# AICOVERPOINT natives

17 natives · 14 named · 8 described. RDR3 game natives (client side).

- [_0x3C7A9C2C953128FE](https://natives.borderlinerp.com/natives/AICOVERPOINT/0x3C7A9C2C953128FE.md) `0x3C7A9C2C953128FE` — `void N_0x3c7a9c2c953128fe(Ped ped)`
- [_0x53E4D0C079CA6855](https://natives.borderlinerp.com/natives/AICOVERPOINT/0x53E4D0C079CA6855.md) `0x53E4D0C079CA6855` — `Entity N_0x53e4d0c079ca6855(ScrHandle handle)`
- [_0xEBA51A294C73292E](https://natives.borderlinerp.com/natives/AICOVERPOINT/0xEBA51A294C73292E.md) `0xEBA51A294C73292E` — `void N_0xeba51a294c73292e(Any* args)`
- [_ACTIVATE_COVER_LAYER](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ACTIVATE_COVER_LAYER.md) `0x64340DC208D671D5` — `void ActivateCoverLayer(const char* coverLayer)` — activates 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
- [_ADD_COVER_BLOCKING_AREA](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ADD_COVER_BLOCKING_AREA.md) `0x733077295AB51304` — `void AddCoverBlockingArea(Any* args)`
- [_ADD_SCRIPTED_COVER_POINT](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ADD_SCRIPTED_COVER_POINT.md) `0x975BD6351648935F` — `ScrHandle AddScriptedCoverPoint(Any* data)`
- [_ARE_LOAD_COVER_ANIMS_LOADED](https://natives.borderlinerp.com/natives/AICOVERPOINT/_ARE_LOAD_COVER_ANIMS_LOADED.md) `0x8CBE916CFC64AD5C` — `BOOL AreLoadCoverAnimsLoaded(Ped ped)`
- [_DEACTIVATE_COVER_LAYER](https://natives.borderlinerp.com/natives/AICOVERPOINT/_DEACTIVATE_COVER_LAYER.md) `0x7A1FDCF35EAA140F` — `void DeactivateCoverLayer(const char* coverLayer)` — deactivates a cover layer activated with 0x64340DC208D671D5 coverLayer: see levels_0/levels/rdr3/coverlayers
- [_DOES_COVER_POINT_EXIST](https://natives.borderlinerp.com/natives/AICOVERPOINT/_DOES_COVER_POINT_EXIST.md) `0xC276FE69DDA22BAD` — `BOOL DoesCoverPointExist(ScrHandle handle)`
- [_GET_COVER_POINT_STATE_FROM_PED](https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_COVER_POINT_STATE_FROM_PED.md) `0x5F5B1B7E8E8F94C6` — `int GetCoverPointStateFromPed(Ped ped)`
- [_GET_PED_COVER_POINT_TRANSITION_STATE](https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_PED_COVER_POINT_TRANSITION_STATE.md) `0x957D7E750216D74B` — `int GetPedCoverPointTransitionState(Ped ped)` — returns 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…
- [_GET_PED_FROM_COVER_POINT](https://natives.borderlinerp.com/natives/AICOVERPOINT/_GET_PED_FROM_COVER_POINT.md) `0x140B3CB1D424A945` — `void GetPedFromCoverPoint(Ped ped, Hash weaponHash)` — weaponHash can also be -1
- [_REQUEST_FLINCH_COVER_ANIM](https://natives.borderlinerp.com/natives/AICOVERPOINT/_REQUEST_FLINCH_COVER_ANIM.md) `0x2A31D13C5F021D0D` — `void RequestFlinchCoverAnim(Ped ped)` — Makes ped flinch (if in cover) like they have been shot at
- [_STOP_RUNNING_COVER_ANIMS](https://natives.borderlinerp.com/natives/AICOVERPOINT/_STOP_RUNNING_COVER_ANIMS.md) `0x1A7A802B2301EDC0` — `void StopRunningCoverAnims(Ped ped)` — Stops running cover anims and releases them _STOP_RENDERING_* - _STOP_SCRIPTED*
- [_TASK_AI_SEEK_COVER_TO_COVER_POINT](https://natives.borderlinerp.com/natives/AICOVERPOINT/_TASK_AI_SEEK_COVER_TO_COVER_POINT.md) `0x89783FDDF079C88D` — `void TaskAiSeekCoverToCoverPoint(Any* args)`
- [TASK_ENTER_COVER](https://natives.borderlinerp.com/natives/AICOVERPOINT/TASK_ENTER_COVER.md) `0x4972A022AE6DAFA1` — `void TaskEnterCover(Ped ped)`
- [TASK_EXIT_COVER](https://natives.borderlinerp.com/natives/AICOVERPOINT/TASK_EXIT_COVER.md) `0x2BC4A6D92D140112` — `void TaskExitCover(Ped ped)`
