recursal/Fanatic-Fandom huggingface dataset:
Camera::isPlayingAnim

## Syntax

```
camera.isPlayingAnim(animName, animDictionary);

```

### Required Arguments

* **animName:** String
* **animDictionary:** String

## 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
Cam::setFollowPedCamCutsceneChat

From the b617d scripts:

CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_ATTACHED\_TO\_ROPE\_CAMERA', 0);
 CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_ON\_EXILE1\_LADDER\_CAMERA', 1500);
 CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_SKY\_DIVING\_CAMERA', 0);
 CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_SKY\_DIVING\_CAMERA', 3000);
 CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_SKY\_DIVING\_FAMILY5\_CAMERA', 0);
CAM::SET\_FOLLOW\_PED\_CAM\_CUTSCENE\_CHAT('FOLLOW\_PED\_SKY\_DIVING\_CAMERA', 0);

## Syntax

```
mp.game.cam.setFollowPedCamCutsceneChat(p0, p1);

```

### Required Arguments

* **p0:** String
* **p1:** int

## Example

```
// todo

```
Blip::alpha

This function is used to change the blip alpha.

## Syntax

```
blip.alpha = 255;

```

## Example

This will change a blip to be transparent.

**Server-Side**

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

createdBlip.alpha = 0;

```

## 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
Controls::enableControlAction

control values and meaning: github.com/crosire/scripthookvdotnet/blob/dev/source/scripting/Controls.hpp

0, 1 and 2 used in the scripts.

Control values from the decompiled scripts:
0,1,2,3,4,5,6,8,9,10,11,14,15,16,17,19,21,22,24,25,26,30,31,32,33,34,35,36,
37,44,46,47,59,60,65,68,69,70,71,72,73,74,75,76,79,80,81,82,86,95,98,99,100
,101,114,140,141,143,172,173,174,175,176,177,178,179,180,181,187,188,189,19
0,195,196,197,198,199,201,202,203,204,205,206,207,208,209,210,217,218,219,2
20,221,225,228,229,230,231,234,235,236,237,238,239,240,241,242,245,246,257,
261,262,263,264,286,287,288,289,337,338,339,340,341,342,343

INPUTGROUP\_MOVE
INPUTGROUP\_LOOK
INPUTGROUP\_WHEEL
INPUTGROUP\_CELLPHONE\_NAVIGATE
INPUTGROUP\_CELLPHONE\_NAVIGATE\_UD
INPUTGROUP\_CELLPHONE\_NAVIGATE\_LR
INPUTGROUP\_FRONTEND\_DPAD\_ALL
INPUTGROUP\_FRONTEND\_DPAD\_UD
INPUTGROUP\_FRONTEND\_DPAD\_LR
INPUTGROUP\_FRONTEND\_LSTICK\_ALL
INPUTGROUP\_FRONTEND\_RSTICK\_ALL
INPUTGROUP\_FRONTEND\_GENERIC\_UD
INPUTGROUP\_FRONTEND\_GENERIC\_LR
INPUTGROUP\_FRONTEND\_GENERIC\_ALL
INPUTGROUP\_FRONTEND\_BUMPERS
INPUTGROUP\_FRONTEND\_TRIGGERS
INPUTGROUP\_FRONTEND\_STICKS
INPUTGROUP\_SCRIPT\_DPAD\_ALL
INPUTGROUP\_SCRIPT\_DPAD\_UD
INPUTGROUP\_SCRIPT\_DPAD\_LR
INPUTGROUP\_SCRIPT\_LSTICK\_ALL
INPUTGROUP\_SCRIPT\_RSTICK\_ALL
INPUTGROUP\_SCRIPT\_BUMPERS
INPUTGROUP\_SCRIPT\_TRIGGERS
INPUTGROUP\_WEAPON\_WHEEL\_CYCLE
INPUTGROUP\_FLY
INPUTGROUP\_SUB
INPUTGROUP\_VEH\_MOVE\_ALL
INPUTGROUP\_CURSOR
INPUTGROUP\_CURSOR\_SCROLL
INPUTGROUP\_SNIPER\_ZOOM\_SECONDARY
INPUTGROUP\_VEH\_HYDRAULICS\_CONTROL

Took those in IDA Pro.Not sure in which order they go

## Syntax

