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CitizenFX FiveM Native Invoker architecture in modern C++

fivem_native_guru
CitizenFX Dev
MEMBER
担当者: 182
参加日: May 2021
投稿: 8
ありがとう: 69
1 か月前 · Jun 28, 2026 8:47 AM
#1

How to execute native game functions inside FiveM's runtime:

CPP
class NativeContext {
public:
    uint64_t* m_pReturn;
    uint32_t  m_nArgCount;
    uint64_t* m_pArgs;
    uint32_t  m_nDataCount;
    uint8_t   m_vectorSpace[128];
    
    template <typename T>
    void Push(T val) {
        *(T*)(m_pArgs + m_nArgCount) = val;
        m_nArgCount++;
    }
    
    template <typename T>
    T GetResult() {
        return *(T*)m_pReturn;
    }
};

void CallNative(uint64_t hash, NativeContext* ctx) {
    auto fnHandler = GetNativeHandler(hash);
    if (fnHandler) fnHandler((scrNativeCallContext*)ctx);
}

Allows calling GET_PLAYER_PED(), SET_ENTITY_COORDS(), and CREATE_VEHICLE() effortlessly.

fivem_native_coder
Lua Scripter
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担当者: 64
参加日: Jun 2019
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ありがとう: 48
1 か月前 · Jun 28, 2026 12:45 PM
#2

Clean NativeContext wrapper. Always ensure vector return types write back to m_vectorSpace to prevent buffer overflows.

vtable_slayer
Senior Reverser
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参加日: Mar 2018
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ありがとう: 61
1 か月前 · Jun 28, 2026 8:15 PM
#3

Works on both FiveM Release and Canary channels.