RedM Natives

GET_PLAYER_INTERACTION_TARGET_ENTITY

Hash0x3EE1F7A8C32F24E1
Runtime nameGetPlayerInteractionTargetEntity
NamespacePLAYER
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL GET_PLAYER_INTERACTION_TARGET_ENTITY(Player player, Entity* outEntity, BOOL p2, BOOL p3);

Parameters

NameTypeDescription
playerPlayer—
outEntityEntity*—
p2BOOL—
p3BOOL—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, outEntity] = GetPlayerInteractionTargetEntity(player, p2, p3);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x3EE1F7A8C32F24E1', player, Citizen.pointerValueInt(), p2, p3, Citizen.returnResultAnyway());
C#
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

alloc8or RDR3 NativeDB

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