_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO
Hash
0x7C1C2062CFAD06FERuntime name
UnlockGetItemRoleUnlockInfoNamespaceUNLOCK
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO(Hash unlockHash, Any* outData);Parameters
| Name | Type | Description |
|---|---|---|
unlockHash | Hash | — |
outData | Any* | — |
Returns void
Usage
local outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData)
-- always works, by hash
local outData = Citizen.InvokeNative(0x7C1C2062CFAD06FE, unlockHash, Citizen.PointerValueIntInitialized(outData))JavaScript and C#
const outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData);
// by hash
const outData = Citizen.invokeNative('0x7C1C2062CFAD06FE', unlockHash, Citizen.pointerValueIntInitialized(outData));var outData = new OutputArgument();
Function.Call((Hash)0x7C1C2062CFAD06FE, unlockHash, outData);
// outData.GetResult<int>()- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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
InvokeNativewith the hash — it always works.
Sources
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