RedM Natives

_NETWORK_SPAWN_CONFIG_ADD_PROPERTY_PREFERENCE

Hash0xEB6027FD1B4600D5
Runtime nameNetworkSpawnConfigAddPropertyPreference
NamespaceNETWORK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _NETWORK_SPAWN_CONFIG_ADD_PROPERTY_PREFERENCE(int configProperty, BOOL include, float weight);

Parameters

NameTypeDescription
configPropertyint—
includeBOOL—
weightfloat—

Returns void

Usage

Lua
NetworkSpawnConfigAddPropertyPreference(configProperty, include, weight)

-- always works, by hash
Citizen.InvokeNative(0xEB6027FD1B4600D5, configProperty, include, weight)
JavaScript and C#
JavaScript
NetworkSpawnConfigAddPropertyPreference(configProperty, include, weight);

// by hash
Citizen.invokeNative('0xEB6027FD1B4600D5', configProperty, include, weight + 0.0000001);
C#
Function.Call((Hash)0xEB6027FD1B4600D5, configProperty, include, weight);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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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