_LOOT_TABLES_GET_INFO
Hash
0x48E4D50F87A96AA5Runtime name
LootTablesGetInfoNamespaceMISC
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
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
p1 | BOOL | — |
p2 | BOOL | — |
lootTableKey | Hash | — |
p4 | Any* | — |
p5 | Any | — |
Returns void
Usage
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#
const p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5);
// by hash
const p4 = Citizen.invokeNative('0x48E4D50F87A96AA5', ped, p1, p2, lootTableKey, Citizen.pointerValueInt(), p5);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.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
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