recursal/Fanatic-Fandom huggingface dataset:
Soul Limit

Soul limit is the highest limit of one's attributes. The life gene will increase its upper limits following one's natural physiological properties, this was innately decided, just like all other creatures, this is a limit bottlenecked by the flesh and blood given by their parents. Whereas the soul limit helps adjust the genetic limits beyond the congenital limit, perfectly reaching a higher realm and breaking through the innate shackles.

The upper limit to his attribute-increasing power was the power of his soul, just as how the Evil Technique Soul Seed deep in his soul would increase the limits of his attributes slightly every year. Ever since he was born up until now, his limits had far surpassed his attribute limits from before, and was now at thirty points. It was terrifying to have an average upper limit of thirty points, but the modification power of the Soul was not limitless either, after he went from the twenty points to thirty, it had gone utterly quiet, that modification power and effect was still there, but it had stopped strengthening his soul and upper limit.

This meant that the power of the Northern Trident Frost-Fire True Water Evil Technique could only modify this body to an excess limit of thirty points. Since the thing increasing his attributes’ upper limits was the power of his soul.

## Increase the Limit

The only way that was known and discovered by Ancient Endor, to increase the soul limit, was to create Soul Seeds. The more Soul Seeds you condescend, the more your limit will increase. The amount by which the limit increases is not defined but it can be assumed that the stronger it is the higher the increase will be. ----

## Links and References

1. ↑ 1.0 1.1 Chapter 546
2. ↑ 2.0 2.1 Chapter 576
Camera::pointAtPedBone

Sets the camera so it's pointing towards a ped's bone.

Bones List: Bones

```
camera.pointAtPedBone(ped, boneIndex, x, y, z, p6);

```

* **p6:** Boolean (The bool p6 is unknown, but through every X360 script it's always 1.)

## Example

This event locks the camera onto the players hand.

**Client-Side**

```
let handCamera = mp.cameras.new('default', new mp.Vector3(0, 0, 0), new mp.Vector3(0,0,0), 40);

mp.events.add("handCam", () => {
 let playerPosition = mp.players.local.position

 handCamera.setActive(true);
 handCamera.pointAtPedBone(mp.players.local.handle, 57005, 0, 0, 0, true);
 handCamera.setCoord(playerPosition.x + 1, playerPosition.y + 1, playerPosition.z);
 mp.game.cam.renderScriptCams(true, false, 0, true, false);
});

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ **Camera.pointAtPedBone**
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Checkpoint::setColor

Sets the checkpoint color

## Parameters

* **r: Number**
* **g: Number**
* **b: Number**
* **a: Number**

## Syntax

**Server-Side**

```
checkpoint.setColour(r, g, b, a);

```

## Example

**Server-Side**

```
const checkpoint = mp.checkpoints.new(2, new mp.Vector3(10, 10, 72), new mp.Vector3(), 4, 150, 255, 255, 255, true);

checkpoint.setColour(255, 0, 0, 255);

```

## See Also

* + Checkpoint::Checkpoint
	+ Checkpoint::getColor
	+ Checkpoint::hideFor
	+ **Checkpoint::setColor**
	+ Checkpoint::showFor
Controls::getControlActionName

formerly called \_GET\_CONTROL\_ACTION\_NAME incorrectly

p2 appears to always be true.
p2 is unused variable in function.

EG:
\_GET\_CONTROL\_ACTION\_NAME(2, 201, 1) /\*INPUT\_FRONTEND\_ACCEPT (e.g. Enter button)\*/
\_GET\_CONTROL\_ACTION\_NAME(2, 202, 1) /\*INPUT\_FRONTEND\_CANCEL (e.g. ESC button)\*/
\_GET\_CONTROL\_ACTION\_NAME(2, 51, 1) /\*INPUT\_CONTEXT (e.g. E button)\*/

gtaforums.com/topic/819070-c-draw-instructional-buttons-scaleform-movie/#entry1068197378

0, 1 and 2 used in the scripts. 0 is by far the most common of them.

## Syntax

```
mp.game.controls.getControlActionName(inputGroup, control, p2);

```

### Required Arguments

* **inputGroup:** int
* **control:** int
* **p2:** Boolean

## Example

