_IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE
Checks if the player has locked onto an entity while on horseback.
Hash
0x2009F8AB7A5E9D6DRuntime name
IsPlayerLockedOnEntityOnHorseNamespacePLAYER
SideClient
NameCommunity guess
Docs
Since build1207
Also known as
_IS_PLAYER_ON_MOUNT_LOCKON_ENTITYSignature
BOOL _IS_PLAYER_LOCKED_ON_ENTITY_ON_HORSE(Player player);Parameters
| Name | Type | Description |
|---|---|---|
player | Player | — |
Returns BOOL
Description
Checks if the player has locked onto an entity while on horseback.
This function checks only the lock-on status and does not trigger any additional behavior.
Images: https://imgur.com/gallery/0x2009f8ab7a5e9d6d-0xWIXcK
This native is used to determine if the player has an active lockon an entity while riding a horse.
Usage
local retval = IsPlayerLockedOnEntityOnHorse(player)
-- always works, by hash
local retval = Citizen.InvokeNative(0x2009F8AB7A5E9D6D, player, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = IsPlayerLockedOnEntityOnHorse(player);
// by hash
const retval = Citizen.invokeNative('0x2009F8AB7A5E9D6D', player, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x2009F8AB7A5E9D6D, player);- 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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