@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
@@ -18,2044 +18,2044 @@ export class Player implements IHandle {
18
18
  }
19
19
 
20
20
  /**
21
- * Returns true if the player is riding a train.
22
- *
23
- * @returns
21
+ * @param p2
22
+ * @param p3
23
+ * @returns outEntity
24
24
  */
25
- get IsRidingTrain(): boolean {
26
- return !!inv<boolean>('0x2FB0ACADA6A238DD', this.handle, rai());
25
+ getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
26
+ const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
27
+ return [result[0], createFromHandle<Entity>('Entity', result[1])];
27
28
  }
28
29
 
29
30
  /**
30
- * Sets whether all trails are hidden during Eagle Eye mode.
31
- *
32
- * @param hide
31
+ * @param toggle
33
32
  */
34
- eagleEyeSetHideAllTrails(hide: boolean): void {
35
- inv<void>('0x330CA55A3647FA1C', this.handle, hide);
33
+ set DeadeyeTaggingEnabled(toggle: boolean) {
34
+ inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
36
35
  }
37
36
 
38
37
  /**
39
- * _IS_PLAYER_S* - _IS_PLAYER_T*
40
- *
41
38
  * @returns
42
39
  */
43
- N_0x621D1B289CAF5978(): boolean {
44
- return !!inv<boolean>('0x621D1B289CAF5978', this.handle, rai());
40
+ get Stamina(): number {
41
+ return inv<number>('0x0FF421E467373FCF', this.handle, raf());
45
42
  }
46
43
 
47
44
  /**
48
- * Decreases the damage the player receives while on horseback
49
- * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
50
- *
51
- * @param damageDecrease
45
+ * @param modifier
52
46
  */
53
- set ReceivedDamageTakenOnHorsebackModifier(damageDecrease: number) {
54
- inv<void>('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
47
+ set MeleeWeaponDamageModifier(modifier: number) {
48
+ inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
55
49
  }
56
50
 
57
51
  /**
58
- * @param toggle
52
+ * @returns
59
53
  */
60
- set CanMercyKill(toggle: boolean) {
61
- inv<void>('0x39363DFD04E91496', this.handle, toggle);
54
+ hasBeenSpottedInStolenVehicle(): boolean {
55
+ return !!inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
62
56
  }
63
57
 
64
58
  /**
65
- * @param p1
66
- * @param discoveryHash
67
- * @returns
59
+ * 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.
60
+ *
61
+ * @param canPickup
68
62
  */
69
- getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any {
70
- return inv<number>('0x0772F87D7B07719A', this.handle, p1, _h(discoveryHash));
63
+ set CanPickupHat(canPickup: boolean) {
64
+ inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
71
65
  }
72
66
 
73
67
  /**
74
- * @param speech
68
+ * 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
69
+ * some colors
70
+ * 0: Default aura
71
+ * 1014693585
72
+ * 1936842089
73
+ * 1979474018
74
+ *
75
+ * @param auraColorHash
75
76
  */
76
- set InteractionPositiveResponse(speech: string | null) {
77
- inv<void>('0xC6366A585659D15C', this.handle, speech);
77
+ set DeadEyeAuraByHash(auraColorHash: string | number) {
78
+ inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
78
79
  }
79
80
 
80
81
  /**
81
- * This can be between 1.0f - 50.0f
82
- *
83
- * @param multiplier
82
+ * @param disabled
84
83
  */
85
- set AirDragMultiplierForPlayersVehicle(multiplier: number) {
86
- inv<void>('0x5DA6500FE849DA16', this.handle, f(multiplier));
84
+ specialAbilitySetDisabled(disabled: boolean): void {
85
+ inv<void>('0xAE637BB8EF017875', this.handle, disabled);
87
86
  }
88
87
 
89
88
  /**
90
- * Only applies to HUNTERCART01
91
- *
92
- * @param wagon
89
+ * @param ammoType
90
+ * @param amount
93
91
  */
94
- set HuntingWagon(wagon: Vehicle) {
95
- inv<void>('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
92
+ setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
93
+ inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
96
94
  }
97
95
 
98
96
  /**
99
- * 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.
100
- *
101
97
  * @param p1
102
- * @param p2
103
- * @param p3
104
- * @param intensity
105
- * @param flag
106
98
  */
107
- setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void {
108
- inv<void>('0x131E294EF60160DF', this.handle, f(p1), f(p2), f(p3), f(intensity), flag);
99
+ eagleEyeSetTrackingUpgrade2(p1: number): void {
100
+ inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
109
101
  }
110
102
 
111
- /**
112
- * @param target
113
- */
114
- set BountyTarget(target: Player) {
115
- inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
103
+ setAllNeutralRandomPedsFleeThisFrame(): void {
104
+ inv<void>('0x16752DAA7E6D3F72', this.handle);
116
105
  }
117
106
 
118
107
  /**
119
- * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
120
- *
121
- * @returns
108
+ * @param p1
122
109
  */
123
- eagleEyeAreAllTrailsHidden(): any {
124
- return inv<number>('0xA62BBAAE67A05BB0', this.handle);
110
+ restoreStamina(p1: number): void {
111
+ inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
125
112
  }
126
113
 
127
114
  /**
128
115
  * @returns
129
116
  */
130
- get IsDeadeyeTaggingEnabled(): any {
131
- return inv<number>('0x32348719DCED2969', this.handle);
117
+ get CachedDeadEyeAmount(): number {
118
+ return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
119
+ }
120
+
121
+ clearHasDamagedAtLeastOnePed(): void {
122
+ inv<void>('0x270B63A641BE32F2', this.handle);
132
123
  }
133
124
 
134
125
  /**
135
- * Sets Player's Defense against AI modifier
136
- *
137
- * @param modifier
126
+ * @param entity
127
+ * @param p2
128
+ * @returns
138
129
  */
139
- set AiDefenseModifierAgainstAi(modifier: number) {
140
- inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
130
+ isTargettingEntity(entity: Entity, p2: boolean): boolean {
131
+ return !!inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
141
132
  }
142
133
 
143
134
  /**
144
- * Gets the player's team.
145
- * Returns -1 in singleplayer.
135
+ * If player has less Dead Eye than required, Dead Eye cant be triggered.
146
136
  *
147
137
  * @returns
148
138
  */
149
- get Team(): number {
150
- return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
139
+ get RequiredDeadEyeAmount(): number {
140
+ return inv<number>('0x811A748B1BE231BA', this.handle, raf());
151
141
  }
152
142
 
153
143
  /**
154
- * @returns
144
+ * @param p1
155
145
  */
156
- get HealthRechargeMultiplier(): number {
157
- return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
146
+ N_0x263D69767F76059C(p1: number): void {
147
+ inv<void>('0x263D69767F76059C', this.handle, p1);
158
148
  }
159
149
 
160
150
  /**
161
- * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
162
- * followMode:
163
- * HORSEFOLLOWMODE_AUTO = 0,
164
- * HORSEFOLLOWMODE_SIDE_ONLY,
165
- * HORSEFOLLOWMODE_BEHIND_ONLY,
166
- * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
167
- * HORSEFOLLOWMODE_BEHIND_CLOSE
168
- * followPriority:
169
- * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
170
- * HORSEFOLLOWPRIORITY_AMBIENT,
171
- * HORSEFOLLOWPRIORITY_NORMAL,
172
- * HORSEFOLLOWPRIORITY_HIGH
151
+ * Make sure to request the model first and wait until it has loaded.
173
152
  *
174
- * @param ped
153
+ * @param modelHash
175
154
  * @param p2
176
- * @param p3
177
- * @param followMode
178
- * @param followPriority
179
- * @param p6
180
155
  */
181
- addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
182
- inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
156
+ setModel(modelHash: string | number, p2: boolean): void {
157
+ inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
183
158
  }
184
159
 
185
160
  /**
186
- * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
187
- *
188
- * @param promptTextKey
161
+ * @param toggle
189
162
  */
190
- set PromptLeaveText(promptTextKey: string | null) {
191
- inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
163
+ set Lockon(toggle: boolean) {
164
+ inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
192
165
  }
193
166
 
194
167
  /**
195
- * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
168
+ * 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.
169
+ * 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.
196
170
  *
197
- * @param ped
198
- * @returns
171
+ * @param flag
172
+ * @param allow
199
173
  */
200
- getNumDeadeyeMarksOnPed(ped: Ped): any {
201
- return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
174
+ setHatAccess(flag: number, allow: boolean): void {
175
+ inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
202
176
  }
203
177
 
204
178
  /**
205
- * @returns
179
+ * @param closeDamageBonus
206
180
  */
207
- get Ped2(): Ped | null {
208
- return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
181
+ set DamageCloseDistanceBonusTotal(closeDamageBonus: number) {
182
+ inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
209
183
  }
210
184
 
211
185
  /**
186
+ * Params: p1 = -1 in R* Scripts
187
+ *
212
188
  * @param p1
213
- * @returns
189
+ * @param p2
214
190
  */
215
- getIsUiPromptActive(p1: number): any {
216
- return inv<number>('0x51BEA356B1C60225', this.handle, p1);
191
+ specialAbilityStartRestore(p1: number, p2: boolean): void {
192
+ inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
217
193
  }
218
194
 
219
195
  /**
220
- * Returns true if PromptType is enabled for ped (mount)
221
- * Params: See 0x0751D461F06E41CE
222
- *
223
- * @param ped
224
- * @param promptType
225
- * @param promptMode
226
- * @returns
196
+ * @param multiplier
227
197
  */
228
- getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
229
- return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
198
+ set StaminaSprintDepletionMultiplier(multiplier: number) {
199
+ inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
230
200
  }
231
201
 
232
202
  /**
233
- * Applies a aura effect to nearby entities when Deadeye is active, based on a flag parameter. This includes humans, animals, vehicles, and horses pulling those vehicles. Additionally, depending on the flag value, the player's appearance may change (e.g., turning gray).
234
- *
235
- * @param flag
203
+ * @param p1
236
204
  */
237
- set DeadeyeEntityAuraWithFlag(flag: number) {
238
- inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
205
+ eagleEyeSetTrackingUpgrade(p1: number): void {
206
+ inv<void>('0xDFC85C5199045026', this.handle, f(p1));
239
207
  }
240
208
 
241
209
  /**
242
- * @returns
210
+ * Get the entity the player is aiming at with/without weapon.
211
+ *
212
+ * @returns entity
243
213
  */
244
- get MountOwnedByPlayer(): Ped | null {
245
- return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
214
+ get InteractionAimEntity(): [boolean, Entity | null] {
215
+ const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
216
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
246
217
  }
247
218
 
248
219
  /**
249
- * @param weaponHash Refer to [enum: eWeaponHash]
250
- * @param damageModifier
220
+ * @param modifier
251
221
  */
252
- setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
253
- inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
222
+ set WeaponDefenseModifier(modifier: number) {
223
+ inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
254
224
  }
255
225
 
256
226
  /**
257
- * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
258
- * *GET_PLAYER**
259
- *
260
- * @returns ped
227
+ * @returns
261
228
  */
262
- N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
263
- const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
264
- return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
229
+ hasDamagedAtLeastOneNonAnimalPed(): boolean {
230
+ return !!inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
265
231
  }
266
232
 
267
233
  /**
268
- * @param speed
269
- * @param duration
270
- * @param heading
271
- * @param p4
272
- * @param p5
234
+ * @returns
273
235
  */
274
- simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
275
- inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
236
+ get DeadeyeAbilityLevel(): number {
237
+ return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
276
238
  }
277
239
 
278
240
  /**
279
- * @param p1
241
+ * This native is used to determine if the player has an active lockon an entity while riding a horse.
242
+ *
280
243
  * @returns
281
244
  */
282
- getDeadEyeMeterLevel(p1: boolean): number {
283
- return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
245
+ get IsOnMountLockonEntity(): boolean {
246
+ return !!inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
284
247
  }
285
248
 
286
- /**
287
- * @param drawReductionTime
288
- */
289
- set BowDrawReductionTimeInDeadeye(drawReductionTime: number) {
290
- inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
249
+ suppressWitnessesCallingPoliceThisFrame(): void {
250
+ inv<void>('0x96722257E5381E00', this.handle);
291
251
  }
292
252
 
293
253
  /**
294
- * Checks if the player can focus on tracks while in Eagle Eye mode. Returns true if the player is able to focus on a track, otherwise false.
254
+ * bullet damage modifier: type = 4
255
+ * explosive damage Defense mod: type = 7
256
+ * fire damage Defense mod: type = 8, 15
295
257
  *
296
- * @returns
258
+ * @param type
259
+ * @param defenseModifier
297
260
  */
298
- eagleEyeCanFocusOnTrack(): any {
299
- return inv<number>('0x1DA5C5B0923E1B85', this.handle);
261
+ setDefenseTypeModifier(type: number, defenseModifier: number): void {
262
+ inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
300
263
  }
301
264
 
302
265
  /**
303
- * @param range
266
+ * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
304
267
  */
305
- eagleEyeSetRange(range: number): void {
306
- inv<void>('0x22C8B10802301381', this.handle, f(range));
268
+ N_0xF21C7A3F3FFBA629(): void {
269
+ inv<void>('0xF21C7A3F3FFBA629', this.handle);
307
270
  }
308
271
 
309
272
  /**
310
- * *SET_SPECIAL_ABILITY**
273
+ * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
274
+ * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
311
275
  *
312
- * @param p1
276
+ * @param ped
277
+ * @param preset
278
+ * @param pos
279
+ * @param targetEntity
280
+ * @param name
313
281
  */
314
- N_0x4D1699543B1C023C(p1: number): void {
315
- inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
282
+ addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
283
+ inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
316
284
  }
317
285
 
318
286
  /**
319
- * Drains Deadeye by given amount.
320
- *
321
- * @param amount
322
- * @param p2
287
+ * 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`
323
288
  */
324
- specialAbilityDrainByAmount(amount: number, p2: any): void {
325
- inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
289
+ resetDeadeyeAuraEffect(): void {
290
+ inv<void>('0xE910932F4B30BE23', this.handle);
326
291
  }
327
292
 
328
293
  /**
329
- * @param weaponGroup
330
- * @param toggle
294
+ * @param accuracy
331
295
  */
332
- setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
333
- inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
296
+ set TotalAccuracyModifier(accuracy: number) {
297
+ inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
334
298
  }
335
299
 
336
300
  /**
337
- * Returns false if PromptType is enabled
338
- * Params: See 0x0751D461F06E41CE
339
- *
340
- * @param promptType
341
- * @param promptMode
342
301
  * @returns
343
302
  */
344
- getUiPromptIsDisabled(promptType: number, promptMode: number): any {
345
- return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
303
+ get VehicleOwnedByPlayer(): Vehicle | null {
304
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
346
305
  }
347
306
 
