RedM Natives

COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME

Hash0x73616E64696C616E
Runtime nameCouldAnimSceneEntityReachExitNextFrame
NamespaceANIMSCENE
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL COULD_ANIM_SCENE_ENTITY_REACH_EXIT_NEXT_FRAME(AnimScene animScene, const char* entityName, Any p2, Any p3);

Parameters

NameTypeDescription
animSceneAnimScene—
entityNameconst char*—
p2Any—
p3Any—

Returns BOOL

Usage

Lua
local retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0x73616E64696C616E, animScene, entityName, p2, p3, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = CouldAnimSceneEntityReachExitNextFrame(animScene, entityName, p2, p3);

// by hash
const retval = Citizen.invokeNative('0x73616E64696C616E', animScene, entityName, p2, p3, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x73616E64696C616E, animScene, entityName, p2, p3);

Sources

alloc8or RDR3 NativeDB

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