Commands registered using this function can also be executed by resources, using the ExecuteCommand native.

The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script).

Example result:

@:native("RegisterConsoleListener")staticregisterConsoleListener(listener:Function):Dynamic

Registers a listener for console output messages.

@:native("RegisterResourceAsEventHandler")staticregisterResourceAsEventHandler(eventName:String):Dynamic

An internal function which allows the current resource's HLL script runtimes to receive state for the specified event.

@:native("RegisterResourceAsset")staticregisterResourceAsset(resourceName:String, fileName:String):String

Experimental: This native may be altered or removed in future versions of CitizenFX without warning.

Registers a cached resource asset with the resource system, similar to the automatic scanning of the stream/ folder.

@:native("RegisterResourceBuildTaskFactory")staticregisterResourceBuildTaskFactory(factoryId:String, factoryFn:Function):Dynamic

Registers a build task factory for resources.

The function should return an object (msgpack map) with the following fields:

{

// returns whether the specific resource should be built

shouldBuild = func(resourceName: string): bool,



// asynchronously start building the specific resource.

// call cb when completed

build = func(resourceName: string, cb: func(success: bool, status: string): void): void

}

@:native("RemoveAllPedWeapons")staticremoveAllPedWeapons(ped:Dynamic, p1:Bool):Dynamic

Parameter p1 does not seem to be used or referenced in game binaries.\

 * **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request.
 * 
 * **This is the server-side RPC native equivalent of the client native [REMOVE_ALL_PED_WEAPONS](?\_0xF25DF915FA38C5F3).

@:native("RemoveBlip")staticremoveBlip(blip:Dynamic):Dynamic

Removes the blip from your map.

 * **Note:** This function only works on the script that created the blip, if you wish to remove blips created by other scripts, see [`SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT`](#\_0xB98236CAAECEF897).
 * 
 * **This is the server-side RPC native equivalent of the client native [REMOVE_BLIP](?\_0x86A652570E5F25DD).

@:native("RemoveConvarChangeListener")staticremoveConvarChangeListener(cookie:Int):Dynamic

@:native("RemoveStateBagChangeHandler")staticremoveStateBagChangeHandler(cookie:Int):Dynamic

Experimental: This native may be altered or removed in future versions of CitizenFX without warning.

Removes a handler for changes to a state bag.

@:native("RemoveWeaponComponentFromPed")staticremoveWeaponComponentFromPed(ped:Dynamic, weaponHash:Int, componentHash:Int):Dynamic

REMOVE_WEAPON_COMPONENT_FROM_PED

 * 
 * **This is the server-side RPC native equivalent of the client native [REMOVE_WEAPON_COMPONENT_FROM_PED](?\_0x1E8BE90C74FB4C09).

@:native("RemoveWeaponFromPed")staticremoveWeaponFromPed(ped:Dynamic, weaponHash:Int):Dynamic

This native removes a specified weapon from your selected ped.

Weapon Hashes: pastebin.com/0wwDZgkF

Example:

C#:

Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA);

C++:

WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA);

The code above removes the knife from the player.

**This is the server-side RPC native equivalent of the client native REMOVE_WEAPON_FROM_PED.

@:native("RequestPlayerCommerceSession")staticrequestPlayerCommerceSession(playerSrc:String, skuId:Int):Dynamic

This native is deprecated and may be removed in a future version. Use the Tebex API instead.

Requests the specified player to buy the passed SKU. This'll pop up a prompt on the client, which upon acceptance

will open the browser prompting further purchase details.

@:native("SaveResourceFile")staticsaveResourceFile(resourceName:String, fileName:String, data:String, dataLength:Int):Bool

Writes the specified data to a file in the specified resource.

Using a length of -1 will automatically detect the length assuming the data is a C string.

@:native("ScanResourceRoot")staticscanResourceRoot(rootPath:String, callback:Function):Dynamic

Scans the resources in the specified resource root. This function is only available in the 'monitor mode' process and is

not available for user resources.

@:native("ScheduleResourceTick")staticscheduleResourceTick(resourceName:String):Dynamic

Schedules the specified resource to run a tick as soon as possible, bypassing the server's fixed tick rate.

@:native("SetBlipSprite")staticsetBlipSprite(blip:Dynamic, spriteId:Int):Dynamic

Sets the displayed sprite for a specific blip.

There's a list of sprites on the FiveM documentation site.

**This is the server-side RPC native equivalent of the client native SET_BLIP_SPRITE.

@:native("SetConvar")staticsetConvar(varName:String, value:String):Dynamic

@:native("SetConvarReplicated")staticsetConvarReplicated(varName:String, value:String):Dynamic

Used to replicate a server variable onto clients.

