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GTA5 NativeDB

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

Search 6458 native functions


  1. BOOL IS_POINT_IN_ANGLED_AREA ( float xPos, float yPos, BOOL debug, BOOL includeZ, float zPos, float x1, float y1, float z1, float x2, float y2 )  //0x2A70BAE8883E4C81

    • 0
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  2. void SET_OBJECT_ALLOW_LOW_LOD_BUOYANCY ( Object object, BOOL toggle )  //0x4D89D607CB3DD1D2

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  3. void SET_OBJECT_PHYSICS_PARAMS ( Object object, float weight, float p10, float buoyancy, float p2, float p3, float p4, float p5, float gravity, float p7 )  //0xF6DF6E90DE7DF90F

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  4. float GET_OBJECT_FRAGMENT_DAMAGE_HEALTH ( Any p0, BOOL p1 )  //0xB6FBFD079B8D0596

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  5. void SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN ( Object object, BOOL toggle )  //0x406137F8EF90EAF5

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  6. BOOL IS_ANY_OBJECT_NEAR_POINT ( float x, float y, float z, float range, BOOL p4 )  //0x397DC58FF00298D1

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  7. BOOL IS_OBJECT_NEAR_POINT ( Hash objectHash, float x, float y, float z, float range )  //0x8C90FE4B381BA60A

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  8. void REMOVE_OBJECT_HIGH_DETAIL_MODEL ( Object object )  //0x4A39DB43E47CF3AA

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  9. void BREAK_OBJECT_FRAGMENT_CHILD ( Object p0, Any p1, BOOL p2 )  //0xE7E4C198B0185900

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  10. void DAMAGE_OBJECT_FRAGMENT_CHILD ( Any p0, Any p1, Any p2 )  //0xE05F6AEEFEB0BB02

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  11. void FIX_OBJECT_FRAGMENT ( Object object )  //0xF9C1681347C8BD15

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  12. void TRACK_OBJECT_VISIBILITY ( Object object )  //0xB252BC036B525623

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  13. BOOL IS_OBJECT_VISIBLE ( Object object )  //0x8B32ACE6326A7546

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  14. void SET_OBJECT_IS_SPECIAL_GOLFBALL ( Object object, BOOL toggle )  //0xC6033D32241F6FB5

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  15. void SET_OBJECT_TAKES_DAMAGE_FROM_COLLIDING_WITH_BUILDINGS ( Any p0, BOOL p1 )  //0xEB6F1A9B5510A5D2

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  16. void ALLOW_DAMAGE_EVENTS_FOR_NON_NETWORKED_OBJECTS ( BOOL value )  //0xABDABF4E1EDECBFA

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    • 1365
  17. void SET_CUTSCENES_WEAPON_FLASHLIGHT_ON_THIS_FRAME ( Object object, BOOL toggle )  //0xBCE595371A5FBAAF

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  18. Object GET_RAYFIRE_MAP_OBJECT ( float x, float y, float z, float radius, const char* name )  //0xB48FCED898292E52

    • 0
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  19. void SET_STATE_OF_RAYFIRE_MAP_OBJECT ( Object object, int state )  //0x5C29F698D404C5E1

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  20. int GET_STATE_OF_RAYFIRE_MAP_OBJECT ( Object object )  //0x899BA936634A322E

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  21. BOOL DOES_RAYFIRE_MAP_OBJECT_EXIST ( Object object )  //0x52AF537A0C5B8AAD

    • 0
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  22. float GET_RAYFIRE_MAP_OBJECT_ANIM_PHASE ( Object object )  //0x260EE4FDBDF4DB01

    • 0
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  23. Pickup CREATE_PICKUP ( Hash pickupHash, float posX, float posY, float posZ, int p4, int value, BOOL p6, Hash modelHash )  //0xFBA08C503DD5FA58

    • 0
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  24. Pickup CREATE_PICKUP_ROTATE ( Hash pickupHash, float posX, BOOL p10, Hash modelHash, float posY, float posZ, float rotX, float rotY, float rotZ, int flag )  //0x891804727E0A98B7