348
307
  /**
349
- * @param toggle
308
+ * Activates EagleEye, called together with 0x28A13BF6B05C3D83
350
309
  */
351
- set LockonToFriendlyPlayers(toggle: boolean) {
352
- inv<void>('0x4A056257802DD3E5', this.handle, toggle);
310
+ secondarySpecialAbilitySetActive(): void {
311
+ inv<void>('0x1710BC33CFB83634', this.handle);
353
312
  }
354
313
 
355
314
  /**
356
- * Activates the Surrender prompt for the specified player in the current frame.
315
+ * _GET_A* - _GET_C*
357
316
  *
358
- * @param targetPed
359
- * @param promptOrder
360
- * @param p3
317
+ * @returns
361
318
  */
362
- setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
363
- inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
319
+ N_0x927861B2C08DBEA5(): boolean {
320
+ return !!inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
364
321
  }
365
322
 
366
323
  /**
367
- * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
368
- * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
324
+ * 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
325
+ * only stores the last 3 hits in the data view buffer
326
+ * duration is in miliseconds
327
+ * you need dataview
369
328
  *
370
- * @param playerResetFlag
371
- * @param p2
329
+ * @param duration
330
+ * @returns struct
372
331
  */
373
- setResetFlag(playerResetFlag: number, p2: boolean): void {
374
- inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
332
+ getPedsDamagedByRecently(duration: number): [boolean, number] {
333
+ const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
334
+ return [!!result[0], result[1]];
375
335
  }
376
336
 
377
337
  /**
378
- * @returns
338
+ * @param multiplier
379
339
  */
380
- get WantedLevel(): number {
381
- return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
340
+ set StaminaRechargeMultiplier(multiplier: number) {
341
+ inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
382
342
  }
383
343
 
384
344
  /**
385
- * @param closeRangeLowerBound
386
- * @param closeRangeUpperBound
345
+ * Deactivates EagleEye, called together with 0xC0B21F235C02139C
346
+ *
347
+ * @param disabled
387
348
  */
388
- setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
389
- inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
349
+ secondarySpecialAbilitySetDisabled(disabled: boolean): void {
350
+ inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
390
351
  }
391
352
 
392
353
  /**
393
- * @param multiplier
354
+ * @returns
394
355
  */
395
- set SneakingNoiseMultiplier(multiplier: number) {
396
- inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
356
+ updateTeleport(): boolean {
357
+ return !!inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
358
+ }
359
+
360
+ resetInputGait(): void {
361
+ inv<void>('0x61A2EECAB274829B', this.handle);
397
362
  }
398
363
 
399
364
  /**
400
- * Sets the player's team.
401
- *
402
- * @param team
403
- * @param bRestrictToThisScript
365
+ * Activates the special ability for the specified player.
404
366
  */
405
- setTeam(team: number, bRestrictToThisScript: boolean): void {
406
- inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
367
+ specialAbilitySetActivate(): void {
368
+ inv<void>('0xBBA140062B15A8AC', this.handle);
369
+ }
370
+
371
+ clearHasDamagedAtLeastOneNonAnimalPed(): void {
372
+ inv<void>('0x0361096D6CE4372C', this.handle);
407
373
  }
408
374
 
409
375
  /**
410
- * Checks if the player's Deadeye ability is enabled.
411
- *
412
- * @returns
376
+ * @param modifier
413
377
  */
414
- get IsSpecialAbilityEnabled(): any {
415
- return inv<number>('0xDE6C85975F9D4894', this.handle);
378
+ set WeaponDegradationModifier(modifier: number) {
379
+ inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
416
380
  }
417
381
 
418
382
  /**
419
- * @param p2
420
- * @param p3
421
- * @returns outEntity
383
+ * Only used in R* SP Script short_update
384
+ *
385
+ * @param timer
422
386
  */
423
- getInteractionTargetEntity(p2: boolean, p3: boolean): [any, Entity | null] {
424
- const result = inv<[number, number]>('0x3EE1F7A8C32F24E1', this.handle, pvi(), p2, p3);
425
- return [result[0], createFromHandle<Entity>('Entity', result[1])];
387
+ set SpecialAbilityDisableTimer(timer: number) {
388
+ inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
426
389
  }
427
390
 
428
391
  /**
392
+ * @param abilityType
429
393
  * @param toggle
430
394
  */
431
- set DeadeyeTaggingEnabled(toggle: boolean) {
432
- inv<void>('0x6B5DDFB967E5073D', this.handle, toggle);
395
+ setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
396
+ inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
433
397
  }
434
398
 
435
399
  /**
400
+ * playerResetFlag: See 0x9F9A829C6751F3C7
401
+ *
402
+ * @param playerResetFlag
436
403
  * @returns
437
404
  */
438
- get Stamina(): number {
439
- return inv<number>('0x0FF421E467373FCF', this.handle, raf());
405
+ getResetFlag(playerResetFlag: number): any {
406
+ return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
440
407
  }
441
408
 
442
409
  /**
443
- * @param modifier
410
+ * Returns TRUE if the player ('s ped) is climbing at the moment.
411
+ *
412
+ * @returns
444
413
  */
445
- set MeleeWeaponDamageModifier(modifier: number) {
446
- inv<void>('0xE4CB5A3F18170381', this.handle, f(modifier));
414
+ get IsClimbing(): boolean {
415
+ return !!inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
447
416
  }
448
417
 
449
418
  /**
450
- * @returns
419
+ * @returns Refer to [enum: ePedMood]
451
420
  */
452
- hasBeenSpottedInStolenVehicle(): boolean {
453
- return !!inv<boolean>('0xC932F57F31EA9152', this.handle, rai());
421
+ get Mood(): number {
422
+ return inv<number>('0x054473164C012699', this.handle, rai());
423
+ }
424
+
425
+ clearBountyTarget(): void {
426
+ inv<void>('0x8F2A81C09DA9124A', this.handle);
454
427
  }
455
428
 
456
429
  /**
457
- * Enables or disables the Pick Up prompt for a hat on the ground for the specified player. When set to true, the player will see a prompt to pick up the hat if they are near it.
430
+ * Focus Fire VFX start for player: p1 = focusfire
458
431
  *
459
- * @param canPickup
432
+ * @param p1
460
433
  */
461
- set CanPickupHat(canPickup: boolean) {
462
- inv<void>('0xACA45DDCEF6071C4', this.handle, canPickup);
434
+ set LockonFocusFireVfx(p1: string | null) {
435
+ inv<void>('0x5F8E0303C229C84B', this.handle, p1);
463
436
  }
464
437
 
465
438
  /**
466
- * Sets the aura color for entities that the player can target in Deadeye mode, based on a specific hash value. This Native was previously named `SetPlayerStatFlagHash`, but it has been re-evaluated and renamed to better reflect its function in controlling the Deadeye aura color for targeted entities
467
- * some colors
468
- * 0: Default aura
469
- * 1014693585
470
- * 1936842089
471
- * 1979474018
439
+ * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
440
+ * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
472
441
  *
473
- * @param auraColorHash
442
+ * @param promptType
443
+ * @param promptMode
444
+ * @param disabled
474
445
  */
475
- set DeadEyeAuraByHash(auraColorHash: string | number) {
476
- inv<void>('0x768E81AE285A4B67', this.handle, _h(auraColorHash));
446
+ modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
447
+ inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
477
448
  }
478
449
 
479
450
  /**
480
- * @param horse
451
+ * @param p1
481
452
  * @returns
482
453
  */
483
- setPedAsTempHorse(horse: Ped): any {
484
- return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
454
+ getMaxDeadEye(p1: any): number {
455
+ return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
485
456
  }
486
457
 
487
458
  /**
488
- * Restores Deadeye by given amount.
489
- * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
490
- *
491
- * @param amount
492
- * @param p2
459
+ * @param toggle
460
+ * @param ped
493
461
  * @param p3
494
462
  * @param p4
495
463
  */
496
- specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
497
- inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
498
- }
499
-
500
- /**
501
- * Only used in R* SP Script short_update
502
- *
503
- * @param delay
504
- */
505
- set DeadeyeAbilityDepletionDelay(delay: number) {
506
- inv<void>('0x870634493CB4372C', this.handle, f(delay));
464
+ setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
465
+ inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
507
466
  }
508
467
 
509
- /**
510
- * Swim speed multiplier.
511
- * Multiplier goes up to 1.49f
512
- *
513
- * @param multiplier
514
- */
515
- set SwimMultiplierForPlayer(multiplier: number) {
516
- inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
468
+ N_0x93624B36E8851B42(): void {
469
+ inv<void>('0x93624B36E8851B42', this.handle);
517
470
  }
518
471
 
519
472
  /**
473
+ * @param abilityType
520
474
  * @returns
521
475
  */
522
- get IsDead(): boolean {
523
- return !!inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
476
+ isDeadeyeAbilityLocked(abilityType: number): any {
477
+ return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
524
478
  }
525
479
 
526
480
  /**
527
481
  * @param ped
528
- * @param p2
482
+ * @param useSteerassist
529
483
  */
530
- N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
531
- inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
484
+ N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
485
+ inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
532
486
  }
533
487
 
534
488
  /**
535
- * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
489
+ * Returns Deadeye value from player
490
+ *
491
+ * @returns
536
492
  */
537
- eagleEyeClearRegisteredTrails(): void {
538
- inv<void>('0xE5D3EB37ABC1EB03', this.handle);
493
+ specialAbilityGetAmountCached(): number {
494
+ return inv<number>('0x029884FB65821B07', this.handle, raf());
539
495
  }
540
496
 
541
497
  /**
542
- * @param enable
498
+ * @param vehicle
543
499
  */
544
- enableCustomDeadeyeAbility(enable: boolean): void {
545
- inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
500
+ set OwnsVehicle(vehicle: Vehicle) {
501
+ inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
546
502
  }
547
503
 
548
504
  /**
549
- * Returns the player's invincibility status.
550
- *
551
505
  * @returns
552
506
  */
553
- get Invincible(): boolean {
554
- return !!inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
555
- }
556
-
557
- resetArrestState(): void {
558
- inv<void>('0x12917931C31F1750', this.handle);
507
+ hasDamagedAtLeastOnePed(): boolean {
508
+ return !!inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
559
509
  }
560
510
 
561
511
  /**
562
- * Toggle handles wether Deadeye and Eagleeye are infinite or not.
512
+ * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
563
513
  *
564
- * @param toggle
514
+ * @param mount
565
515
  */
566
- modifyInfiniteTrailVision(toggle: boolean): void {
567
- inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
516
+ set OwnsMount(mount: Ped) {
517
+ inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
568
518
  }
569
519
 
570
520
  /**
571
- * Simply sets you as invincible (Health will not deplete).
572
- *
573
- * @param toggle
521
+ * nullsub, doesn't do anything
574
522
  */
575
- set Invincible(toggle: boolean) {
576
- inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
523
+ clearWantedLevel(): void {
524
+ inv<void>('0x4E4B996C928C7AA6', this.handle);
577
525
  }
578
526
 
579
527
  /**
580
- * Returns whether the player can control himself.
528
+ * Does the same like PLAYER::GET_PLAYER_PED
581
529
  *
582
530
  * @returns
583
531
  */
584
- get IsControlOn(): boolean {
585
- return !!inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
532
+ get PedScriptIndex(): Ped | null {
533
+ return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
586
534
  }
587
535
 
588
536
  /**
589
- * @param vehicle
537
+ * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
538
+ *
539
+ * @returns
590
540
  */
591
- set MayOnlyEnterThisVehicle(vehicle: Vehicle) {
592
- inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
541
+ eagleEyeGetTrackedPedId(): any {
542
+ return inv<number>('0x3813E11A378958A5', this.handle);
593
543
  }
594
544
 
595
545
  /**
596
- * @param disabled
546
+ * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
597
547
  */
598
- specialAbilitySetDisabled(disabled: boolean): void {
599
- inv<void>('0xAE637BB8EF017875', this.handle, disabled);
548
+ get Name(): string | null {
549
+ return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
600
550
  }
601
551
 
602
552
  /**
603
- * @param ammoType
604
- * @param amount
553
+ * Seems to work similar to 0xD2CB0FB0FDCB473D
554
+ *
555
+ * @param horse
605
556
  */
606
- setMaxAmmoOverrideForAmmoType(ammoType: string | number, amount: number): void {
607
- inv<void>('0xE133C1EC5300F740', this.handle, _h(ammoType), amount);
557
+ set PedActiveHorse(horse: Ped) {
558
+ inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
608
559
  }
609
560
 
610
561
  /**
611
- * @param p1
562
+ * Name could potentially be inaccurate.
563
+ * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
564
+ * _SET_PLAYER_L* - _SET_PLAYER_M*
565
+ *
566
+ * @param active
612
567
  */
613
- eagleEyeSetTrackingUpgrade2(p1: number): void {
614
- inv<void>('0x6FA957D1B55941C1', this.handle, f(p1));
568
+ set MountStateActive(active: boolean) {
569
+ inv<void>('0xDF93973251FB2CA5', this.handle, active);
615
570
  }
616
571
 
617
- setAllNeutralRandomPedsFleeThisFrame(): void {
618
- inv<void>('0x16752DAA7E6D3F72', this.handle);
572
+ /**
573
+ * _IS_PLAYER_I* - _IS_PLAYER_P*
574
+ *
575
+ * @returns p1
576
+ */
577
+ N_0xB331D8A73F9D2BDF(): [boolean, number] {
578
+ const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
579
+ return [!!result[0], result[1]];
619
580
  }
620
581
 
621
582
  /**
622
- * @param p1
583
+ * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
584
+ *
585
+ * @param toggle
623
586
  */
624
- restoreStamina(p1: number): void {
625
- inv<void>('0xC41F4B6E23FE6A4A', this.handle, f(p1));
587
+ disableFiring(toggle: boolean): void {
588
+ inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
589
+ }
590
+
591
+ specialAbilitySetEagleEyeDisabled(): void {
592
+ inv<void>('0xC0B21F235C02139C', this.handle);
626
593
  }
627
594
 
628
595
  /**
629
- * @returns
596
+ * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
597
+ * AddTextEntry("sit_custom", "Take a seat")
598
+ * this native must be invoked
599
+ * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
600
+ *
601
+ * @param label
630
602
  */
631
- get CachedDeadEyeAmount(): number {
632
- return inv<number>('0xDF66A37936D5F3D9', this.handle, raf());
603
+ set SitPromptText(label: string | null) {
604
+ inv<void>('0x988C9045531B9FCE', this.handle, label);
633
605
  }
634
606
 
635
- clearHasDamagedAtLeastOnePed(): void {
636
- inv<void>('0x270B63A641BE32F2', this.handle);
607
+ updateWantedPositionThisFrame(): void {
608
+ inv<void>('0xD0B0B044112BF424', this.handle);
637
609
  }
638
610
 
639
611
  /**
640
612
  * @param entity
641
- * @param p2
642
- * @returns
643
613
  */
644
- isTargettingEntity(entity: Entity, p2: boolean): boolean {
645
- return !!inv<boolean>('0x27F89FDC16688A7A', this.handle, entity.handle, p2, rai());
614
+ unregisterEagleEyeForEntity(entity: Entity): void {
615
+ inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
646
616
  }
647
617
 
