RedM Natives

_GET_ENTITY_MASK_LAYERS

Hash0xE8A8378BF651079C
Runtime nameGetEntityMaskLayers
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_ENTITY_MASK_LAYERS(Entity entity, float* layer0, float* layer1, float* layer2, float* layer3);

Parameters

NameTypeDescription
entityEntity—
layer0float*—
layer1float*—
layer2float*—
layer3float*—

Returns BOOL

Usage

Lua
local retval, layer0, layer1, layer2, layer3 = GetEntityMaskLayers(entity)

-- always works, by hash
local retval, layer0, layer1, layer2, layer3 = Citizen.InvokeNative(0xE8A8378BF651079C, entity, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, layer0, layer1, layer2, layer3] = GetEntityMaskLayers(entity);

// by hash
const [retval, layer0, layer1, layer2, layer3] = Citizen.invokeNative('0xE8A8378BF651079C', entity, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.returnResultAnyway());
C#
var layer0 = new OutputArgument();
var layer1 = new OutputArgument();
var layer2 = new OutputArgument();
var layer3 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE8A8378BF651079C, entity, layer0, layer1, layer2, layer3);
// layer0.GetResult<float>()
// layer1.GetResult<float>()
// layer2.GetResult<float>()
// layer3.GetResult<float>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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