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Native reference
- CAMvoid
0xFD3151CD37EA2245
Description not yet documented
0xFD3151CD37EA2245 - CAMvoid
_ACTIVATE_CAM_WITH_INTERP_AND_FOV_CURVE
``` NativeDB Introduced: v3258 ```
0x34CFC4C2A38E83E3 - CAMvoid
ADD_CAM_SPLINE_NODE
``` I filled p1-p6 (the floats) as they are as other natives with 6 floats in a row are similar and I see no other method. So if a test from anyone proves them wrong please correct. p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one p8 big values ~100 will slow down the camera movement before reaching this node p9 != 0 seems to override the rotation/pitch (bool?) ```
0x8609C75EC438FB3B - CAMvoid
ADD_CAM_SPLINE_NODE_USING_CAMERA
Takes a camera and uses the information from it as a camera spline node.
0x0FB82563989CF4FB - CAMvoid
ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME
Description not yet documented
0x0A9F2A468B328E74 - CAMvoid
ADD_CAM_SPLINE_NODE_USING_GAMEPLAY_FRAME
Description not yet documented
0x609278246A29CA34 - CAMvoid
ANIMATED_SHAKE_CAM
``` Example from michael2 script. CAM::ANIMATED_SHAKE_CAM(l_5069, "shake_cam_all@", "light", "", 1f); ```
0xA2746EEAE3E577CD - CAMvoid
ANIMATED_SHAKE_SCRIPT_GLOBAL
``` CAM::ANIMATED_SHAKE_SCRIPT_GLOBAL("SHAKE_CAM_medium", "medium", "", 0.5f); ```
0xC2EAE3FB8CDBED31 - CAMvoid
_ANIMATE_GAMEPLAY_CAM_ZOOM
``` Seems to animate the gameplay camera zoom. Eg. _ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1000f); will animate the camera zooming in from 1000 meters away. Game scripts use it like this: // Setting this to 1 prevents V key from changing zoom PLAYER::SET_PLAYER_FORCED_ZOOM(PLAYER::PLAYER_ID(), 1); // These restrict how far you can move cam up/down left/right CAM::_CLAMP_GAMEPLAY_CAM_YAW(-20f, 50f); CAM::_CLAMP_GAMEPLAY_CAM_PITCH(-60f, 0f); CAM::_ANIMATE_GAMEPLAY_CAM_ZOOM(1f, 1f); ```
0xDF2E1F7742402E81 - CAMvoid
ATTACH_CAM_TO_ENTITY
``` Last param determines if its relative to the Entity ```
0xFEDB7D269E8C60E3 - CAMvoid
ATTACH_CAM_TO_PED_BONE
This native works with peds only.
0x61A3DBA14AB7F411 - CAMvoid
_ATTACH_CAM_TO_VEHICLE_BONE
This native works with vehicles only. Bone indexes are usually given by this native [GET_ENTITY_BONE_INDEX_BY_NAME](#\_0xFB71170B7E76ACBA).
0x8DB3F12A02CAEF72 - CAMvoid
_CLAMP_GAMEPLAY_CAM_PITCH
``` minimum: Degrees between -90f and 90f. maximum: Degrees between -90f and 90f. Clamps the gameplay camera's current pitch. Eg. _CLAMP_GAMEPLAY_CAM_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player. ```
0xA516C198B7DCA1E1 - CAMvoid
_CLAMP_GAMEPLAY_CAM_YAW
``` minimum: Degrees between -180f and 180f. maximum: Degrees between -180f and 180f. Clamps the gameplay camera's current yaw. Eg. _CLAMP_GAMEPLAY_CAM_YAW(0.0f, 0.0f) will set the horizontal angle directly behind the player. ```
0x8F993D26E0CA5E8E - CAMCam
CREATE_CAM
Creates a camera with the specified cam name, You can use `SET_CAM_` natives to manipulate the camera.\ Make sure to call [RENDER_SCRIPT_CAMS](#\_0x07E5B515DB0636FC) once the camera is created, or this won't have any visible effect. ### Camera names: * DEFAULT_SCRIPTED_CAMERA * DEFAULT_ANIMATED_CAMERA * DEFAULT_SPLINE_CAMERA * DEFAULT_SCRIPTED_FLY_CAMERA * TIMED_SPLINE_CAMERA * CUSTOM_TIMED_SPLINE_CAMERA * ROUNDED_SPLINE_CAMERA * SMOOTHED_SPLINE_CAMERA
0xC3981DCE61D9E13F - CAMCam
CREATE_CAMERA
Creates a camera with the specified camera hash, You can use `SET_CAM_` natives to manipulate the camera. Make sure to call [RENDER_SCRIPT_CAMS](#\_0x07E5B515DB0636FC) once the camera is created, or this won't have any visible effect. Take a look at [CREATE_CAM](#\_0xC3981DCE61D9E13F) if you would like to see the available camera names. ``` NativeDB Introduced: v323 ```
0x5E3CF89C6BCCA67D - CAMCam
CREATE_CAMERA_WITH_PARAMS
Create a camera with the specified camera hash, You can use `SET_CAM_` natives to manipulate the camera. Make sure to call [RENDER_SCRIPT_CAMS](#\_0x07E5B515DB0636FC) once the camera is created, or this won't have any visible effect. Take a look at [CREATE_CAM](#\_0xC3981DCE61D9E13F) if you would like to see the available camera names. ``` NativeDB Introduced: v323 ```
0x6ABFA3E16460F22D - CAMCam
CREATE_CAM_WITH_PARAMS
Create a camera with the specified cam name/type, You can use `SET_CAM_` natives to manipulate the camera. Take a look at [CREATE_CAM](#\_0xC3981DCE61D9E13F) if you would like to see the available camera names.
