@nativewrappers/redm-codegen 0.0.5 → 0.0.6

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Files changed (213) hide show
  1. package/dist/classes/AnimScene.d.ts +126 -126
  2. package/dist/classes/AnimScene.d.ts.map +1 -1
  3. package/dist/classes/AnimScene.js +184 -184
  4. package/dist/classes/BaseModel.d.ts +17 -17
  5. package/dist/classes/BaseModel.d.ts.map +1 -1
  6. package/dist/classes/BaseModel.js +25 -25
  7. package/dist/classes/BaseTask.d.ts +12 -12
  8. package/dist/classes/BaseTask.d.ts.map +1 -1
  9. package/dist/classes/BaseTask.js +14 -14
  10. package/dist/classes/Cam.d.ts +94 -94
  11. package/dist/classes/Cam.d.ts.map +1 -1
  12. package/dist/classes/Cam.js +126 -126
  13. package/dist/classes/Entity.d.ts +471 -471
  14. package/dist/classes/Entity.d.ts.map +1 -1
  15. package/dist/classes/Entity.js +672 -672
  16. package/dist/classes/PedTask.d.ts +155 -155
  17. package/dist/classes/PedTask.d.ts.map +1 -1
  18. package/dist/classes/PedTask.js +204 -204
  19. package/dist/classes/PersChar.d.ts +9 -9
  20. package/dist/classes/PersChar.d.ts.map +1 -1
  21. package/dist/classes/PersChar.js +21 -21
  22. package/dist/classes/Pickup.d.ts +5 -5
  23. package/dist/classes/Pickup.d.ts.map +1 -1
  24. package/dist/classes/Pickup.js +9 -9
  25. package/dist/classes/Player.d.ts +687 -687
  26. package/dist/classes/Player.d.ts.map +1 -1
  27. package/dist/classes/Player.js +1013 -1013
  28. package/dist/classes/Prop.d.ts +87 -87
  29. package/dist/classes/Prop.d.ts.map +1 -1
  30. package/dist/classes/Prop.js +121 -121
  31. package/dist/classes/PropSet.d.ts +4 -4
  32. package/dist/classes/PropSet.d.ts.map +1 -1
  33. package/dist/classes/PropSet.js +6 -6
  34. package/dist/classes/VehicleTask.d.ts +17 -17
  35. package/dist/classes/VehicleTask.d.ts.map +1 -1
  36. package/dist/classes/VehicleTask.js +21 -21
  37. package/dist/classes/Weapon.d.ts +306 -306
  38. package/dist/classes/Weapon.d.ts.map +1 -1
  39. package/dist/classes/Weapon.js +411 -411
  40. package/dist/namespaces/Animscene.d.ts +59 -59
  41. package/dist/namespaces/Animscene.d.ts.map +1 -1
  42. package/dist/namespaces/Animscene.js +77 -77
  43. package/dist/namespaces/Audio.d.ts +569 -569
  44. package/dist/namespaces/Audio.d.ts.map +1 -1
  45. package/dist/namespaces/Audio.js +728 -728
  46. package/dist/namespaces/Bounty.d.ts +70 -70
  47. package/dist/namespaces/Bounty.d.ts.map +1 -1
  48. package/dist/namespaces/Bounty.js +115 -115
  49. package/dist/namespaces/Brain.d.ts +15 -15
  50. package/dist/namespaces/Brain.d.ts.map +1 -1
  51. package/dist/namespaces/Brain.js +20 -20
  52. package/dist/namespaces/CamStatics.d.ts +399 -399
  53. package/dist/namespaces/CamStatics.d.ts.map +1 -1
  54. package/dist/namespaces/CamStatics.js +574 -574
  55. package/dist/namespaces/Clock.d.ts +51 -51
  56. package/dist/namespaces/Clock.d.ts.map +1 -1
  57. package/dist/namespaces/Clock.js +73 -73
  58. package/dist/namespaces/Collection.d.ts +76 -76
  59. package/dist/namespaces/Collection.d.ts.map +1 -1
  60. package/dist/namespaces/Collection.js +108 -108
  61. package/dist/namespaces/Companion.d.ts +22 -22
  62. package/dist/namespaces/Companion.d.ts.map +1 -1
  63. package/dist/namespaces/Companion.js +30 -30
  64. package/dist/namespaces/Compendium.d.ts +38 -38
  65. package/dist/namespaces/Compendium.d.ts.map +1 -1
  66. package/dist/namespaces/Compendium.js +52 -52
  67. package/dist/namespaces/Crashlog.d.ts +10 -10
  68. package/dist/namespaces/Crashlog.d.ts.map +1 -1
  69. package/dist/namespaces/Crashlog.js +14 -14
  70. package/dist/namespaces/Crew.d.ts +9 -9
  71. package/dist/namespaces/Crew.d.ts.map +1 -1
  72. package/dist/namespaces/Crew.js +14 -14
  73. package/dist/namespaces/Databinding.d.ts +177 -177
  74. package/dist/namespaces/Databinding.d.ts.map +1 -1
  75. package/dist/namespaces/Databinding.js +271 -271
  76. package/dist/namespaces/Dlc.d.ts +5 -5
  77. package/dist/namespaces/Dlc.d.ts.map +1 -1
  78. package/dist/namespaces/Dlc.js +9 -9
  79. package/dist/namespaces/EntityStatics.d.ts +193 -193
  80. package/dist/namespaces/EntityStatics.d.ts.map +1 -1
  81. package/dist/namespaces/EntityStatics.js +263 -263
  82. package/dist/namespaces/Fire.d.ts +7 -7
  83. package/dist/namespaces/Fire.d.ts.map +1 -1
  84. package/dist/namespaces/Fire.js +9 -9
  85. package/dist/namespaces/Graphics.d.ts +820 -820
  86. package/dist/namespaces/Graphics.d.ts.map +1 -1
  87. package/dist/namespaces/Graphics.js +1118 -1118
  88. package/dist/namespaces/Hud.d.ts +494 -494
  89. package/dist/namespaces/Hud.d.ts.map +1 -1
  90. package/dist/namespaces/Hud.js +789 -789
  91. package/dist/namespaces/Inventory.d.ts +180 -180
  92. package/dist/namespaces/Inventory.d.ts.map +1 -1
  93. package/dist/namespaces/Inventory.js +239 -239
  94. package/dist/namespaces/Itemdatabase.d.ts +78 -78
  95. package/dist/namespaces/Itemdatabase.d.ts.map +1 -1
  96. package/dist/namespaces/Itemdatabase.js +106 -106
  97. package/dist/namespaces/Map.d.ts +156 -156
  98. package/dist/namespaces/Map.d.ts.map +1 -1
  99. package/dist/namespaces/Map.js +207 -207
  100. package/dist/namespaces/Minigame.d.ts +78 -78
  101. package/dist/namespaces/Minigame.d.ts.map +1 -1
  102. package/dist/namespaces/Minigame.js +116 -116
  103. package/dist/namespaces/Missiondata.d.ts +15 -15
  104. package/dist/namespaces/Missiondata.d.ts.map +1 -1
  105. package/dist/namespaces/Missiondata.js +23 -23
  106. package/dist/namespaces/Network.d.ts +636 -636
  107. package/dist/namespaces/Network.d.ts.map +1 -1
  108. package/dist/namespaces/Network.js +915 -915
  109. package/dist/namespaces/Object.d.ts +121 -121
  110. package/dist/namespaces/Object.d.ts.map +1 -1
  111. package/dist/namespaces/Object.js +162 -162
  112. package/dist/namespaces/Pad.d.ts +94 -94
  113. package/dist/namespaces/Pad.d.ts.map +1 -1
  114. package/dist/namespaces/Pad.js +127 -127
  115. package/dist/namespaces/Perschar.d.ts +44 -44
  116. package/dist/namespaces/Perschar.d.ts.map +1 -1
  117. package/dist/namespaces/Perschar.js +68 -68
  118. package/dist/namespaces/Physics.d.ts +158 -158
  119. package/dist/namespaces/Physics.d.ts.map +1 -1
  120. package/dist/namespaces/Physics.js +207 -207
  121. package/dist/namespaces/PlayerStatics.d.ts +127 -127
  122. package/dist/namespaces/PlayerStatics.d.ts.map +1 -1
  123. package/dist/namespaces/PlayerStatics.js +177 -177
  124. package/dist/namespaces/Population.d.ts +75 -75
  125. package/dist/namespaces/Population.d.ts.map +1 -1
  126. package/dist/namespaces/Population.js +101 -101
  127. package/dist/namespaces/Posse.d.ts +38 -38
  128. package/dist/namespaces/Posse.d.ts.map +1 -1
  129. package/dist/namespaces/Posse.js +62 -62
  130. package/dist/namespaces/Propset.d.ts +30 -30
  131. package/dist/namespaces/Propset.d.ts.map +1 -1
  132. package/dist/namespaces/Propset.js +38 -38
  133. package/dist/namespaces/Shapetest.d.ts +11 -11
  134. package/dist/namespaces/Shapetest.d.ts.map +1 -1
  135. package/dist/namespaces/Shapetest.js +13 -13
  136. package/dist/namespaces/Stats.d.ts +88 -88
  137. package/dist/namespaces/Stats.d.ts.map +1 -1
  138. package/dist/namespaces/Stats.js +123 -123
  139. package/dist/namespaces/Streaming.d.ts +58 -58
  140. package/dist/namespaces/Streaming.d.ts.map +1 -1
  141. package/dist/namespaces/Streaming.js +92 -92
  142. package/dist/namespaces/Task.d.ts +62 -62
  143. package/dist/namespaces/Task.d.ts.map +1 -1
  144. package/dist/namespaces/Task.js +90 -90
  145. package/dist/namespaces/Telemetry.d.ts +172 -172
  146. package/dist/namespaces/Telemetry.d.ts.map +1 -1
  147. package/dist/namespaces/Telemetry.js +240 -240
  148. package/dist/namespaces/Uifeed.d.ts +15 -15
  149. package/dist/namespaces/Uifeed.d.ts.map +1 -1
  150. package/dist/namespaces/Uifeed.js +24 -24
  151. package/dist/namespaces/Voice.d.ts +38 -38
  152. package/dist/namespaces/Voice.d.ts.map +1 -1
  153. package/dist/namespaces/Voice.js +56 -56
  154. package/dist/namespaces/Water.d.ts +27 -27
  155. package/dist/namespaces/Water.d.ts.map +1 -1
  156. package/dist/namespaces/Water.js +41 -41
  157. package/dist/namespaces/WeaponStatics.d.ts +250 -250
  158. package/dist/namespaces/WeaponStatics.d.ts.map +1 -1
  159. package/dist/namespaces/WeaponStatics.js +346 -346
  160. package/package.json +1 -1
  161. package/src/classes/AnimScene.ts +199 -199
  162. package/src/classes/BaseModel.ts +29 -29
  163. package/src/classes/BaseTask.ts +15 -15
  164. package/src/classes/Cam.ts +135 -135
  165. package/src/classes/Entity.ts +687 -687
  166. package/src/classes/PedTask.ts +223 -223
  167. package/src/classes/PersChar.ts +24 -24
  168. package/src/classes/Pickup.ts +10 -10
  169. package/src/classes/Player.ts +1024 -1024
  170. package/src/classes/Prop.ts +136 -136
  171. package/src/classes/PropSet.ts +7 -7
  172. package/src/classes/VehicleTask.ts +23 -23
  173. package/src/classes/Weapon.ts +429 -429
  174. package/src/namespaces/Animscene.ts +86 -86
  175. package/src/namespaces/Audio.ts +804 -804
  176. package/src/namespaces/Bounty.ts +131 -131
  177. package/src/namespaces/Brain.ts +22 -22
  178. package/src/namespaces/CamStatics.ts +599 -599
  179. package/src/namespaces/Clock.ts +82 -82
  180. package/src/namespaces/Collection.ts +109 -109
  181. package/src/namespaces/Companion.ts +34 -34
  182. package/src/namespaces/Compendium.ts +59 -59
  183. package/src/namespaces/Crashlog.ts +16 -16
  184. package/src/namespaces/Crew.ts +16 -16
  185. package/src/namespaces/Databinding.ts +286 -286
  186. package/src/namespaces/Dlc.ts +9 -9
  187. package/src/namespaces/EntityStatics.ts +279 -279
  188. package/src/namespaces/Fire.ts +10 -10
  189. package/src/namespaces/Graphics.ts +1196 -1196
  190. package/src/namespaces/Hud.ts +799 -799
  191. package/src/namespaces/Inventory.ts +245 -245
  192. package/src/namespaces/Itemdatabase.ts +118 -118
  193. package/src/namespaces/Map.ts +215 -215
  194. package/src/namespaces/Minigame.ts +132 -132
  195. package/src/namespaces/Missiondata.ts +27 -27
  196. package/src/namespaces/Network.ts +951 -951
  197. package/src/namespaces/Object.ts +171 -171
  198. package/src/namespaces/Pad.ts +127 -127
  199. package/src/namespaces/Perschar.ts +72 -72
  200. package/src/namespaces/Physics.ts +231 -231
  201. package/src/namespaces/PlayerStatics.ts +202 -202
  202. package/src/namespaces/Population.ts +114 -114
  203. package/src/namespaces/Posse.ts +62 -62
  204. package/src/namespaces/Propset.ts +42 -42
  205. package/src/namespaces/Shapetest.ts +14 -14
  206. package/src/namespaces/Stats.ts +139 -139
  207. package/src/namespaces/Streaming.ts +104 -104
  208. package/src/namespaces/Task.ts +100 -100
  209. package/src/namespaces/Telemetry.ts +265 -265
  210. package/src/namespaces/Uifeed.ts +27 -27
  211. package/src/namespaces/Voice.ts +65 -65
  212. package/src/namespaces/Water.ts +47 -47
  213. package/src/namespaces/WeaponStatics.ts +365 -365
@@ -9,1800 +9,1800 @@ export class Player {
9
9
  return handle === 0 ? null : new Player(handle);
10
10
  }
11
11
  /**
12
- * Returns true if the player is riding a train.
13
- *
14
- * @returns
12
+ * @param p2
13
+ * @param p3
14
+ * @returns outEntity
15
15
  */
16
- get IsRidingTrain() {
17
- return !!inv('0x2FB0ACADA6A238DD', this.handle, rai());
16
+ getInteractionTargetEntity(p2, p3) {
17
+ const result = inv('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
18
+ return [result[0], createFromHandle('Entity', result[1])];
18
19
  }
19
20
  /**
20
- * Sets whether all trails are hidden during Eagle Eye mode.
