{"hash":"0xF1E9045F5AA9E428","ns":"SCRIPT","name":"_LOOT_GET_LOOT_CLAIM_DATA","slug":"_LOOT_GET_LOOT_CLAIM_DATA","official":false,"named":true,"luaName":"LootGetLootClaimData","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"rpcGuid","type":"Any*"},{"name":"dataIndex","type":"int"},{"name":"outLootData","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1311","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_LOOT_CLAIM_DATA","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_LOOT_CLAIM_DATA.md","snippets":{"lua":"local retval, rpcGuid, outLootData = LootGetLootClaimData(dataIndex)","luaInvoke":"local retval, rpcGuid, outLootData = Citizen.InvokeNative(0xF1E9045F5AA9E428, Citizen.PointerValueInt(), dataIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())","js":"const [retval, rpcGuid, outLootData] = LootGetLootClaimData(dataIndex);","jsInvoke":"const [retval, rpcGuid, outLootData] = Citizen.invokeNative('0xF1E9045F5AA9E428', Citizen.pointerValueInt(), dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());","csharp":"var rpcGuid = new OutputArgument();\nvar outLootData = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0xF1E9045F5AA9E428, rpcGuid, dataIndex, outLootData);\n// rpcGuid.GetResult<int>()\n// outLootData.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."]}}