@nativewrappers/redm-codegen 0.0.4 → 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 (317) hide show
  1. package/dist/classes/AnimScene.d.ts +96 -96
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +137 -137
  4. package/dist/classes/BaseModel.d.ts +19 -19
  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 +33 -33
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +40 -40
  10. package/dist/classes/Cam.d.ts +85 -85
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +108 -108
  13. package/dist/classes/Entity.d.ts +288 -283
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +410 -401
  16. package/dist/classes/Interior.d.ts +27 -27
  17. package/dist/classes/Interior.d.ts.map +1 -1
  18. package/dist/classes/Interior.js +42 -42
  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 +286 -286
  23. package/dist/classes/Ped.d.ts.map +1 -1
  24. package/dist/classes/Ped.js +425 -425
  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 +729 -729
  29. package/dist/classes/PedTask.d.ts.map +1 -1
  30. package/dist/classes/PedTask.js +935 -935
  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 +19 -19
  34. package/dist/classes/Pickup.d.ts +6 -6
  35. package/dist/classes/Pickup.d.ts.map +1 -1
  36. package/dist/classes/Pickup.js +13 -13
  37. package/dist/classes/Player.d.ts +343 -339
  38. package/dist/classes/Player.d.ts.map +1 -1
  39. package/dist/classes/Player.js +495 -489
  40. package/dist/classes/Prop.d.ts +64 -64
  41. package/dist/classes/Prop.d.ts.map +1 -1
  42. package/dist/classes/Prop.js +94 -94
  43. package/dist/classes/PropSet.d.ts +18 -18
  44. package/dist/classes/PropSet.d.ts.map +1 -1
  45. package/dist/classes/PropSet.js +27 -27
  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 +24 -24
  53. package/dist/classes/VehicleTask.d.ts.map +1 -1
  54. package/dist/classes/VehicleTask.js +30 -30
  55. package/dist/classes/Volume.d.ts +44 -44
  56. package/dist/classes/Volume.d.ts.map +1 -1
  57. package/dist/classes/Volume.js +58 -58
  58. package/dist/classes/Weapon.d.ts +351 -351
  59. package/dist/classes/Weapon.d.ts.map +1 -1
  60. package/dist/classes/Weapon.js +486 -486
  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 +48 -48
  68. package/dist/namespaces/Animscene.d.ts.map +1 -1
  69. package/dist/namespaces/Animscene.js +65 -65
  70. package/dist/namespaces/Audio.d.ts +476 -476
  71. package/dist/namespaces/Audio.d.ts.map +1 -1
  72. package/dist/namespaces/Audio.js +692 -692
  73. package/dist/namespaces/Bounty.d.ts +57 -57
  74. package/dist/namespaces/Bounty.d.ts.map +1 -1
  75. package/dist/namespaces/Bounty.js +90 -90
  76. package/dist/namespaces/CamStatics.d.ts +432 -432
  77. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  78. package/dist/namespaces/CamStatics.js +606 -606
  79. package/dist/namespaces/Collection.d.ts +78 -78
  80. package/dist/namespaces/Collection.d.ts.map +1 -1
  81. package/dist/namespaces/Collection.js +111 -111
  82. package/dist/namespaces/Companion.d.ts +22 -22
  83. package/dist/namespaces/Companion.d.ts.map +1 -1
  84. package/dist/namespaces/Companion.js +30 -30
  85. package/dist/namespaces/Compapp.js +1 -1
  86. package/dist/namespaces/Compendium.d.ts +58 -58
  87. package/dist/namespaces/Compendium.d.ts.map +1 -1
  88. package/dist/namespaces/Compendium.js +83 -83
  89. package/dist/namespaces/Crashlog.d.ts +10 -10
  90. package/dist/namespaces/Crashlog.d.ts.map +1 -1
  91. package/dist/namespaces/Crashlog.js +21 -21
  92. package/dist/namespaces/Crew.js +4 -4
  93. package/dist/namespaces/Databinding.d.ts +154 -154
  94. package/dist/namespaces/Databinding.d.ts.map +1 -1
  95. package/dist/namespaces/Databinding.js +222 -222
  96. package/dist/namespaces/Datafile.js +4 -4
  97. package/dist/namespaces/Decorator.d.ts +19 -19
  98. package/dist/namespaces/Decorator.d.ts.map +1 -1
  99. package/dist/namespaces/Decorator.js +34 -34
  100. package/dist/namespaces/Dlc.d.ts +5 -5
  101. package/dist/namespaces/Dlc.d.ts.map +1 -1
  102. package/dist/namespaces/Dlc.js +9 -9
  103. package/dist/namespaces/EntityStatics.d.ts +80 -80
  104. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  105. package/dist/namespaces/EntityStatics.js +113 -113
  106. package/dist/namespaces/Event.js +4 -4
  107. package/dist/namespaces/Fire.d.ts +89 -89
  108. package/dist/namespaces/Fire.d.ts.map +1 -1
  109. package/dist/namespaces/Fire.js +115 -115
  110. package/dist/namespaces/Flock.js +2 -2
  111. package/dist/namespaces/Gang.js +2 -2
  112. package/dist/namespaces/GoogleAnalytics.js +2 -2
  113. package/dist/namespaces/Graphics.d.ts +781 -781
  114. package/dist/namespaces/Graphics.d.ts.map +1 -1
  115. package/dist/namespaces/Graphics.js +1207 -1207
  116. package/dist/namespaces/Hud.d.ts +483 -483
  117. package/dist/namespaces/Hud.d.ts.map +1 -1
  118. package/dist/namespaces/Hud.js +678 -678
  119. package/dist/namespaces/Ik.js +1 -1
  120. package/dist/namespaces/Interaction.js +3 -3
  121. package/dist/namespaces/InteriorStatics.d.ts +40 -40
  122. package/dist/namespaces/InteriorStatics.d.ts.map +1 -1
  123. package/dist/namespaces/InteriorStatics.js +57 -57
  124. package/dist/namespaces/Inventory.d.ts +211 -211
  125. package/dist/namespaces/Inventory.d.ts.map +1 -1
  126. package/dist/namespaces/Inventory.js +291 -291
  127. package/dist/namespaces/Itemdatabase.js +3 -3
  128. package/dist/namespaces/Itemset.js +2 -2
  129. package/dist/namespaces/Law.d.ts +1 -1
  130. package/dist/namespaces/Law.d.ts.map +1 -1
  131. package/dist/namespaces/Law.js +19 -19
  132. package/dist/namespaces/Localization.js +1 -1
  133. package/dist/namespaces/Map.js +3 -3
  134. package/dist/namespaces/Minigame.d.ts +65 -65
  135. package/dist/namespaces/Minigame.d.ts.map +1 -1
  136. package/dist/namespaces/Minigame.js +105 -105
  137. package/dist/namespaces/Misc.d.ts +3 -3
  138. package/dist/namespaces/Misc.d.ts.map +1 -1
  139. package/dist/namespaces/Misc.js +35 -35
  140. package/dist/namespaces/Missiondata.d.ts +15 -15
  141. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  142. package/dist/namespaces/Missiondata.js +24 -24
  143. package/dist/namespaces/Money.js +3 -3
  144. package/dist/namespaces/Netshopping.d.ts +58 -58
  145. package/dist/namespaces/Netshopping.d.ts.map +1 -1
  146. package/dist/namespaces/Netshopping.js +89 -89
  147. package/dist/namespaces/Network.d.ts +1067 -1067
  148. package/dist/namespaces/Network.d.ts.map +1 -1
  149. package/dist/namespaces/Network.js +1586 -1586
  150. package/dist/namespaces/Object.d.ts +231 -231
  151. package/dist/namespaces/Object.d.ts.map +1 -1
  152. package/dist/namespaces/Object.js +337 -337
  153. package/dist/namespaces/Pad.d.ts +42 -42
  154. package/dist/namespaces/Pad.d.ts.map +1 -1
  155. package/dist/namespaces/Pad.js +68 -68
  156. package/dist/namespaces/Pathfind.js +10 -10
  157. package/dist/namespaces/PedStatics.d.ts +2 -2
  158. package/dist/namespaces/PedStatics.d.ts.map +1 -1
  159. package/dist/namespaces/PedStatics.js +10 -10
  160. package/dist/namespaces/Perschar.d.ts +54 -54
  161. package/dist/namespaces/Perschar.d.ts.map +1 -1
  162. package/dist/namespaces/Perschar.js +84 -84
  163. package/dist/namespaces/Physics.d.ts +121 -121
  164. package/dist/namespaces/Physics.d.ts.map +1 -1
  165. package/dist/namespaces/Physics.js +155 -155
  166. package/dist/namespaces/PlayerStatics.d.ts +97 -97
  167. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  168. package/dist/namespaces/PlayerStatics.js +142 -142
  169. package/dist/namespaces/Population.d.ts +11 -11
  170. package/dist/namespaces/Population.d.ts.map +1 -1
  171. package/dist/namespaces/Population.js +15 -15
  172. package/dist/namespaces/Posse.d.ts +33 -33
  173. package/dist/namespaces/Posse.d.ts.map +1 -1
  174. package/dist/namespaces/Posse.js +51 -51
  175. package/dist/namespaces/Propset.d.ts +59 -59
  176. package/dist/namespaces/Propset.d.ts.map +1 -1
  177. package/dist/namespaces/Propset.js +81 -81
  178. package/dist/namespaces/Replay.d.ts +1 -1
  179. package/dist/namespaces/Replay.d.ts.map +1 -1
  180. package/dist/namespaces/Replay.js +2 -2
  181. package/dist/namespaces/Scripts.d.ts +1 -1
  182. package/dist/namespaces/Scripts.d.ts.map +1 -1
  183. package/dist/namespaces/Scripts.js +12 -12
  184. package/dist/namespaces/Shapetest.d.ts +11 -11
  185. package/dist/namespaces/Shapetest.d.ts.map +1 -1
  186. package/dist/namespaces/Shapetest.js +13 -13
  187. package/dist/namespaces/Socialclub.js +8 -8
  188. package/dist/namespaces/Socialclubfeed.js +1 -1
  189. package/dist/namespaces/Spactionproxy.js +4 -4
  190. package/dist/namespaces/Stats.d.ts +191 -191
  191. package/dist/namespaces/Stats.d.ts.map +1 -1
  192. package/dist/namespaces/Stats.js +281 -281
  193. package/dist/namespaces/Streaming.d.ts +84 -84
  194. package/dist/namespaces/Streaming.d.ts.map +1 -1
  195. package/dist/namespaces/Streaming.js +137 -137
  196. package/dist/namespaces/Task.d.ts +347 -347
  197. package/dist/namespaces/Task.d.ts.map +1 -1
  198. package/dist/namespaces/Task.js +488 -488
  199. package/dist/namespaces/Telemetry.d.ts +151 -151
  200. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  201. package/dist/namespaces/Telemetry.js +206 -206
  202. package/dist/namespaces/Txd.js +1 -1
  203. package/dist/namespaces/Uiapps.d.ts +25 -25
  204. package/dist/namespaces/Uiapps.d.ts.map +1 -1
  205. package/dist/namespaces/Uiapps.js +36 -36
  206. package/dist/namespaces/Uievents.js +1 -1
  207. package/dist/namespaces/Uifeed.d.ts +15 -15
  208. package/dist/namespaces/Uifeed.d.ts.map +1 -1
  209. package/dist/namespaces/Uifeed.js +25 -25
  210. package/dist/namespaces/Uistickyfeed.d.ts +16 -16
  211. package/dist/namespaces/Uistickyfeed.d.ts.map +1 -1
  212. package/dist/namespaces/Uistickyfeed.js +21 -21
  213. package/dist/namespaces/Unlock.js +5 -5
  214. package/dist/namespaces/VehicleStatics.js +12 -12
  215. package/dist/namespaces/Voice.d.ts +38 -38
  216. package/dist/namespaces/Voice.d.ts.map +1 -1
  217. package/dist/namespaces/Voice.js +61 -61
  218. package/dist/namespaces/VolumeStatics.d.ts +99 -99
  219. package/dist/namespaces/VolumeStatics.d.ts.map +1 -1
  220. package/dist/namespaces/VolumeStatics.js +137 -137
  221. package/dist/namespaces/WeaponStatics.d.ts +276 -276
  222. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  223. package/dist/namespaces/WeaponStatics.js +371 -371
  224. package/dist/types/NativeAliases.d.ts +3 -1
  225. package/dist/types/NativeAliases.d.ts.map +1 -1
  226. package/dist/types/NativeAliases.js +3 -1
  227. package/package.json +1 -1
  228. package/src/classes/AnimScene.ts +159 -159
  229. package/src/classes/BaseModel.ts +37 -37
  230. package/src/classes/BaseTask.ts +41 -41
  231. package/src/classes/Cam.ts +111 -111
  232. package/src/classes/Entity.ts +422 -411
  233. package/src/classes/Interior.ts +43 -43
  234. package/src/classes/ItemSet.ts +3 -3
  235. package/src/classes/Ped.ts +432 -432
  236. package/src/classes/PedModel.ts +2 -2
  237. package/src/classes/PedTask.ts +957 -957
  238. package/src/classes/PersChar.ts +22 -22
  239. package/src/classes/Pickup.ts +14 -14
  240. package/src/classes/Player.ts +994 -987
  241. package/src/classes/Prop.ts +106 -106
  242. package/src/classes/PropSet.ts +29 -29
  243. package/src/classes/Vehicle.ts +147 -147
  244. package/src/classes/VehicleModel.ts +2 -2
  245. package/src/classes/VehicleTask.ts +31 -31
  246. package/src/classes/Volume.ts +62 -62
  247. package/src/classes/Weapon.ts +511 -511
  248. package/src/namespaces/Aicoverpoint.ts +40 -40
  249. package/src/namespaces/Aitransport.ts +104 -104
  250. package/src/namespaces/Animscene.ts +71 -71
  251. package/src/namespaces/Audio.ts +725 -725
  252. package/src/namespaces/Bounty.ts +102 -102
  253. package/src/namespaces/CamStatics.ts +700 -700
  254. package/src/namespaces/Collection.ts +113 -113
  255. package/src/namespaces/Companion.ts +34 -34
  256. package/src/namespaces/Compapp.ts +1 -1
  257. package/src/namespaces/Compendium.ts +94 -94
  258. package/src/namespaces/Crashlog.ts +23 -23
  259. package/src/namespaces/Crew.ts +4 -4
  260. package/src/namespaces/Databinding.ts +237 -237
  261. package/src/namespaces/Datafile.ts +4 -4
  262. package/src/namespaces/Decorator.ts +37 -37
  263. package/src/namespaces/Dlc.ts +9 -9
  264. package/src/namespaces/EntityStatics.ts +117 -117
  265. package/src/namespaces/Event.ts +4 -4
  266. package/src/namespaces/Fire.ts +127 -127
  267. package/src/namespaces/Flock.ts +2 -2
  268. package/src/namespaces/Gang.ts +2 -2
  269. package/src/namespaces/GoogleAnalytics.ts +2 -2
  270. package/src/namespaces/Graphics.ts +1218 -1218
  271. package/src/namespaces/Hud.ts +696 -696
  272. package/src/namespaces/Ik.ts +1 -1
  273. package/src/namespaces/Interaction.ts +3 -3
  274. package/src/namespaces/InteriorStatics.ts +65 -65
  275. package/src/namespaces/Inventory.ts +294 -294
  276. package/src/namespaces/Itemdatabase.ts +3 -3
  277. package/src/namespaces/Itemset.ts +2 -2
  278. package/src/namespaces/Law.ts +20 -20
  279. package/src/namespaces/Localization.ts +1 -1
  280. package/src/namespaces/Map.ts +3 -3
  281. package/src/namespaces/Minigame.ts +109 -109
  282. package/src/namespaces/Misc.ts +38 -38
  283. package/src/namespaces/Missiondata.ts +28 -28
  284. package/src/namespaces/Money.ts +3 -3
  285. package/src/namespaces/Netshopping.ts +99 -99
  286. package/src/namespaces/Network.ts +1616 -1616
  287. package/src/namespaces/Object.ts +344 -344
  288. package/src/namespaces/Pad.ts +76 -76
  289. package/src/namespaces/Pathfind.ts +10 -10
  290. package/src/namespaces/PedStatics.ts +12 -12
  291. package/src/namespaces/Perschar.ts +86 -86
  292. package/src/namespaces/Physics.ts +171 -171
  293. package/src/namespaces/PlayerStatics.ts +162 -162
  294. package/src/namespaces/Population.ts +17 -17
  295. package/src/namespaces/Posse.ts +54 -54
  296. package/src/namespaces/Propset.ts +92 -92
  297. package/src/namespaces/Replay.ts +3 -3
  298. package/src/namespaces/Scripts.ts +13 -13
  299. package/src/namespaces/Shapetest.ts +14 -14
  300. package/src/namespaces/Socialclub.ts +8 -8
  301. package/src/namespaces/Socialclubfeed.ts +1 -1
  302. package/src/namespaces/Spactionproxy.ts +4 -4
  303. package/src/namespaces/Stats.ts +287 -287
  304. package/src/namespaces/Streaming.ts +159 -159
  305. package/src/namespaces/Task.ts +517 -517
  306. package/src/namespaces/Telemetry.ts +224 -224
  307. package/src/namespaces/Txd.ts +1 -1
  308. package/src/namespaces/Uiapps.ts +43 -43
  309. package/src/namespaces/Uievents.ts +1 -1
  310. package/src/namespaces/Uifeed.ts +28 -28
  311. package/src/namespaces/Uistickyfeed.ts +23 -23
  312. package/src/namespaces/Unlock.ts +5 -5
  313. package/src/namespaces/VehicleStatics.ts +12 -12
  314. package/src/namespaces/Voice.ts +70 -70
  315. package/src/namespaces/VolumeStatics.ts +143 -143
  316. package/src/namespaces/WeaponStatics.ts +383 -383
  317. 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
 