21
- *
22
- * @param hide
21
+ * @param toggle
23
22
  */
24
- eagleEyeSetHideAllTrails(hide) {
25
- inv('0x330CA55A3647FA1C', this.handle, hide);
23
+ set DeadeyeTaggingEnabled(toggle) {
24
+ inv('0x6B5DDFB967E5073D', this.handle, toggle);
26
25
  }
27
26
  /**
28
- * _IS_PLAYER_S* - _IS_PLAYER_T*
29
- *
30
27
  * @returns
31
28
  */
32
- N_0x621D1B289CAF5978() {
33
- return !!inv('0x621D1B289CAF5978', this.handle, rai());
34
- }
35
- /**
36
- * Decreases the damage the player receives while on horseback
37
- * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
38
- *
39
- * @param damageDecrease
40
- */
41
- set ReceivedDamageTakenOnHorsebackModifier(damageDecrease) {
42
- inv('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
29
+ get Stamina() {
30
+ return inv('0x0FF421E467373FCF', this.handle, raf());
43
31
  }
44
32
  /**
45
- * @param toggle
33
+ * @param modifier
46
34
  */
47
- set CanMercyKill(toggle) {
48
- inv('0x39363DFD04E91496', this.handle, toggle);
35
+ set MeleeWeaponDamageModifier(modifier) {
36
+ inv('0xE4CB5A3F18170381', this.handle, f(modifier));
49
37
  }
50
38
  /**
51
- * @param p1
52
- * @param discoveryHash
53
39
  * @returns
54
40
  */
55
- getHasDiscoveredCharacterNameSp(p1, discoveryHash) {
56
- return inv('0x0772F87D7B07719A', this.handle, p1, _h(discoveryHash));
41
+ hasBeenSpottedInStolenVehicle() {
42
+ return !!inv('0xC932F57F31EA9152', this.handle, rai());
57
43
  }
58
44
  /**
59
- * @param speech
45
+ * 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.
46
+ *
47
+ * @param canPickup
60
48
  */
61
- set InteractionPositiveResponse(speech) {
62
- inv('0xC6366A585659D15C', this.handle, speech);
49
+ set CanPickupHat(canPickup) {
50
+ inv('0xACA45DDCEF6071C4', this.handle, canPickup);
63
51
  }
64
52
  /**
65
- * This can be between 1.0f - 50.0f
53
+ * 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
54
+ * some colors
55
+ * 0: Default aura
56
+ * 1014693585
57
+ * 1936842089
58
+ * 1979474018
66
59
  *
67
- * @param multiplier
60
+ * @param auraColorHash
68
61
  */
69
- set AirDragMultiplierForPlayersVehicle(multiplier) {
70
- inv('0x5DA6500FE849DA16', this.handle, f(multiplier));
62
+ set DeadEyeAuraByHash(auraColorHash) {
63
+ inv('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
71
64
  }
72
65
  /**
73
- * Only applies to HUNTERCART01
74
- *
75
- * @param wagon
66
+ * @param disabled
76
67
  */
77
- set HuntingWagon(wagon) {
78
- inv('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
68
+ specialAbilitySetDisabled(disabled) {
69
+ inv('0xAE637BB8EF017875', this.handle, disabled);
79
70
  }
80
71
  /**
81
- * Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
82
- *
83
- * @param p1
84
- * @param p2
85
- * @param p3
86
- * @param intensity
87
- * @param flag
72
+ * @param ammoType
73
+ * @param amount
88
74
  */
89
- setDeadeyeEntityAuraIntensityWithFlag(p1, p2, p3, intensity, flag) {
90
- inv('0x131E294EF60160DF', this.handle, f(p1), f(p2), f(p3), f(intensity), flag);
75
+ setMaxAmmoOverrideForAmmoType(ammoType, amount) {
76
+ inv('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
91
77
  }
92
78
  /**
93
- * @param target
79
+ * @param p1
94
80
  */
95
- set BountyTarget(target) {
96
- inv('0x6ADF821FBF21920E', this.handle, target.handle);
81
+ eagleEyeSetTrackingUpgrade2(p1) {
82
+ inv('0x6FA957D1B55941C1', this.handle, f(p1));
83
+ }
84
+ setAllNeutralRandomPedsFleeThisFrame() {
85
+ inv('0x16752DAA7E6D3F72', this.handle);
97
86
  }
98
87
  /**
99
- * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
100
- *
101
- * @returns
88
+ * @param p1
102
89
  */
103
- eagleEyeAreAllTrailsHidden() {
104
- return inv('0xA62BBAAE67A05BB0', this.handle);
90
+ restoreStamina(p1) {
91
+ inv('0xC41F4B6E23FE6A4A', this.handle, f(p1));
105
92
  }
106
93
  /**
107
94
  * @returns
108
95
  */
109
- get IsDeadeyeTaggingEnabled() {
110
- return inv('0x32348719DCED2969', this.handle);
96
+ get CachedDeadEyeAmount() {
97
+ return inv('0xDF66A37936D5F3D9', this.handle, raf());
98
+ }
99
+ clearHasDamagedAtLeastOnePed() {
100
+ inv('0x270B63A641BE32F2', this.handle);
111
101
  }
112
102
  /**
113
- * Sets Player's Defense against AI modifier
114
- *
115
- * @param modifier
103
+ * @param entity
104
+ * @param p2
105
+ * @returns
116
106
  */
117
- set AiDefenseModifierAgainstAi(modifier) {
118
- inv('0x914071FF93AF2692', this.handle, f(modifier));
107
+ isTargettingEntity(entity, p2) {
108
+ return !!inv('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
119
109
  }
120
110
  /**
121
- * Gets the player's team.
122
- * Returns -1 in singleplayer.
111
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
123
112
  *
124
113
  * @returns
125
114
  */
126
- get Team() {
127
- return inv('0xB464EB6A40C7975B', this.handle, rai());
115
+ get RequiredDeadEyeAmount() {
116
+ return inv('0x811A748B1BE231BA', this.handle, raf());
128
117
  }
129
118
  /**
130
- * @returns
119
+ * @param p1
131
120
  */
132
- get HealthRechargeMultiplier() {
133
- return inv('0x22CD23BB0C45E0CD', this.handle, raf());
121
+ N_0x263D69767F76059C(p1) {
122
+ inv('0x263D69767F76059C', this.handle, p1);
134
123
  }
135
124
  /**
136
- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
137
- * followMode:
138
- * HORSEFOLLOWMODE_AUTO = 0,
139
- * HORSEFOLLOWMODE_SIDE_ONLY,
140
- * HORSEFOLLOWMODE_BEHIND_ONLY,
141
- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
142
- * HORSEFOLLOWMODE_BEHIND_CLOSE
143
- * followPriority:
144
- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
145
- * HORSEFOLLOWPRIORITY_AMBIENT,
146
- * HORSEFOLLOWPRIORITY_NORMAL,
147
- * HORSEFOLLOWPRIORITY_HIGH
125
+ * Make sure to request the model first and wait until it has loaded.
148
126
  *
149
- * @param ped
127
+ * @param modelHash
150
128
  * @param p2
151
- * @param p3
152
- * @param followMode
153
- * @param followPriority
154
- * @param p6
155
129
  */
156
- addAsFollowTarget(ped, p2, p3, followMode, followPriority, p6) {
157
- inv('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
130
+ setModel(modelHash, p2) {
131
+ inv('0xED40380076A31506', this.handle, _h(modelHash), p2);
158
132
  }
159
133
  /**
160
- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
161
- *
162
- * @param promptTextKey
134
+ * @param toggle
163
135
  */
164
- set PromptLeaveText(promptTextKey) {
165
- inv('0x06C3DB00B69D5435', this.handle, promptTextKey);
136
+ set Lockon(toggle) {
137
+ inv('0x462AA1973CBBA75E', this.handle, toggle);
166
138
  }
167
139
  /**
168
- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
140
+ * 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.
141
+ * 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.
169
142
  *
170
- * @param ped
171
- * @returns
143
+ * @param flag
144
+ * @param allow
172
145
  */
173
- getNumDeadeyeMarksOnPed(ped) {
174
- return inv('0x27AD7162D3FED01E', this.handle, ped.handle);
146
+ setHatAccess(flag, allow) {
147
+ inv('0xA0C683284DF027C7', this.handle, flag, allow);
175
148
  }
176
149
  /**
177
- * @returns
150
+ * @param closeDamageBonus
178
151
  */
179
- get Ped2() {
180
- return createFromHandle('Ped', inv('0x5EBE38A20BC51C27', this.handle, rai()));
152
+ set DamageCloseDistanceBonusTotal(closeDamageBonus) {
153
+ inv('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
181
154
  }
182
155
  /**
156
+ * Params: p1 = -1 in R* Scripts
157
+ *
183
158
  * @param p1
184
- * @returns
159
+ * @param p2
185
160
  */
186
- getIsUiPromptActive(p1) {
187
- return inv('0x51BEA356B1C60225', this.handle, p1);
161
+ specialAbilityStartRestore(p1, p2) {
162
+ inv('0x1D77B47AFA584E90', this.handle, p1, p2);
188
163
  }
189
164
  /**
190
- * Returns true if PromptType is enabled for ped (mount)
191
- * Params: See 0x0751D461F06E41CE
192
- *
193
- * @param ped
194
- * @param promptType
195
- * @param promptMode
196
- * @returns
165
+ * @param multiplier
197
166
  */
198
- getUiPromptForPedIsEnabled(ped, promptType, promptMode) {
199
- return inv('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
167
+ set StaminaSprintDepletionMultiplier(multiplier) {
168
+ inv('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
200
169
  }
201
170
  /**
202
- * 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).
203
- *
204
- * @param flag
171
+ * @param p1
205
172
  */
206
- set DeadeyeEntityAuraWithFlag(flag) {
207
- inv('0x2B12B6FC8B8772AB', this.handle, flag);
173
+ eagleEyeSetTrackingUpgrade(p1) {
174
+ inv('0xDFC85C5199045026', this.handle, f(p1));
208
175
  }
209
176
  /**
210
- * @returns
177
+ * Get the entity the player is aiming at with/without weapon.
178
+ *
179
+ * @returns entity
211
180
  */
212
- get MountOwnedByPlayer() {
213
- return createFromHandle('Ped', inv('0xF49F14462F0AE27C', this.handle, rai()));
181
+ get InteractionAimEntity() {
182
+ const result = inv('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
183
+ return [!!result[0], createFromHandle('Entity', result[1])];
214
184
  }
215
185
  /**
216
- * @param weaponHash Refer to [enum: eWeaponHash]
217
- * @param damageModifier
186
+ * @param modifier
218
187
  */
219
- setWeaponTypeDamageModifier(weaponHash, damageModifier) {
220
- inv('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
188
+ set WeaponDefenseModifier(modifier) {
189
+ inv('0xD15CC2D493160BE3', this.handle, f(modifier));
221
190
  }
222
191
  /**
223
- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
224
- * *GET_PLAYER**
225
- *
226
- * @returns ped
192
+ * @returns
227
193
  */
228
- N_0x7AE93C45EC14A166() {
229
- const result = inv('0x7AE93C45EC14A166', this.handle, pvi(), rai());
230
- return [!!result[0], createFromHandle('Ped', result[1])];
194
+ hasDamagedAtLeastOneNonAnimalPed() {
195
+ return !!inv('0x16C8D205DD5A2E90', this.handle, rai());
231
196
  }
232
197
  /**
233
- * @param speed
234
- * @param duration
235
- * @param heading
236
- * @param p4
237
- * @param p5
198
+ * @returns
238
199
  */
239
- simulateInputGait(speed, duration, heading, p4, p5) {
240
- inv('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
200
+ get DeadeyeAbilityLevel() {
201
+ return inv('0xCCE7C695C164C35F', this.handle, rai());
241
202
  }
242
203
  /**
243
- * @param p1
204
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
205
+ *
244
206
  * @returns
245
207
  */
246
- getDeadEyeMeterLevel(p1) {
247
- return inv('0x3A6AE4EEE30370FE', this.handle, p1, raf());
208
+ get IsOnMountLockonEntity() {
209
+ return !!inv('0x2009F8AB7A5E9D6D', this.handle, rai());
248
210
  }
249
- /**
250
- * @param drawReductionTime
251
- */
252
- set BowDrawReductionTimeInDeadeye(drawReductionTime) {
253
- inv('0xBE0C524970892D41', this.handle, f(drawReductionTime));
211
+ suppressWitnessesCallingPoliceThisFrame() {
212
+ inv('0x96722257E5381E00', this.handle);
254
213
  }
255
214
  /**
256
- * 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.
215
+ * bullet damage modifier: type = 4
216
+ * explosive damage Defense mod: type = 7
217
+ * fire damage Defense mod: type = 8, 15
257
218
  *
258
- * @returns
219
+ * @param type
220
+ * @param defenseModifier
259
221
  */
260
- eagleEyeCanFocusOnTrack() {
261
- return inv('0x1DA5C5B0923E1B85', this.handle);
222
+ setDefenseTypeModifier(type, defenseModifier) {
223
+ inv('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
262
224
  }
263
225
  /**
264
- * @param range
226
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
265
227
  */
266
- eagleEyeSetRange(range) {
267
- inv('0x22C8B10802301381', this.handle, f(range));
228
+ N_0xF21C7A3F3FFBA629() {
229
+ inv('0xF21C7A3F3FFBA629', this.handle);
268
230
  }
269
231
  /**
270
- * *SET_SPECIAL_ABILITY**
232
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
233
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
271
234
  *
272
- * @param p1
235
+ * @param ped
236
+ * @param preset
237
+ * @param pos
238
+ * @param targetEntity
239
+ * @param name
273
240
  */
274
- N_0x4D1699543B1C023C(p1) {
275
- inv('0x4D1699543B1C023C', this.handle, f(p1));
241
+ addAmbientInteractiveFocusPreset(ped, preset, pos, targetEntity, name) {
242
+ inv('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
276
243
  }
277
244
  /**
278
- * Drains Deadeye by given amount.
279
- *
280
- * @param amount
281
- * @param p2
245
+ * 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`
282
246
  */
283
- specialAbilityDrainByAmount(amount, p2) {
284
- inv('0x200114E99552462B', this.handle, f(amount), p2);
247
+ resetDeadeyeAuraEffect() {
248
+ inv('0xE910932F4B30BE23', this.handle);
285
249
  }
286
250
  /**
287
- * @param weaponGroup
288
- * @param toggle
251
+ * @param accuracy
289
252
  */
290
- setWeaponGroupAsInstantKill(weaponGroup, toggle) {
291
- inv('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
253
+ set TotalAccuracyModifier(accuracy) {
254
+ inv('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
292
255
  }
293
256
  /**
294
- * Returns false if PromptType is enabled
295
- * Params: See 0x0751D461F06E41CE
296
- *
297
- * @param promptType
298
- * @param promptMode
299
257
  * @returns
300
258
  */
301
- getUiPromptIsDisabled(promptType, promptMode) {
302
- return inv('0x6614F9039BD31931', this.handle, promptType, promptMode);
259
+ get VehicleOwnedByPlayer() {
260
+ return createFromHandle('Vehicle', inv('0xB9050A97594C8832', this.handle, rai()));
303
261
  }
304
262
  /**
305
- * @param toggle
263
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
306
264
  */
307
- set LockonToFriendlyPlayers(toggle) {
308
- inv('0x4A056257802DD3E5', this.handle, toggle);
265
+ secondarySpecialAbilitySetActive() {
266
+ inv('0x1710BC33CFB83634', this.handle);
309
267
  }
310
268
  /**
311
- * Activates the Surrender prompt for the specified player in the current frame.