```
mp.game.controls.enableControlAction(inputGroup, control, enable);

```

### Required Arguments

* **inputGroup:** int
* **control:** int
* **enable:** Boolean

## Example

```
// todo

```
Camera::setShakeAmplitude

## Syntax

```
camera.setShakeAmplitude(amplitude);

```

## 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
BrowserDomReady

**Client-Side**

This event is called everytime a CEF Browser dom is ready.

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

```

## Examples

The example below shows up a message for a player when a CEF Browser DOM is ready.

```
mp.events.add('browserDomReady', (browser) => {
 mp.gui.chat.push('Hold on, get set, goooo! Your CEF Browser DOM is now ready.');
});

```
Cam::addCamSplineNode

I filled p1-p6 (the floats) as they are as other natives with 6 floats in a row are similar and I see no other method. So if a test from anyone proves them wrong please correct.

p7 (length) determines the length of the spline, affects camera path and duration of transition between previous node and this one

p8 big values ~100 will slow down the camera movement before reaching this node

p9 != 0 seems to override the rotation/pitch (bool?)

## Syntax

```
mp.game.cam.addCamSplineNode(camera, x, y, z, xRot, yRot, zRot, length, p8, p9);

```

### Required Arguments

* **camera:** int
* **x:** float
* **y:** float
* **z:** float
* **xRot:** float
* **yRot:** float
* **zRot:** float
* **length:** int
* **p8:** int
* **p9:** int

## Example

```
// todo

```
Client-side events

## Browser

* browserCreated
* browserDomReady
* browserLoadingFailed

## Checkpoints

* playerEnterCheckpoint
* playerExitCheckpoint

## Colshapes

* playerEnterColshape
* playerExitColshape

## Common

* click
* playerChat
* playerCommand
* playerDeath
* playerJoin
* playerReady
* playerQuit
* playerResurrect
* playerRuleTriggered
* playerSpawn
* playerWeaponShot

## Vehicles

* playerStartEnterVehicle
* playerEnterVehicle
* playerLeaveVehicle

## Streaming

* entityStreamIn
* entityStreamOut

## Waypoint

* playerCreateWaypoint
* playerReachWaypoint
Blip::name

This function is used to change the name of the blip shown on the map. When you press Esc and hover over the blip, it will have this name.

## Syntax

```
blip.name = 'String';

```

## Example

This will change a blip's name to 24/7 Shop.

**Server-Side**

```
let createdBlip = mp.blips.new(140, new mp.Vector3(0, 0, 0));

createdBlip.name = '24/7 Shop';

```

## 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::pointAt

p5 always seems to be 1 i.e TRUE

## Syntax

```
camera.pointAt(entity, x, y, z, p5);

```

### Required Arguments

* **entity:** Entity handle or object
* **x:** float
* **y:** float
* **y:** float
* **p5:** Boolean

## 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
Colshapes::newCircle

Creating colshape, circle in the 2D plane

## Parameters

* **x: Float**
* **y: Float**
* **radius: Float**

## Syntax

**Shared**

```
mp.colshapes.newCircle(x, y, radius)

```

## 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::setMotionBlurStrength

## Syntax

```
camera.setMotionBlurStrength(strength);

```

## 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::setAudioFlag

Possible flag names:
(updated from b393d scripts - MoMadenU - 8/23/15)

'ActivateSwitchWheelAudio'
'AllowAmbientSpeechInSlowMo'
'AllowCutsceneOverScreenFade'
'AllowForceRadioAfterRetune'
'AllowPainAndAmbientSpeechToPlayDuringCutscene'
'AllowPlayerAIOnMission'
'AllowPoliceScannerWhenPlayerHasNoControl'
'AllowRadioDuringSwitch'
'AllowRadioOverScreenFade'
'AllowScoreAndRadio'
'AllowScriptedSpeechInSlowMo'
'AvoidMissionCompleteDelay'
'DisableAbortConversationForDeathAndInjury'
'DisableAbortConversationForRagdoll'
'DisableBarks'
'DisableFlightMusic'
'DisableReplayScriptStreamRecording'
'EnableHeadsetBeep'
'ForceConversationInterrupt'
'ForceSeamlessRadioSwitch'
'ForceSniperAudio'
'FrontendRadioDisabled'
'HoldMissionCompleteWhenPrepared'
'IsDirectorModeActive'
'IsPlayerOnMissionForSpeech'
'ListenerReverbDisabled'
'LoadMPData'
'MobileRadioInGame'
'OnlyAllowScriptTriggerPoliceScanner'
'PlayMenuMusic'
'PoliceScannerDisabled'
'ScriptedConvListenerMaySpeak'
'SpeechDucksScore'
'SuppressPlayerScubaBreathing'
'WantedMusicDisabled'
'WantedMusicOnMission'

