{"hash":"0xA9C3B0F746375162","ns":"BOUNTY","name":"_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY","slug":"_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY","official":false,"named":true,"luaName":"BountyRequestClaimCharacterBounty","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"outRpcGuid","type":"Any*"},{"name":"p1","type":"int"},{"name":"p2","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY","markdownUrl":"https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY.md","snippets":{"lua":"local retval, outRpcGuid, p2 = BountyRequestClaimCharacterBounty(p1)","luaInvoke":"local retval, outRpcGuid, p2 = Citizen.InvokeNative(0xA9C3B0F746375162, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())","js":"const [retval, outRpcGuid, p2] = BountyRequestClaimCharacterBounty(p1);","jsInvoke":"const [retval, outRpcGuid, p2] = Citizen.invokeNative('0xA9C3B0F746375162', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());","csharp":"var outRpcGuid = new OutputArgument();\nvar p2 = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xA9C3B0F746375162, outRpcGuid, p1, p2);\n// outRpcGuid.GetResult<int>()\n// p2.GetResult<int>()","notes":["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."]}}