RedM Natives

_GET_COLLISION_INTENSITY

Returns the collision intensity currently registered on the specified entity.

Hash0x6D58167F62238284
Runtime nameGetCollisionIntensity
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

float _GET_COLLISION_INTENSITY(Entity entity);

Parameters

NameTypeDescription
entityEntity—

Returns float

Description

Returns the collision intensity currently registered on the specified entity.
Used after HAS_ENTITY_COLLIDED_WITH_ANYTHING to measure how strong the impact was. Higher values indicate a stronger collision/impact.

Usage

Lua
local retval = GetCollisionIntensity(entity)

-- always works, by hash
local retval = Citizen.InvokeNative(0x6D58167F62238284, entity, Citizen.ResultAsFloat())
JavaScript and C#
JavaScript
const retval = GetCollisionIntensity(entity);

// by hash
const retval = Citizen.invokeNative('0x6D58167F62238284', entity, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
C#
float retval = Function.Call<float>((Hash)0x6D58167F62238284, entity);
  • 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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