{"hash":"0x4293B44A855F82CC","ns":"SCRIPT","name":"_LOOT_GET_RESULT_ITEM","slug":"_LOOT_GET_RESULT_ITEM","official":false,"named":true,"luaName":"LootGetResultItem","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"rpcGuid","type":"Any*"},{"name":"itemIndex","type":"int"},{"name":"outResultItem","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":["0xAC8FAB22A914AE34"],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_RESULT_ITEM","markdownUrl":"https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_RESULT_ITEM.md","snippets":{"lua":"local retval, rpcGuid, outResultItem = LootGetResultItem(itemIndex)","luaInvoke":"local retval, rpcGuid, outResultItem = Citizen.InvokeNative(0x4293B44A855F82CC, Citizen.PointerValueInt(), itemIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())","js":"const [retval, rpcGuid, outResultItem] = LootGetResultItem(itemIndex);","jsInvoke":"const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0x4293B44A855F82CC', Citizen.pointerValueInt(), itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());","csharp":"var rpcGuid = new OutputArgument();\nvar outResultItem = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x4293B44A855F82CC, rpcGuid, itemIndex, outResultItem);\n// rpcGuid.GetResult<int>()\n// outResultItem.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."]}}