{"hash":"0x2A08A32B6D49906F","ns":"ENTITY","name":"_GET_ENTITY_SCRIPT","slug":"_GET_ENTITY_SCRIPT","official":false,"named":true,"luaName":"GetEntityScript","game":"rdr3","apiset":"client","returnType":"Hash","params":[{"name":"entity","type":"Entity"},{"name":"argStruct","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_SCRIPT","markdownUrl":"https://natives.borderlinerp.com/natives/ENTITY/_GET_ENTITY_SCRIPT.md","snippets":{"lua":"local retval, argStruct = GetEntityScript(entity, argStruct)","luaInvoke":"local retval, argStruct = Citizen.InvokeNative(0x2A08A32B6D49906F, entity, Citizen.PointerValueIntInitialized(argStruct), Citizen.ResultAsInteger())","js":"const [retval, argStruct] = GetEntityScript(entity, argStruct);","jsInvoke":"const [retval, argStruct] = Citizen.invokeNative('0x2A08A32B6D49906F', entity, Citizen.pointerValueIntInitialized(argStruct), Citizen.returnResultAnyway(), Citizen.resultAsInteger());","csharp":"var argStruct = new OutputArgument();\nint retval = Function.Call<int>((Hash)0x2A08A32B6D49906F, entity, argStruct);\n// argStruct.GetResult<int>()","notes":["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."]}}