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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 CLOSE_PATROL_ROUTE ()  //0xB043ECA801B8CBC1

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  2. void ADD_PATROL_ROUTE_NODE ( int nodeId, const char* nodeType, float posX, float posY, float posZ, float headingX, float headingY, float headingZ, int duration )  //0x8EDF950167586B7C

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  3. void ADD_PATROL_ROUTE_LINK ( int nodeId1, int nodeId2 )  //0x23083260DEC3A551

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  4. void CREATE_PATROL_ROUTE ()  //0xAF8A443CCC8018DC

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  5. void DELETE_PATROL_ROUTE ( const char* patrolRoute )  //0x7767DD9D65E91319

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  6. void TASK_PATROL ( Ped ped, const char* patrolRouteName, int alertState, BOOL canChatToPeds, BOOL useHeadLookAt )  //0xBDA5DF49D080FE4E

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  7. void TASK_STAY_IN_COVER ( Ped ped )  //0xE5DA8615A6180789

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  8. void ADD_VEHICLE_SUBTASK_ATTACK_COORD ( Ped ped, float x, float y, float z )  //0x5CF0D8F9BBA0DD75

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  9. void ADD_VEHICLE_SUBTASK_ATTACK_PED ( Ped ped, Ped target )  //0x85F462BADC7DA47F

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  10. void TASK_VEHICLE_SHOOT_AT_PED ( Ped ped, Ped target, float fireTolerance )  //0x10AB107B887214D8

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  11. void TASK_VEHICLE_AIM_AT_PED ( Ped ped, Ped target )  //0xE41885592B08B097

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  12. void TASK_VEHICLE_SHOOT_AT_COORD ( Ped ped, float x, float y, float z, float fireTolerance )  //0x5190796ED39C9B6D

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  13. void TASK_VEHICLE_AIM_AT_COORD ( Ped ped, float x, float y, float z )  //0x447C1E9EF844BC0F

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  14. void TASK_VEHICLE_GOTO_NAVMESH ( Ped ped, Vehicle vehicle, float x, float y, float z, float speed, int behaviorFlag, float stoppingRange )  //0x195AEEB13CEFE2EE

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  15. void TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD ( Ped ped, float x, float slowDistance, BOOL useNavMesh, int navFlags, BOOL instantBlendToAim, Hash firingPattern, float y, float z, float aimAtX )  //0x11315AB3385B8AC0

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  16. void TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY ( Ped ped, float x, int navFlags, BOOL instantBlendToAim, Hash firingPattern, int time, float y, float z, Entity aimAtID, float moveBlendRatio )  //0xB2A16444EAD9AE47

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  17. void TASK_GO_TO_COORD_AND_AIM_AT_HATED_ENTITIES_NEAR_COORD ( Ped pedHandle, float goToLocationX, float noRoadsDistance, BOOL useNavMesh, int navFlags, int taskFlags, Hash firingPattern, float goToLocationY, float goToLocationZ, float focusLocationX )  //0xA55547801EB331FC

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  18. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD ( Ped ped, Entity entity, BOOL instantBlendToAim, Hash firingPattern, float aimX, float aimY, float aimZ, float moveBlendRatio, BOOL shoot, float targetRadius )  //0x04701832B739DCE5

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  19. void TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY ( Ped ped, Entity entityToWalkTo, Entity entityToAimAt, float speed, BOOL shootatEntity, float targetRadius, float slowDistance, BOOL useNavMesh, BOOL instantBlendToAim, Hash firingPattern )  //0x97465886D35210E9

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  20. void SET_HIGH_FALL_TASK ( Ped ped, int minTime, int maxTime, int entryType )  //0x8C825BDC7741D37C

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  21. void REQUEST_WAYPOINT_RECORDING ( const char* name )  //0x9EEFB62EB27B5792

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  22. BOOL GET_IS_WAYPOINT_RECORDING_LOADED ( const char* name )  //0xCB4E8BE8A0063C5D