@:native("SetConvarServerInfo")staticsetConvarServerInfo(varName:String, value:String):Dynamic

@:native("SetCurrentPedWeapon")staticsetCurrentPedWeapon(ped:Dynamic, weaponHash:Int, bForceInHand:Bool):Dynamic

SET_CURRENT_PED_WEAPON

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_CURRENT_PED_WEAPON](?\_0xADF692B254977C0C).

@:native("SetEntityCoords")staticsetEntityCoords(entity:Dynamic, xPos:Float, yPos:Float, zPos:Float, alive:Bool, deadFlag:Bool, ragdollFlag:Bool, clearArea:Bool):Dynamic

Sets the coordinates (world position) for a specified entity, offset by the radius of the entity on the Z axis.

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_ENTITY_COORDS](?\_0x06843DA7060A026B).

@:native("SetEntityDistanceCullingRadius")staticsetEntityDistanceCullingRadius(entity:Dynamic, radius:Float):Dynamic

It overrides the default distance culling radius of an entity. Set to 0.0 to reset.

If you want to interact with an entity outside of your players' scopes set the radius to a huge number.

WARNING: Culling natives are deprecated and have known, unfixable issues

@:native("SetEntityHeading")staticsetEntityHeading(entity:Dynamic, heading:Float):Dynamic

Set the heading of an entity in degrees also known as "Yaw".

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_ENTITY_HEADING](?\_0x8E2530AA8ADA980E).

@:native("SetEntityIgnoreRequestControlFilter")staticsetEntityIgnoreRequestControlFilter(entity:Dynamic, ignore:Dynamic):Dynamic

It allows to flag an entity to ignore the request control filter policy.

@:native("SetEntityOrphanMode")staticsetEntityOrphanMode(entity:Dynamic, orphanMode:Int):Dynamic

enum EntityOrphanMode {

    // Default, this will delete the entity when it isn't relevant to any players

    // NOTE: this *doesn't* mean when they're no longer in scope

    DeleteWhenNotRelevant = 0,

    // The entity will be deleted whenever its original owner disconnects

    // NOTE: if this is set when the entities original owner has already left it will be

    // marked for deletion (similar to just calling DELETE_ENTITY)

    DeleteOnOwnerDisconnect = 1,

    // The entity will never be deleted by the server when it does relevancy checks

    // you should only use this on entities that need to be relatively persistent

    KeepEntity = 2

}

Sets what the server will do when the entity no longer has its original owner. By default the server will cleanup entities that it considers "no longer relevant".

When used on trains, this native will recursively call onto all attached carriages.

NOTE: When used with KeepEntity (2) this native only guarantees that the server will not delete the entity, client requests to delete the entity will still work perfectly fine.

@:native("SetEntityRemoteSyncedScenesAllowed")staticsetEntityRemoteSyncedScenesAllowed(entity:Dynamic, allow:Dynamic):Dynamic

Enables or disables the owner check for the specified entity in network-synchronized scenes. When set to false, the entity cannot participate in synced scenes initiated by clients that do not own the entity.

By default, this is false for all entities, meaning only the entity's owner can include it in networked synchronized scenes.

@:native("SetEntityRotation")staticsetEntityRotation(entity:Dynamic, pitch:Float, roll:Float, yaw:Float, rotationOrder:Int, bDeadCheck:Bool):Dynamic

Sets the rotation of a specified entity in the game world.

NativeDB Introduced: v323

**This is the server-side RPC native equivalent of the client native SET_ENTITY_ROTATION.

@:native("SetEntityRoutingBucket")staticsetEntityRoutingBucket(entity:Dynamic, bucket:Int):Dynamic

Sets the routing bucket for the specified entity.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

@:native("SetEntityVelocity")staticsetEntityVelocity(entity:Dynamic, x:Float, y:Float, z:Float):Dynamic

Note that the third parameter(denoted as z) is "up and down" with positive numbers encouraging upwards movement.

**This is the server-side RPC native equivalent of the client native SET_ENTITY_VELOCITY.

@:native("SetGameType")staticsetGameType(gametypeName:String):Dynamic

@:native("SetHttpHandler")staticsetHttpHandler(handler:Function):Dynamic

Sets the handler for HTTP requests made to the executing resource.

Example request URL: http://localhost:30120/http-test/ping - this request will be sent to the http-test resource with the /ping path.

