# SCRIPT::_LOOT_GET_RESULT_ITEM

- **Hash:** `0x4293B44A855F82CC`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `LootGetResultItem`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_LOOT_GET_RESULT_ITEM

## Signature

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

## Parameters

- `rpcGuid` (`Any*`)
- `itemIndex` (`int`)
- `outResultItem` (`Any*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval, rpcGuid, outResultItem = LootGetResultItem(itemIndex)

-- always available, by hash
local retval, rpcGuid, outResultItem = Citizen.InvokeNative(0x4293B44A855F82CC, Citizen.PointerValueInt(), itemIndex, Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, rpcGuid, outResultItem] = LootGetResultItem(itemIndex);

// by hash
const [retval, rpcGuid, outResultItem] = Citizen.invokeNative('0x4293B44A855F82CC', Citizen.pointerValueInt(), itemIndex, Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
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

- [SCRIPT::AWARDS_GET_RESULT_ITEM](https://natives.borderlinerp.com/natives/SCRIPT/AWARDS_GET_RESULT_ITEM.md)

*Sources: alloc8or RDR3 NativeDB.*
