Template:Player definition c: Difference between revisions
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**[[Player::setCombatFloat|Player::setCombatFloat(combatType, p2)]] | **[[Player::setCombatFloat|Player::setCombatFloat(combatType, p2)]] | ||
**[[Player::setFacialIdleAnimOverride|Player::setFacialIdleAnimOverride(animName, animDict)]] | **[[Player::setFacialIdleAnimOverride|Player::setFacialIdleAnimOverride(animName, animDict)]] | ||
**[[Player::getSequenceProgress|Player::getSequenceProgress()]] | |||
**[[Player::setParachuteTaskThrust|Player::setParachuteTaskThrust(thrust)]] | |||
**[[Player::taskRappelFromHeli|Player::taskRappelFromHeli(p1)]] | |||
**[[Player::taskJump|Player::taskJump(unused)]] | |||
**[[Player::taskVehiclePark|Player::taskVehiclePark(vehicle, x, y, z, heading, mode, radius, keepEngineOn)]] | |||
**[[Player::taskClearLookAt|Player::taskClearLookAt()]] | |||
**[[Player::taskVehicleEscort|Player::taskVehicleEscort(vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance)]] | |||
**[[Player::taskVehicleShootAt|Player::taskVehicleShootAt(target, p2)]] | |||
**[[Player::taskGoToCoordWhileAimingAtCoord|Player::taskGoToCoordWhileAimingAtCoord(x, y, z, aimAtX, aimAtY, aimAtZ, moveSpeed, p8, p9, p10, p11, flags, p13, firingPattern)]] | |||
**[[Player::taskScriptedAnimation|Player::taskScriptedAnimation(p1, p2, p3, p4, p5)]] | |||
**[[Player::taskStartScenarioInPlace|Player::taskStartScenarioInPlace(scenarioName, unkDelay, playEnterAnim)]] | |||
**[[Player::taskVehicleDriveToCoordLongrange|Player::taskVehicleDriveToCoordLongrange(vehicle, x, y, z, speed, driveMode, stopRange)]] | |||
**[[Player::taskBoatMission|Player::taskBoatMission(boat, p2, p3, x, y, z, p7, maxSpeed, p9, p10, p11)]] | |||
**[[Player::taskFollowNavMeshToCoord|Player::taskFollowNavMeshToCoord(x, y, z, speed, timeout, stoppingRange, persistFollowing, unk)]] | |||
**[[Player::clearSecondaryTask|Player::clearSecondaryTask()]] | |||
**[[Player::taskFollowNavMeshToCoordAdvanced|Player::taskFollowNavMeshToCoordAdvanced(x, y, z, speed, timeout, unkFloat, unkInt, unkX, unkY, unkZ, unk_40000f)]] | |||
**[[Player::taskVehicleGotoNavmesh|Player::taskVehicleGotoNavmesh(vehicle, x, y, z, speed, behaviorFlag, stoppingRange)]] | |||
**[[Player::taskPutDirectlyIntoMelee|Player::taskPutDirectlyIntoMelee(meleeTarget, p2, p3, p4, p5)]] | |||
**[[Player::taskGoToCoordAnyMeansExtraParams|Player::taskGoToCoordAnyMeansExtraParams(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11)]] | |||
**[[Player::taskTurnToFaceCoord|Player::taskTurnToFaceCoord(x, y, z, duration)]] | |||
**[[Player::taskVehicleHeliProtect|Player::taskVehicleHeliProtect(vehicle, entityToFollow, targetSpeed, p4, radius, altitude, p7)]] | |||
**[[Player::setDesiredMoveBlendRatio|Player::setDesiredMoveBlendRatio(p1)]] | |||
**[[Player::getPhoneGestureAnimTotalTime|Player::getPhoneGestureAnimTotalTime()]] | |||
**[[Player::taskSweepAimEntity|Player::taskSweepAimEntity(anim, p2, p3, p4, p5, vehicle, p7, p8)]] | |||
**[[Player::taskSmartFlee|Player::taskSmartFlee(fleeTarget, distance, fleeTime, p4, p5)]] | |||
**[[Player::taskPlaneMission|Player::taskPlaneMission(plane, targetVehicle, targetPed, destinationX, destinationY, destinationZ, p7, physicsSpeed, p9, p10, maxAltitude, minAltitude)]] | |||
**[[Player::isMoveBlendRatioSprinting|Player::isMoveBlendRatioSprinting()]] | |||
**[[Player::hasUseScenarioTask|Player::hasUseScenarioTask()]] | |||
**[[Player::isGettingUp|Player::isGettingUp()]] | |||
**[[Player::taskPlaneChase|Player::taskPlaneChase(entityToFollow, x, y, z)]] | |||
**[[Player::taskMoveNetwork|Player::taskMoveNetwork(task, multiplier, p3, animDict, flags)]] | |||
**[[Player::taskDriveBy|Player::taskDriveBy(targetPed, p2, targetX, targetY, targetZ, p6, p7, p8, firingPattern)]] | |||
**[[Player::taskFollowToOffsetOfEntity|Player::taskFollowToOffsetOfEntity(entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing)]] | |||
**[[Player::taskVehicleFollowWaypointRecording|Player::taskVehicleFollowWaypointRecording(vehicle, WPRecording, p3, p4, p5, p6, p7, p8, p9)]] | |||
**[[Player::isMoveBlendRatioStill|Player::isMoveBlendRatioStill()]] | |||
**[[Player::setPathPreferToAvoidWater|Player::setPathPreferToAvoidWater(avoidWater)]] | |||
**[[Player::taskSeekCoverToCoords|Player::taskSeekCoverToCoords(x1, y1, z1, x2, y2, z2, p7, p8)]] | |||
**[[Player::taskVehicleChase|Player::taskVehicleChase(targetEnt)]] | |||
**[[Player::isRunningArrestTask|Player::isRunningArrestTask()]] | |||
**[[Player::taskCower|Player::taskCower(duration)]] | |||
**[[Player::taskStopPhoneGestureAnimation|Player::taskStopPhoneGestureAnimation()]] | |||
