@nativewrappers/redm-codegen 0.0.3 → 0.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (313) hide show
  1. package/dist/classes/AnimScene.d.ts +135 -135
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +208 -208
  4. package/dist/classes/BaseModel.d.ts +21 -21
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +33 -33
  7. package/dist/classes/BaseTask.d.ts +23 -23
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +27 -27
  10. package/dist/classes/Cam.d.ts +98 -98
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +134 -134
  13. package/dist/classes/Entity.d.ts +385 -380
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +498 -489
  16. package/dist/classes/Interior.d.ts +5 -5
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Interior.js +8 -8
  19. package/dist/classes/ItemSet.d.ts +2 -2
  20. package/dist/classes/ItemSet.d.ts.map +1 -1
  21. package/dist/classes/ItemSet.js +3 -3
  22. package/dist/classes/Ped.d.ts +336 -336
  23. package/dist/classes/Ped.d.ts.map +1 -1
  24. package/dist/classes/Ped.js +495 -495
  25. package/dist/classes/PedModel.d.ts +1 -1
  26. package/dist/classes/PedModel.d.ts.map +1 -1
  27. package/dist/classes/PedModel.js +2 -2
  28. package/dist/classes/PedTask.d.ts +255 -255
  29. package/dist/classes/PedTask.d.ts.map +1 -1
  30. package/dist/classes/PedTask.js +345 -345
  31. package/dist/classes/PersChar.d.ts +13 -13
  32. package/dist/classes/PersChar.d.ts.map +1 -1
  33. package/dist/classes/PersChar.js +29 -29
  34. package/dist/classes/Pickup.d.ts +8 -8
  35. package/dist/classes/Pickup.d.ts.map +1 -1
  36. package/dist/classes/Pickup.js +15 -15
  37. package/dist/classes/Player.d.ts +713 -709
  38. package/dist/classes/Player.d.ts.map +1 -1
  39. package/dist/classes/Player.js +979 -973
  40. package/dist/classes/Prop.d.ts +115 -115
  41. package/dist/classes/Prop.d.ts.map +1 -1
  42. package/dist/classes/Prop.js +160 -160
  43. package/dist/classes/PropSet.d.ts +5 -5
  44. package/dist/classes/PropSet.d.ts.map +1 -1
  45. package/dist/classes/PropSet.js +6 -6
  46. package/dist/classes/Vehicle.d.ts +122 -122
  47. package/dist/classes/Vehicle.d.ts.map +1 -1
  48. package/dist/classes/Vehicle.js +147 -147
  49. package/dist/classes/VehicleModel.d.ts +1 -1
  50. package/dist/classes/VehicleModel.d.ts.map +1 -1
  51. package/dist/classes/VehicleModel.js +2 -2
  52. package/dist/classes/VehicleTask.d.ts +9 -9
  53. package/dist/classes/VehicleTask.d.ts.map +1 -1
  54. package/dist/classes/VehicleTask.js +12 -12
  55. package/dist/classes/Volume.d.ts +56 -56
  56. package/dist/classes/Volume.d.ts.map +1 -1
  57. package/dist/classes/Volume.js +84 -84
  58. package/dist/classes/Weapon.d.ts +354 -354
  59. package/dist/classes/Weapon.d.ts.map +1 -1
  60. package/dist/classes/Weapon.js +464 -464
  61. package/dist/namespaces/Aicoverpoint.d.ts +23 -23
  62. package/dist/namespaces/Aicoverpoint.d.ts.map +1 -1
  63. package/dist/namespaces/Aicoverpoint.js +35 -35
  64. package/dist/namespaces/Aitransport.d.ts +78 -78
  65. package/dist/namespaces/Aitransport.d.ts.map +1 -1
  66. package/dist/namespaces/Aitransport.js +95 -95
  67. package/dist/namespaces/Animscene.d.ts +49 -49
  68. package/dist/namespaces/Animscene.d.ts.map +1 -1
  69. package/dist/namespaces/Animscene.js +67 -67
  70. package/dist/namespaces/Audio.d.ts +447 -447
  71. package/dist/namespaces/Audio.d.ts.map +1 -1
  72. package/dist/namespaces/Audio.js +635 -635
  73. package/dist/namespaces/CamStatics.d.ts +441 -441
  74. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  75. package/dist/namespaces/CamStatics.js +675 -675
  76. package/dist/namespaces/Collection.d.ts +6 -6
  77. package/dist/namespaces/Collection.d.ts.map +1 -1
  78. package/dist/namespaces/Collection.js +11 -11
  79. package/dist/namespaces/Companion.d.ts +22 -22
  80. package/dist/namespaces/Companion.d.ts.map +1 -1
  81. package/dist/namespaces/Companion.js +30 -30
  82. package/dist/namespaces/Compapp.js +1 -1
  83. package/dist/namespaces/Compendium.d.ts +82 -82
  84. package/dist/namespaces/Compendium.d.ts.map +1 -1
  85. package/dist/namespaces/Compendium.js +115 -115
  86. package/dist/namespaces/Crashlog.js +9 -9
  87. package/dist/namespaces/Crew.js +4 -4
  88. package/dist/namespaces/Databinding.d.ts +164 -164
  89. package/dist/namespaces/Databinding.d.ts.map +1 -1
  90. package/dist/namespaces/Databinding.js +232 -232
  91. package/dist/namespaces/Datafile.js +4 -4
  92. package/dist/namespaces/Decorator.d.ts +19 -19
  93. package/dist/namespaces/Decorator.d.ts.map +1 -1
  94. package/dist/namespaces/Decorator.js +34 -34
  95. package/dist/namespaces/Dlc.d.ts +5 -5
  96. package/dist/namespaces/Dlc.d.ts.map +1 -1
  97. package/dist/namespaces/Dlc.js +9 -9
  98. package/dist/namespaces/EntityStatics.d.ts +119 -119
  99. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  100. package/dist/namespaces/EntityStatics.js +164 -164
  101. package/dist/namespaces/Event.js +4 -4
  102. package/dist/namespaces/Fire.d.ts +89 -89
  103. package/dist/namespaces/Fire.d.ts.map +1 -1
  104. package/dist/namespaces/Fire.js +115 -115
  105. package/dist/namespaces/Flock.js +2 -2
  106. package/dist/namespaces/Gang.js +2 -2
  107. package/dist/namespaces/GoogleAnalytics.js +2 -2
  108. package/dist/namespaces/Graphics.d.ts +375 -375
  109. package/dist/namespaces/Graphics.d.ts.map +1 -1
  110. package/dist/namespaces/Graphics.js +569 -569
  111. package/dist/namespaces/Hud.d.ts +507 -507
  112. package/dist/namespaces/Hud.d.ts.map +1 -1
  113. package/dist/namespaces/Hud.js +706 -706
  114. package/dist/namespaces/Ik.js +1 -1
  115. package/dist/namespaces/Interaction.js +3 -3
  116. package/dist/namespaces/InteriorStatics.js +2 -2
  117. package/dist/namespaces/Inventory.d.ts +159 -159
  118. package/dist/namespaces/Inventory.d.ts.map +1 -1
  119. package/dist/namespaces/Inventory.js +214 -214
  120. package/dist/namespaces/Itemdatabase.d.ts +5 -5
  121. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  122. package/dist/namespaces/Itemdatabase.js +10 -10
  123. package/dist/namespaces/Itemset.js +2 -2
  124. package/dist/namespaces/Law.d.ts +1 -1
  125. package/dist/namespaces/Law.d.ts.map +1 -1
  126. package/dist/namespaces/Law.js +19 -19
  127. package/dist/namespaces/Localization.js +1 -1
  128. package/dist/namespaces/Map.d.ts +173 -173
  129. package/dist/namespaces/Map.d.ts.map +1 -1
  130. package/dist/namespaces/Map.js +240 -240
  131. package/dist/namespaces/Minigame.d.ts +17 -17
  132. package/dist/namespaces/Minigame.d.ts.map +1 -1
  133. package/dist/namespaces/Minigame.js +25 -25
  134. package/dist/namespaces/Misc.d.ts +3 -3
  135. package/dist/namespaces/Misc.d.ts.map +1 -1
  136. package/dist/namespaces/Misc.js +35 -35
  137. package/dist/namespaces/Missiondata.d.ts +15 -15
  138. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  139. package/dist/namespaces/Missiondata.js +24 -24
  140. package/dist/namespaces/Money.js +3 -3
  141. package/dist/namespaces/Netshopping.d.ts +58 -58
  142. package/dist/namespaces/Netshopping.d.ts.map +1 -1
  143. package/dist/namespaces/Netshopping.js +89 -89
  144. package/dist/namespaces/Network.d.ts +694 -694
  145. package/dist/namespaces/Network.d.ts.map +1 -1
  146. package/dist/namespaces/Network.js +1129 -1129
  147. package/dist/namespaces/Object.d.ts +142 -142
  148. package/dist/namespaces/Object.d.ts.map +1 -1
  149. package/dist/namespaces/Object.js +195 -195
  150. package/dist/namespaces/Pad.d.ts +101 -101
  151. package/dist/namespaces/Pad.d.ts.map +1 -1
  152. package/dist/namespaces/Pad.js +142 -142
  153. package/dist/namespaces/Pathfind.js +10 -10
  154. package/dist/namespaces/PedStatics.d.ts +20 -20
  155. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  156. package/dist/namespaces/PedStatics.js +36 -36
  157. package/dist/namespaces/Perschar.d.ts +49 -49
  158. package/dist/namespaces/Perschar.d.ts.map +1 -1
  159. package/dist/namespaces/Perschar.js +76 -76
  160. package/dist/namespaces/Physics.d.ts +89 -89
  161. package/dist/namespaces/Physics.d.ts.map +1 -1
  162. package/dist/namespaces/Physics.js +125 -125
  163. package/dist/namespaces/PlayerStatics.d.ts +139 -139
  164. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  165. package/dist/namespaces/PlayerStatics.js +200 -200
  166. package/dist/namespaces/Population.d.ts +75 -75
  167. package/dist/namespaces/Population.d.ts.map +1 -1
  168. package/dist/namespaces/Population.js +101 -101
  169. package/dist/namespaces/Posse.d.ts +54 -54
  170. package/dist/namespaces/Posse.d.ts.map +1 -1
  171. package/dist/namespaces/Posse.js +86 -86
  172. package/dist/namespaces/Replay.d.ts +1 -1
  173. package/dist/namespaces/Replay.d.ts.map +1 -1
  174. package/dist/namespaces/Replay.js +2 -2
  175. package/dist/namespaces/Scripts.d.ts +1 -1
  176. package/dist/namespaces/Scripts.d.ts.map +1 -1
  177. package/dist/namespaces/Scripts.js +12 -12
  178. package/dist/namespaces/Socialclub.js +8 -8
  179. package/dist/namespaces/Socialclubfeed.js +1 -1
  180. package/dist/namespaces/Spactionproxy.js +4 -4
  181. package/dist/namespaces/Stats.d.ts +197 -197
  182. package/dist/namespaces/Stats.d.ts.map +1 -1
  183. package/dist/namespaces/Stats.js +285 -285
  184. package/dist/namespaces/Streaming.d.ts +46 -46
  185. package/dist/namespaces/Streaming.d.ts.map +1 -1
  186. package/dist/namespaces/Streaming.js +79 -79
  187. package/dist/namespaces/Task.d.ts +138 -138
  188. package/dist/namespaces/Task.d.ts.map +1 -1
  189. package/dist/namespaces/Task.js +204 -204
  190. package/dist/namespaces/Telemetry.d.ts +212 -212
  191. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  192. package/dist/namespaces/Telemetry.js +308 -308
  193. package/dist/namespaces/Txd.js +1 -1
  194. package/dist/namespaces/Uiapps.d.ts +25 -25
  195. package/dist/namespaces/Uiapps.d.ts.map +1 -1
  196. package/dist/namespaces/Uiapps.js +36 -36
  197. package/dist/namespaces/Uievents.js +1 -1
  198. package/dist/namespaces/Uifeed.d.ts +15 -15
  199. package/dist/namespaces/Uifeed.d.ts.map +1 -1
  200. package/dist/namespaces/Uifeed.js +25 -25
  201. package/dist/namespaces/Uistickyfeed.d.ts +16 -16
  202. package/dist/namespaces/Uistickyfeed.d.ts.map +1 -1
  203. package/dist/namespaces/Uistickyfeed.js +21 -21
  204. package/dist/namespaces/Unlock.js +5 -5
  205. package/dist/namespaces/VehicleStatics.js +12 -12
  206. package/dist/namespaces/Voice.d.ts +38 -38
  207. package/dist/namespaces/Voice.d.ts.map +1 -1
  208. package/dist/namespaces/Voice.js +61 -61
  209. package/dist/namespaces/VolumeStatics.d.ts +161 -161
  210. package/dist/namespaces/VolumeStatics.d.ts.map +1 -1
  211. package/dist/namespaces/VolumeStatics.js +217 -217
  212. package/dist/namespaces/Water.d.ts +27 -27
  213. package/dist/namespaces/Water.d.ts.map +1 -1
  214. package/dist/namespaces/Water.js +41 -41
  215. package/dist/namespaces/WeaponStatics.d.ts +274 -274
  216. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  217. package/dist/namespaces/WeaponStatics.js +390 -390
  218. package/dist/namespaces/Zone.d.ts +7 -7
  219. package/dist/namespaces/Zone.d.ts.map +1 -1
  220. package/dist/namespaces/Zone.js +9 -9
  221. package/dist/types/NativeAliases.d.ts +3 -1
  222. package/dist/types/NativeAliases.d.ts.map +1 -1
  223. package/dist/types/NativeAliases.js +3 -1
  224. package/package.json +1 -1
  225. package/src/classes/AnimScene.ts +227 -227
  226. package/src/classes/BaseModel.ts +36 -36
  227. package/src/classes/BaseTask.ts +29 -29
  228. package/src/classes/Cam.ts +143 -143
  229. package/src/classes/Entity.ts +517 -506
  230. package/src/classes/Interior.ts +8 -8
  231. package/src/classes/ItemSet.ts +3 -3
  232. package/src/classes/Ped.ts +512 -512
  233. package/src/classes/PedModel.ts +2 -2
  234. package/src/classes/PedTask.ts +429 -429
  235. package/src/classes/PersChar.ts +35 -35
  236. package/src/classes/Pickup.ts +16 -16
  237. package/src/classes/Player.ts +995 -988
  238. package/src/classes/Prop.ts +177 -177
  239. package/src/classes/PropSet.ts +6 -6
  240. package/src/classes/Vehicle.ts +147 -147
  241. package/src/classes/VehicleModel.ts +2 -2
  242. package/src/classes/VehicleTask.ts +13 -13
  243. package/src/classes/Volume.ts +91 -91
  244. package/src/classes/Weapon.ts +489 -489
  245. package/src/namespaces/Aicoverpoint.ts +40 -40
  246. package/src/namespaces/Aitransport.ts +104 -104
  247. package/src/namespaces/Animscene.ts +74 -74
  248. package/src/namespaces/Audio.ts +647 -647
  249. package/src/namespaces/CamStatics.ts +768 -768
  250. package/src/namespaces/Collection.ts +12 -12
  251. package/src/namespaces/Companion.ts +34 -34
  252. package/src/namespaces/Compapp.ts +1 -1
  253. package/src/namespaces/Compendium.ts +120 -120
  254. package/src/namespaces/Crashlog.ts +9 -9
  255. package/src/namespaces/Crew.ts +4 -4
  256. package/src/namespaces/Databinding.ts +249 -249
  257. package/src/namespaces/Datafile.ts +4 -4
  258. package/src/namespaces/Decorator.ts +37 -37
  259. package/src/namespaces/Dlc.ts +9 -9
  260. package/src/namespaces/EntityStatics.ts +172 -172
  261. package/src/namespaces/Event.ts +4 -4
  262. package/src/namespaces/Fire.ts +127 -127
  263. package/src/namespaces/Flock.ts +2 -2
  264. package/src/namespaces/Gang.ts +2 -2
  265. package/src/namespaces/GoogleAnalytics.ts +2 -2
  266. package/src/namespaces/Graphics.ts +583 -583
  267. package/src/namespaces/Hud.ts +741 -741
  268. package/src/namespaces/Ik.ts +1 -1
  269. package/src/namespaces/Interaction.ts +3 -3
  270. package/src/namespaces/InteriorStatics.ts +2 -2
  271. package/src/namespaces/Inventory.ts +236 -236
  272. package/src/namespaces/Itemdatabase.ts +11 -11
  273. package/src/namespaces/Itemset.ts +2 -2
  274. package/src/namespaces/Law.ts +20 -20
  275. package/src/namespaces/Localization.ts +1 -1
  276. package/src/namespaces/Map.ts +256 -256
  277. package/src/namespaces/Minigame.ts +29 -29
  278. package/src/namespaces/Misc.ts +38 -38
  279. package/src/namespaces/Missiondata.ts +28 -28
  280. package/src/namespaces/Money.ts +3 -3
  281. package/src/namespaces/Netshopping.ts +99 -99
  282. package/src/namespaces/Network.ts +1165 -1165
  283. package/src/namespaces/Object.ts +214 -214
  284. package/src/namespaces/Pad.ts +150 -150
  285. package/src/namespaces/Pathfind.ts +10 -10
  286. package/src/namespaces/PedStatics.ts +42 -42
  287. package/src/namespaces/Perschar.ts +78 -78
  288. package/src/namespaces/Physics.ts +141 -141
  289. package/src/namespaces/PlayerStatics.ts +228 -228
  290. package/src/namespaces/Population.ts +114 -114
  291. package/src/namespaces/Posse.ts +87 -87
  292. package/src/namespaces/Replay.ts +3 -3
  293. package/src/namespaces/Scripts.ts +13 -13
  294. package/src/namespaces/Socialclub.ts +8 -8
  295. package/src/namespaces/Socialclubfeed.ts +1 -1
  296. package/src/namespaces/Spactionproxy.ts +4 -4
  297. package/src/namespaces/Stats.ts +293 -293
  298. package/src/namespaces/Streaming.ts +93 -93
  299. package/src/namespaces/Task.ts +228 -228
  300. package/src/namespaces/Telemetry.ts +322 -322
  301. package/src/namespaces/Txd.ts +1 -1
  302. package/src/namespaces/Uiapps.ts +43 -43
  303. package/src/namespaces/Uievents.ts +1 -1
  304. package/src/namespaces/Uifeed.ts +28 -28
  305. package/src/namespaces/Uistickyfeed.ts +23 -23
  306. package/src/namespaces/Unlock.ts +5 -5
  307. package/src/namespaces/VehicleStatics.ts +12 -12
  308. package/src/namespaces/Voice.ts +70 -70
  309. package/src/namespaces/VolumeStatics.ts +222 -222
  310. package/src/namespaces/Water.ts +47 -47
  311. package/src/namespaces/WeaponStatics.ts +402 -402
  312. package/src/namespaces/Zone.ts +10 -10
  313. package/src/types/NativeAliases.ts +6 -1
@@ -22,8 +22,8 @@ export class Player implements IHandle {
22
22
  *
23
23
  * @returns
24
24
  */
25
- isRidingTrain(): boolean {
26
- return inv<boolean>('0x2FB0ACADA6A238DD', this.handle, rai());
25
+ get IsRidingTrain(): boolean {
26
+ return !!inv<boolean>('0x2FB0ACADA6A238DD', this.handle, rai());
27
27
  }
28
28
 
