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[[sanScript(JAVACODE)]]
[[TOC]]
== rage_builtins ==
[[sanScript(NATIVE FUNC INT #TIMERA##PURPOSE: gets the current value for the timer A<br/>RETURNS: the integer value for timer A (in milliseconds)<br/>)]]
[[sanScript(NATIVE FUNC INT #TIMERB##PURPOSE: gets the current value for the timer B<br/>RETURNS: the integer value for timer B (in milliseconds)<br/>)]]
[[sanScript(NATIVE PROC #SETTIMERA#INT I#PURPOSE: sets the value for the timer A (in milliseconds)<br/>)]]
[[sanScript(NATIVE PROC #SETTIMERB#INT I#PURPOSE: sets the value for the timer B (in milliseconds)<br/>)]]
[[sanScript(NATIVE PROC #WAIT#INT I#PURPOSE: stops script execution for I milliseconds<br/>)]]
[[sanScript(NATIVE PROC #PRINTSTRING#STRING S#PURPOSE: procedure that prints a string to the console (NOT the game screen)<br/>)]]
[[sanScript(NATIVE PROC #PRINTFLOAT#FLOAT F#PURPOSE: procedure that prints a float to the console (NOT the game screen)<br/>)]]
[[sanScript(NATIVE PROC #PRINTFLOAT2#INT WIDTH,INT PRECISION,FLOAT F#PURPOSE: procedure that prints a float to the console (NOT the game screen)<br/>Accepts field width and precision like C printf function<br/>)]]
[[sanScript(NATIVE PROC #PRINTINT#INT I#PURPOSE: procedure that prints an integer to the console (NOT the game screen)<br/>)]]
[[sanScript(NATIVE PROC #PRINTINT2#INT WIDTH,INT I#PURPOSE: procedure that prints an integer to the console (NOT the game screen)<br/>Accepts field width like C printf function<br/>)]]
[[sanScript(NATIVE PROC #PRINTNL##PURPOSE: procedure that prints a newline to the console (NOT the game screen)<br/>)]]
[[sanScript(NATIVE PROC #PRINTVECTOR#VECTOR V#PURPOSE: procedure that prints a vector to the console (NOT the game screen)<br/>)]]
[[sanScript(NATIVE PROC #DEBUG_PRINTCALLSTACK##)]]
[[sanScript(NATIVE PROC #BREAKPOINT##PURPOSE: Triggers a breakpoint in the C++ debugger, useful for programmers<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SIN#FLOAT T#PURPOSE: Sine (input is in degrees)<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #COS#FLOAT T#PURPOSE: Cosine (input is in degrees)<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SQRT#FLOAT T#PURPOSE: Square root<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #VMAG#VECTOR V#PURPOSE: Vector magnitude<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #VMAG2#VECTOR V#PURPOSE: Square of vector magnitude (much less costly to compute)<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #VDIST#VECTOR A,VECTOR B#PURPOSE: Distance between two points<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #VDIST2#VECTOR A,VECTOR B#PURPOSE: Square of distance between two points (much less costly to compute)<br/>)]]
[[sanScript(NATIVE FUNC THREADID #START_NEW_SCRIPT#STRING S,INT STACKSIZE#PURPOSE: function that starts a new script<br/>PARAMS: S - Name of the script to start<br/>STACKSIZE - Stack size, in words, or zero for default<br/>RETURNS: the thread id of the new script (0 if no threads are available)<br/>)]]
[[sanScript(NATIVE FUNC THREADID #START_NEW_SCRIPT_WITH_ARGS#STRING S,STRUCT &ARGS,INT SIZE_OF_ARGS,INT STACKSIZE#PURPOSE: function that starts a new script<br/>PARAMS: S - Name of the script to start<br/>ARGS - Arg structure (can be any structure)<br/>SIZE_OF_ARGS - SIZE_OF(args)<br/>STACKSIZE - Stack size, in words, or zero for default<br/>RETURNS: the thread id of the new script (0 if no threads are available)<br/>)]]
[[sanScript(NATIVE FUNC INT #FLOOR#FLOAT F#PURPOSE: Returns input number rounded down toward negative infinity<br/>)]]
[[sanScript(NATIVE FUNC INT #CEIL#FLOAT F#PURPOSE: Returns input number rounded up toward positive infinity<br/>)]]
[[sanScript(NATIVE FUNC INT #ROUND#FLOAT F#PURPOSE: Returns input number rounded to the nearest number. <br/>x.5 is rounded toward positive infinity for both negative and positive inputs.<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #TO_FLOAT#INT I#PURPOSE: Converts an integer to a floating-point number.<br/>)]]
[[sanScript(NATIVE PROC #SNAPSHOT_GLOBALS##PURPOSE: Takes a copy of the values of all globals variables so that RESET_GLOBALS can be called later to restore these values.<br/>We're going to try taking a Snapshot when entering multiplayer and Resetting when returning to single player.<br/>)]]
[[sanScript(NATIVE PROC #RESET_GLOBALS##PURPOSE: Restores all the global variables to the values they had when SNAPSHOT_GLOBALS was last called.<br/>We're going to try taking a Snapshot when entering multiplayer and Resetting when returning to single player.<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_TEXT_LABEL#TEXT_LABEL &TL#PURPOSE: Resets the input text label to the empty string<br/>)]]
[[sanScript(NATIVE FUNC INT #SHIFT_LEFT#INT VALUE,INT COUNT#PURPOSE: Implements C++ operator << (shift left)<br/>)]]
[[sanScript(NATIVE FUNC INT #SHIFT_RIGHT#INT VALUE,INT COUNT#PURPOSE: Implements C++ operator >> (shift right)<br/>)]]
== commands_audio ==
[[sanScript(NATIVE PROC #START_CUSTOM_MOBILE_PHONE_RINGING#INT RingtoneId#PURPOSE: Starts the player's mobile phone ringing using a custom ringtone specified by RingtoneId. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_MOBILE_PHONE_CALLING##PURPOSE:<br/>INFO: <br/>PARAM NOTES<br/>)]]
[[sanScript(NATIVE PROC #STOP_MOBILE_PHONE_RINGING##PURPOSE: Stops a mobile phone ringing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MOBILE_RING_TYPE#INT RingTypeId#PURPOSE: Sets the mobile ring type<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CREATE_NEW_MOBILE_PHONE_CALL##PURPOSE: Sets up the script for a n ew call. More info.. <br/>INFO:You must call this command before using ADD_LINE_TO_MOBILE_PHONE_CALL and START_MOBILE_PHONE_CALL to trigger a phone conversation. <br/>It clears out the array containing the lines of speech.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_LINE_TO_MOBILE_PHONE_CALL#INT SpeakerNumber, STRING Context, STRING Subtitle#PURPOSE: This command should be called for each line of speech in the conversation. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_MOBILE_PHONE_CALL#PED_INDEX FirstSpeakerIndex, STRING FirstVoiceName, PED_INDEX SecondSpeakerIndex, STRING SecondVoiceName, BOOL bDisplaySubtitles = TRUE, BOOL bAddToBriefing = TRUE#PURPOSE: Starts the actual mobile phone dialogue playing. More info..<br/>INFO: Use after setting up the phone conversation with a series of calls to ADD_LINE_TO_MOBILE_PHONE_CALL, <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MOBILE_PHONE_CALL_ONGOING##PURPOSE: CHecks if a mobile phone call is currently happening.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_PREVIEW_RINGTONE#INT RingtoneId#PURPOSE: Plays a preview of a ringtone<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_PREVIEW_RINGTONE##PURPOSE: Stops the preview playi.ng<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CREATE_NEW_SCRIPTED_CONVERSATION##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_LINE_TO_CONVERSATION#INT SpeakerNumber, STRING Context, STRING Subtitle, INT ListenerNumber, INT volumeType#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_PED_TO_CONVERSATION#INT SpeakerConversationIndex, PED_INDEX SpeakerPedIndex, STRING VoiceName#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_SCRIPT_CONVERSATION#BOOL DisplaySubtitles, BOOL addToBriefScreen = TRUE#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCRIPTED_CONVERSATION_ONGOING##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CURRENT_SCRIPTED_CONVERSATION_LINE##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PAUSE_SCRIPTED_CONVERSATION#BOOL FinishCurrentLine#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESTART_SCRIPTED_CONVERSATION##PURPOSE: Call this to restart a conversation that you have previously paused with PAUSE_SCRIPTED_CONVERSATION<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #STOP_SCRIPTED_CONVERSATION#BOOL FinishCurrentLine#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SKIP_TO_NEXT_SCRIPTED_CONVERSATION_LINE##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC string #GET_SPEECH_FOR_EMERGENCY_SERVICE_CALL##PURPOSE: Returns a zone name for the emergency service call. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_AUDIO_EVENT#STRING EventName#PURPOSE: Plays back a specified sound. More info..<br/>INFO: If no Pan or SpeakerMask is set by the sound designer, the sound will play at the origin, as such this command should only really be used for playing hard-panned (i.e. stereo) sounds. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_AUDIO_EVENT_FROM_ENTITY#STRING EventName, ENTITY_INDEX EntityIndex#PURPOSE:Plays back a specified sound from an entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_AUDIO_EVENT_FROM_PED#STRING EventName, PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #PLAY_AUDIO_EVENT_FROM_VEHICLE#STRING EventName, VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #PLAY_AUDIO_EVENT_FROM_OBJECT#STRING EventName, OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE PROC #REGISTER_SCRIPT_WITH_AUDIO#BOOL InChargeOfAudio = FALSE#PURPOSE:Registers a script with audio; a neccesary step for loading sound banks and using script sound commands. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNREGISTER_SCRIPT_WITH_AUDIO##PURPOSE: Unregisters a script with audio. More info..<br/>INFO: Doesn't need to be called in your cleanup, as TERMINATE_THIS_SCRIPT will take care of it. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #REQUEST_MISSION_AUDIO_BANK#STRING BankName#PURPOSE: Requests and checks that a mission audio bank has loaded. More info..<br/>INFO: Usually this would be called in a loop which only exits when this returns true.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #REQUEST_AMBIENT_AUDIO_BANK#STRING BankName#PURPOSE: Requests and checks that a ambient audio bank has loaded. More info..<br/>INFO: Usually this would be called in a loop which only exits when this returns true.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_MISSION_AUDIO_BANK##PURPOSE: Unloads a mission audio bank<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_AMBIENT_AUDIO_BANK##PURPOSE:Unloads a ambient audio bank.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_SOUND_ID##PURPOSE: Gets an id of a triggered sound. More info..<br/>INFO: This function returns a new SoundId, which is used for keeping track of sounds after they've been triggered - <br/>use this if you need to control a sound after it's been started, for instance to stop a looping sound, or to change a sound's pitch midway through playback.<br/><br/>The SoundId is always an integer greater than or equal to zero; if a playback function has a SoundId field but the sound doesn't need to be altered after<br/>triggering then pass a value of -1 for fire-and-forget playback, rather than getting a SoundId.<br/><br/>SoundIds can be reused, without needing to release them and grab a new one. If a sound's finished playing,<br/>you can reuse its SoundId to kick off another one. If the sound's not finished playing,<br/>it'll be stopped first (fading out or whatever is set up in RAVE by the sound designer), and the new one kicked off; usually it is safer to just get a new SoundId.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_SOUND_ID#INT SoundId#PURPOSE: Releases a sound ID.<br/>INFO: This should be called once a sound has finished being manipulated by the script so that its SoundId can be released and re-used.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_SOUND#INT SoundId, STRING SoundName#PURPOSE: Plays back a sound with the name SoundName. More info..<br/>INFO:If the sound is to be manipulated - i.e. stopped - then a SoundId should be acquired using GET_SOUND_ID(), otherwise use -1.<br/>If this is used to play a sound for which no Pan or Speakermask is set by the sound designer, then the sound will play from the map's origin -<br/>therefore this should only be used to play frontend sounds like menu bleeps or other artificially panned effects.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FRONTEND#INT SoundId, STRING SoundName#PURPOSE: Plays back a sound frontend - at full volume, panned centrally. More info..<br/>INFO: If the sound is to be manipulated - i.e. it's a looped that needs to be stopped - then a SoundId should be acquired and used, otherwise use -1 for this parameter.<br/>If the sound has a Pan or a SpeakerMask set by the sound designer then the it will play using these settings, otherwise it will play from dead ahead (0°).<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FROM_ENTITY#INT SoundId, STRING SoundName, ENTITY_INDEX EntityIndex#PURPOSE: Plays back a sound from an entity's location - specified by an Entity_Index. <br/>INFO: The sound's position will track the entity's position as it moves. If the sound doesn't need to be stopped (or have variables passed to it) then a soundId of -1 should be used, <br/>otherwise use GET_SOUND_ID to assign the sound a SoundId.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FROM_PED#INT SoundId, STRING SoundName, PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FROM_VEHICLE#INT SoundId, STRING SoundName, VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FROM_COORD#INT SoundId, STRING SoundName, VECTOR position#PURPOSE: Plays back a sound from an absolute position.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_FIRE_SOUND_FROM_COORD#INT SoundId, VECTOR position#PURPOSE:<br/>INFO: If the sound is a one-shot (non-looping) then a soundId of -1 is usually used<br/>If the sound needs to be stopped or uses variables then use GET_SOUND_ID to assign the sound a SoundId so it can be referred to later.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_SOUND_FROM_OBJECT#INT SoundId, STRING SoundName, OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE PROC #STOP_SOUND#INT SoundId#PURPOSE: Stops a playing sound by its sound id. More info..<br/>INFO: SoundId must be specified when triggering the sound effect and must be referred to when calling STOP_SOUND. <br/>Calling STOP_SOUND on a sound that has finished playing will have no ill effects as long as the SoundId hasn't been released; attempting to stop an invalid SoundId will cause an assert.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VARIABLE_ON_SOUND#INT SoundId, STRING VariableName, FLOAT VariableValue#PURPOSE: Sets a variable on a sound. More info..<br/>INFO: This command allows a scripter to communicate with the sound engine in complex ways, <br/>by passing a floating point value to a specific sound object. This allows some nice effects such as adjusting the pitch of a sample being to be played back,<br/>or varying a lowpass cutoff. The VariableName parameter must be set up in RAVE (the audio scripting tool) as well as instruction on its usage on a case-by-case<br/>basis therefore a sound designer must be consulted with before using this command.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VARIABLE_ON_STREAM#STRING VariableName, FLOAT VariableValue#PURPOSE: Sets a variable on the current streaming sound. More info..<br/>INFO: This command allows a scripter to communicate with the sound engine in complex ways, <br/>by passing a floating point value to a specific sound object. This allows some nice effects such as adjusting the pitch of a sample being to be played back,<br/>or varying a lowpass cutoff. The VariableName parameter must be set up in RAVE (the audio scripting tool) as well as instruction on its usage on a case-by-case<br/>basis therefore a sound designer must be consulted with before using this command.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_SOUND_FINISHED#INT SoundId#PURPOSE: CHecks that a sound has finished playing. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_PED_AMBIENT_SPEECH#PED_INDEX PedIndex, STRING Context, BOOL ForcePlay = FALSE, BOOL AllowRepeat = FALSE, AMBIENT_SPEECH_VOLUME RequestedVolume = SPEECH_UNSPECIFIED, BOOL PreloadOnly = FALSE, INT PreloadTimeoutMS = 30000#PURPOSE: Plays a line of a ped's ambient dialogue. More info..<br/>INFO: <br/>PARAM NOTES: ForcePlay set to TRUE will bulldoze the line through so that it will definitely play<br/>Note that if this is set to TRUE then AllowRepeat will also be set to true.<br/>AllowRepeat set to TRUE will override the history space for the line (i.e. allow it to play even if the same line was triggered very recently).<br/>AMBIENT_SPEECH_VOLUME can be:<br/>SPEECH_UNSPECIFIED = 0,<br/>SPEECH_NORMAL, 1<br/>SPEECH_SHOUTED, 2<br/>SPEECH_FRONTEND 3<br/>PreloadOnly true causes the speech to load, but won't actually play until PLAY_PRELOADED_SPEECH is called<br/>PreloadTimeoutMS specifies in milliseconds the amount of time that preloaded speech will last before being ditched. Defaults to 30,000ms.<br/>)]]
[[sanScript(NATIVE PROC #PLAY_PED_AMBIENT_SPEECH_WITH_VOICE#PED_INDEX PedIndex, STRING Context, STRING VoiceName, BOOL ForcePlay = FALSE, BOOL AllowRepeat = FALSE, AMBIENT_SPEECH_VOLUME RequestedVolume = SPEECH_UNSPECIFIED, BOOL PreloadOnly = FALSE, INT PreloadTimeoutMS = 30000#PURPOSE: Plays a line of ambient dialogue in a different ped's voice. More info..<br/>INFO: <br/>PARAM NOTES: VoiceName is set by audio<br/>Command only affects the line called - to change all of a ped's voice use SET_AMBIENT_VOICE_NAME<br/>ForcePlay set to TRUE will bulldoze the line through so that it will definitely play<br/>Note that if this is set to TRUE then AllowRepeat will also be set to true.<br/>AllowRepeat set to TRUE will override the history space for the line (i.e. allow it to play even if the same line was triggered very recently).<br/>RequestedVolume can be set to SPEECH_SHOUTED or SPEECH_NORMAL in order to force the volume of a line of ambient dialogue.<br/>PreloadOnly true causes the speech to load, but won't actually play until PLAY_PRELOADED_SPEECH is called<br/>PreloadTimeoutMS specifies in milliseconds the amount of time that preloaded speech will last before being ditched. Defaults to 30,000ms.<br/>)]]
[[sanScript(NATIVE PROC #PLAY_PRELOADED_SPEECH#PED_INDEX PedIndex#PURPOSE: Triggers speech preloaded using PLAY_PED_AMBIENT_SPEECH() with PreloadOnly==TRUE. Use STOP_PED_SPEAKING to cancel preloaded speech.<br/>INFO: <br/>)]]
[[sanScript(NATIVE PROC #STOP_PED_SPEAKING#PED_INDEX PedIndex, BOOL Enable#PURPOSE:Stops a ped from saying any of their ambient dialogue. More info..<br/>INFO: This doesn't stop a piece of dialogue that has been triggered.<br/>This stops the ability to force ambient dialogue if set to true - however setting it to false, then triggering a context, then setting it to true again will allow this.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AMBIENT_SPEECH_DISABLED#PED_INDEX PedIndex#PURPOSE: Checks if ambient speech for ped has been disabled. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_AMBIENT_VOICE_NAME#PED_INDEX PedIndex, STRING VoiceName#PURPOSE: Sets a ped to use a specific voice different to the one associated with their model. More info..<br/>INFO: VoiceName specified by Audio <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_VOICE_FULL#PED_INDEX PedIndex#PURPOSE: Sets a ped has a full range of <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VOICE_ID_FROM_HEAD_COMPONENT#PED_INDEX PedIndex, INT iPedComponent, BOOL bMale#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_CURRENT_PLAYING_AMBIENT_SPEECH#PED_INDEX PedIndex#PURPOSE: Stops curretly playing ambient speech.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AMBIENT_SPEECH_PLAYING#PED_INDEX PedIndex#PURPOSE: Checks if ambient speech is currently playing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCRIPTED_SPEECH_PLAYING#PED_INDEX PedIndex#PURPOSE:Checks if scripted speech is currently playing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ANY_SPEECH_PLAYING#PED_INDEX PedIndex#PURPOSE: Checks if any type of speech is playing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_IS_DRUNK#PED_INDEX PedIndex, BOOL IsDrunk#PURPOSE: Sets the ped so they sound drunk<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_IS_BLIND_RAGING#PED_INDEX PedIndex, BOOL IsBlindRaging#PURPOSE: Sets the ped to sound angry. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_PED_AUDIO_EVENT_ANIM#PED_INDEX PedIndex, STRING AudioEvent#PURPOSE: Plays a sounds usually triggered by an anim on a ped. More info..<br/>INFO: Use an AudioEvent of PAIN_LOW or PAIN_HIGH for minor or major pain sounds on the ped. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MOBILE_PHONE_RADIO_ACTIVE##PURPOSE: CHekcs if the moblie phone radio is active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MOBILE_PHONE_RADIO_STATE#BOOL IsActive#PURPOSE: Sets if the phone radio is active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PLAYER_RADIO_STATION_INDEX##PURPOSE: Gets the index of the current players radio station<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_PLAYER_RADIO_STATION_NAME##PURPOSE: Gets the name the players radio station.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_RADIO_RETUNING##PURPOSE: Checks if the radio is tuning to a station<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_RETUNE_UP##PURPOSE: Sets the radio to tune up<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_RETUNE_DOWN##PURPOSE: Sets the radio to tune down<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_TO_STATION_NAME#STRING RadioStationName#PURPOSE: Sets the radio station to a specific station. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_USER_RADIO_CONTROL_ENABLED#BOOL enabled#PURPOSE: Enables/disables user control over radio - retuning etc<br/>INFO: Scripts can call this safely without worrying about conflicts with other scripts - calls can be<br/>nested, and if any system wants radio control disabled then it will be. This does mean that scripts<br/>must ensure they only call this function when their state changes, and not every frame<br/>PARAM NOTES: When called with enabled=false user control over radio retunes will be inhibited. Call with enabled=true<br/>to re-enable.<br/>)]]
[[sanScript(NATIVE PROC #UNLOCK_MISSION_NEWS_STORY#INT newsStoryId#PURPOSE: Sets a news story to be played a specific time<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FRONTEND_RADIO_ACTIVE#BOOL bActive#PURPOSE: Allows radio to be playesd in the frontend.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNLOCK_LAZLOW_STATION##PURPOSE: Unlock the lazlow radio station.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_AUDIBLE_MUSIC_TRACK_TEXT_ID##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_RADIO_TRACK_TAGGED#INT TrackId#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_TO_STATION_INDEX#INT radioStationIndex#PURPOSE: Sets the radio statiton to <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TAXI_GARAGE_RADIO_STATE#BOOL enabled#PURPOSE: Sets the radio in the garage on or off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_RADIO_LOUD#VEHICLE_INDEX vehIndex, BOOL loud#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MOBILE_RADIO_ENABLED_DURING_GAMEPLAY#BOOL enabled#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FREEZE_RADIO_STATION#STRING RadioStationName#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNFREEZE_RADIO_STATION#STRING RadioStationName#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_INITIAL_PLAYER_STATION#STRING RadioStationName#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_TRACK#STRING RadioStationName, STRING TrackListName, INT Category, INT Index#PURPOSE: Sets a <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SKIP_RADIO_FORWARD##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CUTSCENE_AUDIO_TIME_MS##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_END_CREDITS_MUSIC#BOOL bActive#PURPOSE: Sets the end of credits to play.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_END_CREDITS_FADE_ACTIVE#BOOL bActive#PURPOSE: Sets the end of credits fade<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GAME_IN_CONTROL_OF_MUSIC##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_POLICE_REPORT#STRING ReportName#PURPOSE: Plays a police report.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_POLICE_SCANNER_ACTIVE#BOOL bActive#PURPOSE: Sets <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_VIGILANTE_CRIME#INT Crime, VECTOR Position#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOAD_STREAM#STRING streamName#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOAD_STREAM_WITH_START_OFFSET#STRING streamName, INT startOffset#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_STREAM_FRONTEND##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_STREAM_FROM_PED#PED_INDEX PedIndex#PURPOSE: Plays a preloaded stream back from a specified ped. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_STREAM_FROM_OBJECT#OBJECT_INDEX ObjectIndex#PURPOSE: Plays a preloaded stream back from a specified object. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_STREAM##PURPOSE: Stops a stream that is being played by the script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CHASE_AUDIO#BOOL Enable#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEWORLD_AUDIO_MUTE#BOOL Mute#PURPOSE: Mutes the game world audio<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIO_POSITION_AUDIO_MUTE#BOOL Mute#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEWORLD_AND_POSITIONED_RADIO_FOR_TV_MUTE#BOOL Mute#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CONVERSATIONS_PERSIST#BOOL AllowUpsideDown, BOOL AllowOnFire#PURPOSE:Set vehicles conversations carry on even if the vehicle is on fire or upsidedown.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_AUDIO_ROLLOFF#VEHICLE_INDEX VehicleIndex, FLOAT Rolloff#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SIREN_WITH_NO_DRIVER#VEHICLE_INDEX VehicleIndex, BOOL SirenFlag#PURPOSE: Plays the siren audio without a driver in a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GPS_ACTIVE#BOOL DisableGps#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_MISSION_COMPLETE_AUDIO#INT MissionCompleteId = 1#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MISSION_COMPLETE_PLAYING##PURPOSE: Checks if the mission complete audio is playing<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROMANS_MOOD#ROMANS_MOOD Mood#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BRIANS_MOOD#BRIANS_MOOD Mood#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_LOBBY_MUTE_OVERRIDE#BOOL OverrideMute#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_AUDIO_SCENE#STRING SceneName#PURPOSE: Starts the named dynamic mixing scene<br/>INFO:<br/>PARAM NOTES: name of the scene<br/>)]]
[[sanScript(NATIVE PROC #STOP_AUDIO_SCENE#STRING SceneName#PURPOSE: stops the named mixing scene (which was previousl started by this script)<br/>INFO:<br/>PARAM NOTES: name of the scene<br/>)]]
[[sanScript(NATIVE FUNC BOOL #AUDIO_SCENE_TRANSITION#STRING SceneName, STRING TransitionName#PURPOSE: returns true if the transition is complete on this attempt<br/>INFO:<br/>PARAM NOTES: triggers a transition on the named scene<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AUDIO_SCENE_ACTIVE#STRING SceneName#PURPOSE: returns true if the script is already running the named scene, false if not<br/>INFO:<br/>PARAM NOTES: name of the scene<br/>)]]
[[sanScript(NATIVE PROC #SET_AUDIO_SCENE_VARIABLE#STRING SceneName, STRING VariableName, FLOAT Value#PURPOSE: set the value of a named scene-scoped variable <br/>INFO:<br/>PARAM NOTES: name of the scene, name of the variable to change/add, values to set the variable to<br/>)]]
[[sanScript(NATIVE PROC #SET_AUDIO_SCRIPT_VARIABLE#STRING VariableName, FLOAT Value#PURPOSE: set the value of a script-scoped variable<br/>INFO:<br/>PARAM NOTES: name of the variable to change/add, value to set the variable to<br/>)]]
[[sanScript(NATIVE PROC #ADD_ENTITY_TO_AUDIO_MIX_GROUP#ENTITY_INDEX EntityIndex, STRING groupName#PURPOSE: adds an entity to the named mix group so that it's sounds can be dynamically mixed. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ENTITY_FROM_AUDIO_MIX_GROUP#ENTITY_INDEX EntityIndex #PURPOSE: removes an entity fom its current mix group. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_PED_TO_AUDIO_MIX_GROUP#PED_INDEX PedIndex, STRING groupName#)]]
[[sanScript(NATIVE PROC #REMOVE_PED_FROM_AUDIO_MIX_GROUP#PED_INDEX PedIndex #)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_TO_AUDIO_MIX_GROUP#VEHICLE_INDEX VehicleIndex, STRING groupName#)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_FROM_AUDIO_MIX_GROUP#VEHICLE_INDEX VehicleIndex #)]]
[[sanScript(NATIVE PROC #ADD_OBJECT_TO_AUDIO_MIX_GROUP#OBJECT_INDEX ObjectIndex, STRING groupName #)]]
[[sanScript(NATIVE PROC #REMOVE_OBJECT_FROM_AUDIO_MIX_GROUP#OBJECT_INDEX ObjectIndex #)]]
[[sanScript(NATIVE PROC #PLAY_MUSIC##PURPOSE: Turns on music playback - enables track/mood selection<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_MUSIC##PURPOSE: Turns off music playback - disables track/mood selection. Fades out before disabling.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_TRACK#STRING Track#PURPOSE: Requests playback of a specific track - takes priority over AI/debug. This will fade out the old track first.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_TRACK##PURPOSE: Won't stop playback of the currently requested track, but will allow AI/debug to take priority over future changes.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MOOD#STRING Mood#PURPOSE: Sets the mood - this will take priority over AI/debug.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_MOOD##PURPOSE: Won't instantly change the mood, but will allow AI/debug to take priority over future changes.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
== commands_brains ==
[[sanScript(NATIVE PROC #ADD_SCRIPT_TO_RANDOM_PED#STRING pScriptName, MODEL_NAMES PedModelHashKey, INT PercentageChance, BOOL bScenarioPedsOnly#PURPOSE: Associates a script brain with a certain ped model. More info..<br/>INFO:<br/>PARAM NOTES: PercentageChance should be between 0 and 100. It determines the chance of a new ped with the model getting a brain. <br/>Set bScenarioPedsOnly to TRUE if you only want the brain to be given to peds created as scenario peds.<br/>)]]
[[sanScript(NATIVE PROC #ADD_SCRIPT_TO_OBJECT#STRING pScriptName, MODEL_NAMES ObjectModelHashKey, INT PercentageChance, FLOAT fActivationRange, INT ObjectGroupingID#PURPOSE: Associates a script brain with a certain object model. More info..<br/>INFO: <br/>PARAM NOTES: Pass in -1 to ignore the object grouping.<br/>)]]
[[sanScript(NATIVE PROC #ADD_NETWORKED_SCRIPT_TO_OBJECT#STRING pScriptName, MODEL_NAMES ObjectModelHashKey, INT PercentageChance, FLOAT fActivationRange, INT ObjectGroupingID, BOOL bSafeForNetworkGame# PURPOSE: Does exactly the same as ADD_SCRIPT_TO_OBJECT but takes an extra flag to say whether the brain can also run in network games<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE#OBJECT_INDEX ObjectIndex#PURPOSE: Checks that script brain is with a specific range of the player.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_WORLD_POINT_SCRIPT_BRAIN#STRING pScriptName, FLOAT fActivationRange#PURPOSE: Registers a point in a world script point. More info..<br/>INFO:This command gives a label to a brain script. The label is used by the artist when placing a 2d effect to launch the brain script. <br/>The SCRIPT line in the brain script should read a structure called coords_struct (defined in brains.sch) in the same way as an object brain script expects an OBJECT_INDEX.<br/>This structure currently contains up to 3 sets of coordinates. It always has at least one coord which gives the world position around which the brain is centred.<br/>For simplicity BrainLabel has been removed so that the name the artits give the 2deffect needs to match the filename of the script.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_NETWORKED_WORLD_POINT_SCRIPT_BRAIN#STRING pScriptName, FLOAT fActivationRange, BOOL bSafeForNetworkGame# PURPOSE: Does exactly the same as REGISTER_WORLD_POINT_SCRIPT_BRAIN but takes an extra flag to say whether the brain can also run in network games<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_WORLD_POINT_WITHIN_BRAIN_ACTIVATION_RANGE##PURPOSE: Checks if the world point is out of activation range of the player called within the brain script. More info.. <br/>INFO: You should call this command within all brain scripts attached to world points.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REACTIVATE_ALL_WORLD_BRAINS_THAT_ARE_WAITING_TILL_OUT_OF_RANGE##PURPOSE: This command was added to help with debugging the brain scripts. All world point brains that are waiting for the player <br/>to move out of range will be immediately set back to the active state.<br/>)]]
[[sanScript(NATIVE PROC #REACTIVATE_ALL_OBJECT_BRAINS_THAT_ARE_WAITING_TILL_OUT_OF_RANGE##PURPOSE: This command was added to help with debugging the brain scripts. All object brains that are waiting for the player <br/>to move out of range will be immediately set back to the active state.<br/>)]]
[[sanScript(NATIVE PROC #DEBUG_APPLY_SCRIPT_BRAIN_ON_OBJECT#OBJECT_INDEX ObjectIndex#PURPOSE:<br/>INFO: Call this in dev builds to activate any relevant object scripts on an object created through script.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_SCRIPT_BRAIN_FOR_SCENARIO_PEDS#STRING pScriptName, STRING pScenarioName, INT PercentageChance, FLOAT fActivationRange, BOOL bSafeForNetworkGame#INFO: Associate a script brain with the peds created for a certain type of scenario. The scenario task will control the ped until the player<br/>enters the activation range, at which point the script brain will stream in and launch.<br/>PARAM NOTES: pScenarioName - The scenario names can be found in X:\gta5\build\dev\common\data\scenarios.xml e.g. <Name>SEAT_BENCH</Name><br/>bSafeForNetworkGame - Always set this to FALSE for now<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCENARIO_PED_WITHIN_BRAIN_ACTIVATION_RANGE#PED_INDEX PedIndex, FLOAT fRangeExtension#INFO: Call this within the script brain for a scenario ped to check that the player is still within the <br/>activation range of the scenario ped<br/>PARAM NOTES: You can use fRangeExtension to add a small amount to the distance. This prevents the script from <br/>terminating then immediately relaunching if the player is just on the border of the activation range.<br/>)]]
[[sanScript(NATIVE PROC #DONT_RETRIGGER_BRAIN_FOR_THIS_SCENARIO_PED#PED_INDEX PedIndex#INFO: Call this within the script brain for a scenario ped to specify that you don't want the brain <br/>to be retriggered for that ped if the current script ends and the player then re-enters the activation area<br/>)]]
== commands_camera ==
[[sanScript(NATIVE PROC #RENDER_SCRIPT_CAMS#BOOL bSetActive, BOOL DoGameCamInterp, INT Duration = DEFAULT_INTERP_TO_FROM_GAME#PURPOSE: Tells the game that the script wants to render camera. More Info.. <br/>INFO: The script must have created a camera that the game can render too.<br/>PARAM NOTES:DoGameCamInterp: Sets if the it interps from the game to script.<br/>Duration: Interp time from<br/>)]]
[[sanScript(NATIVE FUNC CAMERA_INDEX #CREATE_CAM_WITH_PARAMS#STRING CameraName, Vector vecPos, VECTOR vecRot, FLOAT FOV = 65.0, BOOL StartActivated = FALSE #PURPOSE: Create a camera with its param of a given name. More info..<br/>INFO:<br/>PARAM NOTES: Valid camera names are as follows:<br/>DEFAULT_SCRIPTED_CAMERA<br/>DEFAULT_SPLINE_CAMERA<br/>DEFAULT_ANIMATED_CAMERA<br/>StartActivated sets if the camera starts acive<br/>)]]
[[sanScript(NATIVE FUNC CAMERA_INDEX #CREATE_CAM#STRING CameraName, BOOL StartActivated = FALSE #PURPOSE: Create a camera of a given name. More info..<br/>INFO:<br/>PARAM NOTES: Valid camera names are as follows:<br/>DEFAULT_SCRIPTED_CAMERA<br/>DEFAULT_SPLINE_CAMERA<br/>DEFAULT_ANIMATED_CAMERA<br/>DEFAULT_TRANSITION_CAMERA<br/>StartActivated sets if the camera starts acive<br/>)]]
[[sanScript(NATIVE PROC #DESTROY_CAM#CAMERA_INDEX CameraIndex#PURPOSE: Destroy one of the camera you have created.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DESTROY_ALL_CAMS##PURPOSE: Destroy ALL cameras under the script control in the game.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_CAM_EXIST#CAMERA_INDEX CameraIndex#PURPOSE: Does this camera still exist.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ACTIVE#CAMERA_INDEX CameraIndex, BOOL bActiveState#PURPOSE: Sets a camera to be active and rendering, last cam set to active renders to the game.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_ACTIVE#CAMERA_INDEX CameraIndex#PURPOSE: Checks that a camera is active. More info..<br/>INFO: Note this mat reurn true but does not mean its rendering to the game screen<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_RENDERING#CAMERA_INDEX CamIndex#PURPOSE: Checks if the current cam is rendering to the game<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC CAMERA_INDEX #GET_RENDERING_CAM##PURPOSE: Gets the index of the cam currently rendering to the game screen.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_CAM_COORD#CAMERA_INDEX CameraIndex #PURPOSE: Get the camera's position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_CAM_ROT#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's rotation in Euler angles (in degrees.) <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_FOV#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's field of view (in degrees.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_NEAR_CLIP#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's near clip distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_FAR_CLIP#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's far clip distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_NEAR_DOF#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's near depth of field distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_FAR_DOF#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's far depth of field distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_MOTION_BLUR_STRENGTH#CAMERA_INDEX CameraIndex#PURPOSE: Get the camera's motion blur strength (0.0 to 1.0)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_PARAMS#CAMERA_INDEX CameraIndex, VECTOR vPos, VECTOR vRot, FLOAT FOV, INT Duration = 0, CAMERA_GRAPH_TYPE GraphTypePos = GRAPH_TYPE_SIN_ACCEL_DECEL, CAMERA_GRAPH_TYPE GraphTypeRot = GRAPH_TYPE_SIN_ACCEL_DECEL#PURPOSE: Sets the camera's position, rotation and field of view. More info<br/>INFO: <br/>PARAM NOTES: If duration is set > 0 the camera will interp to the specified settings.<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_COORD#CAMERA_INDEX CameraIndex, VECTOR VecNewCoors #PURPOSE: Set the camera's position.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ROT#CAMERA_INDEX CameraIndex, VECTOR VecNewRot#PURPOSE: Set the camera's rotation in Euler angles (in degrees.) <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_FOV#CAMERA_INDEX CameraIndex, FLOAT FOV#PURPOSE: Set the camera's field of view (in degrees.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_NEAR_CLIP#CAMERA_INDEX CameraIndex, FLOAT NearClip#PURPOSE: Set the camera's near clip distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_FAR_CLIP#CAMERA_INDEX CameraIndex, FLOAT FarClip#PURPOSE: Set the camera's far clip distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_NEAR_DOF#CAMERA_INDEX CameraIndex, FLOAT NearDof#PURPOSE: Set the camera's near depth of field distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_FAR_DOF#CAMERA_INDEX CameraIndex, FLOAT FarDof#PURPOSE: Set the camera's far depth of field distance (in m.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_MOTION_BLUR_STRENGTH#CAMERA_INDEX CameraIndex, FLOAT Strength#PURPOSE: Set the camera's motion blur strength (0 to 1.)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_TO_ENTITY#CAMERA_INDEX CameraIndex, ENTITY_INDEX EntityIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#PURPOSE: Attaches a camera to an entity.<br/>INFO: <br/>PARAM NOTES: EntityIndex: The index of the entity to attach the camera to.<br/>vecOffset: An additional offset to be applied from the attach position.<br/>bOffsetIsRelative: If true, vecOffset is applied relative to the orientation of the attached entity, rather than in world-space.<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_TO_PED#CAMERA_INDEX CameraIndex, PED_INDEX PedIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_TO_PED_BONE#CAMERA_INDEX CameraIndex, PED_INDEX PedIndex, PED_BONETAG BoneTag, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#PURPOSE: Attaches a camera to a ped's bone.<br/>INFO: <br/>PARAM NOTES: PedIndex: The index of the ped to attach the camera to.<br/>BoneTag: The tag of the ped bone to attach to. See the definition of PED_BONETAG for further information.<br/>vecOffset: An additional offset to be applied from the attach position.<br/>bOffsetIsRelative: If true, vecOffset is applied relative to the orientation of the attached ped (not the bone), rather than in world-space.<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_TO_VEHICLE#CAMERA_INDEX CameraIndex, VEHICLE_INDEX VehicleIndex,VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_TO_OBJECT#CAMERA_INDEX CameraIndex, OBJECT_INDEX ObjectIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #DETACH_CAM#CAMERA_INDEX CameraIndex#PURPOSE: Detaches the camera from an entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_INHERIT_ROLL_VEHICLE#CAMERA_INDEX CameraIndex, VEHICLE_INDEX VehicleIndex#PURPOSE: Set the camera roll to be relative to a target of type vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_INHERIT_ROLL_OBJECT#CAMERA_INDEX CameraIndex, OBJECT_INDEX ObjectIndex#PURPOSE: Set the camera roll to be relative to a target of type object.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_COORD#CAMERA_INDEX CameraIndex, VECTOR VecCoors #PURPOSE: Sets the look target position.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_ENTITY#CAMERA_INDEX CameraIndex, ENTITY_INDEX EntityIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#PURPOSE: Points the camera at an entity.<br/>INFO: <br/>PARAM NOTES: EntityIndex: The index of the entity to point the camera at.<br/>vecOffset: An additional offset to be applied from the look-at position.<br/>bOffsetIsRelative: If true, vecOffset is applied relative to the orientation of the entity being pointed at, rather than in world-space.<br/>)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_PED#CAMERA_INDEX CameraIndex, PED_INDEX PedIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_PED_BONE#CAMERA_INDEX CameraIndex, PED_INDEX PedIndex, PED_BONETAG BoneTag, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#PURPOSE: Points the camera at a ped's bone.<br/>INFO: <br/>PARAM NOTES: PedIndex: The index of the ped to point the camera at.<br/>BoneTag: The tag of the ped bone to point at. See the definition of PED_BONETAG for further information.<br/>vecOffset: An additional offset to be applied from the look-at position.<br/>bOffsetIsRelative: If true, vecOffset is applied relative to the orientation of the ped being pointed at (not the bone), rather than in world-space.<br/>)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_VEHICLE# CAMERA_INDEX CameraIndex, VEHICLE_INDEX VehicleIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #POINT_CAM_AT_OBJECT#CAMERA_INDEX CameraIndex, OBJECT_INDEX ObjectIndex, VECTOR vecOffset, BOOL bOffsetIsRelative = TRUE#)]]
[[sanScript(NATIVE PROC #STOP_CAM_POINTING#CAMERA_INDEX CameraIndex#PURPOSE: Stops the cameras pointing at an entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC CAMERA_INDEX #GET_DEBUG_CAM##PURPOSE: Will give you a reference to the debug free camera.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DEBUG_CAM_ACTIVE#BOOL bActiveState, BOOL bShouldIgnoreDebugPadCameraToggle = FALSE#PURPOSE: Activates and deactivates the debug free camera, with optional support for disabling the free camera toggle input of the debug pad.<br/>INFO: <br/>PARAM NOTES: bActiveState: If true, the debug free camera is activated, otherwise the camera is deactivated.<br/>bShouldIgnoreDebugPadCameraToggle: If true and bActiveState is also true, the debug pad input for toggling the free camera will be ignored, preventing the camera from being deactivated using the pad.<br/>)]]
[[sanScript(NATIVE PROC #ADD_CAM_SPLINE_NODE#CAMERA_INDEX CameraIndex, VECTOR vPos, VECTOR vRot, INT iDuration, CAM_SPLINE_NODE_FLAGS Flags = DEFAULT_CAM_SPLINE_NODE_FLAGS#PURPOSE: Appends a simple node on to a spline camera.<br/>INFO: <br/>PARAM NOTES: vPos: The position of the node in world-space.<br/>vRot: The rotation/orientation of the node in Euler angles (in degrees.)<br/>iDuration: The time taken to transition from the previous node to this node, in milliseconds.<br/>Flags: Defines custom options to be applied to this node. See definition of CAM_SPLINE_NODE_FLAGS for more info.<br/>)]]
[[sanScript(NATIVE PROC #ADD_CAM_SPLINE_NODE_USING_CAMERA_FRAME#CAMERA_INDEX CameraIndex, CAMERA_INDEX SourceCameraIndex, INT iDuration, CAM_SPLINE_NODE_FLAGS Flags = DEFAULT_CAM_SPLINE_NODE_FLAGS#PURPOSE: Appends a full node on to a spline camera. The frame parameters of this new node are cloned from an existing scripted camera.<br/>INFO: <br/>PARAM NOTES: SourceCameraIndex: The source scripted camera from which the frame parameters will be cloned for use by this node.<br/>iDuration: The time taken to transition from the previous node to this node, in milliseconds.<br/>Flags: Defines custom options to be applied to this node. See definition of CAM_SPLINE_NODE_FLAGS for more info.<br/>)]]
[[sanScript(NATIVE PROC #ADD_CAM_SPLINE_NODE_USING_CAMERA#CAMERA_INDEX CameraIndex, CAMERA_INDEX SourceCameraIndex, INT iDuration, CAM_SPLINE_NODE_FLAGS Flags = DEFAULT_CAM_SPLINE_NODE_FLAGS#PURPOSE: Appends a full node on to a spline camera. The frame parameters of this new node are cloned from an existing scripted camera.<br/>INFO: <br/>PARAM NOTES: SourceCameraIndex: The source scripted camera which is used as the node of a spline to be played back by the spline cam.<br/>iDuration: The time taken to transition from the previous node to this node, in milliseconds.<br/>Flags: Defines custom options to be applied to this node. See definition of CAM_SPLINE_NODE_FLAGS for more info.<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ACTIVE_WITH_INTERP#CAMERA_INDEX DestinationCam, CAMERA_INDEX OriginCam, INT Duration, CAMERA_GRAPH_TYPE GraphTypePos = GRAPH_TYPE_SIN_ACCEL_DECEL, CAMERA_GRAPH_TYPE GraphTypeRot = GRAPH_TYPE_SIN_ACCEL_DECEL#PURPOSE:Sets a cam active which will interpolated too. More info..<br/>INFO: <br/>PARAM NOTES: DestinationCam: This cam that will be interpolated to.<br/>OriginCam: This is the cam that will be interpolted from.<br/>Duration: The time of the tinterp in milli seconds.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_INTERPOLATING#CAMERA_INDEX CameraIndex#PURPOSE: Is the specified camera interpolating from another camera or from an old set of parameters?<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SHAKE_CAM#CAMERA_INDEX CameraIndex, STRING ShakeName, FLOAT fAmplitudeScalar = 1.0#PURPOSE: Apply a predefined shake to the camera.<br/>INFO:<br/>PARAM NOTES: Valid shake names are as follows:<br/>SMALL_EXPLOSION_SHAKE<br/>MEDIUM_EXPLOSION_SHAKE<br/>LARGE_EXPLOSION_SHAKE<br/>HAND_SHAKE<br/>JOLT_SHAKE<br/>VIBRATE_SHAKE<br/>WOBBLY_SHAKE<br/>fAmplitudeScalar: Can be used to increase or decrease the amplitude of the shake effect.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_SHAKING#CAMERA_INDEX CameraIndex#PURPOSE: Is the specified camera currently shaking?<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_SHAKE_AMPLITUDE#CAMERA_INDEX CameraIndex, FLOAT fAmplitudeScalar = 1.0#PURPOSE: Sets the overall amplitude scaling for an active camera shake.<br/>INFO:<br/>PARAM NOTES: fAmplitudeScalar: Can be used to increase or decrease the amplitude of the shake effect.<br/>)]]
[[sanScript(NATIVE PROC #STOP_CAM_SHAKING#CAMERA_INDEX CameraIndex, BOOL bStopImmediately = FALSE#PURPOSE: Stop the camera shaking.<br/>INFO:<br/>PARAM NOTES: bStopImmediately: If TRUE, the shake will stop immediately, otherwise it will enter its release phase and fade out.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_CAM_ANIM#CAMERA_INDEX CameraIndex, STRING AnimName, STRING AnimDictName, VECTOR vOriginPosition, VECTOR vOriginRotation, CAM_ANIMATION_FLAGS AnimFlags = CAF_DEFAULT #PURPOSE: Play a camera animation on the specified camera. Note that the animation must already be loaded prior to calling this command. More info..<br/>INFO:<br/>PARAM NOTES: CameraIndex: The camera to be animated. Note that this camera must have been created using the name: DEFAULT_ANIMATED_CAMERA.<br/>AnimName: The name of the animation to be played on the camera.<br/>AnimDictName: The name of the animation dictionary containing the animation to be played on the camera.<br/>vOriginPosition - The position of the origin in world coordinates to playback the anim from. Any local scene origin/offset specified in the animation clip will be applied in addition to this.<br/>vOriginRotation - The rotation of the origin in degrees (<< pitch, roll, heading >>) to playback the anim from. Any local scene origin/offset specified in the animation clip will be applied in addition to this.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_SYNCHRONIZED_CAM_ANIM#CAMERA_INDEX CameraIndex, INT SceneId, STRING AnimName, STRING AnimDictName#PURPOSE: Play a camera animation on the specified camera, attached to the specified synchronized scene. Note that the animation must already be loaded prior to calling this command. More info..<br/>INFO:<br/>PARAM NOTES: CameraIndex: The camera to be animated. Note that this camera must have been created using the name: DEFAULT_ANIMATED_CAMERA.<br/>SceneIndex: The Id of the synchronised scene to attach this camera to - see CREATE_SYNCHRONIZED_SCENE<br/>AnimName: The name of the animation to be played on the camera.<br/>AnimDictName: The name of the animation dictionary containing the animation to be played on the camera.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_PLAYING_ANIM#CAMERA_INDEX CameraIndex, STRING AnimName, STRING AnimDictName#PURPOSE: Returns TRUE if the camera is currently playing the specified animation. More info..<br/>INFO:<br/>PARAM NOTES: CameraIndex: The camera to be queried. Note that this camera must have been created using the name: DEFAULT_ANIMATED_CAMERA.<br/>AnimName: The name of the animation to be queried on the camera.<br/>AnimDictName: The name of the animation dictionary containing the animation to be queried on the camera.<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ANIM_CURRENT_PHASE#CAMERA_INDEX CameraIndex, FLOAT fPhase#PURPOSE: Sets the phase of the animation that is currently playing on the specified camera. More info..<br/>INFO:<br/>PARAM NOTES: CameraIndex: The camera to be queried. Note that this camera must have been created using the name: DEFAULT_ANIMATED_CAMERA.<br/>fPhase: The phase to be assigned to the active animation on the specified camera.<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_ANIM_CURRENT_PHASE#CAMERA_INDEX CameraIndex#PURPOSE: Returns the phase of the animation that is currently playing on the specified camera. More info..<br/>INFO:<br/>PARAM NOTES: CameraIndex: The camera to be queried. Note that this camera must have been created using the name: DEFAULT_ANIMATED_CAMERA.<br/>)]]
[[sanScript(NATIVE PROC #DO_SCREEN_FADE_IN#INT time#PURPOSE: Fade in the main viewport with fade FROM black. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DO_SCREEN_FADE_OUT#INT time #PURPOSE: Fade OUT the main viewport with fade TO black. More info<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCREEN_FADED_OUT##PURPOSE: Has the screen faded out<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCREEN_FADED_IN##PURPOSE: Has the screen faded in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCREEN_FADING_IN##PURPOSE: Is the screen fading IN ( getting clearer )<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SCREEN_FADING_OUT##PURPOSE: Is the screen fading OUT ( getting darker )<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WIDESCREEN_BORDERS#BOOL bSet, INT Duration #PURPOSE: Requests to display borders that make the screen look widescreen OR wider in running on a widescreen telly. More info..<br/>INFO: Along with this hud scrolls off etc... to give a clean screen<br/>PARAM NOTES: Duration: The time taken for the borders to appear 0 is instant.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_WIDESCREEN_BORDERS_ACTIVE##PURPOSE: Are the widescreen borders still visible on the screen. More info..<br/>INFO: set via SET_WIDESCREEN_BORDERS<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_GAMEPLAY_CAM_RELATIVE_HEADING##PURPOSE: Gets the gameplay camera's heading relative to the target entity (ped or vehicle.)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_RELATIVE_HEADING#FLOAT heading = 0.0#PURPOSE: Sets the gameplay camera's heading relative to the target entity (ped or vehicle.)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_GAMEPLAY_CAM_RELATIVE_PITCH##PURPOSE: Gets the gameplay camera's pitch relative to the target entity (ped or vehicle.)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_RELATIVE_PITCH#FLOAT pitch = 0.0, FLOAT smoothRate = 1.0#PURPOSE: Sets the gameplay camera's pitch relative to the target entity (ped or vehicle.)<br/>INFO:<br/>PARAM NOTES: pitch: The relative pitch to set, in degrees.<br/>smoothRate: The rate at which the relative pitch should be attained. 1.0 is instant, 0.0 is infinite.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SPHERE_VISIBLE#VECTOR VecCoors,FLOAT radius#PURPOSE: Is this sphere visible in this viewport.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_GAMEPLAY_CAM_COORD##PURPOSE: Gets the game play cams pos.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_GAMEPLAY_CAM_ROT##PURPOSE: Gets the game play cams rotation.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_GAMEPLAY_CAM_FOV##PURPOSE: Gets the game play cams field of view<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_MOTION_BLUR_SCALING_THIS_UPDATE#FLOAT scaling#PURPOSE: Sets the script-controlled motion blur scaling to be applied within the active gameplay camera this update (only.) Note that this command must be called every update that scaling is required, as this parameter automatically resets for safety.<br/>INFO: <br/>PARAM NOTES: scaling: The scaling factor to be applied to the current motion blur strength, with a value of 1.0 resulting in no change.<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_MAX_MOTION_BLUR_STRENGTH_THIS_UPDATE#FLOAT maxStrength#PURPOSE: Sets the script-controlled maximum motion blur strength to be applied within the active gameplay camera this update (only.) Note that this command must be called every update that limiting is required, as this parameter automatically resets for safety.<br/>INFO: <br/>PARAM NOTES: maxStrength: The maximum motion blur strength to be applied. This value is clamped to the valid range of 0.0 to 1.0 in code.<br/>)]]
[[sanScript(NATIVE PROC #SHAKE_GAMEPLAY_CAM#STRING ShakeName, FLOAT fAmplitudeScalar = 1.0#PURPOSE: Apply a predefined shake to the gameplay camera.<br/>INFO:<br/>PARAM NOTES: Valid shake names are as follows:<br/>SMALL_EXPLOSION_SHAKE<br/>MEDIUM_EXPLOSION_SHAKE<br/>LARGE_EXPLOSION_SHAKE<br/>HAND_SHAKE<br/>JOLT_SHAKE<br/>VIBRATE_SHAKE<br/>WOBBLY_SHAKE<br/>fAmplitudeScalar: Can be used to increase or decrease the amplitude of the shake effect.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GAMEPLAY_CAM_SHAKING##PURPOSE: Is the gameplay camera currently shaking?<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_SHAKE_AMPLITUDE#FLOAT fAmplitudeScalar = 1.0#PURPOSE: Sets the overall amplitude scaling for an active gameplay camera shake.<br/>INFO:<br/>PARAM NOTES: fAmplitudeScalar: Can be used to increase or decrease the amplitude of the shake effect.<br/>)]]
[[sanScript(NATIVE PROC #STOP_GAMEPLAY_CAM_SHAKING#BOOL bStopImmediately = FALSE#PURPOSE: Stop the gameplay camera shaking.<br/>INFO:<br/>PARAM NOTES: bStopImmediately: If TRUE, the shake will stop immediately, otherwise it will enter its release phase and fade out.<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_CAM_FOLLOW_PED_THIS_UPDATE#PED_INDEX PedIndex#PURPOSE: Sets a custom ped to be followed/attached-to by the active gameplay camera this update (only.) Note that this command must be called every update that a custom follow ped is required, as this parameter automatically resets for safety.<br/>INFO: <br/>PARAM NOTES: PedIndex: The index of the ped to be followed.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_FOLLOW_PED_CAM_ACTIVE##PURPOSE: Returns true if a follow-ped camera is active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_ZOOM_LEVEL #GET_FOLLOW_PED_CAM_ZOOM_LEVEL##PURPOSE: Gets the global zoom level used by all follow-ped and ped-aim cameras<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FOLLOW_PED_CAM_ZOOM_LEVEL#PED_ZOOM_LEVEL ZoomLevel#PURPOSE: Sets the global zoom level used by all follow-ped and ped-aim cameras.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_FOLLOW_VEHICLE_CAM_ACTIVE##PURPOSE: Returns true if a follow-vehicle camera is active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_ZOOM_LEVEL #GET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL##PURPOSE: Gets the global zoom level used by all follow-vehicle and vehicle-aim cameras.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FOLLOW_VEHICLE_CAM_ZOOM_LEVEL#VEHICLE_ZOOM_LEVEL ZoomLevel#PURPOSE: Sets the global zoom level used by all follow-vehicle and vehicle-aim cameras.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AIM_CAM_ACTIVE##PURPOSE: Returns true if an aim camera is active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_COORD_HINT#VECTOR vCoord, INT iDwellTime = DEFAULT_DWELL_TIME, INT iInterpTo = DEFAULT_INTERP_IN_TIME, INT iInterpFrom = DEFAULT_INTERP_OUT_TIME#PURPOSE: Sets the gameplay to hint a coord.<br/>INFO: <br/>PARAM NOTES: iDwellTime = how long cam looks at the entity.<br/>iInterpTo: How long the interp to the hint is<br/>iInterpFrom: How long the interp is from the iterp.<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_PED_HINT#PED_INDEX Ped, VECTOR Offset, BOOL RelativeOffset = TRUE, INT iDwellTime = DEFAULT_DWELL_TIME, INT iInterpTo = DEFAULT_INTERP_IN_TIME, INT iInterpFrom = DEFAULT_INTERP_OUT_TIME#PURPOSE: Sets the gameplay to hint a coord.<br/>INFO: <br/>PARAM NOTES: iDwellTime = how long cam looks at the entity.<br/>iInterpTo: How long the interp to the hint is<br/>iInterpFrom: How long the interp is from the iterp.<br/>offset: the offset from the entity<br/>RelativeOffset : The offset is relative to the entity.<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_OBJECT_HINT#OBJECT_INDEX Obejct, VECTOR Offset, BOOL RelativeOffset = TRUE, INT iDwellTime = DEFAULT_DWELL_TIME, INT iInterpTo = DEFAULT_INTERP_IN_TIME, INT iInterpFrom = DEFAULT_INTERP_OUT_TIME#PURPOSE: Sets the gameplay to hint a coord.<br/>INFO: <br/>PARAM NOTES: iDwellTime = how long cam looks at the entity.<br/>iInterpTo: How long the interp to the hint is<br/>iInterpFrom: How long the interp is from the iterp.<br/>offset: the offset from the entity<br/>RelativeOffset : The offset is relative to the entity.<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_VEHICLE_HINT#VEHICLE_INDEX Vehicle, VECTOR Offset, BOOL RelativeOffset = TRUE, INT iDwellTime = DEFAULT_DWELL_TIME, INT iInterpTo = DEFAULT_INTERP_IN_TIME, INT iInterpFrom = DEFAULT_INTERP_OUT_TIME#PURPOSE: Sets the gameplay to hint a coord.<br/>INFO: <br/>PARAM NOTES: iDwellTime = how long cam looks at the entity.<br/>iInterpTo: How long the interp to the hint is<br/>iInterpFrom: How long the interp is from the iterp.<br/>offset: the offset from the entity<br/>RelativeOffset : The offset is relative to the entity.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GAMEPLAY_HINT_ACTIVE##PURPOSE: Returns true if a hint is running.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_HINT_FOV#FLOAT fov#PURPOSE: Gives the hint a target FOV also<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAMEPLAY_HINT_RELATIVE_PITCH#FLOAT RelativePitch = 0.0, FLOAT SmoothRate = DEFAULT_HINT_RELATIVE_PITCH_SMOOTH_RATE#PURPOSE: Gives the hint a target pitch w.r.t. the target position/entity. Note that the required pitch change is implemented using the active follow camera's look-around input, so it may not always be possible to reach extreme values of relative pitch.<br/>INFO: <br/>PARAM NOTES: RelativePitch: The relative pitch in degrees, between camera and target position/entity, to attain. A negative value will make the camera to look down on the target.<br/>SmoothRate: The rate at which the relative pitch should be attained. 1.0 is instant, 0.0 is infinite.<br/>)]]
[[sanScript(NATIVE PROC #STOP_GAMEPLAY_HINT##PURPOSE: Stops the hint cam running.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CINEMATIC_BUTTON_ACTIVE#BOOL bEnable#PURPOSE: Script can disable/enable the cinematic button<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC CAMERA_ROUTE_INDEX #CREATE_CAM_ROUTE#BOOL IsActive = TRUE, BOOL ShouldUseATrackingCamera = FALSE, CAM_ROUTE_DIRECTION DirectionToSupport = CAM_ROUTE_DIRECTION_BIDIRECTIONAL, BOOL ShouldAutoReversePositions = TRUE, CAM_FRAME_COMPONENT_FLAGS FrameComponentsToApply = CAM_FRAME_COORD#PURPOSE: Creates a new empty camera route.<br/>INFO: <br/>PARAM NOTES: IsActive: If true, this route is activated on creation.<br/>ShouldUseATrackingCamera: If true, this route will spawn a custom tracking camera, rather than modifying the active gameplay camera.<br/>DirectionToSupport: Defines which transitional direction(s) will be supported by this route. See definition of CAM_ROUTE_DIRECTION for more info.<br/>ShouldAutoReversePositions: If true, this route will automatically reverse/flip the position of each node to ensure that any gameplay camera being modified will face the direction of movement.<br/>FrameComponentsToApply: Defines which frame components will be applied when modifying the active gameplay camera. See definition of CAM_FRAME_COMPONENT_FLAGS for more info.<br/>)]]
[[sanScript(NATIVE PROC #DESTROY_CAM_ROUTE#CAMERA_ROUTE_INDEX RouteIndex#PURPOSE: Destroys the specified camera route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_CAM_ROUTE_EXIST#CAMERA_ROUTE_INDEX RouteIndex#PURPOSE: Returns true if the specified camera route exists.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_CAM_ROUTE_TO_ASSISTED_MOVEMENT_ROUTE#CAMERA_ROUTE_INDEX RouteIndex, INT AssistedMovementRouteIndex, BOOL IsAScriptedAssistedMovementRoute = TRUE#PURPOSE: Attaches the specified camera route to the specified assisted movement route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #APPEND_CAM_ROUTE_NODE#CAMERA_ROUTE_INDEX RouteIndex, CAMERA_INDEX CameraIndex#PURPOSE: Appends a new node defined by a scripted camera to the end of the specified camera route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ROUTE_ACTIVE#CAMERA_ROUTE_INDEX RouteIndex, BOOL ActiveState#PURPOSE: Activates or deactivates the specified camera route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_ROUTE_ACTIVE#CAMERA_ROUTE_INDEX RouteIndex#PURPOSE: Returns true if the specified camera route exists and is active.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAM_ROUTE_STRENGTH#CAMERA_ROUTE_INDEX RouteIndex, FLOAT Strength = 1.0#PURPOSE: Sets the strength with which the specified camera route can influence the behaviour the active gameplay camera.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_CAM_TRANSITION#CAMERA_INDEX CamIndex, VECTOR vStartPos, VECTOR vEndPos #PURPOSE: Sets the current camera to transition to a new point. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CAM_TRANSITIONING#CAMERA_INDEX CamIndex#PURPOSE: Checks that the transition camera is currently transitioning. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_CAM_TRANSITION_PHASE#CAMERA_INDEX CamIndex#PURPOSE: Get the phase of the transition. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
== commands_clock ==
[[sanScript(NATIVE PROC #SET_CLOCK_TIME_SAMPLE#TIME_SAMPLE timeSample #PURPOSE:<br/>PURPOSE: sets a specific time sample in fixed clock mode<br/>INFO:<br/>INFO: this is a fixed clock mode only function <br/>PARAM NOTES:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CLOCK_TIME#INT h, INT m, INT s #PURPOSE: sets the clock to a specific time<br/>INFO:<br/>PARAM NOTES: (h 0-23, m 0-59, s 0-59)<br/>)]]
[[sanScript(NATIVE PROC #ADVANCE_CLOCK_TIME_TO#INT h, INT m, INT s #PURPOSE: advances the current time to the time specified<br/>INFO: if the new time is before the current time a day will pass on the date<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_TO_CLOCK_TIME#INT h, INT m, INT s #PURPOSE: adds the passed in time to the current time<br/>INFO:<br/>PARAM NOTES: can be negative and out of the normal range e.g. <br/>(22, 2, 1) - will add 22 hours 2 minutes and 1 second to the time<br/>(-22, 2, -1) - will take 22 hours and a second from the time and add 2 minute<br/>(100, 0, -200) - will add 100 hours to the time and subtract 200 seconds<br/>)]]
[[sanScript(NATIVE PROC #SIMULATE_ADD_TO_CLOCK_TIME#int numHours, int numMinutes, int numSeconds, #PURPOSE: Works in a similar way to ADD_TO_CLOCK_TIME but doesn't change the game's actual clock<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CLOCK_HOURS##PURPOSE: gets the current number of hours on the clock<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CLOCK_MINUTES##PURPOSE: gets the current number of minutes on the clock<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CLOCK_SECONDS##PURPOSE: gets the current number of seconds on the clock<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CLOCK_DATE#INT d, MONTH_OF_YEAR m, INT y#PURPOSE: sets the date to d/m/y <br/>INFO:<br/>PARAM NOTES: the month is specified in the range 0-11 (0 is January, 11 is December)<br/>)]]
[[sanScript(NATIVE FUNC DAY_OF_WEEK #GET_CLOCK_DAY_OF_WEEK##PURPOSE: gets the current day of the week (0 is sunday, 6 is saturday)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CLOCK_DAY_OF_MONTH##PURPOSE: gets the current day of the month (1-31)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MONTH_OF_YEAR #GET_CLOCK_MONTH##PURPOSE: gets the current month (0 is January, 11 is December)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CLOCK_YEAR##PURPOSE: gets the current year e.g. 2009<br/>INFO:<br/>PARAM NOTES:<br/>)]]
== commands_cutscene ==
[[sanScript(NATIVE PROC #START_CUTSCENE_WITH_FADES#STRING pCutName#PURPOSE: Loads, fades out and begins cutscene.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRE_STREAM_SEAMLESS_CUTSCENE#STRING pCutName#PURPOSE: Pre streams a cuts scene that will have no fades<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_SEAMLESS_CUTSCENE##PURPOSE: Starts a seamless cut scene<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_SEAMLESS_CUTSCENE_AT_COORDS#VECTOR vPos#PURPOSE: Starts a seamless cut scene<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CUTSCENE_TIME##PURPOSE: Gets the time in milliseconds that the cutscene has played.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAS_CUTSCENE_SKIPPED##PURPOSE: Checks if the player has skipped the cutscene<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_CUTSCENE_FINISHED##PURPOSE: Checks if the cutscene has finished.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_NAMED_CUTSCENE#STRING pCutName#PURPOSE: Clears everything asscoiated with the cutscene. More info..<br/>INFO: This command should called afetar a cutscene has finished.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_CUTSCENE_LOADED##PURPOSE: Checks that the cutscene has been streamed in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CUTSCENE_SECTION_PLAYING##PURPOSE: Gets the current cutscene section playing. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_CUTSCENE_PED_COORD#INT iEntityId#PURPOSE: Gets the position in world space of the mocap cutscene ped. More info..<br/>INFO: entity value must be the entity value from inside the cut file in the relevant section. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CUTSCENE_EXTRA_ROOM_POS#VECTOR vecPos #PURPOSE: Probe the world at the specified point in space and if there is an interior there. More info..<br/>INFO: Then load the objects in that particular room when the next cutscene starts up. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_COORD_IN_CUTSCENE_BLOCKING_BOUNDS#VECTOR vVec#PURPOSE: Tests to see if a given coord is inside a blocking bound. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_PED_PRE_SEAMLESS_CUTSCENE#PED_INDEX Ped, STRING sPedSceneName, BOOL bDeleteDeforeEnd = FALSE #PURPOSE: Registers a script ped with the cutscene system so that the cut scene system can animate it. More info..<br/>INFO: This command should be called if the game ped needs to be in a cut scene and exists before the cutscene. If the ped does not exist at the end of the cutscene<br/>set the delete flag to true and the cutscene will delete this ped.<br/>This command must be called before the cutscene begins<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PRE_CUTSCENE_PED_NO_LONGER_NEEDED#PED_INDEX &Ped#PURPOSE: Sets a ped no longer as needed if it has been registered and deleted by the cutscene system. More info..<br/>INFO: Only need to call this if REGISTER_PED_PRE_SEAMLESS_CUTSCENE is called with bDeleteDeforeEnd = TRUE<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_PED_POST_SEAMLESS_CUTSCENE#STRING sPedSceneName#PURPOSE: Registers a ped that will be created by the cutscene system but will be controlled by script post cut scene. More info..<br/>INFO: If a new ped is introduced during the cutscene needs to be able pass it back to the script control.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_REGISTERED_PED_INDEX_POST_CUTSCENE#STRING sPedSceneName#PURPOSE: Get the ped index of ped that was created by the cut scene system. More info..<br/>INFO: Call this coomand during the cutscene to get a PED_INDEX, called in conjunction with REGISTER_PED_POST_SEAMLESS_CUTSCENE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_DEAD_PED_FOR_CUTSCENE#STRING sPedSceneName#PURPOSE: If the ped died through the mission but should appear in the scene. More info..<br/>INFO: Call this coomand during the cutscene to get a PED_INDEX, called in conjunction with REGISTER_PED_POST_SEAMLESS_CUTSCENE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_SET_ENTER_STATE_FOR_CUTSCENE_PED#STRING sSceneName#PURPOSE: Call this to check if a peds state can be set for start of the cutscene. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_SET_EXIT_STATE_FOR_CUTSCENE_PED#STRING sSceneName#PURPOSE: Call this every frame to check if a peds state can be set for end of the cutscene. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_VEHICLE_PRE_SEAMLESS_CUTSCENE#VEHICLE_INDEX Vehicle, STRING sPedSceneName, BOOL bDeleteDeforeEnd = FALSE #PURPOSE: Registers a script vehicle with the cutscene system so that the cut scene system can animate it. More info..<br/>INFO: This command should be called if the game vehicle needs to be in a cut scene and exists before the cutscene. If the vehicle does not exist at the end of the cutscene<br/>set the delete flag to true and the cutscene will delete it.<br/>This command must be called before the cutscene begins<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PRE_CUTSCENE_VEHICLE_NO_LONGER_NEEDED#VEHICLE_INDEX &Vehicle#PURPOSE: Sets a vehicle no longer as needed if it has been registered and deleted by the cutscene system. More info..<br/>INFO: Only need to call this if REGISTER_VEHICLE_PRE_SEAMLESS_CUTSCENE is called with bDeleteDeforeEnd = TRUE<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_VEHICLE_POST_SEAMLESS_CUTSCENE#STRING sVehicleSceneName#PURPOSE: Registers a vehicle that will be created by the cutscene system but will be controlled by script post cut scene. More info..<br/>INFO: If a new vehicle is introduced during the cutscene needs to be able pass it back to the script control.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_REGISTERED_VEHICLE_INDEX_POST_CUTSCENE#STRING sVehicleSceneName#PURPOSE: Get the vehicle index of ped that was created by the cut scene system. More info..<br/>INFO: Call this coomand during the cutscene to get a VEHICLE_INDEX, called in conjunction with REGISTER_VEHICLE_POST_SEAMLESS_CUTSCENE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_OBJECT_PRE_SEAMLESS_CUTSCENE#OBJECT_INDEX Object, STRING sObjectSceneName, BOOL bDeleteDeforeEnd = FALSE #PURPOSE: Registers a script object with the cutscene system so that the cut scene system can animate it. More info..<br/>INFO: This command should be called if the game object needs to be in a cut scene and exists before the cutscene. If the object does not exist at the end of the cutscene<br/>set the delete flag to true and the cutscene will delete it.<br/>This command must be called before the cutscene begins<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PRE_CUTSCENE_OBJECT_NO_LONGER_NEEDED#OBJECT_INDEX &Object#PURPOSE: Sets a object no longer as needed if it has been registered and deleted by the cutscene system. More info..<br/>INFO: Only need to call this if REGISTER_OBJECT_PRE_SEAMLESS_CUTSCENE is called with bDeleteDeforeEnd = TRUE<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_OBJECT_POST_SEAMLESS_CUTSCENE#STRING sObjectSceneName#PURPOSE: Registers a object that will be created by the cutscene system but will be controlled by script post cut scene. More info..<br/>INFO: If a new object is introduced during the cutscene needs to be able pass it back to the script control.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #GET_REGISTERED_OBJECT_INDEX_POST_CUTSCENE#STRING sObjectSceneName#PURPOSE: Get the object index of ped that was created by the cut scene system. More info..<br/>INFO: Call this coomand during the cutscene to get a OBJECT_INDEX, called in conjunction with REGISTER_object_POST_SEAMLESS_CUTSCENE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_SEAMLESS_CUTSCENE_TRIGGER_AREA##PURPOSE: Get the ped index of ped that was created by the cut scene system. More info..<br/>INFO: The command REGISTER_PED_POST_SEAMLESS_CUTSCENE must be before calling this<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SEAMLESS_CUTSCENE_TRIGGER_AREA#VECTOR vOffset, FLOAT fTriggerRadius, FLOAT fTriggerOrient, FLOAT fTriggerAngle#PURPOSE: Get the ped index of ped that was created by the cut scene system. More info..<br/>INFO: The command REGISTER_PED_POST_SEAMLESS_CUTSCENE must be before calling this<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_SEAMLESS_TRIGGER_AREA##PURPOSE: Get the ped index of ped that was created by the cut scene system. More info..<br/>INFO: The command REGISTER_PED_POST_SEAMLESS_CUTSCENE must be before calling this<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SEAMLESS_CUTSCENE_COORDS#VECTOR vOrigin#PURPOSE: Sets the origin of the cutscene, the point where the scene will be played from. More info..<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_STREAMED_SEAMLESS_CUTSCENE##PURPOSE: Releases a stremed scene, only need to call this if the scene hasnt started but you want to remove it..<br/>INFO:<br/>PARAM NOTES:<br/>)]]
== commands_debug ==
[[sanScript(NATIVE PROC #SET_DEBUG_ACTIVE#BOOL bActive#PURPOSE: Sets the script debug mode active so debug lines can be viewd. More info..<br/>INFO: This allows debiug lines to be rendered around peds, vehicles and objects for locate commands.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DEBUG_TEXT_VISIBLE#BOOL bVisible#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PROFILING_OF_THIS_SCRIPT#BOOL bProfiling#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SCRIPT_ASSERT#STRING ErrorString#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TRACE_NATIVE_COMMAND#STRING pCommandName#PURPOSE: Only one TRACE_NATIVE_COMMAND or one BREAK_ON_NATIVE_COMMAND can be active at a time<br/>INFO: Outputs the script callstack to the TTY every time the specified native command is called<br/>PARAM NOTES: The name of a native command or an empty string to switch this off.<br/>)]]