```
// todo

```
Blip::setSprite

Takes a blip object and adds a sprite to it on the map.

You may have your own list, but since dev-c didn't show it I was bored and started looking through scripts and functions to get a presumable almost positive list of a majority of blip IDs
h t t p://pastebin.com/Bpj9Sfft

Blips Images + IDs:
gtaxscripting.blogspot.com/2016/05/gta-v-blips-id-and-image.html

## Syntax

```
blip.setSprite(spriteId);

```

## Example

```
// todo

```
Camera::getFarDof

## Syntax

```
camera.getFarDof();

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ **Camera.getFarDof**
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Audio::addPedToConversation

4 calls in the b617d scripts. The only one with p0 and p2 in clear text:

AUDIO::ADD\_PED\_TO\_CONVERSATION(5, l\_AF, 'DINAPOLI');

One of the 2 calls in dialogue\_handler.c p0 is in a while-loop, and so is determined to also possibly be 0 - 15.
Based on it asking if does\_entity\_exist for the global I have determined that p1 is, in fact, the ped, but could be wrong.

## Syntax

```
mp.game.audio.addPedToConversation(p0, p1, p2);

```

### Required Arguments

* **p0:** unknown (to be checked)
* **p1:** unknown (to be checked)
* **p2:** String

## Example

```
// todo

```
Blip::getColour

Property to return the colour value of the blip.

## Syntax

```
blip.getColour();

```

## Examples

Retrieving the colour value from the blip called policeBlip

**Client-Side**

```
let policeBlip = mp.blips.new(60, new mp.Vector3(407.95, -961.05, 0),
 {
 color: 3,
 shortRange: true,
});

let getBlipColour = policeBlip.getColour();

mp.gui.chat.push("Colour: " + getBlipColour);
//Output: "Colour: 3"

```

## See also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Camera::setFarDof

## Syntax

```
camera.setFarDof(farDOF);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ **Camera.setFarDof**
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Colshape::isPointWithin

Checking if a point is within the colshape.

## Syntax

**Server-Side**

```
colshape.isPointWithin(position);

```

## Example

```
let position = player.position;
if (colshape.isPointWithin(position)) {
 console.log("Inside Colshape");
} else {
 console.log("Outside Colshape");
}

```

## See Also

* Functions
	+ Pool::at
	+ Pool::exists
	+ Pool::forEach
	+ Pool::forEachInRange
	+ Pool::forEachInDimension
	+ Pool::toArray
	+ Pool::apply
* Properties
	+ Pool::length
	+ Pool::size
	+ Pool::shapeType
* Functions
	+ Colshapes::newCircle
	+ Colshapes::newSphere
	+ Colshapes::newTube
	+ Colshapes::newRectangle
	+ Colshapes::newCuboid
	+ **Colshape::isPointWithin**
	+ Colshape::shapeType
Cam::playSynchronizedCamAnim

Examples:

CAM::PLAY\_SYNCHRONIZED\_CAM\_ANIM(l\_2734, NETWORK::\_02C40BF885C567B6(l\_2739), 'PLAYER\_EXIT\_L\_CAM', 'mp\_doorbell');

CAM::PLAY\_SYNCHRONIZED\_CAM\_ANIM(l\_F0D[7/\*1\*/], l\_F4D[15/\*1\*/], 'ah3b\_attackheli\_cam2', 'missheistfbi3b\_helicrash');

## Syntax

```
mp.game.cam.playSynchronizedCamAnim(p0, p1, animName, animDictionary);

```

### Required Arguments

* **p0:** unknown (to be checked)
* **p1:** unknown (to be checked)
* **animName:** String
* **animDictionary:** String

## Example

```
// todo

```
Audio::playAmbientSpeechWithVoice

This is the same as \_PLAY\_AMBIENT\_SPEECH1 and \_PLAY\_AMBIENT\_SPEECH2 but it will allow you to play a speech file from a specific voice file. It works on players and all peds, even animals.

EX (C#):
GTA.Native.Function.Call(Hash.\_0x3523634255FC3318, Game.Player.Character, 'GENERIC\_INSULT\_HIGH', 's\_m\_y\_sheriff\_01\_white\_full\_01', 'SPEECH\_PARAMS\_FORCE\_SHOUTED', 0);

The first param is the ped you want to play it on, the second is the speech name, the third is the voice name, the fourth is the speech param, and the last param is usually always 0.

* Speech List

## Syntax

