The RedM developer’s field guide

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One reference. From the first lookup to the last line.

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02 / REFERENCE
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PAGE 3 · 18 ENTRIES

PerformHttpRequest callback arg order: (errorCode, resultData, resultHeaders, errorData)

learning:77
1 section

Freshly created RDR3 peds: full health = 600 (not 100/200); set HEALTH/STAMINA attribute cores (0/1) explicitly

learning:78
1 section

mp_male / mp_female peds spawn invisible without explicit base clothing items after the outfit preset

learning:8
1 section

Dress a spawned ped from saved appearance data: mp_male headless trap, component-vs-drawable shapes, overlays are networked-only

learning:80
1 section

Reading RDR3 AI events (skinning/loot) from TypeScript: poll the event queue + marshal GET_EVENT_DATA with a JS ArrayBuffer

learning:81
1 section

Reading & removing pelts stowed on a horse: use kd_stable's state.kd_stable_stow, not the raw _GET_PELT_FROM_HORSE / _SET_PELT natives

learning:82
1 section

Animal carcass quality for hunting grades: _GET_PED_QUALITY is reliable; _GET_PLAYER_CURRENT_ANIMAL_DAMAGE_MODIFIER needs _UPDATE first and returns 0 otherwise

learning:83
1 section

RDR2 shopkeeper/NPC peds (s_m_m_*) spawn INVISIBLE with raw CreatePed — the fix is bScriptHostPed=true (CreatePed's 7th arg), which VORP's Peds:Create sets

learning:84
1 section

Carried (shoulder) pelt in RDR2 is a generic p_cs_pelt_large prop — use _GET_FIRST_ENTITY_PED_IS_CARRYING, and AVOID GET_CARRIED_ATTACHED_INFO_FOR_SLOT's struct buffer in JS (it crashes)

learning:85
1 section

Spawning a visible, skinnable dead-animal carcass: use jo.entity.create (networked) + APPLY_DAMAGE_TO_PED — raw CreatePed renders invisible and SetEntityHealth(0) doesn't kill

learning:86
1 section

NPC "hands you an item" gesture: give_item_satchel anim + a frozen ped must be spawned already facing you (freeze locks rotation, so TASK_TURN_PED_TO_FACE_ENTITY no-ops)

learning:87
1 section

Safecracking move-network def is `Script_MUD5_Safecrack_Player` (NOT mini_games@safecrack); name lives in alloc8or move_networks.txt, not native docs

learning:88
1 section

RDR3: invalid hash 0xF7004D759B110AC4 is not a native — use BLIP_ADD_MODIFIER + BLIP_MODIFIER_FORCE_GPS to set GPS route

learning:89
1 section

GET_SCENARIO_POINTS_IN_AREA + GET_SCENARIO_POINT_TYPE: find scenario seats by type at runtime (barber chair, piano, bed, etc.)

learning:9
1 section

Scenario-attached hand props (e.g. broom from SC_WORLD_HUMAN_STRAW_BROOM_WORKING) stay stuck after ClearPedTasks

learning:90
1 section

Reviving a player out of engine incapacitation (SET_PED_CAN_BE_INCAPACITATED) leaves the camera locked — only NETWORK_RESURRECT_LOCAL_PLAYER frees it

learning:91
1 section

_SET_CHAR_EXPRESSION (0x5653AB26C82938CF) real arg order is (ped, value:float, expressionHash:Hash), NOT the doc's (ped, index:int, value:float)

learning:92
1 section

SET_ENTITY_COORDS client 0x06843DA7060A026B vs server RPC 0xDF70B41B: BOOL names differ (xAxis/yAxis/zAxis vs alive/deadFlag/ragdollFlag) but are the same flags; Z is offset by entity radius

learning:95
1 section

A living reference. Documentation coverage varies by native and source.