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  1. Lua Documentation
  2. API Reference
  3. NATIVES

PED

int GET_GROUP_SIZE(int group)
Hash GET_CURRENT_PED_WEAPON(Ped ped)
vec3 GET_PED_LAST_WEAPON_IMPACT(Ped ped)
bool IS_PED_IN_ANY_VEHICLE(Ped ped)
void SET_GROUP_FORMATION(int groupId, int formationType)
void SET_PED_AS_GROUP_MEMBER(Ped ped, int groupId)
int GET_PED_GROUP_INDEX(Ped ped)
int GET_PED_HEALTH(Ped ped)
void SET_PED_HEALTH(Ped ped, int health)
bool IS_PED_RAGDOLL(Ped ped)
bool IS_PED_A_PLAYER(Ped ped)
void SET_PED_INTO_VEHICLE(Ped ped, Vehicle vehicle, int seatIndex)
int GET_PED_DRAWABLE_VARIATION(Ped ped, int componentId)
int GET_PED_TEXTURE_VARIATION(Ped ped, int componentId)
int GET_PED_PROP_INDEX(Ped ped, int componentId)
int GET_PED_PROP_TEXTURE_INDEX(Ped ped, int componentId)
void SET_PED_COMPONENT_VARIATION(Ped ped, int componentId, int drawableId, int textureId, int paletteId)
void SET_PED_PROP_INDEX(Ped ped, int componentId, int drawableId, int TextureId, bool attach)
void SET_PED_CAN_SWITCH_WEAPON(Ped ped, bool toggle)
bool IS_PED_SHOOTING(Ped ped)
int GET_PED_BONE_INDEX(Ped ped, int boneId)
vec3 GET_PED_BONE_COORDS(Ped ped, int boneId, float offsetX, float offsetY, float offsetZ)
Hash GET_PED_RELATIONSHIP_GROUP_HASH(Ped ped)
void SET_PED_RELATIONSHIP_GROUP_HASH(Ped ped, Hash hash)
Vehicle GET_VEHICLE_PED_IS_USING(Ped ped)
void CLEAR_ALL_PED_PROPS(Ped ped)
void CLEAR_PED_TASKS_IMMEDIATELY(Ped ped)
void CLEAR_PED_BLOOD_DAMAGE(Ped ped)
bool IS_PED_IN_VEHICLE(Ped ped, Vehicle vehicle, bool atGetIn)
bool IS_PED_USING_ANY_SCENARIO(Ped ped)
bool SET_PED_TO_RAGDOLL(Ped ped, int time1, int time2, int ragdollType)
void SET_PED_CAN_RAGDOLL_FROM_PLAYER_IMPACT(Ped ped, bool toggle)
bool CAN_PED_RAGDOLL(Ped ped)
void SET_PED_COMBAT_ABILITY(Ped ped, int abilityLevel)
void SET_PED_MAX_HEALTH(Ped ped, int value)
int GET_PED_MAX_HEALTH(Ped ped)
void RESURRECT_PED(Ped ped)
void SET_PED_COMBAT_MOVEMENT(Ped ped, int combatMovement)
void SET_PED_COMBAT_RANGE(Ped ped, int combatRange)
void SET_PED_COMBAT_ATTRIBUTES(Ped ped, int attributeId, bool enabled)
void SET_PED_ACCURACY(Ped ped, int accuracy)
Ped CREATE_PED(int pedType, Hash modelHash, float x, float y, float z, float heading, bool isNetwork, bool bScriptHostPed)
int GET_NUMBER_OF_PED_DRAWABLE_VARIATIONS(Ped ped, int componentId)
int GET_NUMBER_OF_PED_TEXTURE_VARIATIONS(Ped ped, int componentId, int drawableId)
int GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS(Ped ped, int propId)
int GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS(Ped ped, int propId, int drawableId)
void SET_PED_RANDOM_COMPONENT_VARIATION(Ped ped, int p1)
void SET_PED_DEFAULT_COMPONENT_VARIATION(Ped ped)
void SET_PED_MOVEMENT_CLIPSET(Ped ped, string clipSet, float transitionSpeed)
void RESET_PED_MOVEMENT_CLIPSET(Ped ped, float p1)
Ped CLONE_PED(Ped ped)
void SET_PED_CONFIG_FLAG(Ped ped, int flagId, bool value)
void SET_PED_DENSITY_MULTIPLIER_THIS_FRAME(float multiplier)
void SET_SCENARIO_PED_DENSITY_MULTIPLIER_THIS_FRAME(float p0, float p1)
int CREATE_GROUP(int unused)
void REMOVE_GROUP(int groupId)
void SET_PED_AS_GROUP_LEADER(Ped ped, int groupId)
void REMOVE_PED_FROM_GROUP(Ped ped)
bool IS_PED_GROUP_MEMBER(Ped ped, int groupId)
void SET_GROUP_FORMATION_SPACING(int groupId, float p1, float p2, float p3)
void RESET_GROUP_FORMATION_DEFAULT_SPACING(int groupHandle)
void SET_PED_NEVER_LEAVES_GROUP(Ped ped, bool toggle)
bool DOES_GROUP_EXIST(int groupId)
bool IS_PED_IN_GROUP(Ped ped)
void SET_CREATE_RANDOM_COPS(bool toggle)
bool CAN_CREATE_RANDOM_COPS()
bool IS_PED_SWIMMING(Ped ped)
bool IS_PED_SWIMMING_UNDERWATER(Ped ped)
void CLEAR_RELATIONSHIP_BETWEEN_GROUPS(Hash group1, Hash group2)
void SET_RELATIONSHIP_BETWEEN_GROUPS(int relationship, Hash group1, Hash group2)
void SET_PED_HEAD_BLEND_DATA(Ped ped, int shapeFirstID, int shapeSecondID, int shapeThirdID, int skinFirstID, int skinSecondID, int skinThirdID, float shapeMix, float skinMix, float thirdMix, bool isParent)
void SET_PED_FACE_FEATURE(Ped ped, int index, float scale)
int GET_PED_EYE_COLOR(Ped ped)
void SET_PED_EYE_COLOR(Ped ped, int index)
void SET_PED_HEAD_OVERLAY(Ped ped, int overlayID, int index, float opacity)
int GET_PED_HEAD_OVERLAY_VALUE(Ped ped, int overlayID)
void SET_PED_HEAD_OVERLAY_COLOR(Ped ped, int overlayID, int colorType, int colorID, int secondColorID)
int GET_PED_ARMOR(Ped ped)
void SET_PED_ARMOR(Ped ped, int amount)
void SET_PED_FLEE_ATTRIBUTES(Ped ped, int attributeFlags, bool enable)
void SET_PED_AS_ENEMY(Ped ped, bool toggle)
Vehicle GET_VEHICLE_PED_IS_IN(Ped ped, bool includeLastVehicle)
bool IS_PED_MODEL(Ped ped, Hash modelHash)
Ped CREATE_RANDOM_PED(float posX, float posY, float posZ)
bool IS_PED_ON_VEHICLE(Ped ped)
bool IS_PED_IN_COMBAT(Ped ped, Ped target)
Entity GET_PED_SOURCE_OF_DEATH(Ped ped)
void SET_PED_FIRING_PATTERN(Ped ped, Hash patternHash)
void SET_PED_SHOOT_RATE(Ped ped, int shootRate)
void APPLY_DAMAGE_TO_PED(Ped ped, int damageAmount, bool p2, Any p3)
int GET_PED_TYPE(Ped ped)
void SET_PED_HAIR_COLOR(Ped ped, int colorID, int highlightColorID)
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Last updated 3 years ago