Client/Natives/III: Difference between revisions

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(Added display title and info box explaining the gta namespace needed for these functions)
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{{DISPLAYTITLE:GTA III - Native Functions}}
{{DISPLAYTITLE:GTA III - Native Functions}}
{{TopInformationBox|1=All functions on this page are part of the "gta" namespace|colour=rgba(143,0,143,0.1)}}<br><br>
[[natives.ACTIVATE_CRANE|natives.ACTIVATE_CRANE(Vec3, Vec3, Vec3, float)]]<br>
Example: <code>gta.CLOSE_GARAGE(0)</code><br><hr>
[[natives.ACTIVATE_CRUSHER_CRANE|natives.ACTIVATE_CRUSHER_CRANE(Vec3, Vec3, Vec3, float)]]<br>
 
[[natives.ACTIVATE_GARAGE|natives.ACTIVATE_GARAGE(int)]]<br>
ACTIVATE_CRANE(Vec3, Vec3, Vec3, float)<br>
[[natives.ACTIVATE_MILITARY_CRANE|natives.ACTIVATE_MILITARY_CRANE(Vec3, Vec3, Vec3, float)]]<br>
ACTIVATE_CRUSHER_CRANE(Vec3, Vec3, Vec3, float)<br>
[[natives.ACTIVATE_SAVE_MENU|natives.ACTIVATE_SAVE_MENU(void)]]<br>
ACTIVATE_GARAGE(int)<br>
[[natives.ADD_AMMO_TO_CHAR|natives.ADD_AMMO_TO_CHAR(int, int, int)]]<br>
ACTIVATE_MILITARY_CRANE(Vec3, Vec3, Vec3, float)<br>
[[natives.ADD_AMMO_TO_PLAYER|natives.ADD_AMMO_TO_PLAYER(int, int, int)]]<br>
ACTIVATE_SAVE_MENU(void)<br>
[[natives.ADD_ARMOUR_TO_CHAR|natives.ADD_ARMOUR_TO_CHAR(int, int)]]<br>
ADD_AMMO_TO_CHAR(int, int, int)<br>
[[natives.ADD_ARMOUR_TO_PLAYER|natives.ADD_ARMOUR_TO_PLAYER(int, int)]]<br>
ADD_AMMO_TO_PLAYER(int, int, int)<br>
[[natives.ADD_BLIP_FOR_CAR|natives.ADD_BLIP_FOR_CAR(int)]]<br>
ADD_ARMOUR_TO_CHAR(int, int)<br>
[[natives.ADD_BLIP_FOR_CAR_OLD|natives.ADD_BLIP_FOR_CAR_OLD(int, int, int)]]<br>
ADD_ARMOUR_TO_PLAYER(int, int)<br>
[[natives.ADD_BLIP_FOR_CHAR|natives.ADD_BLIP_FOR_CHAR(int)]]<br>
ADD_BLIP_FOR_CAR(int)<br>
[[natives.ADD_BLIP_FOR_CHAR_OLD|natives.ADD_BLIP_FOR_CHAR_OLD(int, int, int)]]<br>
ADD_BLIP_FOR_CAR_OLD(int, int, int)<br>
[[natives.ADD_BLIP_FOR_CONTACT_POINT|natives.ADD_BLIP_FOR_CONTACT_POINT(Vec3)]]<br>
ADD_BLIP_FOR_CHAR(int)<br>
[[natives.ADD_BLIP_FOR_COORD|natives.ADD_BLIP_FOR_COORD(Vec3)]]<br>
ADD_BLIP_FOR_CHAR_OLD(int, int, int)<br>
