{"hash":"0x6F62FAE266DCFC81","ns":"BRAIN","name":"_START_SCRIPT_BRAIN","slug":"_START_SCRIPT_BRAIN","official":false,"named":true,"luaName":"StartScriptBrain","game":"rdr3","apiset":"client","returnType":"int","params":[{"name":"entity","type":"Entity"},{"name":"scriptName","type":"const char*"},{"name":"p2","type":"int"},{"name":"p3","type":"Any*"},{"name":"p4","type":"int"},{"name":"p5","type":"BOOL"}],"summary":"Returns threadId","descriptions":[{"source":"alloc8or","format":"text","body":"Returns threadId"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/BRAIN/_START_SCRIPT_BRAIN","markdownUrl":"https://natives.borderlinerp.com/natives/BRAIN/_START_SCRIPT_BRAIN.md","snippets":{"lua":"local retval, p3 = StartScriptBrain(entity, scriptName, p2, p4, p5)","luaInvoke":"local retval, p3 = Citizen.InvokeNative(0x6F62FAE266DCFC81, entity, scriptName, p2, Citizen.PointerValueInt(), p4, p5, Citizen.ResultAsInteger())","js":"const [retval, p3] = StartScriptBrain(entity, scriptName, p2, p4, p5);","jsInvoke":"const [retval, p3] = Citizen.invokeNative('0x6F62FAE266DCFC81', entity, scriptName, p2, Citizen.pointerValueInt(), p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());","csharp":"var p3 = new OutputArgument();\nint retval = Function.Call<int>((Hash)0x6F62FAE266DCFC81, entity, scriptName, p2, p3, p4, p5);\n// p3.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."]}}