No added flag names between b393d and b573d, including b573d.

#######################################################################

'IsDirectorModeActive' is an audio flag which will allow you to play speech infinitely without any pauses like in Director Mode.

- jedijosh920

All flag IDs and hashes:

ID: 01 | Hash: 0x20A7858F
ID: 02 | Hash: 0xA11C2259
ID: 03 | Hash: 0x08DE4700
ID: 04 | Hash: 0x989F652F
ID: 05 | Hash: 0x3C9E76BA
ID: 06 | Hash: 0xA805FEB0
ID: 07 | Hash: 0x4B94EA26
ID: 08 | Hash: 0x803ACD34
ID: 09 | Hash: 0x7C741226
ID: 10 | Hash: 0x31DB9EBD
ID: 11 | Hash: 0xDF386F18
ID: 12 | Hash: 0x669CED42
ID: 13 | Hash: 0x51F22743
ID: 14 | Hash: 0x2052B35C
ID: 15 | Hash: 0x071472DC
ID: 16 | Hash: 0xF9928BCC
ID: 17 | Hash: 0x7ADBDD48
ID: 18 | Hash: 0xA959BA1A
ID: 19 | Hash: 0xBBE89B60
ID: 20 | Hash: 0x87A08871
ID: 21 | Hash: 0xED1057CE
ID: 22 | Hash: 0x1584AD7A
ID: 23 | Hash: 0x8582CFCB
ID: 24 | Hash: 0x7E5E2FB0
ID: 25 | Hash: 0xAE4F72DB
ID: 26 | Hash: 0x5D16D1FA
ID: 27 | Hash: 0x06B2F4B8
ID: 28 | Hash: 0x5D4CDC96
ID: 29 | Hash: 0x8B5A48BA
ID: 30 | Hash: 0x98FBD539
ID: 31 | Hash: 0xD8CB0473
ID: 32 | Hash: 0x5CBB4874
ID: 33 | Hash: 0x2E9F93A9
ID: 34 | Hash: 0xD93BEA86
ID: 35 | Hash: 0x92109B7D
ID: 36 | Hash: 0xB7EC9E4D
ID: 37 | Hash: 0xCABDBB1D
ID: 38 | Hash: 0xB3FD4A52
ID: 39 | Hash: 0x370D94E5
ID: 40 | Hash: 0xA0F7938F
ID: 41 | Hash: 0xCBE1CE81
ID: 42 | Hash: 0xC27F1271
ID: 43 | Hash: 0x9E3258EB
ID: 44 | Hash: 0x551CDA5B
ID: 45 | Hash: 0xCB6D663C
ID: 46 | Hash: 0x7DACE87F
ID: 47 | Hash: 0xF9DE416F
ID: 48 | Hash: 0x882E6E9E
ID: 49 | Hash: 0x16B447E7
ID: 50 | Hash: 0xBD867739
ID: 51 | Hash: 0xA3A58604
ID: 52 | Hash: 0x7E046BBC
ID: 53 | Hash: 0xD95FDB98
ID: 54 | Hash: 0x5842C0ED
ID: 55 | Hash: 0x285FECC6
ID: 56 | Hash: 0x9351AC43
ID: 57 | Hash: 0x50032E75
ID: 58 | Hash: 0xAE6D0D59
ID: 59 | Hash: 0xD6351785
ID: 60 | Hash: 0xD25D71BC
ID: 61 | Hash: 0x1F7F6423
ID: 62 | Hash: 0xE24C3AA6
ID: 63 | Hash: 0xBFFDD2B7

## Syntax

```
mp.game.audio.setAudioFlag(flagName, toggle);

```

### Required Arguments

* **flagName:** String
* **toggle:** Boolean

## Example

```
// todo

```
Camera::doesExist

Returns whether or not the passed camera handle exists.

