RedM Natives

_SET_ENTITY_AURA

Used for script function RPG_GLOBAL_STATS__PRIVATE__ACTIVATE_STAT_FLAG - Quite and Inspiration Aura equip

Hash0x249CD6B7285536F2
Runtime nameSetEntityAura
NamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ENTITY_AURA(float p0, float p1, float p2);

Parameters

NameTypeDescription
p0float—
p1float—
p2float—

Returns void

Description

Used for script function RPG_GLOBAL_STATS__PRIVATE__ACTIVATE_STAT_FLAG - Quite and Inspiration Aura equip
Params: 0f, 2f, 2f

Usage

Lua
SetEntityAura(p0, p1, p2)

-- always works, by hash
Citizen.InvokeNative(0x249CD6B7285536F2, p0, p1, p2)
JavaScript and C#
JavaScript
SetEntityAura(p0, p1, p2);

// by hash
Citizen.invokeNative('0x249CD6B7285536F2', p0 + 0.0000001, p1 + 0.0000001, p2 + 0.0000001);
C#
Function.Call((Hash)0x249CD6B7285536F2, p0, p1, p2);
  • 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.

See also

Sources

alloc8or RDR3 NativeDB

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