RedM Natives

_BOUNTY_REQUEST_POSSE_MEMBER_CLAIM_CHARACTER_BOUNTY_SHARE

Hash0x22D3A61CE053270C
Runtime nameBountyRequestPosseMemberClaimCharacterBountyShare
NamespaceBOUNTY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _BOUNTY_REQUEST_POSSE_MEMBER_CLAIM_CHARACTER_BOUNTY_SHARE(Any* outRpcGuid, Any* p1);

Parameters

NameTypeDescription
outRpcGuidAny*—
p1Any*—

Returns BOOL

Usage

Lua
local retval, outRpcGuid, p1 = BountyRequestPosseMemberClaimCharacterBountyShare()

-- always works, by hash
local retval, outRpcGuid, p1 = Citizen.InvokeNative(0x22D3A61CE053270C, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, outRpcGuid, p1] = BountyRequestPosseMemberClaimCharacterBountyShare();

// by hash
const [retval, outRpcGuid, p1] = Citizen.invokeNative('0x22D3A61CE053270C', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
var outRpcGuid = new OutputArgument();
var p1 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x22D3A61CE053270C, outRpcGuid, p1);
// outRpcGuid.GetResult<int>()
// p1.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.