RedM Natives

_NAVMESH_CLEAR_REQUESTED_PATH

Called in scripts after finished with requested pathes.

Hash0x661BB1E1FF77742D
Runtime nameNavmeshClearRequestedPath
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NAVMESH_CLEAR_REQUESTED_PATH(int path);

Parameters

NameTypeDescription
pathint—

Returns BOOL

Description

Called in scripts after finished with requested pathes. Immediately resets all values connected to the path handle except query status, which changes from 1 to 2 before eventually becoming fully invalidated to 0.

Usage

Lua
local retval = NavmeshClearRequestedPath(path)

-- always works, by hash
local retval = Citizen.InvokeNative(0x661BB1E1FF77742D, path, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NavmeshClearRequestedPath(path);

// by hash
const retval = Citizen.invokeNative('0x661BB1E1FF77742D', path, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x661BB1E1FF77742D, path);
  • 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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