29
29
  /**
@@ -41,7 +41,7 @@ export class Player implements IHandle {
41
41
  * @returns
42
42
  */
43
43
  N_0x621D1B289CAF5978(): boolean {
44
- return inv<boolean>('0x621D1B289CAF5978', this.handle, rai());
44
+ return !!inv<boolean>('0x621D1B289CAF5978', this.handle, rai());
45
45
  }
46
46
 
47
47
  /**
@@ -50,14 +50,14 @@ export class Player implements IHandle {
50
50
  *
51
51
  * @param damageDecrease
52
52
  */
53
- setReceivedDamageTakenOnHorsebackModifier(damageDecrease: number): void {
53
+ set ReceivedDamageTakenOnHorsebackModifier(damageDecrease: number) {
54
54
  inv<void>('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
55
55
  }
56
56
 
57
57
  /**
58
58
  * @param toggle
59
59
  */
60
- setCanMercyKill(toggle: boolean): void {
60
+ set CanMercyKill(toggle: boolean) {
61
61
  inv<void>('0x39363DFD04E91496', this.handle, toggle);
62
62
  }
63
63
 
@@ -73,7 +73,7 @@ export class Player implements IHandle {
73
73
  /**
74
74
  * @param speech
75
75
  */
76
- setInteractionPositiveResponse(speech: string | null): void {
76
+ set InteractionPositiveResponse(speech: string | null) {
77
77
  inv<void>('0xC6366A585659D15C', this.handle, speech);
78
78
  }
79
79
 
@@ -82,7 +82,7 @@ export class Player implements IHandle {
82
82
  *
83
83
  * @param multiplier
84
84
  */
85
- setAirDragMultiplierForPlayersVehicle(multiplier: number): void {
85
+ set AirDragMultiplierForPlayersVehicle(multiplier: number) {
86
86
  inv<void>('0x5DA6500FE849DA16', this.handle, f(multiplier));
87
87
  }
88
88
 
@@ -91,7 +91,7 @@ export class Player implements IHandle {
91
91
  *
92
92
  * @param wagon
93
93
  */
94
- setHuntingWagon(wagon: Vehicle): void {
94
+ set HuntingWagon(wagon: Vehicle) {
95
95
  inv<void>('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
96
96
  }
97
97
 
@@ -109,1955 +109,1962 @@ export class Player implements IHandle {
109
109
  }
110
110
 
111
111
  /**
112
- * @param disabled
112
+ * @param target
113
113
  */
114
- specialAbilitySetDisabled(disabled: boolean): void {
115
- inv<void>('0xAE637BB8EF017875', this.handle, disabled);
114
+ set BountyTarget(target: Player) {
115
+ inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
116
116
  }
117
117
 
118
118
  /**
119
- * @param ammoType
120
- * @param amount
119
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
120
+ *
121
+ * @returns
121
122
  */
122
- setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
123
- inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
123
+ eagleEyeAreAllTrailsHidden(): any {
124
+ return inv<number>('0xA62BBAAE67A05BB0', this.handle);
124
125
  }
125
126
 
126
127
  /**
127
- * @param p1
128
+ * @returns
128
129
  */
129
- eagleEyeSetTrackingUpgrade2(p1: number): void {
130
- inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
131
- }
132
-
133
- setAllNeutralRandomPedsFleeThisFrame(): void {
134
- inv<void>('0x16752DAA7E6D3F72', this.handle);
130
+ get IsDeadeyeTaggingEnabled(): any {
131
+ return inv<number>('0x32348719DCED2969', this.handle);
135
132
  }
136
133
 
137
134
  /**
138
- * @param p1
135
+ * Sets Player's Defense against AI modifier
136
+ *
137
+ * @param modifier
139
138
  */
140
- restoreStamina(p1: number): void {
141
- inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
139
+ set AiDefenseModifierAgainstAi(modifier: number) {
140
+ inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
142
141
  }
143
142
 
144
143
  /**
144
+ * Gets the player's team.
145
+ * Returns -1 in singleplayer.
146
+ *
145
147
  * @returns
146
148
  */
147
- getCachedDeadEyeAmount(): number {
148
- return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
149
- }
150
-
151
- clearHasDamagedAtLeastOnePed(): void {
152
- inv<void>('0x270B63A641BE32F2', this.handle);
149
+ get Team(): number {
150
+ return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
153
151
  }
154
152
 
155
153
  /**
156
- * @param entity
157
- * @param p2
158
154
  * @returns
159
155
  */
160
- isTargettingEntity(entity: Entity, p2: boolean): boolean {
161
- return inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
156
+ get HealthRechargeMultiplier(): number {
157
+ return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
162
158
  }
163
159
 
164
160
  /**
165
- * If player has less Dead Eye than required, Dead Eye cant be triggered.
161
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
162
+ * followMode:
163
+ * HORSEFOLLOWMODE_AUTO = 0,
164
+ * HORSEFOLLOWMODE_SIDE_ONLY,
165
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
166
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
167
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
168
+ * followPriority:
169
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
170
+ * HORSEFOLLOWPRIORITY_AMBIENT,
171
+ * HORSEFOLLOWPRIORITY_NORMAL,
172
+ * HORSEFOLLOWPRIORITY_HIGH
166
173
  *
167
- * @returns
174
+ * @param ped
175
+ * @param p2
176
+ * @param p3
177
+ * @param followMode
178
+ * @param followPriority
179
+ * @param p6
168
180
  */
169
- getRequiredDeadEyeAmount(): number {
170
- return inv<number>('0x811A748B1BE231BA', this.handle, raf());
181
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
182
+ inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
171
183
  }
172
184
 
173
185
  /**
174
- * @param p1
186
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
187
+ *
188
+ * @param promptTextKey
175
189
  */
176
- N_0x263D69767F76059C(p1: number): void {
177
- inv<void>('0x263D69767F76059C', this.handle, p1);
190
+ set PromptLeaveText(promptTextKey: string | null) {
191
+ inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
178
192
  }
179
193
 
180
194
  /**
181
- * Make sure to request the model first and wait until it has loaded.
195
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
182
196
  *
183
- * @param modelHash
184
- * @param p2
197
+ * @param ped
198
+ * @returns
185
199
  */
186
- setModel(modelHash: string | number, p2: boolean): void {
187
- inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
200
+ getNumDeadeyeMarksOnPed(ped: Ped): any {
201
+ return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
188
202
  }
189
203
 
190
204
  /**
191
- * @param toggle
205
+ * @returns
192
206
  */
193
- setLockon(toggle: boolean): void {
194
- inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
207
+ get Ped2(): Ped | null {
208
+ return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
195
209
  }
196
210
 
197
211
  /**
198
- * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
199
- * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
200
- *
201
- * @param flag
202
- * @param allow
212
+ * @param p1
213
+ * @returns
203
214
  */
204
- setHatAccess(flag: number, allow: boolean): void {
205
- inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
215
+ getIsUiPromptActive(p1: number): any {
216
+ return inv<number>('0x51BEA356B1C60225', this.handle, p1);
206
217
  }
207
218
 
208
219
  /**
209
- * @param closeDamageBonus
220
+ * Returns true if PromptType is enabled for ped (mount)
221
+ * Params: See 0x0751D461F06E41CE
222
+ *
223
+ * @param ped
224
+ * @param promptType
225
+ * @param promptMode
226
+ * @returns
210
227
  */
211
- setDamageCloseDistanceBonusTotal(closeDamageBonus: number): void {
212
- inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
228
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
229
+ return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
213
230
  }
214
231
 
215
232
  /**
216
- * Params: p1 = -1 in R* Scripts
233
+ * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
217
234
  *
218
- * @param p1
219
- * @param p2
235
+ * @param flag
220
236
  */
221
- specialAbilityStartRestore(p1: number, p2: boolean): void {
222
- inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
237
+ set DeadeyeEntityAuraWithFlag(flag: number) {
238
+ inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
223
239
  }
224
240
 
225
241
  /**
226
- * @param multiplier
242
+ * @returns
227
243
  */
228
- setStaminaSprintDepletionMultiplier(multiplier: number): void {
229
- inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
244
+ get MountOwnedByPlayer(): Ped | null {
245
+ return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
230
246
  }
231
247
 
