_GET_PED_COVER_POINT_TRANSITION_STATE
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…
0x957D7E750216D74BGetPedCoverPointTransitionStateSignature
int _GET_PED_COVER_POINT_TRANSITION_STATE(Ped ped);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
Returns int
Description
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 cover (a prompt will show and once pressed state is changed to 4)
5 - cover transition like from one corner of a house to the other corner
6 - changing cover to cover like crossing from one side of the door to the other
7 - when the ped is facing foward with the camera, might be to detect when going from left to right
8 - when the ped is peeking through a door window etc (this will return 8 while is in peek)
9 - when a ped is aiming in crouch and enters cover (it doesnt always trigger)
10 - enters cover
12 - leaves cover
16 - changed to crouch or to standing up position
Usage
local retval = GetPedCoverPointTransitionState(ped)
-- always works, by hash
local retval = Citizen.InvokeNative(0x957D7E750216D74B, ped, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetPedCoverPointTransitionState(ped);
// by hash
const retval = Citizen.invokeNative('0x957D7E750216D74B', ped, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x957D7E750216D74B, ped);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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