_NETWORK_DEBUG_REQUEST_ENTITY_POSITION
Must be called from a background script, otherwise it will do nothing.
Hash
0xFA38B52F91B59075Runtime name
NetworkDebugRequestEntityPositionNamespaceNETWORK
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
| Name | Type | Description |
|---|---|---|
p0 | Any* | — |
Returns void
Description
Must be called from a background script, otherwise it will do nothing.
Usage
local p0 = NetworkDebugRequestEntityPosition(p0)
-- always works, by hash
local p0 = Citizen.InvokeNative(0xFA38B52F91B59075, Citizen.PointerValueIntInitialized(p0))JavaScript and C#
const p0 = NetworkDebugRequestEntityPosition(p0);
// by hash
const p0 = Citizen.invokeNative('0xFA38B52F91B59075', Citizen.pointerValueIntInitialized(p0));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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.