The handler function assumes the following signature:

function HttpHandler(

  request: {

    address: string;

    headers: Record<string, string>;

    method: string;

    path: string;

    setDataHandler(handler: (data: string) => void): void;

    setDataHandler(handler: (data: ArrayBuffer) => void, binary: 'binary'): void;

    setCancelHandler(handler: () => void): void;

  },

  response: {

    writeHead(code: number, headers?: Record<string, string | string[]>): void;

    write(data: string): void;

    send(data?: string): void;

  }

): void;
  • request: The request object. address: The IP address of the request sender. path: The path to where the request was sent. headers: The headers sent with the request. method: The request method. setDataHandler: Sets the handler for when a data body is passed with the request. Additionally you can pass the 'binary' argument to receive a BufferArray in JavaScript or System.Byte[] in C# (has no effect in Lua). setCancelHandler: Sets the handler for when the request is cancelled.
  • response: An object to control the response. writeHead: Sets the status code & headers of the response. Can be only called once and won't work if called after running other response functions. write: Writes to the response body without sending it. Can be called multiple times. send*: Writes to the response body and then sends it along with the status code & headers, finishing the request.

@:native("SetMapName")staticsetMapName(mapName:String):Dynamic

@:native("SetPedAmmo")staticsetPedAmmo(ped:Dynamic, weaponHash:Int, ammo:Int):Dynamic

NativeDB Added Parameter 4: BOOL p3

**This is the server-side RPC native equivalent of the client native SET_PED_AMMO.

@: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.

**This is the server-side RPC native equivalent of the client native SET_PED_ARMOUR.

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

SET_PED_CAN_RAGDOLL

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_PED_CAN_RAGDOLL](?\_0xB128377056A54E2A).

@: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,

};

**This is the server-side RPC native equivalent of the client native SET_PED_COMPONENT_VARIATION.

@: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,

}

**This is the server-side RPC native equivalent of the client native SET_PED_CONFIG_FLAG.

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

Sets Ped Default Clothes

**This is the server-side RPC native equivalent of the client native SET_PED_DEFAULT_COMPONENT_VARIATION.

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

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

NativeDB Introduced: v323

**This is the server-side RPC native equivalent of the client native SET_PED_HAIR_TINT.

@: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 and the list of faceIDs please refer to this topic. Note that the Skin and Shape IDs are shared. This native will use this same list for both Skin and Shape IDs.

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:

**This is the server-side RPC native equivalent of the client native SET_PED_HEAD_BLEND_DATA.

@: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.

**This is the server-side RPC native equivalent of the client native SET_PED_HEAD_OVERLAY.

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

SET_PED_INTO_VEHICLE

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_PED_INTO_VEHICLE](?\_0xF75B0D629E1C063D).

@: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,

};

**This is the server-side RPC native equivalent of the client native SET_PED_PROP_INDEX.

@: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.

**This is the server-side RPC native equivalent of the client native SET_PED_RANDOM_COMPONENT_VARIATION.

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

SET_PED_RANDOM_PROPS

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_PED_RANDOM_PROPS](?\_0xC44AA05345C992C6).

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

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

Known values:

**This is the server-side RPC native equivalent of the client native SET_PED_RESET_FLAG.

@:native("SetPedToRagdoll")staticsetPedToRagdoll(ped:Dynamic, minTime:Int, maxTime:Int, ragdollType:Int, bAbortIfInjured:Bool, bAbortIfDead:Bool, bForceScriptControl:Bool):Dynamic

p4/p5: Unusued in TU27

Ragdoll Types

0: CTaskNMRelax

1: CTaskNMScriptControl: Hardcoded not to work in networked environments.

Else: CTaskNMBalance

**This is the server-side RPC native equivalent of the client native SET_PED_TO_RAGDOLL.

@:native("SetPedToRagdollWithFall")staticsetPedToRagdollWithFall(ped:Dynamic, minTime:Int, maxTime:Int, nFallType:Int, dirX:Float, dirY:Float, dirZ:Float, fGroundHeight:Float, grab1X:Float, grab1Y:Float, grab1Z:Float, grab2X:Float, grab2Y:Float, grab2Z:Float):Dynamic

enum eNMFallType {

TYPE_FROM_HIGH = 0,

TYPE_OVER_WALL = 1,

TYPE_DOWN_STAIRS = 2,

TYPE_DIE_TYPES = 3,

TYPE_DIE_FROM_HIGH = 4,

TYPE_DIE_OVER_WALL = 5,

TYPE_DIE_DOWN_STAIRS = 6

}
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);

**This is the server-side RPC native equivalent of the client native SET_PED_TO_RAGDOLL_WITH_FALL.

@: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

**This is the server-side RPC native equivalent of the client native SET_PLAYER_CONTROL.

@:native("SetPlayerCullingRadius")staticsetPlayerCullingRadius(playerSrc:String, radius:Float):Dynamic

Sets the culling radius for the specified player.

