RedM Natives

_0x26DD2FB0A88CC412

effectName2, p2 and p3 are unused ANIMPOSTFX_*

Hash0x26DD2FB0A88CC412
Runtime nameN_0x26dd2fb0a88cc412
NamespaceGRAPHICS
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x26DD2FB0A88CC412(const char* effectName, const char* effectName2, Any p2, Any p3);

Parameters

NameTypeDescription
effectNameconst char*—
effectName2const char*—
p2Any—
p3Any—

Returns void

Description

effectName2, p2 and p3 are unused

ANIMPOSTFX_*

Usage

Lua
N_0x26dd2fb0a88cc412(effectName, effectName2, p2, p3)

-- always works, by hash
Citizen.InvokeNative(0x26DD2FB0A88CC412, effectName, effectName2, p2, p3)
JavaScript and C#
JavaScript
N_0x26dd2fb0a88cc412(effectName, effectName2, p2, p3);

// by hash
Citizen.invokeNative('0x26DD2FB0A88CC412', effectName, effectName2, p2, p3);
C#
Function.Call((Hash)0x26DD2FB0A88CC412, effectName, effectName2, p2, p3);
  • This native has no known name, so the runtime exposes it only as N_0x26dd2fb0a88cc412 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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