**[[Player::taskPutDirectlyIntoCover|Player::taskPutDirectlyIntoCover(x, y, z, timeout, p5, p6, p7, p8, p9, p10)]] | |||
**[[Player::setPathAvoidFire|Player::setPathAvoidFire(avoidFire)]] | |||
**[[Player::taskShockingEventReact|Player::taskShockingEventReact(eventHandle)]] | |||
**[[Player::taskShootAtCoord|Player::taskShootAtCoord(x, y, z, duration, firingPattern)]] | |||
**[[Player::getPhoneGestureAnimCurrentTime|Player::getPhoneGestureAnimCurrentTime()]] | |||
**[[Player::taskVehicleDriveWander|Player::taskVehicleDriveWander(vehicle, speed, drivingStyle)]] | |||
**[[Player::taskGuardCurrentPosition|Player::taskGuardCurrentPosition(p1, p2, p3)]] | |||
**[[Player::taskCombatHatedTargetsInArea|Player::taskCombatHatedTargetsInArea(x, y, z, radius, p5)]] | |||
**[[Player::taskForceMotionState|Player::taskForceMotionState(state, p2)]] | |||
**[[Player::taskLeaveAnyVehicle|Player::taskLeaveAnyVehicle(p1, p2)]] | |||
**[[Player::isSprinting|Player::isSprinting()]] | |||
**[[Player::taskUseNearestScenarioToCoordWarp|Player::taskUseNearestScenarioToCoordWarp(x, y, z, radius, p5)]] | |||
**[[Player::taskFollowPointRoute|Player::taskFollowPointRoute(speed, unknown)]] | |||
**[[Player::taskSlideToCoordHdgRate|Player::taskSlideToCoordHdgRate(x, y, z, heading, p5, p6)]] | |||
**[[Player::taskPerformSequence|Player::taskPerformSequence(taskSequence)]] | |||
**[[Player::taskTurnToFaceEntity|Player::taskTurnToFaceEntity(entity, duration)]] | |||
**[[Player::taskGoToCoordAnyMeans|Player::taskGoToCoordAnyMeans(x, y, z, speed, p5, p6, walkingStyle, p8)]] | |||
**[[Player::setDriveTaskCruiseSpeed|Player::setDriveTaskCruiseSpeed(cruiseSpeed)]] | |||
**[[Player::addVehicleSubtaskAttackCoord|Player::addVehicleSubtaskAttackCoord(x, y, z)]] | |||
**[[Player::taskUseMobilePhoneTimed|Player::taskUseMobilePhoneTimed(duration)]] | |||
**[[Player::taskSkyDive|Player::taskSkyDive()]] | |||
**[[Player::taskReloadWeapon|Player::taskReloadWeapon(doReload)]] | |||
**[[Player::setTaskVehicleChaseIdealPursuitDistance|Player::setTaskVehicleChaseIdealPursuitDistance(distance)]] | |||
**[[Player::taskAimGunAtCoord|Player::taskAimGunAtCoord(x, y, z, time, p5, p6)]] | |||
**[[Player::uncuff|Player::uncuff()]] | |||
**[[Player::taskLookAtEntity|Player::taskLookAtEntity(lookAt, duration, unknown1, unknown2)]] | |||
**[[Player::taskReactAndFlee|Player::taskReactAndFlee(fleeTarget)]] | |||
**[[Player::playAnimOnRunningScenario|Player::playAnimOnRunningScenario(animDict, animName)]] | |||
**[[Player::isCuffed|Player::isCuffed()]] | |||
**[[Player::setPathCanUseLadders|Player::setPathCanUseLadders(Toggle)]] | |||
**[[Player::getScriptTaskStatus|Player::getScriptTaskStatus(taskHash)]] | |||
**[[Player::taskAimGunScripted|Player::taskAimGunScripted(scriptTask, p2, p3)]] | |||
**[[Player::taskShuffleToNextVehicleSeat|Player::taskShuffleToNextVehicleSeat(vehicle)]] | |||
**[[Player::taskCombatHatedTargetsAround|Player::taskCombatHatedTargetsAround(radius, p2)]] | |||
**[[Player::taskPlayAnimAdvanced|Player::taskPlayAnimAdvanced(animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flag, animTime, p14, p15)]] | |||
**[[Player::taskSeekCoverFrom|Player::taskSeekCoverFrom(target, duration, p3)]] | |||
**[[Player::getDesiredMoveBlendRatio|Player::getDesiredMoveBlendRatio()]] | |||
**[[Player::addVehicleSubtaskAttack|Player::addVehicleSubtaskAttack(ped2)]] | |||
**[[Player::isDrivebyTaskUnderneathDrivingTask|Player::isDrivebyTaskUnderneathDrivingTask()]] | |||
**[[Player::taskClimb|Player::taskClimb(unused)]] | |||
**[[Player::taskChatTo|Player::taskChatTo(target, p2, p3, p4, p5, p6, p7)]] | |||
**[[Player::setHighFallTask|Player::setHighFallTask(p1, p2, p3)]] | |||
**[[Player::setPathCanUseClimbovers|Player::setPathCanUseClimbovers(Toggle)]] | |||
**[[Player::taskPlayPhoneGestureAnimation|Player::taskPlayPhoneGestureAnimation(p1, p2, p3, p4, p5, p6, p7)]] | |||
**[[Player::isBeingArrested|Player::isBeingArrested()]] | |||
**[[Player::taskSetBlockingOfNonTemporaryEvents|Player::taskSetBlockingOfNonTemporaryEvents(toggle)]] | |||
**[[Player::taskStandStill|Player::taskStandStill(time)]] | |||
**[[Player::taskAchieveHeading|Player::taskAchieveHeading(heading, timeout)]] | |||
**[[Player::taskVehicleMissionTarget|Player::taskVehicleMissionTarget(vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, p8)]] | |||
**[[Player::taskSmartFleeCoord|Player::taskSmartFleeCoord(x, y, z, distance, time, p6, p7)]] | |||
**[[Player::taskOpenVehicleDoor|Player::taskOpenVehicleDoor(vehicle, timeOut, doorIndex, speed)]] | |||
**[[Player::taskPlantBomb|Player::taskPlantBomb(x, y, z, heading)]] | |||
**[[Player::updateTaskAimGunScriptedTarget|Player::updateTaskAimGunScriptedTarget(p1, p2, p3, p4, p5)]] | |||
