RedM Natives

TASK_SEEK_CLEAR_LOS_TO_ENTITY

Hash0x8D7F2A63688C20A4
Runtime nameTaskSeekClearLosToEntity
NamespaceTASK
SideClient
NameOfficial
Docs
Since build1207

Signature

void TASK_SEEK_CLEAR_LOS_TO_ENTITY(Ped ped, Entity entity, float p2, float p3, float p4);

Parameters

NameTypeDescription
pedPed—
entityEntity—
p2float—
p3float—
p4float—

Returns void

Usage

Lua
TaskSeekClearLosToEntity(ped, entity, p2, p3, p4)

-- always works, by hash
Citizen.InvokeNative(0x8D7F2A63688C20A4, ped, entity, p2, p3, p4)
JavaScript and C#
JavaScript
TaskSeekClearLosToEntity(ped, entity, p2, p3, p4);

// by hash
Citizen.invokeNative('0x8D7F2A63688C20A4', ped, entity, p2 + 0.0000001, p3 + 0.0000001, p4 + 0.0000001);
C#
Function.Call((Hash)0x8D7F2A63688C20A4, ped, entity, p2, p3, p4);
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.

Sources

alloc8or RDR3 NativeDB

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