269
+ * _GET_A* - _GET_C*
312
270
  *
313
- * @param targetPed
314
- * @param promptOrder
315
- * @param p3
271
+ * @returns
316
272
  */
317
- setCooperatePromptThisFrame(targetPed, promptOrder, p3) {
318
- inv('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
273
+ N_0x927861B2C08DBEA5() {
274
+ return !!inv('0x927861B2C08DBEA5', this.handle, rai());
319
275
  }
320
276
  /**
321
- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
322
- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
277
+ * 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
278
+ * only stores the last 3 hits in the data view buffer
279
+ * duration is in miliseconds
280
+ * you need dataview
323
281
  *
324
- * @param playerResetFlag
325
- * @param p2
282
+ * @param duration
283
+ * @returns struct
326
284
  */
327
- setResetFlag(playerResetFlag, p2) {
328
- inv('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
285
+ getPedsDamagedByRecently(duration) {
286
+ const result = inv('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
287
+ return [!!result[0], result[1]];
329
288
  }
330
289
  /**
331
- * @returns
290
+ * @param multiplier
332
291
  */
333
- get WantedLevel() {
334
- return inv('0xABC532F9098BFD9D', this.handle, rai());
292
+ set StaminaRechargeMultiplier(multiplier) {
293
+ inv('0xFECA17CF3343694B', this.handle, f(multiplier));
335
294
  }
336
295
  /**
337
- * @param closeRangeLowerBound
338
- * @param closeRangeUpperBound
296
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
297
+ *
298
+ * @param disabled
339
299
  */
340
- setDamageCloseDistanceBonus(closeRangeLowerBound, closeRangeUpperBound) {
341
- inv('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
300
+ secondarySpecialAbilitySetDisabled(disabled) {
301
+ inv('0x64FF4BF9AF59E139', this.handle, disabled);
342
302
  }
343
303
  /**
344
- * @param multiplier
304
+ * @returns
345
305
  */
346
- set SneakingNoiseMultiplier(multiplier) {
347
- inv('0x4DE44FA389DCA565', this.handle, f(multiplier));
306
+ updateTeleport() {
307
+ return !!inv('0xC39DCE4672CBFBC1', this.handle, rai());
308
+ }
309
+ resetInputGait() {
310
+ inv('0x61A2EECAB274829B', this.handle);
348
311
  }
349
312
  /**
350
- * Sets the player's team.
351
- *
352
- * @param team
353
- * @param bRestrictToThisScript
313
+ * Activates the special ability for the specified player.
354
314
  */
355
- setTeam(team, bRestrictToThisScript) {
356
- inv('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
315
+ specialAbilitySetActivate() {
316
+ inv('0xBBA140062B15A8AC', this.handle);
317
+ }
318
+ clearHasDamagedAtLeastOneNonAnimalPed() {
319
+ inv('0x0361096D6CE4372C', this.handle);
357
320
  }
358
321
  /**
359
- * Checks if the player's Deadeye ability is enabled.
360
- *
361
- * @returns
322
+ * @param modifier
362
323
  */
363
- get IsSpecialAbilityEnabled() {
364
- return inv('0xDE6C85975F9D4894', this.handle);
324
+ set WeaponDegradationModifier(modifier) {
325
+ inv('0x11A7FF918EF6BC66', this.handle, f(modifier));
365
326
  }
366
327
  /**
367
- * @param p2
368
- * @param p3
369
- * @returns outEntity
328
+ * Only used in R* SP Script short_update
329
+ *
330
+ * @param timer
370
331
  */
371
- getInteractionTargetEntity(p2, p3) {
372
- const result = inv('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
373
- return [result[0], createFromHandle('Entity', result[1])];
332
+ set SpecialAbilityDisableTimer(timer) {
333
+ inv('0xC0B1C05B313693D1', this.handle, f(timer));
374
334
  }
375
335
  /**
336
+ * @param abilityType
376
337
  * @param toggle
377
338
  */
378
- set DeadeyeTaggingEnabled(toggle) {
379
- inv('0x6B5DDFB967E5073D', this.handle, toggle);
339
+ setDeadeyeAbilityLocked(abilityType, toggle) {
340
+ inv('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
380
341
  }
381
342
  /**
343
+ * playerResetFlag: See 0x9F9A829C6751F3C7
344
+ *
345
+ * @param playerResetFlag
382
346
  * @returns
383
347
  */
384
- get Stamina() {
385
- return inv('0x0FF421E467373FCF', this.handle, raf());
348
+ getResetFlag(playerResetFlag) {
349
+ return inv('0xFE691E89C08937B6', this.handle, playerResetFlag);
386
350
  }
387
351
  /**
388
- * @param modifier
352
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
353
+ *
354
+ * @returns
389
355
  */
390
- set MeleeWeaponDamageModifier(modifier) {
391
- inv('0xE4CB5A3F18170381', this.handle, f(modifier));
356
+ get IsClimbing() {
357
+ return !!inv('0xB8A70C22FD48197A', this.handle, rai());
392
358
  }
393
359
  /**
394
- * @returns
360
+ * @returns Refer to [enum: ePedMood]
395
361
  */
396
- hasBeenSpottedInStolenVehicle() {
397
- return !!inv('0xC932F57F31EA9152', this.handle, rai());
362
+ get Mood() {
363
+ return inv('0x054473164C012699', this.handle, rai());
364
+ }
365
+ clearBountyTarget() {
366
+ inv('0x8F2A81C09DA9124A', this.handle);
398
367
  }
399
368
  /**
400
- * 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.
369
+ * Focus Fire VFX start for player: p1 = focusfire
401
370
  *
402
- * @param canPickup
371
+ * @param p1
403
372
  */
404
- set CanPickupHat(canPickup) {
405
- inv('0xACA45DDCEF6071C4', this.handle, canPickup);
373
+ set LockonFocusFireVfx(p1) {
374
+ inv('0x5F8E0303C229C84B', this.handle, p1);
406
375
  }
407
376
  /**
408
- * 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
409
- * some colors
410
- * 0: Default aura
411
- * 1014693585
412
- * 1936842089
413
- * 1979474018
377
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
378
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
414
379
  *
415
- * @param auraColorHash
380
+ * @param promptType
381
+ * @param promptMode
382
+ * @param disabled
416
383
  */
417
- set DeadEyeAuraByHash(auraColorHash) {
418
- inv('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
384
+ modifyUiPrompt(promptType, promptMode, disabled) {
385
+ inv('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
419
386
  }
420
387
  /**
421
- * @param horse
388
+ * @param p1
422
389
  * @returns
423
390
  */
424
- setPedAsTempHorse(horse) {
425
- return inv('0x227B06324234FB09', this.handle, horse.handle);
391
+ getMaxDeadEye(p1) {
392
+ return inv('0x592F58BC4D2A2CF3', this.handle, p1, raf());
426
393
  }
427
394
  /**
428
- * Restores Deadeye by given amount.
429
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
430
- *
431
- * @param amount
432
- * @param p2
395
+ * @param toggle
396
+ * @param ped
433
397
  * @param p3
434
398
  * @param p4
435
399
  */
436
- specialAbilityRestoreByAmount(amount, p2, p3, p4) {
437
- inv('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
438
- }
439
- /**
440
- * Only used in R* SP Script short_update
441
- *
442
- * @param delay
443
- */
444
- set DeadeyeAbilityDepletionDelay(delay) {
445
- inv('0x870634493CB4372C', this.handle, f(delay));
400
+ setForcedAim(toggle, ped, p3, p4) {
401
+ inv('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
446
402
  }
447
- /**
448
- * Swim speed multiplier.
449
- * Multiplier goes up to 1.49f
450
- *
451
- * @param multiplier
452
- */
453
- set SwimMultiplierForPlayer(multiplier) {
454
- inv('0xBFCEABDE34DA5085', this.handle, f(multiplier));
403
+ N_0x93624B36E8851B42() {
404
+ inv('0x93624B36E8851B42', this.handle);
455
405
  }
456
406
  /**
407
+ * @param abilityType
457
408
  * @returns
458
409
  */
459
- get IsDead() {
460
- return !!inv('0x2E9C3FCB6798F397', this.handle, rai());
410
+ isDeadeyeAbilityLocked(abilityType) {
411
+ return inv('0x8A0643B0B4CA276B', this.handle, abilityType);
461
412
  }
462
413
  /**
463
414
  * @param ped
464
- * @param p2
415
+ * @param useSteerassist
465
416
  */
466
- N_0x310CE349E0C0EC4B(ped, p2) {
467
- inv('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
417
+ N_0x1FDA57E8908F2609(ped, useSteerassist) {
418
+ inv('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
468
419
  }
469
420
  /**
470
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
421
+ * Returns Deadeye value from player
422
+ *
423
+ * @returns
471
424
  */
472
- eagleEyeClearRegisteredTrails() {
473
- inv('0xE5D3EB37ABC1EB03', this.handle);
425
+ specialAbilityGetAmountCached() {
426
+ return inv('0x029884FB65821B07', this.handle, raf());
474
427
  }
475
428
  /**
476
- * @param enable
429
+ * @param vehicle
477
430
  */
478
- enableCustomDeadeyeAbility(enable) {
479
- inv('0x95EE1DEE1DCD9070', this.handle, enable);
431
+ set OwnsVehicle(vehicle) {
432
+ inv('0xD0E02AA618020D17', this.handle, vehicle.handle);
480
433
  }
481
434
  /**
482
- * Returns the player's invincibility status.
483
- *
484
435
  * @returns
485
436
  */
486
- get Invincible() {
487
- return !!inv('0x0CBBCB2CCFA7DC4E', this.handle, rai());
488
- }
489
- resetArrestState() {
490
- inv('0x12917931C31F1750', this.handle);
437
+ hasDamagedAtLeastOnePed() {
438
+ return !!inv('0xDA4A4B9B96E20092', this.handle, rai());
491
439
  }
492
440
  /**
493
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
441
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
494
442
  *
495
- * @param toggle
443
+ * @param mount
496
444
  */
497
- modifyInfiniteTrailVision(toggle) {
498
- inv('0x28A13BF6B05C3D83', this.handle, toggle);
445
+ set OwnsMount(mount) {
446
+ inv('0xE6D4E435B56D5BD0', this.handle, mount.handle);
499
447
  }
500
448
  /**
501
- * Simply sets you as invincible (Health will not deplete).
502
- *
503
- * @param toggle
449
+ * nullsub, doesn't do anything
504
450
  */
505
- set Invincible(toggle) {
506
- inv('0xFEBEEBC9CBDF4B12', this.handle, toggle);
451
+ clearWantedLevel() {
452
+ inv('0x4E4B996C928C7AA6', this.handle);
507
453
  }
508
454
  /**
509
- * Returns whether the player can control himself.
455
+ * Does the same like PLAYER::GET_PLAYER_PED
510
456
  *
511
457
  * @returns
512
458
  */
513
- get IsControlOn() {
514
- return !!inv('0x7964097FCE4C244B', this.handle, rai());
459
+ get PedScriptIndex() {
460
+ return createFromHandle('Ped', inv('0x5C880F9056D784C8', this.handle, rai()));
515
461
  }
516
462
  /**
517
- * @param vehicle
463
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
464
+ *
465
+ * @returns
518
466
  */
519
- set MayOnlyEnterThisVehicle(vehicle) {
520
- inv('0xDA35A134038557EC', this.handle, vehicle.handle);
467
+ eagleEyeGetTrackedPedId() {
468
+ return inv('0x3813E11A378958A5', this.handle);
521
469
  }
522
470
  /**
523
- * @param disabled
471
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
524
472
  */
525
- specialAbilitySetDisabled(disabled) {
526
- inv('0xAE637BB8EF017875', this.handle, disabled);
473
+ get Name() {
474
+ return inv('0x7124FD9AC0E01BA0', this.handle, ras());
527
475
  }
528
476
  /**
529
- * @param ammoType
530
- * @param amount
477
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
478
+ *
479
+ * @param horse
531
480
  */
532
- setMaxAmmoOverrideForAmmoType(ammoType, amount) {
533
- inv('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
481
+ set PedActiveHorse(horse) {
482
+ inv('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
534
483
  }
535
484
  /**
536
- * @param p1
485
+ * Name could potentially be inaccurate.
486
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
487
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
488
+ *
489
+ * @param active
537
490
  */
538
- eagleEyeSetTrackingUpgrade2(p1) {
539
- inv('0x6FA957D1B55941C1', this.handle, f(p1));
491
+ set MountStateActive(active) {
492
+ inv('0xDF93973251FB2CA5', this.handle, active);
540
493
  }
541
- setAllNeutralRandomPedsFleeThisFrame() {
542
- inv('0x16752DAA7E6D3F72', this.handle);
494
+ /**
495
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
496
+ *
497
+ * @returns p1
498
+ */
499
+ N_0xB331D8A73F9D2BDF() {
500
+ const result = inv('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
501
+ return [!!result[0], result[1]];
543
502
  }
544
503
  /**
545
- * @param p1
504
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
505
+ *
506
+ * @param toggle
546
507
  */
547
- restoreStamina(p1) {
548
- inv('0xC41F4B6E23FE6A4A', this.handle, f(p1));
508
+ disableFiring(toggle) {
509
+ inv('0x2970929FD5F9FC89', this.handle, toggle);
510
+ }
511
+ specialAbilitySetEagleEyeDisabled() {
512
+ inv('0xC0B21F235C02139C', this.handle);
549
513
  }
550
514
  /**
551
- * @returns
515
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
516
+ * AddTextEntry("sit_custom", "Take a seat")
517
+ * this native must be invoked
518
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
519
+ *
520
+ * @param label
552
521
  */
553
- get CachedDeadEyeAmount() {
554
- return inv('0xDF66A37936D5F3D9', this.handle, raf());
522
+ set SitPromptText(label) {
523
+ inv('0x988C9045531B9FCE', this.handle, label);
555
524
  }
556
- clearHasDamagedAtLeastOnePed() {
557
- inv('0x270B63A641BE32F2', this.handle);
525
+ updateWantedPositionThisFrame() {
526
+ inv('0xD0B0B044112BF424', this.handle);
558
527
  }
559
528
  /**
560
529
  * @param entity
561
- * @param p2
562
- * @returns
563
530
  */
564
- isTargettingEntity(entity, p2) {
565
- return !!inv('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
531
+ unregisterEagleEyeForEntity(entity) {
532
+ inv('0x9DAE1380CC5C6451', this.handle, entity.handle);
566
533
  }
567
534
  /**
568
- * If player has less Dead Eye than required, Dead Eye cant be triggered.
