RedM Natives

BOUNTY_GET_BOUNTY_ON_PLAYER

Hash0x4EF23E04A0C8FF51
Runtime nameBountyGetBountyOnPlayer
NamespaceBOUNTY
SideClient
NameOfficial
Docs
Since build1207

Signature

BOOL BOUNTY_GET_BOUNTY_ON_PLAYER(Any* gamerHandle, Any* bountyData);

Parameters

NameTypeDescription
gamerHandleAny*—
bountyDataAny*—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, gamerHandle, bountyData] = BountyGetBountyOnPlayer();

// by hash
const [retval, gamerHandle, bountyData] = Citizen.invokeNative('0x4EF23E04A0C8FF51', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
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

alloc8or RDR3 NativeDB

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