RedM Natives

_SET_ENTITY_DISABLE_FIRE

Disables or re-enables the visible fire/flame effect on a burning entity.

Hash0x56E0735D6273B227
Runtime nameSetEntityDisableFire
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_SET_ENTITY_DISABLE_FLAME

Signature

void _SET_ENTITY_DISABLE_FIRE(Entity entity, BOOL toggle);

Parameters

NameTypeDescription
entityEntity—
toggleBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

Disables or re-enables the visible fire/flame effect on a burning entity.

Notes:
- Only affects the visible fire effect.
- Does not extinguish the fire itself.
- Does not affect the light emitted by the fire.
- The entity may still technically remain on fire while the flame effect is hidden.
- Often used with OBJECT::_SET_OBJECT_BURN_OPACITY(entity, 0.0f) to further suppress burn visuals.

VORPCORE RDR3natives

disables the flames only of fires like campfires

Usage

Lua
SetEntityDisableFire(entity, toggle)

-- always works, by hash
Citizen.InvokeNative(0x56E0735D6273B227, entity, toggle)
JavaScript and C#
JavaScript
SetEntityDisableFire(entity, toggle);

// by hash
Citizen.invokeNative('0x56E0735D6273B227', entity, toggle);
C#
Function.Call((Hash)0x56E0735D6273B227, entity, toggle);
  • 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

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