232
248
  /**
233
- * @param p1
249
+ * @param weaponHash Refer to [enum: eWeaponHash]
250
+ * @param damageModifier
234
251
  */
235
- eagleEyeSetTrackingUpgrade(p1: number): void {
236
- inv<void>('0xDFC85C5199045026', this.handle, f(p1));
252
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
253
+ inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
237
254
  }
238
255
 
239
256
  /**
240
- * Get the entity the player is aiming at with/without weapon.
257
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
258
+ * *GET_PLAYER**
241
259
  *
242
- * @returns entity
260
+ * @returns ped
243
261
  */
244
- getInteractionAimEntity(): [boolean, Entity | null] {
245
- const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
246
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
262
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
263
+ const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
264
+ return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
247
265
  }
248
266
 
249
267
  /**
250
- * @param modifier
268
+ * @param speed
269
+ * @param duration
270
+ * @param heading
271
+ * @param p4
272
+ * @param p5
251
273
  */
252
- setWeaponDefenseModifier(modifier: number): void {
253
- inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
274
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
275
+ inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
254
276
  }
255
277
 
256
278
  /**
279
+ * @param p1
257
280
  * @returns
258
281
  */
259
- hasDamagedAtLeastOneNonAnimalPed(): boolean {
260
- return inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
282
+ getDeadEyeMeterLevel(p1: boolean): number {
283
+ return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
261
284
  }
262
285
 
263
286
  /**
264
- * @returns
287
+ * @param drawReductionTime
265
288
  */
266
- getDeadeyeAbilityLevel(): number {
267
- return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
289
+ set BowDrawReductionTimeInDeadeye(drawReductionTime: number) {
290
+ inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
268
291
  }
269
292
 
270
293
  /**
271
- * This native is used to determine if the player has an active lockon an entity while riding a horse.
294
+ * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
272
295
  *
273
296
  * @returns
274
297
  */
275
- isOnMountLockonEntity(): boolean {
276
- return inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
298
+ eagleEyeCanFocusOnTrack(): any {
299
+ return inv<number>('0x1DA5C5B0923E1B85', this.handle);
277
300
  }
278
301
 
279
- suppressWitnessesCallingPoliceThisFrame(): void {
280
- inv<void>('0x96722257E5381E00', this.handle);
302
+ /**
303
+ * @param range
304
+ */
305
+ eagleEyeSetRange(range: number): void {
306
+ inv<void>('0x22C8B10802301381', this.handle, f(range));
281
307
  }
282
308
 
283
309
  /**
284
- * bullet damage modifier: type = 4
285
- * explosive damage Defense mod: type = 7
286
- * fire damage Defense mod: type = 8, 15
310
+ * *SET_SPECIAL_ABILITY**
287
311
  *
288
- * @param type
289
- * @param defenseModifier
312
+ * @param p1
290
313
  */
291
- setDefenseTypeModifier(type: number, defenseModifier: number): void {
292
- inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
314
+ N_0x4D1699543B1C023C(p1: number): void {
315
+ inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
293
316
  }
294
317
 
295
318
  /**
296
- * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
319
+ * Drains Deadeye by given amount.
320
+ *
321
+ * @param amount
322
+ * @param p2
297
323
  */
298
- N_0xF21C7A3F3FFBA629(): void {
299
- inv<void>('0xF21C7A3F3FFBA629', this.handle);
324
+ specialAbilityDrainByAmount(amount: number, p2: any): void {
325
+ inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
300
326
  }
301
327
 
302
328
  /**
303
- * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
304
- * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
305
- *
306
- * @param ped
307
- * @param preset
308
- * @param pos
309
- * @param targetEntity
310
- * @param name
329
+ * @param weaponGroup
330
+ * @param toggle
311
331
  */
312
- addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
313
- inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
332
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
333
+ inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
314
334
  }
315
335
 
316
336
  /**
317
- * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
337
+ * Returns false if PromptType is enabled
338
+ * Params: See 0x0751D461F06E41CE
339
+ *
340
+ * @param promptType
341
+ * @param promptMode
342
+ * @returns
318
343
  */
319
- resetDeadeyeAuraEffect(): void {
320
- inv<void>('0xE910932F4B30BE23', this.handle);
344
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any {
345
+ return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
321
346
  }
322
347
 
323
348
  /**
324
- * @param accuracy
349
+ * @param toggle
325
350
  */
326
- setTotalAccuracyModifier(accuracy: number): void {
327
- inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
351
+ set LockonToFriendlyPlayers(toggle: boolean) {
352
+ inv<void>('0x4A056257802DD3E5', this.handle, toggle);
328
353
  }
329
354
 
330
355
  /**
331
- * @returns
356
+ * Activates the Surrender prompt for the specified player in the current frame.
357
+ *
358
+ * @param targetPed
359
+ * @param promptOrder
360
+ * @param p3
332
361
  */
333
- getVehicleOwnedByPlayer(): Vehicle | null {
334
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
362
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
363
+ inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
335
364
  }
336
365
 
337
366
  /**
338
- * Activates EagleEye, called together with 0x28A13BF6B05C3D83
367
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
368
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
369
+ *
370
+ * @param playerResetFlag
371
+ * @param p2
339
372
  */
340
- secondarySpecialAbilitySetActive(): void {
341
- inv<void>('0x1710BC33CFB83634', this.handle);
373
+ setResetFlag(playerResetFlag: number, p2: boolean): void {
374
+ inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
342
375
  }
343
376
 
344
377
  /**
345
- * _GET_A* - _GET_C*
346
- *
347
378
  * @returns
348
379
  */
349
- N_0x927861B2C08DBEA5(): boolean {
350
- return inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
380
+ get WantedLevel(): number {
381
+ return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
351
382
  }
352
383
 
353
384
  /**
354
- * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
355
- * only stores the last 3 hits in the data view buffer
356
- * duration is in miliseconds
357
- * you need dataview
358
- *
359
- * @param duration
360
- * @returns struct
385
+ * @param closeRangeLowerBound
386
+ * @param closeRangeUpperBound
361
387
  */
362
- getPedsDamagedByRecently(duration: number): [boolean, number] {
363
- const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
364
- return [!!result[0], result[1]];
388
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
389
+ inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
365
390
  }
366
391
 
367
392
  /**
368
393
  * @param multiplier
369
394
  */
370
- setStaminaRechargeMultiplier(multiplier: number): void {
371
- inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
395
+ set SneakingNoiseMultiplier(multiplier: number) {
396
+ inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
372
397
  }
373
398
 
374
399
  /**
375
- * Deactivates EagleEye, called together with 0xC0B21F235C02139C
400
+ * Sets the player's team.
376
401
  *
377
- * @param disabled
402
+ * @param team
403
+ * @param bRestrictToThisScript
378
404
  */
379
- secondarySpecialAbilitySetDisabled(disabled: boolean): void {
380
- inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
405
+ setTeam(team: number, bRestrictToThisScript: boolean): void {
406
+ inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
381
407
  }
382
408
 
383
409
  /**
410
+ * Checks if the player's Deadeye ability is enabled.
411
+ *
384
412
  * @returns
385
413
  */
386
- updateTeleport(): boolean {
387
- return inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
414
+ get IsSpecialAbilityEnabled(): any {
415
+ return inv<number>('0xDE6C85975F9D4894', this.handle);
388
416
  }
389
417
 
390
- resetInputGait(): void {
391
- inv<void>('0x61A2EECAB274829B', this.handle);
418
+ /**
419
+ * @param p2
420
+ * @param p3
421
+ * @returns outEntity
422
+ */
423
+ getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
424
+ const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
425
+ return [result[0], createFromHandle<Entity>('Entity', result[1])];
392
426
  }
393
427
 
394
428
  /**
395
- * Activates the special ability for the specified player.
429
+ * @param toggle
396
430
  */
397
- specialAbilitySetActivate(): void {
398
- inv<void>('0xBBA140062B15A8AC', this.handle);
431
+ set DeadeyeTaggingEnabled(toggle: boolean) {
432
+ inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
399
433
  }
400
434
 
401
- clearHasDamagedAtLeastOneNonAnimalPed(): void {
402
- inv<void>('0x0361096D6CE4372C', this.handle);
435
+ /**
436
+ * @returns
437
+ */
438
+ get Stamina(): number {
439
+ return inv<number>('0x0FF421E467373FCF', this.handle, raf());
403
440
  }
404
441
 
405
442
  /**
406
443
  * @param modifier
407
444
  */
408
- setWeaponDegradationModifier(modifier: number): void {
409
- inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
445
+ set MeleeWeaponDamageModifier(modifier: number) {
446
+ inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
410
447
  }
411
448
 
412
449
  /**
413
- * Only used in R* SP Script short_update
414
- *
415
- * @param timer
450
+ * @returns
416
451
  */
417
- setSpecialAbilityDisableTimer(timer: number): void {
418
- inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
452
+ hasBeenSpottedInStolenVehicle(): boolean {
453
+ return !!inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
419
454
  }
420
455
 
421
456
  /**
422
- * @param abilityType
423
- * @param toggle
457
+ * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
458
+ *
459
+ * @param canPickup
424
460
  */
425
- setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
426
- inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
461
+ set CanPickupHat(canPickup: boolean) {
462
+ inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
427
463
  }
428
464
 
429
465
  /**
430
- * playerResetFlag: See 0x9F9A829C6751F3C7
466
+ * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
467
+ * some colors
468
+ * 0: Default aura
469
+ * 1014693585
470
+ * 1936842089
471
+ * 1979474018
431
472
  *
432
- * @param playerResetFlag
433
- * @returns
473
+ * @param auraColorHash
434
474
  */
435
- getResetFlag(playerResetFlag: number): any {
436
- return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
475
+ set DeadEyeAuraByHash(auraColorHash: string | number) {
476
+ inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
437
477
  }
438
478
 
439
479
  /**
440
- * Returns TRUE if the player ('s ped) is climbing at the moment.
441
- *
480
+ * @param horse
442
481
  * @returns
443
482
  */
444
- isClimbing(): boolean {
445
- return inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
483
+ setPedAsTempHorse(horse: Ped): any {
484
+ return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
446
485
  }
447
486
 
448
487
  /**
449
- * @returns Refer to [enum: ePedMood]
488
+ * Restores Deadeye by given amount.
489
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
490
+ *
491
+ * @param amount
492
+ * @param p2
493
+ * @param p3
494
+ * @param p4
450
495
  */
451
- getMood(): number {
452
- return inv<number>('0x054473164C012699', this.handle, rai());
453
- }
454
-
455
- clearBountyTarget(): void {
456
- inv<void>('0x8F2A81C09DA9124A', this.handle);
496
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
497
+ inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
457
498
  }
458
499
 
459
500
  /**
460
- * Focus Fire VFX start for player: p1 = focusfire
501
+ * Only used in R* SP Script short_update
461
502
  *
462
- * @param p1
503
+ * @param delay
463
504
  */
464
- setLockonFocusFireVfx(p1: string | null): void {
465
- inv<void>('0x5F8E0303C229C84B', this.handle, p1);
505
+ set DeadeyeAbilityDepletionDelay(delay: number) {
506
+ inv<void>('0x870634493CB4372C', this.handle, f(delay));
466
507
  }
467
508
 
468
509
  /**
469
- * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
470
- * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
510
+ * Swim speed multiplier.
511
+ * Multiplier goes up to 1.49f
471
512
  *
472
- * @param promptType
473
- * @param promptMode
474
- * @param disabled
513
+ * @param multiplier
475
514
  */
476
- modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
477
- inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
515
+ set SwimMultiplierForPlayer(multiplier: number) {
516
+ inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
478
517
  }
479
518
 
480
519
  /**
481
- * @param p1
482
520
  * @returns
483
521
  */
484
- getMaxDeadEye(p1: any): number {
485
- return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
522
+ get IsDead(): boolean {
523
+ return !!inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
486
524
  }
487
525
 
488
526
  /**
489
- * @param toggle
490
527
  * @param ped
491
- * @param p3
492
- * @param p4
528
+ * @param p2
493
529
  */
494
- setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
495
- inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
530
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
531
+ inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
496
532
  }
497
533
 
498
- N_0x93624B36E8851B42(): void {
499
- inv<void>('0x93624B36E8851B42', this.handle);
534
+ /**
535
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
536
+ */
537
+ eagleEyeClearRegisteredTrails(): void {
538
+ inv<void>('0xE5D3EB37ABC1EB03', this.handle);
500
539
  }
501
540
 
502
541
  /**
503
- * @param abilityType
542
+ * @param enable
543
+ */
544
+ enableCustomDeadeyeAbility(enable: boolean): void {
545
+ inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
546
+ }
547
+
548
+ /**
549
+ * Returns the player's invincibility status.
550
+ *
504
551
  * @returns
505
552
  */
506
- isDeadeyeAbilityLocked(abilityType: number): any {
507
- return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
553
+ get Invincible(): boolean {
554
+ return !!inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
555
+ }
556
+
557
+ resetArrestState(): void {
558
+ inv<void>('0x12917931C31F1750', this.handle);
508
559
  }
509
560
 
510
561
  /**
511
- * @param ped
512
- * @param useSteerassist
562
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
563
+ *
564
+ * @param toggle
513
565
  */
514
- N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
515
- inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
566
+ modifyInfiniteTrailVision(toggle: boolean): void {
567
+ inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
516
568
  }
517
569
 
518
570
  /**
519
- * Returns Deadeye value from player
571
+ * Simply sets you as invincible (Health will not deplete).
572
+ *
573
+ * @param toggle
574
+ */
575
+ set Invincible(toggle: boolean) {
576
+ inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
577
+ }
578
+
579
+ /**
580
+ * Returns whether the player can control himself.
520
581
  *
521
582
  * @returns
522
583
  */
523
- specialAbilityGetAmountCached(): number {
524
- return inv<number>('0x029884FB65821B07', this.handle, raf());
584
+ get IsControlOn(): boolean {
585
+ return !!inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
525
586
  }
526
587
 
