RedM Natives

_GET_AMMO_IN_CLIP_BY_INVENTORY_UID

Hash0x678F00858980F516
Runtime nameGetAmmoInClipByInventoryUid
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _GET_AMMO_IN_CLIP_BY_INVENTORY_UID(Ped ped, int* ammo, Any* inventoryUid);

Parameters

NameTypeDescription
pedPed—
ammoint*—
inventoryUidAny*—

Returns BOOL

Usage

Lua
local retval, ammo, inventoryUid = GetAmmoInClipByInventoryUid(ped)

-- always works, by hash
local retval, ammo, inventoryUid = Citizen.InvokeNative(0x678F00858980F516, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const [retval, ammo, inventoryUid] = GetAmmoInClipByInventoryUid(ped);

// by hash
const [retval, ammo, inventoryUid] = Citizen.invokeNative('0x678F00858980F516', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
C#
var ammo = new OutputArgument();
var inventoryUid = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x678F00858980F516, ped, ammo, inventoryUid);
// ammo.GetResult<int>()
// inventoryUid.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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.