_SET_ENTITY_DISABLE_FIRE
Disables or re-enables the visible fire/flame effect on a burning entity.
Hash
0x56E0735D6273B227Runtime name
SetEntityDisableFireNamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_SET_ENTITY_DISABLE_FLAMESignature
void _SET_ENTITY_DISABLE_FIRE(Entity entity, BOOL toggle);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
toggle | BOOL | — |
Returns void
Description
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.
disables the flames only of fires like campfires
Usage
SetEntityDisableFire(entity, toggle)
-- always works, by hash
Citizen.InvokeNative(0x56E0735D6273B227, entity, toggle)JavaScript and C#
SetEntityDisableFire(entity, toggle);
// by hash
Citizen.invokeNative('0x56E0735D6273B227', entity, toggle);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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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