{"hash":"0x7C1C2062CFAD06FE","ns":"UNLOCK","name":"_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO","slug":"_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO","official":false,"named":true,"luaName":"UnlockGetItemRoleUnlockInfo","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"unlockHash","type":"Hash"},{"name":"outData","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO","markdownUrl":"https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_GET_ITEM_ROLE_UNLOCK_INFO.md","snippets":{"lua":"local outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData)","luaInvoke":"local outData = Citizen.InvokeNative(0x7C1C2062CFAD06FE, unlockHash, Citizen.PointerValueIntInitialized(outData))","js":"const outData = UnlockGetItemRoleUnlockInfo(unlockHash, outData);","jsInvoke":"const outData = Citizen.invokeNative('0x7C1C2062CFAD06FE', unlockHash, Citizen.pointerValueIntInitialized(outData));","csharp":"var outData = new OutputArgument();\nFunction.Call((Hash)0x7C1C2062CFAD06FE, unlockHash, outData);\n// outData.GetResult<int>()","notes":["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."]}}