RedM Natives

_NETWORK_DEBUG_REQUEST_ENTITY_POSITION

Must be called from a background script, otherwise it will do nothing.

Hash0xFA38B52F91B59075
Runtime nameNetworkDebugRequestEntityPosition
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

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

Signature

void _NETWORK_DEBUG_REQUEST_ENTITY_POSITION(Any* p0);

Parameters

NameTypeDescription
p0Any*—

Returns void

Description

Must be called from a background script, otherwise it will do nothing.

Usage

Lua
local p0 = NetworkDebugRequestEntityPosition(p0)

-- always works, by hash
local p0 = Citizen.InvokeNative(0xFA38B52F91B59075, Citizen.PointerValueIntInitialized(p0))
JavaScript and C#
JavaScript
const p0 = NetworkDebugRequestEntityPosition(p0);

// by hash
const p0 = Citizen.invokeNative('0xFA38B52F91B59075', Citizen.pointerValueIntInitialized(p0));
C#
var p0 = new OutputArgument();
Function.Call((Hash)0xFA38B52F91B59075, 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.
  • 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

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