RedM Natives

_GET_ENTITY_BY_DOORHASH

Hash0xF7424890E4A094C0
Runtime nameGetEntityByDoorhash
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

Entity _GET_ENTITY_BY_DOORHASH(Hash doorHash, int p1);

Parameters

NameTypeDescription
doorHashHash—
p1int—

Returns Entity

Description

alloc8or RDR3 NativeDB

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

Lua
local retval = GetEntityByDoorhash(doorHash, p1)

-- always works, by hash
local retval = Citizen.InvokeNative(0xF7424890E4A094C0, doorHash, p1, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetEntityByDoorhash(doorHash, p1);

// by hash
const retval = Citizen.invokeNative('0xF7424890E4A094C0', doorHash, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xF7424890E4A094C0, doorHash, p1);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · femga rdr3_discoveries

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.