RedM Natives

_GET_LOOTING_FLAG

Hash0xE4C11F104620DDCE
Runtime nameGetLootingFlag
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_LOOTING_FLAG(Ped ped, int lootFlag);

Parameters

NameTypeDescription
pedPed—
lootFlagint—

Returns BOOL

Description

lootFlag: see SET_LOOTING_FLAG

Usage

Lua
local retval = GetLootingFlag(ped, lootFlag)

-- always works, by hash
local retval = Citizen.InvokeNative(0xE4C11F104620DDCE, ped, lootFlag, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = GetLootingFlag(ped, lootFlag);

// by hash
const retval = Citizen.invokeNative('0xE4C11F104620DDCE', ped, lootFlag, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0xE4C11F104620DDCE, ped, lootFlag);
  • 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.

Enums and flags

See also

Sources

alloc8or RDR3 NativeDB

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