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Native Reference
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IS_ANY_PED_NEAR_POINT
(float x, float y, float z, float radius)
IS_ANY_PED_SHOOTING_IN_AREA
(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, BOOL bHighlightArea, BOOL bDo3DCheck)
IS_CONVERSATION_PED_DEAD
(Ped ped)
IS_COP_PED_IN_AREA_3D
(float x1, float y1, float z1, float x2, float y2, float z2)
IS_PED_A_PLAYER
(Ped ped)
IS_PED_AIMING_FROM_COVER
(Ped ped)
IS_PED_BEING_JACKED
(Ped ped)
IS_PED_BEING_STEALTH_KILLED
(Ped ped)
IS_PED_BEING_STUNNED
(Ped ped, int p1)
_IS_PED_BLUSH_COLOR_VALID
(int colorID)
_IS_PED_BLUSH_COLOR_VALID_2
(int colorId)
_IS_PED_BODY_BLEMISH_VALID
(int colorID)
IS_PED_CLIMBING
(Ped ped)
IS_PED_COMPONENT_VARIATION_VALID
(Ped ped, int componentId, int drawableId, int textureId)
IS_PED_DEAD_OR_DYING
(Ped ped, BOOL checkMeleeDeathFlags)
IS_PED_DEFENSIVE_AREA_ACTIVE
(Ped ped, BOOL p1)
IS_PED_DIVING
(Ped ped)
_IS_PED_DOING_BEAST_JUMP
(Ped ped)
IS_PED_DOING_DRIVEBY
(Ped ped)
IS_PED_DUCKING
(Ped ped)
IS_PED_EVASIVE_DIVING
(Ped ped, Entity* evadingEntity)
IS_PED_FACING_PED
(Ped ped, Ped otherPed, float angle)
IS_PED_FALLING
(Ped ped)
IS_PED_FATALLY_INJURED
(Ped ped)
IS_PED_FLEEING
(Ped ped)
IS_PED_GETTING_INTO_A_VEHICLE
(Ped ped)
IS_PED_GOING_INTO_COVER
(Ped ped)
IS_PED_GROUP_MEMBER
(Ped ped, int groupId)
_IS_PED_HAIR_COLOR_VALID
(int colorID)
_IS_PED_HAIR_COLOR_VALID_2
(int colorId)
IS_PED_HANGING_ON_TO_VEHICLE
(Ped ped)
IS_PED_HEADING_TOWARDS_POSITION
(Ped ped, float x, float y, float z, float p4)
IS_PED_HEADTRACKING_ENTITY
(Ped ped, Entity entity)
IS_PED_HEADTRACKING_PED
(Ped ped1, Ped ped2)
_IS_PED_HELMET_UNK
(Ped ped)