diff --git a/AUDIO/PlayAnimalVocalization.md b/AUDIO/PlayAnimalVocalization.md index b4d9f01d1..c4c8e212c 100644 --- a/AUDIO/PlayAnimalVocalization.md +++ b/AUDIO/PlayAnimalVocalization.md @@ -12,12 +12,12 @@ void PLAY_ANIMAL_VOCALIZATION(Ped pedHandle, int animalType, char* speechName); ```c enum eAudAnimalType { AUD_ANIMAL_NONE = -1, - AUD_ANIMAL_BOAR, - AUD_ANIMAL_CHICKEN, - AUD_ANIMAL_DOG, - AUD_ANIMAL_DOG_ROTTWEILER, - AUD_ANIMAL_HORSE, - AUD_NUM_ANIMALS + AUD_ANIMAL_BOAR = 0, + AUD_ANIMAL_CHICKEN = 1, + AUD_ANIMAL_DOG = 2, + AUD_ANIMAL_DOG_ROTTWEILER = 3, + AUD_ANIMAL_HORSE = 4, + AUD_NUM_ANIMALS = 5 } ``` diff --git a/AUDIO/SetAnimalMood.md b/AUDIO/SetAnimalMood.md index af52a7f5c..3ab011be1 100644 --- a/AUDIO/SetAnimalMood.md +++ b/AUDIO/SetAnimalMood.md @@ -10,15 +10,15 @@ void SET_ANIMAL_MOOD(Ped animal, int mood); ```c enum eAudAnimalMood { - AUD_ANIMAL_MOOD_ANGRY, - AUD_ANIMAL_MOOD_PLAYFUL, + AUD_ANIMAL_MOOD_ANGRY = 0, + AUD_ANIMAL_MOOD_PLAYFUL = 1, - AUD_ANIMAL_MOOD_NUM_MOODS + AUD_ANIMAL_MOOD_NUM_MOODS = 2 } ``` ## Parameters * **animal**: -* **mood**: Refer to eAudAnimalMood +* **mood**: Refer to `eAudAnimalMood` diff --git a/AUDIO/SetAudioSpecialEffectMode.md b/AUDIO/SetAudioSpecialEffectMode.md index a4fc27df8..85dd3d1ff 100644 --- a/AUDIO/SetAudioSpecialEffectMode.md +++ b/AUDIO/SetAudioSpecialEffectMode.md @@ -12,7 +12,7 @@ void SET_AUDIO_SPECIAL_EFFECT_MODE(int mode); Needs to be called every frame. ```c -enum audSpecialEffectMode +enum eAudSpecialEffectMode { kSpecialEffectModeNormal = 0, kSpecialEffectModeUnderwater = 1, diff --git a/CAM/GetCamActiveViewModeContext.md b/CAM/GetCamActiveViewModeContext.md index 8849345bf..f3a4292f8 100644 --- a/CAM/GetCamActiveViewModeContext.md +++ b/CAM/GetCamActiveViewModeContext.md @@ -12,7 +12,7 @@ int _GET_CAM_ACTIVE_VIEW_MODE_CONTEXT(); Enumerated type defined in camControlHelperMetadataViewModes: ```c -enum Context { +enum eContext { ON_FOOT = 0, // [G|S]ET_FOLLOW_PED_CAM_* IN_VEHICLE = 1, // [G|S]ET_FOLLOW_VEHICLE_CAM_* ON_BIKE = 2, diff --git a/CAM/GetFollowPedCamViewMode.md b/CAM/GetFollowPedCamViewMode.md index 0322b9e25..6b761e8c8 100644 --- a/CAM/GetFollowPedCamViewMode.md +++ b/CAM/GetFollowPedCamViewMode.md @@ -10,7 +10,7 @@ int GET_FOLLOW_PED_CAM_VIEW_MODE(); ```c // view mode enumeration -enum _0xA11D7CA8 +enum eCamViewMode { THIRD_PERSON_NEAR = 0, THIRD_PERSON_MEDIUM = 1, diff --git a/CAM/StopRenderingScriptCamsUsingCatchUp.md b/CAM/StopRenderingScriptCamsUsingCatchUp.md index 61562d4a4..de769be4f 100644 --- a/CAM/StopRenderingScriptCamsUsingCatchUp.md +++ b/CAM/StopRenderingScriptCamsUsingCatchUp.md @@ -20,32 +20,36 @@ enum eRenderingOptionFlags { ```c enum eCamSplineSmoothingFlags { - CAM_SPLINE_NO_SMOOTH = 0, // No smoothing just moves at a constant rate - CAM_SPLINE_SLOW_IN_SMOOTH = 1, // Decelerates when approaching a node - CAM_SPLINE_SLOW_OUT_SMOOTH = 2, // Accelerates slowly when leaving a node - CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3, // Decelerates when approaching a node and accelerates slowly when leaving a node - CAM_SPLINE_VERY_SLOW_IN = 4, - CAM_SPLINE_VERY_SLOW_OUT = 5, - CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6, - CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7, - CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8, - CAM_SPLINE_EASE_IN = 9, - CAM_SPLINE_EASE_OUT = 10, - CAM_SPLINE_QUADRATIC_EASE_IN = 11, - CAM_SPLINE_QUADRATIC_EASE_OUT = 12, - CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13, - CAM_SPLINE_CUBIC_EASE_IN = 14, - CAM_SPLINE_CUBIC_EASE_OUT = 15, - CAM_SPLINE_CUBIC_EASE_IN_OUT = 16, - CAM_SPLINE_QUARTIC_EASE_IN = 17, - CAM_SPLINE_QUARTIC_EASE_OUT = 18, - CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19, - CAM_SPLINE_QUINTIC_EASE_IN = 20, - CAM_SPLINE_QUINTIC_EASE_OUT = 21, - CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22, - CAM_SPLINE_CIRCULAR_EASE_IN = 23, - CAM_SPLINE_CIRCULAR_EASE_OUT = 24, - CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25 + // No smoothing just moves at a constant rate + CAM_SPLINE_NO_SMOOTH = 0, + // Decelerates when approaching a node + CAM_SPLINE_SLOW_IN_SMOOTH = 1, + // Accelerates slowly when leaving a node + CAM_SPLINE_SLOW_OUT_SMOOTH = 2, + // Decelerates when approaching a node and accelerates slowly when leaving a node + CAM_SPLINE_SLOW_IN_OUT_SMOOTH = 3, + CAM_SPLINE_VERY_SLOW_IN = 4, + CAM_SPLINE_VERY_SLOW_OUT = 5, + CAM_SPLINE_VERY_SLOW_IN_SLOW_OUT = 6, + CAM_SPLINE_SLOW_IN_VERY_SLOW_OUT = 7, + CAM_SPLINE_VERY_SLOW_IN_VERY_SLOW_OUT = 8, + CAM_SPLINE_EASE_IN = 9, + CAM_SPLINE_EASE_OUT = 10, + CAM_SPLINE_QUADRATIC_EASE_IN = 11, + CAM_SPLINE_QUADRATIC_EASE_OUT = 12, + CAM_SPLINE_QUADRATIC_EASE_IN_OUT = 13, + CAM_SPLINE_CUBIC_EASE_IN = 14, + CAM_SPLINE_CUBIC_EASE_OUT = 15, + CAM_SPLINE_CUBIC_EASE_IN_OUT = 16, + CAM_SPLINE_QUARTIC_EASE_IN = 17, + CAM_SPLINE_QUARTIC_EASE_OUT = 18, + CAM_SPLINE_QUARTIC_EASE_IN_OUT = 19, + CAM_SPLINE_QUINTIC_EASE_IN = 20, + CAM_SPLINE_QUINTIC_EASE_OUT = 21, + CAM_SPLINE_QUINTIC_EASE_IN_OUT = 22, + CAM_SPLINE_CIRCULAR_EASE_IN = 23, + CAM_SPLINE_CIRCULAR_EASE_OUT = 24, + CAM_SPLINE_CIRCULAR_EASE_IN_OUT = 25 }; ``` diff --git a/DECORATOR/DecorRegister.md b/DECORATOR/DecorRegister.md index f46b91e95..7c94a8988 100644 --- a/DECORATOR/DecorRegister.md +++ b/DECORATOR/DecorRegister.md @@ -8,15 +8,13 @@ ns: DECORATOR void DECOR_REGISTER(char* propertyName, int type); ``` -Decor types: - -``` +```c enum eDecorType { DECOR_TYPE_FLOAT = 1, DECOR_TYPE_BOOL = 2, DECOR_TYPE_INT = 3, - DECOR_TYPE_UNK = 4, + DECOR_TYPE_STRING = 4, DECOR_TYPE_TIME = 5 }; ``` diff --git a/ENTITY/ApplyForceToEntityCenterOfMass.md b/ENTITY/ApplyForceToEntityCenterOfMass.md index 0cb076f94..ac57f64c3 100644 --- a/ENTITY/ApplyForceToEntityCenterOfMass.md +++ b/ENTITY/ApplyForceToEntityCenterOfMass.md @@ -20,4 +20,3 @@ Apply a force to an entity. * **bLocalForce**: Specifies whether the force vector passed in is in local or world coordinates. `true` means the force will get automatically transformed into world space before being applied * **bScaleByMass**: Specifies whether to scale the force by mass * **bApplyToChildren**: Default `false`. If the force should be applied to any attached children - diff --git a/ENTITY/GetEntityRotation.md b/ENTITY/GetEntityRotation.md index 391852a02..21e5e53c3 100644 --- a/ENTITY/GetEntityRotation.md +++ b/ENTITY/GetEntityRotation.md @@ -8,29 +8,31 @@ ns: ENTITY Vector3 GET_ENTITY_ROTATION(Entity entity, int rotationOrder); ``` -``` -rotationOrder refers to the order yaw pitch roll is applied; value ranges from 0 to 5 and is usually *2* in scripts. +**NOTE**: What you use for rotationOrder when getting must be the same as rotationOrder when setting the rotation. -What you use for rotationOrder when getting must be the same as rotationOrder when setting the rotation. -What it returns is the yaw on the z part of the vector, which makes sense considering R* considers z as vertical. Here's a picture for those of you who don't understand pitch, yaw, and roll: -www.allstar.fiu.edu/aero/images/pic5-1.gif +```c +enum eRotationOrder { + // Rotate around the z-axis, then the y-axis and finally the x-axis. + ROT_ZYX = 0, + // Rotate around the y-axis, then the z-axis and finally the x-axis. + ROT_YZX = 1, + // Rotate around the z-axis, then the x-axis and finally the y-axis. + ROT_ZXY = 2, + // Rotate around the x-axis, then the z-axis and finally the y-axis. + ROT_XZY = 3, + // Rotate around the y-axis, then the x-axis and finally the z-axis. + ROT_YXZ = 4, + // Rotate around the x-axis, then the y-axis and finally the z-axis. + ROT_XYZ = 5, +} ``` -### Rotation Orders -* **0**: ZYX - Rotate around the z-axis, then the y-axis and finally the x-axis. -* **1**: YZX - Rotate around the y-axis, then the z-axis and finally the x-axis. -* **2**: ZXY - Rotate around the z-axis, then the x-axis and finally the y-axis. -* **3**: XZY - Rotate around the x-axis, then the z-axis and finally the y-axis. -* **4**: YXZ - Rotate around the y-axis, then the x-axis and finally the z-axis. -* **5**: XYZ - Rotate around the x-axis, then the y-axis and finally the z-axis. - ## Parameters * **entity**: The entity to get the rotation for. * **rotationOrder**: The order yaw, pitch and roll is applied. Usually 2. ## Return value - A vector where the Z coordinate is the yaw. ## Examples diff --git a/FIRE/AddExplosion.md b/FIRE/AddExplosion.md index 737953ade..46dc427b2 100644 --- a/FIRE/AddExplosion.md +++ b/FIRE/AddExplosion.md @@ -18,94 +18,94 @@ BOOL isInvisible = If the explosion is invisible or not. BOOL noDamage = false: damage || nodamage = true: no damage ``` -```cpp -enum class eExplosionTag : uint32_t +```c +enum eExplosionTag { - DONTCARE = 0xFFFFFFFF, - GRENADE = 0, - GRENADELAUNCHER = 1, - STICKYBOMB = 2, - MOLOTOV = 3, - ROCKET = 4, - TANKSHELL = 5, - HI_OCTANE = 6, - CAR = 7, - PLANE = 8, - PETROL_PUMP = 9, - BIKE = 10, - DIR_STEAM = 11, - DIR_FLAME = 12, - DIR_WATER_HYDRANT = 13, - DIR_GAS_CANISTER = 14, - BOAT = 15, - SHIP_DESTROY = 16, - TRUCK = 17, - BULLET = 18, - SMOKEGRENADELAUNCHER = 19, - SMOKEGRENADE = 20, - BZGAS = 21, - FLARE = 22, - GAS_CANISTER = 23, - EXTINGUISHER = 24, - _0x988620B8 = 25, - EXP_TAG_TRAIN = 26, - EXP_TAG_BARREL = 27, - EXP_TAG_PROPANE = 28, - EXP_TAG_BLIMP = 29, - EXP_TAG_DIR_FLAME_EXPLODE = 30, - EXP_TAG_TANKER = 31, - PLANE_ROCKET = 32, - EXP_TAG_VEHICLE_BULLET = 33, - EXP_TAG_GAS_TANK = 34, - EXP_TAG_BIRD_CRAP = 35, - EXP_TAG_RAILGUN = 36, - EXP_TAG_BLIMP2 = 37, - EXP_TAG_FIREWORK = 38, - EXP_TAG_SNOWBALL = 39, - EXP_TAG_PROXMINE = 40, - EXP_TAG_VALKYRIE_CANNON = 41, - EXP_TAG_AIR_DEFENCE = 42, - EXP_TAG_PIPEBOMB = 43, - EXP_TAG_VEHICLEMINE = 44, - EXP_TAG_EXPLOSIVEAMMO = 45, - EXP_TAG_APCSHELL = 46, - EXP_TAG_BOMB_CLUSTER = 47, - EXP_TAG_BOMB_GAS = 48, - EXP_TAG_BOMB_INCENDIARY = 49, - EXP_TAG_BOMB_STANDARD = 50, - EXP_TAG_TORPEDO = 51, - EXP_TAG_TORPEDO_UNDERWATER = 52, - EXP_TAG_BOMBUSHKA_CANNON = 53, - EXP_TAG_BOMB_CLUSTER_SECONDARY = 54, - EXP_TAG_HUNTER_BARRAGE = 55, - EXP_TAG_HUNTER_CANNON = 56, - EXP_TAG_ROGUE_CANNON = 57, - EXP_TAG_MINE_UNDERWATER = 58, - EXP_TAG_ORBITAL_CANNON = 59, - EXP_TAG_BOMB_STANDARD_WIDE = 60, - EXP_TAG_EXPLOSIVEAMMO_SHOTGUN = 61, - EXP_TAG_OPPRESSOR2_CANNON = 62, - EXP_TAG_MORTAR_KINETIC = 63, - EXP_TAG_VEHICLEMINE_KINETIC = 64, - EXP_TAG_VEHICLEMINE_EMP = 65, - EXP_TAG_VEHICLEMINE_SPIKE = 66, - EXP_TAG_VEHICLEMINE_SLICK = 67, - EXP_TAG_VEHICLEMINE_TAR = 68, - EXP_TAG_SCRIPT_DRONE = 69, - EXP_TAG_RAYGUN = 70, - EXP_TAG_BURIEDMINE = 71, - EXP_TAG_SCRIPT_MISSILE = 72, - EXP_TAG_RCTANK_ROCKET = 73, - EXP_TAG_BOMB_WATER = 74, - EXP_TAG_BOMB_WATER_SECONDARY = 75, - EXP_TAG_MINE_CNCSPIKE = 76, - EXP_TAG_BZGAS_MK2 = 77, - EXP_TAG_FLASHGRENADE = 78, - EXP_TAG_STUNGRENADE = 79, - EXP_TAG_CNC_KINETICRAM = 80, - EXP_TAG_SCRIPT_MISSILE_LARGE = 81, - EXP_TAG_SUBMARINE_BIG = 82, - EXP_TAG_EMPLAUNCHER_EMP = 83, + DONTCARE = -1, + GRENADE = 0, + GRENADELAUNCHER = 1, + STICKYBOMB = 2, + MOLOTOV = 3, + ROCKET = 4, + TANKSHELL = 5, + HI_OCTANE = 6, + CAR = 7, + PLANE = 8, + PETROL_PUMP = 9, + BIKE = 10, + DIR_STEAM = 11, + DIR_FLAME = 12, + DIR_WATER_HYDRANT = 13, + DIR_GAS_CANISTER = 14, + BOAT = 15, + SHIP_DESTROY = 16, + TRUCK = 17, + BULLET = 18, + SMOKE_GRENADE_LAUNCHER = 19, + SMOKE_GRENADE = 20, + BZGAS = 21, + FLARE = 22, + GAS_CANISTER = 23, + EXTINGUISHER = 24, + PROGRAMMABLEAR = 25, + TRAIN = 26, + BARREL = 27, + PROPANE = 28, + BLIMP = 29, + DIR_FLAME_EXPLODE = 30, + TANKER = 31, + PLANE_ROCKET = 32, + VEHICLE_BULLET = 33, + GAS_TANK = 34, + BIRD_CRAP = 35, + RAILGUN = 36, + BLIMP2 = 37, + FIREWORK = 38, + SNOWBALL = 39, + PROXMINE = 40, + VALKYRIE_CANNON = 41, + AIR_DEFENCE = 42, + PIPEBOMB = 43, + VEHICLEMINE = 44, + EXPLOSIVEAMMO = 45, + APCSHELL = 46, + BOMB_CLUSTER = 47, + BOMB_GAS = 48, + BOMB_INCENDIARY = 49, + BOMB_STANDARD = 50, + TORPEDO = 51, + TORPEDO_UNDERWATER = 52, + BOMBUSHKA_CANNON = 53, + BOMB_CLUSTER_SECONDARY = 54, + HUNTER_BARRAGE = 55, + HUNTER_CANNON = 56, + ROGUE_CANNON = 57, + MINE_UNDERWATER = 58, + ORBITAL_CANNON = 59, + BOMB_STANDARD_WIDE = 60, + EXPLOSIVEAMMO_SHOTGUN = 61, + OPPRESSOR2_CANNON = 62, + MORTAR_KINETIC = 63, + VEHICLEMINE_KINETIC = 64, + VEHICLEMINE_EMP = 65, + VEHICLEMINE_SPIKE = 66, + VEHICLEMINE_SLICK = 67, + VEHICLEMINE_TAR = 68, + SCRIPT_DRONE = 69, + RAYGUN = 70, + BURIEDMINE = 71, + SCRIPT_MISSILE = 72, + RCTANK_ROCKET = 73, + BOMB_WATER = 74, + BOMB_WATER_SECONDARY = 75, + MINE_CNCSPIKE = 76, + BZGAS_MK2 = 77, + FLASHGRENADE = 78, + STUNGRENADE = 79, + CNC_KINETICRAM = 80, + SCRIPT_MISSILE_LARGE = 81, + SUBMARINE_BIG = 82, + EMPLAUNCHER_EMP = 83 }; ``` diff --git a/HUD/EndTextCommandBusyspinnerOn.md b/HUD/EndTextCommandBusyspinnerOn.md index cc13cc3a4..0e021ec8e 100644 --- a/HUD/EndTextCommandBusyspinnerOn.md +++ b/HUD/EndTextCommandBusyspinnerOn.md @@ -9,14 +9,14 @@ aliases: ["0xBD12F8228410D9B4","_SHOW_LOADING_PROMPT","_END_TEXT_COMMAND_BUSY_ST void END_TEXT_COMMAND_BUSYSPINNER_ON(int busySpinnerType); ``` -``` +```c enum eBusySpinnerType { - BUSY_SPINNER_LEFT, - BUSY_SPINNER_LEFT_2, - BUSY_SPINNER_LEFT_3, - BUSY_SPINNER_SAVE, - BUSY_SPINNER_RIGHT, + BUSY_SPINNER_LEFT = 0, + BUSY_SPINNER_LEFT_2 = 1, + BUSY_SPINNER_LEFT_3 = 2, + BUSY_SPINNER_SAVE = 3, + BUSY_SPINNER_RIGHT = 4, }; ``` diff --git a/HUD/SetCustomMpHudColor.md b/HUD/SetCustomMpHudColor.md index 8850bcbcf..47397d704 100644 --- a/HUD/SetCustomMpHudColor.md +++ b/HUD/SetCustomMpHudColor.md @@ -13,240 +13,240 @@ Set a custom color for the MP HUD, providing a way to customize the HUD's appear ```c enum eHudColours { HUD_COLOUR_PURE_WHITE = 