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Release 2024-05-13
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6 changes: 0 additions & 6 deletions docs-gen/native-audio.def.lua
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Expand Up @@ -4263,12 +4263,6 @@ function N_0xcada5a0d0702381e(soundName, soundsetName) end
---
--- AUD_ANIMAL_MOOD_NUM_MOODS
--- }
---
---
--- ## Parameters
--- * **animal**:
--- * **mood**: Refer to eAudAnimalMood
---
--- ```
---
--- @hash [0xCC97B29285B1DC3B](https://docs.fivem.net/natives/?_0xCC97B29285B1DC3B)
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12 changes: 6 additions & 6 deletions docs-gen/native-network.def.lua
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Expand Up @@ -1887,8 +1887,8 @@ function NetworkGetPlayerIndex(player) end
---
--- @hash [0x2555CF7DA5473794](https://docs.fivem.net/natives/?_0x2555CF7DA5473794)
---
--- @return any
--- @overload fun(): any
--- @return void
--- @overload fun(): void
function N_0x2555cf7da5473794() end


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---
--- @hash [0x6FD992C4A1C1B986](https://docs.fivem.net/natives/?_0x6FD992C4A1C1B986)
---
--- @return any
--- @overload fun(): any
--- @return void
--- @overload fun(): void
function N_0x6fd992c4a1c1b986() end


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---
--- @hash [0xAEDF1BC1C133D6E3](https://docs.fivem.net/natives/?_0xAEDF1BC1C133D6E3)
---
--- @return any
--- @overload fun(): any
--- @return void
--- @overload fun(): void
function N_0xaedf1bc1c133d6e3() end


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181 changes: 85 additions & 96 deletions docs-gen/native-ped.def.lua
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Expand Up @@ -7002,105 +7002,94 @@ function IsPedGoingIntoCover(ped) end
---
--- So far, these are the equivalents found:
---
--- ```
--- enum CombatAttributes
--- ```cpp
--- enum eCombatAttribute
--- {
--- BF_CanUseCover = 0,
--- BF_CanUseVehicles = 1,
--- BF_CanDoDrivebys = 2,
--- BF_CanLeaveVehicle = 3,
--- BF_CanUseDynamicStrafeDecisions = 4,
--- BF_AlwaysFight = 5,
--- _0x66BB9FCC = 6,
--- _0x6837DA41 = 7,
--- _0xB4A13A5A = 8,
--- _0xEE326AAD = 9,
--- _0x7DF2CCFA = 10,
--- _0x0036D422 = 11,
--- BF_BlindFireWhenInCover = 12,
--- BF_Aggressive = 13,
--- BF_CanInvestigate = 14,
--- BF_HasRadio = 15,
--- _0x6BDE28D1 = 16,
--- BF_AlwaysFlee = 17,
--- _0x7852797D = 18,
--- _0x33497B95 = 19,
--- BF_CanTauntInVehicle = 20,
--- BF_CanChaseTargetOnFoot = 21,
--- BF_WillDragInjuredPedsToSafety = 22,
--- _0xCD7168B8 = 23,
--- BF_UseProximityFiringRate = 24,
--- _0x48F914F8 = 25,
--- _0x2EA543D0 = 26,
--- BF_PerfectAccuracy = 27,
--- BF_CanUseFrustratedAdvance = 28,
--- _0x3D131AC1 = 29,
--- _0x3AD95F27 = 30,
--- BF_MaintainMinDistanceToTarget = 31,
--- _0xEAD68AD2 = 32,
--- _0xA206C2E0 = 33,
--- BF_CanUsePeekingVariations = 34,
--- _0xA5715184 = 35,
--- _0xD5265533 = 36,
--- _0x2B84C2BF = 37,
--- BF_DisableBulletReactions = 38,
--- BF_CanBust = 39,
--- _0xAA525726 = 40,
--- BF_CanCommandeerVehicles = 41,
--- BF_CanFlank = 42,
--- BF_SwitchToAdvanceIfCantFindCover = 43,
--- BF_SwitchToDefensiveIfInCover = 44,
--- _0xEB4786A0 = 45,
--- BF_CanFightArmedPedsWhenNotArmed = 46,
--- _0xA08E9402 = 47,
--- _0x952EAD7D = 48,
--- BF_UseEnemyAccuracyScaling = 49,
--- BF_CanCharge = 50,
--- _0xDA8C2BD3 = 51,
--- _0x6562F017 = 52,
--- _0xA2C3D53B = 53,
--- BF_AlwaysEquipBestWeapon = 54,
--- BF_CanSeeUnderwaterPeds = 55,
--- _0xF619486B = 56,
--- _0x61EB63A3 = 57,
--- BF_DisableFleeFromCombat = 58,
--- _0x8976D12B = 59,
--- BF_CanThrowSmokeGrenade = 60,
--- BF_NonMissionPedsFleeFromThisPedUnlessArmed = 61,
--- _0x5452A10C = 62,
--- BF_FleesFromInvincibleOpponents = 63,
--- BF_DisableBlockFromPursueDuringVehicleChase = 64,
