# STATS::_STAT_ID_DECREMENT_INT

- **Hash:** `0xBD861AE8A5181ED7`
- **Namespace:** STATS
- **Runtime name (Lua/JS):** `StatIdDecrementInt`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/STATS/_STAT_ID_DECREMENT_INT

## Signature

```c
void _STAT_ID_DECREMENT_INT(Any* statId, int value);
```

## Parameters

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

## Returns

`void`

## Description

statId: see STAT_ID_IS_VALID

## Usage

### Lua

```lua
local statId = StatIdDecrementInt(value)

-- always available, by hash
local statId = Citizen.InvokeNative(0xBD861AE8A5181ED7, Citizen.PointerValueInt(), value)
```

### JavaScript

```js
const statId = StatIdDecrementInt(value);

// by hash
const statId = Citizen.invokeNative('0xBD861AE8A5181ED7', Citizen.pointerValueInt(), value);
```

### C#

```csharp
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.*
