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GTA5 NativeDB

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

Search 6458 native functions


  1. int GET_ENTITY_TYPE ( Entity entity )  //0x8ACD366038D14505

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  2. int GET_ENTITY_POPULATION_TYPE ( Entity entity )  //0xF6F5161F4534EDFF

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  3. BOOL IS_AN_ENTITY ( ScrHandle handle )  //0x731EC8A916BD11A1

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  4. BOOL IS_ENTITY_A_PED ( Entity entity )  //0x524AC5ECEA15343E

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  5. BOOL IS_ENTITY_A_MISSION_ENTITY ( Entity entity )  //0x0A7B270912999B3C

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  6. BOOL IS_ENTITY_A_VEHICLE ( Entity entity )  //0x6AC7003FA6E5575E

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  7. BOOL IS_ENTITY_AN_OBJECT ( Entity entity )  //0x8D68C8FD0FACA94E

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  8. BOOL IS_ENTITY_AT_COORD ( Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9 )  //0x20B60995556D004F

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  9. BOOL IS_ENTITY_AT_ENTITY ( Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7 )  //0x751B70C3D034E187

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  10. BOOL IS_ENTITY_ATTACHED ( Entity entity )  //0xB346476EF1A64897

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  11. BOOL IS_ENTITY_ATTACHED_TO_ANY_OBJECT ( Entity entity )  //0xCF511840CEEDE0CC

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  12. BOOL IS_ENTITY_ATTACHED_TO_ANY_PED ( Entity entity )  //0xB1632E9A5F988D11

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  13. BOOL IS_ENTITY_ATTACHED_TO_ANY_VEHICLE ( Entity entity )  //0x26AA915AD89BFB4B

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  14. BOOL IS_ENTITY_ATTACHED_TO_ENTITY ( Entity from, Entity to )  //0xEFBE71898A993728

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  15. BOOL IS_ENTITY_DEAD ( Entity entity, BOOL p1 )  //0x5F9532F3B5CC2551

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  16. BOOL IS_ENTITY_IN_AIR ( Entity entity )  //0x886E37EC497200B6

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  17. BOOL IS_ENTITY_IN_ANGLED_AREA ( Entity entity, float x1, Any p10, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug )  //0x51210CED3DA1C78A

    • 0
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  18. BOOL IS_ENTITY_IN_AREA ( Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9 )  //0x54736AA40E271165

    • 0
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  19. BOOL IS_ENTITY_IN_ZONE ( Entity entity, const char* zone )  //0xB6463CF6AF527071

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

    • 0
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  21. float GET_ENTITY_SUBMERGED_LEVEL ( Entity entity )  //0xE81AFC1BC4CC41CE

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  22. void SET_ENTITY_REQUIRES_MORE_EXPENSIVE_RIVER_CHECK ( Entity entity, BOOL toggle )  //0x694E00132F2823ED

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  23. BOOL IS_ENTITY_ON_SCREEN ( Entity entity )  //0xE659E47AF827484B

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  24. BOOL IS_ENTITY_PLAYING_ANIM ( Entity entity, const char* animDict, const char* animName, int taskFlag )  //0x1F0B79228E461EC9

    • 0
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  25. BOOL IS_ENTITY_STATIC ( Entity entity )  //0x1218E6886D3D8327

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  26. BOOL IS_ENTITY_TOUCHING_ENTITY ( Entity entity, Entity targetEntity )  //0x17FFC1B2BA35A494

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  27. BOOL IS_ENTITY_TOUCHING_MODEL ( Entity entity, Hash modelHash )  //0x0F42323798A58C8C

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  28. BOOL IS_ENTITY_UPRIGHT ( Entity entity, float angle )  //0x5333F526F6AB19AA

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  29. BOOL IS_ENTITY_UPSIDEDOWN ( Entity entity )  //0x1DBD58820FA61D71

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  30. BOOL IS_ENTITY_VISIBLE ( Entity entity )  //0x47D6F43D77935C75

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  31. BOOL IS_ENTITY_VISIBLE_TO_SCRIPT ( Entity entity )  //0xD796CB5BA8F20E32

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  32. BOOL IS_ENTITY_OCCLUDED ( Entity entity )  //0xE31C2C72B8692B64

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  33. BOOL WOULD_ENTITY_BE_OCCLUDED ( Hash entityModelHash, float x, float y, float z, BOOL p4 )  //0xEE5D2A122E09EC42

    • 0
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  34. BOOL IS_ENTITY_WAITING_FOR_WORLD_COLLISION ( Entity entity )  //0xD05BFF0C0A12C68F

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  35. 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
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  36. 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
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  37. 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

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  38. void ATTACH_ENTITY_BONE_TO_ENTITY_BONE ( Entity entity1, Entity entity2, int boneIndex1, int boneIndex2, BOOL p4, BOOL p5 )  //0x5C48B75732C8456C

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

    • 0
    • 160
    • 791
  40. 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

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  41. void PROCESS_ENTITY_ATTACHMENTS ( Entity entity )  //0xF4080490ADC51C6F

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  42. int GET_ENTITY_BONE_INDEX_BY_NAME ( Entity entity, const char* boneName )  //0xFB71170B7E76ACBA

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  43. void CLEAR_ENTITY_LAST_DAMAGE_ENTITY ( Entity entity )  //0xA72CD9CA74A5ECBA

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  44. void DELETE_ENTITY ( Entity* entity )  //0xAE3CBE5BF394C9C9

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  45. void DETACH_ENTITY ( Entity entity, BOOL dynamic, BOOL collision )  //0x961AC54BF0613F5D

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  46. void FREEZE_ENTITY_POSITION ( Entity entity, BOOL toggle )  //0x428CA6DBD1094446

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  47. void SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION ( Entity entity, BOOL toggle )  //0x3910051CCECDB00C

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  48. 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
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  49. 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
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  50. 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
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