The FiveM developer’s field guide
Know the native.
Build the world.
Engine functions, framework docs, and game assets.
One reference. From the first lookup to the last line.
knowledge base
Explore / FiveM
Native reference
- WEAPONBOOL
REFILL_AMMO_INSTANTLY
Description not yet documented
0x8C0D57EA686FAD87 - WEAPONBOOL
_REMOVE_AIR_DEFENSE_ZONE
Description not yet documented
0x0ABF535877897560 - WEAPONvoid
_REMOVE_ALL_AIR_DEFENSE_ZONES
Description not yet documented
0x1E45B34ADEBEE48E - WEAPONvoid
REMOVE_ALL_PED_WEAPONS
Parameter `p1` does not seem to be used or referenced in game binaries.\ **Note:** When called for networked entities, a `CRemoveAllWeaponsEvent` will be created per request.
0xF25DF915FA38C5F3 - WEAPONvoid
REMOVE_ALL_PROJECTILES_OF_TYPE
If `explode` true, then removal is done through exploding the projectile. Basically the same as EXPLODE_PROJECTILES but without defining the owner ped.
0xFC52E0F37E446528 - WEAPONvoid
REMOVE_WEAPON_ASSET
Description not yet documented
0xAA08EF13F341C8FC - WEAPONvoid
REMOVE_WEAPON_COMPONENT_FROM_PED
Description not yet documented
0x1E8BE90C74FB4C09 - WEAPONvoid
REMOVE_WEAPON_COMPONENT_FROM_WEAPON_OBJECT
Description not yet documented
0xF7D82B0D66777611 - WEAPONvoid
REMOVE_WEAPON_FROM_PED
``` This native removes a specified weapon from your selected ped. Weapon Hashes: pastebin.com/0wwDZgkF Example: C#: Function.Call(Hash.REMOVE_WEAPON_FROM_PED, Game.Player.Character, 0x99B507EA); C++: WEAPON::REMOVE_WEAPON_FROM_PED(PLAYER::PLAYER_PED_ID(), 0x99B507EA); The code above removes the knife from the player. ```
0x4899CB088EDF59B8 - WEAPONvoid
REQUEST_WEAPON_ASSET
``` Nearly every instance of p1 I found was 31. Nearly every instance of p2 I found was 0. REQUEST_WEAPON_ASSET(iLocal_1888, 31, 26); ```
0x5443438F033E29C3 - WEAPONvoid
REQUEST_WEAPON_HIGH_DETAIL_MODEL
Description not yet documented
0x48164DBB970AC3F0 - WEAPONBOOL
SET_AMMO_IN_CLIP
Description not yet documented
0xDCD2A934D65CB497 - WEAPONBOOL
_SET_AMMO_IN_VEHICLE_WEAPON_CLIP
``` NativeDB Introduced: v3407 ```
0x873906720EE842C3 - WEAPONvoid
_SET_CAN_PED_EQUIP_ALL_WEAPONS
Does the same as [`_SET_CAN_PED_SELECT_WEAPON`](#\_0xB4771B9AAF4E68E4) except for all weapons.
0xEFF296097FF1E509 - WEAPONvoid
_SET_CAN_PED_EQUIP_WEAPON
Disables selecting the given weapon. Ped isn't forced to put the gun away. However you can't reselect the weapon if you holster then unholster. Weapon is also grayed out on the weapon wheel.
0xB4771B9AAF4E68E4 - WEAPONBOOL
SET_CURRENT_PED_VEHICLE_WEAPON
Description not yet documented
0x75C55983C2C39DAA - WEAPONvoid
SET_CURRENT_PED_WEAPON
Description not yet documented
0xADF692B254977C0C - WEAPONvoid
_SET_FLASH_LIGHT_ENABLED
Enables/disables flashlight on ped's weapon. ``` NativeDB Introduced: v2060 ```
0x988DB6FE9B3AC000 - WEAPONAny
SET_FLASH_LIGHT_FADE_DISTANCE
Description not yet documented
0xCEA66DAD478CD39B - WEAPONvoid
SET_PED_AMMO
``` NativeDB Added Parameter 4: BOOL p3 ```
0x14E56BC5B5DB6A19 - WEAPONvoid
SET_PED_AMMO_BY_TYPE
Description not yet documented
0x5FD1E1F011E76D7E - WEAPONvoid
SET_PED_AMMO_TO_DROP
Description not yet documented
0xA4EFEF9440A5B0EF - WEAPONvoid
SET_PED_CHANCE_OF_FIRING_BLANKS
Description not yet documented
0x8378627201D5497D - WEAPONvoid
SET_PED_CURRENT_WEAPON_VISIBLE
``` Has 5 parameters since latest patches. ```
0x0725A4CCFDED9A70 - WEAPONvoid
SET_PED_CYCLE_VEHICLE_WEAPONS_ONLY
Restricts weapon selection when cycling through weapons, to select only vehicle weapons.