**[[Player::taskGoToEntityWhileAimingAtEntity|Player::taskGoToEntityWhileAimingAtEntity(entityToWalkTo, entityToAimAt, speed, shootatEntity, p5, p6, p7, p8, firingPattern)]] | |||
**[[Player::stopAnimTask|Player::stopAnimTask(animDictionary, animationName, p3)]] | |||
**[[Player::taskWarpIntoVehicle|Player::taskWarpIntoVehicle(vehicle, seat)]] | |||
**[[Player::taskAimGunAtEntity|Player::taskAimGunAtEntity(entity, duration, p3)]] | |||
**[[Player::taskGetOffBoat|Player::taskGetOffBoat(boat)]] | |||
**[[Player::taskSwapWeapon|Player::taskSwapWeapon(p1)]] | |||
**[[Player::isMountedWeaponTaskUnderneathDrivingTask|Player::isMountedWeaponTaskUnderneathDrivingTask()]] | |||
**[[Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord|Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord(gotoX, gotoY, gotoZ, aimNearX, aimNearY, aimNearZ, speed, shoot, unknown1, unknown2, unkTrue, unknown3, heading, firingPattern)]] | |||
**[[Player::updateTaskHandsUpDuration|Player::updateTaskHandsUpDuration(duration)]] | |||
**[[Player::taskGotoEntityAiming|Player::taskGotoEntityAiming(target, distanceToStopAt, StartAimingDist)]] | |||
**[[Player::isActiveInScenario|Player::isActiveInScenario()]] | |||
**[[Player::taskStealthKill|Player::taskStealthKill(target, killType, p3, p4)]] | |||
**[[Player::clearTasksImmediately|Player::clearTasksImmediately()]] | |||
**[[Player::isStill|Player::isStill()]] | |||
**[[Player::taskHeliChase|Player::taskHeliChase(entityToFollow, x, y, z)]] | |||
**[[Player::taskStandGuard|Player::taskStandGuard(x, y, z, heading, scenarioName)]] | |||
**[[Player::getIsTaskActive|Player::getIsTaskActive(taskNumber)]] | |||
**[[Player::taskParachuteToTarget|Player::taskParachuteToTarget(x, y, z)]] | |||
**[[Player::taskClimbLadder|Player::taskClimbLadder(p1)]] | |||
**[[Player::isPlayingPhoneGestureAnim|Player::isPlayingPhoneGestureAnim()]] | |||
**[[Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed|Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12)]] | |||
**[[Player::taskWanderStandard|Player::taskWanderStandard(p1, p2)]] | |||
**[[Player::taskUseMobilePhone|Player::taskUseMobilePhone(p1)]] | |||
**[[Player::taskPatrol|Player::taskPatrol(p1, p2, p3, p4)]] | |||
**[[Player::taskPlaneLand|Player::taskPlaneLand(plane, runwayStartX, runwayStartY, runwayStartZ, runwayEndX, runwayEndY, runwayEndZ)]] | |||
**[[Player::taskEnterVehicle|Player::taskEnterVehicle(vehicle, timeout, seat, speed, p5, p6)]] | |||
**[[Player::setParachuteTaskTarget|Player::setParachuteTaskTarget(x, y, z)]] | |||
**[[Player::clearDrivebyTaskUnderneathDrivingTask|Player::clearDrivebyTaskUnderneathDrivingTask()]] | |||
**[[Player::taskVehicleTempAction|Player::taskVehicleTempAction(vehicle, action, time)]] | |||
**[[Player::isRunning|Player::isRunning()]] | |||
**[[Player::getNavmeshRouteDistanceRemaining|Player::getNavmeshRouteDistanceRemaining(p1, p2)]] | |||
**[[Player::taskGuardSphereDefensiveArea|Player::taskGuardSphereDefensiveArea(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)]] | |||
**[[Player::setTaskVehicleChaseBehaviorFlag|Player::setTaskVehicleChaseBehaviorFlag(flag, set)]] | |||
**[[Player::setMountedWeaponTarget|Player::setMountedWeaponTarget(targetEntity, p2, x, y, z)]] | |||
**[[Player::taskWrithe|Player::taskWrithe(target, time, p3)]] | |||
**[[Player::taskSlideToCoord|Player::taskSlideToCoord(x, y, z, heading, p5)]] | |||
**[[Player::taskParachute|Player::taskParachute(p1)]] | |||
**[[Player::taskLeaveVehicle|Player::taskLeaveVehicle(vehicle, flags)]] | |||
**[[Player::isMoveBlendRatioRunning|Player::isMoveBlendRatioRunning()]] | |||
**[[Player::taskMoveNetworkAdvanced|Player::taskMoveNetworkAdvanced(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, animDict, flags)]] | |||
**[[Player::taskGoStraightToCoord|Player::taskGoStraightToCoord(x, y, z, speed, timeout, targetHeading, distanceToSlide)]] | |||
**[[Player::setDriveTaskDrivingStyle|Player::setDriveTaskDrivingStyle(drivingStyle)]] | |||
**[[Player::taskHeliMission|Player::taskHeliMission(vehicle, p2, pedToFollow, posX, posY, posZ, mode, speed, radius, angle, p11, height, p13, p14)]] | |||
**[[Player::controlMountedWeapon|Player::controlMountedWeapon()]] | |||
**[[Player::isWalking|Player::isWalking()]] | |||
**[[Player::isInWrithe|Player::isInWrithe()]] | |||
**[[Player::taskWanderInArea|Player::taskWanderInArea(x, y, z, radius, minimalLength, timeBetweenWalks)]] | |||
**[[Player::clearTasks|Player::clearTasks()]] | |||
**[[Player::taskVehicleDriveToCoord|Player::taskVehicleDriveToCoord(vehicle, x, y, z, speed, p6, vehicleModel, drivingMode, stopRange, p10)]] | |||
**[[Player::setPathCanDropFromHeight|Player::setPathCanDropFromHeight(Toggle)]] | |||