    • 0
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  25. void FORCE_PICKUP_ROTATE_FACE_UP ()  //0x394CD08E31313C28

    • 0
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  26. void SET_CUSTOM_PICKUP_WEAPON_HASH ( Hash pickupHash, Pickup pickup )  //0x826D1EE4D1CAFC78

    • 0
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  27. Pickup CREATE_AMBIENT_PICKUP ( Hash pickupHash, float posX, float posY, float posZ, int flags, int value, Hash modelHash, BOOL p7, BOOL p8 )  //0x673966A0C0FD7171

    • 0
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  28. void BLOCK_PLAYERS_FOR_AMBIENT_PICKUP ( Any p0, Any p1 )  //0x1E3F1B1B891A2AAA

    • 0
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  29. Object CREATE_PORTABLE_PICKUP ( Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash )  //0x2EAF1FDB2FB55698

    • 0
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  30. Object CREATE_NON_NETWORKED_PORTABLE_PICKUP ( Hash pickupHash, float x, float y, float z, BOOL placeOnGround, Hash modelHash )  //0x125494B98A21AAF7

    • 0
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  31. void ATTACH_PORTABLE_PICKUP_TO_PED ( Object pickupObject, Ped ped )  //0x8DC39368BDD57755

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  32. void DETACH_PORTABLE_PICKUP_FROM_PED ( Object pickupObject )  //0xCF463D1E9A0AECB1

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  33. void HIDE_PORTABLE_PICKUP_WHEN_DETACHED ( Object pickupObject, BOOL toggle )  //0x867458251D47CCB2

    • 0
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  34. void SET_MAX_NUM_PORTABLE_PICKUPS_CARRIED_BY_PLAYER ( Hash modelHash, int number )  //0x0BF3B3BD47D79C08

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  35. void SET_LOCAL_PLAYER_CAN_COLLECT_PORTABLE_PICKUPS ( BOOL toggle )  //0x78857FC65CADB909

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  36. Vector3 GET_SAFE_PICKUP_COORDS ( float x, float y, float z, float p3, float p4 )  //0x6E16BC2503FF1FF0

    • 0
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  37. void ADD_EXTENDED_PICKUP_PROBE_AREA ( float x, float y, float z, float radius )  //0xD4A7A435B3710D05

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  38. void CLEAR_EXTENDED_PICKUP_PROBE_AREAS ()  //0xB7C6D80FB371659A

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  39. Vector3 GET_PICKUP_COORDS ( Pickup pickup )  //0x225B8B35C88029B3

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  40. void SUPPRESS_PICKUP_SOUND_FOR_PICKUP ( Any p0, Any p1 )  //0x8DCA505A5C196F05

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  41. void REMOVE_ALL_PICKUPS_OF_TYPE ( Hash pickupHash )  //0x27F9D613092159CF

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  42. BOOL HAS_PICKUP_BEEN_COLLECTED ( Pickup pickup )  //0x80EC48E6679313F9

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  43. void REMOVE_PICKUP ( Pickup pickup )  //0x3288D8ACAECD2AB2

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  44. void CREATE_MONEY_PICKUPS ( float x, float y, float z, int value, int amount, Hash model )  //0x0589B5E791CE9B2B

    • 0
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  45. BOOL DOES_PICKUP_EXIST ( Pickup pickup )  //0xAFC1CA75AD4074D1

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  46. BOOL DOES_PICKUP_OBJECT_EXIST ( Object pickupObject )  //0xD9EFB6DBF7DAAEA3

    • 0
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  47. Object GET_PICKUP_OBJECT ( Pickup pickup )  //0x5099BC55630B25AE

    • 0
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  48. BOOL IS_OBJECT_A_PICKUP ( Object object )  //0xFC481C641EBBD27D

    • 0
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    • 1365
  49. BOOL IS_OBJECT_A_PORTABLE_PICKUP ( Object object )  //0x0378C08504160D0D

    • 0
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  50. BOOL DOES_PICKUP_OF_TYPE_EXIST_IN_AREA ( Hash pickupHash, float x, float y, float z, float radius )  //0xF9C36251F6E48E33

    • 0
    • 91
    • 323

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