# BOUNTY::BOUNTY_GET_BOUNTY_ON_PLAYER

- **Hash:** `0x4EF23E04A0C8FF51`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetBountyOnPlayer`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_BOUNTY_ON_PLAYER

## Signature

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

## Parameters

- `gamerHandle` (`Any*`)
- `bountyData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, gamerHandle, bountyData = BountyGetBountyOnPlayer()

-- always available, by hash
local retval, gamerHandle, bountyData = Citizen.InvokeNative(0x4EF23E04A0C8FF51, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, gamerHandle, bountyData] = BountyGetBountyOnPlayer();

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

### C#

```csharp
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.*
