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- GRAPHICS
- DOES_PARTICLE_FX_LOOPED_EXIST #
- // 0x74AFEF0D2E1E409B 0xCBF91D2A
- // DoesParticleFxLoopedExist
- BOOL DOES_PARTICLE_FX_LOOPED_EXIST(int ptfxHandle);
- IS_PARTICLE_FX_DELAYED_BLINK #
- // 0x5CCABFFCA31DDE33 0xEA432A94
- // IsParticleFxDelayedBlink
- float IS_PARTICLE_FX_DELAYED_BLINK();
- REMOVE_PARTICLE_FX #
- // 0xC401503DFE8D53CF 0x6BA48C7E
- // RemoveParticleFx
- void REMOVE_PARTICLE_FX(int ptfxHandle, BOOL p1);
- REMOVE_PARTICLE_FX_FROM_ENTITY #
- // 0xB8FEAEEBCC127425 0xCEDE52E9
- // RemoveParticleFxFromEntity
- void REMOVE_PARTICLE_FX_FROM_ENTITY(Entity entity);
- REMOVE_PARTICLE_FX_IN_RANGE #
- // 0xDD19FA1C6D657305 0x7EB8F275
- // RemoveParticleFxInRange
- void REMOVE_PARTICLE_FX_IN_RANGE(float X, float Y, float Z, float radius);
- SET_PARTICLE_FX_BLOOD_SCALE #
- // 0x5F6DF3D92271E8A1 0x18136DE0
- // SetParticleFxBloodScale
- void SET_PARTICLE_FX_BLOOD_SCALE(BOOL p0);
- hash collision
- SET_PARTICLE_FX_CAM_INSIDE_NONPLAYER_VEHICLE #
- // 0xACEE6F360FC1F6B6 0x6B125A02
- // SetParticleFxCamInsideNonplayerVehicle
- void SET_PARTICLE_FX_CAM_INSIDE_NONPLAYER_VEHICLE(Any p0, BOOL p1);
- SET_PARTICLE_FX_CAM_INSIDE_VEHICLE #
- // 0xEEC4047028426510 0x19EC0001
- // SetParticleFxCamInsideVehicle
- void SET_PARTICLE_FX_CAM_INSIDE_VEHICLE(BOOL p0);
- SET_PARTICLE_FX_LOOPED_ALPHA #
- // 0x726845132380142E 0x5ED49BE1
- // SetParticleFxLoopedAlpha
- void SET_PARTICLE_FX_LOOPED_ALPHA(int ptfxHandle, float alpha);
- SET_PARTICLE_FX_LOOPED_COLOUR #
- // 0x7F8F65877F88783B 0x5219D530
- // SetParticleFxLoopedColour
- void SET_PARTICLE_FX_LOOPED_COLOUR(int ptfxHandle, float r, float g, float b, BOOL p4);
- only works on some fx's
- p4 = 0
- SET_PARTICLE_FX_LOOPED_EVOLUTION #
- // 0x5F0C4B5B1C393BE2 0x1CBC1373
- // SetParticleFxLoopedEvolution
- void SET_PARTICLE_FX_LOOPED_EVOLUTION(int ptfxHandle, char* propertyName, float amount, BOOL Id);
- Should be named SET_PARTICLE_FX_LOOPED_PROPERTY. "Evolution" doesn't make much sense...
- --------
- p4 seems to be always 0.
- Usage:
- if (!GRAPHICS::DOES_PARTICLE_FX_LOOPED_EXIST(l_25C7)) {
- l_25C7 = GRAPHICS::_DDE23F30CC5A0F03("scr_veh_plane_gen_damage", l_8B9, l_25C4, 0.0, 0.0, 0.0, ENTITY::_GET_ENTITY_BONE_INDEX(l_8B9, "exhaust"), 1.0, 0, 0, 0);
- GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION(l_25C7, "damage_smoke", 0.5, 0);
- GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION(l_25C7, "damage_fire", 0.2, 0);
- }
- SET_PARTICLE_FX_LOOPED_OFFSETS #
- // 0xF7DDEBEC43483C43 0x641F7790
- // SetParticleFxLoopedOffsets
- void SET_PARTICLE_FX_LOOPED_OFFSETS(int ptfxHandle, float x, float y, float z, float rotX, float rotY, float rotZ);
- SET_PARTICLE_FX_LOOPED_SCALE #
- // 0xB44250AAA456492D 0x099B8B49
- // SetParticleFxLoopedScale
- void SET_PARTICLE_FX_LOOPED_SCALE(int ptfxHandle, float scale);
- SET_PARTICLE_FX_NON_LOOPED_ALPHA #
- // 0x77168D722C58B2FC 0x497EAFF2
- // SetParticleFxNonLoopedAlpha
- void SET_PARTICLE_FX_NON_LOOPED_ALPHA(float alpha);
- Usage example for C#:
- Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA, new InputArgument[] { 0.1f });
- Note: the argument alpha ranges from 0.0f-1.0f !