@@ -111,7 +111,7 @@ export class Player implements IHandle {
111
111
  /**
112
112
  * @param target
113
113
  */
114
- setBountyTarget(target: Player): void {
114
+ set BountyTarget(target: Player) {
115
115
  inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
116
116
  }
117
117
 
@@ -127,1937 +127,1944 @@ export class Player implements IHandle {
127
127
  /**
128
128
  * @returns
129
129
  */
130
- getIsDeadeyeTaggingEnabled(): any {
130
+ get IsDeadeyeTaggingEnabled(): any {
131
131
  return inv<number>('0x32348719DCED2969', this.handle);
132
132
  }
133
133
 
134
134
  /**
135
- * @param weaponGroup
136
- * @param toggle
135
+ * Sets Player's Defense against AI modifier
136
+ *
137
+ * @param modifier
137
138
  */
138
- setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
139
- inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
139
+ set AiDefenseModifierAgainstAi(modifier: number) {
140
+ inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
140
141
  }
141
142
 
142
143
  /**
143
- * Returns false if PromptType is enabled
144
- * Params: See 0x0751D461F06E41CE
144
+ * Gets the player's team.
145
+ * Returns -1 in singleplayer.
145
146
  *
146
- * @param promptType
147
- * @param promptMode
148
147
  * @returns
149
148
  */
150
- getUiPromptIsDisabled(promptType: number, promptMode: number): any {
151
- return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
149
+ get Team(): number {
150
+ return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
152
151
  }
153
152
 
154
153
  /**
155
- * @param toggle
154
+ * @returns
156
155
  */
157
- setLockonToFriendlyPlayers(toggle: boolean): void {
158
- inv<void>('0x4A056257802DD3E5', this.handle, toggle);
156
+ get HealthRechargeMultiplier(): number {
157
+ return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
159
158
  }
160
159
 
161
160
  /**
162
- * Activates the Surrender prompt for the specified player in the current frame.
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
163
173
  *
164
- * @param targetPed
165
- * @param promptOrder
174
+ * @param ped
175
+ * @param p2
166
176
  * @param p3
177
+ * @param followMode
178
+ * @param followPriority
179
+ * @param p6
167
180
  */
168
- setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
169
- inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
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);
170
183
  }
171
184
 
172
185
  /**
173
- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
174
- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
186
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
175
187
  *
176
- * @param playerResetFlag
177
- * @param p2
188
+ * @param promptTextKey
178
189
  */
179
- setResetFlag(playerResetFlag: number, p2: boolean): void {
180
- inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
190
+ set PromptLeaveText(promptTextKey: string | null) {
191
+ inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
181
192
  }
182
193
 
183
194
  /**
195
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
196
+ *
197
+ * @param ped
184
198
  * @returns
185
199
  */
186
- getWantedLevel(): number {
187
- return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
200
+ getNumDeadeyeMarksOnPed(ped: Ped): any {
201
+ return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
188
202
  }
189
203
 
190
204
  /**
191
- * @param closeRangeLowerBound
192
- * @param closeRangeUpperBound
205
+ * @returns
193
206
  */
194
- setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
195
- inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
207
+ get Ped2(): Ped | null {
208
+ return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
196
209
  }
197
210
 
198
211
  /**
199
- * @param multiplier
212
+ * @param p1
213
+ * @returns
200
214
  */
201
- setSneakingNoiseMultiplier(multiplier: number): void {
202
- inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
215
+ getIsUiPromptActive(p1: number): any {
216
+ return inv<number>('0x51BEA356B1C60225', this.handle, p1);
203
217
  }
204
218
 
205
219
  /**
206
- * Sets the player's team.
220
+ * Returns true if PromptType is enabled for ped (mount)
221
+ * Params: See 0x0751D461F06E41CE
207
222
  *
208
- * @param team
209
- * @param bRestrictToThisScript
223
+ * @param ped
224
+ * @param promptType
225
+ * @param promptMode
226
+ * @returns
210
227
  */
211
- setTeam(team: number, bRestrictToThisScript: boolean): void {
212
- inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
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
- * Checks if the player's Deadeye ability is enabled.
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
- * @returns
235
+ * @param flag
219
236
  */
220
- isSpecialAbilityEnabled(): any {
221
- return inv<number>('0xDE6C85975F9D4894', this.handle);
237
+ set DeadeyeEntityAuraWithFlag(flag: number) {
238
+ inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
222
239
  }
223
240
 
224
241
  /**
225
- * @param disabled
242
+ * @returns
226
243
  */
227
- specialAbilitySetDisabled(disabled: boolean): void {
228
- inv<void>('0xAE637BB8EF017875', this.handle, disabled);
244
+ get MountOwnedByPlayer(): Ped | null {
245
+ return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
229
246
  }
230
247
 
231
248
  /**
232
- * @param ammoType
233
- * @param amount
249
+ * @param weaponHash Refer to [enum: eWeaponHash]
250
+ * @param damageModifier
234
251
  */
235
- setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
236
- inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
252
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
253
+ inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
237
254
  }
238
255
 
239
256
  /**
240
- * @param p1
257
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
258
+ * *GET_PLAYER**
259
+ *
260
+ * @returns ped
241
261
  */
242
- eagleEyeSetTrackingUpgrade2(p1: number): void {
243
- inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
244
- }
245
-
246
- setAllNeutralRandomPedsFleeThisFrame(): void {
247
- inv<void>('0x16752DAA7E6D3F72', this.handle);
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])];
248
265
  }
249
266
 
250
267
  /**
251
- * @param p1
268
+ * @param speed
269
+ * @param duration
270
+ * @param heading
271
+ * @param p4
272
+ * @param p5
252
273
  */
253
- restoreStamina(p1: number): void {
254
- inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
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);
255
276
  }
256
277
 
257
278
  /**
279
+ * @param p1
258
280
  * @returns
259
281
  */
260
- getCachedDeadEyeAmount(): number {
261
- return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
282
+ getDeadEyeMeterLevel(p1: boolean): number {
283
+ return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
262
284
  }
263
285
 
264
- clearHasDamagedAtLeastOnePed(): void {
265
- inv<void>('0x270B63A641BE32F2', this.handle);
286
+ /**
287
+ * @param drawReductionTime
288
+ */
289
+ set BowDrawReductionTimeInDeadeye(drawReductionTime: number) {
290
+ inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
266
291
  }
267
292
 
268
293
  /**
269
- * @param entity
270
- * @param p2
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.
295
+ *
271
296
  * @returns
272
297
  */
273
- isTargettingEntity(entity: Entity, p2: boolean): boolean {
274
- return inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
298
+ eagleEyeCanFocusOnTrack(): any {
299
+ return inv<number>('0x1DA5C5B0923E1B85', this.handle);
275
300
  }
276
301
 
277
302
  /**
278
- * If player has less Dead Eye than required, Dead Eye cant be triggered.
279
- *
280
- * @returns
303
+ * @param range
281
304
  */
282
- getRequiredDeadEyeAmount(): number {
283
- return inv<number>('0x811A748B1BE231BA', this.handle, raf());
305
+ eagleEyeSetRange(range: number): void {
306
+ inv<void>('0x22C8B10802301381', this.handle, f(range));
284
307
  }
285
308
 
286
309
  /**
310
+ * *SET_SPECIAL_ABILITY**
311
+ *
287
312
  * @param p1
288
313
  */
289
- N_0x263D69767F76059C(p1: number): void {
290
- inv<void>('0x263D69767F76059C', this.handle, p1);
314
+ N_0x4D1699543B1C023C(p1: number): void {
315
+ inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
291
316
  }
292
317
 
293
318
  /**
294
- * Make sure to request the model first and wait until it has loaded.
319
+ * Drains Deadeye by given amount.
295
320
  *
296
- * @param modelHash
321
+ * @param amount
297
322
  * @param p2
298
323
  */
299
- setModel(modelHash: string | number, p2: boolean): void {
300
- inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
324
+ specialAbilityDrainByAmount(amount: number, p2: any): void {
325
+ inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
301
326
  }
302
327
 
