RedM Natives

_DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST

Hash0x9D1ECA9337BE9FC3
Runtime nameDoesAnimSceneOwnershipOfEntityExist
NamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _DOES_ANIM_SCENE_OWNERSHIP_OF_ENTITY_EXIST(AnimScene animScene, const char* entityName);

Parameters

NameTypeDescription
animSceneAnimScene—
entityNameconst char*—

Returns BOOL

Usage

Lua
local retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9D1ECA9337BE9FC3, animScene, entityName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = DoesAnimSceneOwnershipOfEntityExist(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0x9D1ECA9337BE9FC3', animScene, entityName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x9D1ECA9337BE9FC3, animScene, entityName);
  • 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.

Sources

alloc8or RDR3 NativeDB

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