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GTA5 NativeDB

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

Search 6458 native functions


  1. void RESET_PICKUP_ENTITY_GLOW ( Entity entity )  //0x490861B88F4FD846

    • 0
    • 73
    • 944
  2. void SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_ENTITY ( Entity entity1, Entity entity2 )  //0xB17BC6453F6CF5AC

    • 0
    • 76
    • 944
  3. Vector3 GET_ENTITY_BONE_POSTION ( Entity entity, int boneIndex )  //0x46F8696933A63C9B

    • 0
    • 126
    • 877
  4. void ENABLE_ENTITY_BULLET_COLLISION ( Entity entity )  //0x6CE177D014502E8A

    • 0
    • 95
    • 877
  5. void ATTACH_ENTITY_BONE_TO_ENTITY_BONE ( Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5 )  //0x5C48B75732C8456C

    • 0
    • 107
    • 791
  6. 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
  7. Vector3 GET_ENTITY_BONE_ROTATION ( Entity entity, int boneIndex )  //0xCE6294A232D03786

    • 0
    • 185
    • 791
  8. int GET_ENTITY_BONE_COUNT ( Entity entity )  //0xB328DCC3A3AA401B

    • 0
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    • 791
  9. BOOL GET_ENTITY_CAN_BE_DAMAGED ( Entity entity )  //0xD95CC5D2AB15A09F

    • 0
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    • 757
  10. void SET_PICKUP_COLLIDES_WITH_PROJECTILES ( Any p0, Any p1 )  //0xCEA7C8E1B48FF68C

    • 0
    • 68
    • 678
  11. void SET_ENTITY_CAN_ONLY_BE_DAMAGED_BY_SCRIPT_PARTICIPANTS ( Any p0, Any p1 )  //0x352E2B5CF420BF3B

    • 0
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    • 573
  12. void SET_ENTITY_WATER_REFLECTION_FLAG ( Entity entity, BOOL toggle )  //0xC34BC448DA29F5E9

    • 0
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    • 573
  13. BOOL IS_ENTITY_IN_WATER ( Entity entity )  //0xCFB0A0D8EDD145A3

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

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

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

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

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

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

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

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

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

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

    • 0
    • 89
    • 323
  24. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xD796CB5BA8F20E32

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

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

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

    • 0
    • 77
    • 323
  28. 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
  29. 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
  30. 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
  31. 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
  32. void PROCESS_ENTITY_ATTACHMENTS ( Entity entity )  //0xF4080490ADC51C6F

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

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

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

    • 0
    • 130
    • 323
  36. void DETACH_ENTITY ( Entity entity, BOOL dynamic, BOOL collision )  //0x961AC54BF0613F5D

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    • 323
  37. void FREEZE_ENTITY_POSITION ( Entity entity, BOOL toggle )  //0x428CA6DBD1094446

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

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    • 169
    • 323
  39. 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
  40. 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
  41. 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
  42. BOOL STOP_SYNCHRONIZED_MAP_ENTITY_ANIM ( float p0, float p1, float p2, float p3, Any p4, float p5 )  //0x11E79CAB7183B6F5

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

    • 0
    • 108
    • 323
  44. BOOL STOP_SYNCHRONIZED_ENTITY_ANIM ( Entity entity, float p1, BOOL p2 )  //0x43D3807C077261E3

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

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

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

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

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

    • 0
    • 197
    • 323
  50. void SET_ENTITY_AS_NO_LONGER_NEEDED ( Entity* entity )  //0xB736A491E64A32CF

    • 0
    • 100
    • 323

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