648
618
  /**
649
- * If player has less Dead Eye than required, Dead Eye cant be triggered.
619
+ * @param farRangeLowerBound
620
+ * @param farRangeUpperBound
621
+ */
622
+ setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
623
+ inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
624
+ }
625
+
626
+ /**
627
+ * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
628
+ * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
650
629
  *
651
- * @returns
630
+ * @param label
652
631
  */
653
- get RequiredDeadEyeAmount(): number {
654
- return inv<number>('0x811A748B1BE231BA', this.handle, raf());
632
+ set MeleePromptText(label: string | null) {
633
+ inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
655
634
  }
656
635
 
657
636
  /**
637
+ * Used in script function INIT_DEADEYE_SLOWDOWN
638
+ *
658
639
  * @param p1
659
640
  */
660
- N_0x263D69767F76059C(p1: number): void {
661
- inv<void>('0x263D69767F76059C', this.handle, p1);
641
+ N_0x570A13A4CA2799BB(p1: boolean): void {
642
+ inv<void>('0x570A13A4CA2799BB', this.handle, p1);
662
643
  }
663
644
 
664
645
  /**
665
- * Make sure to request the model first and wait until it has loaded.
666
- *
667
- * @param modelHash
646
+ * @param activationCost
668
647
  * @param p2
669
648
  */
670
- setModel(modelHash: string | number, p2: boolean): void {
671
- inv<void>('0xED40380076A31506', this.handle, _h(modelHash), p2);
649
+ setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
650
+ inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
672
651
  }
673
652
 
674
653
  /**
675
- * @param toggle
654
+ * Used for setting up eagle eye for entity
655
+ * Params: p2 = re-register or not?
656
+ *
657
+ * @param entity
658
+ * @param p2
676
659
  */
677
- set Lockon(toggle: boolean) {
678
- inv<void>('0x462AA1973CBBA75E', this.handle, toggle);
660
+ registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
661
+ inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
679
662
  }
680
663
 
681
664
  /**
682
- * Sets the player's ability to wear hats based on the specified flag. The flag value determines whether the player can wear all hats or only the ones they own.
683
- * If the flag is set to 15 and `allow` is true, the player can wear all available hats. However, if you want to restrict the player to wearing only their owned hats (flag 1), you **must first** disable flag 15 by setting it to false, and then set flag 1 to true.
684
- *
685
- * @param flag
686
- * @param allow
665
+ * @param p1
687
666
  */
688
- setHatAccess(flag: number, allow: boolean): void {
689
- inv<void>('0xA0C683284DF027C7', this.handle, flag, allow);
667
+ N_0x22B3CABEDDB538B2(p1: number): void {
668
+ inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
690
669
  }
691
670
 
692
671
  /**
693
- * @param closeDamageBonus
672
+ * @param modifier
694
673
  */
695
- set DamageCloseDistanceBonusTotal(closeDamageBonus: number) {
696
- inv<void>('0x5006C36652D6EC56', this.handle, f(closeDamageBonus));
674
+ set ExplosiveWeaponDamageModifier(modifier: number) {
675
+ inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
697
676
  }
698
677
 
699
678
  /**
700
- * Params: p1 = -1 in R* Scripts
679
+ * 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
701
680
  *
702
- * @param p1
703
- * @param p2
681
+ * @returns
704
682
  */
705
- specialAbilityStartRestore(p1: number, p2: boolean): void {
706
- inv<void>('0x1D77B47AFA584E90', this.handle, p1, p2);
683
+ get IsMountOnRoad(): any {
684
+ return inv<number>('0xE631EAF35828FA67', this.handle);
707
685
  }
708
686
 
709
687
  /**
710
- * @param multiplier
688
+ * @param entity
689
+ * @returns
711
690
  */
712
- set StaminaSprintDepletionMultiplier(multiplier: number) {
713
- inv<void>('0xBBADFB5E5E5766FB', this.handle, f(multiplier));
691
+ isEagleEyeRegisteredForEntity(entity: Entity): any {
692
+ return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
714
693
  }
715
694
 
716
695
  /**
717
- * @param p1
696
+ * Max level is 5.
697
+ *
698
+ * @param level
718
699
  */
719
- eagleEyeSetTrackingUpgrade(p1: number): void {
720
- inv<void>('0xDFC85C5199045026', this.handle, f(p1));
700
+ set DeadeyeAbilityLevel(level: number) {
701
+ inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
721
702
  }
722
703
 
723
704
  /**
724
- * Get the entity the player is aiming at with/without weapon.
705
+ * 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.
725
706
  *
726
- * @returns entity
707
+ * @param enable
727
708
  */
728
- get InteractionAimEntity(): [boolean, Entity | null] {
729
- const result = inv<[boolean, number]>('0xBEA3A6E5F5F79A6F', this.handle, pvi(), rai());
730
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
709
+ set PickupPromptVisible(enable: boolean) {
710
+ inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
731
711
  }
732
712
 
733
713
  /**
734
- * @param modifier
714
+ * @param mount
735
715
  */
736
- set WeaponDefenseModifier(modifier: number) {
737
- inv<void>('0xD15CC2D493160BE3', this.handle, f(modifier));
716
+ set PedAsSaddleHorseForPlayer(mount: Ped) {
717
+ inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
738
718
  }
739
719
 
740
720
  /**
741
721
  * @returns
742
722
  */
743
- hasDamagedAtLeastOneNonAnimalPed(): boolean {
744
- return !!inv<boolean>('0x16C8D205DD5A2E90', this.handle, rai());
723
+ get ActiveHorseForPlayer(): Ped | null {
724
+ return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
745
725
  }
746
726
 
747
727
  /**
748
- * @returns
728
+ * @param entity
729
+ * @param p2
749
730
  */
750
- get DeadeyeAbilityLevel(): number {
751
- return inv<number>('0xCCE7C695C164C35F', this.handle, rai());
731
+ unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
732
+ inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
752
733
  }
753
734
 
754
735
  /**
755
- * This native is used to determine if the player has an active lockon an entity while riding a horse.
756
- *
757
- * @returns
736
+ * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
758
737
  */
759
- get IsOnMountLockonEntity(): boolean {
760
- return !!inv<boolean>('0x2009F8AB7A5E9D6D', this.handle, rai());
738
+ N_0xCEDC16930526F728(): void {
739
+ inv<void>('0xCEDC16930526F728', this.handle);
761
740
  }
762
741
 
763
- suppressWitnessesCallingPoliceThisFrame(): void {
764
- inv<void>('0x96722257E5381E00', this.handle);
742
+ /**
743
+ * @param ped
744
+ * @param p2
745
+ */
746
+ N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
747
+ inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
765
748
  }
766
749
 
767
750
  /**
768
- * bullet damage modifier: type = 4
769
- * explosive damage Defense mod: type = 7
770
- * fire damage Defense mod: type = 8, 15
771
- *
772
- * @param type
773
- * @param defenseModifier
751
+ * _RESET_PLAYER_A* - _RESET_PLAYER_I*
774
752
  */
775
- setDefenseTypeModifier(type: number, defenseModifier: number): void {
776
- inv<void>('0x93F499CAE53FCD05', this.handle, type, f(defenseModifier));
753
+ N_0x1F488807BC8E0630(): void {
754
+ inv<void>('0x1F488807BC8E0630', this.handle);
755
+ }
756
+
757
+ /**
758
+ * @param p1
759
+ */
760
+ N_0x4EC8BE63B8A5D4EF(p1: number): void {
761
+ inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
777
762
  }
778
763
 
779
764
  /**
780
- * *CLEAR_FACIAL** - _CLEAR_PED_BLOOD*
765
+ * @returns
781
766
  */
782
- N_0xF21C7A3F3FFBA629(): void {
783
- inv<void>('0xF21C7A3F3FFBA629', this.handle);
767
+ canStartMission(): boolean {
768
+ return !!inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
784
769
  }
785
770
 
786
771
  /**
787
- * Associates a specific interactive focus mode preset between a player and a ped, with a specified location and target entity.
788
- * To access all available presets, refer to the file located at: `/update_1.rpf/common/data/interactive_focus_mode_presets.meta`
772
+ * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
773
+ * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
789
774
  *
790
- * @param ped
791
775
  * @param preset
792
776
  * @param pos
793
777
  * @param targetEntity
794
778
  * @param name
779
+ * @returns p1
795
780
  */
796
- addAmbientInteractiveFocusPreset(ped: Ped, preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): void {
797
- inv<void>('0x3946FC742AC305CD', this.handle, ped.handle, preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
781
+ addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
782
+ const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
783
+ return Vector3.fromArray(result);
798
784
  }
799
785
 
800
786
  /**
801
- * Resets any aura effects applied to entities for a specific player in Deadeye mode, returning all aura-related visuals to their default state. This function is primarily used to remove any highlighting or aura effects set by `_SET_DEADEYE_ENTITY_AURA_WITH_FLAG - 0x2B12B6FC8B8772AB` and `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`
787
+ * @returns
802
788
  */
803
- resetDeadeyeAuraEffect(): void {
804
- inv<void>('0xE910932F4B30BE23', this.handle);
789
+ get StaminaRechargeMultiplier(): number {
790
+ return inv<number>('0x617D3494AD58200F', this.handle, raf());
805
791
  }
806
792
 
807
793
  /**
808
- * @param accuracy
794
+ * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
795
+ *
796
+ * @returns
809
797
  */
810
- set TotalAccuracyModifier(accuracy: number) {
811
- inv<void>('0x967FF5BC0CFE6D26', this.handle, f(accuracy));
798
+ get DeadeyeAbilityDepletionDelay(): any {
799
+ return inv<number>('0xE92261BD28C0878F', this.handle);
812
800
  }
813
801
 
814
802
  /**
815
803
  * @returns
816
804
  */
817
- get VehicleOwnedByPlayer(): Vehicle | null {
818
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0xB9050A97594C8832', this.handle, rai()));
805
+ get IsReadyForCutscene(): boolean {
806
+ return !!inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
819
807
  }
820
808
 
821
809
  /**
822
- * Activates EagleEye, called together with 0x28A13BF6B05C3D83
810
+ * @param p1
823
811
  */
824
- secondarySpecialAbilitySetActive(): void {
825
- inv<void>('0x1710BC33CFB83634', this.handle);
812
+ N_0x216BC0D3D2E413D2(p1: any): void {
813
+ inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
826
814
  }
827
815
 
828
816
  /**
829
- * _GET_A* - _GET_C*
817
+ * nullsub, doesn't do anything
830
818
  *
831
- * @returns
819
+ * @param wantedLevel
820
+ * @param disableNoMission
832
821
  */
833
- N_0x927861B2C08DBEA5(): boolean {
834
- return !!inv<boolean>('0x927861B2C08DBEA5', this.handle, rai());
822
+ setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
823
+ inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
835
824
  }
836
825
 
837
826
  /**
838
- * it is used to check for that period of time if player damaged any peds only returns the last 3 hits with the entity ids so if you hit the same entity 3 times it will return the same entity id 3 times, if you hit 4 different entities within that time it will return the last 3 entity ids
839
- * only stores the last 3 hits in the data view buffer
840
- * duration is in miliseconds
841
- * you need dataview
827
+ * false: default eagleeye color
828
+ * true: green eagleeye color
842
829
  *
843
- * @param duration
844
- * @returns struct
845
- */
846
- getPedsDamagedByRecently(duration: number): [boolean, number] {
847
- const result = inv<[boolean, number]>('0x1A6E84F13C952094', this.handle, duration, pvi(), rai());
848
- return [!!result[0], result[1]];
849
- }
850
-
851
- /**
852
- * @param multiplier
830
+ * @param p1
831
+ * @returns p2
853
832
  */
854
- set StaminaRechargeMultiplier(multiplier: number) {
855
- inv<void>('0xFECA17CF3343694B', this.handle, f(multiplier));
833
+ eagleEyeSetColor(p1: boolean): number {
834
+ const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
835
+ return result;
856
836
  }
857
837
 
858
838
  /**
859
- * Deactivates EagleEye, called together with 0xC0B21F235C02139C
839
+ * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
860
840
  *
861
- * @param disabled
841
+ * @param p1
862
842
  */
863
- secondarySpecialAbilitySetDisabled(disabled: boolean): void {
864
- inv<void>('0x64FF4BF9AF59E139', this.handle, disabled);
843
+ N_0x818241B3EDA84191(p1: boolean): void {
844
+ inv<void>('0x818241B3EDA84191', this.handle, p1);
865
845
  }
866
846
 
867
847
  /**
868
848
  * @returns
869
849
  */
870
- updateTeleport(): boolean {
871
- return !!inv<boolean>('0xC39DCE4672CBFBC1', this.handle, rai());
850
+ get Ped(): Ped | null {
851
+ return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
872
852
  }
873
853
 
874
- resetInputGait(): void {
875
- inv<void>('0x61A2EECAB274829B', this.handle);
854
+ /**
855
+ * 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).
856
+ *
857
+ * @param toggle
858
+ */
859
+ set AllRandomPedsFlee(toggle: boolean) {
860
+ inv<void>('0xE705309B8C6445A4', this.handle, toggle);
876
861
  }
877
862
 
878
863
  /**
879
- * Activates the special ability for the specified player.
864
+ * @param p1
865
+ * @param discoveryHash
880
866
  */
881
- specialAbilitySetActivate(): void {
882
- inv<void>('0xBBA140062B15A8AC', this.handle);
867
+ setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
868
+ inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
883
869
  }
884
870
 
885
- clearHasDamagedAtLeastOneNonAnimalPed(): void {
886
- inv<void>('0x0361096D6CE4372C', this.handle);
871
+ /**
872
+ * @returns entity
873
+ */
874
+ get EntityIsFreeAimingAt(): [boolean, Entity | null] {
875
+ const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
876
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
887
877
  }
888
878
 
889
879
  /**
890
- * @param modifier
880
+ * @returns
891
881
  */
892
- set WeaponDegradationModifier(modifier: number) {
893
- inv<void>('0x11A7FF918EF6BC66', this.handle, f(modifier));
882
+ get TempHorse(): Ped | null {
883
+ return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
894
884
  }
895
885
 
896
886
  /**
897
- * Only used in R* SP Script short_update
887
+ * 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
888
+ * duration is in miliseconds
898
889
  *
899
- * @param timer
890
+ * @param duration
891
+ * @returns
900
892
  */
901
- set SpecialAbilityDisableTimer(timer: number) {
902
- inv<void>('0xC0B1C05B313693D1', this.handle, f(timer));
893
+ hasDamagedAnyPedRecently(duration: number): boolean {
894
+ return !!inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
903
895
  }
904
896
 
905
897
  /**
906
- * @param abilityType
907
- * @param toggle
898
+ * @returns entity
908
899
  */
909
- setDeadeyeAbilityLocked(abilityType: number, toggle: boolean): void {
910
- inv<void>('0x2797B8D66DD0EBB8', this.handle, abilityType, toggle);
900
+ get TargetEntity(): [boolean, Entity | null] {
901
+ const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
902
+ return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
911
903
  }
912
904
 
