# BOUNTY::BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE

- **Hash:** `0x48E4E23F1739E197`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestBeginLegendaryMissionForPosse`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE

## Signature

```c
BOOL BOUNTY_REQUEST_BEGIN_LEGENDARY_MISSION_FOR_POSSE(Any* outRpcGuid, int p1, int p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `p1` (`int`)
- `p2` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestBeginLegendaryMissionForPosse(p1, p2)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x48E4E23F1739E197, Citizen.PointerValueInt(), p1, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestBeginLegendaryMissionForPosse(p1, p2);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x48E4E23F1739E197', Citizen.pointerValueInt(), p1, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x48E4E23F1739E197, outRpcGuid, p1, p2);
// outRpcGuid.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.*
