_GET_ENTITY_COLLISION_INTENSITY
Returns a collision impact/intensity value between two entities.
0xDFC2B226D56D85F6GetEntityCollisionIntensitySignature
float _GET_ENTITY_COLLISION_INTENSITY(Entity entity1, Entity entity2);Parameters
| Name | Type | Description |
|---|---|---|
entity1 | Entity | — |
entity2 | Entity | — |
Returns float
Description
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.
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
local retval = GetEntityCollisionIntensity(entity1, entity2)
-- always works, by hash
local retval = Citizen.InvokeNative(0xDFC2B226D56D85F6, entity1, entity2, Citizen.ResultAsFloat())JavaScript and C#
const retval = GetEntityCollisionIntensity(entity1, entity2);
// by hash
const retval = Citizen.invokeNative('0xDFC2B226D56D85F6', entity1, entity2, Citizen.returnResultAnyway(), Citizen.resultAsFloat());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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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