# PED::_REFRESH_LOOT_STATE_FOR_PED

- **Hash:** `0x5463C962BC7777C3`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RefreshLootStateForPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REFRESH_LOOT_STATE_FOR_PED

## Signature

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

## Parameters

- `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

### Lua

```lua
local retval, lootTarget = RefreshLootStateForPed(ped, p1, p3, p4)

-- always available, by hash
local retval, lootTarget = Citizen.InvokeNative(0x5463C962BC7777C3, ped, p1, Citizen.PointerValueInt(), p3, p4, Citizen.ResultAsInteger())
```

### JavaScript

```js
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#

```csharp
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.*
