RedM Natives

_LOOT_TABLES_GET_INFO

Hash0x48E4D50F87A96AA5
Runtime nameLootTablesGetInfo
NamespaceMISC
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _LOOT_TABLES_GET_INFO(Ped ped, BOOL p1, BOOL p2, Hash lootTableKey, Any* p4, Any p5);

Parameters

NameTypeDescription
pedPed—
p1BOOL—
p2BOOL—
lootTableKeyHash—
p4Any*—
p5Any—

Returns void

Usage

Lua
local p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5)

-- always works, by hash
local p4 = Citizen.InvokeNative(0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, Citizen.PointerValueInt(), p5)
JavaScript and C#
JavaScript
const p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5);

// by hash
const p4 = Citizen.invokeNative('0x48E4D50F87A96AA5', ped, p1, p2, lootTableKey, Citizen.pointerValueInt(), p5);
C#
var p4 = new OutputArgument();
Function.Call((Hash)0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, p4, p5);
// p4.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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.