GET_ANIM_SCENE_ENTITY_LOCATION_DATA
Hash
0x8398438D8F14F56DRuntime name
GetAnimSceneEntityLocationDataNamespaceANIMSCENE
SideClient
NameOfficial
Docs
Since build1207
Signature
BOOL GET_ANIM_SCENE_ENTITY_LOCATION_DATA(AnimScene animScene, const char* entityName, Vector3* matrix, BOOL p3, const char* playbackListName, int p5);Parameters
| Name | Type | Description |
|---|---|---|
animScene | AnimScene | — |
entityName | const char* | — |
matrix | Vector3* | — |
p3 | BOOL | — |
playbackListName | const char* | — |
p5 | int | — |
Returns BOOL
Usage
local retval, matrix = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5)
-- always works, by hash
local retval, matrix = Citizen.InvokeNative(0x8398438D8F14F56D, animScene, entityName, Citizen.PointerValueVector(), p3, playbackListName, p5, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, matrix] = GetAnimSceneEntityLocationData(animScene, entityName, p3, playbackListName, p5);
// by hash
const [retval, matrix] = Citizen.invokeNative('0x8398438D8F14F56D', animScene, entityName, Citizen.pointerValueVector(), p3, playbackListName, p5, Citizen.returnResultAnyway());var matrix = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8398438D8F14F56D, animScene, entityName, matrix, p3, playbackListName, p5);
// matrix.GetResult<Vector3>()- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
Sources
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