[[sanScript(NATIVE PROC #BREAK_ON_NATIVE_COMMAND#STRING pCommandName, BOOL bBreakOnFirstCallOnly#PURPOSE: Only one TRACE_NATIVE_COMMAND or one BREAK_ON_NATIVE_COMMAND can be active at a time<br/>INFO: Stops game execution and prints the script callstack when the specified native command is called<br/>PARAM NOTES: The name of a native command or an empty string to switch this off.<br/>bBreakOnFirstCallOnly - set to TRUE if you only want the game to stop on the first call to the native command<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_MODEL_NAME_OF_VEHICLE_FOR_DEBUG_ONLY#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the string of the vehicles model_name<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_MODEL_NAME_FOR_DEBUG#MODEL_NAMES ModelHashKey#PURPOSE: Gets the string of a model. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NETWORK_RESTART_NODE_DEBUG# INT Index, VECTOR &vecReturn, FLOAT &Heading #PURPOSE: Is going to be removed after the milestone<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OPEN_DEBUG_FILE##PURPOSE: Opens the temp_debug.txt so that it can be written to. More info..<br/>INFO: Commands that write to a debug file usually open, write to the text file and then close it. <br/>Only one file can be open to be written too at once.<br/>If you need to call several of these commands in a row, it might be quicker to call OPEN_DEBUG_FILE before and CLOSE_DEBUG_FILE after you're finished.<br/>This would mean there's only one open and close in total rather than one open and one close for each write command.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLOSE_DEBUG_FILE##PURPOSE: Closes any text file that is being written too. More info..<br/>INFO: This can be used to close files <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_INT_TO_DEBUG_FILE#int IntToSave#PURPOSE: Writes an int value to temp_debug.txt<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_FLOAT_TO_DEBUG_FILE#float FloatToSave#PURPOSE:Writes an float value to temp_debug.txt<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_NEWLINE_TO_DEBUG_FILE##PURPOSE:Writes an new line to temp_debug.txt<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_STRING_TO_DEBUG_FILE#STRING pStringToSave#PURPOSE: Writes a string to temp_debug.txt<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OPEN_NAMED_DEBUG_FILE#string FilePath, string FileName#PURPOSE: Opens a file at the given path. More info..<br/>INFO: If the file does not exist it will create the file. Once open this will be where any debug text is written too.<br/>If you want to write text to another file, close this first, using CLOSE_DEBUG_FILE to colse this file.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_INT_TO_NAMED_DEBUG_FILE#int InttoSave, string FilePath, string FileName#PURPOSE: Saves an int value to the given file at the given path.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_FLOAT_TO_NAMED_DEBUG_FILE#Float FloattoSave, string FilePath, string FileName#PURPOSE: Saves an float value to the given file at the given path.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_NEWLINE_TO_NAMED_DEBUG_FILE# string FilePath, string FileName#PURPOSE: Saves an new line to the given file at the given path.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_STRING_TO_NAMED_DEBUG_FILE#string StringToSave, string FilePath, string FileName#PURPOSE: Saves a string to the given file at the given path.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_NAMED_DEBUG_FILE#string FilePath, string FileName#PURPOSE: Removes any text written to this debug file. More info..<br/>INFO: Make sure that the file is not open before calling this or nothing wilhappen.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_INT_SLIDER#STRING name, INT &variable_to_change, INT min, INT max, INT slider_step#PURPOSE: script commands to create and manage widget groups<br/>PURPOSE: Add a slider (for an INT variable) to the script widgets. More info..<br/>INFO: <br/>INFO: <br/>PARAM NOTES:<br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_FLOAT_SLIDER#STRING Name, FLOAT &variable_to_change, FLOAT min, FLOAT max, FLOAT slider_step#PURPOSE: Add a slider (for a FLOAT variable) to the script widgets. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_INT_READ_ONLY#STRING name, INT &variable_to_show#PURPOSE: Add a slider (which cannot be changed) (for an INT variable) to the script widgets in order to show updated values/numbers. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_FLOAT_READ_ONLY#STRING name, FLOAT &variable_to_show#PURPOSE: Add a slider (which cannot be changed) (for an FLOAT variable) to the script widgets in order to show updated values/numbers. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_BOOL#STRING name, BOOL& variable_to_change#PURPOSE: Add a toggle to the script widgets. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #ADD_WIDGET_STRING#STRING stringToShow#PURPOSE: Show a string. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #SET_CURRENT_WIDGET_GROUP#WIDGET_GROUP_ID id#PURPOSE: Forces subsequent widget additions to get added to the specified group. .<br/>INFO: CANNOT BE USED DURING NORMAL<br/>widget additions this is intended for adding widgets to the specified bank AFTER creation and at runtime<br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_CURRENT_WIDGET_GROUP#WIDGET_GROUP_ID id#PURPOSE: Pair with SetGroup to leave the bank in a valid state<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE FUNC WIDGET_GROUP_ID #START_WIDGET_GROUP#STRING name#PURPOSE: Create a debug widget group. More info..<br/>INFO: This has to be paired with a END_WIDGET_GROUP() command <br/>PARAM NOTES: Widget group id, which can be used in DELETE_WIDGET_GROUP<br/>)]]
[[sanScript(NATIVE PROC #STOP_WIDGET_GROUP##PURPOSE: End a debug widget group<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_WIDGET#INT id#)]]
[[sanScript(PROC #DELETE_TEXT_WIDGET#TEXT_WIDGET_ID id#)]]
[[sanScript(NATIVE PROC #DELETE_WIDGET_GROUP#WIDGET_GROUP_ID id#PURPOSE: Deletes a widget group<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_WIDGET_GROUP_EXIST#WIDGET_GROUP_ID id#PURPOSE: test if a widget group exists<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_WIDGET_EXIST#INT id#)]]
[[sanScript(FUNC BOOL #DOES_TEXT_WIDGET_EXIST#TEXT_WIDGET_ID id#)]]
[[sanScript(NATIVE PROC #START_NEW_WIDGET_COMBO##PURPOSE: This should be the first command called when creating a combo box<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_TO_WIDGET_COMBO#STRING pNewComboEntryName#PURPOSE: Call this command for every entry in the list for the combo box<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_WIDGET_COMBO# STRING pComboName, INT &variable_to_change #PURPOSE: Call this command once you have added all the entries to the combo<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC TEXT_WIDGET_ID #ADD_TEXT_WIDGET#STRING Title#PURPOSE: Creates a widget in which the user can enter text. More info..<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in GET_CONTENTS_OF_TEXT_WIDGET and DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_CONTENTS_OF_TEXT_WIDGET#TEXT_WIDGET_ID id#PURPOSE: Returns the contents of a text widget that has previously been created with ADD_TEXT_WIDGET. More info..<br/>INFO: <br/>PARAM NOTES: a string holding the contents of the text widget<br/>)]]
[[sanScript(NATIVE PROC #SET_CONTENTS_OF_TEXT_WIDGET#TEXT_WIDGET_ID id, STRING NewWidgetContents#PURPOSE: Sets the contents of a text widget that has previously been created with ADD_TEXT_WIDGET. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_BIT_FIELD_WIDGET#STRING Title, INT &BitField#PURPOSE: Adds an int to Rag as a bit field, with a toggle widget for each of the 32 bits<br/>INFO: <br/>PARAM NOTES: Widget id, which can be used in DELETE_WIDGET<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_SCRIPT_MOUSE_POINTER_IN_WORLD_COORDS##PURPOSE: If using the script debug tools gets the postion in world coords from the mouse pos.<br/>INFO: This will return true is the enable debugging is set to r<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_INSTRUCTIONS_EXECUTED##PURPOSE:<br/>INFO: In Beta builds, this will return the number of commands that the current script has run this frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_NAME_OF_SCRIPT_TO_AUTOMATICALLY_START##PURPOSE: Returns the string passed to the game by the -runscript parameter (e.g. -runscript=manny1). More info..<br/>INFO: If -runscript was not used then the command will return a string containing NULL<br/>In the FINAL build, the command will always return NULL.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_ROOM_NAME_FROM_PED_DEBUG#PED_INDEX PedIndex#PURPOSE: Gets the name of the room that the ped is in, returns if not in a room.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NODEVIEWER_INIT##)]]
[[sanScript(NATIVE FUNC BOOL #NODEVIEWER_SHUTDOWN##)]]
[[sanScript(NATIVE FUNC BOOL #NODEVIEWER_SAVE_SET#INT User, INT Index, STRUCT& NodeSet, INT Size#)]]
[[sanScript(NATIVE FUNC BOOL #NODEVIEWER_LOAD_SET#INT User, INT Index, STRUCT& NodeSet, INT Size#)]]
[[sanScript(NATIVE FUNC BOOL #NODEVIEWER_DELETE_SET#INT User, INT Index#)]]
== commands_entity ==
[[sanScript(NATIVE FUNC BOOL #DOES_ENTITY_EXIST#ENTITY_INDEX EntityIndex#PURPOSE: Check that entity exists in the world.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_ENTITY_HAVE_DRAWABLE#ENTITY_INDEX EntityIndex#PURPOSE: PLAY_ENTITY_ANIM and PLAY_SYNCHRONIZED_ENTITY_ANIM require the entity to have a drawable. You can use this command<br/>to check that the entity has a drawable before attempting to play the anim.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_ENTITY_HAVE_PHYSICS#ENTITY_INDEX EntityIndex#PURPOSE: CHecks that an object has physics. More info..<br/>INFO: Before calling physics commands e.g SET_ENTITY_VELOCITY you have to check that the entity has physics.<br/>Physics are streamed in sperateley from the drawable object, though entity physics near the player are streamed<br/>in automatically.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_ANIM_FINISHED#ENTITY_INDEX EntityIndex, STRING pAnimDictName, STRING pAnimName#PURPOSE: Checks if the anim playing being held on the last frame. More info..<br/>INFO: This will never return true for a looped anim<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT#ENTITY_INDEX EntityIndex#PURPOSE: Returns TRUE if the last thing to damage the entity was an object. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED#ENTITY_INDEX EntityIndex#PURPOSE: Returns TRUE if the last thing to damage the entity was a ped on foot (not in a car). <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE#ENTITY_INDEX EntityIndex#PURPOSE: Returns TRUE if the last thing to damage the entity was a vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY#ENTITY_INDEX FirstEntityIndex, ENTITY_INDEX SecondEntityIndex#PURPOSE: Returns TRUE if the last thing to damage the first entity is the second entity<br/>INFO: <br/>PARAM NOTES: Returns TRUE if the last thing to damage the first entity is the second entity<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_CLEAR_LOS_TO_ENTITY#ENTITY_INDEX FirstEntityIndex, ENTITY_INDEX SecondEntityIndex#PURPOSE: Checks if the entity has a clear line of sight to another entity. If the 2 entities are peds then<br/>the LOS check is done between the heads of the 2 peds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_COLLIDED_WITH_ANYTHING#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity has collided with anything. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_ANIM_CURRENT_TIME#ENTITY_INDEX EntityIndex, STRING pAnimDictName, STRING pAnimName#PURPOSE: Gets the current phase of the anim. More info..<br/>INFO: The phase of the anim is between 0.0 and 1.0 regardless of the anim length<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_ANIM_TOTAL_TIME#ENTITY_INDEX EntityIndex, STRING pAnimDictName, STRING pAnimName#PURPOSE: Gets the total anim time in seconds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC ENTITY_INDEX #GET_ENTITY_ATTACHED_TO#ENTITY_INDEX EntityIndex#PURPOSE: Returns the entity index of the entity this entity is attached to (-1 if is not attached)<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_COORDS#ENTITY_INDEX EntityIndex, BOOL DoDeadCheck = TRUE#PURPOSE: Gets the co-ordinates of the entity. If a ped, this is at the root bone, and if the ped is<br/>in a vehicle then it is the coordinates of the vehicle which are returned.<br/>INFO: <br/>PARAM NOTES: DoDeadCheck - If false then the command will not assert if the entity has not been checked for being dead<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_FORWARD_VECTOR#ENTITY_INDEX EntityIndex#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_FORWARD_X#ENTITY_INDEX EntityIndex#PURPOSE: Gets the entity's forward X component.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_FORWARD_Y#ENTITY_INDEX EntityIndex#PURPOSE: Gets the vehicles forward Y component <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_HEADING#ENTITY_INDEX EntityIndex#PURPOSE: Gets the entity's heading in degrees. If the entity is a ped in a vehicle, then the heading of the <br/>vehicle is returned;<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ENTITY_HEALTH#ENTITY_INDEX EntityIndex#PURPOSE: Gets the entity's current health.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_HEIGHT#ENTITY_INDEX EntityIndex, VECTOR Position, BOOL IsWorldPos, BOOL WantWorldResult#PURPOSE: Gets the height of the entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_HEIGHT_ABOVE_GROUND#ENTITY_INDEX EntityIndex#PURPOSE: Gets the entity's height above the ground.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_ENTITY_MATRIX#ENTITY_INDEX EntityIndex, VECTOR& vFront, VECTOR& vSide, VECTOR& vUp, VECTOR& vPos#PURPOSE: Fills out the given vectors with the components of the entity's world transformation matrix.<br/>This effectively gives you the forwards, right hand and up unit direction vectors as well as the entity's position<br/>INFO: <br/>PARAM NOTES: vFront - where to store the entity's front vector<br/>vSide - where to store the entity's side (right hand) vector<br/>vUp - where to store the entity's up vector<br/>vPos - the entity's position<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_ENTITY_MODEL#ENTITY_INDEX EntityIndex#PURPOSE: Get the model name for the entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_OFFSET_IN_WORLD_COORDS#ENTITY_INDEX EntityIndex, VECTOR VecOffset#PURPOSE: Gets an offset point from an entity in world coords.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_OFFSET_GIVEN_WORLD_COORDS#ENTITY_INDEX EntityIndex, VECTOR VecWorldCoors#PURPOSE: Gets a point and converts its to the entity's local coordinate system<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_PITCH#ENTITY_INDEX EntityIndex#PURPOSE: Gets the the pitch of the entity in degrees.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_ENTITY_QUATERNION#ENTITY_INDEX EntityIndex, FLOAT& ReturnX, FLOAT& ReturnY, FLOAT& ReturnZ, FLOAT& ReturnW#PURPOSE:Gets the entity's quaternion<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_ROLL#ENTITY_INDEX EntityIndex#PURPOSE: Get the entity's roll around the Y axis in degrees<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_ROTATION#ENTITY_INDEX EntityIndex#PURPOSE: Gets the rotation of an entity. More info..<br/>INFO: The angles are between -180 and 180 not between 0 to 360<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_ROTATION_VELOCITY#ENTITY_INDEX EntityIndex#PURPOSE: Get the rotation velocity of an entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_SPEED#ENTITY_INDEX EntityIndex#PURPOSE: Gets the speed an entity is travelling in a forward direction (m/sec). If the entity is a ped in a vehicle, then the <br/>speed of the vehicle is returned;<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_SPEED_VECTOR#ENTITY_INDEX EntityIndex, BOOL bLocalResult=false#PURPOSE: Get velocity vector of an entity. More info <br/>INFO: <br/>PARAM NOTES: bLocalResult gives the result in local coordinates to the entity (x=right, y=forward, z=up)<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_ENTITY_UPRIGHT_VALUE#ENTITY_INDEX EntityIndex#PURPOSE: Gets an up right value between 1.0 being upright and -1.0 being upside down<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ENTITY_VELOCITY#ENTITY_INDEX EntityIndex#PURPOSE: Gets the current velocity of the entity. If the entity is a ped in a vehicle, then the <br/>velocity of the vehicle is returned;<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #GET_OBJECT_INDEX_FROM_ENTITY_INDEX#ENTITY_INDEX EntityIndex#PURPOSE: Converts an entity index to an object index<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PED_INDEX_FROM_ENTITY_INDEX#ENTITY_INDEX EntityIndex#PURPOSE: Converts an entity index to a ped index<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_VEHICLE_INDEX_FROM_ENTITY_INDEX#ENTITY_INDEX EntityIndex#PURPOSE: Converts an entity index to a vehicle index<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_WORLD_POSITION_OF_ENTITY_BONE#ENTITY_INDEX EntityIndex, INT iBoneIdx#PURPOSE: Returns the position of a particular bone in an entity in world coordinates.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_A_PED#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is a ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_A_VEHICLE#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_A_MISSION_ENTITY#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity has been created by script. More info..<br/>INFO: Will return false if the entity has been set as no longer needed.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_AN_OBJECT#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is an object.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_AT_COORD#ENTITY_INDEX EntityIndex, VECTOR VecCoors, VECTOR VecLocDimensions, BOOL HighlightArea = FALSE, BOOL Do3dCheck = FALSE, PED_TRANSPORT_MODE TM_MODE = TM_ANY #PURPOSE: Checks if the entity's root is located in the given area defined by a centre point and a locate size. <br/>If the entity is a ped in a vehicle, then the coords of the vehicle are used in the check.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_AT_ENTITY#ENTITY_INDEX EntityIndex, ENTITY_INDEX TargetEntityIndex, VECTOR VecLocDimensions, BOOL HighlightArea = FALSE, BOOL Do3dCheck = FALSE, PED_TRANSPORT_MODE TM_MODE = TM_ANY#PURPOSE: Checks if the entity is in the area around a vehicle. <br/>If the entity is a ped in a vehicle, then the coords of the vehicle are used in the check.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ATTACHED#ENTITY_INDEX EntityIndex#PURPOSE: Returns true if the entity is attached to anything (another entity or the world)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ATTACHED_TO_ANY_OBJECT#ENTITY_INDEX EntityIndex#PURPOSE: Returns true if the entity is attached to an object<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ATTACHED_TO_ANY_PED#ENTITY_INDEX EntityIndex#PURPOSE: Returns true if the entity is attached to a ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ATTACHED_TO_ANY_VEHICLE#ENTITY_INDEX EntityIndex#PURPOSE: Returns true if the entity is attached to a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ATTACHED_TO_ENTITY#ENTITY_INDEX EntityIndex1, ENTITY_INDEX EntityIndex2#PURPOSE: Returns true if the entity is attached to the other given entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_DEAD#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is dead. More Info.<br/>INFO: If the enitiy you are checking is a ped, do not use this check if you are going to give the ped a task.<br/>Unless you specifially need to know they are dead use IS_PED_INJURED instead. It will also return true if they are dead.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_IN_AIR#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is in the air (i.e. not touching the ground). <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_IN_ANGLED_AREA#ENTITY_INDEX EntityIndex, VECTOR VecCoors1, VECTOR VecCoors2, FLOAT AreaWidth, BOOL HighlightArea = FALSE, BOOL Do3dCheck = FALSE, PED_TRANSPORT_MODE TM_MODE = TM_ANY#PURPOSE: Checks if a ped is in non axis aligned area, defined by coords of a face and distance between faces. More info..<br/>If the entity is a ped in a vehicle, then the coords of the vehicle are used in the check.<br/>INFO: <br/>PARAM NOTES: VecCoors1 and VecCoors2 define the midpoints of two parallel sides and AreaWidth is the width of these sides.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_IN_AREA#ENTITY_INDEX EntityIndex, VECTOR VecCoors1, VECTOR VecCoors2, BOOL HighlightArea = FALSE, BOOL Do3dCheck = FALSE, PED_TRANSPORT_MODE TM_MODE = TM_ANY#PURPOSE: Checks if a ped is in the axis aligned area defined by the two coords. <br/>If the entity is a ped in a vehicle, then the coords of the vehicle are used in the check.<br/>INFO: <br/>PARAM NOTES :<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_IN_ZONE#ENTITY_INDEX EntityIndex, STRING pZoneLabel#PURPOSE: Checks if the entity is a specific zone on the map.<br/>If the entity is a ped in a vehicle, then the coords of the vehicle are used in the check.<br/>INFO: <br/>PARAM NOTES: Zone strings are in<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_IN_WATER#ENTITY_INDEX EntityIndex#PURPOSE: Returns TRUE if the entity is in water<br/>If the entity is a ped in a vehicle, then the vehicle is also checked.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ON_SCREEN#ENTITY_INDEX EntityIndex#PURPOSE: Checks if an entity is on screen. More info..<br/>INFO: THIS COMMAND DOESN'T TAKE GEOMETRY INTO CONSIDERATION! <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_PLAYING_ANIM# ENTITY_INDEX EntityIndex, STRING AnimDictName, STRING AnimName#PURPOSE:Checks if the entity is currently playing the animation.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_STATIC# ENTITY_INDEX EntityIndex #PURPOSE: Checks if an entity has no active physics<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_TOUCHING_ENTITY#ENTITY_INDEX FirstEntityIndex, ENTITY_INDEX SecondEntityIndex#PURPOSE: Checks that 2 entities are intersecting each other. <br/>If any of the entities are peds in a vehicle, then the vehicle is used in the check.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_UPRIGHT#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is upright<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_UPSIDEDOWN#ENTITY_INDEX EntityIndex#PURPOSE: Checks if the entity is upsidedown<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_VISIBLE# ENTITY_INDEX EntityIndex #PURPOSE: Checks if an entity is flagged as visible (i.e. rendered). <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_WAITING_FOR_WORLD_COLLISION#ENTITY_INDEX EntityIndex#PURPOSE: Cheks if the entity is waiting for world collision to stream in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #APPLY_FORCE_TO_ENTITY#ENTITY_INDEX EntityIndex, APPLY_FORCE_TYPE ApplyType, VECTOR vForce, VECTOR vOffset, INT Component, BOOL LocalForce, BOOL LocalOffset, BOOL ScaleByMass #PURPOSE: Apply a force to an entity. More info..<br/>INFO: <br/>PARAM NOTES:APPLY_FORCE_TYPE see enum<br/>Vector force to be applied<br/>vOffset: Offset from centre of entity at which to apply force<br/>Component: Component of the entity to apply the force too - only matters for breakable or articulated (ragdoll) physics.<br/>0 means the root or parent component. I'll add an enum list for the components of a ragdoll, but for other entities such as fragment objects<br/>you'll need to check with CJ or me to find out which component you want to apply a force to if you want to, for example, break off the leg of a chair.<br/><br/>***WARNING: if the command is being called on a ped, the component passed in is one returned from GET_PED_RAGDOLL_BONE_INDEX, not GET_PED_BONE_INDEX ***<br/><br/>LocalForce: Specifies whether the force vector passed in is in local or world coordinates. Local coordinates (TRUE) means the force will get automatically<br/>transformed into world space before being applied.<br/>LocalOffset: Specifies whether the offset passed in is in local or world coordinates.<br/>ScaleByMass: Specifies whether to scale the force by mass.<br/>TRUE force will be multiplied by mass, ie Force passed in is in fact an acceleration rate in m/s*s (force) or velocity change in m/s(impulse)<br/>FALSE force will be applied directly and it's effect will depend on the mass of the object, ie Force passed in is a proper force in Newtons (force) or a step change in momentum kg*m/s (impulse)<br/>In other words, scaling by mass is probably easier in most situations - if the mass of the object changes it's behaviour shouldn't, and it's easier to picture the effect because an acceleration rate of 10.0<br/>is approximately the same as gravity (9.81 to be more precise).<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_ENTITY_TO_ENTITY# ENTITY_INDEX FirstEntityIndex, ENTITY_INDEX SecondEntityIndex, INT SecondEntityBoneIndex, VECTOR vecOffset, VECTOR vecRotation, BOOL bDetachWhenDead = FALSE, BOOL bDetachWhenRagdoll = FALSE#PURPOSE: Attaches an entity to another entity with a non physical attachement. More info..<br/>INFO: None physical attachment - collision is turned off for entity. <br/>PARAM NOTES: SecondEntityBoneIndex - use 0 for the skeleton root or -1 for entity matrix. Can attach to any bone on the parent - eg attach to ped's hand, attach to car's door <br/>vecOffset - is from the root of the bone you're attaching to (the entity's position if bone=0)<br/>vecRotation - is used to build a rotation matrix, relative to the bone you're attaching too (the entity itself if bone=0)<br/>bDetachWhenDead - detaches the ped when he dies (this is only used by peds)<br/>bDetachWhenRagdoll - detaches the ped when he ragdolls (this is only used by peds)<br/>EG: To Get A Bone Index from a bonetag: GET_PED_BONE_INDEX(PLAYER_PED_ID(), BONETAG_L_HAND)<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_ENTITY_TO_ENTITY_PHYSICALLY# ENTITY_INDEX FirstEntityIndex, ENTITY_INDEX SecondEntityIndex, INT FirstEntityBoneIndex, INT SecondEntityBoneIndex, VECTOR FirstEntityOffset, VECTOR SecondEntityOffset, VECTOR vecRotation, FLOAT PhysicalStrength, BOOL ConstrainRotation, BOOL DoInitialWarp = TRUE, bool CollideWithEntity = FALSE#PURPOSE: Attaches an entity to another entity using a physical attachment. More info..<br/>INFO: Physical attachment using rage constraints - entities are still physically active in the world. <br/>PARAM NOTES: FirstEntityBoneIndex - refers to the bone on the first entity which is being attached. <br/>SecondEntityBoneIndex - refers to the bone on the second entity that you're attaching the first entity to.<br/>This lets us attach for example, a ped's hand (ragdoll) to a car door. Some objects are fragment objects, and have a skeleton with multiple pieces that break apart, and this may be useful for them.<br/>FirstEntityOffset - the offset from the root of the bone on the the first entity.<br/>SecondEntityOffset - the offset from the root of the bone on the the second entity.<br/>It gets a bit tricky to work out the offsets here, but you may want to have an object hanging from it's end rather than from it's centre point so you need the offset on the object.<br/>vecRotation - is used to build a rotation matrix, relative to the bone you're attaching too (the entity itself if bone=0)<br/>ConstrainRotation - specifies whether you wish to constrain rotation as well as position. In most cases the answer will be Yes. Unless you want to have a hanging/swinging thing.<br/>DoInitialWarp - ** NOT USED FOR PEDS** specifies whether to warp the object to the specified attach point. If not, then the initial seperation will be used as an allowed give in the attachment (e.g. a rope length)<br/>CollideWithEntity - ** ONLY USED FOR PEDS** of set the two entities will collide with each other once attached<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_ENTITY_TO_WORLD_PHYSICALLY#ENTITY_INDEX FirstEntityIndex, INT EntityBoneIndex, VECTOR vecWorldPosition, VECTOR vecOffsetFromBone, FLOAT fStrength, BOOL bFixRotation#PURPOSE: Attaches an entity to an object with a physical attachment. More info..<br/>INFO: <br/>PARAM NOTES: Strength: a medium strength value is 500<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ENTITY_LAST_DAMAGE_ENTITY#ENTITY_INDEX EntityIndex#PURPOSE: Clears the last damage that has been applied to an entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_ENTITY#ENTITY_INDEX &EntityIndex#PURPOSE: Deletes an entity instantly from the world. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DETACH_ENTITY#ENTITY_INDEX EntityIndex, bool ApplyVelocity=TRUE, bool bNoCollisionUntilClear=TRUE#PURPOSE: Detaches an entity from being attached. ApplyVelocity is not used for peds. bNoCollisionUntilClear is only used for peds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FREEZE_ENTITY_POSITION#ENTITY_INDEX EntityIndex, BOOL FrozenByScriptFlag#PURPOSE: Freezes the entity position so that it wont be affected by the world physics.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_SHOULD_FREEZE_WAITING_ON_COLLISION#ENTITY_INDEX EntityIndex, BOOL ShouldFreeze#PURPOSE: Controls whether an entity should be allowed to have its physics frozen if collision hasn't streamed in around its position.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_ENTITY_ANIM# ENTITY_INDEX EntityIndex, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta, BOOL Loop, BOOL HoldLastFrame #PURPOSE: Play an entity anim.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_SYNCHRONIZED_ENTITY_ANIM# ENTITY_INDEX EntityIndex, INT SceneId, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta #PURPOSE: Play a synchronized anim on the entity using the synchronized scene provided. more info...<br/>INFO: Use this to add an entity with a specifically authored anim to a synchronized scene created with CREATE_SYNCHRONIZED_SCENE <br/>Note: as part of this process the entity's collision will be deactivated. To turn it back on again, use SET_ENTITY_COLLISION or pass<br/>a true value to the ActivateCollision parameter of STOP_SYNCHRONISED_ENTITY_ANIM.<br/>PARAM NOTES: EntityIndex - The entity to play the synced anim on.<br/>SceneID - The scene to attach the entity to.<br/>AnimName - The name of the paired anim to play.<br/>AnimDictName The name of the anim dictionary the anim is in<br/>BlendDelta - The speed at which the synchronized anim should blend in.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STOP_ENTITY_ANIM# ENTITY_INDEX EntityIndex, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta #PURPOSE: Stops an entity anim.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STOP_SYNCHRONIZED_ENTITY_ANIM# ENTITY_INDEX EntityIndex, FLOAT BlendDelta, BOOL ActivateCollision #PURPOSE: Stops playing a synchronized anim on the entity. more info...<br/>INFO: Use this to remove an entity from a synchronized scene<br/>PARAM NOTES: EntityIndex - The entity to stop syncing an anim on.<br/>BlendDelta - The speed at which the synchronized anim should blend out.<br/>ActivateCollision - If true, the entity's collision will be activated<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ALL_ANIMS_SPEED#ENTITY_INDEX EntityIndex, FLOAT AnimSpeed#PURPOSE: Sets all entity's anim speeds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ANIM_BLEND_OUT_SPEED# ENTITY_INDEX EntityIndex, STRING AnimName, STRING AnimDictName, FLOAT newBlendOutSpeed#PURPOSE: Set the speed that the specified animation will blend out at when finished. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ANIM_CURRENT_TIME#ENTITY_INDEX EntityIndex, STRING pAnimDictName, STRING pAnimName, FLOAT NewAnimCurrentTime#PURPOSE: Sets the phase of the anim between 0.0 and 1.0<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ANIM_SPEED#ENTITY_INDEX EntityIndex, STRING pAnimDictName, STRING pAnimName, FLOAT AnimSpeed#PURPOSE: Sets entity's current anim speed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_AS_MISSION_ENTITY# ENTITY_INDEX EntityIndex, BOOL ScriptHostObject=true #PURPOSE: Sets a random entity as a mission entity.<br/>INFO: <br/>PARAM NOTES: <br/>ScriptHostObject: If true, this entity has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the entity has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_AS_NO_LONGER_NEEDED#ENTITY_INDEX &EntityIndex#PURPOSE: Sets the entity to be removed, cannot refer to entity from script. More info..<br/>INFO: The entity will added back into the world population and deleted when off screen.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_CAN_BE_DAMAGED#ENTITY_INDEX EntityIndex, BOOL CanBeDamagedFlag#PURPOSE: Sets if the entity can be damaged.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP#ENTITY_INDEX EntityIndex, BOOL AllowDamagedByRelGroup, REL_GROUP_HASH relGroup#PURPOSE: Set the entity can be damaged by the peds in the given relationship group<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_COLLISION#ENTITY_INDEX EntityIndex, BOOL UsesCollisionsFlag#PURPOSE: Sets if an entity uses collision.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_COORDS#ENTITY_INDEX EntityIndex, VECTOR VecNewCoors, bool DoDeadCheck = TRUE, bool KeepTasks = FALSE#PURPOSE: Sets the entity's coords (peds add an -1m offset from the peds origin). If you want to set the coords<br/>of a ped in a vehicle, use SET_PED_COORDS_KEEP_VEHICLE.<br/>INFO: <br/>PARAM NOTES: DoDeadCheck - If false then the command will not assert if the entity has not been checked for being dead<br/>KeepTasks - only applied to peds. If true, the tasks on the ped are not removed when he is teleported.<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_COORDS_NO_OFFSET#ENTITY_INDEX EntityIndex, VECTOR VecNewCoors, bool KeepTasks = FALSE#PURPOSE: Sets the entity's coords without adding the offset.<br/>INFO: <br/>PARAM NOTES: KeepTasks - only applied to peds. If true, the tasks on the ped are not removed when he is teleported.<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_DYNAMIC# ENTITY_INDEX EntityIndex, BOOL IsDynamic #PURPOSE: Sets the entity to respond to the physics system.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_HEADING#ENTITY_INDEX EntityIndex, FLOAT NewHeading#PURPOSE: Sets the entity's heading in degrees.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_HEALTH#ENTITY_INDEX EntityIndex, INT NewHealth#PURPOSE: Sets the entity's current health. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_INVINCIBLE#ENTITY_INDEX EntityIndex, BOOL bInvincible#PURPOSE: Set entity invincible. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_LIGHTS#ENTITY_INDEX EntityIndex, BOOL bLightSwitch#PURPOSE: Sets on all lights attached to the entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_LOAD_COLLISION_FLAG#ENTITY_INDEX EntityIndex, BOOL LoadCollisionFlag#PURPOSE: Sets the collision around the entity to load.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ONLY_DAMAGED_BY_PLAYER# ENTITY_INDEX EntityIndex, BOOL OnlyDamagedByPlayer #PURPOSE: Sets the entity is only damaged by the main player<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP#ENTITY_INDEX EntityIndex, BOOL OnlyDamagedByRelGroup, REL_GROUP_HASH relGroup#PURPOSE: Set the entity can be only damaged by peds in the given relationship group<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_PROOFS#ENTITY_INDEX EntityIndex, BOOL BulletProofFlag, BOOL FlameProofFlag, BOOL ExplosionProofFlag, BOOL CollisionProofFlag, BOOL MeleeProofFlag#PURPOSE: Set the proofs on entity: Bullet, Flame, Explosion, Colision, Melee<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_QUATERNION# ENTITY_INDEX EntityIndex, FLOAT NewX, FLOAT NewY, FLOAT NewZ, FLOAT NewW#PURPOSE: Sets the entity's rotation quaternion<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_RECORDS_COLLISIONS# ENTITY_INDEX EntityIndex, BOOL RecordsCollision #PURPOSE: This command must be called with TRUE before you can use HAS_ENTITY_COLLIDED_WITH_ANYTHING. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_ROTATION#ENTITY_INDEX EntityIndex, VECTOR VecNewRotation#PURPOSE: Sets the entity's rotation.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_VISIBLE#ENTITY_INDEX EntityIndex, BOOL VisibleFlag#PURPOSE: Set if the ped is visible (i.e. rendered)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ENTITY_VELOCITY#ENTITY_INDEX EntityIndex, VECTOR VecVelocityComponentt#PURPOSE:Sets the entity's current velocity. More info..<br/>INFO: The speeds are measured in metres per second. <br/>PARAM NOTES: The velocity componets should be less than 500.<br/>)]]
== commands_event ==
[[sanScript(NATIVE PROC #SET_DECISION_MAKER#PED_INDEX PedIndex, DECISION_MAKER_TYPE DecisionMakerId#PURPOSE: Gives ped a valid decsion maker<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DECISION_MAKER_TO_DEFAULT#PED_INDEX PedIndex#PURPOSE: Sets the decision maker to the default ped decision maker <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC DECISION_MAKER_TYPE #COPY_DECISION_MAKER#DECISION_MAKER_TYPE SourceDecisionMakerIndex, STRING NewName#PURPOSE: Creates a copy of a decision maker, passed in name must be unique<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_DECISION_MAKER#DECISION_MAKER_TYPE DecisionMakerId#PURPOSE: Removes a decion maker that was created via COPY_DECISION_MAKER<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_DECISION_MAKER_EXIST#DECISION_MAKER_TYPE DecisionMakerId#PURPOSE: Checks that the decision maker exists<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_DECISION_MAKER_EVENT_RESPONSE#DECISION_MAKER_TYPE DecisionMakerId, EVENT_NAMES EventType, EVENT_RESPONSE_TASK TaskType, FLOAT FriendChance, FLOAT ThreatChance, FLOAT PlayerChance, FLOAT OtherChance, BOOL InCarFlag, BOOL OnFootFlag#PURPOSE: Adds a task response to the decision maker for a particular event<br/>INFO: This can be used to tailor specific behaviour types.<br/>PARAM NOTES: For the Chance parameters, please use values between 0.0 and 1.0.<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_DECISION_MAKER_EVENT_RESPONSE#DECISION_MAKER_TYPE DecisionMakerId, EVENT_NAMES EventType#PURPOSE: Clears an Event response added to the decision maker via ADD_DECISION_MAKER_EVENT_RESPONSE<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #BLOCK_DECISION_MAKER_EVENT#DECISION_MAKER_TYPE DecisionMakerId, EVENT_NAMES EventType#PURPOSE: Blocks a decision maker from responding to the specified Event<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #UNBLOCK_DECISION_MAKER_EVENT#DECISION_MAKER_TYPE DecisionMakerId, EVENT_NAMES EventType#PURPOSE: Unblocks the specified Event if it was blocked via BLOCK_DECISION_MAKER_EVENT<br/>INFO: <br/>PARAM NOTES: <br/>)]]
== commands_fire ==
[[sanScript(NATIVE FUNC FIRE_INDEX #START_SCRIPT_FIRE#VECTOR VecPos, INT GenerationsAllowed#PURPOSE: Creates a fire at the given coords. More info..<br/>INFO: These will be ignored by the fire brigade. Only the player can extinguish a script-created fire. A script-created fire must be REMOVE_SCRIPT_FIRE once and only once. <br/>PARAM NOTES: X, Y, Z are FLOATs<br/>FireID should be declared as a FIRE_INDEX.<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_SCRIPT_FIRE#FIRE_INDEX FireIndex#PURPOSE: Removes a script fire, call only once per fire.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FIRE_INDEX #START_ENTITY_FIRE#ENTITY_INDEX EntityIndex#PURPOSE: Creates a fire on this entity. More info..<br/>INFO: The char that the fire is created on must not be flame proof otherwise the game will assert. <br/>PARAM NOTES: FireID must be declared as a FIRE_INDEX <br/>)]]
[[sanScript(NATIVE PROC #STOP_ENTITY_FIRE#ENTITY_INDEX EntityIndex#PURPOSE: Stops a script fire on an entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ENTITY_ON_FIRE#ENTITY_INDEX EntityIndex#PURPOSE: Checks if an entity is on fire.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FIRE_INDEX #START_PED_FIRE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #STOP_PED_FIRE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ON_FIRE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_ON_FIRE#OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_FIRES_IN_RANGE#VECTOR VecPos, FLOAT Radius#PURPOSE: Gets the number of non script fires within radius metres of the given coord.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_FIRE_IN_RANGE# VECTOR VecPos, FLOAT fRadius#PURPOSE: Extinguishes fires within the specified radius<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_FIRE_POS#VECTOR& VecClosestFirePos, VECTOR VecTestPos#PURPOSE: Gets the position of the closest fire. Returns false if there are no fires<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_EXPLOSION#VECTOR VecExplosionPos, EXPLOSION_TAG ExplosionTag, FLOAT SizeScale = 0.5, BOOL bMakeSound = TRUE, BOOL bNoFx = FALSE, FLOAT CamShakeMultiplier = 1.0#PURPOSE: Creates an explosion at the co-ordinates. <br/>Size scale between 0.01 and 1.0. More info..<br/>INFO: <br/>PARAM NOTES: EXPLOSION_TAG is a list of explosion tyrpe<br/>)]]
[[sanScript(NATIVE PROC #ADD_EXPLOSION_WITH_USER_VFX#VECTOR VecExplosionPos, EXPLOSION_TAG ExplosionTag, INT VfxTagHash, FLOAT SizeScale = 0.5, BOOL bMakeSound = TRUE, BOOL bNoFx = FALSE, FLOAT CamShakeMultiplier = 1.0#PURPOSE: Creates an explosion at the co-ordinates. <br/>Size scale between 0.01 and 1.0. More info..<br/>INFO: <br/>PARAM NOTES: EXPLOSION_TAG is a list of explosion tyrpe<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_EXPLOSION_IN_AREA#EXPLOSION_TAG ExplosionTag, VECTOR VecPosMin, VECTOR VecPosMax#PURPOSE: Checks if an explosion is in a area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_EXPLOSION_IN_SPHERE#EXPLOSION_TAG ExplosionTag, VECTOR VecCentrePos, FLOAT Radius#PURPOSE: Checks if an explosion is in a sphere area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
== commands_graphics ==
[[sanScript(NATIVE PROC #DRAW_LINE#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond#PURPOSE: Draws a debug line bewteen the 2 vectors. More info..<br/>INFO: Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_LINE#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int red = 0, int green = 0, int blue = 255, int alpha = 255#PURPOSE: Draws a debug line bewteen the 2 vectors. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_LINE_WITH_TWO_COLOURS#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int StartRed = 255, int StartGreen = 0, int StartBlue = 0, int StartAlpha = 255, int EndRed = 0,int EndGreen = 0 ,int EndBlue = 255, int EndAlpha = 255#PURPOSE: Draws a debug line startin in one clour and blending to another. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_POLY#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, VECTOR VecCoorsThrird, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a poly between the 3 vectors. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_POLY_WITH_THREE_COLOURS#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, VECTOR VecCoorsThrird, int FirstRed = 255, int FirstGreen = 0, int FirstBlue = 0, int FirstAlpha = 255, int SecondRed = 0, int SecondGreen = 255, int SecondBlue = 0, int SecondAlpha = 255, int ThirdRed = 0, int ThirdGreen = 0, int ThirdBlue = 255, int ThirdAlpha = 255 #PURPOSE: Draws a polygon of a certain colour<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_SPHERE#VECTOR VecCoors, FLOAT Range, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a debug sphere. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_BOX#VECTOR VecCoorsMin, VECTOR VecCoorsMax, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a debug axis aligned box. More info<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_CROSS#VECTOR VecCoorsMin, FLOAT Size, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a cross at the given vector. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255..<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_TEXT#STRING text, VECTOR VecCoors, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws text at a world coord. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_TEXT_WITH_OFFSET#STRING text, VECTOR VecCoors, int Offset_x, int Offset_y,int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE:Draws text at a world coord with a screen releative offset. More info..<br/>INFO: Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: Defaulted to blue. Colours and alpha range are 0 - 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_LIGHT_WITH_RANGE#VECTOR VecCoors, INT R, INT G, INT B, FLOAT Range, FLOAT Intensity#PURPOSE: Adds a light with the a scene. More info..<br/>INFO: <br/>PARAM NOTES: RGB = integers between 0 and 255<br/>)]]
[[sanScript(NATIVE PROC #DRAW_SPHERE#VECTOR VecCoors, FLOAT Range#PURPOSE: It displays a sphere<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_COLOURED_CYLINDER#VECTOR VecCoors, FLOAT Radius, FLOAT Height, INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: Uses the Locate code to draw a large blip arrow (not a cylinder) More info..<br/>INFO: <br/>PARAM NOTES: RGB = integers between 0 and 255<br/>)]]
[[sanScript(NATIVE PROC #SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE#BOOL bActive#PURPOSE: Switches on the widget toggle to render debug lines and spheres. More info..<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_LINE_2D#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int red = 0, int green = 0, int blue = 255, int alpha = 255#PURPOSE: Draws a Debug line to the screen. Vector x,y values should be in the range 0,0 -> 1,1. More info..<br/>INFO: This command draws to the screen game screen. The top left of the screen is 0,0 and the bottom right is 1,1. so all values should be bewteen these values.<br/>Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: RGB = integers between 0 and 255. Defaulted to blue.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_LINE_2D_WITH_TWO_COLOURS#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int StartRed = 255, int StartGreen = 0, int StarBlue = 255, int StartAlpha = 255, int EndRed = 0, int EndGreen = 0 ,int EndBlue = 255, int EndAlpha = 255#PURPOSE: Draws a Debug line to the screen with 2 colours. Vector x,y values should be in the range 0,0 -> 1,1. More info..<br/>INFO: This command draws to the screen game screen. The top left of the screen is 0,0 and the bottom right is 1,1. so all values should be bewteen these values.<br/>Call this command every frame. Only runs in dev and bank release. Requires script -> Draw Debug Lines And Spheres widget to be active.<br/>PARAM NOTES: RGB = integers between 0 and 255, Default: Line starts red and fades to blue.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_POLY_2D#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, VECTOR VecCoorsThird, int red = 0, int green = 0, int blue = 255, int alpha = 255#PURPOSE: Draws a debug poly to the screen. Vector x,y values should be in the range 0,0 -> 1,1. More info..<br/>INFO: This command draws to the screen game screen. The top left of the screen is 0,0 and the bottom right is 1,1. so all values should be bewteen these values.<br/>PARAM NOTES: RGB = integers between 0 and 255. Default: int red = 0, int green = 0, int blue = 255, int alpha = 255.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_POLY_2D_WITH_THREE_COLOURS#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, VECTOR VecCoorsThrird,int FirstRed = 255, int FirstGreen = 0, int FirstBlue = 0, int FirstAlpha = 255, int SecondRed = 0, int SecondGreen = 255, int SecondBlue = 0, int SecondAlpha = 255, int ThirdRed = 0, int ThirdGreen = 0, int ThirdBlue = 255, int ThirdAlpha = 255 #PURPOSE: Draws a debug poly to the screen with 3 colours. Vector x,y values should be in the range 0,0 -> 1,1. More info.. <br/>INFO: This command draws to the screen game screen. The top left of the screen is 0,0 and the bottom right is 1,1. so all values should be bewteen these values.<br/>PARAM NOTES: RGB = integers between 0 and 255. Default: FirstRed = 255, int FirstGreen = 0, int FirstBlue = 0, int FirstAlpha = 255, int SecondRed = 0, int SecondGreen = 255, int SecondBlue = 0, int SecondAlpha = 255, int ThirdRed = 0, int ThirdGreen = 0, int ThirdBlue = 255, int ThirdAlpha = 255 <br/>)]]
[[sanScript(NATIVE PROC #DRAW_DEBUG_TEXT_2D#STRING text, VECTOR VecCoors, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws text to the screen. Vector x,y values should be in the range 0,0 -> 1,1. More info.. <br/>INFO: This command draws to the screen game screen. The top left of the screen is 0,0 and the bottom right is 1,1. so all values should be bewteen these values.<br/>PARAM NOTES: RGB = integers between 0 and 255. Defaulted to blue.<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_LINE#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255, int Red1 = 0, int Green1 = 0, int Blue1 = 255, int Alpha1= 255#PURPOSE: Draws a line on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_LINE_THICK#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255, int Red1 = 0, int Green1 = 0, int Blue1 = 255, int Alpha1= 255#PURPOSE: Draws a think line on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_CIRCLE#VECTOR VecCoorsFirst, FLOAT Radius, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a circle on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_POLY#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, VECTOR VecCoorsThird, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a poly on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_RECTANGLE#VECTOR VecCoorsFirst, VECTOR VecCoorsSecond, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a rectangle on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_WEDGE#VECTOR VecCoorsFirst, FLOAT RadiusInner, FLOAT RadiusOuter, FLOAT TheataStart, FLOAT TheataEnd, int NumOfSegments,int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a wedge on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES: RadiusInner: Radius of the inner circle <br/>RadiusOuter: Radius of the outer circle.<br/>TheataStart: Start angle.<br/>TheataEnd: Number of segments<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_MARKER#VECTOR VecCoorsFirst, FLOAT Size, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a marker on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_VEHICLE#VEHICLE_INDEX Vehicle, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws the position of a vehicle on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_PED#PED_INDEX Ped, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws the position of a ped on the vector map display. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_LOCAL_PLAYER_CAM#int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws the position players cam on the vector map. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_EVENT_RIPPLE#VECTOR VecCoors, float finalradius, int LifeTimeMs, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws a ripple effect on the vector map. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_VECTOR_MAP_TEXT#STRING Text,VECTOR VecCoorsFirst, BOOL bDrawBackGround = TRUE, int Red = 0, int Green = 0, int Blue = 255, int Alpha = 255#PURPOSE: Draws text to the vector map. More info..<br/>INFO: Vector map can be zoomed in and out of by pressing 1 or 2.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC CHECKPOINT_INDEX #CREATE_CHECKPOINT#CHECKPOINT_TYPE CheckpointType, VECTOR scrVecPosition, VECTOR scrVecPointAt, FLOAT fSize, BOOL bScaleFromBottom = FALSE#PURPOSE: Creates a race checkpoint. More info..<br/>INFO: If the checkpoint is an arrow then it will point towards scrVecPointAt. If it's a flag then scrVecPointAt will be ignored. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_CHECKPOINT#CHECKPOINT_INDEX UniqueCheckpointIndex#PURPOSE: Removes a checkpoint<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_CHECKPOINT# VECTOR vPosition, FLOAT fSize, INT iRed, INT iGreen, INT iBlue, BOOL bScaleFromBottom = FALSE#PURPOSE: Drawsa cylinder marker. More info.<br/>INFO: <br/>PARAM NOTES: RGB = integers between 0 and 255<br/>bScaleFromBottom means the size of the checkpoint will be increased from the bottom position, so the Z coord it sits on is always the same<br/>)]]
[[sanScript(NATIVE PROC #DRAW_CHECKPOINT_WITH_ALPHA# VECTOR vPosition, FLOAT fSize, INT iRed, INT iGreen, INT iBlue, INT iAlpha, BOOL bScaleFromBottom = FALSE#PURPOSE: Drawsa cylinder marker with an alpha value. More info..<br/>INFO: <br/>PARAM NOTES: RGB = integers between 0 and 255<br/>Alpha = 0 and 255 (0 is visible)<br/>bScaleFromBottom means the size of the checkpoint will be increased from the bottom position<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_STREAMED_TEXTURE_DICT#STRING TxdName, BOOL bPriority=FALSE#PURPOSE: Requests a texture dictionary to be loaded from an .img file. More info..<br/>INFO: The .img file should contain platform-specific txds and the filename should be listed in X:\project\build\common\data\images.txt. <br/>After requesting the txd, you should check HAS_STREAMED_TXD_LOADED in the same way as you do for models and animations.<br/>This command is a streamed version of LOAD_TXD.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_STREAMED_TEXTURE_DICT_LOADED#STRING TxdName#PURPOSE: Checks that the streamed tecture dictionary has loaded. More info..<br/>INFO: After requesting a streamed txd, call this command to check when the txd has finished streaming. It will return TRUE once the txd has loaded. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_STREAMED_TEXTURE_DICT_AS_NO_LONGER_NEEDED#STRING TxdName#PURPOSE: Unloads a streamed testure<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MASK_ACTIVE#BOOL bUseMask#PURPOSE: Sets a mask active.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_MASK_ATTRIBUTES#FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height#PURPOSE: Masks off an area on screen where no graphics will be drawn. More info..<br/>INFO: Will only work with Graphics (ie rectangles/sprites etc) not text. <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #DRAW_RECT#FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, INT R, INT G, INT B, INT A#PURPOSE: Renders a rectangle to the screen. More info.<br/>INFO: rects are drawn in order, with the laset rectangle drawn on top. <br/>PARAM NOTES:Centre x and y: ranges between 0 (top left) and 1 (bottom right) of the screen. drawn from the rect centre.<br/>RGBA set between 0 and 255<br/>)]]
[[sanScript(NATIVE PROC #DRAW_SCALEFORM_MOVIE#SCALEFORM_INDEX iScaleformMovieId, FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, INT R, INT G, INT B, INT A#PURPOSE: Renders a scaleform movie to the screen.<br/>INFO: movies are drawn in order, with the latest drawn on top.<br/>PARAM NOTES:movie id (retrieved from REQUEST_SCALEFORM_MOVIE), position & size<br/>)]]
[[sanScript(PROC #DRAW_RECT_FROM_CORNER#FLOAT TopLeftX, FLOAT TopLeftY, FLOAT Width, FLOAT Height, INT R, INT G, INT B, INT A#PURPOSE: Renders a rectangle to the screen. More info.<br/>INFO: Draw rectangle by specifying the corners <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_LINE_2D#FLOAT fStartX, FLOAT fStartY, FLOAT fEndX, FLOAT fEndY, FLOAT fWidth, INT R, INT G, INT B, INT A#PURPOSE: Renders a line to the screen. More info.<br/>INFO: lines are drawn in order, with the latest line drawn on top. <br/>PARAM NOTES:x,y start of line, x,y end of line, thickness of the line (all in 0-1 screen space)<br/>RGBA set between 0 and 255<br/>)]]
[[sanScript(NATIVE PROC #SET_SPRITES_DRAW_BEFORE_FADE#BOOL bDrawSpritesBeforeFadeFlag#PURPOSE: Sets a rectangle or sprite to be drawn on top of any fade.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_NAMED_SPRITE#STRING pTextureDictionaryName, STRING pTextureName, FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT Rotation, INT R, INT G, INT B, INT A#)]]
[[sanScript(NATIVE PROC #DRAW_NAMED_SPRITE_WITH_UV#STRING pTextureDictionaryName, STRING pTextureName, FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT ux, FLOAT uy, FLOAT vx, FLOAT vy, FLOAT Rotation, INT R, INT G, INT B, INT A#)]]
[[sanScript(PROC #DRAW_SPRITE#STRING pTextureDictionaryName, STRING pTextureName, FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT Rotation, INT R, INT G, INT B, INT A#)]]
[[sanScript(PROC #DRAW_SPRITE_WITH_UV#STRING pTextureDictionaryName, STRING pTextureName, FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT uX, FLOAT uY, FLOAT vX, FLOAT vY, FLOAT Rotation, INT R, INT G, INT B, INT A#)]]
[[sanScript(NATIVE PROC #DRAW_CURVED_WINDOW#FLOAT fTopLeftX, FLOAT fTopLeftY, FLOAT fBottomRightX, FLOAT fBottomRightY, int iAlphaWindow = 255#PURPOSE: Draws a curved window.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CURRENT_MOVIE#STRING MovieName#PURPOSE: Allocates memory and loads the specified movie file.More info..<br/>INFO: To display the movie, call PLAY_MOVIE every frame. Once you've finished with the movie, call RELEASE_MOVIE to free the memory. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PLAY_MOVIE##PURPOSE: Plays a loaded movie<br/>)]]
[[sanScript(NATIVE PROC #STOP_MOVIE##PURPOSE: Srops a movie playing<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_MOVIE##PURPOSE: Frees the memory allocated to the movie. More info<br/>INFO: This command should be called when you are finished with a movie. It frees up the memory allocated by SET_CURRENT_MOVIE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_MOVIE#FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT Rotation, INT R, INT G, INT B, INT A#PURPOSE: Draws a movie to the screen. More info..<br/>INFO: Before you can use this command you have to load the movie using SET_CURRENT_MOVIE. <br/>PARAM NOTES: CentreX and CentreY define the centre point of the movie. between 0 (top left) and 1 (bottom right) <br/>RGBA set between 0 and 255<br/>Rotataion : Rotation is measured in degrees.<br/>)]]
[[sanScript(NATIVE PROC #SET_MOVIE_TIME#FLOAT fMovieTime#PURPOSE: Sets the time of the current movie.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MOVIE_VOLUME#FLOAT fMovieVolume#PURPOSE: Sets the volume of the movie audio<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_SCREEN_RESOLUTION#INT &X, INT &Y# PURPOSE: Returns the screen resolution<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_WIDESCREEN## PURPOSE: Returns if running widescreen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_HIDEF## PURPOSE: Returns if running in hidef<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_LOADING_SCREEN_NOW#BOOL onOff# PURPOSE: Force the loading screen on/off regardless of fade value<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NIGHTVISION#BOOL onOff# PURPOSE: Turn night vission effect on/off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_USINGNIGHTVISION## PURPOSE: Get whether nightvision is on/off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SEETHROUGH#BOOL onOff# PURPOSE: Turn see through effect on/off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_USINGSEETHROUGH## PURPOSE: Get whether seethrough is on/off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_RESET## PURPOSE: SeeThrough Effect : Reset effect parameters to the default<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_FADE_STARTDISTANCE## PURPOSE: SeeThrough Effect : Get the distance at which visible objects will start fading out<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_FADE_STARTDISTANCE#FLOAT param# PURPOSE: SeeThrough Effect : Set the distance at which visible objects will start fading out<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_FADE_ENDDISTANCE## PURPOSE: SeeThrough Effect : Get the distance at which visible objects will be fully faded out<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_FADE_ENDDISTANCE#FLOAT param# PURPOSE: SeeThrough Effect : Set the distance at which visible objects will be fully faded out <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_MAX_THICKNESS## PURPOSE: SeeThrough Effect : Get the thickness behind which objects will stop being visible<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_MAX_THICKNESS#FLOAT param# PURPOSE: SeeThrough Effect : Set the thickness behind which objects will stop being visible<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_NOISE_MIN## PURPOSE: SeeThrough Effect : Get the minimum amount of image noise<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_NOISE_MIN#FLOAT param# PURPOSE: SeeThrough Effect : Set the minimum amount of image noise<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_NOISE_MAX## PURPOSE: SeeThrough Effect : Get the maximum amount of image noise<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_NOISE_MAX#FLOAT param# PURPOSE: SeeThrough Effect : Set the maximum amount of image noise<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_HILIGHT_INTENSITY## PURPOSE: SeeThrough Effect : Get the intensity of the highlights<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_HILIGHT_INTENSITY#FLOAT param# PURPOSE: SeeThrough Effect : Set the intensity of the highlights <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #SEETHROUGH_GET_HILIGHT_NOISE## PURPOSE: SeeThrough Effect : Get the amount of image noise added to the highlights<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEETHROUGH_SET_HIGHLIGHT_NOISE#FLOAT param# PURPOSE: SeeThrough Effect : Set the amount of image noise added to the highlights<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NOISEOVERIDE#BOOL onOff# PURPOSE: Turn noise overide on/off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NOISINESSOVERIDE#FLOAT value# PURPOSE: Set the amount of noise filter applied.<br/>INFO: Won't do anything unless noise overide has been turned on : SET_NOISEOVERIDE(TRUE).<br/>PARAM NOTES: FLOAT value - goes from 0 (no noise) to whatever your eyes can take.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_SCREEN_COORD_FROM_WORLD_COORD#VECTOR vWorldPos, float &fXpos, float &Ypos # PURPOSE: Returns a valid point on screen, if either x or y is invalid, this will return false and -1.0 for x and y.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_TEXTURE_RESOLUTION#STRING pTextureDictionaryName, STRING pTextureName# PURPOSE: returns the resolution of a texture<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_PARTICLE_FX_NON_LOOPED_AT_COORD#STRING fxName, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0# PURPOSE: Trigger a set piece (non looped) particle effect at a world position and orientation. More info..<br/>INFO: Triggers a named particle effect at a world position.<br/>This should only be used with non-looped particle effects.<br/>The particle effect will then play and tidy itself up when finished.<br/>There is no access to the particle effect once it has been triggered.<br/>PARAM NOTES: STRING fxName - the name of the particle effect to be triggered<br/>VECTOR position - the world position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>BOOL - whether or not the particle effect has been created ok<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE#STRING fxName, PED_INDEX pedIndex, VECTOR vecPosition, VECTOR vecRotation, PED_BONETAG boneTag, FLOAT scale=1.0# PURPOSE: Trigger a set piece (non looped) particle effect on a ped bone with an offset position and orientation. More info..<br/>INFO: Triggers a named particle effect on a ped bone at an offset position and rotation.<br/>This should only be used with non-looped particle effects.<br/>The particle effect will then play and tidy itself up when finished.<br/>There is no access to the particle effect once it has been triggered.<br/>PARAM NOTES:STRING STRING fxName - the name of the particle effect to be triggered<br/>PED_INDEX pedIndex - the index of the ped to attach the particle effect to<br/>VECTOR position - the offset position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>INT boneTag - the bone tag to attach the particle effect to<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_PARTICLE_FX_NON_LOOPED_ON_ENTITY#STRING fxName, ENTITY_INDEX entityIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0# PURPOSE: Trigger a set piece (non looped) particle effect on an entity with an offset position and orientation. More info..<br/>INFO: Triggers a named particle effect on an entity at an offset position.<br/>This should only be used with non-looped particle effects.<br/>The particle effect will then play and tidy itself up when finished.<br/>There is no access to the particle effect once it has been triggered.<br/>PARAM NOTES: STRING fxName - the name of the particle effect to be triggered<br/>ENTITY_INDEX entityIndex - the index of the entity to attach the particle effect to<br/>VECTOR position - the offset position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_PARTICLE_FX_NON_LOOPED_ON_VEHICLE#STRING fxName, VEHICLE_INDEX vehIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0#)]]
[[sanScript(NATIVE FUNC BOOL #START_PARTICLE_FX_NON_LOOPED_ON_OBJECT#STRING fxName, OBJECT_INDEX objIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0#)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_NON_LOOPED_COLOUR#FLOAT colR, FLOAT colG, FLOAT colB# PURPOSE: Sets the colour tint of the next non looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_NON_LOOPED_ALPHA#FLOAT colA# PURPOSE: Sets the alpha tint of the next non looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_NON_LOOPED_SCALE#FLOAT scale# PURPOSE: Sets the scale of the next non looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_NON_LOOPED_EMITTER_SIZE#VECTOR overrideSize# PURPOSE: Sets the size of the emitter domain of the next non looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PTFX_ID #START_PARTICLE_FX_LOOPED_AT_COORD#STRING fxName, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0# PURPOSE: Start a looped particle effect at a world position and orientation. More info..<br/>INFO: Triggers a named particle effect at an world position.<br/>This should only be used with infinitely looping particle effects.<br/>The particle effect will then start playing and will need to be stopped by calling STOP_PTFX.<br/>The returned id of the particle effect needs to be passed into any other function that needs to be called on it.<br/>PARAM NOTES:STRING fxName - the name of the particle effect to be started<br/>VECTOR position - the world position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>INT - the id of the created particle effect - this will be 0 if creation fails<br/>)]]
[[sanScript(NATIVE FUNC PTFX_ID #START_PARTICLE_FX_LOOPED_ON_PED_BONE#STRING fxName, PED_INDEX pedIndex, VECTOR vecPosition, VECTOR vecRotation, PED_BONETAG boneTag, FLOAT scale=1.0# PURPOSE: Start a looped particle effect on a ped bone with an offset position and orientation. More info..<br/>INFO: Triggers a named particle effect attached to a ped bone with an offset position and rotation.<br/>This should only be used with infinitely looping particle effects.<br/>The particle effect will then start playing and will need to be stopped by calling STOP_PTFX.<br/>The returned id of the particle effect needs to be passed into any other function that needs to be called on it.<br/>PARAM NOTES: STRING fxName - the name of the particle effect to be started<br/>PED_INDEX pedIndex - the index of the ped to attach this particle effect to<br/>VECTOR position - the offset position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>INT boneTag - the bone tag to attach the particle effect to<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>INT - the id of the created particle effect - this will be 0 if creation fails<br/>)]]
[[sanScript(NATIVE FUNC PTFX_ID #START_PARTICLE_FX_LOOPED_ON_ENTITY#STRING fxName, ENTITY_INDEX entityIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0# PURPOSE: Start a looped particle effect on an entity with an offset position and orientation. More info..<br/>INFO: Triggers a named particle effect attached to an entity with an offset position.<br/>This should only be used with infinitely looping particle effects.<br/>The particle effect will then start playing and will need to be stopped by calling STOP_PTFX.<br/>The returned id of the particle effect needs to be passed into any other function that needs to be called on it.+<br/>PARAM NOTES:STRING fxName - the name of the particle effect to be started<br/>ENTITY_INDEX entityIndex - the index of the entity to attach this particle effect to<br/>VECTOR position - the offset position to play the particle effect at<br/>VECTOR rotation - the offset rotation of the particle effect<br/>FLOAT scale - size scale of the effect (default size = 1.0)<br/>INT - the id of the created particle effect - this will be 0 if creation fails<br/>)]]
[[sanScript(NATIVE FUNC PTFX_ID #START_PARTICLE_FX_LOOPED_ON_VEHICLE#STRING fxName, VEHICLE_INDEX vehIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0#)]]
[[sanScript(NATIVE FUNC PTFX_ID #START_PARTICLE_FX_LOOPED_ON_OBJECT#STRING fxName, OBJECT_INDEX objIndex, VECTOR vecPosition, VECTOR vecRotation, FLOAT scale=1.0#)]]
[[sanScript(NATIVE PROC #STOP_PARTICLE_FX_LOOPED#PTFX_ID ptfxId# PURPOSE: Stop a previously started looped particle effect<br/>INFO: The stopped effect will automatically clean itself up once stopped. <br/>PARAM NOTES: PTFX_ID ptfxId - the id of the started particle effect to stop <br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_OFFSETS#PTFX_ID ptfxId, VECTOR position, VECTOR vecRotation# PURPOSE: Update the position and/or rotation offsets of a previously started looped particle effect. More info<br/>INFO: If the particle effect is attached to an entity (ped, vehicle or object) then the new position is an offset from that entity.<br/>If the particle effect is not attached to an entity (ped, vehicle or object) then the new position is a world position.<br/>PARAM NOTES: PTFX_ID ptfxId - the id of the started particle effect to update<br/>VECTOR position - the new position of the particle effect<br/>VECTOR rotation - the offset rotation of the particle effect<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_EVOLUTION#PTFX_ID ptfxId, STRING evoName, FLOAT evoVal# PURPOSE: Sets the evolution data of a previously started looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_COLOUR#PTFX_ID ptfxId, FLOAT colR, FLOAT colG, FLOAT colB# PURPOSE: Sets the colour tint of a previously started looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_ALPHA#PTFX_ID ptfxId, FLOAT colA# PURPOSE: Sets the alpha tint of a previously started looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_SCALE#PTFX_ID ptfxId, FLOAT scale# PURPOSE: Sets the scale of a previously started looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_LOOPED_EMITTER_SIZE#PTFX_ID ptfxId, BOOL bIsOverridden, VECTOR overrideSize# PURPOSE: Sets the size of the emitter domain of a previously started looped particle effect<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PARTICLE_FX_CAM_INSIDE_VEHICLE#BOOL bInside# PURPOSE: Tells the particle fx that the camera is inside a vehicle so that certain effects are stopped <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX_FROM_ENTITY#ENTITY_INDEX entityIndex# PURPOSE: Remove all particle effects (including existing particles) from an entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX_FROM_PED#PED_INDEX pedIndex#)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX_FROM_VEHICLE#VEHICLE_INDEX vehicleIndex#)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX_FROM_OBJECT#OBJECT_INDEX objectIndex#)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX#PTFX_ID ptfxId# PURPOSE: Remove a particle effects (including existing particles)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PARTICLE_FX_IN_RANGE#VECTOR pos, FLOAT range# PURPOSE: Remove a particle effects (including existing particles) with a range of a position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WASH_DECALS_IN_RANGE#VECTOR pos, FLOAT range, FLOAT washAmount# PURPOSE: Wash all decals within the range of a position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WASH_DECALS_FROM_VEHICLE#VEHICLE_INDEX vehIndex, INT washAmount# PURPOSE: Washes the decals off a vehicle (by washAmount each time it's called)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_DECALS_IN_RANGE#VECTOR pos, FLOAT range# PURPOSE: Removes all decals within the range of a position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_DECALS_FROM_OBJECT#OBJECT_INDEX ObjectIndex#PURPOSE: Removes all decals on a particular object <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_DECALS_FROM_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Removes all decals on a particular vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #ADD_DECAL#INT renderSettingsId, VECTOR pos, VECTOR dir, VECTOR side, FLOAT width, FLOAT height, FLOAT alpha, FLOAT life#PURPOSE: Places a decal into the world<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_DECAL#INT decalId#PURPOSE: Removes a previously added decal from the world<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_DECAL_ALIVE#INT decalId#PURPOSE: Checks if a previously added decal is still alive<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_DECAL_WASH_LEVEL#INT decalId#PURPOSE: Gets the wash level of a previously added decal<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OVERRIDE_INTERIOR_SMOKE_NAME#STRING overrideName# PURPOSE: Overrides the interior smoke effect name <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OVERRIDE_INTERIOR_SMOKE_NAME_LENS#STRING overrideName# PURPOSE: Overrides the interior smoke effect name <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OVERRIDE_INTERIOR_SMOKE_LEVEL#FLOAT overrideLevel# PURPOSE: Overrides the interior smoke effect name <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OVERRIDE_INTERIOR_SMOKE_END## PURPOSE: Overrides the interior smoke effect name <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TIMECYCLE_MODIFIER#STRING ModifierName#PURPOSE: Forces the timecycle modifier to be used for 100%. More info..<br/>INFO: A timecyclemodifier is set up by an artists and can contains changes to light colour, fog colour, clip plane distance or post fx. They can be used as a filter. Good ones to try are: death, busted, sniper_ini, sniper, binocular, injured, fast<br/>MAKE SURE TO CALL CLEAR_TIMECYCLE_MODIFIER when you're done. If this doesn't happen the game will from that point on use that filter.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_TIMECYCLE_MODIFIER##PURPOSE: Clears anys critp set timecycle modifier.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC SCALEFORM_INDEX #REQUEST_SCALEFORM_MOVIE#STRING filename, BOOL bBlockingLoad#PURPOSE: Requests that a scaleform movie is streamed in<br/>INFO: Requests that a scaleform movie is streamed in (only allows 1 instance of a movie active at one time)<br/>PARAM NOTES: filename of the gfx file to load, whether game should stop to load or not (should be streamed where possible)<br/>)]]
[[sanScript(NATIVE FUNC SCALEFORM_INDEX #REQUEST_SCALEFORM_MOVIE_INSTANCE#STRING filename, BOOL bBlockingLoad#PURPOSE: Requests that a scaleform movie is streamed in - allows multiple copies of movies<br/>INFO: Requests that a scaleform movie is streamed in - allows multiple copies of movies<br/>PARAM NOTES: filename of the gfx file to load, whether game should stop to load or not (should be streamed where possible)<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_SCALEFORM_MOVIE_LOADED#SCALEFORM_INDEX iScaleformMovieId#PURPOSE: returns true or false on whether the movie has fully loaded or not<br/>INFO: to check if a movie has streamed in yet<br/>PARAM NOTES: filename of the gfx file we are checking for<br/>)]]
[[sanScript(NATIVE FUNC SCALEFORM_INDEX #GET_SCALEFORM_CONTAINER_MOVIE_REQUESTED##PURPOSE: returns the id of the movie that ActionScript has requested on a container movie<br/>INFO: to check if a movie has been requested by ActionScript on a container movie and to get the id. if 0 is returned, then nothing is requested<br/>PARAM NOTES: none<br/>)]]
[[sanScript(NATIVE PROC #SET_SCALEFORM_MOVIE_AS_NO_LONGER_NEEDED#SCALEFORM_INDEX iScaleformMovieId#PURPOSE: removes a scaleform movie from script memory<br/>INFO: sets that the scaleform movie is no longer needed & can be deleted<br/>PARAM NOTES: filename of the gfx file to remove<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, FLOAT fParam1, FLOAT fParam2 = -1.0, FLOAT fParam3 = -1.0, FLOAT fParam4 = -1.0, FLOAT fParam5 = -1.0#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC STRING #CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_GET_STRING#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, FLOAT fParam1, FLOAT fParam2 = -1.0, FLOAT fParam3 = -1.0, FLOAT fParam4 = -1.0, FLOAT fParam5 = -1.0#PURPOSE: returns a literal string<br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD_WITH_STRING#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, STRING cParam1, STRING cParam2 = NULL, STRING cParam3 = NULL, STRING cParam4 = NULL, STRING cParam5 = NULL#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_STRING#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, FLOAT fParam1, FLOAT fParam2 = -1.0, FLOAT fParam3 = -1.0, FLOAT fParam4 = -1.0, FLOAT fParam5 = -1.0, STRING cParam1 = NULL, STRING cParam2 = NULL, STRING cParam3 = NULL, STRING cParam4 = NULL, STRING cParam5 = NULL#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD_WITH_LITERAL_STRING#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, STRING cParam1, STRING cParam2 = NULL, STRING cParam3 = NULL, STRING cParam4 = NULL, STRING cParam5 = NULL#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