Set to 0.0 to reset.

WARNING: Culling natives are deprecated and have known, unfixable issues

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

Make the player impervious to all forms of damage.

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_PLAYER_INVINCIBLE](?\_0x239528EACDC3E7DE).

@: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.

**This is the server-side RPC native equivalent of the client native SET_PLAYER_MODEL.

@:native("SetPlayerRoutingBucket")staticsetPlayerRoutingBucket(playerSrc:String, bucket:Int):Dynamic

Sets the routing bucket for the specified player.

Routing buckets are also known as 'dimensions' or 'virtual worlds' in past echoes, however they are population-aware.

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

SET_PLAYER_WANTED_LEVEL

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_PLAYER_WANTED_LEVEL](?\_0x39FF19C64EF7DA5B).

@:native("SetResourceKvp")staticsetResourceKvp(key:String, value:String):Dynamic

@:native("SetResourceKvpFloat")staticsetResourceKvpFloat(key:String, value:Float):Dynamic

@:native("SetResourceKvpFloatNoSync")staticsetResourceKvpFloatNoSync(key:String, value:Float):Dynamic

Nonsynchronous SET_RESOURCE_KVP_FLOAT operation; see FLUSH_RESOURCE_KVP.

@:native("SetResourceKvpInt")staticsetResourceKvpInt(key:String, value:Int):Dynamic

A setter for GET_RESOURCE_KVP_INT.

@:native("SetResourceKvpIntNoSync")staticsetResourceKvpIntNoSync(key:String, value:Int):Dynamic

Nonsynchronous SET_RESOURCE_KVP_INT operation; see FLUSH_RESOURCE_KVP.

@:native("SetResourceKvpNoSync")staticsetResourceKvpNoSync(key:String, value:String):Dynamic

Nonsynchronous SET_RESOURCE_KVP operation; see FLUSH_RESOURCE_KVP.

@:native("SetRoutingBucketEntityLockdownMode")staticsetRoutingBucketEntityLockdownMode(bucketId:Int, mode:String):Dynamic

Sets the entity lockdown mode for a specific routing bucket.

Lockdown modes are:

ModeMeaning
--------------------------------------------------------------------
strictNo entities can be created by clients at all.
relaxedOnly script-owned entities created by clients are blocked.
inactiveClients can create any entity they want.

@:native("SetRoutingBucketPopulationEnabled")staticsetRoutingBucketPopulationEnabled(bucketId:Int, mode:Bool):Dynamic

Sets whether or not the specified routing bucket has automatically-created population enabled.

@:native("SetStateBagValue")staticsetStateBagValue(bagName:String, keyName:String, valueData:String, valueLength:Int, replicated:Bool):Dynamic

Internal function for setting a state bag value.

@:native("SetVehicleAlarm")staticsetVehicleAlarm(vehicle:Dynamic, state:Bool):Dynamic

SET_VEHICLE_ALARM

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_ALARM](?\_0xCDE5E70C1DDB954C).

@:native("SetVehicleBodyHealth")staticsetVehicleBodyHealth(vehicle:Dynamic, value:Float):Dynamic

p2 often set to 1000.0 in the decompiled scripts.

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_BODY_HEALTH.

@:native("SetVehicleColourCombination")staticsetVehicleColourCombination(vehicle:Dynamic, colorCombination:Int):Dynamic

Sets the selected vehicle's colors to their default value (specific variant specified using the colorCombination parameter).

Range of possible values for colorCombination is currently unknown, I couldn't find where these values are stored either (Disquse's guess was vehicles.meta but I haven't seen it in there.)

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_COLOUR_COMBINATION.

@:native("SetVehicleColours")staticsetVehicleColours(vehicle:Dynamic, colorPrimary:Int, colorSecondary:Int):Dynamic

colorPrimary & colorSecondary are the paint indexes for the vehicle.

For a list of valid paint indexes, view: pastebin.com/pwHci0xK

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_COLOURS.

@:native("SetVehicleCustomPrimaryColour")staticsetVehicleCustomPrimaryColour(vehicle:Dynamic, r:Int, g:Int, b:Int):Dynamic

p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_PRIMARY_COLOUR.

