RedM Natives

_RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME

Starts or restarts a predefined gameplay camera shake by name and sets its intensity.

Hash0xC3E9E5D4F413B773
Runtime nameRestartGameplayCamShakeWithName
NamespaceCAMERA
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SHAKE_GAMEPLAY_CAM_WITH_NAME

Signature

void _RESTART_GAMEPLAY_CAM_SHAKE_WITH_NAME(const char* shakeName, float intensity);

Parameters

NameTypeDescription
shakeNameconst char*—
intensityfloat—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

shakeName: REINFORCED_LASSO_STRUGGLE_SHAKE
_RES*

Usage

Lua
RestartGameplayCamShakeWithName(shakeName, intensity)

-- always works, by hash
Citizen.InvokeNative(0xC3E9E5D4F413B773, shakeName, intensity)
JavaScript and C#
JavaScript
RestartGameplayCamShakeWithName(shakeName, intensity);

// by hash
Citizen.invokeNative('0xC3E9E5D4F413B773', shakeName, intensity + 0.0000001);
C#
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. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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