_SET_ENTITY_ANIM_SPEED
Hash
0xEAA885BA3CEA4E4ARuntime name
SetEntityAnimSpeedNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_ENTITY_ANIM_SPEED(Entity entity, const char* animDict, const char* animName, float speedMultiplier);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
animDict | const char* | — |
animName | const char* | — |
speedMultiplier | float | — |
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
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier)
-- always works, by hash
Citizen.InvokeNative(0xEAA885BA3CEA4E4A, entity, animDict, animName, speedMultiplier)JavaScript and C#
SetEntityAnimSpeed(entity, animDict, animName, speedMultiplier);
// by hash
Citizen.invokeNative('0xEAA885BA3CEA4E4A', entity, animDict, animName, speedMultiplier + 0.0000001);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. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith 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.