RedM Natives

HAS_ENTITY_CLEAR_LOS_TO_COORD

Hash0x0C9DBF48C6BA6E4C
Runtime nameHasEntityClearLosToCoord
NamespaceENTITY
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL HAS_ENTITY_CLEAR_LOS_TO_COORD(Entity entity, float x, float y, float z, int flags);

Parameters

NameTypeDescription
entityEntity—
xfloat—
yfloat—
zfloat—
flagsint—

Returns BOOL

Usage

Lua
local retval = HasEntityClearLosToCoord(entity, x, y, z, flags)

-- always works, by hash
local retval = Citizen.InvokeNative(0x0C9DBF48C6BA6E4C, entity, x, y, z, flags, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = HasEntityClearLosToCoord(entity, x, y, z, flags);

// by hash
const retval = Citizen.invokeNative('0x0C9DBF48C6BA6E4C', entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, flags, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x0C9DBF48C6BA6E4C, entity, x, y, z, flags);
  • 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.

Sources

alloc8or RDR3 NativeDB

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