--- BF_DisableSpinOutDuringVehicleChase = 65,
--- BF_DisableCruiseInFrontDuringBlockDuringVehicleChase = 66,
--- _0x0B404731 = 67,
--- BF_DisableReactToBuddyShot = 68,
--- _0x7FFD6AEB = 69,
--- _0x51F4AEF8 = 70,
--- BF_PermitChargeBeyondDefensiveArea = 71,
--- _0x63E0A8E2 = 72,
--- _0xDF974436 = 73,
--- _0x556C080B = 74,
--- _0xA4D50035 = 75,
--- BF_SetDisableShoutTargetPositionOnCombatStart = 76,
--- BF_DisableRespondedToThreatBroadcast = 77,
--- _0xCBB01765 = 78,
--- _0x4F862ED4 = 79,
--- _0xEF9C7C40 = 80,
--- _0xE51B494F = 81,
--- _0x054D0199 = 82,
--- _0xD36BCE94 = 83,
--- _0xFB11F690 = 84,
--- _0xD208A9AD = 85,
--- BF_AllowDogFighting = 86,
--- _0x07A6E531 = 87,
--- _0x34F9317B = 88,
--- _0x4240F5A9 = 89,
--- _0xEE129DBD = 90,
--- _0x053AEAD9 = 91,
--- CA_INVALID = -1,
--- CA_USE_COVER = 0, // AI will only use cover if this is set
--- CA_USE_VEHICLE = 1, // AI will only use vehicles if this is set
--- CA_DO_DRIVEBYS = 2, // AI will only driveby from a vehicle if this is set
--- CA_LEAVE_VEHICLES = 3, // Will be forced to stay in a ny vehicel if this isn't set
--- CA_CAN_USE_DYNAMIC_STRAFE_DECISIONS = 4, // This ped can make decisions on whether to strafe or not based on distance to destination, recent bullet events, etc.
--- CA_ALWAYS_FIGHT = 5, // Ped will always fight upon getting threat response task
--- CA_FLEE_WHILST_IN_VEHICLE = 6, // If in combat and in a vehicle, the ped will flee rather than attacking
--- CA_JUST_FOLLOW_VEHICLE = 7, // If in combat and chasing in a vehicle, the ped will keep a distance behind rather than ramming
--- CA_PLAY_REACTION_ANIMS = 8, // Deprecated
--- CA_WILL_SCAN_FOR_DEAD_PEDS = 9, // Peds will scan for and react to dead peds found
--- CA_IS_A_GUARD = 10, // Deprecated
--- CA_JUST_SEEK_COVER = 11, // The ped will seek cover only
--- CA_BLIND_FIRE_IN_COVER = 12, // Ped will only blind fire when in cover
--- CA_AGGRESSIVE = 13, // Ped may advance
--- CA_CAN_INVESTIGATE = 14, // Ped can investigate events such as distant gunfire, footsteps, explosions etc
--- CA_CAN_USE_RADIO = 15, // Ped can use a radio to call for backup (happens after a reaction)
--- CA_CAN_CAPTURE_ENEMY_PEDS = 16, // Deprecated
--- CA_ALWAYS_FLEE = 17, // Ped will always flee upon getting threat response task
--- CA_CAN_TAUNT_IN_VEHICLE = 20, // Ped can do unarmed taunts in vehicle
--- CA_CAN_CHASE_TARGET_ON_FOOT = 21, // Ped will be able to chase their targets if both are on foot and the target is running away
--- CA_WILL_DRAG_INJURED_PEDS_TO_SAFETY = 22, // Ped can drag injured peds to safety
--- CA_REQUIRES_LOS_TO_SHOOT = 23, // Ped will require LOS to the target it is aiming at before shooting
--- CA_USE_PROXIMITY_FIRING_RATE = 24, // Ped is allowed to use proximity based fire rate (increasing fire rate at closer distances)
--- CA_DISABLE_SECONDARY_TARGET = 25, // Normally peds can switch briefly to a secondary target in combat, setting this will prevent that
--- CA_DISABLE_ENTRY_REACTIONS = 26, // This will disable the flinching combat entry reactions for peds, instead only playing the turn and aim anims
--- CA_PERFECT_ACCURACY = 27, // Force ped to be 100% accurate in all situations (added by Jay Reinebold)
--- CA_CAN_USE_FRUSTRATED_ADVANCE = 28, // If we don't have cover and can't see our target it's possible we will advance, even if the target is in cover
--- CA_MOVE_TO_LOCATION_BEFORE_COVER_SEARCH = 29, // This will have the ped move to defensive areas and within attack windows before performing the cover search
--- CA_CAN_SHOOT_WITHOUT_LOS = 30, // Allow shooting of our weapon even if we don't have LOS (this isn't X-ray vision as it only affects weapon firing)