[[natives.ADD_BLIP_FOR_COORD_OLD|natives.ADD_BLIP_FOR_COORD_OLD(Vec3, int, int)]]<br>
ADD_BLIP_FOR_CONTACT_POINT(Vec3)<br>
[[natives.ADD_BLIP_FOR_OBJECT|natives.ADD_BLIP_FOR_OBJECT(int)]]<br>
ADD_BLIP_FOR_COORD(Vec3)<br>
[[natives.ADD_BLIP_FOR_OBJECT_OLD|natives.ADD_BLIP_FOR_OBJECT_OLD(int, int, int)]]<br>
ADD_BLIP_FOR_COORD_OLD(Vec3, int, int)<br>
[[natives.ADD_BLIP_FOR_PICKUP|natives.ADD_BLIP_FOR_PICKUP(int)]]<br>
ADD_BLIP_FOR_OBJECT(int)<br>
[[natives.ADD_BLIP_FOR_PICKUP_OLD|natives.ADD_BLIP_FOR_PICKUP_OLD(int, int, int)]]<br>
ADD_BLIP_FOR_OBJECT_OLD(int, int, int)<br>
[[natives.ADD_CONTINUOUS_SOUND|natives.ADD_CONTINUOUS_SOUND(Vec3, int)]]<br>
ADD_BLIP_FOR_PICKUP(int)<br>
[[natives.ADD_EXPLOSION|natives.ADD_EXPLOSION(Vec3, int)]]<br>
ADD_BLIP_FOR_PICKUP_OLD(int, int, int)<br>
[[natives.ADD_HOSPITAL_RESTART|natives.ADD_HOSPITAL_RESTART(Vec3, float)]]<br>
ADD_CONTINUOUS_SOUND(Vec3, int)<br>
[[natives.ADD_MOVING_PARTICLE_EFFECT|natives.ADD_MOVING_PARTICLE_EFFECT(int, Vec3, Vec3, float, int, int, int, int)]]<br>
ADD_EXPLOSION(Vec3, int)<br>
[[natives.ADD_ONE_OFF_SOUND|natives.ADD_ONE_OFF_SOUND(Vec3, int)]]<br>
ADD_HOSPITAL_RESTART(Vec3, float)<br>
[[natives.ADD_PAGER_MESSAGE|natives.ADD_PAGER_MESSAGE(string, int, int, int)]]<br>
ADD_MOVING_PARTICLE_EFFECT(int, Vec3, Vec3, float, int, int, int, int)<br>
[[natives.ADD_PAGER_MESSAGE_WITH_NUMBER|natives.ADD_PAGER_MESSAGE_WITH_NUMBER(string, int, int, int, int)]]<br>
ADD_ONE_OFF_SOUND(Vec3, int)<br>
[[natives.ADD_PARTICLE_EFFECT|natives.ADD_PARTICLE_EFFECT(int, Vec3, int)]]<br>
ADD_PAGER_MESSAGE(string, int, int, int)<br>
[[natives.ADD_POLICE_RESTART|natives.ADD_POLICE_RESTART(Vec3, float)]]<br>
ADD_PAGER_MESSAGE_WITH_NUMBER(string, int, int, int, int)<br>
[[natives.ADD_POWER_PILL|natives.ADD_POWER_PILL(Vec3)]]<br>
ADD_PARTICLE_EFFECT(int, Vec3, int)<br>
[[natives.ADD_ROUTE_POINT|natives.ADD_ROUTE_POINT(int, Vec3)]]<br>
ADD_POLICE_RESTART(Vec3, float)<br>
[[natives.ADD_SCORE|natives.ADD_SCORE(int, int)]]<br>
ADD_POWER_PILL(Vec3)<br>
[[natives.ADD_SPHERE|natives.ADD_SPHERE(Vec3, float)]]<br>
ADD_ROUTE_POINT(int, Vec3)<br>
[[natives.ADD_SPRITE_BLIP_FOR_CAR|natives.ADD_SPRITE_BLIP_FOR_CAR(int, int)]]<br>
