RedM Natives

_DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE

Hash0x6F1F0B17109309DA
Runtime nameDoesEntityWithIdExistInAnimScene
NamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _DOES_ENTITY_WITH_ID_EXIST_IN_ANIM_SCENE(AnimScene animScene, const char* entityId);

Parameters

NameTypeDescription
animSceneAnimScene—
entityIdconst char*—

Returns BOOL

Usage

Lua
local retval = DoesEntityWithIdExistInAnimScene(animScene, entityId)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6F1F0B17109309DA, animScene, entityId, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = DoesEntityWithIdExistInAnimScene(animScene, entityId);

// by hash
const retval = Citizen.invokeNative('0x6F1F0B17109309DA', animScene, entityId, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x6F1F0B17109309DA, animScene, entityId);
  • 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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