# STATS::STAT_ID_SET_GXT_LABEL

- **Hash:** `0x05060A54834F2382`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdSetGxtLabel`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/STAT_ID_SET_GXT_LABEL

## Signature

```c
BOOL STAT_ID_SET_GXT_LABEL(Any* statId, const char* label, BOOL p2);
```

## Parameters

- `statId` (`Any*`)
- `label` (`const char*`)
- `p2` (`BOOL`)

## Returns

`BOOL`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local retval, statId = StatIdSetGxtLabel(label, p2)

-- always available, by hash
local retval, statId = Citizen.InvokeNative(0x05060A54834F2382, Citizen.PointerValueInt(), label, p2, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, statId] = StatIdSetGxtLabel(label, p2);

// by hash
const [retval, statId] = Citizen.invokeNative('0x05060A54834F2382', Citizen.pointerValueInt(), label, p2, Citizen.returnResultAnyway());
```

### C#

```csharp
var statId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x05060A54834F2382, statId, label, p2);
// statId.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.

*Sources: alloc8or RDR3 NativeDB.*
