RedM Natives

_0xA6F1BAABFF6AD7B9

Hash0xA6F1BAABFF6AD7B9
Runtime nameN_0xa6f1baabff6ad7b9
NamespaceNETWORK
SideClient
NameHash only
Docs
Since build1207

Signature

void _0xA6F1BAABFF6AD7B9(Any* p0);

Parameters

NameTypeDescription
p0Any*—

Returns void

Usage

Lua
local p0 = N_0xa6f1baabff6ad7b9(p0)

-- always works, by hash
local p0 = Citizen.InvokeNative(0xA6F1BAABFF6AD7B9, Citizen.PointerValueIntInitialized(p0))
JavaScript and C#
JavaScript
const p0 = N_0xa6f1baabff6ad7b9(p0);

// by hash
const p0 = Citizen.invokeNative('0xA6F1BAABFF6AD7B9', Citizen.pointerValueIntInitialized(p0));
C#
var p0 = new OutputArgument();
Function.Call((Hash)0xA6F1BAABFF6AD7B9, p0);
// p0.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_0xa6f1baabff6ad7b9 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.