RedM Natives

_DELETE_ENTITY_2

Must be called from a background script, otherwise it will do nothing.

Hash0x5E94EA09E7207C16
Runtime nameDeleteEntity_2
NamespaceENTITY
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

NameTypeDescription
entityEntity*—

Returns void

Description

Must be called from a background script, otherwise it will do nothing.

Usage

Lua
local entity = DeleteEntity_2(entity)

-- always works, by hash
local entity = Citizen.InvokeNative(0x5E94EA09E7207C16, Citizen.PointerValueIntInitialized(entity))
JavaScript and C#
JavaScript
const entity = DeleteEntity_2(entity);

// by hash
const entity = Citizen.invokeNative('0x5E94EA09E7207C16', Citizen.pointerValueIntInitialized(entity));
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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