# PED::_GET_SHOP_ITEM_BASE_LAYERS

- **Hash:** `0x63342C50EC115CE8`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GetShopItemBaseLayers`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GET_SHOP_ITEM_BASE_LAYERS

## Signature

```c
BOOL _GET_SHOP_ITEM_BASE_LAYERS(Hash shopItem, Any p1, Ped ped, int metapedType, BOOL p4, Hash* drawable, Hash* albedo, Hash* normal, Hash* material, Hash* p9, Hash* p10, Hash* p11, Hash* p12);
```

## Parameters

- `shopItem` (`Hash`)
- `p1` (`Any`)
- `ped` (`Ped`)
- `metapedType` (`int`)
- `p4` (`BOOL`)
- `drawable` (`Hash*`)
- `albedo` (`Hash*`)
- `normal` (`Hash*`)
- `material` (`Hash*`)
- `p9` (`Hash*`)
- `p10` (`Hash*`)
- `p11` (`Hash*`)
- `p12` (`Hash*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, drawable, albedo, normal, material, p9, p10, p11, p12 = GetShopItemBaseLayers(shopItem, p1, ped, metapedType, p4)

-- always available, by hash
local retval, drawable, albedo, normal, material, p9, p10, p11, p12 = Citizen.InvokeNative(0x63342C50EC115CE8, shopItem, p1, ped, metapedType, p4, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, drawable, albedo, normal, material, p9, p10, p11, p12] = GetShopItemBaseLayers(shopItem, p1, ped, metapedType, p4);

// by hash
const [retval, drawable, albedo, normal, material, p9, p10, p11, p12] = Citizen.invokeNative('0x63342C50EC115CE8', shopItem, p1, ped, metapedType, p4, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var drawable = new OutputArgument();
var albedo = new OutputArgument();
var normal = new OutputArgument();
var material = new OutputArgument();
var p9 = new OutputArgument();
var p10 = new OutputArgument();
var p11 = new OutputArgument();
var p12 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x63342C50EC115CE8, shopItem, p1, ped, metapedType, p4, drawable, albedo, normal, material, p9, p10, p11, p12);
// drawable.GetResult<int>()
// albedo.GetResult<int>()
// normal.GetResult<int>()
// material.GetResult<int>()
// p9.GetResult<int>()
// p10.GetResult<int>()
// p11.GetResult<int>()
// p12.GetResult<int>()
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- 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.

## Related enums

- [eMetaPedType](https://natives.borderlinerp.com/enums/eMetaPedType.md) — 4 values

*Sources: alloc8or RDR3 NativeDB.*
