RedM Natives

_NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND

Returns true if a path of waypoints was found.

Hash0x8800776E410EB669
Runtime nameNavmeshRequestedPathWaypointsFound
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _NAVMESH_REQUESTED_PATH_WAYPOINTS_FOUND(int path);

Parameters

NameTypeDescription
pathint—

Returns BOOL

Description

Returns true if a path of waypoints was found. Waypoints can be retrieved with _NAVMESH_REQUESTED_PATH_NUM_WAYPOINTS and _NAVMESH_REQUESTED_PATH_WAYPOINT_BY_INDEX

Usage

Lua
local retval = NavmeshRequestedPathWaypointsFound(path)

-- always works, by hash
local retval = Citizen.InvokeNative(0x8800776E410EB669, path, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = NavmeshRequestedPathWaypointsFound(path);

// by hash
const retval = Citizen.invokeNative('0x8800776E410EB669', path, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x8800776E410EB669, 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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