_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
Hash
0x63E7279D04160477Runtime name
SetFowUpdatePlayerOverrideNamespaceMAP
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_FOW_UPDATE_PLAYER_OVERRIDE(BOOL toggle, Hash p1);Parameters
| Name | Type | Description |
|---|---|---|
toggle | BOOL | — |
p1 | Hash | — |
Returns void
Description
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?)
cUsage
SetFowUpdatePlayerOverride(toggle, p1)
-- always works, by hash
Citizen.InvokeNative(0x63E7279D04160477, toggle, p1)JavaScript and C#
SetFowUpdatePlayerOverride(toggle, p1);
// by hash
Citizen.invokeNative('0x63E7279D04160477', toggle, p1);Function.Call((Hash)0x63E7279D04160477, toggle, p1);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · femga rdr3_discoveries
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