913
905
  /**
914
- * playerResetFlag: See 0x9F9A829C6751F3C7
915
- *
916
- * @param playerResetFlag
917
- * @returns
906
+ * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
918
907
  */
919
- getResetFlag(playerResetFlag: number): any {
920
- return inv<number>('0xFE691E89C08937B6', this.handle, playerResetFlag);
908
+ get IsPlaying(): boolean {
909
+ return !!inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
921
910
  }
922
911
 
923
912
  /**
924
- * Returns TRUE if the player ('s ped) is climbing at the moment.
925
- *
926
913
  * @returns
927
914
  */
928
- get IsClimbing(): boolean {
929
- return !!inv<boolean>('0xB8A70C22FD48197A', this.handle, rai());
915
+ get SaddleHorseForPlayer(): Ped | null {
916
+ return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
930
917
  }
931
918
 
932
919
  /**
933
- * @returns Refer to [enum: ePedMood]
920
+ * Affects the range of auto aim target.
921
+ *
922
+ * @param range
934
923
  */
935
- get Mood(): number {
936
- return inv<number>('0x054473164C012699', this.handle, rai());
937
- }
938
-
939
- clearBountyTarget(): void {
940
- inv<void>('0x8F2A81C09DA9124A', this.handle);
924
+ set LockonRangeOverride(range: number) {
925
+ inv<void>('0x3A3CD06597388322', this.handle, f(range));
941
926
  }
942
927
 
943
928
  /**
944
- * Focus Fire VFX start for player: p1 = focusfire
945
- *
946
- * @param p1
929
+ * @returns
947
930
  */
948
- set LockonFocusFireVfx(p1: string | null) {
949
- inv<void>('0x5F8E0303C229C84B', this.handle, p1);
931
+ get HuntingWagon(): Vehicle | null {
932
+ return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
950
933
  }
951
934
 
952
935
  /**
953
- * Params: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePromptType
954
- * promptType is mostly 34 (PP_TRACK_ANIMAL), promptMode = 0 (PP_MODE_BLOCK) in R* Scripts
955
- *
956
- * @param promptType
957
- * @param promptMode
958
- * @param disabled
936
+ * @param modifier
959
937
  */
960
- modifyUiPrompt(promptType: number, promptMode: number, disabled: boolean): void {
961
- inv<void>('0x0751D461F06E41CE', this.handle, promptType, promptMode, disabled);
938
+ set TrampleDamageModifier(modifier: number) {
939
+ inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
962
940
  }
963
941
 
964
942
  /**
965
- * @param p1
943
+ * Checks if player is focused on any entity
944
+ *
966
945
  * @returns
967
946
  */
968
- getMaxDeadEye(p1: any): number {
969
- return inv<number>('0x592F58BC4D2A2CF3', this.handle, p1, raf());
947
+ get IsFreeFocusing(): any {
948
+ return inv<number>('0x1A51BFE60708E482', this.handle);
970
949
  }
971
950
 
972
951
  /**
952
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
953
+ *
973
954
  * @param toggle
974
- * @param ped
975
- * @param p3
976
- * @param p4
955
+ * @param flags
956
+ * @param bPreventHeadingChange
977
957
  */
978
- setForcedAim(toggle: boolean, ped: Ped, p3: number, p4: boolean): void {
979
- inv<void>('0xD5FCC166AEB2FD0F', this.handle, toggle, ped.handle, p3, p4);
980
- }
981
-
982
- N_0x93624B36E8851B42(): void {
983
- inv<void>('0x93624B36E8851B42', this.handle);
958
+ setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
959
+ inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
984
960
  }
985
961
 
986
962
  /**
987
- * @param abilityType
963
+ * Returns true if eagle eye is enabled for the player
964
+ *
988
965
  * @returns
989
966
  */
990
- isDeadeyeAbilityLocked(abilityType: number): any {
991
- return inv<number>('0x8A0643B0B4CA276B', this.handle, abilityType);
967
+ get IsSecondarySpecialAbilityEnabled(): boolean {
968
+ return !!inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
992
969
  }
993
970
 
994
971
  /**
995
- * @param ped
996
- * @param useSteerassist
972
+ * @param multiplier
997
973
  */
998
- N_0x1FDA57E8908F2609(ped: Ped, useSteerassist: boolean): void {
999
- inv<void>('0x1FDA57E8908F2609', this.handle, ped.handle, useSteerassist);
974
+ set NoiseMultiplier(multiplier: number) {
975
+ inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1000
976
  }
1001
977
 
1002
978
  /**
1003
- * Returns Deadeye value from player
979
+ * Gets a value indicating whether the specified player is currently aiming freely.
1004
980
  *
1005
981
  * @returns
1006
982
  */
1007
- specialAbilityGetAmountCached(): number {
1008
- return inv<number>('0x029884FB65821B07', this.handle, raf());
983
+ get IsFreeAiming(): boolean {
984
+ return !!inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1009
985
  }
1010
986
 
1011
987
  /**
1012
- * @param vehicle
988
+ * @param showingInfoCard
1013
989
  */
1014
- set OwnsVehicle(vehicle: Vehicle) {
1015
- inv<void>('0xD0E02AA618020D17', this.handle, vehicle.handle);
990
+ set ShowInfoCard(showingInfoCard: boolean) {
991
+ inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1016
992
  }
1017
993
 
1018
994
  /**
1019
- * @returns
995
+ * @param regenRate
1020
996
  */
1021
- hasDamagedAtLeastOnePed(): boolean {
1022
- return !!inv<boolean>('0xDA4A4B9B96E20092', this.handle, rai());
997
+ set HealthRechargeMultiplier(regenRate: number) {
998
+ inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1023
999
  }
1024
1000
 
1025
1001
  /**
1026
- * Seems to enable active horse equipment prompt when being near it and enables the control that opens the inventory as well
1002
+ * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1027
1003
  *
1028
- * @param mount
1004
+ * @param damageInfo
1029
1005
  */
1030
- set OwnsMount(mount: Ped) {
1031
- inv<void>('0xE6D4E435B56D5BD0', this.handle, mount.handle);
1006
+ set DamageInfoOverride(damageInfo: string | null) {
1007
+ inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1032
1008
  }
1033
1009
 
1034
1010
  /**
1035
- * nullsub, doesn't do anything
1011
+ * Sets whether this player can be hassled by gangs.
1012
+ *
1013
+ * @param toggle
1036
1014
  */
1037
- clearWantedLevel(): void {
1038
- inv<void>('0x4E4B996C928C7AA6', this.handle);
1015
+ set CanBeHassledByGangs(toggle: boolean) {
1016
+ inv<void>('0xC7FE774412046825', this.handle, toggle);
1039
1017
  }
1040
1018
 
1041
1019
  /**
1042
- * Does the same like PLAYER::GET_PLAYER_PED
1020
+ * 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.
1043
1021
  *
1044
- * @returns
1022
+ * @param bitflag
1045
1023
  */
1046
- get PedScriptIndex(): Ped | null {
1047
- return createFromHandle<Ped>('Ped', inv<number>('0x5C880F9056D784C8', this.handle, rai()));
1024
+ clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1025
+ inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1048
1026
  }
1049
1027
 
1050
1028
  /**
1051
- * Retrieves the ID of the ped that the specified player is currently tracking while in Eagle Eye mode.
1029
+ * Decreases Stamina bar drain speed by % when drawing a bow.
1052
1030
  *
1053
- * @returns
1031
+ * @param staminaDrain
1054
1032
  */
1055
- eagleEyeGetTrackedPedId(): any {
1056
- return inv<number>('0x3813E11A378958A5', this.handle);
1033
+ set BowStaminaDrainSpeed(staminaDrain: number) {
1034
+ inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1057
1035
  }
1058
1036
 
1059
- /**
1060
- * @returns Returns the player name, or if the player doesn't exist, it returns "**Invalid**"
1061
- */
1062
- get Name(): string | null {
1063
- return inv<string>('0x7124FD9AC0E01BA0', this.handle, ras());
1037
+ setAllRandomPedsFleeThisFrame(): void {
1038
+ inv<void>('0xD5C198A62F1DEB0A', this.handle);
1064
1039
  }
1065
1040
 
1066
1041
  /**
1067
- * Seems to work similar to 0xD2CB0FB0FDCB473D
1042
+ * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1068
1043
  *
1069
- * @param horse
1044
+ * @param pos
1070
1045
  */
1071
- set PedActiveHorse(horse: Ped) {
1072
- inv<void>('0x8FBF9EDB378CCB8C', this.handle, horse.handle);
1046
+ N_0x4DBC4873707E8FD6(pos: Vector3): void {
1047
+ inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1073
1048
  }
1074
1049
 
1075
1050
  /**
1076
- * Name could potentially be inaccurate.
1077
- * Used in Script Function HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = true)
1078
- * _SET_PLAYER_L* - _SET_PLAYER_M*
1051
+ * _SET_PLAYER_A* - _SET_PLAYER_C*
1079
1052
  *
1080
- * @param active
1053
+ * @param damage
1081
1054
  */
1082
- set MountStateActive(active: boolean) {
1083
- inv<void>('0xDF93973251FB2CA5', this.handle, active);
1055
+ set LassoDamagePerSecond(damage: number) {
1056
+ inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1084
1057
  }
1085
1058
 
1086
1059
  /**
1087
- * _IS_PLAYER_I* - _IS_PLAYER_P*
1060
+ * 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.
1088
1061
  *
1089
- * @returns p1
1062
+ * @param atArresting
1063
+ * @returns
1090
1064
  */
1091
- N_0xB331D8A73F9D2BDF(): [boolean, number] {
1092
- const result = inv<[boolean, number]>('0xB331D8A73F9D2BDF', this.handle, pvi(), rai());
1093
- return [!!result[0], result[1]];
1065
+ isBeingArrested(atArresting: boolean): boolean {
1066
+ return !!inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1094
1067
  }
1095
1068
 
1096
1069
  /**
1097
- * Inhibits the player from using any method of combat including melee and firearms. NOTE: Only disables the firing for one frame
1070
+ * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1098
1071
  *
1099
- * @param toggle
1072
+ * @param entity
1073
+ * @returns
1100
1074
  */
1101
- disableFiring(toggle: boolean): void {
1102
- inv<void>('0x2970929FD5F9FC89', this.handle, toggle);
1103
- }
1104
-
1105
- specialAbilitySetEagleEyeDisabled(): void {
1106
- inv<void>('0xC0B21F235C02139C', this.handle);
1075
+ isFreeAimingAtEntity(entity: Entity): boolean {
1076
+ return !!inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1107
1077
  }
1108
1078
 
1109
1079
  /**
1110
- * Sets the sit prompt for a specific player using a predefined text entry. use game strings like PLAYER_SIT or use custom with
1111
- * AddTextEntry("sit_custom", "Take a seat")
1112
- * this native must be invoked
1113
- * https://imgur.com/gallery/0x988c9045531b9fce-9bTHgkv
1114
- *
1115
- * @param label
1080
+ * @param farDamageBonus
1116
1081
  */
1117
- set SitPromptText(label: string | null) {
1118
- inv<void>('0x988C9045531B9FCE', this.handle, label);
1082
+ set DamageFarDistanceBonusTotal(farDamageBonus: number) {
1083
+ inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1119
1084
  }
1120
1085
 
1121
- updateWantedPositionThisFrame(): void {
1122
- inv<void>('0xD0B0B044112BF424', this.handle);
1086
+ setMayNotEnterAnyVehicle(): void {
1087
+ inv<void>('0xBEC463B3A11C909E', this.handle);
1123
1088
  }
1124
1089
 
1125
1090
  /**
1126
- * @param entity
1091
+ * @returns
1127
1092
  */
1128
- unregisterEagleEyeForEntity(entity: Entity): void {
1129
- inv<void>('0x9DAE1380CC5C6451', this.handle, entity.handle);
1093
+ get Health(): number {
1094
+ return inv<number>('0x0317C947D062854E', this.handle, raf());
1130
1095
  }
1131
1096
 
1132
- /**
1133
- * @param farRangeLowerBound
1134
- * @param farRangeUpperBound
1135
- */
1136
- setDamageFarDistanceBonus(farRangeLowerBound: number, farRangeUpperBound: number): void {
1137
- inv<void>('0xED591CB17C8BA216', this.handle, f(farRangeLowerBound), f(farRangeUpperBound));
1097
+ resetWantedLevelDifficulty(): void {
1098
+ inv<void>('0x062D14F18E8B0CAE', this.handle);
1138
1099
  }
1139
1100
 
1140
1101
  /**
1141
- * Sets the melee combat prompt for a specific player using a predefined text entry. use game string or
1142
- * AddTextEntry("custom_text", "Throw a punch") and use custom_text in the native
1143
- *
1144
- * @param label
1102
+ * @param linkedWaypointPed
1145
1103
  */
1146
- set MeleePromptText(label: string | null) {
1147
- inv<void>('0x0FAF95D71ED67ADE', this.handle, label);
1104
+ eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1105
+ inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1148
1106
  }
1149
1107
 
1150
1108
  /**
1151
- * Used in script function INIT_DEADEYE_SLOWDOWN
1152
- *
1153
- * @param p1
1109
+ * @returns
1154
1110
  */
1155
- N_0x570A13A4CA2799BB(p1: boolean): void {
1156
- inv<void>('0x570A13A4CA2799BB', this.handle, p1);
1111
+ get NumMarkedDeadeyeTargets(): number {
1112
+ return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1157
1113
  }
1158
1114
 
1159
1115
  /**
1160
- * @param activationCost
1161
- * @param p2
1116
+ * @param weaponHash Refer to [enum: eWeaponHash]
1117
+ * @returns
1162
1118
  */
1163
- setSpecialAbilityActivationCost(activationCost: number, p2: number): void {
1164
- inv<void>('0xAE4BCC79C587EBBF', this.handle, f(activationCost), p2);
1119
+ getWeaponDamage(weaponHash: eWeaponHash): number {
1120
+ return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1165
1121
  }
1166
1122
 
1167
1123
  /**
1168
- * Used for setting up eagle eye for entity
1169
- * Params: p2 = re-register or not?
1124
+ * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1125
+ * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1170
1126
  *
1171
- * @param entity
1172
- * @param p2
1127
+ * @param disabled
1173
1128
  */
1174
- registerEagleEyeForEntity(entity: Entity, p2: boolean): void {
1175
- inv<void>('0x543DFE14BE720027', this.handle, entity.handle, p2);
1129
+ eagleeyeSetSprintBehavior(disabled: boolean): void {
1130
+ inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1176
1131
  }
1177
1132
 
1178
1133
  /**
1179
- * @param p1
1134
+ * @param speech
1180
1135
  */
1181
- N_0x22B3CABEDDB538B2(p1: number): void {
1182
- inv<void>('0x22B3CABEDDB538B2', this.handle, f(p1));
1136
+ set InteractionNegativeResponse(speech: string | null) {
1137
+ inv<void>('0x98CD760DE43B612E', this.handle, speech);
1183
1138
  }
1184
1139
 
