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Native reference
- MISCfloat
ABSF
Description not yet documented
0x73D57CFFDD12C355 - MISCint
ABSI
Description not yet documented
0xF0D31AD191A74F87 - MISCfloat
ACOS
Description not yet documented
0x1D08B970013C34B6 - MISCvoid
ACTIVITY_FEED_CREATE
Creates and opens a new activity feed post to start filling in. **Note**: This is a PS4 related native, resulting in a nullsub on the PC platform. This native won't do anything when invoked.
0x4DCDF92BF64236CD - MISCAny
_ADD_DISPATCH_SPAWN_BLOCKING_ANGLED_AREA
To remove, see: [`REMOVE_DISPATCH_SPAWN_BLOCKING_AREA`](#\_0x264AC28B01B353A5). See [`IS_POINT_IN_ANGLED_AREA`](#\_0x2A70BAE8883E4C81) for the definition of an angled area.
0x918C7B2D2FF3928B - MISCAny
_ADD_DISPATCH_SPAWN_BLOCKING_AREA
Description not yet documented
0x2D4259F1FEB81DA9 - MISCint
ADD_HOSPITAL_RESTART
``` Returns the index of the newly created hospital spawn point. p3 might be radius? ```
0x1F464EF988465A81 - MISCAny
ADD_POLICE_RESTART
Description not yet documented
0x452736765B31FC4B - MISCint
ADD_POP_MULTIPLIER_AREA
``` NativeDB Added Parameter 10: BOOL p9 ```
0x67F6413D3220E18D - MISCint
ADD_POP_MULTIPLIER_SPHERE
``` This native is adding a zone, where you can change density settings. For example, you can add a zone on 0.0, 0.0, 0.0 with radius 900.0 and vehicleMultiplier 0.0, and you will not see any new population vehicle spawned in a radius of 900.0 from 0.0, 0.0, 0.0. Returns the id. You can have only 15 zones at the same time. You can remove zone using REMOVE_POP_MULTIPLIER_SPHERE ```
0x32C7A7E8C43A1F80 - MISCvoid
ADD_REPLAY_STAT_VALUE
Description not yet documented
0x69FE6DC87BD2A5E9 - MISCint
ADD_STUNT_JUMP
See description of [`ADD_STUNT_JUMP_ANGLED`](#\_0xBBE5D803A5360CBF) for detailed info. The only difference really is this one does not have the radius (or angle, not sure) floats parameters for entry and landing zones.
0x1A992DA297A4630C - MISCint
ADD_STUNT_JUMP_ANGLED
Creates a new stunt jump. The radius1 and radius2 might actually not be a radius at all, but that's what it seems to me testing them in-game. But they may be 'angle' floats instead, considering this native is named ADD_STUNT_JUMP\_**ANGLED**. Info about the specific 'parameter sections': **x1, y1, z1, x2, y2, z2 and radius1:** First coordinates are for the jump entry area, and the radius that will be checked around that area. So if you're not exactly within the coordinates, but you are within the outter radius limit then it will still register as entering the stunt jump. Note as mentioned above, the radius is just a guess, I'm not really sure about it's exact purpose. **x3, y3, z3, x4, y4, z4 and radius2:** Next part is the landing area, again starting with the left bottom (nearest to the stunt jump entry zone) coordinate, and the second one being the top right furthest away part of the landing area. Followed by another (most likely) radius float, this is usually slightly larger than the entry zone 'radius' float value, just because you have quite a lot of places where you can land (I'm guessing). **camX, camY and camZ:** The final coordinate in this native is the Camera position. Rotation and zoom/FOV is managed by the game itself, you just need to provide the camera location. **unk1, unk2 and unk3:** Not sure what these are for, but they're always `150, 0, 0` in decompiled scripts. Visualized example in-game:  Here is a list of almost all of the stunt jumps from GTA V (taken from decompiled scripts): https://pastebin.com/EW1jBPkY
0xBBE5D803A5360CBF - MISCvoid
_ADD_TACTICAL_ANALYSIS_POINT
``` Adds a point related to CTacticalAnalysis ```
0xB8721407EE9C3FF6 - MISCvoid
ALLOW_MISSION_CREATOR_WARP
Description not yet documented
0xDEA36202FC3382DF - MISCBOOL
ARE_PROFILE_SETTINGS_VALID
Description not yet documented
0x5AA3BEFA29F03AD4 - MISCBOOL
ARE_STRINGS_EQUAL
Description not yet documented
0x0C515FAB3FF9EA92 - MISCfloat
ASIN
Description not yet documented
0xC843060B5765DCE7 - MISCfloat
ATAN
Description not yet documented
0xA9D1795CD5043663 - MISCfloat
ATAN2
Description not yet documented
0x8927CBF9D22261A4 - MISCvoid
BEGIN_REPLAY_STATS
Description not yet documented
0xE0E500246FF73D66 - MISCvoid
BLOCK_DISPATCH_SERVICE_RESOURCE_CREATION
Description not yet documented
0x9B2BD3773123EA2F - MISCvoid
CANCEL_ONSCREEN_KEYBOARD
Closes the onscreen keyboard on console versions of the game. **NOTE:** Do not use this native in FiveM/PC, because [`UPDATE_ONSCREEN_KEYBOARD`](#\_0x0CF2B696BBF945AE) value doesn't get cleaned up and stays as `0`. You should use [`FORCE_CLOSE_TEXT_INPUT_BOX`](#\_0x8817605C2BA76200) instead.
