RedM Natives

_0xCBFB4951F2E3934C

Hash0xCBFB4951F2E3934C
Runtime nameN_0xcbfb4951f2e3934c
NamespaceLAW
SideClient
NameHash only
Docs
Since build1207

Signature

void _0xCBFB4951F2E3934C(Player player, Any* data);

Parameters

NameTypeDescription
playerPlayer—
dataAny*—

Returns void

Usage

Lua
local data = N_0xcbfb4951f2e3934c(player, data)

-- always works, by hash
local data = Citizen.InvokeNative(0xCBFB4951F2E3934C, player, Citizen.PointerValueIntInitialized(data))
JavaScript and C#
JavaScript
const data = N_0xcbfb4951f2e3934c(player, data);

// by hash
const data = Citizen.invokeNative('0xCBFB4951F2E3934C', player, Citizen.pointerValueIntInitialized(data));
C#
var data = new OutputArgument();
Function.Call((Hash)0xCBFB4951F2E3934C, player, data);
// data.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • This native has no known name, so the runtime exposes it only as N_0xcbfb4951f2e3934c (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.