_FORCE_ANIMAL_SAMPLED
Forces the specified animal/ped to have (or not have) its sampled state flag set.Acts as the setter counterpart to:_HAS_PED_ANIMAL_SAMPLED
Hash
0xF3C3503276F4A034Runtime name
ForceAnimalSampledNamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1436
Signature
void _FORCE_ANIMAL_SAMPLED(Entity entity, Any p1);Parameters
| Name | Type | Description |
|---|---|---|
entity | Entity | — |
p1 | Any | — |
Returns void
Description
Forces the specified animal/ped to have (or not have) its sampled state flag set.Acts as the setter counterpart to:_HAS_PED_ANIMAL_SAMPLED
Usage
ForceAnimalSampled(entity, p1)
-- always works, by hash
Citizen.InvokeNative(0xF3C3503276F4A034, entity, p1)JavaScript and C#
ForceAnimalSampled(entity, p1);
// by hash
Citizen.invokeNative('0xF3C3503276F4A034', entity, p1);Function.Call((Hash)0xF3C3503276F4A034, entity, p1);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.