# PED::SPAWNPOINTS_GET_SEARCH_RESULT

- **Hash:** `0x280C7E3AC7F56E90`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsGetSearchResult`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/SPAWNPOINTS_GET_SEARCH_RESULT

## Signature

```c
void SPAWNPOINTS_GET_SEARCH_RESULT(int randomInt, float* x, Any* y, float* z);
```

## Parameters

- `randomInt` (`int`)
- `x` (`float*`)
- `y` (`Any*`)
- `z` (`float*`)

## Returns

`void`

## Usage

### Lua

```lua
local x, y, z = SpawnpointsGetSearchResult(randomInt)

-- always available, by hash
local x, y, z = Citizen.InvokeNative(0x280C7E3AC7F56E90, randomInt, Citizen.PointerValueFloat(), Citizen.PointerValueInt(), Citizen.PointerValueFloat())
```

### JavaScript

```js
const [x, y, z] = SpawnpointsGetSearchResult(randomInt);

// by hash
const [x, y, z] = Citizen.invokeNative('0x280C7E3AC7F56E90', randomInt, Citizen.pointerValueFloat(), Citizen.pointerValueInt(), Citizen.pointerValueFloat());
```

### C#

```csharp
var x = new OutputArgument();
var y = new OutputArgument();
var z = new OutputArgument();
Function.Call((Hash)0x280C7E3AC7F56E90, randomInt, x, y, z);
// x.GetResult<float>()
// y.GetResult<int>()
// z.GetResult<float>()
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
