# MISC::_LOOT_TABLES_GET_INFO

- **Hash:** `0x48E4D50F87A96AA5`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `LootTablesGetInfo`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_LOOT_TABLES_GET_INFO

## Signature

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

## Parameters

- `ped` (`Ped`)
- `p1` (`BOOL`)
- `p2` (`BOOL`)
- `lootTableKey` (`Hash`)
- `p4` (`Any*`)
- `p5` (`Any`)

## Returns

`void`

## Usage

### Lua

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

-- always available, by hash
local p4 = Citizen.InvokeNative(0x48E4D50F87A96AA5, ped, p1, p2, lootTableKey, Citizen.PointerValueInt(), p5)
```

### JavaScript

```js
const p4 = LootTablesGetInfo(ped, p1, p2, lootTableKey, p5);

// by hash
const p4 = Citizen.invokeNative('0x48E4D50F87A96AA5', ped, p1, p2, lootTableKey, Citizen.pointerValueInt(), p5);
```

### C#

```csharp
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.*
