RedM Natives

SAVEGAME_SAVE_SP

Hash0x62C9EB51656D68CE
Runtime nameSavegameSaveSp
NamespaceSAVE
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL SAVEGAME_SAVE_SP(Hash savegameType);

Parameters

NameTypeDescription
savegameTypeHash—

Returns BOOL

Description

enum eSavegameType : Hash
{
	SAVEGAMETYPE_AMBIENT = 0x3CA4E1F8,
	SAVEGAMETYPE_DEFAULT = 0xCB6ED080,
	SAVEGAMETYPE_DELETE_CHAR = 0xCD35F947,
	SAVEGAMETYPE_END_CREATE_NEWCHAR = 0x4C50A3CE,
	SAVEGAMETYPE_END_MATCH = 0xE470ED50,
	SAVEGAMETYPE_END_MISSION = 0x9A444E54,
	SAVEGAMETYPE_END_SESSION = 0x6D23956C,
	SAVEGAMETYPE_END_SHOPPING = 0xA311A6C4,
	SAVEGAMETYPE_RANKUP = 0xE25F8017,
	SAVEGAMETYPE_SCRIPT_MP_GLOBALS = 0xAFF30AD4,
	SAVEGAMETYPE_SP_AUTOSAVE = 0xF4AE69EC,
	SAVEGAMETYPE_SP_DEBUG = 0x6A8122FD,
	SAVEGAMETYPE_SP_PROPERTY = 0xAE0AB38E
};

Usage

Lua
local retval = SavegameSaveSp(savegameType)

-- always works, by hash
local retval = Citizen.InvokeNative(0x62C9EB51656D68CE, savegameType, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = SavegameSaveSp(savegameType);

// by hash
const retval = Citizen.invokeNative('0x62C9EB51656D68CE', savegameType, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x62C9EB51656D68CE, savegameType);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.

Sources

alloc8or RDR3 NativeDB

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