_REFRESH_LOOT_STATE_FOR_PED
Returns loot state LAP_NONE, LAP_RESUMING, LAP_GETTING_ON_FOOT, LAP_DISTANT_NAV, LAP_CHOOSING_ACTION, LAP_APPROACHING, LAP_ENTERING, LAP_LOOTING, LAP_EXITING _POSSE_* - _REGISTER_HATED*
Hash
0x5463C962BC7777C3Runtime name
RefreshLootStateForPedNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
int _REFRESH_LOOT_STATE_FOR_PED(Ped ped, int p1, Ped* lootTarget, int p3, int p4);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
p1 | int | — |
lootTarget | Ped* | — |
p3 | int | — |
p4 | int | — |
Returns int
Description
Returns loot state
enum eLootState
{
LAP_NONE,
LAP_RESUMING,
LAP_GETTING_ON_FOOT,
LAP_DISTANT_NAV,
LAP_CHOOSING_ACTION,
LAP_APPROACHING,
LAP_ENTERING,
LAP_LOOTING,
LAP_EXITING
};_POSSE_* - _REGISTER_HATED*
Usage
local retval, lootTarget = RefreshLootStateForPed(ped, p1, p3, p4)
-- always works, by hash
local retval, lootTarget = Citizen.InvokeNative(0x5463C962BC7777C3, ped, p1, Citizen.PointerValueInt(), p3, p4, Citizen.ResultAsInteger())JavaScript and C#
const [retval, lootTarget] = RefreshLootStateForPed(ped, p1, p3, p4);
// by hash
const [retval, lootTarget] = Citizen.invokeNative('0x5463C962BC7777C3', ped, p1, Citizen.pointerValueInt(), p3, p4, Citizen.returnResultAnyway(), Citizen.resultAsInteger());var lootTarget = new OutputArgument();
int retval = Function.Call<int>((Hash)0x5463C962BC7777C3, ped, p1, lootTarget, p3, p4);
// lootTarget.GetResult<int>()- 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
InvokeNativewith the hash — it always works.
Sources
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