_GET_ACTIVE_ANIMAL_OWNER
Hash
0xF103823FFE72BB49Runtime name
GetActiveAnimalOwnerNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
Ped _GET_ACTIVE_ANIMAL_OWNER(Ped animal);Parameters
| Name | Type | Description |
|---|---|---|
animal | Ped | — |
Returns Ped
Usage
local retval = GetActiveAnimalOwner(animal)
-- always works, by hash
local retval = Citizen.InvokeNative(0xF103823FFE72BB49, animal, Citizen.ResultAsInteger())JavaScript and C#
const retval = GetActiveAnimalOwner(animal);
// by hash
const retval = Citizen.invokeNative('0xF103823FFE72BB49', animal, Citizen.returnResultAnyway(), Citizen.resultAsInteger());int retval = Function.Call<int>((Hash)0xF103823FFE72BB49, animal);- 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
_CLEAR_ACTIVE_ANIMAL_OWNERUsed 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?…
Sources
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