1185
1140
  /**
1186
- * @param modifier
1141
+ * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1142
+ * _SPECIAL_ABILITY*
1143
+ *
1144
+ * @param p1
1145
+ * @param p2
1146
+ * @param p3
1147
+ * @param p4
1187
1148
  */
1188
- set ExplosiveWeaponDamageModifier(modifier: number) {
1189
- inv<void>('0x2D3ACE3DE0A2B622', this.handle, f(modifier));
1149
+ N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1150
+ inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1190
1151
  }
1191
1152
 
1192
1153
  /**
1193
- * returns true if the player is on a road while riding a horse but at a certain speed, if you go off road then it returns false or if you go too slow like walking state it also returns false
1194
- *
1195
- * @returns
1154
+ * @param toggle
1196
1155
  */
1197
- get IsMountOnRoad(): any {
1198
- return inv<number>('0xE631EAF35828FA67', this.handle);
1156
+ set SimulateAiming(toggle: boolean) {
1157
+ inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1199
1158
  }
1200
1159
 
1201
1160
  /**
1202
- * @param entity
1203
1161
  * @returns
1204
1162
  */
1205
- isEagleEyeRegisteredForEntity(entity: Entity): any {
1206
- return inv<number>('0x0E6846476906C9DD', this.handle, entity.handle);
1163
+ get AiDefenseModifierAgainstAi(): number {
1164
+ return inv<number>('0x2E78D822208E740A', this.handle, raf());
1207
1165
  }
1208
1166
 
1209
1167
  /**
1210
- * Max level is 5.
1168
+ * Setting player's Health recharge time to zero forces immediate health regen
1211
1169
  *
1212
- * @param level
1170
+ * @param modifier
1213
1171
  */
1214
- set DeadeyeAbilityLevel(level: number) {
1215
- inv<void>('0xF0FE8E790BFEB5BB', this.handle, level);
1172
+ set HealthRechargeTimeModifier(modifier: number) {
1173
+ inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1216
1174
  }
1217
1175
 
1218
1176
  /**
1219
- * Shows or hides all Pick Up prompts for the specified player, including the prompt for picking up hats from the ground. When set to true, the player will see Pick Up prompts for all nearby items. If set to false, all Pick Up prompts will be hidden.
1177
+ * Returns true if the given player has a valid ped.
1220
1178
  *
1221
- * @param enable
1179
+ * @returns
1222
1180
  */
1223
- set PickupPromptVisible(enable: boolean) {
1224
- inv<void>('0xD1A70C1E8D1031FE', this.handle, enable);
1181
+ networkHasValidPed(): any {
1182
+ return inv<number>('0x0760D6F70EBCC05C', this.handle);
1225
1183
  }
1226
1184
 
1227
1185
  /**
1228
- * @param mount
1186
+ * @param accuracy
1229
1187
  */
1230
- set PedAsSaddleHorseForPlayer(mount: Ped) {
1231
- inv<void>('0xD2CB0FB0FDCB473D', this.handle, mount.handle);
1188
+ set RemoteAccuracyFloorModifier(accuracy: number) {
1189
+ inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1232
1190
  }
1233
1191
 
1234
1192
  /**
1235
- * @returns
1193
+ * @param weapon
1194
+ * @param speed
1236
1195
  */
1237
- get ActiveHorseForPlayer(): Ped | null {
1238
- return createFromHandle<Ped>('Ped', inv<number>('0x46FA0AE18F4C7FA9', this.handle, rai()));
1196
+ setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1197
+ inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1239
1198
  }
1240
1199
 
1241
1200
  /**
1242
- * @param entity
1243
- * @param p2
1201
+ * @returns
1244
1202
  */
1245
- unregisterEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1246
- inv<void>('0x9A957912CE2EABD1', this.handle, entity.handle, p2);
1203
+ get StaminaDepletionMultiplier(): number {
1204
+ return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1247
1205
  }
1248
1206
 
1249
1207
  /**
1250
- * Resetter for 0x4DBC4873707E8FD6, sets x, y, z to 1.0
1208
+ * @returns
1251
1209
  */
1252
- N_0xCEDC16930526F728(): void {
1253
- inv<void>('0xCEDC16930526F728', this.handle);
1210
+ get CurrentStealthNoise(): number {
1211
+ return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1254
1212
  }
1255
1213
 
1256
1214
  /**
1257
1215
  * @param ped
1258
- * @param p2
1259
- */
1260
- N_0xDD33A82352C4652F(ped: Ped, p2: number): void {
1261
- inv<void>('0xDD33A82352C4652F', this.handle, ped.handle, p2);
1262
- }
1263
-
1264
- /**
1265
- * _RESET_PLAYER_A* - _RESET_PLAYER_I*
1216
+ * @returns
1266
1217
  */
1267
- N_0x1F488807BC8E0630(): void {
1268
- inv<void>('0x1F488807BC8E0630', this.handle);
1218
+ isFollowingTarget(ped: Ped): any {
1219
+ return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1269
1220
  }
1270
1221
 
1271
1222
  /**
1272
- * @param p1
1223
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1224
+ *
1225
+ * @param mood Refer to [enum: ePedMood]
1273
1226
  */
1274
- N_0x4EC8BE63B8A5D4EF(p1: number): void {
1275
- inv<void>('0x4EC8BE63B8A5D4EF', this.handle, p1);
1227
+ set Mood(mood: number) {
1228
+ inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1276
1229
  }
1277
1230
 
1278
1231
  /**
1279
- * @returns
1232
+ * Params: See 0x0751D461F06E41CE
1233
+ *
1234
+ * @param ped
1235
+ * @param promptType
1236
+ * @param promptMode
1237
+ * @param enabled
1280
1238
  */
1281
- canStartMission(): boolean {
1282
- return !!inv<boolean>('0x2DF170B1185AF777', this.handle, rai());
1239
+ modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1240
+ inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1283
1241
  }
1284
1242
 
1285
1243
  /**
1286
- * Adds an interactive focus mode preset between a player and a specific set of coordinates with a target entity.
1287
- * To access all available presets, refer to the file located at:update_1.rpf.common.data.interactive_focus_mode_presets.meta
1244
+ * Used in script function INIT_DEADEYE_SLOWDOWN
1288
1245
  *
1289
- * @param preset
1290
- * @param pos
1291
- * @param targetEntity
1292
- * @param name
1293
- * @returns p1
1246
+ * @param p1
1294
1247
  */
1295
- addAmbientInteractiveFocusPresetAtCoords(preset: string | null, pos: Vector3, targetEntity: Entity, name: string | null): Vector3 {
1296
- const result = inv<number[]>('0xD48227263E3D06AE', this.handle, pvv(), preset, f(pos.x), f(pos.y), f(pos.z), targetEntity.handle, name);
1297
- return Vector3.fromArray(result);
1248
+ N_0x3ACAC8832E77BC93(p1: boolean): void {
1249
+ inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1298
1250
  }
1299
1251
 
1300
1252
  /**
1301
- * @returns
1253
+ * Disables the players ability to be wanted by lawmen
1254
+ *
1255
+ * @param disable
1302
1256
  */
1303
- get StaminaRechargeMultiplier(): number {
1304
- return inv<number>('0x617D3494AD58200F', this.handle, raf());
1257
+ set DisableWantedLevel(disable: boolean) {
1258
+ inv<void>('0x8674D138391FFB1B', this.handle, disable);
1305
1259
  }
1306
1260
 
1307
1261
  /**
1308
- * Returns the depletion delay value for the Deadeye ability that was previously set using `SetDeadeyeAbilityDepletionDelay - 0x870634493CB4372C`
1262
+ * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1309
1263
  *
1310
- * @returns
1264
+ * @param name
1311
1265
  */
1312
- get DeadeyeAbilityDepletionDelay(): any {
1313
- return inv<number>('0xE92261BD28C0878F', this.handle);
1266
+ disableInteractiveFocusPreset(name: string | null): void {
1267
+ inv<void>('0xC67A4910425F11F1', this.handle, name);
1314
1268
  }
1315
1269
 
1316
1270
  /**
1317
- * @returns
1271
+ * @param p1
1318
1272
  */
1319
- get IsReadyForCutscene(): boolean {
1320
- return !!inv<boolean>('0xAA67BCB0097F2FA3', this.handle, rai());
1273
+ set ManageBuffSuperJump(p1: number) {
1274
+ inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1321
1275
  }
1322
1276
 
1323
1277
  /**
1324
- * @param p1
1278
+ * @param multiplier
1325
1279
  */
1326
- N_0x216BC0D3D2E413D2(p1: any): void {
1327
- inv<void>('0x216BC0D3D2E413D2', this.handle, p1);
1280
+ set SpecialAbilityMultiplier(multiplier: number) {
1281
+ inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1328
1282
  }
1329
1283
 
1330
1284
  /**
1331
- * nullsub, doesn't do anything
1332
- *
1333
- * @param wantedLevel
1334
- * @param disableNoMission
1285
+ * @param accuracy
1335
1286
  */
1336
- setWantedLevel(wantedLevel: number, disableNoMission: boolean): void {
1337
- inv<void>('0x384D4765395E006C', this.handle, wantedLevel, disableNoMission);
1287
+ set LocalAccuracyFloorModifier(accuracy: number) {
1288
+ inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1338
1289
  }
1339
1290
 
1340
1291
  /**
1341
- * false: default eagleeye color
1342
- * true: green eagleeye color
1343
- *
1344
- * @param p1
1345
- * @returns p2
1292
+ * @param wantedLevel
1293
+ * @returns
1346
1294
  */
1347
- eagleEyeSetColor(p1: boolean): number {
1348
- const result = inv<number>('0x2C41D93F550D5E37', this.handle, p1, pvi());
1349
- return result;
1295
+ isWantedLevelGreater(wantedLevel: number): boolean {
1296
+ return !!inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1350
1297
  }
1351
1298
 
1352
1299
  /**
1353
- * *SET_PLAYER_DAMAGE** - *SET_PLAYER_DEFENSE**
1300
+ * SPECIAL_ABILITY_NONE = -1,
1301
+ * SPECIAL_ABILITY_CAR_SLOWDOWN,
1302
+ * SPECIAL_ABILITY_RAGE,
1303
+ * SPECIAL_ABILITY_BULLET_TIME,
1304
+ * SPECIAL_ABILITY_SNAPSHOT,
1305
+ * SPECIAL_ABILITY_INSULT,
1306
+ * SPECIAL_ABILITY_DEADEYE,
1307
+ * SPECIAL_ABILITY_REVIVE
1354
1308
  *
1355
- * @param p1
1309
+ * @param type
1356
1310
  */
1357
- N_0x818241B3EDA84191(p1: boolean): void {
1358
- inv<void>('0x818241B3EDA84191', this.handle, p1);
1311
+ set SpecialAbilityType(type: number) {
1312
+ inv<void>('0x00BA333DA05ADC23', this.handle, type);
1359
1313
  }
1360
1314
 
1361
1315
  /**
1362
- * @returns
1316
+ * @param toggle
1363
1317
  */
1364
- get Ped(): Ped | null {
1365
- return createFromHandle<Ped>('Ped', inv<number>('0x275F255ED201B937', this.handle, rai()));
1318
+ set EveryoneIgnorePlayer(toggle: boolean) {
1319
+ inv<void>('0x34630A768925B852', this.handle, toggle);
1366
1320
  }
1367
1321
 
1368
1322
  /**
1369
- * Sets whether all random peds will run away from player if they are agitated (threatened) (bool=true), or some peds can stand up for themselves (bool=false).
1323
+ * Sets whether this player can take cover.
1370
1324
  *
1371
1325
  * @param toggle
1372
1326
  */
1373
- set AllRandomPedsFlee(toggle: boolean) {
1374
- inv<void>('0xE705309B8C6445A4', this.handle, toggle);
1327
+ set CanUseCover(toggle: boolean) {
1328
+ inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1375
1329
  }
1376
1330
 
1377
1331
  /**
1378
- * @param p1
1379
- * @param discoveryHash
1332
+ * @param ped
1380
1333
  */
1381
- setHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): void {
1382
- inv<void>('0x946D46CD6DFB9742', this.handle, p1, _h(discoveryHash));
1334
+ removeAsFollowTarget(ped: Ped): void {
1335
+ inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1383
1336
  }
1384
1337
 
1385
1338
  /**
1386
- * @returns entity
1339
+ * @param weaponGroup
1340
+ * @param modifier
1387
1341
  */
1388
- get EntityIsFreeAimingAt(): [boolean, Entity | null] {
1389
- const result = inv<[boolean, number]>('0xA6817C110B830EAD', this.handle, pvi(), rai());
1390
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1342
+ setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1343
+ inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1391
1344
  }
1392
1345
 
1393
1346
  /**
1394
- * @returns
1347
+ * @param ped
1348
+ * @param p2
1395
1349
  */
1396
- get TempHorse(): Ped | null {
1397
- return createFromHandle<Ped>('Ped', inv<number>('0xD3F7445CEA2E5035', this.handle, rai()));
1350
+ N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1351
+ inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1398
1352
  }
1399
1353
 
1400
1354
  /**
1401
- * this native checks if the player has damaged or killed any ped human/animal recently within the duration passed, either by shooting or even using melee
1402
- * duration is in miliseconds
1403
- *
1404
- * @param duration
1405
- * @returns
1355
+ * @param entity
1356
+ * @param p2
1406
1357
  */
1407
- hasDamagedAnyPedRecently(duration: number): boolean {
1408
- return !!inv<boolean>('0x72AD59F7B7FB6E24', this.handle, duration, rai());
1358
+ registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1359
+ inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1409
1360
  }
1410
1361
 
1411
1362
  /**
1412
- * @returns entity
1363
+ * @param filter
1413
1364
  */
1414
- get TargetEntity(): [boolean, Entity | null] {
1415
- const result = inv<[boolean, number]>('0xAE663DDD99C8A670', this.handle, pvi(), rai());
1416
- return [!!result[0], createFromHandle<Entity>('Entity', result[1])];
1365
+ set DeadeyeTaggingConfig(filter: number) {
1366
+ inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1417
1367
  }
1418
1368
 
1419
1369
  /**
1420
- * @returns Returns true if the ped has a ped, and the ped is alive and not arrested.
1370
+ * (Un)lock Eagle Eye functionality
1371
+ *
1372
+ * @param enable
1421
1373
  */
1422
- get IsPlaying(): boolean {
1423
- return !!inv<boolean>('0xBFFB35986CAAE58C', this.handle, rai());
1374
+ enableEagleeye(enable: boolean): void {
1375
+ inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1424
1376
  }
1425
1377
 
