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Native reference
- ENTITYvoid
0x1A092BB0C3808B96
``` SET_ENTITY_* ```
0x1A092BB0C3808B96 - ENTITYvoid
0x352E2B5CF420BF3B
Description not yet documented
0x352E2B5CF420BF3B - ENTITYvoid
0x36F32DE87082343E
Description not yet documented
0x36F32DE87082343E - ENTITYvoid
0x490861B88F4FD846
``` Does nothing (essentially a nullsub). ```
0x490861B88F4FD846 - ENTITYvoid
0x5C3B791D580E0BC2
``` Only called once in the scripts. Related to weapon objects. ```
0x5C3B791D580E0BC2 - ENTITYvoid
0x68B562E124CC0AEF
``` NativeDB Introduced: v1180 ```
0x68B562E124CC0AEF - ENTITYvoid
0x78E8E3A640178255
``` Related to cutscene entities. Unsure about the use. SET_ENTITY_* ```
0x78E8E3A640178255 - ENTITYvoid
0xB17BC6453F6CF5AC
Description not yet documented
0xB17BC6453F6CF5AC - ENTITYvoid
0xC34BC448DA29F5E9
``` SET_ENTITY_* ```
0xC34BC448DA29F5E9 - ENTITYvoid
0xCEA7C8E1B48FF68C
Description not yet documented
0xCEA7C8E1B48FF68C - ENTITYvoid
0xE66377CDDADA4810
SET_ENTITY_M\* ``` NativeDB Introduced: v1734 ```
0xE66377CDDADA4810 - ENTITYvoid
APPLY_FORCE_TO_ENTITY
```cpp enum eApplyForceTypes { APPLY_TYPE_FORCE = 0, APPLY_TYPE_IMPULSE = 1, APPLY_TYPE_EXTERNAL_FORCE = 2, APPLY_TYPE_EXTERNAL_IMPULSE = 3, APPLY_TYPE_TORQUE = 4, APPLY_TYPE_ANGULAR_IMPULSE = 5 } ```
0xC5F68BE9613E2D18 - ENTITYvoid
APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS
Apply a force to an entities center of mass.
0x18FF00FC7EFF559E - ENTITYvoid
_ATTACH_ENTITY_BONE_TO_ENTITY_BONE
Description not yet documented
0x5C48B75732C8456C - ENTITYvoid
_ATTACH_ENTITY_BONE_TO_ENTITY_BONE_PHYSICALLY
Description not yet documented
0xFD1695C5D3B05439 - ENTITYvoid
ATTACH_ENTITY_TO_ENTITY
Attach an entity to the specified entity.
0x6B9BBD38AB0796DF - ENTITYvoid
ATTACH_ENTITY_TO_ENTITY_PHYSICALLY
``` breakForce is the amount of force required to break the bond. p14 - is always 1 in scripts p15 - is 1 or 0 in scripts - unknown what it does p16 - controls collision between the two entities (FALSE disables collision). p17 - do not teleport entity to be attached to the position of the bone Index of the target entity (if 1, entity will not be teleported to target bone) p18 - is always 2 in scripts. ```
0xC3675780C92F90F9 - ENTITYvoid
CLEAR_ENTITY_LAST_DAMAGE_ENTITY
This native **could affect** the arguments of the `CEventNetworkEntityDamage` game event, by clearing the damaging entity before the event is fired.
0xA72CD9CA74A5ECBA - ENTITYvoid
CREATE_FORCED_OBJECT
Description not yet documented
0x150E808B375A385A - ENTITYvoid
CREATE_MODEL_HIDE
Hides all objects of the specified model intersecting a sphere centered at (x, y, z) with the given radius. Network players do not see changes done with this. Use [`CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS`](#\_0x3A52AE588830BF7F) if you only want to hide map objects and exclude those created by scripts. Use [`REMOVE_MODEL_HIDE`](#\_0xD9E3006FB3CBD765) to make hidden objects visible again.
0x8A97BCA30A0CE478 - ENTITYvoid
CREATE_MODEL_HIDE_EXCLUDING_SCRIPT_OBJECTS
Hides all objects of the specified model intersecting a sphere centered at (x, y, z) with the given radius, excluding objects created by scripts. Network players do not see changes done with this. Use [`REMOVE_MODEL_HIDE`](#\_0xD9E3006FB3CBD765) to make hidden objects visible again.
