RedM Natives

_IS_TEXTURE_IN_DICT

Hash0xA2A51869BDED733B
Runtime nameIsTextureInDict
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _IS_TEXTURE_IN_DICT(Hash txdHash, Hash dict);

Parameters

NameTypeDescription
txdHashHash—
dictHash—

Returns BOOL

Usage

Lua
local retval = IsTextureInDict(txdHash, dict)

-- always works, by hash
local retval = Citizen.InvokeNative(0xA2A51869BDED733B, txdHash, dict, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = IsTextureInDict(txdHash, dict);

// by hash
const retval = Citizen.invokeNative('0xA2A51869BDED733B', txdHash, dict, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xA2A51869BDED733B, txdHash, dict);
  • 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`.
  • 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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