RedM Natives

_GET_SCENARIO_POINT_HEADING

Hash0xB93EA7184BAA85C3
Runtime nameGetScenarioPointHeading
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

float _GET_SCENARIO_POINT_HEADING(int scenario, BOOL p1);

Parameters

NameTypeDescription
scenarioint—
p1BOOL—

Returns float

Description

Params: p1 is always true in R* Scripts

Usage

Lua
local retval = GetScenarioPointHeading(scenario, p1)

-- always works, by hash
local retval = Citizen.InvokeNative(0xB93EA7184BAA85C3, scenario, p1, Citizen.ResultAsFloat())
JavaScript and C#
JavaScript
const retval = GetScenarioPointHeading(scenario, p1);

// by hash
const retval = Citizen.invokeNative('0xB93EA7184BAA85C3', scenario, p1, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
C#
float retval = Function.Call<float>((Hash)0xB93EA7184BAA85C3, scenario, 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.

See also

Sources

alloc8or RDR3 NativeDB

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