527
588
  /**
528
589
  * @param vehicle
529
590
  */
530
- setOwnsVehicle(vehicle: Vehicle): void {
531
- inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
591
+ set MayOnlyEnterThisVehicle(vehicle: Vehicle) {
592
+ inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
593
+ }
594
+
595
+ /**
596
+ * @param disabled
597
+ */
598
+ specialAbilitySetDisabled(disabled: boolean): void {
599
+ inv<void>('0xAE637BB8EF017875', this.handle, disabled);
532
600
  }
533
601
 
534
602
  /**
535
- * @returns
603
+ * @param ammoType
604
+ * @param amount
536
605
  */
537
- hasDamagedAtLeastOnePed(): boolean {
538
- return inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
606
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
607
+ inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
539
608
  }
540
609
 
541
610
  /**
542
- * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
543
- *
544
- * @param mount
611
+ * @param p1
545
612
  */
546
- setOwnsMount(mount: Ped): void {
547
- inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
613
+ eagleEyeSetTrackingUpgrade2(p1: number): void {
614
+ inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
548
615
  }
549
616
 
550
- /**
551
- * nullsub, doesn't do anything
552
- */
553
- clearWantedLevel(): void {
554
- inv<void>('0x4E4B996C928C7AA6', this.handle);
617
+ setAllNeutralRandomPedsFleeThisFrame(): void {
618
+ inv<void>('0x16752DAA7E6D3F72', this.handle);
555
619
  }
556
620
 
557
621
  /**
558
- * Does the same like PLAYER::GET_PLAYER_PED
559
- *
560
- * @returns
622
+ * @param p1
561
623
  */
562
- getPedScriptIndex(): Ped | null {
563
- return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
624
+ restoreStamina(p1: number): void {
625
+ inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
564
626
  }
565
627
 
566
628
  /**
567
- * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
568
- *
569
629
  * @returns
570
630
  */
571
- eagleEyeGetTrackedPedId(): any {
572
- return inv<number>('0x3813E11A378958A5', this.handle);
631
+ get CachedDeadEyeAmount(): number {
632
+ return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
633
+ }
634
+
635
+ clearHasDamagedAtLeastOnePed(): void {
636
+ inv<void>('0x270B63A641BE32F2', this.handle);
573
637
  }
574
638
 
575
639
  /**
576
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
640
+ * @param entity
641
+ * @param p2
642
+ * @returns
577
643
  */
578
- getName(): string | null {
579
- return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
644
+ isTargettingEntity(entity: Entity, p2: boolean): boolean {
645
+ return !!inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
580
646
  }
581
647
 
582
648
  /**
583
- * Seems to work similar to 0xD2CB0FB0FDCB473D
649
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
584
650
  *
585
- * @param horse
651
+ * @returns
586
652
  */
587
- setPedActiveHorse(horse: Ped): void {
588
- inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
653
+ get RequiredDeadEyeAmount(): number {
654
+ return inv<number>('0x811A748B1BE231BA', this.handle, raf());
589
655
  }
590
656
 
591
657
  /**
592
- * Name could potentially be inaccurate.
593
- * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
594
- * _SET_PLAYER_L* - _SET_PLAYER_M*
595
- *
596
- * @param active
658
+ * @param p1
597
659
  */
598
- setMountStateActive(active: boolean): void {
599
- inv<void>('0xDF93973251FB2CA5', this.handle, active);
660
+ N_0x263D69767F76059C(p1: number): void {
661
+ inv<void>('0x263D69767F76059C', this.handle, p1);
600
662
  }
601
663
 
602
664
  /**
603
- * _IS_PLAYER_I* - _IS_PLAYER_P*
665
+ * Make sure to request the model first and wait until it has loaded.
604
666
  *
605
- * @returns p1
667
+ * @param modelHash
668
+ * @param p2
606
669
  */
607
- N_0xB331D8A73F9D2BDF(): [boolean, number] {
608
- const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
609
- return [!!result[0], result[1]];
670
+ setModel(modelHash: string | number, p2: boolean): void {
671
+ inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
610
672
  }
611
673
 
612
674
  /**
613
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
614
- *
615
675
  * @param toggle
616
676
  */
617
- disableFiring(toggle: boolean): void {
618
- inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
619
- }
620
-
621
- specialAbilitySetEagleEyeDisabled(): void {
622
- inv<void>('0xC0B21F235C02139C', this.handle);
677
+ set Lockon(toggle: boolean) {
678
+ inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
623
679
  }
624
680
 
625
681
  /**
626
- * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
627
- * AddTextEntry("sit_custom", "Take a seat")
628
- * this native must be invoked
629
- * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
682
+ * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
683
+ * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
630
684
  *
631
- * @param label
685
+ * @param flag
686
+ * @param allow
632
687
  */
633
- setSitPromptText(label: string | null): void {
634
- inv<void>('0x988C9045531B9FCE', this.handle, label);
635
- }
636
-
637
- updateWantedPositionThisFrame(): void {
638
- inv<void>('0xD0B0B044112BF424', this.handle);
688
+ setHatAccess(flag: number, allow: boolean): void {
689
+ inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
639
690
  }
640
691
 
641
692
  /**
642
- * @param entity
693
+ * @param closeDamageBonus
643
694
  */
644
- unregisterEagleEyeForEntity(entity: Entity): void {
645
- inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
695
+ set DamageCloseDistanceBonusTotal(closeDamageBonus: number) {
696
+ inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
646
697
  }
647
698
 
648
699
  /**
649
- * @param farRangeLowerBound
650
- * @param farRangeUpperBound
700
+ * Params: p1 = -1 in R* Scripts
701
+ *
702
+ * @param p1
703
+ * @param p2
651
704
  */
652
- setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
653
- inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
705
+ specialAbilityStartRestore(p1: number, p2: boolean): void {
706
+ inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
654
707
  }
655
708
 
656
709
  /**
657
- * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
658
- * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
659
- *
660
- * @param label
710
+ * @param multiplier
661
711
  */
662
- setMeleePromptText(label: string | null): void {
663
- inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
712
+ set StaminaSprintDepletionMultiplier(multiplier: number) {
713
+ inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
664
714
  }
665
715
 
666
716
  /**
667
- * Used in script function INIT_DEADEYE_SLOWDOWN
668
- *
669
717
  * @param p1
670
718
  */
671
- N_0x570A13A4CA2799BB(p1: boolean): void {
672
- inv<void>('0x570A13A4CA2799BB', this.handle, p1);
719
+ eagleEyeSetTrackingUpgrade(p1: number): void {
720
+ inv<void>('0xDFC85C5199045026', this.handle, f(p1));
673
721
  }
674
722
 
675
723
  /**
676
- * @param activationCost
677
- * @param p2
724
+ * Get the entity the player is aiming at with/without weapon.
725
+ *
726
+ * @returns entity
678
727
  */
679
- setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
680
- inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
728
+ get InteractionAimEntity(): [boolean, Entity | null] {
729
+ const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
730
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
681
731
  }
682
732
 
683
733
  /**
684
- * Used for setting up eagle eye for entity
685
- * Params: p2 = re-register or not?
686
- *
687
- * @param entity
688
- * @param p2
734
+ * @param modifier
689
735
  */
690
- registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
691
- inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
736
+ set WeaponDefenseModifier(modifier: number) {
737
+ inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
692
738
  }
693
739
 
694
740
  /**
695
- * @param p1
741
+ * @returns
696
742
  */
697
- N_0x22B3CABEDDB538B2(p1: number): void {
698
- inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
743
+ hasDamagedAtLeastOneNonAnimalPed(): boolean {
744
+ return !!inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
699
745
  }
700
746
 
701
747
  /**
702
- * @param modifier
748
+ * @returns
703
749
  */
704
- setExplosiveWeaponDamageModifier(modifier: number): void {
705
- inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
750
+ get DeadeyeAbilityLevel(): number {
751
+ return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
706
752
  }
707
753
 
708
754
  /**
709
- * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
755
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
710
756
  *
711
757
  * @returns
712
758
  */
713
- isMountOnRoad(): any {
714
- return inv<number>('0xE631EAF35828FA67', this.handle);
759
+ get IsOnMountLockonEntity(): boolean {
760
+ return !!inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
715
761
  }
716
762
 
717
- /**
718
- * @param entity
719
- * @returns
720
- */
721
- isEagleEyeRegisteredForEntity(entity: Entity): any {
722
- return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
763
+ suppressWitnessesCallingPoliceThisFrame(): void {
764
+ inv<void>('0x96722257E5381E00', this.handle);
723
765
  }
724
766
 
725
767
  /**
726
- * Max level is 5.
768
+ * bullet damage modifier: type = 4
769
+ * explosive damage Defense mod: type = 7
770
+ * fire damage Defense mod: type = 8, 15
727
771
  *
728
- * @param level
772
+ * @param type
773
+ * @param defenseModifier
729
774
  */
730
- setDeadeyeAbilityLevel(level: number): void {
731
- inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
775
+ setDefenseTypeModifier(type: number, defenseModifier: number): void {
776
+ inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
732
777
  }
733
778
 
734
779
  /**
735
- * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
736
- *
737
- * @param enable
780
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
738
781
  */
739
- setPickupPromptVisible(enable: boolean): void {
740
- inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
782
+ N_0xF21C7A3F3FFBA629(): void {
783
+ inv<void>('0xF21C7A3F3FFBA629', this.handle);
741
784
  }
742
785
 
743
786
  /**
744
- * @param mount
787
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
788
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
789
+ *
790
+ * @param ped
791
+ * @param preset
792
+ * @param pos
793
+ * @param targetEntity
794
+ * @param name
745
795
  */
746
- setPedAsSaddleHorseForPlayer(mount: Ped): void {
747
- inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
796
+ addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
797
+ inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
748
798
  }
749
799
 
750
800
  /**
751
- * @returns
801
+ * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
752
802
  */
753
- getActiveHorseForPlayer(): Ped | null {
754
- return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
803
+ resetDeadeyeAuraEffect(): void {
804
+ inv<void>('0xE910932F4B30BE23', this.handle);
755
805
  }
756
806
 
757
807
  /**
758
- * @param entity
759
- * @param p2
808
+ * @param accuracy
760
809
  */
761
- unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
762
- inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
810
+ set TotalAccuracyModifier(accuracy: number) {
811
+ inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
763
812
  }
764
813
 
765
814
  /**
766
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
815
+ * @returns
767
816
  */
768
- N_0xCEDC16930526F728(): void {
769
- inv<void>('0xCEDC16930526F728', this.handle);
817
+ get VehicleOwnedByPlayer(): Vehicle | null {
818
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
770
819
  }
771
820
 
772
821
  /**
773
- * @param ped
774
- * @param p2
822
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
775
823
  */
776
- N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
777
- inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
824
+ secondarySpecialAbilitySetActive(): void {
825
+ inv<void>('0x1710BC33CFB83634', this.handle);
778
826
  }
779
827
 
780
828
  /**
781
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
829
+ * _GET_A* - _GET_C*
830
+ *
831
+ * @returns
782
832
  */
783
- N_0x1F488807BC8E0630(): void {
784
- inv<void>('0x1F488807BC8E0630', this.handle);
833
+ N_0x927861B2C08DBEA5(): boolean {
834
+ return !!inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
785
835
  }
786
836
 
787
837
  /**
788
- * @param p1
838
+ * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
839
+ * only stores the last 3 hits in the data view buffer
840
+ * duration is in miliseconds
841
+ * you need dataview
842
+ *
843
+ * @param duration
844
+ * @returns struct
789
845
  */
790
- N_0x4EC8BE63B8A5D4EF(p1: number): void {
791
- inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
846
+ getPedsDamagedByRecently(duration: number): [boolean, number] {
847
+ const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
848
+ return [!!result[0], result[1]];
792
849
  }
793
850
 
794
851
  /**
795
- * @returns
852
+ * @param multiplier
796
853
  */
797
- canStartMission(): boolean {
798
- return inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
854
+ set StaminaRechargeMultiplier(multiplier: number) {
855
+ inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
799
856
  }
800
857
 
801
858
  /**
802
- * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
803
- * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
859
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
804
860
  *
805
- * @param preset
806
- * @param pos
807
- * @param targetEntity
808
- * @param name
809
- * @returns p1
861
+ * @param disabled
810
862
  */
811
- addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
812
- const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
813
- return Vector3.fromArray(result);
863
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void {
864
+ inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
814
865
  }
815
866
 
816
867
  /**
817
868
  * @returns
818
869
  */
819
- getStaminaRechargeMultiplier(): number {
820
- return inv<number>('0x617D3494AD58200F', this.handle, raf());
870
+ updateTeleport(): boolean {
871
+ return !!inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
821
872
  }
822
873
 
823
- /**
824
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
825
- *
826
- * @returns
827
- */
828
- getDeadeyeAbilityDepletionDelay(): any {
829
- return inv<number>('0xE92261BD28C0878F', this.handle);
874
+ resetInputGait(): void {
875
+ inv<void>('0x61A2EECAB274829B', this.handle);
830
876
  }
831
877
 
832
878
  /**
833
- * @returns
879
+ * Activates the special ability for the specified player.
834
880
  */
835
- isReadyForCutscene(): boolean {
836
- return inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
881
+ specialAbilitySetActivate(): void {
882
+ inv<void>('0xBBA140062B15A8AC', this.handle);
837
883
  }
838
884
 
839
- /**
840
- * @param p1
841
- */
842
- N_0x216BC0D3D2E413D2(p1: any): void {
843
- inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
885
+ clearHasDamagedAtLeastOneNonAnimalPed(): void {
886
+ inv<void>('0x0361096D6CE4372C', this.handle);
844
887
  }
845
888
 
846
889
  /**
847
- * nullsub, doesn't do anything
848
- *
849
- * @param wantedLevel
850
- * @param disableNoMission
890
+ * @param modifier
851
891
  */
852
- setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
853
- inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
892
+ set WeaponDegradationModifier(modifier: number) {
893
+ inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
854
894
  }
855
895
 