303
328
  /**
329
+ * @param weaponGroup
304
330
  * @param toggle
305
331
  */
306
- setLockon(toggle: boolean): void {
307
- inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
332
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
333
+ inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
308
334
  }
309
335
 
310
336
  /**
311
- * 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.
312
- * 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.
337
+ * Returns false if PromptType is enabled
338
+ * Params: See 0x0751D461F06E41CE
313
339
  *
314
- * @param flag
315
- * @param allow
340
+ * @param promptType
341
+ * @param promptMode
342
+ * @returns
316
343
  */
317
- setHatAccess(flag: number, allow: boolean): void {
318
- inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
344
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any {
345
+ return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
319
346
  }
320
347
 
321
348
  /**
322
- * @param closeDamageBonus
349
+ * @param toggle
323
350
  */
324
- setDamageCloseDistanceBonusTotal(closeDamageBonus: number): void {
325
- inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
351
+ set LockonToFriendlyPlayers(toggle: boolean) {
352
+ inv<void>('0x4A056257802DD3E5', this.handle, toggle);
326
353
  }
327
354
 
328
355
  /**
329
- * Params: p1 = -1 in R* Scripts
356
+ * Activates the Surrender prompt for the specified player in the current frame.
330
357
  *
331
- * @param p1
358
+ * @param targetPed
359
+ * @param promptOrder
360
+ * @param p3
361
+ */
362
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
363
+ inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
364
+ }
365
+
366
+ /**
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
332
371
  * @param p2
333
372
  */
334
- specialAbilityStartRestore(p1: number, p2: boolean): void {
335
- inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
373
+ setResetFlag(playerResetFlag: number, p2: boolean): void {
374
+ inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
336
375
  }
337
376
 
338
377
  /**
339
- * @param multiplier
378
+ * @returns
340
379
  */
341
- setStaminaSprintDepletionMultiplier(multiplier: number): void {
342
- inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
380
+ get WantedLevel(): number {
381
+ return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
343
382
  }
344
383
 
345
384
  /**
346
- * @param p1
385
+ * @param closeRangeLowerBound
386
+ * @param closeRangeUpperBound
347
387
  */
348
- eagleEyeSetTrackingUpgrade(p1: number): void {
349
- inv<void>('0xDFC85C5199045026', this.handle, f(p1));
388
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
389
+ inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
350
390
  }
351
391
 
352
392
  /**
353
- * Get the entity the player is aiming at with/without weapon.
354
- *
355
- * @returns entity
393
+ * @param multiplier
356
394
  */
357
- getInteractionAimEntity(): [boolean, Entity | null] {
358
- const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
359
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
395
+ set SneakingNoiseMultiplier(multiplier: number) {
396
+ inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
360
397
  }
361
398
 
362
399
  /**
363
- * @param modifier
400
+ * Sets the player's team.
401
+ *
402
+ * @param team
403
+ * @param bRestrictToThisScript
364
404
  */
365
- setWeaponDefenseModifier(modifier: number): void {
366
- inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
405
+ setTeam(team: number, bRestrictToThisScript: boolean): void {
406
+ inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
367
407
  }
368
408
 
369
409
  /**
410
+ * Checks if the player's Deadeye ability is enabled.
411
+ *
370
412
  * @returns
371
413
  */
372
- hasDamagedAtLeastOneNonAnimalPed(): boolean {
373
- return inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
414
+ get IsSpecialAbilityEnabled(): any {
415
+ return inv<number>('0xDE6C85975F9D4894', this.handle);
374
416
  }
375
417
 
376
418
  /**
377
- * @returns
419
+ * @param p2
420
+ * @param p3
421
+ * @returns outEntity
378
422
  */
379
- getDeadeyeAbilityLevel(): number {
380
- return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
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])];
381
426
  }
382
427
 
383
428
  /**
384
- * This native is used to determine if the player has an active lockon an entity while riding a horse.
385
- *
386
- * @returns
429
+ * @param toggle
387
430
  */
388
- isOnMountLockonEntity(): boolean {
389
- return inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
431
+ set DeadeyeTaggingEnabled(toggle: boolean) {
432
+ inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
390
433
  }
391
434
 
392
- suppressWitnessesCallingPoliceThisFrame(): void {
393
- inv<void>('0x96722257E5381E00', this.handle);
435
+ /**
436
+ * @returns
437
+ */
438
+ get Stamina(): number {
439
+ return inv<number>('0x0FF421E467373FCF', this.handle, raf());
394
440
  }
395
441
 
396
442
  /**
397
- * bullet damage modifier: type = 4
398
- * explosive damage Defense mod: type = 7
399
- * fire damage Defense mod: type = 8, 15
400
- *
401
- * @param type
402
- * @param defenseModifier
443
+ * @param modifier
403
444
  */
404
- setDefenseTypeModifier(type: number, defenseModifier: number): void {
405
- inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
445
+ set MeleeWeaponDamageModifier(modifier: number) {
446
+ inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
406
447
  }
407
448
 
408
449
  /**
409
- * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
450
+ * @returns
410
451
  */
411
- N_0xF21C7A3F3FFBA629(): void {
412
- inv<void>('0xF21C7A3F3FFBA629', this.handle);
452
+ hasBeenSpottedInStolenVehicle(): boolean {
453
+ return !!inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
413
454
  }
414
455
 
415
456
  /**
416
- * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
417
- * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
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.
418
458
  *
419
- * @param ped
420
- * @param preset
421
- * @param pos
422
- * @param targetEntity
423
- * @param name
424
- */
425
- addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
426
- inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
427
- }
428
-
429
- /**
430
- * 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`
459
+ * @param canPickup
431
460
  */
432
- resetDeadeyeAuraEffect(): void {
433
- inv<void>('0xE910932F4B30BE23', this.handle);
461
+ set CanPickupHat(canPickup: boolean) {
462
+ inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
434
463
  }
435
464
 
436
465
  /**
437
- * @param accuracy
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
472
+ *
473
+ * @param auraColorHash
438
474
  */
439
- setTotalAccuracyModifier(accuracy: number): void {
440
- inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
475
+ set DeadEyeAuraByHash(auraColorHash: string | number) {
476
+ inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
441
477
  }
442
478
 
443
479
  /**
480
+ * @param horse
444
481
  * @returns
445
482
  */
446
- getVehicleOwnedByPlayer(): Vehicle | null {
447
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
483
+ setPedAsTempHorse(horse: Ped): any {
484
+ return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
448
485
  }
449
486
 
450
487
  /**
451
- * Activates EagleEye, called together with 0x28A13BF6B05C3D83
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
452
495
  */
453
- secondarySpecialAbilitySetActive(): void {
454
- inv<void>('0x1710BC33CFB83634', this.handle);
496
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
497
+ inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
455
498
  }
456
499
 
457
500
  /**
458
- * _GET_A* - _GET_C*
501
+ * Only used in R* SP Script short_update
459
502
  *
460
- * @returns
503
+ * @param delay
461
504
  */
462
- N_0x927861B2C08DBEA5(): boolean {
463
- return inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
505
+ set DeadeyeAbilityDepletionDelay(delay: number) {
506
+ inv<void>('0x870634493CB4372C', this.handle, f(delay));
464
507
  }
465
508
 
466
509
  /**
467
- * 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
468
- * only stores the last 3 hits in the data view buffer
469
- * duration is in miliseconds
470
- * you need dataview
510
+ * Swim speed multiplier.
511
+ * Multiplier goes up to 1.49f
471
512
  *
472
- * @param duration
473
- * @returns struct
513
+ * @param multiplier
474
514
  */
475
- getPedsDamagedByRecently(duration: number): [boolean, number] {
476
- const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
477
- return [!!result[0], result[1]];
515
+ set SwimMultiplierForPlayer(multiplier: number) {
516
+ inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
478
517
  }
479
518
 
480
519
  /**
481
- * @param multiplier
520
+ * @returns
482
521
  */
483
- setStaminaRechargeMultiplier(multiplier: number): void {
484
- inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
522
+ get IsDead(): boolean {
523
+ return !!inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
485
524
  }
486
525
 
487
526
  /**
488
- * Deactivates EagleEye, called together with 0xC0B21F235C02139C
489
- *
490
- * @param disabled
527
+ * @param ped
528
+ * @param p2
491
529
  */
492
- secondarySpecialAbilitySetDisabled(disabled: boolean): void {
493
- inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
530
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
531
+ inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
494
532
  }
495
533
 
496
534
  /**
497
- * @returns
535
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
498
536
  */
499
- updateTeleport(): boolean {
500
- return inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
501
- }
502
-
503
- resetInputGait(): void {
504
- inv<void>('0x61A2EECAB274829B', this.handle);
537
+ eagleEyeClearRegisteredTrails(): void {
538
+ inv<void>('0xE5D3EB37ABC1EB03', this.handle);
505
539
  }
506
540
 
507
541
  /**
508
- * Activates the special ability for the specified player.
542
+ * @param enable
509
543
  */
510
- specialAbilitySetActivate(): void {
511
- inv<void>('0xBBA140062B15A8AC', this.handle);
512
- }
513
-
514
- clearHasDamagedAtLeastOneNonAnimalPed(): void {
515
- inv<void>('0x0361096D6CE4372C', this.handle);
544
+ enableCustomDeadeyeAbility(enable: boolean): void {
545
+ inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
516
546
  }
517
547
 
518
548
  /**
519
- * @param modifier
549
+ * Returns the player's invincibility status.
550
+ *
551
+ * @returns
520
552
  */
521
- setWeaponDegradationModifier(modifier: number): void {
522
- inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
553
+ get Invincible(): boolean {
554
+ return !!inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
555
+ }
556
+
557
+ resetArrestState(): void {
558
+ inv<void>('0x12917931C31F1750', this.handle);
523
559
  }
524
560
 
525
561
  /**
526
- * Only used in R* SP Script short_update
562
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
527
563
  *
528
- * @param timer
564
+ * @param toggle
529
565
  */
530
- setSpecialAbilityDisableTimer(timer: number): void {
531
- inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
566
+ modifyInfiniteTrailVision(toggle: boolean): void {
567
+ inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
532
568
  }
533
569
 
534
570
  /**
535
- * @param abilityType
571
+ * Simply sets you as invincible (Health will not deplete).
572
+ *
536
573
  * @param toggle
537
574
  */
538
- setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
539
- inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
575
+ set Invincible(toggle: boolean) {
576
+ inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
540
577
  }
541
578
 
542
579
  /**
543
- * playerResetFlag: See 0x9F9A829C6751F3C7
580
+ * Returns whether the player can control himself.
544
581
  *
545
- * @param playerResetFlag
546
582
  * @returns
547
583
  */
548
- getResetFlag(playerResetFlag: number): any {
549
- return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
584
+ get IsControlOn(): boolean {
585
+ return !!inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
550
586
  }
551
587
 
552
588
  /**
553
- * Returns TRUE if the player ('s ped) is climbing at the moment.
554
- *
555
- * @returns
589
+ * @param vehicle
556
590
  */
557
- isClimbing(): boolean {
558
- return inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
591
+ set MayOnlyEnterThisVehicle(vehicle: Vehicle) {
592
+ inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
559
593
  }
560
594
 
561
595
  /**
562
- * @returns Refer to [enum: ePedMood]
596
+ * @param disabled
563
597
  */
564
- getMood(): number {
565
- return inv<number>('0x054473164C012699', this.handle, rai());
598
+ specialAbilitySetDisabled(disabled: boolean): void {
599
+ inv<void>('0xAE637BB8EF017875', this.handle, disabled);
566
600
  }
567
601
 
568
- clearBountyTarget(): void {
569
- inv<void>('0x8F2A81C09DA9124A', this.handle);
602
+ /**
603
+ * @param ammoType
604
+ * @param amount
605
+ */
606
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
607
+ inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
570
608
  }
571
609
 
572
610
  /**
573
- * Focus Fire VFX start for player: p1 = focusfire
574
- *
575
611
  * @param p1
576
612
  */
577
- setLockonFocusFireVfx(p1: string | null): void {
578
- inv<void>('0x5F8E0303C229C84B', this.handle, p1);
613
+ eagleEyeSetTrackingUpgrade2(p1: number): void {
614
+ inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
579
615
  }
580
616
 
581
- /**
582
- * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
583
- * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
584
- *
585
- * @param promptType
586
- * @param promptMode
587
- * @param disabled
588
- */
589
- modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
590
- inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
617
+ setAllNeutralRandomPedsFleeThisFrame(): void {
618
+ inv<void>('0x16752DAA7E6D3F72', this.handle);
591
619
  }
592
620
 
593
621
  /**
594
622
  * @param p1
595
- * @returns
596
623
  */
597
- getMaxDeadEye(p1: any): number {
598
- return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
624
+ restoreStamina(p1: number): void {
625
+ inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
599
626
  }
600
627
 
601
628
  /**
602
- * @param toggle
603
- * @param ped
604
- * @param p3
605
- * @param p4
629
+ * @returns
606
630
  */
607
- setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
608
- inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
631
+ get CachedDeadEyeAmount(): number {
632
+ return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
609
633
  }
610
634
 