535
+ * @param farRangeLowerBound
536
+ * @param farRangeUpperBound
537
+ */
538
+ setDamageFarDistanceBonus(farRangeLowerBound, farRangeUpperBound) {
539
+ inv('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
540
+ }
541
+ /**
542
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
543
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
569
544
  *
570
- * @returns
545
+ * @param label
571
546
  */
572
- get RequiredDeadEyeAmount() {
573
- return inv('0x811A748B1BE231BA', this.handle, raf());
547
+ set MeleePromptText(label) {
548
+ inv('0x0FAF95D71ED67ADE', this.handle, label);
574
549
  }
575
550
  /**
551
+ * Used in script function INIT_DEADEYE_SLOWDOWN
552
+ *
576
553
  * @param p1
577
554
  */
578
- N_0x263D69767F76059C(p1) {
579
- inv('0x263D69767F76059C', this.handle, p1);
555
+ N_0x570A13A4CA2799BB(p1) {
556
+ inv('0x570A13A4CA2799BB', this.handle, p1);
580
557
  }
581
558
  /**
582
- * Make sure to request the model first and wait until it has loaded.
583
- *
584
- * @param modelHash
559
+ * @param activationCost
585
560
  * @param p2
586
561
  */
587
- setModel(modelHash, p2) {
588
- inv('0xED40380076A31506', this.handle, _h(modelHash), p2);
562
+ setSpecialAbilityActivationCost(activationCost, p2) {
563
+ inv('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
589
564
  }
590
565
  /**
591
- * @param toggle
566
+ * Used for setting up eagle eye for entity
567
+ * Params: p2 = re-register or not?
568
+ *
569
+ * @param entity
570
+ * @param p2
592
571
  */
593
- set Lockon(toggle) {
594
- inv('0x462AA1973CBBA75E', this.handle, toggle);
572
+ registerEagleEyeForEntity(entity, p2) {
573
+ inv('0x543DFE14BE720027', this.handle, entity.handle, p2);
595
574
  }
596
575
  /**
597
- * 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.
598
- * 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.
599
- *
600
- * @param flag
601
- * @param allow
576
+ * @param p1
602
577
  */
603
- setHatAccess(flag, allow) {
604
- inv('0xA0C683284DF027C7', this.handle, flag, allow);
578
+ N_0x22B3CABEDDB538B2(p1) {
579
+ inv('0x22B3CABEDDB538B2', this.handle, f(p1));
605
580
  }
606
581
  /**
607
- * @param closeDamageBonus
582
+ * @param modifier
608
583
  */
609
- set DamageCloseDistanceBonusTotal(closeDamageBonus) {
610
- inv('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
584
+ set ExplosiveWeaponDamageModifier(modifier) {
585
+ inv('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
611
586
  }
612
587
  /**
613
- * Params: p1 = -1 in R* Scripts
588
+ * 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
614
589
  *
615
- * @param p1
616
- * @param p2
590
+ * @returns
617
591
  */
618
- specialAbilityStartRestore(p1, p2) {
619
- inv('0x1D77B47AFA584E90', this.handle, p1, p2);
592
+ get IsMountOnRoad() {
593
+ return inv('0xE631EAF35828FA67', this.handle);
620
594
  }
621
595
  /**
622
- * @param multiplier
596
+ * @param entity
597
+ * @returns
623
598
  */
624
- set StaminaSprintDepletionMultiplier(multiplier) {
625
- inv('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
599
+ isEagleEyeRegisteredForEntity(entity) {
600
+ return inv('0x0E6846476906C9DD', this.handle, entity.handle);
626
601
  }
627
602
  /**
628
- * @param p1
603
+ * Max level is 5.
604
+ *
605
+ * @param level
629
606
  */
630
- eagleEyeSetTrackingUpgrade(p1) {
631
- inv('0xDFC85C5199045026', this.handle, f(p1));
607
+ set DeadeyeAbilityLevel(level) {
608
+ inv('0xF0FE8E790BFEB5BB', this.handle, level);
632
609
  }
633
610
  /**
634
- * Get the entity the player is aiming at with/without weapon.
611
+ * 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.
635
612
  *
636
- * @returns entity
613
+ * @param enable
637
614
  */
638
- get InteractionAimEntity() {
639
- const result = inv('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
640
- return [!!result[0], createFromHandle('Entity', result[1])];
615
+ set PickupPromptVisible(enable) {
616
+ inv('0xD1A70C1E8D1031FE', this.handle, enable);
641
617
  }
642
618
  /**
643
- * @param modifier
619
+ * @param mount
644
620
  */
645
- set WeaponDefenseModifier(modifier) {
646
- inv('0xD15CC2D493160BE3', this.handle, f(modifier));
621
+ set PedAsSaddleHorseForPlayer(mount) {
622
+ inv('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
647
623
  }
648
624
  /**
649
625
  * @returns
650
626
  */
651
- hasDamagedAtLeastOneNonAnimalPed() {
652
- return !!inv('0x16C8D205DD5A2E90', this.handle, rai());
627
+ get ActiveHorseForPlayer() {
628
+ return createFromHandle('Ped', inv('0x46FA0AE18F4C7FA9', this.handle, rai()));
653
629
  }
654
630
  /**
655
- * @returns
631
+ * @param entity
632
+ * @param p2
656
633
  */
657
- get DeadeyeAbilityLevel() {
658
- return inv('0xCCE7C695C164C35F', this.handle, rai());
634
+ unregisterEagleEyeTrailsForEntity(entity, p2) {
635
+ inv('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
659
636
  }
660
637
  /**
661
- * This native is used to determine if the player has an active lockon an entity while riding a horse.
662
- *
663
- * @returns
638
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
664
639
  */
665
- get IsOnMountLockonEntity() {
666
- return !!inv('0x2009F8AB7A5E9D6D', this.handle, rai());
640
+ N_0xCEDC16930526F728() {
641
+ inv('0xCEDC16930526F728', this.handle);
667
642
  }
668
- suppressWitnessesCallingPoliceThisFrame() {
669
- inv('0x96722257E5381E00', this.handle);
643
+ /**
644
+ * @param ped
645
+ * @param p2
646
+ */
647
+ N_0xDD33A82352C4652F(ped, p2) {
648
+ inv('0xDD33A82352C4652F', this.handle, ped.handle, p2);
649
+ }
650
+ /**
651
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
652
+ */
653
+ N_0x1F488807BC8E0630() {
654
+ inv('0x1F488807BC8E0630', this.handle);
670
655
  }
671
656
  /**
672
- * bullet damage modifier: type = 4
673
- * explosive damage Defense mod: type = 7
674
- * fire damage Defense mod: type = 8, 15
675
- *
676
- * @param type
677
- * @param defenseModifier
657
+ * @param p1
678
658
  */
679
- setDefenseTypeModifier(type, defenseModifier) {
680
- inv('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
659
+ N_0x4EC8BE63B8A5D4EF(p1) {
660
+ inv('0x4EC8BE63B8A5D4EF', this.handle, p1);
681
661
  }
682
662
  /**
683
- * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
663
+ * @returns
684
664
  */
685
- N_0xF21C7A3F3FFBA629() {
686
- inv('0xF21C7A3F3FFBA629', this.handle);
665
+ canStartMission() {
666
+ return !!inv('0x2DF170B1185AF777', this.handle, rai());
687
667
  }
688
668
  /**
689
- * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
690
- * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
669
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
670
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
691
671
  *
692
- * @param ped
693
672
  * @param preset
694
673
  * @param pos
695
674
  * @param targetEntity
696
675
  * @param name
676
+ * @returns p1
697
677
  */
698
- addAmbientInteractiveFocusPreset(ped, preset, pos, targetEntity, name) {
699
- inv('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
678
+ addAmbientInteractiveFocusPresetAtCoords(preset, pos, targetEntity, name) {
679
+ const result = inv('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
680
+ return Vector3.fromArray(result);
700
681
  }
701
682
  /**
702
- * 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`
683
+ * @returns
703
684
  */
704
- resetDeadeyeAuraEffect() {
705
- inv('0xE910932F4B30BE23', this.handle);
685
+ get StaminaRechargeMultiplier() {
686
+ return inv('0x617D3494AD58200F', this.handle, raf());
706
687
  }
707
688
  /**
708
- * @param accuracy
689
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
690
+ *
691
+ * @returns
709
692
  */
710
- set TotalAccuracyModifier(accuracy) {
711
- inv('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
693
+ get DeadeyeAbilityDepletionDelay() {
694
+ return inv('0xE92261BD28C0878F', this.handle);
712
695
  }
713
696
  /**
714
697
  * @returns
715
698
  */
716
- get VehicleOwnedByPlayer() {
717
- return createFromHandle('Vehicle', inv('0xB9050A97594C8832', this.handle, rai()));
699
+ get IsReadyForCutscene() {
700
+ return !!inv('0xAA67BCB0097F2FA3', this.handle, rai());
718
701
  }
719
702
  /**
720
- * Activates EagleEye, called together with 0x28A13BF6B05C3D83
703
+ * @param p1
721
704
  */
722
- secondarySpecialAbilitySetActive() {
723
- inv('0x1710BC33CFB83634', this.handle);
705
+ N_0x216BC0D3D2E413D2(p1) {
706
+ inv('0x216BC0D3D2E413D2', this.handle, p1);
724
707
  }
725
708
  /**
726
- * _GET_A* - _GET_C*
709
+ * nullsub, doesn't do anything
727
710
  *
728
- * @returns
711
+ * @param wantedLevel
712
+ * @param disableNoMission
729
713
  */
730
- N_0x927861B2C08DBEA5() {
731
- return !!inv('0x927861B2C08DBEA5', this.handle, rai());
714
+ setWantedLevel(wantedLevel, disableNoMission) {
715
+ inv('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
732
716
  }
733
717
  /**
734
- * 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
735
- * only stores the last 3 hits in the data view buffer
736
- * duration is in miliseconds
737
- * you need dataview
718
+ * false: default eagleeye color
719
+ * true: green eagleeye color
738
720
  *
739
- * @param duration
740
- * @returns struct
741
- */
742
- getPedsDamagedByRecently(duration) {
743
- const result = inv('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
744
- return [!!result[0], result[1]];
745
- }
746
- /**
747
- * @param multiplier
721
+ * @param p1
722
+ * @returns p2
748
723
  */
749
- set StaminaRechargeMultiplier(multiplier) {
750
- inv('0xFECA17CF3343694B', this.handle, f(multiplier));
724
+ eagleEyeSetColor(p1) {
725
+ const result = inv('0x2C41D93F550D5E37', this.handle, p1, pvi());
726
+ return result;
751
727
  }
752
728
  /**
753
- * Deactivates EagleEye, called together with 0xC0B21F235C02139C
729
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
754
730
  *
755
- * @param disabled
731
+ * @param p1
756
732
  */
757
- secondarySpecialAbilitySetDisabled(disabled) {
758
- inv('0x64FF4BF9AF59E139', this.handle, disabled);
733
+ N_0x818241B3EDA84191(p1) {
734
+ inv('0x818241B3EDA84191', this.handle, p1);
759
735
  }
760
736
  /**
761
737
  * @returns
762
738
  */
763
- updateTeleport() {
764
- return !!inv('0xC39DCE4672CBFBC1', this.handle, rai());
765
- }
766
- resetInputGait() {
767
- inv('0x61A2EECAB274829B', this.handle);
739
+ get Ped() {
740
+ return createFromHandle('Ped', inv('0x275F255ED201B937', this.handle, rai()));
768
741
  }
769
742
  /**
770
- * Activates the special ability for the specified player.
743
+ * 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).
744
+ *
745
+ * @param toggle
771
746
  */
772
- specialAbilitySetActivate() {
773
- inv('0xBBA140062B15A8AC', this.handle);
774
- }
775
- clearHasDamagedAtLeastOneNonAnimalPed() {
776
- inv('0x0361096D6CE4372C', this.handle);
747
+ set AllRandomPedsFlee(toggle) {
748
+ inv('0xE705309B8C6445A4', this.handle, toggle);
777
749
  }
778
750
  /**
779
- * @param modifier
751
+ * @param p1
752
+ * @param discoveryHash
780
753
  */
781
- set WeaponDegradationModifier(modifier) {
782
- inv('0x11A7FF918EF6BC66', this.handle, f(modifier));
754
+ setHasDiscoveredCharacterNameSp(p1, discoveryHash) {
755
+ inv('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
783
756
  }
784
757
  /**
785
- * Only used in R* SP Script short_update
786
- *
787
- * @param timer
758
+ * @returns entity
788
759
  */
789
- set SpecialAbilityDisableTimer(timer) {
790
- inv('0xC0B1C05B313693D1', this.handle, f(timer));
760
+ get EntityIsFreeAimingAt() {
761
+ const result = inv('0xA6817C110B830EAD', this.handle, pvi(), rai());
762
+ return [!!result[0], createFromHandle('Entity', result[1])];
791
763
  }
792
764
  /**
793
- * @param abilityType
794
- * @param toggle
765
+ * @returns
795
766
  */
796
- setDeadeyeAbilityLocked(abilityType, toggle) {
797
- inv('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
767
+ get TempHorse() {
768
+ return createFromHandle('Ped', inv('0xD3F7445CEA2E5035', this.handle, rai()));
798
769
  }
799
770
  /**
800
- * playerResetFlag: See 0x9F9A829C6751F3C7
771
+ * 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
772
+ * duration is in miliseconds
801
773
  *
802
- * @param playerResetFlag
774
+ * @param duration
803
775
  * @returns
804
776
  */
805
- getResetFlag(playerResetFlag) {
806
- return inv('0xFE691E89C08937B6', this.handle, playerResetFlag);
777
+ hasDamagedAnyPedRecently(duration) {
778
+ return !!inv('0x72AD59F7B7FB6E24', this.handle, duration, rai());
807
779
  }
808
780
  /**
809
- * Returns TRUE if the player ('s ped) is climbing at the moment.
810
- *
811
- * @returns
781
+ * @returns entity
812
782
  */
813
- get IsClimbing() {
814
- return !!inv('0xB8A70C22FD48197A', this.handle, rai());
783
+ get TargetEntity() {
784
+ const result = inv('0xAE663DDD99C8A670', this.handle, pvi(), rai());
785
+ return [!!result[0], createFromHandle('Entity', result[1])];
815
786
  }
816
787
  /**
817
- * @returns Refer to [enum: ePedMood]
788
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
818
789
  */
819
- get Mood() {
820
- return inv('0x054473164C012699', this.handle, rai());
790
+ get IsPlaying() {
791
+ return !!inv('0xBFFB35986CAAE58C', this.handle, rai());
821
792
  }
822
- clearBountyTarget() {
823
- inv('0x8F2A81C09DA9124A', this.handle);
793
+ /**
794
+ * @returns
795
+ */
796
+ get SaddleHorseForPlayer() {
797
+ return createFromHandle('Ped', inv('0xB48050D326E9A2F3', this.handle, rai()));
824
798
  }
825
799
  /**
826
- * Focus Fire VFX start for player: p1 = focusfire
800
+ * Affects the range of auto aim target.
