_LOOT_GET_RESULT_ITEM
Hash
0x4293B44A855F82CCRuntime name
LootGetResultItemNamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _LOOT_GET_RESULT_ITEM(Any* rpcGuid, int itemIndex, Any* outResultItem);Parameters
| Name | Type | Description |
|---|---|---|
rpcGuid | Any* | — |
itemIndex | int | — |
outResultItem | Any* | — |
Returns BOOL
Usage
local retval, rpcGuid, outResultItem = LootGetResultItem(itemIndex)
-- always works, by hash
local retval, rpcGuid, outResultItem = Citizen.InvokeNative(0x4293B44A855F82CC, Citizen.PointerValueInt(), itemIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())JavaScript and C#
const [retval, rpcGuid, outResultItem] = LootGetResultItem(itemIndex);
// by hash
const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0x4293B44A855F82CC', Citizen.pointerValueInt(), itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());var rpcGuid = new OutputArgument();
var outResultItem = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x4293B44A855F82CC, rpcGuid, itemIndex, outResultItem);
// rpcGuid.GetResult<int>()
// outResultItem.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.
See also
Sources
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