RedM Natives

_BOUNTY_REQUEST_POSSE_LEADER_ESCAPED_CHARACTER_BOUNTY_HUNT

Hash0x2D874BA20E8E1F20
Runtime nameBountyRequestPosseLeaderEscapedCharacterBountyHunt
NamespaceBOUNTY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _BOUNTY_REQUEST_POSSE_LEADER_ESCAPED_CHARACTER_BOUNTY_HUNT(Any* outRpcGuid);

Parameters

NameTypeDescription
outRpcGuidAny*—

Returns BOOL

Usage

Lua
local retval, outRpcGuid = BountyRequestPosseLeaderEscapedCharacterBountyHunt(outRpcGuid)

-- always works, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x2D874BA20E8E1F20, Citizen.PointerValueIntInitialized(outRpcGuid), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, outRpcGuid] = BountyRequestPosseLeaderEscapedCharacterBountyHunt(outRpcGuid);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x2D874BA20E8E1F20', Citizen.pointerValueIntInitialized(outRpcGuid), Citizen.returnResultAnyway());
C#
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x2D874BA20E8E1F20, outRpcGuid);
// outRpcGuid.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.
  • 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

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