RedM Natives

_SET_ANIMAL_PELT_TEXTURE

Sets the texture variant used by an animal pelt entity.

Hash0xDD03FC2089AD093C
Runtime nameSetAnimalPeltTexture
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_ENTITY_PELT_TEXTURE

Signature

void _SET_ANIMAL_PELT_TEXTURE(Entity entity, Hash peltAsset, Hash albedoHash, int p3);

Parameters

NameTypeDescription
entityEntity—
peltAssetHash—
albedoHashHash—
p3int—

Returns void

Description

alloc8or RDR3 NativeDB

Sets the texture variant used by an animal pelt entity.
Observed usage calls this on a pelt entity after the required TXD resources are streamed.
peltAsset identifies the base pelt asset, such as joaat("PROVISION_WOLF_FUR"), while albedoHash appears to select the visual texture/albedo variant.

VORPCORE RDR3natives

Set the pelt texture to the entity, by albedo hash and inventory item hash
Examples: object: P_CS_PELT_MEDLARGE albedo: a_c_boar_01_head_000_c0_000_ab, inventoryItem: PROVISION_BOAR_HIDE_POOR

Usage

Lua
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3)

-- always works, by hash
Citizen.InvokeNative(0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3)
JavaScript and C#
JavaScript
SetAnimalPeltTexture(entity, peltAsset, albedoHash, p3);

// by hash
Citizen.invokeNative('0xDD03FC2089AD093C', entity, peltAsset, albedoHash, p3);
C#
Function.Call((Hash)0xDD03FC2089AD093C, entity, peltAsset, albedoHash, p3);
  • 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 · VORPCORE RDR3natives

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