RedM Natives

_NAVMESH_REQUESTED_PATH_QUERY_STATUS

Returns eNavMeshQueryStatus QS_NOT_FOUND, QS_COMPLETE, QS_PENDING It appears that the pending state of 2 is at least also used when cleaning up a request (_NAVMESH_CLEAR_REQUESTED_PATH) or if a request never completes.

Hash0x3A0F82F6EE2291C8
Runtime nameNavmeshRequestedPathQueryStatus
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207
Also known as_NAVMESH_REQUESTED_QUERY_STATUS

Signature

int _NAVMESH_REQUESTED_PATH_QUERY_STATUS(int path);

Parameters

NameTypeDescription
pathint—

Returns int

Description

Returns eNavMeshQueryStatus
enum eNavMeshQueryStatus
{
	QS_NOT_FOUND,
	QS_COMPLETE,
	QS_PENDING
};

It appears that the pending state of 2 is at least also used when cleaning up a request (_NAVMESH_CLEAR_REQUESTED_PATH) or if a request never completes. Eventually queries are invalidated and return 0.

Old name: _NAVMESH_QUERY_STATUS, _NAVMESH_REQUESTED_QUERY_STATUS

Usage

Lua
local retval = NavmeshRequestedPathQueryStatus(path)

-- always works, by hash
local retval = Citizen.InvokeNative(0x3A0F82F6EE2291C8, path, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = NavmeshRequestedPathQueryStatus(path);

// by hash
const retval = Citizen.invokeNative('0x3A0F82F6EE2291C8', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x3A0F82F6EE2291C8, 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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