RedM Natives

_DRAW_MARKER

Old name: _DRAW_MARKER

Hash0x2A32FAA57B937173
Runtime nameDrawMarker
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207
Also known asDRAW_MARKER

Signature

void _DRAW_MARKER(Hash type, float posX, float posY, float posZ, float dirX, float dirY, float dirZ, float rotX, float rotY, float rotZ, float scaleX, float scaleY, float scaleZ, int red, int green, int blue, int alpha, BOOL bobUpAndDown, BOOL faceCamera, int p19, BOOL rotate, const char* textureDict, const char* textureName, BOOL drawOnEnts);

Parameters

NameTypeDescription
typeHash—
posXfloat—
posYfloat—
posZfloat—
dirXfloat—
dirYfloat—
dirZfloat—
rotXfloat—
rotYfloat—
rotZfloat—
scaleXfloat—
scaleYfloat—
scaleZfloat—
redint—
greenint—
blueint—
alphaint—
bobUpAndDownBOOL—
faceCameraBOOL—
p19int—
rotateBOOL—
textureDictconst char*—
textureNameconst char*—
drawOnEntsBOOL—

Returns void

Description

alloc8or RDR3 NativeDB

https://github.com/femga/rdr3_discoveries/blob/master/graphics/markers/marker_types.lua

VORPCORE RDR3natives

https://github.com/femga/rdr3_discoveries/blob/master/graphics/markers/marker_types.lua
Old name: _DRAW_MARKER

Usage

Lua
DrawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)

-- always works, by hash
Citizen.InvokeNative(0x2A32FAA57B937173, type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts)
JavaScript and C#
JavaScript
DrawMarker(type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);

// by hash
Citizen.invokeNative('0x2A32FAA57B937173', type, posX + 0.0000001, posY + 0.0000001, posZ + 0.0000001, dirX + 0.0000001, dirY + 0.0000001, dirZ + 0.0000001, rotX + 0.0000001, rotY + 0.0000001, rotZ + 0.0000001, scaleX + 0.0000001, scaleY + 0.0000001, scaleZ + 0.0000001, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);
C#
Function.Call((Hash)0x2A32FAA57B937173, type, posX, posY, posZ, dirX, dirY, dirZ, rotX, rotY, rotZ, scaleX, scaleY, scaleZ, red, green, blue, alpha, bobUpAndDown, faceCamera, p19, rotate, textureDict, textureName, drawOnEnts);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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 · VORPCORE RDR3natives

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