# TASK::_GET_HERB_COMPOSITE_NUM_ENTITIES

- **Hash:** `0x96C6ED22FB742C3E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetHerbCompositeNumEntities`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_HERB_COMPOSITE_NUM_ENTITIES

## Signature

```c
int _GET_HERB_COMPOSITE_NUM_ENTITIES(int compositeId, Any* outEntities);
```

## Parameters

- `compositeId` (`int`)
- `outEntities` (`Any*`)

## Returns

`int`

## Description

Flowers, Stalks or whatever the composite has

## Usage

### Lua

```lua
local retval, outEntities = GetHerbCompositeNumEntities(compositeId, outEntities)

-- always available, by hash
local retval, outEntities = Citizen.InvokeNative(0x96C6ED22FB742C3E, compositeId, Citizen.PointerValueIntInitialized(outEntities), Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, outEntities] = GetHerbCompositeNumEntities(compositeId, outEntities);

// by hash
const [retval, outEntities] = Citizen.invokeNative('0x96C6ED22FB742C3E', compositeId, Citizen.pointerValueIntInitialized(outEntities), Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var outEntities = new OutputArgument();
int retval = Function.Call<int>((Hash)0x96C6ED22FB742C3E, compositeId, outEntities);
// outEntities.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.
- `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.*