0, - HUD_COLOUR_WHITE, - HUD_COLOUR_BLACK, - HUD_COLOUR_GREY, - HUD_COLOUR_GREYLIGHT, - HUD_COLOUR_GREYDARK, - HUD_COLOUR_RED, - HUD_COLOUR_REDLIGHT, - HUD_COLOUR_REDDARK, - HUD_COLOUR_BLUE, - HUD_COLOUR_BLUELIGHT, - HUD_COLOUR_BLUEDARK, - HUD_COLOUR_YELLOW, - HUD_COLOUR_YELLOWLIGHT, - HUD_COLOUR_YELLOWDARK, - HUD_COLOUR_ORANGE, - HUD_COLOUR_ORANGELIGHT, - HUD_COLOUR_ORANGEDARK, - HUD_COLOUR_GREEN, - HUD_COLOUR_GREENLIGHT, - HUD_COLOUR_GREENDARK, - HUD_COLOUR_PURPLE, - HUD_COLOUR_PURPLELIGHT, - HUD_COLOUR_PURPLEDARK, - HUD_COLOUR_PINK, - HUD_COLOUR_STAR, - HUD_COLOUR_STARLIGHT, - HUD_COLOUR_STARDARK, - HUD_COLOUR_NET_PLAYER1, - HUD_COLOUR_NET_PLAYER2, - HUD_COLOUR_NET_PLAYER3, - HUD_COLOUR_NET_PLAYER4, - HUD_COLOUR_NET_PLAYER5, - HUD_COLOUR_NET_PLAYER6, - HUD_COLOUR_NET_PLAYER7, - HUD_COLOUR_NET_PLAYER8, - HUD_COLOUR_NET_PLAYER9, - HUD_COLOUR_NET_PLAYER10, - HUD_COLOUR_NET_PLAYER11, - HUD_COLOUR_NET_PLAYER12, - HUD_COLOUR_NET_PLAYER13, - HUD_COLOUR_NET_PLAYER14, - HUD_COLOUR_NET_PLAYER15, - HUD_COLOUR_NET_PLAYER16, - HUD_COLOUR_NET_PLAYER17, - HUD_COLOUR_NET_PLAYER18, - HUD_COLOUR_NET_PLAYER19, - HUD_COLOUR_NET_PLAYER20, - HUD_COLOUR_NET_PLAYER21, - HUD_COLOUR_NET_PLAYER22, - HUD_COLOUR_NET_PLAYER23, - HUD_COLOUR_NET_PLAYER24, - HUD_COLOUR_NET_PLAYER25, - HUD_COLOUR_NET_PLAYER26, - HUD_COLOUR_NET_PLAYER27, - HUD_COLOUR_NET_PLAYER28, - HUD_COLOUR_NET_PLAYER29, - HUD_COLOUR_NET_PLAYER30, - HUD_COLOUR_NET_PLAYER31, - HUD_COLOUR_NET_PLAYER32, - HUD_COLOUR_SIMPLEBLIP_DEFAULT, - HUD_COLOUR_MENU_BLUE, - HUD_COLOUR_MENU_GREY_LIGHT, - HUD_COLOUR_MENU_BLUE_EXTRA_DARK, - HUD_COLOUR_MENU_YELLOW, - HUD_COLOUR_MENU_YELLOW_DARK, - HUD_COLOUR_MENU_GREEN, - HUD_COLOUR_MENU_GREY, - HUD_COLOUR_MENU_GREY_DARK, - HUD_COLOUR_MENU_HIGHLIGHT, - HUD_COLOUR_MENU_STANDARD, - HUD_COLOUR_MENU_DIMMED, - HUD_COLOUR_MENU_EXTRA_DIMMED, - HUD_COLOUR_BRIEF_TITLE, - HUD_COLOUR_MID_GREY_MP, - HUD_COLOUR_NET_PLAYER1_DARK, - HUD_COLOUR_NET_PLAYER2_DARK, - HUD_COLOUR_NET_PLAYER3_DARK, - HUD_COLOUR_NET_PLAYER4_DARK, - HUD_COLOUR_NET_PLAYER5_DARK, - HUD_COLOUR_NET_PLAYER6_DARK, - HUD_COLOUR_NET_PLAYER7_DARK, - HUD_COLOUR_NET_PLAYER8_DARK, - HUD_COLOUR_NET_PLAYER9_DARK, - HUD_COLOUR_NET_PLAYER10_DARK, - HUD_COLOUR_NET_PLAYER11_DARK, - HUD_COLOUR_NET_PLAYER12_DARK, - HUD_COLOUR_NET_PLAYER13_DARK, - HUD_COLOUR_NET_PLAYER14_DARK, - HUD_COLOUR_NET_PLAYER15_DARK, - HUD_COLOUR_NET_PLAYER16_DARK, - HUD_COLOUR_NET_PLAYER17_DARK, - HUD_COLOUR_NET_PLAYER18_DARK, - HUD_COLOUR_NET_PLAYER19_DARK, - HUD_COLOUR_NET_PLAYER20_DARK, - HUD_COLOUR_NET_PLAYER21_DARK, - HUD_COLOUR_NET_PLAYER22_DARK, - HUD_COLOUR_NET_PLAYER23_DARK, - HUD_COLOUR_NET_PLAYER24_DARK, - HUD_COLOUR_NET_PLAYER25_DARK, - HUD_COLOUR_NET_PLAYER26_DARK, - HUD_COLOUR_NET_PLAYER27_DARK, - HUD_COLOUR_NET_PLAYER28_DARK, - HUD_COLOUR_NET_PLAYER29_DARK, - HUD_COLOUR_NET_PLAYER30_DARK, - HUD_COLOUR_NET_PLAYER31_DARK, - HUD_COLOUR_NET_PLAYER32_DARK, - HUD_COLOUR_BRONZE, - HUD_COLOUR_SILVER, - HUD_COLOUR_GOLD, - HUD_COLOUR_PLATINUM, - HUD_COLOUR_GANG1, - HUD_COLOUR_GANG2, - HUD_COLOUR_GANG3, - HUD_COLOUR_GANG4, - HUD_COLOUR_SAME_CREW, - HUD_COLOUR_FREEMODE, - HUD_COLOUR_PAUSE_BG, - HUD_COLOUR_FRIENDLY, - HUD_COLOUR_ENEMY, - HUD_COLOUR_LOCATION, - HUD_COLOUR_PICKUP, - HUD_COLOUR_PAUSE_SINGLEPLAYER, - HUD_COLOUR_FREEMODE_DARK, - HUD_COLOUR_INACTIVE_MISSION, - HUD_COLOUR_DAMAGE, - HUD_COLOUR_PINKLIGHT, - HUD_COLOUR_PM_MITEM_HIGHLIGHT, - HUD_COLOUR_SCRIPT_VARIABLE, - HUD_COLOUR_YOGA, - HUD_COLOUR_TENNIS, - HUD_COLOUR_GOLF, - HUD_COLOUR_SHOOTING_RANGE, - HUD_COLOUR_FLIGHT_SCHOOL, - HUD_COLOUR_NORTH_BLUE, - HUD_COLOUR_SOCIAL_CLUB, - HUD_COLOUR_PLATFORM_BLUE, - HUD_COLOUR_PLATFORM_GREEN, - HUD_COLOUR_PLATFORM_GREY, - HUD_COLOUR_FACEBOOK_BLUE, - HUD_COLOUR_INGAME_BG, - HUD_COLOUR_DARTS, - HUD_COLOUR_WAYPOINT, - HUD_COLOUR_MICHAEL, - HUD_COLOUR_FRANKLIN, - HUD_COLOUR_TREVOR, - HUD_COLOUR_GOLF_P1, - HUD_COLOUR_GOLF_P2, - HUD_COLOUR_GOLF_P3, - HUD_COLOUR_GOLF_P4, - HUD_COLOUR_WAYPOINTLIGHT, - HUD_COLOUR_WAYPOINTDARK, - HUD_COLOUR_PANEL_LIGHT, - HUD_COLOUR_MICHAEL_DARK, - HUD_COLOUR_FRANKLIN_DARK, - HUD_COLOUR_TREVOR_DARK, - HUD_COLOUR_OBJECTIVE_ROUTE, - HUD_COLOUR_PAUSEMAP_TINT, - HUD_COLOUR_PAUSE_DESELECT, - HUD_COLOUR_PM_WEAPONS_PURCHASABLE, - HUD_COLOUR_PM_WEAPONS_LOCKED, - HUD_COLOUR_END_SCREEN_BG, - HUD_COLOUR_CHOP, - HUD_COLOUR_PAUSEMAP_TINT_HALF, - HUD_COLOUR_NORTH_BLUE_OFFICIAL, - HUD_COLOUR_SCRIPT_VARIABLE_2, - HUD_COLOUR_H, - HUD_COLOUR_HDARK, - HUD_COLOUR_T, - HUD_COLOUR_TDARK, - HUD_COLOUR_HSHARD, - HUD_COLOUR_CONTROLLER_MICHAEL, - HUD_COLOUR_CONTROLLER_FRANKLIN, - HUD_COLOUR_CONTROLLER_TREVOR, - HUD_COLOUR_CONTROLLER_CHOP, - HUD_COLOUR_VIDEO_EDITOR_VIDEO, - HUD_COLOUR_VIDEO_EDITOR_AUDIO, - HUD_COLOUR_VIDEO_EDITOR_TEXT, - HUD_COLOUR_HB_BLUE, - HUD_COLOUR_HB_YELLOW, - HUD_COLOUR_VIDEO_EDITOR_SCORE, - HUD_COLOUR_VIDEO_EDITOR_AUDIO_FADEOUT, - HUD_COLOUR_VIDEO_EDITOR_TEXT_FADEOUT, - HUD_COLOUR_VIDEO_EDITOR_SCORE_FADEOUT, - HUD_COLOUR_HEIST_BACKGROUND, - HUD_COLOUR_VIDEO_EDITOR_AMBIENT, - HUD_COLOUR_VIDEO_EDITOR_AMBIENT_FADEOUT, - HUD_COLOUR_GANG_BOSS, - HUD_COLOUR_GOON, - HUD_COLOUR_BOSS, - HUD_COLOUR_LOW_FLOW, - HUD_COLOUR_LOW_FLOW_DARK, - HUD_COLOUR_G1, - HUD_COLOUR_G2, - HUD_COLOUR_G3, - HUD_COLOUR_G4, - HUD_COLOUR_G5, - HUD_COLOUR_G6, - HUD_COLOUR_G7, - HUD_COLOUR_G8, - HUD_COLOUR_G9, - HUD_COLOUR_G10, - HUD_COLOUR_G11, - HUD_COLOUR_G12, - HUD_COLOUR_G13, - HUD_COLOUR_G14, - HUD_COLOUR_G15, - HUD_COLOUR_ADVERSARY, - HUD_COLOUR_DEGEN_RED, - HUD_COLOUR_DEGEN_YELLOW, - HUD_COLOUR_DEGEN_GREEN, - HUD_COLOUR_DEGEN_CYAN, - HUD_COLOUR_DEGEN_BLUE, - HUD_COLOUR_DEGEN_MAGENTA, - HUD_COLOUR_STUNT_1, - HUD_COLOUR_STUNT_2, - HUD_COLOUR_SPECIAL_RACE_SERIES, - HUD_COLOUR_SPECIAL_RACE_SERIES_DARK, - HUD_COLOUR_CS, - HUD_COLOUR_CS_DARK, - HUD_COLOUR_TECH_GREEN, - HUD_COLOUR_TECH_GREEN_DARK, - HUD_COLOUR_TECH_RED, - HUD_COLOUR_TECH_GREEN_VERY_DARK, - HUD_COLOUR_PLACEHOLDER_01, - HUD_COLOUR_PLACEHOLDER_02, - HUD_COLOUR_PLACEHOLDER_03, - HUD_COLOUR_PLACEHOLDER_04, - HUD_COLOUR_PLACEHOLDER_05, - HUD_COLOUR_PLACEHOLDER_06, - HUD_COLOUR_PLACEHOLDER_07, - HUD_COLOUR_PLACEHOLDER_08, - HUD_COLOUR_PLACEHOLDER_09, - HUD_COLOUR_PLACEHOLDER_10, - HUD_COLOUR_JUNK_ENERGY + HUD_COLOUR_WHITE = 1, + HUD_COLOUR_BLACK = 2, + HUD_COLOUR_GREY = 3, + HUD_COLOUR_GREYLIGHT = 4, + HUD_COLOUR_GREYDARK = 5, + HUD_COLOUR_RED = 6, + HUD_COLOUR_REDLIGHT = 7, + HUD_COLOUR_REDDARK = 8, + HUD_COLOUR_BLUE = 9, + HUD_COLOUR_BLUELIGHT = 10, + HUD_COLOUR_BLUEDARK = 11, + HUD_COLOUR_YELLOW = 12, + HUD_COLOUR_YELLOWLIGHT = 13, + HUD_COLOUR_YELLOWDARK = 14, + HUD_COLOUR_ORANGE = 15, + HUD_COLOUR_ORANGELIGHT = 16, + HUD_COLOUR_ORANGEDARK = 17, + HUD_COLOUR_GREEN = 18, + HUD_COLOUR_GREENLIGHT = 19, + HUD_COLOUR_GREENDARK = 20, + HUD_COLOUR_PURPLE = 21, + HUD_COLOUR_PURPLELIGHT = 22, + HUD_COLOUR_PURPLEDARK = 23, + HUD_COLOUR_PINK = 24, + HUD_COLOUR_STAR = 25, + HUD_COLOUR_STARLIGHT = 26, + HUD_COLOUR_STARDARK = 27, + HUD_COLOUR_NET_PLAYER1 = 28, + HUD_COLOUR_NET_PLAYER2 = 29, + HUD_COLOUR_NET_PLAYER3 = 30, + HUD_COLOUR_NET_PLAYER4 = 31, + HUD_COLOUR_NET_PLAYER5 = 32, + HUD_COLOUR_NET_PLAYER6 = 33, + HUD_COLOUR_NET_PLAYER7 = 34, + HUD_COLOUR_NET_PLAYER8 = 35, + HUD_COLOUR_NET_PLAYER9 = 36, + HUD_COLOUR_NET_PLAYER10 = 37, + HUD_COLOUR_NET_PLAYER11 = 38, + HUD_COLOUR_NET_PLAYER12 = 39, + HUD_COLOUR_NET_PLAYER13 = 40, + HUD_COLOUR_NET_PLAYER14 = 41, + HUD_COLOUR_NET_PLAYER15 = 42, + HUD_COLOUR_NET_PLAYER16 = 43, + HUD_COLOUR_NET_PLAYER17 = 44, + HUD_COLOUR_NET_PLAYER18 = 45, + HUD_COLOUR_NET_PLAYER19 = 46, + HUD_COLOUR_NET_PLAYER20 = 47, + HUD_COLOUR_NET_PLAYER21 = 48, + HUD_COLOUR_NET_PLAYER22 = 49, + HUD_COLOUR_NET_PLAYER23 = 50, + HUD_COLOUR_NET_PLAYER24 = 51, + HUD_COLOUR_NET_PLAYER25 = 52, + HUD_COLOUR_NET_PLAYER26 = 53, + HUD_COLOUR_NET_PLAYER27 = 54, + HUD_COLOUR_NET_PLAYER28 = 55, + HUD_COLOUR_NET_PLAYER29 = 56, + HUD_COLOUR_NET_PLAYER30 = 57, + HUD_COLOUR_NET_PLAYER31 = 58, + HUD_COLOUR_NET_PLAYER32 = 59, + HUD_COLOUR_SIMPLEBLIP_DEFAULT = 60, + HUD_COLOUR_MENU_BLUE = 61, + HUD_COLOUR_MENU_GREY_LIGHT = 62, + HUD_COLOUR_MENU_BLUE_EXTRA_DARK = 63, + HUD_COLOUR_MENU_YELLOW = 64, + HUD_COLOUR_MENU_YELLOW_DARK = 65, + HUD_COLOUR_MENU_GREEN = 66, + HUD_COLOUR_MENU_GREY = 67, + HUD_COLOUR_MENU_GREY_DARK = 68, + HUD_COLOUR_MENU_HIGHLIGHT = 69, + HUD_COLOUR_MENU_STANDARD = 70, + HUD_COLOUR_MENU_DIMMED = 71, + HUD_COLOUR_MENU_EXTRA_DIMMED = 72, + HUD_COLOUR_BRIEF_TITLE = 73, + HUD_COLOUR_MID_GREY_MP = 74, + HUD_COLOUR_NET_PLAYER1_DARK = 75, + HUD_COLOUR_NET_PLAYER2_DARK = 76, + HUD_COLOUR_NET_PLAYER3_DARK = 77, + HUD_COLOUR_NET_PLAYER4_DARK = 78, + HUD_COLOUR_NET_PLAYER5_DARK = 79, + HUD_COLOUR_NET_PLAYER6_DARK = 80, + HUD_COLOUR_NET_PLAYER7_DARK = 81, + HUD_COLOUR_NET_PLAYER8_DARK = 82, + HUD_COLOUR_NET_PLAYER9_DARK = 83, + HUD_COLOUR_NET_PLAYER10_DARK = 84, + HUD_COLOUR_NET_PLAYER11_DARK = 85, + HUD_COLOUR_NET_PLAYER12_DARK = 86, + HUD_COLOUR_NET_PLAYER13_DARK = 87, + HUD_COLOUR_NET_PLAYER14_DARK = 88, + HUD_COLOUR_NET_PLAYER15_DARK = 89, + HUD_COLOUR_NET_PLAYER16_DARK = 90, + HUD_COLOUR_NET_PLAYER17_DARK = 91, + HUD_COLOUR_NET_PLAYER18_DARK = 92, + HUD_COLOUR_NET_PLAYER19_DARK = 93, + HUD_COLOUR_NET_PLAYER20_DARK = 94, + HUD_COLOUR_NET_PLAYER21_DARK = 95, + HUD_COLOUR_NET_PLAYER22_DARK = 96, + HUD_COLOUR_NET_PLAYER23_DARK = 97, + HUD_COLOUR_NET_PLAYER24_DARK = 98, + HUD_COLOUR_NET_PLAYER25_DARK = 99, + HUD_COLOUR_NET_PLAYER26_DARK = 100, + HUD_COLOUR_NET_PLAYER27_DARK = 101, + HUD_COLOUR_NET_PLAYER28_DARK = 102, + HUD_COLOUR_NET_PLAYER29_DARK = 103, + HUD_COLOUR_NET_PLAYER30_DARK = 104, + HUD_COLOUR_NET_PLAYER31_DARK = 105, + HUD_COLOUR_NET_PLAYER32_DARK = 106, + HUD_COLOUR_BRONZE = 107, + HUD_COLOUR_SILVER = 108, + HUD_COLOUR_GOLD = 109, + HUD_COLOUR_PLATINUM = 110, + HUD_COLOUR_GANG1 = 111, + HUD_COLOUR_GANG2 = 112, + HUD_COLOUR_GANG3 = 113, + HUD_COLOUR_GANG4 = 114, + HUD_COLOUR_SAME_CREW = 115, + HUD_COLOUR_FREEMODE = 116, + HUD_COLOUR_PAUSE_BG = 117, + HUD_COLOUR_FRIENDLY = 118, + HUD_COLOUR_ENEMY = 119, + HUD_COLOUR_LOCATION = 120, + HUD_COLOUR_PICKUP = 121, + HUD_COLOUR_PAUSE_SINGLEPLAYER = 122, + HUD_COLOUR_FREEMODE_DARK = 123, + HUD_COLOUR_INACTIVE_MISSION = 124, + HUD_COLOUR_DAMAGE = 125, + HUD_COLOUR_PINKLIGHT = 126, + HUD_COLOUR_PM_MITEM_HIGHLIGHT = 127, + HUD_COLOUR_SCRIPT_VARIABLE = 128, + HUD_COLOUR_YOGA = 129, + HUD_COLOUR_TENNIS = 130, + HUD_COLOUR_GOLF = 131, + HUD_COLOUR_SHOOTING_RANGE = 132, + HUD_COLOUR_FLIGHT_SCHOOL = 133, + HUD_COLOUR_NORTH_BLUE = 134, + HUD_COLOUR_SOCIAL_CLUB = 135, + HUD_COLOUR_PLATFORM_BLUE = 136, + HUD_COLOUR_PLATFORM_GREEN = 137, + HUD_COLOUR_PLATFORM_GREY = 138, + HUD_COLOUR_FACEBOOK_BLUE = 139, + HUD_COLOUR_INGAME_BG = 140, + HUD_COLOUR_DARTS = 141, + HUD_COLOUR_WAYPOINT = 142, + HUD_COLOUR_MICHAEL = 143, + HUD_COLOUR_FRANKLIN = 144, + HUD_COLOUR_TREVOR = 145, + HUD_COLOUR_GOLF_P1 = 146, + HUD_COLOUR_GOLF_P2 = 147, + HUD_COLOUR_GOLF_P3 = 148, + HUD_COLOUR_GOLF_P4 = 149, + HUD_COLOUR_WAYPOINTLIGHT = 150, + HUD_COLOUR_WAYPOINTDARK = 151, + HUD_COLOUR_PANEL_LIGHT = 152, + HUD_COLOUR_MICHAEL_DARK = 153, + HUD_COLOUR_FRANKLIN_DARK = 154, + HUD_COLOUR_TREVOR_DARK = 155, + HUD_COLOUR_OBJECTIVE_ROUTE = 156, + HUD_COLOUR_PAUSEMAP_TINT = 157, + HUD_COLOUR_PAUSE_DESELECT = 158, + HUD_COLOUR_PM_WEAPONS_PURCHASABLE = 159, + HUD_COLOUR_PM_WEAPONS_LOCKED = 160, + HUD_COLOUR_END_SCREEN_BG = 161, + HUD_COLOUR_CHOP = 162, + HUD_COLOUR_PAUSEMAP_TINT_HALF = 163, + HUD_COLOUR_NORTH_BLUE_OFFICIAL = 164, + HUD_COLOUR_SCRIPT_VARIABLE_2 = 165, + HUD_COLOUR_H = 166, + HUD_COLOUR_HDARK = 167, + HUD_COLOUR_T = 168, + HUD_COLOUR_TDARK = 169, + HUD_COLOUR_HSHARD = 170, + HUD_COLOUR_CONTROLLER_MICHAEL = 171 + HUD_COLOUR_CONTROLLER_FRANKLIN = 172 + HUD_COLOUR_CONTROLLER_TREVOR = 173 + HUD_COLOUR_CONTROLLER_CHOP = 174, + HUD_COLOUR_VIDEO_EDITOR_VIDEO = 175, + HUD_COLOUR_VIDEO_EDITOR_AUDIO = 176, + HUD_COLOUR_VIDEO_EDITOR_TEXT = 177, + HUD_COLOUR_HB_BLUE = 178, + HUD_COLOUR_HB_YELLOW = 179, + HUD_COLOUR_VIDEO_EDITOR_SCORE = 180, + HUD_COLOUR_VIDEO_EDITOR_AUDIO_FADEOUT = 181, + HUD_COLOUR_VIDEO_EDITOR_TEXT_FADEOUT = 182, + HUD_COLOUR_VIDEO_EDITOR_SCORE_FADEOUT = 183, + HUD_COLOUR_HEIST_BACKGROUND = 184, + HUD_COLOUR_VIDEO_EDITOR_AMBIENT = 185, + HUD_COLOUR_VIDEO_EDITOR_AMBIENT_FADEOUT = 186, + HUD_COLOUR_GANG_BOSS = 187, + HUD_COLOUR_GOON = 188, + HUD_COLOUR_BOSS = 189, + HUD_COLOUR_LOW_FLOW = 190, + HUD_COLOUR_LOW_FLOW_DARK = 191, + HUD_COLOUR_G1 = 192, + HUD_COLOUR_G2 = 193, + HUD_COLOUR_G3 = 194, + HUD_COLOUR_G4 = 195, + HUD_COLOUR_G5 = 196, + HUD_COLOUR_G6 = 197, + HUD_COLOUR_G7 = 198, + HUD_COLOUR_G8 = 199, + HUD_COLOUR_G9 = 200, + HUD_COLOUR_G10 = 201, + HUD_COLOUR_G11 = 202, + HUD_COLOUR_G12 = 203, + HUD_COLOUR_G13 = 204, + HUD_COLOUR_G14 = 205, + HUD_COLOUR_G15 = 206, + HUD_COLOUR_ADVERSARY = 207, + HUD_COLOUR_DEGEN_RED = 208, + HUD_COLOUR_DEGEN_YELLOW = 209, + HUD_COLOUR_DEGEN_GREEN = 210, + HUD_COLOUR_DEGEN_CYAN = 211, + HUD_COLOUR_DEGEN_BLUE = 212, + HUD_COLOUR_DEGEN_MAGENTA = 213, + HUD_COLOUR_STUNT_1 = 214, + HUD_COLOUR_STUNT_2 = 215, + HUD_COLOUR_SPECIAL_RACE_SERIES = 216 + HUD_COLOUR_SPECIAL_RACE_SERIES_DARK = 217, + HUD_COLOUR_CS = 218 + HUD_COLOUR_CS_DARK = 219, + HUD_COLOUR_TECH_GREEN = 220, + HUD_COLOUR_TECH_GREEN_DARK = 221, + HUD_COLOUR_TECH_RED = 222, + HUD_COLOUR_TECH_GREEN_VERY_DARK = 223, + HUD_COLOUR_PLACEHOLDER_01 = 224, + HUD_COLOUR_PLACEHOLDER_02 = 225, + HUD_COLOUR_PLACEHOLDER_03 = 226, + HUD_COLOUR_PLACEHOLDER_04 = 227, + HUD_COLOUR_PLACEHOLDER_05 = 228, + HUD_COLOUR_PLACEHOLDER_06 = 229, + HUD_COLOUR_PLACEHOLDER_07 = 230, + HUD_COLOUR_PLACEHOLDER_08 = 231, + HUD_COLOUR_PLACEHOLDER_09 = 232, + HUD_COLOUR_PLACEHOLDER_10 = 233, + HUD_COLOUR_JUNK_ENERGY = 234 }; ``` diff --git a/HUD/SetMpGamerTagVisibility.md b/HUD/SetMpGamerTagVisibility.md index fa3ffce95..16aca20e9 100644 --- a/HUD/SetMpGamerTagVisibility.md +++ b/HUD/SetMpGamerTagVisibility.md @@ -12,36 +12,36 @@ void SET_MP_GAMER_TAG_VISIBILITY(int gamerTagId, int component, BOOL toggle); ```c enum eMpGamerTagComponent { - MP_TAG_GAMER_NAME, - MP_TAG_CREW_TAG, - MP_TAG_HEALTH_ARMOUR, - MP_TAG_BIG_TEXT, - MP_TAG_AUDIO_ICON, - MP_TAG_USING_MENU, - MP_TAG_PASSIVE_MODE, - MP_TAG_WANTED_STARS, - MP_TAG_DRIVER, - MP_TAG_CO_DRIVER, - MP_TAG_TAGGED, - MP_TAG_GAMER_NAME_NEARBY, - MP_TAG_ARROW, - MP_TAG_PACKAGES, - MP_TAG_INV_IF_PED_FOLLOWING, - MP_TAG_RANK_TEXT, - MP_TAG_TYPING, - MP_TAG_BAG_LARGE, - MP_TAG_ARROW, - MP_TAG_GANG_CEO, - MP_TAG_GANG_BIKER, - MP_TAG_BIKER_ARROW, - MP_TAG_MC_ROLE_PRESIDENT, - MP_TAG_MC_ROLE_VICE_PRESIDENT, - MP_TAG_MC_ROLE_ROAD_CAPTAIN, - MP_TAG_MC_ROLE_SARGEANT, - MP_TAG_MC_ROLE_ENFORCER, - MP_TAG_MC_ROLE_PROSPECT, - MP_TAG_TRANSMITTER, - MP_TAG_BOMB + MP_TAG_GAMER_NAME = 0, + MP_TAG_CREW_TAG = 1, + MP_TAG_HEALTH_ARMOUR = 2, + MP_TAG_BIG_TEXT = 3, + MP_TAG_AUDIO_ICON = 4, + MP_TAG_USING_MENU = 5, + MP_TAG_PASSIVE_MODE = 6, + MP_TAG_WANTED_STARS = 7, + MP_TAG_DRIVER = 8, + MP_TAG_CO_DRIVER = 9, + MP_TAG_TAGGED = 10, + MP_TAG_GAMER_NAME_NEARBY = 11, + MP_TAG_ARROW = 12, + MP_TAG_PACKAGES = 13, + MP_TAG_INV_IF_PED_FOLLOWING = 14, + MP_TAG_RANK_TEXT = 15, + MP_TAG_TYPING = 16, + MP_TAG_BAG_LARGE = 17, + MP_TAG_ARROW = 18, + MP_TAG_GANG_CEO = 19, + MP_TAG_GANG_BIKER = 20, + MP_TAG_BIKER_ARROW = 21, + MP_TAG_MC_ROLE_PRESIDENT = 22, + MP_TAG_MC_ROLE_VICE_PRESIDENT = 23, + MP_TAG_MC_ROLE_ROAD_CAPTAIN = 24, + MP_TAG_MC_ROLE_SARGEANT = 25, + MP_TAG_MC_ROLE_ENFORCER = 26, + MP_TAG_MC_ROLE_PROSPECT = 27, + MP_TAG_TRANSMITTER = 28, + MP_TAG_BOMB = 29 }; ``` diff --git a/HUD/SetWarningMessage.md b/HUD/SetWarningMessage.md index 4092c0068..9cd686acd 100644 --- a/HUD/SetWarningMessage.md +++ b/HUD/SetWarningMessage.md @@ -8,10 +8,8 @@ ns: HUD void SET_WARNING_MESSAGE(char* entryLine1, int instructionalKey, char* entryLine2, BOOL p3, int p4, cs_type(AnyPtr) char* background, cs_type(AnyPtr) char* p6, BOOL showBg, int errorCode); ``` -**instructionalKey enum list**: - -``` -enum INSTRUCTIONAL_BUTTON_TYPES +```c +enum eInstructionalButtonTypes { NONE = 0, SELECT = 1, diff --git a/MISC/CreateIncident.md b/MISC/CreateIncident.md index c1191e669..bc23a69d4 100644 --- a/MISC/CreateIncident.md +++ b/MISC/CreateIncident.md @@ -8,29 +8,13 @@ ns: MISC BOOL CREATE_INCIDENT(int dispatchService, float x, float y, float z, int numUnits, float radius, int* outIncidentID); ``` -``` -enum IncidentTypes -{ - FireDepartment = 3, - Paramedics = 5, - Police = 7, - PedsInCavalcades = 11, - Merryweather = 14 -}; -As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f. -Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV). -Side Note 2: I say it breaks as if you call this proper, -if(CREATE_INCIDENT) etc it will return false if you do as I said above. -===================================================== -``` - ``` NativeDB Added Parameter 8: Any p7 NativeDB Added Parameter 9: Any p8 ``` ## Parameters -* **dispatchService**: +* **dispatchService**: Refer to [ENABLE_DISPATCH_SERVICE](#_0xDC0F817884CDD856) for dispatch types * **x**: * **y**: * **z**: diff --git a/MISC/CreateIncidentWithEntity.md b/MISC/CreateIncidentWithEntity.md index 9ef7f9c65..3343eb49a 100644 --- a/MISC/CreateIncidentWithEntity.md +++ b/MISC/CreateIncidentWithEntity.md @@ -8,36 +8,17 @@ ns: MISC BOOL CREATE_INCIDENT_WITH_ENTITY(int dispatchService, Ped ped, int numUnits, float radius, int* outIncidentID); ``` -``` -p0 could be type (valueused in scripts: 14, 7, 5, 3, 11) -p1 is a return from get_player_ped() in am_gang_call.c, but player_ped_id() in other (non am) scripts. -p3 is usually 0f or 3f -===================================================== -enum IncidentTypes -{ - FireDepartment = 3, - Paramedics = 5, - Police = 7, - PedsInCavalcades = 11, - Merryweather = 14 -}; -As for the 'police' incident, it will call police cars to you, but unlike PedsInCavalcades & Merryweather they won't start shooting at you unless you shoot first or shoot at them. The top 2 however seem to cancel theirselves if there is noone dead around you or a fire. I only figured them out as I found out the 3rd param is definately the amountOfPeople and they called incident 3 in scripts with 4 people (which the firetruck has) and incident 5 with 2 people (which the ambulence has). The 4 param I cant say is radius, but for the pedsInCavalcades and Merryweather R* uses 0.0f and for the top 3 (Emergency Services) they use 3.0f. -Side Note: It seems calling the pedsInCavalcades or Merryweather then removing it seems to break you from calling the EmergencyEvents and I also believe pedsInCavalcades. (The V cavalcades of course not IV). -Side Note 2: I say it breaks as if you call this proper, -if(CREATE_INCIDENT) etc it will return false if you do as I said above. -===================================================== -``` - ``` NativeDB Added Parameter 6: Any p5 NativeDB Added Parameter 7: Any p6 ``` ## Parameters -* **dispatchService**: +* **dispatchService**: Refer to [ENABLE_DISPATCH_SERVICE](#_0xDC0F817884CDD856) for dispatch types * **ped**: * **numUnits**: * **radius**: * **outIncidentID**: ## Return value +Returns true if the incident was succesfully made diff --git a/MISC/EnableDispatchService.md b/MISC/EnableDispatchService.md index 8cfa3c76b..8447bcbae 100644 --- a/MISC/EnableDispatchService.md +++ b/MISC/EnableDispatchService.md @@ -13,24 +13,24 @@ Enables or disables the specified 'dispatch service' type. 'Dispatch services' a List of dispatch services: -```cpp -enum DispatchType +```c +enum eDispatchType { DT_Invalid = 0, - DT_PoliceAutomobile, - DT_PoliceHelicopter, - DT_FireDepartment, - DT_SwatAutomobile, - DT_AmbulanceDepartment, - DT_PoliceRiders, - DT_PoliceVehicleRequest, - DT_PoliceRoadBlock, - DT_PoliceAutomobileWaitPulledOver, - DT_PoliceAutomobileWaitCruising, - DT_Gangs, - DT_SwatHelicopter, - DT_PoliceBoat, - DT_ArmyVehicle, + DT_PoliceAutomobile = 1, + DT_PoliceHelicopter = 2, + DT_FireDepartment = 3, + DT_SwatAutomobile = 4, + DT_AmbulanceDepartment = 5, + DT_PoliceRiders = 6, + DT_PoliceVehicleRequest = 7, + DT_PoliceRoadBlock = 8, + DT_PoliceAutomobileWaitPulledOver = 9, + DT_PoliceAutomobileWaitCruising = 10, + DT_Gangs = 11, + DT_SwatHelicopter = 13, + DT_PoliceBoat = 14, + DT_ArmyVehicle = 15, DT_BikerBackup = 15 }; ``` diff --git a/MISC/UpdateOnscreenKeyboard.md b/MISC/UpdateOnscreenKeyboard.md index b18228e8c..573b67289 100644 --- a/MISC/UpdateOnscreenKeyboard.md +++ b/MISC/UpdateOnscreenKeyboard.md @@ -10,7 +10,7 @@ int UPDATE_ONSCREEN_KEYBOARD(); Returns the current state of the text input box. -``` +```c enum eOSKStatus { OSK_INVALID = -1, diff --git a/MOBILE/CellCamMoveFinger.md b/MOBILE/CellCamMoveFinger.md index 3539abc15..abf67034e 100644 --- a/MOBILE/CellCamMoveFinger.md +++ b/MOBILE/CellCamMoveFinger.md @@ -14,11 +14,11 @@ Moves the character's finger in a swiping motion when holding a cellphone in the ```c enum eCellInput { CELL_INPUT_NONE = 0, - CELL_INPUT_UP, - CELL_INPUT_DOWN, - CELL_INPUT_LEFT, - CELL_INPUT_RIGHT, - CELL_INPUT_SELECT + CELL_INPUT_UP = 1, + CELL_INPUT_DOWN = 2, + CELL_INPUT_LEFT = 3, + CELL_INPUT_RIGHT = 4, + CELL_INPUT_SELECT = 5 } ``` diff --git a/NETWORK/NetworkResurrectLocalPlayer.md b/NETWORK/NetworkResurrectLocalPlayer.md index c3fc72231..09ee80257 100644 --- a/NETWORK/NetworkResurrectLocalPlayer.md +++ b/NETWORK/NetworkResurrectLocalPlayer.md @@ -14,67 +14,69 @@ Revives our local player who was previously dead. ```c enum ePlayerSpawnLocation { - SPAWN_LOCATION_AUTOMATIC = 0, // system will decide - SPAWN_LOCATION_NEAR_DEATH, - SPAWN_LOCATION_NEAR_TEAM_MATES, - SPAWN_LOCATION_MISSION_AREA, // script defined area - SPAWN_LOCATION_NEAR_OTHER_PLAYERS, - SPAWN_LOCATION_NEAR_CURRENT_POSITION, - SPAWN_LOCATION_AT_CURRENT_POSITION, - SPAWN_LOCATION_NET_TEST_BED, - SPAWN_LOCATION_CUSTOM_SPAWN_POINTS, - SPAWN_LOCATION_OUTSIDE_SIMEON_GARAGE, - SPAWN_LOCATION_NEAR_SPECIFIC_COORDS, - SPAWN_LOCATION_AT_SPECIFIC_COORDS, - SPAWN_LOCATION_AT_AIRPORT_ARRIVALS, - SPAWN_LOCATION_AT_SPECIFIC_COORDS_IF_POSSIBLE, - SPAWN_LOCATION_IN_SPECIFIC_ANGLED_AREA, - SPAWN_LOCATION_NEAREST_RESPAWN_POINT, - SPAWN_LOCATION_AT_SPECIFIC_COORDS_RACE_CORONA, - SPAWN_LOCATION_INSIDE_GARAGE, - SPAWN_LOCATION_INSIDE_PROPERTY, - SPAWN_LOCATION_INSIDE_PROPERTY_OR_GARAGE, - SPAWN_LOCATION_NEAR_DEATH_IMPROMPTU, - SPAWN_LOCATION_NEAR_CURRENT_POSITION_SPREAD_OUT, - SPAWN_LOCATION_NEAREST_RESPAWN_POINT_TO_SPECIFIC_COORDS, - SPAWN_LOCATION_NEAREST_HOSPITAL, - SPAWN_LOCATION_NEAREST_POLICE_STATION, - SPAWN_LOCATION_NEAREST_HOTEL_TO_SPECIFIC_COORDS, - SPAWN_LOCATION_MISSION_AREA_NEAR_CURRENT_POSITION, - SPAWN_LOCATION_PRIVATE_YACHT, - SPAWN_LOCATION_PRIVATE_YACHT_APARTMENT, - SPAWN_LOCATION_PRIVATE_FRIEND_YACHT, - SPAWN_LOCATION_PRIVATE_YACHT_NEAR_SHORE, - SPAWN_LOCATION_NEAR_GANG_BOSS, - SPAWN_LOCATION_NEAR_SPECIFIC_COORDS_WITH_GANG, - SPAWN_LOCATION_GANG_DM, - SPAWN_LOCATION_GANG_BOSS_PRIVATE_YACHT, - SPAWN_LOCATION_OFFICE, - SPAWN_LOCATION_CLUBHOUSE, - SPAWN_LOCATION_NEAR_CURRENT_POSITION_AS_POSSIBLE, - SPAWN_LOCATION_NEAR_CURRENT_PERCEIVED_POSITION, - SPAWN_LOCATION_IE_WAREHOUSE, - SPAWN_LOCATION_BUNKER, - SPAWN_LOCATION_HANGAR, - SPAWN_LOCATION_DEFUNCT_BASE, - SPAWN_LOCATION_NIGHTCLUB, - SPAWN_LOCATION_ARENA_GARAGE, - SPAWN_LOCATION_CASINO, - SPAWN_LOCATION_CASINO_APARTMENT, - SPAWN_LOCATION_CASINO_OUTSIDE, - SPAWN_LOCATION_ARCADE, - SPAWN_LOCATION_CASINO_NIGHTCLUB, - SPAWN_LOCATION_SUBMARINE, - SPAWN_LOCATION_HEIST_ISLAND_NEAR_DEATH, - SPAWN_LOCATION_HEIST_ISLAND_BEACH_PARTY, - SPAWN_LOCATION_LAND_NEAR_SUBMARINE, - SPAWN_LOCATION_CAR_MEET, - SPAWN_LOCATION_AUTO_SHOP, - SPAWN_LOCATION_FIXER_HQ, - SPAWN_LOCATION_SITTING_SMOKING, - SPAWN_LOCATION_DRUNK_WAKE_UP_MUSIC_STUDIO, - SPAWN_LOCATION_MUSIC_STUDIO, - TOTAL_SPAWN_LOCATIONS + // system will decide + SPAWN_LOCATION_AUTOMATIC = 0, + SPAWN_LOCATION_NEAR_DEATH = 1, + SPAWN_LOCATION_NEAR_TEAM_MATES = 2, + // script defined area + SPAWN_LOCATION_MISSION_AREA = 3, + SPAWN_LOCATION_NEAR_OTHER_PLAYERS = 4, + SPAWN_LOCATION_NEAR_CURRENT_POSITION = 5, + SPAWN_LOCATION_AT_CURRENT_POSITION = 6, + SPAWN_LOCATION_NET_TEST_BED = 7, + SPAWN_LOCATION_CUSTOM_SPAWN_POINTS = 8, + SPAWN_LOCATION_OUTSIDE_SIMEON_GARAGE = 9, + SPAWN_LOCATION_NEAR_SPECIFIC_COORDS = 10, + SPAWN_LOCATION_AT_SPECIFIC_COORDS = 11, + SPAWN_LOCATION_AT_AIRPORT_ARRIVALS = 12, + SPAWN_LOCATION_AT_SPECIFIC_COORDS_IF_POSSIBLE = 13, + SPAWN_LOCATION_IN_SPECIFIC_ANGLED_AREA = 14, + SPAWN_LOCATION_NEAREST_RESPAWN_POINT = 15, + SPAWN_LOCATION_AT_SPECIFIC_COORDS_RACE_CORONA = 16, + SPAWN_LOCATION_INSIDE_GARAGE = 17, + SPAWN_LOCATION_INSIDE_PROPERTY = 18, + SPAWN_LOCATION_INSIDE_PROPERTY_OR_GARAGE = 19, + SPAWN_LOCATION_NEAR_DEATH_IMPROMPTU = 20, + SPAWN_LOCATION_NEAR_CURRENT_POSITION_SPREAD_OUT = 21, + SPAWN_LOCATION_NEAREST_RESPAWN_POINT_TO_SPECIFIC_COORDS = 22, + SPAWN_LOCATION_NEAREST_HOSPITAL = 23, + SPAWN_LOCATION_NEAREST_POLICE_STATION = 24, + SPAWN_LOCATION_NEAREST_HOTEL_TO_SPECIFIC_COORDS = 25, + SPAWN_LOCATION_MISSION_AREA_NEAR_CURRENT_POSITION = 26, + SPAWN_LOCATION_PRIVATE_YACHT = 27, + SPAWN_LOCATION_PRIVATE_YACHT_APARTMENT = 28, + SPAWN_LOCATION_PRIVATE_FRIEND_YACHT = 29, + SPAWN_LOCATION_PRIVATE_YACHT_NEAR_SHORE = 30, + SPAWN_LOCATION_NEAR_GANG_BOSS = 31, + SPAWN_LOCATION_NEAR_SPECIFIC_COORDS_WITH_GANG = 32, + SPAWN_LOCATION_GANG_DM = 33, + SPAWN_LOCATION_GANG_BOSS_PRIVATE_YACHT = 34, + SPAWN_LOCATION_OFFICE = 35, + SPAWN_LOCATION_CLUBHOUSE = 36, + SPAWN_LOCATION_NEAR_CURRENT_POSITION_AS_POSSIBLE = 37, + SPAWN_LOCATION_NEAR_CURRENT_PERCEIVED_POSITION = 38, + SPAWN_LOCATION_IE_WAREHOUSE = 39, + SPAWN_LOCATION_BUNKER = 40, + SPAWN_LOCATION_HANGAR = 41, + SPAWN_LOCATION_DEFUNCT_BASE = 42, + SPAWN_LOCATION_NIGHTCLUB = 43, + SPAWN_LOCATION_ARENA_GARAGE = 44, + SPAWN_LOCATION_CASINO = 45, + SPAWN_LOCATION_CASINO_APARTMENT = 46, + SPAWN_LOCATION_CASINO_OUTSIDE = 47, + SPAWN_LOCATION_ARCADE = 48, + SPAWN_LOCATION_CASINO_NIGHTCLUB = 49, + SPAWN_LOCATION_SUBMARINE = 50, + SPAWN_LOCATION_HEIST_ISLAND_NEAR_DEATH = 51, + SPAWN_LOCATION_HEIST_ISLAND_BEACH_PARTY = 52, + SPAWN_LOCATION_LAND_NEAR_SUBMARINE = 53, + SPAWN_LOCATION_CAR_MEET = 54, + SPAWN_LOCATION_AUTO_SHOP = 55, + SPAWN_LOCATION_FIXER_HQ = 56, + SPAWN_LOCATION_SITTING_SMOKING = 57, + SPAWN_LOCATION_DRUNK_WAKE_UP_MUSIC_STUDIO = 58, + SPAWN_LOCATION_MUSIC_STUDIO = 59, + TOTAL_SPAWN_LOCATIONS = 60 }; ``` diff --git a/NETWORK/NetworkSetCurrentSpawnSetting.md b/NETWORK/NetworkSetCurrentSpawnSetting.md index bc5502757..1f183af12 100644 --- a/NETWORK/NetworkSetCurrentSpawnSetting.md +++ b/NETWORK/NetworkSetCurrentSpawnSetting.md @@ -9,32 +9,30 @@ ns: NETWORK void _NETWORK_SET_CURRENT_SPAWN_SETTING(Hash mpSettingSpawn); ``` -``` -mpSettingSpawn: - +```c enum eMpSettingSpawn { - MP_SETTING_SPAWN_NULL, - MP_SETTING_SPAWN_PROPERTY, - MP_SETTING_SPAWN_LAST_POSITION, - MP_SETTING_SPAWN_GARAGE, - MP_SETTING_SPAWN_RANDOM, - MP_SETTING_SPAWN_PRIVATE_YACHT, - MP_SETTING_SPAWN_OFFICE, - MP_SETTING_SPAWN_CLUBHOUSE, - MP_SETTING_SPAWN_IE_WAREHOUSE, - MP_SETTING_SPAWN_BUNKER, - MP_SETTING_SPAWN_HANGAR, - MP_SETTING_SPAWN_DEFUNCT_BASE, - MP_SETTING_SPAWN_NIGHTCLUB, - MP_SETTING_SPAWN_ARENA_GARAGE, - MP_SETTING_SPAWN_CASINO_APARTMENT, - MP_SETTING_SPAWN_ARCADE, - MP_SETTING_SPAWN_SUBMARINE, - MP_SETTING_SPAWN_CAR_MEET, - MP_SETTING_SPAWN_AUTO_SHOP, - MP_SETTING_SPAWN_FIXER_HQ, - MP_SETTING_SPAWN_MAX, + MP_SETTING_SPAWN_NULL = 0, + MP_SETTING_SPAWN_PROPERTY = 1, + MP_SETTING_SPAWN_LAST_POSITION = 2, + MP_SETTING_SPAWN_GARAGE = 3, + MP_SETTING_SPAWN_RANDOM = 4, + MP_SETTING_SPAWN_PRIVATE_YACHT = 5, + MP_SETTING_SPAWN_OFFICE = 6, + MP_SETTING_SPAWN_CLUBHOUSE = 7, + MP_SETTING_SPAWN_IE_WAREHOUSE = 8, + MP_SETTING_SPAWN_BUNKER = 9, + MP_SETTING_SPAWN_HANGAR = 10, + MP_SETTING_SPAWN_DEFUNCT_BASE = 11, + MP_SETTING_SPAWN_NIGHTCLUB = 12, + MP_SETTING_SPAWN_ARENA_GARAGE = 13, + MP_SETTING_SPAWN_CASINO_APARTMENT = 14, + MP_SETTING_SPAWN_ARCADE = 15, + MP_SETTING_SPAWN_SUBMARINE = 16, + MP_SETTING_SPAWN_CAR_MEET = 17, + MP_SETTING_SPAWN_AUTO_SHOP = 