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Native reference
- AICOVERPOINTvoid
_0x3C7A9C2C953128FE
Description not yet documented
0x3C7A9C2C953128FE - AICOVERPOINTEntity
_0x53E4D0C079CA6855
Description not yet documented
0x53E4D0C079CA6855 - AICOVERPOINTvoid
_0xEBA51A294C73292E
Description not yet documented
0xEBA51A294C73292E - AICOVERPOINTvoid
_ACTIVATE_COVER_LAYER
activates a cover layer, these seem to be for specifc scenes in SP for example where a table is flipped using "grand_korr_poker_table_flipped" see more in levels\rdr3\coverlayers.rpf
0x64340DC208D671D5 - AICOVERPOINTvoid
_ADD_COVER_BLOCKING_AREA
args: f_0 = Volume Handle f_1 = integer (?) (only the number 1 is ever used here, or is not used at all) f_2 = integer (-1 to 32 in R* Scripts) ```cpp @alignas(8) struct unk { int m_volumeHandle; bool m_unk; // seems to be the same flags that are used in ADD_COVER_BLOCKING_AREA, the ordering // is also the same, but has an extra flag it can use (2, 4, 8, 16) u32 m_unkFlag; } ```
0x733077295AB51304 - AICOVERPOINTScrHandle
_ADD_SCRIPTED_COVER_POINT
Description not yet documented
0x975BD6351648935F - AICOVERPOINTBOOL
_ARE_LOAD_COVER_ANIMS_LOADED
Description not yet documented
0x8CBE916CFC64AD5C - AICOVERPOINTvoid
_DEACTIVATE_COVER_LAYER
deactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers
0x7A1FDCF35EAA140F - AICOVERPOINTBOOL
_DOES_COVER_POINT_EXIST
Description not yet documented
0xC276FE69DDA22BAD - AICOVERPOINTint
_GET_COVER_POINT_STATE_FROM_PED
1 = In cover while crouched 2 = In cover while standing 3 = Not in cover
0x5F5B1B7E8E8F94C6 - AICOVERPOINTint
_GET_PED_COVER_POINT_TRANSITION_STATE
returns the active transition state of a cover point for about 2 seconds unless its peeking 1 - transition from pointing a gun to not pointing a gun 2 - transition to pointing a gun 3 - broke the window 4 - when opening a door while in cover (a prompt will show and once pressed state is changed to 4) 5 - cover transition like from one corner of a house to the other corner 6 - changing cover to cover like crossing from one side of the door to the other 7 - when the ped is facing foward with the camera, might be to detect when going from left to right 8 - when the ped is peeking through a door window etc (this will return 8 while is in peek) 9 - when a ped is aiming in crouch and enters cover (it doesnt always trigger) 10 - enters cover 12 - leaves cover 16 - changed to crouch or to standing up position
0x957D7E750216D74B - AICOVERPOINTPed
_GET_PED_FROM_COVER_POINT
returns the ped that is using this cover point created by ADD_COVER_POINT and adding the ped using tasks like `TASK_PUT_PED_DIRECTLY_(*`
0x140B3CB1D424A945 - AICOVERPOINTvoid
_REQUEST_FLINCH_COVER_ANIM
Makes ped flinch (if in cover) like they have been shot at
0x2A31D13C5F021D0D - AICOVERPOINTvoid
_STOP_RUNNING_COVER_ANIMS
Stops running cover anims and releases them _STOP_RENDERING_* - _STOP_SCRIPTED*
0x1A7A802B2301EDC0 - AICOVERPOINTvoid
_TASK_AI_SEEK_COVER_TO_COVER_POINT
Description not yet documented
0x89783FDDF079C88D - AICOVERPOINTvoid
TASK_ENTER_COVER
Description not yet documented
0x4972A022AE6DAFA1 - AICOVERPOINTvoid
TASK_EXIT_COVER
Description not yet documented
0x2BC4A6D92D140112
A living reference. Documentation coverage varies by native and source.