RedM Natives

_SET_FOW_UPDATE_PLAYER_OVERRIDE

Used for GUARMA MODE; Enabled: toggle = false, 0; Disabled: toggle = true, 0 Hash p1 seems to be unused, always 0

Hash0x63E7279D04160477
Runtime nameSetFowUpdatePlayerOverride
NamespaceMAP
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_FOW_UPDATE_PLAYER_OVERRIDE(BOOL toggle, Hash p1);

Parameters

NameTypeDescription
toggleBOOL—
p1Hash—

Returns void

Description

alloc8or RDR3 NativeDB

Used for GUARMA MODE; Enabled: toggle = false, 0; Disabled: toggle = true, 0
Hash p1 seems to be unused, always 0

femga rdr3_discoveries · research notes

-- 0x74E2261D2A66849A
-- 0x63E7279D04160477

Citizen.InvokeNative(0x74E2261D2A66849A, not guarma)
Citizen.InvokeNative(0x63E7279D04160477, guarma)

-- This snippet sets the world in guarma / world mode (only lights/skybox?)

c

Usage

Lua
SetFowUpdatePlayerOverride(toggle, p1)

-- always works, by hash
Citizen.InvokeNative(0x63E7279D04160477, toggle, p1)
JavaScript and C#
JavaScript
SetFowUpdatePlayerOverride(toggle, p1);

// by hash
Citizen.invokeNative('0x63E7279D04160477', toggle, p1);
C#
Function.Call((Hash)0x63E7279D04160477, toggle, p1);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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 · femga rdr3_discoveries

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