| Property | Value |
|---|---|
| Native Name | GET_ENTITY_ROTATION |
| Hash | 0xAFBD61CC738D9EB9 |
| Return Type | Vector3 |
| Parameters | entity (Entity), rotationOrder (int) |
Description: NOTE: What you use for rotationOrder when getting must be the same as rotationOrder when setting the rotation.
enum eRotationOrder {
// Rotate around the z-axis, then the y-axis and finally the x-axis.
ROT_ZYX = 0,
// Rotate around the y-axis, then the z-axis and finally the x-axis.
ROT_YZX = 1,
// Rotate around the z-axis, then the x-axis and finally the y-axis.
ROT_ZXY = 2,
// Rotate around the x-axis, then the z-axis and finally the y-axis.
ROT_XZY = 3,
// Rotate around the y-axis, then the x-axis and finally the z-axis.
ROT_YXZ = 4,
// Rotate around the x-axis, then the y-axis and finally the z-axis.
ROT_XYZ = 5,
}
Parameters
entity(Entity) — The entity to get the rotation for.rotationOrder(int) — The order yaw, pitch and roll is applied. Usually 2.
Examples
local playerRotation = GetEntityRotation(PlayerPedId(), 2)
print(playerRotation)
const [rotationX, rotationY, rotationZ] = GetEntityRotation(PlayerPedId(), 2);
console.log(`${rotationX} ${rotationY} ${rotationZ}`);
using static CitizenFX.Core.Native.API;
// ...
Vector3 playerRotation = GetEntityRotation(Game.PlayerPed.Handle, 2);
// or the preferred use of C# wrapper
Vector3 playerRotation = Game.PlayerPed.Rotation;
Debug.WriteLine($"{playerRotation}");