[[sanScript(NATIVE FUNC INT #CALL_SCALEFORM_MOVIE_METHOD_WITH_NUMBER_AND_LITERAL_STRING#SCALEFORM_INDEX iScaleformMovieId, STRING cMethodName, FLOAT fParam1, FLOAT fParam2 = -1.0, FLOAT fParam3 = -1.0, FLOAT fParam4 = -1.0, FLOAT fParam5 = -1.0, STRING cParam1 = NULL, STRING cParam2 = NULL, STRING cParam3 = NULL, STRING cParam4 = NULL, STRING cParam5 = NULL#PURPOSE: <br/>INFO: calls an actionscript method on the passed in movie<br/>PARAM NOTES: movie id, actionscript method name, parms (not all need to be filled)<br/>)]]
== commands_hud ==
[[sanScript(NATIVE PROC #PRINT#STRING pTextLabel, INT Duration, INT Colour#PURPOSE: Prints a line of text at the bottom of the screen. More info..<br/>INFO: This is where most text should be displayed. The text will be placed at the bottom of the queue. It could take a wee while before your message pops up.<br/>Text is a STRING<br/>Duration is an INT in milliseconds (1000 = 1 sec).<br/>Colour is an INT and should correspond to the person that speaks.<br/>PARAM NOTES: Colour 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #PRINT_NOW#STRING pTextLabel, INT Duration, INT Colour#PURPOSE: Overwrites any current message with the message. More info..<br/>INFO: <br/>Text is a STRING<br/>Duration is an INT in milliseconds (1000 = 1 sec).<br/>Colour is an INT and should correspond to the person that speaks.<br/>PARAM NOTES: Colour 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PRINTS##PURPOSE: Clears the print queue that may have been built up so far. More info..<br/>INFO: Handy if a lot of text is about to be printed by you whilst there still is some unimportant stuff left. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_BRIEF##PURPOSE: lears any messages that are currently being displayed in the Pause Menu brief screen. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_WITH_NUMBER#STRING pTextLabel, INT NumberToInsert, INT Duration, INT Colour#PURPOSE: Prints a line of text with a number at the bottom of the screen. More info..<br/>INFO: The text will be placed at the bottom of the queue. It could take a wee while before your message pops up.<br/>PARAM NOTES:Text is a STRING<br/>Number is an INT. To mark where you want the number to appear use the special control code of ~1~ in the message in the text file.<br/>Duration is an INT in millisecs<br/>Colour is an INT taken from the following table:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_WITH_NUMBER_NOW#STRING pTextLabel, INT NumberToInsert, INT Duration, INT Colour#PURPOSE: Overwrites any current message with the message and a number. More info..<br/>INFO: <br/>PARAM NOTES:Text is a STRING<br/>Number is an INT. To mark where you want the number to appear use the special control code of ~1~ in the message in the text file.<br/>Duration is an INT in millisecs<br/>Colour is an INT taken from the following table: 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #PRINT_WITH_2_NUMBERS#STRING pTextLabel, INT FirstNumberToInsert, INT SecondNumberToInsert, INT Duration, INT Colour#PURPOSE: Prints a line of text with 2 numbers at the bottom of the screen. More info..<br/>INFO: The text will be placed at the bottom of the queue. It could take a wee while before your message pops up.<br/>PARAM NOTES:Text is a STRING<br/>Number is an INT. To mark where you want the number to appear use the special control code of ~1~ in the message in the text file.<br/>Duration is an INT in millisecs<br/>Colour is an INT taken from the following table:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_WITH_2_NUMBERS_NOW#STRING pTextLabel, INT FirstNumberToInsert, INT SecondNumberToInsert, INT Duration, INT Colour#PURPOSE: Overwrites any current message with the message and 2 numbers. More info..<br/>INFO: <br/>PARAM NOTES:Text is a STRING<br/>Number is an INT. To mark where you want the number to appear use the special control code of ~1~ in the message in the text file.<br/>Duration is an INT in millisecs<br/>Colour is an INT taken from the following table: 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #PRINT_STRING_IN_STRING#STRING pTextLabel, STRING pShortTextLabel, INT Duration, INT Colour#PURPOSE: Prints a string inside another string string. More info..<br/>INFO: To mark where you want the small string to appear use the special control code of ~a~ in the big message in the text file. <br/>PARAM NOTES: Duration is an INT in millisecs<br/>Colour is an INT taken from the following table: 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #PRINT_STRING_IN_STRING_NOW#STRING pTextLabel, STRING pShortTextLabel, INT Duration, INT Colour#PURPOSE: Overwrites any current message with a string inside another string string. More info..<br/>INFO: <br/>PARAM NOTES: Duration is an INT in millisecs<br/>Colour is an INT taken from the following table: 0 = White<br/>1 = Red<br/>2 = Green<br/>3 = Blue<br/>4 = Purple<br/>5 = Yellow<br/>6 = Black<br/>)]]
[[sanScript(NATIVE PROC #PRINT_STRING_WITH_LITERAL_STRING#STRING pTextLabel, STRING pLiteralString, INT Duration, INT Colour#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_STRING_WITH_LITERAL_STRING_NOW#STRING pTextLabel, STRING pLiteralString, INT Duration, INT Colour#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_THIS_PRINT#STRING pTextLabel#PURPOSE: Clears any instances of this message that are currently being displayed or waiting to be displayed. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SMALL_PRINTS##PURPOSE: This is the same as CLEAR_PRINTS except that it doesnt clear big messages. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_PRINT_BEING_DISPLAYED#STRING pTextLabel, SCRIPT_PRINT_EXTRA_PARAMS ExtraParamsFlag=SCRIPT_PRINT_NO_EXTRA_PARAMS, STRING pSubStringTextLabel=NULL, STRING pLiteralString1=NULL, STRING pLiteralString2=NULL, INT FirstNumberToInsert=-1, INT SecondNumberToInsert=-1, INT ThirdNumberToInsert=-1, INT FourthNumberToInsert=-1, INT FifthNumberToInsert=-1, INT SixthNumberToInsert=-1#PURPOSE: Checks that a message is being displayed filtered by the print params. More info<br/>INFO: The command uses default parameters so if you only need to check a message that takes no extra strings or numbers then you'll only have to specify the first parameter. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOAD_ADDITIONAL_TEXT#STRING pTextBlockName, TEXT_BLOCK_SLOTS SlotNumber#PURPOSE: Loads text into a specific text slot. More info..<br/>INFO: One block of text can be loaded into each slot at a time, e.g. the phone script can load a block of text into the phone text slot without affecting the text loaded into the mission text slot for the current mission.<br/>In the text file, it is possible to mark a piece of text so that it is only loaded when this command is called. The block is given a name of up to seven characters the convention is if the .sc filename<br/>has seven or less characters then that name is used in the text file, if the .sc filename has more than seven characters then the first six characters and the last one are used.<br/><br/>By putting this block name after a : as part of the text key, the text will not be loaded until LOAD_ADDITIONAL_TEXT is called using the block name.<br/>If any block names are used in the text file then they should be added to an alphabetical list at the very beginning of the text file contained within the words start and end.<br/>Only one chunk of block text can be loaded into each slot at a time when LOAD_ADDITIONAL_TEXT is called for another block, the block text currently in memory will be lost.<br/><br/>It seems that LOAD_ADDITIONAL_TEXT will also clear any prints on screen and clear the print queue, regardless of the text block that these prints are in. If you're wondering why your text is disappearing this might be the cause.<br/><br/>For episodic content LOAD_ADDITIONAL_TEXT will not let you override text blocks. I.e. if you have name a text block RAY1 in an episodic gxt and there is already<br/>a text block called RAY1 in GTA4's gxt then LOAD_ADDITIONAL_TEXT will always load the one from GTA4. The solution is to rename the text block to something that doesn't clash.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_ADDITIONAL_TEXT#STRING pTextBlockName, TEXT_BLOCK_SLOTS SlotNumber#PURPOSE: Requests a block of text. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ADDITIONAL_TEXT_LOADED#TEXT_BLOCK_SLOTS SlotNumber#PURPOSE: Checks that the text for the slot has loaded.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_THIS_ADDITIONAL_TEXT_LOADED#STRING pTextBlockName, TEXT_BLOCK_SLOTS SlotNumber#PURPOSE: Checks that the text block for the slot has loaded.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_STREAMING_ADDITIONAL_TEXT#TEXT_BLOCK_SLOTS SlotNumber#PURPOSE: The text slot streaming the text.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ADDITIONAL_TEXT#TEXT_BLOCK_SLOTS SlotNumber, BOOL bClearPreviousBriefs#PURPOSE: Call this command to remove the text from the previous attempt at the mission from the previous briefs screen. More info..<br/>INFO: You will probably always want to call this command with TRUE for bClearPreviousBriefs. The reason for adding this command was for the situation where the player fails a mission and then replays it.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MESSAGE_BEING_DISPLAYED##PURPOSE: Checks if any message is being displayed at the bottom of the screen. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_TEXT_LABEL_EXIST#STRING pTextLabel#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_STRING_FROM_TEXT_FILE#STRING pTextLabel#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_FIRST_N_CHARACTERS_OF_STRING#STRING pTextLabel, INT NumberOfCharacters#PURPOSE: needed by the email script to simulate the player typing a message. More info.. <br/>INFO: Check GET_LENGTH_OF_STRING_WITH_THIS_TEXT_LABEL first<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_FIRST_N_CHARACTERS_OF_LITERAL_STRING#STRING pLiteralString, INT NumberOfCharacters#PURPOSE: Checks if ithe text label exists either in the main text block or in the currently loaded mission text block. More info..<br/>INFO: If the label doesn't exist in either of these two blocks then the command returns FALSE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_STRING_FROM_STRING#STRING pText, INT startPoint, INT endPoint#PURPOSE: Returns a string from part of another string <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_LENGTH_OF_STRING_WITH_THIS_TEXT_LABEL#STRING pTextLabel#PURPOSE: Returns the number of characters in the string with this text label<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_LENGTH_OF_LITERAL_STRING#STRING pLiteralString#PURPOSE: Returns the number of characters in this string. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_STRING_FROM_HASH_KEY#INT TextLabelHashKey#PURPOSE: returns the string contained in the .gxt file for the given text label hash key. More info..<br/>INFO: This is needed by Neil to display street names in the taxi script. The TextLabelHashKey will have been returned by FIND_STREET_NAME_AT_POSITION. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NTH_INTEGER_IN_STRING#STRING pTextLabel, INT CharacterIndex#PURPOSE: finds the string for the given text label. It then finds character number CharacterIndex (counting from 0). More info.<br/>INFO: This character should be an integer between 0 and 9. This number will be returned. If anything goes wrong then the command will return -1. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROUTE_FLASHES#BOOL bOnOff#PURPOSE: Flashes the GPS route on the radar & frontend map. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_NEXT_MESSAGE_TO_PREVIOUS_BRIEFS#BOOL bAddToPrevBriefsFlag#PURPOSE: Will add/remove the next message from the previous briefs<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WAYPOINT_OFF## PURPOSE: Switches off the waypoint blip if it is active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_HUD#BOOL bDisplayHudFlag#PURPOSE: Displays the hud.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_HUD_PREFERENCE_SWITCHED_ON##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_HUD_RETICULE_COMPLEX##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_HUD_COLOUR#HUD_COLOURS HudColour, INT& red, INT& green, INT& blue, INT& alpha#PURPOSE: Returns the red, green, blue and alpha components (all integers) of the colourID passed in. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #HIDE_LOADING_ON_FADE_THIS_FRAME##PURPOSE: Hides the loading text on this frame<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #HIDE_HUD_AND_RADAR_THIS_FRAME##PURPOSE: Hides the radar AND the hud this frame ONLY <br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_RADAR#BOOL bDisplayRadarFlag#PURPOSE: Displays the radar.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADAR_ZOOM#INT ZoomValue#PURPOSE: modifys the zoom value of the radar between 0 (no zoom), and 1 (max zoom in) and 1100 (max zoom out).<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_CORRECTED_COLOUR#INT red_, INT green_, INT blue_, INT& red, INT& green, INT& blue#PURPOSE: Please report no comment<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADAR_AS_INTERIOR_THIS_FRAME##PURPOSE: set radar to appear as if inside an interior for 1 frame:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FRONTEND_ACTIVE#BOOL bActive#PURPOSE: Sets the frontend active state<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PAUSE_MENU_ACTIVE##PURPOSE: Checks if the pause menu is active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PAUSE_MENU_ACTIVE#BOOL bActive#PURPOSE: Sets the pause menu active state.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_ICON_COLOUR# INT iColour#PURPOSE: Please report no comment<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #INIT_FRONTEND_HELPER_TEXT##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_FRONTEND_HELPER_TEXT#STRING DescText, STRING ButtonText, BOOL bNewLine#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_FRONTEND_MAP_BLIPS#BOOL bDisplay#PURPOSE: Displays blips in the frontend map. More info..<br/>INFO:The only script I know of that needs this command is the Qub3d game where the camera is placed outside the world. Be sure to call the command with TRUE when the script ends. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_PREVIOUS_FONT_SETTINGS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_LINES_WITH_SUBSTRINGS#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, STRING pSubString1Label, STRING pSubString2Label#PURPOSE: gets the number of lines to dispaly the text with substrings. More info..<br/>INFO: Pass in an empty string for pSubString2Label if you only want to insert one substring. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel#PURPOSE: Displays text to main render target. More info..<br/>INFO: DISPLAY_TEXT resets all text settings after use, so make sure you call SET_TEXT_SCALE, SET_TEXT_BACKGROUND etc. each time you call DISPLAY_TEXT. <br/>PARAM NOTES: Display x & y are between 0, 0 (top left) and 1, 1 (bottom right)<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_SCALE#FLOAT TextXScale, FLOAT TextYScale#PURPOSE: Sets the text scale by using a multiplier. 1.0 = normal / 2.0 = double <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_LINE_DISPLAY#INT StartLine, INT EndLine#PURPOSE: Sets which line the text will display on. More info..<br/>INFO: If you just wanted to display the second line, you would call: SET_TEXT_LINE_DISPLAY(2, 2)<br/>This can be set before GET_NUMBER_LINES as GET_NUMBER_LINES ignores it. It will only get used when you call DISPLAY_TEXT to display the text.<br/>PARAM NOTES: StartLine is the first line you want to start with and EndLine is the last line. <br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_COLOUR#INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: Sets the colour of the text. More info..<br/>INFO: <br/>PARAM NOTES: four parameters should be INTs between 0 and 255. Alpha 0 is invisible. <br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_JUSTIFY#BOOL bTextJustifyFlag#PURPOSE: Fully justifies the text to the coordinates specified by SET_TEXT_WRAP. More info..<br/>INFO: (Text by default is left justified) <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_CENTRE#BOOL bTextCentreFlag#PURPOSE: Centre justifies the text. More info..<br/>INFO: It also moves the origin of the text to the centre point. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_TO_USE_TEXT_FILE_COLOURS#BOOL bUseTextColours#PURPOSE: Uses colurs as set by the text file. More info..<br/>INFO: Allows text that has been coloured to be changed back to original.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_LINE_HEIGHT_MULT#FLOAT LineHeight#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_WRAP#FLOAT TextWrapStartX, FLOAT TextWrapEndX#PURPOSE: Sets points where text will wrap round and displayed on a new line. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_BACKGROUND#BOOL bTextBackgroundFlag#PURPOSE: Deprecated, please use SET_TEXT_WRAP<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_USE_UNDERSCORE#BOOL bTextUnderScoreFlag#PURPOSE: Draws a box around/behind the text <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_PROPORTIONAL#BOOL bTextProportionalFlag#PURPOSE: Sets the spacing of the text proporional.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOAD_TEXT_FONT#TEXT_FONTS TextFont#PURPOSE: Loads a font that requires to be streamed More ino..<br/>INFO: Call this command before you need to use the font in your script and use UNLOAD_TEXT_FONT once you have finished displaying text. Only one of these special fonts can be in memory at one time.<br/>Warning LOAD_TEXT_FONT may pause the game slightly, but you can use multiple fonts in one frame:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_TEXT_FONT_LOADED#TEXT_FONTS TextFont#PURPOSE: Returns TRUE or FALSE depending if the passed streamed font is already loaded <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_FONT#TEXT_FONTS TextFont#PURPOSE: Set the text font <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_DRAW_BEFORE_FADE#BOOL bTextDrawBeforeFadeFlag#PURPOSE:Sets the text will to draw before the fade.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_RIGHT_JUSTIFY#BOOL bTextRightJustifyFlag#PURPOSE: Right justifies the text. More info..<br/>INFO: It also moves the origin of the text to the right hand side of the text. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_NUMBER#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, INT NumberToDisplay#PURPOSE: Displays text with a number onscreen. More info..<br/>INFO: <br/>PARAM NOTES:Display x & y are between 0, 0 (top left) and 1, 1 (bottom right)<br/>NumberToDisplay is an INT. Place the number in the string by using the special ~1~ code.<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_2_NUMBERS#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, INT FirstNumberToDisplay, INT SecondNumberToDisplay#PURPOSE: Displays text with 2 numbers onscreen. More info..<br/>INFO: <br/>PARAM NOTES:Display x & y are between 0, 0 (top left) and 1, 1 (bottom right)<br/>NumberToDisplay is an INT. Place the number in the string by using the special ~1~ code.<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_3_NUMBERS#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, INT FirstNumberToDisplay, INT SecondNumberToDisplay, INT ThirdNumberToDisplay#PURPOSE: Displays text with 3 numbers onscreen. More info.. <br/>INFO: <br/>PARAM NOTES:Display x & y are between 0, 0 (top left) and 1, 1 (bottom right)<br/>NumberToDisplay is an INT. Place the number in the string by using the special ~1~ code.<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_DROPSHADOW#INT DropAmount, INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: draw a drop shadow behind onscreen intro text. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_FLOAT#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, FLOAT FloatToDisplay, INT NumberOfDecimalPlaces#PURPOSE: Displays on screen text with a float number. More info..<br/>INFO: <br/>PARAM NOTES:FloatToDisplay is a FLOAT. Place the number in the string by using the special ~1~ code.<br/>You no longer need to put ~1~.~1~ in the string. A solitary ~1~ will display the whole number and the digits after the decimal place.:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_LITERAL_STRING#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, STRING pLiteralString#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_TWO_LITERAL_STRINGS#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, STRING pLiteralString1, STRING pLiteralString2#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_STRING#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, STRING pShortTextLabel#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_TWO_STRINGS#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, STRING pShortTextLabel1, STRING pShortTextLabel2#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_TEXT_WITH_BLIP_NAME#FLOAT DisplayAtX, FLOAT DisplayAtY, STRING pTextLabel, BLIP_INDEX blipIndex#PURPOSE: Displays the text with the blip name inserted as if it was a literal string<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_EDGE#INT EdgeAmount, INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: Draws an outline round the entire text. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TEXT_RENDER_ID#INT RenderIndex#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_DEFAULT_SCRIPT_RENDERTARGET_RENDER_ID##PURPOSE: returns the default script render target id<br/>INFO: A render target is an texture that can rendered too.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_SCRIPT_RENDERTARGET_RENDER_ID##PURPOSE: Searches for a rendertarget and returns -1 if none can be found.<br/>INFO: A render target is an texture that can rendered too.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP#STRING pTextLabel#PURPOSE: Displays the message in a box on the left of the screen for the default help time.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_WITH_NUMBER#STRING pTextLabel, INT NumberToDisplay#PURPOSE: Displays the message with a number in a box on the left of the screen for the default help time. More info..<br/>INFO: NumberToDisplay can be an integer or a variable that has been declared as an INT. To mark where you want the number to appear use the special control code of ~1~ in the message in the text file. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_HELP#bool bClearNow = TRUE#PURPOSE: call to stop displaying the current help message<br/>INFO: <br/>PARAM NOTES: TRUE to clear help straight away (default), false to let it fade out<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_FOREVER#STRING pTextLabel#PURPOSE:Displays the message in a box on the left of the screen forever.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_FOREVER_WITH_NUMBER#STRING pTextLabel, INT NumberToDisplay#PURPOSE: Displays the message with a number in a box on the left of the screen forever.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_HELP_MESSAGE_ON_SCREEN##PURPOSE: returns true if on screen, false if its off the sides of the screen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_HELP_MESSAGE_BEING_DISPLAYED##PURPOSE: Checks if a help message is being displayed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HELP_MESSAGE_BOX_SIZE#FLOAT BoxSize#PURPOSE: Set the help text box size.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HELP_MESSAGE_SCREEN_POSITION#FLOAT fPosX, FLOAT fPosY#PURPOSE: Set the help text position on a screen coordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HELP_MESSAGE_WORLD_POSITION#VECTOR vWorldPos#PURPOSE: Set the help text position on a world coordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HELP_MESSAGE_STYLE#HELP_MESSAGE_STYLE style, HUD_COLOURS colour, INT iAlpha = -1, eARROW_DIRECTION iArrowPosition = 0#PURPOSE: Set the help text position on a world coordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_HELP_MESSAGE_BEING_DISPLAYED#STRING pTextLabel#PURPOSE: Checks if this help text is being displayed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_HELP_MESSAGE_WITH_NUMBER_BEING_DISPLAYED#STRING pTextLabel, INT NumberToInsert#PURPOSE: Checks if this help text wit h numberis being displayed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_NON_MINIGAME_HELP_MESSAGES#BOOL bDisplayHelpMessages#PURPOSE: Allows help messages from other scripts to be displayed. More info<br/>INFO: Once you call SET_MINIGAME_IN_PROGRESS TRUE, only help messages from the minigame will be displayed. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_THIS_MINIGAME_SCRIPT_ALLOW_NON_MINIGAME_HELP_MESSAGES##PURPOSE: Returns TRUE if DISPLAY_NON_MINIGAME_HELP_MESSAGES(TRUE) has previously been called in this script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_WITH_STRING#STRING TextLabel, STRING SubStringTextLabel#PURPOSE: Prints a help text with a string.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_WITH_STRING_NO_SOUND#STRING TextLabel, STRING SubStringTextLabel#PURPOSE: Prints a help text with a string without sound<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_FOREVER_WITH_STRING#STRING TextLabel, STRING SubStringTextLabel#PURPOSE: Prints a help text with a string forever<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_FOREVER_WITH_STRING_NO_SOUND#STRING TextLabel, STRING SubStringTextLabel#PURPOSE: Prints a help text with a string forever without sound<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_WITH_STRING_AND_NUMBER#STRING TextLabel, STRING SubStringTextLabel, INT NumberToDisplay#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PRINT_HELP_FOREVER_WITH_STRING_AND_NUMBER#STRING TextLabel, STRING SubStringTextLabel, INT NumberToDisplay#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_HELP_MESSAGE_WITH_STRING_BEING_DISPLAYED#STRING TextLabel, STRING SubStringTextLabel#PURPOSE: Checks if a a help text with a string is beinfg displayed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_TO_PREVIOUS_BRIEF#STRING pTextLabel#PURPOSE: Adds text to a previous brief message,<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_TO_PREVIOUS_BRIEF_WITH_UNDERSCORE#STRING pTextLabel#PURPOSE: Adds text with an underscore to a previous brief message,<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_HELP_TEXT_THIS_FRAME#STRING pTextLabel, BOOL bCurvedWindow#PURPOSE: Displays the help text this frame<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #HIDE_HELP_TEXT_THIS_FRAME##PURPOSE: Hides help text this frame. More info<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_DIM#BLIP_INDEX blipIndex, BOOL bOnOff# PURPOSE: Change Blip Brightness <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_BLIP_EXIST#BLIP_INDEX blipIndex# PURPOSE: Check blip exist<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_AS_FRIENDLY#BLIP_INDEX blipIndex, BOOL bFriendly# PURPOSE: Set blip as a friendly or threat<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RADIUS_BLIP_EDGE#BLIP_INDEX blipIndex, BOOL bEdge# PURPOSE: Set a radius blip to have an edge (and to switch it off again)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_GANG_TERRITORY#VECTOR VecCoors#PURPOSE: Add Radar blip for gang territory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_RADIUS#VECTOR VecCoors, FLOAT fSize#PURPOSE: Add Radar blip for a radius<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_ENTITY#ENTITY_INDEX entity#PURPOSE: Add Radar blip for an entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_VEHICLE#VEHICLE_INDEX vehicle#)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_PED#PED_INDEX ped#)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_OBJECT#OBJECT_INDEX obj#)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_PICKUP#PICKUP_INDEX pickup#PURPOSE: Add Radar blip for pickup object<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_COORD#VECTOR VecCoors#PURPOSE: Add Radar blip at coordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_COORDS#BLIP_INDEX BlipIndex, VECTOR VecCoors#PURPOSE: Set the coords of a coord, contact or radius blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_BLIP_COORDS# BLIP_INDEX BlipIndex #PURPOSE: Returns the location of this blip. Can only be called for blips added by ADD_BLIP_FOR_COORD<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #ADD_BLIP_FOR_CONTACT#VECTOR VecCoors#PURPOSE: Add Radar blip at contact point<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC string #GET_BLIP_NAME#BLIP_INDEX blip#PURPOSE: Gets the name assigned to the blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_NAME_FROM_TEXT_FILE#BLIP_INDEX blip, STRING pTextLabel#PURPOSE: Change Radar blip name with text from text file<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_NAME_FROM_ASCII#BLIP_INDEX blip, STRING pText#PURPOSE: Change Radar blip name with straight ascii text<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_NAME_TO_PLAYER_NAME#BLIP_INDEX blip, PLAYER_INDEX PlayerIndex#PURPOSE: Change Radar blip name to name of this player<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_ALPHA#BLIP_INDEX blip, INT alpha#PURPOSE: Change Radar blip alpha<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_BLIP_ALPHA# BLIP_INDEX BlipIndex#PURPOSE: Returns the alpha of the blip (the value set via SET_BLIP_ALPHA)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_ROTATION#BLIP_INDEX blipIndex, INT iDegrees#PURPOSE: Change Radar blip rotation<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_BLIP_ROTATION# BLIP_INDEX BlipIndex#PURPOSE: Returns the current rotation of the blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_FLASH_TIMER#BLIP_INDEX blip, INT blipFlash#PURPOSE: Change Radar blip flash duration<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_COLOUR#BLIP_INDEX blip, INT colour#PURPOSE: Change Radar blip colour<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_BLIP_COLOUR# BLIP_INDEX BlipIndex#PURPOSE: Returns the colour of the blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BLIP_SHORT_RANGE# BLIP_INDEX BlipIndex #PURPOSE: Returns whether blip is short range or not<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_MARKER_LONG_DISTANCE#BLIP_INDEX blip, BOOL bOnOff #PURPOSE: Set a blip marker to use a longer distance or not<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_FLASHES#BLIP_INDEX blip, BOOL bOnOff #PURPOSE: Flash a radar blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_FLASHES_ALTERNATE#BLIP_INDEX blip, BOOL bOnOff #PURPOSE: Flash a radar blip (alternative time)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_AS_SHORT_RANGE#BLIP_INDEX blip, BOOL bOnOff #PURPOSE: set a blip as short range - on off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_SCALE#BLIP_INDEX blip, FLOAT scale#PURPOSE: Change Radar blip scale<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TERRITORY_BLIP_SCALE#BLIP_INDEX blip, FLOAT scaleX, FLOAT scaleY#PURPOSE: Change Radar blip scale for territory blips<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_DISPLAY#BLIP_INDEX blip, BLIP_DISPLAY display#PURPOSE: Change display mode for Radar blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_PRIORITY#BLIP_INDEX blip, BLIP_PRIORITY priority#PURPOSE: Change priority for Radar blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_SPRITE #GET_BLIP_SPRITE#BLIP_INDEX BlipIndex#PURPOSE: Change sprite for Radar blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_SPRITE#BLIP_INDEX blip, BLIP_SPRITE sprite#PURPOSE: Set the blip sprite to be rendered to the radar.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #GET_NEXT_BLIP_INFO_ID#BLIP_SPRITE iBlipSprite#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_INDEX #GET_FIRST_BLIP_INFO_ID#BLIP_SPRITE iBlipSprite#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_BLIP#BLIP_INDEX &BlipId#PURPOSE: Delete radar blip and sets the variable to NULL<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_ROUTE#BLIP_INDEX blip, BOOL bOnOff#PURPOSE: set a route for this blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BLIP_ROUTE_COLOUR#BLIP_INDEX blip, INT routeColour#PURPOSE: sets the colour of the route on the blip<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_BLIP_INFO_ID_COORD#BLIP_INDEX iBlipId#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BLIP_DISPLAY #GET_BLIP_INFO_ID_DISPLAY#BLIP_INDEX iBlipId#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC eRADAR_BLIP_TYPE #GET_BLIP_INFO_ID_TYPE#BLIP_INDEX iBlipId#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_BLIP_INFO_ID_ENTITY_INDEX#BLIP_INDEX iBlipId#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_BLIP_INFO_ID_VEHICLE_INDEX#BLIP_INDEX iBlipId#)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_BLIP_INFO_ID_PED_INDEX#BLIP_INDEX iBlipId#)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #GET_BLIP_INFO_ID_OBJECT_INDEX#BLIP_INDEX iBlipId#)]]
[[sanScript(NATIVE FUNC PICKUP_INDEX #GET_BLIP_INFO_ID_PICKUP_INDEX#BLIP_INDEX iBlipId#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_GPS_RACE_TRACK#HUD_COLOURS Colour#PURPOSE: Starts constructing a race track (circuit) to be displayed on the radar and in the front-end. More info..<br/>INFO: This command will clear the previous track that was set up. <br/>PARAM NOTES: The colour specifies the colour in which the track will evenually be displayed. This is a HUD_COLOUR which is the same enum that is used to specify the colour for a radar blip. <br/>)]]
[[sanScript(NATIVE PROC #ADD_POINT_TO_GPS_RACE_TRACK#VECTOR VecCoors#PURPOSE: Adds a point to a gps race track at the given vector. More info..<br/>INFO: The track is specified one at a time. This has to be called after START_GPS_RACE_TRACK and before RENDER_RACE_TRACK.<br/>If the track is circular the first point needs to be added twice (as the first and last)<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RACE_TRACK_RENDER#BOOL bOn#PURPOSE: Renders a race track once contsructed. More info..<br/>INFO: Once a track has been defined using START_GPS_RACE_TRACK and a sequence of ADD_POINT_TO_GPS_RACE_TRACKs it can be rendered using this command. <br/>When done with the race don't forget to call RENDER_RACE_TRACK false (the mission cleanup also does this)<br/>When the race track is being displayed other trails that belong to blips are not displayed. The one that can be specified by the player in the front end will still work though.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WIDESCREEN_FORMAT#eWIDESCREEN_FORMAT WidescreenSetting#PURPOSE: sets the script widescreen format<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC eWIDESCREEN_FORMAT #GET_WIDESCREEN_FORMAT##PURPOSE: gets the script widescreen format<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_AREA_NAME#BOOL bValue#PURPOSE: Displays the area name.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_CASH#BOOL bValue#PURPOSE: Dipslays the playes cash.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_AMMO_THIS_FRAME#BOOL bValue#PURPOSE: Forces the display of ammo this frame if passed TRUE, forces OFF if passed FALSE<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_SNIPER_SCOPE_THIS_FRAME##PURPOSE: Displays the sniper scope this frame<br/>INFO: Must be called every frame<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MULTIPLAYER_HUD_TIME#STRING pText#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MULTIPLAYER_HUD_CASH#INT iCash#PURPOSE: Report if seen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HUD_CASH_AS_COP_STAR#BOOL bActive#PURPOSE: sets a cop star on the cash instead of a dollar sign<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_RADIOHUD_IN_LOBBY_OFF# #PURPOSE: Turn On and Off Lobby RadioHud. If the player is not in the Lobby does not do anything.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_FRONTEND_DESIGN_VALUE#eWIDGET_NAME id, FLOAT& x, FLOAT& y#PURPOSE: Gets the frontend design placement values for use in the multiplayer frontend <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUP_BLIP_SCALE#FLOAT scale#PURPOSE: Sets the pickups blip scale<br/>INFO: <br/>PARAM NOTES: Default is 1.0<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUP_BLIP_PRIORITY#BLIP_PRIORITY priority#PURPOSE: Sets the pickup blip priority<br/>INFO: Sets the order of the blip rendering, the blip with a higher priority will get rendered over other blips <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUP_BLIP_DISPLAY#BLIP_DISPLAY display#PURPOSE: Sets how the pickup blips get rendered to teh radar. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUP_BLIP_COLOUR#INT colour#PURPOSE: Sets the colur of the pickup blips.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUP_BLIP_SPRITE#BLIP_DISPLAY display#PURPOSE: Set the blip sprite to be rendered to the radar.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(FUNC BOOL #ANY_TEXT_IS_STREAMING##PURPOSE: command for streaming in text and waiting<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TOGGLE_STEALTH_RADAR#BOOL bOn#PURPOSE: Toggles the stealth radar on or off<br/>INFO: This switches between the original GTA4 simple blips for chars<br/>and perception cone rendering for chars.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DRAW_PED_VISUAL_FIELD#PED_INDEX ped, BOOL bDraw#PURPOSE: Turn on the stealth radar perception cone rendering for this ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_NAME#BOOL bActive, STRING pTextLabel = NULL#PURPOSE: sets the current mission name to display on the HUD<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_HUD_COMPONENT_POSITION#eHUD_COMPONENT hudComponent#PURPOSE: gets the position of this hud component value<br/>INFO: <br/>PARAM NOTES: hud component value<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_HUD_COMPONENT_SIZE#eHUD_COMPONENT hudComponent#PURPOSE: gets the size of this hud component value<br/>INFO: <br/>PARAM NOTES: hud component value<br/>)]]
== commands_interiors ==
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_INTERIOR_IN_WORLD_COORDS# INTERIOR_INSTANCE_INDEX InteriorInstanceIndex, VECTOR vecOffset#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_INTERIOR_HEADING# INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #PURPOSE: Gets the offest point returned in world coords.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_INTERIOR_SCENE##PURPOSE: Chscks if the game is in an interior. More info..<br/>INFO: Can be used to stop certain cheats activating. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROOM_FOR_GAME_VIEWPORT_BY_NAME#STRING RoomName#PURPOSE: Associates the game viewport with the specified interior room to ensure that it renders correctly after a camera cut or warp.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROOM_FOR_GAME_VIEWPORT_BY_KEY#INT RoomKey#PURPOSE: Associates the game viewport with the specified interior room to ensure that it renders correctly after a camera cut or warp.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ROOM_KEY_FOR_GAME_VIEWPORT##PURPOSE: Returns the key of the interior room currently associated with the game viewport.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ROOM_FOR_GAME_VIEWPORT##PURPOSE: Clears any interior room that is associated with the game viewport.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INTERIOR_INSTANCE_INDEX #GET_INTERIOR_AT_COORDS#VECTOR VecInCoors#PURPOSE: gets the interior index from coords<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_OBJECT_TO_INTERIOR_ROOM_BY_NAME#OBJECT_INDEX ObjectIndex, STRING Name#INFO: *** SOON TO BE DEPRECATED ***<br/>)]]
[[sanScript(NATIVE PROC #ADD_OBJECT_TO_INTERIOR_ROOM_BY_KEY#OBJECT_INDEX ObjectIndex, INT key#INFO: *** SOON TO BE DEPRECATED ***<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ROOM_FOR_ENTITY# ENTITY_INDEX EntityIndex #PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ROOM_KEY_FROM_ENTITY#ENTITY_INDEX EntityIndex#PURPOSE: Gets a room key from an object in that room.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_KEY_FOR_ENTITY_IN_ROOM#ENTITY_INDEX EntityIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INTERIOR_INSTANCE_INDEX #GET_INTERIOR_FROM_ENTITY#ENTITY_INDEX EntityIndex#PURPOSE: Gets the interior from the entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RETAIN_ENTITY_IN_INTERIOR# ENTITY_INDEX EntityIndex, INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #PURPOSE: Add the given entity to the retain list for the given interior.<br/>When the interior is loaded, the retain list will be automatically inserted into it.<br/>INFO: Entities owned by scripts and in interiors are automatically placed onto the retain list when the interior is unloaded.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ROOM_FOR_OBJECT# OBJECT_INDEX ObjectIndex #)]]
[[sanScript(NATIVE FUNC INT #GET_ROOM_KEY_FROM_OBJECT#OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE PROC #ADD_PICKUP_TO_INTERIOR_ROOM_BY_NAME#PICKUP_INDEX PickupID, STRING Name#PURPOSE: Addsa pickup to the named interior<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ROOM_KEY_FROM_PICKUP#PICKUP_INDEX PickupID#PURPOSE: Gets room jkey from the pickup<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROOM_FOR_PED_BY_NAME#PED_INDEX PedIndex, STRING RoomName #)]]
[[sanScript(NATIVE PROC #SET_ROOM_FOR_PED_BY_KEY#PED_INDEX PedIndex, INT Key #)]]
[[sanScript(NATIVE PROC #CLEAR_ROOM_FOR_PED#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC INT #GET_KEY_FOR_PED_IN_ROOM#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC INTERIOR_INSTANCE_INDEX #GET_INTERIOR_FROM_PED#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_ROOM_FOR_VEHICLE_BY_NAME#VEHICLE_INDEX VehicleIndex, STRING RoomName #)]]
[[sanScript(NATIVE PROC #CLEAR_ROOM_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC INT #GET_KEY_FOR_VEHICLE_IN_ROOM#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC INTERIOR_INSTANCE_INDEX #GET_INTERIOR_FROM_VEHICLE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #PIN_INTERIOR_IN_MEMORY# INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #PURPOSE: Inform interior code that interior is required to be in memory now.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNPIN_INTERIOR# INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #PURPOSE: Inform interior code that script no longer will require this interior<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_INTERIOR_READY# INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #PURPOSE: Is pinned interior in a state ready for further script commands?<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INTERIOR_INSTANCE_INDEX #GET_INTERIOR_AT_COORDS_WITH_TYPE# VECTOR VecInCoors, STRING Name #PURPOSE: Get interior of required type closest to given co-ordinates<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RETAIN_PED_IN_INTERIOR# PED_INDEX pedIndex, INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #)]]
[[sanScript(NATIVE PROC #RETAIN_OBJECT_IN_INTERIOR# OBJECT_INDEX objectIndex, INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #)]]
[[sanScript(NATIVE PROC #RETAIN_VEHICLE_IN_INTERIOR# VEHICLE_INDEX vehicleIndex, INTERIOR_INSTANCE_INDEX InteriorInstanceIndex #)]]
== commands_light ==
[[sanScript(NATIVE PROC #LIGHT_GROUP_ENABLE#INT lightGroup#PURPOSE: enable a group of lights specified by group ID<br/>INFO:<br/>PARAM NOTES: light group ID 0 to 15 inclusive, matchign group tags set by art<br/>)]]
[[sanScript(NATIVE PROC #LIGHT_GROUP_DISABLE#INT lightGroup#PURPOSE: disable a group of lights specified by group ID<br/>INFO:<br/>PARAM NOTES: light group ID 0 to 15 inclusive, matchign group tags set by art<br/>)]]
== commands_lobby ==
[[sanScript(NATIVE FUNC INT #LOBBY_GET_NUM_GAME_MODES## PURPOSE: <br/>Possible winning conditions for all game modes.<br/>This dictates when a player or team has won the game.<br/>PURPOSE: returns the number of game modes.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #LOBBY_GET_GAME_MODE_NAME#INT iGameMode#PURPOSE: returns the name of the game mode. More info..<br/>INFO: <br/>PARAM NOTES: iGameMode - index of the game mode.<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_SELECTED_GAME_MODE##PURPOSE: returns the current selected game mode index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_NUM_OPTIONS##PURPOSE: returns the number of options of the current game mode.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_NUM_ACTIVE_OPTIONS##PURPOSE: returns the number of active options of the current game mode.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #LOBBY_GET_OPTION_NAME#INT iGameMode, LOBBY_OPTIONS iOptionNum#PURPOSE: returns the option name. More info..<br/>INFO: <br/>PARAM NOTES: iOptionNum - index of the option being queried.<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_OPTION_VALUE#INT iGameMode, LOBBY_OPTIONS iOptionNum#PURPOSE: Returns the lobby option value. More info..<br/>INFO: <br/>PARAM NOTES: <br/>iGameMode - index of the gamemode<br/>iOptionNum - index of the option being queried.<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_NUM_SUB_OPTIONS#INT iGameMode, LOBBY_OPTIONS iOptionNum#PURPOSE: returns the number of sub-options of the current selected option.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #LOBBY_GET_SUB_OPTION_NAME#INT iGameMode, LOBBY_OPTIONS iOption#PURPOSE: returns the sub-option name. More info..<br/>INFO: <br/>PARAM NOTES: iOption - index of the option to be queried.<br/>)]]
[[sanScript(NATIVE FUNC STRING #LOBBY_GET_SUB_OPTION_VALUE#INT iGameMode, LOBBY_OPTIONS iOption#PURPOSE: returns the sub-option value. More info..<br/>INFO: <br/>PARAM NOTES: iOption - index of the option to be queried.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOBBY_IS_RENDER_FLAG_SET#INT iGameMode, LOBBY_OPTIONS iOptionNum, RENDER_FLAGS flag#PURPOSE: Returns TRUE if the option has a certain render flag set. More info..<br/>INFO: <br/>PARAM NOTES: iOptionNum - index of the option being queried.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOBBY_IS_HOST_FLAG_SET#INT iGameMode, LOBBY_OPTIONS iOptionNum, HOST_FLAGS flag#PURPOSE: Returns TRUE if the option has a certain host flag set. More info..<br/>INFO: <br/>PARAM NOTES: iOptionNum - index of the option being queried.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOBBY_GET_OPTION_EXISTS#INT iGameMode, LOBBY_OPTIONS iOptionNum#PURPOSE: returns true if the option Exists. More info..<br/>INFO: <br/>PARAM NOTES: iOptionNum - index of the option being queried.<br/>)]]
[[sanScript(NATIVE FUNC THREADID #LOBBY_GET_MAIN_SCRIPT_THREAD_ID##PURPOSE: returns thread Id of the launched script.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_LAUNCH_SCRIPT##PURPOSE: Returns the name of the selected gamemode script that should be launched.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #FORCE_START_NETWORK_MAIN_SCRIPT##PURPOSE: Returns the name of the selected gamemode script that should be launched.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOBBY_SET_MIN_TEAM_MEMBERS#INT teamIdx, INT val# PURPOSE:<br/>Setup the minimun amount of members allowed in a team.<br/>PARAMS:<br/>teamIdx - team index<br/>val - members number<br/>)]]
[[sanScript(NATIVE PROC #LOBBY_SET_MAX_TEAM_MEMBERS#INT teamIdx, INT val# PURPOSE:<br/>Setup the minimun amount of members allowed in a team.<br/>PARAMS:<br/>teamIdx - team index<br/>val - members number<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_NUMBER_OF_NETWORK_SESSIONS## PURPOSE:<br/>Returns the number of sessions found.<br/>)]]
[[sanScript(NATIVE FUNC INT #LOBBY_GET_CURRENT_PENDING_SESSION_JOIN## PURPOSE:<br/>Returns the index of the current session being joined.<br/>)]]
== commands_misc ==
[[sanScript(NATIVE PROC #SET_CREDITS_ACTIVE#BOOL bActive#PURPOSE: Sets the end credits playimg state<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RANDOM_SEED#INT NewSeed#PURPOSE: Creates a random seed <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TIME_SCALE#FLOAT fNewTimeScale#PURPOSE: Sets the time scale of the game to make it run slower. More info..<br/>INFO: This command will probably only be of use in cut scenes. For a slow motion effect, try setting NewTimeScale to 0.5. <br/>Remember to set the Time Scale back to this once you have finished with the special effect.<br/>PARAM NOTES: normal running of the game is 1.0 <br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_FLAG#BOOL MissionFlagValue#PURPOSE: Sets the script as a mission script. More info..<br/>INFO: FlagOnAMission should be a BOOL. Every time the player starts a mission, you must remember to set this variable to TRUE.<br/>If the flag is TRUE, it will be set back to FALSE when you call MISSION_HAS_FINISHED.<br/>Use this instead of DECLARE_MISSION_FLAG<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_MISSION_FLAG##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_NAME_DISPLAY#STRING pMissionName#PURPOSE: this is to be used by bugstar and by the debug info bar at the bottom of the screen to display mission tag and mission title name<br/>INFO: mission name should be the final ingame mission name with no debug attachments ideally. Only really needed in debug scripts<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WEATHER_TYPE_PERSIST#STRING NewWeather#PURPOSE: Sets the weather type to persist for ever. More info..<br/>INFO: The weather type for each level is stored in weather.dat in X:\current project\build\dev\common\data\levels\the level you want\weather.dat<br/>The weather types currently are<br/>ALPINE: ALP_EXTRASUNNY, ALP_SUNNY, ALP_SUNNY_WINDY, ALP_SNOW_LIGHT, ALP_SNOW, ALP_SNOW_HEAVY, ALP_BLIZZARD<br/>DESERT: DES_EXTRASUNNY, DES_SUNNY, DES_CLOUDY, DES_LIGHTNINGSTORM, DES_WINDY, DES_SANDSTORM<br/>UNDERWATER: ISL_EXTRASUNNY, ISL_SUNNY, ISL_WINDY, ISL_SANDSTORM, ISL_UNDERWATER<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WEATHER_TYPE_NOW_PERSIST#STRING NewWeather#PURPOSE: Sets the weather type immediatly which will persist for ever. More info.. <br/>INFO: The weather string are in weather.dat file<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RANDOM_WEATHER_TYPE##PURPOSE: Sets a random weather.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_WEATHER_TYPE_PERSIST##PURPOSE: Clears any persisting weather<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WIND#FLOAT WindVal#PURPOSE: Sets the wind speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_WIND_SPEED##PURPOSE: Fets the wind speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_WIND_DIRECTION##PURPOSE: Fets the wind direction<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #ADD_WIND_THERMAL#VECTOR VecCoors, FLOAT Radius, FLOAT Height, FLOAT MaxStrength, FLOAT deltaStrength#PURPOSE: Adds a thermal disturbance to the wind system<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_WIND_THERMAL#INT index#PURPOSE: Removes a thermal disturbance to the wind system<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_GAME_TIMER##PURPOSE: Gets the current game timer in milliseconds.More info..<br/>INFO: The game timer is counted in milliseconds and starts at 0 when the game begins. This command could be useful if you want to trigger something after a number of milliseconds but cant use a WAIT<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_MICROSECONDS_SINCE_LAST_CALL##PURPOSE: Gets the number of microseconds that have passed since last time the command was called.<br/>INFO: This number could be useful for profiling. GET_GAME_TIMER should be precise enough for normal gameplay features.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_FRAME_TIME##PURPOSE: Returns the time since the last frame (in seconds)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_BACKUP_LAST_CALLED##PURPOSE: Returns the time since backup was last called (in milliseconds) returns -1 if backup hasn't yet been called<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_HAS_BACKUP_BEEN_CALLED##PURPOSE: Returns the whether backup has been called yet<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SET_HAS_BACKUP_BEEN_CALLED#BOOL HasBeenCalled#PURPOSE: Sets if backup has been called<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_LOCATION_BACKUP_WAS_CALLED_TO##PURPOSE: Gets the location backup was called to (should check to see backup has been called before using)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_GROUND_Z_FOR_3D_COORD#VECTOR VecCoors, float &ReturnZ#PURPOSE: Trys to store the Z coordinate of the highest ground below the given point. More info..<br/>INFO: The command will return TRUE if it finds collision, FALSE if not. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_RANDOM_FLOAT_IN_RANGE#FLOAT MinFloat = 0.0, FLOAT MaxFloat = 1.0#PURPOSE: Gets a random float from the range passed in. More info..<br/>INFO: <br/>PARAM NOTES: Default vaules min float = 0 and max float = 1.0<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_RANDOM_INT_IN_RANGE#INT MinInt = 0, INT MaxInt = 65535#PURPOSE: Gets a random int from the range passed in. More info..<br/>INFO: <br/>PARAM NOTES:Default vaules min int = 0 and max int = 65535<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #ASIN# FLOAT X #PURPOSE: Caluclates the arcsin. More info..<br/>INFO: see http:en.wikipedia.org/wiki/Inverse_trigonometric_function<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #ACOS# FLOAT X #PURPOSE: Caluclates the arccos. More info..<br/>INFO: see http:en.wikipedia.org/wiki/Inverse_trigonometric_function<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #TAN# FLOAT X #PURPOSE: Caluclates the tan. More info..<br/>INFO: see http:en.wikipedia.org/wiki/Inverse_trigonometric_function<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #ATAN# FLOAT X #PURPOSE: Caluclates the arctan. More info..<br/>INFO: see http:en.wikipedia.org/wiki/Inverse_trigonometric_function<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #ATAN2# FLOAT Y, FLOAT X #PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_DISTANCE_BETWEEN_COORDS#VECTOR VecFirstCoors, VECTOR VecSecondCoors, BOOL bCheck3d = TRUE#PURPOSE: Gets the angle in degrees between 2 vectors. More info<br/>PURPOSE: Gets the distance between 2 coords. More info..<br/>INFO: The returned value will be between 0 (2 vectors are parallel) to 180.0 (vectors are travelling in opposite directions). <br/>INFO: For 2d checks use only the x and y components of the vector as teh z value is zeroed by the code.<br/>PARAM NOTES:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_HEADING_FROM_VECTOR_2D#FLOAT VecX, FLOAT VecY#PURPOSE: Gets a heading in degrees between teh x and y vector components.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #ABSI#INT n#PURPOSE: Checks the absolute value for an int, any negtaives will be returned as positive. More info..<br/>INFO: See http:en.wikipedia.org/wiki/Absolute_value<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #ABSF#FLOAT n#PURPOSE: Checks the absolute value for an float, any negtaives will be returned as positive. More info..<br/>INFO: See http:en.wikipedia.org/wiki/Absolute_value<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BIT_SET#int Variable, int BitIndex#PURPOSE: Checks if the integer (IntToCheck) passed has the bit set at the index (BitToCheckIndex) passed.More info..<br/>INFO: <br/>PARAM NOTES: The index (BitToCheckIndex) passed must be between 0 and 31 or the command will ASSERT. <br/>)]]
[[sanScript(NATIVE PROC #SET_BIT#int &Variable, int BitIndex#PURPOSE: Sets the bit at the index (BitToSetIndex) of the integer (IntToModify) passed. More info..<br/>INFO: <br/>PARAM NOTES:The index (BitToSetIndex) passed must be between 0 and 31 or the command will ASSERT.<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_BIT#int &Variable, int BitIndex#PURPOSE: Clear the bit at the index (BitToClearIndex) of the integer (IntToModify) passed. More info..<br/>INFO: <br/>PARAM NOTES:The index (BitToClearIndex) passed must be between 0 and 31 or the command will ASSERT. <br/>)]]
[[sanScript(NATIVE PROC #SET_BITS_IN_RANGE# INT &VariableToChange, INT StartBit, INT EndBit, INT NewValue #PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_BITS_IN_RANGE# INT VariableToRead, INT StartBit, INT EndBit #PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AREA_OCCUPIED#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bBuildingFlag, BOOL bVehicleFlag, BOOL bPedFlag, BOOL bObjectFlag, BOOL bDummyFlag, ENTITY_INDEX ExcludeEntityIndex = NULL#PURPOSE: Checks if an area is ocupied by an entity/entities..<br/>INFO: The <br/>PARAM NOTES: ExludedEntityIndex (Optional) allows for an entity that is ignored by the area check<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_POSITION_OCCUPIED#VECTOR VecCenterCoors, FLOAT radius, BOOL bBuildingFlag, BOOL bVehicleFlag, BOOL bPedFlag, BOOL bObjectFlag, BOOL bDummyFlag, ENTITY_INDEX ExcludeEntityIndex = NULL#PURPOSE: Checks if an sphere around the given center point is ocupied by an entity/entities..<br/>INFO: The <br/>PARAM NOTES: ExludedEntityIndex (Optional) allows for an entity that is ignored by the area check<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_POINT_OBSCURED_BY_A_MISSION_ENTITY#VECTOR VecCentreCoors, VECTOR VecLocateDimensions, ENTITY_INDEX ExcludeEntityIndex = NULL#PURPOSE: Returns TRUE if any mission-created vehicles, peds or objects are in the defined area. <br/>INFO: <br/>PARAM NOTES: ExludedEntityIndex (Optional) allows for an entity that is ignored by the area check<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_AREA#VECTOR VecCentreCoors, FLOAT Radius, BOOL DeleteProjectilesFlag#PURPOSE: Clears all non-mission cars and peds within the defined sphere. More info..<br/>INFO: All fires and explosions in the area are also cleared<br/>PARAM NOTES: All projectiles in the world are removed if DeleteProjectilesFlag is set to TRUE. <br/>)]]
[[sanScript(NATIVE PROC #CLEAR_AREA_OF_VEHICLES#VECTOR VecCentreCoors, FLOAT Radius#PURPOSE: Clears all non-mission vehicles within the defined sphere. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ANGLED_AREA_OF_VEHICLES#VECTOR vecAngledAreaPoint1, VECTOR vecAngledAreaPoint2, FLOAT DistanceOfOppositeFace#PURPOSE: Clears the non axis aligned area of all all non-mission vehicles <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_AREA_OF_OBJECTS#VECTOR VecCentreCoors, FLOAT Radius#PURPOSE: Clears all non-mission objects within the defined sphere. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_AREA_OF_PEDS#VECTOR VecCentreCoors, FLOAT Radius#PURPOSE: Clears all non-mission peds within the defined sphere. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_AREA_OF_COPS#VECTOR VecCentreCoors, FLOAT Radius#PURPOSE: Clears all non-mission cops within the defined sphere. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SNIPER_BULLET_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors#PURPOSE: Checks that the sniper bullet is a area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PROJECTILE_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors#PURPOSE: Checks that a projectile object is in the area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PROJECTILE_TYPE_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors, WEAPON_TYPE WeaponType#PURPOSE: Checks that a projectile object of the specified type is in the area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PROJECTILE_TYPE_IN_ANGLED_AREA#VECTOR vecAngledAreaPoint1, VECTOR vecAngledAreaPoint2, FLOAT DistanceOfOppositeFace, WEAPON_TYPE WeaponType#PURPOSE: Checks that a projectile object of the specified type is in the angled area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_COORDS_OF_PROJECTILE_TYPE_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors, WEAPON_TYPE WeaponType, VECTOR & positionOut#PURPOSE: Checks that a projectile object of the specified type is in the area and returns it's position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_COORDS_OF_PROJECTILE_TYPE_IN_ANGLED_AREA#VECTOR vecAngledAreaPoint1, VECTOR vecAngledAreaPoint2, FLOAT DistanceOfOppositeFace, WEAPON_TYPE WeaponType, VECTOR & positionOut#PURPOSE: Checks that a projectile object of the specified type is in the angled area and returns it's position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BULLET_IN_AREA#VECTOR VecCoors, FLOAT Radius, BOOL bIsPlayer=TRUE#PURPOSE: Checks that a bullet is in the defined sphere. More info..<br/>INFO: <br/>PARAM NOTES:bIsPlayer checks if the player fired the bullet.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BULLET_IN_BOX#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bIsPlayer=TRUE#PURPOSE: Checks that a bullet is in the area. More info..<br/>INFO: <br/>PARAM NOTES: bIsPlayer checks if the player fired the bullet.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_BULLET_IMPACTED_IN_AREA#VECTOR VecCoors, FLOAT Radius, BOOL bIsPlayer=TRUE, BOOL bEntryOnly=TRUE#PURPOSE: Finds a bullet impact in the defined sphere<br/>INFO:<br/>PARAM NOTES: bIsPlayer checks if the player fired the bullet.<br/>bEntryOnly=TRUE will only find entry impacts. =FALSE will find both entry and exit impacts<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_BULLET_IMPACTED_IN_BOX#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bIsPlayer=TRUE, BOOL bEntryOnly=TRUE#PURPOSE: Finds a bullet impact in the box<br/>INFO:<br/>PARAM NOTES: bIsPlayer checks if the player fired the bullet.<br/>bEntryOnly=TRUE will only find entry impacts. =FALSE will find both entry and exit impacts<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_BULLETS_IMPACTED_IN_AREA#VECTOR VecCoors, FLOAT Radius, BOOL bIsPlayer=TRUE, BOOL bEntryOnly=TRUE#PURPOSE: Counts the bullet impacts in the defined sphere<br/>INFO:<br/>PARAM NOTES: bIsPlayer checks if the player fired the bullet.<br/>bEntryOnly=TRUE will only find entry impacts. =FALSE will find both entry and exit impacts<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_BULLETS_IMPACTED_IN_BOX#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bIsPlayer=TRUE, BOOL bEntryOnly=TRUE#PURPOSE: Counts the bullet impacts in the box<br/>INFO:<br/>PARAM NOTES: bIsPlayer checks if the player fired the bullet.<br/>bEntryOnly=TRUE will only find entry impacts. =FALSE will find both entry and exit impacts<br/>)]]
[[sanScript(NATIVE PROC #SET_SAVE_MENU_ACTIVE# #PURPOSE: Displays the save menu.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DID_SAVE_COMPLETE_SUCCESSFULLY##PURPOSE: Checks that the save completed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DO_AUTO_SAVE##PURPOSE: Runs an auto save.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_AUTO_SAVE_OFF##PURPOSE: Returns TRUE if the autosave option has been turned off in the game's frontend<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_DISPLAYING_SAVE_MESSAGE##PURPOSE: Returns TRUE if the saving, loading or load successful help message is currently on-screen<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AUTO_SAVE_IN_PROGRESS##PURPOSE: Checks if an auto save is happening.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_START_MISSION_PASSED_TUNE##PURPOSE: Will return TRUE if autosave is switched off in frontend or the saving spinning disc help message is being displayed.More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MEMORY_CARD_IN_USE##PURPOSE: CHeks if a memory card is in use.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TERMINATE_ALL_SCRIPTS_WITH_THIS_NAME#STRING NameOfScriptToTerminate#PURPOSE: Terminates all scripts with the specified name.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCRIPT_SHOULD_BE_SAVED##PURPOSE: Only scripts that call this command will be stored on the memory card.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_THIS_SCRIPT_CAN_BE_PAUSED#BOOL bScriptCanBePaused#PURPOSE: If this command is called with FALSE then this script will not be paused if another script calls PAUSE_GAME<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_THIS_SCRIPT_CAN_REMOVE_BLIPS_CREATED_BY_ANY_SCRIPT#BOOL bCanRemoveBlipsCreatedByOtherScripts#PURPOSE: Required so that the debug and main scripts are able to remove blips created by other scripts<br/>when Keith's game flow code skips forward or back<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CURRENT_STACK_SIZE##PURPOSE: Gets the size of the calling scripts current stack size.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ALLOCATED_STACK_SIZE##PURPOSE: Gets the size of the calling scripts allocated stack size. More info<br/>INFO: Each script is an allocate stack of memory. This returns that value.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_SCRIPT_IS_SAFE_FOR_NETWORK_GAME##PURPOSE: Tell the game not to remove this script when TERMINATE_ALL_SCRIPTS_FOR_NETWORK_GAME is called<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_SETTINGS_MENU#BOOL bActive#PURPOSE: Activates the frontend network settings menu. More info..<br/>INFO: This is where the player skin gets selected.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CONTROL_ON_IN_MISSION_CLEANUP#BOOL bSetPlayerControlOnInCleanup#PURPOSE: Sets the player control at the after script has terminated. More info..<br/>INFO: This command (called with FALSE) is needed so that the player doesn't regain control for the short gap between the end of the first mission (The Tour) and the script that introduces the savegame bed and the radar. <br/>PARAM NOTES: The default setting is TRUE.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SET_ONE_TIME_ONLY_COMMANDS_TO_RUN##PURPOSE: Allows widgets to be active after loading from a memory card. More info..<br/>INFO: Script widgets are not saved as part of a saved game file. If you want your widgets to still be available after loading from the memory card then you should use this command.<br/>This command returns TRUE the first time it is executed after the script begins or when the script carries on after a load from the memory card. All subsequent calls will return FALSE.<br/>Wrap your widget setup commands inside the command like this:<br/>IF ALLOW_ONE_TIME_ONLY_COMMANDS_TO_RUN()<br/>script widget setup<br/>ENDIF<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_HOSPITAL_RESTART#VECTOR VecCoors, FLOAT Heading, INT WhenToUse#PURPOSE: Adds a coord where the player will be restarted after he has been killed. More info..<br/>INFO: Currently, a maximum of 10 of each type of restart point can be defined on the map, but this can be increased if necessary.<br/>Z will be calculated automatically if you give it a value of 100.0 or below.<br/>The player will also be given the correct heading when he is restarted.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_POLICE_RESTART#VECTOR VecCoors, FLOAT Heading, INT WhenToUse#PURPOSE: Adds a coord where the player will be restarted after he has been arrested. More info..<br/>INFO: Currently, a maximum of 10 of each type of restart point can be defined on the map, but this can be increased if necessary.<br/>Z will be calculated automatically if you give it a value of 100.0 or below.<br/>The player will also be given the correct heading when he is restarted.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RESTART_COORD_OVERRIDE#VECTOR VecCoors, FLOAT Heading#PURPOSE: Ses a point where the player will restarted which overrides the defaults. More info..<br/>INFO: In some missions, you might want to restart the player at the point on the map where the mission is started. <br/>If this command is called then the next time the player is restarted, he will be positioned at this point rather than at the closest hospital or police restart point.<br/>Z will be calculated automatically if you give it a value of 100.0 or below. When the player restarts, his heading will be set according to PlayerHeading.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_RESTART_COORD_OVERRIDE##PURPOSE: Clears any restart overide. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FADE_IN_AFTER_DEATH_ARREST#BOOL bDoFade#PURPOSE: Sets whether the screen fades back in after a death arrest has been intiated. More info..<br/>INFO: After each suppressed fade the variable is set back to false Note: <br/>The mission cleanup doesn't reset the variable so it's up to the script to leave call SET_FADE_IN_AFTER_DEATH_ARREST (true) when done with the particular mission.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC SAVE_HOUSE_INDEX #REGISTER_SAVE_HOUSE#VECTOR VecCoors, FLOAT Heading, STRING pRoomName, INT MapAreaName#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SAVE_HOUSE#SAVE_HOUSE_INDEX SaveHouseIndex, BOOL bNewEnabledFlag#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_STRING_WIDTH#STRING pTextLabel#PURPOSE: Gets the width of a string.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_STRING_WIDTH_WITH_NUMBER#STRING pTextLabel, INT NumberToInsert#PURPOSE: Gets the width of a string with numbers<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_STRING_WIDTH_WITH_STRING#STRING pTextLabel, STRING pSmallString#PURPOSE: Gets the width of a string inside a staring.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_STRINGS_EQUAL#STRING String1, STRING String2#PURPOSE: Checks if 2 strings are equal.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_STRING_NULL#STRING StringToTest#PURPOSE: Checks if the string is NULL.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STRING_TO_INT# STRING StringToConvert, INT &ReturnInteger #PURPOSE: Converts a string to an int<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_HASH_KEY#STRING InputString#PURPOSE: Creates a hash key for the given string<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MINIGAME_IN_PROGRESS# BOOL bNewState #PURPOSE: Informs the game of a mini-games status. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MINIGAME_IN_PROGRESS# #PURPOSE: Checks if a minigame is in progress.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_A_MINIGAME_SCRIPT##PURPOSE: Checks that this is a mingame script. More info..<br/>INFO: It is possible for more than one minigame script to be running at the same time.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_XBOX360_VERSION##PURPOSE: Returns TRUE when running with the XBox360 executable<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PS3_VERSION##PURPOSE: Returns TRUE when running with the PS3 executable<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_JAPANESE_VERSION##PURPOSE: Will eventually return TRUE when running with the Japanese executable - currently always returns FALSE<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GERMAN_VERSION##PURPOSE: Returns TRUE when running with the German executable - no blood etc.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AUSSIE_VERSION##PURPOSE: Returns TRUE when running with the Australian executable.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PHONE_HUD_ITEM#eHUD_PHONE_ITEM iType, STRING pTextLabel, INT iNumber #PURPOSE: Displays the relevant hud item. More info.. <br/>INFO: <br/>PARAM NOTES: eHUD_PHONE_ITEM is in commands_misc.sch.<br/>)]]
[[sanScript(NATIVE PROC #SET_MESSAGES_WAITING# BOOL bWaiting #PURPOSE: Displays the envelope icon near radar to say you have unread text messages waiting <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SLEEP_MODE_ACTIVE# BOOL bActive #PURPOSE: Sets the sleep mode of the mobile.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_OVERRIDE_NO_SPRINTING_ON_PHONE_IN_MULTIPLAYER# BOOL bState #PURPOSE: Sets if the player can sprint when on the phone, default is no sprint. More info..<br/>INFO: <br/>PARAM NOTES: default behaviour of no sprinting when on the phone. <br/>)]]
[[sanScript(NATIVE PROC #ADD_STUNT_JUMP# VECTOR startMin, VECTOR startMax, VECTOR endMin, VECTOR endMax, VECTOR cameraPos, INT Reward #PURPOSE: Adds a stunt jump area in the map. More info..<br/>INFO: <br/>PARAM NOTES:The first two vector parameters define a box which will start the stunt jump. <br/>The 3rd and 4th vector parameters define a box which will complete the stunt jump (if the player enters that area within a few seconds)<br/>The camera will change to a fixed camera at the given position.<br/>If the player lands in the end box then he will be awarded 'reward' points.<br/>)]]
[[sanScript(NATIVE PROC #SET_STUNT_JUMPS_CAN_TRIGGER# BOOL bAllow #PURPOSE: Sets if the stunt jumps are active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC LANGUAGE_TYPE #GET_CURRENT_LANGUAGE##PURPOSE: Gets the current language settings. More info.. <br/>INFO: <br/>PARAM NOTES: LANGUAGE_TYPE is in commands_misc.sc<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PROFILE_SETTING#PROFILE_SETTING setting#PURPOSE: Get game profile setting.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAME_PAUSED# BOOL bDoPause#PURPOSE: Sets the game pause state which causes everything but the current script and the scripts it spawns<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CHEAT_ACTIVE#CHEAT_TYPE Cheat#PURPOSE: Sets a cheat active. More info..<br/>INFO: <br/>PARAM NOTES:CHEAT_TYPE are in commands_misc.sch<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_NEWS_SCROLLBAR##PURPOSE: Clears the text that is currently displayed on the news scrollba<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_STRING_TO_NEWS_SCROLLBAR#STRING newsString#PURPOSE: Add texts to a news scrollbar. More ino..<br/>INFO: The text is a literal string as set up in the script. This means the text cannot be translated but this is ok as the scrollbar is in NY where it would be in English. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CURRENT_EPISODE##PURPOSE: Return the current active episode<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_EPISODE_AVAILABLE#INT episode#PURPOSE: Return if episode is available<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_EPISODE_NAME#INT episode#PURPOSE: Return an episode name<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_FRONTEND_FADING##PURPOSE: Only returns FALSE if no frontend fade is running<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_XBOX_SCREEN_SAVER#BOOL bEnable#PURPOSE: Decides whether the Xbox display will fade after several minutes with no user input<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SHOOT_SINGLE_BULLET_BETWEEN_COORDS#VECTOR VecStartCoors, VECTOR VecEndCoors, INT DamageCaused, BOOL bPerfectAccuracy = FALSE, WEAPON_TYPE Weapon = WEAPONTYPE_RIFLE_AK47, PED_INDEX PedIndex = NULL#PURPOSE: Fires an instant hit bullet between the two points. More info..<br/>INFO: <br/>PARAM NOTES: Damage should be an integer between 0 and 100. It is the amount of damage caused to a ped or vehicle hit by the bullet. <br/>The bPerfect accuracy flag sets the bullet at the exact point other wise it applys a spread to the bullets.<br/>The weapon type should be one that fires bullets and not projectiles.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SNIPER_INVERTED##PURPOSE: Checks if teh sniper rifle control is inverted.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GLOBAL_INSTANCE_PRIORITY#INT iPriority#PURPOSE: Sets the global instance priority. More info..<br/>INFO: All object instances will soon be assigned a priority from 0 to 3 by the map guys (0 being the most important). <br/>All objects with a priority less than this value will not be loaded and rendered.<br/>Therefore setting the value to 0 will only load and render the most important objects<br/>The is also an in game slider in the Optimization widgets called instance lvl to get/set the current value for testing<br/>PARAM NOTES: Possible values of 0 to 3 inclusive. Defaults to 3<br/>)]]
[[sanScript(NATIVE PROC #SET_DEFAULT_GLOBAL_INSTANCE_PRIORITY##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FAKE_WANTED_LEVEL# INT iWantedLevel#PURPOSE: Draws a fake number of wanted stars. More info..<br/>INFO: iWantedLevel is the amount of stars you wish to display on the HUD - NOTE this only shows the number of stars - it doesnt do anything with your 'real' wanted level or anything with any police. <br/>It will only work if the real wanted level is 0, otherwise the real wanted level will override it.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_MODEL_DIMENSIONS#MODEL_NAMES ModelHashKey, VECTOR &returnMin, VECTOR &returnMax#PURPOSE: Gets the dimensions of a model. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OVERRIDE_FREEZE_FLAGS#BOOL nOverride#PURPOSE: Forces all exterior peds and vehicles to freeze, regardless of player's position. More info..<br/>INFO: Implemented with acitivities in mind (e.g. pool game). <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GRAVITY_LEVEL#GRAVITY_LEVEL iGravityLevel# PURPOSE: Changes the current gravity level<br/> INFO: Should be done at the start of a level or after a cutscene. Not advisable to change during normal play.<br/> PARAM NOTES: GRAVITY_LEVEL can be:<br/>- GRAV_EARTH Standard G<br/>- GRAV_MOON Low G<br/>- GRAV_ZERO Zero G<br/>)]]