856
896
  /**
857
- * false: default eagleeye color
858
- * true: green eagleeye color
897
+ * Only used in R* SP Script short_update
859
898
  *
860
- * @param p1
861
- * @returns p2
899
+ * @param timer
862
900
  */
863
- eagleEyeSetColor(p1: boolean): number {
864
- const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
865
- return result;
901
+ set SpecialAbilityDisableTimer(timer: number) {
902
+ inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
866
903
  }
867
904
 
868
905
  /**
869
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
870
- *
871
- * @param p1
906
+ * @param abilityType
907
+ * @param toggle
872
908
  */
873
- N_0x818241B3EDA84191(p1: boolean): void {
874
- inv<void>('0x818241B3EDA84191', this.handle, p1);
909
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
910
+ inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
875
911
  }
876
912
 
877
913
  /**
914
+ * playerResetFlag: See 0x9F9A829C6751F3C7
915
+ *
916
+ * @param playerResetFlag
878
917
  * @returns
879
918
  */
880
- getPed(): Ped | null {
881
- return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
919
+ getResetFlag(playerResetFlag: number): any {
920
+ return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
882
921
  }
883
922
 
884
923
  /**
885
- * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
924
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
886
925
  *
887
- * @param toggle
926
+ * @returns
888
927
  */
889
- setAllRandomPedsFlee(toggle: boolean): void {
890
- inv<void>('0xE705309B8C6445A4', this.handle, toggle);
928
+ get IsClimbing(): boolean {
929
+ return !!inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
891
930
  }
892
931
 
893
932
  /**
894
- * @param p1
895
- * @param discoveryHash
933
+ * @returns Refer to [enum: ePedMood]
896
934
  */
897
- setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
898
- inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
935
+ get Mood(): number {
936
+ return inv<number>('0x054473164C012699', this.handle, rai());
899
937
  }
900
938
 
901
- /**
902
- * @returns entity
903
- */
904
- getEntityIsFreeAimingAt(): [boolean, Entity | null] {
905
- const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
906
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
939
+ clearBountyTarget(): void {
940
+ inv<void>('0x8F2A81C09DA9124A', this.handle);
907
941
  }
908
942
 
909
943
  /**
910
- * @returns
944
+ * Focus Fire VFX start for player: p1 = focusfire
945
+ *
946
+ * @param p1
911
947
  */
912
- getTempHorse(): Ped | null {
913
- return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
948
+ set LockonFocusFireVfx(p1: string | null) {
949
+ inv<void>('0x5F8E0303C229C84B', this.handle, p1);
914
950
  }
915
951
 
916
952
  /**
917
- * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
918
- * duration is in miliseconds
953
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
954
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
919
955
  *
920
- * @param duration
921
- * @returns
956
+ * @param promptType
957
+ * @param promptMode
958
+ * @param disabled
922
959
  */
923
- hasDamagedAnyPedRecently(duration: number): boolean {
924
- return inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
960
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
961
+ inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
925
962
  }
926
963
 
927
964
  /**
928
- * @returns entity
965
+ * @param p1
966
+ * @returns
929
967
  */
930
- getTargetEntity(): [boolean, Entity | null] {
931
- const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
932
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
968
+ getMaxDeadEye(p1: any): number {
969
+ return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
933
970
  }
934
971
 
935
972
  /**
936
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
973
+ * @param toggle
974
+ * @param ped
975
+ * @param p3
976
+ * @param p4
937
977
  */
938
- isPlaying(): boolean {
939
- return inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
978
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
979
+ inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
980
+ }
981
+
982
+ N_0x93624B36E8851B42(): void {
983
+ inv<void>('0x93624B36E8851B42', this.handle);
940
984
  }
941
985
 
942
986
  /**
987
+ * @param abilityType
943
988
  * @returns
944
989
  */
945
- getSaddleHorseForPlayer(): Ped | null {
946
- return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
990
+ isDeadeyeAbilityLocked(abilityType: number): any {
991
+ return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
947
992
  }
948
993
 
949
994
  /**
950
- * Affects the range of auto aim target.
951
- *
952
- * @param range
995
+ * @param ped
996
+ * @param useSteerassist
953
997
  */
954
- setLockonRangeOverride(range: number): void {
955
- inv<void>('0x3A3CD06597388322', this.handle, f(range));
998
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
999
+ inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
956
1000
  }
957
1001
 
958
1002
  /**
1003
+ * Returns Deadeye value from player
1004
+ *
959
1005
  * @returns
960
1006
  */
961
- getHuntingWagon(): Vehicle | null {
962
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1007
+ specialAbilityGetAmountCached(): number {
1008
+ return inv<number>('0x029884FB65821B07', this.handle, raf());
963
1009
  }
964
1010
 
965
1011
  /**
966
- * @param modifier
1012
+ * @param vehicle
967
1013
  */
968
- setTrampleDamageModifier(modifier: number): void {
969
- inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1014
+ set OwnsVehicle(vehicle: Vehicle) {
1015
+ inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
970
1016
  }
971
1017
 
972
1018
  /**
973
- * Checks if player is focused on any entity
974
- *
975
1019
  * @returns
976
1020
  */
977
- isFreeFocusing(): any {
978
- return inv<number>('0x1A51BFE60708E482', this.handle);
1021
+ hasDamagedAtLeastOnePed(): boolean {
1022
+ return !!inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
979
1023
  }
980
1024
 
981
1025
  /**
982
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1026
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
983
1027
  *
984
- * @param toggle
985
- * @param flags
986
- * @param bPreventHeadingChange
1028
+ * @param mount
987
1029
  */
988
- setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
989
- inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1030
+ set OwnsMount(mount: Ped) {
1031
+ inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
990
1032
  }
991
1033
 
992
1034
  /**
993
- * Returns true if eagle eye is enabled for the player
994
- *
995
- * @returns
1035
+ * nullsub, doesn't do anything
996
1036
  */
997
- isSecondarySpecialAbilityEnabled(): boolean {
998
- return inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1037
+ clearWantedLevel(): void {
1038
+ inv<void>('0x4E4B996C928C7AA6', this.handle);
999
1039
  }
1000
1040
 
1001
1041
  /**
1002
- * @param multiplier
1042
+ * Does the same like PLAYER::GET_PLAYER_PED
1043
+ *
1044
+ * @returns
1003
1045
  */
1004
- setNoiseMultiplier(multiplier: number): void {
1005
- inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1046
+ get PedScriptIndex(): Ped | null {
1047
+ return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
1006
1048
  }
1007
1049
 
1008
1050
  /**
1009
- * Gets a value indicating whether the specified player is currently aiming freely.
1051
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
1010
1052
  *
1011
1053
  * @returns
1012
1054
  */
1013
- isFreeAiming(): boolean {
1014
- return inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1055
+ eagleEyeGetTrackedPedId(): any {
1056
+ return inv<number>('0x3813E11A378958A5', this.handle);
1015
1057
  }
1016
1058
 
1017
1059
  /**
1018
- * @param showingInfoCard
1060
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
1019
1061
  */
1020
- setShowInfoCard(showingInfoCard: boolean): void {
1021
- inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1062
+ get Name(): string | null {
1063
+ return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
1022
1064
  }
1023
1065
 
1024
1066
  /**
1025
- * @param regenRate
1067
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
1068
+ *
1069
+ * @param horse
1026
1070
  */
1027
- setHealthRechargeMultiplier(regenRate: number): void {
1028
- inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1071
+ set PedActiveHorse(horse: Ped) {
1072
+ inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
1029
1073
  }
1030
1074
 
1031
1075
  /**
1032
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1076
+ * Name could potentially be inaccurate.
1077
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
1078
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
1033
1079
  *
1034
- * @param damageInfo
1080
+ * @param active
1035
1081
  */
1036
- setDamageInfoOverride(damageInfo: string | null): void {
1037
- inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1082
+ set MountStateActive(active: boolean) {
1083
+ inv<void>('0xDF93973251FB2CA5', this.handle, active);
1038
1084
  }
1039
1085
 
1040
1086
  /**
1041
- * Sets whether this player can be hassled by gangs.
1087
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
1042
1088
  *
1043
- * @param toggle
1089
+ * @returns p1
1044
1090
  */
1045
- setCanBeHassledByGangs(toggle: boolean): void {
1046
- inv<void>('0xC7FE774412046825', this.handle, toggle);
1091
+ N_0xB331D8A73F9D2BDF(): [boolean, number] {
1092
+ const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
1093
+ return [!!result[0], result[1]];
1047
1094
  }
1048
1095
 
1049
1096
  /**
1050
- * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
1097
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
1051
1098
  *
1052
- * @param bitflag
1099
+ * @param toggle
1053
1100
  */
1054
- clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1055
- inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1101
+ disableFiring(toggle: boolean): void {
1102
+ inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
1103
+ }
1104
+
1105
+ specialAbilitySetEagleEyeDisabled(): void {
1106
+ inv<void>('0xC0B21F235C02139C', this.handle);
1056
1107
  }
1057
1108
 
1058
1109
  /**
1059
- * Decreases Stamina bar drain speed by % when drawing a bow.
1110
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
1111
+ * AddTextEntry("sit_custom", "Take a seat")
1112
+ * this native must be invoked
1113
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
1060
1114
  *
1061
- * @param staminaDrain
1115
+ * @param label
1062
1116
  */
1063
- setBowStaminaDrainSpeed(staminaDrain: number): void {
1064
- inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1117
+ set SitPromptText(label: string | null) {
1118
+ inv<void>('0x988C9045531B9FCE', this.handle, label);
1065
1119
  }
1066
1120
 
1067
- setAllRandomPedsFleeThisFrame(): void {
1068
- inv<void>('0xD5C198A62F1DEB0A', this.handle);
1121
+ updateWantedPositionThisFrame(): void {
1122
+ inv<void>('0xD0B0B044112BF424', this.handle);
1069
1123
  }
1070
1124
 
1071
1125
  /**
1072
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1073
- *
1074
- * @param pos
1126
+ * @param entity
1075
1127
  */
1076
- N_0x4DBC4873707E8FD6(pos: Vector3): void {
1077
- inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1128
+ unregisterEagleEyeForEntity(entity: Entity): void {
1129
+ inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
1078
1130
  }
1079
1131
 
1080
1132
  /**
1081
- * _SET_PLAYER_A* - _SET_PLAYER_C*
1082
- *
1083
- * @param damage
1133
+ * @param farRangeLowerBound
1134
+ * @param farRangeUpperBound
1084
1135
  */
1085
- setLassoDamagePerSecond(damage: number): void {
1086
- inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1136
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
1137
+ inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
1087
1138
  }
1088
1139
 
1089
1140
  /**
1090
- * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
1141
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
1142
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
1091
1143
  *
1092
- * @param atArresting
1093
- * @returns
1144
+ * @param label
1094
1145
  */
1095
- isBeingArrested(atArresting: boolean): boolean {
1096
- return inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1146
+ set MeleePromptText(label: string | null) {
1147
+ inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
1097
1148
  }
1098
1149
 
1099
1150
  /**
1100
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1151
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1101
1152
  *
1102
- * @param entity
1103
- * @returns
1153
+ * @param p1
1104
1154
  */
1105
- isFreeAimingAtEntity(entity: Entity): boolean {
1106
- return inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1155
+ N_0x570A13A4CA2799BB(p1: boolean): void {
1156
+ inv<void>('0x570A13A4CA2799BB', this.handle, p1);
1107
1157
  }
1108
1158
 
1109
1159
  /**
1110
- * @param farDamageBonus
1160
+ * @param activationCost
1161
+ * @param p2
1111
1162
  */
1112
- setDamageFarDistanceBonusTotal(farDamageBonus: number): void {
1113
- inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1114
- }
1115
-
1116
- setMayNotEnterAnyVehicle(): void {
1117
- inv<void>('0xBEC463B3A11C909E', this.handle);
1163
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
1164
+ inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
1118
1165
  }
1119
1166
 
1120
1167
  /**
1121
- * @returns
1168
+ * Used for setting up eagle eye for entity
1169
+ * Params: p2 = re-register or not?
1170
+ *
1171
+ * @param entity
1172
+ * @param p2
1122
1173
  */
1123
- getHealth(): number {
1124
- return inv<number>('0x0317C947D062854E', this.handle, raf());
1125
- }
1126
-
1127
- resetWantedLevelDifficulty(): void {
1128
- inv<void>('0x062D14F18E8B0CAE', this.handle);
1174
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
1175
+ inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
1129
1176
  }
1130
1177
 
1131
1178
  /**
1132
- * @param linkedWaypointPed
1179
+ * @param p1
1133
1180
  */
1134
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1135
- inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1181
+ N_0x22B3CABEDDB538B2(p1: number): void {
1182
+ inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
1136
1183
  }
1137
1184
 
1138
1185
  /**
1139
- * @returns
1186
+ * @param modifier
1140
1187
  */
1141
- getNumMarkedDeadeyeTargets(): number {
1142
- return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1188
+ set ExplosiveWeaponDamageModifier(modifier: number) {
1189
+ inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
1143
1190
  }
1144
1191
 
1145
1192
  /**
1146
- * @param weaponHash Refer to [enum: eWeaponHash]
1193
+ * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
1194
+ *
1147
1195
  * @returns
1148
1196
  */
1149
- getWeaponDamage(weaponHash: eWeaponHash): number {
1150
- return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1197
+ get IsMountOnRoad(): any {
1198
+ return inv<number>('0xE631EAF35828FA67', this.handle);
1151
1199
  }
1152
1200
 
1153
1201
  /**
1154
- * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1155
- * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1156
- *
1157
- * @param disabled
1202
+ * @param entity
1203
+ * @returns
1158
1204
  */
1159
- eagleeyeSetSprintBehavior(disabled: boolean): void {
1160
- inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1205
+ isEagleEyeRegisteredForEntity(entity: Entity): any {
1206
+ return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
1161
1207
  }
1162
1208
 
