RedM Natives

_GET_TASK_MOVE_NETWORK_PHASE_FLOAT

Hash0x844CEEE428EA35B0
Runtime nameGetTaskMoveNetworkPhaseFloat
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

float _GET_TASK_MOVE_NETWORK_PHASE_FLOAT(Ped ped, const char* phaseName);

Parameters

NameTypeDescription
pedPed—
phaseNameconst char*—

Returns float

Usage

Lua
local retval = GetTaskMoveNetworkPhaseFloat(ped, phaseName)

-- always works, by hash
local retval = Citizen.InvokeNative(0x844CEEE428EA35B0, ped, phaseName, Citizen.ResultAsFloat())
JavaScript and C#
JavaScript
const retval = GetTaskMoveNetworkPhaseFloat(ped, phaseName);

// by hash
const retval = Citizen.invokeNative('0x844CEEE428EA35B0', ped, phaseName, Citizen.returnResultAnyway(), Citizen.resultAsFloat());
C#
float retval = Function.Call<float>((Hash)0x844CEEE428EA35B0, ped, phaseName);
  • 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

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