@:native("SetVehicleCustomSecondaryColour")staticsetVehicleCustomSecondaryColour(vehicle:Dynamic, r:Int, g:Int, b:Int):Dynamic

p1, p2, p3 are RGB values for color (255,0,0 for Red, ect)

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_CUSTOM_SECONDARY_COLOUR.

@:native("SetVehicleDirtLevel")staticsetVehicleDirtLevel(vehicle:Dynamic, dirtLevel:Float):Dynamic

Sets the dirt level of the passed vehicle.

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DIRT_LEVEL](?\_0x79D3B596FE44EE8B).

@:native("SetVehicleDoorBroken")staticsetVehicleDoorBroken(vehicle:Dynamic, doorIndex:Int, deleteDoor:Bool):Dynamic

See eDoorId declared in SET_VEHICLE_DOOR_SHUT

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_DOOR_BROKEN](?\_0xD4D4F6A4AB575A33).

@:native("SetVehicleDoorsLocked")staticsetVehicleDoorsLocked(vehicle:Dynamic, doorLockStatus:Int):Dynamic

Locks the doors of a specified vehicle to a defined lock state, affecting how players and NPCs can interact with the vehicle.

NativeDB Introduced: v323
enum eVehicleLockState {

// No specific lock state, vehicle behaves according to the game's default settings.

VEHICLELOCK_NONE = 0,

// Vehicle is fully unlocked, allowing free entry by players and NPCs.

VEHICLELOCK_UNLOCKED = 1,

// Vehicle is locked, preventing entry by players and NPCs.

VEHICLELOCK_LOCKED = 2,

// Vehicle locks out only players, allowing NPCs to enter.

VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3,

// Vehicle is locked once a player enters, preventing others from entering.

VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4,

// Vehicle starts in a locked state, but may be unlocked through game events.

VEHICLELOCK_LOCKED_INITIALLY = 5,

// Forces the vehicle's doors to shut and lock.

VEHICLELOCK_FORCE_SHUT_DOORS = 6,

// Vehicle is locked but can still be damaged.

VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7,

// Vehicle is locked, but its trunk/boot remains unlocked.

VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8,

// Vehicle is locked and does not allow passengers, except for the driver.

VEHICLELOCK_LOCKED_NO_PASSENGERS = 9,

// Vehicle is completely locked, preventing entry entirely, even if previously inside.

VEHICLELOCK_CANNOT_ENTER = 10

};

**This is the server-side RPC native equivalent of the client native SET_VEHICLE_DOORS_LOCKED.

@:native("SetVehicleNumberPlateText")staticsetVehicleNumberPlateText(vehicle:Dynamic, plateText:String):Dynamic

SET_VEHICLE_NUMBER_PLATE_TEXT

 * 
 * **This is the server-side RPC native equivalent of the client native [SET_VEHICLE_NUMBER_PLATE_TEXT](?\_0x95A88F0B409CDA47).

@:native("StartFindKvp")staticstartFindKvp(prefix:String):Int

@:native("StartResource")staticstartResource(resourceName:String):Bool

@:native("StateBagHasKey")staticstateBagHasKey(bagName:String, key:String):Dynamic

@:native("StopResource")staticstopResource(resourceName:String):Bool

@:native("TaskCombatPed")statictaskCombatPed(ped:Dynamic, targetPed:Dynamic, p2:Int, p3:Int):Dynamic

Makes the specified ped attack the target ped.

p2 should be 0

p3 should be 16

**This is the server-side RPC native equivalent of the client native TASK_COMBAT_PED.

@:native("TaskDriveBy")statictaskDriveBy(driverPed:Dynamic, targetPed:Dynamic, targetVehicle:Dynamic, targetX:Float, targetY:Float, targetZ:Float, distanceToShoot:Float, pedAccuracy:Int, p8:Bool, firingPattern:Int):Dynamic

Example:

TASK::TASK_DRIVE_BY(l_467[1/ *22* /], PLAYER::PLAYER_PED_ID(), 0, 0.0, 0.0, 2.0, 300.0, 100, 0, ${firing_pattern_burst_fire_driveby});

Needs working example. Doesn't seem to do anything.

I marked p2 as targetVehicle as all these shooting related tasks seem to have that in common.

I marked p6 as distanceToShoot as if you think of GTA's Logic with the native SET_VEHICLE_SHOOT natives, it won't shoot till it gets within a certain distance of the target.

I marked p7 as pedAccuracy as it seems it's mostly 100 (Completely Accurate), 75, 90, etc. Although this could be the ammo count within the gun, but I highly doubt it. I will change this comment once I find out if it's ammo count or not.