```
mp.game.audio.playAmbientSpeechWithVoice(p0, speechName, voiceName, speechParam, p4);

```

### Required Arguments

* **p0:** Ped handle or object
* **speechName:** String
* **voiceName:** String
* **speechParam:** String
* **p4:** Boolean

## Example

```
// todo

```
Camera::attachTo

Attaches your camera to an object.

* JulioNIB:
Last param determines if its relative to the Entity

```
camera.attachTo(entity, xOffset, yOffset, zOffset, isRelative);

```

## Example

Attaches a camera to a vehicle and sets it as your active camera.

**Client-Side**

```
let mainCar = mp.vehicles.new(mp.game.joaat("turismor"), new mp.Vector3(-421.88, 1136.86, 326));

mp.events.add("vehCam", () => {
 vehicleCamera.attachTo(mainCar.handle, 0, 0, 2.0, false);
 vehicleCamera.setActive(true);
 mp.game.cam.renderScriptCams(true, false, 0, true, false);
});

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ **Camera.attachTo**
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Camera::isActive

Returns whether or not the passed camera handle is active.

## Syntax

```
camera.isActive();

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ **Camera.isActive**
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Camera::stopShaking

## Syntax

```
camera.stopShaking(p1);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ **Camera.stopShaking**
* Properties:
	+ Entity::handle
	+ Entity::id
Chat.safeMode

This property toggles the chat safe mode.
When the safe mode is deactivated (safe mode false) then you can use HTML in the chat.

## Syntax

```
mp.gui.chat.safeMode = state;

```

## Example

**Client-Side**

```
mp.gui.chat.safeMode = true; // Default - Activates the safe mode
mp.gui.chat.safeMode = false; // Deactivates the safe mode (HTML is allowed)

```

## See also

* Functions:
	+ mp.gui.execute
	+ mp.gui.takeScreenshot
* Functions:
	+ mp.gui.chat.activate
	+ mp.gui.chat.push
	+ **mp.gui.chat.safeMode**
	+ mp.gui.chat.show
	+ mp.gui.cursor.show
* Properties:
	+ mp.gui.chat.colors
	+ mp.gui.chat.safe
Camera::setAffectsAiming

Allows you to aim and shoot at the direction the camera is facing.

## Syntax

```
camera.setAffectsAiming(toggle);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ **Camera.setAffectsAiming**
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Colshape::shapeType

Returns type of colshape.

## Available types:

* cuboid
* circle
* sphere
* tube
* rectangle

## Example

**Server-Side**

```
const colshape\_one = mp.colshapes.newRectangle(0, 0, 10, 10);
console.log(colshape\_one .shapeType); // -> 'rectangle'

const colshape\_two = mp.colshapes.newSphere(0, 0, 0, 10);
console.log(colshape\_two .shapeType); // -> 'sphere'

```

## See Also

* Functions
	+ Pool::at
	+ Pool::exists
	+ Pool::forEach
	+ Pool::forEachInRange
	+ Pool::forEachInDimension
	+ Pool::toArray
	+ Pool::apply
* Properties
	+ Pool::length
	+ Pool::size
	+ Pool::shapeType
* Functions
	+ Colshapes::newCircle
	+ Colshapes::newSphere
	+ Colshapes::newTube
	+ Colshapes::newRectangle
	+ Colshapes::newCuboid
	+ Colshape::isPointWithin
	+ **Colshape::shapeType**
Camera::setInheritRollVehicle

The native seems to only be called once.

The native is used as so,
Camera::SET\_Camera\_INHERIT\_ROLL\_VEHICLE(l\_544, getElem(2, &l\_525, 4));
In the exile1 script.

## Syntax

```
camera.setInheritRollVehicle(p1);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ **Camera.setInheritRollVehicle**
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Blip::scale

This function is used to change the blip scale.

## Syntax

```
blip.scale = 2;

```

## Example

This will change a blip scale to 2.

**Server-Side**

```
let createdBlip = mp.blips.new(1, new mp.Vector3(0, 0, 0));

createdBlip.scale = 2;

```

## See Also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ **Blip::scale**
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Client Function Template

**Client-Side**

This is an example description for a client-side function template.

## Syntax

```
example.func(arg1, arg2, arg3);

```

### Parameters

* **arg1**: Explanation of example argument, parameter should be in **string** type.
* **arg2**: Explanation of second example argument, parameter should be in **int** type.
* **arg3**: Explanation of third example argument, parameter should be in **double** type.