**[[Player::taskGotoEntityOffset|Player::taskGotoEntityOffset(p1, p2, x, y, z, duration)]] | |||
**[[Player::taskVehicleAimAt|Player::taskVehicleAimAt(target)]] | |||
**[[Player::isStrafing|Player::isStrafing()]] | |||
**[[Player::updateTaskSweepAimEntity|Player::updateTaskSweepAimEntity(entity)]] | |||
**[[Player::taskStayInCover|Player::taskStayInCover()]] | |||
**[[Player::taskPause|Player::taskPause(ms)]] | |||
**[[Player::taskPlayAnim|Player::taskPlayAnim(animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, lockX, lockY, lockZ)]] | |||
**[[Player::taskSetDecisionMaker|Player::taskSetDecisionMaker(p1)]] | |||
**[[Player::stopAnimPlayback|Player::stopAnimPlayback(p1, p2)]] | |||
**[[Player::taskSynchronizedScene|Player::taskSynchronizedScene(scene, animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, p9)]] | |||
**[[Player::taskVehicleMissionCoorsTarget|Player::taskVehicleMissionCoorsTarget(vehicle, x, Y, Z, p5, p6, p7, p8, p9, p10)]] | |||
**[[Player::isMoveBlendRatioWalking|Player::isMoveBlendRatioWalking()]] | |||
**[[Player::taskCombat|Player::taskCombat(targetPed, p2, p3)]] | |||
**[[Player::taskHandsUp|Player::taskHandsUp(duration, facingPed, p3, p4)]] | |||
**[[Player::setPathsWidthPlant|Player::setPathsWidthPlant(mayEnterWater)]] | |||
**[[Player::taskArrest|Player::taskArrest(target)]] | |||
**[[Player::taskStartScenarioAtPosition|Player::taskStartScenarioAtPosition(scenarioName, x, y, z, heading, p6, p7, p8)]] | |||
**[[Player::taskVehicleFollow|Player::taskVehicleFollow(vehicle, targetEntity, drivingStyle, speed, minDistance)]] | |||
Revision as of 14:27, 7 May 2017
- Properties:
- Functions:
- Player::isUsingActionMode()
- Player::setMinMoveBlendRatio(value)
- Player::setRagdollForceFall()
- Player::isOnFoot()
- Player::setAsEnemy(toggle)
- Player::setDucking(toggle)
- Player::getTextureVariation(componentId)
- Player::setTargetLossResponse(responseType)
- Player::setMoveRateOverride(value)
- Player::clearProp(propId)
- Player::setMotionBlur(toggle)
- Player::isInAnyPoliceVehicle()
- Player::setGroupMemberPassengerIndex(index)
- Player::clearDecorations()
- Player::setCanPlayAmbientBaseAnims(toggle)
- Player::setToInformRespectedFriends(radius, maxFriends)
- Player::isVaulting()
- Player::wasSkeletonUpdated()
- Player::isAPlayer()
- Player::canRagdoll()
- Player::setBlendFromParents(p1, p2, p3, p4)
- Player::setSteersAroundObjects(toggle)
- Player::forceToOpenParachute()
- Player::getCauseOfDeath()
- Player::getBoneCoords(boneId, offsetX, offsetY, offsetZ)
- Player::getMeleeTargetFor()
- Player::setConfigFlag(flagId, value)
- Player::isUsingScenario(scenario)
- Player::isHangingOnToVehicle()
- Player::setCanSmashGlass(p1, p2)
- Player::getTimeOfDeath()
- Player::resetStrafeClipset()
- Player::getRagdollBoneIndex(bone)
- Player::resetInVehicleContext()
- Player::getNearbyPeds(sizeAndPeds, ignore)
- Player::isReloading()
- Player::setWeaponMovementClipset(clipSet)
- Player::setComponentVariation(componentId, drawableId, textureId, paletteId)
- Player::setRagdollFlag(flag)
- Player::setHelmetPropIndex(propIndex)
- Player::getHeadBlendData(headBlendData)
- Player::getNumberOfDrawableVariations(componentId)
- Player::setSweat(sweat)
- Player::isInAnyHeli()
- Player::setStrafeClipset(clipSet)
- Player::setDiesInVehicle(toggle)
- Player::setAsGroupLeader(groupId)
- Player::isRunningMobilePhoneTask()
- Player::isPropValid(componentId, drawableId, TextureId)
- Player::getFloodInvincibility(p1)
- Player::explodeHead(weaponHash)
- Player::setVisualFieldMinAngle(value)
- Player::isInAnyBoat()
- Player::setCanTeleportToGroupLeader(groupHandle, toggle)
- Player::registerTarget(target)
- Player::applyBloodByZone(p1, p2, p3, p4)
- Player::isDeadOrDying(p1)
- Player::setToLoadCover(toggle)
- Player::setParachuteTintIndex(tintIndex)
- Player::setHearingRange(value)
- Player::isShooting()
- Player::setCapsule(value)
- Player::getAccuracy()
- Player::applyDamageDecal(p1, p2, p3, p4, p5, p6, p7, p8, p9)
- Player::isAimingFromCover()
- Player::resetVisibleDamage()
- Player::setVisualFieldCenterAngle(angle)
- Player::setAllowVehiclesOverride(toggle)
- Player::getDefensiveAreaPosition(p1)
- Player::setCombatRange(p1)
- Player::setNeverLeavesGroup(toggle)
- Player::getBoneIndex(boneId)
- Player::getMoney()
- Player::setDefensiveAreaDirection(p1, p2, p3, p4)
- Player::isEvasiveDiving(evadingEntity)
- Player::getRelationshipGroupDefaultHash()
- Player::setCanBeTargetedWithoutLos(toggle)
- Player::setMaxMoveBlendRatio(value)
- Player::isJumpingOutOfVehicle()
- Player::setMaxTimeInWater(value)
- Player::registerheadshot()
- Player::setWetnessHeight(height)
- Player::isTryingToEnterALockedVehicle()
- Player::knockOffVehicle()
- Player::setDefaultComponentVariation()
