RedM Natives

STOP_ENTITY_ANIM

Doesn't actually return anything.

Hash0x786591D986DE9159
Runtime nameStopEntityAnim
NamespaceENTITY
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0x28004F88151E03E0

Signature

BOOL STOP_ENTITY_ANIM(Entity entity, const char* animation, const char* animGroup, float p3);

Parameters

NameTypeDescription
entityEntity—
animationconst char*—
animGroupconst char*—
p3float—

Returns BOOL

Description

Doesn't actually return anything.

Usage

Lua
local retval = StopEntityAnim(entity, animation, animGroup, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0x786591D986DE9159, entity, animation, animGroup, p3, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = StopEntityAnim(entity, animation, animGroup, p3);

// by hash
const retval = Citizen.invokeNative('0x786591D986DE9159', entity, animation, animGroup, p3 + 0.0000001, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x786591D986DE9159, entity, animation, animGroup, p3);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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