RedM Natives

_NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN

Returns a bit flag for seemingly terrain within the waypoints in the path.

Hash0xF61CFEDEAB627BFA
Runtime nameNavmeshRequestedPathWaypointsTerrain
NamespacePATH
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _NAVMESH_REQUESTED_PATH_WAYPOINTS_TERRAIN(int path);

Parameters

NameTypeDescription
pathint—

Returns int

Description

Returns a bit flag for seemingly terrain within the waypoints in the path. Checked against bit value 2 to match water in the path, seems to always contain at least 1 though regardless of location/ped.

Usage

Lua
local retval = NavmeshRequestedPathWaypointsTerrain(path)

-- always works, by hash
local retval = Citizen.InvokeNative(0xF61CFEDEAB627BFA, path, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = NavmeshRequestedPathWaypointsTerrain(path);

// by hash
const retval = Citizen.invokeNative('0xF61CFEDEAB627BFA', path, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xF61CFEDEAB627BFA, 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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