- Player::isOnMount()
- Player::applyDamagePack(damagePack, damage, mult)
- Player::setSteersAroundPeds(toggle)
- Player::getMaxHealth()
- Player::isRagdoll()
- Player::isInCombat(target)
- Player::setHeadOverlay(overlayID, index, opacity)
- Player::setHeadOverlayColor(overlayID, colorType, colorID, secondColorID)
- Player::isJacking()
- Player::clearDriveByClipsetOverride()
- Player::isTracked()
- Player::setHairColor(colorID, highlightColorID)
- Player::setCombatMovement(combatMovement)
- Player::isInMeleeCombat()
- Player::setDefensiveAreaAttachedToPed(attachPed, p2, p3, p4, p5, p6, p7, p8, p9, p10)
- Player::setBoundsOrientation(p1, p2, p3, p4, p5)
- Player::isBeingStunned(p1)
- Player::setEyeColor(index)
- Player::canKnockOffVehicle()
- Player::clearDamageDecalByZone(p1, p2)
- Player::getCombatFloat(p1)
- Player::setInVehicleContext(context)
- Player::isStopped()
- Player::isClimbing()
- Player::getJackTarget()
- Player::giveHelmet(cannotRemove, helmetFlag, textureIndex)
- Player::isDiving()
- Player::setHelmet(canWearHelmet)
- Player::setFacialDecoration(collection, overlay)
- Player::setDiesInWater(toggle)
- Player::clearBloodDamageByZone(p1)
- Player::isUsingAnyScenario()
- Player::isInGroup()
- Player::setScriptedAnimSeatOffset(p1)
- Player::isHurt()
- Player::addArmourTo(amount)
- Player::setDiesWhenInjured(toggle)
- Player::isHeadtrackingPed(ped2)
- Player::setDecoration(collection, overlay)
- Player::getNumberOfPropDrawableVariations(propId)
- Player::isInAnyPlane()
- Player::getVehicleIsUsing()
- Player::isInCover(p1)
- Player::setShootRate(shootRate)
- Player::hideBloodDamageByZone(p1, p2)
- Player::setCanPlayAmbientAnims(toggle)
- Player::setCanBeTargetedWhenInjured(toggle)
- Player::setCanBeTargetted(toggle)
- Player::hasHeadBlendFinished()
- Player::setCanBeTargettedByPlayer(player, toggle)
- Player::isOnVehicle()
- Player::getDrawableVariation(componentId)
- Player::applyDamageTo(damageAmount, p2)
- Player::getPlayerIsFollowing()
- Player::setCanEvasiveDive(toggle)
- Player::setMaxTimeUnderwater(value)
- Player::setCanArmIk(toggle)
- Player::isMale()
- Player::isInAnyTaxi()
- Player::isScriptedScenarioUsingConditionalAnim(animDict, anim)
- Player::getSeatIsTryingToEnter()
- Player::isInAnyTrain()
- Player::knockOffProp(p1, p2, p3, p4)
- Player::setVisualFieldMaxAngle(value)
- Player::setFleeAttributes(attributes, p2)
- Player::setFaceFeature(index, scale)
- Player::resurrect()
- Player::getDecorationsState()
- Player::updateHeadBlendData(shapeMix, skinMix, thirdMix)
- Player::clearFacialIdleAnimOverride()
- Player::setCanLegIk(toggle)
- Player::removeDefensiveArea(toggle)
- Player::setVisualFieldMaxElevationAngle(angle)
- Player::isInModel(modelHash)
- Player::getParachuteState()
- Player::setVisualFieldMinElevationAngle(angle)
- Player::setCanBeKnockedOffVehicle(state)
- Player::setAccuracy(accuracy)
- Player::getStealthMovement()
- Player::getRelationshipGroupHash()
- Player::isInParachuteFreeFall()
- Player::isShootingInArea(x1, y1, z1, x2, y2, z2, p7, p8)
- Player::getConfigFlag(flagId, p2)
- Player::wasKilledByTakedown()
- Player::setGeneratesDeadBodyEvents(toggle)
- Player::isHeadtracking(entity)
- Player::getVehicleIsTryingToEnter()
- Player::applyBloodDamageByZone(p1, p2, p3, p4)
- Player::isSittingInAnyVehicle()
- Player::applyBlood(boneIndex, xRot, yRot, zRot, woundType)
- Player::setPreferredCoverSet(itemSet)
- Player::isInCoverFacingLeft()
- Player::isInjured()
- Player::isBeingStealthKilled()
- Player::setCoordsNoGang(posX, posY, posZ)
- Player::setStealthMovement(p1, action)
- Player::getPropIndex(componentId)
- Player::getParachuteLandingType()
- Player::reviveInjured()
- Player::clearLastDamageBone()
- Player::getNumberOfTextureVariations(componentId, drawableId)
- Player::clearBloodDamage()
- Player::setAlternateMovementAnim(stance, animDictionary, animationName, p4, p5)
- Player::isInFlyingVehicle()
- Player::isTrackedVisible()
- Player::registerHatedTargetsAround(radius)
- Player::setPropIndex(componentId, drawableId, TextureId, attach)
- Player::getSourceOfDeath()
- Player::setHeadBlendData(shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)
- Player::isOnAnyBike()
- Player::getArmour()
- Player::setPlaysHeadOnHornAnimWhenDiesInVehicle(toggle)
- Player::setShootsAtCoord(x, y, z, toggle)
- Player::unregisterheadshot()
- Player::setKeepTask(toggle)
- Player::setEnableWeaponBlocking(toggle)
- Player::resetWeaponMovementClipset()
- Player::setNameDebug(name)
- Player::isInAnyVehicle(atGetIn)
- Player::isBeingJacked()
- Player::getVehicleIsIn(getLastVehicle)
- Player::setFiringPattern(patternHash)
- Player::setCoordsKeepVehicle(posX, posY, posZ)
- Player::getsJacker()
- Player::isGroupMember(groupId)
