_GET_PROJECTILE_IGNITED_IN_VOLUME
Finds an ignited (lit/fused) explosive projectile inside a Volume.
0x74C8000FDD1BB111GetProjectileIgnitedInVolume_GET_IGNITED_PROJECTILE_IN_VOLUMESignature
BOOL _GET_PROJECTILE_IGNITED_IN_VOLUME(Volume volume, Entity* outEntity);Parameters
| Name | Type | Description |
|---|---|---|
volume | Volume | — |
outEntity | Entity* | — |
Returns BOOL
Description
Finds an ignited (lit/fused) explosive projectile inside a Volume.
Parameters:
- volume: Search volume.
- outEntity: [out] Receives the projectile Entity handle.
Returns:
- BOOL: true if an ignited projectile was found (outEntity set), false otherwise.
Notes:
- Intended for explosives with a fuse/ignition state (e.g., lit dynamite).
- If multiple ignited projectiles are present, returns the first match.
- Requires a valid Volume; delete it when done.
- Lua example: https://pastebin.com/N9p4anLU
_GET_PO*
Returns the first ignited (lit/fused) explosive projectile entity found within the specified Volume.
Similar to WEAPON::_GET_FIRST_PROJECTILE_IN_VOLUME (0x74C8000FDD1BB222), but only returns projectiles that are currently ignited (e.g., a lit dynamite about to explode).
Usage
local retval, outEntity = GetProjectileIgnitedInVolume(volume, outEntity)
-- always works, by hash
local retval, outEntity = Citizen.InvokeNative(0x74C8000FDD1BB111, volume, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, outEntity] = GetProjectileIgnitedInVolume(volume, outEntity);
// by hash
const [retval, outEntity] = Citizen.invokeNative('0x74C8000FDD1BB111', volume, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74C8000FDD1BB111, volume, outEntity);
// outEntity.GetResult<int>()- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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