# PED::_COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS

- **Hash:** `0x6B89FAA36FC909A3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ComputeSatchelItemForPedCarcass`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_COMPUTE_SATCHEL_ITEM_FOR_PED_CARCASS

## Signature

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

## Parameters

- `outInventoryItemArray` (`Any*`)
- `ped` (`Ped`)
- `damageCleanliness` (`int`)
- `skinningQuality` (`int`)

## Returns

`int`

## Description

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

## Usage

### Lua

```lua
local retval, outInventoryItemArray = ComputeSatchelItemForPedCarcass(ped, damageCleanliness, skinningQuality)

-- always available, by hash
local retval, outInventoryItemArray = Citizen.InvokeNative(0x6B89FAA36FC909A3, Citizen.PointerValueInt(), ped, damageCleanliness, skinningQuality, Citizen.ResultAsInteger())
```

### JavaScript

```js
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#

```csharp
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.*
