RedM Natives

_GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT

Returns false if entity is not a ped or object.

Hash0x1E804EA9B12030A4
Runtime nameGetScriptOverrideEntityLootTablePermanent
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_SCRIPT_OVERRIDE_ENTITY_LOOT_TABLE_PERMANENT(Entity entity, Hash* lootTable);

Parameters

NameTypeDescription
entityEntity—
lootTableHash*—

Returns BOOL

Description

Returns false if entity is not a ped or object.

Usage

Lua
local retval, lootTable = GetScriptOverrideEntityLootTablePermanent(entity, lootTable)

-- always works, by hash
local retval, lootTable = Citizen.InvokeNative(0x1E804EA9B12030A4, entity, Citizen.PointerValueIntInitialized(lootTable), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, lootTable] = GetScriptOverrideEntityLootTablePermanent(entity, lootTable);

// by hash
const [retval, lootTable] = Citizen.invokeNative('0x1E804EA9B12030A4', entity, Citizen.pointerValueIntInitialized(lootTable), Citizen.returnResultAnyway());
C#
var lootTable = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x1E804EA9B12030A4, entity, lootTable);
// lootTable.GetResult<int>()
  • The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
  • 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.