# PED::GET_META_PED_ASSET_TINT

- **Hash:** `0xE7998FEC53A33BBE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetMetaPedAssetTint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/GET_META_PED_ASSET_TINT

## Signature

```c
BOOL GET_META_PED_ASSET_TINT(Ped ped, int index, Hash* pallete, int* tint0, int* tint1, int* tint2);
```

## Parameters

- `ped` (`Ped`)
- `index` (`int`)
- `pallete` (`Hash*`)
- `tint0` (`int*`)
- `tint1` (`int*`)
- `tint2` (`int*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, pallete, tint0, tint1, tint2 = GetMetaPedAssetTint(ped, index)

-- always available, by hash
local retval, pallete, tint0, tint1, tint2 = Citizen.InvokeNative(0xE7998FEC53A33BBE, ped, index, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, pallete, tint0, tint1, tint2] = GetMetaPedAssetTint(ped, index);

// by hash
const [retval, pallete, tint0, tint1, tint2] = Citizen.invokeNative('0xE7998FEC53A33BBE', ped, index, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var pallete = new OutputArgument();
var tint0 = new OutputArgument();
var tint1 = new OutputArgument();
var tint2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xE7998FEC53A33BBE, ped, index, pallete, tint0, tint1, tint2);
// pallete.GetResult<int>()
// tint0.GetResult<int>()
// tint1.GetResult<int>()
// tint2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

*Sources: alloc8or RDR3 NativeDB.*
