_GET_PLAYER_INTERACTION_AIM_ENTITY
Get the entity the player is aiming at with/without weapon.
Hash
0xBEA3A6E5F5F79A6FRuntime name
GetPlayerInteractionAimEntityNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _GET_PLAYER_INTERACTION_AIM_ENTITY(Player player, Entity* outEntity);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
outEntity | Entity* | — |
Returns BOOL
Description
Get the entity the player is aiming at with/without weapon.
_GET_PLAYER_I*
Usage
local retval, outEntity = GetPlayerInteractionAimEntity(player, outEntity)
-- always works, by hash
local retval, outEntity = Citizen.InvokeNative(0xBEA3A6E5F5F79A6F, player, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, outEntity] = GetPlayerInteractionAimEntity(player, outEntity);
// by hash
const [retval, outEntity] = Citizen.invokeNative('0xBEA3A6E5F5F79A6F', player, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xBEA3A6E5F5F79A6F, player, outEntity);
// outEntity.GetResult<int>()- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- 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.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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