0xB51194800B257161 - CAMvoid
CREATE_CINEMATIC_SHOT
Description not yet documented
0x741B0129D4560F31 - CAMvoid
CUSTOM_MENU_COORDINATES
``` some camera effect that is used in the drunk-cheat, and turned off (by setting it to 0.0) along with the shaking effects once the drunk cheat is disabled. ```
0x487A82C650EB7799 - CAMvoid
DESTROY_ALL_CAMS
``` BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. ```
0x8E5FB15663F79120 - CAMvoid
DESTROY_CAM
``` BOOL param indicates whether the cam should be destroyed if it belongs to the calling script. ```
0x865908C81A2C22E9 - CAMvoid
DETACH_CAM
Description not yet documented
0xA2FABBE87F4BAD82 - CAMvoid
DISABLE_AIM_CAM_THIS_UPDATE
Description not yet documented
0x1A31FE0049E542F6 - CAMvoid
_DISABLE_CAM_COLLISION_FOR_ENTITY
Description not yet documented
0x2AED6301F67007D5 - CAMvoid
DISABLE_CAM_COLLISION_FOR_OBJECT
Description not yet documented
0x49482F9FCD825AAA - CAMvoid
DISABLE_CINEMATIC_BONNET_CAMERA_THIS_UPDATE
Disables first person camera while in a vehicle for the current tick.
0xADFF1B2A555F5FBA - CAMvoid
DISABLE_ON_FOOT_FIRST_PERSON_VIEW_THIS_UPDATE
Disables first person camera while on foot for the current tick.
0xDE2EF5DA284CC8DF - CAMBOOL
DOES_CAM_EXIST
Looks up a camera handle in the current camera pool and returns `true` if the handle is found, otherwise it returns `false`.
0xA7A932170592B50E - CAMvoid
DO_SCREEN_FADE_IN
``` Fades the screen in. duration: The time the fade should take, in milliseconds. ```
0xD4E8E24955024033 - CAMvoid
DO_SCREEN_FADE_OUT
``` Fades the screen out. duration: The time the fade should take, in milliseconds. ```
0x891B5B39AC6302AF - CAMvoid
_ENABLE_CROSSHAIR_THIS_FRAME
``` Shows the crosshair even if it wouldn't show normally. Only works for one frame, so make sure to call it repeatedly. ```
0xEA7F0AD7E9BA676F - CAMvoid
FORCE_CINEMATIC_RENDERING_THIS_UPDATE
Forces the camera to be in cinematic mode while the player is in a car. This has to be called every frame, e.g. in a `Wait(0)` loop.
0xA41BCD7213805AAC - CAMint
_GET_CAM_ACTIVE_VIEW_MODE_CONTEXT
Enumerated type defined in camControlHelperMetadataViewModes: ```cpp enum eContext { ON_FOOT = 0, // [G|S]ET_FOLLOW_PED_CAM_* IN_VEHICLE = 1, // [G|S]ET_FOLLOW_VEHICLE_CAM_* ON_BIKE = 2, IN_BOAT = 3, IN_AIRCRAFT = 4, IN_SUBMARINE = 5, IN_HELI = 6, IN_TURRET = 7, } ```
0x19CAFA3C87F7C2FF - CAMfloat
GET_CAM_ANIM_CURRENT_PHASE
Description not yet documented
0xA10B2DB49E92A6B0 - CAMVector3
GET_CAM_COORD
Description not yet documented
0xBAC038F7459AE5AE - CAMfloat
_GET_CAM_DOF_STRENGTH
``` NativeDB Introduced: v2699 ```
0x06D153C0B99B6128 - CAMfloat
GET_CAM_FAR_CLIP
Description not yet documented
0xB60A9CFEB21CA6AA - CAMfloat
GET_CAM_FAR_DOF
Description not yet documented
0x255F8DAFD540D397 - CAMfloat
GET_CAM_FOV
Description not yet documented
0xC3330A45CCCDB26A
A living reference. Documentation coverage varies by native and source.