## Syntax

```
camera.doesExist();

```

## 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::playSoundFromEntity

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/f2A7vTj0
No changes made in b678d.

gtaforums.com/topic/795622-audio-for-mods

## Syntax

```
mp.game.audio.playSoundFromEntity(soundId, audioName, entity, audioRef, p4, p5);

```

### Required Arguments

* **soundId:** int
* **audioName:** String
* **entity:** Entity handle or object
* **audioRef:** String
* **p4:** Boolean
* **p5:** unknown (to be checked)

## Example

```
// todo

```
Camera::Camera

**Function**: Creates a camera.

## Parameters

* **name**: **String**
* **position**: **Vector3**
* **rotation**: **Vector3**
* **fov**: **Int**

## Syntax

```
mp.cameras.new(name, position, rotation, fov);

```

## Example

Creates a camera and sets it to look towards a location

**Client-Side**

```
let sceneryCamera = mp.cameras.new('default', new mp.Vector3(-485, 1095.75, 323.85), new mp.Vector3(0,0,0), 40);

sceneryCamera.pointAtCoord(402.8664, -996.4108, -98.5); //Changes the rotation of the camera to point towards a location
sceneryCamera.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
Chat.activate

This enables or disables the chat with a given boolean.

## Syntax

```
mp.gui.chat.activate(state);

```

## Example

**Client-Side**

```
mp.gui.chat.activate(true); // Default - Enables the chat
mp.gui.chat.activate(false); // Disables the chat

```

## 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::setRot

Sets the rotation of the camera.
Last parameter unknown.

Last parameter seems to always be set to 2.

## Syntax

```
camera.setRot(rotX, rotY, rotZ, p4);

```

### Required Arguments

* **rotX:** float
* **rotY:** float
* **rotZ:** float
* **p4:** 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::isRendering

## Syntax

```
camera.isRendering();

```

## 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::setAnimCurrentPhase

## Syntax

