RedM Natives

GET_ANIM_SCENE_ENTITY_LOCATION_DATA

Hash0x8398438D8F14F56D
Runtime nameGetAnimSceneEntityLocationData
NamespaceANIMSCENE
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

NameTypeDescription
animSceneAnimScene—
entityNameconst char*—
matrixVector3*—
p3BOOL—
playbackListNameconst char*—
p5int—

Returns BOOL

Usage

Lua
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#
JavaScript
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());
C#
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

alloc8or RDR3 NativeDB

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