18, + MP_SETTING_SPAWN_FIXER_HQ = 19, + MP_SETTING_SPAWN_MAX = 20, }; ``` diff --git a/OBJECT/SetObjectTextureVariation.md b/OBJECT/SetObjectTextureVariation.md index e062a4c73..d5b343a5a 100644 --- a/OBJECT/SetObjectTextureVariation.md +++ b/OBJECT/SetObjectTextureVariation.md @@ -9,8 +9,8 @@ aliases: ["0x971DA0055324D033","_SET_OBJECT_TEXTURE_VARIANT"] void _SET_OBJECT_TEXTURE_VARIATION(Object object, int textureVariation); ``` -``` -enum ObjectPaintVariants +```c +enum eObjectPaintVariants { Pacific = 0, Azure = 1, diff --git a/PAD/EnableAllControlActions.md b/PAD/EnableAllControlActions.md index 67941f7b7..f185e4a22 100644 --- a/PAD/EnableAllControlActions.md +++ b/PAD/EnableAllControlActions.md @@ -11,8 +11,8 @@ void ENABLE_ALL_CONTROL_ACTIONS(int padIndex); ```c enum ePadType { PLAYER_CONTROL = 0, - CAMERA_CONTROL, - FRONTEND_CONTROL + CAMERA_CONTROL = 1, + FRONTEND_CONTRO = 2 }; ``` diff --git a/PATHFIND/AddNavmeshBlockingObject.md b/PATHFIND/AddNavmeshBlockingObject.md index 5cdf3e657..285f32167 100644 --- a/PATHFIND/AddNavmeshBlockingObject.md +++ b/PATHFIND/AddNavmeshBlockingObject.md @@ -12,13 +12,18 @@ Creates a navmesh blocking object, vehicles will avoid driving through this area Only 32 blocking objects may exist at a given time and must be manually managed. See [`REMOVE_NAVMESH_BLOCKING_OBJECT`](#_0x46399A7895957C0E) and [`onResourceStop`](https://docs.fivem.net/docs/scripting-reference/events/list/onResourceStop/) -``` +```c enum eBlockingObjectFlags { - BLOCKING_OBJECT_DEFAULT = 0, // Default Flag - BLOCKING_OBJECT_WANDERPATH = 1, // Blocking object will block wander paths - BLOCKING_OBJECT_SHORTESTPATH = 2, // Blocking object will block (regular) shortest-paths - BLOCKING_OBJECT_FLEEPATH = 4, // Blocking object will block flee paths - BLOCKING_OBJECT_ALLPATHS = 7, // Blocking object will block all paths + // Default Flag + BLOCKING_OBJECT_DEFAULT = 0, + // Blocking object will block wander paths + BLOCKING_OBJECT_WANDERPATH = 1, + // Blocking object will block (regular) shortest-paths + BLOCKING_OBJECT_SHORTESTPATH = 2, + // Blocking object will block flee paths + BLOCKING_OBJECT_FLEEPATH = 4, + // Blocking object will block all paths + BLOCKING_OBJECT_ALLPATHS = 7, } ``` diff --git a/PED/ApplyPedDamageDecal.md b/PED/ApplyPedDamageDecal.md index e946d4f4e..f42f92f2f 100644 --- a/PED/ApplyPedDamageDecal.md +++ b/PED/ApplyPedDamageDecal.md @@ -9,16 +9,6 @@ void APPLY_PED_DAMAGE_DECAL(Ped ped, int damageZone, float xOffset, float yOffse ``` ``` -enum eDamageZone -{ - DZ_Torso = 0, - DZ_Head, - DZ_LeftArm, - DZ_RightArm, - DZ_LeftLeg, - DZ_RightLeg, -}; -Decal Names: scar blushing cs_flush_anger @@ -30,12 +20,11 @@ ArmorBullet basic_dirt_cloth basic_dirt_skin cs_trev1_dirt -APPLY_PED_DAMAGE_DECAL(ped, 1, 0.5f, 0.513f, 0f, 1f, unk, 0, 0, "blushing"); ``` ## Parameters * **ped**: -* **damageZone**: +* **damageZone**: Refer to `ePedDecorationZone` in [GET_PED_DECORATION_ZONE_FROM_HASHES](#_0x9FD452BFBE7A7A8B) * **xOffset**: * **yOffset**: * **heading**: diff --git a/PED/ForcePedMotionState.md b/PED/ForcePedMotionState.md index ecd4d98c6..36131c00e 100644 --- a/PED/ForcePedMotionState.md +++ b/PED/ForcePedMotionState.md @@ -11,30 +11,30 @@ BOOL FORCE_PED_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL shouldReset, cs_ ```c enum ePedMotionState { - MOTIONSTATE_NONE: -294553821, // MotionState_None - MOTIONSTATE_IDLE: -1871534317, // MotionState_Idle - MOTIONSTATE_WALK: -668482597, // MotionState_Walk - MOTIONSTATE_RUN: -530524, // MotionState_Run - MOTIONSTATE_SPRINT: -1115154469, // MotionState_Sprint - MOTIONSTATE_CROUCH_IDLE: 1140525470, // MotionState_Crouch_Idle - MOTIONSTATE_CROUCH_WALK: 147004056, // MotionState_Crouch_Walk - MOTIONSTATE_CROUCH_RUN: 898879241, // MotionState_Crouch_Run - MOTIONSTATE_DONOTHING: 247561816, // MotionState_DoNothing - MOTIONSTATE_ANIMATEDVELOCITY: 1427811395, // MotionState_AnimatedVelocity - MOTIONSTATE_INVEHICLE: -1797663347, // MotionState_InVehicle - MOTIONSTATE_AIMING: 1063765679, // MotionState_Aiming - MOTIONSTATE_DIVING_IDLE: 1212730861, // MotionState_Diving_Idle - MOTIONSTATE_DIVING_SWIM: -1855028596, // MotionState_Diving_Swim - MOTIONSTATE_SWIMMING_TREADWATER: -776007225, // MotionState_Swimming_TreadWater - MOTIONSTATE_DEAD: 230360860, // MotionState_Dead - MOTIONSTATE_STEALTH_IDLE: 1110276645, // MotionState_Stealth_Idle - MOTIONSTATE_STEALTH_WALK: 69908130, // MotionState_Stealth_Walk - MOTIONSTATE_STEALTH_RUN: -83133983, // MotionState_Stealth_Run - MOTIONSTATE_PARACHUTING: -1161760501, // MotionState_Parachuting - MOTIONSTATE_ACTIONMODE_IDLE: -633298724, // MotionState_ActionMode_Idle - MOTIONSTATE_ACTIONMODE_WALK: -762290521, // MotionState_ActionMode_Walk - MOTIONSTATE_ACTIONMODE_RUN: 834330132, // MotionState_ActionMode_Run - MOTIONSTATE_JETPACK: 1398696542 // MotionState_Jetpack + MOTIONSTATE_NONE = -294553821, // MotionState_None + MOTIONSTATE_IDLE = -1871534317, // MotionState_Idle + MOTIONSTATE_WALK = -668482597, // MotionState_Walk + MOTIONSTATE_RUN = -530524, // MotionState_Run + MOTIONSTATE_SPRINT = -1115154469, // MotionState_Sprint + MOTIONSTATE_CROUCH_IDLE = 1140525470, // MotionState_Crouch_Idle + MOTIONSTATE_CROUCH_WALK = 147004056, // MotionState_Crouch_Walk + MOTIONSTATE_CROUCH_RUN = 898879241, // MotionState_Crouch_Run + MOTIONSTATE_DONOTHING = 247561816, // MotionState_DoNothing + MOTIONSTATE_ANIMATEDVELOCITY = 1427811395, // MotionState_AnimatedVelocity + MOTIONSTATE_INVEHICLE = -1797663347, // MotionState_InVehicle + MOTIONSTATE_AIMING = 1063765679, // MotionState_Aiming + MOTIONSTATE_DIVING_IDLE = 1212730861, // MotionState_Diving_Idle + MOTIONSTATE_DIVING_SWIM = -1855028596, // MotionState_Diving_Swim + MOTIONSTATE_SWIMMING_TREADWATER = -776007225, // MotionState_Swimming_TreadWater + MOTIONSTATE_DEAD = 230360860, // MotionState_Dead + MOTIONSTATE_STEALTH_IDLE = 1110276645, // MotionState_Stealth_Idle + MOTIONSTATE_STEALTH_WALK = 69908130, // MotionState_Stealth_Walk + MOTIONSTATE_STEALTH_RUN = -83133983, // MotionState_Stealth_Run + MOTIONSTATE_PARACHUTING = -1161760501, // MotionState_Parachuting + MOTIONSTATE_ACTIONMODE_IDLE = -633298724, // MotionState_ActionMode_Idle + MOTIONSTATE_ACTIONMODE_WALK = -762290521, // MotionState_ActionMode_Walk + MOTIONSTATE_ACTIONMODE_RUN = 834330132, // MotionState_ActionMode_Run + MOTIONSTATE_JETPACK = 1398696542 // MotionState_Jetpack } ``` @@ -46,4 +46,4 @@ enum ePedMotionState * **forceAIPreCameraUpdate**: If `updateState` is 1, will set either `CPED_RESET_FLAG_ForcePreCameraAIUpdate` (if true) or `CPED_RESET_FLAG_ForcePostCameraAIUpdate` (if false) ped reset flags. ## Return value -Whether or not the motion state was forced on the ped successfully. \ No newline at end of file +Whether or not the motion state was forced on the ped successfully. diff --git a/PED/GetPedBoneIndex.md b/PED/GetPedBoneIndex.md index 777e24a11..3fc662b8c 100644 --- a/PED/GetPedBoneIndex.md +++ b/PED/GetPedBoneIndex.md @@ -8,7 +8,7 @@ ns: PED int GET_PED_BONE_INDEX(Ped ped, int boneId); ``` -``` +```c enum ePedBoneId : uint16_t { SKEL_ROOT = 0x0, diff --git a/PED/GetPedDecorationZoneFromHashes.md b/PED/GetPedDecorationZoneFromHashes.md index 31d427516..e85d26cad 100644 --- a/PED/GetPedDecorationZoneFromHashes.md +++ b/PED/GetPedDecorationZoneFromHashes.md @@ -9,8 +9,7 @@ aliases: ["_GET_TATTOO_ZONE"] int GET_PED_DECORATION_ZONE_FROM_HASHES(Hash collection, Hash overlay); ``` -``` -Returns the zoneID for the overlay if it is a member of collection. +```c enum ePedDecorationZone { ZONE_TORSO = 0, @@ -29,3 +28,4 @@ enum ePedDecorationZone * **overlay**: ## Return value +Returns the doeciration zone for the specific collection and overlay combination, refer to `ePedDecorationZone` diff --git a/PED/GetPedType.md b/PED/GetPedType.md index 8e4f82cc5..42c409f2e 100644 --- a/PED/GetPedType.md +++ b/PED/GetPedType.md @@ -13,36 +13,36 @@ Ped types: ```cpp enum ePedType { - PED_TYPE_PLAYER_0, - PED_TYPE_PLAYER_1, - PED_TYPE_NETWORK_PLAYER, - PED_TYPE_PLAYER_2, - PED_TYPE_CIVMALE, - PED_TYPE_CIVFEMALE, - PED_TYPE_COP, - PED_TYPE_GANG_ALBANIAN, - PED_TYPE_GANG_BIKER_1, - PED_TYPE_GANG_BIKER_2, - PED_TYPE_GANG_ITALIAN, - PED_TYPE_GANG_RUSSIAN, - PED_TYPE_GANG_RUSSIAN_2, - PED_TYPE_GANG_IRISH, - PED_TYPE_GANG_JAMAICAN, - PED_TYPE_GANG_AFRICAN_AMERICAN, - PED_TYPE_GANG_KOREAN, - PED_TYPE_GANG_CHINESE_JAPANESE, - PED_TYPE_GANG_PUERTO_RICAN, - PED_TYPE_DEALER, - PED_TYPE_MEDIC, - PED_TYPE_FIREMAN, - PED_TYPE_CRIMINAL, - PED_TYPE_BUM, - PED_TYPE_PROSTITUTE, - PED_TYPE_SPECIAL, - PED_TYPE_MISSION, - PED_TYPE_SWAT, - PED_TYPE_ANIMAL, - PED_TYPE_ARMY + PED_TYPE_PLAYER_0 = 0, + PED_TYPE_PLAYER_1 = 1, + PED_TYPE_NETWORK_PLAYER = 2, + PED_TYPE_PLAYER_2 = 3, + PED_TYPE_CIVMALE = 4, + PED_TYPE_CIVFEMALE = 5, + PED_TYPE_COP = 6, + PED_TYPE_GANG_ALBANIAN = 7, + PED_TYPE_GANG_BIKER_1 = 8, + PED_TYPE_GANG_BIKER_2 = 9, + PED_TYPE_GANG_ITALIAN = 10, + PED_TYPE_GANG_RUSSIAN = 11, + PED_TYPE_GANG_RUSSIAN_2 = 12, + PED_TYPE_GANG_IRISH = 13, + PED_TYPE_GANG_JAMAICAN = 14, + PED_TYPE_GANG_AFRICAN_AMERICAN = 15, + PED_TYPE_GANG_KOREAN = 16, + PED_TYPE_GANG_CHINESE_JAPANESE = 17, + PED_TYPE_GANG_PUERTO_RICAN = 18, + PED_TYPE_DEALER = 19, + PED_TYPE_MEDIC = 20, + PED_TYPE_FIREMAN = 21, + PED_TYPE_CRIMINAL = 22, + PED_TYPE_BUM = 23, + PED_TYPE_PROSTITUTE = 24, + PED_TYPE_SPECIAL = 25, + PED_TYPE_MISSION = 26, + PED_TYPE_SWAT = 27, + PED_TYPE_ANIMAL = 28, + PED_TYPE_ARMY = 29 }; ``` diff --git a/PED/SetPedCombatAttributes.md b/PED/SetPedCombatAttributes.md index 933b706e7..e160d6d8c 100644 --- a/PED/SetPedCombatAttributes.md +++ b/PED/SetPedCombatAttributes.md @@ -17,88 +17,170 @@ So far, these are the equivalents found: enum eCombatAttribute { CA_INVALID = -1, - CA_USE_COVER = 0, // AI will only use cover if this is set - CA_USE_VEHICLE = 1, // AI will only use vehicles if this is set - CA_DO_DRIVEBYS = 2, // AI will only driveby from a vehicle if this is set - CA_LEAVE_VEHICLES = 3, // Will be forced to stay in a ny vehicel if this isn't set - CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4, // This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc. - CA_ALWAYS_FIGHT = 5, // Ped will always fight upon getting threat response task - CA_FLEE_WHILST_IN_VEHICLE = 6, // If in combat and in a vehicle, the ped will flee rather than attacking - CA_JUST_FOLLOW_VEHICLE = 7, // If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming - CA_PLAY_REACTION_ANIMS = 8, // Deprecated - CA_WILL_SCAN_FOR_DEAD_PEDS = 9, // Peds will scan for and react to dead peds found - CA_IS_A_GUARD = 10, // Deprecated - CA_JUST_SEEK_COVER = 11, // The ped will seek cover only - CA_BLIND_FIRE_IN_COVER = 12, // Ped will only blind fire when in cover - CA_AGGRESSIVE = 13, // Ped may advance - CA_CAN_INVESTIGATE = 14, // Ped can investigate events such as distant gunfire, footsteps, explosions etc - CA_CAN_USE_RADIO = 15, // Ped can use a radio to call for backup (happens after a reaction) - CA_CAN_CAPTURE_ENEMY_PEDS = 16, // Deprecated - CA_ALWAYS_FLEE = 17, // Ped will always flee upon getting threat response task - CA_CAN_TAUNT_IN_VEHICLE = 20, // Ped can do unarmed taunts in vehicle - CA_CAN_CHASE_TARGET_ON_FOOT = 21, // Ped will be able to chase their targets if both are on foot and the target is running away - CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22, // Ped can drag injured peds to safety - CA_REQUIRES_LOS_TO_SHOOT = 23, // Ped will require LOS to the target it is aiming at before shooting - CA_USE_PROXIMITY_FIRING_RATE = 24, // Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances) - CA_DISABLE_SECONDARY_TARGET = 25, // Normally peds can switch briefly to a secondary target in combat, setting this will prevent that - CA_DISABLE_ENTRY_REACTIONS = 26, // This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims - CA_PERFECT_ACCURACY = 27, // Force ped to be 100% accurate in all situations (added by Jay Reinebold) - CA_CAN_USE_FRUSTRATED_ADVANCE = 28, // If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover - CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29, // This will have the ped move to defensive areas and within attack windows before performing the cover search - CA_CAN_SHOOT_WITHOUT_LOS = 30, // Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing) - CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31, // Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage) - CA_CAN_USE_PEEKING_VARIATIONS = 34, // Allows ped to use steamed variations of peeking anims - CA_DISABLE_PINNED_DOWN = 35, // Disables pinned down behaviors - CA_DISABLE_PIN_DOWN_OTHERS = 36, // Disables pinning down others - CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37, // When defensive area is reached the area is cleared and the ped is set to use defensive combat movement - CA_DISABLE_BULLET_REACTIONS = 38, // Disables bullet reactions - CA_CAN_BUST = 39, // Allows ped to bust the player - CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40, // This ped is ignored by other peds when wanted - CA_CAN_COMMANDEER_VEHICLES = 41, // Ped is allowed to "jack" vehicles when needing to chase a target in combat - CA_CAN_FLANK = 42, // Ped is allowed to flank - CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43, // Ped will switch to advance if they can't find cover - CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44, // Ped will switch to defensive if they are in cover - CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45, // Ped will clear their primary defensive area when it is reached - CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46, // Ped is allowed to fight armed peds when not armed - CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47, // Ped is not allowed to use tactical points if set to use defensive movement (will