1426
1378
  /**
1427
- * @returns
1379
+ * Only used in R* SP Script short_update
1380
+ * Restores Deadeye Outer Ring
1381
+ *
1382
+ * @param amount
1428
1383
  */
1429
- get SaddleHorseForPlayer(): Ped | null {
1430
- return createFromHandle<Ped>('Ped', inv<number>('0xB48050D326E9A2F3', this.handle, rai()));
1384
+ specialAbilityRestoreOuterRing(amount: number): void {
1385
+ inv<void>('0x2498035289B5688F', this.handle, f(amount));
1431
1386
  }
1432
1387
 
1433
1388
  /**
1434
- * Affects the range of auto aim target.
1435
- *
1436
- * @param range
1389
+ * @returns
1437
1390
  */
1438
- set LockonRangeOverride(range: number) {
1439
- inv<void>('0x3A3CD06597388322', this.handle, f(range));
1391
+ get IsSpecialAbilityActive(): any {
1392
+ return inv<number>('0xB16223CB7DA965F0', this.handle);
1393
+ }
1394
+
1395
+ reportPoliceSpottedPlayer(): void {
1396
+ inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1440
1397
  }
1441
1398
 
1442
1399
  /**
1400
+ * @param p1
1401
+ * @param p2
1443
1402
  * @returns
1444
1403
  */
1445
- get HuntingWagon(): Vehicle | null {
1446
- return createFromHandle<Vehicle>('Vehicle', inv<number>('0x5CA6BBD4A7D8145E', this.handle, rai()));
1404
+ getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1405
+ return !!inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1447
1406
  }
1448
1407
 
1449
1408
  /**
1450
- * @param modifier
1409
+ * @returns
1451
1410
  */
1452
- set TrampleDamageModifier(modifier: number) {
1453
- inv<void>('0xAF341032E97FB061', this.handle, f(modifier));
1411
+ get SpecialAbilityMultiplier(): number {
1412
+ return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1454
1413
  }
1455
1414
 
1456
1415
  /**
1457
- * Checks if player is focused on any entity
1416
+ * 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.
1458
1417
  *
1459
- * @returns
1418
+ * @param weapon
1419
+ * @param attachSlotId
1460
1420
  */
1461
- get IsFreeFocusing(): any {
1462
- return inv<number>('0x1A51BFE60708E482', this.handle);
1421
+ setAimWeapon(weapon: string | number, attachSlotId: number): void {
1422
+ inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1463
1423
  }
1464
1424
 
1465
1425
  /**
1466
- * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eSetPlayerControlFlags
1467
- *
1468
- * @param toggle
1469
- * @param flags
1470
- * @param bPreventHeadingChange
1426
+ * @param pos
1427
+ * @param heading
1428
+ * @param p5
1429
+ * @param p6
1430
+ * @param p7
1431
+ * @param p8
1471
1432
  */
1472
- setControl(toggle: boolean, flags: number, bPreventHeadingChange: boolean): void {
1473
- inv<void>('0x4D51E59243281D80', this.handle, toggle, flags, bPreventHeadingChange);
1433
+ startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1434
+ inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1474
1435
  }
1475
1436
 
1476
1437
  /**
1477
- * Returns true if eagle eye is enabled for the player
1438
+ * _IS_PLAYER_A* - _IS_PLAYER_BE*
1478
1439
  *
1440
+ * @param ped
1479
1441
  * @returns
1480
1442
  */
1481
- get IsSecondarySpecialAbilityEnabled(): boolean {
1482
- return !!inv<boolean>('0xE022CC1B545F1D9F', this.handle, rai());
1443
+ N_0xE7F8707269544B29(ped: Ped): boolean {
1444
+ return !!inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1483
1445
  }
1484
1446
 
1485
1447
  /**
1486
- * @param multiplier
1448
+ * @returns
1487
1449
  */
1488
- set NoiseMultiplier(multiplier: number) {
1489
- inv<void>('0xB5EC6BDAEBCA454C', this.handle, f(multiplier));
1450
+ get IsScriptControlOn(): boolean {
1451
+ return !!inv<boolean>('0xB78350754157C00F', this.handle, rai());
1490
1452
  }
1491
1453
 
1492
1454
  /**
1493
- * Gets a value indicating whether the specified player is currently aiming freely.
1494
- *
1495
1455
  * @returns
1496
1456
  */
1497
- get IsFreeAiming(): boolean {
1498
- return !!inv<boolean>('0x936F967D4BE1CE9D', this.handle, rai());
1457
+ get IsSecondarySpecialAbilityActive(): any {
1458
+ return inv<number>('0x45AB66D02B601FA7', this.handle);
1459
+ }
1460
+
1461
+ N_0xC900A465364A85D6(): void {
1462
+ inv<void>('0xC900A465364A85D6', this.handle);
1499
1463
  }
1500
1464
 
1501
1465
  /**
1502
- * @param showingInfoCard
1466
+ * Returns the group ID the player is member of.
1467
+ *
1468
+ * @returns
1503
1469
  */
1504
- set ShowInfoCard(showingInfoCard: boolean) {
1505
- inv<void>('0xDC68829BB3F37023', this.handle, showingInfoCard);
1470
+ get Group(): number {
1471
+ return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1506
1472
  }
1507
1473
 
1508
1474
  /**
1509
- * @param regenRate
1475
+ * Sets stamina core drains peed using ranged damage scale and melee damage scale
1476
+ *
1477
+ * @param weaponDefenseMod
1478
+ * @param meleeDefenseMod
1510
1479
  */
1511
- set HealthRechargeMultiplier(regenRate: number) {
1512
- inv<void>('0x8899C244EBCF70DE', this.handle, f(regenRate));
1480
+ setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1481
+ inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1513
1482
  }
1514
1483
 
1515
1484
  /**
1516
- * damageInfo: STANDARD_PED_DAMAGE, STANDARD_FEMALE_PED_DAMAGE, STANDARD_PLAYER_PED_DAMAGE_MP, STANDARD_FEMALE_PLAYER_PED_DAMAGE_MP
1485
+ * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
1517
1486
  *
1518
- * @param damageInfo
1487
+ * @param modifier
1519
1488
  */
1520
- set DamageInfoOverride(damageInfo: string | null) {
1521
- inv<void>('0x78B3D19AF6391A55', this.handle, damageInfo);
1489
+ set WeaponDamageModifier(modifier: number) {
1490
+ inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
1522
1491
  }
1523
1492
 
1524
1493
  /**
1525
- * Sets whether this player can be hassled by gangs.
1494
+ * durationCost: per second
1526
1495
  *
1527
- * @param toggle
1496
+ * @param durationCost
1528
1497
  */
1529
- set CanBeHassledByGangs(toggle: boolean) {
1530
- inv<void>('0xC7FE774412046825', this.handle, toggle);
1498
+ set SpecialAbilityDurationCost(durationCost: number) {
1499
+ inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
1531
1500
  }
1532
1501
 
1533
1502
  /**
1534
- * Clears the intensity of aura effects applied to entities for a specific player in Deadeye mode based on a flag parameter. This function is used to reset any intensity modifications set by `_SET_DEADEYE_ENTITY_AURA_INTENSITY_WITH_FLAG - 0x131E294EF60160DF`, restoring affected entities' aura intensity to their default state.
1535
- *
1536
- * @param bitflag
1503
+ * @returns
1537
1504
  */
1538
- clearDeadeyeAuraIntensityWithFlag(bitflag: number): void {
1539
- inv<void>('0x0E9057A9DA78D0F8', this.handle, bitflag);
1505
+ get IsTargettingAnything(): boolean {
1506
+ return !!inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
1540
1507
  }
1541
1508
 
1542
1509
  /**
1543
- * Decreases Stamina bar drain speed by % when drawing a bow.
1544
- *
1545
- * @param staminaDrain
1510
+ * @param modifier
1546
1511
  */
1547
- set BowStaminaDrainSpeed(staminaDrain: number) {
1548
- inv<void>('0xFE7C9CF376D23342', this.handle, f(staminaDrain));
1512
+ eagleEyeSetDrainRateModifier(modifier: number): void {
1513
+ inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
1549
1514
  }
1550
1515
 
1551
- setAllRandomPedsFleeThisFrame(): void {
1552
- inv<void>('0xD5C198A62F1DEB0A', this.handle);
1516
+ /**
1517
+ * @returns
1518
+ */
1519
+ get DeadEye(): number {
1520
+ return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
1553
1521
  }
1554
1522
 
1555
1523
  /**
1556
- * Unsure what it does, sets a Vector on the CPlayerInfo but it doesn't? look like its used anywhere
1557
- *
1558
- * @param pos
1524
+ * @returns
1559
1525
  */
1560
- N_0x4DBC4873707E8FD6(pos: Vector3): void {
1561
- inv<void>('0x4DBC4873707E8FD6', this.handle, f(pos.x), f(pos.y), f(pos.z));
1526
+ get IsInScope(): any {
1527
+ return inv<number>('0x04D7F33640662FA2', this.handle);
1562
1528
  }
1563
1529
 
1564
1530
  /**
1565
- * _SET_PLAYER_A* - _SET_PLAYER_C*
1531
+ * SET_PLAYER_S/T*
1566
1532
  *
1567
- * @param damage
1533
+ * @param toggle
1568
1534
  */
1569
- set LassoDamagePerSecond(damage: number) {
1570
- inv<void>('0x43F50A7CD2482156', this.handle, f(damage));
1535
+ N_0x8591EE69CC3ED257(toggle: boolean): void {
1536
+ inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
1571
1537
  }
1572
1538
 
1573
1539
  /**
1574
- * Return true while player is being arrested / busted. If atArresting is set to 1, this function will return 1 when player is being arrested (while player is putting his hand up, but still have control) If atArresting is set to 0, this function will return 1 only when the busted screen is shown.
1575
- *
1576
- * @param atArresting
1577
- * @returns
1540
+ * @param speedBoost
1541
+ * @param duration
1578
1542
  */
1579
- isBeingArrested(atArresting: boolean): boolean {
1580
- return !!inv<boolean>('0xC8183AE963C58374', this.handle, atArresting, rai());
1543
+ boostHorseSpeedForTime(speedBoost: number, duration: number): void {
1544
+ inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
1581
1545
  }
1582
1546
 
1583
1547
  /**
1584
- * Gets a value indicating whether the specified player is currently aiming freely at the specified entity.
1548
+ * Returns true if the player is riding a train.
1585
1549
  *
1586
- * @param entity
1587
1550
  * @returns
1588
1551
  */
1589
- isFreeAimingAtEntity(entity: Entity): boolean {
1590
- return !!inv<boolean>('0x8C67C11C68713D25', this.handle, entity.handle, rai());
1552
+ get IsRidingTrain(): boolean {
1553
+ return !!inv<boolean>('0x2FB0ACADA6A238DD', this.handle, rai());
1591
1554
  }
1592
1555
 
1593
1556
  /**
1594
- * @param farDamageBonus
1557
+ * Sets whether all trails are hidden during Eagle Eye mode.
1558
+ *
1559
+ * @param hide
1595
1560
  */
1596
- set DamageFarDistanceBonusTotal(farDamageBonus: number) {
1597
- inv<void>('0x1F0E3A4434565F8F', this.handle, f(farDamageBonus));
1598
- }
1599
-
1600
- setMayNotEnterAnyVehicle(): void {
1601
- inv<void>('0xBEC463B3A11C909E', this.handle);
1561
+ eagleEyeSetHideAllTrails(hide: boolean): void {
1562
+ inv<void>('0x330CA55A3647FA1C', this.handle, hide);
1602
1563
  }
1603
1564
 
1604
1565
  /**
1566
+ * _IS_PLAYER_S* - _IS_PLAYER_T*
1567
+ *
1605
1568
  * @returns
1606
1569
  */
1607
- get Health(): number {
1608
- return inv<number>('0x0317C947D062854E', this.handle, raf());
1570
+ N_0x621D1B289CAF5978(): boolean {
1571
+ return !!inv<boolean>('0x621D1B289CAF5978', this.handle, rai());
1609
1572
  }
1610
1573
 
1611
- resetWantedLevelDifficulty(): void {
1612
- inv<void>('0x062D14F18E8B0CAE', this.handle);
1574
+ /**
1575
+ * Decreases the damage the player receives while on horseback
1576
+ * Previous name: _SET_RECEIVED_HORSEBACK_DAMAGE_DECREASE
1577
+ *
1578
+ * @param damageDecrease
1579
+ */
1580
+ set ReceivedDamageTakenOnHorsebackModifier(damageDecrease: number) {
1581
+ inv<void>('0xB427911EA6DFFEF3', this.handle, f(damageDecrease));
1613
1582
  }
1614
1583
 
1615
1584
  /**
1616
- * @param linkedWaypointPed
1585
+ * @param toggle
1617
1586
  */
1618
- eagleEyeSetFocusOnAssociatedClueTrail(linkedWaypointPed: Entity): void {
1619
- inv<void>('0x2AF423D6ECB2C485', this.handle, linkedWaypointPed.handle);
1587
+ set CanMercyKill(toggle: boolean) {
1588
+ inv<void>('0x39363DFD04E91496', this.handle, toggle);
1620
1589
  }
1621
1590
 
1622
1591
  /**
1592
+ * @param p1
1593
+ * @param discoveryHash
1623
1594
  * @returns
1624
1595
  */
1625
- get NumMarkedDeadeyeTargets(): number {
1626
- return inv<number>('0xCCD9B77F70D31C9D', this.handle, rai());
1596
+ getHasDiscoveredCharacterNameSp(p1: number, discoveryHash: string | number): any {
1597
+ return inv<number>('0x0772F87D7B07719A', this.handle, p1, _h(discoveryHash));
1627
1598
  }
1628
1599
 
1629
1600
  /**
1630
- * @param weaponHash Refer to [enum: eWeaponHash]
1631
- * @returns
1601
+ * @param speech
1632
1602
  */
1633
- getWeaponDamage(weaponHash: eWeaponHash): number {
1634
- return inv<number>('0xFE0304050261442C', this.handle, weaponHash, raf());
1603
+ set InteractionPositiveResponse(speech: string | null) {
1604
+ inv<void>('0xC6366A585659D15C', this.handle, speech);
1635
1605
  }
1636
1606
 
1637
1607
  /**
1638
- * Sets the behavior of sprinting while the Eagleeye feature is active, determining whether sprinting cancels the effect based on the specified parameter.
1639
- * old name was _EAGLE_EYE_SET_PLUS_FLAG_DISABLED this native can still be used as its declared.
1608
+ * This can be between 1.0f - 50.0f
1640
1609
  *
1641
- * @param disabled
1610
+ * @param multiplier
1642
1611
  */
1643
- eagleeyeSetSprintBehavior(disabled: boolean): void {
1644
- inv<void>('0xCE285A4413B00B7F', this.handle, disabled);
1612
+ set AirDragMultiplierForPlayersVehicle(multiplier: number) {
1613
+ inv<void>('0x5DA6500FE849DA16', this.handle, f(multiplier));
1645
1614
  }
1646
1615
 
