AICOVERPOINT
Natives17
Named14
Described47%
SideClient (game)
| Native | Hash | Returns (params) | Docs |
|---|---|---|---|
| _0x3C7A9C2C953128FE | 0x3C7A9C2C953128FE | void (Ped) | |
| _0x53E4D0C079CA6855 | 0x53E4D0C079CA6855 | Entity (ScrHandle) | |
| _0xEBA51A294C73292E | 0xEBA51A294C73292E | void (Any*) | |
| _ACTIVATE_COVER_LAYERactivates a cover layer, these seem to be for specifc scenes in SP for example where a table is flipped using "grand_korr_poker_table_flipped" see more in levels\rdr3\coverlayers.rpf | 0x64340DC208D671D5 | void (const char*) | |
| _ADD_COVER_BLOCKING_AREA | 0x733077295AB51304 | void (Any*) | |
| _ADD_SCRIPTED_COVER_POINT | 0x975BD6351648935F | ScrHandle (Any*) | |
| _ARE_LOAD_COVER_ANIMS_LOADED | 0x8CBE916CFC64AD5C | BOOL (Ped) | |
| _DEACTIVATE_COVER_LAYERdeactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers | 0x7A1FDCF35EAA140F | void (const char*) | |
| _DOES_COVER_POINT_EXIST | 0xC276FE69DDA22BAD | BOOL (ScrHandle) | |
| _GET_COVER_POINT_STATE_FROM_PED | 0x5F5B1B7E8E8F94C6 | int (Ped) | |
| _GET_PED_COVER_POINT_TRANSITION_STATEreturns the active transition state of a cover point for about 2 seconds unless its peeking 1 - transition from pointing a gun to not pointing a gun 2 - transition to pointing a gun 3 - broke the window 4 - when opening a door while in c… | 0x957D7E750216D74B | int (Ped) | |
| _GET_PED_FROM_COVER_POINTweaponHash can also be -1 | 0x140B3CB1D424A945 | void (Ped, Hash) | |
| _REQUEST_FLINCH_COVER_ANIMMakes ped flinch (if in cover) like they have been shot at | 0x2A31D13C5F021D0D | void (Ped) | |
| _STOP_RUNNING_COVER_ANIMSStops running cover anims and releases them _STOP_RENDERING_* - _STOP_SCRIPTED* | 0x1A7A802B2301EDC0 | void (Ped) | |
| _TASK_AI_SEEK_COVER_TO_COVER_POINT | 0x89783FDDF079C88D | void (Any*) | |
| TASK_ENTER_COVER | 0x4972A022AE6DAFA1 | void (Ped) | |
| TASK_EXIT_COVER | 0x2BC4A6D92D140112 | void (Ped) |