```
camera.setAnimCurrentPhase(phase);

```

## 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
Bags and Parachutes

Used with Player::setClothes (server-side) and Player::setComponentVariation (client-side) with component ID being **5**.

Only works on `mp_m_freemode_01` and `mp_f_freemode_01` skins.

Clothing 5 0.jpg**Drawable:** 0Clothing 5 1.jpg**Drawable:** 1Clothing 5 2.jpg**Drawable:** 2Clothing 5 3.jpg**Drawable:** 3Clothing 5 4.jpg**Drawable:** 4Clothing 5 5.jpg**Drawable:** 5Clothing 5 6.jpg**Drawable:** 6Clothing 5 7.jpg**Drawable:** 7Clothing 5 8.jpg**Drawable:** 8Clothing 5 9.jpg**Drawable:** 9Clothing 5 10.jpg**Drawable:** 10Clothing 5 11.jpg**Drawable:** 11Clothing 5 12.jpg**Drawable:** 12Clothing 5 13.jpg**Drawable:** 13Clothing 5 14.jpg**Drawable:** 14Clothing 5 15.jpg**Drawable:** 15Clothing 5 16.jpg**Drawable:** 16Clothing 5 17.jpg**Drawable:** 17Clothing 5 18.jpg**Drawable:** 18Clothing 5 19.jpg**Drawable:** 19Clothing 5 20.jpg**Drawable:** 20Clothing 5 21.jpg**Drawable:** 21Clothing 5 22.jpg**Drawable:** 22Clothing 5 23.jpg**Drawable:** 23Clothing 5 24.jpg**Drawable:** 24Clothing 5 25.jpg**Drawable:** 25Clothing 5 26.jpg**Drawable:** 26Clothing 5 27.jpg**Drawable:** 27Clothing 5 28.jpg**Drawable:** 28Clothing 5 29.jpg**Drawable:** 29Clothing 5 30.jpg**Drawable:** 30Clothing 5 31.jpg**Drawable:** 31Clothing 5 32.jpg**Drawable:** 32Clothing 5 33.jpg**Drawable:** 33Clothing 5 34.jpg**Drawable:** 34Clothing 5 35.jpg**Drawable:** 35Clothing 5 36.jpg**Drawable:** 36Clothing 5 37.jpg**Drawable:** 37Clothing 5 38.jpg**Drawable:** 38Clothing 5 39.jpg**Drawable:** 39Clothing 5 40.jpg**Drawable:** 40Clothing 5 41.jpg**Drawable:** 41Clothing 5 42.jpg**Drawable:** 42Clothing 5 43.jpg**Drawable:** 43Clothing 5 44.jpg**Drawable:** 44Clothing 5 45.jpg**Drawable:** 45Clothing 5 46.jpg**Drawable:** 46Clothing 5 47.jpg**Drawable:** 47Clothing 5 48.jpg**Drawable:** 48Clothing 5 49.jpg**Drawable:** 49Clothing 5 50.jpg**Drawable:** 50Clothing 5 51.jpg**Drawable:** 51Clothing 5 52.jpg**Drawable:** 52Clothing 5 53.jpg**Drawable:** 53Clothing 5 54.jpg**Drawable:** 54Clothing 5 55.jpg**Drawable:** 55Clothing 5 56.jpg**Drawable:** 56Clothing 5 57.jpg**Drawable:** 57Clothing 5 58.jpg**Drawable:** 58Clothing 5 59.jpg**Drawable:** 59Clothing 5 60.jpg**Drawable:** 60Clothing 5 61.jpg**Drawable:** 61Clothing 5 62.jpg**Drawable:** 62Clothing 5 63.jpg**Drawable:** 63Clothing 5 64.jpg**Drawable:** 64Clothing 5 65.jpg**Drawable:** 65Clothing 5 66.jpg**Drawable:** 66Clothing 5 67.jpg**Drawable:** 67Clothing 5 68.jpg**Drawable:** 68Clothing 5 69.jpg**Drawable:** 69
Wiki Dévotion.rapturestudio

## Bienvenue sur le wiki

Bienvenue sur le wiki de Dévotion, un jeu créer par Rapturestudio.

Vous trouverez sur ce wiki comment jouer et l'histoire du jeu !

## Dévotion

Dévotion est un jeu de guerre en ligne, en tour par tour, où vous jouerez le rôle d'un soldat parmi l'une des quatres factions existantes et qui se disputent le contrôle de la galaxie. Le jeu se joue par partie dont la durée est fixé à 6 mois (divisé en deux manches de 3 mois)

## Menu du jeu

* Général
* Histoire du jeu
* remerciements
* Les joueurs
Audio::clearAmbientZoneState

This function also has a p2, unknown. Signature AUDIO::CLEAR\_AMBIENT\_ZONE\_STATE(char\* zoneName, bool p1, Any p2);

Still needs more research.

Here are the names I've found: pastebin.com/AfA0Qjyv

- Sollaholla

## Syntax

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

```

### Required Arguments

* **p0:** unknown (to be checked)
* **p1:** Boolean

## Example

```
// todo

```
Camera::setCoord

Sets the position of the camera.

## Syntax

```
camera.setCoord(posX, posY, posZ);

```

### Required Arguments

* **posX:** float
* **posY:** float
* **posZ:** 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
Camera::getFarClip

## Syntax

```
camera.getFarClip();

```

## 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::getCoords

Property to return the coordinates value of the blip.

## Syntax

```
blip.getCoords();

```

## Examples

Retrieving the coordinates 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 getBlipCoords = policeBlip.getCoords();

mp.gui.chat.push("Coords: " + JSON.stringify(getBlipCoords));
//Output: "Coords: {"x":407.95001220703125,"y":-961.0499877929688,"z":0}"

```

## 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::playPedRingtone

All found occurrences in b617d, sorted alphabetically and identical lines removed: pastebin.com/RFb4GTny

AUDIO::PLAY\_PED\_RINGTONE('Remote\_Ring', PLAYER::PLAYER\_PED\_ID(), 1);
AUDIO::PLAY\_PED\_RINGTONE('Dial\_and\_Remote\_Ring', PLAYER::PLAYER\_PED\_ID(), 1);

## Syntax

```
mp.game.audio.playPedRingtone(ringtoneName, ped, p2);

```

### Required Arguments

* **ringtoneName:** String
* **ped:** Ped handle or object
* **p2:** Boolean

## Example

