RedM Natives

_GET_TASK_COMBAT_READY_TO_SHOOT

Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).

Hash0x5EA655F01D93667A
Runtime nameGetTaskCombatReadyToShoot
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_TASK_COMBAT_READY_TO_SHOOT(Ped ped);

Parameters

NameTypeDescription
pedPed—

Returns BOOL

Description

Returns true if the ped is in a ranged-attack task and is about to fire (ready/primed to shoot or throw).
Covers firearms and projectiles (throwables/molotov/poison), not melee.
Useful to block other actions just before the shot. Note: different from IS_PED_SHOOTING, which triggers only after the shot.
May return true even in cases where IS_PED_WEAPON_READY_TO_SHOOT returns false.

Usage

Lua
local retval = GetTaskCombatReadyToShoot(ped)

-- always works, by hash
local retval = Citizen.InvokeNative(0x5EA655F01D93667A, ped, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = GetTaskCombatReadyToShoot(ped);

// by hash
const retval = Citizen.invokeNative('0x5EA655F01D93667A', ped, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x5EA655F01D93667A, ped);
  • 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

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