1647
1616
  /**
1648
- * @param speech
1617
+ * Only applies to HUNTERCART01
1618
+ *
1619
+ * @param wagon
1649
1620
  */
1650
- set InteractionNegativeResponse(speech: string | null) {
1651
- inv<void>('0x98CD760DE43B612E', this.handle, speech);
1621
+ set HuntingWagon(wagon: Vehicle) {
1622
+ inv<void>('0x6A4404BDFA62CE2C', this.handle, wagon.handle);
1652
1623
  }
1653
1624
 
1654
1625
  /**
1655
- * Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
1656
- * _SPECIAL_ABILITY*
1626
+ * 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.
1657
1627
  *
1658
1628
  * @param p1
1659
1629
  * @param p2
1660
1630
  * @param p3
1661
- * @param p4
1631
+ * @param intensity
1632
+ * @param flag
1662
1633
  */
1663
- N_0xFA437FA0738C370C(p1: number, p2: number, p3: number, p4: number): void {
1664
- inv<void>('0xFA437FA0738C370C', this.handle, f(p1), p2, p3, p4);
1634
+ setDeadeyeEntityAuraIntensityWithFlag(p1: number, p2: number, p3: number, intensity: number, flag: number): void {
1635
+ inv<void>('0x131E294EF60160DF', this.handle, f(p1), f(p2), f(p3), f(intensity), flag);
1665
1636
  }
1666
1637
 
1667
1638
  /**
1668
- * @param toggle
1639
+ * Returns true if PromptType is enabled for ped (mount)
1640
+ * Params: See 0x0751D461F06E41CE
1641
+ *
1642
+ * @param ped
1643
+ * @param promptType
1644
+ * @param promptMode
1645
+ * @returns
1669
1646
  */
1670
- set SimulateAiming(toggle: boolean) {
1671
- inv<void>('0xE0447DEF81CCDFD2', this.handle, toggle);
1647
+ getUiPromptForPedIsEnabled(ped: Ped, promptType: number, promptMode: number): any {
1648
+ return inv<number>('0xEA8F168A76A0B9BC', this.handle, ped.handle, promptType, promptMode);
1672
1649
  }
1673
1650
 
1674
1651
  /**
1675
- * @returns
1652
+ * 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).
1653
+ *
1654
+ * @param flag
1676
1655
  */
1677
- get AiDefenseModifierAgainstAi(): number {
1678
- return inv<number>('0x2E78D822208E740A', this.handle, raf());
1656
+ set DeadeyeEntityAuraWithFlag(flag: number) {
1657
+ inv<void>('0x2B12B6FC8B8772AB', this.handle, flag);
1679
1658
  }
1680
1659
 
1681
1660
  /**
1682
- * Setting player's Health recharge time to zero forces immediate health regen
1683
- *
1684
- * @param modifier
1661
+ * @returns
1685
1662
  */
1686
- set HealthRechargeTimeModifier(modifier: number) {
1687
- inv<void>('0x535ED4605F89AB6E', this.handle, f(modifier));
1663
+ get MountOwnedByPlayer(): Ped | null {
1664
+ return createFromHandle<Ped>('Ped', inv<number>('0xF49F14462F0AE27C', this.handle, rai()));
1688
1665
  }
1689
1666
 
1690
1667
  /**
1691
- * Returns true if the given player has a valid ped.
1692
- *
1693
- * @returns
1668
+ * @param weaponHash Refer to [enum: eWeaponHash]
1669
+ * @param damageModifier
1694
1670
  */
1695
- networkHasValidPed(): any {
1696
- return inv<number>('0x0760D6F70EBCC05C', this.handle);
1671
+ setWeaponTypeDamageModifier(weaponHash: eWeaponHash, damageModifier: number): void {
1672
+ inv<void>('0xD04AD186CE8BB129', this.handle, weaponHash, f(damageModifier));
1697
1673
  }
1698
1674
 
1699
1675
  /**
1700
- * @param accuracy
1676
+ * Only used in script function PROCESS_PED_INTERRUPT_DIALOGUE
1677
+ * *GET_PLAYER**
1678
+ *
1679
+ * @returns ped
1701
1680
  */
1702
- set RemoteAccuracyFloorModifier(accuracy: number) {
1703
- inv<void>('0xDEE80FEDFDD43C9B', this.handle, f(accuracy));
1681
+ N_0x7AE93C45EC14A166(): [boolean, Ped | null] {
1682
+ const result = inv<[boolean, number]>('0x7AE93C45EC14A166', this.handle, pvi(), rai());
1683
+ return [!!result[0], createFromHandle<Ped>('Ped', result[1])];
1704
1684
  }
1705
1685
 
1706
1686
  /**
1707
- * @param weapon
1708
1687
  * @param speed
1688
+ * @param duration
1689
+ * @param heading
1690
+ * @param p4
1691
+ * @param p5
1709
1692
  */
1710
- setWeaponDrawSpeed(weapon: string | number, speed: number): void {
1711
- inv<void>('0x00EB5A760638DB55', this.handle, _h(weapon), f(speed));
1693
+ simulateInputGait(speed: number, duration: number, heading: number, p4: boolean, p5: boolean): void {
1694
+ inv<void>('0xFA0C063C422C4355', this.handle, f(speed), duration, f(heading), p4, p5);
1712
1695
  }
1713
1696
 
1714
1697
  /**
1698
+ * @param p1
1715
1699
  * @returns
1716
1700
  */
1717
- get StaminaDepletionMultiplier(): number {
1718
- return inv<number>('0x68A0389E0718AC8F', this.handle, raf());
1701
+ getDeadEyeMeterLevel(p1: boolean): number {
1702
+ return inv<number>('0x3A6AE4EEE30370FE', this.handle, p1, raf());
1719
1703
  }
1720
1704
 
1721
1705
  /**
1722
- * @returns
1706
+ * @param drawReductionTime
1723
1707
  */
1724
- get CurrentStealthNoise(): number {
1725
- return inv<number>('0xD7ECC25E176ECBA5', this.handle, raf());
1708
+ set BowDrawReductionTimeInDeadeye(drawReductionTime: number) {
1709
+ inv<void>('0xBE0C524970892D41', this.handle, f(drawReductionTime));
1726
1710
  }
1727
1711
 
1728
1712
  /**
1729
- * @param ped
1713
+ * 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.
1714
+ *
1730
1715
  * @returns
1731
1716
  */
1732
- isFollowingTarget(ped: Ped): any {
1733
- return inv<number>('0xE24C64D9ADED2EF5', this.handle, ped.handle);
1717
+ eagleEyeCanFocusOnTrack(): any {
1718
+ return inv<number>('0x1DA5C5B0923E1B85', this.handle);
1734
1719
  }
1735
1720
 
1736
1721
  /**
1737
- * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedMood
1738
- *
1739
- * @param mood Refer to [enum: ePedMood]
1722
+ * @param range
1740
1723
  */
1741
- set Mood(mood: number) {
1742
- inv<void>('0x39BED552DB46FFA9', this.handle, mood);
1724
+ eagleEyeSetRange(range: number): void {
1725
+ inv<void>('0x22C8B10802301381', this.handle, f(range));
1743
1726
  }
1744
1727
 
1745
1728
  /**
1746
- * Params: See 0x0751D461F06E41CE
1729
+ * *SET_SPECIAL_ABILITY**
1747
1730
  *
1748
- * @param ped
1749
- * @param promptType
1750
- * @param promptMode
1751
- * @param enabled
1731
+ * @param p1
1752
1732
  */
1753
- modifyUiPromptForPed(ped: Ped, promptType: number, promptMode: number, enabled: boolean): void {
1754
- inv<void>('0xA3DB37EDF9A74635', this.handle, ped.handle, promptType, promptMode, enabled);
1733
+ N_0x4D1699543B1C023C(p1: number): void {
1734
+ inv<void>('0x4D1699543B1C023C', this.handle, f(p1));
1755
1735
  }
1756
1736
 
1757
1737
  /**
1758
- * Used in script function INIT_DEADEYE_SLOWDOWN
1738
+ * Drains Deadeye by given amount.
1759
1739
  *
1760
- * @param p1
1740
+ * @param amount
1741
+ * @param p2
1761
1742
  */
1762
- N_0x3ACAC8832E77BC93(p1: boolean): void {
1763
- inv<void>('0x3ACAC8832E77BC93', this.handle, p1);
1743
+ specialAbilityDrainByAmount(amount: number, p2: any): void {
1744
+ inv<void>('0x200114E99552462B', this.handle, f(amount), p2);
1764
1745
  }
1765
1746
 
1766
1747
  /**
1767
- * Disables the players ability to be wanted by lawmen
1748
+ * Sets Player's Defense against AI modifier
1768
1749
  *
1769
- * @param disable
1750
+ * @param modifier
1770
1751
  */
1771
- set DisableWantedLevel(disable: boolean) {
1772
- inv<void>('0x8674D138391FFB1B', this.handle, disable);
1752
+ set AiDefenseModifierAgainstAi(modifier: number) {
1753
+ inv<void>('0x914071FF93AF2692', this.handle, f(modifier));
1773
1754
  }
1774
1755
 
1775
1756
  /**
1776
- * Disables the previously set interactive focus mode preset for a given player. see `_SET_PLAYER_INTERACTIVE_FOCUS_PRESET - 0x3C1B1807C7A415D6`
1757
+ * Gets the player's team.
1758
+ * Returns -1 in singleplayer.
1777
1759
  *
1778
- * @param name
1760
+ * @returns
1779
1761
  */
1780
- disableInteractiveFocusPreset(name: string | null): void {
1781
- inv<void>('0xC67A4910425F11F1', this.handle, name);
1762
+ get Team(): number {
1763
+ return inv<number>('0xB464EB6A40C7975B', this.handle, rai());
1782
1764
  }
1783
1765
 
1784
1766
  /**
1785
- * @param p1
1767
+ * @returns
1786
1768
  */
1787
- set ManageBuffSuperJump(p1: number) {
1788
- inv<void>('0x292F0B6EDC82E3A4', this.handle, f(p1));
1769
+ get HealthRechargeMultiplier(): number {
1770
+ return inv<number>('0x22CD23BB0C45E0CD', this.handle, raf());
1789
1771
  }
1790
1772
 
1791
1773
  /**
1792
- * @param multiplier
1774
+ * Used in script function: NET_AUTO_FOLLOW_UPDATE_LEADER_VALUES
1775
+ * followMode:
1776
+ * HORSEFOLLOWMODE_AUTO = 0,
1777
+ * HORSEFOLLOWMODE_SIDE_ONLY,
1778
+ * HORSEFOLLOWMODE_BEHIND_ONLY,
1779
+ * HORSEFOLLOWMODE_BEHIND_AND_SIDE,
1780
+ * HORSEFOLLOWMODE_BEHIND_CLOSE
1781
+ * followPriority:
1782
+ * HORSEFOLLOWPRIORITY_STEER_ASSIST = 0,
1783
+ * HORSEFOLLOWPRIORITY_AMBIENT,
1784
+ * HORSEFOLLOWPRIORITY_NORMAL,
1785
+ * HORSEFOLLOWPRIORITY_HIGH
1786
+ *
1787
+ * @param ped
1788
+ * @param p2
1789
+ * @param p3
1790
+ * @param followMode
1791
+ * @param followPriority
1792
+ * @param p6
1793
1793
  */
1794
- set SpecialAbilityMultiplier(multiplier: number) {
1795
- inv<void>('0x5A498FCA232F71E1', this.handle, f(multiplier));
1794
+ addAsFollowTarget(ped: Ped, p2: number, p3: number, followMode: number, followPriority: number, p6: boolean): void {
1795
+ inv<void>('0xAC22AA6DF4D1C1DE', this.handle, ped.handle, f(p2), f(p3), followMode, followPriority, p6);
1796
1796
  }
1797
1797
 
1798
1798
  /**
1799
- * @param accuracy
1799
+ * Sets the stand prompt for a specific player using a predefined text entry. use AddTextEntry for promptTextKey for custom names
1800
+ *
1801
+ * @param promptTextKey
1802
+ */
1803
+ set PromptLeaveText(promptTextKey: string | null) {
1804
+ inv<void>('0x06C3DB00B69D5435', this.handle, promptTextKey);
1805
+ }
1806
+
1807
+ /**
1808
+ * Retrieves the number of marks placed on a PED when Deadeye mode is active for the specified player.
1809
+ *
1810
+ * @param ped
1811
+ * @returns
1800
1812
  */
1801
- set LocalAccuracyFloorModifier(accuracy: number) {
1802
- inv<void>('0x4EA69188FBCE6A7D', this.handle, f(accuracy));
1813
+ getNumDeadeyeMarksOnPed(ped: Ped): any {
1814
+ return inv<number>('0x27AD7162D3FED01E', this.handle, ped.handle);
1803
1815
  }
1804
1816
 
1805
1817
  /**
1806
- * @param wantedLevel
1807
1818
  * @returns
1808
1819
  */
1809
- isWantedLevelGreater(wantedLevel: number): boolean {
1810
- return !!inv<boolean>('0xE1C0AD4C24324C36', this.handle, wantedLevel, rai());
1820
+ get Ped2(): Ped | null {
1821
+ return createFromHandle<Ped>('Ped', inv<number>('0x5EBE38A20BC51C27', this.handle, rai()));
1811
1822
  }
1812
1823
 
1813
1824
  /**
1814
- * SPECIAL_ABILITY_NONE = -1,
1815
- * SPECIAL_ABILITY_CAR_SLOWDOWN,
1816
- * SPECIAL_ABILITY_RAGE,
1817
- * SPECIAL_ABILITY_BULLET_TIME,
1818
- * SPECIAL_ABILITY_SNAPSHOT,
1819
- * SPECIAL_ABILITY_INSULT,
1820
- * SPECIAL_ABILITY_DEADEYE,
1821
- * SPECIAL_ABILITY_REVIVE
1822
- *
1823
- * @param type
1825
+ * @param p1
1826
+ * @returns
1824
1827
  */
1825
- set SpecialAbilityType(type: number) {
1826
- inv<void>('0x00BA333DA05ADC23', this.handle, type);
1828
+ getIsUiPromptActive(p1: number): any {
1829
+ return inv<number>('0x51BEA356B1C60225', this.handle, p1);
1827
1830
  }
1828
1831
 
1829
1832
  /**
1830
- * @param toggle
1833
+ * @param horse
1834
+ * @returns
1831
1835
  */
1832
- set EveryoneIgnorePlayer(toggle: boolean) {
1833
- inv<void>('0x34630A768925B852', this.handle, toggle);
1836
+ setPedAsTempHorse(horse: Ped): any {
1837
+ return inv<number>('0x227B06324234FB09', this.handle, horse.handle);
1834
1838
  }
1835
1839
 
