RedM Natives

_REQUEST_ENTITY_LOOT_LIST

Hash0xA88E215CEB0435C0
Runtime nameRequestEntityLootList
NamespaceENTITY
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _REQUEST_ENTITY_LOOT_LIST(Ped mount, Any* argStruct, Hash visiblelootslotrequestType, int flag, int p4, BOOL p5);

Parameters

NameTypeDescription
mountPed—
argStructAny*—
visiblelootslotrequestTypeHash—
flagint—
p4int—
p5BOOL—

Returns BOOL

Usage

Lua
local retval, argStruct = RequestEntityLootList(mount, visiblelootslotrequestType, flag, p4, p5)

-- always works, by hash
local retval, argStruct = Citizen.InvokeNative(0xA88E215CEB0435C0, mount, Citizen.PointerValueInt(), visiblelootslotrequestType, flag, p4, p5, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, argStruct] = RequestEntityLootList(mount, visiblelootslotrequestType, flag, p4, p5);

// by hash
const [retval, argStruct] = Citizen.invokeNative('0xA88E215CEB0435C0', mount, Citizen.pointerValueInt(), visiblelootslotrequestType, flag, p4, p5, Citizen.returnResultAnyway());
C#
var argStruct = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xA88E215CEB0435C0, mount, argStruct, visiblelootslotrequestType, flag, p4, p5);
// argStruct.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

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