RedM Natives

_GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS

Hash0x9E036D5204FFBBC8
Runtime nameGetAnimScenePlaybackListPhaseAudioLoadStress
NamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _GET_ANIM_SCENE_PLAYBACK_LIST_PHASE_AUDIO_LOAD_STRESS(AnimScene animScene, const char* phaseName);

Parameters

NameTypeDescription
animSceneAnimScene—
phaseNameconst char*—

Returns int

Usage

Lua
local retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x9E036D5204FFBBC8, animScene, phaseName, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetAnimScenePlaybackListPhaseAudioLoadStress(animScene, phaseName);

// by hash
const retval = Citizen.invokeNative('0x9E036D5204FFBBC8', animScene, phaseName, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x9E036D5204FFBBC8, animScene, phaseName);
  • 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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