_GET_AMMO_IN_CLIP_BY_INVENTORY_UID
Hash
0x678F00858980F516Runtime name
GetAmmoInClipByInventoryUidNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
BOOL _GET_AMMO_IN_CLIP_BY_INVENTORY_UID(Ped ped, int* ammo, Any* inventoryUid);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
ammo | int* | — |
inventoryUid | Any* | — |
Returns BOOL
Usage
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#
const [retval, ammo, inventoryUid] = GetAmmoInClipByInventoryUid(ped);
// by hash
const [retval, ammo, inventoryUid] = Citizen.invokeNative('0x678F00858980F516', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());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
InvokeNativewith the hash — it always works.
Sources
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.