_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).
Hash
0xD470725E0703D22FRuntime name
NavmeshRequestedPathNumWaypointsNamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS(int path);Parameters
| Name | Type | Description |
|---|---|---|
path | int | — |
Returns int
Description
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
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
local retval = NavmeshRequestedPathNumWaypoints(path)
-- always works, by hash
local retval = Citizen.InvokeNative(0xD470725E0703D22F, path, Citizen.ResultAsInteger())JavaScript and C#
const retval = NavmeshRequestedPathNumWaypoints(path);
// by hash
const retval = Citizen.invokeNative('0xD470725E0703D22F', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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