_CLEAR_ACTIVE_ANIMAL_OWNER
Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false) Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse?…
Hash
0xBCC76708E5677E1DRuntime name
ClearActiveAnimalOwnerNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _CLEAR_ACTIVE_ANIMAL_OWNER(Ped horse, BOOL clear);Parameters
| Name | Type | Description |
|---|---|---|
horse | Ped | — |
clear | BOOL | — |
Returns void
Description
Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false)
Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE
Usage
ClearActiveAnimalOwner(horse, clear)
-- always works, by hash
Citizen.InvokeNative(0xBCC76708E5677E1D, horse, clear)JavaScript and C#
ClearActiveAnimalOwner(horse, clear);
// by hash
Citizen.invokeNative('0xBCC76708E5677E1D', horse, clear);Function.Call((Hash)0xBCC76708E5677E1D, horse, clear);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
See also
Sources
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