1836
1840
  /**
1837
- * Sets whether this player can take cover.
1841
+ * Restores Deadeye by given amount.
1842
+ * Params: p2, p3, p4 = 0, 0, 1 in R* Scripts
1838
1843
  *
1839
- * @param toggle
1844
+ * @param amount
1845
+ * @param p2
1846
+ * @param p3
1847
+ * @param p4
1840
1848
  */
1841
- set CanUseCover(toggle: boolean) {
1842
- inv<void>('0x5EDA520F7A3BAF4E', this.handle, toggle);
1849
+ specialAbilityRestoreByAmount(amount: number, p2: number, p3: number, p4: number): void {
1850
+ inv<void>('0x51345AE20F22C261', this.handle, f(amount), p2, p3, p4);
1843
1851
  }
1844
1852
 
1845
1853
  /**
1846
- * @param ped
1854
+ * Only used in R* SP Script short_update
1855
+ *
1856
+ * @param delay
1847
1857
  */
1848
- removeAsFollowTarget(ped: Ped): void {
1849
- inv<void>('0x0C6B89876262A99D', this.handle, ped.handle);
1858
+ set DeadeyeAbilityDepletionDelay(delay: number) {
1859
+ inv<void>('0x870634493CB4372C', this.handle, f(delay));
1850
1860
  }
1851
1861
 
1852
1862
  /**
1853
- * @param weaponGroup
1854
- * @param modifier
1863
+ * Swim speed multiplier.
1864
+ * Multiplier goes up to 1.49f
1865
+ *
1866
+ * @param multiplier
1855
1867
  */
1856
- setWeaponGroupDamageModifier(weaponGroup: string | number, modifier: number): void {
1857
- inv<void>('0xFC79DCC94D0A5897', this.handle, _h(weaponGroup), f(modifier));
1868
+ set SwimMultiplierForPlayer(multiplier: number) {
1869
+ inv<void>('0xBFCEABDE34DA5085', this.handle, f(multiplier));
1858
1870
  }
1859
1871
 
1860
1872
  /**
1861
- * @param ped
1862
- * @param p2
1873
+ * @returns
1863
1874
  */
1864
- N_0x84481018E668E1B8(ped: Ped, p2: any): void {
1865
- inv<void>('0x84481018E668E1B8', this.handle, ped.handle, p2);
1875
+ get IsDead(): boolean {
1876
+ return !!inv<boolean>('0x2E9C3FCB6798F397', this.handle, rai());
1866
1877
  }
1867
1878
 
1868
1879
  /**
1869
- * @param entity
1880
+ * @param ped
1870
1881
  * @param p2
1871
1882
  */
1872
- registerEagleEyeTrailsForEntity(entity: Entity, p2: any): void {
1873
- inv<void>('0xAC67098A1E54ABB0', this.handle, entity.handle, p2);
1883
+ N_0x310CE349E0C0EC4B(ped: Ped, p2: number): void {
1884
+ inv<void>('0x310CE349E0C0EC4B', this.handle, ped.handle, p2);
1874
1885
  }
1875
1886
 
1876
1887
  /**
1877
- * @param filter
1888
+ * Clears all Eagle Eye trails that were registered for entities associated with the specified player.
1878
1889
  */
1879
- set DeadeyeTaggingConfig(filter: number) {
1880
- inv<void>('0x83FCD6921FC8FD05', this.handle, filter);
1890
+ eagleEyeClearRegisteredTrails(): void {
1891
+ inv<void>('0xE5D3EB37ABC1EB03', this.handle);
1881
1892
  }
1882
1893
 
1883
1894
  /**
1884
- * (Un)lock Eagle Eye functionality
1885
- *
1886
1895
  * @param enable
1887
1896
  */
1888
- enableEagleeye(enable: boolean): void {
1889
- inv<void>('0xA63FCAD3A6FEC6D2', this.handle, enable);
1897
+ enableCustomDeadeyeAbility(enable: boolean): void {
1898
+ inv<void>('0x95EE1DEE1DCD9070', this.handle, enable);
1890
1899
  }
1891
1900
 
1892
1901
  /**
1893
- * Only used in R* SP Script short_update
1894
- * Restores Deadeye Outer Ring
1902
+ * Returns the player's invincibility status.
1895
1903
  *
1896
- * @param amount
1897
- */
1898
- specialAbilityRestoreOuterRing(amount: number): void {
1899
- inv<void>('0x2498035289B5688F', this.handle, f(amount));
1900
- }
1901
-
1902
- /**
1903
1904
  * @returns
1904
1905
  */
1905
- get IsSpecialAbilityActive(): any {
1906
- return inv<number>('0xB16223CB7DA965F0', this.handle);
1906
+ get Invincible(): boolean {
1907
+ return !!inv<boolean>('0x0CBBCB2CCFA7DC4E', this.handle, rai());
1907
1908
  }
1908
1909
 
1909
- reportPoliceSpottedPlayer(): void {
1910
- inv<void>('0xCBCCF73FFA69CC6B', this.handle);
1910
+ resetArrestState(): void {
1911
+ inv<void>('0x12917931C31F1750', this.handle);
1911
1912
  }
1912
1913
 
1913
1914
  /**
1914
- * @param p1
1915
- * @param p2
1916
- * @returns
1915
+ * Toggle handles wether Deadeye and Eagleeye are infinite or not.
1916
+ *
1917
+ * @param toggle
1917
1918
  */
1918
- getReceivedBattleEventRecently(p1: number, p2: boolean): boolean {
1919
- return !!inv<boolean>('0xFB6EB8785F808551', this.handle, p1, p2, rai());
1919
+ modifyInfiniteTrailVision(toggle: boolean): void {
1920
+ inv<void>('0x28A13BF6B05C3D83', this.handle, toggle);
1920
1921
  }
1921
1922
 
1922
1923
  /**
1923
- * @returns
1924
+ * Simply sets you as invincible (Health will not deplete).
1925
+ *
1926
+ * @param toggle
1924
1927
  */
1925
- get SpecialAbilityMultiplier(): number {
1926
- return inv<number>('0xAB3773E7AA1E9DCC', this.handle, raf());
1928
+ set Invincible(toggle: boolean) {
1929
+ inv<void>('0xFEBEEBC9CBDF4B12', this.handle, toggle);
1927
1930
  }
1928
1931
 
1929
1932
  /**
1930
- * Sets the weapon that the specified player will aim with. The weapon must already be assigned to the PED. This also determines the weapon order, specifying which weapon the player will automatically switch to when the current weapon runs out of ammo.
1933
+ * Returns whether the player can control himself.
1931
1934
  *
1932
- * @param weapon
1933
- * @param attachSlotId
1935
+ * @returns
1934
1936
  */
1935
- setAimWeapon(weapon: string | number, attachSlotId: number): void {
1936
- inv<void>('0xCFFC3ECCD7A5CCEB', this.handle, _h(weapon), attachSlotId);
1937
+ get IsControlOn(): boolean {
1938
+ return !!inv<boolean>('0x7964097FCE4C244B', this.handle, rai());
1937
1939
  }
1938
1940
 
1939
1941
  /**
1940
- * @param pos
1941
- * @param heading
1942
- * @param p5
1943
- * @param p6
1944
- * @param p7
1945
- * @param p8
1942
+ * @param vehicle
1946
1943
  */
1947
- startTeleport(pos: Vector3, heading: number, p5: boolean, p6: boolean, p7: boolean, p8: boolean): void {
1948
- inv<void>('0xDF8822C55EDDA65B', this.handle, f(pos.x), f(pos.y), f(pos.z), f(heading), p5, p6, p7, p8);
1944
+ set MayOnlyEnterThisVehicle(vehicle: Vehicle) {
1945
+ inv<void>('0xDA35A134038557EC', this.handle, vehicle.handle);
1949
1946
  }
1950
1947
 
1951
1948
  /**
1952
- * _IS_PLAYER_A* - _IS_PLAYER_BE*
1953
- *
1954
- * @param ped
1955
- * @returns
1949
+ * @param weaponGroup
1950
+ * @param toggle
1956
1951
  */
1957
- N_0xE7F8707269544B29(ped: Ped): boolean {
1958
- return !!inv<boolean>('0xE7F8707269544B29', this.handle, ped.handle, rai());
1952
+ setWeaponGroupAsInstantKill(weaponGroup: string | number, toggle: boolean): void {
1953
+ inv<void>('0x59F0AFF3E0A1B019', this.handle, _h(weaponGroup), toggle);
1959
1954
  }
1960
1955
 
1961
1956
  /**
1957
+ * Returns false if PromptType is enabled
1958
+ * Params: See 0x0751D461F06E41CE
1959
+ *
1960
+ * @param promptType
1961
+ * @param promptMode
1962
1962
  * @returns
1963
1963
  */
1964
- get IsScriptControlOn(): boolean {
1965
- return !!inv<boolean>('0xB78350754157C00F', this.handle, rai());
1964
+ getUiPromptIsDisabled(promptType: number, promptMode: number): any {
1965
+ return inv<number>('0x6614F9039BD31931', this.handle, promptType, promptMode);
1966
1966
  }
1967
1967
 
1968
1968
  /**
1969
- * @returns
1969
+ * @param toggle
1970
1970
  */
1971
- get IsSecondarySpecialAbilityActive(): any {
1972
- return inv<number>('0x45AB66D02B601FA7', this.handle);
1973
- }
1974
-
1975
- N_0xC900A465364A85D6(): void {
1976
- inv<void>('0xC900A465364A85D6', this.handle);
1971
+ set LockonToFriendlyPlayers(toggle: boolean) {
1972
+ inv<void>('0x4A056257802DD3E5', this.handle, toggle);
1977
1973
  }
1978
1974
 
1979
1975
  /**
1980
- * Returns the group ID the player is member of.
1976
+ * Activates the Surrender prompt for the specified player in the current frame.
1981
1977
  *
1982
- * @returns
1978
+ * @param targetPed
1979
+ * @param promptOrder
1980
+ * @param p3
1983
1981
  */
1984
- get Group(): number {
1985
- return inv<number>('0x9BAB31815159ABCF', this.handle, rai());
1982
+ setCooperatePromptThisFrame(targetPed: Ped, promptOrder: number, p3: boolean): void {
1983
+ inv<void>('0xCBB54CC7FFFFAB86', this.handle, targetPed.handle, promptOrder, p3);
1986
1984
  }
1987
1985
 
1988
1986
  /**
1989
- * Sets stamina core drains peed using ranged damage scale and melee damage scale
1987
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePlayerResetFlags
1988
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/PLAYER_RESET_FLAGS
1990
1989
  *
1991
- * @param weaponDefenseMod
1992
- * @param meleeDefenseMod
1990
+ * @param playerResetFlag
1991
+ * @param p2
1993
1992
  */
1994
- setDefenseModifier(weaponDefenseMod: number, meleeDefenseMod: number): void {
1995
- inv<void>('0x497A6539BB0E8787', this.handle, f(weaponDefenseMod), f(meleeDefenseMod));
1993
+ setResetFlag(playerResetFlag: number, p2: boolean): void {
1994
+ inv<void>('0x9F9A829C6751F3C7', this.handle, playerResetFlag, p2);
1996
1995
  }
1997
1996
 
1998
1997
  /**
1999
- * This modifies the damage value of your weapon. Whether it is a multiplier or base damage is unknown.
2000
- *
2001
- * @param modifier
1998
+ * @returns
2002
1999
  */
2003
- set WeaponDamageModifier(modifier: number) {
2004
- inv<void>('0x94D529F7B73D7A85', this.handle, f(modifier));
2000
+ get WantedLevel(): number {
2001
+ return inv<number>('0xABC532F9098BFD9D', this.handle, rai());
2005
2002
  }
2006
2003
 
2007
2004
  /**
2008
- * durationCost: per second
2009
- *
2010
- * @param durationCost
2005
+ * @param closeRangeLowerBound
2006
+ * @param closeRangeUpperBound
2011
2007
  */
2012
- set SpecialAbilityDurationCost(durationCost: number) {
2013
- inv<void>('0xB783F75940B23014', this.handle, f(durationCost));
2008
+ setDamageCloseDistanceBonus(closeRangeLowerBound: number, closeRangeUpperBound: number): void {
2009
+ inv<void>('0x7761A30432C91297', this.handle, f(closeRangeLowerBound), f(closeRangeUpperBound));
2014
2010
  }
2015
2011
 
2016
2012
  /**
2017
- * @returns
2013
+ * @param multiplier
2018
2014
  */
2019
- get IsTargettingAnything(): boolean {
2020
- return !!inv<boolean>('0x4605C66E0F935F83', this.handle, rai());
2015
+ set SneakingNoiseMultiplier(multiplier: number) {
2016
+ inv<void>('0x4DE44FA389DCA565', this.handle, f(multiplier));
2021
2017
  }
2022
2018
 
2023
2019
  /**
2024
- * @param modifier
2020
+ * Sets the player's team.
2021
+ *
2022
+ * @param team
2023
+ * @param bRestrictToThisScript
2025
2024
  */
2026
- eagleEyeSetDrainRateModifier(modifier: number): void {
2027
- inv<void>('0xE0D6C2A146A5C993', this.handle, f(modifier));
2025
+ setTeam(team: number, bRestrictToThisScript: boolean): void {
2026
+ inv<void>('0xE8DD8536F01DE600', this.handle, team, bRestrictToThisScript);
2028
2027
  }
2029
2028
 
2030
2029
  /**
2030
+ * Checks if the player's Deadeye ability is enabled.
2031
+ *
2031
2032
  * @returns
2032
2033
  */
2033
- get DeadEye(): number {
2034
- return inv<number>('0xA81D24AE0AF99A5E', this.handle, raf());
2034
+ get IsSpecialAbilityEnabled(): any {
2035
+ return inv<number>('0xDE6C85975F9D4894', this.handle);
2035
2036
  }
2036
2037
 
2037
2038
  /**
2038
- * @returns
2039
+ * @param target
2039
2040
  */
2040
- get IsInScope(): any {
2041
- return inv<number>('0x04D7F33640662FA2', this.handle);
2041
+ set BountyTarget(target: Player) {
2042
+ inv<void>('0x6ADF821FBF21920E', this.handle, target.handle);
2042
2043
  }
2043
2044
 
2044
2045
  /**
2045
- * SET_PLAYER_S/T*
2046
+ * Retrieves whether all trails are currently hidden during Eagle Eye mode for the specified player.
2046
2047
  *
2047
- * @param toggle
2048
+ * @returns
2048
2049
  */
2049
- N_0x8591EE69CC3ED257(toggle: boolean): void {
2050
- inv<void>('0x8591EE69CC3ED257', this.handle, toggle);
2050
+ eagleEyeAreAllTrailsHidden(): any {
2051
+ return inv<number>('0xA62BBAAE67A05BB0', this.handle);
2051
2052
  }
2052
2053
 
2053
2054
  /**
2054
- * @param speedBoost
2055
- * @param duration
2055
+ * @returns
2056
2056
  */
2057
- boostHorseSpeedForTime(speedBoost: number, duration: number): void {
2058
- inv<void>('0x09C28F828EE674FA', this.handle, f(speedBoost), duration);
2057
+ get IsDeadeyeTaggingEnabled(): any {
2058
+ return inv<number>('0x32348719DCED2969', this.handle);
2059
2059
  }
2060
2060
 
2061
2061