827
801
  *
828
- * @param p1
802
+ * @param range
829
803
  */
830
- set LockonFocusFireVfx(p1) {
831
- inv('0x5F8E0303C229C84B', this.handle, p1);
804
+ set LockonRangeOverride(range) {
805
+ inv('0x3A3CD06597388322', this.handle, f(range));
832
806
  }
833
807
  /**
834
- * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
835
- * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
836
- *
837
- * @param promptType
838
- * @param promptMode
839
- * @param disabled
808
+ * @returns
840
809
  */
841
- modifyUiPrompt(promptType, promptMode, disabled) {
842
- inv('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
810
+ get HuntingWagon() {
811
+ return createFromHandle('Vehicle', inv('0x5CA6BBD4A7D8145E', this.handle, rai()));
843
812
  }
844
813
  /**
845
- * @param p1
814
+ * @param modifier
815
+ */
816
+ set TrampleDamageModifier(modifier) {
817
+ inv('0xAF341032E97FB061', this.handle, f(modifier));
818
+ }
819
+ /**
820
+ * Checks if player is focused on any entity
821
+ *
846
822
  * @returns
847
823
  */
848
- getMaxDeadEye(p1) {
849
- return inv('0x592F58BC4D2A2CF3', this.handle, p1, raf());
824
+ get IsFreeFocusing() {
825
+ return inv('0x1A51BFE60708E482', this.handle);
850
826
  }
851
827
  /**
828
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
829
+ *
852
830
  * @param toggle
853
- * @param ped
854
- * @param p3
855
- * @param p4
831
+ * @param flags
832
+ * @param bPreventHeadingChange
856
833
  */
857
- setForcedAim(toggle, ped, p3, p4) {
858
- inv('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
859
- }
860
- N_0x93624B36E8851B42() {
861
- inv('0x93624B36E8851B42', this.handle);
834
+ setControl(toggle, flags, bPreventHeadingChange) {
835
+ inv('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
862
836
  }
863
837
  /**
864
- * @param abilityType
838
+ * Returns true if eagle eye is enabled for the player
839
+ *
865
840
  * @returns
866
841
  */
867
- isDeadeyeAbilityLocked(abilityType) {
868
- return inv('0x8A0643B0B4CA276B', this.handle, abilityType);
842
+ get IsSecondarySpecialAbilityEnabled() {
843
+ return !!inv('0xE022CC1B545F1D9F', this.handle, rai());
869
844
  }
870
845
  /**
871
- * @param ped
872
- * @param useSteerassist
846
+ * @param multiplier
873
847
  */
874
- N_0x1FDA57E8908F2609(ped, useSteerassist) {
875
- inv('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
848
+ set NoiseMultiplier(multiplier) {
849
+ inv('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
876
850
  }
877
851
  /**
878
- * Returns Deadeye value from player
852
+ * Gets a value indicating whether the specified player is currently aiming freely.
879
853
  *
880
854
  * @returns
881
855
  */
882
- specialAbilityGetAmountCached() {
883
- return inv('0x029884FB65821B07', this.handle, raf());
856
+ get IsFreeAiming() {
857
+ return !!inv('0x936F967D4BE1CE9D', this.handle, rai());
884
858
  }
885
859
  /**
886
- * @param vehicle
860
+ * @param showingInfoCard
887
861
  */
888
- set OwnsVehicle(vehicle) {
889
- inv('0xD0E02AA618020D17', this.handle, vehicle.handle);
862
+ set ShowInfoCard(showingInfoCard) {
863
+ inv('0xDC68829BB3F37023', this.handle, showingInfoCard);
890
864
  }
891
865
  /**
892
- * @returns
866
+ * @param regenRate
893
867
  */
894
- hasDamagedAtLeastOnePed() {
895
- return !!inv('0xDA4A4B9B96E20092', this.handle, rai());
868
+ set HealthRechargeMultiplier(regenRate) {
869
+ inv('0x8899C244EBCF70DE', this.handle, f(regenRate));
896
870
  }
897
871
  /**
898
- * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
872
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
899
873
  *
900
- * @param mount
874
+ * @param damageInfo
901
875
  */
902
- set OwnsMount(mount) {
903
- inv('0xE6D4E435B56D5BD0', this.handle, mount.handle);
876
+ set DamageInfoOverride(damageInfo) {
877
+ inv('0x78B3D19AF6391A55', this.handle, damageInfo);
904
878
  }
905
879
  /**
906
- * nullsub, doesn't do anything
880
+ * Sets whether this player can be hassled by gangs.
881
+ *
882
+ * @param toggle
907
883
  */
908
- clearWantedLevel() {
909
- inv('0x4E4B996C928C7AA6', this.handle);
884
+ set CanBeHassledByGangs(toggle) {
885
+ inv('0xC7FE774412046825', this.handle, toggle);
910
886
  }
911
887
  /**
912
- * Does the same like PLAYER::GET_PLAYER_PED
888
+ * 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.
913
889
  *
914
- * @returns
890
+ * @param bitflag
915
891
  */
916
- get PedScriptIndex() {
917
- return createFromHandle('Ped', inv('0x5C880F9056D784C8', this.handle, rai()));
892
+ clearDeadeyeAuraIntensityWithFlag(bitflag) {
893
+ inv('0x0E9057A9DA78D0F8', this.handle, bitflag);
918
894
  }
919
895
  /**
920
- * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
896
+ * Decreases Stamina bar drain speed by % when drawing a bow.
921
897
  *
922
- * @returns
898
+ * @param staminaDrain
923
899
  */
924
- eagleEyeGetTrackedPedId() {
925
- return inv('0x3813E11A378958A5', this.handle);
900
+ set BowStaminaDrainSpeed(staminaDrain) {
901
+ inv('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
902
+ }
903
+ setAllRandomPedsFleeThisFrame() {
904
+ inv('0xD5C198A62F1DEB0A', this.handle);
926
905
  }
927
906
  /**
928
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
907
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
908
+ *
909
+ * @param pos
929
910
  */
930
- get Name() {
931
- return inv('0x7124FD9AC0E01BA0', this.handle, ras());
911
+ N_0x4DBC4873707E8FD6(pos) {
912
+ inv('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
932
913
  }
933
914
  /**
934
- * Seems to work similar to 0xD2CB0FB0FDCB473D
915
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
935
916
  *
936
- * @param horse
917
+ * @param damage
937
918
  */
938
- set PedActiveHorse(horse) {
939
- inv('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
919
+ set LassoDamagePerSecond(damage) {
920
+ inv('0x43F50A7CD2482156', this.handle, f(damage));
940
921
  }
941
922
  /**
942
- * Name could potentially be inaccurate.
943
- * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
944
- * _SET_PLAYER_L* - _SET_PLAYER_M*
923
+ * 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.
945
924
  *
946
- * @param active
925
+ * @param atArresting
926
+ * @returns
947
927
  */
948
- set MountStateActive(active) {
949
- inv('0xDF93973251FB2CA5', this.handle, active);
928
+ isBeingArrested(atArresting) {
929
+ return !!inv('0xC8183AE963C58374', this.handle, atArresting, rai());
950
930
  }
951
931
  /**
952
- * _IS_PLAYER_I* - _IS_PLAYER_P*
932
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
953
933
  *
954
- * @returns p1
934
+ * @param entity
935
+ * @returns
955
936
  */
956
- N_0xB331D8A73F9D2BDF() {
957
- const result = inv('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
958
- return [!!result[0], result[1]];
937
+ isFreeAimingAtEntity(entity) {
938
+ return !!inv('0x8C67C11C68713D25', this.handle, entity.handle, rai());
959
939
  }
960
940
  /**
961
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
962
- *
963
- * @param toggle
941
+ * @param farDamageBonus
964
942
  */
965
- disableFiring(toggle) {
966
- inv('0x2970929FD5F9FC89', this.handle, toggle);
943
+ set DamageFarDistanceBonusTotal(farDamageBonus) {
944
+ inv('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
967
945
  }
968
- specialAbilitySetEagleEyeDisabled() {
969
- inv('0xC0B21F235C02139C', this.handle);
946
+ setMayNotEnterAnyVehicle() {
947
+ inv('0xBEC463B3A11C909E', this.handle);
970
948
  }
971
949
  /**
972
- * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
973
- * AddTextEntry("sit_custom", "Take a seat")
974
- * this native must be invoked
975
- * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
976
- *
977
- * @param label
950
+ * @returns
978
951
  */
979
- set SitPromptText(label) {
980
- inv('0x988C9045531B9FCE', this.handle, label);
952
+ get Health() {
953
+ return inv('0x0317C947D062854E', this.handle, raf());
981
954
  }
982
- updateWantedPositionThisFrame() {
983
- inv('0xD0B0B044112BF424', this.handle);
955
+ resetWantedLevelDifficulty() {
956
+ inv('0x062D14F18E8B0CAE', this.handle);
984
957
  }
985
958
  /**
986
- * @param entity
959
+ * @param linkedWaypointPed
987
960
  */
988
- unregisterEagleEyeForEntity(entity) {
989
- inv('0x9DAE1380CC5C6451', this.handle, entity.handle);
961
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed) {
962
+ inv('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
990
963
  }
991
964
  /**
992
- * @param farRangeLowerBound
993
- * @param farRangeUpperBound
965
+ * @returns
994
966
  */
995
- setDamageFarDistanceBonus(farRangeLowerBound, farRangeUpperBound) {
996
- inv('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
967
+ get NumMarkedDeadeyeTargets() {
968
+ return inv('0xCCD9B77F70D31C9D', this.handle, rai());
997
969
  }
998
970
  /**
999
- * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
1000
- * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
1001
- *
1002
- * @param label
971
+ * @param weaponHash Refer to [enum: eWeaponHash]
972
+ * @returns
1003
973
  */
1004
- set MeleePromptText(label) {
1005
- inv('0x0FAF95D71ED67ADE', this.handle, label);
974
+ getWeaponDamage(weaponHash) {
975
+ return inv('0xFE0304050261442C', this.handle, weaponHash, raf());
1006
976
  }
1007
977
  /**
1008
- * Used in script function INIT_DEADEYE_SLOWDOWN
978
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
979
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1009
980
  *
1010
- * @param p1
981
+ * @param disabled
1011
982
  */
1012
- N_0x570A13A4CA2799BB(p1) {
1013
- inv('0x570A13A4CA2799BB', this.handle, p1);
983
+ eagleeyeSetSprintBehavior(disabled) {
984
+ inv('0xCE285A4413B00B7F', this.handle, disabled);
1014
985
  }
1015
986
  /**
1016
- * @param activationCost
1017
- * @param p2
987
+ * @param speech
1018
988
  */
1019
- setSpecialAbilityActivationCost(activationCost, p2) {
1020
- inv('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
989
+ set InteractionNegativeResponse(speech) {
990
+ inv('0x98CD760DE43B612E', this.handle, speech);
1021
991
  }
1022
992
  /**
1023
- * Used for setting up eagle eye for entity
1024
- * Params: p2 = re-register or not?
993
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
994
+ * _SPECIAL_ABILITY*
1025
995
  *
1026
- * @param entity
996
+ * @param p1
1027
997
  * @param p2
998
+ * @param p3
999
+ * @param p4
1028
1000
  */
1029
- registerEagleEyeForEntity(entity, p2) {
1030
- inv('0x543DFE14BE720027', this.handle, entity.handle, p2);
1001
+ N_0xFA437FA0738C370C(p1, p2, p3, p4) {
1002
+ inv('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1031
1003
  }
1032
1004
  /**
1033
- * @param p1
1005
+ * @param toggle
1034
1006
  */
1035
- N_0x22B3CABEDDB538B2(p1) {
1036
- inv('0x22B3CABEDDB538B2', this.handle, f(p1));
1007
+ set SimulateAiming(toggle) {
1008
+ inv('0xE0447DEF81CCDFD2', this.handle, toggle);
1037
1009
  }
1038
1010
  /**
1039
- * @param modifier
1011
+ * @returns
1040
1012
  */
1041
- set ExplosiveWeaponDamageModifier(modifier) {
1042
- inv('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
1013
+ get AiDefenseModifierAgainstAi() {
1014
+ return inv('0x2E78D822208E740A', this.handle, raf());
1043
1015
  }
1044
1016
  /**
1045
- * 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
1017
+ * Setting player's Health recharge time to zero forces immediate health regen
1046
1018
  *
1047
- * @returns
1019
+ * @param modifier
1048
1020
  */
1049
- get IsMountOnRoad() {
1050
- return inv('0xE631EAF35828FA67', this.handle);
1021
+ set HealthRechargeTimeModifier(modifier) {
1022
+ inv('0x535ED4605F89AB6E', this.handle, f(modifier));
1051
1023
  }
1052
1024
  /**
1053
- * @param entity
1025
+ * Returns true if the given player has a valid ped.
1026
+ *
1054
1027
  * @returns
1055
1028
  */
1056
- isEagleEyeRegisteredForEntity(entity) {
1057
- return inv('0x0E6846476906C9DD', this.handle, entity.handle);
1029
+ networkHasValidPed() {
1030
+ return inv('0x0760D6F70EBCC05C', this.handle);
1058
1031
  }
1059
1032
  /**
1060
- * Max level is 5.
1061
- *
1062
- * @param level
1033
+ * @param accuracy
1063
1034
  */
1064
- set DeadeyeAbilityLevel(level) {
1065
- inv('0xF0FE8E790BFEB5BB', this.handle, level);
1035
+ set RemoteAccuracyFloorModifier(accuracy) {
1036
+ inv('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1066
1037
  }
1067
1038
  /**
1068
- * 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.
