The FiveM developer’s field guide
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Native reference
- ENTITYVector3
GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS
``` Offset values are relative to the entity. x = left/right y = forward/backward z = up/down ```
0x1899F328B0E12848 - ENTITYPed
GET_PED_INDEX_FROM_ENTITY_INDEX
``` Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). ```
0x04A2A40C73395041 - ENTITYVehicle
GET_VEHICLE_INDEX_FROM_ENTITY_INDEX
``` Simply returns whatever is passed to it (Regardless of whether the handle is valid or not). ```
0x4B53F92932ADFAC0 - ENTITYVector3
GET_WORLD_POSITION_OF_ENTITY_BONE
``` Returns the coordinates of an entity-bone. ```
0x44A8FCB8ED227738 - ENTITYBOOL
HAS_ANIM_EVENT_FIRED
``` if (ENTITY::HAS_ANIM_EVENT_FIRED(PLAYER::PLAYER_PED_ID(), MISC::GET_HASH_KEY("CreateObject"))) ```
0xEAF4CD9EA3E7E922 - ENTITYBOOL
HAS_COLLISION_LOADED_AROUND_ENTITY
Description not yet documented
0xE9676F61BC0B3321 - ENTITYBOOL
HAS_ENTITY_ANIM_FINISHED
``` P3 is always 3 as far as i cant tell ``` [Animations list](https://alexguirre.github.io/animations-list/)
0x20B711662962B472 - ENTITYBOOL
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT
Description not yet documented
0x95EB9964FF5C5C65 - ENTITYBOOL
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED
Description not yet documented
0x605F5A140F202491 - ENTITYBOOL
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE
Description not yet documented
0xDFD5033FDBA0A9C8 - ENTITYBOOL
HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY
Description not yet documented
0xC86D67D52A707CF8 - ENTITYBOOL
HAS_ENTITY_CLEAR_LOS_TO_ENTITY
Checks if entity1 has a clear line of sight to entity2. So a simple raycast which if it collides with any of the given colliderTypes returns false. The direction of the check matters with for example bushes, so checking from inside to outside a bush with traceType 256 returns true, but the other way around returns false.
0xFCDFF7B72D23A1AC - ENTITYAny
_HAS_ENTITY_CLEAR_LOS_TO_ENTITY_2
``` NativeDB Introduced: v1868 ```
0x394BDE2A7BBA031E - ENTITYBOOL
HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT
``` Has the entity1 got a clear line of sight to the other entity2 from the direction entity1 is facing. This is one of the most CPU demanding BOOL natives in the game; avoid calling this in things like nested for-loops ```
0x0267D00AF114F17A - ENTITYBOOL
HAS_ENTITY_COLLIDED_WITH_ANYTHING
``` Called on tick. Tested with vehicles, returns true whenever the vehicle is touching any entity. Note: for vehicles, the wheels can touch the ground and it will still return false, but if the body of the vehicle touches the ground, it will return true. ```
0x8BAD02F0368D9E14 - ENTITYBOOL
IS_AN_ENTITY
Description not yet documented
0x731EC8A916BD11A1 - ENTITYBOOL
IS_ENTITY_A_MISSION_ENTITY
Description not yet documented
0x0A7B270912999B3C - ENTITYBOOL
IS_ENTITY_AN_OBJECT
Description not yet documented
0x8D68C8FD0FACA94E - ENTITYBOOL
IS_ENTITY_A_PED
Description not yet documented
0x524AC5ECEA15343E - ENTITYBOOL
IS_ENTITY_AT_COORD
Checks if the entity is within the given square of size xSize, ySize, zSize centered around the given coordinates. The sizes given are the apothem (half of side) of the square, so a size of 5 would result in a square of 10x10, not 5x5. For the highlightArea, if do3dCheck is true, the marker will be drawn at the bottom of the target area. So if the square is centered on the ground with a zSize larger than 0, the marker will appear under the ground. The marker also doesn't scale, so it is always the same size (around half a meter). So unfortunately the marker isn't that useful as it doesn't convey the correct information about the area (the marker doesn't reflect when the player is actually in the marker or not)
