RedM Natives

_GET_HORSE_TAMING_STATE

Returns an int based on enum eTamingState ATS_INACTIVE, ATS_TARGET_DETECTED, ATS_CALLED_OUT, ATS_MOUNTABLE, ATS_BEING_PATTED, ATS_BREAKING_ACTIVE, ATS_SPOOKED, ATS_RETREATING, ATS_FLEEING

Hash0x454AD4DA6C41B5BD
Runtime nameGetHorseTamingState
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _GET_HORSE_TAMING_STATE(Ped horse);

Parameters

NameTypeDescription
horsePed—

Returns int

Description

Returns an int based on enum eTamingState

enum eTamingState
{
	ATS_INVALID = 0,
	ATS_INACTIVE,
	ATS_TARGET_DETECTED,
	ATS_CALLED_OUT,
	ATS_MOUNTABLE,
	ATS_BEING_PATTED,
	ATS_BREAKING_ACTIVE,
	ATS_SPOOKED,
	ATS_RETREATING,
	ATS_FLEEING
};

Usage

Lua
local retval = GetHorseTamingState(horse)

-- always works, by hash
local retval = Citizen.InvokeNative(0x454AD4DA6C41B5BD, horse, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetHorseTamingState(horse);

// by hash
const retval = Citizen.invokeNative('0x454AD4DA6C41B5BD', horse, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x454AD4DA6C41B5BD, horse);
  • 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.

Sources

alloc8or RDR3 NativeDB

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