1069
- *
1070
- * @param enable
1039
+ * @param weapon
1040
+ * @param speed
1071
1041
  */
1072
- set PickupPromptVisible(enable) {
1073
- inv('0xD1A70C1E8D1031FE', this.handle, enable);
1042
+ setWeaponDrawSpeed(weapon, speed) {
1043
+ inv('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1074
1044
  }
1075
1045
  /**
1076
- * @param mount
1046
+ * @returns
1077
1047
  */
1078
- set PedAsSaddleHorseForPlayer(mount) {
1079
- inv('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
1048
+ get StaminaDepletionMultiplier() {
1049
+ return inv('0x68A0389E0718AC8F', this.handle, raf());
1080
1050
  }
1081
1051
  /**
1082
1052
  * @returns
1083
1053
  */
1084
- get ActiveHorseForPlayer() {
1085
- return createFromHandle('Ped', inv('0x46FA0AE18F4C7FA9', this.handle, rai()));
1054
+ get CurrentStealthNoise() {
1055
+ return inv('0xD7ECC25E176ECBA5', this.handle, raf());
1086
1056
  }
1087
1057
  /**
1088
- * @param entity
1089
- * @param p2
1058
+ * @param ped
1059
+ * @returns
1090
1060
  */
1091
- unregisterEagleEyeTrailsForEntity(entity, p2) {
1092
- inv('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
1061
+ isFollowingTarget(ped) {
1062
+ return inv('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1093
1063
  }
1094
1064
  /**
1095
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
1065
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1066
+ *
1067
+ * @param mood Refer to [enum: ePedMood]
1096
1068
  */
1097
- N_0xCEDC16930526F728() {
1098
- inv('0xCEDC16930526F728', this.handle);
1069
+ set Mood(mood) {
1070
+ inv('0x39BED552DB46FFA9', this.handle, mood);
1099
1071
  }
1100
1072
  /**
1073
+ * Params: See 0x0751D461F06E41CE
1074
+ *
1101
1075
  * @param ped
1102
- * @param p2
1103
- */
1104
- N_0xDD33A82352C4652F(ped, p2) {
1105
- inv('0xDD33A82352C4652F', this.handle, ped.handle, p2);
1106
- }
1107
- /**
1108
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
1076
+ * @param promptType
1077
+ * @param promptMode
1078
+ * @param enabled
1109
1079
  */
1110
- N_0x1F488807BC8E0630() {
1111
- inv('0x1F488807BC8E0630', this.handle);
1080
+ modifyUiPromptForPed(ped, promptType, promptMode, enabled) {
1081
+ inv('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1112
1082
  }
1113
1083
  /**
1084
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1085
+ *
1114
1086
  * @param p1
1115
1087
  */
1116
- N_0x4EC8BE63B8A5D4EF(p1) {
1117
- inv('0x4EC8BE63B8A5D4EF', this.handle, p1);
1118
- }
1119
- /**
1120
- * @returns
1121
- */
1122
- canStartMission() {
1123
- return !!inv('0x2DF170B1185AF777', this.handle, rai());
1088
+ N_0x3ACAC8832E77BC93(p1) {
1089
+ inv('0x3ACAC8832E77BC93', this.handle, p1);
1124
1090
  }
1125
1091
  /**
1126
- * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
1127
- * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
1092
+ * Disables the players ability to be wanted by lawmen
1128
1093
  *
1129
- * @param preset
1130
- * @param pos
1131
- * @param targetEntity
1132
- * @param name
1133
- * @returns p1
1134
- */
1135
- addAmbientInteractiveFocusPresetAtCoords(preset, pos, targetEntity, name) {
1136
- const result = inv('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
1137
- return Vector3.fromArray(result);
1138
- }
1139
- /**
1140
- * @returns
1094
+ * @param disable
1141
1095
  */
1142
- get StaminaRechargeMultiplier() {
1143
- return inv('0x617D3494AD58200F', this.handle, raf());
1096
+ set DisableWantedLevel(disable) {
1097
+ inv('0x8674D138391FFB1B', this.handle, disable);
1144
1098
  }
1145
1099
  /**
1146
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
1100
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1147
1101
  *
1148
- * @returns
1102
+ * @param name
1149
1103
  */
1150
- get DeadeyeAbilityDepletionDelay() {
1151
- return inv('0xE92261BD28C0878F', this.handle);
1104
+ disableInteractiveFocusPreset(name) {
1105
+ inv('0xC67A4910425F11F1', this.handle, name);
1152
1106
  }
1153
1107
  /**
1154
- * @returns
1108
+ * @param p1
1155
1109
  */
1156
- get IsReadyForCutscene() {
1157
- return !!inv('0xAA67BCB0097F2FA3', this.handle, rai());
1110
+ set ManageBuffSuperJump(p1) {
1111
+ inv('0x292F0B6EDC82E3A4', this.handle, f(p1));
1158
1112
  }
1159
1113
  /**
1160
- * @param p1
1114
+ * @param multiplier
1161
1115
  */
1162
- N_0x216BC0D3D2E413D2(p1) {
1163
- inv('0x216BC0D3D2E413D2', this.handle, p1);
1116
+ set SpecialAbilityMultiplier(multiplier) {
1117
+ inv('0x5A498FCA232F71E1', this.handle, f(multiplier));
1164
1118
  }
1165
1119
  /**
1166
- * nullsub, doesn't do anything
1167
- *
1168
- * @param wantedLevel
1169
- * @param disableNoMission
1120
+ * @param accuracy
1170
1121
  */
1171
- setWantedLevel(wantedLevel, disableNoMission) {
1172
- inv('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1122
+ set LocalAccuracyFloorModifier(accuracy) {
1123
+ inv('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1173
1124
  }
1174
1125
  /**
1175
- * false: default eagleeye color
1176
- * true: green eagleeye color
1177
- *
1178
- * @param p1
1179
- * @returns p2
1126
+ * @param wantedLevel
1127
+ * @returns
1180
1128
  */
1181
- eagleEyeSetColor(p1) {
1182
- const result = inv('0x2C41D93F550D5E37', this.handle, p1, pvi());
1183
- return result;
1129
+ isWantedLevelGreater(wantedLevel) {
1130
+ return !!inv('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1184
1131
  }
1185
1132
  /**
1186
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
1133
+ * SPECIAL_ABILITY_NONE = -1,
1134
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
1135
+ * SPECIAL_ABILITY_RAGE,
1136
+ * SPECIAL_ABILITY_BULLET_TIME,
1137
+ * SPECIAL_ABILITY_SNAPSHOT,
1138
+ * SPECIAL_ABILITY_INSULT,
1139
+ * SPECIAL_ABILITY_DEADEYE,
1140
+ * SPECIAL_ABILITY_REVIVE
1187
1141
  *
1188
- * @param p1
1142
+ * @param type
1189
1143
  */
1190
- N_0x818241B3EDA84191(p1) {
1191
- inv('0x818241B3EDA84191', this.handle, p1);
1144
+ set SpecialAbilityType(type) {
1145
+ inv('0x00BA333DA05ADC23', this.handle, type);
1192
1146
  }
1193
1147
  /**
1194
- * @returns
1148
+ * @param toggle
1195
1149
  */
1196
- get Ped() {
1197
- return createFromHandle('Ped', inv('0x275F255ED201B937', this.handle, rai()));
1150
+ set EveryoneIgnorePlayer(toggle) {
1151
+ inv('0x34630A768925B852', this.handle, toggle);
1198
1152
  }
1199
1153
  /**
1200
- * 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).
1154
+ * Sets whether this player can take cover.
1201
1155
  *
1202
1156
  * @param toggle
1203
1157
  */
1204
- set AllRandomPedsFlee(toggle) {
1205
- inv('0xE705309B8C6445A4', this.handle, toggle);
1158
+ set CanUseCover(toggle) {
1159
+ inv('0x5EDA520F7A3BAF4E', this.handle, toggle);
1206
1160
  }
1207
1161
  /**
1208
- * @param p1
1209
- * @param discoveryHash
1162
+ * @param ped
1210
1163
  */
1211
- setHasDiscoveredCharacterNameSp(p1, discoveryHash) {
1212
- inv('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1164
+ removeAsFollowTarget(ped) {
1165
+ inv('0x0C6B89876262A99D', this.handle, ped.handle);
1213
1166
  }
1214
1167
  /**
1215
- * @returns entity
1168
+ * @param weaponGroup
1169
+ * @param modifier
1216
1170
  */
1217
- get EntityIsFreeAimingAt() {
1218
- const result = inv('0xA6817C110B830EAD', this.handle, pvi(), rai());
1219
- return [!!result[0], createFromHandle('Entity', result[1])];
1171
+ setWeaponGroupDamageModifier(weaponGroup, modifier) {
1172
+ inv('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1220
1173
  }
1221
1174
  /**
1222
- * @returns
1175
+ * @param ped
1176
+ * @param p2
1223
1177
  */
1224
- get TempHorse() {
1225
- return createFromHandle('Ped', inv('0xD3F7445CEA2E5035', this.handle, rai()));
1178
+ N_0x84481018E668E1B8(ped, p2) {
1179
+ inv('0x84481018E668E1B8', this.handle, ped.handle, p2);
1226
1180
  }
1227
1181
  /**
1228
- * 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
1229
- * duration is in miliseconds
1230
- *
1231
- * @param duration
1232
- * @returns
1182
+ * @param entity
1183
+ * @param p2
1233
1184
  */
1234
- hasDamagedAnyPedRecently(duration) {
1235
- return !!inv('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1185
+ registerEagleEyeTrailsForEntity(entity, p2) {
1186
+ inv('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1236
1187
  }
1237
1188
  /**
1238
- * @returns entity
1189
+ * @param filter
1239
1190
  */
1240
- get TargetEntity() {
1241
- const result = inv('0xAE663DDD99C8A670', this.handle, pvi(), rai());
1242
- return [!!result[0], createFromHandle('Entity', result[1])];
1191
+ set DeadeyeTaggingConfig(filter) {
1192
+ inv('0x83FCD6921FC8FD05', this.handle, filter);
1243
1193
  }
1244
1194
  /**
1245
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1195
+ * (Un)lock Eagle Eye functionality
1196
+ *
1197
+ * @param enable
1246
1198
  */
1247
- get IsPlaying() {
1248
- return !!inv('0xBFFB35986CAAE58C', this.handle, rai());
1199
+ enableEagleeye(enable) {
1200
+ inv('0xA63FCAD3A6FEC6D2', this.handle, enable);
1249
1201
  }
1250
1202
  /**
1251
- * @returns
1203
+ * Only used in R* SP Script short_update
1204
+ * Restores Deadeye Outer Ring
1205
+ *
1206
+ * @param amount
1252
1207
  */
1253
- get SaddleHorseForPlayer() {
1254
- return createFromHandle('Ped', inv('0xB48050D326E9A2F3', this.handle, rai()));
1208
+ specialAbilityRestoreOuterRing(amount) {
1209
+ inv('0x2498035289B5688F', this.handle, f(amount));
1255
1210
  }
1256
1211
  /**
1257
- * Affects the range of auto aim target.
1258
- *
1259
- * @param range
1212
+ * @returns
1260
1213
  */
1261
- set LockonRangeOverride(range) {
1262
- inv('0x3A3CD06597388322', this.handle, f(range));
1214
+ get IsSpecialAbilityActive() {
1215
+ return inv('0xB16223CB7DA965F0', this.handle);
1216
+ }
1217
+ reportPoliceSpottedPlayer() {
1218
+ inv('0xCBCCF73FFA69CC6B', this.handle);
1263
1219
  }
1264
1220
  /**
1221
+ * @param p1
1222
+ * @param p2
1265
1223
  * @returns
1266
1224
  */
1267
- get HuntingWagon() {
1268
- return createFromHandle('Vehicle', inv('0x5CA6BBD4A7D8145E', this.handle, rai()));
1225
+ getReceivedBattleEventRecently(p1, p2) {
1226
+ return !!inv('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1269
1227
  }
1270
1228
  /**
1271
- * @param modifier
1229
+ * @returns
1272
1230
  */
1273
- set TrampleDamageModifier(modifier) {
1274
- inv('0xAF341032E97FB061', this.handle, f(modifier));
1231
+ get SpecialAbilityMultiplier() {
1232
+ return inv('0xAB3773E7AA1E9DCC', this.handle, raf());
1275
1233
  }
1276
1234
  /**
1277
- * Checks if player is focused on any entity
1235
+ * 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.
1278
1236
  *
1279
- * @returns
1237
+ * @param weapon
1238
+ * @param attachSlotId
1280
1239
  */
1281
- get IsFreeFocusing() {
1282
- return inv('0x1A51BFE60708E482', this.handle);
1240
+ setAimWeapon(weapon, attachSlotId) {
1241
+ inv('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1283
1242
  }
1284
1243
  /**
1285
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1286
- *
1287
- * @param toggle
1288
- * @param flags
1289
- * @param bPreventHeadingChange
1244
+ * @param pos
1245
+ * @param heading
1246
+ * @param p5
1247
+ * @param p6
1248
+ * @param p7
1249
+ * @param p8
1290
1250
  */
1291
- setControl(toggle, flags, bPreventHeadingChange) {
1292
- inv('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1251
+ startTeleport(pos, heading, p5, p6, p7, p8) {
1252
+ inv('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1293
1253
  }
1294
1254
  /**
1295
- * Returns true if eagle eye is enabled for the player
1255
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1296
1256
  *
1257
+ * @param ped
1297
1258
  * @returns
1298
1259
  */
1299
- get IsSecondarySpecialAbilityEnabled() {
1300
- return !!inv('0xE022CC1B545F1D9F', this.handle, rai());
1260
+ N_0xE7F8707269544B29(ped) {
1261
+ return !!inv('0xE7F8707269544B29', this.handle, ped.handle, rai());
1301
1262
  }
1302
1263
  /**
1303
- * @param multiplier
1264
+ * @returns
1304
1265
  */
1305
- set NoiseMultiplier(multiplier) {
1306
- inv('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1266
+ get IsScriptControlOn() {
1267
+ return !!inv('0xB78350754157C00F', this.handle, rai());
1307
1268
  }
1308
1269
  /**
1309
- * Gets a value indicating whether the specified player is currently aiming freely.
1310
- *
1311
1270
  * @returns
1312
1271
  */
1313
- get IsFreeAiming() {
1314
- return !!inv('0x936F967D4BE1CE9D', this.handle, rai());
1272
+ get IsSecondarySpecialAbilityActive() {
1273
+ return inv('0x45AB66D02B601FA7', this.handle);
1274
+ }
1275
+ N_0xC900A465364A85D6() {
1276
+ inv('0xC900A465364A85D6', this.handle);
1315
1277
  }
1316
1278
  /**
1317
- * @param showingInfoCard
1279
+ * Returns the group ID the player is member of.
1280
+ *
1281
+ * @returns
1318
1282
  */
1319
- set ShowInfoCard(showingInfoCard) {
1320
- inv('0xDC68829BB3F37023', this.handle, showingInfoCard);
1283
+ get Group() {
1284
+ return inv('0x9BAB31815159ABCF', this.handle, rai());
1321
1285
  }
1322
1286
  /**
1323
- * @param regenRate
1287
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1288
+ *
1289
+ * @param weaponDefenseMod
1290
+ * @param meleeDefenseMod
1324
1291
  */
1325
- set HealthRechargeMultiplier(regenRate) {
1326
- inv('0x8899C244EBCF70DE', this.handle, f(regenRate));
1292
+ setDefenseModifier(weaponDefenseMod, meleeDefenseMod) {
1293
+ inv('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1327
1294
  }
1328
1295
  /**
1329
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1296
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1330
1297
  *
1331
- * @param damageInfo
1298
+ * @param modifier
1332
1299
  */
1333
- set DamageInfoOverride(damageInfo) {
1334
- inv('0x78B3D19AF6391A55', this.handle, damageInfo);
1300
+ set WeaponDamageModifier(modifier) {
1301
+ inv('0x94D529F7B73D7A85', this.handle, f(modifier));
1335
1302
  }
1336
1303
  /**
1337
- * Sets whether this player can be hassled by gangs.
