_GET_PROJECTILE_IN_VOLUME
Finds a projectile entity inside the given Volume and writes its handle to the out pointer.
0x74C8000FDD1BB222GetProjectileInVolumeSignature
BOOL _GET_PROJECTILE_IN_VOLUME(Volume volume, Entity* outEntity);Parameters
| Name | Type | Description |
|---|---|---|
volume | Volume | — |
outEntity | Entity* | — |
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
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#
const [retval, outEntity] = GetProjectileInVolume(volume, outEntity);
// by hash
const [retval, outEntity] = Citizen.invokeNative('0x74C8000FDD1BB222', volume, Citizen.pointerValueIntInitialized(outEntity), Citizen.returnResultAnyway());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
InvokeNativewith the hash — it always works.
Sources
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