1163
1209
  /**
1164
- * @param speech
1210
+ * Max level is 5.
1211
+ *
1212
+ * @param level
1165
1213
  */
1166
- setInteractionNegativeResponse(speech: string | null): void {
1167
- inv<void>('0x98CD760DE43B612E', this.handle, speech);
1214
+ set DeadeyeAbilityLevel(level: number) {
1215
+ inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
1168
1216
  }
1169
1217
 
1170
1218
  /**
1171
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1172
- * _SPECIAL_ABILITY*
1219
+ * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
1173
1220
  *
1174
- * @param p1
1175
- * @param p2
1176
- * @param p3
1177
- * @param p4
1221
+ * @param enable
1178
1222
  */
1179
- N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1180
- inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1223
+ set PickupPromptVisible(enable: boolean) {
1224
+ inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
1181
1225
  }
1182
1226
 
1183
1227
  /**
1184
- * @param toggle
1228
+ * @param mount
1185
1229
  */
1186
- setSimulateAiming(toggle: boolean): void {
1187
- inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1230
+ set PedAsSaddleHorseForPlayer(mount: Ped) {
1231
+ inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
1188
1232
  }
1189
1233
 
1190
1234
  /**
1191
1235
  * @returns
1192
1236
  */
1193
- getAiDefenseModifierAgainstAi(): number {
1194
- return inv<number>('0x2E78D822208E740A', this.handle, raf());
1237
+ get ActiveHorseForPlayer(): Ped | null {
1238
+ return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
1195
1239
  }
1196
1240
 
1197
1241
  /**
1198
- * Setting player's Health recharge time to zero forces immediate health regen
1199
- *
1200
- * @param modifier
1242
+ * @param entity
1243
+ * @param p2
1201
1244
  */
1202
- setHealthRechargeTimeModifier(modifier: number): void {
1203
- inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1245
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1246
+ inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
1204
1247
  }
1205
1248
 
1206
1249
  /**
1207
- * Returns true if the given player has a valid ped.
1208
- *
1209
- * @returns
1250
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
1210
1251
  */
1211
- networkHasValidPed(): any {
1212
- return inv<number>('0x0760D6F70EBCC05C', this.handle);
1252
+ N_0xCEDC16930526F728(): void {
1253
+ inv<void>('0xCEDC16930526F728', this.handle);
1213
1254
  }
1214
1255
 
1215
1256
  /**
1216
- * @param accuracy
1257
+ * @param ped
1258
+ * @param p2
1217
1259
  */
1218
- setRemoteAccuracyFloorModifier(accuracy: number): void {
1219
- inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1260
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
1261
+ inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
1220
1262
  }
1221
1263
 
1222
1264
  /**
1223
- * @param weapon
1224
- * @param speed
1265
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
1225
1266
  */
1226
- setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1227
- inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1267
+ N_0x1F488807BC8E0630(): void {
1268
+ inv<void>('0x1F488807BC8E0630', this.handle);
1228
1269
  }
1229
1270
 
1230
1271
  /**
1231
- * @returns
1272
+ * @param p1
1232
1273
  */
1233
- getStaminaDepletionMultiplier(): number {
1234
- return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1274
+ N_0x4EC8BE63B8A5D4EF(p1: number): void {
1275
+ inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
1235
1276
  }
1236
1277
 
1237
1278
  /**
1238
1279
  * @returns
1239
1280
  */
1240
- getCurrentStealthNoise(): number {
1241
- return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1281
+ canStartMission(): boolean {
1282
+ return !!inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
1242
1283
  }
1243
1284
 
1244
1285
  /**
1245
- * @param ped
1246
- * @returns
1286
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
1287
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
1288
+ *
1289
+ * @param preset
1290
+ * @param pos
1291
+ * @param targetEntity
1292
+ * @param name
1293
+ * @returns p1
1247
1294
  */
1248
- isFollowingTarget(ped: Ped): any {
1249
- return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1295
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
1296
+ const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
1297
+ return Vector3.fromArray(result);
1250
1298
  }
1251
1299
 
1252
1300
  /**
1253
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1254
- *
1255
- * @param mood Refer to [enum: ePedMood]
1301
+ * @returns
1256
1302
  */
1257
- setMood(mood: number): void {
1258
- inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1303
+ get StaminaRechargeMultiplier(): number {
1304
+ return inv<number>('0x617D3494AD58200F', this.handle, raf());
1259
1305
  }
1260
1306
 
1261
1307
  /**
1262
- * Params: See 0x0751D461F06E41CE
1308
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
1263
1309
  *
1264
- * @param ped
1265
- * @param promptType
1266
- * @param promptMode
1267
- * @param enabled
1310
+ * @returns
1268
1311
  */
1269
- modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1270
- inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1312
+ get DeadeyeAbilityDepletionDelay(): any {
1313
+ return inv<number>('0xE92261BD28C0878F', this.handle);
1271
1314
  }
1272
1315
 
1273
1316
  /**
1274
- * Used in script function INIT_DEADEYE_SLOWDOWN
1275
- *
1276
- * @param p1
1317
+ * @returns
1277
1318
  */
1278
- N_0x3ACAC8832E77BC93(p1: boolean): void {
1279
- inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1319
+ get IsReadyForCutscene(): boolean {
1320
+ return !!inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
1280
1321
  }
1281
1322
 
1282
1323
  /**
1283
- * Disables the players ability to be wanted by lawmen
1284
- *
1285
- * @param disable
1324
+ * @param p1
1286
1325
  */
1287
- setDisableWantedLevel(disable: boolean): void {
1288
- inv<void>('0x8674D138391FFB1B', this.handle, disable);
1326
+ N_0x216BC0D3D2E413D2(p1: any): void {
1327
+ inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
1289
1328
  }
1290
1329
 
1291
1330
  /**
1292
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1331
+ * nullsub, doesn't do anything
1293
1332
  *
1294
- * @param name
1333
+ * @param wantedLevel
1334
+ * @param disableNoMission
1295
1335
  */
1296
- disableInteractiveFocusPreset(name: string | null): void {
1297
- inv<void>('0xC67A4910425F11F1', this.handle, name);
1336
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
1337
+ inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1298
1338
  }
1299
1339
 
1300
1340
  /**
1341
+ * false: default eagleeye color
1342
+ * true: green eagleeye color
1343
+ *
1301
1344
  * @param p1
1345
+ * @returns p2
1302
1346
  */
1303
- setManageBuffSuperJump(p1: number): void {
1304
- inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1305
- }
1306
-
1307
- /**
1308
- * @param multiplier
1309
- */
1310
- setSpecialAbilityMultiplier(multiplier: number): void {
1311
- inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1347
+ eagleEyeSetColor(p1: boolean): number {
1348
+ const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
1349
+ return result;
1312
1350
  }
1313
1351
 
1314
1352
  /**
1315
- * @param accuracy
1353
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
1354
+ *
1355
+ * @param p1
1316
1356
  */
1317
- setLocalAccuracyFloorModifier(accuracy: number): void {
1318
- inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1357
+ N_0x818241B3EDA84191(p1: boolean): void {
1358
+ inv<void>('0x818241B3EDA84191', this.handle, p1);
1319
1359
  }
1320
1360
 
1321
1361
  /**
1322
- * @param wantedLevel
1323
1362
  * @returns
1324
1363
  */
1325
- isWantedLevelGreater(wantedLevel: number): boolean {
1326
- return inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1364
+ get Ped(): Ped | null {
1365
+ return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
1327
1366
  }
1328
1367
 
1329
1368
  /**
1330
- * SPECIAL_ABILITY_NONE = -1,
1331
- * SPECIAL_ABILITY_CAR_SLOWDOWN,
1332
- * SPECIAL_ABILITY_RAGE,
1333
- * SPECIAL_ABILITY_BULLET_TIME,
1334
- * SPECIAL_ABILITY_SNAPSHOT,
1335
- * SPECIAL_ABILITY_INSULT,
1336
- * SPECIAL_ABILITY_DEADEYE,
1337
- * SPECIAL_ABILITY_REVIVE
1369
+ * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
1338
1370
  *
1339
- * @param type
1340
- */
1341
- setSpecialAbilityType(type: number): void {
1342
- inv<void>('0x00BA333DA05ADC23', this.handle, type);
1343
- }
1344
-
1345
- /**
1346
1371
  * @param toggle
1347
1372
  */
1348
- setEveryoneIgnorePlayer(toggle: boolean): void {
1349
- inv<void>('0x34630A768925B852', this.handle, toggle);
1373
+ set AllRandomPedsFlee(toggle: boolean) {
1374
+ inv<void>('0xE705309B8C6445A4', this.handle, toggle);
1350
1375
  }
1351
1376
 
1352
1377
  /**
1353
- * Sets whether this player can take cover.
1354
- *
1355
- * @param toggle
1378
+ * @param p1
1379
+ * @param discoveryHash
1356
1380
  */
1357
- setCanUseCover(toggle: boolean): void {
1358
- inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1381
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
1382
+ inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1359
1383
  }
1360
1384
 
1361
1385
  /**
1362
- * @param ped
1386
+ * @returns entity
1363
1387
  */
1364
- removeAsFollowTarget(ped: Ped): void {
1365
- inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1388
+ get EntityIsFreeAimingAt(): [boolean, Entity | null] {
1389
+ const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
1390
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1366
1391
  }
1367
1392
 
1368
1393
  /**
1369
- * @param weaponGroup
1370
- * @param modifier
1394
+ * @returns
1371
1395
  */
1372
- setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1373
- inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1396
+ get TempHorse(): Ped | null {
1397
+ return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
1374
1398
  }
1375
1399
 
1376
1400
  /**
1377
- * @param ped
1378
- * @param p2
1401
+ * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
1402
+ * duration is in miliseconds
1403
+ *
1404
+ * @param duration
1405
+ * @returns
1379
1406
  */
1380
- N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1381
- inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1407
+ hasDamagedAnyPedRecently(duration: number): boolean {
1408
+ return !!inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1382
1409
  }
1383
1410
 
1384
1411
  /**
1385
- * @param entity
1386
- * @param p2
1412
+ * @returns entity
1387
1413
  */
1388
- registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1389
- inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1414
+ get TargetEntity(): [boolean, Entity | null] {
1415
+ const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
1416
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1390
1417
  }
1391
1418
 
1392
1419
  /**
1393
- * @param filter
1420
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1394
1421
  */
1395
- setDeadeyeTaggingConfig(filter: number): void {
1396
- inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1422
+ get IsPlaying(): boolean {
1423
+ return !!inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
1397
1424
  }
1398
1425
 
1399
1426
  /**
1400
- * (Un)lock Eagle Eye functionality
1401
- *
1402
- * @param enable
1427
+ * @returns
1403
1428
  */
1404
- enableEagleeye(enable: boolean): void {
1405
- inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1429
+ get SaddleHorseForPlayer(): Ped | null {
1430
+ return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
1406
1431
  }
1407
1432
 
1408
1433
  /**
1409
- * Only used in R* SP Script short_update
1410
- * Restores Deadeye Outer Ring
1434
+ * Affects the range of auto aim target.
1411
1435
  *
1412
- * @param amount
1436
+ * @param range
1413
1437
  */
1414
- specialAbilityRestoreOuterRing(amount: number): void {
1415
- inv<void>('0x2498035289B5688F', this.handle, f(amount));
1438
+ set LockonRangeOverride(range: number) {
1439
+ inv<void>('0x3A3CD06597388322', this.handle, f(range));
1416
1440
  }
1417
1441
 
1418
1442
  /**
1419
1443
  * @returns
1420
1444
  */
1421
- isSpecialAbilityActive(): any {
1422
- return inv<number>('0xB16223CB7DA965F0', this.handle);
1445
+ get HuntingWagon(): Vehicle | null {
1446
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1423
1447
  }
1424
1448
 
1425
- reportPoliceSpottedPlayer(): void {
1426
- inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1449
+ /**
1450
+ * @param modifier
1451
+ */
1452
+ set TrampleDamageModifier(modifier: number) {
1453
+ inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1427
1454
  }
1428
1455
 
1429
1456
  /**
1430
- * @param p1
1431
- * @param p2
1457
+ * Checks if player is focused on any entity
1458
+ *
1432
1459
  * @returns
1433
1460
  */
1434
- getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1435
- return inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1461
+ get IsFreeFocusing(): any {
1462
+ return inv<number>('0x1A51BFE60708E482', this.handle);
1436
1463
  }
1437
1464
 
1438
1465
  /**
1439
- * @returns
1466
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1467
+ *
1468
+ * @param toggle
1469
+ * @param flags
1470
+ * @param bPreventHeadingChange
1440
1471
  */
1441
- getSpecialAbilityMultiplier(): number {
1442
- return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1472
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
1473
+ inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1443
1474
  }
1444
1475
 
1445
1476
  /**
1446
- * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
1477
+ * Returns true if eagle eye is enabled for the player
1447
1478
  *
1448
- * @param weapon
1449
- * @param attachSlotId
1479
+ * @returns
1450
1480
  */
1451
- setAimWeapon(weapon: string | number, attachSlotId: number): void {
1452
- inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1481
+ get IsSecondarySpecialAbilityEnabled(): boolean {
1482
+ return !!inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1453
1483
  }
1454
1484
 
1455
1485
  /**
1456
- * @param pos
1457
- * @param heading
1458
- * @param p5
1459
- * @param p6
1460
- * @param p7
1461
- * @param p8
1486
+ * @param multiplier
1462
1487
  */
1463
- startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1464
- inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1488
+ set NoiseMultiplier(multiplier: number) {
1489
+ inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1465
1490
  }
1466
1491
 
