I tested this native in game: CAM::_0x71D71E08A7ED5BD7(BOOL toggle) It pulls the third person camera down and closer to ground level. For me it looks exactly like the scenario camera framing: <CameraFramingInfo>
<eCameraFraming>CameraFraming_Crouched</eCameraFraming>
</CameraFramingInfo>
I saw this camera config in the scenario meta entry: CScenarioPlayAnimsInfo WORLD_HUMAN_BUCKET_DRINK_GROUND That scenario uses CameraFraming_Crouched, and this native gives the same kind of camera effect in gameplay. It is not a one-time call. It needs to be called every frame while the scenario/action is active. Example: if (scenarioActive)
{
CAM::_0x71D71E08A7ED5BD7(true);
}
I also saw Rockstar using it like this in a decompiled script: CAM::_0x71D71E08A7ED5BD7(1);
It was called every frame while that script state was active. In that path, I did not see them call false; they just stop calling it when the state ends. So false may be a forced reset, but I would not spam false every frame. Possible name: _FORCE_THIRD_PERSON_CAMERA_CROUCHED_THIS_FRAME or _SET_THIRD_PERSON_CAMERA_GROUND_LEVEL_THIS_FRAME