611
- N_0x93624B36E8851B42(): void {
612
- inv<void>('0x93624B36E8851B42', this.handle);
635
+ clearHasDamagedAtLeastOnePed(): void {
636
+ inv<void>('0x270B63A641BE32F2', this.handle);
613
637
  }
614
638
 
615
639
  /**
616
- * @param abilityType
640
+ * @param entity
641
+ * @param p2
617
642
  * @returns
618
643
  */
619
- isDeadeyeAbilityLocked(abilityType: number): any {
620
- return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
644
+ isTargettingEntity(entity: Entity, p2: boolean): boolean {
645
+ return !!inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
621
646
  }
622
647
 
623
648
  /**
624
- * @param ped
625
- * @param useSteerassist
649
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
650
+ *
651
+ * @returns
626
652
  */
627
- N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
628
- inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
653
+ get RequiredDeadEyeAmount(): number {
654
+ return inv<number>('0x811A748B1BE231BA', this.handle, raf());
629
655
  }
630
656
 
631
657
  /**
632
- * Returns Deadeye value from player
633
- *
634
- * @returns
658
+ * @param p1
635
659
  */
636
- specialAbilityGetAmountCached(): number {
637
- return inv<number>('0x029884FB65821B07', this.handle, raf());
660
+ N_0x263D69767F76059C(p1: number): void {
661
+ inv<void>('0x263D69767F76059C', this.handle, p1);
638
662
  }
639
663
 
640
664
  /**
641
- * @param vehicle
665
+ * Make sure to request the model first and wait until it has loaded.
666
+ *
667
+ * @param modelHash
668
+ * @param p2
642
669
  */
643
- setOwnsVehicle(vehicle: Vehicle): void {
644
- inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
670
+ setModel(modelHash: string | number, p2: boolean): void {
671
+ inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
645
672
  }
646
673
 
647
674
  /**
648
- * @returns
675
+ * @param toggle
649
676
  */
650
- hasDamagedAtLeastOnePed(): boolean {
651
- return inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
677
+ set Lockon(toggle: boolean) {
678
+ inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
652
679
  }
653
680
 
654
681
  /**
655
- * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
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.
656
684
  *
657
- * @param mount
685
+ * @param flag
686
+ * @param allow
658
687
  */
659
- setOwnsMount(mount: Ped): void {
660
- inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
688
+ setHatAccess(flag: number, allow: boolean): void {
689
+ inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
661
690
  }
662
691
 
663
692
  /**
664
- * nullsub, doesn't do anything
693
+ * @param closeDamageBonus
665
694
  */
666
- clearWantedLevel(): void {
667
- inv<void>('0x4E4B996C928C7AA6', this.handle);
695
+ set DamageCloseDistanceBonusTotal(closeDamageBonus: number) {
696
+ inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
668
697
  }
669
698
 
670
699
  /**
671
- * Does the same like PLAYER::GET_PLAYER_PED
700
+ * Params: p1 = -1 in R* Scripts
672
701
  *
673
- * @returns
702
+ * @param p1
703
+ * @param p2
674
704
  */
675
- getPedScriptIndex(): Ped | null {
676
- return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
705
+ specialAbilityStartRestore(p1: number, p2: boolean): void {
706
+ inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
677
707
  }
678
708
 
679
709
  /**
680
- * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
681
- *
682
- * @returns
710
+ * @param multiplier
683
711
  */
684
- eagleEyeGetTrackedPedId(): any {
685
- return inv<number>('0x3813E11A378958A5', this.handle);
712
+ set StaminaSprintDepletionMultiplier(multiplier: number) {
713
+ inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
686
714
  }
687
715
 
688
716
  /**
689
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
717
+ * @param p1
690
718
  */
691
- getName(): string | null {
692
- return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
719
+ eagleEyeSetTrackingUpgrade(p1: number): void {
720
+ inv<void>('0xDFC85C5199045026', this.handle, f(p1));
693
721
  }
694
722
 
695
723
  /**
696
- * Seems to work similar to 0xD2CB0FB0FDCB473D
724
+ * Get the entity the player is aiming at with/without weapon.
697
725
  *
698
- * @param horse
726
+ * @returns entity
699
727
  */
700
- setPedActiveHorse(horse: Ped): void {
701
- inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
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])];
702
731
  }
703
732
 
704
733
  /**
705
- * Name could potentially be inaccurate.
706
- * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
707
- * _SET_PLAYER_L* - _SET_PLAYER_M*
708
- *
709
- * @param active
734
+ * @param modifier
710
735
  */
711
- setMountStateActive(active: boolean): void {
712
- inv<void>('0xDF93973251FB2CA5', this.handle, active);
736
+ set WeaponDefenseModifier(modifier: number) {
737
+ inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
713
738
  }
714
739
 
715
740
  /**
716
- * _IS_PLAYER_I* - _IS_PLAYER_P*
717
- *
718
- * @returns p1
741
+ * @returns
719
742
  */
720
- N_0xB331D8A73F9D2BDF(): [boolean, number] {
721
- const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
722
- return [!!result[0], result[1]];
743
+ hasDamagedAtLeastOneNonAnimalPed(): boolean {
744
+ return !!inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
723
745
  }
724
746
 
725
747
  /**
726
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
748
+ * @returns
749
+ */
750
+ get DeadeyeAbilityLevel(): number {
751
+ return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
752
+ }
753
+
754
+ /**
755
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
727
756
  *
728
- * @param toggle
757
+ * @returns
729
758
  */
730
- disableFiring(toggle: boolean): void {
731
- inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
759
+ get IsOnMountLockonEntity(): boolean {
760
+ return !!inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
732
761
  }
733
762
 
734
- specialAbilitySetEagleEyeDisabled(): void {
735
- inv<void>('0xC0B21F235C02139C', this.handle);
763
+ suppressWitnessesCallingPoliceThisFrame(): void {
764
+ inv<void>('0x96722257E5381E00', this.handle);
736
765
  }
737
766
 
738
767
  /**
739
- * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
740
- * AddTextEntry("sit_custom", "Take a seat")
741
- * this native must be invoked
742
- * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
768
+ * bullet damage modifier: type = 4
769
+ * explosive damage Defense mod: type = 7
770
+ * fire damage Defense mod: type = 8, 15
743
771
  *
744
- * @param label
772
+ * @param type
773
+ * @param defenseModifier
745
774
  */
746
- setSitPromptText(label: string | null): void {
747
- inv<void>('0x988C9045531B9FCE', this.handle, label);
775
+ setDefenseTypeModifier(type: number, defenseModifier: number): void {
776
+ inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
748
777
  }
749
778
 
750
- updateWantedPositionThisFrame(): void {
751
- inv<void>('0xD0B0B044112BF424', this.handle);
779
+ /**
780
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
781
+ */
782
+ N_0xF21C7A3F3FFBA629(): void {
783
+ inv<void>('0xF21C7A3F3FFBA629', this.handle);
752
784
  }
753
785
 
754
786
  /**
755
- * @param entity
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
756
795
  */
757
- unregisterEagleEyeForEntity(entity: Entity): void {
758
- inv<void>('0x9DAE1380CC5C6451', this.handle, entity.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);
759
798
  }
760
799
 
761
800
  /**
762
- * @param farRangeLowerBound
763
- * @param farRangeUpperBound
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`
764
802
  */
765
- setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
766
- inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
803
+ resetDeadeyeAuraEffect(): void {
804
+ inv<void>('0xE910932F4B30BE23', this.handle);
767
805
  }
768
806
 
769
807
  /**
770
- * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
771
- * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
772
- *
773
- * @param label
808
+ * @param accuracy
774
809
  */
775
- setMeleePromptText(label: string | null): void {
776
- inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
810
+ set TotalAccuracyModifier(accuracy: number) {
811
+ inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
777
812
  }
778
813
 
779
814
  /**
780
- * Used in script function INIT_DEADEYE_SLOWDOWN
781
- *
782
- * @param p1
815
+ * @returns
783
816
  */
784
- N_0x570A13A4CA2799BB(p1: boolean): void {
785
- inv<void>('0x570A13A4CA2799BB', this.handle, p1);
817
+ get VehicleOwnedByPlayer(): Vehicle | null {
818
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
786
819
  }
787
820
 
788
821
  /**
789
- * @param activationCost
790
- * @param p2
822
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
791
823
  */
792
- setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
793
- inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
824
+ secondarySpecialAbilitySetActive(): void {
825
+ inv<void>('0x1710BC33CFB83634', this.handle);
794
826
  }
795
827
 
796
828
  /**
797
- * Used for setting up eagle eye for entity
798
- * Params: p2 = re-register or not?
829
+ * _GET_A* - _GET_C*
799
830
  *
800
- * @param entity
801
- * @param p2
831
+ * @returns
802
832
  */
803
- registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
804
- inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
833
+ N_0x927861B2C08DBEA5(): boolean {
834
+ return !!inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
805
835
  }
806
836
 
807
837
  /**
808
- * @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
809
845
  */
810
- N_0x22B3CABEDDB538B2(p1: number): void {
811
- inv<void>('0x22B3CABEDDB538B2', this.handle, f(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]];
812
849
  }
813
850
 
814
851
  /**
815
- * @param modifier
852
+ * @param multiplier
816
853
  */
817
- setExplosiveWeaponDamageModifier(modifier: number): void {
818
- inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
854
+ set StaminaRechargeMultiplier(multiplier: number) {
855
+ inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
819
856
  }
820
857
 
821
858
  /**
822
- * 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
859
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
823
860
  *
824
- * @returns
861
+ * @param disabled
825
862
  */
826
- isMountOnRoad(): any {
827
- return inv<number>('0xE631EAF35828FA67', this.handle);
863
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void {
864
+ inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
828
865
  }
829
866
 
830
867
  /**
831
- * @param entity
832
868
  * @returns
833
869
  */
834
- isEagleEyeRegisteredForEntity(entity: Entity): any {
835
- return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
870
+ updateTeleport(): boolean {
871
+ return !!inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
872
+ }
873
+
874
+ resetInputGait(): void {
875
+ inv<void>('0x61A2EECAB274829B', this.handle);
836
876
  }
837
877
 
838
878
  /**
839
- * Max level is 5.
840
- *
841
- * @param level
879
+ * Activates the special ability for the specified player.
842
880
  */
843
- setDeadeyeAbilityLevel(level: number): void {
844
- inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
881
+ specialAbilitySetActivate(): void {
882
+ inv<void>('0xBBA140062B15A8AC', this.handle);
883
+ }
884
+
885
+ clearHasDamagedAtLeastOneNonAnimalPed(): void {
886
+ inv<void>('0x0361096D6CE4372C', this.handle);
887
+ }
888
+
889
+ /**
890
+ * @param modifier
891
+ */
892
+ set WeaponDegradationModifier(modifier: number) {
893
+ inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
845
894
  }
846
895
 
847
896
  /**
848
- * 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.
897
+ * Only used in R* SP Script short_update
849
898
  *
850
- * @param enable
899
+ * @param timer
851
900
  */
852
- setPickupPromptVisible(enable: boolean): void {
853
- inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
901
+ set SpecialAbilityDisableTimer(timer: number) {
902
+ inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
854
903
  }
855
904
 
856
905
  /**
857
- * @param mount
906
+ * @param abilityType
907
+ * @param toggle
858
908
  */
859
- setPedAsSaddleHorseForPlayer(mount: Ped): void {
860
- inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
909
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
910
+ inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
861
911
  }
862
912
 
863
913
  /**
914
+ * playerResetFlag: See 0x9F9A829C6751F3C7
915
+ *
916
+ * @param playerResetFlag
864
917
  * @returns
865
918
  */
866
- getActiveHorseForPlayer(): Ped | null {
867
- return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
919
+ getResetFlag(playerResetFlag: number): any {
920
+ return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
868
921
  }
869
922
 
870
923
  /**
871
- * @param entity
872
- * @param p2
924
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
925
+ *
926
+ * @returns
873
927
  */
874
- unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
875
- inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
928
+ get IsClimbing(): boolean {
929
+ return !!inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
876
930
  }
877
931
 
878
932
  /**
879
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
933
+ * @returns Refer to [enum: ePedMood]
880
934
  */
881
- N_0xCEDC16930526F728(): void {
882
- inv<void>('0xCEDC16930526F728', this.handle);
935
+ get Mood(): number {
936
+ return inv<number>('0x054473164C012699', this.handle, rai());
883
937
  }
884
938
 
885
- /**
886
- * @param ped
887
- * @param p2
888
- */
889
- N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
890
- inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
939
+ clearBountyTarget(): void {
940
+ inv<void>('0x8F2A81C09DA9124A', this.handle);
891
941
  }
892
942
 
893
943
  /**
894
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
944
+ * Focus Fire VFX start for player: p1 = focusfire
945
+ *
946
+ * @param p1
895
947
  */
896
- N_0x1F488807BC8E0630(): void {
897
- inv<void>('0x1F488807BC8E0630', this.handle);
948
+ set LockonFocusFireVfx(p1: string | null) {
949
+ inv<void>('0x5F8E0303C229C84B', this.handle, p1);
898
950
  }
899
951
 
