_GET_ENTITY_ALBEDO
Gets the albedo/material variant hash currently associated with the specified entity.
0x120376C23F019C6CGetEntityAlbedoSignature
BOOL _GET_ENTITY_ALBEDO(Entity entity, Hash* albedoHash);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
albedoHash | Hash* | — |
Returns BOOL
Description
Gets the albedo/material variant hash currently associated with the specified entity.
Writes the current albedo hash to albedoHash and returns whether the entity already has a valid albedo/material entry assigned.
If this returns false, scripts can fall back to resolving texture dictionaries/material data and applying a replacement.
returns the albedo hash by carriable hash, use Citizen.pointerValueInt() as last parameter
this native writes an albedo-related hash to the output pointer and returns whether the entity already has a valid albedo/material entry assigned if not it loads it and applies it using 0xDD03FC2089AD093C
Usage
local retval, albedoHash = GetEntityAlbedo(entity, albedoHash)
-- always works, by hash
local retval, albedoHash = Citizen.InvokeNative(0x120376C23F019C6C, entity, Citizen.PointerValueIntInitialized(albedoHash), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, albedoHash] = GetEntityAlbedo(entity, albedoHash);
// by hash
const [retval, albedoHash] = Citizen.invokeNative('0x120376C23F019C6C', entity, Citizen.pointerValueIntInitialized(albedoHash), Citizen.returnResultAnyway());var albedoHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x120376C23F019C6C, entity, albedoHash);
// albedoHash.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
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.