RedM Natives

_ANIMPOSTFX_SET_STRENGTH

must be called after ANIMPOSTFX_PLAY, strength 0.0f - 1.0f

Hash0xCAB4DD2D5B2B7246
Runtime nameAnimpostfxSetStrength
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _ANIMPOSTFX_SET_STRENGTH(const char* effectName, float strength);

Parameters

NameTypeDescription
effectNameconst char*—
strengthfloat—

Returns void

Description

must be called after ANIMPOSTFX_PLAY, strength 0.0f - 1.0f

Usage

Lua
AnimpostfxSetStrength(effectName, strength)

-- always works, by hash
Citizen.InvokeNative(0xCAB4DD2D5B2B7246, effectName, strength)
JavaScript and C#
JavaScript
AnimpostfxSetStrength(effectName, strength);

// by hash
Citizen.invokeNative('0xCAB4DD2D5B2B7246', effectName, strength + 0.0000001);
C#
Function.Call((Hash)0xCAB4DD2D5B2B7246, effectName, strength);
  • 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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