{"hash":"0xD076DB9B96FAADF1","ns":"ITEMDATABASE","name":"_ITEMDATABASE_GET_AWARD_INFO","slug":"_ITEMDATABASE_GET_AWARD_INFO","official":false,"named":true,"luaName":"ItemdatabaseGetAwardInfo","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"award","type":"Hash"},{"name":"outData","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1311","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_INFO","markdownUrl":"https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_INFO.md","snippets":{"lua":"local retval, outData = ItemdatabaseGetAwardInfo(award, outData)","luaInvoke":"local retval, outData = Citizen.InvokeNative(0xD076DB9B96FAADF1, award, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())","js":"const [retval, outData] = ItemdatabaseGetAwardInfo(award, outData);","jsInvoke":"const [retval, outData] = Citizen.invokeNative('0xD076DB9B96FAADF1', award, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());","csharp":"var outData = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xD076DB9B96FAADF1, award, outData);\n// outData.GetResult<int>()","notes":["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` ``.","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."]}}