{"hash":"0xB25B5A375BE5BE26","ns":"SAVE","name":"_SAVEGAME_GET_INT_3","slug":"_SAVEGAME_GET_INT_3","official":false,"named":true,"luaName":"SavegameGetInt_3","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"p0","type":"Any*"},{"name":"variableName","type":"const char*"}],"summary":"Does the exact same as 0x529B9CCD0972AF4E Commonly used with enums and flags","descriptions":[{"source":"alloc8or","format":"text","body":"Does the exact same as 0x529B9CCD0972AF4E\nCommonly used with enums and flags"}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":2,"url":"https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_INT_3","markdownUrl":"https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_INT_3.md","snippets":{"lua":"local p0 = SavegameGetInt_3(variableName)","luaInvoke":"local p0 = Citizen.InvokeNative(0xB25B5A375BE5BE26, Citizen.PointerValueInt(), variableName)","js":"const p0 = SavegameGetInt_3(variableName);","jsInvoke":"const p0 = Citizen.invokeNative('0xB25B5A375BE5BE26', Citizen.pointerValueInt(), variableName);","csharp":"var p0 = new OutputArgument();\nFunction.Call((Hash)0xB25B5A375BE5BE26, p0, variableName);\n// p0.GetResult<int>()","notes":["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."]}}