- Player::getEnveffScale()
- Player::clearWetness()
- Player::setVisualFieldPeripheralRange(range)
- Player::setSphereDefensiveArea(x, y, z, radius, p5, p6)
- Player::isSwimming()
- Player::setMoveAnimsBlendOut()
- Player::setAsGroupMember(groupId)
- Player::isGoingIntoCover()
- Player::setCombatAttributes(attributeIndex, enabled)
- Player::setBlockingOfNonTemporaryEvents(toggle)
- Player::resetRagdollTimer()
- Player::setGravity(toggle)
- Player::isInVehicle(vehicle, atGetIn)
- Player::setCowerHash(p1)
- Player::getHeadOverlayValue(overlayID)
- Player::getNumberOfPropTextureVariations(propId, drawableId)
- Player::setDriverAggressiveness(aggressiveness)
- Player::removeHelmet(instantly)
- Player::isSittingInVehicle(vehicle)
- Player::setMoney(amount)
- Player::setDesiredHeading(heading)
- Player::resetMovementClipset(p1)
- Player::setPinnedDown(pinned, i)
- Player::setRelationshipGroupDefaultHash(hash)
- Player::setToRagdoll(time1, time2, ragdollType, p4, p5, p6)
- Player::setMovementClipset(clipSet, p2)
- Player::getResetFlag(flagId)
- Player::setCanRagdoll(toggle)
- Player::giveNmMessage()
- Player::setDriverAbility(ability)
- Player::isDoingDriveby()
- Player::setCanAttackFriendly(toggle, p2)
- Player::setWetnessEnabledThisFrame()
- Player::isHuman()
- Player::setCanPlayGestureAnims(toggle)
- Player::setAsCop(toggle)
- Player::isGettingIntoAVehicle()
- Player::resetLastVehicle()
- Player::isFleeing()
- Player::setGetOutUpsideDownVehicle(toggle)
- Player::setCanBeTargettedByTeam(team, toggle)
- Player::setEnveffScale(value)
- Player::isSwimmingUnderWater()
- Player::setHelmetFlag(helmetFlag)
- Player::setCanHeadIk(toggle)
- Player::stopWeaponFiringWhenDropped()
- Player::setCanBeDraggedOut(toggle)
- Player::setResetFlag(flagId, doReset)
- Player::setIkTarget(p1, targetPed, boneLookAt, x, y, z, p7, duration, duration1)
- Player::setLegIkMode(mode)
- Player::setRandomProps()
- Player::setCanPeekInCover(toggle)
- Player::setEnableBoundAnkles(toggle)
- Player::isPlantingBomb()
- Player::setCombatAbility(p1)
- Player::setCanBeShotInVehicle(toggle)
- Player::setAngledDefensiveArea(p1, p2, p3, p4, p5, p6, p7, p8, p9)
- Player::setRelationshipGroupHash(hash)
- Player::setRandomComponentVariation(p1)
- Player::isModel(modelHash)
- Player::setCanCowerInCover(toggle)
- Player::setPrimaryLookat(lookAt)
- Player::getDeadPickupCoords(p1, p2)
- Player::clearAllProps()
- Player::setArmour(amount)
- Player::isJumping()
- Player::getNearbyVehicles(sizeAndVehs)
- Player::isDucking()
- Player::setEnableEnveffScale(toggle)
- Player::isProne()
- Player::isFacingPed(otherPed, angle)
- Player::setDiesInSinkingVehicle(toggle)
- Player::getLastDamageBone(outBone)
- Player::setUsingActionMode(p1, p2, action)
- Player::isFatallyInjured()
- Player::setResetRagdollFlag(flag)
- Player::clearAlternateMovementAnim(stance, p2)
- Player::setAllowedToDuck(toggle)
- Player::setAlertness(value)
- Player::setLodMultiplier(multiplier)
- Player::setGestureGroup(p1)
- Player::getCombatMovement()
- Player::setEnableHandcuffs(toggle)
- Player::setCanRagdollFromPlayerImpact(toggle)
- Player::isConversationDead()
- Player::getExtractedDisplacement(worldSpace)
- Player::getPropTextureIndex(componentId)
- Player::setModelIsSuppressed(toggle)
- Player::playFacialAnim(animName, animDict)
- Player::clearFacialDecorations()
- Player::isRunningRagdollTask()
- Player::getPaletteVariation(componentId)
- Player::getMount()
- Player::isComponentVariationValid(componentId, drawableId, textureId)
- Player::cloneToTarget(ped2)
- Player::canInCombatSeeTarget(target)
- Player::getParachuteTintIndex(outTintIndex)
- Player::setSteersAroundVehicles(toggle)
- Player::getRelationshipBetweens(ped2)
- Player::setSuffersCriticalHits(toggle)
- Player::setCanUseAutoConversationLookat(toggle)
- Player::isOnSpecificVehicle(vehicle)
- Player::setDriveByClipsetOverride(clipset)
- Player::removeFromGroup()
- Player::setCanSwitchWeapon(toggle)
- Player::setStayInVehicleWhenJacked(toggle)
- Player::setDiesInstantlyInWater(toggle)
- Player::applyBloodSpecific(p1, p2, p3, p4, p5, p6, p7, p8)
- Player::clone(heading, networkHandle, pedHandle)
- Player::setRagdollOnCollision(toggle)
- Player::setIdRange(value)
- Player::setHelmetTextureIndex(textureIndex)
- Player::getGroupIndex()
- Player::forceMotionState(motionStateHash, p2, p3, p4)
- Player::setSeeingRange(value)
- Player::setCanTorsoIk(toggle)
- Player::isWearingHelmet()
- Player::setMaxHealth(value)
- Player::getAlertness()
- Player::setIntoVehicle(vehicle, seatIndex)
- Player::setCanPlayVisemeAnims(p1, p2)
- Player::setExclusivePhoneRelationships()
- Player::wasKilledByStealth()
- Player::setEnableScuba(toggle)