1304
+ * durationCost: per second
1338
1305
  *
1339
- * @param toggle
1306
+ * @param durationCost
1340
1307
  */
1341
- set CanBeHassledByGangs(toggle) {
1342
- inv('0xC7FE774412046825', this.handle, toggle);
1308
+ set SpecialAbilityDurationCost(durationCost) {
1309
+ inv('0xB783F75940B23014', this.handle, f(durationCost));
1343
1310
  }
1344
1311
  /**
1345
- * 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.
1346
- *
1347
- * @param bitflag
1312
+ * @returns
1348
1313
  */
1349
- clearDeadeyeAuraIntensityWithFlag(bitflag) {
1350
- inv('0x0E9057A9DA78D0F8', this.handle, bitflag);
1314
+ get IsTargettingAnything() {
1315
+ return !!inv('0x4605C66E0F935F83', this.handle, rai());
1351
1316
  }
1352
1317
  /**
1353
- * Decreases Stamina bar drain speed by % when drawing a bow.
1354
- *
1355
- * @param staminaDrain
1318
+ * @param modifier
1356
1319
  */
1357
- set BowStaminaDrainSpeed(staminaDrain) {
1358
- inv('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1320
+ eagleEyeSetDrainRateModifier(modifier) {
1321
+ inv('0xE0D6C2A146A5C993', this.handle, f(modifier));
1359
1322
  }
1360
- setAllRandomPedsFleeThisFrame() {
1361
- inv('0xD5C198A62F1DEB0A', this.handle);
1323
+ /**
1324
+ * @returns
1325
+ */
1326
+ get DeadEye() {
1327
+ return inv('0xA81D24AE0AF99A5E', this.handle, raf());
1362
1328
  }
1363
1329
  /**
1364
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1365
- *
1366
- * @param pos
1330
+ * @returns
1367
1331
  */
1368
- N_0x4DBC4873707E8FD6(pos) {
1369
- inv('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1332
+ get IsInScope() {
1333
+ return inv('0x04D7F33640662FA2', this.handle);
1370
1334
  }
1371
1335
  /**
1372
- * _SET_PLAYER_A* - _SET_PLAYER_C*
1336
+ * SET_PLAYER_S/T*
1373
1337
  *
1374
- * @param damage
1338
+ * @param toggle
1375
1339
  */
1376
- set LassoDamagePerSecond(damage) {
1377
- inv('0x43F50A7CD2482156', this.handle, f(damage));
1340
+ N_0x8591EE69CC3ED257(toggle) {
1341
+ inv('0x8591EE69CC3ED257', this.handle, toggle);
1378
1342
  }
1379
1343
  /**
1380
- * 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.
1381
- *
1382
- * @param atArresting
1383
- * @returns
1344
+ * @param speedBoost
1345
+ * @param duration
1384
1346
  */
1385
- isBeingArrested(atArresting) {
1386
- return !!inv('0xC8183AE963C58374', this.handle, atArresting, rai());
1347
+ boostHorseSpeedForTime(speedBoost, duration) {
1348
+ inv('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1387
1349
  }
1388
1350
  /**
1389
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1351
+ * Returns true if the player is riding a train.
1390
1352
  *
1391
- * @param entity
1392
1353
  * @returns
1393
1354
  */
1394
- isFreeAimingAtEntity(entity) {
1395
- return !!inv('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1355
+ get IsRidingTrain() {
1356
+ return !!inv('0x2FB0ACADA6A238DD', this.handle, rai());
1396
1357
  }
1397
1358
  /**
1398
- * @param farDamageBonus
1359
+ * Sets whether all trails are hidden during Eagle Eye mode.
1360
+ *
1361
+ * @param hide
1399
1362
  */
1400
- set DamageFarDistanceBonusTotal(farDamageBonus) {
1401
- inv('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1402
- }
1403
- setMayNotEnterAnyVehicle() {
1404
- inv('0xBEC463B3A11C909E', this.handle);
1363
+ eagleEyeSetHideAllTrails(hide) {
1364
+ inv('0x330CA55A3647FA1C', this.handle, hide);
1405
1365
  }
1406
1366
  /**
1367
+ * _IS_PLAYER_S* - _IS_PLAYER_T*
1368
+ *
1407
1369
  * @returns
1408
1370
  */
1409
- get Health() {
1410
- return inv('0x0317C947D062854E', this.handle, raf());
1371
+ N_0x621D1B289CAF5978() {
1372
+ return !!inv('0x621D1B289CAF5978', this.handle, rai());
1411
1373
  }
1412
- resetWantedLevelDifficulty() {
1413
- inv('0x062D14F18E8B0CAE', this.handle);
1374
+ /**
1375
+ * Decreases the damage the player receives while on horseback
1376
+ * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
1377
+ *
1378
+ * @param damageDecrease
1379
+ */
1380
+ set ReceivedDamageTakenOnHorsebackModifier(damageDecrease) {
1381
+ inv('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
1414
1382
  }
1415
1383
  /**
1416
- * @param linkedWaypointPed
1384
+ * @param toggle
1417
1385
  */
1418
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed) {
1419
- inv('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1386
+ set CanMercyKill(toggle) {
1387
+ inv('0x39363DFD04E91496', this.handle, toggle);
1420
1388
  }
1421
1389
  /**
1390
+ * @param p1
1391
+ * @param discoveryHash
1422
1392
  * @returns
1423
1393
  */
1424
- get NumMarkedDeadeyeTargets() {
1425
- return inv('0xCCD9B77F70D31C9D', this.handle, rai());
1394
+ getHasDiscoveredCharacterNameSp(p1, discoveryHash) {
1395
+ return inv('0x0772F87D7B07719A', this.handle, p1, _h(discoveryHash));
1426
1396
  }
1427
1397
  /**
1428
- * @param weaponHash Refer to [enum: eWeaponHash]
1429
- * @returns
1398
+ * @param speech
1430
1399
  */
1431
- getWeaponDamage(weaponHash) {
1432
- return inv('0xFE0304050261442C', this.handle, weaponHash, raf());
1400
+ set InteractionPositiveResponse(speech) {
1401
+ inv('0xC6366A585659D15C', this.handle, speech);
1433
1402
  }
1434
1403
  /**
1435
- * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1436
- * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1404
+ * This can be between 1.0f - 50.0f
1437
1405
  *
1438
- * @param disabled
1406
+ * @param multiplier
1439
1407
  */
1440
- eagleeyeSetSprintBehavior(disabled) {
1441
- inv('0xCE285A4413B00B7F', this.handle, disabled);
1408
+ set AirDragMultiplierForPlayersVehicle(multiplier) {
1409
+ inv('0x5DA6500FE849DA16', this.handle, f(multiplier));
1442
1410
  }
1443
1411
  /**
1444
- * @param speech
1412
+ * Only applies to HUNTERCART01
1413
+ *
1414
+ * @param wagon
1445
1415
  */
1446
- set InteractionNegativeResponse(speech) {
1447
- inv('0x98CD760DE43B612E', this.handle, speech);
1416
+ set HuntingWagon(wagon) {
1417
+ inv('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
1448
1418
  }
1449
1419
  /**
1450
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1451
- * _SPECIAL_ABILITY*
1420
+ * Applies a customizable aura effect to nearby entities when Deadeye is active, with control over aura intensity and additional behavior based on a flag parameter.
1452
1421
  *
1453
1422
  * @param p1
1454
1423
  * @param p2
1455
1424
  * @param p3
1456
- * @param p4
1457
- */
1458
- N_0xFA437FA0738C370C(p1, p2, p3, p4) {
1459
- inv('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1460
- }
1461
- /**
1462
- * @param toggle
1425
+ * @param intensity
1426
+ * @param flag
1463
1427
  */
1464
- set SimulateAiming(toggle) {
1465
- inv('0xE0447DEF81CCDFD2', this.handle, toggle);
1428
+ setDeadeyeEntityAuraIntensityWithFlag(p1, p2, p3, intensity, flag) {
1429
+ inv('0x131E294EF60160DF', this.handle, f(p1), f(p2), f(p3), f(intensity), flag);
1466
1430
  }
1467
1431
  /**
1432
+ * Returns true if PromptType is enabled for ped (mount)
1433
+ * Params: See 0x0751D461F06E41CE
1434
+ *
1435
+ * @param ped
1436
+ * @param promptType
1437
+ * @param promptMode
1468
1438
  * @returns
1469
1439
  */
1470
- get AiDefenseModifierAgainstAi() {
1471
- return inv('0x2E78D822208E740A', this.handle, raf());
1440
+ getUiPromptForPedIsEnabled(ped, promptType, promptMode) {
1441
+ return inv('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
1472
1442
  }
1473
1443
  /**
1474
- * Setting player's Health recharge time to zero forces immediate health regen
1444
+ * 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).
1475
1445
  *
1476
- * @param modifier
1446
+ * @param flag
1477
1447
  */
1478
- set HealthRechargeTimeModifier(modifier) {
1479
- inv('0x535ED4605F89AB6E', this.handle, f(modifier));
1448
+ set DeadeyeEntityAuraWithFlag(flag) {
1449
+ inv('0x2B12B6FC8B8772AB', this.handle, flag);
1480
1450
  }
1481
1451
  /**
1482
- * Returns true if the given player has a valid ped.
1483
- *
1484
1452
  * @returns
1485
1453
  */
1486
- networkHasValidPed() {
1487
- return inv('0x0760D6F70EBCC05C', this.handle);
1454
+ get MountOwnedByPlayer() {
1455
+ return createFromHandle('Ped', inv('0xF49F14462F0AE27C', this.handle, rai()));
1488
1456
  }
1489
1457
  /**
1490
- * @param accuracy
1458
+ * @param weaponHash Refer to [enum: eWeaponHash]
1459
+ * @param damageModifier
1491
1460
  */
1492
- set RemoteAccuracyFloorModifier(accuracy) {
1493
- inv('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1461
+ setWeaponTypeDamageModifier(weaponHash, damageModifier) {
1462
+ inv('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
1463
+ }
1464
+ /**
1465
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1466
+ * *GET_PLAYER**
1467
+ *
1468
+ * @returns ped
1469
+ */
1470
+ N_0x7AE93C45EC14A166() {
1471
+ const result = inv('0x7AE93C45EC14A166', this.handle, pvi(), rai());
1472
+ return [!!result[0], createFromHandle('Ped', result[1])];
1494
1473
  }
1495
1474
  /**
1496
- * @param weapon
1497
1475
  * @param speed
1476
+ * @param duration
1477
+ * @param heading
1478
+ * @param p4
1479
+ * @param p5
1498
1480
  */
1499
- setWeaponDrawSpeed(weapon, speed) {
1500
- inv('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1481
+ simulateInputGait(speed, duration, heading, p4, p5) {
1482
+ inv('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
1501
1483
  }
1502
1484
  /**
1485
+ * @param p1
1503
1486
  * @returns
1504
1487
  */
1505
- get StaminaDepletionMultiplier() {
1506
- return inv('0x68A0389E0718AC8F', this.handle, raf());
1488
+ getDeadEyeMeterLevel(p1) {
1489
+ return inv('0x3A6AE4EEE30370FE', this.handle, p1, raf());
1507
1490
  }
1508
1491
  /**
1509
- * @returns
1492
+ * @param drawReductionTime
1510
1493
  */
1511
- get CurrentStealthNoise() {
1512
- return inv('0xD7ECC25E176ECBA5', this.handle, raf());
1494
+ set BowDrawReductionTimeInDeadeye(drawReductionTime) {
1495
+ inv('0xBE0C524970892D41', this.handle, f(drawReductionTime));
1513
1496
  }
1514
1497
  /**
1515
- * @param ped
1498
+ * 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.
1499
+ *
1516
1500
  * @returns
1517
1501
  */
1518
- isFollowingTarget(ped) {
1519
- return inv('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1502
+ eagleEyeCanFocusOnTrack() {
1503
+ return inv('0x1DA5C5B0923E1B85', this.handle);
1520
1504
  }
1521
1505
  /**
1522
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1523
- *
1524
- * @param mood Refer to [enum: ePedMood]
1506
+ * @param range
1525
1507
  */
1526
- set Mood(mood) {
1527
- inv('0x39BED552DB46FFA9', this.handle, mood);
1508
+ eagleEyeSetRange(range) {
1509
+ inv('0x22C8B10802301381', this.handle, f(range));
1528
1510
  }
1529
1511
  /**
1530
- * Params: See 0x0751D461F06E41CE
1512
+ * *SET_SPECIAL_ABILITY**
1531
1513
  *
1532
- * @param ped
1533
- * @param promptType
1534
- * @param promptMode
1535
- * @param enabled
1514
+ * @param p1
1536
1515
  */
1537
- modifyUiPromptForPed(ped, promptType, promptMode, enabled) {
1538
- inv('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1516
+ N_0x4D1699543B1C023C(p1) {
1517
+ inv('0x4D1699543B1C023C', this.handle, f(p1));
1539
1518
  }
1540
1519
  /**
1541
- * Used in script function INIT_DEADEYE_SLOWDOWN
1520
+ * Drains Deadeye by given amount.
1542
1521
  *
1543
- * @param p1
1522
+ * @param amount
1523
+ * @param p2
1544
1524
  */
1545
- N_0x3ACAC8832E77BC93(p1) {
1546
- inv('0x3ACAC8832E77BC93', this.handle, p1);
1525
+ specialAbilityDrainByAmount(amount, p2) {
1526
+ inv('0x200114E99552462B', this.handle, f(amount), p2);
1547
1527
  }
1548
1528
  /**
1549
- * Disables the players ability to be wanted by lawmen
1529
+ * Sets Player's Defense against AI modifier
1550
1530
  *
1551
- * @param disable
1531
+ * @param modifier
1552
1532
  */
1553
- set DisableWantedLevel(disable) {
1554
- inv('0x8674D138391FFB1B', this.handle, disable);
1533
+ set AiDefenseModifierAgainstAi(modifier) {
1534
+ inv('0x914071FF93AF2692', this.handle, f(modifier));
1555
1535
  }
1556
1536
  /**
1557
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1537
+ * Gets the player's team.
1538
+ * Returns -1 in singleplayer.