```
// todo

```
Generator

Clear the space under the Generators to make room for the elements.

**Generators** is are special elements in Homescapes. They produce other elements, such as power-ups, cookies, and in rare cases, donuts, sometimes used instead of donut makers introduced on level 251. You can activate it by freeing up the space below it (and that includes anything below portals), which you do by matching pieces, detonating power-ups, or using boosters. The generator shows the elements it can generate.

### Tips on Generator

* If a generator produces cookies but they are not a level goal and they would block off level goals, avoid interacting with it as much as possible, unless nearly every column spawns cookies and it is impossible to avoid.
* Boosters will not affect the generator unless they clear the space below.
* Generators are indestructible. You cannot destroy them, regardless of what you do. Matching, power-ups and their combos, and the magic hat blast all do not destroy the generator in any way.
	+ The  cannot touch the Generator.
* In levels with gravitation, generators will produce elements in the direction of the gravitation. Hence, if a generator is in a pivot point of the board, it will face the way the turn heads
Audio::addLineToConversation

NOTE: ones that are -1, 0 - 35 are determined by a function where it gets a TextLabel from a global then runs,
\_GET\_TEXT\_SUBSTRING and depending on what the result is it goes in check order of 0 - 9 then A - Z then z (lowercase). So it will then return 0 - 35 or -1 if it's 'z'. The func to handle that ^^ is func\_67 in dialog\_handler.c atleast in TU27 Xbox360 scripts.

p0 is -1, 0 - 35
p1 is a char or string (whatever you wanna call it)
p2 is Global 10597 + i \* 6. 'i' is a while(i < 70) loop
p3 is again -1, 0 - 35
p4 is again -1, 0 - 35
p5 is either 0 or 1 (bool ?)
p6 is either 0 or 1 (The func to determine this is bool)
p7 is either 0 or 1 (The func to determine this is bool)
p8 is either 0 or 1 (The func to determine this is bool)
p9 is 0 - 3 (Determined by func\_60 in dialogue\_handler.c)
p10 is either 0 or 1 (The func to determine this is bool)
p11 is either 0 or 1 (The func to determine this is bool)
p12 is unknown as in TU27 X360 scripts it only goes to p11.

## Syntax

```
mp.game.audio.addLineToConversation(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12);

```

### Required Arguments

* **p0:** unknown (to be checked)
* **p1:** unknown (to be checked)
* **p2:** unknown (to be checked)
* **p3:** unknown (to be checked)
* **p4:** unknown (to be checked)
* **p5:** Boolean
* **p6:** Boolean
* **p7:** Boolean
* **p8:** Boolean
* **p9:** unknown (to be checked)
* **p10:** Boolean
* **p11:** Boolean
* **p12:** Boolean

## Example

```
// todo

```
Camera::getSplinePhase

Can use this with SET\_Camera\_SPLINE\_PHASE to set the float it this native returns.

(returns 1.0f when no nodes has been added, reached end of non existing spline)

## Syntax

```
camera.getSplinePhase();

```

## 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::setUseShallowDofMode

## Syntax

```
camera.setUseShallowDofMode(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
Cam::setCamEffect

if p0 is 0, effect is cancelled

if p0 is 1, effect zooms in, gradually tilts cam clockwise apx 30 degrees, wobbles slowly. Motion blur is active until cancelled.

if p0 is 2, effect immediately tilts cam clockwise apx 30 degrees, begins to wobble slowly, then gradually tilts cam back to normal. The wobbling will continue until the effect is cancelled.

## Syntax

```
mp.game.cam.setCamEffect(p0);

```

## Example

```
// todo

```
Cam::clampGameplayCamPitch

minimum: Degrees between -90f and 90f.
maximum: Degrees between -90f and 90f.

Clamps the gameplay camera's current pitch.

Eg. \_CLAMP\_GAMEPLAY\_CAM\_PITCH(0.0f, 0.0f) will set the vertical angle directly behind the player.

## Syntax

```
mp.game.cam.clampGameplayCamPitch(minimum, maximum);

```

### Required Arguments

* **minimum:** float
* **maximum:** float

## Example

```
// todo

```
Camera::setActive

## Description

Set camera as active/inactive.

```
camera.setActive(active);

```

## Example

Creates a camera with the stated positions and rendering it.

