RedM Natives

_CREATE_ANIM_SCENE

Hash0x1FCA98E33C1437B3
Runtime nameCreateAnimScene
NamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

AnimScene _CREATE_ANIM_SCENE(const char* animDict, int flags, const char* playbackListName, BOOL p3, BOOL p4);

Parameters

NameTypeDescription
animDictconst char*—
flagsint—
playbackListNameconst char*—
p3BOOL—
p4BOOL—

Returns AnimScene

Description

flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eAnimSceneFlag

Usage

Lua
local retval = CreateAnimScene(animDict, flags, playbackListName, p3, p4)

-- always works, by hash
local retval = Citizen.InvokeNative(0x1FCA98E33C1437B3, animDict, flags, playbackListName, p3, p4, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = CreateAnimScene(animDict, flags, playbackListName, p3, p4);

// by hash
const retval = Citizen.invokeNative('0x1FCA98E33C1437B3', animDict, flags, playbackListName, p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x1FCA98E33C1437B3, animDict, flags, playbackListName, p3, p4);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Enums and flags

See also

Sources

alloc8or RDR3 NativeDB

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