# STATS::STAT_ID_GET_BOOL

- **Hash:** `0x11B5E6D2AE73F48F`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdGetBool`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_GET_BOOL

## Signature

```c
BOOL STAT_ID_GET_BOOL(Any* statId, BOOL* value);
```

## Parameters

- `statId` (`Any*`)
- `value` (`BOOL*`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId, value = StatIdGetBool()

-- always available, by hash
local retval, statId, value = Citizen.InvokeNative(0x11B5E6D2AE73F48F, Citizen.PointerValueInt(), Citizen.PointerValueInt() --[[ BOOL* ]], Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId, value] = StatIdGetBool();

// by hash
const [retval, statId, value] = Citizen.invokeNative('0x11B5E6D2AE73F48F', Citizen.pointerValueInt(), Citizen.pointerValueInt() /* BOOL* */, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
var value = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x11B5E6D2AE73F48F, statId, value);
// statId.GetResult<int>()
// value.GetResult<bool>()
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
