RedM Natives

_MISSIONDATA_SET_REPLAY_STATE_LOCKED

Hash0xE4E2C581F127A11C
Runtime nameMissiondataSetReplayStateLocked
NamespaceMISSIONDATA
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _MISSIONDATA_SET_REPLAY_STATE_LOCKED(Hash missionId, int replayState);

Parameters

NameTypeDescription
missionIdHash—
replayStateint—

Returns void

Description

Usage

Lua
MissiondataSetReplayStateLocked(missionId, replayState)

-- always works, by hash
Citizen.InvokeNative(0xE4E2C581F127A11C, missionId, replayState)
JavaScript and C#
JavaScript
MissiondataSetReplayStateLocked(missionId, replayState);

// by hash
Citizen.invokeNative('0xE4E2C581F127A11C', missionId, replayState);
C#
Function.Call((Hash)0xE4E2C581F127A11C, missionId, replayState);
  • 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

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