RedM Natives

_0x448F2647DD6F2E27

_SET_PED_PLAY_GESTURE_ANIMS?

Hash0x448F2647DD6F2E27
Runtime nameN_0x448f2647dd6f2e27
NamespaceAUDIO
SideClient
NameHash only
Docs
Since build1232

Signature

void _0x448F2647DD6F2E27(Any p0, Any p1, Any p2, Any p3, Any p4);

Parameters

NameTypeDescription
p0Any—
p1Any—
p2Any—
p3Any—
p4Any—

Returns void

Description

VORPCORE RDR3natives

_SET_PED_PLAY_GESTURE_ANIMS? p2 seems to be a flag string used example
AI_GESTURES@INSTRUMENTS@FIDDLE@STANDING@MALE@NORMAL

Usage

Lua
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0x448F2647DD6F2E27, p0, p1, p2, p3, p4)
JavaScript and C#
JavaScript
N_0x448f2647dd6f2e27(p0, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0x448F2647DD6F2E27', p0, p1, p2, p3, p4);
C#
Function.Call((Hash)0x448F2647DD6F2E27, p0, p1, p2, p3, p4);
  • This native has no known name, so the runtime exposes it only as N_0x448f2647dd6f2e27 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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