RedM Natives

_SET_ITEM_INTERACTION_STATE

All Interaction states

Hash0xB35370D5353995CB
Runtime nameSetItemInteractionState
NamespaceTASK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_ITEM_INTERACTION_STATE(Ped ped, Hash itemInteractionState, float p2);

Parameters

NameTypeDescription
pedPed—
itemInteractionStateHash—
p2float—

Returns void

Description

alloc8or RDR3 NativeDB

All Interaction states
https://github.com/abdulkadiraktas/rdr3_discoveries/tree/master/tasks/ItemInteraction#4-item_interaction_state_name--item_interaction_propid

VORPCORE RDR3natives

All Interaction states
https://github.com/femga/rdr3_discoveries/tree/master/tasks/TASK_ITEM_INTERACTION#-4-item_interaction_state_name--item_interaction_propid--1

Usage

Lua
SetItemInteractionState(ped, itemInteractionState, p2)

-- always works, by hash
Citizen.InvokeNative(0xB35370D5353995CB, ped, itemInteractionState, p2)
JavaScript and C#
JavaScript
SetItemInteractionState(ped, itemInteractionState, p2);

// by hash
Citizen.invokeNative('0xB35370D5353995CB', ped, itemInteractionState, p2 + 0.0000001);
C#
Function.Call((Hash)0xB35370D5353995CB, ped, itemInteractionState, p2);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • Float parameters: Lua integers (10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write 10.0 or value + 0.0. The generated JS wrappers add 0.0000001 to non-zero floats for the same reason.
  • 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 · VORPCORE RDR3natives

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