RedM Natives

_SET_ENTITY_ANIM_SPEED

Hash0xEAA885BA3CEA4E4A
Runtime nameSetEntityAnimSpeed
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ENTITY_ANIM_SPEED(Entity entity, const char* animDict, const char* animName, float speedMultiplier);

Parameters

NameTypeDescription
entityEntity—
animDictconst char*—
animNameconst char*—
speedMultiplierfloat—

Returns void

Description

femga rdr3_discoveries · research notes

// 0xEAA885BA3CEA4E4A		(By Disquse)
void _SET_ENTITY_ANIM_SPEED(Entity entity, char* animDict, char* animName, float speedMultiplier);

Usage

Lua
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier)

-- always works, by hash
Citizen.InvokeNative(0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier)
JavaScript and C#
JavaScript
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier);

// by hash
Citizen.invokeNative('0xEAA885BA3CEA4E4A', entity, animDict, animName, speedMultiplier + 0.0000001);
C#
Function.Call((Hash)0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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.