RedM Natives

_ITEMDATABASE_GET_SHOP_LAYOUT_INFO

Hash0x66A6D76B6BB999B4
Runtime nameItemdatabaseGetShopLayoutInfo
NamespaceITEMDATABASE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _ITEMDATABASE_GET_SHOP_LAYOUT_INFO(Hash layout, Any* outData);

Parameters

NameTypeDescription
layoutHash—
outDataAny*—

Returns BOOL

Usage

Lua
local retval, outData = ItemdatabaseGetShopLayoutInfo(layout, outData)

-- always works, by hash
local retval, outData = Citizen.InvokeNative(0x66A6D76B6BB999B4, layout, Citizen.PointerValueIntInitialized(outData), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, outData] = ItemdatabaseGetShopLayoutInfo(layout, outData);

// by hash
const [retval, outData] = Citizen.invokeNative('0x66A6D76B6BB999B4', layout, Citizen.pointerValueIntInitialized(outData), Citizen.returnResultAnyway());
C#
var outData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x66A6D76B6BB999B4, layout, outData);
// outData.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`.
  • 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.

Sources

alloc8or RDR3 NativeDB

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