0x3A52AE588830BF7F - ENTITYvoid
CREATE_MODEL_SWAP
``` Only works with objects! Network players do not see changes done with this. ```
0x92C47782FDA8B2A3 - ENTITYvoid
DELETE_ENTITY
Delete the specified entity, and invalidate the passed handle (i.e., the in/out argument). You might want to check if the entity exists before with [DOES_ENTITY_EXIST](#\_0x7239B21A38F536BA).
0xAE3CBE5BF394C9C9 - ENTITYvoid
DETACH_ENTITY
Description not yet documented
0x961AC54BF0613F5D - ENTITYBOOL
DOES_ENTITY_BELONG_TO_THIS_SCRIPT
Description not yet documented
0xDDE6DF5AE89981D2 - ENTITYBOOL
DOES_ENTITY_EXIST
Checks whether an entity exists in the game world.
0x7239B21A38F536BA - ENTITYBOOL
_DOES_ENTITY_HAVE_ANIM_DIRECTOR
``` NativeDB Introduced: v2699 ```
0x2158E81A6AF65EA9 - ENTITYBOOL
DOES_ENTITY_HAVE_DRAWABLE
Description not yet documented
0x060D6E96F8B8E48D - ENTITYBOOL
DOES_ENTITY_HAVE_PHYSICS
Description not yet documented
0xDA95EA3317CC5064 - ENTITYBOOL
_DOES_ENTITY_HAVE_SKELETON_DATA
``` NativeDB Introduced: v2699 ```
0x764EB96874EFFDC1 - ENTITYvoid
_ENABLE_ENTITY_UNK
``` ENABLE_* ```
0x6CE177D014502E8A - ENTITYBOOL
FIND_ANIM_EVENT_PHASE
``` In the script "player_scene_t_bbfight.c4": "if (ENTITY::FIND_ANIM_EVENT_PHASE(&l_16E, &l_19F[v_4/*16*/], v_9, &v_A, &v_B))" -- &l_16E (p0) is requested as an anim dictionary earlier in the script. -- &l_19F[v_4/*16*/] (p1) is used in other natives in the script as the "animation" param. -- v_9 (p2) is instantiated as "victim_fall"; I'm guessing that's another anim --v_A and v_B (p3 & p4) are both set as -1.0, but v_A is used immediately after this native for: "if (v_A < ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(...))" Both v_A and v_B are seemingly used to contain both Vector3's and floats, so I can't say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though -alphazolam ``` [Animations list](https://alexguirre.github.io/animations-list/)
0x07F1BE2BCCAA27A7 - ENTITYvoid
FORCE_ENTITY_AI_AND_ANIMATION_UPDATE
``` Based on carmod_shop script decompile this takes a vehicle parameter. It is called when repair is done on initial enter. ```
0x40FDEDB72F8293B2 - ENTITYvoid
FREEZE_ENTITY_POSITION
Freezes or unfreezes an entity preventing its coordinates to change by the player if set to `true`. You can still change the entity position using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B).
0x428CA6DBD1094446 - ENTITYfloat
GET_ANIM_DURATION
[Animations list](https://alexguirre.github.io/animations-list/)
0xFEDDF04D62B8D790 - ENTITYVector3
GET_COLLISION_NORMAL_OF_LAST_HIT_FOR_ENTITY
Description not yet documented
0xE465D4AB7CA6AE72 - ENTITYint
GET_ENTITY_ALPHA
Description not yet documented
0x5A47B3B5E63E94C6 - ENTITYfloat
GET_ENTITY_ANIM_CURRENT_TIME
``` Returns a float value representing animation's current playtime with respect to its total playtime. This value increasing in a range from [0 to 1] and wrap back to 0 when it reach 1. Example: 0.000000 - mark the starting of animation. 0.500000 - mark the midpoint of the animation. 1.000000 - mark the end of animation. ``` [Animations list](https://alexguirre.github.io/animations-list/)
0x346D81500D088F42 - ENTITYfloat
GET_ENTITY_ANIM_TOTAL_TIME
``` Returns a float value representing animation's total playtime in milliseconds. Example: GET_ENTITY_ANIM_TOTAL_TIME(PLAYER_ID(),"amb@world_human_yoga@female@base","base_b") return 20800.000000 ``` [Animations list](https://alexguirre.github.io/animations-list/)
0x50BD2730B191E360 - ENTITYEntity
GET_ENTITY_ATTACHED_TO
Description not yet documented
0x48C2BED9180FE123
A living reference. Documentation coverage varies by native and source.