| Property | Value |
|---|---|
| Native Name | DELETE_ENTITY |
| Hash | 0xAE3CBE5BF394C9C9 |
| Return Type | void |
| Parameters | entity (Entity*) |
Description: Delete the specified entity, and invalidate the passed handle (i.e., the in/out argument). You might want to check if the entity exists before with DOES_ENTITY_EXIST.
Parameters
entity(Entity*) — The entity to delete.
Examples
-- Retrieve the vehicle the player is currently in.
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
-- Check if the vehicle exists in the game world.
if not DoesEntityExist(vehicle) then
-- If the vehicle does not exist, end the execution of the code here.
return
end
-- If the vehicle does exist, delete the vehicle entity from the game world.
DeleteEntity(vehicle)
// Retrieve the vehicle the player is currently in.
const vehicle = GetVehiclePedIsIn(PlayerPedId(), false);
// Check if the vehicle exists in the game world.
if (!DoesEntityExist(vehicle)) {
// If the vehicle does not exist, end the execution of the code here.
return;
}
// If the vehicle does exist, delete the vehicle entity from the game world.
DeleteEntity(vehicle);
using static CitizenFX.Core.Native.API;
// Retrieve the vehicle the player is currently in.
int vehicleHandle = GetVehiclePedIsIn(PlayerPedId(), false);
// Check if the vehicle exists in the game world.
if (!DoesEntityExist(vehicleHandle))
{
// If the vehicle does not exist, end the execution of the code here.
return;
}
// If the vehicle does exist, delete the vehicle entity from the game world.
DeleteEntity(ref vehicleHandle);