[[sanScript(NATIVE PROC #PROCESS_MISSION_DELETION_LIST##PURPOSE: Deletes all peds and vehicles that have previously been added to this list. More info..<br/>INFO: Nothing will happen if the ped/vehicle has already been deleted.<br/>There are a number of situations in which the deletion will not be possible<br/>e.g. the ped/vehicle is still a mission ped/vehicle<br/>or the player is inside the vehicle to be deleted.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #POPULATE_NOW##PURPOSE: Makes some changes to core systems to try and improve performance. More info..<br/>INFO: e.g. reducing the number of real peds in favour of dummy peds<br/>Can you check with Obbe before using this.<br/>Has to be called every frame during the slow mission section, please only call<br/>It during the specifically slow part (e.g. gunfight) and not hte whole mission.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC eLevelIndex #GET_INDEX_OF_CURRENT_LEVEL##PURPOSE: Returns the index of the currently loaded level. More info..<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SWITCH_TO_LEVEL#INT NewLevelIndex#PURPOSE: Forces the current level to shut down and switches to the new level. Doesn't restart <br/>a whole new session though so persistent globals will be carried over to the next level.<br/>)]]
[[sanScript(NATIVE PROC #TEMP_DRAW_CLIMB_DATA#BOOL DrawClimbInfo#PURPOSE: For testing purposes draws the climbing data.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC THREADID #START_NEW_SAVED_SCRIPT#STRING S,INT STACKSIZE, STRING UniqueNameForSaveData#PURPOSE: function that starts a new script. You must call this rather than the standard START_NEW_SCRIPT if the new <br/>script will contain saved variables<br/>PARAMS: S - Name of the script to start<br/>STACKSIZE - Stack size, in words, or zero for default<br/>UniqueNameForSaveData - the block of data in the savegame file for the new script will have this name<br/>The code for this command is in gta_thread.cpp<br/>RETURNS: the thread id of the new script (0 if no threads are available)<br/>)]]
[[sanScript(NATIVE FUNC THREADID #START_NEW_SAVED_SCRIPT_WITH_ARGS#STRING S,STRUCT &ARGS,INT SIZE_OF_ARGS,INT STACKSIZE, STRING UniqueNameForSaveData#PURPOSE: function that starts a new script. You must call this rather than the standard START_NEW_SCRIPT_WITH_ARGS if <br/>the new script will contain saved variables<br/>PARAMS: S - Name of the script to start<br/>ARGS - Arg structure (can be any structure)<br/>SIZE_OF_ARGS - SIZE_OF(args)<br/>STACKSIZE - Stack size, in words, or zero for default<br/>UniqueNameForSaveData - the block of data in the savegame file for the new script will have this name<br/>The code for this command is in gta_thread.cpp<br/>RETURNS: the thread id of the new script (0 if no threads are available)<br/>)]]
[[sanScript(NATIVE PROC #START_SAVE_DATA#BOOL bGlobalData = FALSE#PURPOSE: Starts a new block of data. You must call this before calling any of the REGISTER_ commands<br/>There can only be one block of global data and one block of data for each script<br/>You must call STOP_SAVE_DATA after REGISTERing the saved variables and the start, registering and stop<br/>have to be done in a single frame.<br/>PARAMS: bGlobalData - call with TRUE if you're registering the block of global data. For per-script data call with FALSE<br/>)]]
[[sanScript(NATIVE PROC #STOP_SAVE_DATA##PURPOSE: Marks the end of a block of data that has been created by START_SAVE_DATA.<br/>You must call STOP_SAVE_DATA after REGISTERing the saved variables and the start, registering and stop<br/>have to be done in a single frame.<br/>When STOP_SAVE_DATA is called, the code will look for any previously-loaded data for this script and write the<br/>loaded values into the matching REGISTERed variables<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_INT_TO_SAVE#INT &IntToSave, STRING pLabel#PURPOSE: Registers an integer variable for saving in the currently-open block<br/>PARAM NOTES: Label can be up to 63 characters. It can't be the same as a Label used by any other REGISTER_... command<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_ENUM_TO_SAVE#ENUM_TO_INT &EnumToSave, STRING pLabel#PURPOSE: Registers an enum variable for saving in the currently-open block<br/>PARAM NOTES: Label can be up to 63 characters. It can't be the same as a Label used by any other REGISTER_... command<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_FLOAT_TO_SAVE#FLOAT &FloatToSave, STRING pLabel#PURPOSE: Registers a float variable for saving in the currently-open block<br/>PARAM NOTES: Label can be up to 63 characters. It can't be the same as a Label used by any other REGISTER_... command<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_BOOL_TO_SAVE#BOOL &BoolToSave, STRING pLabel#PURPOSE: Registers a bool variable for saving in the currently-open block<br/>PARAM NOTES: Label can be up to 63 characters. It can't be the same as a Label used by any other REGISTER_... command<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_TO_SAVE#TEXT_LABEL &pTextLabelToSave, STRING pLabel#PURPOSE: Registers a text label variable for saving in the currently-open block<br/>PARAM NOTES: Label can be up to 63 characters. It can't be the same as a Label used by any other REGISTER_... command<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_3_TO_SAVE#TEXT_LABEL_3 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_7_TO_SAVE#TEXT_LABEL_7 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_15_TO_SAVE#TEXT_LABEL_15 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_23_TO_SAVE#TEXT_LABEL_23 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_31_TO_SAVE#TEXT_LABEL_31 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #REGISTER_TEXT_LABEL_63_TO_SAVE#TEXT_LABEL_63 &pTextLabelToSave, STRING pLabel#)]]
[[sanScript(NATIVE PROC #START_SAVE_STRUCT#STRUCT& StructToSave, STRING pNameOfStructInstance#PURPOSE: More Info<br/>INFO: Tells the game that all REGISTER_..._TO_SAVE commands up to the matching STOP_SAVE_STRUCT are within an instance<br/>of this STRUCT. The game can save a bit of memory if you write a procedure to register each struct e.g.<br/>PROC RegisterMyStruct(MyStruct &TestMyStruct, STRING NameOfInstanceOfMyStruct)<br/>START_SAVE_STRUCT(TestMyStruct, NameOfInstanceOfMyStruct)<br/>REGISTER_INT_TO_SAVE(TestMyStruct.IntWithinMyStruct, IntWithinMyStruct)<br/>STOP_SAVE_STRUCT()<br/>ENDPROC<br/><br/>You can then call your procedure to register each instance of your STRUCT.<br/>You can save STRUCTs within STRUCTs.<br/>)]]
[[sanScript(NATIVE PROC #STOP_SAVE_STRUCT##PURPOSE: More Info<br/>INFO: Each START_SAVE_STRUCT should be matched by a STOP_SAVE_STRUCT after you have called REGISTER_..._TO_SAVE<br/>for each member variable that you want to save. You can save STRUCTs within STRUCTs.<br/>)]]
[[sanScript(NATIVE PROC #START_SAVE_ARRAY#STRUCT& ArrayToSave, STRING pNameOfArrayInstance#PURPOSE: More Info<br/>INFO: Tells the game that all REGISTER_..._TO_SAVE commands up to the matching STOP_SAVE_ARRAY are within an instance<br/>of this array. The game can save a bit of memory if you write a procedure to register each array e.g.<br/>PROC RegisterContactDetailsArray(DetailsForOneContact &StartOfArray[], STRING NameOfInstanceOfArray)<br/>START_SAVE_ARRAY(StartOfArray, NameOfInstanceOfArray)<br/>TEXT_LABEL_31 ContactName<br/><br/>INT loop = 0<br/>WHILE loop < ENUM_TO_INT(NUMBER_OF_CONTACTS)<br/>eContacts loopAsEnum = INT_TO_ENUM(eContacts, loop)<br/>SWITCH (loopAsEnum)<br/>CASE CONTACT_BRIAN<br/>ContactName = CONTACT_BRIAN<br/>BREAK<br/>CASE CONTACT_TONY<br/>ContactName = CONTACT_TONY<br/>BREAK<br/>CASE CONTACT_BILLY<br/>ContactName = CONTACT_BILLY<br/>BREAK<br/>DEFAULT<br/>SCRIPT_ASSERT(RegisterContactDetailsArray - case missing for a contact)<br/>ContactName = ContactDetails<br/>ContactName += loop<br/>BREAK<br/>ENDSWITCH<br/><br/> Call another function to register a single element for saving<br/>RegisterDetailsForOneContact(StartOfArray[loop], ContactName)<br/> If your array is just an array of simple types like INTs then you probably don't need a separate function<br/> and can just call REGISTER_INT_TO_SAVE (or whatever the appropriate command is) here<br/>loop++<br/>ENDWHILE<br/>STOP_SAVE_ARRAY()<br/>ENDPROC<br/><br/>You can then call your procedure to register each instance of your array.<br/>)]]
[[sanScript(NATIVE PROC #STOP_SAVE_ARRAY##PURPOSE: More Info<br/>INFO: Each START_SAVE_ARRAY should be matched by a STOP_SAVE_ARRAY after you have called REGISTER_..._TO_SAVE<br/>on the contents of the array.<br/>)]]
[[sanScript(NATIVE PROC #ENABLE_DISPATCH_SERVICE# DISPATCH_TYPE dispatchType, bool bEnable #PURPOSE: <br/>INFO: Enables a particular dispatch service. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CREATE_INCIDENT# DISPATCH_TYPE dispatchType, VECTOR vLocation, INT iNumUnits, FLOAT fTime, INCIDENT_INDEX& incidentIndex #PURPOSE: <br/>INFO: Creates an incident and returns an index, requests a set number of units<br/>PARAM NOTES: - DISPATCH_TYPE is the type of units to be dispatched<br/>- vLocation is where the cops will be dispatched to<br/>- fTime if this is > 0.0 the incident will be removed after that time, otherwise it lasts indefinately<br/>- iNumUnits is the number of units to be dispatched,<br/>- in the case of Police automobile this is the number of peds rather than vehiles, e.g. 4 is 2 cars of 2<br/>- returns true if succesful<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CREATE_INCIDENT_WITH_ENTITY# DISPATCH_TYPE dispatchType, ENTITY_INDEX entityIndex, INT iNumUnits, FLOAT fTime, INCIDENT_INDEX& incidentIndex #PURPOSE: <br/>INFO: Creates an incident and returns an index, requests a set number of units<br/>PARAM NOTES: - DISPATCH_TYPE is the type of units to be dispatched<br/>- entityIndex is where the cops will be dispatched to<br/>- fTime if this is > 0.0 the incident will be removed after that time, otherwise it lasts indefinately<br/>- iNumUnits is the number of units to be dispatched,<br/>- in the case of Police automobile this is the number of peds rather than vehiles, e.g. 4 is 2 cars of 2<br/>- returns true if succesful<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CREATE_INCIDENT_WITH_PED# DISPATCH_TYPE dispatchType, PED_INDEX pedIndex, INT iNumUnits, FLOAT fTime, INCIDENT_INDEX& incidentIndex #)]]
[[sanScript(NATIVE FUNC BOOL #CREATE_INCIDENT_WITH_VEHICLE# DISPATCH_TYPE dispatchType, VEHICLE_INDEX vehicleIndex, INT iNumUnits, FLOAT fTime, INCIDENT_INDEX& incidentIndex #)]]
[[sanScript(NATIVE PROC #SET_INCIDENT_REQUESTED_UNITS# INCIDENT_INDEX incidentIndex, DISPATCH_TYPE dispatchType, INT iNumUnits #PURPOSE: <br/>INFO: Updates the number of requested units of the given incident<br/>PARAM NOTES: - DISPATCH_TYPE is the type of units to be dispatched<br/>- iNumUnits is the number of units to be dispatched,<br/>- in the case of Police automobile this is the number of peds rather than vehiles, e.g. 4 is 2 cars of 2<br/>)]]
[[sanScript(NATIVE PROC #DELETE_INCIDENT# INCIDENT_INDEX incidentIndex #PURPOSE: <br/>INFO: Deletes the given incident<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_INCIDENT_VALID# INCIDENT_INDEX incidentIndex #PURPOSE: <br/>INFO: Returns if the given incident is still valid<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #CREATE_MOBILE_PHONE#MOBILE_PHONE_TYPE MobilePhoneType#)]]
[[sanScript(NATIVE PROC #DESTROY_MOBILE_PHONE##)]]
[[sanScript(NATIVE PROC #CELL_CAM_ACTIVATE#BOOL bEnablePhotoUpdate, BOOL bGoFirstPerson#PURPOSE: Turn on/off the camera for the cell phone<br/>)]]
[[sanScript(NATIVE PROC #CELL_CAM_SET_ZOOM#FLOAT zoom #PURPOSE: Zoom 0 to 1....<br/>)]]
[[sanScript(NATIVE PROC #CELL_CAM_SET_CENTRE_POS#FLOAT x, FLOAT y #PURPOSE: 0.5,0.5 by default<br/>)]]
[[sanScript(NATIVE PROC #CELL_CAM_SET_COLOUR_BRIGHTNESS#FLOAT r, FLOAT g, FLOAT b,FLOAT bright #PURPOSE: colour of mobile picture screen <br/>)]]
[[sanScript(NATIVE PROC #DRAW_SPRITE_PHOTO#FLOAT CentreX, FLOAT CentreY, FLOAT Width, FLOAT Height, FLOAT Rotation, INT R, INT G, INT B, INT A # PURPOSE: Allows the script to draw the photo somewhere<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CELL_CAM_IS_CHAR_VISIBLE#PED_INDEX ped #PURPOSE: Is this ped visible?<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CELL_CAM_IS_CHAR_VISIBLE_NO_FACE_CHECK#PED_INDEX ped #PURPOSE: Is this ped visible?.. but disregard if we can see his/her face or not.<br/>)]]
[[sanScript(NATIVE PROC #GET_MOBILE_PHONE_VIEWPORT_ID#INT &ViewportIndex#)]]
[[sanScript(NATIVE PROC #SET_MOBILE_PHONE_SCALE#FLOAT NewPhoneScale#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_MOBILE_PHONE_SCALE##)]]
[[sanScript(NATIVE PROC #SET_MOBILE_PHONE_ROTATION#VECTOR NewRotationVector#)]]
[[sanScript(NATIVE PROC #GET_MOBILE_PHONE_ROTATION#VECTOR &ReturnRotationVector#)]]
[[sanScript(NATIVE PROC #SET_MOBILE_PHONE_POSITION#VECTOR NewPositionVector#)]]
[[sanScript(NATIVE PROC #GET_MOBILE_PHONE_POSITION#VECTOR &ReturnPositionVector#)]]
[[sanScript(NATIVE PROC #SCRIPT_IS_USING_MOBILE_PHONE#BOOL bValue#)]]
[[sanScript(NATIVE PROC #SCRIPT_IS_MOVING_MOBILE_PHONE_OFFSCREEN#BOOL bValue#)]]
[[sanScript(NATIVE FUNC BOOL #CODE_WANTS_MOBILE_PHONE_REMOVED##)]]
[[sanScript(NATIVE FUNC BOOL #CODE_WANTS_MOBILE_PHONE_REMOVED_FOR_WEAPON_SWITCHING##)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PHONE_BE_SEEN_ON_SCREEN##)]]
[[sanScript(NATIVE PROC #GET_MOBILE_PHONE_RENDER_ID#INT &renderIndex#)]]
== commands_network ==
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_GAME_IN_PROGRESS##PURPOSE: enum for basic game options - these should not be set to QUERY_CRITERIA_ANY<br/>PURPOSE: enum for the area types<br/>PURPOSE: Network start session type.<br/>PURPOSE: structure for storing option values<br/>PURPOSE: structure for storing miscellaneous script globals that need carried across to next multiplayer session<br/>PURPOSE: Returns the TRUE when the network game is in progress.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT#int MaxNumPlayers, bool activeInSinglePlayer, int InstanceId = -1#PURPOSE: This must be called if the script is to be networked, before you register the broadcast data. <br/>MaxNumPlayers - The maximum number of players who can participate in the script<br/>InstanceId - An id that can be assigned to the script to distinguish it from other scripts of the same type running at the same time<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_TEAM_RESERVATIONS#int NumTeams, STRUCT &TeamReservations, INT MyTeam#PURPOSE: Reserves participant slots for each team.<br/>NumTeams - The number of teams<br/>TeamSizes - An array containing the number of slots reserved for each team.<br/>MyTeam - The team number of our local player (between 0 and NumTeams-1)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_MAX_NUM_PARTICIPANTS##PURPOSE: Returns the maximum number of players that can participate in this script (the number passed into NETWORK_SET_THIS_SCRIPT_IS_NETWORK_SCRIPT())<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_NUM_PARTICIPANTS##PURPOSE: Returns the current number of players participating in this script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC NETWORK_SCRIPT_STATE #NETWORK_GET_SCRIPT_STATUS##PURPOSE: You must wait for this to return NETSCRIPT_PLAYING before the script is allowed to continue. This is called before<br/>the broadcast variables are registered<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_REGISTER_HOST_BROADCAST_VARIABLES#STRUCT &Address, INT Size#PURPOSE: Registers the variables that the host alters and that the clients need to be updated on <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_REGISTER_PLAYER_BROADCAST_VARIABLES#STRUCT &Address, INT Size#PURPOSE: Registers the variables for each player running the script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #NETWORK_GET_PLAYER_INDEX#PARTICIPANT_INDEX Participant#PURPOSE: Returns the player index from the given script participant index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PARTICIPANT_INDEX #NETWORK_GET_PARTICIPANT_INDEX#PLAYER_INDEX Plr#PURPOSE: Returns the script participant index for the current script from the given player index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #NETWORK_GET_PLAYER_INDEX_FROM_PED#PED_INDEX PedIndex#PURPOSE: Returns the player index of a player whos ped is the one with the given ped index. Returns -1 otherwise.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_TOTAL_NUM_PLAYERS##PURPOSE: Returns the total number of players involved in the network game (ie everyone we are currently connected to)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PARTICIPANT_ACTIVE#PARTICIPANT_INDEX Participant#PURPOSE: Returns true if the given script participant is active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_ACTIVE#PLAYER_INDEX Plr#PURPOSE: Returns true if the given player is active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_A_PARTICIPANT#PLAYER_INDEX Plr#PURPOSE: Returns true if the given player is participating in this script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_HOST_OF_THIS_SCRIPT##PURPOSE: Returns true is our machine is the host (in charge of) the script session<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PARTICIPANT_INDEX #NETWORK_GET_HOST_OF_THIS_SCRIPT##PURPOSE: Returns the participant that is host (in charge of) this script session<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_ALLOW_PLAYERS_TO_JOIN#Bool bJoin#PURPOSE: Used by the host to allow or prevent other players joining the script session<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_MISSION_FINISHED##PURPOSE: Called by the host of a network script informing the code that the script has finished for all participants<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_REQUEST_TO_BECOME_HOST_OF_THIS_SCRIPT##PURPOSE: Tries to make the local machine the host of the script.Should only be used as a debug feature enabled via a widget, <br/>(it will only work in beta builds).<br/>**warning** this is not 100% reliable and could possibly cause other machines to become confused about who is the host if<br/>-migrateScriptHost is enabled, or a machine crashes immediately after this is called. This is only a debug feature<br/>so it's not worth doing the work to make this 100% reliable.<br/>Also: if -migrateScriptHost if enabled, random host migration will stop for the script that calls this and the host will<br/>remain your local machine<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_SCRIPT_INSTANCE_ACTIVE#STRING scriptName, INT instanceId = -1#PURPOSE: Returns true if the given script is running locally or remotely on any other machine involved in the network game<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_RESURRECT_LOCAL_PLAYER#VECTOR Pos, FLOAT Heading#PURPOSE: Revives our local player who was previously dead. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_TIME_PLAYER_HAS_BEEN_DEAD_FOR#PLAYER_INDEX Plr#PURPOSE: Returns the time (in milliseconds) that a specific player has been dead for. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #NETWORK_GET_KILLER_OF_PLAYER#PLAYER_INDEX Plr#PURPOSE: Returns the player that has killed the other player last. More info..<br/>INFO: -1 means the killer is unknown<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #NETWORK_GET_DESTROYER_OF_NETWORK_ID#NETWORK_INDEX NetworkId, WEAPON_TYPE &TypeOfWeapon#PURPOSE: Returns the player index of the player that destroyed the network object with the specified network ID. more info..<br/>INFO: This command can be used for any physical objects withinthe game (e.g. cars, peds and objects). <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_PLAYER_COLLECTED_PICKUP#PLAYER_INDEX Plr, PICKUP_INDEX PickUp#PURPOSE: Returns a true ifr the specified network player has collected the specified pick up. More info..<br/>INFO: Once the function has returned true, subsequent calls will return false. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC NETWORK_INDEX #NETWORK_GET_NETWORK_ID_FROM_ENTITY#ENTITY_INDEX EntityIndex#PURPOSE: Returns the network ID of the entity with the specified index <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC NETWORK_INDEX #NETWORK_GET_NETWORK_ID_FROM_PED#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC NETWORK_INDEX #NETWORK_GET_NETWORK_ID_FROM_VEHICLE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC NETWORK_INDEX #NETWORK_GET_NETWORK_ID_FROM_OBJECT#OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE FUNC ENTITY_INDEX #NETWORK_GET_ENTITY_FROM_NETWORK_ID#NETWORK_INDEX NetworkId#PURPOSE: Returns the entity index of the entity with the specified network ID <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #NETWORK_GET_PED_FROM_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #NETWORK_GET_VEHICLE_FROM_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #NETWORK_GET_OBJECT_FROM_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DOES_NETWORK_ID_EXIST#NETWORK_INDEX NetworkId#PURPOSE: Returns true if an entity (ped/vehicle/object) with the specified network ID exists on the local machine. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DOES_ENTITY_EXIST_WITH_NETWORK_ID#NETWORK_INDEX NetworkId#PURPOSE: Returns true if an entity with the specified network ID exists on the local machine. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DOES_PED_EXIST_WITH_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DOES_VEHICLE_EXIST_WITH_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DOES_OBJECT_EXIST_WITH_NETWORK_ID#NETWORK_INDEX NetworkId#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_REQUEST_CONTROL_OF_NETWORK_ID#NETWORK_INDEX NetworkId#PURPOSE: Request ownership of the object with the specified network ID from the current owner <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_CONTROL_OF_NETWORK_ID#NETWORK_INDEX NetworkId#PURPOSE: Returns true if the local machine has ownership of the object with the specified network ID <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_REQUEST_CONTROL_OF_ENTITY#ENTITY_INDEX entityIndex#PURPOSE: Request ownership of the entity with the specified entity index from the current owner <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_CONTROL_OF_ENTITY#ENTITY_INDEX entityIndex#PURPOSE: Returns true if the local machine has ownership of the entity with the specified ped index <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_REQUEST_CONTROL_OF_PED#PED_INDEX pedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_CONTROL_OF_PED#PED_INDEX pedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_REQUEST_CONTROL_OF_VEHICLE#VEHICLE_INDEX vehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_CONTROL_OF_VEHICLE#VEHICLE_INDEX vehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_REQUEST_CONTROL_OF_OBJECT#OBJECT_INDEX objectIndex#)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAS_CONTROL_OF_OBJECT#OBJECT_INDEX objectIndex#)]]
[[sanScript(NATIVE PROC #NETWORK_GET_TEAM_RGB_COLOUR#INT team, INT &Red, INT &Green, INT &Blue#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_TEAM_RGB_COLOUR#INT team, INT Red, INT Green, INT Blue#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_FRIEND_COUNT##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #NETWORK_GET_FRIEND_NAME#INT friendIndex#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_FRIEND_ONLINE#STRING friendName#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_FRIEND_IN_SAME_TITLE#STRING friendName#PURPOSE: Returns true if the friend is playing the same game (e.g. GTAIV).<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_START_SESSION#INT gamemode, NETWORK_AUTO_START_TYPE autoStartType#PURPOSE: Starts a network session.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_SESSION_INVITABLE##PURPOSE: Returns true if invites can be sent.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_INVITE_FRIEND#STRING friendName, STRING salutation#PURPOSE: Invite a friend to join your session. More info..<br/>INFO: <br/>PARAM NOTES: Salutation is a text string that will be included in the invitation.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_DID_INVITE_FRIEND#STRING friendName#PURPOSE: Returns true if an invitation was sent to the friend during the current session.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CHECK_INVITE_ARRIVAL##PURPOSE: Returns true if a new invitation has arrived.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_CLEAR_INVITE_ARRIVAL##PURPOSE: Clears the flag indicating the presence of a new invitation.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_NUM_UNACCEPTED_INVITES##PURPOSE: Returns the number of unaccepted invites we have in the queue.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #NETWORK_GET_UNACCEPTED_INVITER_NAME#INT index#PURPOSE: Returns the name of the inviting player at the given index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_UNACCEPTED_INVITE_EPISODE#INT index#PURPOSE: Returns the episode being used in the invited session.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_UNACCEPTED_INVITE_GAME_MODE#INT index#PURPOSE: Returns the game mode being used in the invited session.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_UNACCEPTED_INVITE_LEVEL#INT index#PURPOSE: Returns the level being used in the invited session.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_ACCEPT_INVITE#INT index#PURPOSE: Accepts the unaccepted invite at the given index<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAVE_ACCEPTED_INVITE##PURPOSE: Returns true if the local player has accepted an invitation. More info..<br/>INFO: If this returns true then NETWORK_HAVE_SUMMONS() will also return true.<br/>To join the game call NETWORK_JOIN_SUMMONS().<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_INVITEE_ONLINE##PURPOSE: Returns true if the player who accepted the invite is online. More info..<br/>INFO: Note the accepting player may not be the current main player. He will become<br/>the main player if when JOIN_SUMMONS() is called.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAVE_SUMMONS##PURPOSE: Returns true if we've accepted an invitation or received a summons to join a session. More info..<br/>INFO: Summonses are received when we're in a MP game and the host changes<br/>the game mode and summons us into the next game<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CLEAR_SUMMONS##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_EPISODE_INDEX_FROM_SUMMONS##PURPOSE: Returns the index of the episode for the summons that has just been received<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_COMMON_EPISODE#INT episode#PURPOSE:Returns true if everyon in the session has the DLC for the given episode.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_TALKING#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if the given player is currently voice chatting.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_PLAYER_HAS_HEADSET#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if the given player has a headset connected.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_SET_PLAYER_MUTED#PLAYER_INDEX NetPlayerID, BOOL muted#PURPOSE:Mutes/unmutes the remote player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_MUTED_BY_ME#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if the given player is muted by the local player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_AM_I_MUTED_BY_PLAYER#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if the local player is muted by the given player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_BLOCKED_BY_ME#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if we've blocked chat with the remote player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_AM_I_BLOCKED_BY_PLAYER#PLAYER_INDEX NetPlayerID#PURPOSE:Returns true if the remote player has blocked chat with us.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_TALKER_FOCUS#INT NetPlayerID#PURPOSE: Sets the voice chat focus on the given player. More info..<br/>INFO: Only chat to/from that player will be transmitted/received.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_TALKER_PROXIMITY#FLOAT distance#PURPOSE: Sets the distance threshold that determines how close a player must be before we can chat with him. More info..<br/>INFO: <br/>PARAM NOTES: Set the distance to zero to indicate there is no threshold, i.e.<br/>that we send chat to everyone regardless of distance.<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_TEAM_ONLY_CHAT#BOOL teamOnlyChat#PURPOSE: Enables/disables team-only chat. Applies only to in-game chat, not lobby chat. More info..<br/>INFO:Team-only chat is enabled by default.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_HAVE_ONLINE_PRIVILEGES##PURPOSE: Returns true if the local player has online privileges.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SHOW_FRIEND_PROFILE_UI#STRING friendName#PURPOSE: Displays a UI showing a friend's profile info (gamer card on Xbox).<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SHOW_PLAYER_PROFILE_UI#PLAYER_INDEX NetPlayerID#PURPOSE: Displays a UI showing a player's profile info (gamer card on Xbox). More info..<br/>INFO:The player must currently be a member of a multiplayer network session.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_NUM_PLAYERS_MET##PURPOSE: Returns the number of players met during the current session. More info..<br/>INFO:Players met are not necessarily still in the session.<br/>The player history contains the 100 most recently met players.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #NETWORK_GET_MET_PLAYER_NAME#INT playerMetIndex#PURPOSE:Given an index into the player history, returns the name of the player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SHOW_MET_PLAYER_PROFILE_UI#INT playerMetIndex#PURPOSE:Displays a UI showing a player's profile info (gamer card on Xbox). More info..<br/>INFO:The player must be in the player history.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SHOW_MET_PLAYER_FEEDBACK_UI#INT playerMetIndex#PURPOSE: Given an index into the player history, displays a UI for submitting feedback for that player.(Xbox only).<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_OPERATION_PENDING##PURPOSE: Returns true if an asynchronous operation is pending. More info..<br/>INFO:(e.g. NETWORK_HOST_GAME_PENDING(), etc.).<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_SESSION_STARTED##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_END_SESSION##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_END_SESSION_PENDING##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_MATCH_STARTED##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_END_MATCH##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_END_MATCH_PENDING##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_KICK_PLAYER#PLAYER_INDEX NetPlayerID#PURPOSE:Kicks the given player from the session. Callable only by the host. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_NUM_UNFILLED_RESERVATIONS##PURPOSE:Returns the number of reserved but unfilled slots in the session. More info..<br/>INFO: Callable only on the host.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CHANGE_GAME_MODE#INT newGameMode, INT maxSlots, INT maxPrivSlots, INT maxTeams#PURPOSE: Changes the game mode and number of slots of the current session.<br/>Callable only by the host.<br/>Number of slots cannot be reduced from their current number. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CHANGE_GAME_MODE_PENDING##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CHANGE_GAME_MODE_SUCCEEDED##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_GAME_MODE##PURPOSE: Returns the game mode.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_MAX_SLOTS##PURPOSE:Returns the maximum available slots<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_MAX_PRIVATE_SLOTS##PURPOSE:Returns the maximum available private slots<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_FRIENDLY_FIRE_OPTION#BOOL friendlyFire#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_HEALTH_RETICULE_OPTION#BOOL healthReticule#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_GAME_RANKED##PURPOSE:Returns true if the game is ranked.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_ADVERTISE_SESSION#BOOL advertise#PURPOSE:Enables/disables session advertisement. Callable only on the host.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_SESSION_ADVERTISED##PURPOSE: Returns true if the session is currently advertised.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_RICH_PRESENCE#INT id, STRUCT &data, INT sizeOfData, INT numFields# PURPOSE:<br/>Sets a rich presence<br/>PARAMS:<br/>id - rich presence id.<br/>data - struct with all presence fields.<br/>sizeOfData - sizeof Struct.<br/>numFields - number of fields in the struct.<br/>NOTES:<br/>ALL FIELDS HAVE TO BE INTS<br/>EXAMPLE:<br/><br/>Declare a structure that represents a rich presence:<br/>STRUCT STRUCT_INVITE_EVENT<br/>INT field_0<br/>INT field_1<br/>ENDSTRUCT<br/><br/>Use the struct as you which:<br/>STRUCT_INVITE_EVENT presence_0<br/>presence_0.field_0 = 10<br/>presence_0.field_1 = 11<br/><br/>Set the rich presence:<br/>NETWORK_SET_RICH_PRESENCE(0, presence_0, sizeof(presence_0), 2)<br/><br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_COUNTOF_RICH_PRESENCE## PURPOSE:<br/>Returns the number of available rich presences.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_GET_RICH_PRESENCE_IS_VALID#INT id# PURPOSE:<br/>Returns TRUE if the rich presence exists.<br/>PARAMS:<br/>id - Rich presence id.<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_RICH_PRESENCE_ID#INT iIndex# PURPOSE:<br/>Returns the rich presence id.<br/>PARAMS:<br/>iIndex - Rich presence index.<br/>)]]
[[sanScript(NATIVE FUNC STRING #NETWORK_GET_RICH_PRESENCE_LABEL#INT id # PURPOSE:<br/>Returns the rich presence label.<br/>PARAMS:<br/>id - Rich presence id.<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_RICH_PRESENCE_FIELD_INDEX#INT id, INT iFieldId# PURPOSE:<br/>Returns the field index of a given field Id.<br/>PARAMS:<br/>id - Rich presence id.<br/>iFieldId - Field id.<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_RICH_PRESENCE_ID_FROM_INDEX#INT id, INT iIndex# PURPOSE:<br/>Returns the field id of a given field index.<br/>PARAMS:<br/>id - Rich presence id.<br/>iIndex - Field Index.<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_STORE_GAME_CONFIG#NETWORK_GAME_STRUCTURE& networkGameStruct#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_RESTORE_GAME_CONFIG#NETWORK_GAME_STRUCTURE& networkGameStruct#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_PLAYER_RANK#INT iPlayerIndex# PURPOSE:<br/>Get the rank that a certain player is on.<br/>PARAMS:<br/>iPlayerIndex - Player Index.<br/>)]]
[[sanScript(NATIVE PROC #STORE_SCRIPT_VALUES_FOR_NETWORK_GAME#SCRIPT_VALUES_FOR_NETWORK_GAME& scriptValuesStruct#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #RESTORE_SCRIPT_VALUES_FOR_NETWORK_GAME#SCRIPT_VALUES_FOR_NETWORK_GAME& scriptValuesStruct#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_HOST_ID##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_ID_CAN_MIGRATE#NETWORK_INDEX NetworkId, BOOL CanMigrate#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_ID_ONLY_MIGRATES_TO_PARTICIPANTS#NETWORK_INDEX NetworkId, BOOL CanMigrate#PURPOSE: Forces a script object to only migrate to other machines running this script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_ID_EXISTS_ON_ALL_MACHINES#NETWORK_INDEX NetworkId, BOOL ExistsOnAll#PURPOSE: Sets whether a script object will be created on all machines running this script.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_ID_STOP_CLONING#NETWORK_INDEX NetworkId, BOOL StopCloning#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_DAMAGE_TRACKER_ACTIVE_ON_NETWORK_ID#NETWORK_INDEX NetworkId#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ACTIVATE_DAMAGE_TRACKER_ON_NETWORK_ID#NETWORK_INDEX NetworkId, BOOL ActivateTracker#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #STORE_DAMAGE_TRACKER_FOR_NETWORK_PLAYER#PLAYER_INDEX Plr, WEAPON_TYPE WeaponType, NETWORK_INDEX NetworkId#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_THIS_MACHINE_RUNNING_SERVER_SCRIPT#BOOL Set#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SPHERE_VISIBLE_TO_ANOTHER_MACHINE#VECTOR Pos, FLOAT Radius#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESERVE_NETWORK_MISSION_OBJECTS#INT NumObjectsToReserve#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESERVE_NETWORK_MISSION_PEDS#INT NumPedsToReserve#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESERVE_NETWORK_MISSION_VEHICLES#INT NumVehiclesToReserve#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_REGISTER_MISSION_OBJECTS#INT NumObjectsToRegister#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_REGISTER_MISSION_PEDS#INT NumPedsToRegister#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_REGISTER_MISSION_VEHICLES#INT NumVehiclesToRegister#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_RESERVED_MISSION_OBJECTS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_RESERVED_MISSION_PEDS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_RESERVED_MISSION_VEHICLES##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_CREATED_MISSION_OBJECTS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_CREATED_MISSION_PEDS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_CREATED_MISSION_VEHICLES##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_NETWORK_TIMER#INT &ReturnCurrentTime#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SYNC_WEATHER_AND_GAME_TIME#BOOL Sync#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_WEATHER#int iPreviousTypeIndex, int iNextCycleIndex, bool bForce#PURPOSE: Sets the current weather.<br/>INFO: If the weather is not forced the weather will make a transition from iPreviousTypeIndex to iNextCycleIndex.<br/>PARAM NOTES: If the weather is forced (bForced TRUE) the weather is set immediatly to the weather type set in iPreviousTypeIndex.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_STORE_SINGLE_PLAYER_GAME##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SHUTDOWN_AND_LAUNCH_SINGLE_PLAYER_GAME##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SHUTDOWN_AND_LAUNCH_NETWORK_GAME#INT EpisodeToLaunch#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_NETWORK_SESSION##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_IN_SPECTATOR_MODE#BOOL InSpectatorMode, PLAYER_INDEX playerIndex#PURPOSE: Set the local in spectator Mode. pedIndex - Ped index to spectate.<br/>If the index is -1 the it only sets the spectator flag.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_IN_SPECTATOR_MODE##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_IN_MP_TUTORIAL#BOOL InMPTutorial#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NETWORK_VEHICLE_RESPOT_TIMER#NETWORK_INDEX NetworkId, INT Timer#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MSG_FOR_LOADING_SCREEN#STRING msg#PURPOSE: Sets a message that will be displayed during the loading screen. More info<br/>INFO:This message is for information purposes and the player has to press button A to continue <br/>the load of the single player game.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_PLAYER_KILLED#PLAYER_INDEX iKillerIndex, PLAYER_INDEX iVictimIndex, WEAPON_TYPE iWeaponType#PURPOSE: When a player kills another player this must be called to register the death. More info..<br/>INFO: <br/>PARAM NOTES: iKillerIndex - index of the player that was the killer.<br/>iVictimIndex - index of the player that died.<br/>iWeaponType - index of the weapon that the killer used.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_REASSIGNMENT_IN_PROGRESS##PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_SCRIPT_ARRAY_IN_SCRATCHPAD#STRUCT &Address, INT Size, INT ScriptID, INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESTORE_SCRIPT_ARRAY_FROM_SCRATCHPAD#STRUCT &Address, INT Size, INT ScriptID, INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SCRIPT_ARRAY_FROM_SCRATCHPAD#INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SAVE_SCRIPT_ARRAY_IN_PLAYER_SCRATCHPAD#STRUCT &Address, INT Size, INT ScriptID, PLAYER_INDEX Plr, INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESTORE_SCRIPT_ARRAY_FROM_PLAYER_SCRATCHPAD#STRUCT &Address, INT Size, INT ScriptID, PLAYER_INDEX Plr, INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SCRIPT_ARRAY_FROM_PLAYER_SCRATCHPAD#PLAYER_INDEX Plr, INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SCRIPT_ARRAY_FROM_ALL_PLAYER_SCRATCHPADS#INT ScratchpadIndex = 0#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #USE_PLAYER_COLOUR_INSTEAD_OF_TEAM_COLOUR#BOOL bActive# PURPOSE: forces the player colour to be used for the radar and gametag instead of team colours<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_PARAM_NETSTARTPOS_EXISTS## PURPOSE: Returns true if the command -netStartPos was used.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #NETWORK_GET_PARAM_NETSTARTPOS## PURPOSE:<br/>Returns the value set in the command -netStartPos<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_PARAM_TEAM_EXISTS## PURPOSE: Returns true if the command -netTeam was used.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_PARAM_TEAM## PURPOSE:<br/>Returns the value set in the command -netTeam<br/>)]]
[[sanScript(NATIVE PROC #NET_DEBUG#STRING text, BOOL extraInfo = FALSE#PURPOSE: Prints a debug string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_DEBUG_INT#STRING text, INT i, BOOL extraInfo = FALSE#PURPOSE: Prints a debug string and int to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_DEBUG_FLOAT#STRING text, FLOAT f, BOOL extraInfo = FALSE#PURPOSE: Prints a debug string and float to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_DEBUG_VECTOR#STRING text, VECTOR v, BOOL extraInfo = FALSE#PURPOSE: Prints a debug string and vector to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_DEBUG_STRING#STRING text, STRING v, BOOL extraInfo = FALSE#PURPOSE: Prints 2 debug string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_ERROR#STRING t, BOOL extraInfo = FALSE#PURPOSE: Prints a error string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_ERROR_INT#STRING t, INT f, BOOL extraInfo = FALSE#PURPOSE: Prints a error string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_ERROR_FLOAT#STRING t, FLOAT f, BOOL extraInfo = FALSE#PURPOSE: Prints a error string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_ERROR_VECTOR#STRING t, VECTOR v, BOOL extraInfo = FALSE#PURPOSE: Prints a error string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_ERROR_STRING#STRING t, STRING s, BOOL extraInfo = FALSE#PURPOSE: Prints a error string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_WARNING#STRING t, BOOL extraInfo = FALSE#PURPOSE: Prints a warning string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_WARNING_INT#STRING t, INT f, BOOL extraInfo = FALSE#PURPOSE: Prints a warning string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_WARNING_FLOAT#STRING t, FLOAT f, BOOL extraInfo = FALSE#PURPOSE: Prints a warning string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_WARNING_VECTOR#STRING t, VECTOR v, BOOL extraInfo = FALSE#PURPOSE: Prints a warning string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NET_WARNING_STRING#STRING t, STRING s, BOOL extraInfo = FALSE#PURPOSE: Prints a warning string to the console.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_PLAYER_VISIBLE#PLAYER_INDEX NetPlayerID#PURPOSE: Returns true if the given player is visible on screen, and not occluded. Can be called every frame.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_LOCAL_PLAYER_ONLINE##PURPOSE: Returns TRUE if the local player is online.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #START_KILL_TRACKING#MODEL_NAMES ModelHashKey, WEAPON_TYPE TypeOfWeapon#PURPOSE: Start tracking how many times the local player kills the specified ped model with the specified weapon (or any weapon if WEAPONTYPE_INVALID is specified)<br/>)]]
[[sanScript(NATIVE PROC #STOP_KILL_TRACKING#MODEL_NAMES ModelHashKey, WEAPON_TYPE TypeOfWeapon#PURPOSE: Stop tracking how many times the local player kills the specified ped model with the specified weapon (or any weapon if WEAPONTYPE_INVALID is specified)<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_KILL_TRACKING_RESULTS#MODEL_NAMES ModelHashKey, WEAPON_TYPE TypeOfWeapon#PURPOSE: Return how many times the local player has kills a ped with the specified ped model with the specified weapon (or any weapon if WEAPONTYPE_INVALID is specified)<br/>)]]
[[sanScript(NATIVE PROC #RESET_KILL_TRACKING_RESULTS#MODEL_NAMES ModelHashKey, WEAPON_TYPE TypeOfWeapon#PURPOSE: Resets the current count of how many times the local player has kills a ped with the specified ped model with the specified weapon (or any weapon if WEAPONTYPE_INVALID is specified)<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_MODEL_FOR_RANK_POINTS#MODEL_NAMES ModelHashKey#PURPOSE: Registers a ped model for tracking when a ped using it is killed for the purposes of assigning rank points<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_KILLS_FOR_RANK_POINTS#MODEL_NAMES ModelHashKey#PURPOSE: Return how many times the local player has killed a ped using the specified ped model, all kills of peds with models not registered are tracked separately and returned as a combined total<br/>)]]
[[sanScript(NATIVE PROC #RESET_NUM_KILLS_FOR_RANK_POINTS#MODEL_NAMES ModelHashKey#PURPOSE: Resets the current count of how many times the local player has killed a ped using the specified ped model, all kills of peds with models not registered are tracked separately and returned as a combined total<br/>)]]
[[sanScript(NATIVE PROC #START_TRACKING_CIVILIAN_KILLS##PURPOSE: Start tracking how many times the local player has killed a civilian ped<br/>)]]
[[sanScript(NATIVE PROC #STOP_TRACKING_CIVILIAN_KILLS##PURPOSE: Stop tracking how many times the local player has killed a civilian ped<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_CIVILIAN_KILLS_BEING_TRACKED##PURPOSE: Returns whether the number of civilians killed is currently being tracked<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_CIVILIAN_KILLS##PURPOSE: Return how many times the local player has killed a civilian ped<br/>)]]
[[sanScript(NATIVE PROC #RESET_NUM_CIVILIAN_KILLS##PURPOSE: Resets the current count of how many times the local player has killed a civilian ped<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_PLAYER_NAME#PLAYER_INDEX NetPlayerID, STRING DisplayName#PURPOSE: Set a name to display for the specified player<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_NAME_DISPLAYED#PLAYER_INDEX NetPlayerID#PURPOSE: Returns whether a display name has been set for the specified player<br/>)]]
[[sanScript(NATIVE PROC #ADD_FAKE_PLAYER_NAME#PED_INDEX PedIndex, STRING PlayerName, INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: Adds a fake player name to the specified ped. Fake player names are useful for simulating the appearence of a network player outside the network game (e.g. for use in MP tutorials)<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_FAKE_PLAYER_NAME#PED_INDEX PedIndex#PURPOSE: Removes a fake player name from the specified ped<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ALL_FAKE_PLAYER_NAMES##PURPOSE: Removes all previously added fake names<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_PED_HAVE_FAKE_PLAYER_NAME#PED_INDEX PedIndex#PURPOSE: Returns whether the specified ped has been given a fake player name<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUM_FAKE_PLAYER_NAMES##PURPOSE: Returns the current number of fake player names added<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_ADD_RESTART_NODE#VECTOR& NodeCoords, INT idx, INT propertie1, INT propertie2, INT propertie3, INT propertie4#PURPOSE: Adds a new restart node<br/>INFO: Available only in DEV builds.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_GET_CLOSEST_RESTART_NODE#VECTOR VecCoords, VECTOR &ReturnCoords, FLOAT &Heading#PURPOSE: Gets the closest network restart node. More info..<br/>INFO: These nodes are intended as restart points in a network game. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_GET_COORDS_FOR_RESTART_NODE#INT NodeAddress, VECTOR &vecReturn, FLOAT &Heading#PURPOSE: Finds the coord for the netwrok restart node. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CALCULATE_RANDOM_RESTART_NODE#VECTOR centrePoint, FLOAT radius, PLAYER_INDEX spawningPlayer, INT spawningFlags = 0, FLOAT distanceToEnemyPlayers = 80.0#PURPOSE: Gets a random restart node. More info..<br/>INFO: The centrepoint is the point around which a restart point is returned. The radius within which the point lies.<br/>This command batches 100 nodes and returns them in random order.<br/>The returned bool should only ever be false if no nodes could be found within the specified region.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_CALCULATE_FURTHEST_RESTART_NODE##PURPOSE: Calculates restart nodes that are as far removed from any of the players as possible.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_REGISTER_PLAYER_RESPAWN_COORDS#PLAYER_INDEX plr, VECTOR respawnCoords#PURPOSE: Stops peds from spawning nearby this coord instead of the players pos for 3 seconds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_CLEAR_PLAYER_RESPAWN_COORDS##PURPOSE: Clear player registered coords.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_ADD_SPAWN_BLOCKING_AREA#VECTOR position, FLOAT radius#PURPOSE: Spawning will avoid this area, build these as a list each frame, calling FLUSH_ALL_SPAWN_BLOCKING_AREAS before rebuilding the list<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_CLEAR_ALL_SPAWN_BLOCKING_AREAS##PURPOSE: Flush all spawn blocking areas. More info..<br/>INFO: Called before building the list using ADD_SPAWN_BLOCKING_AREA A node that has been found using GET_RANDOM_NETWORK_RESTART_NODE can be punted into this command. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_CLEAR_RESTART_NODE_PROPERTIE_LIST##PURPOSE: Clear any lists of nodes. More info..<br/>INFO: To build a propertie list that can be used by NETWORK_GET_RANDOM_RESTART_NODE_USING_LISTS you start by calling this command.<br/>It will clear the list so that none of the nodes will be returned. Then add properties using NETWORK_SET_RESTART_NODE_PROPERTIE_LIST.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SETALL_RESTART_NODE_PROPERTIE_LIST##PURPOSE: Sets all restart node properties to be used in the search. More info..<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_RESTART_NODE_PROPERTIE_LIST#INT propertie, INT value#PURPOSE: Sets a propertie list.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_NUMBER_OF_BATCHED_NODES##PURPOSE: Returns the total number of bached nodes after a search.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_GET_BATCHED_SPAWN_NODE#VECTOR& NodeCoords, INT& NodeAddress, FLOAT& NodeScore#PURPOSE: Iterates beteween all batched spawn nodes and returns the coords, address and score.<br/>INFO: Access the nodes found after the last search. Nodes are stored in ascending order, being the last with the <br/>lowest score.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_GET_TIMEOUT_TIME##PURPOSE: Returns the time in seconds that the code will wait for an unresponding player before disconnecting them. <br/>If -notimeouts is being used, this will return 0.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_CAN_SWAP_TEAM##PURPOSE: <br/>INFO: Returns TRUE if the local PLAYER can swap the team.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SWAP_TEAM#PLAYER_INDEX playerIndex, MODEL_NAMES playerModelHashKey, VECTOR coords, FLOAT heading#PURPOSE: <br/>INFO: Returns TRUE if the local PLAYER can swap the team.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_TUS_DATA_VALID##PURPOSE: <br/>INFO: Returns TRUE Multiplayer stats data has been downloaded.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #NETWORK_GET_FOCUS_PED_LOCAL_ID##PURPOSE: <br/>INFO: Get the focus Ped index.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #NETWORK_BOT_GET_PLAYER_ID#INT botIndex#PURPOSE: <br/>INFO: Returns the network bot player ID.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #NETWORK_BOT_GET_NAME#INT botIndex#PURPOSE: <br/>INFO: Returns the name of the network bot with index botIndex is local.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_IS_LOCAL#INT botIndex#PURPOSE: <br/>INFO: Returns TRUE when the network bot with index botIndex is local.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_BOT_GET_NUMBER_OF_ACTIVE_BOTS##PURPOSE: <br/>INFO: Returns the number of active network bots.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_BOT_GET_SCRIPT_BOT_INDEX##PURPOSE: <br/>INFO: Returns the index of the network bot assigned with this script.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_BOT_RESURRECT#INT botIndex#PURPOSE: <br/>INFO: Resurrect network bot with index botIndex.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #NETWORK_BOT_ADD##PURPOSE: <br/>INFO: Create a new network bot and add it to the match. Returns the botindex created. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_REMOVE#INT botIndex#PURPOSE: <br/>INFO: Remove network bot with index botIndex from the match and delete it.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_LAUNCH_SCRIPT#INT botIndex, STRING scriptName#PURPOSE: <br/>INFO: Launch script with name scriptName and assign it to bot botIndex.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_STOP_SCRIPT#INT botIndex#PURPOSE: <br/>INFO: Stop script being executed for bot with index botIndex.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_PAUSE_SCRIPT#INT botIndex#PURPOSE: <br/>INFO: Pause script being executed for bot with index botIndex.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_CONTINUE_SCRIPT#INT botIndex#PURPOSE: <br/>INFO: Continue script being executed for bot with index botIndex.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_BOT_EXISTS#PLAYER_INDEX plr#PURPOSE: Returns TRUE if the main player exists.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_BOT_JOIN_THIS_SCRIPT#INT botIndex#PURPOSE: <br/>INFO: Joins the given network bot with the script that calls this command<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_BOT_LEAVE_THIS_SCRIPT#INT botIndex#PURPOSE: <br/>INFO: Removes the given network bot from the script that calls this command<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_BOT_JOIN_SCRIPT#THREADID thread, INT botIndex#PURPOSE: <br/>INFO: Joins the given network bot with the given script thread<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_BOT_LEAVE_SCRIPT#THREADID thread, INT botIndex#PURPOSE: <br/>INFO: Removes the given network bot from the given script thread<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_IS_ANY_PLAYER_NEAR#INT& retPlayerIds, INT& retNumber, VECTOR pos, FLOAT radius, BOOL in3d = true# PURPOSE:<br/>Returns TRUE if participants were found near coordinates.<br/>PARAMS:<br/>retPlayerIds - Returns the global player index. Each bit represents one player.<br/>Look for the bits that are set to know the player global player index.<br/>retNumber - Returns the number of players that are near.<br/>pos - center point for the search.<br/>radius - radius for the search.<br/>in3d - make search using Z coordinate as well.<br/>)]]
== commands_object ==
[[sanScript(NATIVE FUNC OBJECT_INDEX #CREATE_OBJECT#MODEL_NAMES ModelIndex, VECTOR VecNewCoors, BOOL RegisterAsNetworkObject = TRUE, BOOL ScriptHostObject = TRUE#PURPOSE: Create an object with an offset (from the root the base) at the given coord. <br/>INFO: <br/>PARAM NOTES: RegisterAsNetworkObject: The new object will be created and synced on other machines if a network game is running<br/>ScriptHostObject: If true, this object has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the object has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #CREATE_OBJECT_NO_OFFSET#MODEL_NAMES ModelIndex, VECTOR VecNewCoors, BOOL RegisterAsNetworkObject = TRUE, BOOL ScriptHostObject = TRUE#PURPOSE: Create an object with no offset at the given coord.<br/>INFO: <br/>PARAM NOTES: RegisterAsNetworkObject: The new object will be created and synced on other machines if a network game is running<br/>ScriptHostObject: If true, this object has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the object has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE PROC #DELETE_OBJECT#OBJECT_INDEX &ObjectID#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_AS_NO_LONGER_NEEDED#OBJECT_INDEX &ObjectID #)]]
[[sanScript(NATIVE FUNC FLOAT #GET_OBJECT_HEADING#OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_HEADING#OBJECT_INDEX ObjectID, FLOAT Heading #)]]
[[sanScript(NATIVE PROC #SET_HEADING_OF_CLOSEST_OBJECT_OF_TYPE# VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex, FLOAT fNewHeading, BOOL bSnapToHeadingFlag#PURPOSE:Sets the heading of the closest model of type.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_COORDS_AND_ROTATION_OF_CLOSEST_OBJECT_OF_TYPE#VECTOR VecSphereCentre, FLOAT fSphereRadius, MODEL_NAMES ModelIndex, VECTOR& VecReturnCoords, VECTOR& VecReturnRotation#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OBJECT_COORDS#OBJECT_INDEX ObjectID#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_COORDS#OBJECT_INDEX ObjectID, VECTOR VecNewCoors #)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_ON_SCREEN#OBJECT_INDEX ObjectID#)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_AT_COORD# OBJECT_INDEX ObjectID, VECTOR VecCoors, VECTOR VecLocateDimensions, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE #)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_IN_ANGLED_AREA# OBJECT_INDEX ObjectID, VECTOR VecCoors1, VECTOR VecCoors2, FLOAT DistanceP1toP4, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE#)]]
[[sanScript(NATIVE FUNC BOOL #IS_POINT_IN_ANGLED_AREA# VECTOR VecPoint, VECTOR VecCoors1, VECTOR VecCoors2, FLOAT DistanceP1toP4, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE#PURPOSE: Checks if a given point is in the non axis aligned area<br/>INFO:<br/>PARAM NOTES: VecCoors1 and VecCoors2 define the midpoints of two parallel sides and DisatanceP1toP4 is the width of these sides.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_IN_WATER# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_IN_AREA# OBJECT_INDEX ObjectID, VECTOR VecCoors1, VECTOR VecCoors2, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE #)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS# OBJECT_INDEX ObjectID, VECTOR VecNewCoors #)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_COORD_AND_HEADING_IN_WORLD_COORDS# VECTOR vPos, FLOAT fHeading, VECTOR vOffset #PURPOSE:Similar to GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS, returns the world coords of the offset relative to the heading passed in <br/>INFO: <br/>PARAM NOTES: fHeading should be in degrees, code with automatically convert to rads<br/>)]]
[[sanScript(NATIVE PROC #GET_OBJECT_QUATERNION# OBJECT_INDEX ObjectIndex, FLOAT& ReturnX, FLOAT& ReturnY, FLOAT& ReturnZ, FLOAT& ReturnW#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_QUATERNION# OBJECT_INDEX ObjectIndex, FLOAT NewX, FLOAT NewY, FLOAT NewZ, FLOAT NewW#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_MAX_SPEED# OBJECT_INDEX ObjectIndex, FLOAT MaxSpeed#PURPOSE:Sets the objects maximum speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ROTATE_OBJECT# OBJECT_INDEX ObjectID, FLOAT TargetRotation, FLOAT RotationStep, BOOL StopForCollision #PURPOSE: Rotates the object by RotationStep degrees each frame until it is at the TargetRotation<br/>INFO: The object will always rotate in the direction that requires the least amount of movement. <br/>This command returns TRUE when the object is at the correct rotation. If StopForCollisionFlag is TRUE then the command will also return TRUE if the object has collided with a ped or vehicle.<br/>PARAM NOTES: TargetRotation and RotationStep are both measured in degrees and should be between 0 and 360.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SLIDE_OBJECT# OBJECT_INDEX ObjectID, VECTOR VecDestCoorst,VECTOR VecIncrement, BOOL StopOnCollision #PURPOSE:Moves the object by the step values each frame until it is at the correct position<br/>INFO: This command returns TRUE when the object is in the required position.<br/>You will need to work out the exact increment. An easier way is to use SLIDE_OBJECT_TO_COORD from SCRIPT_OBJECT.sch<br/>PARAM NOTES: If StopForCollisionFlag is TRUE then the command will also return TRUE if the object has collided with a ped or vehicle (this functionality is currently disabled). <br/>)]]
[[sanScript(NATIVE FUNC PICKUP_INDEX #CREATE_PICKUP#PICKUP_TYPE Type, VECTOR VecNewCoors, BOOL Fixed = FALSE, BOOL Regenerates = FALSE#PURPOSE: Create an object that the player can pickup. More info..<br/>INFO: <br/>PARAM NOTES: Type: PICKUP_TYPE is in pickup_enums.sch<br/>Fixed: If set pickup will not move, use for floating pickups<br/>Regenerates: If set the pickup will regenerate after the regeneration time expires (this time is set in the pickup Rave data)<br/>)]]
[[sanScript(NATIVE FUNC PICKUP_INDEX #CREATE_PICKUP_ROTATE#PICKUP_TYPE Type, VECTOR Coors, VECTOR Orientation, BOOL Fixed = FALSE, BOOL Regenerates = FALSE#PURPOSE: Creates a pickup that can be given any orientation. More info..<br/>INFO: <br/>PARAM NOTES: Type: PICKUP_TYPE is in pickup_enums.sch<br/>Orientation: specifies the pickups orientation in the same way it is done in SET_OBJECT_ROTATION.<br/>Fixed: If set pickup will not move, use for floating pickups<br/>Regenerates: If set the pickup will regenerate after the regeneration time expires (this time is set in the pickup Rave data)<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PICKUP_COORDS# PICKUP_INDEX PickupID #PURPOSE: Get the coords of the pickup<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_SAFE_PICKUP_COORDS#VECTOR VecInCoors#PURPOSE:Gets a safe coord at which to create a pickup close to the input co-ordinates<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ALL_PICKUPS_OF_TYPE#PICKUP_TYPE Type#PURPOSE: Remove objects of certain pickup type.<br/>INFO: <br/>PARAM NOTES: PICKUP_TYPE isin commands_object.sch<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_PICKUPS_OF_TYPE#PICKUP_TYPE Type#PURPOSE: Gets the number of pickups of type<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PICKUP#PICKUP_INDEX PickupID #PURPOSE: Removes a pickup from the map.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PICKUP_BEEN_COLLECTED#PICKUP_INDEX PickupID #PURPOSE: Checks if a pickup has beeen collected<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_PICKUP_EXIST# PICKUP_INDEX PickupID #PURPOSE:Checks if a pickup object exists.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CREATE_MONEY_PICKUPS#VECTOR VecNewCoors, INT Amount, INT MaxNumPickups#PURPOSE: Creates a bunch of money pickups around the given coordinates, of the given amount<br/>INFO: <br/>PARAM NOTES:VecNewCoors - the coordinates the money pickups will be generated round. Must be on or above the ground.<br/>Amount - the total amount of money dropped<br/>MaxNumPickups - the maximum number of money pickups created (no greater than 8)<br/>)]]
[[sanScript(NATIVE PROC #SET_DEAD_PEDS_DROP_WEAPONS#BOOL bValue#PURPOSE: Set dead peds drop their weapons.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PICKUPS_FIX_VEHICLES#BOOL bValue#PURPOSE: Sets a pickup fixes a vehicle usally used in a network game.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WEAPON_PICKUP_NETWORK_REGEN_TIME#WEAPON_TYPE WeaponType, INT RegenTime#PURPOSE: Sets the time before a weapon respawns in a network games<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HEALTH_PICKUP_NETWORK_REGEN_TIME#INT RegenTime#PURPOSE:Sets the time before a health pickup respawns in a network games<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ARMOUR_PICKUP_NETWORK_REGEN_TIME#INT RegenTime#PURPOSE:Sets the time before a armour pickup respawns in a network games<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALWAYS_DISPLAY_WEAPON_PICKUP_MESSAGE#BOOL bValue#PURPOSE: Displays the message to tell the player to press LB to pickup a weapon in the same slot. More info.. <br/>INFO: Ordinarily it is only displayed a number of times and then the game stops mentioning it.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_OBJECT_INITIAL_VELOCITY# OBJECT_INDEX ObjectID, VECTOR VecVelocityComponent #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_COLLISION# OBJECT_INDEX ObjectID, BOOL UseCollision #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_DYNAMIC# OBJECT_INDEX ObjectID, BOOL IsDynamic #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ROTATION# OBJECT_INDEX ObjectID,VECTOR VecNewRot #)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OBJECT_ROTATION# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_RECORDS_COLLISIONS# OBJECT_INDEX ObjectID, BOOL RecordsCollision #)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OBJECT_COLLIDED_WITH_ANYTHING# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #FREEZE_OBJECT_POSITION# OBJECT_INDEX ObjectID, BOOL FreezePosition #)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OBJECT_VELOCITY# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_STATIC# OBJECT_INDEX iObjectID #)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OBJECT_ROTATION_VELOCITY# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC FLOAT #GET_OBJECT_SPEED# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #SET_USES_COLLISION_OF_CLOSEST_OBJECT_OF_TYPE# VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex, BOOL UsesCollision #PURPOSE: Sets whether the closest object with the given model index will have collision or not. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FREEZE_POSITION_OF_CLOSEST_OBJECT_OF_TYPE# VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex, BOOL bFreezeFlag #PURPOSE: Freezes the object of type.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OBJECT_BEEN_UPROOTED# OBJECT_INDEX ObjectID #PURPOSE: Checks if an object has be removed from its root.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #APPLY_FORCE_TO_OBJECT#OBJECT_INDEX ObjectIndex, APPLY_FORCE_TYPE ApplyType, VECTOR vForce, VECTOR vOffset, INT Component, BOOL LocalForce, BOOL LocalOffset, BOOL ScaleByMass #)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_UPRIGHT#OBJECT_INDEX ObjectIndex, float fAngleToVerticalLimit#PURPOSE: Checks if the object is upright within a define angle limit.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_OBJECT_PHYSICS_PARAMS#OBJECT_INDEX ObjectIndex, float fMass, float fGravityFactor, VECTOR TranslationalDamping, VECTOR RotationalDamping, float fCollisionMargin = -1.0, FLOAT fMaxAngularSpeed = -1.0#PURPOSE: Set physics parameters on this instance of an object. More info..<br/>INFO: Any param set to -1.0 will be ignored, and will remain as defaults. <br/>Specifying mass = -1.0 will reset the mass back to the object's default value<br/>PARAM NOTES: fMass: object mass (rotational inertia is calculated from new mass and volume) <br/>fGravityFactor the gravity affecting this object can be modified (default is 1.0)<br/>TranslationalDamping:<br/>x = x = constant friction (doesn't depend on speed)<br/>y = y*V = speed dependent friction (multiplied by speed)<br/>z = z*V^2 = aerodynamic drag (multiplied by speed squared)<br/>RotationalDamping<br/>x = x = constant friction (doesn't depend on speed)<br/>y = y*V = speed dependent friction (multiplied by speed)<br/>z = z*V^2 = aerodynamic drag (multiplied by speed squared)<br/>fCollisionMargin<br/>Set to thinnist part of object. Default is 10cm<br/>fMaxAngularSpeed<br/>Increase for objects which are likely to spin fast, e.g. small spheres. Default is 2*PI<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_OBJECT_FRAGMENT_DAMAGE_HEALTH#OBJECT_INDEX ObjectIndex, bool HealthPercentageByMass#PURPOSE: Get the damage health of a fragment heap. More info..<br/>INFO: <br/>PARAM NOTES: result = (current unbroken groups / original groups)<br/>or<br/>result = (current mass / undamaged mass)<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_FRAGMENT_ROOT_OF_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED# VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ObjectModelHashKey #PURPOSE: This command works in a similar manner to HAS_OBJECT_FRAGMENT_ROOT_BEEN_DAMAGED but first finds the closest object with the given model index within the specified range. <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ANCHOR#OBJECT_INDEX ObjectIndex, BOOL bOn, FLOAT fDistance=1.0#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_OBJECT_HAVE_PHYSICS#OBJECT_INDEX ObjectIndex#PURPOSE: CHecks that an object has physics. More info..<br/>INFO: Before calling physics commands e.g SET_OBJECT_VELOCITY you have to check that the object has physics.<br/>Physics are streamed in sperateley from the drawable object, though objects physics near the player are streamed<br/>in automatically.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ACTIVATE_OBJECT_PHYSICS_AS_SOON_AS_IT_IS_UNFROZEN#OBJECT_INDEX ObjectIndex, BOOL bActivatePhysicsWhenUnfrozen#PURPOSE:Turns on the object's physics as soon as the collision is loaded around it. More info..<br/>INFO: his could be useful if you have created the object on a slope and you need it to lie properly on the slope rather than hover horizontally above the ground. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_OBJECT_DONT_CONVERT_TO_DUMMY#MODEL_NAMES ObjectModelHashKey, VECTOR vecPos#PURPOSE: prevents objects being converted into dummy objects, useful for keeping doors as real objects so when a SET_STATE_OF_CLOSEST_DOOR_OF_TYPE is<br/>called on they move, even if they are a long way away from the player.<br/>INFO: Converts a dummy object into a real object or prevents an object from being converted into a dummy object. Must be called every frame.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CAN_DROP_WEAPONS_IN_VEHICLE#BOOL bValue#PURPOSE: Sets a player can drop a weapon when driving usally used in a network game.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_TO_VEHICLE# OBJECT_INDEX iObjectID, VEHICLE_INDEX VehicleID, INT CarBoneIndex, VECTOR vecOffset, VECTOR vecRotation#)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_TO_VEHICLE_PHYSICALLY# OBJECT_INDEX iObjectID, VEHICLE_INDEX VehicleID, INT CarBoneIndex, INT ObjectBoneIndex, VECTOR vecCarOffset, VECTOR vecObjOffset, VECTOR vecRotation, FLOAT PhysicalStrength, BOOL ConstrainRotation, BOOL DoInitialWarp = TRUE#)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_TO_OBJECT_PHYSICALLY# OBJECT_INDEX iObject1ID, OBJECT_INDEX iObject2ID, INT iObject1BoneIndex, INT iObject2BoneIndex, VECTOR vecObject1Offset, VECTOR vecObject2Offset, VECTOR vecObj1Rotation, FLOAT PhysicalStrength, BOOL ConstrainRotation, BOOL DoInitialWarp = TRUE#)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_TO_OBJECT# OBJECT_INDEX ObjectID, OBJECT_INDEX SecondObjectID, INT Object2BoneIndex, VECTOR vecOffset, VECTOR vecRotation#)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_TO_PED# OBJECT_INDEX ObjectID, PED_INDEX PedID, PED_BONETAG PedBoneTag, VECTOR vecOffset, VECTOR vecRotation, BOOL bDetachOnRagdoll = FALSE#)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_ATTACHED# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #DETACH_OBJECT# OBJECT_INDEX ObjectID, BOOL bApplyVelocity = TRUE#)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_VEHICLE_OBJECT_IS_ATTACHED_TO# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PED_OBJECT_IS_ATTACHED_TO# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC BOOL #IS_CLOSEST_OBJECT_OF_TYPE_SMASHED_OR_DAMAGED#VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex, BOOL IsSmashed, BOOL IsDamaged #PURPOSE: Gets the closest object (within the defined sphere) with the given model index and returns TRUE if it is smashed or damage<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_OBJECT_HEALTH# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_HEALTH# OBJECT_INDEX ObjectID, FLOAT Health #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_VISIBLE# OBJECT_INDEX ObjectID,BOOL Visible #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_TARGETTABLE# OBJECT_INDEX ObjectID, BOOL Targettable #PURPOSE: The player can auto target the object. More info..<br/>INFO: Only four objects can be targettable at any time. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VISIBILITY_OF_CLOSEST_OBJECT_OF_TYPE# VECTOR VecNewCoors, FLOAT Radius, MODEL_NAMES ModelIndex, BOOL VisibilityFlag #PURPOSE: Sets a object of a specific model visible.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VISIBILITY_OF_ALL_OBJECTS_IN_SPHERE#VECTOR VecCentre, FLOAT Radius, MODEL_NAMES ModelIndex, BOOL bVisible, BOOL bSetAsVisibleWhenScriptEnds#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_OBJECT_EXIST# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC BOOL #DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS# VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex#PURPOSE: returns TRUE if the closest object within Radius is a proper object - not a dummy or building<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_OBJECT_PROOFS# OBJECT_INDEX ObjectID, BOOL BulletProof, BOOL FlameProof, BOOL ExplosionProof, BOOL CollisionProof, BOOL MeleeWeaponProof #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_INVINCIBLE#OBJECT_INDEX ObjectIndex, BOOL bInvincible#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_AS_STEALABLE# OBJECT_INDEX ObjectID, BOOL Stealable #PURPOSE: Sets an object to be stealable.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_OBJECT_MODEL# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_LIGHTS#OBJECT_INDEX ObjectIndex, BOOL bLightSwitch#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ALPHA#OBJECT_INDEX ObjectIndex, INT Alpha#PURPOSE: Set the alpha value for an object. Use to avoid object fading in (alpha = 0-255)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_OBJECT_HIGH_DETAIL_MODEL#OBJECT_INDEX ObjectIndex#PURPOSE: Requests a higher detail version of this model. More info... <br/>INFO: This is used primarliy in cutscenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_OBJECT_HIGH_DETAIL_MODEL#OBJECT_INDEX ObjectIndex#PURPOSE: Removes a high detail. More info... <br/>INFO: This is used primarliy in cutscenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #BREAK_OBJECT_FRAGMENT_CHILD#OBJECT_INDEX ObjectIndex, INT Component, BOOL Disappear#PURPOSE: Specifying the component removed the entire group that the component is part of. <br/>INFO: Remove one of the parts of an fragment based object.<br/>PARAM NOTES: Disappear will make the group pop out of existence, otherwise the group will break off.<br/>)]]
[[sanScript(NATIVE PROC #FIX_OBJECT_FRAGMENT#OBJECT_INDEX ObjectIndex#PURPOSE: Resets and brings back all the children. That will leave broken off parts in the world. <br/>INFO: Resets an object (has to be a fragment)<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_OBJECT_HAVE_DRAWABLE#OBJECT_INDEX ObjectID#PURPOSE: PLAY_OBJECT_ANIM and PLAY_SYNCHRONIZED_OBJECT_ANIM require the object to have a drawable. You can use this command<br/>to check that the object has a drawable before attempting to play the anim.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_OBJECT_ANIM# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta, BOOL Loop, BOOL HoldLastFrame #)]]
[[sanScript(NATIVE PROC #STOP_OBJECT_ANIM# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta #)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ANIM_CURRENT_TIME# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName, FLOAT newCurrentTime#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ANIM_SPEED# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName, FLOAT newAnimSpeed#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ANIM_BLEND_OUT_SPEED# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName, FLOAT newBlendOutSpeed#)]]
[[sanScript(NATIVE FUNC BOOL #IS_OBJECT_PLAYING_ANIM# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_OBJECT_ANIM_CURRENT_PHASE# OBJECT_INDEX ObjectID, STRING AnimName, STRING AnimDictName#)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_SYNCHRONIZED_OBJECT_ANIM# OBJECT_INDEX ObjectID, INT SceneId, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta #)]]
[[sanScript(NATIVE FUNC BOOL #STOP_SYNCHRONIZED_OBJECT_ANIM# OBJECT_INDEX ObjectID, FLOAT BlendDelta, BOOL ActivateCollision #)]]
[[sanScript(NATIVE PROC #SET_STATE_OF_CLOSEST_DOOR_OF_TYPE#MODEL_NAMES ObjectModelHashKey, VECTOR vecPos, BOOL bLockState, FLOAT fOpenRatio#PURPOSE: Sest the state of the closest door of type. More info..<br/>INFO: To open and shut a door smoothly call every frame with bLockState=false as you increase/decrease the open/shut ratio<br/>In your script tidyup you should reset the door to bLockState = false, fOpenRatio = 0.0 to release the door. Unless you specifically want the door to remain locked for ever more.<br/>Get door position using helper widget: Rag Widgets -> Objects -> Show Door Info<br/>PARAM NOTES: <br/>Open ratio: 0.0 = shut, 1.0 = open (anti clockwise for swinging doors) -1.0 = open (clockwise for swinging doors, does nothing for sliding/garage doors)<br/>bLockState = true will force the door to snap to the desired ratio.<br/>)]]
