RedM Natives

_0x1148F706CF4EBDDA

_CAN_PED_SEE* - _CAN_PED_USE_(SCENARIO_HASH?)*

Hash0x1148F706CF4EBDDA
Runtime nameN_0x1148f706cf4ebdda
NamespacePED
SideClient
NameHash only
Docs
Since build1207

Signature

BOOL _0x1148F706CF4EBDDA(Ped ped, Hash p1, int p2);

Parameters

NameTypeDescription
pedPed—
p1Hash—
p2int—

Returns BOOL

Description

_CAN_PED_SEE* - _CAN_PED_USE_(SCENARIO_HASH?)*

Usage

Lua
local retval = N_0x1148f706cf4ebdda(ped, p1, p2)

-- always works, by hash
local retval = Citizen.InvokeNative(0x1148F706CF4EBDDA, ped, p1, p2, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = N_0x1148f706cf4ebdda(ped, p1, p2);

// by hash
const retval = Citizen.invokeNative('0x1148F706CF4EBDDA', ped, p1, p2, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x1148F706CF4EBDDA, ped, p1, p2);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • This native has no known name, so the runtime exposes it only as N_0x1148f706cf4ebdda (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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