RedM Natives

_GET_ENTITY_COLLISION_INTENSITY

Returns a collision impact/intensity value between two entities.

Hash0xDFC2B226D56D85F6
Runtime nameGetEntityCollisionIntensity
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

float _GET_ENTITY_COLLISION_INTENSITY(Entity entity1, Entity entity2);

Parameters

NameTypeDescription
entity1Entity—
entity2Entity—

Returns float

Description

alloc8or RDR3 NativeDB

Returns a collision impact/intensity value between two entities.

Notes:
- Observed usage treats values above roughly 500.0 as a hard hit that can trigger ragdoll behavior when one entity hits another.
- This is not a simple distance check; the value behaves more like impact force or collision strength.
- Useful for detecting hard hits between vehicles, peds, objects, etc.

VORPCORE RDR3natives

Returns a float that appears to represent the collision impact intensity between two entities.

Based on observed usage, this value becomes large when entity1 hits entity2 with enough force. In the example below, if the returned value is greater than 500.0f, the first entity is moving, the second entity is nearly stationary, and the second entity is not already ragdolled, then SET_PED_TO_RAGDOLL is triggered.

Usage

Lua
local retval = GetEntityCollisionIntensity(entity1, entity2)

-- always works, by hash
local retval = Citizen.InvokeNative(0xDFC2B226D56D85F6, entity1, entity2, Citizen.ResultAsFloat())
JavaScript and C#
JavaScript
const retval = GetEntityCollisionIntensity(entity1, entity2);

// by hash
const retval = Citizen.invokeNative('0xDFC2B226D56D85F6', entity1, entity2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
C#
float retval = Function.Call<float>((Hash)0xDFC2B226D56D85F6, entity1, entity2);
  • 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 · VORPCORE RDR3natives

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