RedM Natives

_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY

Hash0xA9C3B0F746375162
Runtime nameBountyRequestClaimCharacterBounty
NamespaceBOUNTY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY(Any* outRpcGuid, int p1, Any* p2);

Parameters

NameTypeDescription
outRpcGuidAny*—
p1int—
p2Any*—

Returns BOOL

Usage

Lua
local retval, outRpcGuid, p2 = BountyRequestClaimCharacterBounty(p1)

-- always works, by hash
local retval, outRpcGuid, p2 = Citizen.InvokeNative(0xA9C3B0F746375162, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, outRpcGuid, p2] = BountyRequestClaimCharacterBounty(p1);

// by hash
const [retval, outRpcGuid, p2] = Citizen.invokeNative('0xA9C3B0F746375162', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
var outRpcGuid = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA9C3B0F746375162, outRpcGuid, p1, p2);
// outRpcGuid.GetResult<int>()
// p2.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.
  • The name is a community guess and may change. If the named call is missing in your client build, use InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.