ADD_SCORE(int, int)<br>
[[natives.ADD_SPRITE_BLIP_FOR_CHAR|natives.ADD_SPRITE_BLIP_FOR_CHAR(int, int)]]<br>
ADD_SPHERE(Vec3, float)<br>
[[natives.ADD_SPRITE_BLIP_FOR_CONTACT_POINT|natives.ADD_SPRITE_BLIP_FOR_CONTACT_POINT(Vec3, int)]]<br>
ADD_SPRITE_BLIP_FOR_CAR(int, int)<br>
[[natives.ADD_SPRITE_BLIP_FOR_COORD|natives.ADD_SPRITE_BLIP_FOR_COORD(Vec3, int)]]<br>
ADD_SPRITE_BLIP_FOR_CHAR(int, int)<br>
[[natives.ADD_SPRITE_BLIP_FOR_OBJECT|natives.ADD_SPRITE_BLIP_FOR_OBJECT(int, int)]]<br>
ADD_SPRITE_BLIP_FOR_CONTACT_POINT(Vec3, int)<br>
[[natives.ADD_SPRITE_BLIP_FOR_PICKUP|natives.ADD_SPRITE_BLIP_FOR_PICKUP(int, int)]]<br>
ADD_SPRITE_BLIP_FOR_COORD(Vec3, int)<br>
[[natives.ADD_STUCK_CAR_CHECK|natives.ADD_STUCK_CAR_CHECK(int, float, int)]]<
ADD_SPRITE_BLIP_FOR_OBJECT(int, int)<br>
ADD_SPRITE_BLIP_FOR_PICKUP(int, int)<br>
ADD_STUCK_CAR_CHECK(int, float, int)<br>
ADD_TO_OBJECT_VELOCITY(int, Vec3)<br>
ADD_UPSIDEDOWN_CAR_CHECK(int)<br>
ALTER_WANTED_LEVEL(int, int)<br>
ALTER_WANTED_LEVEL_NO_DROP(int, int)<br>
ANCHOR_BOAT(int, int)<br>
APPLY_BRAKES_TO_PLAYERS_CAR(int, int)<br>
ARE_ANY_CAR_CHEATS_ACTIVATED(void)<br>
ARE_CREDITS_FINISHED(void)<br>
ARE_MEASUREMENTS_IN_METRES(void)<br>
ARM_CAR_WITH_BOMB(int, int)<br>
BLOW_UP_RC_BUGGY(void)<br>
BOAT_GOTO_COORDS(int, Vec3)<br>
BOAT_STOP(int)<br>
CANCEL_OVERRIDE_RESTART(void)<br>
CAN_CHAR_SEE_DEAD_CHAR(int, int)<br>
CAN_PLAYER_START_MISSION(int)<br>
CAR_GOTO_COORDINATES(int, Vec3)<br>
CAR_GOTO_COORDINATES_ACCURATE(int, Vec3)<br>
CAR_SET_IDLE(int)<br>
CAR_WANDER_RANDOMLY(int)<br>
CATALINA_HELI_FLY_AWAY(void)<br>
CATALINA_HELI_TAKE_OFF(void)<br>
CHANGE_BLIP_COLOUR(int, int)<br>
CHANGE_BLIP_DISPLAY(int, int)<br>
CHANGE_BLIP_SCALE(int, int)<br>
CHANGE_CAR_COLOUR(int, int, int)<br>
CHANGE_CAR_LOCK(int, int)<br>
CHANGE_GARAGE_TYPE(int, int)<br>
CHANGE_GARAGE_TYPE_WITH_CAR_MODEL(int, int, int)<br>
CHAR_FOLLOW_PATH(int, Vec3, float, int)<br>
CHAR_LOOK_AT_CHAR_ALWAYS(int, int)<br>
CHAR_LOOK_AT_PLAYER_ALWAYS(int, int)<br>
CHAR_SET_IDLE(int)<br>
CHAR_WANDER_DIR(int, int)<br>
CLEAR_AREA(Vec3, float, int)<br>
 
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