# PED::SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS

- **Hash:** `0xB782F8238512BAD5`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SpawnpointsGetSearchResultFlags`
- **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_FLAGS

## Signature

```c
void SPAWNPOINTS_GET_SEARCH_RESULT_FLAGS(Any p0, Any* p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any*`)

## Returns

`void`

## Usage

### Lua

```lua
local p1 = SpawnpointsGetSearchResultFlags(p0, p1)

-- always available, by hash
local p1 = Citizen.InvokeNative(0xB782F8238512BAD5, p0, Citizen.PointerValueIntInitialized(p1))
```

### JavaScript

```js
const p1 = SpawnpointsGetSearchResultFlags(p0, p1);

// by hash
const p1 = Citizen.invokeNative('0xB782F8238512BAD5', p0, Citizen.pointerValueIntInitialized(p1));
```

### C#

```csharp
var p1 = new OutputArgument();
Function.Call((Hash)0xB782F8238512BAD5, p0, p1);
// p1.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `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.*