1558
1539
  *
1559
- * @param name
1540
+ * @returns
1560
1541
  */
1561
- disableInteractiveFocusPreset(name) {
1562
- inv('0xC67A4910425F11F1', this.handle, name);
1542
+ get Team() {
1543
+ return inv('0xB464EB6A40C7975B', this.handle, rai());
1563
1544
  }
1564
1545
  /**
1565
- * @param p1
1546
+ * @returns
1566
1547
  */
1567
- set ManageBuffSuperJump(p1) {
1568
- inv('0x292F0B6EDC82E3A4', this.handle, f(p1));
1548
+ get HealthRechargeMultiplier() {
1549
+ return inv('0x22CD23BB0C45E0CD', this.handle, raf());
1569
1550
  }
1570
1551
  /**
1571
- * @param multiplier
1552
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1553
+ * followMode:
1554
+ * HORSEFOLLOWMODE_AUTO = 0,
1555
+ * HORSEFOLLOWMODE_SIDE_ONLY,
1556
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
1557
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1558
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
1559
+ * followPriority:
1560
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1561
+ * HORSEFOLLOWPRIORITY_AMBIENT,
1562
+ * HORSEFOLLOWPRIORITY_NORMAL,
1563
+ * HORSEFOLLOWPRIORITY_HIGH
1564
+ *
1565
+ * @param ped
1566
+ * @param p2
1567
+ * @param p3
1568
+ * @param followMode
1569
+ * @param followPriority
1570
+ * @param p6
1572
1571
  */
1573
- set SpecialAbilityMultiplier(multiplier) {
1574
- inv('0x5A498FCA232F71E1', this.handle, f(multiplier));
1572
+ addAsFollowTarget(ped, p2, p3, followMode, followPriority, p6) {
1573
+ inv('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
1574
+ }
1575
+ /**
1576
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1577
+ *
1578
+ * @param promptTextKey
1579
+ */
1580
+ set PromptLeaveText(promptTextKey) {
1581
+ inv('0x06C3DB00B69D5435', this.handle, promptTextKey);
1575
1582
  }
1576
1583
  /**
1577
- * @param accuracy
1584
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1585
+ *
1586
+ * @param ped
1587
+ * @returns
1578
1588
  */
1579
- set LocalAccuracyFloorModifier(accuracy) {
1580
- inv('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1589
+ getNumDeadeyeMarksOnPed(ped) {
1590
+ return inv('0x27AD7162D3FED01E', this.handle, ped.handle);
1581
1591
  }
1582
1592
  /**
1583
- * @param wantedLevel
1584
1593
  * @returns
1585
1594
  */
1586
- isWantedLevelGreater(wantedLevel) {
1587
- return !!inv('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1595
+ get Ped2() {
1596
+ return createFromHandle('Ped', inv('0x5EBE38A20BC51C27', this.handle, rai()));
1588
1597
  }
1589
1598
  /**
1590
- * SPECIAL_ABILITY_NONE = -1,
1591
- * SPECIAL_ABILITY_CAR_SLOWDOWN,
1592
- * SPECIAL_ABILITY_RAGE,
1593
- * SPECIAL_ABILITY_BULLET_TIME,
1594
- * SPECIAL_ABILITY_SNAPSHOT,
1595
- * SPECIAL_ABILITY_INSULT,
1596
- * SPECIAL_ABILITY_DEADEYE,
1597
- * SPECIAL_ABILITY_REVIVE
1598
- *
1599
- * @param type
1599
+ * @param p1
1600
+ * @returns
1600
1601
  */
1601
- set SpecialAbilityType(type) {
1602
- inv('0x00BA333DA05ADC23', this.handle, type);
1602
+ getIsUiPromptActive(p1) {
1603
+ return inv('0x51BEA356B1C60225', this.handle, p1);
1603
1604
  }
1604
1605
  /**
1605
- * @param toggle
1606
+ * @param horse
1607
+ * @returns
1606
1608
  */
1607
- set EveryoneIgnorePlayer(toggle) {
1608
- inv('0x34630A768925B852', this.handle, toggle);
1609
+ setPedAsTempHorse(horse) {
1610
+ return inv('0x227B06324234FB09', this.handle, horse.handle);
1609
1611
  }
1610
1612
  /**
1611
- * Sets whether this player can take cover.
1613
+ * Restores Deadeye by given amount.
1614
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1612
1615
  *
1613
- * @param toggle
1616
+ * @param amount
1617
+ * @param p2
1618
+ * @param p3
1619
+ * @param p4
1614
1620
  */
1615
- set CanUseCover(toggle) {
1616
- inv('0x5EDA520F7A3BAF4E', this.handle, toggle);
1621
+ specialAbilityRestoreByAmount(amount, p2, p3, p4) {
1622
+ inv('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
1617
1623
  }
1618
1624
  /**
1619
- * @param ped
1625
+ * Only used in R* SP Script short_update
1626
+ *
1627
+ * @param delay
1620
1628
  */
1621
- removeAsFollowTarget(ped) {
1622
- inv('0x0C6B89876262A99D', this.handle, ped.handle);
1629
+ set DeadeyeAbilityDepletionDelay(delay) {
1630
+ inv('0x870634493CB4372C', this.handle, f(delay));
1623
1631
  }
1624
1632
  /**
1625
- * @param weaponGroup
1626
- * @param modifier
1633
+ * Swim speed multiplier.
1634
+ * Multiplier goes up to 1.49f
1635
+ *
1636
+ * @param multiplier
1627
1637
  */
1628
- setWeaponGroupDamageModifier(weaponGroup, modifier) {
1629
- inv('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1638
+ set SwimMultiplierForPlayer(multiplier) {
1639
+ inv('0xBFCEABDE34DA5085', this.handle, f(multiplier));
1630
1640
  }
1631
1641
  /**
1632
- * @param ped
1633
- * @param p2
1642
+ * @returns
1634
1643
  */
1635
- N_0x84481018E668E1B8(ped, p2) {
1636
- inv('0x84481018E668E1B8', this.handle, ped.handle, p2);
1644
+ get IsDead() {
1645
+ return !!inv('0x2E9C3FCB6798F397', this.handle, rai());
1637
1646
  }
1638
1647
  /**
1639
- * @param entity
1648
+ * @param ped
1640
1649
  * @param p2
1641
1650
  */
1642
- registerEagleEyeTrailsForEntity(entity, p2) {
1643
- inv('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1651
+ N_0x310CE349E0C0EC4B(ped, p2) {
1652
+ inv('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
1644
1653
  }
1645
1654
  /**
1646
- * @param filter
1655
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
1647
1656
  */
1648
- set DeadeyeTaggingConfig(filter) {
1649
- inv('0x83FCD6921FC8FD05', this.handle, filter);
1657
+ eagleEyeClearRegisteredTrails() {
1658
+ inv('0xE5D3EB37ABC1EB03', this.handle);
1650
1659
  }
1651
1660
  /**
1652
- * (Un)lock Eagle Eye functionality
1653
- *
1654
1661
  * @param enable
1655
1662
  */
1656
- enableEagleeye(enable) {
1657
- inv('0xA63FCAD3A6FEC6D2', this.handle, enable);
1663
+ enableCustomDeadeyeAbility(enable) {
1664
+ inv('0x95EE1DEE1DCD9070', this.handle, enable);
1658
1665
  }
1659
1666
  /**
1660
- * Only used in R* SP Script short_update
1661
- * Restores Deadeye Outer Ring
1667
+ * Returns the player's invincibility status.
1662
1668
  *
1663
- * @param amount
1664
- */
1665
- specialAbilityRestoreOuterRing(amount) {
1666
- inv('0x2498035289B5688F', this.handle, f(amount));
1667
- }
1668
- /**
1669
1669
  * @returns
1670
1670
  */
1671
- get IsSpecialAbilityActive() {
1672
- return inv('0xB16223CB7DA965F0', this.handle);
1671
+ get Invincible() {
1672
+ return !!inv('0x0CBBCB2CCFA7DC4E', this.handle, rai());
1673
1673
  }
1674
- reportPoliceSpottedPlayer() {
1675
- inv('0xCBCCF73FFA69CC6B', this.handle);
1674
+ resetArrestState() {
1675
+ inv('0x12917931C31F1750', this.handle);
1676
1676
  }
1677
1677
  /**
1678
- * @param p1
1679
- * @param p2
1680
- * @returns
1678
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
1679
+ *
1680
+ * @param toggle
1681
1681
  */
1682
- getReceivedBattleEventRecently(p1, p2) {
1683
- return !!inv('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1682
+ modifyInfiniteTrailVision(toggle) {
1683
+ inv('0x28A13BF6B05C3D83', this.handle, toggle);
1684
1684
  }
1685
1685
  /**
1686
- * @returns
1686
+ * Simply sets you as invincible (Health will not deplete).
1687
+ *
1688
+ * @param toggle
1687
1689
  */
1688
- get SpecialAbilityMultiplier() {
1689
- return inv('0xAB3773E7AA1E9DCC', this.handle, raf());
1690
+ set Invincible(toggle) {
1691
+ inv('0xFEBEEBC9CBDF4B12', this.handle, toggle);
1690
1692
  }
1691
1693
  /**
1692
- * 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.
1694
+ * Returns whether the player can control himself.
1693
1695
  *
1694
- * @param weapon
1695
- * @param attachSlotId
1696
+ * @returns
1696
1697
  */
1697
- setAimWeapon(weapon, attachSlotId) {
1698
- inv('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1698
+ get IsControlOn() {
1699
+ return !!inv('0x7964097FCE4C244B', this.handle, rai());
1699
1700
  }
1700
1701
  /**
1701
- * @param pos
1702
- * @param heading
1703
- * @param p5
1704
- * @param p6
1705
- * @param p7
1706
- * @param p8
1702
+ * @param vehicle
1707
1703
  */
1708
- startTeleport(pos, heading, p5, p6, p7, p8) {
1709
- inv('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1704
+ set MayOnlyEnterThisVehicle(vehicle) {
1705
+ inv('0xDA35A134038557EC', this.handle, vehicle.handle);
1710
1706
  }
1711
1707
  /**
1712
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
1713
- *
1714
- * @param ped
1715
- * @returns
1708
+ * @param weaponGroup
1709
+ * @param toggle
1716
1710
  */
1717
- N_0xE7F8707269544B29(ped) {
1718
- return !!inv('0xE7F8707269544B29', this.handle, ped.handle, rai());
1711
+ setWeaponGroupAsInstantKill(weaponGroup, toggle) {
1712
+ inv('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
1719
1713
  }
1720
1714
  /**
1715
+ * Returns false if PromptType is enabled
1716
+ * Params: See 0x0751D461F06E41CE
1717
+ *
1718
+ * @param promptType
1719
+ * @param promptMode
1721
1720
  * @returns
1722
1721
  */
1723
- get IsScriptControlOn() {
1724
- return !!inv('0xB78350754157C00F', this.handle, rai());
1722
+ getUiPromptIsDisabled(promptType, promptMode) {
1723
+ return inv('0x6614F9039BD31931', this.handle, promptType, promptMode);
1725
1724
  }
1726
1725
  /**
1727
- * @returns
1726
+ * @param toggle
1728
1727
  */
1729
- get IsSecondarySpecialAbilityActive() {
1730
- return inv('0x45AB66D02B601FA7', this.handle);
1731
- }
1732
- N_0xC900A465364A85D6() {
1733
- inv('0xC900A465364A85D6', this.handle);
1728
+ set LockonToFriendlyPlayers(toggle) {
1729
+ inv('0x4A056257802DD3E5', this.handle, toggle);
1734
1730
  }
1735
1731
  /**
1736
- * Returns the group ID the player is member of.
1732
+ * Activates the Surrender prompt for the specified player in the current frame.
1737
1733
  *
1738
- * @returns
1734
+ * @param targetPed
1735
+ * @param promptOrder
1736
+ * @param p3
1739
1737
  */
1740
- get Group() {
1741
- return inv('0x9BAB31815159ABCF', this.handle, rai());
1738
+ setCooperatePromptThisFrame(targetPed, promptOrder, p3) {
1739
+ inv('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
1742
1740
  }
1743
1741
  /**
1744
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
1742
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
1743
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
1745
1744
  *
1746
- * @param weaponDefenseMod
1747
- * @param meleeDefenseMod
1745
+ * @param playerResetFlag
1746
+ * @param p2
1748
1747
  */
1749
- setDefenseModifier(weaponDefenseMod, meleeDefenseMod) {
1750
- inv('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1748
+ setResetFlag(playerResetFlag, p2) {
1749
+ inv('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
1751
1750
  }
1752
1751
  /**
1753
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1754
- *
1755
- * @param modifier
1752
+ * @returns
1756
1753
  */
1757
- set WeaponDamageModifier(modifier) {
1758
- inv('0x94D529F7B73D7A85', this.handle, f(modifier));
1754
+ get WantedLevel() {
1755
+ return inv('0xABC532F9098BFD9D', this.handle, rai());
1759
1756
  }
1760
1757
  /**
1761
- * durationCost: per second
1762
- *
1763
- * @param durationCost
1758
+ * @param closeRangeLowerBound
1759
+ * @param closeRangeUpperBound
1764
1760
  */
1765
- set SpecialAbilityDurationCost(durationCost) {
1766
- inv('0xB783F75940B23014', this.handle, f(durationCost));
1761
+ setDamageCloseDistanceBonus(closeRangeLowerBound, closeRangeUpperBound) {
1762
+ inv('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
1767
1763
  }
1768
1764
  /**
1769
- * @returns
1765
+ * @param multiplier
1770
1766
  */
1771
- get IsTargettingAnything() {
1772
- return !!inv('0x4605C66E0F935F83', this.handle, rai());
1767
+ set SneakingNoiseMultiplier(multiplier) {
1768
+ inv('0x4DE44FA389DCA565', this.handle, f(multiplier));
1773
1769
  }
1774
1770
  /**
1775
- * @param modifier
1771
+ * Sets the player's team.
1772
+ *
1773
+ * @param team
1774
+ * @param bRestrictToThisScript
1776
1775
  */
1777
- eagleEyeSetDrainRateModifier(modifier) {
1778
- inv('0xE0D6C2A146A5C993', this.handle, f(modifier));
1776
+ setTeam(team, bRestrictToThisScript) {
1777
+ inv('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
1779
1778
  }
1780
1779
  /**
1780
+ * Checks if the player's Deadeye ability is enabled.
1781
+ *
1781
1782
  * @returns
1782
1783
  */
1783
- get DeadEye() {
1784
- return inv('0xA81D24AE0AF99A5E', this.handle, raf());
1784
+ get IsSpecialAbilityEnabled() {
1785
+ return inv('0xDE6C85975F9D4894', this.handle);
1785
1786
  }
1786
1787
  /**
1787
- * @returns
1788
+ * @param target
1788
1789
  */
1789
- get IsInScope() {
1790
- return inv('0x04D7F33640662FA2', this.handle);
1790
+ set BountyTarget(target) {
1791
+ inv('0x6ADF821FBF21920E', this.handle, target.handle);
1791
1792
  }
1792
1793
  /**
1793
- * SET_PLAYER_S/T*
1794
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
1794
1795
  *
1795
- * @param toggle
1796
+ * @returns
1796
1797
  */
1797
- N_0x8591EE69CC3ED257(toggle) {
1798
- inv('0x8591EE69CC3ED257', this.handle, toggle);
1798
+ eagleEyeAreAllTrailsHidden() {
1799
+ return inv('0xA62BBAAE67A05BB0', this.handle);
1799
1800
  }
1800
1801
  /**
1801
- * @param speedBoost
1802
- * @param duration
1802
+ * @returns
1803
1803
  */
1804
- boostHorseSpeedForTime(speedBoost, duration) {
1805
- inv('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1804
+ get IsDeadeyeTaggingEnabled() {
1805
+ return inv('0x32348719DCED2969', this.handle);
1806
1806
  }
1807
1807
  /**
1808
1808
  * Gets the player's server ID. In multiplayer, this is the player's unique server-side identifier.