RedM Natives

UI_STATE_MACHINE_DESTROY_AND_CLEAR

Hash0x2738D68D2B4E09E7
Runtime nameUiStateMachineDestroyAndClear
SideClient
NameOfficial
Docs
Since build1207

Signature

void UI_STATE_MACHINE_DESTROY_AND_CLEAR(Any* p0);

Parameters

NameTypeDescription
p0Any*—

Returns void

Usage

Lua
local p0 = UiStateMachineDestroyAndClear(p0)

-- always works, by hash
local p0 = Citizen.InvokeNative(0x2738D68D2B4E09E7, Citizen.PointerValueIntInitialized(p0))
JavaScript and C#
JavaScript
const p0 = UiStateMachineDestroyAndClear(p0);

// by hash
const p0 = Citizen.invokeNative('0x2738D68D2B4E09E7', Citizen.pointerValueIntInitialized(p0));
C#
var p0 = new OutputArgument();
Function.Call((Hash)0x2738D68D2B4E09E7, p0);
// p0.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.

Sources

alloc8or RDR3 NativeDB

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