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Native reference
- OBJECTPickup
CREATE_PICKUP
https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Placement%20Flags https://github.com/femga/rdr3_discoveries/blob/master/objects/pickup_list.lua
0xFBA08C503DD5FA58 - OBJECTPickup
CREATE_PICKUP_ROTATE
``` Pickup hashes: pastebin.com/8EuSv2r1 flags: 8 (1 << 3): place on ground 512 (1 << 9): spin around ```
0x891804727E0A98B7 - OBJECTObject
CREATE_PORTABLE_PICKUP
Pickup hashes can be found [here](https://gist.github.com/4mmonium/1eabfb6b3996e3aa6b9525a3eccf8a0b).
0x2EAF1FDB2FB55698 - OBJECTvoid
_DAMAGE_BONE_ON_PROP
Description not yet documented
0xE4EFB315BCD2A838 - OBJECTvoid
_DAMAGE_OBJECT_FRAGMENT_BY_INDEX
Damages or breaks a specific predefined fragment/section of an object using the provided fragment index. Unlike generic damage systems, this native appears to directly target one of the object's internal fracture sections. The index parameter determines which part of the object is damaged or broken. Different index values cause different fragments of the object to detach or break.
0xAAACF33CBF9B990A - OBJECTvoid
DELETE_OBJECT
Deletes the specified object, then sets the handle pointed to by the pointer to NULL.
0x931914268722C263 - OBJECTvoid
DETACH_PORTABLE_PICKUP_FROM_PED
Description not yet documented
0xCF463D1E9A0AECB1 - OBJECTBOOL
DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS
``` p5 is usually 0. ```
0xBFA48E2FF417213F - OBJECTBOOL
DOES_PICKUP_EXIST
Description not yet documented
0xAFC1CA75AD4074D1 - OBJECTBOOL
DOES_PICKUP_OBJECT_EXIST
Description not yet documented
0xD9EFB6DBF7DAAEA3 - OBJECTBOOL
DOES_PICKUP_OF_TYPE_EXIST_IN_AREA
Pickup hashes can be found [here](https://gist.github.com/4mmonium/1eabfb6b3996e3aa6b9525a3eccf8a0b).
0xF9C36251F6E48E33 - OBJECTBOOL
DOES_RAYFIRE_MAP_OBJECT_EXIST
``` Returns true if a destructible object with this handle exists, false otherwise. ```
0x52AF537A0C5B8AAD - OBJECTvoid
_DOOR_SYSTEM_CHANGE_SCRIPT_OWNER
Description not yet documented
0x985767F5FA45BC44 - OBJECTBOOL
_DOOR_SYSTEM_CHECK_ACTION_FLAG
Checks whether a specific door action/state flag is active for the given door hash. - flag 32: returns true while the door is being kicked - flag 23: returns true after the door has been opened by kicking - flag 8: returns true when trying to open a locked door
0x6E2AA80BB0C03728 - OBJECTvoid
_DOOR_SYSTEM_CLEAR_FORCED_OPEN_PLAYER
Clears the stored player ID for a door that was force-opened via physical interaction (e.g. kick or shoulder bash). This resets the value returned by:_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER
0x5230BF34EB0EC645 - OBJECTvoid
_DOOR_SYSTEM_FORCE_SHUT
Description not yet documented
0x276AAF0F1C7F2494 - OBJECTfloat
_DOOR_SYSTEM_GET_AUTOMATIC_RATE
Description not yet documented
0x8433E1954BE323FC - OBJECTint
DOOR_SYSTEM_GET_DOOR_STATE
Description not yet documented
0x160AA1B32F6139B8 - OBJECTint
_DOOR_SYSTEM_GET_FORCED_OPEN_PLAYER
Returns the player who forced the specified door open using physical interaction (e.g. kicking or shoulder bashing). If a player breaks or forces the door open, this native returns the Player ID directly.
0xEBA314768FB35D58 - OBJECTfloat
DOOR_SYSTEM_GET_OPEN_RATIO
Description not yet documented
0x65499865FCA6E5EC - OBJECTvoid
_DOOR_SYSTEM_SET_ABLE_TO_CHANGE_OPEN_RATIO_WHILE_LOCKED
Description not yet documented
0x1F1FABFE9B2A1254 - OBJECTvoid
DOOR_SYSTEM_SET_AUTOMATIC_DISTANCE
Description not yet documented
0x9BA001CB45CBF627 - OBJECTvoid
DOOR_SYSTEM_SET_AUTOMATIC_RATE
Includes networking check: ownership vs. or the door itself **isn't** networked.