1467
1492
  /**
1468
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
1493
+ * Gets a value indicating whether the specified player is currently aiming freely.
1469
1494
  *
1470
- * @param ped
1471
1495
  * @returns
1472
1496
  */
1473
- N_0xE7F8707269544B29(ped: Ped): boolean {
1474
- return inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1497
+ get IsFreeAiming(): boolean {
1498
+ return !!inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1475
1499
  }
1476
1500
 
1477
1501
  /**
1478
- * @returns
1502
+ * @param showingInfoCard
1479
1503
  */
1480
- isScriptControlOn(): boolean {
1481
- return inv<boolean>('0xB78350754157C00F', this.handle, rai());
1504
+ set ShowInfoCard(showingInfoCard: boolean) {
1505
+ inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1482
1506
  }
1483
1507
 
1484
1508
  /**
1485
- * @returns
1509
+ * @param regenRate
1486
1510
  */
1487
- isSecondarySpecialAbilityActive(): any {
1488
- return inv<number>('0x45AB66D02B601FA7', this.handle);
1489
- }
1490
-
1491
- N_0xC900A465364A85D6(): void {
1492
- inv<void>('0xC900A465364A85D6', this.handle);
1511
+ set HealthRechargeMultiplier(regenRate: number) {
1512
+ inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1493
1513
  }
1494
1514
 
1495
1515
  /**
1496
- * Returns the group ID the player is member of.
1516
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1497
1517
  *
1498
- * @returns
1518
+ * @param damageInfo
1499
1519
  */
1500
- getGroup(): number {
1501
- return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1520
+ set DamageInfoOverride(damageInfo: string | null) {
1521
+ inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1502
1522
  }
1503
1523
 
1504
1524
  /**
1505
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
1525
+ * Sets whether this player can be hassled by gangs.
1506
1526
  *
1507
- * @param weaponDefenseMod
1508
- * @param meleeDefenseMod
1527
+ * @param toggle
1509
1528
  */
1510
- setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1511
- inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1529
+ set CanBeHassledByGangs(toggle: boolean) {
1530
+ inv<void>('0xC7FE774412046825', this.handle, toggle);
1512
1531
  }
1513
1532
 
1514
1533
  /**
1515
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1534
+ * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
1516
1535
  *
1517
- * @param modifier
1536
+ * @param bitflag
1518
1537
  */
1519
- setWeaponDamageModifier(modifier: number): void {
1520
- inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1538
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1539
+ inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1521
1540
  }
1522
1541
 
1523
1542
  /**
1524
- * durationCost: per second
1543
+ * Decreases Stamina bar drain speed by % when drawing a bow.
1525
1544
  *
1526
- * @param durationCost
1545
+ * @param staminaDrain
1527
1546
  */
1528
- setSpecialAbilityDurationCost(durationCost: number): void {
1529
- inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
1547
+ set BowStaminaDrainSpeed(staminaDrain: number) {
1548
+ inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1549
+ }
1550
+
1551
+ setAllRandomPedsFleeThisFrame(): void {
1552
+ inv<void>('0xD5C198A62F1DEB0A', this.handle);
1530
1553
  }
1531
1554
 
1532
1555
  /**
1533
- * @returns
1556
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1557
+ *
1558
+ * @param pos
1534
1559
  */
1535
- isTargettingAnything(): boolean {
1536
- return inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
1560
+ N_0x4DBC4873707E8FD6(pos: Vector3): void {
1561
+ inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1537
1562
  }
1538
1563
 
1539
1564
  /**
1540
- * @param modifier
1565
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
1566
+ *
1567
+ * @param damage
1541
1568
  */
1542
- eagleEyeSetDrainRateModifier(modifier: number): void {
1543
- inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
1569
+ set LassoDamagePerSecond(damage: number) {
1570
+ inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1544
1571
  }
1545
1572
 
1546
1573
  /**
1574
+ * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
1575
+ *
1576
+ * @param atArresting
1547
1577
  * @returns
1548
1578
  */
1549
- getDeadEye(): number {
1550
- return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
1579
+ isBeingArrested(atArresting: boolean): boolean {
1580
+ return !!inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1551
1581
  }
1552
1582
 
1553
1583
  /**
1584
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1585
+ *
1586
+ * @param entity
1554
1587
  * @returns
1555
1588
  */
1556
- isInScope(): any {
1557
- return inv<number>('0x04D7F33640662FA2', this.handle);
1589
+ isFreeAimingAtEntity(entity: Entity): boolean {
1590
+ return !!inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1558
1591
  }
1559
1592
 
1560
1593
  /**
1561
- * SET_PLAYER_S/T*
1562
- *
1563
- * @param toggle
1594
+ * @param farDamageBonus
1564
1595
  */
1565
- N_0x8591EE69CC3ED257(toggle: boolean): void {
1566
- inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
1596
+ set DamageFarDistanceBonusTotal(farDamageBonus: number) {
1597
+ inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1598
+ }
1599
+
1600
+ setMayNotEnterAnyVehicle(): void {
1601
+ inv<void>('0xBEC463B3A11C909E', this.handle);
1567
1602
  }
1568
1603
 
1569
1604
  /**
1570
- * @param speedBoost
1571
- * @param duration
1605
+ * @returns
1572
1606
  */
1573
- boostHorseSpeedForTime(speedBoost: number, duration: number): void {
1574
- inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1607
+ get Health(): number {
1608
+ return inv<number>('0x0317C947D062854E', this.handle, raf());
1609
+ }
1610
+
1611
+ resetWantedLevelDifficulty(): void {
1612
+ inv<void>('0x062D14F18E8B0CAE', this.handle);
1575
1613
  }
1576
1614
 
1577
1615
  /**
1578
- * Sets Player's Defense against AI modifier
1579
- *
1580
- * @param modifier
1616
+ * @param linkedWaypointPed
1581
1617
  */
1582
- setAiDefenseModifierAgainstAi(modifier: number): void {
1583
- inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
1618
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1619
+ inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1584
1620
  }
1585
1621
 
1586
1622
  /**
1587
- * Gets the player's team.
1588
- * Returns -1 in singleplayer.
1589
- *
1590
1623
  * @returns
1591
1624
  */
1592
- getTeam(): number {
1593
- return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
1625
+ get NumMarkedDeadeyeTargets(): number {
1626
+ return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1594
1627
  }
1595
1628
 
1596
1629
  /**
1630
+ * @param weaponHash Refer to [enum: eWeaponHash]
1597
1631
  * @returns
1598
1632
  */
1599
- getHealthRechargeMultiplier(): number {
1600
- return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
1633
+ getWeaponDamage(weaponHash: eWeaponHash): number {
1634
+ return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1601
1635
  }
1602
1636
 
1603
1637
  /**
1604
- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1605
- * followMode:
1606
- * HORSEFOLLOWMODE_AUTO = 0,
1607
- * HORSEFOLLOWMODE_SIDE_ONLY,
1608
- * HORSEFOLLOWMODE_BEHIND_ONLY,
1609
- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1610
- * HORSEFOLLOWMODE_BEHIND_CLOSE
1611
- * followPriority:
1612
- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1613
- * HORSEFOLLOWPRIORITY_AMBIENT,
1614
- * HORSEFOLLOWPRIORITY_NORMAL,
1615
- * HORSEFOLLOWPRIORITY_HIGH
1638
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1639
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1616
1640
  *
1617
- * @param ped
1618
- * @param p2
1619
- * @param p3
1620
- * @param followMode
1621
- * @param followPriority
1622
- * @param p6
1641
+ * @param disabled
1623
1642
  */
1624
- addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
1625
- inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
1643
+ eagleeyeSetSprintBehavior(disabled: boolean): void {
1644
+ inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1626
1645
  }
1627
1646
 
1628
1647
  /**
1629
- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1630
- *
1631
- * @param promptTextKey
1648
+ * @param speech
1632
1649
  */
1633
- setPromptLeaveText(promptTextKey: string | null): void {
1634
- inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
1650
+ set InteractionNegativeResponse(speech: string | null) {
1651
+ inv<void>('0x98CD760DE43B612E', this.handle, speech);
1635
1652
  }
1636
1653
 
1637
1654
  /**
1638
- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1655
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1656
+ * _SPECIAL_ABILITY*
1639
1657
  *
1640
- * @param ped
1641
- * @returns
1658
+ * @param p1
1659
+ * @param p2
1660
+ * @param p3
1661
+ * @param p4
1642
1662
  */
1643
- getNumDeadeyeMarksOnPed(ped: Ped): any {
1644
- return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
1663
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1664
+ inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1645
1665
  }
1646
1666
 
1647
1667
  /**
1648
- * @returns
1668
+ * @param toggle
1649
1669
  */
1650
- getPed2(): Ped | null {
1651
- return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
1670
+ set SimulateAiming(toggle: boolean) {
1671
+ inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1652
1672
  }
1653
1673
 
1654
1674
  /**
1655
- * @param p1
1656
1675
  * @returns
1657
1676
  */
1658
- getIsUiPromptActive(p1: number): any {
1659
- return inv<number>('0x51BEA356B1C60225', this.handle, p1);
1677
+ get AiDefenseModifierAgainstAi(): number {
1678
+ return inv<number>('0x2E78D822208E740A', this.handle, raf());
1660
1679
  }
1661
1680
 
1662
1681
  /**
1663
- * @param horse
1664
- * @returns
1682
+ * Setting player's Health recharge time to zero forces immediate health regen
1683
+ *
1684
+ * @param modifier
1665
1685
  */
1666
- setPedAsTempHorse(horse: Ped): any {
1667
- return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
1686
+ set HealthRechargeTimeModifier(modifier: number) {
1687
+ inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1668
1688
  }
1669
1689
 
1670
1690
  /**
1671
- * Restores Deadeye by given amount.
1672
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1691
+ * Returns true if the given player has a valid ped.
1673
1692
  *
1674
- * @param amount
1675
- * @param p2
1676
- * @param p3
1677
- * @param p4
1693
+ * @returns
1678
1694
  */
1679
- specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
1680
- inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
1695
+ networkHasValidPed(): any {
1696
+ return inv<number>('0x0760D6F70EBCC05C', this.handle);
1681
1697
  }
1682
1698
 
1683
1699
  /**
1684
- * Only used in R* SP Script short_update
1685
- *
1686
- * @param delay
1700
+ * @param accuracy
1687
1701
  */
1688
- setDeadeyeAbilityDepletionDelay(delay: number): void {
1689
- inv<void>('0x870634493CB4372C', this.handle, f(delay));
1702
+ set RemoteAccuracyFloorModifier(accuracy: number) {
1703
+ inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1690
1704
  }
1691
1705
 
1692
1706
  /**
1693
- * Swim speed multiplier.
1694
- * Multiplier goes up to 1.49f
1695
- *
1696
- * @param multiplier
1707
+ * @param weapon
1708
+ * @param speed
1697
1709
  */
1698
- setSwimMultiplierForPlayer(multiplier: number): void {
1699
- inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
1710
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1711
+ inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1700
1712
  }
1701
1713
 
1702
1714
  /**
1703
1715
  * @returns
1704
1716
  */
1705
- isDead(): boolean {
1706
- return inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
1717
+ get StaminaDepletionMultiplier(): number {
1718
+ return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1707
1719
  }
1708
1720
 
1709
1721
  /**
1710
- * @param ped
1711
- * @param p2
1722
+ * @returns
1712
1723
  */
1713
- N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
1714
- inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
1724
+ get CurrentStealthNoise(): number {
1725
+ return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1715
1726
  }
1716
1727
 
1717
1728
  /**
1718
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
1729
+ * @param ped
1730
+ * @returns
1719
1731
  */
1720
- eagleEyeClearRegisteredTrails(): void {
1721
- inv<void>('0xE5D3EB37ABC1EB03', this.handle);
1732
+ isFollowingTarget(ped: Ped): any {
1733
+ return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1722
1734
  }
1723
1735
 
1724
1736
  /**
1725
- * @param enable
1737
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1738
+ *
1739
+ * @param mood Refer to [enum: ePedMood]
1726
1740
  */
1727
- enableCustomDeadeyeAbility(enable: boolean): void {
1728
- inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
1741
+ set Mood(mood: number) {
1742
+ inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1729
1743
  }
1730
1744
 
1731
1745
  /**
1732
- * Returns the player's invincibility status.
1746
+ * Params: See 0x0751D461F06E41CE
1733
1747
  *
1734
- * @returns
1748
+ * @param ped
1749
+ * @param promptType
1750
+ * @param promptMode
1751
+ * @param enabled
1735
1752
  */
1736
- getInvincible(): boolean {
1737
- return inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
1738
- }
1739
-
1740
- resetArrestState(): void {
1741
- inv<void>('0x12917931C31F1750', this.handle);
1753
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1754
+ inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1742
1755
  }
1743
1756
 
1744
1757
  /**
1745
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
1758
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1746
1759
  *
1747
- * @param toggle
1760
+ * @param p1
1748
1761
  */
1749
- modifyInfiniteTrailVision(toggle: boolean): void {
1750
- inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
1762
+ N_0x3ACAC8832E77BC93(p1: boolean): void {
1763
+ inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1751
1764
  }
1752
1765
 
1753
1766
  /**
1754
- * Simply sets you as invincible (Health will not deplete).
1767
+ * Disables the players ability to be wanted by lawmen
1755
1768
  *
1756
- * @param toggle
1769
+ * @param disable
1757
1770
  */
1758
- setInvincible(toggle: boolean): void {
1759
- inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
1771
+ set DisableWantedLevel(disable: boolean) {
1772
+ inv<void>('0x8674D138391FFB1B', this.handle, disable);
1760
1773
  }
1761
1774
 
1762
1775
  /**
1763
- * Returns whether the player can control himself.
1776
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1764
1777
  *
1765
- * @returns
1778
+ * @param name
1766
1779
  */
1767
- isControlOn(): boolean {
1768
- return inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
1780
+ disableInteractiveFocusPreset(name: string | null): void {
1781
+ inv<void>('0xC67A4910425F11F1', this.handle, name);
1769
1782
  }
1770
1783
 
