# ENTITY::_REQUEST_ENTITY_LOOT_LIST

- **Hash:** `0xA88E215CEB0435C0`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RequestEntityLootList`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_REQUEST_ENTITY_LOOT_LIST

## Signature

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

## Parameters

- `mount` (`Ped`)
- `argStruct` (`Any*`)
- `visiblelootslotrequestType` (`Hash`)
- `flag` (`int`)
- `p4` (`int`)
- `p5` (`BOOL`)

## Returns

`BOOL`

## Usage

### Lua

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

-- always available, by hash
local retval, argStruct = Citizen.InvokeNative(0xA88E215CEB0435C0, mount, Citizen.PointerValueInt(), visiblelootslotrequestType, flag, p4, p5, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
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#

```csharp
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.*