[[sanScript(NATIVE PROC #GET_STATE_OF_CLOSEST_DOOR_OF_TYPE#MODEL_NAMES ObjectModelHashKey, VECTOR vecPos, BOOL &bReturnLockState, FLOAT &fReturnOpenRatio#PURPOSE: Gets the state of the closest door type.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_NEAREST_COLLECTABLE_BIN_BAGS# VECTOR vSearchCoors #PURPOSE: Gets the nearset bin bag to coord<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FIND_NEAREST_ENTITIES_WITH_SPECIAL_ATTRIBUTE#VECTOR VecSearchCoors#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_INFO_ABOUT_NEARBY_ENTITY_WITH_SPECIAL_ATTRIBUTE# INT Index, VECTOR& vObjectCoors, FLOAT &Distance, INT &SpecialAttribute, MODEL_NAMES& ModelIndex, FLOAT &heading #PURPOSE: Gets info about special object types like bin bags for garbage trucks<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #GET_NEARBY_OBJECT_WITH_SPECIAL_ATTRIBUTE# INT Index, BOOL RegisterAsNetworkObject = TRUE, BOOL ScriptHostObject = TRUE #PURPOSE:<br/>INFO: <br/>PARAM NOTES: RegisterAsNetworkObject: The new object will be created and synced on other machines if a network game is running<br/>ScriptHostObject: If true, this object has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the object has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE PROC #SWAP_NEAREST_BUILDING_MODEL#VECTOR VecCentreCoors, FLOAT RADIUS, MODEL_NAMES oldModel, MODEL_NAMES newModel#PURPOSE: Find the nearest building to a point within a radius and change it's model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OBJECT_BEEN_DAMAGED# OBJECT_INDEX ObjectID #)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OBJECT_BEEN_DAMAGED_BY_PED#OBJECT_INDEX ObjectIndex, PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_CLOSEST_OBJECT_OF_TYPE_BEEN_DAMAGED_BY_PED#VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ObjectModelHashKey, PED_INDEX PedIndex#PURPOSE: Checks if the closest object of type has been damaged by a specific ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OBJECT_BEEN_DAMAGED_BY_VEHICLE#OBJECT_INDEX ObjectIndex, VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #CLEAR_OBJECT_LAST_DAMAGE_ENTITY#OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE PROC #SET_OBJECT_ONLY_DAMAGED_BY_PLAYER# OBJECT_INDEX ObjectID, BOOL OnlyDamagedByPlayer #)]]
[[sanScript(NATIVE FUNC BOOL #SMASH_GLASS_ON_OBJECT#VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex, FLOAT Force#PURPOSE: Smashes all of the glass on an object. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_NON_FRAG_OBJECT_SMASHED#VECTOR VecCoors, FLOAT Radius, MODEL_NAMES ModelIndex#PURPOSE: Checks whether or not a non-frag object has been smashed. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MULTIPLE_DRIVEBY_PICKUPS#BOOL bSet#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PICKUPS_PASS_TIME#INT TimeInMilliseconds#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_OBJECT_MATRIX#OBJECT_INDEX ObjectIndex, VECTOR& vFront, VECTOR& vSide, VECTOR& vUp, VECTOR& vPos#)]]
[[sanScript(NATIVE FUNC BOOL #IS_ANY_OBJECT_NEAR_POINT# VECTOR point, FLOAT radius #PURPOSE: Returns true if any object's pivot point lies within the sphere with the given radius at the given point<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_RAY_FIRE_MODEL_DATA#STRING sRayFireAssetName , RAY_FIRE_DATA SelectedRayFIreModel#PURPOSE: Get the model needed based on the data field passed in. More info..<br/>INFO: valid fields: RFD_START_MODEL , RFD_ANIMATED_MODEL, RFD_END_MODEL,<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_RAY_FIRE_ANIM_DATA#STRING sRayFireAssetName , RAY_FIRE_DATA SelectedRayAnimData#PURPOSE: Gets the animation data based on the data field passed in. More info..<br/>INFO: valid fields: RFD_ANIM_DICT, RFD_ANIM,<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_RAY_FIRE_POSITION_DATA#STRING sRayFireAssetName , RAY_FIRE_DATA SelectedRayFIreVectorData #PURPOSE: Gets positional data based on the data field passed in. More info..<br/>INFO: valid fields: RFD_POSITION, RFD_ROTATION, <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_RAYFIRE_DATA_VALID#STRING sRayFireAssetName #PURPOSE: Checks if the rayfire data is valid. <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_CURRENT_CODE_SELECTED_RAYFIRE# #)]]
[[sanScript(NATIVE PROC #DEBUG_ADD_TO_RAYFIRE_LIST##)]]
[[sanScript(NATIVE FUNC RAYFIRE_INDEX #GET_RAYFIRE_MAP_OBJECT#VECTOR Pos, float fRadius, STRING RayfireName #PURPOSE: Gets the map ray fire object at given coord in the given radius. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_STATE_OF_RAYFIRE_MAP_OBJECT#RAYFIRE_INDEX RayFireObject, RAY_FIRE_MAP_OBJECT_STATE state #PURPOSE: Set the state of the map object if found. More info..<br/>INFO: To set a ray fire object up for the map. If you find the named ray fire object <br/>Set its state to RFMO_STATE_PRIMING<br/>Check that its primed.<br/>When primed Set its state to CE_STATE_START_ANIM<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC RAY_FIRE_MAP_OBJECT_STATE #GET_STATE_OF_RAYFIRE_MAP_OBJECT#RAYFIRE_INDEX RayFireObject #PURPOSE: Get the state of the rayfire map object.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_RAYFIRE_MAP_OBJECT_EXIST#RAYFIRE_INDEX RayFireObject #PURPOSE: Checks that the quiered rayfire object exists. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_WORLD_POSITION_OF_OBJECT_BONE#OBJECT_INDEX iObjectId, INT iBoneIdx#)]]
== commands_pad ==
[[sanScript(NATIVE FUNC BOOL #IS_BUTTON_PRESSED#PAD_NUMBER PadNumber, PAD_BUTTON_NUMBER ButtonNumber# PURPOSE: Returns TRUE if the specified button on the specified controller is being pressed/used. More info..<br/>INFO:<br/>PARAM NOTES: PadLabel should be either PAD1 or PAD2. <br/>ButtonNumber should be one of the names in the KEY_NUMBER<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BUTTON_JUST_PRESSED#PAD_NUMBER PadNumber, PAD_BUTTON_NUMBER ButtonNumber# PURPOSE: Returns TRUE if the specified button on the specified controller is has been pressed this frame. More info..<br/>INFO:<br/>PARAM NOTES: PadLabel should be either PAD1 or PAD2. <br/>ButtonLabel should be one of the names in the Control Pad Button List<br/>)]]
[[sanScript(NATIVE PROC #GET_POSITION_OF_ANALOGUE_STICKS#PAD_NUMBER PadNumber, INT &ReturnLeftX, INT &ReturnLeftY, INT &ReturnRightX, INT &ReturnRightY# PURPOSE: Gets the position of analogue stickes between -128 and 128. More info..<br/>INFO: <br/>PARAM NOTES: A value of 0 means that the stick is in the central position. <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CONTROL_PRESSED#CONTROL_TYPE control, CONTROL_ACTION action#PURPOSE: Return if controller button related to an action is down.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CONTROL_JUST_PRESSED#CONTROL_TYPE control, CONTROL_ACTION action#PURPOSE: Return if controller button related to an action has just been pressed down.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CONTROL_VALUE#CONTROL_TYPE control, CONTROL_ACTION action#PURPOSE: Return controller value related to an action<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_KEYBOARD_KEY_PRESSED#KEY_NUMBER KeyNumber#PURPOSE: Checks for keys in Level Design keyboard mode.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_KEYBOARD_KEY_JUST_PRESSED#KEY_NUMBER KeyNumber#PURPOSE: Checks for keys in Level Design keyboard mode<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GAME_KEYBOARD_KEY_PRESSED#KEY_NUMBER KeyNumber#PURPOSE: Checks for keys in Game keyboard mode<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GAME_KEYBOARD_KEY_JUST_PRESSED#KEY_NUMBER KeyNumber#PURPOSE: Checks for keys in Game keyboard mode<br/>INFO: <br/>PARAM NOTES:<br/><br/>)]]
[[sanScript(NATIVE PROC #SET_PAD_SHAKE#PAD_NUMBER PadNumber, INT Duration, INT Frequency# PURPOSE: Causes the given Control Pad to shake. More info..<br/>INFO: <br/>PARAM NOTES: Frequency should be less than 256.<br/>Duration is in milliseconds<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_LOOK_INVERTED## PURPOSE: Checks if the camea look is inverted.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_AUTO_AIMING_ON## PURPOSE: Chacks if auto aiming active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYERPAD_SHAKES_WHEN_CONTROLLER_DISABLED#BOOL bSetPadShakes# PURPOSE: Set a flag to true so that pad shake is on when the controller is disabled.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_USING_STANDARD_CONTROLS## PURPOSE: returns whether standard (true) or classic (false) pad control.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PAD_PITCH_ROLL#PAD_NUMBER PadNumber, FLOAT &pitch, FLOAT &roll# PURPOSE: Returns True/false if motion controls are enabled / disabled.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_RELOADED_WITH_MOTION_CONTROL#PAD_NUMBER PadNumber, BOOL &bHasReloaded# PURPOSE: Returns true/false if motion controls are enabled / disabled.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_MOTION_CONTROL_PREFERENCES#BOOL bPreferencesActive# PURPOSE:Force all profile settings to do with motion control to be on or off.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_MOTION_CONTROL_PREFERENCE#MOTION_PREFERENCE prefType# PURPOSE: Use to see if the user has a certain motion control preference turned on / off in the frontend<br/>RETURN: Will always return false on 360, or if no motion controller exists on ps3. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_MOUSE_POSITION#float &X, float &Y # PURPOSE:<br/>RETURN: Gets the x,y position of the mouse pointer on the screen. Starting top left 0.0 to bottom right 1.0<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MOUSE_BUTTON_JUST_PRESSED#MOUSE_BUTTON BTN# PURPOSE:<br/>RETURN: Checks if the mouse button has just been pressed that frame<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MOUSE_BUTTON_PRESSED#MOUSE_BUTTON BTN# PURPOSE:<br/>RETURN: Checks if the mouse button is currently pressed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DISABLE_CONTROL_ACTION#CONTROL_TYPE control, CONTROL_ACTION action# PURPOSE:<br/>RETURN: Disables the given action for 1 frame.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DISABLE_CONTROL_BUTTON#CONTROL_TYPE control, PAD_BUTTON_NUMBER ButtonNumber# PURPOSE:<br/>RETURN: Disables the given button for 1 frame.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
== commands_path ==
[[sanScript(NATIVE PROC #SET_ROADS_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bActive#PURPOSE: Sets the road node active state in the given area. More info..<br/>INFO: This means that cars will drive on to these roads and new cars will be generated on them. <br/>When a road is switched off, no cars should be created on it and cars that already exist will try to avoid driving on to it.<br/>To undo a SWITCH_ROADS_ON or a SWITCH_ROADS_OFF, use SWITCH_ROADS_BACK_TO_ORIGINAL.<br/>PARAM NOTES: All roads are switched on by default<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_VEHICLE_NODE#VECTOR VecCoors , VECTOR &VecReturnNearestNodeCoors#PURPOSE:WIill return if can the closest vehicle node to a coord. More info..<br/>INFO: The commands will return FALSE if no node could be found (probably due to the nodes not being streamed in). <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_MAJOR_VEHICLE_NODE#VECTOR VecCoors , VECTOR &VecReturnNearestNodeCoors#PURPOSE: WIill return if can the closest vehicle node even if switched off, to a coord. More info..<br/>INFO: This is needed for the prostitute script to find a quiet area to park the car. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_VEHICLE_NODE_WITH_HEADING#VECTOR VecCoors, VECTOR &VecReturnNearestNodeCoors, FLOAT &ReturnHeading#PURPOSE: WIill return if can the closest vehicle node with a heading, to a coord. More info..<br/>INFO: Can be used to set a car facing in a reasonable direction when it is placed on the car node. The command will return FALSE if no node could be found (probably due to the nodes not being streamed in). <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NTH_CLOSEST_VEHICLE_NODE#VECTOR VecCoors, INT NodeNumber, VECTOR &VecReturnNearestNodeCoors#PURPOSE: WIill return if can the nth ( n = 1 being closest) closest vehicle node, to a coord. More info..<br/>INFO: VecCoors.Z will be calculated automatically if you give it a value of 100.0 or below. If NodeNumber is 1 then the closest node will be returned (as with the two commands above).<br/>If NodeNumber is 2 then the second closest node will be returned and so on. The command will return FALSE if no node could be found (probably due to the nodes not being streamed in).<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING#VECTOR VecCoors, INT NodeNumber, VECTOR &VecReturnNearestNodeCoors, FLOAT &ReturnHeading, INT &ReturnNumLanes#PURPOSE: WIill return if can the nth ( n = 1 being closest) closest vehicle node with a heading, to a coord. More info..<br/>INFO: Returns a heading which can be used to set a car facing in a reasonable direction when it is placed on the car node. <br/>The command will return FALSE if no node could be found (probably due to the nodes not being streamed in).<br/>PARAM NOTES: ReturnNumLanes is the total number of lanes of the link (both directions added together) <br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NTH_CLOSEST_VEHICLE_NODE_WITH_HEADING_ON_ISLAND#VECTOR VecCoors, INT NodeNumber, INT Island, VECTOR &VecReturnNearestNodeCoors, FLOAT &ReturnHeading, INT &numLanes#PURPOSE: WIill return if can the nth ( n = 1 being closest) closest vehicle node with a heading, to a coord on an island. More info..<br/>INFO: <br/>PARAM NOTES: NumLanes is the total number of lanes of the link (both directions added together) <br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NEXT_CLOSEST_VEHICLE_NODE_WITH_HEADING_ON_ISLAND#VECTOR VecCoors, INT Island, VECTOR &VecReturnNearestNodeCoors, FLOAT &ReturnHeading#PURPOSE: WIill return if can the next closest vehicle node with a heading, to a coord on an island. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_NTH_CLOSEST_VEHICLE_NODE_FAVOUR_DIRECTION#VECTOR VecCoors, VECTOR FaceCoors, INT NodeNumber, VECTOR &VecReturnNearestNodeCoors, FLOAT &ReturnHeading#PURPOSE: WIill return if can the closest vehicle node,tries to return a heading which points the car in the right direction to reach FaceCoors. More info..<br/>INFO: It will always obey one-way streets. If you want your car to go against one-way streets, you have to check to see if it's facing the right direction and rotate the car 180 degrees. <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_ROAD#VECTOR TestCoors, FLOAT MinLength, INT MinLanes, VECTOR &SouthEndNode, VECTOR &NorthEndNode, INT &LanesGoingSouth, INT &LanesGoingNorth, FLOAT &CentralReservationWidth#PURPOSE: WIill return if can the closest road segment of a certein length with a certain number of lanes. More info..<br/>INFO: <br/>PARAM NOTES:TestCoors: Coordinates near which the search for the road segment is executed.<br/>MinLength: Minimum length that the road segment must have to be considered.<br/>MinLanes: Minimum number of lanes (Both directions added together) the road segment must have to be considered.<br/>SouthEndNode, NorthEndNode: Coordinates of the 2 nodes that define the road segment.<br/>(For horizontal roads the command returns the West node in SouthEndNode and the East node in NorthEndNode.<br/>LanesGoingSouth, LanesGoingNorth: Number of lanes that go either way. CentralReservationWidth: Width of the bit between the 2 directions (in meters)<br/>The coordinates being passed back for both nodes are in the middle of the central reservation of there is one. (If not they are on the transition from the lanes going North and the ones going South)<br/>)]]
[[sanScript(NATIVE PROC #SET_ROADS_BACK_TO_ORIGINAL#VECTOR VecCoorsMin, VECTOR VecCoorsMax#PURPOSE: Sets all vehicle nodes back to their original state. (as per the map data). More info..<br/>INFO: It is not cool to call a SET_ROADS_IN_AREA(true) to undo a SET_ROADS_IN_AREA(false) because the nodes that were originally off would now be on. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PATHS_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bActive#PURPOSE: Sets the ped paths active state in the given area. More info..<br/>INFO: When a path is switched off, no peds will be created on it and peds that already exist will not use this path to get to a destination. <br/>PARAM NOTES: All paths are switched on by default<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_SAFE_COORD_FOR_PED#VECTOR VecCoors, BOOL bOnlyOnPavement, VECTOR &VecReturnSafeCoors#PURPOSE: Checks to see if it can find a safe bit of ground to place a ped. More info..<br/>INFO:<br/>PARAM NOTES: If unsuccessful, the command will return FALSE and the returned coordinates will be the same as those passed in. <br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PATHS_BACK_TO_ORIGINAL#VECTOR VecCoorsMin, VECTOR VecCoorsMax#PURPOSE: Sets all ped nodes back to their original state. (as per the map data) More info..<br/>INFO: It is not cool to call a SET_PED_PATHS_IN_AREA(true) to undo a SET_PED_PATHS_IN_AREA(false) because the nodes that were originally off would now be on. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOAD_PATH_NODES_IN_AREA#FLOAT MinX, FLOAT MinY, FLOAT MaxX, FLOAT MaxY#PURPOSE: Use to load one additional area of the map. More info..<br/>INFO: Path nodes are now streamed as the player moves around the map. You can load nodes in one additional area of the map.<br/>Use RELEASE_PATH_NODES to free them<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RELEASE_PATH_NODES##PURPOSE: Allows any nodes loaded by LOAD_PATH_NODES_IN_AREA to be unloaded <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LOAD_ALL_PATH_NODES#BOOL Set#PURPOSE: Loads/unloads all path nodes on the map. More info..<br/>INFO: The return value becomes true when this has actually happened.<br/>If called with false the nodes are released. In this case the return value is irrelevant.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_ALL_NAVMESH_REGIONS_LOADED##PURPOSE: returns whether all the requested navmeshes have loaded. More info..<br/>INFO: This applies to the navmeshes which are always loaded in around the player, as well as any additional navmesh load regions which may have been set up. <br/>PARAM NOTES:This could be used at the start of a mission after the player ped has been teleported, as it may take a little time before the surrounding navmehes are streamed in.<br/>After the player has been teleported in, this command could be called repeatedly until it returns true - at which point you know it is ok to start creating peds & giving them navmesh routes, combat tasks,<br/>)]]
[[sanScript(NATIVE PROC #GET_STREET_NAME_AT_COORD#VECTOR searchCoords, INT &hashName1, INT &hashName2#PURPOSE: Finds the two nearest nodes that have a road name set up for them. More info..<br/>INFO:The nearest one returns the string in hashName1. The second one only gets returned if it is within 40 meters of the searchCoords. So hashName2 may be empty(0). <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CREATE_DIRECTIONS_TO_COORD#VECTOR destination, INT &direction, INT &streetNameHash#PURPOSE: Generate directions for the next junction. More info..<br/>INFO: Based on the players position and orientation and the destination that is passed in the function will return:<br/>PARAM NOTES: 0: No direction<br/>1: Turn right<br/>2: Turn left<br/>3: Straight on<br/>)]]
[[sanScript(NATIVE PROC #SET_IGNORE_NO_GPS_FLAG#BOOL bIgnore#PURPOSE:<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GPS_DISABLED_ZONE#VECTOR vMin, VECTOR vMax#PURPOSE: Can be used to stop GPS functioning in a certain area, or from revealing the route to a certain area.<br/>INFO: Defines a rectangular zone which the GPS will not pathfind through. Only ONE such zone is available, and can only be set by one script at a time.<br/>PARAM NOTES: To re-enable the GPS, call the function again with a zero-area zone (eg. <0,0,0> to <0,0,0>).<br/>It will also be restored automatically upon script termination.<br/>The Z coordinate is ignored - this command only operates in XY, and doesn't take height into account.<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_GPS_BLIP_ROUTE_LENGTH##PURPOSE: gets the length of the current sat nav route<br/>INFO: Function to get the gps route length, will return 0 if no route is currently being used.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_GPS_BLIP_ROUTE_FOUND##PURPOSE: get whether the gps blip route is found and being diaplyed on gps<br/>INFO: Find whether the gps blip route has been found and is displaying on the gps<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_RANDOM_VEHICLE_NODE# VECTOR centrePoint, FLOAT radius, INT MinLanes, BOOL bAvoidDeadEnds, BOOL bAvoidHighways, VECTOR &vecReturn, INT &NodeAddress#PURPOSE: Will return a random node to satisfy the specified conditions. More info..<br/>INFO: . Every time this command is called 64 nodes are batched (so you won't get the same node twice in the first 64 calls)<br/>Once the node has been returned and perhaps sent to a client the coordinates to spawn a car can be found using GET_SPAWN_COORDINATES_FOR_CAR_NODE<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_RANDOM_WATER_NODE#VECTOR centrePoint, FLOAT radius, INT MinLanes, BOOL bAvoidDeadEnds, BOOL bAvoidHighways, VECTOR &vecReturn, INT &NodeAddress# PURPOSE: Returns a random water node within the given radius of the centre point<br/>PARAMS:<br/>VECTOR centrePoint centre of the circle to be considered<br/>FLOAT radius radius of the circle to be considered<br/>INT MinLanes not sure if this will have any effect for water nodes<br/>BOOL bAvoidDeadEnds not sure if this will have any effect for water nodes<br/>BOOL bAvoidHighways not sure if this will have any effect for water nodes<br/>VECTOR &vecReturn if the command returns TRUE then this will be filled in with the coords of the node found<br/>INT &NodeAddress if the command returns TRUE then this will contain a value that can be used in GET_SPAWN_COORDS_FOR_VEHICLE_NODE<br/>TRUE: if the command finds a water node within the defined circle<br/>FALSE: if the command fails to find a water node<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE PROC #GET_SPAWN_COORDS_FOR_VEHICLE_NODE# INT NodeAddress, VECTOR towardsCoors, VECTOR &centrePoint, FLOAT &heading#PURPOSE: Will find the spawn coordinates for a car given a node. More info..<br/>INFO: It prefers lanes that travel in the direction of towardsPos. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_POSITION_BY_SIDE_OF_ROAD# VECTOR vInputNodePosition, INT iDirection, VECTOR & vOutPositionByRoad #INFO: If the input node position is unsuitable, it will search 30m for a valid node.<br/>RETURNS: A boolean to indicate whether a position was found or not.<br/>)]]
[[sanScript(NATIVE FUNC INT #JUNCTIONS_GET_PHASE_COUNT#VECTOR vJunctionPosition#PURPOSE: Returns the number of light phases which the given junction posesses<br/>INFO: Returns -1 if unsuccessful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JUNCTIONS_ACTIVATE_PHASE#VECTOR vJunctionPosition, INT iPhase#PURPOSE: Activates the given lights phase for the junction<br/>INFO: Returns TRUE if successful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction<br/>)]]
[[sanScript(NATIVE FUNC INT #JUNCTIONS_GET_ENTRANCE_COUNT#VECTOR vJunctionPosition#PURPOSE: Get the nuber of entrances for the given junction<br/>INFO: Returns -1 if unsuccessful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JUNCTIONS_GET_ENTRANCE_INFO#VECTOR vJunctionPosition, INT iEntrance, VECTOR & vEntrancePosition_OUT, FLOAT & fEntranceHeading_OUT, INT & iEntranceLightPhase_OUT, INT & iFilterLeftPhase_OUT, BOOL & bFiltersLeftOnly_OUT, BOOL & bFiltersRightAlso_OUT#PURPOSE: Get detailed information about the given junction entrance<br/>INFO: Returns TRUE if successful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction<br/>vEntrancePosition_OUT = the position of the road node which defines this entrance<br/>fEntranceHeading_OUT = the orientation of the heading in degrees (0..360)<br/>iEntranceLightPhase_OUT = the lights phase of the main traffic flow associated with this entrance<br/>iFilterLeftPhase_OUT = if this entrance can also filter left from the left lane, this is the lights phase upon which that occurs<br/>bFiltersLeftOnly_OUT = specifies whether this entrance *only* features a filter left lane.<br/>(if so, then its phase will be in 'iEntranceLightPhase_OUT' as it constitutes the main flow.)<br/>bFiltersRightAlso_OUT = specifies whether vehicles can filter right freely from this entrance.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JUNCTIONS_RESTORE#VECTOR vJunctionPosition, INT iPhase#PURPOSE: Restores the given junction to normal operation. Its light phase will not immediately change, but it will go back to default timings.<br/>INFO: Returns TRUE if successful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JUNCTIONS_MALFUNCTION#VECTOR vJunctionPosition#PURPOSE: Causes the specified junction to malfunction : light timings will be ranomized.<br/>(we might also hook the car AI into this to cause cars to crash more readily)<br/>INFO: Returns TRUE if successful<br/>PARAM NOTES: vJunctionPosition should be within 50m of the desired junction<br/>)]]
== commands_ped ==
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_PED#PED_TYPE PedType, MODEL_NAMES PedModelHashKey, VECTOR VecNewCoors, FLOAT fPedHeading = 0.0, BOOL RegisterAsNetworkObject = TRUE, BOOL ScriptHostObject = TRUE#PURPOSE: Creates a ped on foot at the specified co-ordinates with heading. More info..<br/>INFO: <br/>PARAM NOTES: PED_TYPE is contained in command_ped.sch: RegisterAsNetworkObject set true if creating a network ped.<br/>RegisterAsNetworkObject: The new object will be created and synced on other machines if a network game is running<br/>ScriptHostObject: If true, this object has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the object has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE PROC #DELETE_PED#PED_INDEX &PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_AS_NO_LONGER_NEEDED#PED_INDEX &PedIndex#)]]
[[sanScript(NATIVE PROC #REMOVE_PED_ELEGANTLY#PED_INDEX &PedIndex#PURPOSE: Removes the PED <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_PED_TO_MISSION_DELETION_LIST#PED_INDEX PedIndex, BOOL bDeleteThePedsCarToo#PURPOSE: Add ped to list for deletion when PROCESS_MISSION_DELETION_LIST is called. Special case command. In most cases, the automatic mission cleanup code should be sufficient. This can only be called by mission scripts. More info..<br/>INFO: In GTA4, there was a case where you could fail a Roman mission outside his garage then immediately take the mission again.<br/>As you drove out of the garage with Roman in the car, you could see another Roman sitting in the car from the previous attempt.<br/>This command was added to deal with situations like that.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_PED_EXIST#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_COORDS#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_COORDS_EVEN_IN_VEHICLE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_COORDS#PED_INDEX PedIndex, VECTOR VecNewCoors, bool bKeepVehicle = true#)]]
[[sanScript(NATIVE PROC #SET_PED_COORDS_KEEP_VEHICLE#PED_INDEX PedIndex, VECTOR VecNewCoors#PURPOSE: Moves a ped and his vehicle <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COORDS_NO_OFFSET#PED_INDEX PedIndex, VECTOR VecNewCoors#)]]
[[sanScript(NATIVE PROC #SET_PED_COORDS_NO_GANG#PED_INDEX PedIndex, VECTOR VecNewCoors#PURPOSE: Sets the ped coords but if the ped is a gang leader it will not warp the gang.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_DEAD_PED_COORDS#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_DEAD_PED_COORDS#PED_INDEX PedIndex, VECTOR VecNewCoors#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_HEADING#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_HEADING#PED_INDEX PedIndex, FLOAT NewPedHeading#)]]
[[sanScript(NATIVE PROC #SET_PED_PITCH#PED_INDEX PedIndex, FLOAT NewPedPitch#PURPOSE: <br/>INFO:<br/>PARAM NOTES:<br/>NewPedPitch: New pitch in degrees. Should be in range -180.0 to 180.0f. Postive pitch makes the ped face the sky<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_HEADING_AND_PITCH#PED_INDEX PedIndex, FLOAT NewPedHeading, FLOAT NewPedPitch#PURPOSE: Combined version of SET_PED_HEADING and SET_PED_PITCH which is faster than calling them seperately<br/>INFO:<br/>PARAM NOTES:<br/>NewPedHeading: New heading in degrees<br/>NewPedPitch: New pitch in degrees. Should be in range -180.0 to 180.0f. Postive pitch makes the ped face the sky<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_PITCH#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_DESIRED_HEADING#PED_INDEX PedIndex, FLOAT DesiredHeading#PURPOSE: Sets the heading the Ped will try to turn too.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_INTO_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VEHICLE_SEAT seat = VS_DRIVER #PURPOSE: Sets a Ped into the releveant seat of the given Vehicle. More info..<br/>INFO: <br/>PARAM NOTES: VEHICLE_SEAT enum is in generic.sch<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_AREA#PED_INDEX PedIndex, VECTOR VecCoors1, VECTOR VecCoors2, BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D #)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANGLED_AREA#PED_INDEX PedIndex,VECTOR VecCoors1, VECTOR VecCoors2, FLOAT DistanceFrom1To4, BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_AT_COORD#PED_INDEX PedIndex, VECTOR VecCoors, VECTOR VecLocDimensions, BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D #)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_AT_PED#PED_INDEX FirstPedIndex, PED_INDEX TargetPedIndex, VECTOR VecLocDimensions, BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_AT_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VECTOR VecLocDimensions,BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_AT_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, VECTOR VecLocDimensions, BOOL HighlightArea = FALSE, TRANSPORT_MODE TM_MODE = TM_ANY_3D#)]]
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_PED_INSIDE_VEHICLE#VEHICLE_INDEX VehicleIndex, PED_TYPE PedType, MODEL_NAMES PedModelHashKey, VEHICLE_SEAT Seat = VS_DRIVER#PURPOSE: Creates a ped inside at seat number. More info..<br/>INFO: If any_seat_is passed in the command will assert.<br/>PARAM NOTES: VEHICLE_SEAT enum is in generic.sch<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex #PURPOSE: Checks the ped is getting in/out OR sitting in the specified vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks the ped is getting in/out OR sitting in any vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SITTING_IN_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex#PURPOSE: Checks the ped is sitting the specified vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SITTING_IN_ANY_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks the ped is sitting in any vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GETTING_INTO_A_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks the ped is getting into a vehicle but not sitting in a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_MODEL#PED_INDEX PedIndex, MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks the ped is in the specified model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ON_FOOT#PED_INDEX PedIndex#PURPOSE: Checks that ped is on foot (not in a vehicle)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_TOUCHING_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_BOAT#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a boat model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_HELI#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a helicopter model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_PLANE#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a plane model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_FLYING_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a plane or helicopter model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_TRAIN#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a train model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_POLICE_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a police model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ANY_TAXI#PED_INDEX PedIndex#PURPOSE: Checks that the ped is in a taxi model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_VEHICLE_PED_IS_USING#PED_INDEX PedIndex#PURPOSE: Gets the vehicle that the ped is in or trying to get into.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_VEHICLE_PED_IS_IN#PED_INDEX PedIndex#PURPOSE: Gets the vehicle that the ped is in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_DEAD#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_FATALLY_INJURED#PED_INDEX PedIndex#PURPOSE: Checks that the ped is going to die. More info..<br/>INFO: Cannot give ped tasks if fatally injured.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_INJURED#PED_INDEX PedIndex#PURPOSE: Checks the ped status is injured. Should be used in the majority of checks on a ped. More info..<br/>INFO:This check should be used on a ped to determine if ped is able to do anything in the game ie run a task.<br/>The game will assert if to you try to give an injured ped a task. This command will return true if the ped is dead as well<br/>The IS_PED_DEAD command should be used only if you want to specifically know that the ped is dead. i.e. remove a blip, set the dead ped coords.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_A_PLAYER#PED_INDEX PedIndex#PURPOSE: Checks if the ped is a player's ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_DOING_GUN_DISARM#PED_INDEX PedIndex#PURPOSE: Checks if the ped is performing a gundisarm move<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REVIVE_INJURED_PED# PED_INDEX PedIndex #PURPOSE: Sets an injured ped to full health. More info..<br/>INFO: This can only be applied to an injured ped<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DIES_WHEN_INJURED#PED_INDEX PedIndex, BOOL bDies#PURPOSE: Sets the ped will die when injured.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #EXPLODE_PED_HEAD#PED_INDEX PedIndex#PURPOSE: Appllies a sniper rifle damage to the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DIES_IN_VEHICLE#PED_INDEX PedIndex, BOOL DieInCarFlag#PURPOSE: Sets the ped to die in the vehicle or play a special anim outside the vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_HEALTH#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_HEALTH#PED_INDEX PedIndex, INT NewHealth#)]]
[[sanScript(NATIVE PROC #SET_PED_MAX_HEALTH#PED_INDEX PedIndex, INT MaxHealth#PURPOSE: Sets the peds max health.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_MAX_HEALTH#PED_INDEX PedIndex#PURPOSE: Gets the peds max health.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_ARMOUR#PED_INDEX PedIndex#PURPOSE: Get the peds current armour.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_ARMOUR_TO_PED#PED_INDEX PedIndex, INT ArmourToAdd#PURPOSE: Increments the peds armour<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MONEY#PED_INDEX PedIndex, INT MoneyToSet#PURPOSE: Sets the peds money.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_MONEY#PED_INDEX PedIndex#PURPOSE: Gets the ped current money. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MONEY_CARRIED_BY_ALL_NEW_PEDS#INT MoneyToSet#PURPOSE: Sets the money value of new created peds. More info..<br/>INFO: <br/>PARAM NOTES: -1 leaves the vaules unchanged, 0 or greater will sets the new value.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_STOPPED#PED_INDEX PedIndex#PURPOSE: Checks if the ped is stood still or in a stationary vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_DUCKING#PED_INDEX PedIndex#PURPOSE: Checks that the ped is ducking<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SWIMMING#PED_INDEX PedIndex#PURPOSE: Checks that the ped is swimming. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ALLOWED_TO_DUCK#PED_INDEX PedIndex, BOOL AllowedToDuckFlag#PURPOSE: Sets if the ped is allowed to duck.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DUCKING#PED_INDEX PedIndex, BOOL bDuck #PURPOSE: Sets a ped to a ducking pose. More info..<br/>INFO: make sure that SET_PED_ALLOWED_TO_DUCK is set true<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_LEG_IK_MODE#PED_INDEX PedIndex, LEG_IK_MODE nLegIkMode#PURPOSE: Sets the allowed IK mode for a ped. More info.. <br/>INFO: The default mode for non-player peds is LEG_IK_PARTIAL.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CLIMB_ANIM_RATE#PED_INDEX PedIndex, FLOAT fRate#PURPOSE: Set the rate of the climb anim rate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCRIPTED_ANIM_SEAT_OFFSET# PED_INDEX PedIndex, FLOAT fDistance #PURPOSE: Set the distance that the ped can travel when seated in a vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_BEEN_DAMAGED_BY_PED#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex, BOOL bForceScriptControlOfRagdoll=false#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_BEEN_DAMAGED_BY_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_LAST_DAMAGE_BONE#PED_INDEX PedIndex, PED_BONETAG &ReturnBoneTag#PURPOSE: Gets the bone that took the last piece of damage. More info..<br/>INFO: <br/>PARAM NOTES: PED_BONETAG can be found in Ped_bonetags.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_STAY_IN_VEHICLE_WHEN_JACKED#PED_INDEX PedIndex, BOOL StayInCarFlag#PURPOSE: Sets a passenger ped will stay in the vehicle when jacked. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_LAST_DAMAGE_ENTITY#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #CLEAR_PED_LAST_DAMAGE_BONE#PED_INDEX PedIndex#PURPOSE: Reset the <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #APPLY_DAMAGE_TO_PED#PED_INDEX PedIndex, INT Damage, BOOL DamageArmourFlag#PURPOSE: Applies damage to the ped, can apply to the body armour as well.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ONLY_DAMAGED_BY_PLAYER#PED_INDEX PedIndex, BOOL OnlyDamagedByPlayerFlag#)]]
[[sanScript(NATIVE PROC #SET_PED_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP#PED_INDEX PedIndex, BOOL OnlyDamagedByRelGroup, REL_GROUP_HASH relGroup#)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP#PED_INDEX PedIndex, BOOL AllowDamageByRelGroup, REL_GROUP_HASH relGroup#)]]
[[sanScript(NATIVE PROC #SET_PED_PROOFS#PED_INDEX PedIndex, BOOL NotDamagedByBulletsFlag, BOOL NotDamagedByFlamesFlag, BOOL IgnoresExplosionsFlag, BOOL NotDamagedByCollisionsFlag, BOOL NotDamagedByMeleeFlag#)]]
[[sanScript(NATIVE PROC #SET_PED_INVINCIBLE#PED_INDEX PedIndex, BOOL bInvincible#)]]
[[sanScript(NATIVE FUNC DECISION_MAKER_INDEX #LOAD_PED_DECISION_MAKER#ALLOWED_PED_DECISION_MAKERS DMIndex#PURPOSE: Loads an allowed decision maker for the ALLOWED_PED_DECISION_MAKERS list.<br/>INFO: <br/>PARAM NOTES: Ped has a normal decision by default.<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_DECISION_MAKER#DECISION_MAKER_INDEX UniqueDecisionMakerIndex#PURPOSE: Removes a decions maker. More info.. More info..<br/>INFO: The decision maker can only be removed if it is no longer needed by any ped.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DECISION_MAKER#PED_INDEX PedIndex, DECISION_MAKER_INDEX UniqueDecisionMakerIndex#PURPOSE: Gives ped a valid decsion maker<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DECISION_MAKER_TO_DEFAULT#PED_INDEX PedIndex#PURPOSE: Sets the decision maker to the normal mission ped decision maker <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_DECISION_MAKER_EVENT_RESPONSE#DECISION_MAKER_INDEX UniqueDecisionMakerIndex, PED_EVENT_NAMES EventType#PURPOSE: Clears all task responses to a particular event in this decision maker. More info..<br/>INFO: The ped will not respond to any event types<br/>PARAM NOTES: PED_EVENT_NAMES are in pedeventchoices.sch<br/>)]]
[[sanScript(NATIVE PROC #ADD_PED_DECISION_MAKER_EVENT_RESPONSE#DECISION_MAKER_INDEX UniqueDecisionMakerIndex, PED_EVENT_NAMES EventType, PED_TASK_NAMES TaskType, FLOAT FriendProbability, FLOAT ThreatProbability, FLOAT PlayerProbability, FLOAT UndefinedProbability, BOOL InCarFlag, BOOL OnFootFlag#PURPOSE: Adds a task response to the decision maker for a particular event More info..<br/>INFO: This can be used to tailor specific behaviour types.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_WATER#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_DIES_IN_WATER#PED_INDEX PedIndex, BOOL DrownsInWaterFlag#PURPOSE: Sets whether a ped takes damage in deep water.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DIES_IN_SINKING_VEHICLE#PED_INDEX PedIndex, BOOL DrownsInSinkingVehFlag#PURPOSE: Sets whether a ped takes damage in a sinking vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MAX_TIME_IN_WATER#PED_INDEX PedIndex, FLOAT fMaxTime#PURPOSE: Sets the duration in seconds that a ped may be in the water before drowning. More info..<br/>INFO: <br/>PARAM NOTES: fMaxTime = -1 sets a default<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MAX_TIME_UNDERWATER#PED_INDEX PedIndex, FLOAT fMaxTime#PURPOSE:ets the duration in seconds that a ped may be underwater before drowning. More info..<br/>INFO: <br/>PARAM NOTES: fMaxTime = -1 sets as default<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DIES_INSTANTLY_IN_WATER#PED_INDEX PedIndex, BOOL bDiesInstantly#PURPOSE: Sets whether the ped will die instantly if it finds itself in a body of water. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COMBAT_MOVEMENT#PED_INDEX PedIndex, COMBAT_MOVEMENT PedCombatMoveType #PURPOSE: Set the peds movment type during combat. More info..<br/>INFO: <br/>PARAM NOTES: COMBAT_MOVEMENT are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE FUNC COMBAT_MOVEMENT #GET_PED_COMBAT_MOVEMENT#PED_INDEX PedIndex#PURPOSE: Get the current type of combat movement<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COMBAT_ABILITY#PED_INDEX PedIndex, COMBAT_ABILITY_LEVEL PedCombatAbilityType#PURPOSE: Set the peds combat level. More info..<br/>INFO: Combat ability is how quickly the ped responds in combat.<br/>PARAM NOTES: COMBAT_ABILITY_LEVEL are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE FUNC COMBAT_ABILITY_LEVEL #GET_PED_COMBAT_ABILITY#PED_INDEX PedIndex#PURPOSE: Get the peds combat ability.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COMBAT_RANGE#PED_INDEX PedIndex, COMBAT_RANGE CombatRange #PURPOSE: Sets the range that the ped will combat the target. More info..<br/>INFO: <br/>PARAM NOTES: COMBAT_RANGE are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE FUNC COMBAT_RANGE #GET_PED_COMBAT_RANGE#PED_INDEX PedIndex#PURPOSE: Gets the current range that the ped will engage the targets during combat. More info..<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COMBAT_ATTRIBUTES#PED_INDEX PedIndex, COMBAT_ATTRIBUTE CombatAttribute, BOOL bActiveSkill#PURPOSE: Activate or deactivate the combat attributes, flags can be or'ed together. More info..<br/>INFO: <br/>PARAM NOTES: COMBAT_ATTRIBUTES are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE PROC #SET_PED_TARGET_LOSS_RESPONSE#PED_INDEX PedIndex, COMBAT_TARGET_LOSS_RESPONSE TargetLossResponse#PURPOSE: Set the peds target loss response<br/>INFO: <br/>PARAM NOTES: COMBAT_TARGET_LOSS_RESPONSE are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE PROC #SET_PED_STEALTH_ATTRIBUTES#PED_INDEX PedIndex, STEALTH_ATTRIBUTE StealthAttribute, BOOL bActiveSkill#PURPOSE: Activate or deactivate the stealth attributes, flags can be or'ed together. More info..<br/>INFO: <br/>PARAM NOTES: STEALTH_ATTRIBUTES are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAS_PED_KILLED_BY_STEALTH#PED_INDEX PedIndex#PURPOSE: Checks if a ped was killed by stealth. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_FLEE_ATTRIBUTES#PED_INDEX PedIndex, FLEE_ATTRIBUTE FleeAttribute, BOOL bActiveSkill#PURPOSE: Activate or deactivate the flee attributes, flags can be or'ed together. More info..<br/>INFO: <br/>PARAM NOTES: FLEE_ATTRIBUTES are in commands_ped.sch <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SHOOTING_IN_AREA#PED_INDEX PedIndex, VECTOR vMin, VECTOR vMax, BOOL HighlightArea, BOOL bDo3DCheck = true#PURPOSE: Checks that a ped is shooting in an area. More info..<br/>INFO: <br/>PARAM NOTES: Default value is a 3D locate<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ANY_PED_SHOOTING_IN_AREA#VECTOR vMin, VECTOR vMax, BOOL HighlightArea, BOOL bDo3DCheck = true #PURPOSE: Checks that any peds are shooting in the area. More info..<br/>INFO: <br/>PARAM NOTES :Default value is a 3D locate<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SHOOTING#PED_INDEX PedIndex#PURPOSE: Checks that a ped is shooting<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SHOOTS_AT_COORD#PED_INDEX PedIndex, VECTOR vecTarget#PURPOSE: Shoots a ped weapon at a coord<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_COMBAT#PED_INDEX PedIndex, PED_INDEX TargetPedIndex = NULL#PURPOSE: Checks if the ped is in combat, if a target ped index is provided, <br/>it will return true if the ped is in combat with the target ped, false otherwise<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_INVESTIGATING#PED_INDEX PedIndex#PURPOSE: Checks if the ped is investigating<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_DOING_DRIVEBY#PED_INDEX PedIndex#PURPOSE: Checks if the ped is currently performing the driveby task<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_JACKING#PED_INDEX PedIndex#PURPOSE:Checks if the ped is in the process of dragging another ped from a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_BEING_JACKED#PED_INDEX PedIndex#PURPOSE:Checks if the ped is in the process of being dragged from his vehicle by another ped. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PEDS_JACKER#PED_INDEX PedIndex#PURPOSE:Returns the ped index of the ped who is jacking the ped specfied<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_JACK_TARGET#PED_INDEX PedIndex#PURPOSE:Returns the ped index of the ped who is being jacked the ped specfied<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_RETREATING#PED_INDEX PedIndex#PURPOSE:Checks if the ped is currently in combat and retreating, defined by whether the retreating combat task is currently in the ped's active list. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_FLEEING#PED_INDEX PedIndex#PURPOSE:Checks if the ped is performing any kind of flee task. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_COVER#PED_INDEX PedIndex#PURPOSE:Checks if the ped is currently behind and using cover. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GOING_INTO_COVER#PED_INDEX PedIndex#PURPOSE:Checks if the ped is currently going into cover. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SET_PED_PINNED_DOWN#PED_INDEX PedIndex, BOOL bPinned, INT Time #PURPOSE: Sets the ped to be pinned down for Time milliseconds. More info..<br/>INFO: <br/>PARAM NOTES: bPinned = FALSE: prevents the ped from getting pinned down for Time milliseconds.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_SPHERE_AREA_OF_ANY_ENEMY_PEDS#PED_INDEX PedIndex, VECTOR vCentre, FLOAT radius#PURPOSE: Checks if any peds that hate the ped passed are in the area defined by sphere with vCentre and radius<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SENSE_RANGE#PED_INDEX PedIndex, FLOAT SenseRange#PURPOSE:This command sets how far a ped can see and hear. More info in wiki.<br/>INFO: <br/>PARAM NOTES: SenseRange: default is 60m<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SEEING_RANGE#PED_INDEX PedIndex, FLOAT SeeingRange#PURPOSE:This command sets how far a ped can see. More info in wiki.<br/>INFO: <br/>PARAM NOTES: Seeing: default is 60m<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_HEARING_RANGE#PED_INDEX PedIndex, FLOAT HearingRange#PURPOSE:This command sets how far a ped can hear. More info in wiki.<br/>INFO: <br/>PARAM NOTES: Seeing: default is 60m<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ID_RANGE#PED_INDEX PedIndex, FLOAT IdRange#PURPOSE:This command sets how far away a ped can identify the ped (as a friend/enemy etc)<br/>E.g. If a ped spots a ped outside of the id range and can investigate suspicious peds.<br/>INFO: <br/>PARAM NOTES: IdentificationRange: default is 20m<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_STEALTH_MOVEMENT#PED_INDEX PedIndex, BOOL bStealth#PURPOSE:This command sets whether the ped will use stealthy movement<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_STEALTH_MOVEMENT#PED_INDEX PedIndex#PURPOSE:This command gets whether the ped is using stealthy movement<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ACCURACY#PED_INDEX PedIndex, INT NewAccuracy#PURPOSE: Sets the peds shooting accuracy, between 0 to 100. More info..<br/>INFO: <br/>PARAM NOTES: NewAccuracy: Combat decision maker will override this value, call after SET_COMBAT_DM<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SUFFERS_CRITICAL_HITS#PED_INDEX PedIndex, BOOL SuffersCriticalHitsFlag#PURPOSE: Sets if a healthy character can be killed by a single bullet (e.g. head shot)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_SHOT_IN_VEHICLE#PED_INDEX PedIndex, BOOL CanBeShotInVehicleFlag#PURPOSE: Sets if a character can be killed while in a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_TARGETTED#PED_INDEX PedIndex, BOOL bAllowTargetted#PURPOSE: Sets if a ped can be targetted.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_TARGETTED_BY_TEAM#PED_INDEX PedIndex, INT team, BOOL bAllowTargetted#PURPOSE: Sets if a ped can be targetted by a specific team (network game only)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_TARGETTED_BY_PLAYER#PED_INDEX PedIndex, PLAYER_INDEX PlayerIndex, BOOL bAllowTargetted#PURPOSE: Sets if a ped can be targetted by a specific player (network game only)<br/>PARAMS<br/>PedIndex - Can be the local player index or the ped index of a local owned ped.<br/>PlayerIndex - Any other player index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_IS_TARGET_PRIORITY#PED_INDEX PedIndex, BOOL PriorityTargetFlag#PURPOSE: Sets the ped as the highest priority type of target for the players targeting<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_ONLY_FIRE_WITH_CLEAR_LOS#PED_INDEX PedIndex, BOOL bTrue#PURPOSE: Sets the ped will only fire at the target if they have a clear LOS <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ALERTNESS#PED_INDEX PedIndex, ALERTNESS_STATE AlertState#PURPOSE: Sets a peds alertness state<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_EVASIVE_DIVE#PED_INDEX PedIndex, BOOL bTrue#PURPOSE: Set if a ped steps or dives out of the way of running peds or moving vehicles<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SHOOT_RATE#PED_INDEX PedIndex, INT ShootRate#PURPOSE: ShootRate should be an integer between 0 and 100. More info..<br/>INFO: <br/>PARAM NOTES: ShootRate default value = 40<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_TARGET# PED_INDEX PedIndex, PED_INDEX TargetPedIndex #PURPOSE: Registers the passed target as a threat, this target will now be attacked when the ped is in TaskCombat<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_HATED_TARGETS_IN_AREA# PED_INDEX PedIndex, VECTOR VecCentreCoors, FLOAT Radius #PURPOSE: Registers the all hated peds in the area as threats, these targets will now be attacked when the ped is in TaskCombat <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REGISTER_HATED_TARGETS_AROUND_PED# PED_INDEX PedIndex, FLOAT Radius #PURPOSE: Registers the all hated peds near the ped and within the radius as threats, these targets will now be attacked when the ped is in TaskCombat<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_WILL_ONLY_ATTACK_WANTED_PLAYER#PED_INDEX PedIndex, BOOL bTrue#PURPOSE: Sets the ped will attack the player only is they have a wanted level.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_TARGETED_WHEN_INJURED#PED_INDEX PedIndex, BOOL bAllowTargetWhenInjured#PURPOSE: Sets an injured ped can be targetted.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_TO_LOAD_COVER#PED_INDEX PedIndex, BOOL Force#PURPOSE: Makes sure cover is loaded around them before a set action. More info.. (Warning) More info..<br/>INFO: Please use this sparingly and remember to reset it after use.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_PEEK_IN_COVER#PED_INDEX PedIndex, BOOL bAllowPeek#PURPOSE: Sets the ped can peek whilst in cover<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_COWER_IN_COVER#PED_INDEX PedIndex, BOOL bAllowCower#PURPOSE: Sets the ped can cower whilst in cover<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_TARGETED_WITHOUT_LOS#PED_INDEX PedIndex, BOOL bTargetWithoutLos#PURPOSE: The ped can be targetted through walls<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_PED_WEAPON_FIRING_WHEN_DROPPED#PED_INDEX PedIndex#PURPOSE: Stops a peds weapon firing when dropped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_PED_DOING_FALL_OFF_TESTS_WHEN_SHOT#PED_INDEX PedIndex#PURPOSE: Stops the ped searching for walls and ledges when in Natural motion state for dramtic falls.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_SWITCH_WEAPON#PED_INDEX PedIndex, BOOL bAllowSwitch#PURPOSE: Set if a ped can swap weapons<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_DRAGGED_OUT#PED_INDEX PedIndex, BOOL bAllowDrag#PURPOSE: Sets if a ped can be dragged out of a vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_MELEE_COMBAT#PED_INDEX PedIndex#PURPOSE:Checks if ped is in melee combat.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC ALERTNESS_STATE #GET_PED_ALERTNESS#PED_INDEX PedIndex#PURPOSE: Gets a peds alertness state (returns -1 if invalid)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_MELEE_ACTION_FLAG0#PED_INDEX PedIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_MELEE_ACTION_FLAG1#PED_INDEX PedIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MELEE_ACTION_FLAG0#PED_INDEX PedIndex, BOOL bMeleeActionFlag0#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MELEE_ACTION_FLAG1#PED_INDEX PedIndex, BOOL bMeleeActionFlag1#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MELEE_MOVEMENT_CONSTRAINT_BOX#PED_INDEX PedIndex, VECTOR VecMinCoors, VECTOR VecMaxCoors#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_READY_TO_BE_STUNNED#PED_INDEX PedIndex, BOOL ReadyToBeStunnedFlag#PURPOSE: Tells the melee combat syste that a stun move can be done on this ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_READY_TO_BE_EXECUTED#PED_INDEX PedIndex, BOOL ReadyToBeExecutedFlag#PURPOSE: Tells the melee combat system that an execution move can be performed on this ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_READY_TO_BE_STUNNED#PED_INDEX PedIndex#PURPOSE:Checks if a stun move can be performed on this ped. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_READY_TO_BE_EXECUTED#PED_INDEX PedIndex#PURPOSE:Checks if an execution move can be performed on this ped. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_CREATE_RANDOM_PED#RANDOM_PED_MODEL Ped_model#PURPOSE: Call this before trying to create a ped with a random model, to ensure that a model is available<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_CREATE_RANDOM_COPS##PURPOSE:Checks if random cops are allowed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_RANDOM_PED#VECTOR VecNewCoors#PURPOSE: Creates a random ped on foot at the specified co-ordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_RANDOM_MALE_PED#VECTOR VecNewCoors#PURPOSE: Creates a male character on foot at the specified co-ordinate<br/>RETURN: PED_INDEX<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_RANDOM_FEMALE_PED#VECTOR VecNewCoors#PURPOSE: Creates a female character on foot at the specified co-ordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #CREATE_RANDOM_PED_AS_DRIVER#VEHICLE_INDEX VehicleIndex#PURPOSE: Creates a random ped as the driver of the passed in vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_GENERATES_DEAD_BODY_EVENTS#PED_INDEX PedIndex, BOOL bTrue#PURPOSE: If set to TRUE random peds will treat this ped as dead, reacting shocked.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_PED_MODEL#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC PED_TYPE #GET_PED_TYPE#PED_INDEX PedIndex#PURPOSE: Returns the type of the ped <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DENSITY_MULTIPLIER#FLOAT DensityMult#PURPOSE: Set the number of peds on the entire map.<br/>INFO: <br/>PARAM NOTES: DensityMult default = 1.0<br/>)]]
[[sanScript(NATIVE PROC #SET_SCENARIO_PED_DENSITY_MULTIPLIER#FLOAT fInteriorMult, FLOAT fExteriorMult#PURPOSE:Set the number of scenario peds on the entire ma<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_CURRENT_BASIC_COP_MODEL##PURPOSE: Gets the current model as used by the game, ignores wanted level.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_CURRENT_COP_MODEL##PURPOSE: Returns the current model as used by the game. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCRIPTED_CONVERSION_COORD#VECTOR centre#PURPOSE: Sets a coord where a scripted conversation can take place.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SCRIPTED_CONVERSION_COORD##PURPOSE: Clears the point where a scripted conversation can take place<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NON_REMOVAL_AREA#VECTOR Min, VECTOR Max#PURPOSE: Sets an area from which random peds are not removed. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_NON_REMOVAL_AREA##PURPOSE: Clears up the area set up by SET_PED_NON_REMOVAL_AREA<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NON_CREATION_AREA#VECTOR Min, VECTOR Max#PURPOSE: Sets an area where peds will not be created<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_NON_CREATION_AREA##PURPOSE: Clears the area allowing peds to be created.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CREATE_RANDOM_COPS#BOOL CreateRandomCopsFlag#PURPOSE: Set to stop random cops being created.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MODEL_IS_SUPPRESSED#MODEL_NAMES PedModelHashKey, BOOL bSurpressModel#PURPOSE: Sets a ped model type that will not spawn if surpressed.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_ANY_PED_MODEL_BEING_SUPPRESSED##PURPOSE: Stops surppression of any ped models.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_RANDOM_PED_AT_COORD#VECTOR VecCentreCoors, VECTOR VecLocateDimensions#PURPOSE: Gets a ped index in the given area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_PLAYING_ANIM#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_ANIM_FINISHED#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_ANIM_CURRENT_TIME#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName#)]]
[[sanScript(NATIVE PROC #SET_PED_ANIM_CURRENT_TIME#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, FLOAT NewAnimCurrentTime#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_ANIM_TOTAL_TIME#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName#)]]
[[sanScript(NATIVE PROC #SET_PED_ANIM_SPEED#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, FLOAT AnimSpeed#)]]
[[sanScript(NATIVE PROC #SET_PED_ALL_ANIMS_SPEED#PED_INDEX PedIndex, FLOAT AnimSpeed#)]]
[[sanScript(NATIVE PROC #SET_PED_MOVE_ANIM_SPEED_MULTIPLIER#PED_INDEX PedIndex, FLOAT Multiplier#PURPOSE: Sets the speed mulitplier of the peds move anims. More info..<br/>INFO: Allows the peds to run faster. Cannot be used in Network scripts<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_MOVE_ANIMS_BLEND_OUT#PED_INDEX PedIndex#PURPOSE: Blends out the peds move anims More info..<br/>INFO: Cant be used on network scripts.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PED_TRANSITION_ANIM_GROUPS_NOW#PED_INDEX PedIndex#PURPOSE: Transitions instantly to the ped's new on-foot anim group (includes instant crouch/stealth)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ANIM_GROUP#PED_INDEX PedIndex, STRING AnimGroup #PURPOSE: Sets the peds movement anim group. More info..<br/>INFO: Allows a ped to use a different movement group, e.g for making a fat ped run faster<br/>PARAM NOTES: Anim group can be found animgrp.dat <br/>)]]
[[sanScript(NATIVE PROC #RESET_PED_ANIM_GROUP#PED_INDEX PedIndex#PURPOSE:<br/>INFO: Resets the anim group to the default for that ped type. DON'T FORGET to unstream the anim group if no longer needed!!<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FORCE_WEAPON_MOVEMENT_ANIM_GROUP#PED_INDEX PedIndex, STRING AnimGroup #PURPOSE: Forces the ped's weapon movement anim group. More info..<br/>INFO: Forces the ped to use a particular weapon animation group when walking around. e.g. calling this<br/>script with the name of the rifle movement anim group would cause the ped to always walk around as<br/>if it were carrying a rifle, regardless of the weapon equipped. Note, this only affects the peds<br/>animation when walking around normally, not when strafing or aiming with the weapon.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #RESET_WEAPON_MOVEMENT_ANIM_GROUP#PED_INDEX PedIndex#PURPOSE: Clears a forced weapon movement anim group. More info..<br/>INFO: Removes the overriden weapon movement anim group. The ped will then return to using the appropriate <br/>movement anim group for the equipped weapon.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ANIM_GROUP_TWO_HANDED#PED_INDEX PedIndex, STRING AnimGroup #PURPOSE:***DEPRECATED*** This is no longer needed.<br/>INFO: Allows a ped to use a different movement group for their two-handed rifle carrying movement<br/>***DEPRECATED*** this command is no longer needed.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_PED_ANIM_GROUP_TWO_HANDED#PED_INDEX PedIndex#PURPOSE: ***DEPRECATED*** This is no longer needed.<br/>INFO: Resets the two-handed anim group to the default for that ped type.<br/>***DEPRECATED*** this command is no longer needed.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ANIM_GROUP_STRAFE#PED_INDEX PedIndex, STRING AnimGroup #PURPOSE:<br/>INFO: Allows a ped to use a different movement group for their strafe/aim movement<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_PED_ANIM_GROUP_STRAFE#PED_INDEX PedIndex#PURPOSE:<br/>INFO: Resets the strafe anim group to the default for that ped type. DON'T FORGET to unstream the anim group if no longer needed!!<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_PED_ANIM_GROUP#PED_INDEX PedIndex#PURPOSE: Gets the peds current anim group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_GESTURE_GROUP#PED_INDEX PedIndex, STRING GestureGroup #PURPOSE:Sets the peds group for gesturing <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #COPY_ANIMATIONS#PED_INDEX DestinationPedIndex, PED_INDEX SourcePedIndex, FLOAT fBlendOutDelta = -8.0#PURPOSE: Copies one peds anims to anonther ped. More info..<br/>INFO: Use this command carefully as one ped may not support another peds anims. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #BLEND_IN_SYNCED_MOVEMENT_ANIMS# PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, STRING MovementDictionaryName, FLOAT blendDelta = 8.0 #PURPOSE: Instructs a ped to start synchronising its movement anims onto an object. More info...<br/>INFO: Calling this command will cause the ped to sync its current move blend animations onto an object. <br/>PARAM NOTES: PedIndex - The ped you wish to synchronise movemennt anims from<br/>ObjectIndex - the object you wish to sync anims onto.<br/>MovementDictionaryName - the name of the anim dictionary containing the movement anims to use on the object<br/>The names of the individual anims in the dictionary should match those of the peds movement anims. Any missing anims will be ignored.<br/>)]]
[[sanScript(NATIVE PROC #BLEND_OUT_SYNCED_MOVEMENT_ANIMS# PED_INDEX PedIndex #PURPOSE: Instructs a ped to stop synchronising its movement anims onto the specified object.<br/>INFO: See SYNCHRONISE_PROP_MOVEMENT_ANIMS for more info<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ANIM_INITIAL_OFFSET_POSITION# STRING pAnimDictName, STRING pAnimName, VECTOR scenePosition, VECTOR sceneOrientation#PURPOSE: Gets the authored initial offset included by the animator, if any. More info..<br/>INFO: Used when playing multiple anims together using TASK_PLAY_ANIM. This function returns the position offset<br/>that will be automatically applied when playing the specified anim using the anim flag AF_EXTRACT_INITIAL_OFFSET<br/>from the initial position and orientation specified<br/>PARAM NOTES: scenePosition - the position to be used with TASK_PLAY_ANIM_ADVANCED (in world coords)<br/>sceneOrientation - The orientation to be used with TASK_PLAY_ANIM_ADVANCED (<< pitch, roll, heading >>)<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_ANIM_INITIAL_OFFSET_ROTATION# STRING pAnimDictName, STRING pAnimName, VECTOR scenePosition, VECTOR sceneOrientation#PURPOSE: Gets the authored initial offset included by the animator, if any. More info..<br/>INFO: Used when playing multiple anims together using TASK_PLAY_ANIM. This function returns the rotational offset<br/>(pitch, roll and heading, in that order) that will be automatically applied when playing the specified anim<br/>using the anim flag AF_EXTRACT_INITIAL_OFFSET from the initial position and orientation specified<br/>PARAM NOTES: scenePosition - the position to be used with TASK_PLAY_ANIM_ADVANCED (in world coords)<br/>sceneOrientation - The orientation to be used with TASK_PLAY_ANIM_ADVANCED (<< pitch, roll, heading >>)<br/>)]]
[[sanScript(NATIVE FUNC INT #CREATE_SYNCHRONIZED_SCENE# VECTOR scenePosition, VECTOR sceneOrientation #PURPOSE: Creates a new scene origin for playing back synchronized anims across multiple entities. More info...<br/>INFO: Creates a common scene origin which can be used to playback synchronised animations across multiple peds and objects<br/>PARAM NOTES: scenePosition - the position of the scene root in world coordinates<br/>sceneOrientation - The orientation of the scene root in world coordinates<br/>returns - The id number of the new scene. Use this with the various script commands to add objects to the scene,<br/>affect the scene root or phase etc.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SYNCHRONIZED_SCENE_RUNNING# INT sceneID #PURPOSE: Checks if a synchronized scene ID is still valid. More info...<br/>INFO: Checks to see if the synchronized scene returned by CREATE_SYNCHRONIZED_SCENE is still running.<br/>PARAM NOTES: sceneId - The scene id returned by CREATE_SYNCHRONIZED_SCENE<br/>)]]
[[sanScript(NATIVE PROC #SET_SYNCHRONIZED_SCENE_ORIGIN# INT sceneID, VECTOR scenePosition, VECTOR sceneOrientation #PURPOSE: Changes the root position and orientation of an existing synchronized scene. More info...<br/>INFO: Use this command to change a synchronised scene's origin after it has been created<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>scenePosition - the position of the scene root in world coordinates<br/>sceneOrientation - The orientation of the scene root in world coordinates<br/>)]]
[[sanScript(NATIVE PROC #SET_SYNCHRONIZED_SCENE_PHASE# INT sceneID, FLOAT phase #PURPOSE: Changes the phase of an existing synchronized scene. More info...<br/>INFO: Use this command to change a synchronised scene's phase after it has been created. Changing the phase of a synced<br/>scene will update the phases of any objects attached to it.<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>phase - The new phase of the scene<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_SYNCHRONIZED_SCENE_PHASE# INT sceneID #PURPOSE: Gets the current phase of an existing synchronized scene. More info...<br/>INFO: Returns the current phase of the provided synchronized scene<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>phase - The new phase of the scene<br/>)]]
[[sanScript(NATIVE PROC #SET_SYNCHRONIZED_SCENE_LOOPED# INT sceneID, bool loop #PURPOSE: Set the looping state of a synchronized scene. More info...<br/>INFO: Use this command to set the loopiung state of a synchronised scene after it has been created.<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>loop - true to loop the scene, false otherwise<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SYNCHRONIZED_SCENE_LOOPED# INT sceneID #PURPOSE: Returns true if the specified scene is looping. More info...<br/>INFO: Returns true is the specified scene is looping<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_SYNCHRONIZED_SCENE_TO_ENTITY# INT sceneID, ENTITY_INDEX entity, INT bone #PURPOSE: Attaches a synced scene to an entity. More info...<br/>INFO: Use this command to attach a synchronized scene to an entity. Once attached, the root of the scene will follow the<br/>ped until DETACH_SYNCHRONIZED_SCENE is called. When attached, the scene's origin becomes an offset from the parent object.<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>ped - The entity to attach to<br/>bone - The bone index on the entity to attach to: -1 means the entity matrix (physics capsule)<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_SYNCHRONIZED_SCENE_TO_PED# INT sceneID, PED_INDEX ped, PED_BONETAG bone #)]]
[[sanScript(NATIVE PROC #DETACH_SYNCHRONIZED_SCENE# INT sceneID #PURPOSE: Detaches the synchronized scene. More info...<br/>INFO: Use this command to dettach a synchronized scene.<br/>PARAM NOTES: sceneID - The scene index returned by CREATE_SYNCHRONIZED_SCENE<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_SYNCHRONIZED_SCENE_TO_OBJECT# INT sceneID, OBJECT_INDEX object, INT bone #)]]
[[sanScript(NATIVE PROC #ATTACH_SYNCHRONIZED_SCENE_TO_VEHICLE# INT sceneID, VEHICLE_INDEX vehicle, INT bone #)]]
[[sanScript(NATIVE FUNC GROUP_INDEX #CREATE_GROUP#DEFAULT_TASK_ALLOCATOR DefaultTaskType#PURPOSE: Creates a group. More info..<br/>INFO: Every frame, the code automatically removes any group which doesn't have any leader/members. <br/>This means that you have to set a group leader in the same frame as the group is created, as otherwise you'll get an assert about the group ID being out of range (i.e. the group doesn't exist)<br/>The Player already has a group so a group doens't need to be created for them.<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_GROUP#GROUP_INDEX UniqueGroupID#PURPOSE: Removes the group. More info..<br/>INFO: If the its the players group it removes all the followers<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_AS_GROUP_LEADER#PED_INDEX PedIndex, GROUP_INDEX GroupUniqueID#PURPOSE: Set the ped as a group leader. More info.. More info..<br/>INFO: The player is group leader of the players gropu and cannot be set leader of another gropu <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_AS_GROUP_MEMBER#PED_INDEX PedIndex, GROUP_INDEX GroupUniqueID #PURPOSE:Sets a ped as a group member.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PED_AS_GROUP_MEMBER#GROUP_INDEX UniqueGroupID, INT MemberNumber#PURPOSE: Gets the ped_index from the group member. More info..<br/>INFO: <br/>PARAM NOTES: MemberNumber: Member numbers start at 0 with a maximum of 7 members.<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PED_AS_GROUP_LEADER#GROUP_INDEX UniqueGroupID#PURPOSE: Get the ped_index of the gropu leader. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC GROUP_INDEX #GET_PED_GROUP_INDEX#PED_INDEX PedIndex#PURPOSE: Get the group index form the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NEVER_LEAVES_GROUP#PED_INDEX PedIndex, BOOL NeverLeavesGroupFlag#PURPOSE: Set the ped doens't leave the group if the leader is too far away<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PED_FROM_GROUP#PED_INDEX PedIndex#PURPOSE: Removes a ped from a group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GROUP_SEPARATION_RANGE#GROUP_INDEX UniqueGroupID, FLOAT SeparationRange#PURPOSE: Sets the distance between a group member and the leader before the member leaves the group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GROUP_FORMATION#GROUP_INDEX UniqueGroupID, PEDGROUP_FORMATION GroupFormation#PURPOSE: Sets the formation a group can take<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GROUP_FORMATION_SPACING#GROUP_INDEX UniqueGroupID, FLOAT Spacing#PURPOSE: Sets the spacing which the group formation is currently using.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_GROUP_SIZE#GROUP_INDEX UniqueGroupID, INT &ReturnHasLeader, INT &ReturnNumberOfFollowers#PURPOSE: Gets the number of leaders (1 or 0) and the number of followers (in the range 0-7) that are in the relevant group. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_GROUP_EXIST#GROUP_INDEX UniqueGroupID#PURPOSE: Checks that the group exists.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GROUP_MEMBER#PED_INDEX PedIndex, GROUP_INDEX UniqueGroupID#PURPOSE: Checks that the ped is a member of a specific group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GROUP_LEADER#PED_INDEX PedIndex, GROUP_INDEX UniqueGroupID#PURPOSE: Checks that the ped is a leader of a specific group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_GROUP#PED_INDEX PedIndex#PURPOSE: Checks the ped is in any group.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_RELATIONSHIP_GROUP_HASH# PED_INDEX PedIndex, REL_GROUP_HASH relGroup #PURPOSE: Sets a ped into a relationship group. More info..<br/>INFO: Sets the peds relationship group to the one passed<br/>PARAM NOTES:REL_GROUP_HASH is an enum list in generic.sch<br/>)]]
[[sanScript(NATIVE FUNC REL_GROUP_HASH #GET_PED_RELATIONSHIP_GROUP_HASH#PED_INDEX PedIndex #PURPOSE: Gets the relationship group this ped belongs too. <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_RELATIONSHIP_BETWEEN_GROUPS#RELATIONSHIP_TYPE RelationshipType, REL_GROUP_HASH relGroup, REL_GROUP_HASH otherRelGroup#PURPOSE: Set the relationship between rel groups. More info..<br/>INFO: To get 2 rel groups to hate each other, set the relationship for both grps<br/>PARAM NOTES: RELATIONSHIP_TYPE is am enum list in commands_ped.sch, REL_GROUP_HASH is an enum list in generic.sch<br/>)]]
[[sanScript(NATIVE FUNC RELATIONSHIP_TYPE #GET_RELATIONSHIP_BETWEEN_GROUPS#REL_GROUP_HASH relGroupA, REL_GROUP_HASH relGroupB#PURPOSE: Gets the relationship between two rel groups, will return None if no relationship has been setup.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #CLEAR_RELATIONSHIP_BETWEEN_GROUPS#RELATIONSHIP_TYPE RelationshipType, REL_GROUP_HASH relGroup, REL_GROUP_HASH otherRelGroup#PURPOSE: Removes the relationship between rel groups. More info..<br/>INFO: <br/>PARAM NOTES: RELATIONSHIP_TYPE is am enum list in commands_ped.sch, REL_GROUP_HASH is an enum list in generic.sch<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ADD_RELATIONSHIP_GROUP#STRING sName, REL_GROUP_HASH& group#PURPOSE:<br/>INFO: Adds a relationship group, returns the group as a reference, returns true if succesful<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_RELATIONSHIP_GROUP#REL_GROUP_HASH group#PURPOSE:<br/>INFO: Removes a relationship group by hash value<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_RESPONDING_TO_EVENT#PED_INDEX PedIndex, PED_EVENT_NAMES EventType#PURPOSE: Checks the ped is responding to an event of the specified type. More Info<br/>INFO: <br/>PARAM NOTES: EventType should be one of the ENUM values in PedEventChoices.sch<br/>)]]
[[sanScript(NATIVE FUNC RELATIONSHIP_TYPE #GET_RELATIONSHIP_BETWEEN_PEDS#PED_INDEX PedIndex, PED_INDEX SecondPedIndex#PURPOSE: Gets the relationship between two peds, if they have not had one set up it will return <br/>INFO: <br/>PARAM NOTES: EventType should be one of the ENUM values in PedEventChoices.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_AS_ENEMY#PED_INDEX PedIndex, BOOL bEnemy#PURPOSE: Sets the hud item to be red but otherwise does not affect the peds behaviour<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_TO_INFORM_RESPECTED_FRIENDS#PED_INDEX PedIndex, FLOAT Distance, INT MaximumNumber#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC DECISION_MAKER_INDEX #COPY_PED_DECISION_MAKER#DEFAULT_DECISION_MAKERS SourceDecisionMakerIndex#PURPOSE: Creates a copy of a already loaded decision maker.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_GROUP_MEMBER_PASSENGER_INDEX#PED_INDEX PedIndex, VEHICLE_SEAT seat #PURPOSE: Sets the vehicle seat the gang member will occupy.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COLLISION#PED_INDEX PedIndex, BOOL UsesCollisionsFlag#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_WAITING_FOR_WORLD_COLLISION#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_AIR#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_HEIGHT_ABOVE_GROUND#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_GRAVITY#PED_INDEX PedIndex, BOOL isAffectedByGravity#PURPOSE: Sets if the ped is affected by gravity. More info..<br/>INFO: Not approved for use in network scripts<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_VELOCITY#PED_INDEX PedIndex, VECTOR VecVelocityComponentt#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_VELOCITY#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_ROTATION#PED_INDEX PedIndex, VECTOR VecNewRotation#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_ROTATION#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #FREEZE_PED_POSITION#PED_INDEX PedIndex, BOOL FrozenByScriptFlag#)]]
