# BOUNTY::BOUNTY_GET_COOLDOWN_COLLECTION

- **Hash:** `0x8FAF4D262FABA99C`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyGetCooldownCollection`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_GET_COOLDOWN_COLLECTION

## Signature

```c
BOOL BOUNTY_GET_COOLDOWN_COLLECTION(Any* p0);
```

## Parameters

- `p0` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, p0 = BountyGetCooldownCollection(p0)

-- always available, by hash
local retval, p0 = Citizen.InvokeNative(0x8FAF4D262FABA99C, Citizen.PointerValueIntInitialized(p0), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p0] = BountyGetCooldownCollection(p0);

// by hash
const [retval, p0] = Citizen.invokeNative('0x8FAF4D262FABA99C', Citizen.pointerValueIntInitialized(p0), Citizen.returnResultAnyway());
```

### C#

```csharp
var p0 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x8FAF4D262FABA99C, p0);
// p0.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `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.*
