RedM Natives

_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*

Hash0x5463C962BC7777C3
Runtime nameRefreshLootStateForPed
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

int _REFRESH_LOOT_STATE_FOR_PED(Ped ped, int p1, Ped* lootTarget, int p3, int p4);

Parameters

NameTypeDescription
pedPed—
p1int—
lootTargetPed*—
p3int—
p4int—

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

Lua
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#
JavaScript
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());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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