RedM Natives

_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?…

Hash0xBCC76708E5677E1D
Runtime nameClearActiveAnimalOwner
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _CLEAR_ACTIVE_ANIMAL_OWNER(Ped horse, BOOL clear);

Parameters

NameTypeDescription
horsePed—
clearBOOL—

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

Lua
ClearActiveAnimalOwner(horse, clear)

-- always works, by hash
Citizen.InvokeNative(0xBCC76708E5677E1D, horse, clear)
JavaScript and C#
JavaScript
ClearActiveAnimalOwner(horse, clear);

// by hash
Citizen.invokeNative('0xBCC76708E5677E1D', horse, clear);
C#
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 InvokeNative with the hash — it always works.

See also

Sources

alloc8or RDR3 NativeDB

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