# SCRIPT::_LOOT_GET_LOOT_CLAIM_DATA

- **Hash:** `0xF1E9045F5AA9E428`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `LootGetLootClaimData`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1311
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_LOOT_CLAIM_DATA

## Signature

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

## Parameters

- `rpcGuid` (`Any*`)
- `dataIndex` (`int`)
- `outLootData` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outLootData = LootGetLootClaimData(dataIndex)

-- always available, by hash
local retval, rpcGuid, outLootData = Citizen.InvokeNative(0xF1E9045F5AA9E428, Citizen.PointerValueInt(), dataIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outLootData] = LootGetLootClaimData(dataIndex);

// by hash
const [retval, rpcGuid, outLootData] = Citizen.invokeNative('0xF1E9045F5AA9E428', Citizen.pointerValueInt(), dataIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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.*