**This is the server-side RPC native equivalent of the client native TASK_DRIVE_BY.

@:native("TaskEnterVehicle")statictaskEnterVehicle(ped:Dynamic, vehicle:Dynamic, timeout:Int, seatIndex:Int, speed:Float, flag:Int, p6:Dynamic):Dynamic

speed 1.0 = walk, 2.0 = run

p5 1 = normal, 3 = teleport to vehicle, 8 = normal/carjack ped from seat, 16 = teleport directly into vehicle

p6 is always 0

**This is the server-side RPC native equivalent of the client native TASK_ENTER_VEHICLE.

@:native("TaskEveryoneLeaveVehicle")statictaskEveryoneLeaveVehicle(vehicle:Dynamic):Dynamic

TASK_EVERYONE_LEAVE_VEHICLE

 * 
 * **This is the server-side RPC native equivalent of the client native [TASK_EVERYONE_LEAVE_VEHICLE](?\_0x7F93691AB4B92272).

@:native("TaskGoStraightToCoord")statictaskGoStraightToCoord(ped:Dynamic, x:Float, y:Float, z:Float, speed:Float, timeout:Int, targetHeading:Float, distanceToSlide:Float):Dynamic

TASK_GO_STRAIGHT_TO_COORD

 * 
 * **This is the server-side RPC native equivalent of the client native [TASK_GO_STRAIGHT_TO_COORD](?\_0xD76B57B44F1E6F8B).

@:native("TaskGoToCoordAnyMeans")statictaskGoToCoordAnyMeans(ped:Dynamic, x:Float, y:Float, z:Float, fMoveBlendRatio:Float, vehicle:Dynamic, bUseLongRangeVehiclePathing:Bool, drivingFlags:Int, fMaxRangeToShootTargets:Float):Dynamic

Tells a ped to go to a coord by any means.

enum eDrivingMode {

DF_StopForCars = 1,

DF_StopForPeds = 2,

DF_SwerveAroundAllCars = 4,

DF_SteerAroundStationaryCars = 8,

DF_SteerAroundPeds = 16,

DF_SteerAroundObjects = 32,

DF_DontSteerAroundPlayerPed = 64,

DF_StopAtLights = 128,

DF_GoOffRoadWhenAvoiding = 256,

DF_DriveIntoOncomingTraffic = 512,

DF_DriveInReverse = 1024,

// If pathfinding fails, cruise randomly instead of going on a straight line

DF_UseWanderFallbackInsteadOfStraightLine = 2048,

DF_AvoidRestrictedAreas = 4096,

// These only work on MISSION_CRUISE

DF_PreventBackgroundPathfinding = 8192,

DF_AdjustCruiseSpeedBasedOnRoadSpeed = 16384,

DF_UseShortCutLinks =  262144,

DF_ChangeLanesAroundObstructions = 524288,

// cruise tasks ignore this anyway--only used for goto's

DF_UseSwitchedOffNodes =  2097152,

// if you're going to be primarily driving off road

DF_PreferNavmeshRoute =  4194304,

// Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly

DF_PlaneTaxiMode =  8388608,

DF_ForceStraightLine = 16777216,

DF_UseStringPullingAtJunctions = 33554432,

DF_AvoidHighways = 536870912,

DF_ForceJoinInRoadDirection = 1073741824,

// Standard driving mode. stops for cars, peds, and lights, goes around stationary obstructions

DRIVINGMODE_STOPFORCARS = 786603, // DF_StopForCars|DF_StopForPeds|DF_SteerAroundObjects|DF_SteerAroundStationaryCars|DF_StopAtLights|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,		// Obey lights too

// Like the above, but doesn't steer around anything in its way - will only wait instead.

DRIVINGMODE_STOPFORCARS_STRICT = 262275, // DF_StopForCars|DF_StopForPeds|DF_StopAtLights|DF_UseShortCutLinks, // Doesn't deviate an inch.