only use cover) - CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48, // Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS) - CA_USE_ENEMY_ACCURACY_SCALING = 49, // Ped may use reduced accuracy with large number of enemies attacking the same local player target - CA_CAN_CHARGE = 50, // Ped is allowed to charge the enemy position - CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51, // When defensive area is reached the area is cleared and the ped is set to use will advance movement - CA_USE_VEHICLE_ATTACK = 52, // Use the vehicle attack mission during combat (only works on driver) - CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53, // Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver) - CA_ALWAYS_EQUIP_BEST_WEAPON = 54, // Always equip best weapon in combat - CA_CAN_SEE_UNDERWATER_PEDS = 55, // Ignores in water at depth visibility check - CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56, // Will prevent this ped from aiming at any AI targets that are in helicopters - CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57, // Disables peds seeking due to no clear line of sight - CA_DISABLE_FLEE_FROM_COMBAT = 58, // To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee) - CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59, // Disables target changes during vehicle pursuit - CA_CAN_THROW_SMOKE_GRENADE = 60, // Ped may throw a smoke grenade at player loitering in combat - CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62, // Will clear a set defensive area if that area cannot be reached - CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64, // Disable block from pursue during vehicle chases - CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65, // Disable spin out during vehicle chases - CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66, // Disable cruise in front during block during vehicle chases - CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67, // Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds - CA_DISABLE_REACT_TO_BUDDY_SHOT = 68, // Disables the react to buddy shot behaviour. - CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69, // Prefer pathing using navmesh over road nodes - CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70, // Ignore road edges when avoiding - CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71, // Permits ped to charge a target outside the assigned defensive area. - CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72, // This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon. - CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73, // Disables peds moving to a tactical point without clear los - CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74, // Disables pull alongside during vehicle chase - CA_DISABLE_ALL_RANDOMS_FLEE = 78, // If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons) - CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79, // This ped will send out a script DeadPedSeenEvent when they see a dead ped - CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80, // This will use the receiving peds sense range rather than the range supplied to the communicate event - CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81, // When aiming from a vehicle the ped will only aim at targets on his side of the vehicle - CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming) - CA_REQUIRES_LOS_TO_AIM = 83, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming) - CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84, // Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target - CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85, // Peds flying aircraft will prefer to target other aircraft over entities on the ground - CA_ALLOW_DOG_FIGHTING = 86, //Allow peds flying aircraft to use dog fighting behaviours - CA_PREFER_NON_AIRCRAFT_TARGETS = 87, // This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles - CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88, //When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one - CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89, // Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases. - CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90 // Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers. + // AI will only use cover if this is set + CA_USE_COVER = 0, + // AI will only use vehicles if this is set + CA_USE_VEHICLE = 1, + // AI will only driveby from a vehicle if this is set + CA_DO_DRIVEBYS = 2, + // Will be forced to stay in a ny vehicel if this isn't set + CA_LEAVE_VEHICLES = 3, + // This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc. + CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4, + // Ped will always fight upon getting threat response task + CA_ALWAYS_FIGHT = 5, + // If in combat and in a vehicle, the ped will flee rather than attacking + CA_FLEE_WHILST_IN_VEHICLE = 6, + // If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming + CA_JUST_FOLLOW_VEHICLE = 7, + // Deprecated + CA_PLAY_REACTION_ANIMS = 8, + // Peds will scan for and react to dead peds found + CA_WILL_SCAN_FOR_DEAD_PEDS = 9, + // Deprecated + CA_IS_A_GUARD = 10, + // The ped will seek cover only + CA_JUST_SEEK_COVER = 11, + // Ped will only blind fire when in cover + CA_BLIND_FIRE_IN_COVER = 12, + // Ped may advance + CA_AGGRESSIVE = 13, + // Ped can investigate events such as distant gunfire, footsteps, explosions etc + CA_CAN_INVESTIGATE = 14, + // Ped can use a radio to call for backup (happens after a reaction) + CA_CAN_USE_RADIO = 15, + // Deprecated + CA_CAN_CAPTURE_ENEMY_PEDS = 16, + // Ped will always flee upon getting threat response task + CA_ALWAYS_FLEE = 17, + // Ped can do unarmed taunts in vehicle + CA_CAN_TAUNT_IN_VEHICLE = 20, + // Ped will be able to chase their targets if both are on foot and the target is running away + CA_CAN_CHASE_TARGET_ON_FOOT = 21, + // Ped can drag injured peds to safety + CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22, + // Ped will require LOS to the target it is aiming at before shooting + CA_REQUIRES_LOS_TO_SHOOT = 23, + // Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances) + CA_USE_PROXIMITY_FIRING_RATE = 24, + // Normally peds can switch briefly to a secondary target in combat, setting this will prevent that + CA_DISABLE_SECONDARY_TARGET = 25, + // This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims + CA_DISABLE_ENTRY_REACTIONS = 26, + // Force ped to be 100% accurate in all situations (added by Jay Reinebold) + CA_PERFECT_ACCURACY = 27, + // If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover + CA_CAN_USE_FRUSTRATED_ADVANCE = 28, + // This will have the ped move to defensive areas and within attack windows before performing the cover search + CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29, + // Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing) + CA_CAN_SHOOT_WITHOUT_LOS = 30, + // Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage) + CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31, + // Allows ped to use steamed variations of peeking anims + CA_CAN_USE_PEEKING_VARIATIONS = 34, + // Disables pinned down behaviors + CA_DISABLE_PINNED_DOWN = 35, + // Disables pinning down others + CA_DISABLE_PIN_DOWN_OTHERS = 36, + // When defensive area is reached the area is cleared and the ped is set to use defensive combat movement + CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37, + // Disables bullet reactions + CA_DISABLE_BULLET_REACTIONS = 38, + // Allows ped to bust the player + CA_CAN_BUST = 39, + // This ped is ignored by other peds when wanted + CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40, + // Ped is allowed to "jack" vehicles when needing to chase a target in combat + CA_CAN_COMMANDEER_VEHICLES = 41, + // Ped is allowed to flank + CA_CAN_FLANK = 42, + // Ped will switch to advance if they can't find cover + CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43, + // Ped will switch to defensive if they are in cover + CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44, + // Ped will clear their primary defensive area when it is reached + CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45, + // Ped is allowed to fight armed peds when not armed + CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46, + // Ped is not allowed to use tactical points if set to use defensive movement (will only use cover) + CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47, + // Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS) + CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48, + // Ped may use reduced accuracy with large number of enemies attacking the same local player target + CA_USE_ENEMY_ACCURACY_SCALING = 49, + // Ped is allowed to charge the enemy position + CA_CAN_CHARGE = 50, + // When defensive area is reached the area is cleared and the ped is set to use will advance movement + CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51, + // Use the vehicle attack mission during combat (only works on driver) + CA_USE_VEHICLE_ATTACK = 52, + // Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver) + CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53, + // Always equip best weapon in combat + CA_ALWAYS_EQUIP_BEST_WEAPON = 54, + // Ignores in water at depth visibility check + CA_CAN_SEE_UNDERWATER_PEDS = 55, + // Will prevent this ped from aiming at any AI targets that are in helicopters + CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56, + // Disables peds seeking due to no clear line of sight + CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57, + // To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee) + CA_DISABLE_FLEE_FROM_COMBAT = 58, + // Disables target changes during vehicle pursuit + CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59, + // Ped may throw a smoke grenade at player loitering in combat + CA_CAN_THROW_SMOKE_GRENADE = 60, + // Will clear a set defensive area if that area cannot be reached + CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62, + // Disable block from pursue during vehicle chases + CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64, + // Disable spin out during vehicle chases + CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65, + // Disable cruise in front during block during vehicle chases + CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66, + // Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds + CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67, + // Disables the react to buddy shot behaviour. + CA_DISABLE_REACT_TO_BUDDY_SHOT = 68, + // Prefer pathing using navmesh over road nodes + CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69, + // Ignore road edges when avoiding + CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70, + // Permits ped to charge a target outside the assigned defensive area. + CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71, + // This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon. + CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72, + // Disables peds moving to a tactical point without clear los + CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73, + // Disables pull alongside during vehicle chase + CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74, + // If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons) + CA_DISABLE_ALL_RANDOMS_FLEE = 78, + // This ped will send out a script DeadPedSeenEvent when they see a dead ped + CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79, + // This will use the receiving peds sense range rather than the range supplied to the communicate event + CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80, + // When aiming from a vehicle the ped will only aim at targets on his side of the vehicle + CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81, + // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming) + CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82, + // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming) + CA_REQUIRES_LOS_TO_AIM = 83, + // Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target + CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84, + // Peds flying aircraft will prefer to target other aircraft over entities on the ground + CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85, + //Allow peds flying aircraft to use dog fighting behaviours + CA_ALLOW_DOG_FIGHTING = 86, + // This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles + CA_PREFER_NON_AIRCRAFT_TARGETS = 87, + //When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one + CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88, + // Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases. + CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89, + // Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers. + CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90 }; ``` diff --git a/PED/SetPedCombatRange.md b/PED/SetPedCombatRange.md index 8bd8cd536..8343376b6 100644 --- a/PED/SetPedCombatRange.md +++ b/PED/SetPedCombatRange.md @@ -13,9 +13,9 @@ Define the scope within which the ped will engage in combat with the target. ```c enum eCombatRange { CR_NEAR = 0, // keeps within 5-15m - CR_MEDIUM, // keeps within 7-30m - CR_FAR, // keeps within 15-40m - CR_VERY_FAR // keeps within 22-45m + CR_MEDIUM = 1, // keeps within 7-30m + CR_FAR = 2, // keeps within 15-40m + CR_VERY_FAR = 3 // keeps within 22-45m }; ``` diff --git a/PED/SetPedPropIndex.md b/PED/SetPedPropIndex.md index 359741c57..4e9d120a1 100644 --- a/PED/SetPedPropIndex.md +++ b/PED/SetPedPropIndex.md @@ -19,7 +19,6 @@ This native is used to set prop variation on a ped. Components, drawables and te List of Prop IDs ```c -// Props enum