{"hash":"0x678F00858980F516","ns":"WEAPON","name":"_GET_AMMO_IN_CLIP_BY_INVENTORY_UID","slug":"_GET_AMMO_IN_CLIP_BY_INVENTORY_UID","official":false,"named":true,"luaName":"GetAmmoInClipByInventoryUid","game":"rdr3","apiset":"client","returnType":"BOOL","params":[{"name":"ped","type":"Ped"},{"name":"ammo","type":"int*"},{"name":"inventoryUid","type":"Any*"}],"summary":"","descriptions":[],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or"],"doc":1,"url":"https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_IN_CLIP_BY_INVENTORY_UID","markdownUrl":"https://natives.borderlinerp.com/natives/WEAPON/_GET_AMMO_IN_CLIP_BY_INVENTORY_UID.md","snippets":{"lua":"local retval, ammo, inventoryUid = GetAmmoInClipByInventoryUid(ped)","luaInvoke":"local retval, ammo, inventoryUid = Citizen.InvokeNative(0x678F00858980F516, ped, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())","js":"const [retval, ammo, inventoryUid] = GetAmmoInClipByInventoryUid(ped);","jsInvoke":"const [retval, ammo, inventoryUid] = Citizen.invokeNative('0x678F00858980F516', ped, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());","csharp":"var ammo = new OutputArgument();\nvar inventoryUid = new OutputArgument();\nbool retval = Function.Call<bool>((Hash)0x678F00858980F516, ped, ammo, inventoryUid);\n// ammo.GetResult<int>()\n// inventoryUid.GetResult<int>()","notes":["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."]}}