0x58A39BE597CE99CD - MISCvoid
CANCEL_STUNT_JUMP
Description not yet documented
0xE6B7B0ACD4E4B75E - MISCvoid
_CLEANUP_ASYNC_INSTALL
Description not yet documented
0xC79AE21974B01FB2 - MISCvoid
CLEAR_ANGLED_AREA_OF_VEHICLES
``` NativeDB Added Parameter 13: Any p12 ```
0x11DB3500F042A8AA - MISCvoid
CLEAR_AREA
``` Example: CLEAR_AREA(0, 0, 0, 30, true, false, false, false); ```
0xA56F01F3765B93A0 - MISCvoid
CLEAR_AREA_LEAVE_VEHICLE_HEALTH
``` MISC::_0x957838AAF91BD12D(x, y, z, radius, false, false, false, false); seem to make all objects go away, peds, vehicles etc. All booleans set to true doesn't seem to change anything. ```
0x957838AAF91BD12D - MISCvoid
CLEAR_AREA_OF_COPS
Clears an area of cops at the given coordinates and radius.
0x04F8FC8FCF58F88D - MISCvoid
CLEAR_AREA_OF_OBJECTS
``` I looked through the PC scripts that this site provides you with a link to find. It shows the last param mainly uses, (0, 2, 6, 16, and 17) so I am going to assume it is a type of flag. ```
0xDD9B9B385AAC7F5B - MISCvoid
CLEAR_AREA_OF_PEDS
Clears an area of peds at the given coordinates and radius.
0xBE31FD6CE464AC59 - MISCvoid
CLEAR_AREA_OF_PROJECTILES
Clears an area of projectiles at the given coordinates and radius.
0x0A1CB9094635D1A6 - MISCvoid
CLEAR_AREA_OF_VEHICLES
``` Example: CLEAR_AREA_OF_VEHICLES(0, 0, 0, 10000, false, false, false, false, false); ``` ``` NativeDB Added Parameter 10: BOOL p9 ```
0x01C7B9B38428AEB6 - MISCvoid
CLEAR_BIT
``` This sets bit [offset] of [address] to off. Example: MISC::CLEAR_BIT(&bitAddress, 1); To check if this bit has been enabled: MISC::IS_BIT_SET(bitAddress, 1); // will return 0 afterwards ```
0xE80492A9AC099A93 - MISCvoid
_CLEAR_CLOUD_HAT
Description not yet documented
0x957E790EA1727B64 - MISCvoid
CLEAR_OVERRIDE_WEATHER
Description not yet documented
0x338D2E3477711050 - MISCvoid
CLEAR_REPLAY_STATS
Description not yet documented
0x1B1AB132A16FDA55 - MISCvoid
_CLEAR_RESTART_CUSTOM_POSITION
Description not yet documented
0xA2716D40842EAF79 - MISCvoid
_CLEAR_TACTICAL_ANALYSIS_POINTS
Description not yet documented
0xB3CD58CCA6CDA852 - MISCvoid
CLEAR_WEATHER_TYPE_NOW_PERSIST_NETWORK
Clears the active weather type after a specific amount of time determined by `transitionTimeInMs`.
0x0CF97F497FE7D048
A living reference. Documentation coverage varies by native and source.