eAnchorPoints { ANCHOR_HEAD = 0, // "p_head" diff --git a/PLAYER/IsPlayerDrivingDangerously.md b/PLAYER/IsPlayerDrivingDangerously.md index d6a42e84b..ebc3d658f 100644 --- a/PLAYER/IsPlayerDrivingDangerously.md +++ b/PLAYER/IsPlayerDrivingDangerously.md @@ -9,26 +9,23 @@ aliases: ["0xF10B44FD479D69F3"] BOOL _IS_PLAYER_DRIVING_DANGEROUSLY(Player player, int type); ``` -Violation types: -``` +```c enum eViolationType { + // Checks if the player is driving on pedestrians walk ways VT_PAVED_PEDESTRIAN_AREAS = 0, - VT_RUNNING_REDS, - VT_AGAINST_TRAFFIC + // Checks if the player is running through red lights + // This takes some time to return true. + VT_RUNNING_REDS = 1, + // checks if the player is driving on the wrong side of the road + VT_AGAINST_TRAFFIC = 2 }; ``` -Checks if a player is performing a certain type of traffic violation. - -* Type 0: Checks if the player is driving outside designated road areas pedestrians would walk on (specifically paved sidewalks). -* Type 1: Checks if the player is running through reds, takes some time to return true. -* Type 2: Checks if the player is driving on the wrong side of the road (against traffic). - Used solely in "Al Di Napoli" with type 2 for a voiceline. ## Parameters * **player**: Player ID -* **type**: A violation type from 0 to 2 (`eViolationType`). +* **type**: Refer to `eViolationType`. ## Return value -Whether or not the player is actively performing a certain type of traffic violation. +Returns true if the player is performing the `type` traffic violation. diff --git a/SHAPETEST/StartShapeTestLosProbe.md b/SHAPETEST/StartShapeTestLosProbe.md index 95d8edb3c..e9df58a54 100644 --- a/SHAPETEST/StartShapeTestLosProbe.md +++ b/SHAPETEST/StartShapeTestLosProbe.md @@ -6,13 +6,13 @@ aliases: ["0x7EE9F5D83DD4F90E"] ```c // 0x7EE9F5D83DD4F90E 0xEFAF4BA6 -int START_SHAPE_TEST_LOS_PROBE(float x1, float y1, float z1, float x2, float y2, float z2, int flags, Entity entity, int options); +int START_SHAPE_TEST_LOS_PROBE(float x1, float y1, float z1, float x2, float y2, float z2, int traceFlags, Entity entity, int options); ``` Asynchronously starts a line-of-sight (raycast) world probe shape test. -```cpp -enum TraceFlags +```c +enum eTraceFlags { None = 0, IntersectWorld = 1, @@ -39,7 +39,7 @@ Use the handle with [GET_SHAPE_TEST_RESULT](#_0x3D87450E15D98694) or [GET_SHAPE_ * **x2**: Ending X coordinate. * **y2**: Ending Y coordinate. * **z2**: Ending Z coordinate. -* **flags**: Flags. +* **traceFlags**: Refer to `eTraceFlags`, this defines what the shape test will intersect with * **entity**: An entity to ignore, or 0. * **options**: A bit mask with bits 1, 2, 4, or 7 relating to collider types. 4 and 7 are usually used. diff --git a/STATS/PlaystatsStartTrackingStunts.md b/STATS/PlaystatsStartTrackingStunts.md index cd73206a6..bf6390139 100644 --- a/STATS/PlaystatsStartTrackingStunts.md +++ b/STATS/PlaystatsStartTrackingStunts.md @@ -16,13 +16,13 @@ Event types are shown below: ```c enum eTrackedStuntType { - ST_FRONTFLIP, - ST_BACKFLIP, - ST_SPIN, - ST_WHEELIE, - ST_STOPPIE, - ST_BOWLING_PIN, - ST_FOOTBALL, - ST_ROLL + ST_FRONTFLIP = 0, + ST_BACKFLIP = 1, + ST_SPIN = 2, + ST_WHEELIE = 3, + ST_STOPPIE = 4, + ST_BOWLING_PIN = 5, + ST_FOOTBALL = 6, + ST_ROLL = 7 }; ``` diff --git a/STREAMING/StartPlayerSwitch.md b/STREAMING/StartPlayerSwitch.md index 314814673..fd7108ee7 100644 --- a/STREAMING/StartPlayerSwitch.md +++ b/STREAMING/StartPlayerSwitch.md @@ -8,30 +8,40 @@ ns: STREAMING void START_PLAYER_SWITCH(Ped from, Ped to, int flags, int switchType); ``` -``` -// this enum comes directly from R* so don't edit this +```c enum ePlayerSwitchType { - SWITCH_TYPE_AUTO, - SWITCH_TYPE_LONG, - SWITCH_TYPE_MEDIUM, - SWITCH_TYPE_SHORT + SWITCH_TYPE_AUTO = 0, + SWITCH_TYPE_LONG = 1, + SWITCH_TYPE_MEDIUM = 2, + SWITCH_TYPE_SHORT = 3 }; -Use GET_IDEAL_PLAYER_SWITCH_TYPE for the best switch type. Or just auto, because it calls the same function in executable. ----------------------------------------------------- -Examples from the decompiled scripts: -STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 0, 3); -STREAMING::START_PLAYER_SWITCH(l_832._f3, PLAYER::PLAYER_PED_ID(), 2050, 3); -STREAMING::START_PLAYER_SWITCH(PLAYER::PLAYER_PED_ID(), l_832._f3, 1024, 3); -STREAMING::START_PLAYER_SWITCH(g_141F27, PLAYER::PLAYER_PED_ID(), 513, v_14); -Note: DO NOT, use SWITCH_TYPE_LONG with flag 513. It leaves you stuck in the clouds. You'll have to call STOP_PLAYER_SWITCH() to return to your ped. -Flag 8 w/ SWITCH_TYPE_LONG will zoom out 3 steps, then zoom in 2/3 steps and stop on the 3rd and just hang there. -Flag 8 w/ SWITCH_TYPE_MEDIUM will zoom out 1 step, and just hang there. +``` + + +```c +enum eSwitchFlags { + SKIP_INTRO = 1, + SKIP_OUTRO = 2, + PAUSE_BEFORE_PAN = 4, + PAUSE_BEFORE_OUTRO = 8, + SKIP_PAN = 16, + UNKNOWN_DEST = 32, + DESCENT_ONLY = 64, + START_FROM_CAMPOS = 128, + PAUSE_BEFORE_ASCENT = 256, + PAUSE_BEFORE_DESCENT = 512, + ALLOW_SNIPER_AIM_INTRO = 1024, + ALLOW_SNIPER_AIM_OUTRO = 2048, + SKIP_TOP_DESCENT = 4096, + SUPPRESS_OUTRO_FX = 8192, + SUPPRESS_INTRO_FX = 16384, + DELAY_ASCENT_FX = 32768 +} ``` ## Parameters * **from**: * **to**: -* **flags**: -* **switchType**: - +* **flags**: Refer to `eSwitchFlags` +* **switchType**: Refer to `ePlayerSwitchType` diff --git a/TASK/TaskFollowNavMeshToCoord.md b/TASK/TaskFollowNavMeshToCoord.md index 680169350..de03c5317 100644 --- a/TASK/TaskFollowNavMeshToCoord.md +++ b/TASK/TaskFollowNavMeshToCoord.md @@ -14,22 +14,49 @@ To identify when this has happened, you can use GET_NAVMESH_ROUTE_RESULT. This w ```c enum eNavScriptFlags { - ENAV_DEFAULT = 0, // Default flag - ENAV_NO_STOPPING = 1, // Will ensure the ped continues to move whilst waiting for the path to be found, and will not slow down at the end of their route. - ENAV_ADV_SLIDE_TO_COORD_AND_ACHIEVE_HEADING_AT_END = 2, // Performs a slide-to-coord at the end of the task. This requires that the accompanying NAVDATA structure has the 'SlideToCoordHeading' member set correctly. - ENAV_GO_FAR_AS_POSSIBLE_IF_TARGET_NAVMESH_NOT_LOADED = 4, // If the navmesh is not loaded in under the target position, then this will cause the ped to get as close as is possible on whatever navmesh is loaded. The navmesh must still be loaded at the path start. - ENAV_ALLOW_SWIMMING_UNDERWATER = 8, // Will allow navigation underwater - by default this is not allowed. - ENAV_KEEP_TO_PAVEMENTS = 16, // Will only allow navigation on pavements. If the path starts or ends off the pavement, the command will fail. Likewise if no pavement-only route can be found even although the start and end are on pavement. - ENAV_NEVER_ENTER_WATER = 32, // Prevents the path from entering water at all. - ENAV_DONT_AVOID_OBJECTS = 64, // Disables object-avoidance for this path. The ped may still make minor steering adjustments to avoid objects, but will not pathfind around them. - ENAV_ADVANCED_USE_MAX_SLOPE_NAVIGABLE = 128, // Specifies that the navmesh route will only be able to traverse up slopes which are under the angle specified, in the MaxSlopeNavigable member of the accompanying NAVDATA structure. - ENAV_STOP_EXACTLY = 512, // Unused. - ENAV_ACCURATE_WALKRUN_START = 1024, // The entity will look ahead in its path for a longer distance to make the walk/run start go more in the right direction. - ENAV_DONT_AVOID_PEDS = 2048, // Disables ped-avoidance for this path while we move. - ENAV_DONT_ADJUST_TARGET_POSITION = 4096, // If target pos is inside the boundingbox of an object it will otherwise be pushed out. - ENAV_SUPPRESS_EXACT_STOP = 8192, // Turns off the default behaviour, which is to stop exactly at the target position. Occasionally this can cause footsliding/skating problems. - ENAV_ADVANCED_USE_CLAMP_MAX_SEARCH_DISTANCE = 16384, // Prevents the path-search from finding paths outside of this search distance. This can be used to prevent peds from finding long undesired routes. - ENAV_PULL_FROM_EDGE_EXTRA = 32768 // Pulls out the paths from edges at corners for a longer distance, to prevent peds walking into stuff. + // Default flag + ENAV_DEFAULT = 0, + // Will ensure the ped continues to move whilst waiting for the path + // to be found, and will not slow down at the end of their route. + ENAV_NO_STOPPING = 1, + // Performs a slide-to-coord at the end of the task. This requires that the + // accompanying NAVDATA structure has the 'SlideToCoordHeading' member set correctly. + ENAV_ADV_SLIDE_TO_COORD_AND_ACHIEVE_HEADING_AT_END = 2, + // If the navmesh is not loaded in under the target position, then this will + // cause the ped to get as close as is possible on whatever navmesh is loaded. + // The navmesh must still be loaded at the path start. + ENAV_GO_FAR_AS_POSSIBLE_IF_TARGET_NAVMESH_NOT_LOADED = 4, + // Will allow navigation underwater - by default this is not allowed. + ENAV_ALLOW_SWIMMING_UNDERWATER = 8, + // Will only allow navigation on pavements. If the path starts or ends off + // the pavement, the command will fail. Likewise if no pavement-only route + // can be found even although the start and end are on pavement. + ENAV_KEEP_TO_PAVEMENTS = 16, + // Prevents the path from entering water at all. + ENAV_NEVER_ENTER_WATER = 32, + // Disables object-avoidance for this path. The ped may still make minor + // steering adjustments to avoid objects, but will not pathfind around them. + ENAV_DONT_AVOID_OBJECTS = 64, + // Specifies that the navmesh route will only be able to traverse up slopes + // which are under the angle specified, in the MaxSlopeNavigable member of the accompanying NAVDATA structure. + ENAV_ADVANCED_USE_MAX_SLOPE_NAVIGABLE = 128, + // Unused. + ENAV_STOP_EXACTLY = 512, + // The entity will look ahead in its path for a longer distance to make the + // walk/run start go more in the right direction. + ENAV_ACCURATE_WALKRUN_START = 1024, + // Disables ped-avoidance for this path while we move. + ENAV_DONT_AVOID_PEDS = 2048, + // If target pos is inside the boundingbox of an object it will otherwise be pushed out. + ENAV_DONT_ADJUST_TARGET_POSITION = 4096, + // Turns off the default behaviour, which is to stop exactly at the target position. + // Occasionally this can cause footsliding/skating problems. + ENAV_SUPPRESS_EXACT_STOP = 8192, + // Prevents the path-search from finding paths outside of this search distance. + // This can be used to prevent peds from finding long undesired routes. + ENAV_ADVANCED_USE_CLAMP_MAX_SEARCH_DISTANCE = 16384, + // Pulls out the paths from edges at corners for a longer distance, to prevent peds walking into stuff. + ENAV_PULL_FROM_EDGE_EXTRA = 32768 }; ``` diff --git a/TASK/TaskGoToCoordAnyMeans.md b/TASK/TaskGoToCoordAnyMeans.md index 99c7bee87..a2c44ad11 100644 --- a/TASK/TaskGoToCoordAnyMeans.md +++ b/TASK/TaskGoToCoordAnyMeans.md @@ -15,7 +15,7 @@ enum eDrivingMode { DF_StopForCars = 1, DF_StopForPeds = 2, DF_SwerveAroundAllCars = 4, - DF_SteerAroundStationaryCars = 8, + DF_SteerAroundStationaryCars = 8, DF_SteerAroundPeds = 16, DF_SteerAroundObjects = 32, DF_DontSteerAroundPlayerPed = 64, @@ -35,8 +35,10 @@ enum eDrivingMode { DF_UseShortCutLinks = 262144, DF_ChangeLanesAroundObstructions = 524288, - DF_UseSwitchedOffNodes = 2097152, // cruise tasks ignore this anyway--only used for goto's - DF_PreferNavmeshRoute = 4194304, // if you're going to be primarily driving off road + // cruise tasks ignore this anyway--only used for goto's + DF_UseSwitchedOffNodes = 2097152, + // if you're going to be primarily driving off road + DF_PreferNavmeshRoute = 4194304, // Only works for planes using MISSION_GOTO, will cause them to drive along the ground instead of fly DF_PlaneTaxiMode = 8388608, diff --git a/VEHICLE/CanAnchorBoatHere.md b/VEHICLE/CanAnchorBoatHere.md index c8c686762..c64a79c50 100644 --- a/VEHICLE/CanAnchorBoatHere.md +++ b/VEHICLE/CanAnchorBoatHere.md @@ -1,15 +1,61 @@ ---- -ns: VEHICLE -aliases: ["0x2467A2D807D37CA3","_GET_BOAT_ANCHOR","_CAN_BOAT_BE_ANCHORED"] ---- -## CAN_ANCHOR_BOAT_HERE - -```c -// 0x26C10ECBDA5D043B 0xE97A4F5E -BOOL CAN_ANCHOR_BOAT_HERE(Vehicle vehicle); -``` - -## Parameters -* **vehicle**: - -## Return value +--- +ns: VEHICLE +aliases: ["0x2467A2D807D37CA3","_GET_BOAT_ANCHOR","_CAN_BOAT_BE_ANCHORED"] +--- +## CAN_ANCHOR_BOAT_HERE + +```c +// 0x26C10ECBDA5D043B 0xE97A4F5E +BOOL CAN_ANCHOR_BOAT_HERE(Vehicle boat); +``` + +Checks if a boat can be anchored at its present position without possibly intersecting collision later. + +``` +NativeDB Introduced: v323 +``` + +## Parameters +* **boat**: The boat to check. + +## Return value +Returns `true` if the boat can be safely anchored at its current position, `false` otherwise. + +## Examples +```lua +local boat = GetVehiclePedIsIn(PlayerPedId(), false) +if not boat or not IsThisModelABoat(GetEntityModel(boat)) then return end + +if CanAnchorBoatHere(boat) then + print("It's safe to anchor the boat here") +else + print("It's not safe to anchor the boat at this location") +end +``` + +```js +const boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (!boat || !IsThisModelABoat(GetEntityModel(boat))) return; + +if (CanAnchorBoatHere(boat)) { + console.log("It's safe to anchor the boat here"); +} else { + console.log("It's not safe to anchor the boat at this location"); +} +``` + +```cs +using static CitizenFX.Core.Native.API; + +int boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (boat == 0 || !IsThisModelABoat(GetEntityModel(boat))) return; + +if (CanAnchorBoatHere(boat)) +{ + Debug.WriteLine("It's safe to anchor the boat here"); +} +else +{ + Debug.WriteLine("It's not safe to anchor the boat at this location"); +} +``` \ No newline at end of file diff --git a/VEHICLE/CanAnchorBoatHereIgnorePlayers.md b/VEHICLE/CanAnchorBoatHereIgnorePlayers.md new file mode 100644 index 000000000..479a824bb --- /dev/null +++ b/VEHICLE/CanAnchorBoatHereIgnorePlayers.md @@ -0,0 +1,61 @@ +--- +ns: VEHICLE +aliases: ["_CAN_BOAT_BE_ANCHORED_2", "_CAN_ANCHOR_BOAT_HERE_2"] +--- +## CAN_ANCHOR_BOAT_HERE_IGNORE_PLAYERS + +```c +// 0x24F4121D07579880 +BOOL CAN_ANCHOR_BOAT_HERE_IGNORE_PLAYERS(Vehicle boat); +``` + +Checks if a boat can be anchored at its present position, ignoring any players standing on the boat. + +``` +NativeDB Introduced: v678 +``` + +## Parameters +* **boat**: The boat to check. + +## Return value +Returns `true` if the boat can be safely anchored at its current position (ignoring players on the boat), `false` otherwise. + +## Examples +```lua +local boat = GetVehiclePedIsIn(PlayerPedId(), false) +if not boat or not IsThisModelABoat(GetEntityModel(boat)) then return end + +if CanAnchorBoatHereIgnorePlayers(boat) then + print("It's safe to anchor the boat here, ignoring players on the boat") +else + print("It's not safe to anchor the boat at this location, even ignoring players") +end +``` + +```js +const boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (!boat || !IsThisModelABoat(GetEntityModel(boat))) return; + +if (CanAnchorBoatHereIgnorePlayers(boat)) { + console.log("It's safe to anchor the boat here, ignoring players on the boat"); +} else { + console.log("It's not safe to anchor the boat at this location, even ignoring players"); +} +``` + +```cs +using static CitizenFX.Core.Native.API; + +int boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (boat == 0 || !IsThisModelABoat(GetEntityModel(boat))) return; + +if (CanAnchorBoatHereIgnorePlayers(boat)) +{ + Debug.WriteLine("It's safe to anchor the boat here, ignoring players on the boat"); +} +else +{ + Debug.WriteLine("It's not safe to anchor the boat at this location, even ignoring players"); +} +``` \ No newline at end of file diff --git a/VEHICLE/CanAnchorBoatHere_2.md b/VEHICLE/CanAnchorBoatHere_2.md deleted file mode 100644 index 8bc56bfe3..000000000 --- a/VEHICLE/CanAnchorBoatHere_2.