RedM Natives

_0xF8204EF17410BF43

Returns weaponHash

Hash0xF8204EF17410BF43
Runtime nameN_0xf8204ef17410bf43
NamespaceWEAPON
SideClient
NameHash only
Docs
Since build1207

Signature

Hash _0xF8204EF17410BF43(Hash weaponGroupHash, float p1, float p2, Any p3);

Parameters

NameTypeDescription
weaponGroupHashHash—
p1float—
p2float—
p3Any—

Returns Hash

Description

Returns weaponHash

Usage

Lua
local retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3)

-- always works, by hash
local retval = Citizen.InvokeNative(0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const retval = N_0xf8204ef17410bf43(weaponGroupHash, p1, p2, p3);

// by hash
const retval = Citizen.invokeNative('0xF8204EF17410BF43', weaponGroupHash, p1 + 0.0000001, p2 + 0.0000001, p3, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
int retval = Function.Call<int>((Hash)0xF8204EF17410BF43, weaponGroupHash, p1, p2, p3);
  • 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.
  • This native has no known name, so the runtime exposes it only as N_0xf8204ef17410bf43 (if present in the client snapshot). InvokeNative with the hash always works.

Sources

alloc8or RDR3 NativeDB

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