0x50276EF8172F5F12 - WEAPONvoid
SET_PED_DROPS_INVENTORY_WEAPON
Description not yet documented
0x208A1888007FC0E6 - WEAPONvoid
SET_PED_DROPS_WEAPON
Description not yet documented
0x6B7513D9966FBEC0 - WEAPONvoid
SET_PED_DROPS_WEAPONS_WHEN_DEAD
Description not yet documented
0x476AE72C1D19D1A8 - WEAPONvoid
SET_PED_GADGET
``` p1/gadgetHash was always 0xFBAB5776 ("GADGET_PARACHUTE"). p2 is always true. ```
0xD0D7B1E680ED4A1A - WEAPONvoid
SET_PED_INFINITE_AMMO
Description not yet documented
0x3EDCB0505123623B - WEAPONvoid
SET_PED_INFINITE_AMMO_CLIP
Description not yet documented
0x183DADC6AA953186 - WEAPONObject
SET_PED_SHOOT_ORDNANCE_WEAPON
``` Returns handle of the projectile. ```
0xB4C8D77C80C0421E - WEAPONvoid
_SET_PED_WEAPON_LIVERY_COLOR
Description not yet documented
0x9FE5633880ECD8ED - WEAPONvoid
SET_PED_WEAPON_TINT_INDEX
``` tintIndex can be the following: 0 : Default/Black 1 : Green 2 : Gold 3 : Pink 4 : Army 5 : LSPD 6 : Orange 7 : Platinum tintIndex for MK2 weapons : 0 : Classic Black 1 : Classic Gray 2 : Classic Two-Tone 3 : Classic White 4 : Classic Beige 5 : Classic Green 6 : Classic Blue 7 : Classic Earth 8 : Classic Brown & Black 9 : Red Contrast 10 : Blue Contrast 11 : Yellow Contrast 12 : Orange Contrast 13 : Bold Pink 14 : Bold Purple & Yellow 15 : Bold Orange 16 : Bold Green & Purple 17 : Bold Red Features 18 : Bold Green Features 19 : Bold Cyan Features 20 : Bold Yellow Features 21 : Bold Red & White 22 : Bold Blue & White 23 : Metallic Gold 24 : Metallic Platinum 25 : Metallic Gray & Lilac 26 : Metallic Purple & Lime 27 : Metallic Red 28 : Metallic Green 29 : Metallic Blue 30 : Metallic White & Aqua 31 : Metallic Orange & Yellow 32 : Mettalic Red and Yellow ```
0x50969B9B89ED5738 - WEAPONvoid
SET_PICKUP_AMMO_AMOUNT_SCALER
Description not yet documented
0xE620FD3512A04F18 - WEAPONvoid
_SET_PLAYER_AIR_DEFENSE_ZONE_FLAG
Description not yet documented
0xECDC202B25E5CF48 - WEAPONvoid
SET_WEAPON_ANIMATION_OVERRIDE
Changes the selected ped aiming animation style, you can find the list of animations below. These are stored in the `weaponanimations.meta` file located in `Grand Theft Auto V\update\update.rpf\common\data\ai\weaponanimations.meta`. For Lua, it's best if you send the animation using [compile-time jenkins](https://cookbook.fivem.net/2019/06/23/lua-support-for-compile-time-jenkins-hashes/) hashes to avoid overhead. An example is shown down below. ### Animations ```cpp enum eWeaponAnimationOverrides { Ballistic = 0x5534A626, Default = 0xE4DF46D5, Franklin = 0x44C24694, Gang = 0xBC066B98, Michael = 0x55932F38, MP_F_Freemode = 0xACB10C83, Trevor = 0x2737D5AC, Hillbilly = 0x8503D409, Gang1H = 0x724A7AB7, FirstPerson = 0xEE38E8E0, FirstPersonAiming = 0xC76297A3, FirstPersonRNG = 0xA4FDD608, FirstPersonScope = 0x28117C22, FirstPersonMichael = 0xEAA2550B, FirstPersonMichaelAiming = 0x3E6FF30F, FirstPersonMichaelRNG = 0xB7A826C1, FirstPersonMichaelScope = 0xC554CF97, FirstPersonFranklin = 0xC407163A, FirstPersonFranklinAiming = 0x3D4B7B03, FirstPersonFranklinRNG = 0xBE79B0B4, FirstPersonFranklinScope = 0xAFEA6593, FirstPersonTrevor = 0xA65D5351, FirstPersonTrevorAiming = 0xF9BE8ED9, FirstPersonTrevorRNG = 0xD181ED09, FirstPersonTrevorScope = 0x34A67D6D, FirstPersonMPFemale = 0x8431583F, Fat = 0xC531A409, SuperFat = 0x529E5780, Female = 0x6D155A1B, GangFemale = 0x678ADF82, } ```
0x1055AC3A667F09D9 - WEAPONvoid
_SET_WEAPON_DAMAGE_MODIFIER
Changes the weapon damage output by the given multiplier value. Does NOT need to be called every frame.
0x4757F00BC6323CFE - WEAPONvoid
_SET_WEAPON_EXPLOSION_RADIUS_MULTIPLIER
``` NativeDB Introduced: v2372 ```
0x4AE5AC8B852D642C - WEAPONvoid
_SET_WEAPON_OBJECT_LIVERY_COLOR
Description not yet documented
0x5DA825A85D0EA6E6
A living reference. Documentation coverage varies by native and source.