900
952
  /**
901
- * @param p1
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
955
+ *
956
+ * @param promptType
957
+ * @param promptMode
958
+ * @param disabled
902
959
  */
903
- N_0x4EC8BE63B8A5D4EF(p1: number): void {
904
- inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
960
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
961
+ inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
905
962
  }
906
963
 
907
964
  /**
965
+ * @param p1
908
966
  * @returns
909
967
  */
910
- canStartMission(): boolean {
911
- return inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
968
+ getMaxDeadEye(p1: any): number {
969
+ return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
912
970
  }
913
971
 
914
972
  /**
915
- * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
916
- * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
917
- *
918
- * @param preset
919
- * @param pos
920
- * @param targetEntity
921
- * @param name
922
- * @returns p1
973
+ * @param toggle
974
+ * @param ped
975
+ * @param p3
976
+ * @param p4
923
977
  */
924
- addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
925
- const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
926
- return Vector3.fromArray(result);
978
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
979
+ inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
927
980
  }
928
981
 
929
- /**
930
- * @returns
931
- */
932
- getStaminaRechargeMultiplier(): number {
933
- return inv<number>('0x617D3494AD58200F', this.handle, raf());
982
+ N_0x93624B36E8851B42(): void {
983
+ inv<void>('0x93624B36E8851B42', this.handle);
934
984
  }
935
985
 
936
986
  /**
937
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
938
- *
987
+ * @param abilityType
939
988
  * @returns
940
989
  */
941
- getDeadeyeAbilityDepletionDelay(): any {
942
- return inv<number>('0xE92261BD28C0878F', this.handle);
990
+ isDeadeyeAbilityLocked(abilityType: number): any {
991
+ return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
943
992
  }
944
993
 
945
994
  /**
946
- * @returns
995
+ * @param ped
996
+ * @param useSteerassist
947
997
  */
948
- isReadyForCutscene(): boolean {
949
- return inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
998
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
999
+ inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
950
1000
  }
951
1001
 
952
1002
  /**
953
- * @param p1
1003
+ * Returns Deadeye value from player
1004
+ *
1005
+ * @returns
954
1006
  */
955
- N_0x216BC0D3D2E413D2(p1: any): void {
956
- inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
1007
+ specialAbilityGetAmountCached(): number {
1008
+ return inv<number>('0x029884FB65821B07', this.handle, raf());
957
1009
  }
958
1010
 
959
1011
  /**
960
- * nullsub, doesn't do anything
961
- *
962
- * @param wantedLevel
963
- * @param disableNoMission
1012
+ * @param vehicle
964
1013
  */
965
- setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
966
- inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1014
+ set OwnsVehicle(vehicle: Vehicle) {
1015
+ inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
967
1016
  }
968
1017
 
969
1018
  /**
970
- * false: default eagleeye color
971
- * true: green eagleeye color
972
- *
973
- * @param p1
974
- * @returns p2
1019
+ * @returns
975
1020
  */
976
- eagleEyeSetColor(p1: boolean): number {
977
- const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
978
- return result;
1021
+ hasDamagedAtLeastOnePed(): boolean {
1022
+ return !!inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
979
1023
  }
980
1024
 
981
1025
  /**
982
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
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 p1
1028
+ * @param mount
985
1029
  */
986
- N_0x818241B3EDA84191(p1: boolean): void {
987
- inv<void>('0x818241B3EDA84191', this.handle, p1);
1030
+ set OwnsMount(mount: Ped) {
1031
+ inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
988
1032
  }
989
1033
 
990
1034
  /**
991
- * @returns
1035
+ * nullsub, doesn't do anything
992
1036
  */
993
- getPed(): Ped | null {
994
- return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
1037
+ clearWantedLevel(): void {
1038
+ inv<void>('0x4E4B996C928C7AA6', this.handle);
995
1039
  }
996
1040
 
997
1041
  /**
998
- * 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).
1042
+ * Does the same like PLAYER::GET_PLAYER_PED
999
1043
  *
1000
- * @param toggle
1044
+ * @returns
1001
1045
  */
1002
- setAllRandomPedsFlee(toggle: boolean): void {
1003
- inv<void>('0xE705309B8C6445A4', this.handle, toggle);
1046
+ get PedScriptIndex(): Ped | null {
1047
+ return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
1004
1048
  }
1005
1049
 
1006
1050
  /**
1007
- * @param p1
1008
- * @param discoveryHash
1051
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
1052
+ *
1053
+ * @returns
1009
1054
  */
1010
- setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
1011
- inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1055
+ eagleEyeGetTrackedPedId(): any {
1056
+ return inv<number>('0x3813E11A378958A5', this.handle);
1012
1057
  }
1013
1058
 
1014
1059
  /**
1015
- * @returns entity
1060
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
1016
1061
  */
1017
- getEntityIsFreeAimingAt(): [boolean, Entity | null] {
1018
- const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
1019
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1062
+ get Name(): string | null {
1063
+ return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
1020
1064
  }
1021
1065
 
1022
1066
  /**
1023
- * @returns
1067
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
1068
+ *
1069
+ * @param horse
1024
1070
  */
1025
- getTempHorse(): Ped | null {
1026
- return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
1071
+ set PedActiveHorse(horse: Ped) {
1072
+ inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
1027
1073
  }
1028
1074
 
1029
1075
  /**
1030
- * 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
1031
- * duration is in miliseconds
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*
1032
1079
  *
1033
- * @param duration
1034
- * @returns
1080
+ * @param active
1035
1081
  */
1036
- hasDamagedAnyPedRecently(duration: number): boolean {
1037
- return inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1082
+ set MountStateActive(active: boolean) {
1083
+ inv<void>('0xDF93973251FB2CA5', this.handle, active);
1038
1084
  }
1039
1085
 
1040
1086
  /**
1041
- * @returns entity
1087
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
1088
+ *
1089
+ * @returns p1
1042
1090
  */
1043
- getTargetEntity(): [boolean, Entity | null] {
1044
- const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
1045
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1091
+ N_0xB331D8A73F9D2BDF(): [boolean, number] {
1092
+ const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
1093
+ return [!!result[0], result[1]];
1046
1094
  }
1047
1095
 
1048
1096
  /**
1049
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1097
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
1098
+ *
1099
+ * @param toggle
1050
1100
  */
1051
- isPlaying(): boolean {
1052
- return inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
1101
+ disableFiring(toggle: boolean): void {
1102
+ inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
1053
1103
  }
1054
1104
 
1055
- /**
1056
- * @returns
1057
- */
1058
- getSaddleHorseForPlayer(): Ped | null {
1059
- return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
1105
+ specialAbilitySetEagleEyeDisabled(): void {
1106
+ inv<void>('0xC0B21F235C02139C', this.handle);
1060
1107
  }
1061
1108
 
1062
1109
  /**
1063
- * Affects the range of auto aim target.
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
1064
1114
  *
1065
- * @param range
1115
+ * @param label
1066
1116
  */
1067
- setLockonRangeOverride(range: number): void {
1068
- inv<void>('0x3A3CD06597388322', this.handle, f(range));
1117
+ set SitPromptText(label: string | null) {
1118
+ inv<void>('0x988C9045531B9FCE', this.handle, label);
1069
1119
  }
1070
1120
 
1071
- /**
1072
- * @returns
1073
- */
1074
- getHuntingWagon(): Vehicle | null {
1075
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1121
+ updateWantedPositionThisFrame(): void {
1122
+ inv<void>('0xD0B0B044112BF424', this.handle);
1076
1123
  }
1077
1124
 
1078
1125
  /**
1079
- * @param modifier
1126
+ * @param entity
1080
1127
  */
1081
- setTrampleDamageModifier(modifier: number): void {
1082
- inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1128
+ unregisterEagleEyeForEntity(entity: Entity): void {
1129
+ inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
1083
1130
  }
1084
1131
 
1085
1132
  /**
1086
- * Checks if player is focused on any entity
1087
- *
1088
- * @returns
1133
+ * @param farRangeLowerBound
1134
+ * @param farRangeUpperBound
1089
1135
  */
1090
- isFreeFocusing(): any {
1091
- return inv<number>('0x1A51BFE60708E482', this.handle);
1136
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
1137
+ inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
1092
1138
  }
1093
1139
 
1094
1140
  /**
1095
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
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
1096
1143
  *
1097
- * @param toggle
1098
- * @param flags
1099
- * @param bPreventHeadingChange
1144
+ * @param label
1100
1145
  */
1101
- setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
1102
- inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1146
+ set MeleePromptText(label: string | null) {
1147
+ inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
1103
1148
  }
1104
1149
 
1105
1150
  /**
1106
- * Returns true if eagle eye is enabled for the player
1151
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1107
1152
  *
1108
- * @returns
1153
+ * @param p1
1109
1154
  */
1110
- isSecondarySpecialAbilityEnabled(): boolean {
1111
- return inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1155
+ N_0x570A13A4CA2799BB(p1: boolean): void {
1156
+ inv<void>('0x570A13A4CA2799BB', this.handle, p1);
1112
1157
  }
1113
1158
 
1114
1159
  /**
1115
- * @param multiplier
1160
+ * @param activationCost
1161
+ * @param p2
1116
1162
  */
1117
- setNoiseMultiplier(multiplier: number): void {
1118
- inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1163
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
1164
+ inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
1119
1165
  }
1120
1166
 
1121
1167
  /**
1122
- * Gets a value indicating whether the specified player is currently aiming freely.
1168
+ * Used for setting up eagle eye for entity
1169
+ * Params: p2 = re-register or not?
1123
1170
  *
1124
- * @returns
1125
- */
1126
- isFreeAiming(): boolean {
1127
- return inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1128
- }
1129
-
1130
- /**
1131
- * @param showingInfoCard
1171
+ * @param entity
1172
+ * @param p2
1132
1173
  */
1133
- setShowInfoCard(showingInfoCard: boolean): void {
1134
- inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1174
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
1175
+ inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
1135
1176
  }
1136
1177
 
1137
1178
  /**
1138
- * @param regenRate
1179
+ * @param p1
1139
1180
  */
1140
- setHealthRechargeMultiplier(regenRate: number): void {
1141
- inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1181
+ N_0x22B3CABEDDB538B2(p1: number): void {
1182
+ inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
1142
1183
  }
1143
1184
 
1144
1185
  /**
1145
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1146
- *
1147
- * @param damageInfo
1186
+ * @param modifier
1148
1187
  */
1149
- setDamageInfoOverride(damageInfo: string | null): void {
1150
- inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1188
+ set ExplosiveWeaponDamageModifier(modifier: number) {
1189
+ inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
1151
1190
  }
1152
1191
 
1153
1192
  /**
1154
- * Sets whether this player can be hassled by gangs.
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
1155
1194
  *
1156
- * @param toggle
1195
+ * @returns
1157
1196
  */
1158
- setCanBeHassledByGangs(toggle: boolean): void {
1159
- inv<void>('0xC7FE774412046825', this.handle, toggle);
1197
+ get IsMountOnRoad(): any {
1198
+ return inv<number>('0xE631EAF35828FA67', this.handle);
1160
1199
  }
1161
1200
 
1162
1201
  /**
1163
- * 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.
1164
- *
1165
- * @param bitflag
1202
+ * @param entity
1203
+ * @returns
1166
1204
  */
1167
- clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1168
- inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1205
+ isEagleEyeRegisteredForEntity(entity: Entity): any {
1206
+ return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
1169
1207
  }
1170
1208
 
1171
1209
  /**
1172
- * Decreases Stamina bar drain speed by % when drawing a bow.
1210
+ * Max level is 5.
1173
1211
  *
1174
- * @param staminaDrain
1212
+ * @param level
1175
1213
  */
1176
- setBowStaminaDrainSpeed(staminaDrain: number): void {
1177
- inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1178
- }
1179
-
1180
- setAllRandomPedsFleeThisFrame(): void {
1181
- inv<void>('0xD5C198A62F1DEB0A', this.handle);
1214
+ set DeadeyeAbilityLevel(level: number) {
1215
+ inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
1182
1216
  }
1183
1217
 
1184
1218
  /**
1185
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
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.
1186
1220
  *
1187
- * @param pos
1221
+ * @param enable
1188
1222
  */
1189
- N_0x4DBC4873707E8FD6(pos: Vector3): void {
1190
- inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1223
+ set PickupPromptVisible(enable: boolean) {
1224
+ inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
1191
1225
  }
1192
1226
 
1193
1227
  /**
1194
- * _SET_PLAYER_A* - _SET_PLAYER_C*
1195
- *
1196
- * @param damage
1228
+ * @param mount
1197
1229
  */
1198
- setLassoDamagePerSecond(damage: number): void {
1199
- inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1230
+ set PedAsSaddleHorseForPlayer(mount: Ped) {
1231
+ inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
1200
1232
  }
1201
1233
 
