_SET_MASK_OVERLAY
Applies a 2D fullscreen mask/overlay component to the screen.
Hash
0x21F00E08CBB5F37BRuntime name
SetMaskOverlayNamespaceGRAPHICS
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_MASK_OVERLAY(const char* maskName);Parameters
| Name | Type | Description |
|---|---|---|
maskName | const char* | — |
Returns void
Description
Applies a 2D fullscreen mask/overlay component to the screen.
Used in cutscenes or scripts when the player/ped looks through binoculars, scopes, or cameras.
Example component: COMPONENT_BINOCULARS_SCOPE01.
Clear with _RESET_MASK_OVERLAY.
Params: COMPONENT_BINOCULARS_SCOPE01
Usage
SetMaskOverlay(maskName)
-- always works, by hash
Citizen.InvokeNative(0x21F00E08CBB5F37B, maskName)JavaScript and C#
SetMaskOverlay(maskName);
// by hash
Citizen.invokeNative('0x21F00E08CBB5F37B', maskName);Function.Call((Hash)0x21F00E08CBB5F37B, maskName);- 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
_RESET_MASK_OVERLAYClears/removes the 2D fullscreen mask overlay currently applied with _SET_MASK_OVERLAY.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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