RedM Natives

_0xB958D97A0DFAA0C2

ANIMPOSTFX_*

Hash0xB958D97A0DFAA0C2
Runtime nameN_0xb958d97a0dfaa0c2
NamespaceGRAPHICS
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0xB958D97A0DFAA0C2(const char* effectName);

Parameters

NameTypeDescription
effectNameconst char*—

Returns BOOL

Description

ANIMPOSTFX_*

Usage

Lua
local retval = N_0xb958d97a0dfaa0c2(effectName)

-- always works, by hash
local retval = Citizen.InvokeNative(0xB958D97A0DFAA0C2, effectName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0xb958d97a0dfaa0c2(effectName);

// by hash
const retval = Citizen.invokeNative('0xB958D97A0DFAA0C2', effectName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xB958D97A0DFAA0C2, effectName);
  • This native has no known name, so the runtime exposes it only as N_0xb958d97a0dfaa0c2 (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.