1202
1234
  /**
1203
- * 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.
1204
- *
1205
- * @param atArresting
1206
1235
  * @returns
1207
1236
  */
1208
- isBeingArrested(atArresting: boolean): boolean {
1209
- return inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1237
+ get ActiveHorseForPlayer(): Ped | null {
1238
+ return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
1210
1239
  }
1211
1240
 
1212
1241
  /**
1213
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1214
- *
1215
1242
  * @param entity
1216
- * @returns
1243
+ * @param p2
1217
1244
  */
1218
- isFreeAimingAtEntity(entity: Entity): boolean {
1219
- return inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1245
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1246
+ inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
1220
1247
  }
1221
1248
 
1222
1249
  /**
1223
- * @param farDamageBonus
1250
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
1224
1251
  */
1225
- setDamageFarDistanceBonusTotal(farDamageBonus: number): void {
1226
- inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1227
- }
1228
-
1229
- setMayNotEnterAnyVehicle(): void {
1230
- inv<void>('0xBEC463B3A11C909E', this.handle);
1252
+ N_0xCEDC16930526F728(): void {
1253
+ inv<void>('0xCEDC16930526F728', this.handle);
1231
1254
  }
1232
1255
 
1233
1256
  /**
1234
- * @returns
1257
+ * @param ped
1258
+ * @param p2
1235
1259
  */
1236
- getHealth(): number {
1237
- return inv<number>('0x0317C947D062854E', this.handle, raf());
1238
- }
1239
-
1240
- resetWantedLevelDifficulty(): void {
1241
- inv<void>('0x062D14F18E8B0CAE', this.handle);
1260
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
1261
+ inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
1242
1262
  }
1243
1263
 
1244
1264
  /**
1245
- * @param linkedWaypointPed
1265
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
1246
1266
  */
1247
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1248
- inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1267
+ N_0x1F488807BC8E0630(): void {
1268
+ inv<void>('0x1F488807BC8E0630', this.handle);
1249
1269
  }
1250
1270
 
1251
1271
  /**
1252
- * @returns
1272
+ * @param p1
1253
1273
  */
1254
- getNumMarkedDeadeyeTargets(): number {
1255
- return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1274
+ N_0x4EC8BE63B8A5D4EF(p1: number): void {
1275
+ inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
1256
1276
  }
1257
1277
 
1258
1278
  /**
1259
- * @param weaponHash Refer to [enum: eWeaponHash]
1260
1279
  * @returns
1261
1280
  */
1262
- getWeaponDamage(weaponHash: eWeaponHash): number {
1263
- return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1281
+ canStartMission(): boolean {
1282
+ return !!inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
1264
1283
  }
1265
1284
 
1266
1285
  /**
1267
- * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1268
- * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
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
1269
1288
  *
1270
- * @param disabled
1289
+ * @param preset
1290
+ * @param pos
1291
+ * @param targetEntity
1292
+ * @param name
1293
+ * @returns p1
1271
1294
  */
1272
- eagleeyeSetSprintBehavior(disabled: boolean): void {
1273
- inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
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);
1274
1298
  }
1275
1299
 
1276
1300
  /**
1277
- * @param speech
1301
+ * @returns
1278
1302
  */
1279
- setInteractionNegativeResponse(speech: string | null): void {
1280
- inv<void>('0x98CD760DE43B612E', this.handle, speech);
1303
+ get StaminaRechargeMultiplier(): number {
1304
+ return inv<number>('0x617D3494AD58200F', this.handle, raf());
1281
1305
  }
1282
1306
 
1283
1307
  /**
1284
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1285
- * _SPECIAL_ABILITY*
1308
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
1286
1309
  *
1287
- * @param p1
1288
- * @param p2
1289
- * @param p3
1290
- * @param p4
1310
+ * @returns
1291
1311
  */
1292
- N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1293
- inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1312
+ get DeadeyeAbilityDepletionDelay(): any {
1313
+ return inv<number>('0xE92261BD28C0878F', this.handle);
1294
1314
  }
1295
1315
 
1296
1316
  /**
1297
- * @param toggle
1317
+ * @returns
1298
1318
  */
1299
- setSimulateAiming(toggle: boolean): void {
1300
- inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1319
+ get IsReadyForCutscene(): boolean {
1320
+ return !!inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
1301
1321
  }
1302
1322
 
1303
1323
  /**
1304
- * @returns
1324
+ * @param p1
1305
1325
  */
1306
- getAiDefenseModifierAgainstAi(): number {
1307
- return inv<number>('0x2E78D822208E740A', this.handle, raf());
1326
+ N_0x216BC0D3D2E413D2(p1: any): void {
1327
+ inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
1308
1328
  }
1309
1329
 
1310
1330
  /**
1311
- * Setting player's Health recharge time to zero forces immediate health regen
1331
+ * nullsub, doesn't do anything
1312
1332
  *
1313
- * @param modifier
1333
+ * @param wantedLevel
1334
+ * @param disableNoMission
1314
1335
  */
1315
- setHealthRechargeTimeModifier(modifier: number): void {
1316
- inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1336
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
1337
+ inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1317
1338
  }
1318
1339
 
1319
1340
  /**
1320
- * Returns true if the given player has a valid ped.
1341
+ * false: default eagleeye color
1342
+ * true: green eagleeye color
1321
1343
  *
1322
- * @returns
1344
+ * @param p1
1345
+ * @returns p2
1323
1346
  */
1324
- networkHasValidPed(): any {
1325
- return inv<number>('0x0760D6F70EBCC05C', this.handle);
1347
+ eagleEyeSetColor(p1: boolean): number {
1348
+ const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
1349
+ return result;
1326
1350
  }
1327
1351
 
1328
1352
  /**
1329
- * @param accuracy
1353
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
1354
+ *
1355
+ * @param p1
1330
1356
  */
1331
- setRemoteAccuracyFloorModifier(accuracy: number): void {
1332
- inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1357
+ N_0x818241B3EDA84191(p1: boolean): void {
1358
+ inv<void>('0x818241B3EDA84191', this.handle, p1);
1333
1359
  }
1334
1360
 
1335
1361
  /**
1336
- * @param weapon
1337
- * @param speed
1362
+ * @returns
1338
1363
  */
1339
- setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1340
- inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1364
+ get Ped(): Ped | null {
1365
+ return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
1341
1366
  }
1342
1367
 
1343
1368
  /**
1344
- * @returns
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).
1370
+ *
1371
+ * @param toggle
1345
1372
  */
1346
- getStaminaDepletionMultiplier(): number {
1347
- return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1373
+ set AllRandomPedsFlee(toggle: boolean) {
1374
+ inv<void>('0xE705309B8C6445A4', this.handle, toggle);
1348
1375
  }
1349
1376
 
1350
1377
  /**
1351
- * @returns
1378
+ * @param p1
1379
+ * @param discoveryHash
1352
1380
  */
1353
- getCurrentStealthNoise(): number {
1354
- return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1381
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
1382
+ inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1355
1383
  }
1356
1384
 
1357
1385
  /**
1358
- * @param ped
1359
- * @returns
1386
+ * @returns entity
1360
1387
  */
1361
- isFollowingTarget(ped: Ped): any {
1362
- return inv<number>('0xE24C64D9ADED2EF5', 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])];
1363
1391
  }
1364
1392
 
1365
1393
  /**
1366
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1367
- *
1368
- * @param mood Refer to [enum: ePedMood]
1394
+ * @returns
1369
1395
  */
1370
- setMood(mood: number): void {
1371
- inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1396
+ get TempHorse(): Ped | null {
1397
+ return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
1372
1398
  }
1373
1399
 
1374
1400
  /**
1375
- * Params: See 0x0751D461F06E41CE
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
1376
1403
  *
1377
- * @param ped
1378
- * @param promptType
1379
- * @param promptMode
1380
- * @param enabled
1404
+ * @param duration
1405
+ * @returns
1381
1406
  */
1382
- modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1383
- inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1407
+ hasDamagedAnyPedRecently(duration: number): boolean {
1408
+ return !!inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1384
1409
  }
1385
1410
 
1386
1411
  /**
1387
- * Used in script function INIT_DEADEYE_SLOWDOWN
1388
- *
1389
- * @param p1
1412
+ * @returns entity
1390
1413
  */
1391
- N_0x3ACAC8832E77BC93(p1: boolean): void {
1392
- inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
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])];
1393
1417
  }
1394
1418
 
1395
1419
  /**
1396
- * Disables the players ability to be wanted by lawmen
1397
- *
1398
- * @param disable
1420
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1399
1421
  */
1400
- setDisableWantedLevel(disable: boolean): void {
1401
- inv<void>('0x8674D138391FFB1B', this.handle, disable);
1422
+ get IsPlaying(): boolean {
1423
+ return !!inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
1402
1424
  }
1403
1425
 
1404
1426
  /**
1405
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1406
- *
1407
- * @param name
1427
+ * @returns
1408
1428
  */
1409
- disableInteractiveFocusPreset(name: string | null): void {
1410
- inv<void>('0xC67A4910425F11F1', this.handle, name);
1429
+ get SaddleHorseForPlayer(): Ped | null {
1430
+ return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
1411
1431
  }
1412
1432
 
1413
1433
  /**
1414
- * @param p1
1434
+ * Affects the range of auto aim target.
1435
+ *
1436
+ * @param range
1415
1437
  */
1416
- setManageBuffSuperJump(p1: number): void {
1417
- inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1438
+ set LockonRangeOverride(range: number) {
1439
+ inv<void>('0x3A3CD06597388322', this.handle, f(range));
1418
1440
  }
1419
1441
 
1420
1442
  /**
1421
- * @param multiplier
1443
+ * @returns
1422
1444
  */
1423
- setSpecialAbilityMultiplier(multiplier: number): void {
1424
- inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1445
+ get HuntingWagon(): Vehicle | null {
1446
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1425
1447
  }
1426
1448
 
1427
1449
  /**
1428
- * @param accuracy
1450
+ * @param modifier
1429
1451
  */
1430
- setLocalAccuracyFloorModifier(accuracy: number): void {
1431
- inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1452
+ set TrampleDamageModifier(modifier: number) {
1453
+ inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1432
1454
  }
1433
1455
 
1434
1456
  /**
1435
- * @param wantedLevel
1457
+ * Checks if player is focused on any entity
1458
+ *
1436
1459
  * @returns
1437
1460
  */
1438
- isWantedLevelGreater(wantedLevel: number): boolean {
1439
- return inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1461
+ get IsFreeFocusing(): any {
1462
+ return inv<number>('0x1A51BFE60708E482', this.handle);
1440
1463
  }
1441
1464
 
1442
1465
  /**
1443
- * SPECIAL_ABILITY_NONE = -1,
1444
- * SPECIAL_ABILITY_CAR_SLOWDOWN,
1445
- * SPECIAL_ABILITY_RAGE,
1446
- * SPECIAL_ABILITY_BULLET_TIME,
1447
- * SPECIAL_ABILITY_SNAPSHOT,
1448
- * SPECIAL_ABILITY_INSULT,
1449
- * SPECIAL_ABILITY_DEADEYE,
1450
- * SPECIAL_ABILITY_REVIVE
1466
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1467
+ *
1468
+ * @param toggle
1469
+ * @param flags
1470
+ * @param bPreventHeadingChange
1471
+ */
1472
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
1473
+ inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1474
+ }
1475
+
1476
+ /**
1477
+ * Returns true if eagle eye is enabled for the player
1451
1478
  *
1452
- * @param type
1479
+ * @returns
1453
1480
  */
1454
- setSpecialAbilityType(type: number): void {
1455
- inv<void>('0x00BA333DA05ADC23', this.handle, type);
1481
+ get IsSecondarySpecialAbilityEnabled(): boolean {
1482
+ return !!inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1456
1483
  }
1457
1484
 
1458
1485
  /**
1459
- * @param toggle
1486
+ * @param multiplier
1460
1487
  */
1461
- setEveryoneIgnorePlayer(toggle: boolean): void {
1462
- inv<void>('0x34630A768925B852', this.handle, toggle);
1488
+ set NoiseMultiplier(multiplier: number) {
1489
+ inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1463
1490
  }
1464
1491
 
1465
1492
  /**
1466
- * Sets whether this player can take cover.
1493
+ * Gets a value indicating whether the specified player is currently aiming freely.
1467
1494
  *
1468
- * @param toggle
1495
+ * @returns
1469
1496
  */
1470
- setCanUseCover(toggle: boolean): void {
1471
- inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1497
+ get IsFreeAiming(): boolean {
1498
+ return !!inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1472
1499
  }
1473
1500
 
1474
1501
  /**
1475
- * @param ped
1502
+ * @param showingInfoCard
1476
1503
  */
1477
- removeAsFollowTarget(ped: Ped): void {
1478
- inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1504
+ set ShowInfoCard(showingInfoCard: boolean) {
1505
+ inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1479
1506
  }
1480
1507
 
1481
1508
  /**
1482
- * @param weaponGroup
1483
- * @param modifier
1509
+ * @param regenRate
1484
1510
  */
1485
- setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1486
- inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1511
+ set HealthRechargeMultiplier(regenRate: number) {
1512
+ inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1487
1513
  }
1488
1514
 
