RedM Natives

_GET_THREAD_EXIT_REASON

THREAD_EXIT_REASON_NONE, THREAD_EXIT_REASON_BACKGROUND_THREAD_STOPPED, THREAD_EXIT_REASON_SESSION_MERGE, THREAD_EXIT_REASON_SCENARIO_OUT_OF_SCOPE, THREAD_EXIT_REASON_REQUESTED_BY_SCRIPT

Hash0x54AE4FDEEFEAB77E
Runtime nameGetThreadExitReason
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _GET_THREAD_EXIT_REASON();

Returns int

Description

enum eThreadExitReason
{
	THREAD_EXIT_REASON_NONE,
	THREAD_EXIT_REASON_BACKGROUND_THREAD_STOPPED,
	THREAD_EXIT_REASON_SESSION_MERGE,
	THREAD_EXIT_REASON_SCENARIO_OUT_OF_SCOPE,
	THREAD_EXIT_REASON_REQUESTED_BY_SCRIPT
};

Usage

Lua
local retval = GetThreadExitReason()

-- always works, by hash
local retval = Citizen.InvokeNative(0x54AE4FDEEFEAB77E, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = GetThreadExitReason();

// by hash
const retval = Citizen.invokeNative('0x54AE4FDEEFEAB77E', Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0x54AE4FDEEFEAB77E);
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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