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  23. void REMOVE_WAYPOINT_RECORDING ( const char* name )  //0xFF1B8B4AA1C25DC8

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  24. BOOL WAYPOINT_RECORDING_GET_NUM_POINTS ( const char* name, int* points )  //0x5343532C01A07234

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  25. BOOL WAYPOINT_RECORDING_GET_COORD ( const char* name, int point, Vector3* coord )  //0x2FB897405C90B361

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  26. float WAYPOINT_RECORDING_GET_SPEED_AT_POINT ( const char* name, int point )  //0x005622AEBC33ACA9

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  27. BOOL WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT ( const char* name, float x, float y, float z, int* point )  //0xB629A298081F876F

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  28. void TASK_FOLLOW_WAYPOINT_RECORDING ( Any p0, Any p1, Any p2, Any p3, Any p4 )  //0x0759591819534F7B

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  29. BOOL IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED ( Any p0 )  //0xE03B3F2D3DC59B64

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  30. int GET_PED_WAYPOINT_PROGRESS ( Ped ped )  //0x2720AAA75001E094

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  31. float GET_PED_WAYPOINT_DISTANCE ( Any p0 )  //0xE6A877C64CAF1BC5

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  32. Any SET_PED_WAYPOINT_ROUTE_OFFSET ( Any p0, Any p1, Any p2, Any p3 )  //0xED98E10B0AFCE4B4

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  33. float GET_WAYPOINT_DISTANCE_ALONG_ROUTE ( const char* p0, int p1 )  //0xA5B769058763E497

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  34. BOOL WAYPOINT_PLAYBACK_GET_IS_PAUSED ( Any p0 )  //0x701375A7D43F01CB

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  35. void WAYPOINT_PLAYBACK_PAUSE ( Any p0, BOOL p1, BOOL p2 )  //0x0F342546AA06FED5

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  36. void WAYPOINT_PLAYBACK_RESUME ( Any p0, BOOL p1, Any p2, Any p3 )  //0x244F70C84C547D2D

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  37. void WAYPOINT_PLAYBACK_OVERRIDE_SPEED ( Any p0, float p1, BOOL p2 )  //0x7D7D2B47FA788E85

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  38. void WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED ( Any p0 )  //0x6599D834B12D0800

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  39. void USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE ( const char* name, BOOL p1, float p2, float p3 )  //0x5A353B8E6B1095B5

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  40. void WAYPOINT_PLAYBACK_START_AIMING_AT_PED ( Any p0, Any p1, BOOL p2 )  //0x20E330937C399D29

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  41. void WAYPOINT_PLAYBACK_START_AIMING_AT_COORD ( Any p0, float p1, float p2, float p3, BOOL p4 )  //0x8968400D900ED8B3

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  42. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED ( Any p0, Any p1, BOOL p2, Any p3 )  //0xE70BA7B90F8390DC

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  43. void WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD ( Any p0, float p1, float p2, float p3, BOOL p4, Any p5 )  //0x057A25CFCC9DB671

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  44. void WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING ( Any p0 )  //0x47EFA040EBB8E2EA

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  45. void ASSISTED_MOVEMENT_REQUEST_ROUTE ( const char* route )  //0x817268968605947A

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  46. void ASSISTED_MOVEMENT_REMOVE_ROUTE ( const char* route )  //0x3548536485DD792B

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  47. BOOL ASSISTED_MOVEMENT_IS_ROUTE_LOADED ( const char* route )  //0x60F9A4393A21F741

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  48. void ASSISTED_MOVEMENT_SET_ROUTE_PROPERTIES ( const char* route, int props )  //0xD5002D78B7162E1B

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  49. void ASSISTED_MOVEMENT_OVERRIDE_LOAD_DISTANCE_THIS_FRAME ( float dist )  //0x13945951E16EF912

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  50. void TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING ( Ped ped, Vehicle vehicle, const char* WPRecording, int p3, int p4, int p5, int p6, float p7, BOOL p8, float p9 )  //0x3123FAA6DB1CF7ED

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