**Client-Side**

```
let cam = mp.cameras.new('default', new mp.Vector3(0,0,0), new mp.Vector3(0,0,0), false);
cam.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
Audio::setStaticEmitterEnabled

Example:
AUDIO::SET\_STATIC\_EMITTER\_ENABLED((Any\*)'LOS\_SANTOS\_VANILLA\_UNICORN\_01\_STAGE', false); AUDIO::SET\_STATIC\_EMITTER\_ENABLED((Any\*)'LOS\_SANTOS\_VANILLA\_UNICORN\_02\_MAIN\_ROOM', false); AUDIO::SET\_STATIC\_EMITTER\_ENABLED((Any\*)'LOS\_SANTOS\_VANILLA\_UNICORN\_03\_BACK\_ROOM', false);

This turns off surrounding sounds not connected directly to peds.

## Syntax

```
mp.game.audio.setStaticEmitterEnabled(emitterName, toggle);

```

### Required Arguments

* **emitterName:** String
* **toggle:** Boolean

## Example

```
// todo

```
Click

This event is triggered when a player use mouse click.

## Parameters

* **absoluteX: Number**
* **absoluteY: Number**
* **upOrDown: String**
* **leftOrRight: String**
* **relativeX: Number**
* **relativeY: Number**
* **worldPosition: Vector3**
* **hitEntity: Number**

## Example

```
mp.events.add('click', (x, y, upOrDown, leftOrRight, relativeX, relativeY, worldPosition, hitEntity) => {
 mp.gui.chat.push("Mouse X:" + x + " | Mouse Y:" + y); // Displays mouse position on click.

 if (upOrDown == "up")
 mp.gui.chat.push("Mouse Clicked Up with " + leftOrRight + " button.");

 if (upOrDown == "down")
 mp.gui.chat.push("Mouse Clicked Down with " + leftOrRight + " button.");
});

```

## Checkpoint

* playerEnterCheckpoint
* playerExitCheckpoint

## Colshape

* playerEnterColshape
* playerExitColshape

## Entity

* entityCreated
* entityDestroyed
* entityModelChange

## Player

* playerChat
* playerCommand
* playerDamage
* playerDeath
* playerJoin
* playerQuit
* playerReady
* playerSpawn
* playerWeaponChange

## Streaming

* playerStreamIn
* playerStreamOut

## Vehicle

* playerStartEnterVehicle
* playerEnterVehicle
* playerStartExitVehicle
* playerExitVehicle
* trailerAttached
* vehicleDamage
* vehicleDeath
* vehicleHornToggle
* vehicleSirenToggle

## Waypoint

* playerCreateWaypoint
* playerReachWaypoint
Camera::setFarClip

## Syntax

```
camera.setFarClip(farClip);

```

## 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
Cam::animateGameplayCamZoom

Seems to animate the gameplay camera zoom.

Eg. \_ANIMATE\_GAMEPLAY\_CAM\_ZOOM(1f, 1000f);
will animate the camera zooming in from 1000 meters away.

Game scripts use it like this:

// Setting this to 1 prevents V key from changing zoom
PLAYER::SET\_PLAYER\_FORCED\_ZOOM(PLAYER::PLAYER\_ID(), 1);

// These restrict how far you can move cam up/down left/right
CAM::\_CLAMP\_GAMEPLAY\_CAM\_YAW(-20f, 50f);
CAM::\_CLAMP\_GAMEPLAY\_CAM\_PITCH(-60f, 0f);

CAM::\_ANIMATE\_GAMEPLAY\_CAM\_ZOOM(1f, 1f);

## Syntax

```
mp.game.cam.animateGameplayCamZoom(p0, distance);

```

### Required Arguments

* **p0:** float
* **distance:** float

## Example