--- CA_MAINTAIN_MIN_DISTANCE_TO_TARGET = 31, // Ped will try to maintain a min distance to the target, even if using defensive areas (currently only for cover finding + usage)
--- CA_CAN_USE_PEEKING_VARIATIONS = 34, // Allows ped to use steamed variations of peeking anims
--- CA_DISABLE_PINNED_DOWN = 35, // Disables pinned down behaviors
--- CA_DISABLE_PIN_DOWN_OTHERS = 36, // Disables pinning down others
--- CA_OPEN_COMBAT_WHEN_DEFENSIVE_AREA_IS_REACHED = 37, // When defensive area is reached the area is cleared and the ped is set to use defensive combat movement
--- CA_DISABLE_BULLET_REACTIONS = 38, // Disables bullet reactions
--- CA_CAN_BUST = 39, // Allows ped to bust the player
--- CA_IGNORED_BY_OTHER_PEDS_WHEN_WANTED = 40, // This ped is ignored by other peds when wanted
--- CA_CAN_COMMANDEER_VEHICLES = 41, // Ped is allowed to "jack" vehicles when needing to chase a target in combat
--- CA_CAN_FLANK = 42, // Ped is allowed to flank
--- CA_SWITCH_TO_ADVANCE_IF_CANT_FIND_COVER = 43, // Ped will switch to advance if they can't find cover
--- CA_SWITCH_TO_DEFENSIVE_IF_IN_COVER = 44, // Ped will switch to defensive if they are in cover
--- CA_CLEAR_PRIMARY_DEFENSIVE_AREA_WHEN_REACHED = 45, // Ped will clear their primary defensive area when it is reached
--- CA_CAN_FIGHT_ARMED_PEDS_WHEN_NOT_ARMED = 46, // Ped is allowed to fight armed peds when not armed
--- CA_ENABLE_TACTICAL_POINTS_WHEN_DEFENSIVE = 47, // Ped is not allowed to use tactical points if set to use defensive movement (will only use cover)
--- CA_DISABLE_COVER_ARC_ADJUSTMENTS = 48, // Ped cannot adjust cover arcs when testing cover safety (atm done on corner cover points when ped usingdefensive area + no LOS)
--- CA_USE_ENEMY_ACCURACY_SCALING = 49, // Ped may use reduced accuracy with large number of enemies attacking the same local player target
--- CA_CAN_CHARGE = 50, // Ped is allowed to charge the enemy position
--- CA_REMOVE_AREA_SET_WILL_ADVANCE_WHEN_DEFENSIVE_AREA_REACHED = 51, // When defensive area is reached the area is cleared and the ped is set to use will advance movement
--- CA_USE_VEHICLE_ATTACK = 52, // Use the vehicle attack mission during combat (only works on driver)
--- CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS = 53, // Use the vehicle attack mission during combat if the vehicle has mounted guns (only works on driver)
--- CA_ALWAYS_EQUIP_BEST_WEAPON = 54, // Always equip best weapon in combat
--- CA_CAN_SEE_UNDERWATER_PEDS = 55, // Ignores in water at depth visibility check
--- CA_DISABLE_AIM_AT_AI_TARGETS_IN_HELIS = 56, // Will prevent this ped from aiming at any AI targets that are in helicopters
--- CA_DISABLE_SEEK_DUE_TO_LINE_OF_SIGHT = 57, // Disables peds seeking due to no clear line of sight
--- CA_DISABLE_FLEE_FROM_COMBAT = 58, // To be used when releasing missions peds if we don't want them fleeing from combat (mission peds already prevent flee)
--- CA_DISABLE_TARGET_CHANGES_DURING_VEHICLE_PURSUIT = 59, // Disables target changes during vehicle pursuit
--- CA_CAN_THROW_SMOKE_GRENADE = 60, // Ped may throw a smoke grenade at player loitering in combat
--- CA_CLEAR_AREA_SET_DEFENSIVE_IF_DEFENSIVE_CANNOT_BE_REACHED = 62, // Will clear a set defensive area if that area cannot be reached
--- CA_DISABLE_BLOCK_FROM_PURSUE_DURING_VEHICLE_CHASE = 64, // Disable block from pursue during vehicle chases
--- CA_DISABLE_SPIN_OUT_DURING_VEHICLE_CHASE = 65, // Disable spin out during vehicle chases
--- CA_DISABLE_CRUISE_IN_FRONT_DURING_BLOCK_DURING_VEHICLE_CHASE = 66, // Disable cruise in front during block during vehicle chases
--- CA_CAN_IGNORE_BLOCKED_LOS_WEIGHTING = 67, // Makes it more likely that the ped will continue targeting a target with blocked los for a few seconds
--- CA_DISABLE_REACT_TO_BUDDY_SHOT = 68, // Disables the react to buddy shot behaviour.