### Returned Values

* **true**: if the example function has been executed successfully.
* **false**: otherwise.

## Multiple Syntaxes

```
//Syntax I
example.func(arg1, arg2, arg3);

```

```
//Syntax II
example.func(arg1, arg2, arg3, arg4[]);

```

### Parameters

* **arg1**: Explanation of example argument, parameter should be in **string** type.
* **arg2**: Explanation of second example argument, parameter should be in **int** type.
* **arg3**: Explanation of third example argument, parameter should be in **double** type.
* **arg4**: Explanation of fourth example argument, parameter should be in **array** type.

### Returned Values

* **true**: if the example function has been executed successfully.
* **false**: otherwise.

## Examples

This is a basic explanation about what does the example below do.

```
//Syntax I
let val = example.func("Washington", 1, 2.0);

```

```
//Syntax II
let val = example.func("Washington", 1, 2.0, ['foo', 'bar']);

```
Camera::playAnim

Atleast one time in a script for the zRot Rockstar uses GET\_ENTITY\_HEADING to help fill the parameter.

p9 is unknown at this time.
p10 throughout all the X360 Scripts is always 2.

Animations List : www.ls-multiplayer.com/dev/index.php?section=3

## Syntax

```
camera.playAnim(animName, animDictionary, x, y, z, xRot, yRot, zRot, p9, p10);

```

### Required Arguments

* **animName:** String
* **animDictionary:** String
* **x:** float
* **y:** float
* **z:** float
* **xRot:** float
* **yRot:** float
* **zRot:** float
* **p9:** Boolean
* **p10:** int

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ **Camera.playAnim**
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Camera::setNearDof

## Syntax

```
camera.setNearDof(nearDOF);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ **Camera.setNearDof**
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Blip::routeFor

**Function**: creates a route to blip from the player(s).

```
void blip.routeFor(Player player, int color, float scale);
void blip.routeFor(Player[] players, int color, float scale);

```

## Example

That's example will create command for creating blip and add route to the player who entered it:

**Server-Side**

```
mp.events.addCommand("routeBlip", (player) => {
 const position = player.position;
 const blip = mp.blips.new(1, position);

 blip.routeFor(player, 2, 1);
});

```

## See Also

* Functions
	+ Blip::Blip
	+ **Blip::routeFor**
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Brain::registerObjectScriptBrain

Registers a script for any object with a specific model hash.

BRAIN::REGISTER\_OBJECT\_SCRIPT\_BRAIN('ob\_telescope', ${prop\_telescope\_01}, 100, 4.0, -1, 9);

- Nacorpio

## Syntax

```
mp.game.brain.registerObjectScriptBrain(scriptName, p1, p2, p3, p4, p5);

```

### Required Arguments

* **scriptName:** String
* **p1:** Model hash or name
* **p2:** int
* **p3:** float
* **p4:** int
* **p5:** int

## Example

```
// todo

```
Camera::shake

Possible shake types (updated b617d):

DEATH\_FAIL\_IN\_EFFECT\_SHAKE
DRUNK\_SHAKE
FAMILY5\_DRUG\_TRIP\_SHAKE
HAND\_SHAKE
JOLT\_SHAKE
LARGE\_EXPLOSION\_SHAKE
MEDIUM\_EXPLOSION\_SHAKE
SMALL\_EXPLOSION\_SHAKE
ROAD\_VIBRATION\_SHAKE
SKY\_DIVING\_SHAKE
VIBRATE\_SHAKE

## Syntax

```
camera.shake(type, amplitude);

```

### Required Arguments

* **type:** String
* **amplitude:** float

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ **Camera.shake**
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
BrowserCreated

**Client-Side**

This event is called everytime a browser is created.

## Syntax

```
mp.events.add('browserCreated', (browser) => {});

```

### Parameters

* **browser**: The created browser handler, output expects **any** type.

## Examples

The example below shows up a message for a player when a browser is created.

