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Native Reference
API Set:
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HAS_ENTITY_BEEN_DAMAGED_BY_ANY_OBJECT
(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_PED
(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ANY_VEHICLE
(Entity entity)
HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY
(Entity entity1, Entity entity2, BOOL p2)
HAS_ENTITY_CLEAR_LOS_TO_ENTITY
(Entity entity1, Entity entity2, int flags)
_HAS_ENTITY_CLEAR_LOS_TO_ENTITY_2
(Entity entity1, Entity entity2, int traceType)
HAS_ENTITY_CLEAR_LOS_TO_ENTITY_IN_FRONT
(Entity entity1, Entity entity2)
HAS_ENTITY_COLLIDED_WITH_ANYTHING
(Entity entity)
IS_AN_ENTITY
(int handle)
IS_ENTITY_A_MISSION_ENTITY
(Entity entity)
IS_ENTITY_A_PED
(Entity entity)
IS_ENTITY_A_VEHICLE
(Entity entity)
IS_ENTITY_AN_OBJECT
(Entity entity)
IS_ENTITY_AT_COORD
(Entity entity, float xPos, float yPos, float zPos, float xSize, float ySize, float zSize, BOOL p7, BOOL p8, int p9)
IS_ENTITY_AT_ENTITY
(Entity entity1, Entity entity2, float xSize, float ySize, float zSize, BOOL p5, BOOL p6, int p7)
IS_ENTITY_ATTACHED
(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_OBJECT
(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_PED
(Entity entity)
IS_ENTITY_ATTACHED_TO_ANY_VEHICLE
(Entity entity)
IS_ENTITY_ATTACHED_TO_ENTITY
(Entity from, Entity to)
IS_ENTITY_DEAD
(Entity entity)
IS_ENTITY_IN_AIR
(Entity entity)
IS_ENTITY_IN_ANGLED_AREA
(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, float width, BOOL debug, BOOL includez, Any p10)
IS_ENTITY_IN_AREA
(Entity entity, float x1, float y1, float z1, float x2, float y2, float z2, BOOL p7, BOOL p8, Any p9)
IS_ENTITY_IN_WATER
(Entity entity)
IS_ENTITY_IN_ZONE
(Entity entity, char* zone)
IS_ENTITY_OCCLUDED
(Entity entity)
IS_ENTITY_ON_SCREEN
(Entity entity)
IS_ENTITY_PLAYING_ANIM
(Entity entity, char* animDict, char* animName, int taskFlag)
IS_ENTITY_STATIC
(Entity entity)
IS_ENTITY_TOUCHING_ENTITY
(Entity entity, Entity targetEntity)
IS_ENTITY_TOUCHING_MODEL
(Entity entity, Hash modelHash)
IS_ENTITY_UPRIGHT
(Entity entity, float angle)
IS_ENTITY_UPSIDEDOWN
(Entity entity)
IS_ENTITY_VISIBLE
(Entity entity)