[[sanScript(NATIVE PROC #FREEZE_PED_POSITION_AND_DONT_LOAD_COLLISION#PED_INDEX PedIndex, BOOL FreezeFlag#)]]
[[sanScript(NATIVE PROC #FORCE_PED_TO_OPEN_PARACHUTE#PED_INDEX PedIndex#PURPOSE: Force a ped running parachute task to open their parachute<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_LOAD_COLLISION_FOR_PED_FLAG#PED_INDEX PedIndex, BOOL LoadCollisionFlag#PURPOSE: Sets the collision in an interior to load.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_EXTRACTED_DISPLACEMENT#PED_INDEX PedIndex, BOOL bWorldspace#PURPOSE:Gets the displacement (in meters) that will be applied to the given ped this frame. More info..<br/>INFO: <br/>PARAM NOTES: If bWorldspace is set to TRUE the result will be in world coordinates (absolute worldspace) If bWorldspace is set to FALSE the result will be in local coordinates (relative to the character) <br/>)]]
[[sanScript(NATIVE PROC #GIVE_PED_PICKUP_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX modelName, bool UseProceduralAttach = false#PURPOSE: Gives the ped this object using the same system as picking stuff up off the ground. More info..<br/>INFO: After it has been given, it can be dropped or thrown. If it is to be picked up again it must be flagged as stealable using SET_OBJECT_AS_STEALABLE. <br/>PARAM NOTES: The bool UseProceduralAttach will default to false if not specified.<br/>UseProceduralAttach = false means the object will be attached to the ped either by an attachment bone, or just the offset built into the model.<br/>UseProceduralAttach = true means the code will try to work out the attachment offset based on the objects bounding box.<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_DEAD_PED_PICKUP_COORDS#PED_INDEX PedIndex#PURPOSE:Gets a suitable position for creating a pickup near a ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_TOUCHING_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, INT CarBoneIndex, VECTOR vecOffset, FLOAT fDefaultHeading, FLOAT fHeadingLimit, BOOL bDetachWhenDead = false, BOOL bDetachWhenRagdoll = false#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_VEHICLE_PHYSICALLY#PED_INDEX PedIndex, VEHICLE_INDEX CarIndex, PED_BONETAG PedBoneTag, INT CarBoneIndex, VECTOR vecWorldPos, FLOAT fStrength, bool bFixRotation, bool bCollideWithCar#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, INT ObjectBoneIndex, VECTOR vecOffset, FLOAT fDefaultHeading, FLOAT fHeadingLimit, BOOL bDetachWhenDead = false, BOOL bDetachWhenRagdoll = false#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_OBJECT_PHYSICALLY#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, PED_BONETAG PedBoneTag, INT ObjectBoneIndex, VECTOR vecWorldPos, FLOAT fStrength, BOOL bFixRotation, BOOL bCollideWithObject#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_PED#PED_INDEX Ped1Index, PED_INDEX Ped2Index, PED_BONETAG Ped2BoneTag, VECTOR vecOffset, FLOAT fDefaultHeading, FLOAT fHeadingLimit, BOOL bDetachWhenDead, BOOL bDetachWhenRagdoll#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_PED_PHYSICALLY#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, PED_BONETAG PedBoneTag, PED_BONETAG OtherPedBoneTag, VECTOR vecWorldPos, FLOAT fStrength, BOOL bFixRotation, BOOL bCollideWithPed#)]]
[[sanScript(NATIVE PROC #ATTACH_PED_TO_WORLD_PHYSICALLY#PED_INDEX PedIndex, PED_BONETAG PedBoneTag, VECTOR vecWorldPosition, VECTOR vecOffsetFromBone, FLOAT fStrength, BOOL bFixRotation#)]]
[[sanScript(NATIVE PROC #DETACH_PED#PED_INDEX PedIndex, bool bNoCollisionUntilClear=true#)]]
[[sanScript(NATIVE PROC #DETACH_PED_FROM_WITHIN_VEHICLE#PED_INDEX PedIndex, bool bNoCollisionUntilClear=true#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ATTACHED_PED_ROTATION#PED_INDEX PedIndex, VECTOR vecRotation#PURPOSE: Lets you set the rotation of an attached ped using a rotation vector. More info<br/>INFO: Overrides fDefaultHeading and fHeadingLimit originally set when attaching the ped.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ATTACHED_TO_ANY_VEHICLE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ATTACHED_TO_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ATTACHED_TO_PED#PED_INDEX AttachedPedIndex, PED_INDEX OtherPedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_A_MISSION_PED#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE PROC #APPLY_FORCE_TO_PED# PED_INDEX PedIndex, APPLY_FORCE_TYPE ApplyType, VECTOR vForce, VECTOR vOffset, PED_RAGDOLL_COMPONENTS Component, BOOL LocalForce, BOOL LocalOffset, BOOL ScaleByMass #)]]
[[sanScript(NATIVE FUNC BOOL #SET_PED_TO_RAGDOLL# PED_INDEX PedIndex, INT MinTime, INT MaxTime, START_RAGDOLL_TASK StartTask, bool bAbortIfInjured = true, bool bAbortIfDead = true, bool bForceScriptControl = false#PURPOSE: Sets a ped into a rag doll state. More info..<br/>INFO: A ped will only switch to a ragdoll if it's onscreen and within range of the player. <br/>PARAM NOTES: MinTime and MaxTime sets the boundary times that the ped will ragdoll for.<br/>RAGDOLL_FALL_TYPES in nm_strings.sch, bForceScriptControl will stop the ped from becoming injured so they can complete their behaviours.<br/>bForceScriptControl: If you require to control a ped's ragdoll even though they may take additional damage<br/>This both stops the ped from becoming injured and lowers the magnitude of any bullet impact forces.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SET_PED_TO_RAGDOLL_WITH_FALL# PED_INDEX PedIndex, INT MinTime, INT MaxTime, RAGDOLL_FALL_TYPES nFallType, VECTOR vecDirection, float fGroundHeight, VECTOR vecGrab1, VECTOR vecGrab2#PURPOSE: this performs the same function as std SET_PED_TO_RAGDOLL, but gives them a specific task, which controls them to fall off a high place, fall down stairs etc, More info..<br/>INFO: <br/>PARAM NOTES: vecDirection specifies the direction the ped should stagger and fall <br/>ground height specifies the height they're expected to fall down to<br/>grab points are optional, pass in zero to ignore grab<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_TO_ANIMATED# PED_INDEX PedIndex, BOOL ForceSwitch #PURPOSE: Sets a ped from a ragdoll state to an animated state<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_RAGDOLL# PED_INDEX PedIndex #PURPOSE: Is ped a ragdoll.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_RUNNING_RAGDOLL_TASK# PED_INDEX PedIndex #PURPOSE: Returns true if the given ped is actively running a task which manages its ragdoll.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_PED_RAGDOLL_TIMER# PED_INDEX PedIndex #PURPOSE: Use to reset the start time of a Natural Motion task. For specific scenarios where timeout (and return to animation) must<br/>be avoided, call this every frame.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_RAGDOLL# PED_INDEX PedIndex, BOOL bUnlock #PURPOSE: Sets if a ped can ragdoll. Ragdolls are swtiched on by default.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #APPLY_DAMAGE_TO_PED_BODY_PART#PED_INDEX PedIndex, PED_DAMAGE_ZONE BodyPartIndex, INT DamageValue#PURPOSE: Applys damage to a peds bofy part. More info..<br/>INFO: <br/>PARAM NOTES: PED_DAMAGE_ZONE in commands_ped.sch<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_BODY_PART_DAMAGE#PED_INDEX PedIndex, PED_DAMAGE_ZONE BodyPartIndex#PURPOSE: Returns a value between 0 and 100 (inclusive) representing how damaged a body part is on this ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_PED_VISIBLE_DAMAGE#PED_INDEX PedIndex#PURPOSE: Clears any visible damage on the ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAS_PED_SKELETON_UPDATED#PED_INDEX PedIndex#PURPOSE: Call this and make sure it returns TRUE before calling GET_PED_BONE_COORDS<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_PED_BONE_COORDS#PED_INDEX PedIndex, PED_BONETAG bone, VECTOR vecOffset#PURPOSE: Gets the coord of the peds bone<br/>INFO: Check that WAS_PED_SKELETON_UPDATED returns TRUE before calling this function<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CREATE_NM_MESSAGE#NM_START_PARAM StartParam, NM_STR MessageType#PURPOSE: Create a Natural motion message. More info..<br/>INFO: <br/>PARAM NOTES: NM_START_PARAM and NM_STR in nm_strings.sch<br/>The messages type are the ones in the enum list that end in _MSG. These are the message names, as opposed to the params, and are all multiples of 20 so we can identify them.<br/>)]]
[[sanScript(NATIVE PROC #TOGGLE_NM_BINDPOSE_TASK#PED_INDEX nPedIndex, BOOL bDoBlendFromNM#PURPOSE: Used for debugging the transition between bind pose in NM and pure animation.<br/>INFO: Only meant for debugging NM usage. Shouldn't be used in-game!!<br/>PARAM NOTES: nPedIndex: the ped to give the task to; bDoBlendFromNM: whether to blend back to animation or not.<br/><br/>)]]
[[sanScript(NATIVE PROC #GIVE_PED_NM_MESSAGE#PED_INDEX PedIndex#PURPOSE: Sends the previously allocated NM message to a ped More info..<br/>INFO: http:10.11.23.14/wiki/index.php?title=NATURAL_MOTION_SCRIPTER_WALKTHROUGH<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_FLOAT#NM_STR MessageParam, FLOAT fValue#PURPOSE: Sets a float value in a previously created message. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_INT#NM_STR MessageParam, INT nValue#PURPOSE: Sets an int value in a previously created message. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_BOOL#NM_STR MessageParam, BOOL bValue#PURPOSE: Sets a bool value in a previously created message. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_VEC3#NM_STR MessageParam, VECTOR vValue#PURPOSE: Sets a vector value in a previously created message. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_INSTANCE_INDEX#NM_STR MessageParam, PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, OBJECT_INDEX ObjectIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NM_MESSAGE_STRING#NM_STR MessageParam, STRING sValue#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NM_ANIM_POSE#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, float fPhase#PURPOSE: Sets a pose that the natural motion will drive too<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_NM_FEEDBACK#PED_INDEX PedIndex, NM_STR MessageFeedback, NM_FEEDBACK_TYPES FeedbackType#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT#PED_INDEX PedIndex, BOOL bAllow#PURPOSE: Sets if the ped will ragdoll if the player collides with then.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ON_ANY_BIKE#PED_INDEX PedIndex#PURPOSE: Checks if a ped is on a bike.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_BE_KNOCKED_OFF_BIKE#PED_INDEX PedIndex, BIKE_KNOCKOFF CanBeKnockedOffFlag#PURPOSE: Sets that a ped can be knocked off. More info..<br/>INFO: <br/>PARAM NOTES: BIKE_KNOCKOFF in commands_ped.sch<br/>)]]
[[sanScript(NATIVE PROC #KNOCK_PED_OFF_BIKE#PED_INDEX PedIndex#PURPOSE: Knocks a ped off the bike.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_PED_HELMET#PED_INDEX PedIndex, BOOL DontTakeOffHelmet = TRUE #PURPOSE: Give the ped a helmet<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PED_HELMET#PED_INDEX PedIndex, BOOL ForceRemove#PURPOSE: Remove a helmet from a ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_HELMET#PED_INDEX PedIndex, BOOL Enable#PURPOSE: Sets if a ped will use a helmet<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_TRYING_TO_ENTER_A_LOCKED_VEHICLE#PED_INDEX PedIndex#PURPOSE: Is ped trying to enter a locked vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_CLEAR_LOS_TO_ENTITY_IN_FRONT#PED_INDEX PedIndex, ENTITY_INDEX EntityIndex#PURPOSE: Checks that the target entity is in a 180 sphere in front of ped, checks building and Object LOS. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_CLEAR_LOS_TO_PED_IN_FRONT#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_CLEAR_LOS_TO_ENTITY#PED_INDEX PedIndex, ENTITY_INDEX EntityIndex#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_CLEAR_LOS_TO_PED#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_HEADTRACKING_PED#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#PURPOSE: Checks that the peds head is looking at the target ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_FACING_PED#PED_INDEX PedIndex1, PED_INDEX PedIndex2, FLOAT Degrees#PURPOSE: Checks angle between the 2 peds.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_TOUCHING_PED#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#)]]
[[sanScript(NATIVE FUNC INT #GET_PED_DRAWABLE_VARIATION#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber#PURPOSE: Gets the index of the current drawable (geometry) for the specified part of the ped's body (component). More infp..<br/>INFO: Each ped model can have several drawables for each component. Each drawable can have several textures. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber#PURPOSE: Gets the total number of different drawables for the specified part of the ped's body (component). More info..<br/>INFO: Each ped model can have several drawables for each component. Each drawable can have several textures. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_TEXTURE_VARIATION#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber#PURPOSE: Gets the index of the current texture variation for the specified ped component (part of the body) More info..<br/>INFO: Each ped model can have several drawables for each component. Each drawable can have several textures. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_PED_TEXTURE_VARIATIONS#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber, INT DrawableNumber#PURPOSE: Gets the total number of different textures for the specified drawable for the component (body part) for the ped's model. More info..<br/>INFO: Each ped model can have several drawables for each component. Each drawable can have several textures. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_PALETTE_VARIATION#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber#PURPOSE: Returns the index of the current palette variation for the current drawable of the specified component. <br/>INFO: <br/>PARAM NOTES:The returned palette index will be between 0 and 15.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_HAS_PALETTE_VARIATIONS#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber, INT DrawableNumber#PURPOSE:Checks if palette operations are available for the specified drawable. More info..<br/>INFO: You might need to call GET_PED_DRAWABLE_VARIATION first to get the ped's current DrawableNumber.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_COMPONENT_VARIATION#PED_INDEX PedIndex, PED_COMPONENT ComponentNumber, INT NewDrawableNumber, INT NewTextureNumber, INT NewPaletteNumber=0#PURPOSE: Sets the drawable, texture and palette for the specified ped component. More info..<br/>INFO: This command sets the drawable and texture for one component of the ped's model. Each ped model can have several drawables for each component. <br/>Each drawable can have several textures. You should check that the new drawable index is within range for the component (body part) for the ped's model (using GET_NUMBER_OF_CHAR_DRAWABLE_VARIATIONS.<br/>The new texture index should be within range for the new drawable (can be checked using GET_NUMBER_OF_CHAR_TEXTURE_VARIATIONS). ComponentNumber is taken from PED_COMPONENT in commands_ped.sch<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_RANDOM_COMPONENT_VARIATION# PED_INDEX PedIndex#PURPOSE: Randomly sets the drawables and textures for a ped from those available. More info..<br/>INFO: Ensures that any skin tones which appear in different textures will be consistent for a characte<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DEFAULT_COMPONENT_VARIATION#PED_INDEX PedIndex#PURPOSE: Sets all drawable and texture variations on the ped to 0. More info..<br/>INFO: his might be useful if you create a ped, delete him and then create him again later and need him to look identical to his first appearance. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_PROP_INDEX# PED_INDEX PedIndex, PED_PROP_POSITION Position#PURPOSE: Get the id of the prop which has been assigned at the given position for the given ped. More info..<br/>INFO: <br/>PARAM NOTES: PED_PROP_POSITION in commands_ped.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PROP_INDEX# PED_INDEX PedIndex, PED_PROP_POSITION Position, INT NewPropIndex, int NewTextIndex = 0 #PURPOSE: Set the id of the prop at the given position for the given ped. More info..<br/>INFO: <br/>PARAM NOTES: PED_PROP_POSITION in commands_ped.sch<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_PROP# PED_INDEX PedIndex, PED_PROP_POSITION Position#PURPOSE: Clear the prop slot for the given ped at the given position. More info.. <br/>INFO: <br/>PARAM NOTES: PED_PROP_POSITION in commands_ped.sch<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_ALL_PED_PROPS# PED_INDEX PedIndex#PURPOSE: Removes all ped props<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CLOSEST_PED# VECTOR VecCentreCoors, FLOAT Range, BOOL bScanRandomPeds, BOOL bScanMissionPeds, PED_INDEX &ClosestPedIndex#PURPOSE: Trys to get closest random ped to a coord. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_PED_SEARCH_CRITERIA##PURPOSE:Starts a search critera<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEARCH_CRITERIA_CONSIDER_PEDS_WITH_FLAG_TRUE#PED_TICKBOX Flag#PURPOSE: Sets which random peds will be selected by the search. More info..<br/>INFO: START_PED_SEARCH_CRITERIA should be called before this <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SEARCH_CRITERIA_REJECT_PEDS_WITH_FLAG_TRUE#PED_TICKBOX Flag#PURPOSE: Sets which random peds will be rejecected by the search. More info..<br/>INFO: START_PED_SEARCH_CRITERIA should be called before this <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_PED_SEARCH_CRITERIA##PURPOSE: Stops the search criteria.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCENARIO_PEDS_TO_BE_RETURNED_BY_NEXT_COMMAND#BOOL bAllowScenarioPedsToBeGrabbed#PURPOSE: Call this with TRUE before GET_CLOSEST_PED or GET_RANDOM_PED_AT_COORD if you want scenario peds to be checked too. More info..<br/>INFO: <br/>PARAM NOTES: The default value for this flag is FALSE. It will be reset to FALSE automatically by both of those GET_..._PED commands once they have checked all peds.<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_PED_HIGH_DETAIL_MODEL#PED_INDEX ped#PURPOSE: Requests the high detail model for this ped, if availible. More info.. <br/>INFO: Used primarily for cut scenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PED_HIGH_DETAIL_MODEL#PED_INDEX ped#PURPOSE: Removes the peds loaded high detail model. More info.. <br/>INFO: Used primarily for cut scenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ANGLED_DEFENSIVE_AREA# PED_INDEX PedIndex, VECTOR Vec1, VECTOR Vec2, FLOAT fRectangleWidth #PURPOSE: Sets a non-axis aligned defensive area that a ped will use<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SPHERE_DEFENSIVE_AREA# PED_INDEX PedIndex, VECTOR vCentre, FLOAT fRadius #PURPOSE: Sets a defensive sphere that a ped will use.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DEFENSIVE_AREA_ATTACHED_TO_PED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, VECTOR Vec1, VECTOR Vec2, FLOAT fRectangleWidth, BOOL bOrientateWithPed #PURPOSE: Attaches a defensive area to a ped that other peds will stay inside. More info..<br/>INFO:<br/>PARAM NOTES:bOrientateWithPed is true, the area will rotate along with the ped. <br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PED_DEFENSIVE_AREA# PED_INDEX PedIndex #PURPOSE: Removes any defensive area given to the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DEFENSIVE_AREA_DIRECTION# PED_INDEX PedIndex, VECTOR vDefendFromPos #PURPOSE: Removes any defensive area given to the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_SCENARIO_BLOCKING_AREA# VECTOR vMin, VECTOR vMax#PURPOSE: Sets an area where scenarios are blocked<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_SCENARIO_BLOCKING_AREAS##PURPOSE: Removes any areas that are blocking screnarios<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCENARIO_PEDS_SPAWN_IN_SPHERE_AREA#VECTOR vCenter, FLOAT fRadius, INT iMaxPeds#PURPOSE: Sets scenarios peds spawn in an area. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_USING_SCENARIO#PED_INDEX PedIndex, STRING szScenario#PURPOSE: Checks that a ped is using a specific scenario.<br/>INFO: <br/>PARAM NOTES: scenario strings are in<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_USING_ANY_SCENARIO#PED_INDEX PedIndex#PURPOSE: Checks that a ped is using any scenario.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GESTURING#PED_INDEX PedIndex#PURPOSE: Check if the ped is gesturing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_HEAD_IK#PED_INDEX PedIndex, BOOL bAllowHeadIk#PURPOSE: Sets that the ped can use Head Ik<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_PLAY_GESTURE_ANIMS#PED_INDEX PedIndex, BOOL bAllowGestureAnims#PURPOSE: Sets that the ped can play gesture anims<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_PLAY_VISEME_ANIMS#PED_INDEX PedIndex, BOOL bAllowVisemeAnims#PURPOSE: Sets that a ped can use viseme anims<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_PLAY_AMBIENT_ANIMS#PED_INDEX PedIndex, BOOL bAlllowAmbientAnims#PURPOSE: Sets that a ped can play ambient anims<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT#PED_INDEX PedIndex, BOOL bAllowAutoConversationLookAts#PURPOSE:Sets that a ped can do auto conversation look ats. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PRIMARY_LOOKAT#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#PURPOSE: Set the primary lookat ped for the ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SECONDARY_LOOKAT#PED_INDEX FirstPedIndex, PED_INDEX SecondPedIndex#PURPOSE: Set the secondary lookat ped for the ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PED_SEE_HATED_PED#PED_INDEX PedIndex, PED_INDEX OtherPedIndex#PURPOSE: Returns true out if the ped can see the other ped (Clear LOS, withing viewing range)<br/>Will only work if the ped has a hated relationship with the other ped.<br/>Uses asynchronous LOS checks and detection so should be relatively cheap.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_PED_FAKE_NETWORK_NAME#PED_INDEX PedIndex, STRING Name, INT Red, INT Green, INT Blue, INT Alpha#PURPOSE: Gives the ped a fake network name and colour in order to simulate network players on script created peds. More info..<br/>INFO: This script command will assert if you try to give fake names to more than the supported number (currently 10). <br/>After calling this command on a ped, the specified name will be displayed above the peds head in the specified colour in the same style as the network player names.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_FAKE_NETWORK_NAME_FROM_PED#PED_INDEX PedIndex#PURPOSE: removes a fake network name (given by the GIVE_PED_FAKE_NETWORK_NAME command) from the specified ped. More info..<br/>INFO: This function is safe to call on a ped that does not have a fake network name given to him. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ON_SCREEN#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_MODEL#PED_INDEX PedIndex, MODEL_NAMES PedModelHashKey#PURPOSE: Checks the ped a specific modle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_VISIBLE#PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_MALE#PED_INDEX PedIndex#PURPOSE: Checks if the ped is a male ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_IN_ZONE#PED_INDEX PedIndex, STRING pZoneLabel#)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_STUCK_UNDER_VEHICLE#PED_INDEX PedIndex#PURPOSE: Checks if a ped is stuck under a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_AGE#PED_INDEX PedIndex#PURPOSE: Gets the age of the ped set up in pedspersonality.dat<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_PED_IN_WORLD_COORDS#PED_INDEX PedIndex, VECTOR VecOffset#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_PED_SPEED#PED_INDEX PedIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_VISIBLE#PED_INDEX PedIndex, BOOL VisibleFlag#)]]
[[sanScript(NATIVE PROC #SET_BLOCKING_OF_NON_TEMPORARY_EVENTS# PED_INDEX PedIndex, BOOL bBlockEvents #PURPOSE: Sets the blocking of non-temporary events. More info..<br/>INFO: The main use of this function is to prevent peds from reacting to interrupting events when you want them to be under script control.<br/>e.g. To tell a ped to run past a hated ped but ignoring the reaction to attack, set blocking to true at the start, then back to false once the task is completed.<br/>PARAM NOTES: bBlockEvents = true : the ped specified will no longer react to permanent events,<br/>e.g. will not begin combat even if the decision maker specifies that seeing a hated ped should.<br/>But the ped will still respond to temporary events like walking around other peds or vehicles.<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NAME_DEBUG# PED_INDEX PedIndex, STRING debugName #PURPOSE: Sets the peds name, can be displayed by selecting the PedName option from the debug widget->AI toggle display drop down bo<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_AS_MISSION_PED# PED_INDEX PedIndex, BOOL ScriptHostObject=true #)]]
[[sanScript(NATIVE PROC #SET_PED_KEEP_TASK#PED_INDEX PedIndex, BOOL KeepTasksFlag#PURPOSE:Sets a ped will keep thier script created task when the mission ends or MARK_CHAR_AS_NO_LONGER_NEEDED is called <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_IN_CUTSCENE#PED_INDEX PedIndex, BOOL bShow#PURPOSE: Allows a MISSION ped to work while a cutscene is running. More info..<br/>INFO: Ensure you only set this for peds that you want to remain active inside a cutscene - not to be used for mission peds that are in the cutscene - the cutscene will deal with that itself. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_SMASH_GLASS#PED_INDEX PedIndex, BOOL CanSmashGlassFlagRagdoll, BOOL CanSmashGlassFlagWeapon#PURPOSE: Call every frame to make the ped's ragdoll or weapon bounds shatter glass when in contact<br/>INFO: <br/>PARAM NOTES:<br/>CanSmashGlassFlagRagdoll: If TRUE then if the ped's ragdoll bounds comes in contact with breakable glass, the glass will break. Ped does need to be in ragdoll state<br/>CanSmashGlassFlagWeapon: If TRUE then if the ped's weapon bounds comes in contact with breakable glass, the glass will break. Ped does need to be in ragdoll state<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_WANTED_BY_POLICE#PED_INDEX PedIndex, BOOL WantedByPoliceFlag#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_GET_OUT_UPSIDE_DOWN_VEHICLE#PED_INDEX PedIndex, BOOL GetOutFlag#PURPOSE:Sets the ped so that the police will always go after them if they drive past. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_REMAIN_ON_BOAT_AFTER_MISSION_ENDS#PED_INDEX PedIndex, BOOL RemainOnBoatFlag#PURPOSE: Sets the ped will remain on the boat when the mission ends<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CONFIG_FLAG#PED_INDEX PedIndex, PED_CONFIG_FLAGS ConfigFlag, BOOL bTrue#PURPOSE:Sets the given ped config flag bit<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_RESET_FLAG#PED_INDEX PedIndex, PED_RESET_FLAGS ResetFlag, BOOL bTrue#PURPOSE:Sets the given ped reset flag bit<br/>INFO: <br/>PARAM NOTES: These flags are reset every frame<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CAN_FLY_THROUGH_WINDSCREEN#PED_INDEX PedIndex, BOOL bTrue#PURPOSE:Set the peds will through the windscreen with high impacts<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PLAYS_HEAD_ON_HORN_ANIM_WHEN_DIES_IN_VEHICLE#PED_INDEX PedIndex, BOOL AlwaysUseHeadOnHornAnim#PURPOSE: Set ped playes head on horn anim when they die in a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ALPHA#PED_INDEX index, INT alpha#)]]
[[sanScript(NATIVE PROC #SET_PED_MOTION_BLUR#PED_INDEX index, BOOL bMotionBlur#PURPOSE: Set if motion blur is on or off - used in sky diving <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SKIING#PED_INDEX PedIndex, BOOL bSkiing#PURPOSE: Switches a ped to and from skiing movement<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SKIING#PED_INDEX PedIndex#PURPOSE: Checks if a ped is skiing. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_STEERS_AROUND_PEDS#PED_INDEX PedIndex, BOOL bState#PURPOSE: Sets whether the ped will perform low-level steering behaviour around other peds (on by default)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_STEERS_AROUND_PEDS#PED_INDEX PedIndex#PURPOSE: Gets whether the ped will perform low-level steering behaviour around other peds<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_STEERS_AROUND_OBJECTS#PED_INDEX PedIndex, BOOL bState#PURPOSE: Sets whether the ped will perform low-level steering behaviour around objects (on by default)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_STEERS_AROUND_OBJECTS#PED_INDEX PedIndex#PURPOSE: Gets whether the ped will perform low-level steering behaviour around objects<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_ALWAYS_DRY#PED_INDEX PedIndex, BOOL bAlwaysDry#PURPOSE: Forces a ped to act like they are above water even if they are actually positioned below the water.<br/>Must be called every frame<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_IGNORED_MATERIAL_COLLISION_WEAPON#WEAPON_TYPE WeaponType#PURPOSE: Ignores the weapon type specified for collision contacts, e.g. electric fences<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_NEVER_FALL_OFF_SKIS#PED_INDEX PedIndex, BOOL bNeverFallOff#PURPOSE: Prevents peds crashing / falling over whilst skiing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #FORCE_PED_AI_AND_ANIMATION_UPDATE#PED_INDEX PedIndex#PURPOSE: Forces a late AI and animation update, to be used only when warping a character and/or<br/>instantly changing animation state.<br/>INFO: ***this is an expensive command - please speak to AI before using***<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ANY_PED_NEAR_POINT# VECTOR point, FLOAT radius #PURPOSE: Returns true if any ped's pivot point lies within the sphere with the given radius at the given point<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_HEADING_TOWARDS_POSITION# PED_INDEX iPedIndex, VECTOR vPoint, FLOAT fDegreesDelta #PURPOSE: Returns true if the ped is heading towards the given point, within +/- of the heading tolerance.<br/>checks that the ped's current-heading AND desired-heading are both aligned with the heading to the vPoint<br/>This will not take any Z differences into account!<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_BONE_INDEX#PED_INDEX iPedIndex, PED_BONETAG boneTag#PURPOSE: Returns the bone index of the given bone tag. Used for script commands such as ATTACH_ENTITY_TO_ENTITY<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_RAGDOLL_BONE_INDEX#PED_INDEX iPedIndex, PED_RAGDOLL_COMPONENTS ragdollComponent#PURPOSE: Returns the bone index of the given ragdoll component. Only used for APPLY_FORCE_TO_ENTITY at the moment.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #FORCE_PED_MOTION_STATE#PED_INDEX PedIndex, PED_MOTION_STATE state, BOOL shouldRestart = FALSE#PURPOSE: Forces the peds motion state next frame to the provided known state. More info...<br/>INFO: Can be used to force a particular movement pose and behaviour, for example when trying to <br/>seamlessly end a canned animation, such as a cutscene or synchronized scene.<br/>PARAM NOTES: state - The defined motion state to force. See the PED_MOTION_STATE enum for the list of states<br/>available.<br/>shouldRestart - When set to true, this will restart the state if it is already running<br/>)]]
== commands_physics ==
[[sanScript(NATIVE FUNC VECTOR #GET_ROPE_VERTEX_COORD# ROPE_INDEX ropeID, INT vtxIndex #PURPOSE: Return the coordinates of specific rope vertex.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC ROPE_INDEX #ADD_ROPE# VECTOR pos, VECTOR rot, FLOAT len, PHYSICS_ROPE_TYPE ropeType #PURPOSE: Creat rope and return rope's unique ID.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_ROPE_VERTEX_COUNT# ROPE_INDEX ropeID #PURPOSE: Return rope's vertex count.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_ROPE# ROPE_INDEX &ropeID #PURPOSE: Delete rope<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #BREAK_ROPE# ROPE_INDEX &ropeID, ROPE_INDEX &ropeA_ID, ROPE_INDEX &ropeB_ID, FLOAT lenA, FLOAT lenB #PURPOSE: Break rope into two new ropes and delete/remove the rope if creation of ropeA and ropeB is successful.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PIN_ROPE_VERTEX# ROPE_INDEX ropeID, INT vtxIndex, VECTOR pos #PURPOSE: Pin specific vertex from the rope<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNPIN_ROPE_VERTEX# ROPE_INDEX ropeID, INT vtxIndex #PURPOSE: UnPin specific vertex from the rope<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_ENTITIES_TO_ROPE# ROPE_INDEX ropeID, ENTITY_INDEX iEntityAID, ENTITY_INDEX iEntityBID, VECTOR worldPositionA, VECTOR worldPositionB, FLOAT ropeLength, INT componentPartA, INT componentPartB #PURPOSE: Attach two entities to a rope. Entities need to be physical.<br/>INFO:<br/>PARAM NOTES: Pass 0 to componentPartA and componentPartB if no parts exist or want to attach the rope to the main object/part<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECTS_TO_ROPE# ROPE_INDEX ropeID, OBJECT_INDEX iObjectAID, OBJECT_INDEX iObjectBID, VECTOR worldPositionA, VECTOR worldPositionB, FLOAT ropeLength, INT componentPartA, INT componentPartB #)]]
[[sanScript(NATIVE PROC #ATTACH_OBJECT_VEHICLE_TO_ROPE# ROPE_INDEX ropeID, OBJECT_INDEX iObjectAID, VEHICLE_INDEX iVehicleBID, VECTOR worldPositionA, VECTOR worldPositionB, FLOAT ropeLength, INT componentPartA, INT componentPartB #)]]
[[sanScript(NATIVE PROC #ATTACH_VEHICLES_TO_ROPE# ROPE_INDEX ropeID, VEHICLE_INDEX iVehicleAID, VEHICLE_INDEX iVehicleBID, VECTOR worldPositionA, VECTOR worldPositionB, FLOAT ropeLength, INT componentPartA, INT componentPartB #)]]
[[sanScript(NATIVE PROC #ATTACH_ROPE_TO_ENTITY# ROPE_INDEX ropeID, ENTITY_INDEX iEntityID, VECTOR worldPosition, INT componentPart #PURPOSE: Attach rope to an entity. Entity needs to be physical.<br/>INFO:<br/>PARAM NOTES: Pass 0 to componentPart if no parts exist or want to attach the rope to the main object/part<br/>)]]
[[sanScript(NATIVE PROC #DETACH_ROPE_FROM_ENTITY# ROPE_INDEX ropeID, ENTITY_INDEX iEntityID #PURPOSE: Detach rope from an entity. Rope should have been attached to this entity( not mandatory ).<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_ROPE_TO_OBJECT# ROPE_INDEX ropeID, OBJECT_INDEX iObjectID, VECTOR worldPosition, INT componentPart #)]]
[[sanScript(NATIVE PROC #DETACH_ROPE_FROM_OBJECT# ROPE_INDEX ropeID, OBJECT_INDEX iObjectID #)]]
== commands_player ==
[[sanScript(NATIVE FUNC PLAYER_INDEX #CREATE_PLAYER#INT PlayerIndex, Vector VecCoors#PURPOSE: Creates a player at the given co-ordinates. More info..<br/>INFO: The first variable is the number for this player (starting from 0). For single player games, <br/>you should always set the number to 0. PlayerID should be an integer variable you have declared.<br/>PARAM NOTES: Z will be calculated automatically if you give it a value of -100.0 or below. <br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_MAIN_PLAYER_EXIST# #PURPOSE: Returns TRUE if the main player exists.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_DEAD# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the given player is dead. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_PLAYING# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the player is in control. More info..<br/>INFO: Returns FALSE if the screen is fading due to the player being killed or arrested or failing a critical mission.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PLAYER_PED#PLAYER_INDEX PlayerIndex#PURPOSE: Gets the ped index from the players index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #GET_PLAYER_INDEX##PURPOSE: Gets the player index for the main player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PLAYER_INDEX #INT_TO_PLAYERINDEX#INT Arg#PURPOSE: Converts an int to a player index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PARTICIPANT_INDEX #INT_TO_PARTICIPANTINDEX#INT Arg#PURPOSE: Converts an int to a participant index.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CONTROL# PLAYER_INDEX iPlayerIndex, BOOL bSetControlOn, #SET_PLAYER_CONTROL#_FLAGS iFlags = 0 #PURPOSE: Sets the players control state. More info..<br/>INFO: This command can be used to temporarily disable the players controls. The controls should be switched back on again as soon as possible. <br/>NOTE Turning this on will make vehicles proof from bullets etc. Likewise when the player controls are turned back on it will make ALL the vehicles vunerable again,<br/>so you will have to set them back with SET_CAR_CAN_BE_DAMAGED(vehicle_name, FALSE).<br/>PARAM NOTES: The flags are taken as a combination of the values in 'SET_PLAYER_CONTROL_FLAGS' above.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_CONTROL_ON# PLAYER_INDEX PlayerIndex #PURPOSE: Checks if the players control is on.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_SCRIPT_CONTROL_ON# PLAYER_INDEX PlayerIndex #PURPOSE: returns FALSE if the player control has been turned off by a script. More info.. <br/>INFO: Even if this command returns TRUE, player control could still have been turned off by something else like camera or cutscene code<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_PLAYER_RAGDOLL_CONTROL#PLAYER_INDEX PlayerIndex, BOOL bGiveControl#PURPOSE: Gives the player control of the ragdoll.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PLAYER_START_MISSION# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if it is safe for the player to start a mission. More info..<br/>INFO: Checks that the player is in control (not falling), is not being arrested etc<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PLAYER_SURRENDER# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the ped can surrender. More info..<br/>INFO: Checks that the player can surrender<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PLAYER_DO_GUN_TAKE# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if a gun take down move is possible. More info..<br/>INFO: Checks that the player can do a gun take down move<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #CAN_PLAYER_DO_STEALTH_KILL# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if a stealth kill move is possible. More info..<br/>INFO: Checks that the player can do a stealth kill<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_SPRINT# PLAYER_INDEX PlayerIndex, bool DisableSprint #PURPOSE: Sets if the player can sprint.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_CLIMBING# PLAYER_INDEX PlayerIndex #PURPOSE: Checks if the player is climbing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_SURRENDERING# PLAYER_INDEX PlayerIndex #PURPOSE: Checks if the player is surrendering.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_BEING_ARRESTED# PLAYER_INDEX PlayerIndex #PURPOSE: Checks if the player is being arrested<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MODEL#PLAYER_INDEX PlayerIndex, MODEL_NAMES PlayerModelHashKey#PURPOSE: Sets the model for the player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CHANGE_PLAYER_PED#PLAYER_INDEX PlayerIndex, PED_INDEX newPed#PURPOSE: Changes the player from one Ped to another.<br/>After this command is called the players PED_INDEX will change to that of newPed.<br/>The old player ped will be left with the same PED_INDEX as the player had previously.<br/>The old player ped will be left as an AI mission character and it is up to the scripts to clean the old ped up using the players old PED_INDEX<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CAN_DO_DRIVE_BY# PLAYER_INDEX PlayerIndex, BOOL CanDoDriveBy #PURPOSE:Sets whether the player is able to fire an uzi from a vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CAN_USE_COVER# PLAYER_INDEX PlayerIndex, BOOL CanUseCover #PURPOSE: Sets if the player can use cover.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PLAYER_MAX_ARMOUR#PLAYER_INDEX PlayerIndex #PURPOSE: Gets the players max armour value.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_PLAYER_RGB_COLOUR# PLAYER_INDEX PlayerIndex, INT &Red, INT &Green, INT &Blue #PURPOSE: Gets the RGB colour of the player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_INVINCIBLE#PLAYER_INDEX PlayerIndex, BOOL Invincible#PURPOSE: Set the player invincible to all damage types.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CAN_COLLECT_DROPPED_MONEY#PLAYER_INDEX PlayerIndex, BOOL CanCollect#PURPOSE: Set the player able to collect money pickups dropped by other dead peds/players<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_ONLINE_NP##PURPOSE: Returns true if the player is online wrt Sony NP - implies he is also signed in locally.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_ONLINE_GAMESPY##PURPOSE: Returns true if the player is online wrt Gamespy - implies he is also signed in locally.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_SYSTEM_SIGNIN_UI##PURPOSE: Shows the system sign-in UI. More info..<br/>INFO: This assumes there is a system-provided sign-in UI (as on Xbox Live).<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SYSTEM_UI_BEING_DISPLAYED##PURPOSE: Returns true is a system UI (e.g. the sign-in UI) is showing.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_PLAYER_HAS_PED#PLAYER_INDEX PlayerIndex#PURPOSE: Checks the player has a vaild ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CONTROL_FOR_NETWORK# PLAYER_INDEX PlayerIndex, BOOL SetControl, BOOL RemoveFiresAndProjectiles #PURPOSE: Sets the players control for network. More info..<br/>INFO: <br/>PARAM NOTES: RemoveFiresAndProjectiles which can be used to determine whether fires, explosions and projectiles will be removed from the players vicinity when control is turned off.<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_PLAYERS# #PURPOSE: Gets the number of players.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PLAYER_TEAM# PLAYER_INDEX PlayerIndex #PURPOSE: Gets the team the player is in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_TEAM# PLAYER_INDEX PlayerIndex, INT Team #PURPOSE: Set the players current team. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_PLAYERS_IN_TEAM# INT Team #PURPOSE: Get the number of players in a team<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_LOCKON#PLAYER_INDEX PlayerIndex, BOOL bActive#PURPOSE: Set lockon active state for mulitplayer games.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_LOCKON_TO_FRIENDLY_PLAYERS#PLAYER_INDEX PlayerIndex, BOOL Allow#PURPOSE: Multiplayer only, this explicitly allows player vs friendly player lockons in a network game: By default its disabled<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_PLAYER_NAME# PLAYER_INDEX PlayerIndex #PURPOSE: Returns the name of the player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MAY_ONLY_ENTER_THIS_VEHICLE#PLAYER_INDEX PlayerIndex, VEHICLE_INDEX iVehicleID#PURPOSE: Set the player can only entr this vehicle, set to null if you want them to enter any vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MAY_NOT_ENTER_ANY_VEHICLE#PLAYER_INDEX PlayerIndex#PURPOSE: Sets a reset falg to stop the player entering any vehicle. Must call every frame.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GIVE_ACHIEVEMENT_TO_PLAYER#INT AchievementId#PURPOSE: Award an achievement to the main player<br/>PARAMS: AchievementId - Id of achievement to award. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ACHIEVEMENT_BEEN_PASSED#INT AchievementId#PURPOSE: Verify if an achievement has been completed<br/>PARAMS: AchievementId - Id of achievement to award. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_ONLINE##PURPOSE: Returns true if the player is online - implies he is also signed in locally.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_LOGGING_IN_NP##PURPOSE: Returns true if the player is logging in to Sony NP. More info..<br/>INFO: If this returns true,IS_PLAYER_ONLINE_NP() will return false because, although the player is logged in, he's not fully connected to all necessary back end services, and therefore not online.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_LAST_ARREST##PURPOSE: Returns the time in milliseconds since the player was arrested and got respawned outside a police station. More info.. <br/>INFO: Returns -1 if the player hasn't been arrested yet since starting a session. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_LAST_DEATH##PURPOSE: Returns the time in milliseconds since the player died. More info.. <br/>INFO: Returns -1 if the player hasn't been killed yet since starting a session. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_LOCAL_PLAYER_MP_CASH##PURPOSE: Return the player total cash earned in all ranked multiplayer games.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_LEFT_PLAYER_CASH_TO_REACH_LEVEL#int iLevel#PURPOSE: Returns how much cash is required to level up.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_WANTED_LEVEL# PLAYER_INDEX PlayerIndex, INT WantedLevel #PURPOSE: Sets the wanted level for the player. More info.. <br/>INFO: The wanted level change will not take place for 10 seconds or su (emulating the time it takes a citizen to report the crime) unless SET_PLAYER_WANTED_LEVEL_NOW is called immediately after <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_WANTED_LEVEL_NO_DROP# PLAYER_INDEX PlayerIndex, INT WantedLevel #PURPOSE: Sets the wanted level only if its higher than the current.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_WANTED_LEVEL_NOW# PLAYER_INDEX PlayerIndex #PURPOSE: Sets the wanted level for the player immediately..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_PLAYER_FLASHING_STARS_ABOUT_TO_DROP# PLAYER_INDEX PlayerIndex #PURPOSE: If the player has a wanted level and is outside the circle this command returns true<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ARE_PLAYER_STARS_GREYED_OUT# PLAYER_INDEX PlayerIndex #PURPOSE: Returns true if the player in question (usually 0) has a wanted level and the stars are displayed grey. More info.. <br/>INFO: because the police haven't spotted the player for a while.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DISPATCH_COPS_FOR_PLAYER# PLAYER_INDEX PlayerIndex, BOOL flag #PURPOSE: Sets if the cops will be dispatched for the player.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_WANTED_LEVEL_GREATER# PLAYER_INDEX PlayerIndex, INT WantedLevel #PURPOSE: Checks if the wanted level is less than a certain value.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PLAYER_WANTED_LEVEL# PLAYER_INDEX PlayerIndex #PURPOSE: Clears the players wanted level immediately<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PLAYER_WANTED_LEVEL# PLAYER_INDEX PlayerIndex#PURPOSE: Gets the players wanted level.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MAX_WANTED_LEVEL# INT NewMaxLevel #PURPOSE: Sets the max wanted level the player can get.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_POLICE_RADAR_BLIPS# BOOL bBlips#PURPOSE: Sets if police blips are displayed on the radar.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_WANTED_LEVEL_MULTIPLIER# FLOAT Multiplier #PURPOSE: Sets the chance that the player will get a wanted level. More info.. <br/>INFO: If you set the wanted multiplier to a low value 0.01 and a cop see you shoot a ped in face you wil still get a wanted level.<br/>PARAM NOTES:1.0f is the default value and it will automatically be reset when MISSION_HAS_FINISHED is called.<br/>A value of 2.0f means that the players wanted level will go up twice as fast when he commits crimes.<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_MAX_WANTED_LEVEL# #PURPOSE: Gets the players max wanted level.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_AIR_DRAG_MULTIPLIER_FOR_PLAYERS_VEHICLE#PLAYER_INDEX PlayerIndex, FLOAT fDragMult#PURPOSE: Force higher air drag mult on any car or bike the player uses until the mission ends or this command is called again with 1.0, fDragMult range 1.0 - 15.0 (5.0 is standard for high air resistance zones on the map)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_PRESSING_HORN# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the specified Player is in a vehicle and is pressing the Horn button. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_PLAYERS_LAST_VEHICLE##PURPOSE:Returns the last vehicle that the player has been in. More info.. <br/>INFO:if the player is currently in a vehicle that vehicle will be returned.<br/>If the player has not been in a vehicle yet or it somehow got destroyed/removed the value returned will be NULL.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_HIT_VEHICLE# PLAYER_INDEX PlayerIndex #PURPOSE: Return (in milliseconds) how long ago the player (in a car) last hit a car. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_HIT_PED# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player (in a car) last hit a ped. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_HIT_BUILDING# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player (in a car) last hit a building. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_HIT_OBJECT# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player (in a car) last hit a object. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player drove on the pavement. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_RAN_LIGHT# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player last ran a red light. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC# PLAYER_INDEX PlayerIndex #PURPOSE: Returns (in milliseconds) how long ago the player last drove against the flow of traffic. More info.. <br/>INFO: The player has to be in a car himself to do this. Can be used to detect whether the player is driving recklessly.<br/>Before the player hits anything the return value is really large.<br/>To see what the command would return use the debug widget: 'Car AI and Nodes/Display Reckless driving debug'<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_TRAIN_PLAYER_WOULD_ENTER#PLAYER_INDEX PlayerIndex#PURPOSE: Gets the train the player would like to enter.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_READY_FOR_CUTSCENE# PLAYER_INDEX PlayerIndex #PURPOSE: Returns if the player is in a safe state to trigger a cutscene. More info.. <br/>INFO: the player is considered safe if they are:<br/>In a car and not entering or exiting or<br/>On foot and not ragdolling<br/>Use CAN_PLAYER_START_CUTSCENE() - this calls the above function, but also checks that the player is not a passenger in a taxi.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_SAFE_FOR_CUTSCENE# PLAYER_INDEX PlayerIndex #PURPOSE: t makes the player everything-proof, disables his controls and stops anyone attacking him. More info<br/>INFO: Call this before starting an animated cutscene. This tries to prevent the player from dying while the cutscene is playing. <br/>All fires, explosions and projectiles are removed from the world. All car fires are extinguished and it should be impossible to damage any car.<br/>Finally, a flag is set to tell the game that a cutscene is in progress.<br/>This command relies on CLEAR_CUTSCENE being called to set everything back to normal.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_TARGETTING_ENTITY# PLAYER_INDEX PlayerIndex, ENTITY_INDEX EntityIndex #PURPOSE: Returns TRUE if the player is pointing his weapon at the specified entity. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_TARGETTING_PED# PLAYER_INDEX PlayerIndex, PED_INDEX CharIndex #)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_TARGETTING_OBJECT# PLAYER_INDEX PlayerIndex, OBJECT_INDEX ObjectIndex #)]]
[[sanScript(NATIVE PROC #SET_PLAYER_LOCKON_RANGE_OVERRIDE# PLAYER_INDEX PlayerIndex, FLOAT Range #PURPOSE: Overrides the current player lock-on range (for this frame, needs to be called every frame to remain active)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_FREE_AIMING# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the player is free aiming.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_FREE_AIMING_AT_ENTITY# PLAYER_INDEX PlayerIndex, ENTITY_INDEX EntityIndex #PURPOSE: Returns TRUE if the player is pointing his weapon at the specified entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_FREE_AIMING_AT_PED# PLAYER_INDEX PlayerIndex, PED_INDEX CharIndex #)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_TARGETTING_ANYTHING# PLAYER_INDEX PlayerIndex #PURPOSE: Returns TRUE if the player is pointing his weapon at the specified entity<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC GROUP_INDEX #GET_PLAYER_GROUP# PLAYER_INDEX PlayerIndex#PURPOSE: Gets the players group. More info.. <br/>INFO: When the player is created, a group is also created with the player as its leader.<br/>You should never need to create another group for the player to lead.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_PISSED_OFF#PLAYER_INDEX PlayerIndex#PURPOSE: Returns true if the player is currently in a bad mood. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MOOD_NORMAL#PLAYER_INDEX PlayerIndex#PURPOSE: The players mood is set to normal.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MOOD_PISSED_OFF#PLAYER_INDEX PlayerIndex, INT secondsDuration#PURPOSE: Will piss the player off for Duration of seconds. More info..<br/>INFO: The player will be rude and push people out of the way when pissed off.<br/>The players mood will go back to normal when the timer runs out of when SET_PLAYER_MOOD_NORMAL is called.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_FORCE_CLEANUP_OCCURRED#INT ForceCleanupBitField = DEFAULT_FORCE_CLEANUP_FLAGS#PURPOSE: Tells the game that if a force cleanup event that this script is interested in occurs then the script should jump back to the line after the command and continue processing from there. More info.. <br/>INFO: Using this command with FORCE_CLEANUP_FLAG_PLAYER_KILLED_OR_ARRESTED in a script means that you don't have to check IS_PLAYER_PLAYING in every loop. <br/>The command should be called just after SCRIPT and should only appear once in the script.<br/>If the player dies or gets arrested later then the script will jump back to this line and return TRUE<br/>so you should probably have something like this in your script.<br/>SCRIPT<br/>IF HAS_FORCE_CLEANUP_OCCURRED(FORCE_CLEANUP_FLAG_PLAYER_KILLED_OR_ARRESTED)<br/>MISSION_CLEANUP() or whatever your cleanup function is called<br/>ENDIF<br/>You can combine flags using the vertical bar to OR the bits like this<br/>IF HAS_FORCE_CLEANUP_OCCURRED(FORCE_CLEANUP_FLAG_PLAYER_KILLED_OR_ARRESTED|FORCE_CLEANUP_FLAG_SP_TO_MP)<br/>MISSION_CLEANUP() or whatever your cleanup function is called<br/>ENDIF<br/>The MISSION_CLEANUP routine will then be run whenever the player is killed or arrested, or a script calls<br/>FORCE_CLEANUP(FORCE_CLEANUP_FLAG_SP_TO_MP)<br/>PARAM NOTES: ForceCleanupBitField - specifies the types of force cleanup events that this script will respond to<br/>)]]
[[sanScript(NATIVE PROC #FORCE_CLEANUP#INT ForceCleanupBitField = #FORCE_CLEANUP#_FLAG_PLAYER_KILLED_OR_ARRESTED#INFO: This command will cause all scripts that are listening for the given force cleanup event to jump back to the HAS_FORCE_CLEANUP_OCCURRED line and continue processing from there.<br/>PARAM NOTES: ForceCleanupBitField - the type of force cleanup event to send out to all active scripts<br/>)]]
[[sanScript(NATIVE PROC #FORCE_CLEANUP_FOR_ALL_THREADS_WITH_THIS_NAME#STRING pName, INT ForceCleanupBitField = FORCE_CLEANUP_FLAG_PLAYER_KILLED_OR_ARRESTED#INFO: This command works in the same way as FORCE_CLEANUP but only affects script threads with the given name<br/>)]]
[[sanScript(NATIVE PROC #FORCE_CLEANUP_FOR_THREAD_WITH_THIS_ID#THREADID Thread_Id, int ForceCleanupBitField = FORCE_CLEANUP_FLAG_PLAYER_KILLED_OR_ARRESTED#INFO: This command works in the same way as FORCE_CLEANUP but only affects the script thread with the given thread ID<br/>)]]
[[sanScript(NATIVE PROC #SET_POLICE_IGNORE_PLAYER# PLAYER_INDEX PlayerIndex, BOOL IgnorePlayer #PURPOSE: Use this to stop the police arresting the player. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_EVERYONE_IGNORE_PLAYER# PLAYER_INDEX PlayerIndex, BOOL IgnorePlayer #PURPOSE: Sets all peds (including police) will ignore the player. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_CAN_BE_HASSLED_BY_GANGS# PLAYER_INDEX PlayerIndex, BOOL bCanBeHassled #PURPOSE: Sets if thre player can be hassled by gangs.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_RANDOM_PEDS_FLEE# PLAYER_INDEX PlayerIndex, BOOL PedsFlee #PURPOSE: Stops all random peds from attacking the player, except cops. More info..<br/>INFO: Gang peds and randoms will all flee instead <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED#PLAYER_INDEX PlayerIndex#PURPOSE: Call this once before you start checking HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PLAYER_DAMAGED_AT_LEAST_ONE_PED#PLAYER_INDEX PlayerIndex#PURPOSE: Returns TRUE if the player has damaged any peds since the last time that CLEAR_PLAYER_HAS_DAMAGED_AT_LEAST_ONE_PED was called<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYER_FREE_FOR_AMBIENT_TASK#PLAYER_INDEX PlayerIndex#PURPOSE: Returns TRUE if the player is currently not in combat, climbing, jumping or firing a gun. More info..<br/>INFO: Note it might work best if ambient tasks make sure the player has been free for an ambient task for a few seconds depending on the situation.<br/>(E.g. if the player hasn't done anything interesting for 5 seconds, allow cab hailing)<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS# PLAYER_INDEX PlayerIndex, BOOL IgnoreEvents #PURPOSE: Peds ignore lower priority shocking events, for use in tightly scripted situations, must be reset to false when finished. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_FIRING_AMNESTY# #PURPOSE: Any contributions to the wanted level are blocked for 5 seconds or so. More info..<br/>INFO: This should be called when a mission is passed or on autosave.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PLAYER_HELMET#PLAYER_INDEX PlayerIndex, BOOL ForceRemove#PURPOSE: Will remove the players helmet if they have one. More info..<br/>INFO: <br/>PARAM NOTES:If ForceRemove is set to TRUE, instantly removes helmet in a pop. If set to FALSE, will take it off in the same way that getting on/off bikes do playing animation etc. <br/>)]]
[[sanScript(NATIVE FUNC OBJECT_INDEX #GET_OBJECT_PLAYER_WILL_PICKUP#PLAYER_INDEX PlayerIndex#PURPOSE: Returns the ID of the object that the player will pick up if they press PICKUP now.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_PLAYER_COMPONENT#PED_COMPONENT ComponentIdx, BOOL bEnable#PURPOSE: Disable / Enable drawing of the specified player component as required. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_OPEN_ROUTE# INT iRouteIndex #PURPOSE: Open a scriptable Assisted Movement route for editing<br/>INFO: <br/>PARAM NOTES: iRouteIndex must be from 0..ASSISTED_MOVEMENT_MAX_NUM_ROUTES<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_CLOSE_ROUTE# #PURPOSE: Closes the Assisted Movement route which is currently being edited<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_FLUSH_ROUTE# #PURPOSE: Clears the Assisted Movement route which is currently being edited<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_ADD_POINT# FLOAT x, FLOAT y, FLOAT z, FLOAT fWidth=0.75, FLOAT fTension=0.5, INT iFlags=0 #PURPOSE: Adds a point to the Assisted Movement route currently being edited<br/>INFO: <br/>PARAM NOTES:<br/>x,y,z : the location in worldspace, should be at ped's waist-height<br/>fWitdh : the width of the route, governs from how far ped gets pulled in & how far they may stray from center<br/>fTension : how strongly the stickiness to the route is (0.0=weak, 0.5=default, 1.0=strong)<br/>iFlags : a bitfield of flags from the ASSISTED_MOVEMENT_FLAGS enumeration (see top of this file), or '0' is none required.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #ASSISTED_MOVEMENT_IS_ON_ANY_ROUTE# #PURPOSE: Returns whether the player is attached to any Assisted Movement route<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #ASSISTED_MOVEMENT_IS_ON_SCRIPTED_ROUTE# #PURPOSE: Returns whether the player is attached to a script-created Assisted Movement<br/>route. The index of the scripted route is returned if so, or -1 otherwise.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_FORCED_AIM#PLAYER_INDEX PlayerIndex, BOOL ForcedAim#PURPOSE: Forces the player to always aim<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DISABLE_AMBIENT_MELEE_MOVE#PLAYER_INDEX PlayerIndex, BOOL Disable#PURPOSE: Disables player ambient melee move - remember to reenable it after you're done!<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MAX_MOVE_STATE#PLAYER_INDEX PlayerIndex, PEDMOVESTATE iMaxMoveState#PURPOSE: Sets the maximum move state of the given player. e.g. can stop the ped running, sprinting etc.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_INVERT_PLAYER_WALK#BOOL invert#PURPOSE: Sets whether the local players walk controls are inverted<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_INVERT_PLAYER_LOOK#BOOL invert#PURPOSE: Sets whether the local players look controls are inverted<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISABLE_PLAYER_FIRING#PLAYER_INDEX PlayerIndex, BOOL disable#PURPOSE: Disables the player from firing<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYER_MAX_ARMOUR#PLAYER_INDEX PlayerIndex, INT MaxArmour#PURPOSE: Sets the player's maximum armour to the specified value<br/>INFO: <br/>PARAM NOTES:<br/>)]]
== commands_script ==
[[sanScript(NATIVE PROC #REQUEST_SCRIPT#STRING scriptname#PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_AI_ENTITY_DAMAGED.<br/>- EVENT_AI_ENTITY_DESTROYED.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_PLAYER_JOIN_SESSION.<br/>- EVENT_NETWORK_PLAYER_LEFT_SESSION.<br/>- EVENT_NETWORK_PLAYER_SPAWN.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_PLAYER_JOIN_SCRIPT.<br/>- EVENT_NETWORK_PLAYER_LEFT_SCRIPT.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_BROADCAST_VARIABLES_UPDATED.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_PLAYER_DIED.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_PLAYER_COLLECTED_PICKUP.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_INVITE_ARRIVED.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_SUMMON.<br/>PURPOSE: This structure can be used to retrieve information from these events:<br/>- EVENT_NETWORK_NETWORK_HOST_MIGRATION.<br/>PURPOSE: Request a script program to be loaded<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCRIPT_AS_NO_LONGER_NEEDED#STRING scriptname#PURPOSE: Tell the code that this script can safely be removed from memory once there are no instances of it running<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_SCRIPT_LOADED#STRING scriptname#PURPOSE: Returns TRUE if the script program is in memory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_SCRIPT_EXIST#STRING scriptname#PURPOSE: Returns TRUE if the script file can be found on disc<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TERMINATE_THREAD#THREADID thread#PURPOSE: Stops a thread running and deletes it<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THREAD_ACTIVE#THREADID thread#PURPOSE: Returns TRUE if the thread is still running<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC THREADID #GET_ID_OF_THIS_THREAD##PURPOSE: Returns the ID of this thread<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TERMINATE_THIS_THREAD##PURPOSE: Terminates this script<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_THREADS_RUNNING_THIS_SCRIPT#STRING scriptname#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_THIS_SCRIPT_NAME##PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_EVENTS#SCRIPT_EVENT_QUEUES eventQueue#PURPOSE: Returns the number of events in the given script queue.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_EVENT_EXISTS#SCRIPT_EVENT_QUEUES eventQueue, EVENT_NAMES eventType#PURPOSE: Returns TRUE if the given type of event is on the given event queue<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC EVENT_NAMES #GET_EVENT_AT_INDEX#SCRIPT_EVENT_QUEUES eventQueue, INT eventIndex#PURPOSE: Returns the type of the event located at the given index on the given event queue.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_EVENT_DATA#SCRIPT_EVENT_QUEUES eventQueue, INT eventIndex, STRUCT &data, INT dataSize#PURPOSE: Retrieves data from the event. One of the structures defined about is passed in and filled out.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #TRIGGER_SCRIPT_EVENT#SCRIPT_EVENT_QUEUES eventQueue, STRUCT &data, INT sizeOfData, INT playerFlags = 0#PURPOSE: Sets an event as processed so that the event is removed from the queue.<br/>INFO: <br/>PARAM NOTES: <br/>eventType - type of the event so that you can have difference sizes for the event data.<br/>data - data<br/>sizeOfData - size of the data being sent.<br/>playerFlags - Only used in network game. Each bit of the int corresponds to a player id.<br/>So this 00000000 00000000 00000000 00010000 the event is sent to player with ID 4.<br/>If playerFlags is 0 then this event is only triggered locally.<br/>)]]
== commands_stats ==
[[sanScript(NATIVE FUNC STATSENUM #STAT_HASH_ID#STRING str# PURPOSE: Leaderboards Columns Types. Use Function LEADERBOARD_GET_COLUMNTYPE_FROM_COLUMN_ID() to get the <br/>column type of a certain column.<br/> PURPOSE: Leaderboards Columns ids. Use Function LEADERBOARD_GET_COLUMNTYPE_FROM_COLUMN_ID() to get the <br/>column type of a certain column.<br/>PURPOSE: This structure can be used to retrieve a INT.<br/>PURPOSE: This structure can be used to retrieve a FLOAT.<br/>PURPOSE: This structure can be used to retrieve a BOOL.<br/>PURPOSE: This structure can be used to retrieve a STRING.<br/>PURPOSE: This structure can be used to retrieve 7*INTEGER.<br/>PURPOSE: This structure contains the possible visibility flags for the stats in the frontend.<br/> PURPOSE:<br/>Returns the hash value of the stat ID.<br/>PARAMS:<br/>str - stat id.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STAT_SET_DATA#STATSENUM keyHash, STRUCT& data, int sizeOfData# PURPOSE:<br/>Sets the value of a stat.<br/>PARAMS:<br/>keyHash - stat id.<br/>data - stat new value.<br/>sizeOfData - size of the new data.<br/>Returns TRUE if the operation was sucessfull.<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STAT_GET_DATA#STATSENUM keyHash, STRUCT& data, int sizeOfData# PURPOSE:<br/>Retrieve the value of a stat.<br/>PARAMS:<br/>keyHash - stat id.<br/>data - stat new value.<br/>sizeOfData - size of the new data.<br/>Returns TRUE if the operation was sucessfull.<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE PROC #STAT_INCREMENT#STATSENUM keyHash, FLOAT value# PURPOSE:<br/>Increments the stat with the new value and display's a message.<br/>PARAMS:<br/>keyHash - stat id.<br/>value -<br/>)]]
[[sanScript(NATIVE PROC #STAT_DECREMENT#STATSENUM keyHash, FLOAT value# PURPOSE:<br/>Decrements the stat with the new value and display's a message.<br/>PARAMS:<br/>keyHash - stat id.<br/>value -<br/>)]]
[[sanScript(NATIVE PROC #STAT_SET_GREATER#STATSENUM keyHash, FLOAT value# PURPOSE:<br/>Only update the stat if the new value is greater than the current value.<br/>PARAMS:<br/>keyHash - stat id.<br/>value -<br/>)]]
[[sanScript(NATIVE PROC #STAT_SET_LESSER#STATSENUM keyHash, FLOAT value# PURPOSE:<br/>Only update the stat if the new value is lesser than the current value.<br/>PARAMS:<br/>keyHash - stat id.<br/>value -<br/>)]]
[[sanScript(NATIVE PROC #STAT_SET_FRONTEND_VISIBILITY_FLAG#STATSENUM keyHash, FRONTEND_SHOW_FLAG flag# PURPOSE:<br/>Sets the stat visibility flag in the frontend.<br/>PARAMS:<br/>keyHash - stat id.<br/>flag -<br/>)]]
[[sanScript(NATIVE FUNC INT #STAT_GET_FRONTEND_VISIBILITY_FLAG#STATSENUM keyHash# PURPOSE:<br/>Return the stat visibility flag in the frontend. :Command will assert if the stat is not present in any of the frontend list.<br/>PARAMS:<br/>keyHash - stat id.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #STAT_GET_SUPPORTS_STRINGS#STATSENUM keyHash# PURPOSE:<br/>Returns TRUE is the stat type supports STRINGS.<br/>PARAMS:<br/>keyHash - stat id.<br/>)]]
[[sanScript(NATIVE PROC #PLAYSTATS_MISSION_STARTED#STRING pMissionName# PURPOSE:<br/>Tells the PlayStats that a mission was started.<br/> PARAM NOTES:<br/>The string should be the entry in a .txt file.<br/>The stat will be recorded and later analyzed.<br/>Make sure the mission also does a PLAYSTATS_MISSION_PASSED or PLAYSTATS_MISSION_FAILED.<br/>PARAMS:<br/>pMissionName -<br/>)]]
[[sanScript(NATIVE PROC #PLAYSTATS_MISSION_PASSED#STRING pMissionName# PURPOSE:<br/>Tells the PlayStats that a mission was successfully passed.<br/> PARAM NOTES:<br/>The string should be the entry in a .txt file.<br/>The stat will be recorded and later analyzed.<br/>Make sure the mission also does a PLAYSTATS_MISSION_STARTED first<br/>PARAMS:<br/>pMissionName -<br/>)]]
[[sanScript(NATIVE PROC #PLAYSTATS_MISSION_FAILED#STRING pMissionName# PURPOSE:<br/>Tells the PlayStats that a mission was failed.<br/> PARAM NOTES:<br/>The string should be the entry in a .txt file.<br/>The stat will be recorded and later analyzed.<br/>Make sure the mission also does a PLAYSTATS_MISSION_STARTED first.<br/>PARAMS:<br/>pMissionName -<br/>)]]
[[sanScript(NATIVE PROC #PLAYSTATS_MISSION_CANCELLED#STRING pMissionName#PURPOSE: <br/> PURPOSE:<br/>Tells the PlayStats that a mission was failed.<br/> PARAM NOTES:<br/>The string should be the entry in a .txt file.<br/>The stat will be recorded and later analyzed.<br/>Make sure the mission also does a PLAYSTATS_MISSION_STARTED first.<br/>PARAMS:<br/>pMissionName -<br/>)]]
[[sanScript(NATIVE PROC #LEADERBOARDS_UPLOAD_INT_SCORE#int playerIndex, INT iFieldId, int score, int gamerTeam# PURPOSE:<br/>Uploads an INTEGER value for the leaderboard score of a player.<br/>PARAMS:<br/>playerIndex - Player index.<br/>iFieldId - Column Id.<br/>score - leaderboard score value.<br/>gamerTeam - Value of the gamer team. -1 if it is not a team game mode.<br/>)]]
[[sanScript(NATIVE PROC #LEADERBOARDS_UPLOAD_FLOAT_SCORE#int playerIndex, int iFieldId, float score, int gamerTeam# PURPOSE:<br/>Uploads an FLOAT value for the leaderboard score of a player.<br/>PARAMS:<br/>playerIndex - Player index.<br/>iFieldId - Column Id.<br/>score - leaderboard score value.<br/>gamerTeam - Value of the gamer team. -1 if it is not a team game mode.<br/>)]]
[[sanScript(NATIVE PROC #LEADERBOARDS_UPLOAD_RELATIVE_SCORE#int playerIndex, int relativeScore, int gamerTeam# PURPOSE:<br/>Uploads the relative score (True Skill scores) of a player. Games must rank the player in<br/>relation to the number of players in the session with the highest ranking going to the winner.<br/>On Team Games instead of the players we rate the teams.<br/> INFO:<br/>Check xbox sdk docs to see how to calculate the scores.<br/><br/>[TCR 076] Games that support the concept of competitive gameplay for both ranked and standard sessions<br/>must report a relative score before the end of the session. Games must rank the player in relation<br/>to the number of players in the session with the highest ranking going to the winner.<br/><br/>PARAMS:<br/>playerIndex - Player index.<br/>relativeScore - value of the relative score.<br/>gamerTeam - Value of the gamer team. -1 if it is not a team game mode.<br/>)]]
[[sanScript(NATIVE PROC #LEADERBOARDS_REGISTER_GAME_TYPE_ID#INT iGameId# PURPOSE:<br/>Sets the game type.<br/> INFO:<br/>This command should be called when the network game starts. Default value should be 0 when we dont care about the game type.<br/>For example in a race game the game type should be the track number. This way we can have diferent leaderboards for the same<br/>game mode.<br/>PARAMS:<br/>iGameId -<br/>)]]
[[sanScript(NATIVE FUNC LB_COLUMN_TYPE #LEADERBOARD_GET_COLUMNTYPE_FROM_COLUMN_ID#INT iFieldId# PURPOSE:<br/>Returns the field type. The field type tells us the size of the column data - integer, float, etc.<br/>PARAMS:<br/>iFieldId - Column Id.<br/>Returns XLAST_TYPE_INVALID if the field is not found.<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE FUNC INT #LEADERBOARDS_GET_INT_SCORE#int playerIndex, INT iFieldId, INT iLeaderboardId# PURPOSE:<br/>Retrieves the value of the column from a leaderboard.<br/> INFO:<br/>This command can only be used during a network session.<br/>PARAMS:<br/>playerIndex - Player index<br/>iFieldId - Column id.<br/>iLeaderboardId - Leaderboard id.<br/>Depending on the column data type, a cast might be done the value. So be very carefull<br/>when retrieving values that dont fit in a INTEGER value.<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #LEADERBOARDS_GET_FLOAT_SCORE#int playerIndex, INT iFieldId, INT iLeaderboardId# PURPOSE:<br/>Retrieves the value of the column from a leaderboard.<br/> INFO:<br/>This command can only be used during a network session.<br/>PARAMS:<br/>playerIndex - Player index<br/>iFieldId - Column id.<br/>iLeaderboardId - Leaderboard id.<br/>Depending on the column data type, a cast might be done the value. So be very carefull<br/>when retrieving values that dont fit in a FLOAT value.<br/> RETURNS:<br/>)]]
[[sanScript(NATIVE PROC #LEADERBOARDS_READ_SESSION_STATS#INT iLeaderboardId# PURPOSE:<br/>Starts the session stats reading. Can also be used to change the leaderboard type.<br/> INFO:<br/>This command can only be used when A session is in progress.<br/>Stats can only be retrieved when LEADERBOARDS_GET_READER_HAS_PENDING_OPERATIONS returns FALSE.<br/><br/>[TCR 136] Games are permitted one read and one write from the stats service during a single interactive game session for each player.<br/>If a game session exceeds five minutes in duration, the game is permitted an additional read and/or write at<br/>each subsequent five-minute interval.<br/><br/>PARAMS:<br/>iLeaderboardId - Id that identifies the leaderboard we want to read.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LEADERBOARDS_GET_READER_HAS_PENDING_OPERATIONS## PURPOSE:<br/>Returns TRUE if the stats reader is performing a reading operation or if the last read operation was done<br/>less than 5 minutes ago.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #LEADERBOARDS_GET_CAN_READ_LEADERBOARD## PURPOSE:<br/>Returns TRUE if a read operation can be performed.<br/>)]]
== commands_streaming ==
