{"hash":"0x48E4D50F87A96AA5","ns":"MISC","name":"_LOOT_TABLES_GET_INFO","slug":"_LOOT_TABLES_GET_INFO","official":false,"named":true,"luaName":"LootTablesGetInfo","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"ped","type":"Ped"},{"name":"p1","type":"BOOL"},{"name":"p2","type":"BOOL"},{"name":"lootTableKey","type":"Hash"},{"name":"p4","type":"Any*"},{"name":"p5","type":"Any"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/MISC/_LOOT_TABLES_GET_INFO","markdownUrl":"https://natives.borderlinerp.com/natives/MISC/_LOOT_TABLES_GET_INFO.md","snippets":{"lua":"local p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5)","luaInvoke":"local p4 = Citizen.InvokeNative(0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, Citizen.PointerValueInt(), p5)","js":"const p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5);","jsInvoke":"const p4 = Citizen.invokeNative('0x48E4D50F87A96AA5', ped, p1, p2, lootTableKey, Citizen.pointerValueInt(), p5);","csharp":"var p4 = new OutputArgument();\nFunction.Call((Hash)0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, p4, p5);\n// p4.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` ``.","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."]}}