Skip to content
View in the app

A better way to browse. Learn more.

LCPDFR.com

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

GTA5 NativeDB

Browse our wiki-style database of native functions in Grand Theft Auto 5.

Search 6458 native functions


  1. BOOL IS_ENTITY_IN_WATER ( Entity entity )  //0xCFB0A0D8EDD145A3

    • 0
    • 156
    • 323
  2. float GET_ENTITY_SUBMERGED_LEVEL ( Entity entity )  //0xE81AFC1BC4CC41CE

    • 0
    • 125
    • 323
  3. void SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK ( Entity entity, BOOL toggle )  //0x694E00132F2823ED

    • 0
    • 105
    • 323
  4. BOOL IS_ENTITY_ON_SCREEN ( Entity entity )  //0xE659E47AF827484B

    • 0
    • 117
    • 323
  5. BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag )  //0x1F0B79228E461EC9

    • 0
    • 171
    • 323
  6. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x1218E6886D3D8327

    • 0
    • 213
    • 323
  7. BOOL IS_ENTITY_TOUCHING_ENTITY ( Entity entity, Entity targetEntity )  //0x17FFC1B2BA35A494

    • 0
    • 97
    • 323
  8. BOOL IS_ENTITY_TOUCHING_MODEL ( Entity entity, Hash modelHash )  //0x0F42323798A58C8C

    • 0
    • 104
    • 323
  9. BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle )  //0x5333F526F6AB19AA

    • 0
    • 98
    • 323
  10. BOOL IS_ENTITY_UPSIDEDOWN ( Entity entity )  //0x1DBD58820FA61D71

    • 0
    • 94
    • 323
  11. BOOL IS_ENTITY_VISIBLE ( Entity entity )  //0x47D6F43D77935C75

    • 0
    • 88
    • 323
  12. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xD796CB5BA8F20E32

    • 0
    • 85
    • 323
  13. BOOL IS_ENTITY_OCCLUDED ( Entity entity )  //0xE31C2C72B8692B64

    • 0
    • 92
    • 323
  14. BOOL WOULD_ENTITY_BE_OCCLUDED ( Hash entityModelHash, float x, float y, float z, BOOL p4 )  //0xEE5D2A122E09EC42

    • 0
    • 101
    • 323
  15. BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION ( Entity entity )  //0xD05BFF0C0A12C68F

    • 0
    • 77
    • 323
  16. void APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS ( Entity entity, int forceType, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isForceRel, BOOL p8 )  //0x18FF00FC7EFF559E

    • 0
    • 237
    • 323
  17. void APPLY_FORCE_TO_ENTITY ( Entity entity, int forceFlags, BOOL ignoreUpVec, BOOL isForceRel, BOOL p12, BOOL p13, float x, float y, float z, float offX )  //0xC5F68BE9613E2D18

    • 0
    • 165
    • 323
  18. void ATTACH_ENTITY_TO_ENTITY ( Entity entity1, Entity entity2, BOOL useSoftPinning, BOOL collision, BOOL isPed, int vertexIndex, BOOL fixedRot, Any p15, int boneIndex, float xPos )  //0x6B9BBD38AB0796DF

    • 0
    • 254
    • 323
  19. void ATTACH_ENTITY_BONE_TO_ENTITY_BONE ( Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5 )  //0x5C48B75732C8456C

    • 0
    • 107
    • 791
  20. void ATTACH_ENTITY_BONE_TO_ENTITY_BONE_Y_FORWARD ( Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5 )  //0xFD1695C5D3B05439

    • 0
    • 162
    • 791
  21. void ATTACH_ENTITY_TO_ENTITY_PHYSICALLY ( Entity entity1, Entity entity2, float xRot, float yRot, float zRot, float breakForce, BOOL fixedRot, BOOL p15, BOOL collision, BOOL p17 )  //0xC3675780C92F90F9

    • 0
    • 220
    • 323
  22. void PROCESS_ENTITY_ATTACHMENTS ( Entity entity )  //0xF4080490ADC51C6F

    • 0
    • 97
    • 323
  23. int GET_ENTITY_BONE_INDEX_BY_NAME ( Entity entity, const char* boneName )  //0xFB71170B7E76ACBA

    • 0
    • 149
    • 323
  24. void CLEAR_ENTITY_LAST_DAMAGE_ENTITY ( Entity entity )  //0xA72CD9CA74A5ECBA

    • 0
    • 105
    • 323
  25. void DELETE_ENTITY ( Entity* entity )  //0xAE3CBE5BF394C9C9

    • 0
    • 130
    • 323
  26. BOOL DOES_ENTITY_HAVE_SKELETON ( Entity entity )  //0x764EB96874EFFDC1