1489
1515
  /**
1490
- * @param ped
1491
- * @param p2
1516
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1517
+ *
1518
+ * @param damageInfo
1492
1519
  */
1493
- N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1494
- inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1520
+ set DamageInfoOverride(damageInfo: string | null) {
1521
+ inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1495
1522
  }
1496
1523
 
1497
1524
  /**
1498
- * @param entity
1499
- * @param p2
1525
+ * Sets whether this player can be hassled by gangs.
1526
+ *
1527
+ * @param toggle
1500
1528
  */
1501
- registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1502
- inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1529
+ set CanBeHassledByGangs(toggle: boolean) {
1530
+ inv<void>('0xC7FE774412046825', this.handle, toggle);
1503
1531
  }
1504
1532
 
1505
1533
  /**
1506
- * @param filter
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.
1535
+ *
1536
+ * @param bitflag
1507
1537
  */
1508
- setDeadeyeTaggingConfig(filter: number): void {
1509
- inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1538
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1539
+ inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1510
1540
  }
1511
1541
 
1512
1542
  /**
1513
- * (Un)lock Eagle Eye functionality
1543
+ * Decreases Stamina bar drain speed by % when drawing a bow.
1514
1544
  *
1515
- * @param enable
1545
+ * @param staminaDrain
1516
1546
  */
1517
- enableEagleeye(enable: boolean): void {
1518
- inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1547
+ set BowStaminaDrainSpeed(staminaDrain: number) {
1548
+ inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1549
+ }
1550
+
1551
+ setAllRandomPedsFleeThisFrame(): void {
1552
+ inv<void>('0xD5C198A62F1DEB0A', this.handle);
1519
1553
  }
1520
1554
 
1521
1555
  /**
1522
- * Only used in R* SP Script short_update
1523
- * Restores Deadeye Outer Ring
1556
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1524
1557
  *
1525
- * @param amount
1558
+ * @param pos
1526
1559
  */
1527
- specialAbilityRestoreOuterRing(amount: number): void {
1528
- inv<void>('0x2498035289B5688F', this.handle, f(amount));
1560
+ N_0x4DBC4873707E8FD6(pos: Vector3): void {
1561
+ inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1529
1562
  }
1530
1563
 
1531
1564
  /**
1532
- * @returns
1565
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
1566
+ *
1567
+ * @param damage
1533
1568
  */
1534
- isSpecialAbilityActive(): any {
1535
- return inv<number>('0xB16223CB7DA965F0', this.handle);
1536
- }
1537
-
1538
- reportPoliceSpottedPlayer(): void {
1539
- inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1569
+ set LassoDamagePerSecond(damage: number) {
1570
+ inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1540
1571
  }
1541
1572
 
1542
1573
  /**
1543
- * @param p1
1544
- * @param p2
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
1545
1577
  * @returns
1546
1578
  */
1547
- getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1548
- return inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1579
+ isBeingArrested(atArresting: boolean): boolean {
1580
+ return !!inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1549
1581
  }
1550
1582
 
1551
1583
  /**
1584
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1585
+ *
1586
+ * @param entity
1552
1587
  * @returns
1553
1588
  */
1554
- getSpecialAbilityMultiplier(): number {
1555
- return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1589
+ isFreeAimingAtEntity(entity: Entity): boolean {
1590
+ return !!inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1556
1591
  }
1557
1592
 
1558
1593
  /**
1559
- * 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.
1560
- *
1561
- * @param weapon
1562
- * @param attachSlotId
1594
+ * @param farDamageBonus
1563
1595
  */
1564
- setAimWeapon(weapon: string | number, attachSlotId: number): void {
1565
- inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1596
+ set DamageFarDistanceBonusTotal(farDamageBonus: number) {
1597
+ inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1566
1598
  }
1567
1599
 
1568
- /**
1569
- * @param pos
1570
- * @param heading
1571
- * @param p5
1572
- * @param p6
1573
- * @param p7
1574
- * @param p8
1575
- */
1576
- startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1577
- inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1600
+ setMayNotEnterAnyVehicle(): void {
1601
+ inv<void>('0xBEC463B3A11C909E', this.handle);
1578
1602
  }
1579
1603
 
1580
1604
  /**
1581
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
1582
- *
1583
- * @param ped
1584
1605
  * @returns
1585
1606
  */
1586
- N_0xE7F8707269544B29(ped: Ped): boolean {
1587
- return inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1607
+ get Health(): number {
1608
+ return inv<number>('0x0317C947D062854E', this.handle, raf());
1609
+ }
1610
+
1611
+ resetWantedLevelDifficulty(): void {
1612
+ inv<void>('0x062D14F18E8B0CAE', this.handle);
1588
1613
  }
1589
1614
 
1590
1615
  /**
1591
- * @returns
1616
+ * @param linkedWaypointPed
1592
1617
  */
1593
- isScriptControlOn(): boolean {
1594
- return inv<boolean>('0xB78350754157C00F', this.handle, rai());
1618
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1619
+ inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1595
1620
  }
1596
1621
 
1597
1622
  /**
1598
1623
  * @returns
1599
1624
  */
1600
- isSecondarySpecialAbilityActive(): any {
1601
- return inv<number>('0x45AB66D02B601FA7', this.handle);
1625
+ get NumMarkedDeadeyeTargets(): number {
1626
+ return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1602
1627
  }
1603
1628
 
1604
- N_0xC900A465364A85D6(): void {
1605
- inv<void>('0xC900A465364A85D6', this.handle);
1629
+ /**
1630
+ * @param weaponHash Refer to [enum: eWeaponHash]
1631
+ * @returns
1632
+ */
1633
+ getWeaponDamage(weaponHash: eWeaponHash): number {
1634
+ return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1606
1635
  }
1607
1636
 
1608
1637
  /**
1609
- * Returns the group ID the player is member of.
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.
1610
1640
  *
1611
- * @returns
1641
+ * @param disabled
1612
1642
  */
1613
- getGroup(): number {
1614
- return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1643
+ eagleeyeSetSprintBehavior(disabled: boolean): void {
1644
+ inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1615
1645
  }
1616
1646
 
1617
1647
  /**
1618
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
1619
- *
1620
- * @param weaponDefenseMod
1621
- * @param meleeDefenseMod
1648
+ * @param speech
1622
1649
  */
1623
- setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1624
- inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1650
+ set InteractionNegativeResponse(speech: string | null) {
1651
+ inv<void>('0x98CD760DE43B612E', this.handle, speech);
1625
1652
  }
1626
1653
 
1627
1654
  /**
1628
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1655
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1656
+ * _SPECIAL_ABILITY*
1629
1657
  *
1630
- * @param modifier
1658
+ * @param p1
1659
+ * @param p2
1660
+ * @param p3
1661
+ * @param p4
1631
1662
  */
1632
- setWeaponDamageModifier(modifier: number): void {
1633
- inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1663
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1664
+ inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1634
1665
  }
1635
1666
 
1636
1667
  /**
1637
- * durationCost: per second
1638
- *
1639
- * @param durationCost
1668
+ * @param toggle
1640
1669
  */
1641
- setSpecialAbilityDurationCost(durationCost: number): void {
1642
- inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
1670
+ set SimulateAiming(toggle: boolean) {
1671
+ inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1643
1672
  }
1644
1673
 
1645
1674
  /**
1646
1675
  * @returns
1647
1676
  */
1648
- isTargettingAnything(): boolean {
1649
- return inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
1677
+ get AiDefenseModifierAgainstAi(): number {
1678
+ return inv<number>('0x2E78D822208E740A', this.handle, raf());
1650
1679
  }
1651
1680
 
1652
1681
  /**
1682
+ * Setting player's Health recharge time to zero forces immediate health regen
1683
+ *
1653
1684
  * @param modifier
1654
1685
  */
1655
- eagleEyeSetDrainRateModifier(modifier: number): void {
1656
- inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
1686
+ set HealthRechargeTimeModifier(modifier: number) {
1687
+ inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1657
1688
  }
1658
1689
 
1659
1690
  /**
1691
+ * Returns true if the given player has a valid ped.
1692
+ *
1660
1693
  * @returns
1661
1694
  */
1662
- getDeadEye(): number {
1663
- return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
1695
+ networkHasValidPed(): any {
1696
+ return inv<number>('0x0760D6F70EBCC05C', this.handle);
1664
1697
  }
1665
1698
 
1666
1699
  /**
1667
- * @returns
1700
+ * @param accuracy
1668
1701
  */
1669
- isInScope(): any {
1670
- return inv<number>('0x04D7F33640662FA2', this.handle);
1702
+ set RemoteAccuracyFloorModifier(accuracy: number) {
1703
+ inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1671
1704
  }
1672
1705
 
1673
1706
  /**
1674
- * SET_PLAYER_S/T*
1675
- *
1676
- * @param toggle
1707
+ * @param weapon
1708
+ * @param speed
1677
1709
  */
1678
- N_0x8591EE69CC3ED257(toggle: boolean): void {
1679
- inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
1710
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1711
+ inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1680
1712
  }
1681
1713
 
1682
1714
  /**
1683
- * @param speedBoost
1684
- * @param duration
1715
+ * @returns
1685
1716
  */
1686
- boostHorseSpeedForTime(speedBoost: number, duration: number): void {
1687
- inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1717
+ get StaminaDepletionMultiplier(): number {
1718
+ return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1688
1719
  }
1689
1720
 
1690
1721
  /**
1691
- * @param p2
1692
- * @param p3
1693
- * @returns outEntity
1722
+ * @returns
1694
1723
  */
1695
- getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
1696
- const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
1697
- return [result[0], createFromHandle<Entity>('Entity', result[1])];
1724
+ get CurrentStealthNoise(): number {
1725
+ return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1698
1726
  }
1699
1727
 
1700
1728
  /**
1701
- * @param toggle
1729
+ * @param ped
1730
+ * @returns
1702
1731
  */
1703
- setDeadeyeTaggingEnabled(toggle: boolean): void {
1704
- inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
1732
+ isFollowingTarget(ped: Ped): any {
1733
+ return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1705
1734
  }
1706
1735
 
1707
1736
  /**
1708
- * @returns
1737
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1738
+ *
1739
+ * @param mood Refer to [enum: ePedMood]
1709
1740
  */
1710
- getStamina(): number {
1711
- return inv<number>('0x0FF421E467373FCF', this.handle, raf());
1741
+ set Mood(mood: number) {
1742
+ inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1712
1743
  }
1713
1744
 
1714
1745
  /**
1715
- * @param modifier
1746
+ * Params: See 0x0751D461F06E41CE
1747
+ *
1748
+ * @param ped
1749
+ * @param promptType
1750
+ * @param promptMode
1751
+ * @param enabled
1716
1752
  */
1717
- setMeleeWeaponDamageModifier(modifier: number): void {
1718
- inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
1753
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1754
+ inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1719
1755
  }
1720
1756
 
1721
1757
  /**
1722
- * @returns
1758
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1759
+ *
1760
+ * @param p1
1723
1761
  */
1724
- hasBeenSpottedInStolenVehicle(): boolean {
1725
- return inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
1762
+ N_0x3ACAC8832E77BC93(p1: boolean): void {
1763
+ inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1726
1764
  }
1727
1765
 
1728
1766
  /**
1729
- * 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.
1767
+ * Disables the players ability to be wanted by lawmen
1730
1768
  *
1731
- * @param canPickup
1769
+ * @param disable
1732
1770
  */
1733
- setCanPickupHat(canPickup: boolean): void {
1734
- inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
1771
+ set DisableWantedLevel(disable: boolean) {
1772
+ inv<void>('0x8674D138391FFB1B', this.handle, disable);
1735
1773
  }
1736
1774
 
1737
1775
  /**
1738
- * 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
1739
- * some colors
1740
- * 0: Default aura
1741
- * 1014693585
1742
- * 1936842089
1743
- * 1979474018
1776
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1744
1777
  *
1745
- * @param auraColorHash
1778
+ * @param name
1746
1779
  */
1747
- setDeadEyeAuraByHash(auraColorHash: string | number): void {
1748
- inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
1780
+ disableInteractiveFocusPreset(name: string | null): void {
1781
+ inv<void>('0xC67A4910425F11F1', this.handle, name);
1782
+ }
1783
+
1784
+ /**
1785
+ * @param p1
1786
+ */
1787
+ set ManageBuffSuperJump(p1: number) {
1788
+ inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1749
1789
  }
1750
1790
 
1751
1791
  /**
1752
- * Returns true if PromptType is enabled for ped (mount)
1753
- * Params: See 0x0751D461F06E41CE
1754
- *
1755
- * @param ped
1756
- * @param promptType
1757
- * @param promptMode
1758
- * @returns
1792
+ * @param multiplier
1759
1793
  */
1760
- getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
1761
- return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
1794
+ set SpecialAbilityMultiplier(multiplier: number) {
1795
+ inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1762
1796
  }
1763
1797
 
