# BOUNTY::_BOUNTY_REQUEST_SELF_REPORT_CRIME

- **Hash:** `0x188B748861B5BA17`
- **Namespace:** BOUNTY
- **Runtime name (Lua/JS):** `BountyRequestSelfReportCrime`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/BOUNTY/_BOUNTY_REQUEST_SELF_REPORT_CRIME

## Signature

```c
BOOL _BOUNTY_REQUEST_SELF_REPORT_CRIME(Any* outRpcGuid, Hash crimeType, BOOL p2);
```

## Parameters

- `outRpcGuid` (`Any*`)
- `crimeType` (`Hash`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

crimeType: see _REPORT_CRIME

## Usage

### Lua

```lua
local retval, outRpcGuid = BountyRequestSelfReportCrime(crimeType, p2)

-- always available, by hash
local retval, outRpcGuid = Citizen.InvokeNative(0x188B748861B5BA17, Citizen.PointerValueInt(), crimeType, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outRpcGuid] = BountyRequestSelfReportCrime(crimeType, p2);

// by hash
const [retval, outRpcGuid] = Citizen.invokeNative('0x188B748861B5BA17', Citizen.pointerValueInt(), crimeType, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var outRpcGuid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x188B748861B5BA17, outRpcGuid, crimeType, p2);
// outRpcGuid.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
