RedM Natives

_0x3ACCE14DFA6BA8C2

Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but a…

Hash0x3ACCE14DFA6BA8C2
Runtime nameN_0x3acce14dfa6ba8c2
NamespacePED
SideClient
NameHash only
Docs
Since build1207

Signature

int _0x3ACCE14DFA6BA8C2(Ped ped, int p1, float x, float y, float z, float p5, ItemSet itemset);

Parameters

NameTypeDescription
pedPed—
p1int—
xfloat—
yfloat—
zfloat—
p5float—
itemsetItemSet—

Returns int

Description

Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts
Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped
Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds)
_GET_NUM_M* - _GET_PEDS_J*

Usage

Lua
local retval = N_0x3acce14dfa6ba8c2(ped, p1, x, y, z, p5, itemset)

-- always works, by hash
local retval = Citizen.InvokeNative(0x3ACCE14DFA6BA8C2, ped, p1, x, y, z, p5, itemset, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = N_0x3acce14dfa6ba8c2(ped, p1, x, y, z, p5, itemset);

// by hash
const retval = Citizen.invokeNative('0x3ACCE14DFA6BA8C2', ped, p1, x + 0.0000001, y + 0.0000001, z + 0.0000001, p5 + 0.0000001, itemset, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x3ACCE14DFA6BA8C2, ped, p1, x, y, z, p5, itemset);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • This native has no known name, so the runtime exposes it only as N_0x3acce14dfa6ba8c2 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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