{"hash":"0x5C885E0978B6AD60","ns":"TASK","name":"_CREATE_WAYPOINT_PATH","slug":"_CREATE_WAYPOINT_PATH","official":false,"named":true,"luaName":"CreateWaypointPath","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"pathName","type":"const char*"},{"name":"p1","type":"Any*"},{"name":"nodes","type":"int"},{"name":"p3","type":"int"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/TASK/_CREATE_WAYPOINT_PATH","markdownUrl":"https://natives.borderlinerp.com/natives/TASK/_CREATE_WAYPOINT_PATH.md","snippets":{"lua":"local retval, p1 = CreateWaypointPath(pathName, nodes, p3)","luaInvoke":"local retval, p1 = Citizen.InvokeNative(0x5C885E0978B6AD60, pathName, Citizen.PointerValueInt(), nodes, p3, Citizen.ReturnResultAnyway())","js":"const [retval, p1] = CreateWaypointPath(pathName, nodes, p3);","jsInvoke":"const [retval, p1] = Citizen.invokeNative('0x5C885E0978B6AD60', pathName, Citizen.pointerValueInt(), nodes, p3, Citizen.returnResultAnyway());","csharp":"var p1 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x5C885E0978B6AD60, pathName, p1, nodes, p3);\n// p1.GetResult<int>()","notes":["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.","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."]}}