RedM Natives

_0x75FC34A2BA345BD1

Hash0x75FC34A2BA345BD1
Runtime nameN_0x75fc34a2ba345bd1
NamespaceNETWORK
SideClient
NameHash only
Docs
Since build1207

Not called by the game's own scripts — behaviour may be incomplete.

Signature

BOOL _0x75FC34A2BA345BD1(Entity entity, Player player, Any* p2);

Parameters

NameTypeDescription
entityEntity—
playerPlayer—
p2Any*—

Returns BOOL

Usage

Lua
local retval, p2 = N_0x75fc34a2ba345bd1(entity, player, p2)

-- always works, by hash
local retval, p2 = Citizen.InvokeNative(0x75FC34A2BA345BD1, entity, player, Citizen.PointerValueIntInitialized(p2), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, p2] = N_0x75fc34a2ba345bd1(entity, player, p2);

// by hash
const [retval, p2] = Citizen.invokeNative('0x75FC34A2BA345BD1', entity, player, Citizen.pointerValueIntInitialized(p2), Citizen.returnResultAnyway());
C#
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x75FC34A2BA345BD1, entity, player, p2);
// p2.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • This native has no known name, so the runtime exposes it only as N_0x75fc34a2ba345bd1 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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