_RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME
Starts or restarts a predefined gameplay camera shake by name and sets its intensity.
0xC3E9E5D4F413B773RestartGameplayCamShakeWithName_SHAKE_GAMEPLAY_CAM_WITH_NAMESignature
void _RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME(const char* shakeName, float intensity);Parameters
| Name | Type | Description |
|---|---|---|
shakeName | const char* | — |
intensity | float | — |
Returns void
Description
Starts or restarts a predefined gameplay camera shake by name and sets its intensity.
If the named shake is already active, the existing shake instance is restarted and its intensity is updated; otherwise the shake is created from camBaseShakeMetadata.
Observed script usage pairs this with _STOP_GAMEPLAY_CAM_SHAKING_WITH_NAME("REINFORCED_LASSO_STRUGGLE_SHAKE", false). Confirmed shakeName values include DRUNK_SHAKE, REINFORCED_LASSO_STRUGGLE_SHAKE, and HAND_SHAKE.
shakeName: REINFORCED_LASSO_STRUGGLE_SHAKE
_RES*
Usage
RestartGameplayCamShakeWithName(shakeName, intensity)
-- always works, by hash
Citizen.InvokeNative(0xC3E9E5D4F413B773, shakeName, intensity)JavaScript and C#
RestartGameplayCamShakeWithName(shakeName, intensity);
// by hash
Citizen.invokeNative('0xC3E9E5D4F413B773', shakeName, intensity + 0.0000001);Function.Call((Hash)0xC3E9E5D4F413B773, shakeName, intensity);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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