// Default "alerted" driving mode. drives around everything, doesn't obey lights

DRIVINGMODE_AVOIDCARS = 786469, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars,

// Very erratic driving. difference between this and AvoidCars is that it doesn't use the brakes at ALL to help with steering

DRIVINGMODE_AVOIDCARS_RECKLESS = 786468, // DF_SwerveAroundAllCars|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions,

// Smashes through everything

DRIVINGMODE_PLOUGHTHROUGH = 262144, // DF_UseShortCutLinks

// Drives normally except for the fact that it ignores lights

DRIVINGMODE_STOPFORCARS_IGNORELIGHTS = 786475, // DF_StopForCars|DF_SteerAroundStationaryCars|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions

// Try to swerve around everything, but stop for lights if necessary

DRIVINGMODE_AVOIDCARS_OBEYLIGHTS = 786597, // DF_SwerveAroundAllCars|DF_StopAtLights|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars

// Swerve around cars, be careful around peds, and stop for lights

DRIVINGMODE_AVOIDCARS_STOPFORPEDS_OBEYLIGHTS = 786599 // DF_SwerveAroundAllCars|DF_StopAtLights|DF_StopForPeds|DF_SteerAroundObjects|DF_UseShortCutLinks|DF_ChangeLanesAroundObstructions|DF_StopForCars

};

**This is the server-side RPC native equivalent of the client native TASK_GO_TO_COORD_ANY_MEANS.

@:native("TaskGoToEntity")statictaskGoToEntity(entity:Dynamic, target:Dynamic, duration:Int, distance:Float, speed:Float, p5:Float, p6:Int):Dynamic

The entity will move towards the target until time is over (duration) or get in target's range (distance). p5 and p6 are unknown, but you could leave p5 = 1073741824 or 100 or even 0 (didn't see any difference but on the decompiled scripts, they use 1073741824 mostly) and p6 = 0

Note: I've only tested it on entity -> ped and target -> vehicle. It could work differently on other entities, didn't try it yet.

Example: TASK::TASK_GO_TO_ENTITY(pedHandle, vehicleHandle, 5000, 4.0, 100, 1073741824, 0)

Ped will run towards the vehicle for 5 seconds and stop when time is over or when he gets 4 meters(?) around the vehicle (with duration = -1, the task duration will be ignored).

**This is the server-side RPC native equivalent of the client native TASK_GO_TO_ENTITY.

@:native("TaskHandsUp")statictaskHandsUp(ped:Dynamic, duration:Int, facingPed:Dynamic, p3:Int, p4:Bool):Dynamic

In the scripts, p3 was always -1.

p3 seems to be duration or timeout of turn animation.

Also facingPed can be 0 or -1 so ped will just raise hands up.

**This is the server-side RPC native equivalent of the client native TASK_HANDS_UP.

@:native("TaskLeaveAnyVehicle")statictaskLeaveAnyVehicle(ped:Dynamic, p1:Int, flags:Int):Dynamic

Flags are the same flags used in TASK_LEAVE_VEHICLE

 * 
 * **This is the server-side RPC native equivalent of the client native [TASK_LEAVE_ANY_VEHICLE](?\_0x504D54DF3F6F2247).

@:native("TaskLeaveVehicle")statictaskLeaveVehicle(ped:Dynamic, vehicle:Dynamic, flags:Int):Dynamic

Flags from decompiled scripts:

0 = normal exit and closes door.

1 = normal exit and closes door.

16 = teleports outside, door kept closed.  (This flag does not seem to work for the front seats in buses, NPCs continue to exit normally)

64 = normal exit and closes door, maybe a bit slower animation than 0.

256 = normal exit but does not close the door.

4160 = ped is throwing himself out, even when the vehicle is still.

262144 = ped moves to passenger seat first, then exits normally

Others to be tried out: 320, 512, 131072.

**This is the server-side RPC native equivalent of the client native TASK_LEAVE_VEHICLE.

@:native("TaskPlayAnim")statictaskPlayAnim(ped:Dynamic, animDictionary:String, animationName:String, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Int, playbackRate:Float, lockX:Bool, lockY:Bool, lockZ:Bool):Dynamic

