RedM Natives

_0x0060B31968E60E41

shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE _IS_GAMEPLAY_*

Hash0x0060B31968E60E41
Runtime nameN_0x0060b31968e60e41
NamespaceCAMERA
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0x0060B31968E60E41(const char* shakeName);

Parameters

NameTypeDescription
shakeNameconst char*—

Returns BOOL

Description

shakeNames in script_rel: CORRECTOR_SHAKE, MINIGAME_BOUNTY_SHAKE, POV_DRUNK_SHAKE, DRUNK_SHAKE, MINIGAME_TRAIN_SHAKE
_IS_GAMEPLAY_*

Usage

Lua
local retval = N_0x0060b31968e60e41(shakeName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x0060B31968E60E41, shakeName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0x0060b31968e60e41(shakeName);

// by hash
const retval = Citizen.invokeNative('0x0060B31968E60E41', shakeName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x0060B31968E60E41, shakeName);
  • This native has no known name, so the runtime exposes it only as N_0x0060b31968e60e41 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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