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@@ -3199,6 +3244,17 @@ function GetCalmingQuadDampening(waterQuad, calmingQuadDampening) end
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functionCreateRuntimeTextureFromDuiHandle(txd, txn, duiHandle) end
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--- Allows the bypassing of default game behavior that prevents the use of [SET_PED_DRIVE_BY_CLIPSET_OVERRIDE](https://docs.fivem.net/natives/?_0xED34AB6C5CB36520) in certain scenarios to avoid clipping issues (e.g., when there is more than one Ped in a vehicle).
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---
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--- Note: This flag and the overridden clipset are not replicated values and require synchronization through user scripts. Additionally, current game behavior also restricts applying this clipset locally when in first-person mode and will require a temporary workaround.
functionOverridePedsUseDefaultDriveByClipset(flag) end
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--- Disables the editor runtime mode, changing game behavior to not track entity metadata.
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--- This function supports SDK infrastructure and is not intended to be used directly from your code.
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---
@@ -3229,6 +3285,42 @@ function GetWaterQuadCount() end
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functionSetVehicleWheelHealth(vehicle, wheelIndex, health) end
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--- Purpose: The game's default values for these make shooting while traveling Left quite a bit slower than shooting while traveling right (This could be a game-balance thing?)
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---
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--- Default Min: -45 Degrees
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--- Default Max: 135 Degrees
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---
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--- ```
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--- \ ,- ~ ||~ - ,
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--- , ' \ x x ' ,
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--- ```
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---
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--- , \ x x x ,
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--- , \ x x ,
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--- , \ x x ,
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--- , \ x ,
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--- , \ x ,
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--- , \ x x ,
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--- , \ x ,
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--- , , '
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--- ' - , \_ \_ \_ , ' \\
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---
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--- If the transition angle is within the shaded portion (x), there will be no transition(Quicker)
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--- The angle corresponds to where you are looking(North on the circle) vs. the heading of your Ped.
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--- Note: For some reason,
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---
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--- You can set these values to whatever you'd like with this native, but keep in mind that the transitional spin is only clockwise for some reason.
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---
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--- I'd personally recommend something like -135/135
--- On all wheel drive cars this works to change which wheels receive power, but if a car's fDriveBiasFront doesn't send power to that wheel, it won't get power anyway. This can be fixed by changing the fDriveBiasFront with SET_VEHICLE_HANDLING_FLOAT.
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--- Max number of wheels can be retrieved with the native GET_VEHICLE_NUMBER_OF_WHEELS.
@@ -4232,6 +4342,15 @@ function GetPlayerStamina(playerId) end
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functionSetWaveQuadAmplitude(waveQuad, amplitude) end
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--- Returns the world position the pointer is hovering on the pause map.
--- Toggles whether the usage of [ADD_ROPE](https://docs.fivem.net/natives/?_0xE832D760399EB220) should create an underlying CNetworkRopeWorldStateData. By default this is set to false.
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