{"hash":"0x4845E7E7643A908C","ns":"SAVE","name":"_SAVEGAME_GET_TEXT_LABEL_31","slug":"_SAVEGAME_GET_TEXT_LABEL_31","official":false,"named":true,"luaName":"SavegameGetTextLabel_31","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"p0","type":"Any*"},{"name":"variableName","type":"const char*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_TEXT_LABEL_31","markdownUrl":"https://natives.borderlinerp.com/natives/SAVE/_SAVEGAME_GET_TEXT_LABEL_31.md","snippets":{"lua":"local p0 = SavegameGetTextLabel_31(variableName)","luaInvoke":"local p0 = Citizen.InvokeNative(0x4845E7E7643A908C, Citizen.PointerValueInt(), variableName)","js":"const p0 = SavegameGetTextLabel_31(variableName);","jsInvoke":"const p0 = Citizen.invokeNative('0x4845E7E7643A908C', Citizen.pointerValueInt(), variableName);","csharp":"var p0 = new OutputArgument();\nFunction.Call((Hash)0x4845E7E7643A908C, 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."]}}