    • 0
    • 56
    • 2699
  27. void DETACH_ENTITY ( Entity entity, BOOL dynamic, BOOL collision )  //0x961AC54BF0613F5D

    • 0
    • 97
    • 323
  28. BOOL DOES_ENTITY_HAVE_ANIM_DIRECTOR ( Entity entity )  //0x2158E81A6AF65EA9

    • 0
    • 54
    • 2699
  29. void FREEZE_ENTITY_POSITION ( Entity entity, BOOL toggle )  //0x428CA6DBD1094446

    • 0
    • 201
    • 323
  30. void SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION ( Entity entity, BOOL toggle )  //0x3910051CCECDB00C

    • 0
    • 169
    • 323
  31. BOOL PLAY_ENTITY_ANIM ( Entity entity, const char* animName, const char* animDict, float p3, BOOL loop, BOOL stayInAnim, BOOL p6, float delta, Any bitset )  //0x7FB218262B810701

    • 0
    • 309
    • 323
  32. BOOL PLAY_SYNCHRONIZED_ENTITY_ANIM ( Entity entity, int syncedScene, const char* animation, const char* propName, float p4, float p5, Any p6, float p7 )  //0xC77720A12FE14A86

    • 0
    • 129
    • 323
  33. BOOL PLAY_SYNCHRONIZED_MAP_ENTITY_ANIM ( float p0, float p1, Any p10, float p11, float p2, float p3, Any p4, Any p5, Any* p6, Any* p7 )  //0xB9C54555ED30FBC4

    • 0
    • 89
    • 323
  34. BOOL STOP_SYNCHRONIZED_MAP_ENTITY_ANIM ( float p0, float p1, float p2, float p3, Any p4, float p5 )  //0x11E79CAB7183B6F5

    • 0
    • 65
    • 323
  35. Any STOP_ENTITY_ANIM ( Entity entity, const char* animation, const char* animGroup, float p3 )  //0x28004F88151E03E0

    • 0
    • 108
    • 323
  36. Any HAS_ENTITY_CLEAR_LOS_TO_ENTITY_ADJUST_FOR_COVER ( Entity entity1, Entity entity2, int traceType )  //0x394BDE2A7BBA031E

    • 0
    • 48
    • 1868
  37. BOOL STOP_SYNCHRONIZED_ENTITY_ANIM ( Entity entity, float p1, BOOL p2 )  //0x43D3807C077261E3

    • 0
    • 88
    • 323
  38. BOOL HAS_ANIM_EVENT_FIRED ( Entity entity, Hash actionHash )  //0xEAF4CD9EA3E7E922

    • 0
    • 130
    • 323
  39. BOOL FIND_ANIM_EVENT_PHASE ( const char* animDictionary, const char* animName, const char* p2, Any* p3, Any* p4 )  //0x07F1BE2BCCAA27A7

    • 0
    • 87
    • 323
  40. void SET_ENTITY_ANIM_CURRENT_TIME ( Entity entity, const char* animDictionary, const char* animName, float time )  //0x4487C259F0F70977

    • 0
    • 100
    • 323
  41. void SET_ENTITY_ANIM_SPEED ( Entity entity, const char* animDictionary, const char* animName, float speedMultiplier )  //0x28D1A16553C51776

    • 0
    • 191
    • 323
  42. void SET_ENTITY_AS_MISSION_ENTITY ( Entity entity, BOOL p1, BOOL p2 )  //0xAD738C3085FE7E11

    • 0
    • 196
    • 323
  43. void SET_ENTITY_AS_NO_LONGER_NEEDED ( Entity* entity )  //0xB736A491E64A32CF

    • 0
    • 100
    • 323
  44. void SET_PED_AS_NO_LONGER_NEEDED ( Ped* ped )  //0x2595DD4236549CE3

    • 0
    • 111
    • 323
  45. void SET_VEHICLE_AS_NO_LONGER_NEEDED ( Vehicle* vehicle )  //0x629BFA74418D6239

    • 0
    • 88
    • 323
  46. void SET_OBJECT_AS_NO_LONGER_NEEDED ( Object* object )  //0x3AE22DEB5BA5A3E6

    • 0
    • 68
    • 323
  47. void SET_ENTITY_CAN_BE_DAMAGED ( Entity entity, BOOL toggle )  //0x1760FFA8AB074D66

    • 0
    • 150
    • 323
  48. BOOL GET_ENTITY_CAN_BE_DAMAGED ( Entity entity )  //0xD95CC5D2AB15A09F

    • 0
    • 77
    • 757
  49. void SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP ( Entity entity, BOOL bCanBeDamaged, int relGroup )  //0xE22D8FDE858B8119

    • 0
    • 112
    • 323
  50. void SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS ( Any p0, Any p1 )  //0x352E2B5CF420BF3B

    • 0
    • 131
    • 573

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.