RedM Natives

_0x7F458B543006C8FE

something to do with doors lockdown when navmesh is swapping?

Hash0x7F458B543006C8FE
Runtime nameN_0x7f458b543006c8fe
NamespaceOBJECT
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x7F458B543006C8FE(Any p0, Any p1);

Parameters

NameTypeDescription
p0Any—
p1Any—

Returns void

Description

VORPCORE RDR3natives

something to do with doors lockdown when navmesh is swapping? UPDATE_WORLD_STATE, seems to be for locking something

Usage

Lua
N_0x7f458b543006c8fe(p0, p1)

-- always works, by hash
Citizen.InvokeNative(0x7F458B543006C8FE, p0, p1)
JavaScript and C#
JavaScript
N_0x7f458b543006c8fe(p0, p1);

// by hash
Citizen.invokeNative('0x7F458B543006C8FE', p0, p1);
C#
Function.Call((Hash)0x7F458B543006C8FE, p0, p1);
  • This native has no known name, so the runtime exposes it only as N_0x7f458b543006c8fe (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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