_SET_ENTITY_MASK_LAYERS
Hash
0xE92012611461A42ARuntime name
SetEntityMaskLayersNamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_ENTITY_MASK_LAYERS(Entity entity, float* layer0, float* layer1, float* layer2, float* layer3);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
layer0 | float* | — |
layer1 | float* | — |
layer2 | float* | — |
layer3 | float* | — |
Returns void
Usage
local layer0, layer1, layer2, layer3 = SetEntityMaskLayers(entity)
-- always works, by hash
local layer0, layer1, layer2, layer3 = Citizen.InvokeNative(0xE92012611461A42A, entity, Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat(), Citizen.PointerValueFloat())JavaScript and C#
const [layer0, layer1, layer2, layer3] = SetEntityMaskLayers(entity);
// by hash
const [layer0, layer1, layer2, layer3] = Citizen.invokeNative('0xE92012611461A42A', entity, Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat(), Citizen.pointerValueFloat());var layer0 = new OutputArgument();
var layer1 = new OutputArgument();
var layer2 = new OutputArgument();
var layer3 = new OutputArgument();
Function.Call((Hash)0xE92012611461A42A, 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
InvokeNativewith the hash — it always works.
See also
Sources
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