# BOUNTY::_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY

- **Hash:** `0xA9C3B0F746375162`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestClaimCharacterBounty`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_CLAIM_CHARACTER_BOUNTY

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

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

-- always available, by hash
local retval, outRpcGuid, p2 = Citizen.InvokeNative(0xA9C3B0F746375162, Citizen.PointerValueInt(), p1, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const [retval, outRpcGuid, p2] = Citizen.invokeNative('0xA9C3B0F746375162', Citizen.pointerValueInt(), p1, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
