_GET_ENTITY_PROOFS
Old name: _GET_ENTITY_PROOFS
Hash
0x6CF0DAD7FA1088EARuntime name
GetEntityProofsNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
GET_ENTITY_PROOFSSignature
int _GET_ENTITY_PROOFS(Entity entity);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
Returns int
Description
Note: this native was removed in 1232 but added back in 1311
Note: this native was removed in 1232 but added back in 1311
Old name: _GET_ENTITY_PROOFS
Usage
local retval = GetEntityProofs(entity)
-- always works, by hash
local retval = Citizen.InvokeNative(0x6CF0DAD7FA1088EA, entity, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetEntityProofs(entity);
// by hash
const retval = Citizen.invokeNative('0x6CF0DAD7FA1088EA', entity, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0x6CF0DAD7FA1088EA, entity);- 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.
See also
SET_ENTITY_PROOFSBOOL p2: handles an additional special proofs flag, so it simply indicates whether it should be enabled or disabled, not sure what exactly it proofs the entity from though
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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