_DELETE_ENTITY_2
Must be called from a background script, otherwise it will do nothing.
Hash
0x5E94EA09E7207C16Runtime name
DeleteEntity_2NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Not called by the game's own scripts — behaviour may be incomplete.
Signature
void _DELETE_ENTITY_2(Entity* entity);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity* | — |
Returns void
Description
Must be called from a background script, otherwise it will do nothing.
Usage
local entity = DeleteEntity_2(entity)
-- always works, by hash
local entity = Citizen.InvokeNative(0x5E94EA09E7207C16, Citizen.PointerValueIntInitialized(entity))JavaScript and C#
const entity = DeleteEntity_2(entity);
// by hash
const entity = Citizen.invokeNative('0x5E94EA09E7207C16', Citizen.pointerValueIntInitialized(entity));var entity = new OutputArgument();
Function.Call((Hash)0x5E94EA09E7207C16, entity);
// entity.GetResult<int>()- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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
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