RedM Natives

_0xFA437FA0738C370C

_SPECIAL_ABILITY*

Hash0xFA437FA0738C370C
Runtime nameN_0xfa437fa0738c370c
NamespacePLAYER
SideClient
NameHash only
Docs
Since build1207

Signature

void _0xFA437FA0738C370C(Player player, float p1, int p2, int p3, int p4);

Parameters

NameTypeDescription
playerPlayer—
p1float—
p2int—
p3int—
p4int—

Returns void

Description

Params: p1, p2, p3, p4 = 1.f, 0, 0, 0 in R* Scripts
_SPECIAL_ABILITY*

Usage

Lua
N_0xfa437fa0738c370c(player, p1, p2, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0xFA437FA0738C370C, player, p1, p2, p3, p4)
JavaScript and C#
JavaScript
N_0xfa437fa0738c370c(player, p1, p2, p3, p4);

// by hash
Citizen.invokeNative('0xFA437FA0738C370C', player, p1 + 0.0000001, p2, p3, p4);
C#
Function.Call((Hash)0xFA437FA0738C370C, player, p1, p2, p3, p4);
  • 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_0xfa437fa0738c370c (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.