# ITEMDATABASE::_ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT

- **Hash:** `0x48229CE0C7938237`
- **Namespace:** ITEMDATABASE
- **Runtime name (Lua/JS):** `ItemdatabaseGetAwardUnlockFlagCount`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ITEMDATABASE/_ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT

## Signature

```c
int _ITEMDATABASE_GET_AWARD_UNLOCK_FLAG_COUNT(Hash award);
```

## Parameters

- `award` (`Hash`)

## Returns

`int`

## Description

*Source: alloc8or RDR3 NativeDB*

Returns the count of unlock flags for an award.

*Source: VORPCORE RDR3natives*

hash eg: AWARD_DEBUG_HIDE_LEGENDARY_BOUNTY_00

## Usage

### Lua

```lua
local retval = ItemdatabaseGetAwardUnlockFlagCount(award)

-- always available, by hash
local retval = Citizen.InvokeNative(0x48229CE0C7938237, award, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = ItemdatabaseGetAwardUnlockFlagCount(award);

// by hash
const retval = Citizen.invokeNative('0x48229CE0C7938237', award, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x48229CE0C7938237, award);
```

- 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 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, VORPCORE RDR3natives.*
