RedM Natives

_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

Hash0xF3C3503276F4A034
Runtime nameForceAnimalSampled
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1436

Signature

void _FORCE_ANIMAL_SAMPLED(Entity entity, Any p1);

Parameters

NameTypeDescription
entityEntity—
p1Any—

Returns void

Description

VORPCORE RDR3natives

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

Lua
ForceAnimalSampled(entity, p1)

-- always works, by hash
Citizen.InvokeNative(0xF3C3503276F4A034, entity, p1)
JavaScript and C#
JavaScript
ForceAnimalSampled(entity, p1);

// by hash
Citizen.invokeNative('0xF3C3503276F4A034', entity, p1);
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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