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -ns: VEHICLE -aliases: ["_CAN_BOAT_BE_ANCHORED_2"] ---- -## _CAN_ANCHOR_BOAT_HERE_2 - -```c -// 0x24F4121D07579880 -BOOL _CAN_ANCHOR_BOAT_HERE_2(Vehicle vehicle); -``` - -``` -Differs from 0x26C10ECBDA5D043B in that 0x140EFCC10 (1604 retail) is called with a2 = true. - -NativeDB Introduced: v678 -``` - -## Parameters -* **vehicle**: diff --git a/VEHICLE/CreatePickUpRopeForCargobob.md b/VEHICLE/CreatePickUpRopeForCargobob.md index 01be0d623..0e78ad2aa 100644 --- a/VEHICLE/CreatePickUpRopeForCargobob.md +++ b/VEHICLE/CreatePickUpRopeForCargobob.md @@ -9,9 +9,9 @@ aliases: ["_ENABLE_CARGOBOB_HOOK"] void CREATE_PICK_UP_ROPE_FOR_CARGOBOB(Vehicle cargobob, int state); ``` -``` Drops the Hook/Magnet on a cargobob -state + +```c enum eCargobobHook { CARGOBOB_HOOK = 0, diff --git a/VEHICLE/GetConvertibleRoofState.md b/VEHICLE/GetConvertibleRoofState.md index 322b770bc..b4e694e5d 100644 --- a/VEHICLE/GetConvertibleRoofState.md +++ b/VEHICLE/GetConvertibleRoofState.md @@ -12,24 +12,22 @@ Returns the convertible state of the specified vehicle. ```c -enum RoofState -{ - ROOFSTATE_UP = 0, - ROOFSTATE_LOWERING = 1, - ROOFSTATE_DOWN = 2, - ROOFSTATE_RAISING = 3 -}; +enum eRoofState { + RAISED = 0, + LOWERING = 1, + LOWERED = 2, + RAISING = 3, + CLOSING_BOOT = 4, + ROOF_STUCK_RAISED = 5, + ROOF_STUCK_LOWERED = 6 +} ``` ## Parameters * **vehicle**: Vehicle to get the state of ## Return value -- 0 when closed/up, the vehicle is not a convertible or the vehicle is null/not provided -- 1 when closing -- 2 when open/down -- 3 when opening -- 6 unknown/unverified -- possibly stopped but not full open +Returns the current roof state, refer to `eRoofState` ## Examples ```lua diff --git a/VEHICLE/GetVehicleDoorLockStatus.md b/VEHICLE/GetVehicleDoorLockStatus.md index ef0ed2b9c..7c9da451d 100644 --- a/VEHICLE/GetVehicleDoorLockStatus.md +++ b/VEHICLE/GetVehicleDoorLockStatus.md @@ -8,20 +8,8 @@ ns: VEHICLE int GET_VEHICLE_DOOR_LOCK_STATUS(Vehicle vehicle); ``` -``` -enum VehicleLockStatus = { - None = 0, - Unlocked = 1, - Locked = 2, - LockedForPlayer = 3, - StickPlayerInside = 4, -- Doesn't allow players to exit the vehicle with the exit vehicle key. - CanBeBrokenInto = 7, -- Can be broken into the car. If the glass is broken, the value will be set to 1 - CanBeBrokenIntoPersist = 8, -- Can be broken into persist - CannotBeTriedToEnter = 10, -- Cannot be tried to enter (Nothing happens when you press the vehicle enter key). -} -``` - ## Parameters * **vehicle**: ## Return value +Returns the current lock status, refer to [SET_VEHICLE_DOORS_LOCKED](#_0xB664292EAECF7FA6) diff --git a/VEHICLE/GetVehicleDriveTrainType.md b/VEHICLE/GetVehicleDriveTrainType.md index dfd9a7795..9d68df60f 100644 --- a/VEHICLE/GetVehicleDriveTrainType.md +++ b/VEHICLE/GetVehicleDriveTrainType.md @@ -18,10 +18,10 @@ NativeDB Introduced: v3258 enum eVehicleDrivetrainType { - VehicleDrivetrainType_INVALID = 0, - VehicleDrivetrainType_FWD, - VehicleDrivetrainType_RWD, - VehicleDrivetrainType_AWD + INVALID = 0, + FWD = 1, + RWD = 2, + AWD = 3 }; ``` @@ -57,4 +57,4 @@ elseif driveTrainType == 3 then else print("invalid") end -``` \ No newline at end of file +``` diff --git a/VEHICLE/GetVehiclePlateType.md b/VEHICLE/GetVehiclePlateType.md index d5c605a13..d93b2a002 100644 --- a/VEHICLE/GetVehiclePlateType.md +++ b/VEHICLE/GetVehiclePlateType.md @@ -10,7 +10,7 @@ int GET_VEHICLE_PLATE_TYPE(Vehicle vehicle); Returns the plates a vehicle has. -``` +```c enum eVehiclePlateType { VPT_FRONT_AND_BACK_PLATES = 0, @@ -26,3 +26,4 @@ Motorcycles with no visible plates will sometimes return a 2 for unknown reasons * **vehicle**: ## Return value +Returns the vehicle plate type, refer to `eVehiclePlateType` diff --git a/VEHICLE/GetVehicleWheelType.md b/VEHICLE/GetVehicleWheelType.md index e43c47a69..884cb98f0 100644 --- a/VEHICLE/GetVehicleWheelType.md +++ b/VEHICLE/GetVehicleWheelType.md @@ -19,11 +19,16 @@ enum eVehicleWheelType VWT_TUNER = 5, VWT_BIKE = 6, VWT_HIEND = 7, - VWT_SUPERMOD1 = 8, // Benny's Original - VWT_SUPERMOD2 = 9, // Benny's Bespoke - VWT_SUPERMOD3 = 10, // Open Wheel - VWT_SUPERMOD4 = 11, // Street - VWT_SUPERMOD5 = 12, // Track + // Benny's Original + VWT_SUPERMOD1 = 8, + // Benny's Bespoke + VWT_SUPERMOD2 = 9, + // Open Wheel + VWT_SUPERMOD3 = 10, + // Street + VWT_SUPERMOD4 = 11, + // Track + VWT_SUPERMOD5 = 12, }; ``` diff --git a/VEHICLE/GetVehicleXenonLightsColor.md b/VEHICLE/GetVehicleXenonLightsColor.md index 5a4a5717c..6092b48a7 100644 --- a/VEHICLE/GetVehicleXenonLightsColor.md +++ b/VEHICLE/GetVehicleXenonLightsColor.md @@ -9,25 +9,24 @@ aliases: ["0x3DFF319A831E0CDB","_GET_VEHICLE_HEADLIGHTS_COLOUR","_GET_VEHICLE_XE int _GET_VEHICLE_XENON_LIGHTS_COLOR(Vehicle vehicle); ``` -Returns the headlight color index from the vehicle. Value between 0, 12. Use [_SET_VEHICLE_HEADLIGHTS_COLOUR](#_0xE41033B25D003A07) to set the headlights color for the vehicle. -Must enable xenon headlights before it'll take affect. -List of colors and ids: -``` -enum headlightColors { - Default = -1, +You must enable xenon headlights for this native to work properly. + +```c +enum eHeadlightColors { + Default = 255, White = 0, Blue = 1, - Electric_Blue = 2, - Mint_Green = 3, - Lime_Green = 4, + ElectricBlue = 2, + MintGreen = 3, + LimeGreen = 4, Yellow = 5, - Golden_Shower = 6, + GoldenShower = 6, Orange = 7, Red = 8, - Pony_Pink = 9, - Hot_Pink = 10, + PonyPink = 9, + HotPink = 10, Purple = 11, Blacklight = 12 } @@ -37,7 +36,4 @@ enum headlightColors { * **vehicle**: The vehicle to get the headlight color from. ## Return value -Returns an int, value between 0-12 or 255 if no color is set. - - - +Returns the xenons light color, refer to `eHeadlightColors` diff --git a/VEHICLE/IsBoatAnchored.md b/VEHICLE/IsBoatAnchored.md new file mode 100644 index 000000000..5c5c2d92b --- /dev/null +++ b/VEHICLE/IsBoatAnchored.md @@ -0,0 +1,25 @@ +--- +ns: VEHICLE +aliases: ["0xB0AD1238A709B1A2", "_IS_BOAT_ANCHORED_AND_FROZEN"] +--- +## IS_BOAT_ANCHORED + +```c +// 0xB0AD1238A709B1A2 +BOOL IS_BOAT_ANCHORED(Vehicle boat); +``` + +Checks if a boat is currently anchored. + +This native is a getter for [SET_BOAT_ANCHOR](#_0x75DBEC174AEEAD10). + + +``` +NativeDB Introduced: v573 +``` + +## Parameters +* **boat**: The boat to check. + +## Return value +Returns `true` if the boat is currently anchored, `false` otherwise. \ No newline at end of file diff --git a/VEHICLE/IsBoatAnchoredAndFrozen.md b/VEHICLE/IsBoatAnchoredAndFrozen.md deleted file mode 100644 index 9b314555d..000000000 --- a/VEHICLE/IsBoatAnchoredAndFrozen.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -ns: VEHICLE -aliases: ["0xB0AD1238A709B1A2"] ---- -## _IS_BOAT_ANCHORED_AND_FROZEN - -```c -// 0xB0AD1238A709B1A2 -BOOL _IS_BOAT_ANCHORED_AND_FROZEN(Vehicle vehicle); -``` - -``` -IS_* -``` - -## Parameters -* **vehicle**: - -## Return value diff --git a/VEHICLE/SetBoatAnchor.md b/VEHICLE/SetBoatAnchor.md index 965c5b3ad..3ba98ec2d 100644 --- a/VEHICLE/SetBoatAnchor.md +++ b/VEHICLE/SetBoatAnchor.md @@ -1,14 +1,85 @@ ---- -ns: VEHICLE ---- -## SET_BOAT_ANCHOR - -```c -// 0x75DBEC174AEEAD10 0xA3906284 -void SET_BOAT_ANCHOR(Vehicle vehicle, BOOL toggle); -``` - -## Parameters -* **vehicle**: -* **toggle**: - +--- +ns: VEHICLE +--- +## SET_BOAT_ANCHOR + +```c +// 0x75DBEC174AEEAD10 0xA3906284 +void SET_BOAT_ANCHOR(Vehicle boat, BOOL toggle); +``` + +Sets the anchor state for a boat. + +``` +NativeDB Introduced: v323 +``` + +**Note**: You might want to check if you can use your anchor before with [CAN_ANCHOR_BOAT_HERE](#_0x26C10ECBDA5D043B). + +## Parameters +* **boat**: The target boat. +* **toggle**: Set the anchor state `true` deploys the anchor, false `raises` it. + +## Examples +```lua +local boat = GetVehiclePedIsIn(PlayerPedId(), false) +if not boat or not IsThisModelABoat(GetEntityModel(boat)) then return end + +-- Check if we can anchor the boat here +if CanAnchorBoatHere(boat) then + -- Deploy the boat's anchor + SetBoatAnchor(boat, true) + + -- Wait for 10 seconds + Wait(10000) + + -- Raise the boat's anchor + SetBoatAnchor(boat, false) +else + print("Cannot anchor the boat at this location") +end +``` + +```js +const boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (!boat || !IsThisModelABoat(GetEntityModel(boat))) return; + +// Check if we can anchor the boat here +if (CanAnchorBoatHere(boat)) { + // Deploy the boat's anchor + SetBoatAnchor(boat, true); + + // Wait for 10 seconds + await new Promise(resolve => setTimeout(resolve, 10000)); + + // Raise the boat's anchor + SetBoatAnchor(boat, false); +} else { + console.log("Cannot anchor the boat at this location"); +} +``` + +```cs +using CitizenFX.Core; +using static CitizenFX.Core.Native.API; + +int boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (boat == 0 || !IsThisModelABoat(GetEntityModel(boat))) return; + +// Check if we can anchor the boat here +if (CanAnchorBoatHere(boat)) +{ + // Deploy the boat's anchor + SetBoatAnchor(boat, true); + + // Wait for 10 seconds + await BaseScript.Delay(10000); + + // Raise the boat's anchor + SetBoatAnchor(boat, false); +} +else +{ + Debug.WriteLine("Cannot anchor the boat at this location"); +} +``` \ No newline at end of file diff --git a/VEHICLE/SetBoatFrozenWhenAnchored.md b/VEHICLE/SetBoatFrozenWhenAnchored.md deleted file mode 100644 index 43b1fcd7c..000000000 --- a/VEHICLE/SetBoatFrozenWhenAnchored.md +++ /dev/null @@ -1,16 +0,0 @@ ---- -ns: VEHICLE -aliases: ["0xE3EBAAE484798530"] ---- -## _SET_BOAT_FROZEN_WHEN_ANCHORED - -```c -// 0xE3EBAAE484798530 0x0ED84792 -void _SET_BOAT_FROZEN_WHEN_ANCHORED(Vehicle vehicle, BOOL toggle); -``` - - -## Parameters -* **vehicle**: -* **toggle**: - diff --git a/VEHICLE/SetBoatLowLodAnchorDistance.md b/VEHICLE/SetBoatLowLodAnchorDistance.md new file mode 100644 index 000000000..eea829634 --- /dev/null +++ b/VEHICLE/SetBoatLowLodAnchorDistance.md @@ -0,0 +1,51 @@ +--- +ns: VEHICLE +aliases: ["0xE842A9398079BD82","_SET_BOAT_ANCHOR_BUOYANCY_COEFFICIENT", "_SET_BOAT_MOVEMENT_RESISTANCE"] +--- +## SET_BOAT_LOW_LOD_ANCHOR_DISTANCE + +```c +// 0xE842A9398079BD82 0x66FA450C +void SET_BOAT_LOW_LOD_ANCHOR_DISTANCE(Vehicle boat, float value); +``` + +Sets the distance from the player at which anchored boats switch between high and low LOD (Level of Detail) buoyancy mode. + +``` +NativeDB Introduced: v323 +``` + +## Parameters +* **boat**: The target boat. +* **value**: The distance at which the LOD switch occurs. Set to `-1.0` to reset the LOD distance to the default value. + +## Examples + +```lua +local boat = GetVehiclePedIsIn(PlayerPedId(), false) +if not boat or not IsThisModelABoat(GetEntityModel(boat)) then return end + +-- Set the low LOD anchor distance to 100 units +SetBoatLowLodAnchorDistance(boat, 100.0) +print("Set low LOD anchor distance to 100 units") +``` + +```js +const boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (!boat || !IsThisModelABoat(GetEntityModel(boat))) return; + +// Set the low LOD anchor distance to 100 units +SetBoatLowLodAnchorDistance(boat, 100.0); +console.log("Set low LOD anchor distance to 100 units"); +``` + +```cs +using static CitizenFX.Core.Native.API; + +int boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (boat == 0 || !IsThisModelABoat(GetEntityModel(boat))) return; + +// Set the low LOD anchor distance to 100 units +SetBoatLowLodAnchorDistance(boat, 100.0f); +Debug.WriteLine("Set low LOD anchor distance to 100 units"); +``` \ No newline at end of file diff --git a/VEHICLE/SetBoatMovementResistance.md b/VEHICLE/SetBoatMovementResistance.md deleted file mode 100644 index 758dbbfa5..000000000 --- a/VEHICLE/SetBoatMovementResistance.md +++ /dev/null @@ -1,15 +0,0 @@ ---- -ns: VEHICLE -aliases: ["0xE842A9398079BD82","_SET_BOAT_ANCHOR_BUOYANCY_COEFFICIENT"] ---- -## _SET_BOAT_MOVEMENT_RESISTANCE - -```c -// 0xE842A9398079BD82 0x66FA450C -void _SET_BOAT_MOVEMENT_RESISTANCE(Vehicle vehicle, float value); -``` - -## Parameters -* **vehicle**: -* **value**: - diff --git a/VEHICLE/SetBoatRemainsAnchoredWhilePlayerIsDriver.md b/VEHICLE/SetBoatRemainsAnchoredWhilePlayerIsDriver.md new file mode 100644 index 000000000..58c9f87e6 --- /dev/null +++ b/VEHICLE/SetBoatRemainsAnchoredWhilePlayerIsDriver.md @@ -0,0 +1,50 @@ +--- +ns: VEHICLE +aliases: ["0xE3EBAAE484798530", "_SET_BOAT_FROZEN_WHEN_ANCHORED"] +--- +## SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER + +```c +// 0xE3EBAAE484798530 0x0ED84792 +void SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER(Vehicle boat, BOOL toggle); +``` + +Sets whether a boat should remain anchored even when a player is driving it. + +**Note**: This native is always used with [SET_BOAT_ANCHOR](#_0x75DBEC174AEEAD10). + +``` +NativeDB Introduced: v323 +``` + + +## Parameters +* **boat**: The target boat. +* **toggle**: Set the anchoring behavior. If `true`, the boat will remain anchored even when a player is driving. If `false`, normal anchoring behavior applies (anchor is raised when a player drives). + +## Examples +```lua +local boat = GetVehiclePedIsIn(PlayerPedId(), false) +if not boat or not IsThisModelABoat(GetEntityModel(boat)) then return end + +SetBoatRemainsAnchoredWhilePlayerIsDriver(boat, true) +SetBoatAnchor(boat, true) +``` + +```js +const boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (!boat || !IsThisModelABoat(GetEntityModel(boat))) return; + +SetBoatRemainsAnchoredWhilePlayerIsDriver(boat, true); +SetBoatAnchor(boat, true); +``` + +```cs +using static CitizenFX.Core.Native.API; + +int boat = GetVehiclePedIsIn(PlayerPedId(), false); +if (boat == 0 || !IsThisModelABoat(GetEntityModel(boat))) return; + +SetBoatRemainsAnchoredWhilePlayerIsDriver(boat, true); +SetBoatAnchor(boat, true); +``` \ No newline at end of file diff --git a/VEHICLE/SetForceLowLodAnchorMode.md b/VEHICLE/SetForceLowLodAnchorMode.md new file mode 100644 index 000000000..962fe30ae --- /dev/null +++ b/VEHICLE/SetForceLowLodAnchorMode.md @@ -0,0 +1,22 @@ +--- +ns: VEHICLE +aliases: ["0xB28B1FE5BFADD7F5", "_SET_FORCED_BOAT_LOCATION_WHEN_ANCHORED"] +--- +## SET_FORCE_LOW_LOD_ANCHOR_MODE + +```c +// 0xB28B1FE5BFADD7F5 0xA739012A +void SET_FORCE_LOW_LOD_ANCHOR_MODE(Vehicle boat, BOOL toggle); +``` + +Sets whether a boat should remain in the non-physical, low LOD anchor mode even when a player is driving it. + +**Note**: This native requires [SET_BOAT_REMAINS_ANCHORED_WHILE_PLAYER_IS_DRIVER](#_0xE3EBAAE484798530) to be set to `true` to work properly. + +``` +NativeDB Introduced: v323 +``` + +## Parameters +* **boat**: The target boat. +* **toggle**: Set the forced low LOD anchor mode. If `true`, the boat will remain in low LOD anchor mode even when a player is driving. \ No newline at end of file diff --git a/VEHICLE/SetForcedBoatLocationWhenAnchored.md b/VEHICLE/SetForcedBoatLocationWhenAnchored.md deleted file mode 100644 index a5bcda84f..000000000 --- a/VEHICLE/SetForcedBoatLocationWhenAnchored.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -ns: VEHICLE -aliases: ["0xB28B1FE5BFADD7F5"] ---- -## _SET_FORCED_BOAT_LOCATION_WHEN_ANCHORED - -```c -// 0xB28B1FE5BFADD7F5 0xA739012A -void _SET_FORCED_BOAT_LOCATION_WHEN_ANCHORED(Vehicle vehicle, BOOL toggle); -``` - -``` -X,Y position of boat is frozen in place when anchored and its engine disabled, only the Z value changes. Requires 0xE3EBAAE484798530 to be set to true. -SET_FORCED_ZENITH_QUADTREE? -``` - -## Parameters -* **vehicle**: -* **toggle**: - diff --git a/VEHICLE/SetVehicleDoorsLocked.md b/VEHICLE/SetVehicleDoorsLocked.md index 0c03b0326..b24d26281 100644 --- a/VEHICLE/SetVehicleDoorsLocked.md +++ b/VEHICLE/SetVehicleDoorsLocked.md @@ -16,17 +16,28 @@ NativeDB Introduced: v323 ```c enum eVehicleLockState { - VEHICLELOCK_NONE = 0, // No specific lock state, vehicle behaves according to the game's default settings. - VEHICLELOCK_UNLOCKED = 1, // Vehicle is fully unlocked, allowing free entry by players and NPCs. - VEHICLELOCK_LOCKED = 2, // Vehicle is locked, preventing entry by players and NPCs. - VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3, // Vehicle locks out only players, allowing NPCs to enter. - VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4, // Vehicle is locked once a player enters, preventing others from entering. - VEHICLELOCK_LOCKED_INITIALLY = 5, // Vehicle starts in a locked state, but may be unlocked through game events. - VEHICLELOCK_FORCE_SHUT_DOORS = 6, // Forces the vehicle's doors to shut and lock. - VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7, // Vehicle is locked but can still be damaged. - VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8, // Vehicle is locked, but its trunk/boot remains unlocked. - VEHICLELOCK_LOCKED_NO_PASSENGERS = 9, // Vehicle is locked and does not allow passengers, except for the driver. - VEHICLELOCK_CANNOT_ENTER = 10 // Vehicle is completely locked, preventing entry entirely, even if previously inside. + // No specific lock state, vehicle behaves according to the game's default settings. + VEHICLELOCK_NONE = 0, + // Vehicle is fully unlocked, allowing free entry by players and NPCs. + VEHICLELOCK_UNLOCKED = 1, + // Vehicle is locked, preventing entry by players and NPCs. + VEHICLELOCK_LOCKED = 2, + // Vehicle locks out only players, allowing NPCs to enter. + VEHICLELOCK_LOCKOUT_PLAYER_ONLY = 3, + // Vehicle is locked once a player enters, preventing others from entering. + VEHICLELOCK_LOCKED_PLAYER_INSIDE = 4, + // Vehicle starts in a locked state, but may be unlocked through game events. + VEHICLELOCK_LOCKED_INITIALLY = 5, + // Forces the vehicle's doors to shut and lock. + VEHICLELOCK_FORCE_SHUT_DOORS = 6, + // Vehicle is locked but can still be damaged. + VEHICLELOCK_LOCKED_BUT_CAN_BE_DAMAGED = 7, + // Vehicle is locked, but its trunk/boot remains unlocked. + VEHICLELOCK_LOCKED_BUT_BOOT_UNLOCKED = 8, + // Vehicle is locked and does not allow passengers, except for the driver. + VEHICLELOCK_LOCKED_NO_PASSENGERS = 9, + // Vehicle is completely locked, preventing entry entirely, even if previously inside. + VEHICLELOCK_CANNOT_ENTER = 10 }; ``` diff --git a/VEHICLE/SetVehicleHasUnbreakableLights.md b/VEHICLE/SetVehicleHasUnbreakableLights.md index 3ef708da0..d8642e5bd 100644 --- a/VEHICLE/SetVehicleHasUnbreakableLights.md +++ b/VEHICLE/SetVehicleHasUnbreakableLights.md @@ -1,15 +1,47 @@ ---- -ns: VEHICLE -aliases: ["0x1AA8A837D2169D94","_SET_VEHICLE_LIGHTS_CAN_BE_VISIBLY_DAMAGED"] ---- -## SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS - -```c -// 0x1AA8A837D2169D94 0x009AB49E -void SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS(Vehicle vehicle, BOOL p1); -``` - -## Parameters -* **vehicle**: -* **p1**: - +--- +ns: VEHICLE +aliases: ["0x1AA8A837D2169D94","_SET_VEHICLE_LIGHTS_CAN_BE_VISIBLY_DAMAGED"] +--- +## SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS + +```c +// 0x1AA8A837D2169D94 0x009AB49E +void SET_VEHICLE_HAS_UNBREAKABLE_LIGHTS(Vehicle vehicle, BOOL toggle); +``` + +Sets whether the vehicle's lights can be broken. + +``` +NativeDB Introduced: v323 +``` + +## Parameters +* **vehicle**: The target vehicle. +* **toggle**: Set the lights' breakability `true` makes lights unbreakable, `false` allows them to break. + +## Examples +```lua +local vehicle = GetVehiclePedIsIn(PlayerPedId(), false) +if not vehicle then return end + +-- Make the vehicle's lights unbreakable +SetVehicleHasUnbreakableLights(vehicle, true) +``` + +```js +const vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (!vehicle) return; + +// Make the vehicle's lights unbreakable +SetVehicleHasUnbreakableLights(vehicle, true); +``` + +```cs +using static CitizenFX.Core.Native.API; + +int vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (vehicle == 0) return; + +// Make the vehicle's lights unbreakable +SetVehicleHasUnbreakableLights(vehicle, true); +``` \ No newline at end of file diff --git a/VEHICLE/SetVehicleHeadlightShadows.md b/VEHICLE/SetVehicleHeadlightShadows.md new file mode 100644 index 000000000..c6f45e46e --- /dev/null +++ b/VEHICLE/SetVehicleHeadlightShadows.md @@ -0,0 +1,60 @@ +--- +ns: VEHICLE +aliases: ["0x1FD09E7390A74D54", "_SET_VEHICLE_LIGHTS_MODE"] +--- +## SET_VEHICLE_HEADLIGHT_SHADOWS + +```c +// 0x1FD09E7390A74D54 +void SET_VEHICLE_HEADLIGHT_SHADOWS(Vehicle vehicle, int flag); +``` + +Sets the vehicle headlight shadow flags. + +``` +NativeDB Introduced: v323 +``` + +```c +enum eVehicleHeadlightShadowFlags { + // Default (Lights can be toggled between off, normal and high beams) + NO_HEADLIGHT_SHADOWS = 0, + // Lights Disabled (Lights are fully disabled, cannot be toggled) + HEADLIGHTS_CAST_DYNAMIC_SHADOWS = 1, + // Always On (Lights can be toggled between normal and high beams) + HEADLIGHTS_CAST_STATIC_SHADOWS = 2, + HEADLIGHTS_CAST_FULL_SHADOWS = 3 +}; +``` + +## Parameters +* **vehicle**: The target vehicle. +* **flag**: A value from `eVehicleHeadlightShadowFlags` representing the desired headlight shadow flag. + + +## Examples +```lua +local vehicle = GetVehiclePedIsIn(PlayerPedId(), false) +if not vehicle then return end + +-- Set the vehicle headlight shadows to cast static shadows (always on) +SetVehicleHeadlightShadows(vehicle, 2) +``` + +```js +const vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (!vehicle) return; + +// Set the vehicle headlight shadows to cast static shadows (always on) +SetVehicleHeadlightShadows(vehicle, 2); +``` + +```cs +using static CitizenFX.Core.Native.API; + +int vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (vehicle == 0) return; + +// Set the vehicle headlight shadows to cast static shadows (always on) +SetVehicleHeadlightShadows(vehicle, 2); +``` \ No newline at end of file diff --git a/VEHICLE/SetVehicleLights.md b/VEHICLE/SetVehicleLights.md index 2b5cf4842..e497a53c1 100644 --- a/VEHICLE/SetVehicleLights.md +++ b/VEHICLE/SetVehicleLights.md @@ -1,26 +1,66 @@ ---- -ns: VEHICLE ---- -## SET_VEHICLE_LIGHTS - -```c -// 0x34E710FF01247C5A 0xE8930226 -void SET_VEHICLE_LIGHTS(Vehicle vehicle, int state); -``` - -``` -set's if the vehicle has lights or not. -not an on off toggle. -p1 = 0 ;vehicle normal lights, off then lowbeams, then highbeams -p1 = 1 ;vehicle doesn't have lights, always off -p1 = 2 ;vehicle has always on lights -p1 = 3 ;or even larger like 4,5,... normal lights like =1 -note1: when using =2 on day it's lowbeam,highbeam -but at night it's lowbeam,lowbeam,highbeam -note2: when using =0 it's affected by day or night for highbeams don't exist in daytime. -``` - -## Parameters -* **vehicle**: -* **state**: - +--- +ns: VEHICLE +--- +## SET_VEHICLE_LIGHTS + +```c +// 0x34E710FF01247C5A 0xE8930226 +void SET_VEHICLE_LIGHTS(Vehicle vehicle, int state); +``` + +Sets the vehicle lights state. Allowing for different lighting modes. + +``` +NativeDB Introduced: v323 +``` + +```c +enum eVehicleLightSetting { + // Normal light behavior. Lights cycle through off, then low beams, then high beams. + // Note: It's affected by day or night; high beams don't exist in daytime. + NO_VEHICLE_LIGHT_OVERRIDE = 0, + // Vehicle doesn't have lights, always off. + FORCE_VEHICLE_LIGHTS_OFF = 1, + // Vehicle has always-on lights. + // During day: Cycles between low beams and high beams. + // At night: Cycles between low beams, low beams, and high beams. + FORCE_VEHICLE_LIGHTS_ON = 2, + // Sets vehicle lights on. Behaves like normal lights (same as 0). + SET_VEHICLE_LIGHTS_ON = 3, + // Sets vehicle lights off. Behaves like normal lights (same as 0). + SET_VEHICLE_LIGHTS_OFF = 4 +}; +``` + + +## Parameters +* **vehicle**: The target vehicle. +* **state**: A value from `eVehicleLightSetting` representing the desired light setting. + + +## Examples +```lua +local vehicle = GetVehiclePedIsIn(PlayerPedId(), false) +if not vehicle then return end + +-- Set the vehicle lights to always on +SetVehicleLights(vehicle, 2) +``` + +```js +const vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (!vehicle) return; + +// Set the vehicle lights to always on +SetVehicleLights(vehicle, 2); +``` + +```cs +using static CitizenFX.Core.Native.API; + +int vehicle = GetVehiclePedIsIn(PlayerPedId(), false); +if (vehicle == 0) return; + +// Set the vehicle lights to always on +SetVehicleLights(vehicle, 2); +``` diff --git a/VEHICLE/SetVehicleLightsMode.md b/VEHICLE/SetVehicleLightsMode.md deleted file mode 100644 index 34684c449..000000000 --- a/VEHICLE/SetVehicleLightsMode.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -ns: VEHICLE -aliases: ["0x1FD09E7390A74D54"] ---- -## _SET_VEHICLE_LIGHTS_MODE - -```c -// 0x1FD09E7390A74D54 -void _SET_VEHICLE_LIGHTS_MODE(Vehicle vehicle, int p1); -``` - -``` -p1 can be either 0, 1 or 2. -Determines how vehicle lights behave when toggled. -0 = Default (Lights can be toggled between off, normal and high beams) -1 = Lights Disabled (Lights are fully disabled, cannot be toggled) -2 = Always On (Lights can be toggled between normal and high beams) -``` - -## Parameters -* **vehicle**: -* **p1**: - diff --git a/VEHICLE/SetVehicleWindowTint.md b/VEHICLE/SetVehicleWindowTint.md index 6a1c6cedf..8ad43e5e0 100644 --- a/VEHICLE/SetVehicleWindowTint.md +++ b/VEHICLE/SetVehicleWindowTint.md @@ -8,16 +8,16 @@ ns: VEHICLE void SET_VEHICLE_WINDOW_TINT(Vehicle vehicle, int tint); ``` -``` +```c enum WindowTints { - WINDOWTINT_NONE, - WINDOWTINT_PURE_BLACK, - WINDOWTINT_DARKSMOKE, - WINDOWTINT_LIGHTSMOKE, - WINDOWTINT_STOCK, - WINDOWTINT_LIMO, - WINDOWTINT_GREEN + WINDOWTINT_NONE = 0, + WINDOWTINT_PURE_BLACK = 1, + WINDOWTINT_DARKSMOKE = 2, + WINDOWTINT_LIGHTSMOKE = 3, + WINDOWTINT_STOCK = 4, + WINDOWTINT_LIMO = 5, + WINDOWTINT_GREEN = 6 }; ```