RedM Natives

_LOOT_GET_LOOT_CLAIM_DATA

Hash0xF1E9045F5AA9E428
Runtime nameLootGetLootClaimData
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1311

Signature

BOOL _LOOT_GET_LOOT_CLAIM_DATA(Any* rpcGuid, int dataIndex, Any* outLootData);

Parameters

NameTypeDescription
rpcGuidAny*—
dataIndexint—
outLootDataAny*—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, rpcGuid, outLootData] = LootGetLootClaimData(dataIndex);

// by hash
const [retval, rpcGuid, outLootData] = Citizen.invokeNative('0xF1E9045F5AA9E428', Citizen.pointerValueInt(), dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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