BOUNTY_GET_BOUNTY_ON_PLAYER
Hash
0x4EF23E04A0C8FF51Runtime name
BountyGetBountyOnPlayerNamespaceBOUNTY
SideClient
NameOfficial
Docs
Since build1207
Signature
BOOL BOUNTY_GET_BOUNTY_ON_PLAYER(Any* gamerHandle, Any* bountyData);Parameters
| Name | Type | Description |
|---|---|---|
gamerHandle | Any* | — |
bountyData | Any* | — |
Returns BOOL
Usage
local retval, gamerHandle, bountyData = BountyGetBountyOnPlayer()
-- always works, by hash
local retval, gamerHandle, bountyData = Citizen.InvokeNative(0x4EF23E04A0C8FF51, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, gamerHandle, bountyData] = BountyGetBountyOnPlayer();
// by hash
const [retval, gamerHandle, bountyData] = Citizen.invokeNative('0x4EF23E04A0C8FF51', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());var gamerHandle = new OutputArgument();
var bountyData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4EF23E04A0C8FF51, gamerHandle, bountyData);
// gamerHandle.GetResult<int>()
// bountyData.GetResult<int>()- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
Any*arguments are often structs. Build them with a DataView buffer and pass it with:Buffer()— see the examples and notes below.
Sources
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