```
mp.events.add('browserCreated', (browser) => {
 mp.gui.chat.push('WOOOOOOAH, a CEF Browser has been created!');
});

```
Audio::startAlarm

Example:

This will start the alarm at Fort Zancudo.

AUDIO::START\_ALARM('PORT\_OF\_LS\_HEIST\_FORT\_ZANCUDO\_ALARMS', 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.

~Zerovv

It DOES make a difference but it has to do with the duration or something I dunno yet

 Found in the b617d scripts:

 AUDIO::START\_ALARM('AGENCY\_HEIST\_FIB\_TOWER\_ALARMS', 0);
 AUDIO::START\_ALARM('AGENCY\_HEIST\_FIB\_TOWER\_ALARMS\_UPPER', 1);
 AUDIO::START\_ALARM('AGENCY\_HEIST\_FIB\_TOWER\_ALARMS\_UPPER\_B', 0);
 AUDIO::START\_ALARM('BIG\_SCORE\_HEIST\_VAULT\_ALARMS', a\_0);
 AUDIO::START\_ALARM('FBI\_01\_MORGUE\_ALARMS', 1);
 AUDIO::START\_ALARM('FIB\_05\_BIOTECH\_LAB\_ALARMS', 0);
 AUDIO::START\_ALARM('JEWEL\_STORE\_HEIST\_ALARMS', 0);
 AUDIO::START\_ALARM('PALETO\_BAY\_SCORE\_ALARM', 1);
 AUDIO::START\_ALARM('PALETO\_BAY\_SCORE\_CHICKEN\_FACTORY\_ALARM', 0);
 AUDIO::START\_ALARM('PORT\_OF\_LS\_HEIST\_FORT\_ZANCUDO\_ALARMS', 1);
 AUDIO::START\_ALARM('PORT\_OF\_LS\_HEIST\_SHIP\_ALARMS', 0);
 AUDIO::START\_ALARM('PRISON\_ALARMS', 0);
 AUDIO::START\_ALARM('PROLOGUE\_VAULT\_ALARMS', 0);

## Syntax

```
mp.game.audio.startAlarm(alarmName, p2);

```

### Required Arguments

* **alarmName:** String
* **p2:** Boolean

## Example

```
// todo

```
Camera::pointAtCoord

## Syntax

```
camera.pointAtCoord(x, y, z);

```

### Required Arguments

* **x:** float
* **y:** float
* **z:** float

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ **Camera.pointAtCoord**
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Blip::getFirstInfoId

## Syntax

```
blip.getFirstInfoId();

```

## Examples

**Client-Side**

```
//To do

```

## See also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Camera::getAnimCurrentPhase

## Syntax

```
camera.getAnimCurrentPhase();

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ **Camera.getAnimCurrentPhase**
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Controls::isInputDisabled

Seems to return true if the input is currently disabled. '\_GET\_LAST\_INPUT\_METHOD' didn't seem very accurate, but I've left the original description below.

--

index usually 2

returns true if the last input method was made with mouse + keyboard, false if it was made with a gamepad

0, 1 and 2 used in the scripts. 0 is by far the most common of them.

## Syntax

```
mp.game.controls.isInputDisabled(inputGroup);

```

## Example

```
// todo

```
Camera::setNearClip

## Syntax

```
camera.setNearClip(nearClip);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ **Camera.setNearClip**
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Camera::getNearClip

## Syntax

```
camera.getNearClip();

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ **Camera.getNearClip**
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
BrowserLoadingFailed

**Client-Side**

This event is called everytime a CEF Browser loading fails.

```
mp.events.add('browserLoadingFailed', (browser) => {});

```

## Examples

The example below shows up a message for a player when a CEF Browser loading fails.

```
mp.events.add('browserLoadingFailed', (browser) => {
 mp.gui.chat.push('Oh boy, your browser failed to load :/');
});

```
Blip::getInfoIdDisplay

## Syntax

```
blip.getInfoIdDisplay();

```

## Examples

**Client-Side**

```
//To do

```

## See also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Colshapes::newSphere

Creating colshape, spherical shape

## Parameters

* **x: Float**
* **y: Float**
* **z: Float**
* **range: Float**

## Syntax

**Shared**

```
mp.colshapes.newSphere(x, y, z, range)

```

## See Also

* Functions
	+ Pool::at
	+ Pool::exists
	+ Pool::forEach
	+ Pool::forEachInRange
	+ Pool::forEachInDimension
	+ Pool::toArray
	+ Pool::apply
* Properties
	+ Pool::length
	+ Pool::size
	+ Pool::shapeType
* Functions
	+ Colshapes::newCircle
	+ **Colshapes::newSphere**
	+ Colshapes::newTube
	+ Colshapes::newRectangle
	+ Colshapes::newCuboid
	+ Colshape::isPointWithin
	+ Colshape::shapeType
Camera::destroy

Removes the camera.

