RedM Natives

_LOOT_GET_RESULT_ITEM

Hash0x4293B44A855F82CC
Runtime nameLootGetResultItem
NamespaceSCRIPT
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _LOOT_GET_RESULT_ITEM(Any* rpcGuid, int itemIndex, Any* outResultItem);

Parameters

NameTypeDescription
rpcGuidAny*—
itemIndexint—
outResultItemAny*—

Returns BOOL

Usage

Lua
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#
JavaScript
const [retval, rpcGuid, outResultItem] = LootGetResultItem(itemIndex);

// by hash
const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0x4293B44A855F82CC', Citizen.pointerValueInt(), itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
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 InvokeNative with the hash — it always works.

See also

Sources

alloc8or RDR3 NativeDB

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