- SET_PARTICLE_FX_NON_LOOPED_COLOUR #
- // 0x26143A59EF48B262 0x7B689E20
- // SetParticleFxNonLoopedColour
- void SET_PARTICLE_FX_NON_LOOPED_COLOUR(float r, float g, float b);
- only works on some fx's
- SET_PARTICLE_FX_SHOOTOUT_BOAT #
- // 0x96EF97DAEB89BEF5 0xD938DEE0
- // SetParticleFxShootoutBoat
- void SET_PARTICLE_FX_SHOOTOUT_BOAT(Any p0);
- START_PARTICLE_FX_LOOPED_AT_COORD #
- // 0xE184F4F0DC5910E7 0xD348E3E6
- // StartParticleFxLoopedAtCoord
- int START_PARTICLE_FX_LOOPED_AT_COORD(char* effectName, float x, float y, float z, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL p11);
- GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD("scr_fbi_falling_debris", 93.7743f, -749.4572f, 70.86904f, 0f, 0f, 0f, 0x3F800000, 0, 0, 0, 0)
- p11 seems to be always 0
- START_PARTICLE_FX_LOOPED_ON_ENTITY #
- // 0x1AE42C1660FD6517 0x0D06FF62
- // StartParticleFxLoopedOnEntity
- int START_PARTICLE_FX_LOOPED_ON_ENTITY(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- list: pastebin.com/N9unUFWY
- START_PARTICLE_FX_LOOPED_ON_PED_BONE #
- // 0xF28DA9F38CD1787C 0xF8FC196F
- // StartParticleFxLoopedOnPedBone
- int START_PARTICLE_FX_LOOPED_ON_PED_BONE(char* effectName, Ped ped, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- START_PARTICLE_FX_NON_LOOPED_AT_COORD #
- // 0x25129531F77B9ED3 0xDD79D679
- // StartParticleFxNonLoopedAtCoord
- int START_PARTICLE_FX_NON_LOOPED_AT_COORD(char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);
- Axis - Invert Axis Flags
- list: pastebin.com/N9unUFWY
- -------------------------------------------------------------------
- C#
- Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.
- char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc
- float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates
- float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.
- float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f
- bool xaxis, yaxis, zaxis = To bool the axis values.
- example:
- Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);
- START_PARTICLE_FX_NON_LOOPED_ON_ENTITY #
- // 0x0D53A3B8DA0809D2 0x9604DAD4
- // StartParticleFxNonLoopedOnEntity
- BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY(char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
- Starts a particle effect on an entity for example your player.
- List: pastebin.com/N9unUFWY
- Example:
- C#:
- Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2"); Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
- Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE
- however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native
- START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE #
- // 0x0E7E72961BA18619 0x53DAEF4E
- // StartParticleFxNonLoopedOnPedBone
- BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
- GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE("scr_sh_bong_smoke", PLAYER::PLAYER_PED_ID(), -0.025f, 0.13f, 0f, 0f, 0f, 0f, 31086, 0x3F800000, 0, 0, 0);
- Axis - Invert Axis Flags
- list: pastebin.com/N9unUFWY
- STOP_PARTICLE_FX_LOOPED #
- // 0x8F75998877616996 0xD245455B
- // StopParticleFxLooped
- void STOP_PARTICLE_FX_LOOPED(int ptfxHandle, BOOL p1);
- p1 is always 0 in the native scripts
- _RESET_PARTICLE_FX_ASSET_OLD_TO_NEW #
- // 0x89C8553DD3274AAE
- // ResetParticleFxAssetOldToNew
- void _RESET_PARTICLE_FX_ASSET_OLD_TO_NEW(char* name);
- console hash: 0x9E8D8B72
- Resets the effect of _SET_PARTICLE_FX_ASSET_OLD_TO_NEW
- _SET_PARTICLE_FX_ASSET_OLD_TO_NEW #
- // 0xEA1E2D93F6F75ED9
- // SetParticleFxAssetOldToNew
- void _SET_PARTICLE_FX_ASSET_OLD_TO_NEW(char* oldAsset, char* newAsset);
- console hash: 0xC92719A7
- Old name: _SET_PTFX_ASSET_OLD_2_NEW
- _SET_PARTICLE_FX_LOOPED_RANGE #
- // 0xDCB194B85EF7B541 0x233DE879
- // SetParticleFxLoopedRange
- void _SET_PARTICLE_FX_LOOPED_RANGE(int ptfxHandle, float range);
- _START_PARTICLE_FX_LOOPED_ON_ENTITY_2 #
- // 0x6F60E89A7B64EE1D 0x110752B2
- // StartParticleFxLoopedOnEntity_2
- int _START_PARTICLE_FX_LOOPED_ON_ENTITY_2(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- network fx
- _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE #
- // 0xC6EB449E33977F0B
- // StartParticleFxLoopedOnEntityBone
- int _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- Console Hash: 0x23BF0F9B
- _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE_2 #
- // 0xDDE23F30CC5A0F03
- // StartParticleFxLoopedOnEntityBone_2
- int _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE_2(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- Console Hash: 0xF478EFCF
- network fx
- _START_PARTICLE_FX_NON_LOOPED_AT_COORD_2 #
- // 0xF56B8137DF10135D 0x633F8C48
- // StartParticleFxNonLoopedAtCoord_2
- BOOL _START_PARTICLE_FX_NON_LOOPED_AT_COORD_2(char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
- network fx
- _START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2 #
- // 0xC95EB1DB6E92113D
- // StartParticleFxNonLoopedOnEntity_2
- BOOL _START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2(char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
- Console hash: 0x469A2B4A
- network fx
- _START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2 #
- // 0xA41B6A43642AC2CF 0x161780C1
- // StartParticleFxNonLoopedOnPedBone_2
- BOOL _START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2(char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
- network fx
- _USE_PARTICLE_FX_ASSET_NEXT_CALL #
- // 0x6C38AF3693A69A91 0x9C720B61
- // UseParticleFxAssetNextCall
- void _USE_PARTICLE_FX_ASSET_NEXT_CALL(char* name);
- From the b678d decompiled scripts:
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist");
- GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station");
- Old name: _SET_PTFX_ASSET_NEXT_CALL
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