Animations list

enum eScriptedAnimFlags

{

AF_LOOPING = 1,

AF_HOLD_LAST_FRAME = 2,

AF_REPOSITION_WHEN_FINISHED = 4,

AF_NOT_INTERRUPTABLE = 8,

AF_UPPERBODY = 16,

AF_SECONDARY = 32,

AF_REORIENT_WHEN_FINISHED = 64,

AF_ABORT_ON_PED_MOVEMENT = 128,

AF_ADDITIVE = 256,

AF_TURN_OFF_COLLISION = 512,

AF_OVERRIDE_PHYSICS = 1024,

AF_IGNORE_GRAVITY = 2048,

AF_EXTRACT_INITIAL_OFFSET = 4096,

AF_EXIT_AFTER_INTERRUPTED = 8192,

AF_TAG_SYNC_IN = 16384,

AF_TAG_SYNC_OUT = 32768,

AF_TAG_SYNC_CONTINUOUS = 65536,

AF_FORCE_START = 131072,

AF_USE_KINEMATIC_PHYSICS = 262144,

AF_USE_MOVER_EXTRACTION = 524288,

AF_HIDE_WEAPON = 1048576,

AF_ENDS_IN_DEAD_POSE = 2097152,

AF_ACTIVATE_RAGDOLL_ON_COLLISION = 4194304,

AF_DONT_EXIT_ON_DEATH = 8388608,

AF_ABORT_ON_WEAPON_DAMAGE = 16777216,

AF_DISABLE_FORCED_PHYSICS_UPDATE = 33554432,

AF_PROCESS_ATTACHMENTS_ON_START = 67108864,

AF_EXPAND_PED_CAPSULE_FROM_SKELETON = 134217728,

AF_USE_ALTERNATIVE_FP_ANIM = 268435456,

AF_BLENDOUT_WRT_LAST_FRAME = 536870912,

AF_USE_FULL_BLENDING = 1073741824

}

**This is the server-side RPC native equivalent of the client native TASK_PLAY_ANIM.

@:native("TaskPlayAnimAdvanced")statictaskPlayAnimAdvanced(ped:Dynamic, animDictionary:String, animationName:String, posX:Float, posY:Float, posZ:Float, rotX:Float, rotY:Float, rotZ:Float, blendInSpeed:Float, blendOutSpeed:Float, duration:Int, flag:Dynamic, animTime:Float, p14:Dynamic, p15:Dynamic):Dynamic

Similar in functionality to TASK_PLAY_ANIM, except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified.

Animations list

**This is the server-side RPC native equivalent of the client native TASK_PLAY_ANIM_ADVANCED.

@:native("TaskReactAndFleePed")statictaskReactAndFleePed(ped:Dynamic, fleeTarget:Dynamic):Dynamic

TASK_REACT_AND_FLEE_PED

 * 
 * **This is the server-side RPC native equivalent of the client native [TASK_REACT_AND_FLEE_PED](?\_0x72C896464915D1B1).

@:native("TaskShootAtCoord")statictaskShootAtCoord(ped:Dynamic, x:Float, y:Float, z:Float, duration:Int, firingPattern:Int):Dynamic

Firing Pattern Hash Information: https://pastebin.com/Px036isB

**This is the server-side RPC native equivalent of the client native TASK_SHOOT_AT_COORD.

@:native("TaskShootAtEntity")statictaskShootAtEntity(entity:Dynamic, target:Dynamic, duration:Int, firingPattern:Int):Dynamic

//this part of the code is to determine at which entity the player is aiming, for example if you want to create a mod where you give orders to peds

Entity aimedentity;

Player player = PLAYER::PLAYER_ID();

PLAYER::_GET_AIMED_ENTITY(player, &aimedentity);

//bg is an array of peds

TASK::TASK_SHOOT_AT_ENTITY(bg[i], aimedentity, 5000, MISC::GET_HASH_KEY("FIRING_PATTERN_FULL_AUTO"));

in practical usage, getting the entity the player is aiming at and then task the peds to shoot at the entity, at a button press event would be better.

Firing Pattern Hash Information: https://pastebin.com/Px036isB

**This is the server-side RPC native equivalent of the client native TASK_SHOOT_AT_ENTITY.

@:native("TaskWarpPedIntoVehicle")statictaskWarpPedIntoVehicle(ped:Dynamic, vehicle:Dynamic, seatIndex:Int):Dynamic

NativeDB Introduced: v323

Warp a ped into a vehicle.

Note: It's better to use TASK_ENTER_VEHICLE with the flag "warp" flag instead of this native.

**This is the server-side RPC native equivalent of the client native TASK_WARP_PED_INTO_VEHICLE.

@:native("TempBanPlayer")statictempBanPlayer(playerSrc:String, reason:String):Dynamic

@:native("TriggerClientEventInternal")statictriggerClientEventInternal(eventName:String, eventTarget:String, eventPayload:String, payloadLength:Int):Dynamic

The backing function for TriggerClientEvent.

@:native("TriggerEventInternal")statictriggerEventInternal(eventName:String, eventPayload:String, payloadLength:Int):Dynamic

The backing function for TriggerEvent.

@:native("TriggerLatentClientEventInternal")statictriggerLatentClientEventInternal(eventName:String, eventTarget:String, eventPayload:String, payloadLength:Int, bps:Int):Dynamic

The backing function for TriggerLatentClientEvent.

@:native("VerifyPasswordHash")staticverifyPasswordHash(password:String, hash:String):Bool

@:native("WasEventCanceled")staticwasEventCanceled():Bool

Returns whether or not the currently executing event was canceled.