RedM Natives

_CLEAR_BLIP

Clears blip data, must be called before REMOVE_BLIP.

Hash0x01B928CA2E198B01
Runtime nameClearBlip
NamespaceMAP
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _CLEAR_BLIP(Blip blip);

Parameters

NameTypeDescription
blipBlip—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Clears blip data, must be called before REMOVE_BLIP.
Blips seem to be handled via databinding internally, this function should then allow you to clear blip container and therefore free up memory.

VORPCORE RDR3natives

Clear blip data. It must be used before RemoveBlip I'm pretty sure that blips are handled internally with databinding. This function should then allow you to clear blip container and therefore free up memory?.

Usage

Lua
local retval = ClearBlip(blip)

-- always works, by hash
local retval = Citizen.InvokeNative(0x01B928CA2E198B01, blip, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = ClearBlip(blip);

// by hash
const retval = Citizen.invokeNative('0x01B928CA2E198B01', blip, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x01B928CA2E198B01, blip);
  • 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 · VORPCORE RDR3natives

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