# ITEMDATABASE::_ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS

- **Hash:** `0xB52E20F6767A09A2`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseFilloutBuyAwardAcquireCosts`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS

## Signature

```c
BOOL _ITEMDATABASE_FILLOUT_BUY_AWARD_ACQUIRE_COSTS(Hash award, Any* outData, int* outUnk, int p3);
```

## Parameters

- `award` (`Hash`)
- `outData` (`Any*`)
- `outUnk` (`int*`)
- `p3` (`int`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, outData, outUnk = ItemdatabaseFilloutBuyAwardAcquireCosts(award, p3)

-- always available, by hash
local retval, outData, outUnk = Citizen.InvokeNative(0xB52E20F6767A09A2, award, Citizen.PointerValueInt(), Citizen.PointerValueInt(), p3, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, outData, outUnk] = ItemdatabaseFilloutBuyAwardAcquireCosts(award, p3);

// by hash
const [retval, outData, outUnk] = Citizen.invokeNative('0xB52E20F6767A09A2', award, Citizen.pointerValueInt(), Citizen.pointerValueInt(), p3, Citizen.returnResultAnyway());
```

### C#

```csharp
var outData = new OutputArgument();
var outUnk = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xB52E20F6767A09A2, award, outData, outUnk, p3);
// outData.GetResult<int>()
// outUnk.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.*
