_GET_ENTITY_BY_DOORHASH
Hash
0xF7424890E4A094C0Runtime name
GetEntityByDoorhashNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
Entity _GET_ENTITY_BY_DOORHASH(Hash doorHash, int p1);Parameters
| Name | Type | Description |
|---|---|---|
doorHash | Hash | — |
p1 | int | — |
Returns Entity
Description
Params: p1 = 0 in R* Scripts (GET_DOOR_ENTITY_FROM_ID)
https://github.com/femga/rdr3_discoveries/blob/master/doorHashes/doorhashes.lua
femga rdr3_discoveries · research notes
// 0xF7424890E4A094C0
_GET_ENTITY_FROM_DOORHASH(doorhash,0)
-------------------------------------------------------------------Usage
local retval = GetEntityByDoorhash(doorHash, p1)
-- always works, by hash
local retval = Citizen.InvokeNative(0xF7424890E4A094C0, doorHash, p1, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetEntityByDoorhash(doorHash, p1);
// by hash
const retval = Citizen.invokeNative('0xF7424890E4A094C0', doorHash, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0xF7424890E4A094C0, doorHash, p1);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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 · femga rdr3_discoveries
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