## Syntax

```
camera.destroy(destroy);

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ **Camera.destroy**
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Blip::addTextComponentSubstringName

## Syntax

```
blip.addTextComponentSubstringName();

```

## Example

**Client-Side**

```
//To do

```

## See Also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Camera::setParams

```
camera.setParams(x, y, z, rx, ry, rz, fov, duration, p9, p10, p11);

```

## Example

**Client-Side**

```
let gameplayCam = mp.cameras.new ( "gameplay" );
let pos = gameplayCam.getCoord();
let rot = gameplayCam.getRot ( 2 );
let fov = gameplayCam.getFov();

testCam.setParams ( pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, fov, 5000, 1, 1, 2 );

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ Camera.getFov
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ **Camera.setParams**
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Clothes

These clothes are for `mp_m_freemode_01` and `mp_f_freemode_01` skins.

Check Player::setClothes (server-side) and Player::setComponentVariation (client-side) pages to see how to use them.

* Masks (ComponentID 1)

* Hair Styles (ComponentID 2)
	+ Male
	+ Female

* Torsos (ComponentID 3)
	+ Male
	+ Female

* Legs (ComponentID 4)
	+ Male
	+ Female

* Bags and Parachutes (ComponentID 5)

* Shoes (ComponentID 6)
	+ Male
	+ Female

* Accessories (ComponentID 7)
	+ Male
	+ Female

* Undershirts (ComponentID 8)
	+ Male
	+ Female

* Body Armors (ComponentID 9)
	+ Male
	+ Female

* Decals (ComponentID 10)
	+ Male
	+ Female

* Tops (ComponentID 11)
	+ Male
	+ Female

## Props

These props are for `mp_m_freemode_01` and `mp_f_freemode_01` skins.

Check Player::setProp (server-side) and Player::setPropIndex (client-side) pages to see how to use them.

* Hats (PropID 0)
	+ Male
	+ Female

* Glasses (PropID 1)
	+ Male
	+ Female

* Ears (PropID 2)
	+ Male
	+ Female

* Watches (PropID 6)
	+ Male
	+ Female

* Bracelets (PropID 7)
	+ Male
	+ Female
Camera::getFov

## Syntax

```
camera.getFov();

```

## Example

```
// todo

```

## See also

* Functions:
	+ Camera::Camera
	+ Camera.animatedShake
	+ Camera.attachTo
	+ Camera.attachToPedBone
	+ Camera.destroy
	+ Camera.detach
	+ Camera.doesExist
	+ Camera.getAnimCurrentPhase
	+ Camera.getCoord
	+ Camera.getDirection
	+ Camera.getFarClip
	+ Camera.getFarDof
	+ **Camera.getFov**
	+ Camera.getNearClip
	+ Camera.getRot
	+ Camera.getSplinePhase
	+ Camera.isActive
	+ Camera.isInterpolating
	+ Camera.isPlayingAnim
	+ Camera.isRendering
	+ Camera.isShaking
	+ Camera.playAnim
	+ Camera.pointAt
	+ Camera.pointAtCoord
	+ Camera.pointAtPedBone
	+ Camera.setActive
	+ Camera.setActiveWithInterp
	+ Camera.setAffectsAiming
	+ Camera.setAnimCurrentPhase
	+ Camera.setCoord
	+ Camera.setDebugName
	+ Camera.setDofFnumberOfLens
	+ Camera.setDofFocusDistanceBias
	+ Camera.setDofMaxNearInFocusDistance
	+ Camera.setDofMaxNearInFocusDistanceBlendLevel
	+ Camera.setDofPlanes
	+ Camera.setDofStrength
	+ Camera.setFarClip
	+ Camera.setFarDof
	+ Camera.setFov
	+ Camera.setInheritRollVehicle
	+ Camera.setMotionBlurStrength
	+ Camera.setNearClip
	+ Camera.setNearDof
	+ Camera.setParams
	+ Camera.setRot
	+ Camera.setShakeAmplitude
	+ Camera.setUseShallowDofMode
	+ Camera.shake
	+ Camera.stopPointing
	+ Camera.stopShaking
* Properties:
	+ Entity::handle
	+ Entity::id
Blip::getAlpha

Property to return the alpha value of the blip.