[[sanScript(NATIVE PROC #REQUEST_MODEL#MODEL_NAMES ModelIndex#PURPOSE: Request streaming to load a model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_REQUESTED_MODEL_ASSERT#BOOL bAssert#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_MODEL_LOADED#MODEL_NAMES ModelIndex#PURPOSE: Return if a model is in memory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_INTERIOR_MODELS# MODEL_NAMES ModelIndex, STRING RoomName #PURPOSE: Requests the room and all the models within it<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MODEL_AS_NO_LONGER_NEEDED#MODEL_NAMES ModelIndex#PURPOSE: Tell streaming that this script no longer needs this model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_NEXT_STREAMING_REQUEST_A_PRIORITY##PURPOSE: Sets the next streaming request as a priority streaming request<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MODEL_IN_CDIMAGE#MODEL_NAMES ModelIndex#PURPOSE: Return if model is available in one of the streaming image files<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_MODEL_FROM_INDEX#int iPedModelIndex, MODEL_NAMES &ReturnPedModelHashKey#PURPOSE: Can be used to cycle through all the ped models. More info..<br/>INFO: <br/>PARAM NOTES: starting with iPedModelIndex = 0, until the function returns FALSE<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_VEHICLE_MODEL_FROM_INDEX#int iVehicleModelIndex, MODEL_NAMES &ReturnVehicleModelHashKey#PURPOSE: Can be used to cycle through all the vehicle models. More info..<br/>INFO: <br/>PARAM NOTES:, starting with iVehicleModelIndex = 0, until the function returns FALSE<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MODEL_A_PED#MODEL_NAMES ModelHashKey#PURPOSE: Returns TRUE if this model is a ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_MODEL_A_VEHICLE#MODEL_NAMES ModelHashKey#PURPOSE: Returns TRUE if this model is a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DITCH_POLICE_MODELS#BOOL bDitch#PURPOSE: For certain network game where the players will never get a wanted level (races). More info..<br/>INFO: The police models don't need to be loaded. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_COLLISION_AT_COORD#VECTOR VecCoors#PURPOSE: Tell streaming to request collision about point.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_COLLISION_FOR_MODEL#MODEL_NAMES ModelIndex#PURPOSE: Tell streaming to request collision for a specific model. More info..<br/>INFO: If you need the collision for that object<br/>immediately you will need to call LOAD_ALL_OBJECTS_NOW and create the object in the same frame, otherwise the<br/>collision management code will delete the collision you requested<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_COLLISION_FOR_MODEL_LOADED#MODEL_NAMES ModelIndex#PURPOSE: Returns TRUE if the collision for this model is in memory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_ANIM_DICT#STRING animDictionaryName#PURPOSE: Request streaming to load an animation dictionary<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ANIM_DICT_LOADED#STRING animDictionaryName#PURPOSE: Return if an animation dictionary is in memory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ANIM_DICT#STRING animDictionaryName#PURPOSE: Tell streaming that this script no longer needs this dictionary<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_ANIM_SET#STRING animSetName#PURPOSE: Request streaming to load an animation set More info...<br/>INFO: An animation set represents a defined group of animations that exist in one or more dictionaries<br/>Requesting an anim set will automatically request all of the anim dictionaries the set references.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ANIM_SET_LOADED#STRING animSetName#PURPOSE: Return if an animation set is in memory. More info...<br/>INFO: See the notes for REQUEST_ANIM_SET above<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ANIM_SET#STRING animSetName#PURPOSE: Tell streaming that this script no longer needs this anim set streamed in<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOAD_ALL_OBJECTS_NOW##PURPOSE: Load all the objects on the streaming request list<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_START_LOAD_SCENE#VECTOR VecCoors#PURPOSE: Start a non blocking Load scene at position. More info..<br/>INFO: This is used in the network game so a server script can update while doing a load scene<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #NETWORK_UPDATE_LOAD_SCENE##PURPOSE: Continue a load scene that was started with START_LOAD_SCENE. More info..<br/>INFO: <br/>PARAM NOTES: If the load scene has finished<br/>)]]
[[sanScript(NATIVE PROC #LOAD_SCENE_FOR_ROOM_BY_KEY#INTERIOR_INSTANCE_INDEX interiorId, INT roomKey#PURPOSE: Load scene as if in an interior. More info..<br/>INFO: Can get the interior id from GET_INTERIOR_AT_COORDS and room key from GET_HASH_KEY(roomName)<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #LOAD_SCENE#VECTOR VecCoors#PURPOSE: Load scene at position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCENE_STREAMING#BOOL onOff#PURPOSE: Switch streaming of the scene on or off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_INTERIOR_ACTIVE#INTERIOR_INSTANCE_INDEX interiorId, BOOL bActivate#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_IPL#STRING IplName# PURPOSE: Request streaming to load an IPL file<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_IPL#STRING IplName# PURPOSE: Remove a streamable IPL<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_PTFX_ASSET#STRING animDictionaryName#PURPOSE: Request streaming to load a particle asset<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PTFX_ASSET_LOADED#STRING animDictionaryName#PURPOSE: Return if a particle asset is in memory<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_PTFX_ASSET#STRING animDictionaryName#PURPOSE: Tell streaming that this script no longer needs this particle asset<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_STREAMING#BOOL onOff#PURPOSE: Switch streaming on and off<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_STREAMING_PRIORITY_REQUESTS##PURPOSE: Return if the streaming system is prioritising certain objects because it needs them in now. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_STREAMING_REQUESTS##PURPOSE: Return how many objects are on the streaming request list.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_ADDITIONAL_COLLISION_AT_COORD#VECTOR Vec#PURPOSE: have game stream extra collision and IPL files around this coordinate. This function needs called every frame the <br/>additional data is needed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GAME_PAUSES_FOR_STREAMING#BOOL bAllowPause#PURPOSE: This should only be called by the end credits script. More info..<br/>INFO: The credits will call it with FALSE at the start and <br/>TRUE at the end. This is to stop the scrolling of the credits from pausing when the player warps from<br/>one area of the city to another during the screen fades.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_REDUCE_PED_MODEL_BUDGET#BOOL bReduce#PURPOSE: Set the start point for a streaming request list. More info..<br/>INFO: If we are playing back then this loads the list and does<br/>a load scene for the initial set of objects. If we are recording this initialises the record<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_REDUCE_VEHICLE_MODEL_BUDGET#BOOL bReduce#PURPOSE: can be called to reduce the number of vehicle models streamed. More info.. <br/>INFO: For certain multiplayer missions, is good for deathmatches and such. <br/>PARAM NOTES:<br/>)]]
== commands_task ==
[[sanScript(NATIVE PROC #TASK_TOGGLE_DUCK#PED_INDEX PedIndex, DUCK_TOGGLE toggle #PURPOSE: Gives the task to set a ped duck state.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_DUCK#PED_INDEX PedIndex, INT Time#PURPOSE: Gives the ped a ducking task. <br/>INFO: <br/>PARAM NOTES: Set time to -1 to perform the task forever.<br/>)]]
[[sanScript(NATIVE PROC #TASK_PAUSE#PED_INDEX PedIndex, INT Time#PURPOSE: <br/>INFO: <br/>PARAM NOTES: Set time to -1 to perform the task forever.<br/>)]]
[[sanScript(NATIVE PROC #TASK_STAND_STILL#PED_INDEX PedIndex, INT Time#PURPOSE: Gives the stand still task to a ped. More info..<br/>INFO: <br/>PARAM NOTES: If StandStillTime is -1 then the character will stand forever. <br/>)]]
[[sanScript(NATIVE PROC #TASK_JUMP#PED_INDEX PedIndex, BOOL UsePlayerLaunch#PURPOSE: Force a char to jump. More info..<br/>INFO: <br/>PARAM NOTES:If UsePlayerLaunchForce is TRUE then the ped will use the same launch force as the player.<br/>If UsePlayerLaunchForce is FALSE and the ped isnt the player then the ped will jump using a smaller launch force.<br/>)]]
[[sanScript(NATIVE PROC #TASK_COWER#PED_INDEX PedIndex, INT Time = -1#PURPOSE: Gives the ped a cower task. More info..<br/>INFO: Not approved for use in network scripts<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_HANDS_UP#PED_INDEX PedIndex, INT Time#PURPOSE: Gives the ped a put hands up task.<br/>INFO: <br/>PARAM NOTES: Set time to -1 to perform the task forever.<br/>)]]
[[sanScript(NATIVE PROC #SET_NEXT_DESIRED_MOVE_STATE# PEDMOVESTATE MoveState #PURPOSE: Sets the movement state on the next movment task. More info..<br/>INFO: Works for the following commands TASK_ENTER_CAR_AS_DRIVER<br/>TASK_ENTER_CAR_AS_PASSENGER<br/>TASK_OPEN_DRIVER_DOOR<br/>TASK_OPEN_PASSENGER_DOOR<br/>TASK_GOTO_CHAR_OFFSET<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_CURRENT_PED_MOVE_STATE# PED_INDEX PedIndex, PEDMOVESTATE MoveState #PURPOSE: Sets peds current move state.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PEDMOVESTATE #GET_PED_MOVE_STATE# PED_INDEX PedIndex #PURPOSE: Gets peds current move state.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_GETTING_UP#PED_INDEX PedIndex#PURPOSE: Checks if a ped is getting up.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SKY_DIVE#PED_INDEX PedIndex#PURPOSE: Makes a ped go into sky diving mode (should be at a height when doing this)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_ANY_MEANS# PED_INDEX PedIndex, VECTOR VecCoors, PEDMOVESTATE MoveState, VEHICLE_INDEX VehicleIndex #PURPOSE: Tells a ped to go to a coord by any means. More info..<br/>INFO: <br/>PARAM NOTES: If you want the ped to use a specific vehicle to get to the point then use VEHICLE_INDEX VehicleID. Otherwise, set VehicleID to NULL. <br/>)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_TO_OFFSET_OF_ENTITY#PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, VECTOR VecOffset, PEDMOVESTATE MoveState, INT Time = -1, FLOAT Radius = 0.1, BOOL RelativeOffset = TRUE#PURPOSE: Tells the ped to go to the position of an entity offset by a certain vector<br/>INFO: <br/>PARAM NOTES: Time == -1 indicates continuous follow behaviour.<br/>)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_TO_OFFSET_OF_PED#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, VECTOR VecOffset, PEDMOVESTATE MoveState, INT Time = -1, FLOAT Radius = 0.1, BOOL RelativeOffset = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_STRAIGHT_TO_COORD#PED_INDEX PedIndex, VECTOR VecCoors, PEDMOVESTATE MoveState, INT Time = DEFAULT_TIME_BEFORE_WARP#PURPOSE: Tells the ped to go to a coord, without using the navemesh. More info..<br/>INFO: <br/>PARAM NOTES: if TimeBeforeTeleport is chosen to be -1 the ped will never warp. <br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_STRAIGHT_TO_COORD_RELATIVE_TO_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VECTOR VecOffset, PEDMOVESTATE MoveState, INT Time = DEFAULT_TIME_BEFORE_WARP#PURPOSE: Tells the ped to go to an offset coord from a vehicle, without using the navmesh. <br/>INFO: <br/>PARAM NOTES: if Time is chosen to be -1 the ped will never warp. <br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_ENTITY#PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS#PURPOSE: Tells a ped to go to another entity.<br/>INFO: <br/>PARAM NOTES: if Time is chosen to be -1 the ped will never warp. <br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_PED#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS#)]]
[[sanScript(NATIVE PROC #TASK_GOTO_ENTITY_OFFSET# PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS, FLOAT SeekAngle = 0.0 #PURPOSE: Tells the ped to go to an offset from the target entity. More info..<br/>INFO: if Time is chosen to be -1 the ped will never warp. <br/>PARAM NOTES:The destination point is SeekRadiusFloat metres from the other entitys position.<br/>The exact destination position is calculated using the other entitys heading offset by SeekAngleFloat degree<br/>)]]
[[sanScript(NATIVE PROC #TASK_GOTO_PED_OFFSET# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS, FLOAT SeekAngle = 0.0 #)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_NAV_MESH_TO_COORD#PED_INDEX PedIndex,VECTOR VecCoors, PEDMOVESTATE MoveState, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT Radius = DEFAULT_NAVMESH_RADIUS, ENAV_SCRIPT_FLAGS NavFlags = ENAV_DEFAULT #PURPOSE: Tells a ped to follow the navmesh to the given coord. More info.. <br/>INFO: IMPORTANT NOTE : Sometimes a path may not be able to be found. This could happen because there simply isn't any way to get there, or maybe a bunch of dynamic objects have blocked the way, <br/>or maybe the destination is too far away. In this case the ped will simply stand still.<br/>To identify when this has happened, you can use GET_NAVMESH_ROUTE_RESULT. This will help you find situations where peds cannot get to their target.<br/>PARAM NOTES:Time is an INT value specifying milliseconds. If the ped has not achieved the target within the allotted time then the ped will be teleported to the target. <br/>if Time is chosen to be -1 the ped will never warp.<br/>)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_NAV_MESH_TO_COORD_ADVANCED#PED_INDEX PedIndex, VECTOR VecCoors, PEDMOVESTATE MoveState, INT Time , FLOAT Radius, ENAV_SCRIPT_FLAGS iNavFlags, NAVDATA navDataStruct#PURPOSE: Same as TASK_FOLLOW_NAVMESH_TO_COORD, but allows greater control over the pathfinding.<br/>INFO:<br/>PARAM NOTES: iNavFlags is taken from the ENAV_SCRIPT_FLAGS enumeration.<br/>)]]
[[sanScript(NATIVE FUNC NAVMESH_ROUTE_RESULT #GET_NAVMESH_ROUTE_DISTANCE_REMAINING#PED_INDEX PedIndex, FLOAT & fOut_DistanceRemaining, INT & bOut_ThisIsLastRouteSection#PURPOSE: Query how much distance is remaining on a ped's navmesh route.<br/>INFO: Peds navigate long distances using a series of smaller sub-routes. Only one sub-route is ever stored in the navmesh task.<br/>This script function queries that subroute to determine how much distance is left on it. Therefore:<br/>**You can only really trust the results of this function if bThisIsLastRouteSection returns as TRUE**<br/>**Otherwise there may be any number of further sub-route sections remaining, but not yet calcualted.. Be careful!! **<br/>PARAM NOTES: Returns a member of the NAVMESH_ROUTE_RESULT enumeration, to indicate whether a nav task was found on the ped.<br/>Passes back the distance and subroute information by parameter.<br/>)]]
[[sanScript(NATIVE PROC #TASK_ACHIEVE_HEADING#PED_INDEX PedIndex, FLOAT heading#PURPOSE:Gives a pd to try and acheive the given heading.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_FLUSH_ROUTE##PURPOSE: Clears a point route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_EXTEND_ROUTE#VECTOR VecCoors#PURPOSE: Adds a point to a route. More info..<br/>INFO: Use TASK_FLUSH_ROUTE to make the route empty.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_POINT_ROUTE#PED_INDEX PedIndex, PEDMOVESTATE MoveState, FOLLOWPOINTROUTEMODE Mode#PURPOSE: Tells a ped to follow a point route.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SMART_FLEE_COORD#PED_INDEX PedIndex, VECTOR VecCoors, FLOAT SafeDistance, INT FleeTime, BOOL bPreferPavements = FALSE#PURPOSE: Tells a ped to flee the given coord. More info..<br/>INFO: <br/>PARAM NOTES:FleeTime is an INT (-1 indicates flee forever) <br/>)]]
[[sanScript(NATIVE PROC #TASK_SMART_FLEE_PED#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, FLOAT SafeDistance, INT FleeTime, BOOL bPreferPavements = FALSE, BOOL bUpdateTargetToNearestHatedPed = FALSE#PURPOSE: Tells a ped to flee the given ped. More info..<br/>INFO: <br/>PARAM NOTES: FleeTime is an INT (-1 indicates flee forever) <br/>)]]
[[sanScript(NATIVE PROC #TASK_WANDER_STANDARD#PED_INDEX PedIndex#PURPOSE: Tells a ped to wander.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PATH_CAN_USE_CLIMBOVERS#PED_INDEX PedIndex, BOOL bUseClimbovers#PURPOSE: Sets if a peds path finding can use climbovers.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PATH_CAN_USE_LADDERS#PED_INDEX PedIndex, BOOL bUseLadders#PURPOSE: Sets if a peds path finding can use ladders.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_PATH_CAN_DROP_FROM_HEIGHT#PED_INDEX PedIndex, BOOL bDrop#PURPOSE: Sets if a peds path finding can drop from ladders.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_PED_SLIDE_TO_COORD#PED_INDEX PedIndex, VECTOR VecCoors, FLOAT headingDegrees, FLOAT speed = 0.75#PURPOSE: Slides a ped to the given coord. More info..<br/>INFO: <br/>PARAM NOTES: speed in ms/s will be clamped between 0.1 - 1.0, reccomended value is the default<br/>headingDegrees: Heading that the ped will achieve.<br/>)]]
[[sanScript(NATIVE PROC #TASK_PED_SLIDE_TO_COORD_AND_PLAY_ANIM#PED_INDEX PedIndex, VECTOR VecCoors, FLOAT headingDegrees, FLOAT speed, STRING AnimName, STRING AnimDictName, FLOAT blendDelta, BOOL IsLooped, BOOL ExtractForwardVelocity, BOOL ExtractSidewaysVelocity, BOOL HoldLastFrame, INT TIME #PURPOSE: Slides a ped to a specific coord and plays an anim. More info..<br/>INFO: <br/>PARAM NOTES: headingDegrees: Heading the ped will achieve at the point.<br/>blendDelta: How quickly the anim is blended. The larger number the quicker its blended slow 4.0, 8.0, 16.0, 1000.0 instant.<br/>IsLooped: true to loop the anim.<br/>extracted velocities are required if the ped does not end up in the same place where the anim started. They move the capsule of the ped.<br/>ExtractBackwardsVelocity: update the y component of the ped<br/>ExtractSidewaysVelocity: update the x component of the ped<br/>HoldLastFrame: Holds the last frame of the anim. Note if set true HAS_PED_ANIM_FINISHED will always retur false<br/>)]]
[[sanScript(NATIVE PROC #TASK_PED_SLIDE_TO_COORD_HDG_RATE#PED_INDEX PedIndex, VECTOR VecCoors, FLOAT headingDegrees, FLOAT speed, FLOAT headingChangeRate #PURPOSE: Slide a ped to a coord and set the heading change rate.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_CLIMB# PED_INDEX PedIndex, BOOL UsePlayerLaunchForce #PURPOSE: Tells a ped to perform the climb task. More info..<br/>INFO: The ped needs to be positioned and oriented so that a jump will locate an edge for the ped to grab.<br/>If an edge cant be found, the ped will just do a normal jump and land. If an edge can be found then the ped will climb and then stand on top of the found edge.<br/>Don't place the ped too far from the object you want him to climb, even if the player can make it and you set UsePlayerLaunchForce to TRUE, it won't guarantee that the ped will make it.<br/>PARAM NOTES: If UsePlayerLaunchForce is TRUE then the ped will use the same launch force as the player. <br/>If UsePlayerLaunchForce is FALSE and the ped isnt the player then the ped will jump using a smaller launch force.<br/>)]]
[[sanScript(NATIVE PROC #TASK_CLIMB_LADDER# PED_INDEX PedIndex, BOOL bFast #PURPOSE: Tells a ped to perform a climb ladder task. More info..<br/>INFO: This command handles everything needed to make a ped get on a ladder at the top or bottom, climb/descend it, <br/>and get off at the other end. The task decides whether the ped is supposed to climb or descend by examining which end of the ladder is nearest.<br/>The ped needs to be positioned right next to the ladder they are supposed to use, and should also be facing it.<br/>There are two possibilities for mounting the ladder - at the base of the ladder facing towards the front of it, and at the top of the ladder facing the reverse of the ladder. See the image below.<br/>If successful, the ped will get on the ladder, climb, and then get off.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SHIMMY# PED_INDEX PedIndex, BOOL UsePlayerLaunchForce #PURPOSE: Tells a ped to perform a shimmy task. More info..<br/>INFO: The ped needs to be positioned and oriented so that a jump will locate an edge for the ped to grab. If an edge cant be found, the ped will just do a normal jump and land. If an edge can be found then the ped will climb and hang on the edge.<br/>PARAM NOTES: If UsePlayerLaunchForce is TRUE then the ped will use the same launch force as the player.<br/>If UsePlayerLaunchForce is FALSE and the ped isnt the player then the ped will jump using a smaller launch force.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #TASK_SHIMMY_IN_DIRECTION# PED_INDEX PedIndex, INT Direction #PURPOSE: Tells a ped to shimmy left or right. More info..<br/>INFO: The ped must be hanging from a ledge or shimmying at the time. You can find this out by using GET_PED_CLIMB_STATE. If the ped cannot shimmy left or right, they will stay where they are. <br/>PARAM NOTES: Direction is an INT and must be either -1 (left) or 1 (right) <br/>)]]
[[sanScript(NATIVE FUNC BOOL #TASK_SHIMMY_LET_GO# PED_INDEX PedIndex #PURPOSE: Tells the ped let go of the edge they are hanging from. More info..<br/>INFO: The ped must be hanging from a ledge or shimmying at the time. You can find this out by using GET_PED_CLIMB_STATE. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC CLIMB_STATE #GET_PED_CLIMB_STATE# PED_INDEX PedIndex #PURPOSE: Gets the peds climb state. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_CLIMB_AT_PED_POSITION# PED_INDEX PedIndex, CLIMB_START_POSE pose #PURPOSE: Searches for a hand hold near the specified ped and initiates the climb task<br/>INFO: This will teleport the ped to the nearest hand hold, so the ped needs to be in roughly the right position to start with<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GET_ON_SKI_LIFT#PED_INDEX PedIndex#PURPOSE: Makes a ped get on the neareset ski lift<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_PLAY_ANIM#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, FLOAT fBlendInDelta = NORMAL_BLEND_IN, FLOAT fBlendOutDelta = NORMAL_BLEND_OUT, INT nTimeToPlay =-1, ANIMATION_FLAGS AnimFlags = AF_DEFAULT, FLOAT startPhase = 0.0#PURPOSE: Plays a anim task on a ped. More info..<br/>INFO: Plays an anim on the specified ped<br/>PARAM NOTES: Flags:The flags parameter is made by combining any of the following flags using the or key which looks like this |<br/>Including a flag is like setting it to true<br/>Omitting a flag is like setting it to false<br/>See the definition of ENUM ANIMATION_FLAGS (above) for more information on the anim flags<br/>)]]
[[sanScript(NATIVE PROC #TASK_PLAY_ANIM_ADVANCED#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, VECTOR pos, VECTOR rot, FLOAT fBlendInDelta = NORMAL_BLEND_IN, FLOAT fBlendOutDelta = NORMAL_BLEND_OUT, INT nTimeToPlay =-1, ANIMATION_FLAGS AnimFlags = AF_DEFAULT, FLOAT startPhase = 0.0#PURPOSE: Plays an anim task on a ped with a reposition and reorientation at the beginning.<br/>INFO: As for task_play_anim, but provides the function to specify an inital position and rotation to playback the anim from<br/>PARAM NOTES: Pos - The initial position in World Coordinates to start the anim at<br/>Rot - The initial rotation (in degrees, format << pitch, roll, heading >>) to playback the anim from<br/>Specifying the task flags AF_EXTRACT_INITIAL_OFFSET | AF_OVERRIDE_PHYSICS will instruct the task to play the anim<br/>using an initial offset specified by the animator (if one exists). Use this flag to playback<br/>synced anims on multiple peds (i.e. give all peds the same Pos and Rot values and the animation flag<br/>AF_EXTRACT_INITIAL_OFFSET | AF_OVERRIDE_PHYSICS)<br/>)]]
[[sanScript(NATIVE PROC #STOP_ANIM_TASK#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, FLOAT fBlendOutDelta = NORMAL_BLEND_OUT#PURPOSE: Stops an anim task on a ped. More info..<br/>INFO: Attempts to stop a play anim task initiated by TASK_PLAY_ANIM or TASK_PLAY_ANIM_ADVANCED<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_TASK_PLAY_ANIM_PLAYBACK_COORDS#PED_INDEX PedIndex, VECTOR pos, VECTOR rot#PURPOSE: Can be used to reposition a TASK_PLAY_ANIM scene during playback. More info...<br/>INFO: Sets the initial position and orientation being used to playback an anim on the specified ped running TASK_PLAY_ANIM_ADVANCED<br/>Use this when you want to move a synced animated scene around dynamically. Call this command on each ped specifying the new<br/>root position, and the task will position the peds as if the task was ORIGINALLY STARTED at that location.<br/>NOTE: This will have no effect unless the task was started with the flag AF_OVERRIDE_PHYSICS<br/>PARAM NOTES: - see task_play_anim_advanced<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_PLAY_ANIM#VEHICLE_INDEX VehicleIndex, STRING pAnimDictName, STRING pAnimName#PURPOSE: Plays a anim task on a vehicle. More info..<br/>INFO: Plays an anim on the specified vehicle<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #TASK_LOOK_AT_COORD#PED_INDEX PedIndex, VECTOR VecCoors, INT time, SCRIPT_LOOK_FLAG LookFlags = SLF_DEFAULT #PURPOSE: Gives the ped a look at coord task.More info..<br/>INFO: <br/>PARAM NOTES: If LookTime is -1 the ped will perform the task forever.<br/>The optional flags parameter is made by combining any of the following flags from commands_task.sch.<br/>)]]
[[sanScript(NATIVE PROC #TASK_LOOK_AT_ENTITY#PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, INT time, SCRIPT_LOOK_FLAG LookFlags = SLF_DEFAULT#PURPOSE: Tells a ped to look at an entity. More info..<br/>INFO: <br/>PARAM NOTES: If LookTime is -1 the ped will perform the task forever.<br/>The optional flags parameter is made by combining any of the following flags from commands_task.sch.<br/>)]]
[[sanScript(NATIVE PROC #TASK_LOOK_AT_PED#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT time, SCRIPT_LOOK_FLAG LookFlags = SLF_DEFAULT#)]]
[[sanScript(NATIVE PROC #TASK_LOOK_AT_VEHICLE#PED_INDEX PedIndex, VEHICLE_INDEX OtherPedIndex, INT time, SCRIPT_LOOK_FLAG LookFlags = SLF_DEFAULT#)]]
[[sanScript(NATIVE PROC #TASK_LOOK_AT_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, INT time, SCRIPT_LOOK_FLAG LookFlags = SLF_DEFAULT#)]]
[[sanScript(NATIVE PROC #TASK_CLEAR_LOOK_AT#PED_INDEX PedIndex#PURPOSE: Stops a ped looking at a ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_TURN_PED_TO_FACE_COORD# PED_INDEX PedIndex, VECTOR VecCoors #PURPOSE: Tells a ped to turn face a coord.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OPEN_SEQUENCE_TASK#SEQUENCE_INDEX &Sequence#PURPOSE: Opens a sequence task. More info..<br/>INFO: Allows a ped to perform a sequnce of tasks. Any tasks added to a sequence must take in a Null ped_index.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLOSE_SEQUENCE_TASK#SEQUENCE_INDEX Sequence#PURPOSE: Closes an opened sequnce task. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_PERFORM_SEQUENCE#PED_INDEX PedIndex, SEQUENCE_INDEX Sequence#PURPOSE: Tells a ped to perform a given sequence. More info..<br/>INFO: Requires OPEN_SEQUENCE_TASK ... CLOSE_SEQUENCE_TASK <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_PERFORM_SEQUENCE_LOCALLY#PED_INDEX PedIndex, SEQUENCE_INDEX Sequence#PURPOSE:Tells a ped to perform a given sequence which is not synced over the network. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_SEQUENCE_TASK#SEQUENCE_INDEX Sequence#PURPOSE: Flushes all tasks in the specified sequence, allowing the sequence to be rewritten.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SEQUENCE_TO_REPEAT#SEQUENCE_INDEX Sequence, REPEATMODE DoRepeat#PURPOSE: Sets a sequnce to repeat.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_PERFORM_SEQUENCE_FROM_PROGRESS# PED_INDEX PedIndex, SEQUENCE_INDEX TaskIndex, INT Progress1, INT Progress2 #PURPOSE: Performs a sequence except that the ped will skip the elements of the sequence in the range (0 to Progress1 ). More info..<br/>INFO: Peds start the sequence at the Progress1th element. If the Progress1th element of the sequence is also a sequence it will start at the Progress2th element. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC SCRIPTTASKSTATUS #GET_SCRIPT_TASK_STATUS# PED_INDEX PedIndex, SCRIPT_TASK_NAME TaskName #PURPOSE: Gets the current status of a scrioted task. More info..<br/>INFO: TaskName should be the name of the task command, taken from the header file: Commands_task.sch<br/>If TaskName is chosen to be NULL the command will search for any scripted task that is being processed, rather than a specific task.<br/>ReturnStatusOut should be declared as a SCRIPTTASKSTATUS. ReturnStatusOut will be one of the entries in the header file:<br/>X:\GTA\gta_rage_scripts\include\commands_task.sch<br/>If you're trying to get the status of a task that is performed as part of a sequence then it will never return as True because the character in question is told to TASK_PERFORM_SEQUENCE.<br/>So, check for GET_SCRIPT_TASK_STATUS ( CharID, SCRIPT_TASK_PERFORM_SEQUENCE, ReturnStatus) instead.<br/>Alternatively, you can check to see if a character is performing a sequence then use GET_SEQUENCE_PROGRESS to find out which specific task within the sequence your character is performing.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_SEQUENCE_PROGRESS# PED_INDEX PedIndex #PURPOSE: Gets the progress of a sequence of tasks. More info..<br/>INFO: Before calling this command, you should call GET_SCRIPT_TASK_STATUS to make sure that SCRIPT_TASK_PERFORM_SEQUENCE is running. <br/>PARAM NOTES: ReturnProgress is an INT and will be -1 before the sequence task begins. <br/>Once the sequence has begun, ReturnProgress will be given a value reflecting which task in the sequence is being performed (0 = the first task).<br/>)]]
[[sanScript(NATIVE PROC #TASK_DRIVE_BY# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, VEHICLE_INDEX TargetVehicleIndex, VECTOR VecCoors, FLOAT AbortRange, INT FrequencyPercentage #PURPOSE: Tells a ped to driveby a coord, ped or vehicle. More info..<br/>INFO: <br/>PARAM NOTES:The character can fire at a vehicle, coordinates or another character. At least one of TargetCharID and TargetVehicleID must be NULL. If there is a target character or vehicle then the target coordinates are used as an offset.<br/>If TargetCharID and TargetVehicleID are both NULL then the character will fire at the target coordinates.<br/>CharID and TargetCharID are both of type PED_INDEX<br/>TargetVehicleID is of type VEHICLE_INDEX<br/>AbortRangeFloat is the distance in metres from the target at which the task will be aborted.<br/>FireFrequencyPercentage should be between 0 (never shoot) and 100 (fire as fast as possible).<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_DRIVE_WANDER# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, FLOAT CruiseSpeed, DRIVINGMODE Mode #PURPOSE: Tells a ped to wander about in a car. More info..<br/>INFO: <br/>PARAM NOTES: DRIVINGMODE is commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_DRIVE_TO_COORD# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VECTOR VecCoors, FLOAT Speed, DRIVINGSTYLE Style, MODEL_NAMES CarModel, DRIVINGMODE Mode, FLOAT TargetRadius, INT StraightLineDist #PURPOSE: Gives a task to drive a vehicle to a coord. More info..<br/>INFO: <br/>PARAM NOTES: VehicleIndex: if you want the ped to use a specific vehicle then specify the VehicleIndex. Otherwise set VehicleIndex to NULL.<br/><br/>CarModel : if the ped can't find the specified vehicle or any other vehicle, a vehicle (with model CarModel) will be automatically created if the ped is off-screen. No vehicle will be created if CarModel is set to DUMMY_MODEL_FOR_SCRIPT. (In San Andreas, passing a CarModel of 1 would use the default car model which was always in memory. This has not been implemented in the Rage code yet.)<br/><br/>DRIVINGSTYLE can be found in the DRIVINGSTYLE ENUM in commands_vehicle.sch in X:\GTA\gta_rage_scripts\include\<br/>DRIVINGMODE can be found in the DRIVINGMODE ENUM in commands_vehicle.sch in X:\GTA\gta_rage_scripts\include\<br/>)]]
[[sanScript(NATIVE PROC #TASK_ENTER_VEHICLE# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, VEHICLE_SEAT seat = VS_DRIVER, PEDMOVESTATE iMoveState = PEDMOVE_RUN, ENTER_EXIT_VEHICLE_FLAGS iFlags = ECF_RESUME_IF_INTERRUPTED #PURPOSE: Tells a ped to enter a vehicle. More info..<br/>INFO: <br/>PARAM NOTES: If Time = -1 the ped will never warp into the vehicle.<br/>VEHICLE_SEAT is in generic.sch<br/>)]]
[[sanScript(NATIVE PROC #TASK_OPEN_VEHICLE_DOOR# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, VEHICLE_SEAT seat = VS_DRIVER, PEDMOVESTATE iMoveState = PEDMOVE_RUN#PURPOSE: Tells a ped to open a vehicle door. More info..<br/>INFO: <br/>PARAM NOTES: If Time = -1 the ped will never warp to the vehicle. <br/>)]]
[[sanScript(NATIVE PROC #TASK_LEAVE_VEHICLE# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, ENTER_EXIT_VEHICLE_FLAGS iFlags = 0 #PURPOSE: Tells a ped to leave a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_LEAVE_ANY_VEHICLE# PED_INDEX PedIndex, INT DelayTime = 0 #PURPOSE: Tells the ped to leave any vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_EVERYONE_LEAVE_VEHICLE# VEHICLE_INDEX VehicleIndex #PURPOSE: Tells the driver (if there is one) and any passengers to leave the car. More info..<br/>INFO: Task doesnt work as part of a sequence. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_DRIVE_POINT_ROUTE_ADVANCED#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, FLOAT CruiseSpeed, DRIVINGSTYLE style, MODEL_NAMES CarModel, DRIVINGMODE mode #PURPOSE: Tells a ped to drive a point route. More info..<br/>INFO: <br/>PARAM NOTES: DRIVINGSTYLE & DRIVINGMODE are in commands_vehicle.sch <br/>MODEL_NAMES is in model_enums<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_MISSION# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VEHICLE_INDEX TargetVehicleIndex, VEHICLE_MISSION Mission, FLOAT CruiseSpeed, DRIVINGMODE mode, INT TargetReachedDist, INT StraightLineDist#PURPOSE: Tells a ped to perform a task when in a vehicle against another vehicle. More info..<br/>INFO: <br/>PARAM NOTES:INT TargetReached: (the distance at which the ai thinks the target has been reached and the car stops)<br/>INT StraightLineDist: (the distance at which the ai switches to heading for the target directly instead of following the nodes) (just like in sa)<br/>Use TASK_VEHICLE_MISSION_PED_TARGET to target another ped instead of a vehicle. The task status is the same as that for TASK_VEHICLE_MISSION, i.e. use<br/>GET_SCRIPT_TASK_STATUS(a_ped, SCRIPT_TASK_CAR_MISSION, my_status) to check for both commands.<br/>To pick default values (recommended) both parameters can be passed in as -1.<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_MISSION_PED_TARGET# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, PED_INDEX TargetPedIndex, VEHICLE_MISSION Mission, FLOAT CruiseSpeed, DRIVINGMODE mode, INT TargetReachedDist, INT StraightLineDist#PURPOSE: Tells a ped in a vehicle to target another ped in a vehicle. More info..<br/>INFO: <br/>PARAM NOTES:INT TargetReached (the distance at which the ai thinks the target has been reached and the car stops)<br/>INT StraightLineDist (the distance at which the ai switches to heading for the target directly instead of following the nodes) (just like in sa)<br/>To pick default values (recommended) both parameters can be passed in as -1.<br/>Use TASK_CAR_MISSION_PED_TARGET to target another ped instead of a vehicle. The task status is the same as that for TASK_CAR_MISSION, i.e. use<br/>GET_SCRIPT_TASK_STATUS(a_ped, SCRIPT_TASK_CAR_MISSION, my_status) to check for both commands.<br/>TASK_CAR_MISSION_NOT_AGAINST_TRAFFIC does exaclt the same apart from the fact it won't allow cars to drive against the flow of traffic. TASK_CAR_MISSION does allow cars to drive agains the flow of traffic.<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_MISSION_COORS_TARGET# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, VECTOR VecCoors, VEHICLE_MISSION Mission, FLOAT CruiseSpeed, DRIVINGMODE mode, INT TargetReachedDist, INT StraightLineDist#PURPOSE: Tells a ped in a vehicle to target a coord. More info..<br/>INFO: <br/>PARAM NOTES::INT TargetReached (the distance at which the ai thinks the target has been reached and the car stops)<br/>INT StraightLineDist (the distance at which the ai switches to heading for the target directly instead of following the nodes) (just like in sa)<br/>To pick default values (recommended) both parameters can be passed in as -1.<br/>Use TASK_CAR_MISSION_PED_TARGET to target another ped instead of a vehicle. The task status is the same as that for TASK_CAR_MISSION, i.e. use<br/>GET_SCRIPT_TASK_STATUS(a_ped, SCRIPT_TASK_CAR_MISSION, my_status) to check for both commands.<br/>TASK_CAR_MISSION_NOT_AGAINST_TRAFFIC does exaclt the same apart from the fact it won't allow cars to drive against the flow of traffic. TASK_CAR_MISSION does allow cars to drive agains the flow of traffic.<br/>)]]
[[sanScript(NATIVE PROC #TASK_HELI_MISSION# PED_INDEX PedIndex, VEHICLE_INDEX HeliIndex, VEHICLE_INDEX TargetVehicleIndex, PED_INDEX TargetPedIndex, VECTOR VecCoors, VEHICLE_MISSION Mission, FLOAT CruiseSpeed, INT TargetReachedDist, FLOAT HeliOrientation, INT FlightHeight, INT MinHeightAboveTerrain#PURPOSE: Gives the heli a mission. More info..<br/>INFO: <br/>PARAM NOTES: VEHICLE_INDEX VehicleIndex (The actual heli that will be flown) <br/>VEHICLE_INDEX TargetVehicleIndex (If a target vehicle needs to be specified it is done here)<br/>PED_INDEX TargetPedIndex (If a target ped needs to be specified it is done here)<br/>FLOAT TargetX, TargetY, TargetZ (specify targetcoordinates here in needed.)<br/>VEHICLE_MISSION Mission (Mission to be exectuted. ie MISSION_GOTO, MISSION_ATTACK, MISSION_FOLLOW) in commands_vehicle.sch<br/>X:\GTA\gta_rage_scripts\include\commands_vehicle.sch<br/>FLOAT CruiseSpeed (in m/s)<br/>INT TargetReachedDist (distance (in meters) at which heli thinks it's arrived.)<br/>FLOAT HeliOrientation (orientation heli tries to be in. (0-360) Use -1 if not bothered. -1 Should be used in 99% of the times)<br/>INT FlightHeight (z coordinate the heli tries to maintain. ie 30 == 30 meters above sea level)<br/>INT MinHeightAboveTerrain (height in meters that the heli will try to stay above terrain. ie 20 == always tries to stay at least 20 meters above ground.)<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_TEMP_ACTION# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, TEMPACTION Action, INT Time #PURPOSE: Gives the vehicle a temporary action. More info..<br/>INFO: These should only be used for short actions<br/>PARAM NOTES:TEMPACTION is is commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #TASK_DRIVE_POINT_ROUTE# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, FLOAT CruiseSpeed #PURPOSE: Tells the ped vehicle to drive a point route<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SHUFFLE_TO_NEXT_VEHICLE_SEAT# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex #PURPOSE: Tells the too move across to the next seat in the vehicle. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GET_OFF_BOAT# PED_INDEX PedIndex, INT iTimer = DEFAULT_TIME_BEFORE_WARP #PURPOSE: Tells a ped to get off a boat. More info..<br/>INFO: There is no need to specify a boat, as the task itself will figure out which boat is underneath the ped. <br/>This task does a number of linetests and is thus pretty expensive, so use with care (ie. not repeatedly!)<br/>NOTE: This task is automatically given to group peds, if they are on a boat but their leader is not.<br/>PARAM NOTES: iTime can be set to -1 for no time-limit, or to a positive integer to indicate a time in milliseconds after which the ped will warp out of the boat to the nearest clear position they can find nearby. <br/>)]]
[[sanScript(NATIVE PROC #TASK_SET_PED_DECISION_MAKER#PED_INDEX PedIndex, DECISION_MAKER_INDEX UniqueDecisionMakerIndex #PURPOSE: Sets the ped to have their decision maker set as part of a sequence. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SET_DECISION_MAKER#PED_INDEX PedIndex, DECISION_MAKER_TYPE DecisionMakerId#PURPOSE: Sets the ped to have their decision maker set as part of a sequence. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_TASKS_IMMEDIATELY# PED_INDEX PedIndex #PURPOSE: Clears a peds task immediately. More info..<br/>INFO: This should only be used when CLEAR_PED_TASKS does not work<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GOTO_VEHICLE# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, INT Time = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS #)]]
[[sanScript(NATIVE PROC #TASK_SHOOT_AT_ENTITY# PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, INT Time, FIRING_TYPE FiringType #PURPOSE: Gives a shoot at entity task.<br/>INFO: If -1 is passed to Time the ped will never give up on the task. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SHOOT_AT_PED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT Time, FIRING_TYPE FiringType #)]]
[[sanScript(NATIVE PROC #TASK_WARP_PED_INTO_VEHICLE#PED_INDEX Ped, VEHICLE_INDEX VehicleIndex, VEHICLE_SEAT seat = VS_DRIVER #PURPOSE: Can warp a ped into a vehicle using a task sequence.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_WARP_PED_ONTO_VEHICLE#PED_INDEX Ped, VEHICLE_INDEX VehicleIndex , INT InstancePartIndex#PURPOSE: Can warp a ped onto attach points on a vehicle and constrain them there while in NM.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_NM_ATTACH_PED_TO_VEHICLE#PED_INDEX Ped, VEHICLE_INDEX VehicleIndex, INT VehicleBone, VECTOR vOffSet, VECTOR vRotation, NM_ATTACH_COMPONENTS AttachComponents, string sAnimDict, string sAnimApproachName, string sAnimIdleName #PURPOSE: Can warp a ped onto attach points on a vehicle and constrain them there while in NM.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_MOBILE_PHONE# PED_INDEX PedIndex, BOOL UsePhone #PURPOSE: Tells the ped to use a mobile phone. More info..<br/>INFO: when called with FALSE, this command cannot be used in a sequence. <br/>If you want to use this as part of an AI sequence, consider using TASK_USE_MOBILE_PHONE_TIMED.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_MOBILE_PHONE_TIMED# PED_INDEX PedIndex, INT Time #PURPOSE: Tells the ped to use a mobile phone for a time period.<br/>INFO: If -1 is passed to Time the ped will never give up on the task. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_WALKIE_TALKIE# PED_INDEX PedIndex, STRING Context #PURPOSE: Tells the ped to use the walkie talkie to report something (see wiki)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_CHAT_TO_PED# PED_INDEX PedIndex, PED_INDEX PedToChatToIndex, CHAT_FLAGS ChatFlags, VECTOR vOptionalGoToPosition, FLOAT fOptionalHeading, FLOAT fIdleTime #PURPOSE: Tells the ped to chat to a ped (see wiki)<br/>INFO: <br/>PARAM NOTES: vOptionalGoToPosition, fOptionalHeading and fIdleTime are only used if CF_GO_TO_SPECIFIC_POS and CF_USE_CUSTOM_HEADING are set<br/>fIdleTime specifies an extra wait period after an anim has finished, calls to IS_CHATTING_PED_PLAYING_ANIM will return false during this period<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CHATTING_PED_IN_POSITION#PED_INDEX PedIndex #PURPOSE: Queries the CHAT_TO_PED task if the ped is at the specified position<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_CHATTING_PED_PLAYING_ANIM#PED_INDEX PedIndex #PURPOSE: Queries the CHAT_TO_PED task if the ped is playing an anim<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #MAKE_CHATTING_PED_PLAY_ANIM#PED_INDEX PedIndex, STRING pAnimDictName, STRING pAnimName, FLOAT fBlendInDelta = NORMAL_BLEND_IN, INT nTimeToPlay =-1, ANIMATION_FLAGS AnimFlags = AF_DEFAULT#PURPOSE: Makes the CHAT_TO_PED task play an anim (should check if we're already playing an anim before use)<br/>The params are similar to TASK_PLAY_ANIM so see that for more info<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #MAKE_CHATTING_PED_LEAVE#PED_INDEX PedIndex, BOOL bPlayGoodByeGesture#PURPOSE: Makes the CHAT_TO_PED exit, playing good bye gestures if specified<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #ADD_FOLLOW_NAVMESH_TO_PHONE_TASK# PED_INDEX PedIndex, VECTOR vecTarget #PURPOSE: Adds a follow navmesh route to a currently running phone task at walking pace. More info.. <br/>INFO: Can't be used in a sequence. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_MOBILE_PHONE_TASK_SUB_TASK#PED_INDEX PedIndex, MOBILE_PHONE_SUB_TASK &ReturnSubTask#PURPOSE: Gets the current mobile phone subtask. More info..<br/>INFO: If the ped is performing the Use Mobile Phone task then this command will return the subtask for that task. <br/>The MOBILE_PHONE_SUB_TASK ENUM is also declared in commands_task.sch.<br/>If the ped isn't performing the task then this command will assert and return FALSE. If the ped is performing the Use Mobile Phone task then this command will return TRUE.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_MOBILE_CONVERSATION# PED_INDEX PedIndex, BOOL bWANDER #PURPOSE: Tells the ped to have a mobile conversation. More info..<br/>INFO: <br/>PARAM NOTES: if WANDER is true the ped will wander, otherwise stand still for the length of the conversation <br/>)]]
[[sanScript(NATIVE PROC #TASK_PICKUP_AND_CARRY_OBJECT# PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, VECTOR vecMoveTarget, BOOL bUsePutdown#PURPOSE: Tells the ped to pickup and carry an object. More info..<br/>INFO: This task will walk up to the object, pick it up, carry it to the supplied coordinates, and then optionally put it down again. The put down is optional so you can script peds to carry objects to multiple positions.<br/>If the ped's already holding the object, it will go straight on to the carry.<br/>If you don't care about picking up or carrying objects using the special carry animations and want to control the anims yourself (e.g. putting a briefcase in a ped's hand,<br/>or holding a bowling ball while playing lots of different anims) then use the ATTACH commands instead. They can attach to ped bones now, and are independent from any tasks or animations.<br/>The pickup and carry stuff is purely for that - picking up and carrying (mostly sizable) objects.<br/>The player can now also pick up any objects on the map, using the triangle button, only when unarmed. There might be a bit of a conflict with getting in cars, but the car stuff will take precedence for the moment.<br/>Note that this command doesn't perform any pathfinding to get to the object, it just does a goto-point. If the ped is not nearby the object, you will need to get the ped into its vicinity first.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DROPS_OBJECT# PED_INDEX PedIndex, BOOL AtSpeed #PURPOSE: Sets a ped to drop an object. More info..<br/>INFO: <br/>PARAM NOTES: AtSpeed: At the moment serves no function.<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_OBJECT# PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex, INT MaxSeekTime = DEFAULT_TIME_BEFORE_WARP, FLOAT SeekRadius = DEFAULT_SEEK_RADIUS #)]]
[[sanScript(NATIVE PROC #TASK_WEAPON_ROLL# PED_INDEX PedIndex, BOOL RollRight#PURPOSE: Tells the ped to perform a weapon roll. More info..<br/>INFO: <br/>PARAM NOTES: The ped will roll to the right if the second parameter is TRUE and to the left if its FALSE. <br/>)]]
[[sanScript(NATIVE PROC #TASK_SIT_DOWN#PED_INDEX PedIndex, VECTOR SeatSearchPosition, INT Time, SEATED_FLAGS Flags, STRING Context = NULL#PURPOSE: Give a ped a sit down task. More info..<br/>INFO: <br/>PARAM NOTES: Time is an INT. The character will sit down for Time milliseconds. A Time of -1 will cause the character to sit down forever.<br/>The SeatSearchPosition is the position where seats are searched from, if this is the actual seat position, then that seat entity will be found<br/>)]]
[[sanScript(NATIVE PROC #TASK_SIT_DOWN_ON_OBJECT#PED_INDEX PedIndex, OBJECT_INDEX iObjectId, INT iSitTime, SEATED_FLAGS Flags, STRING Context = NULL#PURPOSE: Give a ped a sit down task for a seat object and also moves the ped into the correct position. More info..<br/>INFO: <br/>PARAM NOTES:The task will use a seated 2d effect attached to the object if present, or the root of the object if no effect is present, you can pass an optional offset from the root vector and heading.<br/>If bInstantly is set to true the ped will spawn seated on the object.<br/>vOptionalExtraOffset should be set to 0, 0, 0 and fOptionExtraHeaidng to 0 as default if the seat has a seated 2d effect.<br/>)]]
[[sanScript(NATIVE PROC #TASK_SIT_DOWN_PLAY_ANIM#PED_INDEX PedIndex, INT iSitTime, STRING AnimDict, STRING AnimName, SEATED_FLAGS Flags#PURPOSE: Give a ped a sit down task for a seat object and also moves the ped into the correct position. More info..<br/>INFO: <br/>PARAM NOTES:The task will use a seated 2d effect attached to the object if present, or the root of the object if no effect is present, you can pass an optional offset from the root vector and heading.<br/>If bInstantly is set to true the ped will spawn seated on the object.<br/>vOptionalExtraOffset should be set to 0, 0, 0 and fOptionExtraHeaidng to 0 as default if the seat has a seated 2d effect.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_SITTING_OBJECT_NEAR#VECTOR vObjectSearchStart, MODEL_NAMES ModelName#PURPOSE: Searches for the nearest Sitting object to the position and if found will return true. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_SITTING_IDLE#PED_INDEX PedIndex#PURPOSE: Checks if the ped is playing idle seated anim.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_SIT_IDLE_ANIM#PED_INDEX PedIndex, STRING AnimDict, STRING AnimName, BOOL bLoopAnim#PURPOSE: Relpaces the current seated idle anim. More info..<br/>INFO: Make sure sit idle is already playing by using IS_PED_SITTING_IDLE<br/>PARAM NOTES:if blooped is set will loop otherwise it will play for 1 frame then be replaced. <br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_OVERRIDDEN_SIT_IDLE_ANIM_FINISHED#PED_INDEX PedIndex#PURPOSE: Checks if an overidden anim has finished playing. More info..<br/>INFO: Must check to see if the char is idling at all using IS_CHAR_SITTING_IDLE<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_INVESTIGATION_POSITION#PED_INDEX PedIndex, VECTOR NewInvestigationPosition#PURPOSE: Sets the investigation position of a ped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_INVESTIGATING_WHISTLING_EVENT#PED_INDEX PedIndex#PURPOSE: Checks if a ped is running an investigation task due to a whistling event<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JETPACK_GOTO_POINT#PED_INDEX PedIndex, VECTOR vGoToPoint, MOVEMENT_AXIS eMovementAxis = MOVE_POSY, FLOAT fTargetRadius = 3.0#PURPOSE: Makes a ped running the jetpack controller task go to a point<br/>INFO:<br/>PARAM NOTES: Movement axis defines which of the peds local axis the ped will move along<br/>Only Y axis is fully supported currently<br/>)]]
[[sanScript(NATIVE FUNC BOOL #JETPACK_GOTO_POINT_AND_FACE_ANOTHER_POINT#PED_INDEX PedIndex, VECTOR vGoToPoint, VECTOR vFacePoint, FLOAT fTargetRadius = 3.0#PURPOSE: Makes a ped running the jetpack controller task go to a point and face another point<br/>INFO:<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #JETPACK_TURN_TO_POINT#PED_INDEX PedIndex, VECTOR vTurnToPoint, MOVEMENT_AXIS eMovementAxis = MOVE_POSY#PURPOSE: Makes a ped running the jetpack controller task turn to a point<br/>INFO:<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #JETPACK_COMBAT#PED_INDEX PedIndex, PED_INDEX EnemyPedIndex#PURPOSE: Makes a ped running the jetpack controller task combat another ped<br/>INFO:<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #JETPACK_HAS_PED_REACHED_POSITION#PED_INDEX PedIndex#PURPOSE: Checks if the ped has reached there designated position<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_TASKS# PED_INDEX PedIndex #PURPOSE: Clears all tasks that are being performed by the ped. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_SECONDARY_TASK# PED_INDEX PedIndex #PURPOSE: Clears any secondary anims playing on the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_TURN_PED_TO_FACE_ENTITY# PED_INDEX PedIndex, ENTITY_INDEX EntityIndex #PURPOSE: Tells a ped to face an entity.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_TURN_PED_TO_FACE_PED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex #)]]
[[sanScript(NATIVE PROC #TASK_SHOOT_AT_COORD# PED_INDEX PedIndex,VECTOR VecTargetCoors, INT Duration, FIRING_TYPE FiringType #PURPOSE: Tells the ped to shoot at given coord. More info..<br/>INFO: <br/>PARAM NOTES: FIRING_TYPE is in commands_task.sch<br/>)]]
[[sanScript(NATIVE PROC #TASK_AIM_GUN_AT_COORD# PED_INDEX PedIndex, VECTOR VecTargetCoors, INT Duration #PURPOSE: Tells the ped to aim a gun at the coord<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_SHOOTING# PED_INDEX PedIndex, VECTOR VecCoors, PEDMOVESTATE MoveState, FLOAT TargetRadius, FLOAT SlowDistance, PED_INDEX OtherPedIndex, BOOL UseNavmesh = FALSE #PURPOSE: Tells a ped to go to a coord whilst aiming. More info..<br/>INFO: <br/>PARAM NOTES: PEDMOVESTATE is in commands_<br/>)]]
[[sanScript(NATIVE PROC #TASK_AIM_GUN_AT_ENTITY# PED_INDEX PedIndex, ENTITY_INDEX EntityIndex, INT Duration #PURPOSE: Tells a ped to aim a gun a an entity. More info..<br/>INFO: The first ped must have a gun and it must be his current weapon to use this command. <br/>PARAM NOTES:Duration is measured in milliseconds. <br/>)]]
[[sanScript(NATIVE PROC #TASK_AIM_GUN_AT_PED# PED_INDEX PedIndex, PED_INDEX TargetPedIndex, INT Duration #)]]
[[sanScript(NATIVE PROC #TASK_GOTO_PED_AIMING#PED_INDEX PedIndex, PED_INDEX OtherPedIndex, FLOAT SeekRadius, FLOAT AimRadius #PURPOSE: Sends a ped to a ped aiming a gun. More info..<br/>INFO: <br/>PARAM NOTES:SeekRadius: How close a ped gets before the task is complete. <br/>)]]
[[sanScript(NATIVE PROC #TASK_AIM_GUN_SCRIPTED# PED_INDEX PedIndex #PURPOSE: Gives player scripted gun task<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC COVERPOINT_INDEX #ADD_COVER_POINT# VECTOR VecCoors, FLOAT direction, COVERPOINT_USAGE usage, COVERPOINT_HEIGHT height, COVERPOINT_ARC arc #PURPOSE: Adds a cover point in the given position to cover from direction ( in degrees ). More info..<br/>INFO: NOTE: To take the coordinates of a cover point you'd like to create, do the following:<br/>Stand behind the object you'd like to take cover behind.<br/>Face towards the object you're standing behind.<br/><br/>If you do it this way then the following is true:<br/>The heading that is output to your temp_debug.txt is the 'FLOAT direction'<br/>Another thing to bear in mind is:<br/>When setting COVERPOINT_USAGE, COVUSE_WALLTOLEFT will flip the ped out to his right hand side, and so COVUSE_WALLTORIGHT will flip the ped out to his left.<br/>PARAM NOTES: COVERPOINT_USAGE: How the ped uses the cover<br/>COVERPOINT_ARC: How much cover the ped thinks the cover provides. 120 should be enough.<br/>COVERPOINT_HEIGHT: The height of the cover point only LOW and TO_HIGH are valid<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_COVER_POINT# COVERPOINT_INDEX index #PURPOSE: Removes a script added cover point.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_PED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex #PURPOSE: Tells a ped to combat another ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_PED_TIMED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT Time #PURPOSE: Tells a ped to combat another ped for a timed period.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_HATED_TARGETS_IN_AREA# PED_INDEX PedIndex, VECTOR vPosition, FLOAT fRange #PURPOSE: Tells the ped to combat all hated targets in the area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_HATED_TARGETS_AROUND_PED# PED_INDEX PedIndex, FLOAT fRange #PURPOSE: Tells the ped to combat all hated targets in the radius about the ped.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_HATED_TARGETS_AROUND_PED_TIMED# PED_INDEX PedIndex, FLOAT fRange, int iTime #PURPOSE: Tells the ped to combat all hated targets in the radius about the ped for a time period.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SWAP_WEAPON# PED_INDEX PedIndex, BOOL bDrawWeapon #PURPOSE: Tells the ped to swap their weapon.<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #TASK_COMBAT_ROLL# PED_INDEX PedIndex, ROLL_DIR rollDir #PURPOSE: Makes the ped peform a combat roll in the direction specified. More info..<br/>INFO: <br/>PARAM NOTES: ROLL_DIR is in commands_task.sch<br/>)]]
[[sanScript(NATIVE PROC #TASK_FIRE_FLARE# PED_INDEX PedIndex, VECTOR vTarget, FLARE_TYPE type, BOOL bForce #PURPOSE: Makes the ped fire a flare<br/>INFO: <br/>PARAM NOTES: FLARE_TYPE is in commands_task.sch.<br/>if bForce is true, ped will be given a flaregun if they don't have one<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD#PED_INDEX PedIndex, VECTOR GoToCoord, VECTOR AimAtCoord, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#PURPOSE: The ped will move to the GoToCoord while aiming at the AimAtCoord<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_AIMING_AT_ENTITY#PED_INDEX PedIndex, VECTOR GoToCoord, ENTITY_INDEX AimAtEntityIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#PURPOSE: The ped will move to the GoToCoord while aiming at the AimAtEntity<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_AIMING_AT_PED#PED_INDEX PedIndex, VECTOR GoToCoord, PED_INDEX AimAtPedIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_AIMING_AT_VEHICLE#PED_INDEX PedIndex, VECTOR GoToCoord, VEHICLE_INDEX AimAtVehicleIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_WHILE_AIMING_AT_OBJECT#PED_INDEX PedIndex, VECTOR GoToCoord, OBJECT_INDEX AimAtObjectIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_ENTITY_WHILE_AIMING_AT_COORD#PED_INDEX PedIndex, ENTITY_INDEX GoToEntityIndex, VECTOR AimAtCoord, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#PURPOSE: The ped will move to the GoToEntityIndex while aiming at the AimAtCoord<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_PED_WHILE_AIMING_AT_COORD#PED_INDEX PedIndex, PED_INDEX GoToPedIndex, VECTOR AimAtCoord, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_ENTITY_WHILE_AIMING_AT_ENTITY#PED_INDEX PedIndex, ENTITY_INDEX GoToEntityIndex, ENTITY_INDEX AimAtEntityIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#PURPOSE: The ped will move to the GoToEntityIndex while aiming at the AimAtEntityIndex<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_PED_WHILE_AIMING_AT_PED#PED_INDEX PedIndex, PED_INDEX GoToPedIndex, PED_INDEX AimAtPedIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_PED_WHILE_AIMING_AT_VEHICLE#PED_INDEX PedIndex, PED_INDEX GoToPedIndex, VEHICLE_INDEX AimAtVehicleIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_PED_WHILE_AIMING_AT_OBJECT#PED_INDEX PedIndex, PED_INDEX GoToPedIndex, OBJECT_INDEX AimAtObjectIndex, PEDMOVESTATE MoveState, BOOL Shoot, FLOAT TargetDistance = 0.5, FLOAT SlowDistance = 4.0, BOOL UseNavMesh = TRUE#)]]
[[sanScript(NATIVE PROC #TASK_CAPTURE_PED#PED_INDEX PedIndex, PED_INDEX CapturedPedIndex, FLOAT fSurrenderTime, FLOAT fQuestionTime#PURPOSE: The ped will move to the GoToPedIndex while aiming at the AimAtObject<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_STAND_GUARD# PED_INDEX PedIndex, VECTOR vDefendPosition, FLOAT fHeading, STRING context#PURPOSE: Tells the ped to defend the given position. More info..<br/>INFO: <br/>PARAM NOTES: Will stay within fPositionProximity metres to the given position, unless attacked; then ped will react according to its set decision makers until combat is ended, then will return to given position.<br/>Heading given by fHeading, measured in degrees, and only used when the Ped is at the main vDefendPosition.<br/>Context is used to stream in ambient animations or playing specific scenarios whilst the guard is guarding, defaults to a stationary scenario with stand guard ambient anims<br/>)]]
[[sanScript(NATIVE PROC #TASK_GUARD_CURRENT_POSITION# PED_INDEX PedIndex, FLOAT fMaxPatrolProximity, FLOAT GuardAreaRadius, BOOL bSetDefensiveArea #PURPOSE: Tells the ped to guard their current position with the area passed. More info..<br/>INFO: <br/>PARAM NOTES:bSetDefensiveArea is set the peds defensive area will be set to the position and radius of fGuardAreaRadius.<br/>The behaviour will be the same as TASK_STAND_GUARD, but will only patrol inside the defensive area and inside fMaxPatrolProximity, if the ped shouldn't patrol the area, set fMaxPatrolProximity to 0.0<br/>)]]
[[sanScript(NATIVE PROC #TASK_GUARD_ASSIGNED_DEFENSIVE_AREA# PED_INDEX PedIndex, VECTOR vDefendPosition, FLOAT fHeading, FLOAT fMaxPatrolProximity, INT nTimer #PURPOSE: Tells the ped to guard its assigned area, will assert if no defensive area is assigned. More info..<br/>INFO: The behaviour will be the same as TASK_STAND_GUARD, if the ped shouldn't patrol the area, set fMaxPatrolProximity to 0.0 <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_GUARD_ANGLED_DEFENSIVE_AREA#PED_INDEX PedIndex, VECTOR vDefendPosition, FLOAT fHeading, FLOAT fMaxPatrolProximity, INT nTimer, VECTOR vAreaStart, VECTOR vAreaEnd, FLOAT fAreaWidth#PURPOSE: Sets the defensive area of the ped and tells the ped to guard the area passed. More info..<br/>INFO: <br/>PARAM NOTES: The behaviour will be the same as TASK_STAND_GUARD, but will only patrol inside the defensive area and inside fMaxPatrolProximity, if the ped shouldn't patrol the area, set fMaxPatrolProximity to 0.0<br/>nTimer is used if the task is to be for a timed duration, measured in milliseconds. If not required, set to -1.<br/>)]]
[[sanScript(NATIVE PROC #TASK_GUARD_SPHERE_DEFENSIVE_AREA#PED_INDEX PedIndex, VECTOR vDefendPosition, FLOAT fHeading, FLOAT fMaxPatrolProximity, INT nTimer, VECTOR vAreaStart, FLOAT fAreaRadius#PURPOSE: Sets the defensive area of the ped and tells the ped to guard the area passed. More info..<br/>INFO: The behaviour will be the same as TASK_STAND_GUARD, but will only patrol inside the defensive area and inside fMaxPatrolProximity, if the ped shouldn't patrol the area, set fMaxPatrolProximity to 0.0 <br/>The area is specified using vAreaCentre and fAreaRadius the same format as SET_PED_SPHERE_DEFENSIVE_AREA.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_DRIVE_TASK_CRUISE_SPEED# PED_INDEX PedIndex, FLOAT CruiseSpeed #PURPOSE: Sets the drive tasks cruise speed. More info..<br/>INFO: <br/>PARAM NOTES: Check the drive task running on the ped is active before calling. <br/>)]]
[[sanScript(NATIVE PROC #SET_DRIVE_TASK_MAX_CRUISE_SPEED# PED_INDEX PedIndex, FLOAT MaxCruiseSpeed #PURPOSE: Sets the drive tasks maximum cruise speed. If MaxCruiseSpeed is set to 0 then it is ignored.<br/>INFO: <br/>PARAM NOTES: Check the drive task running on the ped is active before calling. <br/>)]]
[[sanScript(NATIVE PROC #SET_DRIVE_TASK_DRIVING_STYLE# PED_INDEX PedIndex, INT DriveStyle #PURPOSE: Sets the drive tasks driving style. More info..<br/>INFO: <br/>PARAM NOTES: Check the drive task running on the ped is active before calling. <br/>)]]
[[sanScript(NATIVE PROC #OPEN_PATROL_ROUTE# STRING RouteName #PURPOSE:Opens up a empty route so that nodes and links can be added. More info..<br/>INFO: This should be called once when added a patrol route.<br/>PARAM NOTES: RouteName: This must be prefixed with miss_ to be valid. eg miss_Desert1 <br/>)]]
[[sanScript(NATIVE PROC #ADD_PATROL_ROUTE_NODE# INT NodeId, STRING NodeType, VECTOR vNodePosition, VECTOR NodeLookAtPos, INT Duration = 0 #PURPOSE:Adds a patrol route node. Moreinfo..<br/>INFO: This can only be called once OPEN_PATROL_ROUTE has been called.<br/>There cane be a maximum of 16 nodes per route.<br/>PARAM NOTES: NodeId: This must be unique for each patrol route.<br/>NodeType: Taken from the following list.<br/>StandGuard,<br/>StandSmoking<br/>vNodePosition: Position of the node<br/>NodeLookAtPos: This is the position in world coords where the ped will look at. Set this to zero to make the ped look at nothing.<br/>Duration: The time the ped will spend at the node.<br/>)]]
[[sanScript(NATIVE PROC #ADD_PATROL_ROUTE_LINK# INT NodeId1, INT NodeId2 #PURPOSE: Links two patrol nodes together. More info.. <br/>INFO: A Node can have a maximum of 4 links. The direction of the link is the order passed in. e.g NodeA, NodeB passed in that order will will go to from A to B<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #CLOSE_PATROL_ROUTE##PURPOSE: Call this once finished adding links and nodes. More info..<br/>INFO:Tells the code that all the nodes and links have been added.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #CREATE_PATROL_ROUTE##PURPOSE: Adds the completed patrol route. <br/>INFO: This can only be called once a valid a ptrol route has been added.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #DELETE_PATROL_ROUTE#STRING RouteName#PURPOSE: Removes the named route inlcuding nodes and links.<br/>INFO:<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #TASK_PATROL#PED_INDEX Ped, STRING RouteName, PATROL_ALERT_STATE PedAlertState, BOOL CanChatToPeds = FALSE, BOOL CanUseHeadLookAtAlongRoute = TRUE#PURPOSE: Adds the completed patrol route. <br/>INFO: This can only be called once a valid a ptrol route has been added.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PATROL_TASK_INFO#PED_INDEX Ped, INT &TimeLeftAtNode, INT &NodeId#PURPOSE: Will get info from peds patrol task about the route. More info<br/>INFO: The values it returns should be only checked if the function returns true. The function returns TRUE when the ped has the patrol task as his active task.<br/>If the ped is patrolling, the function returns true. If the ped then engages in combat the function will return false until he resumes his patrol task<br/>PARAM NOTES: TimeLeftAtNode: returns how long the ped has to remain at that node if standing there. e.g. if the node has a duration of 5000ms <br/>and he has been standing there for 2000ms this param returns 3000ms. If the ped is between nodes or the node has 0 time then the parameter will return 0.<br/>NodeId: Returns the ID of the node that the ped is standing at or heading to.<br/>This the ID of node assigned by the script. If the patrol task cant find a valid node then the function will return -1.<br/>)]]
[[sanScript(NATIVE PROC #TASK_SEEK_COVER_FROM_POS# PED_INDEX PedIndex, VECTOR VecFromCoors, INT Time #PURPOSE: The ped will seek cover from the given coordinates. More info..<br/>INFO: If after a search no cover point can be found the task will finish. <br/>Once cover is reached the ped will hide behind it for Time milliseconds then the task will end, if Time is zero the ped will hide behind it indefinitely and the task will never end.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SEEK_COVER_FROM_PED# PED_INDEX PedIndex, PED_INDEX OtherPedIndex, INT Time #PURPOSE: The ped will seek cover from the given peds location. More info..<br/>INFO: <br/>PARAM NOTES:Once cover is reached the ped will hide behind it for Time milliseconds then the task will end,<br/>if Time is zero the ped will hide behind it indefinitely and the task will never end.<br/>)]]
[[sanScript(NATIVE PROC #TASK_SEEK_COVER_TO_COVER_POINT# PED_INDEX PedIndex, COVERPOINT_INDEX CoverIndex, VECTOR VecFromCoors, INT Time #PURPOSE: Task making the ped seek cover at the scripted cover point specified in CoverIndex. More info..<br/>INFO:Seeks cover in such a way as to avoid fire from position fromX, fromY, fromZ. Once cover is reached the ped will hide behind it for Time milliseconds then the task will end, <br/>if Time is zero the ped will hide behind it indefinitely and the task will never end.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SEEK_COVER_TO_COORDS# PED_INDEX PedIndex, VECTOR VecCooverCoors, VECTOR VecFromCoors, INT Time #PURPOSE: Tells a ped to seek cover to given coords VecCooverCoors in such a way as to hide from VecFromCoors. More info..<br/>INFO: The ped will find the nearest cover point to the coords given.<br/>Once cover is reached the ped will hide behind it for Time milliseconds then the task will end, if Time is zero the ped will hide behind it indefinitely and the task will never end.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_STAY_IN_COVER#PED_INDEX Ped#PURPOSE: This task will cause the ped to continuously look for cover within their defensive area, the defensive area can be moved<br/>and the ped will move to within the new area.<br/>If the defensive area has a direction the ped will always seek cover from that direction.<br/>INFO: This can only be called on a ped which has a valid defensive area.<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #TASK_PUT_PED_DIRECTLY_INTO_COVER# PED_INDEX PedIndex, VECTOR vCoverPos, INT Time #PURPOSE: Puts the ped directly into cover at the nearest point to the position specified. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_COVER_BLOCKING_AREA# VECTOR vStart, VECTOR vEnd, BOOL bBlockObjects, BOOL bBlockVehicles, BOOL bBlockMap #PURPOSE: Adds an axis aligned area that will block coverpoints from being automatically created. More info..<br/>INFO: if you want them to use scripted points added instead. You must call REMOVE_ALL_COVER_BLOCKING_AREAS at the end of the mission to remove them, <br/>this command can only be used during mission scripts<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ALL_COVER_BLOCKING_AREAS##PURPOSE: Removes all cover areas added by ADD_COVER_BLOCKING_AREA<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_START_SCENARIO_IN_PLACE# PED_INDEX PedIndex, STRING ScenarioName, int TimeToLeave = -1 #PURPOSE: Puts the ped into the given scenario immediately. More info..<br/>INFO: <br/>PARAM NOTES: scenario is chosen fromhttp:10.11.23.14/wiki/index.php?title=SCENARIO_STRINGS<br/>)]]
[[sanScript(NATIVE PROC #TASK_START_SCENARIO_AT_POSITION# PED_INDEX PedIndex, STRING ScenarioName, VECTOR vPosition, FLOAT fHeading #PURPOSE: The ped will walk to the position and heading given, then start the scenario passed. More info..<br/>INFO: <br/>PARAM NOTES:scenario is chosen fromhttp:10.11.23.14/wiki/index.php?title=SCENARIO_STRINGS<br/>)]]
[[sanScript(NATIVE PROC #TASK_START_VEHICLE_SCENARIO# PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, STRING ScenarioName, BOOL WarpToPosition #PURPOSE: You should create the ped and vehicle yourself before using this command. The ped will start the vehicle scenario, warping positions the ped instantly to the scenario location. More info..<br/>INFO: <br/>PARAM NOTES:scenario is chosen fromhttp:10.11.23.14/wiki/index.php?title=SCENARIO_STRINGS<br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_NEAREST_SCENARIO_TO_COORD# PED_INDEX PedIndex, VECTOR vPosition, FLOAT fRange #PURPOSE: Puts the ped into the cloeset scenario to the coord. More info..<br/>INFO: Make sure the scenario point or objects its attached to is loaded at the time. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_NEAREST_SCENARIO_TO_COORD_WARP# PED_INDEX PedIndex, VECTOR vPosition, FLOAT fRange #PURPOSE: Warps the ped into the cloeset scenario to the pos. More info..<br/>INFO: Make sure the scenario point or objects its attached to is loaded at the time.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_SCENARIO_EXIST_IN_AREA# VECTOR vPosition, FLOAT fRange, BOOL bMustBeFree #PURPOSE: Returns true if there is a scenario in the area given More info..<br/>INFO: <br/>PARAM NOTES: bMustBeFree is true it will only return true if the point is not in use. <br/>)]]
[[sanScript(NATIVE PROC #TASK_USE_DPV#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex#PURPOSE: Gives ped a DPV (Diver Propulsion Vehicle) task. More info..<br/>INFO: <br/>PARAM NOTES: Use a OBJECT_INDEX of -1 to have a DPV created<br/>)]]
[[sanScript(NATIVE PROC #TASK_GO_TO_COORD_DPV#PED_INDEX PedIndex, VECTOR vPosition#PURPOSE: Direct a ped using a DPV to drive to a coordinate<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_SUBTASK_ATTACK_PED#PED_INDEX PedIndex, PED_INDEX OtherPed #PURPOSE: Will append an attacking subtask to a previously given driving task.<br/>This can be used directly with a ped or in a sequence in the following commands:<br/>TASK_HELI_MISSION<br/>TASK_VEHICLE_DRIVE_TO_COORD<br/>TASK_VEHICLE_MISSION<br/>TASK_VEHICLE_MISSION_PED_TARGET<br/>TASK_VEHICLE_MISSION_COORS_TARGET<br/><br/>SEE ALSO ADD_VEHICLE_SUBTASK_ATTACK_PED<br/>INFO: Used as follows:<br/><br/>TASK_VEHICLE_MISSION(Ped, params...)<br/>ADD_VEHICLE_SUBTASK_ATTACK_PED(Ped, OtherPed) - will update the above task to include this subtask<br/><br/>OR<br/><br/>OPEN_SEQUENCE_TASK (SEQ)<br/>TASK_FLUSH_ROUTE()<br/>TASK_EXTEND_ROUTE(<< -17.30, -6.60, 1.19>> )<br/>TASK_EXTEND_ROUTE(<<-16.69, 12.23, 1.19 >> )<br/>TASK_EXTEND_ROUTE(<<12.18, 12.76, 1.19 >> )<br/>TASK_EXTEND_ROUTE(<<13.37, -14.18, 1.19 >> )<br/>TASK_DRIVE_POINT_ROUTE (NULL, veh, 1.0 )<br/>ADD_VEHICLE_SUBTASK_ATTACK_PED(NULL, OtherPed)<br/><br/>SET_SEQUENCE_TO_REPEAT(seq, REPEAT_FOREVER)<br/>CLOSE_SEQUENCE_TASK(SEQ)<br/><br/><br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_SUBTASK_ATTACK_COORD#PED_INDEX PedIndex, VECTOR vPosition #PURPOSE: Will append an attacking subtask to a previously given driving task.<br/>This can be used directly with a ped or in a sequence in the following commands:<br/>TASK_HELI_MISSION<br/>TASK_VEHICLE_DRIVE_TO_COORD<br/>TASK_VEHICLE_MISSION<br/>TASK_VEHICLE_MISSION_PED_TARGET<br/>TASK_VEHICLE_MISSION_COORS_TARGET<br/><br/>SEE ALSO ADD_VEHICLE_SUBTASK_ATTACK_PED<br/>INFO: Used as follows:<br/><br/>TASK_VEHICLE_MISSION(Ped, params...)<br/>ADD_VEHICLE_SUBTASK_ATTACK_COORD(Ped, OtherPed) - will update the above task to include this subtask<br/><br/>OR<br/><br/>OPEN_SEQUENCE_TASK (SEQ)<br/>TASK_FLUSH_ROUTE()<br/>TASK_EXTEND_ROUTE(<< -17.30, -6.60, 1.19>> )<br/>TASK_EXTEND_ROUTE(<<-16.69, 12.23, 1.19 >> )<br/>TASK_EXTEND_ROUTE(<<12.18, 12.76, 1.19 >> )<br/>TASK_EXTEND_ROUTE(<<13.37, -14.18, 1.19 >> )<br/>TASK_DRIVE_POINT_ROUTE (NULL, veh, 1.0 )<br/>ADD_VEHICLE_SUBTASK_ATTACK_PED(NULL, OtherPed)<br/><br/>SET_SEQUENCE_TO_REPEAT(seq, REPEAT_FOREVER)<br/>CLOSE_SEQUENCE_TASK(SEQ)<br/><br/><br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_SHOOT_AT_PED#PED_INDEX PedIndex, PED_INDEX OtherPed #PURPOSE: The ped will shoot from a vehicle the other ped passed.<br/>Using:<br/>Driveby weapons<br/>Vehicle mounted weapons<br/>Grenades<br/>Depending on what is currently selected in their inventory.<br/>SEE ALSO TASK_VEHICLE_SHOOT_AT_COORD<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_VEHICLE_SHOOT_AT_COORD#PED_INDEX PedIndex, VECTOR vPosition #PURPOSE: The ped will shoot from a vehicle at the coord passed.<br/>Using:<br/>Driveby weapons<br/>Vehicle mounted weapons<br/>Grenades<br/>Depending on what is currently selected in their inventory.<br/>SEE ALSO TASK_VEHICLE_SHOOT_AT_PED<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_HANG_GLIDER#PED_INDEX PedIndex, OBJECT_INDEX ObjectIndex#PURPOSE: Give the ped a hang glider task. This causes the ped to go to the specified object,<br/>pick it up and then take off in the direction which it is facing.<br/>Script must specify a valid object because hang gliders are created in script.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HANG_GLIDER_AIR_SPEED#PED_INDEX PedIndex, VECTOR vAirSpeed#PURPOSE: Temporary script command allows air speed to be set for hang glider task.<br/>User should check that hang glider task is running on ped first using GET_SCRIPT_TASK_STATUS<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_BIND_POSE#PED_INDEX nPedIndex, BOOL bDoBlendFromNM#PURPOSE: Used for debugging the transition between bind pose in NM and pure animation.<br/>INFO: Only meant for debugging NM usage. Shouldn't be used in-game!!<br/>PARAM NOTES: nPedIndex: the ped to give the task to; bDoBlendFromNM: whether to blend back to animation or not.<br/>)]]
[[sanScript(NATIVE PROC #ELECTROCUTE_PED#PED_INDEX nPedIndex, INT nMinTime, INT nMaxTime#PURPOSE: Give the ped an NM electrocution task.<br/>INFO:<br/>PARAM NOTES: nPedIndex: the ped to give the task to; nMinTime, nMaxTime: minimum and maximum time to run the task for.<br/>)]]
[[sanScript(NATIVE PROC #TASK_SET_BLOCKING_OF_NON_TEMPORARY_EVENTS#PED_INDEX PedIndex, BOOL bSet#PURPOSE: Task to set blocking of non-temporary events so it can be sequenced<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_WAYPOINT_RECORDING#STRING RecordingName#PURPOSE: Requests the named recording from the streaming system<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_WAYPOINT_RECORDING_LOADED#STRING RecordingName#PURPOSE: Returns whether the named recording has been loaded yet<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_WAYPOINT_RECORDING#STRING RecordingName#PURPOSE: Removes the named recording<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAYPOINT_RECORDING_GET_NUM_POINTS#STRING RecordingName, INT & iOutNumPoints#PURPOSE: Retrieves the number of points in the specified recording. The recording must be loaded. Vaule returned by parameter.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAYPOINT_RECORDING_GET_COORD#STRING RecordingName, INT iWaypoint, VECTOR & vOutCoord#PURPOSE: Retrieves the specified waypoint's position. The recording must be loaded. Vaule returned by parameter.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAYPOINT_RECORDING_GET_CLOSEST_WAYPOINT#STRING RecordingName, VECTOR vPos, INT & iOutWaypoint#PURPOSE: Retrieves the the closest waypoint to the given position. The recording must be loaded. Vaule returned by parameter.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_FOLLOW_WAYPOINT_RECORDING#PED_INDEX iPed, STRING RecordingName, INT iStartingProgress=0, EWAYPOINT_FOLLOW_FLAGS iFlags = EWAYPOINT_DEFAULT#PURPOSE: Instructs the ped to follow the named recording, starting at the given waypoint<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_WAYPOINT_PLAYBACK_GOING_ON_FOR_PED#PED_INDEX iPed#PURPOSE: Returns whether the given ped is running a script-given waypoint-recording task.<br/>This returns true regardless of whether the recording is paused, or an event has taken precedence.<br/>You should always use GET_SCRIPT_TASK_STATUS if you need to differentiate between active/dormant tasks.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_PED_WAYPOINT_PROGRESS#PED_INDEX iPed#PURPOSE: Retrieves the current progress of the given ped, who must be following the route at the time<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #WAYPOINT_PLAYBACK_GET_IS_PAUSED#PED_INDEX iPed#PURPOSE: Retrieves the pause status<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_PAUSE#PED_INDEX iPed, BOOL bFacePlayer#PURPOSE: Pauses the playback of a waypoint-recording on the specified ped, and optionally instructs them to face the player<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_RESUME#PED_INDEX iPed, BOOL bAchieveHeadingFirst=FALSE#PURPOSE: Resumes the playback of a waypoint-recording on the specified ped. Optionally allows the ped to turn towards their<br/>next waypoint before starting to move - can help avoid navigation problems in tight spaces.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_OVERRIDE_SPEED#PED_INDEX iPed, FLOAT fMoveBlendRatio#PURPOSE: Overrides the speed at which the ped moves, ignoring the speeds recorded in the route<br/>INFO:<br/>PARAM NOTES: fMoveBlendRatio (0.0 = still, 1.0 = walk, 2.0 = run, 3.0 = sprint)<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_USE_DEFAULT_SPEED#PED_INDEX iPed#PURPOSE: Resets the playback to the default speeds, as recorded in the route<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_START_AIMING_AT_PED#PED_INDEX iPed, PED_INDEX iTargetPed, BOOL bRunAndGun#PURPOSE: Starts the ped aiming at the specified ped or coordinates whilst already following a waypoint-recording<br/>bRunAndGun - specifies whether to use run & gun to shoot over shoulder whilst running (ie. ped doesn't strafe)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_START_AIMING_AT_COORD#PED_INDEX iPed, VECTOR vTargetCoords, BOOL bRunAndGun#)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_START_SHOOTING_AT_PED#PED_INDEX iPed, PED_INDEX iTargetPed, BOOL bRunAndGun#PURPOSE: Starts the ped shooting at the specified ped or coordinates whilst already following a waypoint-recording<br/>bRunAndGun - specifies whether to use run & gun to shoot over shoulder whilst running (ie. ped doesn't strafe)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_START_SHOOTING_AT_COORD#PED_INDEX iPed, VECTOR vTargetCoords, BOOL bRunAndGun#)]]
