RedM Natives

_NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS

Returns the number of waypoints for a requested path (NAVMESH_REQUEST_PATH) if the query is completed (_NAVMESH_REQUESTED_PATH_QUERY_STATUS).

Hash0xD470725E0703D22F
Runtime nameNavmeshRequestedPathNumWaypoints
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS(int path);

Parameters

NameTypeDescription
pathint—

Returns int

Description

alloc8or RDR3 NativeDB

Returns the number of waypoints for a requested path (NAVMESH_REQUEST_PATH) if the query is completed (_NAVMESH_REQUESTED_PATH_QUERY_STATUS). For use with _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

VORPCORE RDR3natives

Returns the number of waypoints for a requested path (NAVMESH_REQUEST_PATH) if the query is completed (_NAVMESH_REQUESTED_QUERY_STATUS). For use with _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

Usage

Lua
local retval = NavmeshRequestedPathNumWaypoints(path)

-- always works, by hash
local retval = Citizen.InvokeNative(0xD470725E0703D22F, path, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = NavmeshRequestedPathNumWaypoints(path);

// by hash
const retval = Citizen.invokeNative('0xD470725E0703D22F', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xD470725E0703D22F, 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 · VORPCORE RDR3natives

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