RedM Natives

_SET_ENTITY_CARCASS_TYPE

Changes type and quality of skins type hashes:

Hash0x399657ED871B3A6C
Runtime nameSetEntityCarcassType
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ENTITY_CARCASS_TYPE(Entity entity, Hash type);

Parameters

NameTypeDescription
entityEntity—
typeHash—

Returns void

Description

Changes type and quality of skins
type hashes: https://pastebin.com/C1WvQjCy

Usage

Lua
SetEntityCarcassType(entity, type)

-- always works, by hash
Citizen.InvokeNative(0x399657ED871B3A6C, entity, type)
JavaScript and C#
JavaScript
SetEntityCarcassType(entity, type);

// by hash
Citizen.invokeNative('0x399657ED871B3A6C', entity, type);
C#
Function.Call((Hash)0x399657ED871B3A6C, entity, type);
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.