[[sanScript(NATIVE PROC #WAYPOINT_PLAYBACK_STOP_AIMING_OR_SHOOTING#PED_INDEX iPed#PURPOSE: Turns off aiming or shooting<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #USE_WAYPOINT_RECORDING_AS_ASSISTED_MOVEMENT_ROUTE#STRING RecordingName, BOOL bUseAsAssistedMovementRoute, FLOAT fPathWidth=1.0, FLOAT fTension=0.5#PURPOSE: Makes the specified recording act as an assisted-movement route for the player<br/>The recording can contine to be used for waypoint-following playback as well.<br/>Be absolutely sure to turn this back off when no longer required, as it could be costly.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_REQUEST_ROUTE#STRING RouteName#PURPOSE: Requests the specified assisted-movement route to be active<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ASSISTED_MOVEMENT_REMOVE_ROUTE#STRING RouteName#PURPOSE: Requests the specified assisted-movement route to be inactive<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_MOVE_NETWORK#PED_INDEX PedIndex, MOVE_NETWORK network#PURPOSE: Task to start a move network of the type passed<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_MOVE_NETWORK_ADVANCED#PED_INDEX PedIndex, MOVE_NETWORK network, VECTOR vStartPos, VECTOR vStartRot#PURPOSE: Task to start a move network of the type passed with custom start pos and orientation<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_TASK_MOVE_NETWORK_ACTIVE#PED_INDEX PedIndex#PURPOSE: Returns true if a move network is active<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_TASK_MOVE_NETWORK_READY_FOR_TRANSITION#PED_INDEX PedIndex#PURPOSE: Returns true if a move network is ready for a state transition<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #REQUEST_TASK_MOVE_NETWORK_STATE_TRANSITION#PED_INDEX PedIndex, STRING StateName#PURPOSE: Requests a transition to a new MoVE states<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_TASK_MOVE_NETWORK_STATE#PED_INDEX PedIndex#PURPOSE: Returns the current state<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TASK_MOVE_NETWORK_SIGNAL_FLOAT#PED_INDEX PedIndex, STRING signalName, FLOAT fSignal #PURPOSE: Sets the MoVE signal to the passed value<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TASK_MOVE_NETWORK_SIGNAL_BOOL#PED_INDEX PedIndex, STRING signalName, BOOL bSignal #PURPOSE: Sets the MoVE signal to the passed value<br/>INFO:<br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_TASK_MOVE_NETWORK_SIGNAL_FLOAT# PED_INDEX PedIndex, STRING signalName #PURPOSE: Gets the value of a float type output parameter from the peds scripted MoVE network. More Info...<br/>INFO:<br/>PARAM NOTES: If the network is not currently sending an output parameter of that name, the command will return 0.0<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_TASK_MOVE_NETWORK_SIGNAL_BOOL# PED_INDEX PedIndex, STRING signalName #PURPOSE: Gets the value of a boolean type output parameter from the peds scripted MoVE network. More Info...<br/>INFO:<br/>PARAM NOTES: If the network is not currently sending an output parameter of that name, the command will return FALSE<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_MOVE_NETWORK_INITIAL_OFFSET_POSITION#MOVE_NETWORK network, VECTOR vStartPos, VECTOR vStartRot#PURPOSE: Returns the position to start the network given the root position and orientation given (e.g. object location)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_MOVE_NETWORK_INITIAL_OFFSET_ROTATION#MOVE_NETWORK network, VECTOR vStartPos, VECTOR vStartRot#PURPOSE: Returns the position to start the network given the root position and orientation given (e.g. object location)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_TASK_MOVE_NETWORK_EVENT#PED_INDEX PedIndex, STRING eventName#PURPOSE: Returns true if an event with the given name has just fired on the ped's script owned MoVE network<br/>Can be used to trigger creation of objects in script, etc<br/>INFO: Allows script to recieve named events from a running MoVE network<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #TASK_SYNCHRONIZED_SCENE#PED_INDEX PedIndex, INT sceneID, STRING animDictionary, STRING anim, FLOAT blendInDelta, FLOAT blendOutDelta#PURPOSE: Starts a synchronized scene on the specified ped<br/>INFO:<br/>PARAM NOTES: sceneID - the scene index to start on<br/>blendInDelta / blendInDelta - the rate to blend the scene in and out on the ped. Using INSTANT_BLEND_IN / INSTANT_BLEND_OUT<br/>should create / remove the task without a frame's delay<br/>)]]
== commands_vehicle ==
[[sanScript(NATIVE FUNC VEHICLE_INDEX #CREATE_VEHICLE#MODEL_NAMES ModelHashKey, VECTOR VecCoors, FLOAT fVehicleHeading = 0.0 , BOOL RegisterAsNetworkObject = TRUE, BOOL ScriptHostObject = TRUE#PURPOSE: Ceates a vehicle at a coord with a heading More info..<br/>INFO: <br/>PARAM NOTES: Model_names is taken from Model_enums.sch,<br/>RegisterAsNetworkObject: The new object will be created and synced on other machines if a network game is running<br/>ScriptHostObject: If true, this object has been created by the host portion of a network script and is vital to that script - it must always exist regardless of who is hosting the script.<br/>If false, the object has been created by the client portion of a network script and can be removed when the client who created it leaves the script session.<br/>)]]
[[sanScript(NATIVE PROC #DELETE_VEHICLE#VEHICLE_INDEX &VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_AS_NO_LONGER_NEEDED#VEHICLE_INDEX &VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_AS_MISSION_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL ScriptHostObject = TRUE#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_IN_CUTSCENE#VEHICLE_INDEX VehicleIndex, BOOL bShow#PURPOSE: Allow a MISSION vehcile to function while a cutscene is running. More info..<br/>INFO: Ensure you only set this for car that you want to remain active inside a cutscene - not to be used for mission cars that are in the cutscene - the cutscene will deal with that itself.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DENSITY_MULTIPLIER#FLOAT DensityMultiplier#PURPOSE: Sets the amount of ambient traffic and parked vehicles being spawned. More info..<br/>INFO: If the Denisty multiplier is set to 0.0 then ambients cars will stop spawning.<br/>PARAM NOTES: DensityMultiplier default = 1.0<br/>)]]
[[sanScript(NATIVE PROC #SET_RANDOM_VEHICLE_DENSITY_MULTIPLIER#FLOAT DensityMultiplier#PURPOSE: Sets the amount of ambient traffic being spawned. More info..<br/>INFO: If the Denisty multiplier is set to 0.0 then ambients traffic will stop spawning.<br/>PARAM NOTES:DensityMultiplier default = 1.0<br/>)]]
[[sanScript(NATIVE PROC #SET_PARKED_VEHICLE_DENSITY_MULTIPLIER#FLOAT DensityMultiplier#PURPOSE: Sets the amount of parked vehicles being spawned. More info..<br/>INFO: If the Denisty multiplier is set to 0.0 then parked vehicles will stop spawning.<br/>PARAM NOTES: DensityMultiplier default = 1.0<br/>)]]
[[sanScript(NATIVE PROC #SET_NUMBER_OF_PARKED_VEHICLES#INT NewNumberOfParkedCars#PURPOSE: Sets the number of parked cars budget.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_MODEL_IS_SUPPRESSED#MODEL_NAMES VehicleModelHashKey, BOOL IsSuppressed#PURPOSE: Stops a certain vehicle model being spawned.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MAD_DRIVERS#BOOL bMadDriversActive#PURPOSE: Sets if mad drivers are spawned<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_FROM_PARKED_VEHICLES_BUDGET#VEHICLE_INDEX VehicleIndex, BOOL bTakeCarOutOfParkedCarsBudget#PURPOSE: Removes a vehicle from the parked vehicle budget allowing for more parked cars. More info..<br/>INFO: ONLY use this command for cars that are expected to be static most of the time. Otherwise the game may end up with too many moving cars and slow down. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RANDOM_BOATS#BOOL RandomBoatsFlag#PURPOSE: Set random boats active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GARBAGE_TRUCKS#BOOL Flag#PURPOSE: Sets garbage trucks active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_NEAREST_CABLE_CAR#VECTOR VecCoors, FLOAT Radius#PURPOSE: Gets the nearest cable car to a coord. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_MODEL#VEHICLE_INDEX VehicleIndex, MODEL_NAMES ModelHashKey#PURPOSE: Checks that the vehicle is a specific model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_VEHICLE_MODEL#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_BOAT#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a boat model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_PLANE#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a plane model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_HELI#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a heli model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_CAR#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a car model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_TRAIN#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a train model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_THIS_MODEL_A_BIKE#MODEL_NAMES VehicleModelHashKey#PURPOSE: Checks that vehcile model is a bike model<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_VEHICLE_HAVE_ROOF#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that the vehicle has a roof.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_BIG_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the vehicle big e.g plane .<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_RANDOM_VEHICLE_MODEL_IN_MEMORY#BOOL OnlyPickNormalCarsFlag, MODEL_NAMES &ReturnVehicleModelHashKey, INT &ReturnVehicleClass#PURPOSE: Gets a random vehicle model firom memory.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_CURRENT_BASIC_POLICE_VEHICLE_MODEL##PURPOSE: Gets the basic police car model irrespective of wanted level. More info..<br/>INFO: The model returned will be streamed in apart from during the first 20 or so seconds at the start of the game. (So the script has to make sure it is loaded but only to make sure it doesn't crash) <br/>The returned model can only be the 2 basic models.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_CURRENT_POLICE_VEHICLE_MODEL##PURPOSE: Gets the basic police car model. More info..<br/>INFO: This command will give you the one that is currently loaded. <br/>The model returned will be streamed in apart from during the first 20 or so seconds at the start of the game. (So the script has to make sure it is loaded but only to make sure it doesn't crash)<br/>The returned model could be a noose, police hummer or stockade as well as the basic police cars<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_CURRENT_TAXI_VEHICLE_MODEL##PURPOSE: Gets the cuurent taxi model loaded. More info..<br/>INFO: The game loads 2 taxi models at any one time.When the script needs a taxi model it should call this command to find out which one to use. <br/>You don't need to REQUEST the model after this but you have to make sure it is loaded (HAS_MODEL_LOADED).<br/>This should return true straight away apart from during the first 20 seconds of the game running.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_VEHICLE_MODEL_VALUE#MODEL_NAMES VehicleModelHashKey#PURPOSE: Gets the monetary value of a vehicles model.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_DISPLAY_NAME_FROM_VEHICLE_MODEL#MODEL_NAMES VehicleModelHashKey#PURPOSE: Gets the the model name of the vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_VEHICLE_HIGH_DETAIL_MODEL#VEHICLE_INDEX Vehicle#PURPOSE: Requests the high detail model for this vehicle. More info.. <br/>INFO: Used primarily for cut scenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_HIGH_DETAIL_MODEL#VEHICLE_INDEX Vehicle#PURPOSE: Removes the vehicles loaded high detail model. More info..<br/>INFO: Used primarily for cut scenes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DAMAGE#VEHICLE_INDEX TrainIndex, VECTOR VecDamageCoors, FLOAT Damage, FLOAT Deformation, BOOL localDamage#PURPOSE: Applies damage deformation to a vehicle. More info..<br/>INFO: Ths only deforms the car and does not knock off doors etc. the values paassed in to damage and deformation are direct forces. <br/>PARAM NOTES: localDamage: Applys the damage local to the vehicles space.<br/>Deformation: Sets how much the vehicle is deformed by<br/>VecDamageCoors: is where the damage is applied to the vehicle<br/>Damage: scales how much damage is applied to the vehicle<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_WAITING_FOR_WORLD_COLLISION#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_BEEN_DAMAGED_BY_PED#VEHICLE_INDEX VehicleIndex, PED_INDEX PedIndex#)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_BEEN_DAMAGED_BY_VEHICLE#VEHICLE_INDEX FirstVehicleIndex, VEHICLE_INDEX SecondVehicleIndex#)]]
[[sanScript(NATIVE PROC #CLEAR_VEHICLE_LAST_DAMAGE_ENTITY#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_ALL_VEHICLES_CAN_BE_DAMAGED#BOOL AllCarsCanBeDamagedFlag#PURPOSE: Sets all vehicles can be damaged<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_BE_DAMAGED#VEHICLE_INDEX VehicleIndex, BOOL CarCanBeDamagedFlag#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ONLY_DAMAGED_BY_PLAYER#VEHICLE_INDEX VehicleIndex, BOOL OnlyDamagedByPlayerFlag#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ONLY_DAMAGED_BY_RELATIONSHIP_GROUP# VEHICLE_INDEX VehicleIndex, BOOL OnlyDamagedByRelGroup, REL_GROUP_HASH relGroup #)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_BE_VISIBLY_DAMAGED#VEHICLE_INDEX VehicleIndex, BOOL VisibleDamageFlag#PURPOSE: Sets if the vehicle shows veisible damage.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_VEHICLE_DEFORMATION_AT_POS#VEHICLE_INDEX VehicleIndex, VECTOR vecPos#INFO: <br/>PARAM NOTES:<br/>find out how much a car has deformed at a specific position on the vehicle (local coordinates)<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_EXPLODES_ON_HIGH_EXPLOSION_DAMAGE#VEHICLE_INDEX VehicleIndex, BOOL bSet#PURPOSE: Stop a vehicle exploding instantly when hit by another explosion<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_SPEED#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_ROLL#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_HEIGHT_OF_VEHICLE#VEHICLE_INDEX VehicleIndex, VECTOR Position, BOOL IsWorldPos, BOOL WantWorldResult#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_FORWARD_X#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_FORWARD_Y#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_VEHICLE_SPEED_VECTOR#VEHICLE_INDEX VehicleIndex, BOOL bLocalResult=false#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_VEHICLE_FORWARD_VECTOR#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #APPLY_FORCE_TO_VEHICLE#VEHICLE_INDEX VehicleIndex, APPLY_FORCE_TYPE ApplyType, VECTOR vForce, VECTOR vOffset, INT Component, BOOL LocalForce, BOOL LocalOffset, BOOL ScaleByMass #)]]
[[sanScript(NATIVE PROC #BRING_VEHICLE_TO_HALT#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, FLOAT StoppingDistance, INT nTimeToStopFor=0#PURPOSE: Decelerates a vehicle until it comes to rest, possibly in an unphysically short distance.<br/>INFO:<br/>PARAM NOTES: StoppingDistance - the distance from the initial coords at which the vehicle should come to rest.<br/>nTimeToStopFor - the length of time in milliseconds to hold the car at rest after stopping.<br/>)]]
[[sanScript(NATIVE PROC #FREEZE_VEHICLE_POSITION#VEHICLE_INDEX VehicleIndex, BOOL FreezeFlag#)]]
[[sanScript(NATIVE PROC #FREEZE_VEHICLE_POSITION_AND_DONT_LOAD_COLLISION#VEHICLE_INDEX VehicleIndex, BOOL FreezeCarFlag#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_COLLISION#VEHICLE_INDEX VehicleIndex, BOOL CollisionFlag#)]]
[[sanScript(NATIVE PROC #SET_LOAD_COLLISION_FOR_VEHICLE_FLAG#VEHICLE_INDEX VehicleIndex, BOOL LoadCollisionFlag#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_VEHICLE_COORDS#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_DEAD_VEHICLE_COORDS#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_COORDS#VEHICLE_INDEX VehicleIndex, VECTOR VecNewCoors#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_COORDS_NO_OFFSET#VEHICLE_INDEX VehicleIndex, VECTOR VecNewCoors#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_HEADING#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_HEADING#VEHICLE_INDEX VehicleIndex, FLOAT NewHeading#)]]
[[sanScript(NATIVE FUNC BOOL #SET_VEHICLE_ON_GROUND_PROPERLY#VEHICLE_INDEX VehicleIndex#PURPOSE: Sets the vehicle on the ground taking nto account the angle of the ground.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_TURNS_TO_FACE_COORD#VEHICLE_INDEX VehicleIndex, FLOAT PointAtX, FLOAT PointAtY#PURPOSE: Rotates the vehicle so that it faces toward the given co-ordinate. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_IN_AREA#VEHICLE_INDEX VehicleIndex, VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_AT_COORD#VEHICLE_INDEX VehicleIndex, VECTOR VecCentreCoors, VECTOR VecLocateDimensions, BOOL HighlightArea = FALSE, BOOL bCheck3D = TRUE#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_STOPPED#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that the vehicle is stopped<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_STOPPED_AT_TRAFFIC_LIGHTS#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that a vehicle is stopped at lights <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_STOPPED_BECAUSE_OF_LIGHT#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that the vehicle has stopped because of the traffic lights.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_VEHICLE_IN_WORLD_COORDS#VEHICLE_INDEX VehicleIndex, VECTOR VecOffset#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_OFFSET_FROM_VEHICLE_GIVEN_WORLD_COORDS#VEHICLE_INDEX VehicleIndex, VECTOR VecWorldCoors#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_PITCH#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_UPRIGHT_VALUE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #GET_VEHICLE_QUATERNION#VEHICLE_INDEX VehicleIndex, FLOAT& QuadX, FLOAT& QuadY, FLOAT& QuadZ, FLOAT& QuadW#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_QUATERNION#VEHICLE_INDEX VehicleIndex, FLOAT QuadX, FLOAT QuadY, FLOAT QuadZ, FLOAT QuadW#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ROTATION#VEHICLE_INDEX VehicleIndex, VECTOR vRotation#)]]
[[sanScript(NATIVE FUNC VECTOR #GET_VEHICLE_ROTATION#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_IN_AIR_PROPER#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_ON_ALL_WHEELS#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the vehicle is not in contact with anything.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_UPRIGHT#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_UPSIDEDOWN#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_IN_WATER#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_ON_SCREEN#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_TOUCHING_VEHICLE#VEHICLE_INDEX FirstVehicleIndex, VEHICLE_INDEX SecondVehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_ON_FIRE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #STOP_VEHICLE_FIRE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_TYRE_BURST#VEHICLE_INDEX VehicleIndex, SC_WHEEL_LIST WheelNumber#PURPOSE: Checks if a vehicles tyre is burst<br/>INFO: <br/>PARAM NOTES: SC_WHEEL_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_TYRE_BURST#VEHICLE_INDEX VehicleIndex, SC_WHEEL_LIST WheelNumber#PURPOSE: Sets a vehicles tyre burst.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_TYRE_FIXED#VEHICLE_INDEX VehicleIndex, SC_WHEEL_LIST WheelNumber#PURPOSE: Fixes a vehicles burts tyre<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_TYRES_CAN_BURST#VEHICLE_INDEX VehicleIndex, BOOL CanBurstTyresFlag#PURPOSE: Sets if a vehicles tyre can burst.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_VEHICLE_WHEELS#VEHICLE_INDEX VehicleIndex, BOOL bExtend#PURPOSE :Reset vehicle wheels to original (modelled) position, or to fully extended position<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_STUCK_CHECK_WITH_WARP#VEHICLE_INDEX VehicleIndex, FLOAT MinimumMoveDistance, INT CheckFrequency, BOOL WarpIfStuckFlag, BOOL WarpIfUpsideDownFlag, BOOL WarpIfInWaterFlag, INT WarpMethod#PURPOSE: Will attempt to warp a vehicle out of a stuck or upsidedown or in water position. More info..<br/>INFO: This command is similar to the basic ADD_STUCK_CAR_CHECK except that the game will attempt to warp the car as soon as it becomes stuck. <br/>The three flags are used to control whether the car is warped if it has become stuck, as soon as it is upside-down or as soon as it is in water.<br/>PARAM NOTES: WarpMethod: if WarpMethod is negative then the car will attempt to warp back on to its last route node.<br/>If WarpMethod is greater than 0 then the car will try to warp to that number of closest car nodes, starting with the closest.<br/>In both cases (last route node or closest car nodes), the car will only warp if both it and the destination coordinates are offscreen.<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_UPSIDEDOWN_CHECK#VEHICLE_INDEX VehicleIndex#PURPOSE: Adds a vehicle is upside down check. More info..<br/>INFO: Use this command to tell the game that this car should be checked for being stuck on its roof. <br/>If the deatharrest code is switched on and the specified car does become stuck then a message will be displayed and the current mission will fail.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_UPSIDEDOWN_CHECK#VEHICLE_INDEX VehicleIndex#PURPOSE: Remove a upsidedown vehicle check<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_STUCK_ON_ROOF#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that a vehicle is stuck on its roof. More info..<br/>INFO: If the deatharrest code is switched off, it is still possible to check for a particular car being stuck on its roof. Before using this command, you must have called ADD_VEHICLE_UPSIDEDOWN_CHECK for CarID. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_STUCK_CHECK#VEHICLE_INDEX VehicleIndex, FLOAT MinMoveDistance, INT CheckFrequency#PURPOSE: Starts a check on the specified car. More info..<br/>INFO: Every CheckFrequency milliseconds, the cars position will be compared to its position last time the check took place. If it has moved less than MinMoveDistance metres then the car will be considered stuck. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_STUCK_CHECK#VEHICLE_INDEX VehicleIndex#PURPOSE: Removes a vehicle stuck check<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_VEHICLE_HAVE_STUCK_VEHICLE_CHECK#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that a vehicle has a atuck check<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_STUCK_TIMER_UP#VEHICLE_INDEX VehicleIndex, eVehStuckTypes StuckType, INT RequiredTime#PURPOSE: Has a timer for a specific stuck check expired.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #RESET_VEHICLE_STUCK_TIMER#VEHICLE_INDEX VehicleIndex, eVehStuckTypes StuckType#PURPOSE: Resets a vehicles stuck check. More info..<br/>INFO: <br/>PARAM NOTES: eVehStuckTypes is in ciommands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #GET_VEHICLE_COLOURS#VEHICLE_INDEX VehicleIndex, INT &ReturnColour1, INT &ReturnColour2#PURPOSE: Gets the vehicles colours. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_COLOURS#VEHICLE_INDEX VehicleIndex, INT Colour1, INT Colour2#PURPOSE: Sets the body colours of the cars<br/>INFO: Colours can be found in carcols.dat<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_VEHICLE_COLOURS#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the number of vehicle colours<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_COLOUR_COMBINATION#VEHICLE_INDEX VehicleIndex, INT ColourCombination#PURPOSE: Set some of the preselcted colour combinations. More info..<br/>INFO: Car models have a number of colour combinations preset for them in carcols.dat<br/>Use GET_NUM_CAR_COLOURS first to find out how many combinations there are.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_EXTRA_COLOURS#VEHICLE_INDEX VehicleIndex, INT ExtraColour1, INT ExtraColour2#PURPOSE: Set a vehicles extra colours. More info..<br/>INFO: Colour3 and Colour4 should be taken from the list in carcols.dat. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_VEHICLE_EXTRA_COLOURS#VEHICLE_INDEX VehicleIndex, INT &ReturnExtraCarColour1, INT &ReturnExtraCarColour2#PURPOSE: Gets a vehicles extra colours<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ALPHA#VEHICLE_INDEX index, INT alpha#PURPOSE: Set the alpha value for a vehicle. Use to avoid vehicle fading in (alpha = 0-255)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOORS_SHUT#VEHICLE_INDEX VehicleIndex#PURPOSE: Shuts all the doors on a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOOR_CONTROL#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber, DOOR_DAMAGE DoorStatus, FLOAT AngleRatio#PURPOSE: Sets a vehicles door to a new state. More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST and DOOR_DAMAGE are in commands_vehicle.sch<br/>fAngleRatio should be between (0.0=shut 1.0=open ) or use -1.0 to ignore.<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_DOOR_ANGLE_RATIO#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber#PURPOSE: Gets the door angle of a door between 0.0 and 1.0. More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOOR_LATCHED#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber, BOOL SetLatched, BOOL WillAutoLatch#PURPOSE: Sets a vehicle door to latch. More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOOR_OPEN#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber#PURPOSE: Opens a vehicle door.More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOOR_SHUT#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber#PURPOSE: Shuts a vehicle door. More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOOR_BROKEN#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber, BOOL bDissapear#PURPOSE: Breaks a vehicle door. More info..<br/>INFO: <br/>PARAM NOTES: SC_DOOR_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_BREAK#VEHICLE_INDEX VehicleIndex, BOOL bStopBreaking#PURPOSE: Sets the vehicle so it can break apart<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOORS_LOCKED#VEHICLE_INDEX VehicleIndex, LOCK_STATE NewLockState#PURPOSE: Set the vehicle doors to a certain locked state. More info..<br/>INFO: <br/>PARAM NOTES: LOCK_STATE is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER#VEHICLE_INDEX VehicleIndex, PLAYER_INDEX PlayerIndex#PURPOSE: Locks the doors for the given player. Only used in the network game. <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC LOCK_STATE #GET_VEHICLE_DOOR_LOCK_STATUS#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the vehicle lock status.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_DOOR_DAMAGED#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber#PURPOSE: Checks if the vehicle door is intact<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_DOOR_FULLY_OPEN#VEHICLE_INDEX VehicleIndex, SC_DOOR_LIST DoorNumber#PURPOSE: Checks that a vehicle door is open <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAR_BOOT_OPEN#VEHICLE_INDEX VehicleIndex#PURPOSE: opens a car boot.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #EXPLODE_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL AddExplosion=TRUE, BOOL KeepDamageEntity=FALSE#PURPOSE: Explodes a vehicle. More info..<br/>INFO: <br/>PARAM NOTES: Add Explosion will determines if an explosion happens<br/>)]]
[[sanScript(NATIVE PROC #EXPLODE_VEHICLE_IN_CUTSCENE#VEHICLE_INDEX VehicleIndex, BOOL AddExplosion=TRUE#PURPOSE: explosed a vehicle in a cutscene<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_DIRT_LEVEL#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the vehicles dirt level 0.0 (clean) to 15.9 (dirty). <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DIRT_LEVEL#VEHICLE_INDEX VehicleIndex, FLOAT DirtLevel#PURPOSE: Sets the vehicles dirt level 0.0 (clean) to 15.9 (dirty). <br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ENGINE_ON#VEHICLE_INDEX VehicleIndex, BOOL EngineOnFlag, BOOL bNoDelay#PURPOSE: Sets the vehicles engine. More info..<br/>INFO: <br/>PARAM NOTES: bNoDelay only has an effect when EngineOnFlag is TRUE. If bNoDelay is TRUE then the engine will start immediately. <br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_LIGHTS#VEHICLE_INDEX VehicleIndex, VEHICLE_LIGHT_SETTING CarLightSetting#PURPOSE: Sets the vehicle lights status. More info..<br/>INFO: <br/>PARAM NOTES:VEHICLE_LIGHT_SETTING is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ALARM#VEHICLE_INDEX VehicleIndex, BOOL AlarmSet#PURPOSE: Sets the vehicle alarm status.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_VEHICLE_ALARM#VEHICLE_INDEX VehicleIndex#PURPOSE: Starts the vehicle alarm<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_INTERIORLIGHT#VEHICLE_INDEX VehicleIndex, BOOL interiorSetting#PURPOSE:Sets the vehicles interior lights<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_LIGHT_MULTIPLIER#VEHICLE_INDEX VehicleIndex, FLOAT multiplier#PURPOSE: Sets how bright the vehicles headlights are.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_PROVIDES_COVER#VEHICLE_INDEX VehicleIndex, BOOL ProvidesCoverFlag#PURPOSE: Sets if a vehicle provides cover<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_STRONG#VEHICLE_INDEX VehicleIndex, BOOL StrongFlag#PURPOSE:Sets the vehicle so it only takes 25% of the normal damage when hit. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_HAS_STRONG_AXLES#VEHICLE_INDEX VehicleIndex, BOOL bSet#PURPOSE: Sets so that axles dont break easily <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_VISIBLE#VEHICLE_INDEX VehicleIndex, BOOL VisibleFlag#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_PROOFS#VEHICLE_INDEX VehicleIndex, BOOL BulletProofFlag, BOOL FlameProofFlag, BOOL ExplosionProofFlag, BOOL CollisionProofFlag, BOOL MeleeProofFlag#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_RANDOM_ROUTE_SEED#VEHICLE_INDEX VehicleIndex, INT RandomSeed#PURPOSE: Sets the randomeness of a vehicles choices. More info..<br/>INFO: This command can be used to force several cars to make the same decisions at junctions. <br/>If all cars are given the same RandomSeed then they will pick the same order of random numbers when choosing which direction to turn. A RandomSeed of 0 has no effect.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_FORWARD_SPEED#VEHICLE_INDEX VehicleIndex, FLOAT CarSpeed#PURPOSE: Sets the vehicles forward speed in m/s<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_BE_TARGETTED#VEHICLE_INDEX VehicleIndex, BOOL CanBeTargettedFlag#PURPOSE: Sets if a vehicle can be targetted<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_TARGET_PRIORITY#VEHICLE_INDEX VehicleIndex, BOOL HighPriority#PURPOSE: Sets if a vehicle is a high priority target (must be set to targetable)<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FREEBIES_IN_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL ContainsFreebiesFlag#PURPOSE: Sets if freebies are spawned in vehicles.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_NEEDS_TO_BE_HOTWIRED#VEHICLE_INDEX VehicleIndex, BOOL bNewVal#PURPOSE: Sets the vehicle must be hotwired. More info..<br/>INFO: <br/>PARAM NOTES: Makes the player play the hotwire anim.<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_BLIP_THROTTLE_RANDOMLY#VEHICLE_INDEX VehicleIndex, BOOL bNewVal#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_VEHICLE_NUMBER_OF_PASSENGERS#VEHICLE_INDEX VehicleIndex#PURPOSE: get the number of passengers in a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_VEHICLE_MAX_NUMBER_OF_PASSENGERS#VEHICLE_INDEX VehicleIndex#PURPOSE: Get the max number of pasengers a vehicle can have.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_SEAT_FREE#VEHICLE_INDEX VehicleIndex, VEHICLE_SEAT seat = VS_DRIVER #PURPOSE: Checks if the the vehicle is free.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC PED_INDEX #GET_PED_IN_VEHICLE_SEAT#VEHICLE_INDEX VehicleIndex, VEHICLE_SEAT seat = VS_DRIVER#PURPOSE: Gets the ped in a vehicle seat. More info.. <br/>INFO: <br/>PARAM NOTES: Cannont use VS_ANY_PASSENGER<br/>)]]
[[sanScript(NATIVE PROC #SET_HELI_SPEED_CHEAT#VEHICLE_INDEX HeliIndex, INT SpeedBoostValue#PURPOSE: Activates the heli speed cheat.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_HELI_BLADES_FULL_SPEED#VEHICLE_INDEX VehicleIndex#PURPOSE: Sets the helli blades to full speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ROCKET_LAUNCHER_FREEBIE_IN_HELI#BOOL bFlag#PURPOSE: Sets that rocket launcher freebie appers in the heli.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_HELI_PART_BROKEN#VEHICLE_INDEX VehicleIndex, BOOL bCheckMainRotor, BOOL bCheckRearRotor, BOOL bCheckTailBoom# PURPOSE: Checks that a specific part of a heli is broken<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_BOAT_ANCHOR#VEHICLE_INDEX VehicleIndex, BOOL AnchoredFlag#PURPOSE: Sets the boat anchor.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TAXI_LIGHTS#VEHICLE_INDEX VehicleIndex, BOOL TaxiLightsFlag#PURPOSE: Sets the light on the taxi.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_TAXI_LIGHT_ON#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the taxi light is on<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_SIREN#VEHICLE_INDEX VehicleIndex, BOOL SirenFlag#PURPOSE: Sets the vehicle siren<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_VEHICLE_SIREN_HEALTH#VEHICLE_INDEX VehicleIndex#PURPOSE: gets the vehicles siren health<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_SIREN_ON#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the vehicle siren is on<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_VEHICLE_HORN#VEHICLE_INDEX VehicleIndex, INT TimeToSoundHorn#PURPOSE: Sounds a vehicle horn for the given time <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_AS_CONVOY_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL ConvoyFlag#PURPOSE: Sets the vehicle as a convoy vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_GENERATOR_INDEX #CREATE_SCRIPT_VEHICLE_GENERATOR#VECTOR VecNewCoors, FLOAT ForwardX, FLOAT ForwardY, FLOAT MaxWidth, MODEL_NAMES ModelHashKey, INT Remap1, INT Remap2, INT Remap3, INT Remap4, BOOL HighPriorityFlag, INT ChanceOfCarAlarm, INT ChanceOfLocked#PURPOSE: Creates a vehicle generator <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_SCRIPT_VEHICLE_GENERATOR#VEHICLE_GENERATOR_INDEX CarGeneratorIndex#PURPOSE: Deletes a scripted vehicle generator<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_SCRIPT_VEHICLE_GENERATOR#VEHICLE_GENERATOR_INDEX CarGeneratorIndex, INT NumberOfCarsToGenerate#PURPOSE: Sets a script vehicle generator to generate a number of vehicles. More info..<br/>INFO: To switch the given car generator off, pass in 0 as the NumberToGenerate. To switch the car generator on, pass in a number greater than 100. <br/>If a number less than or equal to 100 is passed in then the generator will generate that number of cars and then switch itself off.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_VEHICLE_GENERATORS_ACTIVE_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors, BOOL bActive#PURPOSE: Sets all generators map and script active in the area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_VEHICLE_GENERATORS_ACTIVE##PURPOSE: Sets all generators map and script active.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_ACTIVE#BOOL bActive#PURPOSE: Sets low priority generators active. More info..<br/>INFO: Emergency vehicle map gens and high priorty gens will remain active<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #NETWORK_SET_ALL_LOW_PRIORITY_VEHICLE_GENERATORS_WITH_HELI_ACTIVE#BOOL bActive#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLES_FROM_GENERATORS_IN_AREA#VECTOR VecMinCoors, VECTOR VecMaxCoors#PURPOSE: Removes vehicles for all gens in the area.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_IN_GARAGE_AREA#STRING pGarageName, VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the vehicle is an a garage. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CAN_RESPRAY_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL CanChangeColourFlag#PURPOSE: Set the vehicle can be resparyed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_GARAGE_TYPE#STRING pGarageName, GARAGE_TYPE NewGarageType#PURPOSE: Sets the garage type. More info..<br/>INFO: Check with the artist for the garage name <br/>PARAM NOTES: GARAGE_TYPE is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_GARAGE_LEAVE_CAMERA_ALONE#STRING pGarageName, BOOL NewFlag#PURPOSE: Sets the garage does not grab the game camera.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #OPEN_GARAGE#STRING pGarageName#PURPOSE: Opens a garage<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLOSE_GARAGE#STRING pGarageName#PURPOSE: Close a grage door<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GARAGE_OPEN#STRING pGarageName#PURPOSE: Checks if the garage is open <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_GARAGE_CLOSED#STRING pGarageName#PURPOSE: Cheks if the garage is closed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_FREE_RESPRAYS#BOOL FreeRespraysFlag#PURPOSE: <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RESPRAYS#BOOL NoRespraysFlag#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_ALL_GARAGE_ACTIVITY##PURPOSE: All garages are openend and if a garage had a players control blocked that player will be released.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_BEEN_RESPRAYED#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that a vehicle has be resprayed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PAY_N_SPRAY_ACTIVE# #PURPOSE: Checks if any of tha pay-n-spray garages in the game a re currently opening/closing or repairing the player car. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_RESPRAY_HAPPENED# #PURPOSE:Checksif the players car has just been resprayed in any garage. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_RANDOM_VEHICLE_OF_TYPE_IN_AREA#FLOAT MinX, FLOAT MinY, FLOAT MaxX, FLOAT MaxY, MODEL_NAMES VehicleModelHashKey#PURPOSE: Gets a random of vehicle in a 2d area<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_COP_VEHICLE_IN_AREA_3D#VECTOR VecFirstCoors, VECTOR VecSecondCoors#PURPOSE: Checks if a cop vehicle is in a 3d area<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_RANDOM_VEHICLE_IN_SPHERE#VECTOR VecCentreCoors, FLOAT Radius, MODEL_NAMES VehicleModelHashKey, INT SearchFlags#PURPOSE: Gets a random vehicle a sphere area<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_RANDOM_VEHICLE_FRONT_BUMPER_IN_SPHERE#VECTOR VecCentreCoors, FLOAT Radius, MODEL_NAMES VehicleModelHashKey,INT SearchFlags, VEHICLE_INDEX VehicleToBeIgnored = NULL#PURPOSE: Gets a random vehicle in from the front bumber of a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_RANDOM_VEHICLE_BACK_BUMPER_IN_SPHERE#VECTOR VecCentreCoors, FLOAT Radius, MODEL_NAMES VehicleModelHashKey, INT SearchFlags#PURPOSE: Gets a random vehicle in from the back bumber of a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_CLOSEST_VEHICLE#VECTOR Centre, FLOAT Radius, MODEL_NAMES VehicleModelHashKey, INT SearchFlags#PURPOSE:Get the closet random vehicle to a coord <br/>INFO: <br/>PARAM NOTES: <br/>VehicleModelHashKey - Specifiy a certain type of vehicle to search for, or DUMMY_MODEL_FOR_SCRIPT to ignore the type check<br/>SearchFlags - See the VEHICLE_SEARCH_XXXX commands at the top of commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CONTROL_TO_PLAYER#VEHICLE_INDEX VehicleIndex#PURPOSE: Gives control of the vehicle back to the player. More info..<br/>INFO: If the players' vehicle is told to do something (ie SHAPESHIP_GOTO_COORDS) control isn't automatically handed back to the player when the task is done. <br/>SET_VEHICLE_CONTROL_TO_PLAYER can be used to force control back into the hands of the player.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_IS_CONSIDERED_BY_PLAYER#VEHICLE_INDEX VehicleIndex, BOOL ConsideredByPlayerFlag#PURPOSE: Sets if the player can enter a vehicle pressing triangle. More info..<br/>INFO: Passing FALSE to this command will make the player not consider this vehicle when pressing triangle to enter a vehicle. The player will instead pick the next closest vehicle to steal/enter.<br/>PARAM NOTES: ConsideredByPlayerFlag default = true<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_DIGGER_ARM_POSITION#VEHICLE_INDEX VehicleIndex, FLOAT ArmPosition#PURPOSE: Sets a vehicle digger arm position, 0.0 on the ground 1.0 in the air<br/>INFO: Sets a vehicle digger arm position, 0.0 on the ground 1.0 in the air<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_STEER_BIAS#VEHICLE_INDEX VehicleIndex, FLOAT Bias#PURPOSE: Sets a vehicle control bias -1.0f (hard right) to 1.0f (hard left). More info..<br/>INFO: The steer bias value gets added to the players control input for that car. <br/>The bias is in the range -1.0f (hard right) to 1.0f (hard left). Ie If you set the bias to 0.1 the car will pull to the left a little bit.<br/>By modifying the value from frame to frame you can emulate buggered controls or somebody fighting over control of the wheel.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_RECORDING_VEHICLE#VEHICLE_INDEX VehicleIndex, INT FileNumber, STRING pRecordingName = NULL, BOOL AllowOverwrite = FALSE#PURPOSE: Starts recording a vehicle<br/>INFO: <br/>RETURNS: False if the record fails<br/>)]]
[[sanScript(NATIVE FUNC BOOL #START_RECORDING_VEHICLE_TRANSITION_FROM_PLAYBACK#VEHICLE_INDEX VehicleIndex, INT FileNumber, STRING pRecordingName = NULL, BOOL AllowOverwrite = FALSE#PURPOSE: Starts recording a vehicle but assumes the vehicle was playing a recording to begin with. The recording being played back up until that point will be copied into the new recording without loss of quality<br/>INFO: <br/>RETURNS: False if the record fails<br/>)]]
[[sanScript(NATIVE PROC #STOP_RECORDING_ALL_VEHICLES##PURPOSE: Stops recording all vehicles<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex, INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Starts the playback for a recorded vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Stops the playback for a recorded vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #PAUSE_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Pauses the playback for a recorded vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #UNPAUSE_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Unpauses the playback for a recorded vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYBACK_GOING_ON_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the playback is going on for a vehicle.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PLAYBACK_USING_AI_GOING_ON_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if the playback is going on for a vehicle and if so if that playback is currently using ai. Can be used to test whether vehicle has already snapped back to full recording.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_CURRENT_PLAYBACK_NAME_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the current playback recording name for a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CURRENT_PLAYBACK_NUMBER_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the current playback recording number for a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_RECORDING_GOING_ON_FOR_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks if a recording is going for a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SKIP_TO_END_AND_STOP_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Skips to the end and stops a playback<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYBACK_SPEED#VEHICLE_INDEX VehicleIndex, FLOAT PlaybackSpeed#PURPOSE: Sets the playback speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #START_PLAYBACK_RECORDED_VEHICLE_USING_AI#VEHICLE_INDEX VehicleIndex, INT FileNumber, STRING pRecordingName = NULL, FLOAT CruiseSpeed = 10.0, DRIVINGMODE Mode = DRIVINGMODE_STOPFORCARS#PURPOSE: Starts the playback using the vehicle AI<br/>INFO: The veghicle wil try and <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SKIP_TIME_IN_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex, FLOAT TimeSkip#PURPOSE: Skips a certain amount in a car recording<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_POSITION_IN_RECORDING#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the distance of tha car in the recording<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_TIME_POSITION_IN_RECORDING#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the time position of the recording<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_TIME_POSITION_IN_RECORDED_RECORDING#VEHICLE_INDEX VehicleIndex#PURPOSE: Gets the time position of the recorded recording<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #STOP_RECORDING_VEHICLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Stops recording a vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REQUEST_VEHICLE_RECORDING#INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Request a vehicle recording file.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_RECORDING_BEEN_LOADED#INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Checks if the vehicle recording has loaded<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_VEHICLE_RECORDING_FILE_EXIST#INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Useful for debugging commands that need to know whether a recording exists<br/>INFO: Checks if the vehicle recording file exists<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_VEHICLE_RECORDING_FILE_EXIST_IN_CDIMAGE#INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Useful for debugging commands that need to know whether a recording exists<br/>INFO: Checks if the vehicle recording file exists in the cdimage (rpf files)<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DISPLAY_PLAYBACK_RECORDED_VEHICLE#VEHICLE_INDEX VehicleIndex, PLAYBACKDISPLAYMODE DisplayMode#PURPOSE: DIsplays the route that the car will follow during playback. More info..<br/>INFO: This command allows you to see the route that the car will follow during playback.<br/>PlaybackDisplayMode should be taken from the Playback Display Modes List.<br/>This doesn't work in the final version of the game and can only be used for debug purposes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_RECORDING#INT FileNumber, STRING pRecordingName = NULL#PURPOSE: Removes a recording from memory thats not being used. More info..<br/>INFO: t can be used to get rid of car recordings that were streamed in but ended up not being used because of skipping a cutscene or the actions of the player. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYBACK_TO_USE_AI#VEHICLE_INDEX VehicleIndex#PURPOSE: Stes a vehicle recording for a certain vehicle from being exact to be using AI. More info..<br/>INFO: After this command is called the car will use ai to try and stay close to the original recording<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PLAYBACK_TO_USE_AI_TRY_TO_REVERT_BACK_LATER#VEHICLE_INDEX VehicleIndex, INT delayInMilliseconds #PURPOSE: Stes a vehicle recording for a certain vehicle from being exact to be using AI. More info..<br/>INFO: After this command is called the car will use ai to try and stay close to the original recording. After the specified time (in ms) expires the recording will turn itself back into a non-ai one if it is close enough to the route.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VECTOR #GET_POSITION_OF_VEHICLE_RECORDING_AT_TIME# INT iRecordingNumber, FLOAT fTime, STRING pRecordingName = NULL#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_TOTAL_DURATION_OF_VEHICLE_RECORDING# INT iRecordingNumber, STRING pRecordingName = NULL#PURPOSE: Gets the total duration of the recording <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ATTACH_VEHICLE_TO_VEHICLE#VEHICLE_INDEX VehicleIndex, VEHICLE_INDEX Vehicle2Index, INT Car2BoneIndex, VECTOR vecOffset, VECTOR vecRotation#)]]
[[sanScript(NATIVE PROC #ATTACH_VEHICLE_TO_VEHICLE_PHYSICALLY#VEHICLE_INDEX VehicleIndex, VEHICLE_INDEX Vehicle2Index, INT Vehicle1BoneIndex, INT Vehicle2BoneIndex, VECTOR vecVeh1Offset, VECTOR vecVeh2Offset, VECTOR vecVeh1Rotation, FLOAT PhysicalStrength, BOOL bIsRotationConstraint, BOOL DoInitialWarp = TRUE#)]]
[[sanScript(NATIVE PROC #ATTACH_VEHICLE_TO_OBJECT#VEHICLE_INDEX VehicleIndex, OBJECT_INDEX ObjectIndex, INT ObjectBoneIndex, VECTOR vecOffset, VECTOR vecRotation#)]]
[[sanScript(NATIVE PROC #DETACH_VEHICLE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_ATTACHED#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #ATTACH_VEHICLE_TO_TRAILER#VEHICLE_INDEX VehicleIndex, VEHICLE_INDEX TrailerIndex#PURPOSE: Attaches a vehicle to a trailer<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RANDOM_TRAINS#BOOL RandomTrainsFlag#PURPOSE: Sets ranfdom trains active<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #CREATE_MISSION_TRAIN#INT CarriageConfiguration, VECTOR VecNewCoors, BOOL DirectionFlag#PURPOSE: Create a mission train<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_TRAINS_AS_NO_LONGER_NEEDED##PURPOSE: Sets the misison train as no longer needed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_ALL_TRAINS##PURPOSE: Deletes all trains<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_SPEED#VEHICLE_INDEX VehicleIndex, FLOAT NewTrainSpeed#PURPOSE: Sets the train spped in m/s<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_CRUISE_SPEED#VEHICLE_INDEX VehicleIndex, FLOAT NewTrainCruiseSpeed#PURPOSE: Set the train cruise speed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_TRAIN_CABOOSE#VEHICLE_INDEX TrainIndex#PURPOSE :Gets last carriage of the train with the given engine. <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_STOPS_FOR_STATIONS#VEHICLE_INDEX TrainIndex, BOOL Stops#PURPOSE: Sets the train stops for staions<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_IS_STOPPED_AT_STATION#VEHICLE_INDEX TrainIndex#PURPOSE: Set the train to be stopped in the station <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_LEAVES_STATION#VEHICLE_INDEX TrainIndex#PURPOSE:Set train leaves the station<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC VEHICLE_INDEX #GET_TRAIN_CARRIAGE#VEHICLE_INDEX TrainEngineIndex, INT CarriageNumber#PURPOSE: he specified carriage of the train with the given engine. More info..<br/>INFO: ReturnTrainCarriageID will be NULL if the carriage couldn't be found. <br/>PARAM NOTES: A CarriageNumber of 0 will return a pointer to the engine<br/>)]]
[[sanScript(NATIVE PROC #DELETE_MISSION_TRAIN#VEHICLE_INDEX TrainIndex#PURPOSE: Deletes a mission train<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_TRAIN_AS_NO_LONGER_NEEDED#VEHICLE_INDEX TrainIndex#PURPOSE:Sets the mission train as no longer needed<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_MISSION_TRAIN_COORDS#VEHICLE_INDEX TrainIndex, VECTOR VecNewCoors#PURPOSE: Set mission train coords<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_TRAIN_FORCED_TO_SLOW_DOWN#VEHICLE_INDEX TrainIndex, BOOL SlowDownFlag#PURPOSE: Makes the tarin slow down. More info..<br/>INFO: This should be used with care because if the player gets his hands on a train that isnt forced to slow down he could drive though the barriers into the next part of the map. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_TRAIN_DIRECTION#VEHICLE_INDEX TrainIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SWITCH_TRAIN_TRACK#INT iTrackIndex, BOOL bSwitchOn#PURPOSE: If you don't switch tracks back off, they will be automatically switched off when your script terminates<br/>INFO: Toggles whether random trains are created for the specified train track<br/>PARAM NOTES: You'll need to speak with John to find out which track is which in-game<br/>)]]
[[sanScript(NATIVE PROC #SKIP_TO_NEXT_ALLOWED_STATION#VEHICLE_INDEX TrainIndex#PURPOSE:Sets the train to stop at stations the playe ris allowed to be in.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_RENDER_TRAIN_AS_DERAILED#VEHICLE_INDEX TrainIndex, BOOL bVal#PURPOSE:Sets the train to look derailed. More info..<br/>INFO: If this value is set to true the carriages will be rendered at a slight random angle. This will make it look like the train has derailed. <br/>In every other way the train is a normal train and it can still move. The player can still get on it etc.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NEXT_STATION_FOR_TRAIN#VEHICLE_INDEX TrainEngineIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_CURRENT_STATION_FOR_TRAIN#VEHICLE_INDEX TrainEngineIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_TIME_TIL_NEXT_STATION#VEHICLE_INDEX TrainEngineIndex#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_STATION_NAME#VEHICLE_INDEX TrainEngineIndex, INT StationId#PURPOSE:<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_EXTRA_TURNED_ON# VEHICLE_INDEX VehicleIndex, INT Extra#PURPOSE: Checks if a vehicle extra is turned on.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_EXTRA# VEHICLE_INDEX VehicleIndex, INT Extra, BOOL TurnOff#PURPOSE: Sets a vehcile extra <br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_EXTRA_EXIST# VEHICLE_INDEX VehicleIndex, INT Extra#PURPOSE: does the specified extra exist<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #DOES_VEHICLE_EXIST#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_DEAD#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_DRIVEABLE#VEHICLE_INDEX VehicleIndex#PURPOSE: Checks that the vehicle is fit to be driven. More info..<br/>INFO: Must be used before using many of the other vehicle commands.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_ENGINE_HEALTH#VEHICLE_INDEX VehicleIndex#PURPOSE: Get engine health for a vehicle. More info..<br/>INFO: 1000.0 = full, 0.0 = go on fire, -1000.0 = burnt out <br/>While on fire, burning engine may set the petrol tank on fire as well, but there's only a chance of this.<br/>While on fire engine health will drop until it reaches -1000.0<br/>Engine health < 0.0 means engine won't work.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ENGINE_HEALTH#VEHICLE_INDEX VehicleIndex, FLOAT health#PURPOSE: Set engine health for a vehicle. More info..<br/>INFO: 1000.0 = full, 0.0 = go on fire, -1000.0 = burnt out <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_PETROL_TANK_HEALTH#VEHICLE_INDEX VehicleIndex#PURPOSE: Get petrol tank health for a vehicle.More info..<br/>INFO: 1000.0 = full, 0.0 = go on fire, -1000.0 = burnt out <br/>Petrol tank will explode when health reaches -1000.0<br/>Petrol tank health will drop if on fire until it explodes<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_PETROL_TANK_HEALTH#VEHICLE_INDEX VehicleIndex, FLOAT health#PURPOSE: Set petrol tank health for a vehicle. More info..<br/>INFO: Petrol tank will explode when health reaches -1000.0 Petrol tank health will drop if on fire until it explodes <br/>PARAM NOTES: 1000.0 = full 0.0 = go on fire -1000.0 = burnt out<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_HEALTH#VEHICLE_INDEX VehicleIndex, INT CarHealth#)]]
[[sanScript(NATIVE FUNC INT #GET_VEHICLE_HEALTH#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_FIXED#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_LEAK_OIL#VEHICLE_INDEX VehicleIndex, BOOL bVal#PURPOSE: Allow a MISSION vehicle to leak oil<br/>INFO: Sets whether a vehicle can leak oil<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_CAN_LEAK_PETROL#VEHICLE_INDEX VehicleIndex, BOOL bVal#PURPOSE: Allow a MISSION vehicle to leak petrol<br/>INFO: Sets whether a vehicle can leak petrol<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_LIMIT_SPEED_WHEN_PLAYER_INACTIVE#VEHICLE_INDEX VehicleIndex, BOOL bVal#PURPOSE: Disable the limiting of player vehicle speed when the player loses control<br/>INFO: Sets whether a player controlled vehicle will limit it's speed when the<br/>player's control is disabled (used in cutscenes etc). Default is to limit<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_VEHICLE_WINDOW#VEHICLE_INDEX VehicleIndex, SC_WINDOW_LIST WindowNumber#PURPOSE: Removes a vehicles window. More info..<br/>INFO: <br/>PARAM NOTES: SC_WINDOW_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #SMASH_VEHICLE_WINDOW#VEHICLE_INDEX VehicleIndex, SC_WINDOW_LIST WindowNumber#PURPOSE: Smashes a vehicles window. More info..<br/>INFO: <br/>PARAM NOTES: SC_WINDOW_LIST is in commands_vehicle.sch<br/>)]]
[[sanScript(NATIVE PROC #POP_OUT_VEHICLE_WINDSCREEN#VEHICLE_INDEX VehicleIndex#PURPOSE: Pops the windscreen out of the vehicle<br/>INFO: <br/>PARAM NOTES: <br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_WINDOW_INTACT#VEHICLE_INDEX VehicleIndex, SC_WINDOW_LIST WindowNumber# PURPOSE: Returns true if a window exists and is not smashed, false otherwise.<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_A_MISSION_VEHICLE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_HAS_BEEN_OWNED_BY_PLAYER#VEHICLE_INDEX VehicleIndex, BOOL bNewVal#PURPOSE: Sets a vehicle owned by the player so he wont get a wanted level when entering it. More info..<br/>INFO: f vehicle has not been owned by player, the player will get a wanted level when entering (if spotted by police).<br/>If the player has already owned a vehicle he is free to use it. (The game will set this flag to true first time the player drives a vehicle)<br/>Mission vehicles will default to true<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_VEHICLE_TO_MISSION_DELETION_LIST#VEHICLE_INDEX VehicleIndex#PURPOSE: Add vehicle to list for deletion when PROCESS_MISSION_DELETION_LIST is called. Special case command. In most cases, the automatic mission cleanup code should be sufficient. This can only be called by mission scripts. More info..<br/>INFO: In GTA4, there was a case where you could fail a Roman mission outside his garage then immediately take the mission again.<br/>As you drove out of the garage with Roman in the car, you could see another Roman sitting in the car from the previous attempt.<br/>This command was added to deal with situations like that.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_POLICE_FOCUS_WILL_TRACK_VEHICLE#VEHICLE_INDEX VehicleIndex, BOOL bNewVal#PURPOSE: Sets the police focus on the vehicle. More info..<br/>INFO: If this is set to true the police focus circle is always focussed on the car. If this is false the player has a chance to escape police attention if undetected.<br/>By default law enforcement vehicles have this bit set to true and all other cars have false.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_LIVERY#VEHICLE_INDEX VehicleIndex, INT LiveryID# PURPOSE: Set the livery of the vehicle<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_ALL_VEHICLES_HIGH_LOD#bool bForceHighLOD#PURPOSE: Force all cars to always use their high LOD. More info..<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_NAME_DEBUG# VEHICLE_INDEX VehicleIndex, STRING debugName #PURPOSE: Sets the vehicle's name, can be displayed by selecting the PedName option from the debug widget->AI toggle display drop down box<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CONTROL_LANDING_GEAR# VEHICLE_INDEX VehicleIndex, LANDING_GEAR_COMMAND nCommand#PURPOSE: Control an aircraft's landing gear<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC LANDING_GEAR_STATE #GET_LANDING_GEAR_STATE# VEHICLE_INDEX VehicleIndex #PURPOSE: Control an aircraft's landing gear<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_ANY_VEHICLE_NEAR_POINT# VECTOR point, FLOAT radius #PURPOSE: Returns true if any vehicle's pivot point lies within the sphere with the given radius at the given point<br/>INFO: <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #PLAY_VEHICLE_ANIM# VEHICLE_INDEX VehicleID, STRING AnimName, STRING AnimDictName, FLOAT BlendDelta, BOOL Loop, BOOL HoldLastFrame #)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ANIM_CURRENT_TIME# VEHICLE_INDEX VehicleID, STRING AnimName, STRING AnimDictName, FLOAT newCurrentTime#)]]
[[sanScript(NATIVE PROC #SET_VEHICLE_ANIM_SPEED# VEHICLE_INDEX VehicleID, STRING AnimName, STRING AnimDictName, FLOAT newAnimSpeed#)]]
[[sanScript(NATIVE FUNC BOOL #IS_VEHICLE_PLAYING_ANIM# VEHICLE_INDEX VehicleID, STRING AnimName, STRING AnimDictName#)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_ANIM_CURRENT_PHASE# VEHICLE_INDEX VehicleID, STRING AnimName, STRING AnimDictName#)]]
[[sanScript(NATIVE FUNC BOOL #GET_VEHICLE_LIGHTS_STATE# VEHICLE_INDEX iVehicleID, INT & bLightsOn, INT & bFullBeam #PURPOSE: Gets the state of the vehicle's lights<br/>INFO: Returns FALSE if vehicle does not exist<br/>PARAM NOTES: Values returned by parameter; NB I've had to use INTEGERS because script doesn't allow for BOOL & parameters<br/>The returned values of bLightsOn and bFullBeam will only ever be 0 or 1<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_VEHICLE_PRETEND_OCCUPANTS_CONVERSION_RANGE##PURPOSE: Returns the proximity to the player at which vehicles' occupants become real peds, rather than pretend occupants<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GENERATE_VEHICLE_CREATION_POS_FROM_PATHS#VECTOR& SearchPos, VECTOR& Result, FLOAT DesiredHeading = 0.0, FLOAT DesiredHeadingTolerance = 180.0, float MinCreationDistance = 0.0, bool bIncludeSwitchedOffNodes=FALSE, bool bNoWater=TRUE# PURPOSE: Gets a position to create a new vehicle. Searches outward from the position in targetPos (recommended: pass in local player's position) <br/> INFO: <br/> PARAM NOTES:<br/>SearchPos - Position to search outward from (most of the time you want the local player's position)<br/>Result - Coordinates to spawn a vehicle, passed back by reference<br/>DesiredHeading - Try to find a node facing this direction.<br/>DesiredHeadingTolerance - How far away from the desired heading can we be? (Pass in 180 if you don't care)<br/>MinCreationDistance - What's the minimum distance from SearchPos that you'd like a vehicle to spawn?<br/>bIncludeSwitchedOffNodes - Search areas not currently switched on<br/>bNoWater - TRUE to prevent finding a position in water<br/>)]]
== commands_water ==
[[sanScript(NATIVE FUNC BOOL #GET_WATER_HEIGHT#VECTOR Pos, FLOAT &Height#PURPOSE: Gets the height of the water below the position including the waves. More info..<br/>INFO: This command takes the waves into account so the result may be different depending on the exact frame of calling. <br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_WATER_HEIGHT_NO_WAVES#VECTOR Pos, FLOAT &Height#PURPOSE:Gets the height of the water below the position excluding the waves. More info..<br/>INFO: This command does not take the waves into account so the result will be the same between different frames<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SYNCH_RECORDING_WITH_WATER##PURPOSE: Syncs the recording with the waves. <br/>INFO: This command will returns false must of the time and true during one frame every 4 seconds or so. <br/>This always happens at the same time in the cycle that the waves follow.<br/>Make sure to wait for this command to return true before starting to record a recording and before starting to play it back.<br/>This way the recording should be in synch with the waves when played back.<br/><br/>You should probably also make sure the wheather is simular as this influences the choppyness of the waves.<br/>PARAM NOTES:<br/>)]]
== commands_weapon ==
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_WEAPON_COMPONENT_TYPE_MODEL#WEAPONCOMPONENT_TYPE weaponComponent#PURPOSE: Return the model used by a weapon component type. More info<br/>INFO:<br/>PARAM NOTES: WEAPONCOMPONENT_TYPE is in weapon_enums.sch<br/>)]]
[[sanScript(NATIVE FUNC MODEL_NAMES #GET_WEAPONTYPE_MODEL#WEAPON_TYPE weapon#PURPOSE: Return the model used by a weapon type. More info<br/>INFO:<br/>PARAM NOTES: WEAPON_TYPE is in weapon_enums.sch<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_WEAPONTYPE_SLOT#WEAPON_TYPE weapon#PURPOSE: Return which slot this weapon type is placed in<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ADD_AMMO_TO_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, INT AmountOfAmmo#PURPOSE: Give ammo for a weapon type to a character<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_AMMO#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, INT AmountOfAmmo#PURPOSE: Set the ammo a character has for a certain weapon type<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_INFINITE_AMMO#PED_INDEX PedIndex, BOOL Infinite, WEAPON_TYPE TypeOfWeapon = WEAPONTYPE_INVALID#PURPOSE: Set the specified weapon type to have infinite ammo for the ped. If weapon type is WEAPONTYPE_INVALID then all weapons count as infinite ammo.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_AMMO_IN_PED_WEAPON#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon#PURPOSE: Return the amount of ammo a character has for a weapon<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_MAX_AMMO_IN_CLIP#PED_INDEX PedIndex, WEAPON_TYPE WeaponType #PURPOSE: Returns the maximum number of bullets allowed in one clip <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_AMMO_IN_CLIP#PED_INDEX PedIndex, WEAPON_TYPE WeaponType, INT &ReturnAmmoInClip #PURPOSE: Gets the current amount of ammo in a clip<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #SET_AMMO_IN_CLIP#PED_INDEX PedIndex, WEAPON_TYPE WeaponType, INT AmmoInClip #PURPOSE: Sets the ampuntof ammo in a clip.<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_MAX_AMMO#PED_INDEX PedIndex, WEAPON_TYPE WeaponType, INT &ReturnMaxAmmo #PURPOSE: <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_WEAPON_TO_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, INT AmountOfAmmo, BOOL bForceIntoHand = FALSE#PURPOSE: Give a weapon to a character with ammo<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_DELAYED_WEAPON_TO_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, INT AmountOfAmmo, BOOL bSetAsCurrentWeapon#PURPOSE: Requests the weapon model and gives the weapon to a character with ammo once the model has loaded<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_CURRENT_PED_WEAPON#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, BOOL bForceInHand=false#PURPOSE: Set the weapon a character is currently using<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_CURRENT_PED_WEAPON#PED_INDEX PedIndex, WEAPON_TYPE &ReturnWeaponType#PURPOSE: Get the current weapon a character is using - returns if it is usable (i.e. in their hand)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_GOT_WEAPON#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, GENERALWEAPON_TYPE GeneralWeaponType = GENERALWEAPON_TYPE_INVALID#PURPOSE: Return if character has a weapon<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_WEAPON_SKILL#PED_INDEX PedIndex, WEAPON_SKILLS WeaponSkill#PURPOSE: Set a characters weapon skill<br/>INFO:<br/>PARAM NOTES: WEAPON_SKILLS are in commands_weapon.sch<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_WEAPON_FROM_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon#PURPOSE: Remove a weapon a character has<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_ALL_PED_WEAPONS#PED_INDEX PedIndex#PURPOSE: Remove all weapons a character has<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #HIDE_PED_WEAPON_FOR_SCRIPTED_CUTSCENE#PED_INDEX PedIndex, BOOL HideWeaponFlag#PURPOSE: Hide a characters weapons while playing a scripted cutscene<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_CURRENT_WEAPON_VISIBLE#PED_INDEX PedIndex, BOOL VisibleFlag#PURPOSE: Sets the visibility flag for the characters currently equipped weapon<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_DROPS_WEAPONS_WHEN_DEAD#PED_INDEX PedIndex, BOOL DropsWeaponsFlag#PURPOSE: Sets whether a character drops his weapons as pickups when he dies<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_PED_LAST_WEAPON_IMPACT_COORD#PED_INDEX PedIndex, VECTOR &ImpactCoord#PURPOSE: Checks if it can and gets the last position a weapon was impacted at. More info<br/>INFO: This command should be called every frame as the the last valid result only is reurned that frame else it returns 0.<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_BEEN_DAMAGED_BY_WEAPON#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, GENERALWEAPON_TYPE GeneralWeaponType = GENERALWEAPON_TYPE_INVALID#PURPOSE: Return if a character has been damaged by a certain weapon<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_PED_LAST_WEAPON_DAMAGE#PED_INDEX PedIndex#PURPOSE: Clear the damaged by last weapon information on a character<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #IS_PED_ARMED#PED_INDEX PedIndex, INT weaponCheckFlags#PURPOSE: Queries the peds armament using the flags passed<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON#ENTITY_INDEX EntityIndex, WEAPON_TYPE TypeOfWeapon, GENERALWEAPON_TYPE GeneralWeaponType = GENERALWEAPON_TYPE_INVALID#PURPOSE: Return if an entity has been damaged by a certain weapon<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_BEEN_DAMAGED_BY_WEAPON#VEHICLE_INDEX VehicleIndex, WEAPON_TYPE TypeOfWeapon, GENERALWEAPON_TYPE GeneralWeaponType = GENERALWEAPON_TYPE_INVALID#)]]
[[sanScript(NATIVE PROC #CLEAR_ENTITY_LAST_WEAPON_DAMAGE#ENTITY_INDEX EntityIndex#PURPOSE: Clear the damaged by last weapon information on an entity<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #CLEAR_VEHICLE_LAST_WEAPON_DAMAGE#VEHICLE_INDEX VehicleIndex#)]]
[[sanScript(NATIVE PROC #SET_PED_DROPS_WEAPON#PED_INDEX PedIndex#PURPOSE: <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #SET_PED_GADGET#PED_INDEX PedIndex, WEAPON_TYPE GadgetType, BOOL Equip#PURPOSE: If Equip is true, gives the ped the specified gadget, if false it gets removed<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC WEAPON_TYPE #GET_SELECTED_PED_GADGET#PED_INDEX PedIndex#PURPOSE: Query the selected gadget hash - this is what is selected in the UI, not necessarily equipped<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_PED_GADGET_EQUIPPED#PED_INDEX PedIndex, WEAPON_TYPE GadgetType#PURPOSE: Returns whether the specified ped gadget is equipped. Returns false if ped does not have gadget or if it is not equipped<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC WEAPON_TYPE #GET_SELECTED_PED_WEAPON#PED_INDEX PedIndex#PURPOSE: Query the selected weapon hash - this is what is selected in the UI, not necessarily equipped<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #EXPLODE_PROJECTILES#PED_INDEX PedIndex, WEAPON_TYPE WeaponType#PURPOSE: Explode all the projectiles owned by the specified ped of the specified type<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #ACTIVATE_DETONATOR#PED_INDEX PedIndex, BOOL Activate#PURPOSE: Activate/Deactivate the specified peds detonator<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_DETONATOR_FIRED#PED_INDEX PedIndex#PURPOSE: Query whether the specified ped has fired their detonator<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_IS_STICKY_CAM_VIEWER_FIRED#PED_INDEX PedIndex#PURPOSE: Query whether the specified ped has fired their sticky cam viewer<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_LOCKON_DISTANCE_OF_CURRENT_PED_WEAPON#PED_INDEX PedIndex#PURPOSE: Gets the lock on distance of the current peds weapon (returns -1.0f if not found or invalid weapon)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_VEHICLE_GOT_PROJECTILE_ATTACHED#PED_INDEX PedIndex, VEHICLE_INDEX VehicleIndex, WEAPON_TYPE WeaponType = 0, SC_DOOR_LIST DoorNumber = SC_DOOR_INVALID#PURPOSE: Query whether the specified ped has any projectiles attached to the specified vehicle of the specified type (0 for any type)<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GIVE_WEAPON_COMPONENT_TO_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, WEAPONCOMPONENT_TYPE TypeOfComponent#PURPOSE: Give a weapon component to a ped<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #REMOVE_WEAPON_COMPONENT_FROM_PED#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, WEAPONCOMPONENT_TYPE TypeOfComponent#PURPOSE: Remove a weapon component from the inventory<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC BOOL #HAS_PED_GOT_WEAPON_COMPONENT#PED_INDEX PedIndex, WEAPON_TYPE TypeOfWeapon, WEAPONCOMPONENT_TYPE TypeOfComponent#PURPOSE: Return if character has a weapon component<br/>INFO:<br/>PARAM NOTES:<br/>)]]
== commands_xml ==
[[sanScript(NATIVE FUNC BOOL #LOAD_XML_FILE#STRING sFileName#PURPOSE: Loads an XML file <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #DELETE_XML_FILE##PURPOSE: Deletes the loaded XML file<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_XML_NODES##PURPOSE: Gets the number of XML nodes in an XML node tree<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE PROC #GET_NEXT_XML_NODE##PURPOSE: Gets the next node in an XML node tree <br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_XML_NODE_NAME##PURPOSE: Gets the name of the XML node<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_NUMBER_OF_XML_NODE_ATTRIBUTES##PURPOSE: Gets the number of attributes for an XML node<br/>INFO:<br/>PARAM NOTES:<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_XML_NODE_ATTRIBUTE_NAME#int iAttribute#PURPOSE: Gets the Name of attributes for a XML node. <br/>INFO:<br/>PARAM NOTES: iAttribute does not reflect the attribute order in the XML file<br/>)]]
[[sanScript(NATIVE FUNC INT #GET_INT_FROM_XML_NODE_ATTRIBUTE#int iAttribute#PURPOSE: Gets the int value of an XML attribute. <br/>INFO: INT (Note: will return 0 if attribute is a string) <br/>PARAM NOTES: iAttribute does not reflect the attribute order.<br/>)]]
[[sanScript(NATIVE FUNC FLOAT #GET_FLOAT_FROM_XML_NODE_ATTRIBUTE#int iAttribute#PURPOSE: Gets the float value of an XML attribute. <br/>INFO: (Note: will return 0.0 if attribute is a string) <br/>PARAM NOTES: iAttribute (Does not reflect the attribute order)<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_BOOL_FROM_XML_NODE_ATTRIBUTE#int iAttribute#PURPOSE: Gets the bool value of an XML attribute. <br/>INFO: FLOAT (Note: will return 0 if attribute is a string) <br/>PARAM NOTES: iAttribute does not reflect the attribute order<br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_STRING_FROM_XML_NODE_ATTRIBUTE#int iAttribute#PURPOSE: Gets the string value of an XML attribute.<br/>INFO:<br/>PARAM NOTES: iAttribute does not reflect the attribute order.<br/>)]]
[[sanScript(NATIVE FUNC BOOL #GET_XML_NAMED_NODE#string mynode#PURPOSE: Gets the string value of an XML attribute.<br/>INFO:<br/>PARAM NOTES: iAttribute does not reflect the attribute order.<br/>)]]
== commands_zone ==
[[sanScript(NATIVE PROC #SET_ZONE_POPULATION_TYPE#STRING ZoneLabel, ZONETYPE PopulationType#PURPOSE: <br/>)]]
[[sanScript(NATIVE PROC #SET_ZONE_SCUMMINESS#STRING ZoneLabel, INT Scumminess#PURPOSE: <br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_NAME_OF_ZONE#VECTOR VecCoors#PURPOSE: <br/>)]]
[[sanScript(NATIVE FUNC STRING #GET_NAME_OF_INFO_ZONE#VECTOR VecCoors#PURPOSE: <br/>)]]
[[sanScript(NATIVE PROC #SET_ZONE_COPS_ACTIVE#STRING ZoneLabel, bool NoCops#PURPOSE: <br/>)]]
[[sanScript(NATIVE FUNC g_eMapAreas #GET_MAP_AREA_FROM_COORDS#VECTOR Coords#PURPOSE: <br/>)]]
[[sanScript(NATIVE PROC #GET_PRIMARY_POPULATION_ZONE_GROUP#POPCYCLEGROUP &Group, INT &percentage#PURPOSE: <br/>)]]