RedM Natives

_0x91A4F58E01ED5E4C

Hash0x91A4F58E01ED5E4C
Runtime nameN_0x91a4f58e01ed5e4c
NamespaceSTATS
SideClient
NameHash only
Docs
Since build1207

Signature

void _0x91A4F58E01ED5E4C(Any* statId, int value);

Parameters

NameTypeDescription
statIdAny*—
valueint—

Returns void

Description

statId: see STAT_ID_IS_VALID

Usage

Lua
local statId = N_0x91a4f58e01ed5e4c(value)

-- always works, by hash
local statId = Citizen.InvokeNative(0x91A4F58E01ED5E4C, Citizen.PointerValueInt(), value)
JavaScript and C#
JavaScript
const statId = N_0x91a4f58e01ed5e4c(value);

// by hash
const statId = Citizen.invokeNative('0x91A4F58E01ED5E4C', Citizen.pointerValueInt(), value);
C#
var statId = new OutputArgument();
Function.Call((Hash)0x91A4F58E01ED5E4C, statId, value);
// statId.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • This native has no known name, so the runtime exposes it only as N_0x91a4f58e01ed5e4c (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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