RedM Natives

_GET_LOOTING_EVENT_HAS_FIRED

Event names in the scripts: MGBegin, MGEnd, ReadyForCut

Hash0xF9B91C5129EABC08
Runtime nameGetLootingEventHasFired
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_LOOTING_EVENT_HAS_FIRED(Ped ped, const char* eventName);

Parameters

NameTypeDescription
pedPed—
eventNameconst char*—

Returns BOOL

Description

Event names in the scripts: MGBegin, MGEnd, ReadyForCut

Usage

Lua
local retval = GetLootingEventHasFired(ped, eventName)

-- always works, by hash
local retval = Citizen.InvokeNative(0xF9B91C5129EABC08, ped, eventName, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = GetLootingEventHasFired(ped, eventName);

// by hash
const retval = Citizen.invokeNative('0xF9B91C5129EABC08', ped, eventName, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xF9B91C5129EABC08, ped, eventName);
  • 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

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