RedM Natives

_COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS

Related to dead animals items/loots

Hash0x6B89FAA36FC909A3
Runtime nameComputeSatchelItemForPedCarcass
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS(Any* outInventoryItemArray, Ped ped, int damageCleanliness, int skinningQuality);

Parameters

NameTypeDescription
outInventoryItemArrayAny*—
pedPed—
damageCleanlinessint—
skinningQualityint—

Returns int

Description

Related to dead animals items/loots
Notice: skinningQuality is partially calculated using pedQuality

Usage

Lua
local retval, outInventoryItemArray = ComputeSatchelItemForPedCarcass(ped, damageCleanliness, skinningQuality)

-- always works, by hash
local retval, outInventoryItemArray = Citizen.InvokeNative(0x6B89FAA36FC909A3, Citizen.PointerValueInt(), ped, damageCleanliness, skinningQuality, Citizen.ResultAsInteger())
JavaScript and C#
JavaScript
const [retval, outInventoryItemArray] = ComputeSatchelItemForPedCarcass(ped, damageCleanliness, skinningQuality);

// by hash
const [retval, outInventoryItemArray] = Citizen.invokeNative('0x6B89FAA36FC909A3', Citizen.pointerValueInt(), ped, damageCleanliness, skinningQuality, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
C#
var outInventoryItemArray = new OutputArgument();
int retval = Function.Call<int>((Hash)0x6B89FAA36FC909A3, outInventoryItemArray, ped, damageCleanliness, skinningQuality);
// outInventoryItemArray.GetResult<int>()
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.