RedM Natives

_STAT_ID_DECREMENT_INT

Hash0xBD861AE8A5181ED7
Runtime nameStatIdDecrementInt
NamespaceSTATS
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _STAT_ID_DECREMENT_INT(Any* statId, int value);

Parameters

NameTypeDescription
statIdAny*—
valueint—

Returns void

Description

statId: see STAT_ID_IS_VALID

Usage

Lua
local statId = StatIdDecrementInt(value)

-- always works, by hash
local statId = Citizen.InvokeNative(0xBD861AE8A5181ED7, Citizen.PointerValueInt(), value)
JavaScript and C#
JavaScript
const statId = StatIdDecrementInt(value);

// by hash
const statId = Citizen.invokeNative('0xBD861AE8A5181ED7', Citizen.pointerValueInt(), value);
C#
var statId = new OutputArgument();
Function.Call((Hash)0xBD861AE8A5181ED7, statId, value);
// 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.
  • 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.

Sources

alloc8or RDR3 NativeDB

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.