1764
1798
  /**
1765
- * 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).
1766
- *
1767
- * @param flag
1799
+ * @param accuracy
1768
1800
  */
1769
- setDeadeyeEntityAuraWithFlag(flag: number): void {
1770
- inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
1801
+ set LocalAccuracyFloorModifier(accuracy: number) {
1802
+ inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1771
1803
  }
1772
1804
 
1773
1805
  /**
1806
+ * @param wantedLevel
1774
1807
  * @returns
1775
1808
  */
1776
- getMountOwnedByPlayer(): Ped | null {
1777
- return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
1809
+ isWantedLevelGreater(wantedLevel: number): boolean {
1810
+ return !!inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1778
1811
  }
1779
1812
 
1780
1813
  /**
1781
- * @param weaponHash Refer to [enum: eWeaponHash]
1782
- * @param damageModifier
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
1783
1824
  */
1784
- setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
1785
- inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
1825
+ set SpecialAbilityType(type: number) {
1826
+ inv<void>('0x00BA333DA05ADC23', this.handle, type);
1786
1827
  }
1787
1828
 
1788
1829
  /**
1789
- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1790
- * *GET_PLAYER**
1830
+ * @param toggle
1831
+ */
1832
+ set EveryoneIgnorePlayer(toggle: boolean) {
1833
+ inv<void>('0x34630A768925B852', this.handle, toggle);
1834
+ }
1835
+
1836
+ /**
1837
+ * Sets whether this player can take cover.
1791
1838
  *
1792
- * @returns ped
1839
+ * @param toggle
1793
1840
  */
1794
- N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
1795
- const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
1796
- return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
1841
+ set CanUseCover(toggle: boolean) {
1842
+ inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1797
1843
  }
1798
1844
 
1799
1845
  /**
1800
- * @param speed
1801
- * @param duration
1802
- * @param heading
1803
- * @param p4
1804
- * @param p5
1846
+ * @param ped
1805
1847
  */
1806
- simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
1807
- inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
1848
+ removeAsFollowTarget(ped: Ped): void {
1849
+ inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1808
1850
  }
1809
1851
 
1810
1852
  /**
1811
- * @param p1
1812
- * @returns
1853
+ * @param weaponGroup
1854
+ * @param modifier
1813
1855
  */
1814
- getDeadEyeMeterLevel(p1: boolean): number {
1815
- return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
1856
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1857
+ inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1816
1858
  }
1817
1859
 
1818
1860
  /**
1819
- * @param drawReductionTime
1861
+ * @param ped
1862
+ * @param p2
1820
1863
  */
1821
- setBowDrawReductionTimeInDeadeye(drawReductionTime: number): void {
1822
- inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
1864
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1865
+ inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1823
1866
  }
1824
1867
 
1825
1868
  /**
1826
- * 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.
1827
- *
1828
- * @returns
1869
+ * @param entity
1870
+ * @param p2
1829
1871
  */
1830
- eagleEyeCanFocusOnTrack(): any {
1831
- return inv<number>('0x1DA5C5B0923E1B85', this.handle);
1872
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1873
+ inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1832
1874
  }
1833
1875
 
1834
1876
  /**
1835
- * @param range
1877
+ * @param filter
1836
1878
  */
1837
- eagleEyeSetRange(range: number): void {
1838
- inv<void>('0x22C8B10802301381', this.handle, f(range));
1879
+ set DeadeyeTaggingConfig(filter: number) {
1880
+ inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1839
1881
  }
1840
1882
 
1841
1883
  /**
1842
- * *SET_SPECIAL_ABILITY**
1884
+ * (Un)lock Eagle Eye functionality
1843
1885
  *
1844
- * @param p1
1886
+ * @param enable
1845
1887
  */
1846
- N_0x4D1699543B1C023C(p1: number): void {
1847
- inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
1888
+ enableEagleeye(enable: boolean): void {
1889
+ inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1848
1890
  }
1849
1891
 
1850
1892
  /**
1851
- * Drains Deadeye by given amount.
1893
+ * Only used in R* SP Script short_update
1894
+ * Restores Deadeye Outer Ring
1852
1895
  *
1853
1896
  * @param amount
1854
- * @param p2
1855
1897
  */
1856
- specialAbilityDrainByAmount(amount: number, p2: any): void {
1857
- inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
1898
+ specialAbilityRestoreOuterRing(amount: number): void {
1899
+ inv<void>('0x2498035289B5688F', this.handle, f(amount));
1858
1900
  }
1859
1901
 
1860
1902
  /**
1861
- * Sets Player's Defense against AI modifier
1862
- *
1863
- * @param modifier
1903
+ * @returns
1864
1904
  */
1865
- setAiDefenseModifierAgainstAi(modifier: number): void {
1866
- inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
1905
+ get IsSpecialAbilityActive(): any {
1906
+ return inv<number>('0xB16223CB7DA965F0', this.handle);
1907
+ }
1908
+
1909
+ reportPoliceSpottedPlayer(): void {
1910
+ inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1867
1911
  }
1868
1912
 
1869
1913
  /**
1870
- * Gets the player's team.
1871
- * Returns -1 in singleplayer.
1872
- *
1914
+ * @param p1
1915
+ * @param p2
1873
1916
  * @returns
1874
1917
  */
1875
- getTeam(): number {
1876
- return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
1918
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1919
+ return !!inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1877
1920
  }
1878
1921
 
1879
1922
  /**
1880
1923
  * @returns
1881
1924
  */
1882
- getHealthRechargeMultiplier(): number {
1883
- return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
1925
+ get SpecialAbilityMultiplier(): number {
1926
+ return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1884
1927
  }
1885
1928
 
1886
1929
  /**
1887
- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1888
- * followMode:
1889
- * HORSEFOLLOWMODE_AUTO = 0,
1890
- * HORSEFOLLOWMODE_SIDE_ONLY,
1891
- * HORSEFOLLOWMODE_BEHIND_ONLY,
1892
- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1893
- * HORSEFOLLOWMODE_BEHIND_CLOSE
1894
- * followPriority:
1895
- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1896
- * HORSEFOLLOWPRIORITY_AMBIENT,
1897
- * HORSEFOLLOWPRIORITY_NORMAL,
1898
- * HORSEFOLLOWPRIORITY_HIGH
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.
1899
1931
  *
1900
- * @param ped
1901
- * @param p2
1902
- * @param p3
1903
- * @param followMode
1904
- * @param followPriority
1905
- * @param p6
1932
+ * @param weapon
1933
+ * @param attachSlotId
1906
1934
  */
1907
- addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
1908
- inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
1935
+ setAimWeapon(weapon: string | number, attachSlotId: number): void {
1936
+ inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1909
1937
  }
1910
1938
 
1911
1939
  /**
1912
- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1913
- *
1914
- * @param promptTextKey
1940
+ * @param pos
1941
+ * @param heading
1942
+ * @param p5
1943
+ * @param p6
1944
+ * @param p7
1945
+ * @param p8
1915
1946
  */
1916
- setPromptLeaveText(promptTextKey: string | null): void {
1917
- inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
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);
1918
1949
  }
1919
1950
 
1920
1951
  /**
1921
- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1952
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1922
1953
  *
1923
1954
  * @param ped
1924
1955
  * @returns
1925
1956
  */
1926
- getNumDeadeyeMarksOnPed(ped: Ped): any {
1927
- return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
1957
+ N_0xE7F8707269544B29(ped: Ped): boolean {
1958
+ return !!inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1928
1959
  }
1929
1960
 
1930
1961
  /**
1931
1962
  * @returns
1932
1963
  */
1933
- getPed2(): Ped | null {
1934
- return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
1964
+ get IsScriptControlOn(): boolean {
1965
+ return !!inv<boolean>('0xB78350754157C00F', this.handle, rai());
1935
1966
  }
1936
1967
 
1937
1968
  /**
1938
- * @param p1
1939
1969
  * @returns
1940
1970
  */
1941
- getIsUiPromptActive(p1: number): any {
1942
- return inv<number>('0x51BEA356B1C60225', this.handle, p1);
1971
+ get IsSecondarySpecialAbilityActive(): any {
1972
+ return inv<number>('0x45AB66D02B601FA7', this.handle);
1943
1973
  }
1944
1974
 
1945
- /**
1946
- * @param horse
1947
- * @returns
1948
- */
1949
- setPedAsTempHorse(horse: Ped): any {
1950
- return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
1975
+ N_0xC900A465364A85D6(): void {
1976
+ inv<void>('0xC900A465364A85D6', this.handle);
1951
1977
  }
1952
1978
 
1953
1979
  /**
1954
- * Restores Deadeye by given amount.
1955
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1980
+ * Returns the group ID the player is member of.
1956
1981
  *
1957
- * @param amount
1958
- * @param p2
1959
- * @param p3
1960
- * @param p4
1982
+ * @returns
1961
1983
  */
1962
- specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
1963
- inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
1984
+ get Group(): number {
1985
+ return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1964
1986
  }
1965
1987
 
1966
1988
  /**
1967
- * Only used in R* SP Script short_update
1989
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1968
1990
  *
1969
- * @param delay
1991
+ * @param weaponDefenseMod
1992
+ * @param meleeDefenseMod
1970
1993
  */
1971
- setDeadeyeAbilityDepletionDelay(delay: number): void {
1972
- inv<void>('0x870634493CB4372C', this.handle, f(delay));
1994
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1995
+ inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1973
1996
  }
1974
1997
 
1975
1998
  /**
1976
- * Swim speed multiplier.
1977
- * Multiplier goes up to 1.49f
1999
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1978
2000
  *
1979
- * @param multiplier
2001
+ * @param modifier
1980
2002
  */
1981
- setSwimMultiplierForPlayer(multiplier: number): void {
1982
- inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
2003
+ set WeaponDamageModifier(modifier: number) {
2004
+ inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1983
2005
  }
1984
2006
 
1985
2007
  /**
1986
- * @returns
2008
+ * durationCost: per second
2009
+ *
2010
+ * @param durationCost
1987
2011
  */
1988
- isDead(): boolean {
1989
- return inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
2012
+ set SpecialAbilityDurationCost(durationCost: number) {
2013
+ inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
1990
2014
  }
1991
2015
 
1992
2016
  /**
1993
- * @param ped
1994
- * @param p2
2017
+ * @returns
1995
2018
  */
1996
- N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
1997
- inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
2019
+ get IsTargettingAnything(): boolean {
2020
+ return !!inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
1998
2021
  }
1999
2022
 
2000
2023
  /**
2001
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
2024
+ * @param modifier
2002
2025
  */
2003
- eagleEyeClearRegisteredTrails(): void {
2004
- inv<void>('0xE5D3EB37ABC1EB03', this.handle);
2026
+ eagleEyeSetDrainRateModifier(modifier: number): void {
2027
+ inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
2005
2028
  }
2006
2029
 
2007
2030
  /**
2008
- * @param enable
2031
+ * @returns
2009
2032
  */
2010
- enableCustomDeadeyeAbility(enable: boolean): void {
2011
- inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
2033
+ get DeadEye(): number {
2034
+ return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
2012
2035
  }
2013
2036
 
2014
2037
  /**
2015
- * Returns the player's invincibility status.
2016
- *
2017
2038
  * @returns
2018
2039
  */
2019
- getInvincible(): boolean {
2020
- return inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
2021
- }
2022
-
2023
- resetArrestState(): void {
2024
- inv<void>('0x12917931C31F1750', this.handle);
2040
+ get IsInScope(): any {
2041
+ return inv<number>('0x04D7F33640662FA2', this.handle);
2025
2042
  }
2026
2043
 
2027
2044
  /**
2028
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
2045
+ * SET_PLAYER_S/T*
2029
2046
  *
2030
2047
  * @param toggle
2031
2048
  */
2032
- modifyInfiniteTrailVision(toggle: boolean): void {
2033
- inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
2049
+ N_0x8591EE69CC3ED257(toggle: boolean): void {
2050
+ inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
2034
2051
  }
2035
2052
 
2036
2053
  /**
2037
- * Simply sets you as invincible (Health will not deplete).
2038
- *
2039
- * @param toggle
2054
+ * @param speedBoost
2055
+ * @param duration
2040
2056
  */
2041
- setInvincible(toggle: boolean): void {
2042
- inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
2057
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void {
2058
+ inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
2043
2059
  }
2044
2060
 
2045
- /**
2046
- * Returns whether the player can control himself.
2047
- *
2048
- * @returns
2049
- */
2050
- isControlOn(): boolean {
2051
- return inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
2052
- }
2053
2061
 
2054
2062
  /**
2055
- * @param vehicle
2063
+ * Gets the player's server ID. In multiplayer, this is the player's unique server-side identifier.
2056
2064
  */
2057
- setMayOnlyEnterThisVehicle(vehicle: Vehicle): void {
2058
- inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
2065
+ get ServerId(): number {
2066
+ return inv<number>('0x4D97BCC7', this.handle, rai());
2059
2067
  }
2060
-
2061
2068
  }
2062
2069
 
2063
2070
  registerHandle('Player', Player);