The RedM 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.
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Native reference
- INTERACTIONBOOL
_POINTER_IS_BEING_MOVED
Returns true if player is moving mouse while cursor is active _PI* - _PO*
0x2B8B605F2A9E64BF - INTERACTIONBOOL
_POINTER_IS_LEFT_BUTTON_HELD
Returns true if player is holding LMB while cursor is active _PI* - _PO*
0x61CAE9D1FD055E44 - INTERACTIONBOOL
_POINTER_IS_LEFT_BUTTON_JUST_RELEASED
Returns true if player releases LMB if cursor is active _PI* - _PO*
0xF7F51A57349739F2 - INTERACTIONvoid
_SET_ALLOW_FIRST_PERSON_MOUSE_CAMERA_MOVEMENT
Allows camera to be moved if middle mouse button is held while in first person Must be called every frame _SET*
0x0546B117BB17548B - INTERACTIONvoid
SET_MOUSE_CURSOR_STYLE
Changes the mouse cursor's sprite. spriteId's: https://github.com/femga/rdr3_discoveries/tree/master/graphics/HUD/cursor_sprites#readme Old name: _SET_MOUSE_CURSOR_SPRITE
0x7F5858AAB5A58CCE - INTERACTIONvoid
SET_MOUSE_CURSOR_THIS_FRAME
Shows the cursor on screen for one frame. Old name: _SET_MOUSE_CURSOR_ACTIVE_THIS_FRAME
0xF12E4CCAF249DC10
A living reference. Documentation coverage varies by native and source.