_LOOT_GET_LOOT_CLAIM_DATA
Hash
0xF1E9045F5AA9E428Runtime name
LootGetLootClaimDataNamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1311
Signature
BOOL _LOOT_GET_LOOT_CLAIM_DATA(Any* rpcGuid, int dataIndex, Any* outLootData);Parameters
| Name | Type | Description |
|---|---|---|
rpcGuid | Any* | — |
dataIndex | int | — |
outLootData | Any* | — |
Returns BOOL
Usage
local retval, rpcGuid, outLootData = LootGetLootClaimData(dataIndex)
-- always works, by hash
local retval, rpcGuid, outLootData = Citizen.InvokeNative(0xF1E9045F5AA9E428, Citizen.PointerValueInt(), dataIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, rpcGuid, outLootData] = LootGetLootClaimData(dataIndex);
// by hash
const [retval, rpcGuid, outLootData] = Citizen.invokeNative('0xF1E9045F5AA9E428', Citizen.pointerValueInt(), dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());var rpcGuid = new OutputArgument();
var outLootData = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF1E9045F5AA9E428, rpcGuid, dataIndex, outLootData);
// rpcGuid.GetResult<int>()
// outLootData.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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.