0x03C27E13B42A0E82 - OBJECTvoid
_DOOR_SYSTEM_SET_AUTOMATIC_STATE
_ALLOW_* - _ATTACH_*
0x1BC47A9DEDC8DF5D - OBJECTvoid
DOOR_SYSTEM_SET_DOOR_STATE
Lockstates not applied and CNetObjDoor's not created until [DOOR_SYSTEM_GET_IS_PHYSICS_LOADED](#\_0xDF97CDD4FC08FD34) returns true. ### Door lock states: (v323) * **0**: UNLOCKED * **1**: LOCKED * **2**: DOORSTATE_FORCE_LOCKED_UNTIL_OUT_OF_AREA * **3**: DOORSTATE_FORCE_UNLOCKED_THIS_FRAME * **4**: DOORSTATE_FORCE_LOCKED_THIS_FRAME * **5**: DOORSTATE_FORCE_OPEN_THIS_FRAME * **6**: DOORSTATE_FORCE_CLOSED_THIS_FRAME
0x6BAB9442830C7F53 - OBJECTvoid
DOOR_SYSTEM_SET_OPEN_RATIO
``` Sets the ajar angle of a door. Ranges from -1.0 to 1.0, and 0.0 is closed / default. ```
0xB6E6FBA95C7324AC - OBJECTvoid
_DOOR_SYSTEM_SWING_OPEN
swing door open between 2 points Requires DOOR_SYSTEM_SET_DOOR_STATE(hash, 0) beforehand - If door is locked (state=1), the impulse is ignored
0xB3B1546D23DF8DE1 - OBJECTvoid
FIX_OBJECT_FRAGMENT
Resets and brings back all the children of a fragment based object. This should be used when attaching or detaching an object from another entity, especially when the object being detached consists of multiple fragments. Attempting to teleport a fragment-based object using [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B) such as a flag object, will result in it remaining in place and failing to teleport, given the condition mentioned in the preceding statement. The native should be executed after detaching the object from its parent entity and before calling [`SET_ENTITY_COORDS`](#\_0x06843DA7060A026B). Example given down below.
0xF9C1681347C8BD15 - OBJECTvoid
FORCE_PICKUP_REGENERATE
Description not yet documented
0x758A5C1B3B1E1990 - OBJECTHash
_GET_AMMO_TYPE_FROM_PICKUP_TYPE
Description not yet documented
0x44B09A23D728045A - OBJECTObject
GET_CLOSEST_OBJECT_OF_TYPE
this native is broken it makes the local objects you check to be networked?? the last parameters also don't matter if they are all true or false networked or not it will find the object bScriptedHosted or not it will find the object, use this only for networked objects until it's fixed
0xE143FA2249364369 - OBJECTBOOL
_GET_DOOR_KNOCKING_WHEN_LOCKED
Checks whether the specified door has the "knocking when locked" interaction enabled
0x4D8611DFE1126478 - OBJECTfloat
_GET_LIGHT_INTENSITY_FROM_OBJECT
Description not yet documented
0xFA3B61EC249B4674 - OBJECTint
_GET_OBJECT_FRAGMENT_COUNT
Returns the number of breakable fragments (indexed sections) defined for the specified object. These fragments can be triggered individually using natives that target object fracture indices. eg: a box of bottles can have multiple fragments that can be broken individually.
0x58DE624FA7FB0E7F - OBJECTfloat
GET_OBJECT_FRAGMENT_DAMAGE_HEALTH
Description not yet documented
0xB6FBFD079B8D0596 - OBJECTfloat
_GET_OBJECT_LIGHT_INTENSITY
Returns float value to be used with _SET_LIGHT_INTENSITY_FOR_OBJECT
0x3397CD4E0353DFBA - OBJECTVector3
GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS
Calculates the world coordinates after applying the specified offsets to the given position, relative to a certain heading. This native is similar to [`GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS`](#\_0x1899F328B0E12848), but uses a world position and heading as the reference point.
0x163E252DE035A133 - OBJECTVector3
GET_PICKUP_COORDS
Description not yet documented
0x225B8B35C88029B3 - OBJECTObject
GET_PICKUP_OBJECT
Description not yet documented
0x5099BC55630B25AE - OBJECTObject
GET_RAYFIRE_MAP_OBJECT
``` Example: OBJECT::GET_RAYFIRE_MAP_OBJECT(-809.9619750976562, 170.919, 75.7406997680664, 3.0, "des_tvsmash"); ```
0xB48FCED898292E52
A living reference. Documentation coverage varies by native and source.