0x20B60995556D004F - ENTITYBOOL
IS_ENTITY_AT_ENTITY
Checks if entity is within the specified axis aligned box around the target entity. ```cpp enum eTransportMode { SCRIPT_TM_ANY = 0, SCRIPT_TM_ON_FOOT = 1, SCRIPT_TM_IN_VEHICLE = 2 }; ```
0x751B70C3D034E187 - ENTITYBOOL
IS_ENTITY_ATTACHED
Description not yet documented
0xB346476EF1A64897 - ENTITYBOOL
IS_ENTITY_ATTACHED_TO_ANY_OBJECT
Description not yet documented
0xCF511840CEEDE0CC - ENTITYBOOL
IS_ENTITY_ATTACHED_TO_ANY_PED
Description not yet documented
0xB1632E9A5F988D11 - ENTITYBOOL
IS_ENTITY_ATTACHED_TO_ANY_VEHICLE
Description not yet documented
0x26AA915AD89BFB4B - ENTITYBOOL
IS_ENTITY_ATTACHED_TO_ENTITY
Description not yet documented
0xEFBE71898A993728 - ENTITYBOOL
IS_ENTITY_A_VEHICLE
Description not yet documented
0x6AC7003FA6E5575E - ENTITYBOOL
IS_ENTITY_DEAD
``` NativeDB Added Parameter 2: BOOL p1 ```
0x5F9532F3B5CC2551 - ENTITYBOOL
IS_ENTITY_IN_AIR
Description not yet documented
0x886E37EC497200B6 - ENTITYBOOL
IS_ENTITY_IN_ANGLED_AREA
p10 is some entity flag check, also used in [`IS_ENTITY_AT_ENTITY`](#\_0x751B70C3D034E187), [`IS_ENTITY_IN_AREA`](#\_0x54736AA40E271165) and [`IS_ENTITY_AT_COORD`](#\_0x20B60995556D004F). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
0x51210CED3DA1C78A - ENTITYBOOL
IS_ENTITY_IN_AREA
Description not yet documented
0x54736AA40E271165 - ENTITYBOOL
IS_ENTITY_IN_WATER
Description not yet documented
0xCFB0A0D8EDD145A3 - ENTITYBOOL
IS_ENTITY_IN_ZONE
Description not yet documented
0xB6463CF6AF527071 - ENTITYBOOL
IS_ENTITY_OCCLUDED
Description not yet documented
0xE31C2C72B8692B64 - ENTITYBOOL
IS_ENTITY_ON_SCREEN
Determines whether the screen position of the specified entity is within the 2D bounds of the screen. This native will not check if the entity is not visible due to being occluded (for example, behind a wall). To check if a entity is on screen and is not occluded, use [IS_ENTITY_OCCLUDED](#\_0xE31C2C72B8692B64).
0xE659E47AF827484B - ENTITYBOOL
IS_ENTITY_PLAYING_ANIM
See also [`IS_SCRIPTED_SCENARIO_PED_USING_CONDITIONAL_ANIM`](#\_0x6EC47A344923E1ED) ``` Taken from ENTITY::IS_ENTITY_PLAYING_ANIM(PLAYER::PLAYER_PED_ID(), "creatures@shark@move", "attack_player", 3) p4 is always 3 in the scripts. taskFlag: 2 - Check synchronized scene ``` [Animations list](https://alexguirre.github.io/animations-list/)
0x1F0B79228E461EC9 - ENTITYBOOL
IS_ENTITY_STATIC
``` A static ped will not react to natives like "APPLY_FORCE_TO_ENTITY" or "SET_ENTITY_VELOCITY" and oftentimes will not react to task-natives like "AI::TASK_COMBAT_PED". The only way I know of to make one of these peds react is to ragdoll them (or sometimes to use CLEAR_PED_TASKS_IMMEDIATELY(). Static peds include almost all far-away peds, beach-combers, peds in certain scenarios, peds crossing a crosswalk, peds walking to get back into their cars, and others. If anyone knows how to make a ped non-static without ragdolling them, please edit this with the solution. ^ Attach a phCollider to the ped. ```
0x1218E6886D3D8327 - ENTITYBOOL
IS_ENTITY_TOUCHING_ENTITY
Description not yet documented
0x17FFC1B2BA35A494 - ENTITYBOOL
IS_ENTITY_TOUCHING_MODEL
Description not yet documented
0x0F42323798A58C8C - ENTITYBOOL
IS_ENTITY_UPRIGHT
Description not yet documented
0x5333F526F6AB19AA
A living reference. Documentation coverage varies by native and source.