RedM Natives

_SET_NETWORK_PICKUP_USABLE_FOR_PLAYER

Hash0x94F3D956BFAEAE18
Runtime nameSetNetworkPickupUsableForPlayer
NamespaceOBJECT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_NETWORK_PICKUP_USABLE_FOR_PLAYER(Player player, Hash pickupHash, BOOL isUsable);

Parameters

NameTypeDescription
playerPlayer—
pickupHashHash—
isUsableBOOL—

Returns void

Description

Params: p2 controls whether to make pickups usable/collectable or not in networked games

Usage

Lua
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable)

-- always works, by hash
Citizen.InvokeNative(0x94F3D956BFAEAE18, player, pickupHash, isUsable)
JavaScript and C#
JavaScript
SetNetworkPickupUsableForPlayer(player, pickupHash, isUsable);

// by hash
Citizen.invokeNative('0x94F3D956BFAEAE18', player, pickupHash, isUsable);
C#
Function.Call((Hash)0x94F3D956BFAEAE18, player, pickupHash, isUsable);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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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