--- CA_PREFER_NAVMESH_DURING_VEHICLE_CHASE = 69, // Prefer pathing using navmesh over road nodes
--- CA_ALLOWED_TO_AVOID_OFFROAD_DURING_VEHICLE_CHASE = 70, // Ignore road edges when avoiding
--- CA_PERMIT_CHARGE_BEYOND_DEFENSIVE_AREA = 71, // Permits ped to charge a target outside the assigned defensive area.
--- CA_USE_ROCKETS_AGAINST_VEHICLES_ONLY = 72, // This ped will switch to an RPG if target is in a vehicle, otherwise will use alternate weapon.
--- CA_DISABLE_TACTICAL_POINTS_WITHOUT_CLEAR_LOS = 73, // Disables peds moving to a tactical point without clear los
--- CA_DISABLE_PULL_ALONGSIDE_DURING_VEHICLE_CHASE = 74, // Disables pull alongside during vehicle chase
--- CA_DISABLE_ALL_RANDOMS_FLEE = 78, // If set on a ped, they will not flee when all random peds flee is set to TRUE (they are still able to flee due to other reasons)
--- CA_WILL_GENERATE_DEAD_PED_SEEN_SCRIPT_EVENTS = 79, // This ped will send out a script DeadPedSeenEvent when they see a dead ped
--- CA_USE_MAX_SENSE_RANGE_WHEN_RECEIVING_EVENTS = 80, // This will use the receiving peds sense range rather than the range supplied to the communicate event
--- CA_RESTRICT_IN_VEHICLE_AIMING_TO_CURRENT_SIDE = 81, // When aiming from a vehicle the ped will only aim at targets on his side of the vehicle
--- CA_USE_DEFAULT_BLOCKED_LOS_POSITION_AND_DIRECTION = 82, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
--- CA_REQUIRES_LOS_TO_AIM = 83, // LOS to the target is blocked we return to our default position and direction until we have LOS (no aiming)
--- CA_CAN_CRUISE_AND_BLOCK_IN_VEHICLE = 84, // Allow vehicles spawned infront of target facing away to enter cruise and wait to block approaching target
--- CA_PREFER_AIR_COMBAT_WHEN_IN_AIRCRAFT = 85, // Peds flying aircraft will prefer to target other aircraft over entities on the ground
--- CA_ALLOW_DOG_FIGHTING = 86, //Allow peds flying aircraft to use dog fighting behaviours
--- CA_PREFER_NON_AIRCRAFT_TARGETS = 87, // This will make the weight of targets who aircraft vehicles be reduced greatly compared to targets on foot or in ground based vehicles
--- CA_PREFER_KNOWN_TARGETS_WHEN_COMBAT_CLOSEST_TARGET = 88, //When peds are tasked to go to combat, they keep searching for a known target for a while before forcing an unknown one
--- CA_FORCE_CHECK_ATTACK_ANGLE_FOR_MOUNTED_GUNS = 89, // Only allow mounted weapons to fire if within the correct attack angle (default 25-degree cone). On a flag in order to keep exiting behaviour and only fix in specific cases.
--- CA_BLOCK_FIRE_FOR_VEHICLE_PASSENGER_MOUNTED_GUNS = 90 // Blocks the firing state for passenger-controlled mounted weapons. Existing flags CA_USE_VEHICLE_ATTACK and CA_USE_VEHICLE_ATTACK_IF_VEHICLE_HAS_MOUNTED_GUNS only work for drivers.
--- };
--- ```
---
--- The source for this enum is [here](https://alexguirre.github.io/rage-parser-dumps/dump.html?game=gta5\&build=2944#\_0x0E8E7201).
---
--- @hash [0x9F7794730795E019](https://docs.fivem.net/natives/?_0x9F7794730795E019)
--- @param ped Ped
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