RedM Natives

_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO

Hash0x7C1C2062CFAD06FE
Runtime nameUnlockGetItemRoleUnlockInfo
NamespaceUNLOCK
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO(Hash unlockHash, Any* outData);

Parameters

NameTypeDescription
unlockHashHash—
outDataAny*—

Returns void

Usage

Lua
local outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData)

-- always works, by hash
local outData = Citizen.InvokeNative(0x7C1C2062CFAD06FE, unlockHash, Citizen.PointerValueIntInitialized(outData))
JavaScript and C#
JavaScript
const outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData);

// by hash
const outData = Citizen.invokeNative('0x7C1C2062CFAD06FE', unlockHash, Citizen.pointerValueIntInitialized(outData));
C#
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.InvokeNative needs the number — pass joaat("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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB

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