1771
1784
  /**
1772
- * @param vehicle
1785
+ * @param p1
1773
1786
  */
1774
- setMayOnlyEnterThisVehicle(vehicle: Vehicle): void {
1775
- inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
1787
+ set ManageBuffSuperJump(p1: number) {
1788
+ inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1776
1789
  }
1777
1790
 
1778
1791
  /**
1779
- * @param p2
1780
- * @param p3
1781
- * @returns outEntity
1792
+ * @param multiplier
1782
1793
  */
1783
- getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
1784
- const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
1785
- return [result[0], createFromHandle<Entity>('Entity', result[1])];
1794
+ set SpecialAbilityMultiplier(multiplier: number) {
1795
+ inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1786
1796
  }
1787
1797
 
1788
1798
  /**
1789
- * @param toggle
1799
+ * @param accuracy
1790
1800
  */
1791
- setDeadeyeTaggingEnabled(toggle: boolean): void {
1792
- inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
1801
+ set LocalAccuracyFloorModifier(accuracy: number) {
1802
+ inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1793
1803
  }
1794
1804
 
1795
1805
  /**
1806
+ * @param wantedLevel
1796
1807
  * @returns
1797
1808
  */
1798
- getStamina(): number {
1799
- return inv<number>('0x0FF421E467373FCF', this.handle, raf());
1809
+ isWantedLevelGreater(wantedLevel: number): boolean {
1810
+ return !!inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1800
1811
  }
1801
1812
 
1802
1813
  /**
1803
- * @param modifier
1814
+ * SPECIAL_ABILITY_NONE = -1,
1815
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
1816
+ * SPECIAL_ABILITY_RAGE,
1817
+ * SPECIAL_ABILITY_BULLET_TIME,
1818
+ * SPECIAL_ABILITY_SNAPSHOT,
1819
+ * SPECIAL_ABILITY_INSULT,
1820
+ * SPECIAL_ABILITY_DEADEYE,
1821
+ * SPECIAL_ABILITY_REVIVE
1822
+ *
1823
+ * @param type
1804
1824
  */
1805
- setMeleeWeaponDamageModifier(modifier: number): void {
1806
- inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
1825
+ set SpecialAbilityType(type: number) {
1826
+ inv<void>('0x00BA333DA05ADC23', this.handle, type);
1807
1827
  }
1808
1828
 
1809
1829
  /**
1810
- * @returns
1830
+ * @param toggle
1811
1831
  */
1812
- hasBeenSpottedInStolenVehicle(): boolean {
1813
- return inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
1832
+ set EveryoneIgnorePlayer(toggle: boolean) {
1833
+ inv<void>('0x34630A768925B852', this.handle, toggle);
1814
1834
  }
1815
1835
 
1816
1836
  /**
1817
- * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
1837
+ * Sets whether this player can take cover.
1818
1838
  *
1819
- * @param canPickup
1839
+ * @param toggle
1820
1840
  */
1821
- setCanPickupHat(canPickup: boolean): void {
1822
- inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
1841
+ set CanUseCover(toggle: boolean) {
1842
+ inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1823
1843
  }
1824
1844
 
1825
1845
  /**
1826
- * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
1827
- * some colors
1828
- * 0: Default aura
1829
- * 1014693585
1830
- * 1936842089
1831
- * 1979474018
1832
- *
1833
- * @param auraColorHash
1846
+ * @param ped
1834
1847
  */
1835
- setDeadEyeAuraByHash(auraColorHash: string | number): void {
1836
- inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
1848
+ removeAsFollowTarget(ped: Ped): void {
1849
+ inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1837
1850
  }
1838
1851
 
1839
1852
  /**
1840
- * @param target
1853
+ * @param weaponGroup
1854
+ * @param modifier
1841
1855
  */
1842
- setBountyTarget(target: Player): void {
1843
- inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
1856
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1857
+ inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1844
1858
  }
1845
1859
 
1846
1860
  /**
1847
- * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
1848
- *
1849
- * @returns
1861
+ * @param ped
1862
+ * @param p2
1850
1863
  */
1851
- eagleEyeAreAllTrailsHidden(): any {
1852
- return inv<number>('0xA62BBAAE67A05BB0', this.handle);
1864
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1865
+ inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1853
1866
  }
1854
1867
 
1855
1868
  /**
1856
- * @returns
1869
+ * @param entity
1870
+ * @param p2
1857
1871
  */
1858
- getIsDeadeyeTaggingEnabled(): any {
1859
- return inv<number>('0x32348719DCED2969', this.handle);
1872
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1873
+ inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1860
1874
  }
1861
1875
 
1862
1876
  /**
1863
- * @param weaponGroup
1864
- * @param toggle
1877
+ * @param filter
1865
1878
  */
1866
- setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
1867
- inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
1879
+ set DeadeyeTaggingConfig(filter: number) {
1880
+ inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1868
1881
  }
1869
1882
 
1870
1883
  /**
1871
- * Returns false if PromptType is enabled
1872
- * Params: See 0x0751D461F06E41CE
1884
+ * (Un)lock Eagle Eye functionality
1873
1885
  *
1874
- * @param promptType
1875
- * @param promptMode
1876
- * @returns
1886
+ * @param enable
1877
1887
  */
1878
- getUiPromptIsDisabled(promptType: number, promptMode: number): any {
1879
- return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
1888
+ enableEagleeye(enable: boolean): void {
1889
+ inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1880
1890
  }
1881
1891
 
1882
1892
  /**
1883
- * @param toggle
1893
+ * Only used in R* SP Script short_update
1894
+ * Restores Deadeye Outer Ring
1895
+ *
1896
+ * @param amount
1884
1897
  */
1885
- setLockonToFriendlyPlayers(toggle: boolean): void {
1886
- inv<void>('0x4A056257802DD3E5', this.handle, toggle);
1898
+ specialAbilityRestoreOuterRing(amount: number): void {
1899
+ inv<void>('0x2498035289B5688F', this.handle, f(amount));
1887
1900
  }
1888
1901
 
1889
1902
  /**
1890
- * Activates the Surrender prompt for the specified player in the current frame.
1891
- *
1892
- * @param targetPed
1893
- * @param promptOrder
1894
- * @param p3
1903
+ * @returns
1895
1904
  */
1896
- setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
1897
- inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
1905
+ get IsSpecialAbilityActive(): any {
1906
+ return inv<number>('0xB16223CB7DA965F0', this.handle);
1907
+ }
1908
+
1909
+ reportPoliceSpottedPlayer(): void {
1910
+ inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1898
1911
  }
1899
1912
 
1900
1913
  /**
1901
- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
1902
- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
1903
- *
1904
- * @param playerResetFlag
1914
+ * @param p1
1905
1915
  * @param p2
1916
+ * @returns
1906
1917
  */
1907
- setResetFlag(playerResetFlag: number, p2: boolean): void {
1908
- inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
1918
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1919
+ return !!inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1909
1920
  }
1910
1921
 
1911
1922
  /**
1912
1923
  * @returns
1913
1924
  */
1914
- getWantedLevel(): number {
1915
- return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
1925
+ get SpecialAbilityMultiplier(): number {
1926
+ return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1916
1927
  }
1917
1928
 
1918
1929
  /**
1919
- * @param closeRangeLowerBound
1920
- * @param closeRangeUpperBound
1930
+ * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
1931
+ *
1932
+ * @param weapon
1933
+ * @param attachSlotId
1921
1934
  */
1922
- setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
1923
- inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
1935
+ setAimWeapon(weapon: string | number, attachSlotId: number): void {
1936
+ inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1924
1937
  }
1925
1938
 
1926
1939
  /**
1927
- * @param multiplier
1940
+ * @param pos
1941
+ * @param heading
1942
+ * @param p5
1943
+ * @param p6
1944
+ * @param p7
1945
+ * @param p8
1928
1946
  */
1929
- setSneakingNoiseMultiplier(multiplier: number): void {
1930
- inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
1947
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1948
+ inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1931
1949
  }
1932
1950
 
1933
1951
  /**
1934
- * Sets the player's team.
1952
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1935
1953
  *
1936
- * @param team
1937
- * @param bRestrictToThisScript
1954
+ * @param ped
1955
+ * @returns
1938
1956
  */
1939
- setTeam(team: number, bRestrictToThisScript: boolean): void {
1940
- inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
1957
+ N_0xE7F8707269544B29(ped: Ped): boolean {
1958
+ return !!inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1941
1959
  }
1942
1960
 
1943
1961
  /**
1944
- * Checks if the player's Deadeye ability is enabled.
1945
- *
1946
1962
  * @returns
1947
1963
  */
1948
- isSpecialAbilityEnabled(): any {
1949
- return inv<number>('0xDE6C85975F9D4894', this.handle);
1964
+ get IsScriptControlOn(): boolean {
1965
+ return !!inv<boolean>('0xB78350754157C00F', this.handle, rai());
1950
1966
  }
1951
1967
 
1952
1968
  /**
1953
- * Returns true if PromptType is enabled for ped (mount)
1954
- * Params: See 0x0751D461F06E41CE
1955
- *
1956
- * @param ped
1957
- * @param promptType
1958
- * @param promptMode
1959
1969
  * @returns
1960
1970
  */
1961
- getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
1962
- return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
1971
+ get IsSecondarySpecialAbilityActive(): any {
1972
+ return inv<number>('0x45AB66D02B601FA7', this.handle);
1963
1973
  }
1964
1974
 
1965
- /**
1966
- * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
1967
- *
1968
- * @param flag
1969
- */
1970
- setDeadeyeEntityAuraWithFlag(flag: number): void {
1971
- inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
1975
+ N_0xC900A465364A85D6(): void {
1976
+ inv<void>('0xC900A465364A85D6', this.handle);
1972
1977
  }
1973
1978
 
1974
1979
  /**
1980
+ * Returns the group ID the player is member of.
1981
+ *
1975
1982
  * @returns
1976
1983
  */
1977
- getMountOwnedByPlayer(): Ped | null {
1978
- return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
1984
+ get Group(): number {
1985
+ return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1979
1986
  }
1980
1987
 
1981
1988
  /**
1982
- * @param weaponHash Refer to [enum: eWeaponHash]
1983
- * @param damageModifier
1989
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1990
+ *
1991
+ * @param weaponDefenseMod
1992
+ * @param meleeDefenseMod
1984
1993
  */
1985
- setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
1986
- inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
1994
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1995
+ inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1987
1996
  }
1988
1997
 
1989
1998
  /**
1990
- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1991
- * *GET_PLAYER**
1999
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1992
2000
  *
1993
- * @returns ped
2001
+ * @param modifier
1994
2002
  */
1995
- N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
1996
- const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
1997
- return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
2003
+ set WeaponDamageModifier(modifier: number) {
2004
+ inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1998
2005
  }
1999
2006
 
2000
2007
  /**
2001
- * @param speed
2002
- * @param duration
2003
- * @param heading
2004
- * @param p4
2005
- * @param p5
2008
+ * durationCost: per second
2009
+ *
2010
+ * @param durationCost
2006
2011
  */
2007
- simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
2008
- inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
2012
+ set SpecialAbilityDurationCost(durationCost: number) {
2013
+ inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
2009
2014
  }
2010
2015
 
2011
2016
  /**
2012
- * @param p1
2013
2017
  * @returns
2014
2018
  */
2015
- getDeadEyeMeterLevel(p1: boolean): number {
2016
- return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
2019
+ get IsTargettingAnything(): boolean {
2020
+ return !!inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
2017
2021
  }
2018
2022
 
2019
2023
  /**
2020
- * @param drawReductionTime
2024
+ * @param modifier
2021
2025
  */
2022
- setBowDrawReductionTimeInDeadeye(drawReductionTime: number): void {
2023
- inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
2026
+ eagleEyeSetDrainRateModifier(modifier: number): void {
2027
+ inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
2024
2028
  }
2025
2029
 
2026
2030
  /**
2027
- * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
2028
- *
2029
2031
  * @returns
2030
2032
  */
2031
- eagleEyeCanFocusOnTrack(): any {
2032
- return inv<number>('0x1DA5C5B0923E1B85', this.handle);
2033
+ get DeadEye(): number {
2034
+ return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
2033
2035
  }
2034
2036
 
2035
2037
  /**
2036
- * @param range
2038
+ * @returns
2037
2039
  */
2038
- eagleEyeSetRange(range: number): void {
2039
- inv<void>('0x22C8B10802301381', this.handle, f(range));
2040
+ get IsInScope(): any {
2041
+ return inv<number>('0x04D7F33640662FA2', this.handle);
2040
2042
  }
2041
2043
 
2042
2044
  /**
2043
- * *SET_SPECIAL_ABILITY**
2045
+ * SET_PLAYER_S/T*
2044
2046
  *
2045
- * @param p1
2047
+ * @param toggle
2046
2048
  */
2047
- N_0x4D1699543B1C023C(p1: number): void {
2048
- inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
2049
+ N_0x8591EE69CC3ED257(toggle: boolean): void {
2050
+ inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
2049
2051
  }
2050
2052
 
2051
2053
  /**
2052
- * Drains Deadeye by given amount.
2053
- *
2054
- * @param amount
2055
- * @param p2
2054
+ * @param speedBoost
2055
+ * @param duration
2056
2056
  */
2057
- specialAbilityDrainByAmount(amount: number, p2: any): void {
2058
- inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
2057
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void {
2058
+ inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
2059
2059
  }
2060
2060
 
2061
+
2062
+ /**
2063
+ * Gets the player's server ID. In multiplayer, this is the player's unique server-side identifier.
2064
+ */
2065
+ get ServerId(): number {
2066
+ return inv<number>('0x4D97BCC7', this.handle, rai());
2067
+ }
2061
2068
  }
2062
2069
 
2063
2070
  registerHandle('Player', Player);