RedM Natives

_GET_PROJECTILE_IN_VOLUME

Finds a projectile entity inside the given Volume and writes its handle to the out pointer.

Hash0x74C8000FDD1BB222
Runtime nameGetProjectileInVolume
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_PROJECTILE_IN_VOLUME(Volume volume, Entity* outEntity);

Parameters

NameTypeDescription
volumeVolume—
outEntityEntity*—

Returns BOOL

Description

Finds a projectile entity inside the given Volume and writes its handle to the out pointer.

Parameters:
- volume: Volume to search in.
- outEntity: [out] Receives the found projectile entity handle.

Returns:
- BOOL: true if a projectile was found and written; false otherwise.

Notes:
- Returns the first matching projectile the engine reports for that volume (order is unspecified).
- Not limited to ignited projectiles (see 0x74C8000FDD1BB111 for the ignited-only variant).
- The returned entity is typically an OBJECT; validate with ENTITY::DOES_ENTITY_EXIST.
- Lua example: https://pastebin.com/ZgaUSEEP

_GET_PO*

Usage

Lua
local retval, outEntity = GetProjectileInVolume(volume, outEntity)

-- always works, by hash
local retval, outEntity = Citizen.InvokeNative(0x74C8000FDD1BB222, volume, Citizen.PointerValueIntInitialized(outEntity), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, outEntity] = GetProjectileInVolume(volume, outEntity);

// by hash
const [retval, outEntity] = Citizen.invokeNative('0x74C8000FDD1BB222', volume, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());
C#
var outEntity = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x74C8000FDD1BB222, 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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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