RedM Natives

_HAS_ENTITY_ENTERED_ANIM_SCENE

Hash0x337F1CC8EE895601
Runtime nameHasEntityEnteredAnimScene
NamespaceANIMSCENE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

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

Parameters

NameTypeDescription
animSceneAnimScene—
entityNameconst char*—

Returns BOOL

Description

_HAS_L* (?)

Usage

Lua
local retval = HasEntityEnteredAnimScene(animScene, entityName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x337F1CC8EE895601, animScene, entityName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = HasEntityEnteredAnimScene(animScene, entityName);

// by hash
const retval = Citizen.invokeNative('0x337F1CC8EE895601', animScene, entityName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x337F1CC8EE895601, 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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