Horse (animal)

The  is a cut animal in Grand Theft Auto V.

Description
They were intended to be able to be ridden by the player, similarly to the from Rockstar Games' . A horse was meant to appear in the cut heist The Sharmoota Job, where it belonged to Martin Madrazo and had to be stolen by Michael and Trevor.

A horse is seen in the opening credits of an episode of Fame or Shame, being beaten with a baseball bat, a visual pun for reality TV shows flogging a dead horse. The horse depicted in the Fame or Shame episode appears to be either a, a or a different breed. The movie Capolavoro also features horses, which act in a similar way to the RDR counterparts.

Remains of horses include the police scanner audio files, which reference the horses by different colours. All three characters had dialog when they collided with a horse while in a vehicle. Data for horse' reins also remains in the game files, File Data: 

         FB_R_Lip_Top_000     <VertexIndex value="16" /> FB_L_Lip_Top_000</BoneName> </Item>  <Offset x="0.000000" y="0.300000" z="0.270000" /> <BoneIndex value="69" /> <VertexIndex value="8" /> SKEL_SADDLE</BoneName> </Item>  <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="8" /> SKEL_L_Finger12</BoneName> </Item>  <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="5" /> SKEL_R_Finger12</BoneName> </Item>  <Offset x="0.000000" y="0.000000" z="0.000000" /> <BoneIndex value="-1" /> <VertexIndex value="11" /> SKEL_L_Finger12</BoneName> </Item> </AttachData> <CollisionData>  <Rotation value="1.570796" /> <CapsuleRadius value="0.190000" /> <CapsuleLen value="0.700000" /> <BoneIndex value="3" /> <BoundIndex value="0" /> <Enabled value="true" /> </Item>  <Rotation value="1.570796" /> <CapsuleRadius value="0.190000" /> <CapsuleLen value="0.700000" /> <BoneIndex value="18" /> <BoundIndex value="1" /> <Enabled value="true" /> </Item> </CollisionData> <BindPos content="vector3_array"> 0.090000	-0.009998	0.000001	   0.151238	0.018943	-0.151369	    0.244546	0.034387	-0.287584	    0.368341	0.035723	-0.398356	    0.513327	0.022677	-0.479137	    0.670095	-0.003078	-0.531542	    0.812484	-0.079070	-0.575660	    0.914091	-0.203272	-0.625191	    1.002679	-0.332783	-0.667206	    0.840093	-0.372081	-0.659192	    0.676553	-0.399758	-0.639811	    0.517592	-0.368924	-0.600509	    0.380975	-0.300626	-0.533345	    0.257677	-0.240662	-0.439301	    0.155451	-0.191224	-0.318072	    0.079960	-0.157535	-0.174083	    0.032945	-0.141895	-0.019365	  </BindPos> <BindPos2 content="vector3_array"> 0.089999	-0.009999	0.000000	   -0.006580	0.057225	0.045599	    0.170723	0.058302	-0.011300	    0.384888	0.012380	-0.019959	    0.588997	-0.040183	-0.019326	    0.747840	-0.164738	-0.031522	    0.821197	-0.308289	-0.055834	    0.887898	-0.331670	-0.202843	    0.943074	-0.390380	-0.343977	    0.812586	-0.446249	-0.265010	    0.734454	-0.473539	-0.124287	    0.502915	-0.434041	-0.106650	    0.329494	-0.339500	-0.084938	    0.177418	-0.263676	-0.064579	    0.026423	-0.188236	-0.037402	    -0.106489	-0.114130	0.025433	    0.032945	-0.141893	-0.019367	  </BindPos2> <SoftPinRadiuses content="float_array"> 0.010000	   0.100000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.500000	    0.100000	    0.010000	  </SoftPinRadiuses> </rage__CReins> as well as animation behaviour for fallen horses File Data: <Item type="CNmBlendOutSet" key="NMBS_HORSE_GETUPS"> <ControlFlags>BOSF_ForceDefaultBlendOutSet BOSF_AllowRootSlopeFixup</ControlFlags> <Item type="CNmBlendOutPoseItem"> NMBT_SINGLECLIP <nextItemId /> <clipSet>creatures@horse@getup</clipSet> getup_l <addToPointCloud value="true" /> <no180Blend value="false" /> <allowInstantBlendToAim value="false" /> <duration value="-1.000000" /> <minPlaybackRate value="1.000000" /> <maxPlaybackRate value="1.000000" /> <earlyOutPhase value="1.000000" /> <armedAIEarlyOutPhase value="1.000000" /> <movementBreakOutPhase value="1.000000" /> <turnBreakOutPhase value="1.000000" /> <playerAimOrFireBreakOutPhase value="1.000000" /> <dropDownPhase value="1.000000" /> <ragdollFrameBlendDuration value="0.250000" /> <fullBlendHeadingInterpRate value="2.000000" /> <zeroBlendHeadingInterpRate value="5.000000" /> </Item> <Item type="CNmBlendOutPoseItem"> NMBT_SINGLECLIP <nextItemId /> <clipSet>creatures@horse@getup</clipSet> getup_r <addToPointCloud value="true" /> <no180Blend value="false" /> <allowInstantBlendToAim value="false" /> <duration value="-1.000000" /> <minPlaybackRate value="1.000000" /> <maxPlaybackRate value="1.000000" /> <earlyOutPhase value="1.000000" /> <armedAIEarlyOutPhase value="1.000000" /> <movementBreakOutPhase value="1.000000" /> <turnBreakOutPhase value="1.000000" /> <playerAimOrFireBreakOutPhase value="1.000000" /> <dropDownPhase value="1.000000" /> <ragdollFrameBlendDuration value="0.250000" /> <fullBlendHeadingInterpRate value="2.000000" /> <zeroBlendHeadingInterpRate value="5.000000" /> </Item> <fallbackSet /> </Item> Horse sounds can also be found in audio files using OpenIV at the location, "Grand Theft Auto V\x64\audio\sfx\ANIMALS_NEAR.rpf\"