GET_PLAYER_INTERACTION_TARGET_ENTITY
Hash
0x3EE1F7A8C32F24E1Runtime name
GetPlayerInteractionTargetEntityNamespacePLAYER
SideClient
NameOfficial
Docs
Since build1207
Signature
BOOL GET_PLAYER_INTERACTION_TARGET_ENTITY(Player player, Entity* outEntity, BOOL p2, BOOL p3);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
outEntity | Entity* | — |
p2 | BOOL | — |
p3 | BOOL | — |
Returns BOOL
Usage
local retval, outEntity = GetPlayerInteractionTargetEntity(player, p2, p3)
-- always works, by hash
local retval, outEntity = Citizen.InvokeNative(0x3EE1F7A8C32F24E1, player, Citizen.PointerValueInt(), p2, p3, Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, outEntity] = GetPlayerInteractionTargetEntity(player, p2, p3);
// by hash
const [retval, outEntity] = Citizen.invokeNative('0x3EE1F7A8C32F24E1', player, Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway());var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x3EE1F7A8C32F24E1, player, outEntity, p2, p3);
// outEntity.GetResult<int>()- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
Sources
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