RedM Natives

_SAVEGAME_GET_INT

Hash0x529B9CCD0972AF4E
Runtime nameSavegameGetInt
NamespaceSAVE
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SAVEGAME_GET_INT(Any* p0, const char* variableName);

Parameters

NameTypeDescription
p0Any*—
variableNameconst char*—

Returns void

Usage

Lua
local p0 = SavegameGetInt(variableName)

-- always works, by hash
local p0 = Citizen.InvokeNative(0x529B9CCD0972AF4E, Citizen.PointerValueInt(), variableName)
JavaScript and C#
JavaScript
const p0 = SavegameGetInt(variableName);

// by hash
const p0 = Citizen.invokeNative('0x529B9CCD0972AF4E', Citizen.pointerValueInt(), variableName);
C#
var p0 = new OutputArgument();
Function.Call((Hash)0x529B9CCD0972AF4E, p0, variableName);
// p0.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.