- Player::setDefensiveSphereAttachedToPed(p1, p2, p3, p4, p5, p6)
- Player::getCombatRange()
- Player::setMinGroundTimeForStungun(ms)
- Player::isFalling()
- Player::isInAnySub()
- Player::isPerformingStealthKill()
- Player::removePreferredCoverSet()
- Player::getType()
- Player::setCombatFloat(combatType, p2)
- Player::setFacialIdleAnimOverride(animName, animDict)
- Player::getSequenceProgress()
- Player::setParachuteTaskThrust(thrust)
- Player::taskRappelFromHeli(p1)
- Player::taskJump(unused)
- Player::taskVehiclePark(vehicle, x, y, z, heading, mode, radius, keepEngineOn)
- Player::taskClearLookAt()
- Player::taskVehicleEscort(vehicle, targetVehicle, mode, speed, drivingStyle, minDistance, p7, noRoadsDistance)
- Player::taskVehicleShootAt(target, p2)
- Player::taskGoToCoordWhileAimingAtCoord(x, y, z, aimAtX, aimAtY, aimAtZ, moveSpeed, p8, p9, p10, p11, flags, p13, firingPattern)
- Player::taskScriptedAnimation(p1, p2, p3, p4, p5)
- Player::taskStartScenarioInPlace(scenarioName, unkDelay, playEnterAnim)
- Player::taskVehicleDriveToCoordLongrange(vehicle, x, y, z, speed, driveMode, stopRange)
- Player::taskBoatMission(boat, p2, p3, x, y, z, p7, maxSpeed, p9, p10, p11)
- Player::taskFollowNavMeshToCoord(x, y, z, speed, timeout, stoppingRange, persistFollowing, unk)
- Player::clearSecondaryTask()
- Player::taskFollowNavMeshToCoordAdvanced(x, y, z, speed, timeout, unkFloat, unkInt, unkX, unkY, unkZ, unk_40000f)
- Player::taskVehicleGotoNavmesh(vehicle, x, y, z, speed, behaviorFlag, stoppingRange)
- Player::taskPutDirectlyIntoMelee(meleeTarget, p2, p3, p4, p5)
- Player::taskGoToCoordAnyMeansExtraParams(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11)
- Player::taskTurnToFaceCoord(x, y, z, duration)
- Player::taskVehicleHeliProtect(vehicle, entityToFollow, targetSpeed, p4, radius, altitude, p7)
- Player::setDesiredMoveBlendRatio(p1)
- Player::getPhoneGestureAnimTotalTime()
- Player::taskSweepAimEntity(anim, p2, p3, p4, p5, vehicle, p7, p8)
- Player::taskSmartFlee(fleeTarget, distance, fleeTime, p4, p5)
- Player::taskPlaneMission(plane, targetVehicle, targetPed, destinationX, destinationY, destinationZ, p7, physicsSpeed, p9, p10, maxAltitude, minAltitude)
- Player::isMoveBlendRatioSprinting()
- Player::hasUseScenarioTask()
- Player::isGettingUp()
- Player::taskPlaneChase(entityToFollow, x, y, z)
- Player::taskMoveNetwork(task, multiplier, p3, animDict, flags)
- Player::taskDriveBy(targetPed, p2, targetX, targetY, targetZ, p6, p7, p8, firingPattern)
- Player::taskFollowToOffsetOfEntity(entity, offsetX, offsetY, offsetZ, movementSpeed, timeout, stoppingRange, persistFollowing)
- Player::taskVehicleFollowWaypointRecording(vehicle, WPRecording, p3, p4, p5, p6, p7, p8, p9)
- Player::isMoveBlendRatioStill()
- Player::setPathPreferToAvoidWater(avoidWater)
- Player::taskSeekCoverToCoords(x1, y1, z1, x2, y2, z2, p7, p8)
- Player::taskVehicleChase(targetEnt)
- Player::isRunningArrestTask()
- Player::taskCower(duration)
- Player::taskStopPhoneGestureAnimation()
- Player::taskPutDirectlyIntoCover(x, y, z, timeout, p5, p6, p7, p8, p9, p10)
- Player::setPathAvoidFire(avoidFire)
- Player::taskShockingEventReact(eventHandle)
- Player::taskShootAtCoord(x, y, z, duration, firingPattern)
- Player::getPhoneGestureAnimCurrentTime()
- Player::taskVehicleDriveWander(vehicle, speed, drivingStyle)
- Player::taskGuardCurrentPosition(p1, p2, p3)
- Player::taskCombatHatedTargetsInArea(x, y, z, radius, p5)
- Player::taskForceMotionState(state, p2)
- Player::taskLeaveAnyVehicle(p1, p2)
- Player::isSprinting()
- Player::taskUseNearestScenarioToCoordWarp(x, y, z, radius, p5)
- Player::taskFollowPointRoute(speed, unknown)
- Player::taskSlideToCoordHdgRate(x, y, z, heading, p5, p6)
- Player::taskPerformSequence(taskSequence)
- Player::taskTurnToFaceEntity(entity, duration)
- Player::taskGoToCoordAnyMeans(x, y, z, speed, p5, p6, walkingStyle, p8)
- Player::setDriveTaskCruiseSpeed(cruiseSpeed)
- Player::addVehicleSubtaskAttackCoord(x, y, z)
- Player::taskUseMobilePhoneTimed(duration)
- Player::taskSkyDive()
- Player::taskReloadWeapon(doReload)
- Player::setTaskVehicleChaseIdealPursuitDistance(distance)
- Player::taskAimGunAtCoord(x, y, z, time, p5, p6)
- Player::uncuff()
- Player::taskLookAtEntity(lookAt, duration, unknown1, unknown2)
- Player::taskReactAndFlee(fleeTarget)
- Player::playAnimOnRunningScenario(animDict, animName)
- Player::isCuffed()
- Player::setPathCanUseLadders(Toggle)
- Player::getScriptTaskStatus(taskHash)
- Player::taskAimGunScripted(scriptTask, p2, p3)
- Player::taskShuffleToNextVehicleSeat(vehicle)
- Player::taskCombatHatedTargetsAround(radius, p2)
- Player::taskPlayAnimAdvanced(animDict, animName, posX, posY, posZ, rotX, rotY, rotZ, speed, speedMultiplier, duration, flag, animTime, p14, p15)