## Syntax

```
blip.getAlpha();

```

## Examples

Retrieving the alpha value from the blip called policeBlip

**Client-Side**

```
let policeBlip = mp.blips.new(60, new mp.Vector3(407.95, -961.05, 0),
 {
 color: 3,
 alpha: 50,
 shortRange: true,
});

let getBlipAlpha = policeBlip.getAlpha();

mp.gui.chat.push("Alpha:" + getBlipAlpha);
//Output: Alpha: 50"

```

## See Also

* Functions
	+ Blip::Blip
	+ Blip::routeFor
	+ Blip::unrouteFor
	+ Entity::destroy
	+ Entity::dist
	+ Entity::distSquared
	+ Entity::getVariable
	+ Entity::setVariable
* Properties
	+ Blip::alpha
	+ Blip::color
	+ Blip::drawDistance
	+ Blip::name
	+ Blip::rotation
	+ Blip::scale
	+ Blip::shortRange
	+ Entity::dimension
	+ Entity::id
	+ Entity::model
	+ Entity::position
	+ Entity::type
Audio::setSynchronizedAudioEventPositionThisFrame

Sets the position of the audio event to the entity's position for one frame(?)

if (l\_8C3 == 0) {
 sub\_27fd1(0, -1, 1);
 if (PED::IS\_SYNCHRONIZED\_SCENE\_RUNNING(l\_87D)) {
 AUDIO::STOP\_SYNCHRONIZED\_AUDIO\_EVENT(l\_87D);
 }
 if (sub\_7dd(l\_A00)) {
 AUDIO::\_950A154B8DAB6185('PAP2\_IG1\_POPPYSEX', l\_A00);
 }
 sub\_91c('TK\*\*\*\*\*\*\*\*\*\*\*\* SETTING SYNCH SCENE AUDIO POSITION THIS FRAME \*\*\*\*\*\*\*\*\*\*\*\*TK');
 l\_8C3 = 1;
}

--

Found in the b617d scripts, duplicates removed:

AUDIO::\_950A154B8DAB6185('CAR\_5\_IG\_6', l\_7FE[1/\*1\*/]);
AUDIO::\_950A154B8DAB6185('EX03\_TRAIN\_BIKE\_LAND', PLAYER::PLAYER\_PED\_ID());
AUDIO::\_950A154B8DAB6185('FBI\_2\_MCS\_1\_LeadIn', l\_40[2/\*1\*/]);
AUDIO::\_950A154B8DAB6185('FIN\_C2\_MCS\_1', l\_24C[0/\*1\*/]);
AUDIO::\_950A154B8DAB6185('MNT\_DNC', l\_5F);
AUDIO::\_950A154B8DAB6185('PAP2\_IG1\_POPPYSEX', l\_A00);

## Syntax

```
mp.game.audio.setSynchronizedAudioEventPositionThisFrame(p0, p1);

```

### Required Arguments

* **p0:** String
* **p1:** Entity handle or object

## Example

```
// todo

```
Cam::setGameplayEntityHint

p6 & p7 - possibly length or time

## Syntax

```
mp.game.cam.setGameplayEntityHint(p0, p1, p2, p3, p4, p5, p6, p7, p8);

```

### Required Arguments

* **p0:** unknown (to be checked)
* **p1:** float
* **p2:** float
* **p3:** float
* **p4:** Boolean
* **p5:** unknown (to be checked)
* **p6:** unknown (to be checked)
* **p7:** unknown (to be checked)
* **p8:** unknown (to be checked)

## Example

```
// todo

```
Chat.colors

This property toggles the chat colors. If disabled you'll find the color codes.

```
mp.gui.chat.colors = state;

```

## Example

**Client-Side**

```
mp.gui.chat.colors = true; // Activates the colors.
mp.gui.chat.colors = false; // Default - Disables the colors (Colors isn't allowed)

```

## See also

* Functions:
	+ mp.gui.execute
	+ mp.gui.takeScreenshot
* Functions:
	+ mp.gui.chat.activate
	+ mp.gui.chat.push
	+ mp.gui.chat.safeMode
	+ mp.gui.chat.show
	+ mp.gui.cursor.show
* Properties:
	+ **mp.gui.chat.colors**
	+ mp.gui.chat.safe