RedM Natives

_ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY

Hash0x958DEBD9353C0935
Runtime nameAddEntityToEntityMaskWithIntensity
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _ADD_ENTITY_TO_ENTITY_MASK_WITH_INTENSITY(Entity entity, int mask, float intensity);

Parameters

NameTypeDescription
entityEntity—
maskint—
intensityfloat—

Returns void

Usage

Lua
AddEntityToEntityMaskWithIntensity(entity, mask, intensity)

-- always works, by hash
Citizen.InvokeNative(0x958DEBD9353C0935, entity, mask, intensity)
JavaScript and C#
JavaScript
AddEntityToEntityMaskWithIntensity(entity, mask, intensity);

// by hash
Citizen.invokeNative('0x958DEBD9353C0935', entity, mask, intensity + 0.0000001);
C#
Function.Call((Hash)0x958DEBD9353C0935, entity, mask, intensity);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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

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