- Player::taskSeekCoverFrom(target, duration, p3)
- Player::getDesiredMoveBlendRatio()
- Player::addVehicleSubtaskAttack(ped2)
- Player::isDrivebyTaskUnderneathDrivingTask()
- Player::taskClimb(unused)
- Player::taskChatTo(target, p2, p3, p4, p5, p6, p7)
- Player::setHighFallTask(p1, p2, p3)
- Player::setPathCanUseClimbovers(Toggle)
- Player::taskPlayPhoneGestureAnimation(p1, p2, p3, p4, p5, p6, p7)
- Player::isBeingArrested()
- Player::taskSetBlockingOfNonTemporaryEvents(toggle)
- Player::taskStandStill(time)
- Player::taskAchieveHeading(heading, timeout)
- Player::taskVehicleMissionTarget(vehicle, pedTarget, mode, maxSpeed, drivingStyle, minDistance, p7, p8)
- Player::taskSmartFleeCoord(x, y, z, distance, time, p6, p7)
- Player::taskOpenVehicleDoor(vehicle, timeOut, doorIndex, speed)
- Player::taskPlantBomb(x, y, z, heading)
- Player::updateTaskAimGunScriptedTarget(p1, p2, p3, p4, p5)
- Player::taskGoToEntityWhileAimingAtEntity(entityToWalkTo, entityToAimAt, speed, shootatEntity, p5, p6, p7, p8, firingPattern)
- Player::stopAnimTask(animDictionary, animationName, p3)
- Player::taskWarpIntoVehicle(vehicle, seat)
- Player::taskAimGunAtEntity(entity, duration, p3)
- Player::taskGetOffBoat(boat)
- Player::taskSwapWeapon(p1)
- Player::isMountedWeaponTaskUnderneathDrivingTask()
- Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord(gotoX, gotoY, gotoZ, aimNearX, aimNearY, aimNearZ, speed, shoot, unknown1, unknown2, unkTrue, unknown3, heading, firingPattern)
- Player::updateTaskHandsUpDuration(duration)
- Player::taskGotoEntityAiming(target, distanceToStopAt, StartAimingDist)
- Player::isActiveInScenario()
- Player::taskStealthKill(target, killType, p3, p4)
- Player::clearTasksImmediately()
- Player::isStill()
- Player::taskHeliChase(entityToFollow, x, y, z)
- Player::taskStandGuard(x, y, z, heading, scenarioName)
- Player::getIsTaskActive(taskNumber)
- Player::taskParachuteToTarget(x, y, z)
- Player::taskClimbLadder(p1)
- Player::isPlayingPhoneGestureAnim()
- Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed(x, y, z, speed, p5, p6, walkingStyle, p8, p9, p10, p11, p12)
- Player::taskWanderStandard(p1, p2)
- Player::taskUseMobilePhone(p1)
- Player::taskPatrol(p1, p2, p3, p4)
- Player::taskPlaneLand(plane, runwayStartX, runwayStartY, runwayStartZ, runwayEndX, runwayEndY, runwayEndZ)
- Player::taskEnterVehicle(vehicle, timeout, seat, speed, p5, p6)
- Player::setParachuteTaskTarget(x, y, z)
- Player::clearDrivebyTaskUnderneathDrivingTask()
- Player::taskVehicleTempAction(vehicle, action, time)
- Player::isRunning()
- Player::getNavmeshRouteDistanceRemaining(p1, p2)
- Player::taskGuardSphereDefensiveArea(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10)
- Player::setTaskVehicleChaseBehaviorFlag(flag, set)
- Player::setMountedWeaponTarget(targetEntity, p2, x, y, z)
- Player::taskWrithe(target, time, p3)
- Player::taskSlideToCoord(x, y, z, heading, p5)
- Player::taskParachute(p1)
- Player::taskLeaveVehicle(vehicle, flags)
- Player::isMoveBlendRatioRunning()
- Player::taskMoveNetworkAdvanced(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, animDict, flags)
- Player::taskGoStraightToCoord(x, y, z, speed, timeout, targetHeading, distanceToSlide)
- Player::setDriveTaskDrivingStyle(drivingStyle)
- Player::taskHeliMission(vehicle, p2, pedToFollow, posX, posY, posZ, mode, speed, radius, angle, p11, height, p13, p14)
- Player::controlMountedWeapon()
- Player::isWalking()
- Player::isInWrithe()
- Player::taskWanderInArea(x, y, z, radius, minimalLength, timeBetweenWalks)
- Player::clearTasks()
- Player::taskVehicleDriveToCoord(vehicle, x, y, z, speed, p6, vehicleModel, drivingMode, stopRange, p10)
- Player::setPathCanDropFromHeight(Toggle)
- Player::taskGotoEntityOffset(p1, p2, x, y, z, duration)
- Player::taskVehicleAimAt(target)
- Player::isStrafing()
- Player::updateTaskSweepAimEntity(entity)
- Player::taskStayInCover()
- Player::taskPause(ms)
- Player::taskPlayAnim(animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, lockX, lockY, lockZ)
- Player::taskSetDecisionMaker(p1)
- Player::stopAnimPlayback(p1, p2)
- Player::taskSynchronizedScene(scene, animDictionary, animationName, speed, speedMultiplier, duration, flag, playbackRate, p9)
- Player::taskVehicleMissionCoorsTarget(vehicle, x, Y, Z, p5, p6, p7, p8, p9, p10)
- Player::isMoveBlendRatioWalking()
- Player::taskCombat(targetPed, p2, p3)
- Player::taskHandsUp(duration, facingPed, p3, p4)
- Player::setPathsWidthPlant(mayEnterWater)
- Player::taskArrest(target)
- Player::taskStartScenarioAtPosition(scenarioName, x, y, z, heading, p6, p7, p8)
- Player::taskVehicleFollow(vehicle, targetEntity, drivingStyle, speed, minDistance)