```
// todo

```
Phone

Phone

*Not to be confused with Gramophone.*

**Phones** are Obstacles in Homescapes. They are immobile and avert access to sections of the board. Some are active (ringing) while some are not. This state lasts for 2 moves and switches. Make matches or use Power-ups while it rings to remove the Phone.

### Tips on Phone

* Paper Planes help collect exiled and hard-to-reach Phones.
* Sometimes many Phones ring at once. In that case, use more Bombs.
* Phones block Carpet from spreading; henceforth it is best to remove them ASAP.
* Avoid wasting moves on Phones when they are not a Level Goal and when there is no Carpet.
Season's Greetings

**Bonus:** Above the Clouds | Flint's Adventures
**Team:** Team Chest | Team Tournament
**Cascade:** Art of Origami | Chocolate Sophistication | Expedition Fever

Little Scotty assures his friends that there are no miracles on Christmas Eve, and in fact, this is all invented by adults. William says he didn't believe in miracles as a child, until one day he took a ride on the Christmas Express! His best friend caught a bad cold, and little Willie decided to go to Santa Claus and ask him for help. Then Austin comes up with an incredible idea! He was just going to decorate the garden for Christmas, so maybe he should recreate the route of that train! Then William will be able to tell his story to the children, and perhaps they will even believe in miracles again.

Upon the successful completion of the event, you will be able to prepare your yard for the upcoming Christmas and make the kids believe in wonders again!

### IMPORTANT

* The event is available to all players who have restored Austin’s Room and passed level 25.
* You can also earn event currency by beating Tournament of Champions levels 🏆
* Beating hard and super hard levels will not double the number of bells you earn. You can only get double bells during the Double Win offer.
* If you don't use all your bells by the end of the event, they'll be converted into boosters.

## How to collect bells?

Beat levels to collect bells 🔔, the special currency, to decorate the yard for the party. This event doesn't feature special levels. Just play from where you currently are in the game.

You can keep the decorations, even after the event is over! You can also remove them and put them back at any time. Don't worry if you need more time to collect all the items. You can purchase an event extension!
Chat.open

### Doesn't Exist

Unfortunately there is no Boolean to check if the chat is open. We can do this however:

```
var isChatOpen = toggle;

mp.events.add('render', () => {
if (mp.game.controls.isDisabledControlJustReleased(0, 245)) {
    if (isChatOpen)
         return;
    mp.gui.execute("const _enableChatInput = enableChatInput;enableChatInput = (enable) => { mp.trigger('chatEnabled', enable); _enableChatInput(enable) };");
    }
}

```
Cam::createCamWithParams

## camName is always set to 'DEFAULT\_SCRIPTED\_CAMERA' in Rockstar's scripts.
Camera names found in the b617d scripts:
'DEFAULT\_ANIMATED\_CAMERA'
'DEFAULT\_SCRIPTED\_CAMERA'
'DEFAULT\_SCRIPTED\_FLY\_CAMERA'
## 'DEFAULT\_SPLINE\_CAMERA'
Side Note: It seems p8 is basically to represent what would be the bool p1 within CREATE\_CAM native. As well as the p9 since it's always 2 in scripts seems to represent what would be the last param within SET\_CAM\_ROT native which normally would be 2.

## Syntax

```
mp.game.cam.createCamWithParams(camName, posX, posY, posZ, rotX, rotY, rotZ, fov, p8, p9);

```

### Required Arguments

* **camName:** String
* **posX:** float
* **posY:** float
* **posZ:** float
* **rotX:** float
* **rotY:** float
* **rotZ:** float
* **fov:** float
* **p8:** Boolean
* **p9:** int

## Example

```
// todo

```
Audio::setMicrophonePosition

If this is the correct name, what microphone? I know your TV isn't going to reach out and adjust your headset so..

## Syntax

```
mp.game.audio.setMicrophonePosition(p0, x1, y1, z1, x2, y2, z2, x3, y3, z3);

```

### Required Arguments

* **p0:** Boolean
* **x1:** float
* **y1:** float
* **z1:** float
* **x2:** float
* **y2:** float
* **z2:** float
* **x3:** float
* **y3:** float
* **z3:** float

## Example

```
// todo

```
Audio::stopAlarm

Example:

This will stop the alarm at Fort Zancudo.

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

First parameter (char) is the name of the alarm.
Second parameter (bool) has to be true (1) to have any effect.

~Zerovv

## Syntax

```
mp.game.audio.stopAlarm(alarmName, toggle);

```

### Required Arguments

* **alarmName:** String
* **toggle:** Boolean

## Example

```
// todo

```